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

Public Member Functions

 boss_nalorakk (Creature *creature)
 
void Reset () override
 
void MoveInLineOfSight (Unit *who) override
 
void JustEngagedWith (Unit *who) override
 Called for reaction when initially engaged. More...
 
void ShapeShift (bool currentlyInBearForm)
 
void GroupedAttack (std::list< Creature * > attackerList)
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
bool CheckFullyDeadGroup (std::list< Creature * > groupToCheck)
 
- 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
 

Private Attributes

uint8 _phase
 
bool _ranIntro
 
bool _active
 
bool _bearForm
 
TaskScheduler _introScheduler
 
std::list< Creature * > _waveList
 

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)
 
- 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_nalorakk()

boss_nalorakk::boss_nalorakk ( Creature creature)
inline
90 : BossAI(creature, DATA_NALORAKKEVENT)
91 {
93 _ranIntro = false;
94 _active = true;
96 me->SetImmuneToAll(true);
97 }
@ REACT_PASSIVE
Definition: Unit.h:548
@ DATA_NALORAKKEVENT
Definition: zulaman.h:29
@ PHASE_SEND_GUARDS_1
Definition: boss_nalorakk.cpp:71
Creature * me
Definition: ScriptedCreature.h:280
Definition: ScriptedCreature.h:457
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition: Creature.h:97
void SetImmuneToAll(bool apply, bool keepCombat=false)
Definition: Unit.h:810
uint8 _phase
Definition: boss_nalorakk.cpp:350
bool _ranIntro
Definition: boss_nalorakk.cpp:351
bool _active
Definition: boss_nalorakk.cpp:352

References _active, _phase, _ranIntro, ScriptedAI::me, PHASE_SEND_GUARDS_1, REACT_PASSIVE, Unit::SetImmuneToAll(), and Creature::SetReactState().

Member Function Documentation

◆ CheckFullyDeadGroup()

bool boss_nalorakk::CheckFullyDeadGroup ( std::list< Creature * >  groupToCheck)
inline
339 {
340 for (Creature* member : groupToCheck)
341 {
342 if (member->IsAlive())
343 {
344 return false;
345 }
346 }
347 return true;
348 }
Definition: Creature.h:46

Referenced by MoveInLineOfSight().

◆ GroupedAttack()

void boss_nalorakk::GroupedAttack ( std::list< Creature * >  attackerList)
inline
325 {
326 for (Creature* attacker : attackerList)
327 {
328 attacker->SetInCombatWithZone();
329 }
330 }

Referenced by MoveInLineOfSight().

◆ JustEngagedWith()

void boss_nalorakk::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from BossAI.

234 {
237 scheduler.Schedule(15s, 20s, GROUP_HUMAN, [this](TaskContext context)
238 {
240 DoCastRandomTarget(SPELL_SURGE, 0, 45.0f, false, false, false);
241 context.Repeat();
242 }).Schedule(7s, 12s, GROUP_HUMAN, [this](TaskContext context)
243 {
245 context.Repeat();
246 }).Schedule(10s, 15s, GROUP_HUMAN, [this](TaskContext context)
247 {
249 {
251 context.Repeat(1s);
252 }
253 else
254 {
255 context.Repeat();
256 }
257 }).Schedule(10min, GROUP_BERSERK, [this](TaskContext)
258 {
261 }).Schedule(45s, 50s, GROUP_HUMAN, [this](TaskContext)
262 {
264 });
265 }
@ GROUP_HUMAN
Definition: boss_nalorakk.cpp:84
@ GROUP_BERSERK
Definition: boss_nalorakk.cpp:83
@ SPELL_MANGLE
Definition: boss_nalorakk.cpp:38
@ SPELL_MANGLEEFFECT
Definition: boss_nalorakk.cpp:39
@ SPELL_BRUTALSWIPE
Definition: boss_nalorakk.cpp:37
@ SPELL_BERSERK
Definition: boss_nalorakk.cpp:34
@ SPELL_SURGE
Definition: boss_nalorakk.cpp:40
@ SAY_SURGE
Definition: boss_nalorakk.cpp:56
@ SAY_AGGRO
Definition: boss_nalorakk.cpp:55
@ SAY_BERSERK
Definition: boss_nalorakk.cpp:59
Talk
Definition: hyjal.cpp:82
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition: TaskScheduler.h:229
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
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition: UnitAI.h:392
TaskScheduler scheduler
Definition: CreatureAI.h:76
void JustEngagedWith(Unit *) override
Called for reaction when initially engaged.
Definition: ScriptedCreature.h:487
bool HasAura(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, ObjectGuid itemCasterGUID=ObjectGuid::Empty, uint8 reqEffMask=0) const
Definition: Unit.cpp:5669
Unit * GetVictim() const
Definition: Unit.h:789
void ShapeShift(bool currentlyInBearForm)
Definition: boss_nalorakk.cpp:267
bool _bearForm
Definition: boss_nalorakk.cpp:353

