AzerothCore 3.3.5a
OpenSource WoW Emulator
Loading...
Searching...
No Matches
boss_loken::boss_lokenAI Struct Reference
Inheritance diagram for boss_loken::boss_lokenAI:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 boss_lokenAI (Creature *creature)
 
void MoveInLineOfSight (Unit *) override
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged. More...
 
void JustDied (Unit *) override
 
void LokenSpeach (bool hp)
 
void KilledUnit (Unit *victim) override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
- Public Member Functions inherited from ScriptedAI
 ScriptedAI (Creature *creature)
 
 ~ScriptedAI () override
 
void AttackStartNoMove (Unit *target)
 
void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask) override
 Called at any Damage from any attacker (before damage apply) More...
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
void JustDied (Unit *) override
 
void KilledUnit (Unit *) override
 
void JustSummoned (Creature *) override
 
void SummonedCreatureDespawn (Creature *) override
 
void SpellHit (Unit *, SpellInfo const *) override
 
void SpellHitTarget (Unit *, SpellInfo const *) override
 
void MovementInform (uint32, uint32) override
 
void OnPossess (bool)
 
bool IsInRoom (const Position *pos, Axis axis, bool above)
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged. More...
 
void AttackStart (Unit *) override
 
void DoStartMovement (Unit *target, float distance=0.0f, float angle=0.0f)
 
void DoStartNoMovement (Unit *target)
 
void DoStopAttack ()
 
void DoCastSpell (Unit *target, SpellInfo const *spellInfo, bool triggered=false)
 
void DoPlaySoundToSet (WorldObject *source, uint32 soundId)
 
void DoPlayMusic (uint32 soundId, bool zone)
 
void DoAddThreat (Unit *unit, float amount)
 
void DoModifyThreatByPercent (Unit *unit, int32 pct)
 
void DoResetThreat (Unit *unit)
 
void DoResetThreatList ()
 
float DoGetThreat (Unit *unit)
 
void DoTeleportPlayer (Unit *unit, float x, float y, float z, float o)
 
void DoTeleportPlayer (Unit *unit, Position pos)
 
void DoTeleportAll (float x, float y, float z, float o)
 
UnitDoSelectLowestHpFriendly (float range, uint32 minHPDiff=1)
 
std::list< Creature * > DoFindFriendlyCC (float range)
 
std::list< Creature * > DoFindFriendlyMissingBuff (float range, uint32 spellId)
 
PlayerGetPlayerAtMinimumRange (float minRange)
 
CreatureDoSpawnCreature (uint32 entry, float offsetX, float offsetY, float offsetZ, float angle, uint32 type, uint32 despawntime)
 
bool IsUniqueTimedEventDone (uint32 id) const
 
void SetUniqueTimedEventDone (uint32 id)
 
void ResetUniqueTimedEvent (uint32 id)
 
void ClearUniqueTimedEventsDone ()
 
void ScheduleTimedEvent (Milliseconds timerMin, Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0s, uint32 uniqueId=0)
 
void ScheduleTimedEvent (Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0s, uint32 uniqueId=0)
 
void ScheduleUniqueTimedEvent (Milliseconds timer, std::function< void()> exec, uint32 uniqueId)
 
bool HealthBelowPct (uint32 pct) const
 
bool HealthAbovePct (uint32 pct) const
 
SpellInfo const * SelectSpell (Unit *target, uint32 school, uint32 mechanic, SelectTargetType targets, uint32 powerCostMin, uint32 powerCostMax, float rangeMin, float rangeMax, SelectEffect effect)
 
void SetEquipmentSlots (bool loadDefault, int32 mainHand=EQUIP_NO_CHANGE, int32 offHand=EQUIP_NO_CHANGE, int32 ranged=EQUIP_NO_CHANGE)
 
virtual bool CheckEvadeIfOutOfCombatArea () const
 
bool IsHeroic () const
 
Difficulty GetDifficulty () const
 
bool Is25ManRaid () const
 
template<class T >
const T & DUNGEON_MODE (const T &normal5, const T &heroic10) const
 
template<class T >
const T & RAID_MODE (const T &normal10, const T &normal25) const
 
template<class T >
const T & RAID_MODE (const T &normal10, const T &normal25, const T &heroic10, const T &heroic25) const
 
