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

Public Member Functions

 boss_illidan_stormrage (Creature *creature)
 
void Reset () override
 
void DoAction (int32 param) override
 
void MovementInform (uint32 type, uint32 id) override
 
void ScheduleAbilities (uint8 phase)
 
void JustEngagedWith (Unit *who) override
 Called for reaction when initially engaged. More...
 
void EnterEvadeMode (EvadeReason why) override
 
void JustSummoned (Creature *summon) override
 
void KilledUnit (Unit *) override
 
void DamageTaken (Unit *attacker, uint32 &damage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask) override
 Called at any Damage from any attacker (before damage apply) More...
 
void JustDied (Unit *killer) override
 
bool CanAIAttack (Unit const *target) const 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
 

Private Attributes

bool _canTalk
 
bool _dying
 
bool _inCutscene
 
uint8 beamPosId
 

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_illidan_stormrage()

boss_illidan_stormrage::boss_illidan_stormrage ( Creature creature)
inline
180: BossAI(creature, DATA_ILLIDAN_STORMRAGE), _canTalk(true), _dying(false), _inCutscene(false), beamPosId(0) { }
@ DATA_ILLIDAN_STORMRAGE
Definition: black_temple.h:38
Definition: ScriptedCreature.h:457
uint8 beamPosId
Definition: boss_illidan.cpp:662
bool _inCutscene
Definition: boss_illidan.cpp:661
bool _canTalk
Definition: boss_illidan.cpp:659
bool _dying
Definition: boss_illidan.cpp:660

Member Function Documentation

◆ CanAIAttack()

bool boss_illidan_stormrage::CanAIAttack ( Unit const *  target) const
inlineoverridevirtual

Reimplemented from UnitAI.

654 {
655 return target->GetEntry() != NPC_AKAMA_ILLIDAN && target->GetEntry() != NPC_MAIEV_SHADOWSONG;
656 }
@ NPC_MAIEV_SHADOWSONG
Definition: boss_illidan.cpp:142
@ NPC_AKAMA_ILLIDAN
Definition: black_temple.h:72

References Object::GetEntry(), NPC_AKAMA_ILLIDAN, and NPC_MAIEV_SHADOWSONG.

◆ DamageTaken()

void boss_illidan_stormrage::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.

634 {
635 if (damage >= me->GetHealth())
636 {
637 damage = me->GetHealth() - 1;
638
639 if (!_dying)
641 }
642
643 if (!_dying)
644 BossAI::DamageTaken(attacker, damage, damagetype, damageSchoolMask);
645 }
@ ACTION_ILLIDAN_DIE
Definition: boss_illidan.cpp:116
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:718
uint32 GetHealth() const
Definition: Unit.h:869
void DoAction(int32 param) override
Definition: boss_illidan.cpp:220

References _dying, ACTION_ILLIDAN_DIE, BossAI::DamageTaken(), DoAction(), Unit::GetHealth(), and ScriptedAI::me.

◆ DoAction()

void boss_illidan_stormrage::DoAction ( int32  param)
inlineoverridevirtual

Reimplemented from UnitAI.

