AzerothCore 3.3.5a
OpenSource WoW Emulator
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boss_anzu Struct Reference
Inheritance diagram for boss_anzu:
BossAI ScriptedAI CreatureAI UnitAI

Public Member Functions

 boss_anzu (Creature *creature)
 
void SummonedCreatureDies (Creature *summon, Unit *) override
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged. More...
 
void SummonBroods ()
 
void SummonSpirits ()
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
- Public Member Functions inherited from BossAI
 BossAI (Creature *creature, uint32 bossId)
 
 ~BossAI () override
 
bool CanRespawn () override
 
void DamageTaken (Unit *attacker, uint32 &damage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask) override
 Called at any Damage from any attacker (before damage apply) More...
 
void JustSummoned (Creature *summon) override
 
void SummonedCreatureDespawn (Creature *summon) override
 
void SummonedCreatureDespawnAll () override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
void ScheduleHealthCheckEvent (uint32 healthPct, std::function< void()> exec)
 Executes a function once the creature reaches the defined health point percent. More...
 
void ScheduleHealthCheckEvent (std::initializer_list< uint8 > healthPct, std::function< void()> exec)
 
virtual void ExecuteEvent (uint32)
 
virtual void ScheduleTasks ()
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged. More...
 
void EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER) override
 
void JustDied (Unit *) override
 
void JustReachedHome () override
 
- 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
 
void SetInvincibility (bool apply)
 
bool IsInvincible () const
 
void SetAutoAttackAllowed (bool allow)
 
bool IsAutoAttackAllowed () 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)
 
WorldObjectGetSummoner () const
 Returns the summoner creature/object, if the creature is a temporary summon. More...
 
 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

const Position AnzuSpiritPos [3]
 
uint32 talkTimer
 
- Public Attributes inherited from BossAI
float callForHelpRange
 
InstanceScript *const instance
 
- 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 BossAI
void _Reset ()
 
void _JustEngagedWith ()
 
void _JustDied ()
 
void _JustReachedHome ()
 
void _EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
void TeleportCheaters ()
 
- 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 BossAI
SummonList summons
 
- 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_anzu()

boss_anzu::boss_anzu ( Creature creature)
inline
66 : BossAI(creature, DATA_ANZU)
67 {
68 talkTimer = 1;
72 {
74 });
75 }
@ SPELL_SHADOWFORM
Definition: boss_anzu.cpp:37
@ DATA_ANZU
Definition: sethekk_halls.h:32
@ UNIT_STATE_CASTING
Definition: UnitDefines.h:164
@ UNIT_FLAG_NON_ATTACKABLE
Definition: UnitDefines.h:230
TaskScheduler & SetValidator(P &&predicate)
Sets a validator which is asked if tasks are allowed to be executed.
Definition: TaskScheduler.h:197
TaskScheduler scheduler
Definition: CreatureAI.h:75
Creature * me
Definition: ScriptedCreature.h:280
Definition: ScriptedCreature.h:467
void ReplaceAllUnitFlags(UnitFlags flags)
Remove the Unit flag specify only.
Definition: Unit.h:715
Aura * AddAura(uint32 spellId, Unit *target)
Definition: Unit.cpp:18863
bool HasUnitState(const uint32 f) const
Definition: Unit.h:701
uint32 talkTimer
Definition: boss_anzu.cpp:84

References Unit::AddAura(), Unit::HasUnitState(), ScriptedAI::me, Unit::ReplaceAllUnitFlags(), CreatureAI::scheduler, TaskScheduler::SetValidator(), SPELL_SHADOWFORM, talkTimer, UNIT_FLAG_NON_ATTACKABLE, and UNIT_STATE_CASTING.

Member Function Documentation

◆ JustEngagedWith()

void boss_anzu::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from BossAI.

