AzerothCore 3.3.5a
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boss_the_lurker_below Struct Reference
Inheritance diagram for boss_the_lurker_below:
BossAI ScriptedAI CreatureAI UnitAI

Public Member Functions

 boss_the_lurker_below (Creature *creature)
 
void Reset () override
 
void EnterEvadeMode (EvadeReason why) override
 
void DamageTaken (Unit *, uint32 &damage, DamageEffectType, SpellSchoolMask) override
 Called at any Damage from any attacker (before damage apply) More...
 
void DoAction (int32 action) override
 
void AttackStart (Unit *who) override
 
void JustEngagedWith (Unit *who) override
 Called for reaction when initially engaged. More...
 
void SummonedCreatureDies (Creature *, Unit *) override
 
void SchedulerPhaseOne (std::chrono::milliseconds spoutTimer, std::chrono::milliseconds p2Timer)
 
void SchedulerPhaseTwo (Milliseconds timer)
 
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
 

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_the_lurker_below()

boss_the_lurker_below::boss_the_lurker_below ( Creature creature)
inline
72: BossAI(creature, DATA_THE_LURKER_BELOW) { }
@ DATA_THE_LURKER_BELOW
Definition: serpent_shrine.h:30
Definition: ScriptedCreature.h:467

Member Function Documentation

◆ AttackStart()

void boss_the_lurker_below::AttackStart ( Unit who)
inlineoverridevirtual

Reimplemented from ScriptedAI.

121 {
122 if (who && me->GetReactState() == REACT_AGGRESSIVE)
123 {
124 me->Attack(who, true);
125 }
126 }
@ REACT_AGGRESSIVE
Definition: Unit.h:550
Creature * me
Definition: ScriptedCreature.h:280
ReactStates GetReactState() const
Definition: Creature.h:95
bool Attack(Unit *victim, bool meleeAttack)
Definition: Unit.cpp:10272

References Unit::Attack(), Creature::GetReactState(), ScriptedAI::me, and REACT_AGGRESSIVE.

◆ DamageTaken()

void boss_the_lurker_below::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.

95 {
96 if (damage >= me->GetHealth())
97 {
98 // Liquid state around his area is working awkwardly and doesn't consider him to be swimming
99 // Therefore he falls to the bottom of the lake when he dies, because he is "flying" in his pool
100 // Removing this prevents him from dropping to the bottom of the lake
101 // There is also a visual issue currently causing him to drop to the bottom of the lake but his body not update clientside
102 // So it looks as if he was floating but he has in fact dropped to the bottom of the lake, and thus becomes unlootable
103 me->SetDisableGravity(false);
104 }
105 }
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:3205
uint32 GetHealth() const
Definition: Unit.h:1029

References Unit::GetHealth(), ScriptedAI::me, and Creature::SetDisableGravity().

◆ DoAction()

void boss_the_lurker_below::DoAction ( int32  action)
inlineoverridevirtual

Reimplemented from UnitAI.

108 {
109 if (action == ACTION_START_EVENT)
110 {
117 }
118 }
@ ACTION_START_EVENT
Definition: boss_lurker_below.cpp:44
@ BASE_ATTACK
Definition: Unit.h:209
@ UNIT_STAND_STATE_SUBMERGED
Definition: UnitDefines.h:41
@ UNIT_STAND_STATE_STAND
Definition: UnitDefines.h:32
@ UNIT_FLAG_NOT_SELECTABLE
Definition: UnitDefines.h:254
void SetInCombatWithZone()
Set in combat all units in the dungeon/raid. Affect only units with IsAIEnabled.
Definition: Creature.cpp:2811
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition: Creature.h:94
void setAttackTimer(WeaponAttackType type, int32 time)
Definition: Unit.h:835
void SetStandState(uint8 state)
Definition: Unit.cpp:16726
void RemoveUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition: Unit.h:714

References ACTION_START_EVENT, BASE_ATTACK, ScriptedAI::me, REACT_AGGRESSIVE, Unit::RemoveUnitFlag(), Unit::setAttackTimer(), Creature::SetInCombatWithZone(), Creature::SetReactState(), Unit::SetStandState(), UNIT_FLAG_NOT_SELECTABLE, UNIT_STAND_STATE_STAND, and UNIT_STAND_STATE_SUBMERGED.