221 {
223 switch (param)
224 {
226 {
228
231 }, 2210ms);
234 }, 5670ms); // 3460ms
237 }, 8100ms); // 2430ms
240 }, 11750ms); // 3650ms
243 }, 26950ms); // 15200ms
246 }, 29980ms); // 3030ms
249 }, 39710ms); // 9730ms
252 }, 40920ms); // 1210ms
256 }, 43370ms); // 2450ms
257 }
258 break;
260 {
262 DoStopAttack();
267 me->SetDisableGravity(true);
268 me->SetHover(true);
269 me->SetOrientation(2.837961435317993164f);
271
274 }, 3640ms);
277 }, 7290ms); // 3650ms
278 }
279 break;
281 {
283 _inCutscene = true;
285 DoStopAttack();
288
291 }, 1200ms);
294 }, 1430ms); // 230ms
297 }, 10940ms); // 9510ms
300 }, 19490ms); // 8550ms
303 }, 23080ms); // 3590ms
308 _inCutscene = false;
309 }, 32830ms); // 9750ms
310 }
311 break;
313 {
316 DoStopAttack();
318 me->SetCombatMovement(false);
320
323 }, 2630ms);
325 // me->SetControlled(false, UNIT_STATE_ROOT);
328 }, 12230ms);
329 }
330 break;
332 {
335 me->SetCombatMovement(true);
342 }
343 break;
345 {
349
352 }, 15s, GROUP_DEMON_FORM);
353 }
354 break;
356 {
359
362
363 _dying = true;
365 maiev->AI()->DoAction(ACTION_MAIEV_ENDING);
367 akama->AI()->DoAction(ACTION_AKAMA_ENDING);
370 akama->AI()->DoAction(ACTION_AKAMA_ENDING);
371 }, 1s);
372
375 DoCastSelf(SPELL_DEATH, true);
377
380 }, 7490ms);
382 Unit::Kill(nullptr, me);
383 }, 25530ms); // 18040ms
384 }
385 break;
386 }
387 }
@ REACT_PASSIVE
Definition: Unit.h:548
@ REACT_AGGRESSIVE
Definition: Unit.h:550
@ UNIT_STAND_STATE_STAND
Definition: UnitDefines.h:32
@ SHEATH_STATE_MELEE
Definition: UnitDefines.h:106
@ UNIT_STATE_ROOT
Definition: UnitDefines.h:159
@ UNIT_FLAG_NON_ATTACKABLE
Definition: UnitDefines.h:230
@ UNIT_FLAG_IMMUNE_TO_NPC
Definition: UnitDefines.h:238
@ UNIT_FLAG_NOT_SELECTABLE
Definition: UnitDefines.h:254
@ UNIT_FLAG_IMMUNE_TO_PC
Definition: UnitDefines.h:237
@ UNIT_NPC_EMOTESTATE
Definition: UpdateFields.h:140
@ SAY_ILLIDAN_TAKEOFF
Definition: boss_illidan.cpp:32
@ SAY_ILLIDAN_UNCONVINCED
Definition: boss_illidan.cpp:39
@ SAY_ILLIDAN_CONFRONT_MAIEV
Definition: boss_illidan.cpp:42
@ SAY_ILLIDAN_DUPLICITY
Definition: boss_illidan.cpp:38
@ SAY_ILLIDAN_PREPARED
Definition: boss_illidan.cpp:40
@ SAY_ILLIDAN_SHADOW_PRISON
Definition: boss_illidan.cpp:41
@ SAY_ILLIDAN_DEFEATED
Definition: boss_illidan.cpp:44
@ SAY_ILLIDAN_MORPH
Definition: boss_illidan.cpp:35
@ ACTION_SHADOW_PRISON
Definition: boss_illidan.cpp:115
@ ACTION_ILLIDAN_DEMON_TRANSFORM
Definition: boss_illidan.cpp:117
@ EQUIPMENT_GLAIVES
Definition: boss_illidan.cpp:109
@ PHASE_MAIEV
Definition: boss_illidan.cpp:150
@ GROUP_DEMON_FORM
Definition: boss_illidan.cpp:138
@ PHASE_DEMON
Definition: boss_illidan.cpp:149
@ ACTION_ILLIDAN_LIFTOFF
Definition: boss_illidan.cpp:113
@ ACTION_START_EVENT
Definition: boss_illidan.cpp:112
@ POINT_ILLIDAN_TAKEOFF
Definition: boss_illidan.cpp:132
@ ACTION_ILLIDAN_CAGED
Definition: boss_illidan.cpp:114
@ ACTION_MAIEV_ENDING
Definition: boss_illidan.cpp:127
@ ACTION_AKAMA_ENDING
Definition: boss_illidan.cpp:123
@ ACTION_ILLIDAN_DEMON_TRANSFORM_BACK
Definition: boss_illidan.cpp:118
@ SPELL_CLEAR_ALL_DEBUFFS
Definition: boss_illidan.cpp:55
@ SPELL_EMOTE_TALK_QUESTION
Definition: boss_illidan.cpp:54
@ SPELL_SHADOW_PRISON
Definition: boss_illidan.cpp:78
@ SPELL_CAGE_TRAP_PERIODIC
Definition: boss_illidan.cpp:99
@ SPELL_DEMON_FORM
Definition: boss_illidan.cpp:84
@ SPELL_DEMON_TRANSFORM_1
Definition: boss_illidan.cpp:81
@ SPELL_SUMMON_MAIEV
Definition: boss_illidan.cpp:77
@ SPELL_DEMON_TRANSFORM_2
Definition: boss_illidan.cpp:82
@ SPELL_FRENZY
Definition: boss_illidan.cpp:93
@ SPELL_DEATH
Definition: boss_illidan.cpp:95
@ SPELL_DEMON_TRANSFORM_3
Definition: boss_illidan.cpp:83
Position illidanTakeoffPoint
Definition: boss_illidan.cpp:174
@ DATA_AKAMA_ILLIDAN
Definition: black_temple.h:37
Talk
Definition: hyjal.cpp:82
@ EMOTE_STATE_READY1H
Definition: SharedDefines.h:1966
@ EMOTE_ONESHOT_QUESTION
Definition: SharedDefines.h:1900
@ EMOTE_ONESHOT_LIFTOFF
Definition: SharedDefines.h:1960
void CancelEventGroup(uint8 group)
Definition: EventProcessor.cpp:114
void AddEventAtOffset(BasicEvent *event, Milliseconds offset)
Definition: EventProcessor.h:107
TaskScheduler & CancelAll()
Definition: TaskScheduler.cpp:45
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition: UnitAI.h:392
TaskScheduler scheduler
Definition: CreatureAI.h:76
Creature * GetCreatureWithEntry(uint32 entry) const
Definition: ScriptedCreature.cpp:132
void DoStopAttack()
Definition: ScriptedCreature.cpp:239
InstanceScript *const instance
Definition: ScriptedCreature.h:464
SummonList summons
Definition: ScriptedCreature.h:501
Definition: Creature.h:46
void SetInCombatWithZone()
Set in combat all units in the dungeon/raid. Affect only units with IsAIEnabled.
Definition: Creature.cpp:2806
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
bool SetHover(bool enable, bool packetOnly=false, bool updateAnimationTier=true) override
Definition: Creature.cpp:3357
void LoadEquipment(int8 id=1, bool force=false)
Definition: Creature.cpp:1793
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
void SetOrientation(float orientation)
Definition: Position.h:112
static void Kill(Unit *killer, Unit *victim, bool durabilityLoss=true, WeaponAttackType attackType=BASE_ATTACK, SpellInfo const *spellProto=nullptr, Spell const *spell=nullptr)
Definition: Unit.cpp:17658
MotionMaster * GetMotionMaster()
Definition: Unit.h:1601
bool HasAura(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, ObjectGuid itemCasterGUID=ObjectGuid::Empty, uint8 reqEffMask=0) const
Definition: Unit.cpp:5669
virtual void SetSheath(SheathState sheathed)
Definition: Unit.h:945
void SetControlled(bool apply, UnitState state, Unit *source=nullptr, bool isFear=false)
Definition: Unit.cpp:17990
EventProcessor m_Events
Definition: Unit.h:1792
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint8 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
Definition: Unit.cpp:4891
void StopMovingOnCurrentPos()
Definition: Unit.cpp:16645
void SetUInt32Value(uint16 index, uint32 value)
Definition: Unit.cpp:21256
void SetUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition: Unit.h:683
void HandleEmoteCommand(uint32 emoteId)
Definition: Unit.cpp:1984
void SetStandState(uint8 state)
Definition: Unit.cpp:16682
void RemoveUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition: Unit.h:684
Creature * GetCreature(uint32 type)
Definition: InstanceScript.cpp:100
void MovePoint(uint32 id, const Position &pos, bool generatePath=true, bool forceDestination=true)
Definition: MotionMaster.h:211
void Clear(bool reset=true)
Definition: MotionMaster.h:165
void ScheduleAbilities(uint8 phase)
Definition: boss_illidan.cpp:448

