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

Public Member Functions

 boss_thekal (Creature *creature)
 
void Initialize ()
 
void Reset () override
 
void JustDied (Unit *) override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged. More...
 
void SetData (uint32, uint32 data) override
 
void DamageTaken (Unit *attacker, uint32 &damage, DamageEffectType damageEffectType, SpellSchoolMask spellSchoolMask) override
 Called at any Damage from any attacker (before damage apply) More...
 
void DoAction (int32 action) override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
void ReviveZealot (uint32 zealotData)
 
void UpdateZealotStatus (uint32 data, bool dead)
 
void CheckPhaseTransition ()
 
- 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 _lorkhanDied
 
bool _zathDied
 
bool _enraged
 
bool _wasDead
 

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_thekal()

boss_thekal::boss_thekal ( Creature creature)
inline
69 : BossAI(creature, DATA_THEKAL)
70 {
71 Initialize();
72 }
@ DATA_THEKAL
Definition: zulgurub.h:35
Definition: ScriptedCreature.h:457
void Initialize()
Definition: boss_thekal.cpp:74

References Initialize().

Member Function Documentation

◆ CheckPhaseTransition()

void boss_thekal::CheckPhaseTransition ( )
inline
250 {
252 {
253 scheduler.Schedule(3s, [this](TaskContext /*context*/)
254 {
257
258 scheduler.Schedule(50ms, [this](TaskContext /*context*/)
259 {
261 });
262
263 scheduler.Schedule(6s, [this](TaskContext /*context*/)
264 {
266 me->LoadEquipment(0, true);
267 me->SetFullHealth();
270
271 scheduler.Schedule(30s, [this](TaskContext context)
272 {
274 context.Repeat();
275 }).Schedule(4s, [this](TaskContext context)
276 {
278 context.Repeat(16s, 21s);
279 }).Schedule(12s, [this](TaskContext context)
280 {
281 // charge a random target that is at least 8 yards away (min range of charge is 8 yards)
282 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, -8.0f))
283 {
284 DoCast(target, SPELL_CHARGE);
286 AttackStart(target);
287 }
288 context.Repeat(15s, 22s);
289 }).Schedule(25s, [this](TaskContext context)
290 {
292 context.Repeat(10s, 14s);
293 });
294
295 // schedule Enrage at 20% health
296 ScheduleHealthCheckEvent(20, [this]
297 {
299 });
300 });
301 });
302 }
303 else
304 {
305 scheduler.Schedule(10s, [this](TaskContext /*context*/)
306 {
307 if (!(_wasDead && _lorkhanDied && _zathDied))
308 {
310 }
311 });
312 }
313 }
@ REACT_AGGRESSIVE
Definition: Unit.h:550
@ UNIT_STAND_STATE_STAND
Definition: UnitDefines.h:32
@ UNIT_FLAG_NOT_SELECTABLE
Definition: UnitDefines.h:254
@ SAY_AGGRO
Definition: boss_thekal.cpp:26
@ ACTION_RESSURRECT
Definition: boss_thekal.cpp:64
@ SPELL_ENRAGE
Definition: boss_thekal.cpp:40
@ SPELL_CHARGE
Definition: boss_thekal.cpp:39
@ SPELL_TIGER_FORM
Definition: boss_thekal.cpp:46
@ SPELL_FORCEPUNCH
Definition: boss_thekal.cpp:41
@ SPELL_FRENZY
Definition: boss_thekal.cpp:42
@ SPELL_SUMMONTIGERS
Definition: boss_thekal.cpp:36
@ SPELL_RESURRECTION_IMPACT_VISUAL
Definition: boss_thekal.cpp:44
Talk
Definition: hyjal.cpp:82
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition: TaskScheduler.h:229
Definition: TaskScheduler.h:415
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
Definition: TaskScheduler.h:485
SpellCastResult DoCastVictim(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:240
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition: UnitAI.h:392
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition: UnitAI.cpp:110
SpellCastResult DoCast(uint32 spellId)
Definition: UnitAI.cpp:177
TaskScheduler scheduler
Definition: CreatureAI.h:76
void DoResetThreatList()
Definition: ScriptedCreature.cpp:436
void AttackStart(Unit *) override
Definition: ScriptedCreature.cpp:208
Creature * me
Definition: ScriptedCreature.h:280
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 LoadEquipment(int8 id=1, bool force=false)
Definition: Creature.cpp:1793
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition: Creature.h:97
Definition: Unit.h:630
void SetFullHealth()
Definition: Unit.h:884
void SetStandState(uint8 state)
Definition: Unit.cpp:16682
void RemoveUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition: Unit.h:684
bool _lorkhanDied
Definition: boss_thekal.cpp:316
void DoAction(int32 action) override
Definition: boss_thekal.cpp:197
bool _zathDied
Definition: boss_thekal.cpp:317
bool _wasDead
Definition: boss_thekal.cpp:319

