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

Public Member Functions

 boss_jeklik (Creature *creature)
 
void Reset () override
 
void JustEngagedWith (Unit *who) override
 Called for reaction when initially engaged. More...
 
void PathEndReached (uint32 pathId) override
 
void EnterEvadeMode (EvadeReason why) override
 
void JustDied (Unit *killer) override
 
- 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
 
- 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

uint8 batRidersCount = 0
 
- 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_jeklik()

boss_jeklik::boss_jeklik ( Creature creature)
inline
116: BossAI(creature, DATA_JEKLIK) { }
@ DATA_JEKLIK
Definition: zulgurub.h:31
Definition: ScriptedCreature.h:457

Member Function Documentation

◆ EnterEvadeMode()

void boss_jeklik::EnterEvadeMode ( EvadeReason  why)
inlineoverridevirtual

Reimplemented from BossAI.

253 {
255 {
256 me->DespawnOnEvade(5s);
257 }
258
260 }
@ EVADE_REASON_NO_PATH
Definition: CreatureAI.h:93
Creature * me
Definition: ScriptedCreature.h:280
void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER) override
Definition: ScriptedCreature.h:488
void DespawnOnEvade(Seconds respawnDelay=20s)
Definition: Creature.cpp:2181

References Creature::DespawnOnEvade(), BossAI::EnterEvadeMode(), CreatureAI::EVADE_REASON_NO_PATH, and ScriptedAI::me.

◆ JustDied()

void boss_jeklik::JustDied ( Unit killer)
inlineoverridevirtual

Reimplemented from BossAI.

263 {
264 BossAI::JustDied(killer);
266 }
@ SAY_DEATH
Definition: boss_jeklik.cpp:33
Talk
Definition: hyjal.cpp:82
void JustDied(Unit *) override
Definition: ScriptedCreature.h:489

References BossAI::JustDied(), and SAY_DEATH.

◆ JustEngagedWith()

void boss_jeklik::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from BossAI.

133 {
135
138
140 me->SetDisableGravity(true);
142
144 }
@ SAY_AGGRO
Definition: boss_jeklik.cpp:31
@ PATH_JEKLIK_INTRO
Definition: boss_jeklik.cpp:100
@ SPELL_BAT_FORM
Definition: boss_jeklik.cpp:45
@ SPELL_GREEN_CHANNELING
Definition: boss_jeklik.cpp:44
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition: UnitAI.h:392
void DoZoneInCombat(Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
Definition: CreatureAI.cpp:95
void JustEngagedWith(Unit *) override
Called for reaction when initially engaged.
Definition: ScriptedCreature.h:487
bool SetDisableGravity(bool disable, bool packetOnly=false, bool updateAnimationTier=true) override
Enable or disable the creature's fly mode by adding or removing: MOVEMENTFLAG_FLYING....
Definition: Creature.cpp:3192
MotionMaster * GetMotionMaster()
Definition: Unit.h:1601
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint8 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
Definition: Unit.cpp:4891
void MovePath(uint32 path_id, bool repeatable)
Move the unit following a specific path. Doesn't work with UNIT_FLAG_DISABLE_MOVE.
Definition: MotionMaster.cpp:849

References UnitAI::DoCastSelf(), CreatureAI::DoZoneInCombat(), Unit::GetMotionMaster(), BossAI::JustEngagedWith(), ScriptedAI::me, MotionMaster::MovePath(), PATH_JEKLIK_INTRO, Unit::RemoveAurasDueToSpell(), SAY_AGGRO, Creature::SetDisableGravity(), SPELL_BAT_FORM, and SPELL_GREEN_CHANNELING.

◆ PathEndReached()

void boss_jeklik::PathEndReached ( uint32  pathId)
inlineoverridevirtual

Reimplemented from CreatureAI.