References _dying, _inCutscene, ACTION_AKAMA_ENDING, ACTION_ILLIDAN_CAGED, ACTION_ILLIDAN_DEMON_TRANSFORM, ACTION_ILLIDAN_DEMON_TRANSFORM_BACK, ACTION_ILLIDAN_DIE, ACTION_ILLIDAN_LIFTOFF, ACTION_MAIEV_ENDING, ACTION_SHADOW_PRISON, ACTION_START_EVENT, EventProcessor::AddEventAtOffset(), TaskScheduler::CancelAll(), EventProcessor::CancelEventGroup(), MotionMaster::Clear(), DATA_AKAMA_ILLIDAN, DoAction(), UnitAI::DoCastSelf(), ScriptedAI::DoStopAttack(), EMOTE_ONESHOT_LIFTOFF, EMOTE_ONESHOT_QUESTION, EMOTE_STATE_READY1H, EQUIPMENT_GLAIVES, InstanceScript::GetCreature(), SummonList::GetCreatureWithEntry(), Unit::GetMotionMaster(), GROUP_DEMON_FORM, Unit::HandleEmoteCommand(), Unit::HasAura(), illidanTakeoffPoint, BossAI::instance, Unit::Kill(), Creature::LoadEquipment(), Unit::m_Events, ScriptedAI::me, MotionMaster::MovePoint(), NPC_MAIEV_SHADOWSONG, PHASE_DEMON, PHASE_MAIEV, POINT_ILLIDAN_TAKEOFF, REACT_AGGRESSIVE, REACT_PASSIVE, Unit::RemoveAurasDueToSpell(), Unit::RemoveUnitFlag(), SAY_ILLIDAN_CONFRONT_MAIEV, SAY_ILLIDAN_DEFEATED, SAY_ILLIDAN_DUPLICITY, SAY_ILLIDAN_MORPH, SAY_ILLIDAN_PREPARED, SAY_ILLIDAN_SHADOW_PRISON, SAY_ILLIDAN_TAKEOFF, SAY_ILLIDAN_UNCONVINCED, ScheduleAbilities(), CreatureAI::scheduler, Creature::SetCombatMovement(), Unit::SetControlled(), Creature::SetDisableGravity(), Creature::SetHover(), Creature::SetInCombatWithZone(), Position::SetOrientation(), Creature::SetReactState(), Unit::SetSheath(), Unit::SetStandState(), Unit::SetUInt32Value(), Unit::SetUnitFlag(), SHEATH_STATE_MELEE, SPELL_CAGE_TRAP_PERIODIC, SPELL_CLEAR_ALL_DEBUFFS, SPELL_DEATH, SPELL_DEMON_FORM, SPELL_DEMON_TRANSFORM_1, SPELL_DEMON_TRANSFORM_2, SPELL_DEMON_TRANSFORM_3, SPELL_EMOTE_TALK_QUESTION, SPELL_FRENZY, SPELL_SHADOW_PRISON, SPELL_SUMMON_MAIEV, Unit::StopMovingOnCurrentPos(), BossAI::summons, UNIT_FLAG_IMMUNE_TO_NPC, UNIT_FLAG_IMMUNE_TO_PC, UNIT_FLAG_NON_ATTACKABLE, UNIT_FLAG_NOT_SELECTABLE, UNIT_NPC_EMOTESTATE, UNIT_STAND_STATE_STAND, and UNIT_STATE_ROOT.