◆ EnterEvadeMode()

void boss_the_lurker_below::EnterEvadeMode ( EvadeReason  why)
inlineoverridevirtual

Reimplemented from BossAI.

83 {
86 {
87 pool->Respawn();
88 pool->SetRespawnTime(10);
89 pool->SaveRespawnTime(10);
90 }
91 me->DespawnOrUnsummon(2000);
92 }
@ DATA_STRANGE_POOL
Definition: serpent_shrine.h:43
InstanceScript *const instance
Definition: ScriptedCreature.h:474
void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER) override
Definition: ScriptedCreature.h:498
void DespawnOrUnsummon(Milliseconds msTimeToDespawn, Seconds forcedRespawnTimer)
Definition: Creature.cpp:2178
Definition: GameObject.h:120
GameObject * GetGameObject(uint32 type)
Definition: InstanceScript.cpp:108

References DATA_STRANGE_POOL, Creature::DespawnOrUnsummon(), BossAI::EnterEvadeMode(), InstanceScript::GetGameObject(), BossAI::instance, and ScriptedAI::me.

◆ JustEngagedWith()

void boss_the_lurker_below::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from BossAI.

129 {
131
132 SchedulerPhaseOne(38800ms, 91000ms);
133 }
void JustEngagedWith(Unit *) override
Called for reaction when initially engaged.
Definition: ScriptedCreature.h:497
void SchedulerPhaseOne(std::chrono::milliseconds spoutTimer, std::chrono::milliseconds p2Timer)
Definition: boss_lurker_below.cpp:143

References BossAI::JustEngagedWith(), and SchedulerPhaseOne().

◆ Reset()

void boss_the_lurker_below::Reset ( )
inlineoverridevirtual

Reimplemented from BossAI.

75 {
80 }
@ REACT_PASSIVE
Definition: Unit.h:548
void Reset() override
Definition: ScriptedCreature.h:496
void SetUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition: Unit.h:713

References ScriptedAI::me, REACT_PASSIVE, BossAI::Reset(), Creature::SetReactState(), Unit::SetStandState(), Unit::SetUnitFlag(), UNIT_FLAG_NOT_SELECTABLE, and UNIT_STAND_STATE_SUBMERGED.

◆ SchedulerPhaseOne()