147 {
149
150 me->SetDisableGravity(false);
151 me->SetCombatMovement(true);
153
154 //
155 // Phase 1
156 //
157 scheduler.Schedule(10s, 20s, PHASE_ONE, [this](TaskContext context)
158 {
159 if (Unit* target = SelectTarget(SelectTargetMethod::MinDistance, 0, -8.0f, false, false))
160 {
161 DoCast(target, SPELL_CHARGE);
162 AttackStart(target);
163 }
164 context.Repeat(15s, 30s);
165 }).Schedule(5s, 15s, PHASE_ONE, [this](TaskContext context)
166 {
168 context.Repeat(20s, 30s);
169 }).Schedule(5s, 15s, PHASE_ONE, [this](TaskContext context)
170 {
172 context.Repeat(10s, 20s);
173 }).Schedule(5s, 15s, PHASE_ONE, [this](TaskContext context)
174 {
176 context.Repeat(20s, 30s);
177 }).Schedule(20s, PHASE_ONE, [this](TaskContext context)
178 {
180 context.Repeat(20s, 30s);
181 }).Schedule(30s, PHASE_ONE, [this](TaskContext context)
182 {
184 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0))
185 {
186 for (uint8 i = 0; i < 6; ++i)
187 {
189 {
190 bat->AI()->AttackStart(target);
191 }
192 }
193 }
194 context.Repeat(30s);
195 });
196
197 //
198 // Phase 2 (@ 50% health)
199 //
201 {
204
206
207 scheduler.Schedule(5s, 15s, PHASE_TWO, [this](TaskContext context)
208 {
210 context.Repeat(25s, 30s);
211 }).Schedule(25s, 35s, PHASE_TWO, [this](TaskContext context)
212 {
214 context.Repeat(35s, 45s);
215 }).Schedule(10s, 15s, PHASE_TWO, [this](TaskContext context)
216 {
218 context.Repeat(12s, 18s);
219 }).Schedule(10s, 30s, PHASE_TWO, [this](TaskContext context)
220 {
222 context.Repeat(20s, 40s);
223 }).Schedule(25s, PHASE_TWO, [this](TaskContext context)
224 {
228 context.Repeat(25s);
229 }).Schedule(10s, PHASE_TWO, [this](TaskContext context)
230 {
232 {
233 // summon up to 2 bat riders
234 if (batRidersCount < 2)
235 {
237 // only if the bat rider was successfully created
239 {
241 }
242 if (batRidersCount == 1)
243 {
244 context.Repeat(10s, 15s);
245 }
246 }
247 }
248 });
249 });
250 }
std::uint8_t uint8
Definition: Define.h:109
@ REACT_AGGRESSIVE
Definition: Unit.h:550
@ TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT
Definition: Object.h:48
@ SAY_CALL_RIDERS
Definition: boss_jeklik.cpp:32
@ EMOTE_SUMMON_BATS
Definition: boss_jeklik.cpp:34
@ EMOTE_GREAT_HEAL
Definition: boss_jeklik.cpp:35
Position const SpawnBatRider
Definition: boss_jeklik.cpp:95
@ NPC_BLOODSEEKER_BAT
Definition: boss_jeklik.cpp:75
@ NPC_BATRIDER
Definition: boss_jeklik.cpp:76
@ SPELL_SONIC_BURST
Definition: boss_jeklik.cpp:51
@ SPELL_GREATER_HEAL
Definition: boss_jeklik.cpp:59
@ SPELL_CHARGE
Definition: boss_jeklik.cpp:50
@ SPELL_CURSE_OF_BLOOD
Definition: boss_jeklik.cpp:55
@ SPELL_SHADOW_WORD_PAIN
Definition: boss_jeklik.cpp:57
@ SPELL_BLOOD_LEECH
Definition: boss_jeklik.cpp:49
@ SPELL_SWOOP
Definition: boss_jeklik.cpp:52
@ SPELL_MIND_FLAY
Definition: boss_jeklik.cpp:58
@ SPELL_PIERCE_ARMOR
Definition: boss_jeklik.cpp:48
@ SPELL_PSYCHIC_SCREAM
Definition: boss_jeklik.cpp:56
Position const SpawnBat[6]
Definition: boss_jeklik.cpp:85
@ PHASE_ONE
Definition: boss_jeklik.cpp:81
@ PHASE_TWO
Definition: boss_jeklik.cpp:82
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition: TaskScheduler.h:229
TaskScheduler & CancelGroup(group_t const group)
Definition: TaskScheduler.cpp:53
Definition: TaskScheduler.h:415
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
Definition: TaskScheduler.h:485
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.
Definition: UnitAI.cpp:259
SpellCastResult DoCastVictim(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:240
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
TaskScheduler scheduler
Definition: CreatureAI.h:76
virtual void PathEndReached(uint32)
Definition: CreatureAI.h:159
void DoResetThreatList()
Definition: ScriptedCreature.cpp:436
void AttackStart(Unit *) override
Definition: ScriptedCreature.cpp:208
void ScheduleHealthCheckEvent(uint32 healthPct, std::function< void()> exec)
Executes a function once the creature reaches the defined health point percent.
Definition: ScriptedCreature.cpp:744
float GetThreatListSize() const
Definition: ThreatMgr.h:222
Definition: Creature.h:46
void SetCombatMovement(bool allowMovement)
Definition: Creature.cpp:3833
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition: Creature.h:97
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:2355
Definition: Unit.h:630
void InterruptNonMeleeSpells(bool withDelayed, uint32 spellid=0, bool withInstant=true, bool bySelf=false)
Definition: Unit.cpp:4111
ThreatMgr & GetThreatMgr()
Definition: Unit.h:839
uint8 batRidersCount
Definition: boss_jeklik.cpp:114