Referenced by DamageTaken(), DoAction(), Reset(), and ScheduleAbilities().

◆ EnterEvadeMode()

void boss_illidan_stormrage::EnterEvadeMode ( EvadeReason  why)
inlineoverridevirtual

Reimplemented from BossAI.

597 {
598 if (_inCutscene)
599 return;
600
602 akama->DespawnOnEvade();
603
606 }
void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER) override
Definition: ScriptedCreature.h:488
void DespawnOnEvade(Seconds respawnDelay=20s)
Definition: Creature.cpp:2181

References _inCutscene, DATA_AKAMA_ILLIDAN, Creature::DespawnOnEvade(), BossAI::EnterEvadeMode(), InstanceScript::GetCreature(), BossAI::instance, and ScriptedAI::me.

Referenced by ScheduleAbilities().

◆ JustDied()

void boss_illidan_stormrage::JustDied ( Unit killer)
inlineoverridevirtual

Reimplemented from BossAI.

648 {
649 summons.clear();
650 BossAI::JustDied(killer);
651 }
void clear()
Definition: ScriptedCreature.h:83
void JustDied(Unit *) override
Definition: ScriptedCreature.h:489

References SummonList::clear(), BossAI::JustDied(), and BossAI::summons.

◆ JustEngagedWith()

void boss_illidan_stormrage::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from BossAI.

585 {
589 akama->AI()->AttackStart(me);
590
593 }, 25min, GROUP_BERSERK);
594 }
@ PHASE_INITIAL
Definition: boss_illidan.cpp:146
@ GROUP_BERSERK
Definition: boss_illidan.cpp:136
@ SPELL_BERSERK
Definition: boss_illidan.cpp:53
void JustEngagedWith(Unit *) override
Called for reaction when initially engaged.
Definition: ScriptedCreature.h:487

References EventProcessor::AddEventAtOffset(), DATA_AKAMA_ILLIDAN, UnitAI::DoCastSelf(), InstanceScript::GetCreature(), GROUP_BERSERK, BossAI::instance, BossAI::JustEngagedWith(), Unit::m_Events, ScriptedAI::me, PHASE_INITIAL, ScheduleAbilities(), and SPELL_BERSERK.