PlayerSelectTargetFromPlayerList (float maxdist, uint32 excludeAura=0, bool mustBeInLOS=false) const
 
- Public Member Functions inherited from CreatureAI
void Talk (uint8 id, WorldObject const *whisperTarget=nullptr, Milliseconds delay=0s)
 Causes the creature to talk/say the text assigned to their entry in the creature_text database table. More...
 
void Talk (uint8 id, Milliseconds delay)
 
 CreatureAI (Creature *creature)
 
 ~CreatureAI () override
 
void MoveCircleChecks ()
 
void MoveBackwardsChecks ()
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At ================================= More...
 
void TriggerAlert (Unit const *who) const
 
virtual bool CanRespawn ()
 
virtual void EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
virtual void JustEngagedWith (Unit *)
 Called for reaction when initially engaged. More...
 
virtual void JustDied (Unit *)
 
virtual void KilledUnit (Unit *)
 
virtual void JustSummoned (Creature *)
 
virtual void IsSummonedBy (WorldObject *)
 
virtual void SummonedCreatureDespawn (Creature *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureDespawnAll ()
 
virtual void SummonedCreatureEvade (Creature *)
 
virtual void SpellHit (Unit *, SpellInfo const *)
 
virtual void SpellHitTarget (Unit *, SpellInfo const *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted ()
 
virtual void JustRespawned ()
 
virtual void MovementInform (uint32, uint32)
 
virtual void PathEndReached (uint32)
 
void OnCharmed (bool apply) override
 Called when unit is charmed. More...
 
virtual void JustReachedHome ()
 
void DoZoneInCombat (Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
 
virtual void ReceiveEmote (Player *, uint32)
 
virtual void OwnerAttackedBy (Unit *)
 
virtual void OwnerAttacked (Unit *)
 
virtual void CorpseRemoved (uint32 &)
 == Triggered Actions Requested ================== More...
 
virtual void PassengerBoarded (Unit *, int8, bool)
 == Fields ======================================= More...
 
virtual bool BeforeSpellClick (Unit *)
 
virtual void OnSpellClick (Unit *, bool &)
 
virtual bool CanSeeAlways (WorldObject const *)
 
virtual bool CanBeSeen (Player const *)
 
virtual bool CanAlwaysBeDetectable (WorldObject const *)
 
virtual void PetStopAttack ()
 
virtual bool CheckInRoom ()
 
CreatureBoundary const * GetBoundary () const
 
void SetBoundary (CreatureBoundary const *boundary, bool negativeBoundaries=false)
 
bool IsInBoundary (Position const *who=nullptr) const
 
virtual void CalculateThreat (Unit *, float &, SpellInfo const *)
 
virtual bool OnTeleportUnreacheablePlayer (Player *)
 
virtual void OnAuraRemove (AuraApplication *, AuraRemoveMode)
 
- Public Member Functions inherited from UnitAI
 UnitAI (Unit *unit)
 
virtual ~UnitAI ()
 
virtual bool CanAIAttack (Unit const *) const
 
virtual void AttackStart (Unit *)
 
virtual void UpdateAI (uint32)=0
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
virtual void InitializeAI ()
 
virtual void Reset ()
 
virtual void OnCharmed (bool apply)=0
 Called when unit is charmed. More...
 
virtual void DoAction (int32)
 
virtual uint32 GetData (uint32) const
 
virtual void SetData (uint32, uint32)
 
virtual void SetGUID (ObjectGuid, int32=0)
 
virtual ObjectGuid GetGUID (int32=0) const
 
UnitSelectTarget (SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
 
template<class PREDICATE >
UnitSelectTarget (SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)
 
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
 Select the best (up to) <num> targets (in <targetType> order) from the threat list that fulfill the following: More...
 
template<class PREDICATE >
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)
 
virtual void JustEnteredCombat (Unit *)
 Called when the unit enters combat. More...
 
virtual void JustExitedCombat ()
 Called when the unit leaves combat. More...
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType)
 Called at any Damage to any victim (before damage apply) More...
 
virtual void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 Called at any Damage from any attacker (before damage apply) More...
 
