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

Public Member Functions

 boss_felblood_kaelthas (Creature *creature)
 
void Reset () override
 
void JustSummoned (Creature *summon) override
 
void GravityLapseSequence (bool firstTime)
 
void InitializeAI () override
 
void JustDied (Unit *killer) override
 
void JustEngagedWith (Unit *who) override
 Called for reaction when initially engaged. More...
 
void MoveInLineOfSight (Unit *who) override
 
void DamageTaken (Unit *attacker, uint32 &damage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask) override
 Called at any Damage from any attacker (before damage apply) More...
 
void LapseAction (uint8 action)
 
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
 

Private Attributes

TaskScheduler _OOCScheduler
 
bool _hasDoneIntro
 
uint8 _gravityLapseCounter
 

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_felblood_kaelthas()

boss_felblood_kaelthas::boss_felblood_kaelthas ( Creature creature)
inline
69 : BossAI(creature, DATA_KAELTHAS)
70 {
71 _hasDoneIntro = false;
72 }
@ DATA_KAELTHAS
Definition: magisters_terrace.h:31
Definition: ScriptedCreature.h:467
bool _hasDoneIntro
Definition: boss_felblood_kaelthas.cpp:235

References _hasDoneIntro.

Member Function Documentation

◆ DamageTaken()

void boss_felblood_kaelthas::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.

184 {
185 if (damage >= me->GetHealth())
186 {
187 damage = me->GetHealth() - 1;
189 {
190 me->CastStop();
193 me->SetImmuneToAll(true);
195 me->CombatStop();
200 me->KillSelf();
201 });
203 }
204 }
205 BossAI::DamageTaken(attacker, damage, damagetype, damageSchoolMask);
206 }
Talk
Definition: hyjal.cpp:82
@ SAY_DEATH
Definition: boss_felblood_kaelthas.cpp:34
@ ACTION_REMOVE_FLY
Definition: boss_felblood_kaelthas.cpp:62
@ REACT_PASSIVE
Definition: Unit.h:548
@ UNIT_STAND_STATE_KNEEL
Definition: UnitDefines.h:40
@ UNIT_FLAG_DISABLE_MOVE
Definition: UnitDefines.h:231
TaskScheduler & CancelAll()
Definition: TaskScheduler.cpp:45
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition: TaskScheduler.h:232
Definition: TaskScheduler.h:421
TaskScheduler scheduler
Definition: CreatureAI.h:75
Creature * me
Definition: ScriptedCreature.h:280
void DamageTaken(Unit *attacker, uint32 &damage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask) override
Called at any Damage from any attacker (before damage apply)
Definition: ScriptedCreature.cpp:748
bool isRegeneratingHealth()
Definition: Creature.h:317
void SetRegeneratingHealth(bool enable)
Definition: Creature.h:318
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition: Creature.h:94
void CombatStop(bool includingCast=false)
Definition: Unit.cpp:10436
void CastStop(uint32 except_spellid=0, bool withInstant=true)
Interrupt the unit cast for all the current spells.
Definition: Unit.cpp:1160
uint32 GetHealth() const
Definition: Unit.h:1029
void SetUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition: Unit.h:713
void KillSelf(bool durabilityLoss=true, WeaponAttackType attackType=BASE_ATTACK, SpellInfo const *spellProto=nullptr, Spell const *spell=nullptr)
Definition: Unit.h:1159
void SetStandState(uint8 state)
Definition: Unit.cpp:16726
void SetImmuneToAll(bool apply, bool keepCombat=false)
Definition: Unit.h:874
TaskScheduler _OOCScheduler
Definition: boss_felblood_kaelthas.cpp:234
void LapseAction(uint8 action)
Definition: boss_felblood_kaelthas.cpp:208

References _OOCScheduler, ACTION_REMOVE_FLY, TaskScheduler::CancelAll(), Unit::CastStop(), Unit::CombatStop(), BossAI::DamageTaken(), Unit::GetHealth(), Creature::isRegeneratingHealth(), Unit::KillSelf(), LapseAction(), ScriptedAI::me, REACT_PASSIVE, SAY_DEATH, TaskScheduler::Schedule(), CreatureAI::scheduler, Unit::SetImmuneToAll(), Creature::SetReactState(), Creature::SetRegeneratingHealth(), Unit::SetStandState(), Unit::SetUnitFlag(), UNIT_FLAG_DISABLE_MOVE, and UNIT_STAND_STATE_KNEEL.

