AzerothCore 3.3.5a
OpenSource WoW Emulator
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boss_twinemperorsAI Struct Referenceabstract
Inheritance diagram for boss_twinemperorsAI:
BossAI ScriptedAI CreatureAI UnitAI boss_veklor boss_veknilash

Public Member Functions

 boss_twinemperorsAI (Creature *creature)
 
CreatureGetTwin ()
 
void DamageTaken (Unit *attacker, uint32 &damage, DamageEffectType, SpellSchoolMask) override
 Called at any Damage from any attacker (before damage apply) More...
 
void KilledUnit (Unit *victim) override
 
void EnterEvadeMode (EvadeReason why) override
 
void JustDied (Unit *killer) override
 
void DoAction (int32 action) override
 
void JustEngagedWith (Unit *who) override
 Called for reaction when initially engaged. More...
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
virtual bool IAmVeklor ()=0
 
- 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
 

Protected Attributes

bool _introDone
 
- 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
 

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 ()
 
- Public Attributes inherited from BossAI
float callForHelpRange
 
InstanceScript *const instance
 
- Public Attributes inherited from ScriptedAI
Creatureme
 
- 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)
 

Detailed Description

Constructor & Destructor Documentation

◆ boss_twinemperorsAI()

boss_twinemperorsAI::boss_twinemperorsAI ( Creature creature)
inline
89 : BossAI(creature, DATA_TWIN_EMPERORS), _introDone(false)
90 {
92 }
@ DATA_TWIN_EMPERORS
Definition: temple_of_ahnqiraj.h:34
@ UNIT_STAND_STATE_KNEEL
Definition: UnitDefines.h:40
Creature * me
Definition: ScriptedCreature.h:280
Definition: ScriptedCreature.h:467
void SetStandState(uint8 state)
Definition: Unit.cpp:16726
bool _introDone
Definition: boss_twinemperors.cpp:284

References ScriptedAI::me, Unit::SetStandState(), and UNIT_STAND_STATE_KNEEL.

Member Function Documentation

◆ DamageTaken()

void boss_twinemperorsAI::DamageTaken ( Unit ,
uint32 ,
DamageEffectType  ,
SpellSchoolMask   
)
inlineoverridevirtual

Called at any Damage from any attacker (before damage apply)

Note
It use for recalculation damage or special reaction at damage for attack reaction use AttackedBy called for non DOT damage in Unit::DealDamage also

Reimplemented from BossAI.

100 {
101 if (attacker)
102 {
103 if (attacker->GetEntry() == NPC_VEKLOR || attacker->GetEntry() == NPC_VEKNILASH)
104 {
105 me->LowerPlayerDamageReq(damage);
106 return;
107 }
108
109 if (Creature* twin = GetTwin())
110 {
111 float dmgPct = damage / (float)me->GetMaxHealth();
112 int32 actualDmg = dmgPct * twin->GetMaxHealth();
113 twin->CastCustomSpell(twin, SPELL_TWIN_EMPATHY, &actualDmg, nullptr, nullptr, true);
114 }
115 }
116 }
std::int32_t int32
Definition: Define.h:103
@ SPELL_TWIN_EMPATHY
Definition: boss_twinemperors.cpp:29
@ NPC_VEKLOR
Definition: temple_of_ahnqiraj.h:74
@ NPC_VEKNILASH
Definition: temple_of_ahnqiraj.h:75
Definition: Creature.h:43
void LowerPlayerDamageReq(uint32 unDamage, bool damagedByPlayer=true)
Definition: Creature.cpp:3806
uint32 GetMaxHealth() const
Definition: Unit.h:1030
Creature * GetTwin()
Definition: boss_twinemperors.cpp:94

References Object::GetEntry(), Unit::GetMaxHealth(), GetTwin(), Creature::LowerPlayerDamageReq(), ScriptedAI::me, NPC_VEKLOR, NPC_VEKNILASH, and SPELL_TWIN_EMPATHY.