virtual void HealReceived (Unit *, uint32 &)
 Called when the creature receives heal. More...
 
virtual void OnPowerUpdate (Powers, int32, int32, uint32)
 Called when the creature power updates. More...
 
virtual void HealDone (Unit *, uint32 &)
 Called when the unit heals. More...
 
virtual void OnCalculateMeleeDamageReceived (uint32 &, Unit *)
 Called during damage calculations. More...
 
virtual void OnCalculateSpellDamageReceived (int32 &, Unit *)
 
virtual void OnCalculatePeriodicTickReceived (uint32 &, Unit *)
 Called during calculation when receiving periodic healing or damage (DoT or HoT) More...
 
void AttackStartCaster (Unit *victim, float dist)
 
SpellCastResult DoAddAuraToAllHostilePlayers (uint32 spellid)
 
SpellCastResult DoCast (uint32 spellId)
 
SpellCastResult DoCast (Unit *victim, uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastSelf (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastToAllHostilePlayers (uint32 spellid, bool triggered=false)
 To specify the caster as target if the spell is self-cast. More...
 
SpellCastResult DoCastVictim (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastAOE (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastRandomTarget (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false, bool withTank=true)
 Cast the spell on a random unit from the threat list. More...
 
SpellCastResult DoCastMaxThreat (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false)
 Cast spell on the top threat target, which may not be the current victim. More...
 
float DoGetSpellMaxRange (uint32 spellId, bool positive=false)
 
void DoMeleeAttackIfReady ()
 
bool DoSpellAttackIfReady (uint32 spell)
 
void DoSpellAttackToRandomTargetIfReady (uint32 spell, uint32 threatTablePosition=0, float dist=0.f, bool playerOnly=true)
 
virtual void SummonMovementInform (Creature *, uint32, uint32)
 Called when a summon reaches a waypoint or point movement finished. More...
 
virtual void sGossipHello (Player *)
 
virtual void sGossipSelect (Player *, uint32, uint32)
 
virtual void sGossipSelectCode (Player *, uint32, uint32, char const *)
 
virtual void sQuestAccept (Player *, Quest const *)
 
virtual void sQuestSelect (Player *, Quest const *)
 
virtual void sQuestComplete (Player *, Quest const *)
 
virtual void sQuestReward (Player *, Quest const *, uint32)
 
virtual void sOnGameEvent (bool, uint16)
 
virtual std::string GetDebugInfo () const
 

Public Attributes

InstanceScriptm_pInstance
 
EventMap events
 
bool isActive
 
uint32 IntroTimer
 
uint8 HealthCheck
 
- Public Attributes inherited from ScriptedAI
Creatureme
 

Additional Inherited Members

- Public Types inherited from ScriptedAI
enum class  Axis {
  AXIS_X ,
  AXIS_Y
}
 
- Public Types inherited from CreatureAI
enum  EvadeReason {
  EVADE_REASON_NO_HOSTILES ,
  EVADE_REASON_BOUNDARY ,
  EVADE_REASON_SEQUENCE_BREAK ,
  EVADE_REASON_NO_PATH ,
  EVADE_REASON_OTHER
}
 
- Static Public Member Functions inherited from CreatureAI
static bool IsInBounds (CreatureBoundary const &boundary, Position const *who)
 
- Static Public Member Functions inherited from UnitAI
static void FillAISpellInfo ()
 
- Static Public Attributes inherited from UnitAI
static AISpellInfoTypeAISpellInfo
 
- Protected Member Functions inherited from CreatureAI
bool UpdateVictim ()
 
bool UpdateVictimWithGaze ()
 
void SetGazeOn (Unit *target)
 
CreatureDoSummon (uint32 entry, Position const &pos, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
CreatureDoSummon (uint32 entry, WorldObject *obj, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
CreatureDoSummonFlyer (uint32 entry, WorldObject *obj, float flightZ, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
virtual void MoveInLineOfSight (Unit *)
 
bool _EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
- Protected Attributes inherited from CreatureAI
Creature *const me
 