◆ GravityLapseSequence()

void boss_felblood_kaelthas::GravityLapseSequence ( bool  firstTime)
inline
108 {
111 scheduler.Schedule(2s, [this](TaskContext){
113 }).Schedule(3s, [this](TaskContext){
115 }).Schedule(4s, [this](TaskContext){
117 for (uint8 i = 0; i < 3; ++i)
120 scheduler.Schedule(30s, [this](TaskContext){
125 scheduler.Schedule(10s, [this](TaskContext){
127 });
128 });
129 });
130 }
std::uint8_t uint8
Definition: Define.h:109
@ SAY_RECAST_GRAVITY
Definition: boss_felblood_kaelthas.cpp:33
@ SAY_TIRED
Definition: boss_felblood_kaelthas.cpp:32
@ SAY_GRAVITY_LAPSE
Definition: boss_felblood_kaelthas.cpp:31
@ ACTION_TELEPORT_PLAYERS
Definition: boss_felblood_kaelthas.cpp:59
@ ACTION_KNOCKUP
Definition: boss_felblood_kaelthas.cpp:60
@ ACTION_ALLOW_FLY
Definition: boss_felblood_kaelthas.cpp:61
@ SPELL_POWER_FEEDBACK
Definition: boss_felblood_kaelthas.cpp:54
@ SPELL_GRAVITY_LAPSE_CHANNEL
Definition: boss_felblood_kaelthas.cpp:53
@ SPELL_SUMMON_ARCANE_SPHERE
Definition: boss_felblood_kaelthas.cpp:47
@ SPELL_GRAVITY_LAPSE_INITIAL
Definition: boss_felblood_kaelthas.cpp:49
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition: UnitAI.h:392
void InterruptNonMeleeSpells(bool withDelayed, uint32 spellid=0, bool withInstant=true, bool bySelf=false)
Definition: Unit.cpp:4129
void GravityLapseSequence(bool firstTime)
Definition: boss_felblood_kaelthas.cpp:107

References ACTION_ALLOW_FLY, ACTION_KNOCKUP, ACTION_REMOVE_FLY, ACTION_TELEPORT_PLAYERS, UnitAI::DoCastSelf(), GravityLapseSequence(), Unit::InterruptNonMeleeSpells(), LapseAction(), ScriptedAI::me, SAY_GRAVITY_LAPSE, SAY_RECAST_GRAVITY, SAY_TIRED, TaskScheduler::Schedule(), CreatureAI::scheduler, SPELL_GRAVITY_LAPSE_CHANNEL, SPELL_GRAVITY_LAPSE_INITIAL, SPELL_POWER_FEEDBACK, and SPELL_SUMMON_ARCANE_SPHERE.

Referenced by GravityLapseSequence(), and Reset().

◆ InitializeAI()

void boss_felblood_kaelthas::InitializeAI ( )
inlineoverridevirtual

Reimplemented from UnitAI.

133 {
135 me->SetImmuneToAll(true);
136 }
virtual void InitializeAI()
Definition: UnitAI.h:204

References UnitAI::InitializeAI(), ScriptedAI::me, and Unit::SetImmuneToAll().

◆ JustDied()

void boss_felblood_kaelthas::JustDied ( Unit killer)
inlineoverridevirtual

Reimplemented from BossAI.

139 {
140 BossAI::JustDied(killer);
142 orb->RemoveGameObjectFlag(GO_FLAG_NOT_SELECTABLE);
143 }
@ DATA_ESCAPE_ORB
Definition: magisters_terrace.h:35
@ GO_FLAG_NOT_SELECTABLE
Definition: SharedDefines.h:1607
InstanceScript *const instance
Definition: ScriptedCreature.h:474
void JustDied(Unit *) override
Definition: ScriptedCreature.h:499
Definition: GameObject.h:120
GameObject * GetGameObject(uint32 type)
Definition: InstanceScript.cpp:108

References DATA_ESCAPE_ORB, InstanceScript::GetGameObject(), GO_FLAG_NOT_SELECTABLE, BossAI::instance, and BossAI::JustDied().

◆ JustEngagedWith()

void boss_felblood_kaelthas::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from BossAI.