◆ DoAction()

void boss_twinemperorsAI::DoAction ( int32  action)
inlineoverridevirtual

Reimplemented from UnitAI.

145 {
146 if (action == ACTION_CANCEL_INTRO)
147 {
148 _introDone = true;
150 return;
151 }
152
153 if (action == ACTION_AFTER_TELEPORT)
154 {
158 scheduler.DelayAll(2300ms);
159 scheduler.Schedule(2s, [this](TaskContext /*context*/)
160 {
163 if (Unit* victim = me->SelectNearestTarget())
164 {
165 me->AddThreat(victim, 2000.f);
166 AttackStart(victim);
167 }
168 });
169 }
170
171 if (action != ACTION_START_INTRO)
172 return;
173
174 scheduler.Schedule(5s, [this](TaskContext /*context*/)
175 {
177 me->LoadEquipment(1, true);
178 });
179
180 if (IAmVeklor())
181 {
182 scheduler.Schedule(12s, GROUP_INTRO, [this](TaskContext /*context*/)
183 {
185 })
186 .Schedule(20s, GROUP_INTRO, [this](TaskContext /*context*/)
187 {
189 })
190 .Schedule(28s, GROUP_INTRO, [this](TaskContext /*context*/)
191 {
193 })
194 .Schedule(30s, GROUP_INTRO, [this](TaskContext /*context*/)
195 {
198 })
199 .Schedule(33s, GROUP_INTRO, [this](TaskContext /*context*/)
200 {
202 _introDone = true;
203 });
204 }
205 else
206 {
207 scheduler.Schedule(17s, GROUP_INTRO, [this](TaskContext /*context*/)
208 {
210 })
211 .Schedule(23s, GROUP_INTRO, [this](TaskContext /*context*/)
212 {
214 })
215 .Schedule(28s, GROUP_INTRO, [this](TaskContext /*context*/)
216 {
218 })
219 .Schedule(32s, GROUP_INTRO, [this](TaskContext /*context*/)
220 {
223 })
224 .Schedule(33s, GROUP_INTRO, [this](TaskContext /*context*/)
225 {
227 _introDone = true;
228 });
229 }
230 }
@ ACTION_AFTER_TELEPORT
Definition: boss_twinemperors.cpp:53
@ ACTION_START_INTRO
Definition: boss_twinemperors.cpp:51
@ ACTION_CANCEL_INTRO
Definition: boss_twinemperors.cpp:52
@ GROUP_INTRO
Definition: boss_twinemperors.cpp:76
constexpr float veklorOrientationIntro
Definition: boss_twinemperors.cpp:84
@ SPELL_TWIN_TELEPORT_VISUAL
Definition: boss_twinemperors.cpp:31
constexpr float veknilashOrientationIntro
Definition: boss_twinemperors.cpp:85
@ SAY_INTRO_2
Definition: boss_twinemperors.cpp:60
@ SAY_INTRO_1
Definition: boss_twinemperors.cpp:59
@ SAY_INTRO_0
Definition: boss_twinemperors.cpp:58
Talk
Definition: hyjal.cpp:82
@ EMOTE_ONESHOT_POINT
Definition: SharedDefines.h:1917
@ EMOTE_ONESHOT_ROAR
Definition: SharedDefines.h:1907
@ REACT_PASSIVE
Definition: Unit.h:548
@ REACT_AGGRESSIVE
Definition: Unit.h:550
@ UNIT_STAND_STATE_STAND
Definition: UnitDefines.h:32
@ UNIT_STATE_ROOT
Definition: UnitDefines.h:159
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
TaskScheduler & CancelGroup(group_t const group)
Definition: TaskScheduler.cpp:53
Definition: TaskScheduler.h:421
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition: UnitAI.h:392
TaskScheduler scheduler
Definition: CreatureAI.h:75
void DoResetThreatList()
Definition: ScriptedCreature.cpp:445
void LoadEquipment(int8 id=1, bool force=false)
Definition: Creature.cpp:1798
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition: Creature.h:94
Unit * SelectNearestTarget(float dist=0, bool playerOnly=false) const
Select nearest hostile unit within the given distance (regardless of threat list).
Definition: Creature.cpp:2388
Definition: Unit.h:630
void SetFacingTo(float ori)
Definition: Unit.cpp:20527
void SetControlled(bool apply, UnitState state, Unit *source=nullptr, bool isFear=false)
Definition: Unit.cpp:18034
void HandleEmoteCommand(uint32 emoteId)
Definition: Unit.cpp:2000
virtual bool IAmVeklor()=0