EventMap events
 
TaskScheduler scheduler
 
CreatureBoundary const * _boundary
 
bool _negateBoundary
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ boss_lokenAI()

boss_loken::boss_lokenAI::boss_lokenAI ( Creature creature)
inline
75 : ScriptedAI(creature)
76 {
77 m_pInstance = creature->GetInstanceScript();
78 if (m_pInstance)
80 }
@ TYPE_LOKEN_INTRO
Definition: halls_of_lightning.h:33
Definition: ScriptedCreature.h:190
InstanceScript * GetInstanceScript() const
Definition: Object.cpp:1192
virtual uint32 GetData(uint32) const
Definition: ZoneScript.h:52
bool isActive
Definition: boss_loken.cpp:85
InstanceScript * m_pInstance
Definition: boss_loken.cpp:82

References ZoneScript::GetData(), WorldObject::GetInstanceScript(), isActive, m_pInstance, and TYPE_LOKEN_INTRO.

Member Function Documentation

◆ JustDied()

void boss_loken::boss_lokenAI::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from ScriptedAI.

135 {
137
138 if (m_pInstance)
140 }
@ DONE
Definition: InstanceScript.h:60
@ SAY_DEATH
Definition: boss_loken.cpp:50
@ TYPE_LOKEN
Definition: halls_of_lightning.h:31
Talk
Definition: hyjal.cpp:82
virtual void SetData(uint32, uint32)
Definition: ZoneScript.h:53

References DONE, m_pInstance, SAY_DEATH, ZoneScript::SetData(), and TYPE_LOKEN.

◆ JustEngagedWith()

void boss_loken::boss_lokenAI::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from ScriptedAI.

117 {
120
121 events.ScheduleEvent(EVENT_ARC_LIGHTNING, 10s);
122 events.ScheduleEvent(EVENT_SHOCKWAVE, 3s);
123 events.ScheduleEvent(EVENT_LIGHTNING_NOVA, 15s);
124
125 if (m_pInstance)
126 {
128
129 if (me->GetMap()->IsHeroic())
131 }
132 }
@ IN_PROGRESS
Definition: InstanceScript.h:58
@ SAY_AGGRO
Definition: boss_loken.cpp:44
@ EVENT_LIGHTNING_NOVA
Definition: boss_loken.cpp:56
@ EVENT_ARC_LIGHTNING
Definition: boss_loken.cpp:58
@ EVENT_SHOCKWAVE
Definition: boss_loken.cpp:57
@ ACHIEVEMENT_TIMELY_DEATH
Definition: boss_loken.cpp:37
events
Definition: boss_sartura.cpp:43
@ ACHIEVEMENT_TIMED_TYPE_EVENT
Definition: DBCEnums.h:110
Creature * me
Definition: ScriptedCreature.h:280
void SetInCombatWithZone()
Set in combat all units in the dungeon/raid. Affect only units with IsAIEnabled.
Definition: Creature.cpp:2806
Map * GetMap() const
Definition: Object.h:531
void DoStartTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry)
Definition: InstanceScript.cpp:621
bool IsHeroic() const
Definition: Map.h:452

References ACHIEVEMENT_TIMED_TYPE_EVENT, ACHIEVEMENT_TIMELY_DEATH, InstanceScript::DoStartTimedAchievement(), EVENT_ARC_LIGHTNING, EVENT_LIGHTNING_NOVA, EVENT_SHOCKWAVE, WorldObject::GetMap(), IN_PROGRESS, Map::IsHeroic(), m_pInstance, ScriptedAI::me, SAY_AGGRO, ZoneScript::SetData(), Creature::SetInCombatWithZone(), and TYPE_LOKEN.

◆ KilledUnit()

void boss_loken::boss_lokenAI::KilledUnit ( Unit victim)
inlineoverridevirtual

Reimplemented from ScriptedAI.

164 {
165 if (!victim->IsPlayer())
166 return;
167
168 Talk(SAY_SLAY);
169 }
@ SAY_SLAY
Definition: boss_loken.cpp:46
bool IsPlayer() const
Definition: Object.h:197

References Object::IsPlayer(), and SAY_SLAY.