void boss_the_lurker_below::SchedulerPhaseOne ( std::chrono::milliseconds  spoutTimer,
std::chrono::milliseconds  p2Timer 
)
inline
144 {
145 scheduler.Schedule(10900ms, GROUP_GEYSER, [this](TaskContext context)
146 {
148 context.Repeat(10200ms, 54900ms);
149 }).Schedule(18150ms, GROUP_WHIRL, [this](TaskContext context)
150 {
152 context.Repeat(34150ms, 68550ms);
153 }).Schedule(spoutTimer, [this](TaskContext context)
154 {
159 me->SetTarget();
162 scheduler.Schedule(3s, [this](TaskContext)
163 {
166 });
167 context.Repeat(60s);
168 }).Schedule(p2Timer, [this](TaskContext)
169 {
170 //phase2
176 for (uint8 i = 0; i < MAX_SUMMONS; ++i)
177 {
178 //needs sniffed spell probably
179 me->SummonCreature(i < 6 ? NPC_COILFANG_AMBUSHER : NPC_COILFANG_GUARDIAN, positions[i].GetPositionX(), positions[i].GetPositionY(), positions[i].GetPositionZ(), positions[i].GetAngle(me), TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 10000);
180 }
182 });
183 }
std::uint8_t uint8
Definition: Define.h:109
@ NPC_COILFANG_GUARDIAN
Definition: boss_lurker_below.cpp:47
@ MAX_SUMMONS
Definition: boss_lurker_below.cpp:45
@ EMOTE_TAKE_BREATH
Definition: boss_lurker_below.cpp:43
@ NPC_COILFANG_AMBUSHER
Definition: boss_lurker_below.cpp:48
const Position positions[MAX_SUMMONS]
Definition: boss_lurker_below.cpp:57
@ SPELL_CLEAR_ALL_DEBUFFS
Definition: boss_lurker_below.cpp:37
@ SPELL_SPOUT_VISUAL
Definition: boss_lurker_below.cpp:32
@ SPELL_SPOUT_PERIODIC_1
Definition: boss_lurker_below.cpp:33
@ SPELL_SPOUT_PERIODIC_2
Definition: boss_lurker_below.cpp:34
@ SPELL_SUBMERGE_VISUAL
Definition: boss_lurker_below.cpp:38
@ SPELL_WHIRL
Definition: boss_lurker_below.cpp:30
@ SPELL_GEYSER
Definition: boss_lurker_below.cpp:31
@ GROUP_GEYSER
Definition: boss_lurker_below.cpp:54
@ GROUP_WHIRL
Definition: boss_lurker_below.cpp:53
Talk
Definition: hyjal.cpp:82
static First const & RAND(First const &first, Second const &second, Rest const &... rest)
Definition: CreatureAIImpl.h:25
@ TRIGGERED_IGNORE_SET_FACING
Will ignore interruptible aura's at cast.
Definition: SpellDefines.h:143
@ TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT
Definition: Object.h:49
TaskScheduler & CancelAll()
Definition: TaskScheduler.cpp:45
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition: TaskScheduler.h:232
TaskScheduler & RescheduleGroup(group_t const group, std::chrono::duration< _Rep, _Period > const &duration)
Reschedule all tasks of a group with the given duration.
Definition: TaskScheduler.h:352
Definition: TaskScheduler.h:421
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
Definition: TaskScheduler.h:493
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 DoCastSelf(uint32 spellId, bool triggered=false)
Definition: UnitAI.h:392
TaskScheduler scheduler
Definition: CreatureAI.h:75
void SetTarget(ObjectGuid guid=ObjectGuid::Empty) override
Definition: Creature.cpp:3545
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
void InterruptNonMeleeSpells(bool withDelayed, uint32 spellid=0, bool withInstant=true, bool bySelf=false)
Definition: Unit.cpp:4129
void SetFacingToObject(WorldObject *object)
Definition: Unit.cpp:20537
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
Unit * GetVictim() const
Definition: Unit.h:853
void SchedulerPhaseTwo(Milliseconds timer)
Definition: boss_lurker_below.cpp:185

References TaskScheduler::CancelAll(), Unit::CastSpell(), UnitAI::DoCastRandomTarget(), UnitAI::DoCastSelf(), EMOTE_TAKE_BREATH, Unit::GetVictim(), GROUP_GEYSER, GROUP_WHIRL, Unit::InterruptNonMeleeSpells(), MAX_SUMMONS, ScriptedAI::me, NPC_COILFANG_AMBUSHER, NPC_COILFANG_GUARDIAN, positions, RAND(), REACT_PASSIVE, TaskContext::Repeat(), TaskScheduler::RescheduleGroup(), TaskScheduler::Schedule(), CreatureAI::scheduler, SchedulerPhaseTwo(), Unit::SetFacingToObject(), Creature::SetReactState(), Unit::SetStandState(), Creature::SetTarget(), Unit::SetUnitFlag(), SPELL_CLEAR_ALL_DEBUFFS, SPELL_GEYSER, SPELL_SPOUT_PERIODIC_1, SPELL_SPOUT_PERIODIC_2, SPELL_SPOUT_VISUAL, SPELL_SUBMERGE_VISUAL, SPELL_WHIRL, WorldObject::SummonCreature(), TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, TRIGGERED_IGNORE_SET_FACING, UNIT_FLAG_NOT_SELECTABLE, and UNIT_STAND_STATE_SUBMERGED.