◆ JustSummoned()

void boss_illidan_stormrage::JustSummoned ( Creature summon)
inlineoverridevirtual

Reimplemented from BossAI.

609 {
610 summons.Summon(summon);
611 if (summon->GetEntry() == NPC_ILLIDAN_DB_TARGET)
612 DoCast(summon, SPELL_EYE_BLAST);
613 else if (summon->GetEntry() == NPC_MAIEV_SHADOWSONG)
614 {
615 me->SetTarget(summon->GetGUID());
616 me->SetFacingToObject(summon);
617 }
618 }
@ NPC_ILLIDAN_DB_TARGET
Definition: boss_illidan.cpp:141
@ SPELL_EYE_BLAST
Definition: boss_illidan.cpp:73
SpellCastResult DoCast(uint32 spellId)
Definition: UnitAI.cpp:177
void Summon(Creature const *summon)
Definition: ScriptedCreature.h:88
void SetTarget(ObjectGuid guid=ObjectGuid::Empty) override
Definition: Creature.cpp:3532
uint32 GetEntry() const
Definition: Object.h:112
static ObjectGuid GetGUID(Object const *o)
Definition: Object.h:109
void SetFacingToObject(WorldObject *object)
Definition: Unit.cpp:20493

References UnitAI::DoCast(), Object::GetEntry(), Object::GetGUID(), ScriptedAI::me, NPC_ILLIDAN_DB_TARGET, NPC_MAIEV_SHADOWSONG, Unit::SetFacingToObject(), Creature::SetTarget(), SPELL_EYE_BLAST, SummonList::Summon(), and BossAI::summons.

◆ KilledUnit()

void boss_illidan_stormrage::KilledUnit ( Unit )
inlineoverridevirtual

Reimplemented from ScriptedAI.

621 {
622 if (_canTalk)
623 {
625 _canTalk = false;
626
628 _canTalk = true;
629 }, 6s); // 3590ms
630 }
631 }
@ SAY_ILLIDAN_KILL
Definition: boss_illidan.cpp:31

References _canTalk, EventProcessor::AddEventAtOffset(), Unit::m_Events, ScriptedAI::me, and SAY_ILLIDAN_KILL.

◆ MovementInform()

void boss_illidan_stormrage::MovementInform ( uint32  type,
uint32  id 
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

390 {
391 if (type == POINT_MOTION_TYPE)
392 {
393 switch (id)
394 {
396 {
399
402 }, 1210ms);
406 }, 2430ms); // 1220ms
409 }, 3090ms); // 660ms
410 }
411 break;
413 {
417 }
418 break;
420 {
423
426 }, 1215ms);
429 me->SetDisableGravity(false);
430 me->SetHover(false);
431 }, 3665ms); // 2450ms
438 }, 6095ms); // 2430ms
441 }, 7305ms); // 1210ms
442 }
443 break;
444 }
445 }
446 }
@ POINT_MOTION_TYPE
Definition: MotionMaster.h:46
@ SAY_ILLIDAN_SUMMONFLAMES
Definition: boss_illidan.cpp:33
@ PHASE_LANDING
Definition: boss_illidan.cpp:148
@ POINT_ILLIDAN_HOVER
Definition: boss_illidan.cpp:133
@ PHASE_FLYING
Definition: boss_illidan.cpp:147
@ POINT_ILLIDAN_LAND
Definition: boss_illidan.cpp:134
@ EQUIPMENT_UNARMED
Definition: boss_illidan.cpp:108
@ ACTION_RETURN_BLADE
Definition: boss_illidan.cpp:128
@ SPELL_HIT_CHANCE
Definition: boss_illidan.cpp:56
@ SPELL_THROW_GLAIVE
Definition: boss_illidan.cpp:67
@ SPELL_THROW_GLAIVE2
Definition: boss_illidan.cpp:68
Position roomCenter
Definition: boss_illidan.cpp:176
@ NPC_BLADE_OF_AZZINOTH
Definition: black_temple.h:75
@ EMOTE_ONESHOT_LAND
Definition: SharedDefines.h:1964
void DoAction(int32 info, uint16 max=0)
Definition: ScriptedCreature.h:102
Definition: ScriptedCreature.h:167
void DoResetThreatList()
Definition: ScriptedCreature.cpp:436
float GetAngle(const Position *pos) const
Definition: Position.cpp:77
void SetFacingTo(float ori)
Definition: Unit.cpp:20483