146 {
148
149 ScheduleTimedEvent(0ms, [&]{
151 }, 3000ms, 4500ms);
152 ScheduleTimedEvent(15s, [&]{
155 }, 60s);
156 ScheduleTimedEvent(22s, [&]{
159 }, 25s);
160
161 if (IsHeroic())
162 ScheduleTimedEvent(50s, [&]{
165 }, 50s);
166 }
@ SAY_PHOENIX
Definition: boss_felblood_kaelthas.cpp:29
@ SAY_FLAMESTRIKE
Definition: boss_felblood_kaelthas.cpp:30
@ SPELL_PHOENIX
Definition: boss_felblood_kaelthas.cpp:42
@ SPELL_SHOCK_BARRIER
Definition: boss_felblood_kaelthas.cpp:43
@ SPELL_FIREBALL
Definition: boss_felblood_kaelthas.cpp:40
@ SPELL_FLAMESTRIKE_SUMMON
Definition: boss_felblood_kaelthas.cpp:41
@ SPELL_PYROBLAST
Definition: boss_felblood_kaelthas.cpp:44
@ SPELLVALUE_MAX_TARGETS
Definition: SpellDefines.h:117
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
bool IsHeroic() const
Definition: ScriptedCreature.h:379
void ScheduleTimedEvent(Milliseconds timerMin, Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0s, uint32 uniqueId=0)
Definition: ScriptedCreature.cpp:321
void JustEngagedWith(Unit *) override
Called for reaction when initially engaged.
Definition: ScriptedCreature.h:497
Definition: Unit.h:630
SpellCastResult CastCustomSpell(Unit *victim, uint32 spellId, int32 const *bp0, int32 const *bp1, int32 const *bp2, bool triggered, Item *castItem=nullptr, AuraEffect const *triggeredByAura=nullptr, ObjectGuid originalCaster=ObjectGuid::Empty)
Definition: Unit.cpp:1224

References Unit::CastCustomSpell(), UnitAI::DoCastRandomTarget(), UnitAI::DoCastSelf(), UnitAI::DoCastVictim(), ScriptedAI::IsHeroic(), BossAI::JustEngagedWith(), ScriptedAI::me, SAY_FLAMESTRIKE, SAY_PHOENIX, ScriptedAI::ScheduleTimedEvent(), SPELL_FIREBALL, SPELL_FLAMESTRIKE_SUMMON, SPELL_PHOENIX, SPELL_PYROBLAST, SPELL_SHOCK_BARRIER, and SPELLVALUE_MAX_TARGETS.

◆ JustSummoned()

void boss_felblood_kaelthas::JustSummoned ( Creature summon)
inlineoverridevirtual

Reimplemented from BossAI.

102 {
103 BossAI::JustSummoned(summon);
105 }
void JustSummoned(Creature *summon) override
Definition: ScriptedCreature.cpp:703

References BossAI::JustSummoned(), REACT_PASSIVE, and Creature::SetReactState().

◆ LapseAction()

void boss_felblood_kaelthas::LapseAction ( uint8  action)
inline
209 {
211 me->GetMap()->DoForAllPlayers([&](Player* player)
212 {
213 if (action == ACTION_TELEPORT_PLAYERS)
215 else if (action == ACTION_KNOCKUP)
216 player->CastSpell(player, SPELL_GRAVITY_LAPSE_DOT, true, nullptr, nullptr, me->GetGUID());
217 else if (action == ACTION_ALLOW_FLY)
218 player->CastSpell(player, SPELL_GRAVITY_LAPSE_FLY, true, nullptr, nullptr, me->GetGUID());
219 else if (action == ACTION_REMOVE_FLY)
220 {
223 }
225 });
226 }
@ SPELL_GRAVITY_LAPSE_DOT
Definition: boss_felblood_kaelthas.cpp:52
@ SPELL_GRAVITY_LAPSE_FLY
Definition: boss_felblood_kaelthas.cpp:51
@ SPELL_GRAVITY_LAPSE_PLAYER
Definition: boss_felblood_kaelthas.cpp:50
SpellCastResult DoCast(uint32 spellId)
Definition: UnitAI.cpp:177
static ObjectGuid GetGUID(Object const *o)
Definition: Object.h:112
Map * GetMap() const
Definition: Object.h:536
Definition: Player.h:1081
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
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint8 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
Definition: Unit.cpp:4909
void DoForAllPlayers(std::function< void(Player *)> exec)
Definition: Map.cpp:3827
uint8 _gravityLapseCounter
Definition: boss_felblood_kaelthas.cpp:236

References _gravityLapseCounter, ACTION_ALLOW_FLY, ACTION_KNOCKUP, ACTION_REMOVE_FLY, ACTION_TELEPORT_PLAYERS, Unit::CastSpell(), UnitAI::DoCast(), Map::DoForAllPlayers(), Object::GetGUID(), WorldObject::GetMap(), ScriptedAI::me, Unit::RemoveAurasDueToSpell(), SPELL_GRAVITY_LAPSE_DOT, SPELL_GRAVITY_LAPSE_FLY, and SPELL_GRAVITY_LAPSE_PLAYER.

Referenced by DamageTaken(), and GravityLapseSequence().

◆ MoveInLineOfSight()

void boss_felblood_kaelthas::MoveInLineOfSight ( Unit who)
inlineoverridevirtual

Reimplemented from CreatureAI.