References ScriptedAI::AttackStart(), batRidersCount, TaskScheduler::CancelGroup(), UnitAI::DoCast(), UnitAI::DoCastRandomTarget(), UnitAI::DoCastSelf(), UnitAI::DoCastVictim(), ScriptedAI::DoResetThreatList(), EMOTE_GREAT_HEAL, EMOTE_SUMMON_BATS, ThreatMgr::GetThreatListSize(), Unit::GetThreatMgr(), Unit::InterruptNonMeleeSpells(), ScriptedAI::me, NPC_BATRIDER, NPC_BLOODSEEKER_BAT, CreatureAI::PathEndReached(), PHASE_ONE, PHASE_TWO, REACT_AGGRESSIVE, Unit::RemoveAurasDueToSpell(), TaskContext::Repeat(), SAY_CALL_RIDERS, TaskScheduler::Schedule(), BossAI::ScheduleHealthCheckEvent(), CreatureAI::scheduler, UnitAI::SelectTarget(), Creature::SetCombatMovement(), Creature::SetDisableGravity(), Creature::SetReactState(), SpawnBat, SpawnBatRider, SPELL_BAT_FORM, SPELL_BLOOD_LEECH, SPELL_CHARGE, SPELL_CURSE_OF_BLOOD, SPELL_GREATER_HEAL, SPELL_MIND_FLAY, SPELL_PIERCE_ARMOR, SPELL_PSYCHIC_SCREAM, SPELL_SHADOW_WORD_PAIN, SPELL_SONIC_BURST, SPELL_SWOOP, WorldObject::SummonCreature(), and TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT.

◆ Reset()

void boss_jeklik::Reset ( )
inlineoverridevirtual

Reimplemented from BossAI.

119 {
121
123
124 me->SetDisableGravity(false);
126 BossAI::me->SetCombatMovement(false);
127 batRidersCount = 0;
128
130 }
@ REACT_PASSIVE
Definition: Unit.h:548
Position const JeklikCaveHomePosition
Definition: boss_jeklik.cpp:96
Unit *const me
Definition: UnitAI.h:195
void Reset() override
Definition: ScriptedCreature.h:486
void SetHomePosition(float x, float y, float z, float o)
Definition: Creature.h:337

References batRidersCount, UnitAI::DoCastSelf(), JeklikCaveHomePosition, UnitAI::me, ScriptedAI::me, REACT_PASSIVE, BossAI::Reset(), Creature::SetDisableGravity(), Creature::SetHomePosition(), Creature::SetReactState(), and SPELL_GREEN_CHANNELING.

Member Data Documentation

◆ batRidersCount

uint8 boss_jeklik::batRidersCount = 0

Referenced by PathEndReached(), and Reset().