109 {
112 scheduler.Schedule(14s, [this](TaskContext context)
113 {
115 context.Repeat(23s);
117 }).Schedule(5s, [this](TaskContext context)
118 {
119 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 50.0f, true))
120 {
121 DoCast(target, SPELL_SPELL_BOMB);
122 }
123 context.Repeat(16s, 24500ms);
125 }).Schedule(8s, [this](TaskContext context)
126 {
127 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 1, 45.0f, true))
128 {
129 DoCast(target, SPELL_CYCLONE);
130 }
131 context.Repeat(22s, 27s);
133 });
134 }
@ SPELL_SPELL_BOMB
Definition: boss_anzu.cpp:34
@ SPELL_CYCLONE
Definition: boss_anzu.cpp:35
@ SPELL_PARALYZING_SCREECH
Definition: boss_anzu.cpp:33
TaskScheduler & DelayAll(std::chrono::duration< _Rep, _Period > const &duration)
Delays all tasks with the given duration.
Definition: TaskScheduler.h:283
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition: TaskScheduler.h:232
Definition: TaskScheduler.h:421
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
Definition: TaskScheduler.h:493
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition: UnitAI.h:392
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition: UnitAI.cpp:110
SpellCastResult DoCast(uint32 spellId)
Definition: UnitAI.cpp:177
void _JustEngagedWith()
Definition: ScriptedCreature.cpp:656
Definition: Unit.h:630
void SummonSpirits()
Definition: boss_anzu.cpp:146

References BossAI::_JustEngagedWith(), TaskScheduler::DelayAll(), UnitAI::DoCast(), UnitAI::DoCastSelf(), TaskContext::Repeat(), TaskScheduler::Schedule(), CreatureAI::scheduler, UnitAI::SelectTarget(), SPELL_CYCLONE, SPELL_PARALYZING_SCREECH, SPELL_SPELL_BOMB, and SummonSpirits().

◆ Reset()

void boss_anzu::Reset ( )
inlineoverridevirtual

Reimplemented from BossAI.

100 {
101 _Reset();
102 ScheduleHealthCheckEvent({ 66, 33 }, [&] {
103 SummonBroods();
104 scheduler.DelayAll(10s);
105 });
106 }
void ScheduleHealthCheckEvent(uint32 healthPct, std::function< void()> exec)
Executes a function once the creature reaches the defined health point percent.
Definition: ScriptedCreature.cpp:774
void _Reset()
Definition: ScriptedCreature.cpp:624
void SummonBroods()
Definition: boss_anzu.cpp:136

References BossAI::_Reset(), TaskScheduler::DelayAll(), BossAI::ScheduleHealthCheckEvent(), CreatureAI::scheduler, and SummonBroods().

◆ SummonBroods()

void boss_anzu::SummonBroods ( )
inline
137 {
140 for (uint8 i = 0; i < 5; ++i)
141 {
142 me->SummonCreature(NPC_BROOD_OF_ANZU, me->GetPositionX() + 20 * cos((float)i), me->GetPositionY() + 20 * std::sin((float)i), me->GetPositionZ() + 25.0f, 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 30000);
143 }
144 }
std::uint8_t uint8
Definition: Define.h:109
@ SPELL_BANISH_SELF
Definition: boss_anzu.cpp:36
@ NPC_BROOD_OF_ANZU
Definition: boss_anzu.cpp:42
@ SAY_SUMMON
Definition: boss_anzu.cpp:28
Talk
Definition: hyjal.cpp:82
@ TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT
Definition: Object.h:49
TempSummon * SummonCreature(uint32 id, const Position &pos, TempSummonType spwtype=TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime=0, uint32 vehId=0, SummonPropertiesEntry const *properties=nullptr, bool visibleBySummonerOnly=false) const
Definition: Object.cpp:2366
float GetPositionZ() const
Definition: Position.h:118
float GetPositionX() const
Definition: Position.h:116
float GetPositionY() const
Definition: Position.h:117
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:1167

References Unit::CastSpell(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), ScriptedAI::me, NPC_BROOD_OF_ANZU, SAY_SUMMON, SPELL_BANISH_SELF, WorldObject::SummonCreature(), and TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT.

Referenced by Reset().

◆ SummonedCreatureDies()

void boss_anzu::SummonedCreatureDies ( Creature summon,
Unit  
)
inlineoverridevirtual

Reimplemented from CreatureAI.