References ACTION_RETURN_BLADE, EventProcessor::AddEventAtOffset(), TaskScheduler::CancelAll(), SummonList::DoAction(), UnitAI::DoCastSelf(), ScriptedAI::DoResetThreatList(), EMOTE_ONESHOT_LAND, EQUIPMENT_GLAIVES, EQUIPMENT_UNARMED, Position::GetAngle(), Unit::HandleEmoteCommand(), Creature::LoadEquipment(), Unit::m_Events, ScriptedAI::me, NPC_BLADE_OF_AZZINOTH, PHASE_FLYING, PHASE_LANDING, POINT_ILLIDAN_HOVER, POINT_ILLIDAN_LAND, POINT_ILLIDAN_TAKEOFF, POINT_MOTION_TYPE, REACT_AGGRESSIVE, Unit::RemoveUnitFlag(), roomCenter, SAY_ILLIDAN_SUMMONFLAMES, ScheduleAbilities(), CreatureAI::scheduler, Unit::SetControlled(), Creature::SetDisableGravity(), Unit::SetFacingTo(), Creature::SetHover(), Creature::SetReactState(), SPELL_HIT_CHANCE, SPELL_THROW_GLAIVE, SPELL_THROW_GLAIVE2, BossAI::summons, UNIT_FLAG_NOT_SELECTABLE, and UNIT_STATE_ROOT.

◆ Reset()

void boss_illidan_stormrage::Reset ( )
inlineoverridevirtual

Reimplemented from BossAI.

183 {
188 _canTalk = true;
189 _dying = false;
190 _inCutscene = false;
191 beamPosId = 0;
193 me->SetDisableGravity(false);
194 me->SetHover(false);
199
201 // Call for minions
204 akama->AI()->DoAction(ACTION_AKAMA_MINIONS);
205 });
207 // Phase 2
210 });
212 // Maiev Spawn Scene
217 });
218 }
@ UNIT_STAND_STATE_KNEEL
Definition: UnitDefines.h:40
@ SHEATH_STATE_UNARMED
Definition: UnitDefines.h:105
@ SAY_ILLIDAN_MINION
Definition: boss_illidan.cpp:30
@ ACTION_AKAMA_MINIONS
Definition: boss_illidan.cpp:122
@ GROUP_PHASE_FLYING
Definition: boss_illidan.cpp:137
@ SPELL_DUAL_WIELD
Definition: boss_illidan.cpp:52
void ScheduleHealthCheckEvent(uint32 healthPct, std::function< void()> exec)
Executes a function once the creature reaches the defined health point percent.
Definition: ScriptedCreature.cpp:744
void Reset() override
Definition: ScriptedCreature.h:486
void ReplaceAllUnitFlags(UnitFlags flags)
Remove the Unit flag specify only.
Definition: Unit.h:685

References _canTalk, _dying, _inCutscene, ACTION_AKAMA_MINIONS, ACTION_ILLIDAN_DEMON_TRANSFORM_BACK, ACTION_ILLIDAN_LIFTOFF, ACTION_SHADOW_PRISON, beamPosId, TaskScheduler::CancelAll(), EventProcessor::CancelEventGroup(), DATA_AKAMA_ILLIDAN, DoAction(), UnitAI::DoCastSelf(), EQUIPMENT_GLAIVES, InstanceScript::GetCreature(), GROUP_BERSERK, GROUP_DEMON_FORM, GROUP_PHASE_FLYING, Unit::HasAura(), BossAI::instance, Creature::LoadEquipment(), Unit::m_Events, ScriptedAI::me, Unit::ReplaceAllUnitFlags(), BossAI::Reset(), SAY_ILLIDAN_MINION, BossAI::ScheduleHealthCheckEvent(), CreatureAI::scheduler, Creature::SetDisableGravity(), Creature::SetHover(), Unit::SetSheath(), Unit::SetStandState(), SHEATH_STATE_UNARMED, SPELL_DEMON_FORM, SPELL_DUAL_WIELD, UNIT_FLAG_IMMUNE_TO_NPC, UNIT_FLAG_IMMUNE_TO_PC, and UNIT_STAND_STATE_KNEEL.