References _introDone, ACTION_AFTER_TELEPORT, ACTION_CANCEL_INTRO, ACTION_START_INTRO, TaskScheduler::CancelGroup(), TaskScheduler::DelayAll(), UnitAI::DoCastSelf(), ScriptedAI::DoResetThreatList(), EMOTE_ONESHOT_POINT, EMOTE_ONESHOT_ROAR, GROUP_INTRO, Unit::HandleEmoteCommand(), IAmVeklor(), Creature::LoadEquipment(), ScriptedAI::me, REACT_AGGRESSIVE, REACT_PASSIVE, SAY_INTRO_0, SAY_INTRO_1, SAY_INTRO_2, TaskScheduler::Schedule(), CreatureAI::scheduler, Creature::SelectNearestTarget(), Unit::SetControlled(), Unit::SetFacingTo(), Creature::SetReactState(), Unit::SetStandState(), SPELL_TWIN_TELEPORT_VISUAL, UNIT_STAND_STATE_STAND, UNIT_STATE_ROOT, veklorOrientationIntro, and veknilashOrientationIntro.

Referenced by JustEngagedWith().

◆ EnterEvadeMode()

void boss_twinemperorsAI::EnterEvadeMode ( EvadeReason  why)
inlineoverridevirtual

Reimplemented from BossAI.

125 {
127
128 if (Creature* twin = GetTwin())
129 if (!twin->IsInEvadeMode())
130 twin->AI()->EnterEvadeMode(why);
131 }
void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER) override
Definition: ScriptedCreature.h:498

References BossAI::EnterEvadeMode(), and GetTwin().

◆ GetTwin()

Creature * boss_twinemperorsAI::GetTwin ( )
inline
95 {
97 }
@ DATA_VEKNILASH
Definition: temple_of_ahnqiraj.h:46
@ DATA_VEKLOR
Definition: temple_of_ahnqiraj.h:45
InstanceScript *const instance
Definition: ScriptedCreature.h:474
Creature * GetCreature(uint32 type)
Definition: InstanceScript.cpp:103

References DATA_VEKLOR, DATA_VEKNILASH, InstanceScript::GetCreature(), IAmVeklor(), and BossAI::instance.

Referenced by DamageTaken(), EnterEvadeMode(), JustDied(), and JustEngagedWith().

◆ IAmVeklor()

virtual bool boss_twinemperorsAI::IAmVeklor ( )
pure virtual

Implemented in boss_veknilash, and boss_veklor.

Referenced by DoAction(), GetTwin(), JustEngagedWith(), and UpdateAI().

◆ JustDied()

void boss_twinemperorsAI::JustDied ( Unit killer)
inlineoverridevirtual

Reimplemented from BossAI.

134 {
135 if (Creature* twin = GetTwin())
136 if (twin->IsAlive())
137 Unit::Kill(me, twin);
138
140
141 BossAI::JustDied(killer);
142 }
@ SAY_DEATH
Definition: boss_twinemperors.cpp:62
void JustDied(Unit *) override
Definition: ScriptedCreature.h:499
static void Kill(Unit *killer, Unit *victim, bool durabilityLoss=true, WeaponAttackType attackType=BASE_ATTACK, SpellInfo const *spellProto=nullptr, Spell const *spell=nullptr)
Definition: Unit.cpp:17702

References GetTwin(), BossAI::JustDied(), Unit::Kill(), ScriptedAI::me, and SAY_DEATH.