◆ LokenSpeach()

void boss_loken::boss_lokenAI::LokenSpeach ( bool  hp)
inline
143 {
144 if (hp)
145 {
146 switch (HealthCheck)
147 {
148 case 75:
150 break;
151 case 50:
153 break;
154 case 25:
156 break;
157 }
158 }
159 else
160 Talk(SAY_NOVA);
161 }
@ SAY_25HEALTH
Definition: boss_loken.cpp:49
@ SAY_NOVA
Definition: boss_loken.cpp:45
@ SAY_50HEALTH
Definition: boss_loken.cpp:48
@ SAY_75HEALTH
Definition: boss_loken.cpp:47
uint8 HealthCheck
Definition: boss_loken.cpp:87

References HealthCheck, SAY_25HEALTH, SAY_50HEALTH, SAY_75HEALTH, and SAY_NOVA.

Referenced by UpdateAI().

◆ MoveInLineOfSight()

void boss_loken::boss_lokenAI::MoveInLineOfSight ( Unit )
inlineoverridevirtual

Reimplemented from CreatureAI.

89{ }

◆ Reset()

void boss_loken::boss_lokenAI::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

92 {
93 events.Reset();
94 if (m_pInstance)
95 {
98 }
99
100 HealthCheck = 75;
101 IntroTimer = 0;
103
104 if (!isActive)
105 {
108 }
109 else
110 {
113 }
114 }
@ NOT_STARTED
Definition: InstanceScript.h:57
@ UNIT_STATE_STUNNED
Definition: UnitDefines.h:152
@ UNIT_FLAG_NON_ATTACKABLE
Definition: UnitDefines.h:230
void SetControlled(bool apply, UnitState state, Unit *source=nullptr, bool isFear=false)
Definition: Unit.cpp:17990
void RemoveAllAuras()
Definition: Unit.cpp:5290
void SetUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition: Unit.h:683
void RemoveUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition: Unit.h:684
void DoStopTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry)
Definition: InstanceScript.cpp:630
uint32 IntroTimer
Definition: boss_loken.cpp:86

References ACHIEVEMENT_TIMED_TYPE_EVENT, ACHIEVEMENT_TIMELY_DEATH, InstanceScript::DoStopTimedAchievement(), HealthCheck, IntroTimer, isActive, m_pInstance, ScriptedAI::me, NOT_STARTED, Unit::RemoveAllAuras(), Unit::RemoveUnitFlag(), Unit::SetControlled(), ZoneScript::SetData(), Unit::SetUnitFlag(), TYPE_LOKEN, UNIT_FLAG_NON_ATTACKABLE, and UNIT_STATE_STUNNED.

◆ UpdateAI()

void boss_loken::boss_lokenAI::UpdateAI ( uint32  )
inlineoverridevirtual

Use to start attacking a target. Called just before JustEngagedWith()

Reimplemented from ScriptedAI.