◆ ScheduleAbilities()

void boss_illidan_stormrage::ScheduleAbilities ( uint8  phase)
inline
449 {
450 switch (phase)
451 {
452 case PHASE_INITIAL:
453 {
454 ScheduleTimedEvent(25s, 30s, [&] {
456 }, 26s, 35s);
457
458 ScheduleTimedEvent(32s, [&] {
460 }, 32s);
461
462 ScheduleTimedEvent(25s, 30s, [&] {
464 }, 25s, 30s);
465
466 // Custom from SunwellCore?
467 ScheduleTimedEvent(30s, 60s, [&] {
469 }, 30s, 60s);
470 }
471 break;
472 case PHASE_FLYING:
473 {
475
476 scheduler.Schedule(0s, [this](TaskContext context)
477 {
478 // Do not repeat if interrupted (Eye Beam is cast)
479 if (DoCastRandomTarget(SPELL_FIREBALL, 0U, 50000.f, true, false, true) == SPELL_CAST_OK)
480 context.Repeat(2400ms);
481 }).Schedule(25s, 45s, [this](TaskContext /*context*/)
482 {
483 // Eye Blast
488 trigger->GetMotionMaster()->MovePoint(0, eyeBeamPos[beamPosId + MAX_EYE_BEAM_POS], false, true);
489
490 // Reposition
497 }, 20s, GROUP_PHASE_FLYING);
498 });
499 // Check for Phase Transition
500 scheduler.Schedule(5s, [this](TaskContext context) {
501 if (!SelectTargetFromPlayerList(150.0f))
503
506 {
512 }
513 else
514 context.Repeat(3s);
515 });
516 }
517 break;
518 case PHASE_LANDING:
519 {
521
522 ScheduleTimedEvent(25s, 30s, [&] {
524 }, 26s, 35s);
525
526 ScheduleTimedEvent(32s, [&] {
528 }, 32s);
529
530 ScheduleTimedEvent(25s, 30s, [&] {
532 }, 25s, 30s);
533
534 ScheduleTimedEvent(25s, [&] {
536 }, 24s);
537
538 ScheduleTimedEvent(60s, [&] {
540 }, 60s);
541 }
542 break;
543 case PHASE_DEMON:
544 {
547
548 ScheduleTimedEvent(1s, 2500ms, [&] {
550 }, 2500ms);
551
552 ScheduleTimedEvent(7s, [&] {
554 }, 19500ms);
555
556 ScheduleTimedEvent(60s, [&] {
560 else
563 }, 60s);
564 }
565 break;
566 case PHASE_MAIEV:
567 {
569
570 ScheduleTimedEvent(40s, [&] {
573 }, 100s);
574
575 ScheduleTimedEvent(30s, [&] {
577 DoCast(maiev, SPELL_CAGE_TRAP, true);
578 }, 45s);
579 }
580 break;
581 }
582 }
@ TEMPSUMMON_TIMED_DESPAWN
Definition: Object.h:47
phase
Definition: boss_skadi.cpp:103
@ SAY_ILLIDAN_FRENZY
Definition: boss_illidan.cpp:43
@ SAY_ILLIDAN_EYE_BLAST
Definition: boss_illidan.cpp:34
@ SAY_ILLIDAN_TAUNT
Definition: boss_illidan.cpp:37
@ MAX_EYE_BEAM_POS
Definition: boss_illidan.cpp:130
@ SPELL_DRAW_SOUL
Definition: boss_illidan.cpp:60
@ SPELL_SHADOW_BLAST
Definition: boss_illidan.cpp:85
@ SPELL_SUMMON_SHADOW_DEMON
Definition: boss_illidan.cpp:88
@ SPELL_AGONIZING_FLAMES
Definition: boss_illidan.cpp:76
@ SPELL_FLAME_CRASH
Definition: boss_illidan.cpp:59
@ SPELL_FLAME_BURST
Definition: boss_illidan.cpp:86
@ SPELL_CAGE_TRAP
Definition: boss_illidan.cpp:98
@ SPELL_FIREBALL
Definition: boss_illidan.cpp:71
@ SPELL_PARASITIC_SHADOWFIEND
Definition: boss_illidan.cpp:62
const Position airHoverPos[MAX_EYE_BEAM_POS]
Definition: boss_illidan.cpp:166
const Position eyeBeamPos[MAX_EYE_BEAM_POS *2]
Definition: boss_illidan.cpp:153
Position illidanLand
Definition: boss_illidan.cpp:175
@ NPC_FLAME_OF_AZZINOTH
Definition: black_temple.h:76
@ SPELL_CAST_OK
Definition: SharedDefines.h:1138
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
@ EVADE_REASON_NO_HOSTILES
Definition: CreatureAI.h:90
bool HasEntry(uint32 entry) const
Definition: ScriptedCreature.cpp:93
void RemoveNotExisting()
Definition: ScriptedCreature.cpp:82
void ScheduleTimedEvent(Milliseconds timerMin, Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0s, uint32 uniqueId=0)
Definition: ScriptedCreature.cpp:312
Player * SelectTargetFromPlayerList(float maxdist, uint32 excludeAura=0, bool mustBeInLOS=false) const
Definition: ScriptedCreature.cpp:546
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
void InterruptNonMeleeSpells(bool withDelayed, uint32 spellid=0, bool withInstant=true, bool bySelf=false)
Definition: Unit.cpp:4111
void EnterEvadeMode(EvadeReason why) override
Definition: boss_illidan.cpp:596