◆ JustEngagedWith()

void boss_twinemperorsAI::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from BossAI.

Reimplemented in boss_veknilash, and boss_veklor.

233 {
235
236 if (!_introDone)
237 {
239 if (Creature* twin = GetTwin())
240 twin->AI()->DoAction(ACTION_CANCEL_INTRO);
241 }
242
243 if (Creature* twin = GetTwin())
244 if (!twin->IsInCombat())
245 twin->AI()->AttackStart(who);
246
247 scheduler.Schedule(15min, [this](TaskContext /*context*/)
248 {
249 if (IAmVeklor())
250 {
253 }
254 else
256 })
257 .Schedule(3600ms, [this](TaskContext context) // according to sniffs it should be casted by both emperors.
258 {
259 if (Creature* twin = GetTwin())
260 {
261 if (me->IsWithinDist(twin, 60.f))
262 DoCast(twin, SPELL_HEAL_BROTHER, true);
263 }
264
265 context.Repeat();
266 });
267 }
@ SPELL_HEAL_BROTHER
Definition: boss_twinemperors.cpp:32
@ SPELL_FRENZY
Definition: boss_twinemperors.cpp:36
@ SPELL_BERSERK
Definition: boss_twinemperors.cpp:43
@ EMOTE_ENRAGE
Definition: boss_twinemperors.cpp:63
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
Definition: TaskScheduler.h:493
SpellCastResult DoCast(uint32 spellId)
Definition: UnitAI.cpp:177
void JustEngagedWith(Unit *) override
Called for reaction when initially engaged.
Definition: ScriptedCreature.h:497
bool IsWithinDist(WorldObject const *obj, float dist2compare, bool is3D=true, bool useBoundingRadius=true) const
Definition: Object.cpp:1327
void DoAction(int32 action) override
Definition: boss_twinemperors.cpp:144

References _introDone, ACTION_CANCEL_INTRO, DoAction(), UnitAI::DoCast(), UnitAI::DoCastSelf(), EMOTE_ENRAGE, GetTwin(), IAmVeklor(), WorldObject::IsWithinDist(), BossAI::JustEngagedWith(), ScriptedAI::me, TaskContext::Repeat(), TaskScheduler::Schedule(), CreatureAI::scheduler, SPELL_BERSERK, SPELL_FRENZY, and SPELL_HEAL_BROTHER.

Referenced by boss_veknilash::JustEngagedWith(), and boss_veklor::JustEngagedWith().

◆ KilledUnit()

void boss_twinemperorsAI::KilledUnit ( Unit victim)
inlineoverridevirtual

Reimplemented from ScriptedAI.

119 {
120 if (victim && victim->IsPlayer())
121 Talk(SAY_KILL);
122 }
@ SAY_KILL
Definition: boss_twinemperors.cpp:61
bool IsPlayer() const
Definition: Object.h:200

References Object::IsPlayer(), and SAY_KILL.

◆ UpdateAI()

void boss_twinemperorsAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Reimplemented from BossAI.

270 {
271 if (!UpdateVictim() && _introDone)
272 return;
273
274 scheduler.Update(diff, [this]
275 {
276 if (!IAmVeklor())
278 });
279 }
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition: TaskScheduler.cpp:27
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:39
bool UpdateVictim()
Definition: CreatureAI.cpp:280

References _introDone, UnitAI::DoMeleeAttackIfReady(), IAmVeklor(), CreatureAI::scheduler, TaskScheduler::Update(), and CreatureAI::UpdateVictim().

Member Data Documentation

◆ _introDone

bool boss_twinemperorsAI::_introDone
protected

Referenced by DoAction(), JustEngagedWith(), and UpdateAI().