References _bearForm, UnitAI::DoCastRandomTarget(), UnitAI::DoCastSelf(), UnitAI::DoCastVictim(), Unit::GetVictim(), GROUP_BERSERK, GROUP_HUMAN, Unit::HasAura(), BossAI::JustEngagedWith(), ScriptedAI::me, TaskContext::Repeat(), SAY_AGGRO, SAY_BERSERK, SAY_SURGE, TaskScheduler::Schedule(), CreatureAI::scheduler, ShapeShift(), SPELL_BERSERK, SPELL_BRUTALSWIPE, SPELL_MANGLE, SPELL_MANGLEEFFECT, and SPELL_SURGE.

◆ MoveInLineOfSight()

void boss_nalorakk::MoveInLineOfSight ( Unit who)
inlineoverridevirtual

Reimplemented from CreatureAI.

119 {
120 if (who->IsPlayer() && _phase < PHASE_START_COMBAT && _active)
121 {
122 _active = false;
123 switch (_phase)
124 {
131 {
133 {
135 {
137 _waveList.clear();
138 me->GetMotionMaster()->MovePath(me->GetEntry()*100+1, false);
141 {
142 me->SetFacingTo(6.25f);
143 _active = true;
144 });
146 }
147 }
148 context.Repeat(5s);
149 });
150 break;
158 {
160 {
162 {
164 _waveList.clear();
166 me->GetMotionMaster()->MovePath(me->GetEntry()*100+2, false);
168 {
169 me->SetFacingTo(1.54f);
170 _active = true;
171 });
173 }
174
175 }
176 context.Repeat(5s);
177 });
178 break;
184 {
186 {
188 {
190 _waveList.clear();
192 me->GetMotionMaster()->MovePath(me->GetEntry()*100+3, false);
194 {
195 me->SetFacingTo(1.54f);
196 _active = true;
197 });
199 }
200 }
201 context.Repeat(5s);
202 });
203 break;
210 {
212 {
214 {
217 me->SetImmuneToAll(false);
220 _waveList.clear();
222 _ranIntro = true;
223 }
224 }
225 context.Repeat(5s);
226 });
227 break;
228 }
229 }
231 }
@ REACT_AGGRESSIVE
Definition: Unit.h:550
@ NPC_AMANISHI_WARBRINGER
Definition: zulaman.h:50
@ NPC_AMANISHI_MEDICINE_MAN
Definition: zulaman.h:52
@ NPC_AMANISHI_TRIBESMAN
Definition: zulaman.h:51
@ NPC_AMANISHI_AXE_THROWER
Definition: zulaman.h:53
@ GROUP_CHECK_DEAD
Definition: boss_nalorakk.cpp:81
@ PHASE_SEND_GUARDS_4
Definition: boss_nalorakk.cpp:74
@ PHASE_SEND_GUARDS_2
Definition: boss_nalorakk.cpp:72
@ PHASE_SEND_GUARDS_3
Definition: boss_nalorakk.cpp:73
@ PHASE_START_COMBAT
Definition: boss_nalorakk.cpp:76
@ SAY_WAVE3
Definition: boss_nalorakk.cpp:53
@ SAY_RUN_AWAY
Definition: boss_nalorakk.cpp:65
@ SAY_WAVE2
Definition: boss_nalorakk.cpp:52
@ SAY_WAVE1
Definition: boss_nalorakk.cpp:51
@ SAY_WAVE4
Definition: boss_nalorakk.cpp:54
TaskScheduler & CancelGroup(group_t const group)
Definition: TaskScheduler.cpp:53
virtual void MoveInLineOfSight(Unit *)
Definition: CreatureAI.cpp:158
void SetInCombatWithZone()
Set in combat all units in the dungeon/raid. Affect only units with IsAIEnabled.
Definition: Creature.cpp:2806
void SetHomePosition(float x, float y, float z, float o)
Definition: Creature.h:337
bool IsPlayer() const
Definition: Object.h:197
uint32 GetEntry() const
Definition: Object.h:112
void GetCreaturesWithEntryInRange(std::list< Creature * > &creatureList, float radius, uint32 entry)
Definition: Object.cpp:3084
void GetPosition(float &x, float &y) const
Definition: Position.h:122
void SetFacingTo(float ori)
Definition: Unit.cpp:20483
MotionMaster * GetMotionMaster()
Definition: Unit.h:1601
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
bool CheckFullyDeadGroup(std::list< Creature * > groupToCheck)
Definition: boss_nalorakk.cpp:338
void GroupedAttack(std::list< Creature * > attackerList)
Definition: boss_nalorakk.cpp:324
std::list< Creature * > _waveList
Definition: boss_nalorakk.cpp:355
TaskScheduler _introScheduler
Definition: boss_nalorakk.cpp:354