References ACTION_ILLIDAN_DEMON_TRANSFORM, ACTION_ILLIDAN_DEMON_TRANSFORM_BACK, EventProcessor::AddEventAtOffset(), airHoverPos, beamPosId, TaskScheduler::CancelAll(), EventProcessor::CancelEventGroup(), DoAction(), UnitAI::DoCast(), UnitAI::DoCastRandomTarget(), UnitAI::DoCastSelf(), UnitAI::DoCastVictim(), ScriptedAI::DoResetThreatList(), EnterEvadeMode(), CreatureAI::EVADE_REASON_NO_HOSTILES, eyeBeamPos, Position::GetAngle(), SummonList::GetCreatureWithEntry(), Unit::GetMotionMaster(), GROUP_PHASE_FLYING, SummonList::HasEntry(), illidanLand, Unit::InterruptNonMeleeSpells(), Unit::m_Events, MAX_EYE_BEAM_POS, ScriptedAI::me, MotionMaster::MovePoint(), NPC_FLAME_OF_AZZINOTH, NPC_ILLIDAN_DB_TARGET, NPC_MAIEV_SHADOWSONG, PHASE_DEMON, PHASE_FLYING, PHASE_INITIAL, PHASE_LANDING, PHASE_MAIEV, POINT_ILLIDAN_HOVER, POINT_ILLIDAN_LAND, SummonList::RemoveNotExisting(), TaskContext::Repeat(), roomCenter, SAY_ILLIDAN_EYE_BLAST, SAY_ILLIDAN_FRENZY, SAY_ILLIDAN_TAUNT, TaskScheduler::Schedule(), ScheduleAbilities(), CreatureAI::scheduler, ScriptedAI::ScheduleTimedEvent(), ScriptedAI::SelectTargetFromPlayerList(), Unit::SetControlled(), Unit::SetFacingTo(), SPELL_AGONIZING_FLAMES, SPELL_CAGE_TRAP, SPELL_CAST_OK, SPELL_DRAW_SOUL, SPELL_FIREBALL, SPELL_FLAME_BURST, SPELL_FLAME_CRASH, SPELL_FRENZY, SPELL_PARASITIC_SHADOWFIEND, SPELL_SHADOW_BLAST, SPELL_SUMMON_SHADOW_DEMON, WorldObject::SummonCreature(), BossAI::summons, TEMPSUMMON_TIMED_DESPAWN, and UNIT_STATE_ROOT.

Referenced by DoAction(), JustEngagedWith(), MovementInform(), and ScheduleAbilities().

Member Data Documentation

◆ _canTalk

bool boss_illidan_stormrage::_canTalk
private

Referenced by KilledUnit(), and Reset().

◆ _dying

bool boss_illidan_stormrage::_dying
private

Referenced by DamageTaken(), DoAction(), and Reset().

◆ _inCutscene

bool boss_illidan_stormrage::_inCutscene
private

Referenced by DoAction(), EnterEvadeMode(), and Reset().

◆ beamPosId

uint8 boss_illidan_stormrage::beamPosId
private

Referenced by Reset(), and ScheduleAbilities().