87 {
88 if (summon->GetEntry() == NPC_BROOD_OF_ANZU)
89 {
90 summons.Despawn(summon);
93 {
95 }
96 }
97 }
bool HasEntry(uint32 entry) const
Definition: ScriptedCreature.cpp:93
void Despawn(Creature const *summon)
Definition: ScriptedCreature.h:89
void RemoveNotExisting()
Definition: ScriptedCreature.cpp:82
SummonList summons
Definition: ScriptedCreature.h:511
uint32 GetEntry() const
Definition: Object.h:115
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint8 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
Definition: Unit.cpp:4909

References SummonList::Despawn(), Object::GetEntry(), SummonList::HasEntry(), ScriptedAI::me, NPC_BROOD_OF_ANZU, Unit::RemoveAurasDueToSpell(), SummonList::RemoveNotExisting(), SPELL_BANISH_SELF, and BossAI::summons.

◆ SummonSpirits()

void boss_anzu::SummonSpirits ( )
inline
147 {
151 }
@ NPC_EAGLE_SPIRIT
Definition: boss_anzu.cpp:45
@ NPC_FALCON_SPIRIT
Definition: boss_anzu.cpp:44
@ NPC_HAWK_SPIRIT
Definition: boss_anzu.cpp:43
@ TEMPSUMMON_MANUAL_DESPAWN
Definition: Object.h:53
const Position AnzuSpiritPos[3]
Definition: boss_anzu.cpp:77

References AnzuSpiritPos, ScriptedAI::me, NPC_EAGLE_SPIRIT, NPC_FALCON_SPIRIT, NPC_HAWK_SPIRIT, WorldObject::SummonCreature(), and TEMPSUMMON_MANUAL_DESPAWN.

Referenced by JustEngagedWith().

◆ UpdateAI()

void boss_anzu::UpdateAI ( uint32  )
inlineoverridevirtual

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

Reimplemented from BossAI.

154 {
155 if (talkTimer)
156 {
157 talkTimer += diff;
158 if (talkTimer >= 1000 && talkTimer < 10000)
159 {
160 me->SetImmuneToAll(true);
162 talkTimer = 10000;
163 }
164 else if (talkTimer >= 16000)
165 {
169 talkTimer = 0;
171 }
172 }
173
174 if (!UpdateVictim())
175 return;
176
177 scheduler.Update(diff);
179 return;
180
182 }
@ SAY_ANZU_INTRO2
Definition: boss_anzu.cpp:27
@ SAY_ANZU_INTRO1
Definition: boss_anzu.cpp:26
@ UNIT_STATE_STUNNED
Definition: UnitDefines.h:152
@ UNIT_FLAG_NONE
Definition: UnitDefines.h:228
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition: TaskScheduler.cpp:27
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:39
bool UpdateVictim()
Definition: CreatureAI.cpp:280
void SetInCombatWithZone()
Set in combat all units in the dungeon/raid. Affect only units with IsAIEnabled.
Definition: Creature.cpp:2811
void SetImmuneToAll(bool apply, bool keepCombat=false)
Definition: Unit.h:874

References UnitAI::DoMeleeAttackIfReady(), Unit::HasUnitState(), ScriptedAI::me, Unit::RemoveAurasDueToSpell(), Unit::ReplaceAllUnitFlags(), SAY_ANZU_INTRO1, SAY_ANZU_INTRO2, CreatureAI::scheduler, Unit::SetImmuneToAll(), Creature::SetInCombatWithZone(), SPELL_SHADOWFORM, talkTimer, UNIT_FLAG_NONE, UNIT_STATE_CASTING, UNIT_STATE_STUNNED, TaskScheduler::Update(), and CreatureAI::UpdateVictim().

Member Data Documentation

◆ AnzuSpiritPos

const Position boss_anzu::AnzuSpiritPos[3]
Initial value:
=
{
{-96.4816f, 304.236f, 26.5135f, 5.23599f},
{-72.3434f, 290.861f, 26.4851f, 3.29867f},
{-99.5906f, 276.661f, 26.8467f, 0.750492f},
}

Referenced by SummonSpirits().

◆ talkTimer

uint32 boss_anzu::talkTimer

Referenced by boss_anzu(), and UpdateAI().