References _active, _introScheduler, _phase, _ranIntro, _waveList, TaskScheduler::CancelGroup(), CheckFullyDeadGroup(), WorldObject::GetCreaturesWithEntryInRange(), Object::GetEntry(), Unit::GetMotionMaster(), Position::GetPosition(), GROUP_CHECK_DEAD, GroupedAttack(), Object::IsPlayer(), ScriptedAI::me, CreatureAI::MoveInLineOfSight(), MotionMaster::MovePath(), NPC_AMANISHI_AXE_THROWER, NPC_AMANISHI_MEDICINE_MAN, NPC_AMANISHI_TRIBESMAN, NPC_AMANISHI_WARBRINGER, PHASE_SEND_GUARDS_1, PHASE_SEND_GUARDS_2, PHASE_SEND_GUARDS_3, PHASE_SEND_GUARDS_4, PHASE_START_COMBAT, REACT_AGGRESSIVE, TaskContext::Repeat(), SAY_RUN_AWAY, SAY_WAVE1, SAY_WAVE2, SAY_WAVE3, SAY_WAVE4, TaskScheduler::Schedule(), Unit::SetFacingTo(), Creature::SetHomePosition(), Unit::SetImmuneToAll(), Creature::SetInCombatWithZone(), and Creature::SetReactState().

◆ Reset()

void boss_nalorakk::Reset ( )
inlineoverridevirtual

Reimplemented from BossAI.

100 {
102 _waveList.clear();
104 if (_bearForm)
105 {
107 _bearForm = false;
108 }
109 if (_ranIntro)
110 {
113 _active = false;
114
115 }
116 }
@ SPELL_BEARFORM
Definition: boss_nalorakk.cpp:41
TaskScheduler & CancelAll()
Definition: TaskScheduler.cpp:45
void Reset() override
Definition: ScriptedCreature.h:486
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint8 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
Definition: Unit.cpp:4891

References _active, _bearForm, _introScheduler, _phase, _ranIntro, _waveList, TaskScheduler::CancelAll(), ScriptedAI::me, PHASE_START_COMBAT, REACT_AGGRESSIVE, Unit::RemoveAurasDueToSpell(), BossAI::Reset(), Creature::SetReactState(), and SPELL_BEARFORM.