Referenced by JustEngagedWith(), and SchedulerPhaseTwo().

◆ SchedulerPhaseTwo()

◆ SummonedCreatureDies()

void boss_the_lurker_below::SummonedCreatureDies ( Creature ,
Unit  
)
inlineoverridevirtual

Reimplemented from CreatureAI.

136 {
138 {
140 }
141 }
bool IsAnyCreatureAlive() const
Definition: ScriptedCreature.cpp:144
SummonList summons
Definition: ScriptedCreature.h:511
bool HasUnitFlag(UnitFlags flags) const
Definition: Unit.h:712

References Unit::HasUnitFlag(), SummonList::IsAnyCreatureAlive(), ScriptedAI::me, SchedulerPhaseTwo(), BossAI::summons, and UNIT_FLAG_NOT_SELECTABLE.

◆ UpdateAI()

void boss_the_lurker_below::UpdateAI ( uint32  )
inlineoverridevirtual

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

Reimplemented from BossAI.

199 {
200 if (!UpdateVictim())
201 return;
202
203 scheduler.Update(diff);
204
206 return;
207
208 Unit* target = nullptr;
210 {
211 target = me->GetVictim();
212 }
213 else
214 {
216 for (ThreatReference const* ref : t_list)
217 {
218 if (Unit* threatTarget = ObjectAccessor::GetUnit(*me, ref->getUnitGuid()))
219 {
220 if (me->IsWithinMeleeRange(threatTarget))
221 {
222 target = threatTarget;
223 break;
224 }
225 }
226 }
227 }
228 if (target)
229 {
230 me->AttackerStateUpdate(target);
231 }
232 else if ((target = SelectTarget(SelectTargetMethod::Random, 0)))
233 {
234 me->CastSpell(target, SPELL_WATER_BOLT, false);
235 }
237 }
@ SPELL_WATER_BOLT
Definition: boss_lurker_below.cpp:29
Unit * GetUnit(WorldObject const &, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:199
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition: TaskScheduler.cpp:27
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition: UnitAI.cpp:110
bool UpdateVictim()
Definition: CreatureAI.cpp:280
Definition: ThreatMgr.h:48
std::list< HostileReference * > StorageType
Definition: ThreatMgr.h:147
ThreatContainer::StorageType const & GetThreatList() const
Definition: ThreatMgr.h:273
Definition: Unit.h:630
bool IsWithinMeleeRange(Unit const *obj, float dist=0.f) const
Definition: Unit.cpp:664
uint8 getStandState() const
Definition: Unit.h:1642
void AttackerStateUpdate(Unit *victim, WeaponAttackType attType=BASE_ATTACK, bool extra=false, bool ignoreCasting=false)
Definition: Unit.cpp:2565
ThreatMgr & GetThreatMgr()
Definition: Unit.h:903
bool isAttackReady(WeaponAttackType type=BASE_ATTACK) const
Definition: Unit.h:838
void resetAttackTimer(WeaponAttackType type=BASE_ATTACK)
Definition: Unit.cpp:642

References Unit::AttackerStateUpdate(), Unit::CastSpell(), Creature::GetReactState(), Unit::getStandState(), ThreatMgr::GetThreatList(), Unit::GetThreatMgr(), ObjectAccessor::GetUnit(), Unit::GetVictim(), Unit::isAttackReady(), Unit::IsWithinMeleeRange(), ScriptedAI::me, REACT_AGGRESSIVE, Unit::resetAttackTimer(), CreatureAI::scheduler, UnitAI::SelectTarget(), SPELL_WATER_BOLT, UNIT_STAND_STATE_STAND, TaskScheduler::Update(), and CreatureAI::UpdateVictim().