169 {
170 if (!_hasDoneIntro && me->IsWithinDistInMap(who, 40.0f) && who->IsPlayer())
171 {
173 _hasDoneIntro = true;
176 me->SetImmuneToAll(false);
178 });
179 }
181 }
@ SAY_AGGRO
Definition: boss_felblood_kaelthas.cpp:28
@ REACT_AGGRESSIVE
Definition: Unit.h:550
virtual void MoveInLineOfSight(Unit *)
Definition: CreatureAI.cpp:169
void SetInCombatWithZone()
Set in combat all units in the dungeon/raid. Affect only units with IsAIEnabled.
Definition: Creature.cpp:2811
bool IsPlayer() const
Definition: Object.h:200
bool IsWithinDistInMap(WorldObject const *obj, float dist2compare, bool is3D=true, bool useBoundingRadius=true) const
Definition: Object.cpp:1332

References _hasDoneIntro, _OOCScheduler, Object::IsPlayer(), WorldObject::IsWithinDistInMap(), ScriptedAI::me, CreatureAI::MoveInLineOfSight(), REACT_AGGRESSIVE, SAY_AGGRO, TaskScheduler::Schedule(), Unit::SetImmuneToAll(), Creature::SetInCombatWithZone(), and Creature::SetReactState().

◆ Reset()

void boss_felblood_kaelthas::Reset ( )
inlineoverridevirtual

Reimplemented from BossAI.

75 {
80 me->SetImmuneToAll(false);
82 me->CastStop();
86
87 me->StopMoving();
90 ScheduleTimedEvent(5s, [&]{
92 if (Unit* player = SelectTarget(SelectTargetMethod::Random, 0, 0.0f, true))
93 if (Creature* summonedCreature = summon->ToCreature())
94 summonedCreature->GetMotionMaster()->MoveChase(player);
95 });
96 }, 10s, 15s);
98 });
99 }
@ SPELL_TELEPORT_CENTER
Definition: boss_felblood_kaelthas.cpp:48
@ SPELL_EFFECT_INTERRUPT_CAST
Definition: SharedDefines.h:846
@ IMMUNITY_EFFECT
Definition: SharedDefines.h:1394
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition: UnitAI.cpp:110
void DoForAllSummons(std::function< void(WorldObject *)> exec)
Definition: ScriptedCreature.h:140
SummonList summons
Definition: ScriptedCreature.h:511
void ScheduleHealthCheckEvent(uint32 healthPct, std::function< void()> exec)
Executes a function once the creature reaches the defined health point percent.
Definition: ScriptedCreature.cpp:774
void Reset() override
Definition: ScriptedCreature.h:496
Definition: Creature.h:43
Creature * ToCreature()
Definition: Object.h:205
Definition: Object.h:410
void ApplySpellImmune(uint32 spellId, uint32 op, uint32 type, bool apply, SpellImmuneBlockType blockType=SPELL_BLOCK_TYPE_ALL)
Definition: Unit.cpp:13389
MotionMaster * GetMotionMaster()
Definition: Unit.h:1620
void StopMoving()
Definition: Unit.cpp:16650
void MoveIdle()
Definition: MotionMaster.cpp:232
void Clear(bool reset=true)
Definition: MotionMaster.h:167

References _gravityLapseCounter, _OOCScheduler, Unit::ApplySpellImmune(), TaskScheduler::CancelAll(), Unit::CastStop(), MotionMaster::Clear(), UnitAI::DoCastSelf(), SummonList::DoForAllSummons(), Unit::GetMotionMaster(), GravityLapseSequence(), IMMUNITY_EFFECT, ScriptedAI::me, MotionMaster::MoveIdle(), BossAI::Reset(), BossAI::ScheduleHealthCheckEvent(), CreatureAI::scheduler, ScriptedAI::ScheduleTimedEvent(), UnitAI::SelectTarget(), Unit::SetImmuneToAll(), SPELL_EFFECT_INTERRUPT_CAST, SPELL_TELEPORT_CENTER, Unit::StopMoving(), BossAI::summons, and Object::ToCreature().

◆ UpdateAI()

void boss_felblood_kaelthas::UpdateAI ( uint32  )
inlineoverridevirtual

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

Reimplemented from BossAI.

229 {
230 _OOCScheduler.Update(diff);
231 BossAI::UpdateAI(diff);
232 }
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:720

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

Member Data Documentation

◆ _gravityLapseCounter

uint8 boss_felblood_kaelthas::_gravityLapseCounter
private

Referenced by LapseAction(), and Reset().

◆ _hasDoneIntro

bool boss_felblood_kaelthas::_hasDoneIntro
private

◆ _OOCScheduler

TaskScheduler boss_felblood_kaelthas::_OOCScheduler
private