◆ ShapeShift()

void boss_nalorakk::ShapeShift ( bool  currentlyInBearForm)
inline
268 {
269 if (currentlyInBearForm)
270 {
274 _bearForm = false;
275 scheduler.Schedule(15s, 20s, GROUP_HUMAN, [this](TaskContext context)
276 {
278 DoCastRandomTarget(SPELL_SURGE, 0, 45.0f, false, false, false);
279 context.Repeat();
280 }).Schedule(7s, 12s, GROUP_HUMAN, [this](TaskContext context)
281 {
283 context.Repeat();
284 }).Schedule(10s, 15s, GROUP_HUMAN, [this](TaskContext context)
285 {
287 context.Repeat();
288 }).Schedule(10min, GROUP_BERSERK, [this](TaskContext)
289 {
292 }).Schedule(45s, 50s, GROUP_HUMAN, [this](TaskContext)
293 {
295 });
296 }
297 else
298 {
303 _bearForm = true;
304 scheduler.Schedule(2s, GROUP_BEAR, [this](TaskContext context)
305 {
307 context.Repeat(18s, 23s);
308 }).Schedule(3s, GROUP_BEAR, [this](TaskContext context)
309 {
311 context.Repeat(5s, 10s);
312 }).Schedule(5s, 10s, GROUP_BEAR, [this](TaskContext context)
313 {
315 context.Repeat(15s, 20s);
316 }).Schedule(25s, 30s, GROUP_BEAR, [this](TaskContext context)
317 {
319 context.Repeat();
320 });
321 }
322 }
@ GROUP_BEAR
Definition: boss_nalorakk.cpp:85
@ SPELL_LACERATINGSLASH
Definition: boss_nalorakk.cpp:44
@ SPELL_RENDFLESH
Definition: boss_nalorakk.cpp:45
@ SPELL_DEAFENINGROAR
Definition: boss_nalorakk.cpp:46
@ SAY_SHIFTEDTOTROLL
Definition: boss_nalorakk.cpp:58
@ SAY_SHIFTEDTOBEAR
Definition: boss_nalorakk.cpp:57
@ EMOTE_BEAR
Definition: boss_nalorakk.cpp:66

References _bearForm, TaskScheduler::CancelGroup(), UnitAI::DoCastRandomTarget(), UnitAI::DoCastSelf(), UnitAI::DoCastVictim(), EMOTE_BEAR, GROUP_BEAR, GROUP_BERSERK, GROUP_HUMAN, ScriptedAI::me, Unit::RemoveAurasDueToSpell(), TaskContext::Repeat(), SAY_BERSERK, SAY_SHIFTEDTOBEAR, SAY_SHIFTEDTOTROLL, SAY_SURGE, TaskScheduler::Schedule(), CreatureAI::scheduler, ShapeShift(), SPELL_BEARFORM, SPELL_BERSERK, SPELL_BRUTALSWIPE, SPELL_DEAFENINGROAR, SPELL_LACERATINGSLASH, SPELL_MANGLE, SPELL_RENDFLESH, and SPELL_SURGE.

Referenced by JustEngagedWith(), and ShapeShift().

◆ UpdateAI()

void boss_nalorakk::UpdateAI ( uint32  )
inlineoverridevirtual

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

Reimplemented from BossAI.

333 {
335 BossAI::UpdateAI(diff);
336 }
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition: TaskScheduler.cpp:27
void UpdateAI(uint32 diff) override
Use to start attacking a target. Called just before JustEngagedWith()
Definition: ScriptedCreature.cpp:691

References _introScheduler, TaskScheduler::Update(), and BossAI::UpdateAI().

Member Data Documentation

◆ _active

bool boss_nalorakk::_active
private

◆ _bearForm

bool boss_nalorakk::_bearForm
private

Referenced by JustEngagedWith(), Reset(), and ShapeShift().

◆ _introScheduler

TaskScheduler boss_nalorakk::_introScheduler
private

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

◆ _phase

uint8 boss_nalorakk::_phase
private

◆ _ranIntro

bool boss_nalorakk::_ranIntro
private

◆ _waveList

std::list<Creature *> boss_nalorakk::_waveList
private

Referenced by MoveInLineOfSight(), and Reset().