172 {
173 if (!isActive)
174 {
175 IntroTimer += diff;
176 if (IntroTimer > 5000 && IntroTimer < 10000)
177 {
179 {
181 IntroTimer = 10000;
182 }
183 else
184 IntroTimer = 0;
185 }
186
187 if (IntroTimer >= 30000 && IntroTimer < 40000)
188 {
190 IntroTimer = 40000;
191 }
192 if (IntroTimer >= 60000)
193 {
194 isActive = true;
195 if (m_pInstance)
197
200
201 if (Player* target = SelectTargetFromPlayerList(80))
202 AttackStart(target);
203 }
204
205 return;
206 }
207
208 //Return since we have no target
209 if (!UpdateVictim())
210 return;
211
212 events.Update(diff);
213
215 return;
216
217 switch (events.ExecuteEvent())
218 {
221 {
222 LokenSpeach(true);
223 HealthCheck -= 25;
224 }
225
226 events.Repeat(1s);
227 break;
229 events.Repeat(15s);
232
233 events.DelayEvents(5s);
234 events.ScheduleEvent(EVENT_AURA_REMOVE, me->GetMap()->IsHeroic() ? 4s : 5s);
235
237 break;
238 case EVENT_SHOCKWAVE:
240 break;
243 me->CastSpell(target, SPELL_ARC_LIGHTNING, false);
244
245 events.Repeat(12s);
246 break;
249 break;
250 }
251
253 }
@ UNIT_STATE_CASTING
Definition: UnitDefines.h:164
@ SAY_INTRO_2
Definition: boss_loken.cpp:43
@ SAY_INTRO_1
Definition: boss_loken.cpp:42
@ EVENT_CHECK_HEALTH
Definition: boss_loken.cpp:59
@ EVENT_AURA_REMOVE
Definition: boss_loken.cpp:60
@ SPELL_LIGHTNING_NOVA_H
Definition: boss_loken.cpp:29
@ SPELL_LIGHTNING_NOVA_N
Definition: boss_loken.cpp:28
@ SPELL_ARC_LIGHTNING
Definition: boss_loken.cpp:27
@ SPELL_PULSING_SHOCKWAVE_N
Definition: boss_loken.cpp:33
@ SPELL_PULSING_SHOCKWAVE_H
Definition: boss_loken.cpp:34
@ SPELL_LIGHTNING_NOVA_VISUAL
Definition: boss_loken.cpp:30
@ SPELL_LIGHTNING_NOVA_THUNDERS
Definition: boss_loken.cpp:31
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:39
bool UpdateVictim()
Definition: CreatureAI.cpp:269
void AttackStart(Unit *) override
Definition: ScriptedCreature.cpp:208
bool HealthBelowPct(uint32 pct) const
Definition: ScriptedCreature.h:364
Player * SelectTargetFromPlayerList(float maxdist, uint32 excludeAura=0, bool mustBeInLOS=false) const
Definition: ScriptedCreature.cpp:546
Definition: Player.h:1064
Definition: Unit.h:630
void RemoveAura(AuraApplicationMap::iterator &i, AuraRemoveMode mode=AURA_REMOVE_BY_DEFAULT)
Definition: Unit.cpp:4758
SpellCastResult CastSpell(SpellCastTargets const &targets, SpellInfo const *spellInfo, CustomSpellValues const *value, TriggerCastFlags triggerFlags=TRIGGERED_NONE, Item *castItem=nullptr, AuraEffect const *triggeredByAura=nullptr, ObjectGuid originalCaster=ObjectGuid::Empty)
Definition: Unit.cpp:1168
bool HasUnitState(const uint32 f) const
Definition: Unit.h:673
void LokenSpeach(bool hp)
Definition: boss_loken.cpp:142

References ScriptedAI::AttackStart(), Unit::CastSpell(), UnitAI::DoMeleeAttackIfReady(), EVENT_ARC_LIGHTNING, EVENT_AURA_REMOVE, EVENT_CHECK_HEALTH, EVENT_LIGHTNING_NOVA, EVENT_SHOCKWAVE, WorldObject::GetMap(), Unit::HasUnitState(), ScriptedAI::HealthBelowPct(), HealthCheck, IntroTimer, isActive, Map::IsHeroic(), LokenSpeach(), m_pInstance, ScriptedAI::me, Unit::RemoveAura(), Unit::RemoveUnitFlag(), SAY_INTRO_1, SAY_INTRO_2, ScriptedAI::SelectTargetFromPlayerList(), Unit::SetControlled(), ZoneScript::SetData(), SPELL_ARC_LIGHTNING, SPELL_LIGHTNING_NOVA_H, SPELL_LIGHTNING_NOVA_N, SPELL_LIGHTNING_NOVA_THUNDERS, SPELL_LIGHTNING_NOVA_VISUAL, SPELL_PULSING_SHOCKWAVE_H, SPELL_PULSING_SHOCKWAVE_N, TYPE_LOKEN_INTRO, UNIT_FLAG_NON_ATTACKABLE, UNIT_STATE_CASTING, UNIT_STATE_STUNNED, and CreatureAI::UpdateVictim().

Member Data Documentation

◆ events

EventMap boss_loken::boss_lokenAI::events

◆ HealthCheck

uint8 boss_loken::boss_lokenAI::HealthCheck

Referenced by LokenSpeach(), Reset(), and UpdateAI().

◆ IntroTimer

uint32 boss_loken::boss_lokenAI::IntroTimer

Referenced by Reset(), and UpdateAI().

◆ isActive

bool boss_loken::boss_lokenAI::isActive

Referenced by boss_lokenAI(), Reset(), and UpdateAI().

◆ m_pInstance

InstanceScript* boss_loken::boss_lokenAI::m_pInstance