References _lorkhanDied, _wasDead, _zathDied, ACTION_RESSURRECT, ScriptedAI::AttackStart(), DoAction(), UnitAI::DoCast(), UnitAI::DoCastSelf(), UnitAI::DoCastVictim(), ScriptedAI::DoResetThreatList(), Creature::LoadEquipment(), ScriptedAI::me, REACT_AGGRESSIVE, Unit::RemoveUnitFlag(), TaskContext::Repeat(), SAY_AGGRO, TaskScheduler::Schedule(), BossAI::ScheduleHealthCheckEvent(), CreatureAI::scheduler, UnitAI::SelectTarget(), Unit::SetFullHealth(), Creature::SetReactState(), Unit::SetStandState(), SPELL_CHARGE, SPELL_ENRAGE, SPELL_FORCEPUNCH, SPELL_FRENZY, SPELL_RESURRECTION_IMPACT_VISUAL, SPELL_SUMMONTIGERS, SPELL_TIGER_FORM, UNIT_FLAG_NOT_SELECTABLE, and UNIT_STAND_STATE_STAND.

Referenced by DamageTaken(), and SetData().

◆ DamageTaken()

void boss_thekal::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.

176 {
177 if (!me->HasAura(SPELL_TIGER_FORM) && damage >= me->GetHealth())
178 {
179 damage = me->GetHealth() - 1;
180
181 if (!_wasDead)
182 {
186 me->AttackStop();
188 _wasDead = true;
191 }
192 }
193
194 BossAI::DamageTaken(attacker, damage, damageEffectType, spellSchoolMask);
195 }
@ REACT_PASSIVE
Definition: Unit.h:548
@ UNIT_STAND_STATE_DEAD
Definition: UnitDefines.h:39
@ UNIT_FIELD_FLAGS
Definition: UpdateFields.h:117
@ EMOTE_DIES
Definition: boss_thekal.cpp:28
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
void SetFlag(uint16 index, uint32 newFlag)
Definition: Object.cpp:845
bool HasAura(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, ObjectGuid itemCasterGUID=ObjectGuid::Empty, uint8 reqEffMask=0) const
Definition: Unit.cpp:5669
uint32 GetHealth() const
Definition: Unit.h:869
bool AttackStop()
Force the unit to stop attacking. This will clear UNIT_STATE_MELEE_ATTACKING, Interrupt current spell...
Definition: Unit.cpp:10365
void CheckPhaseTransition()
Definition: boss_thekal.cpp:249

References _wasDead, Unit::AttackStop(), CheckPhaseTransition(), BossAI::DamageTaken(), ScriptedAI::DoResetThreatList(), EMOTE_DIES, Unit::GetHealth(), Unit::HasAura(), ScriptedAI::me, REACT_PASSIVE, Object::SetFlag(), Creature::SetReactState(), Unit::SetStandState(), SPELL_TIGER_FORM, UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE, and UNIT_STAND_STATE_DEAD.

◆ DoAction()

void boss_thekal::DoAction ( int32  action)
inlineoverridevirtual

Reimplemented from UnitAI.

198 {
199 if (action == ACTION_RESSURRECT)
200 {
205 me->SetFullHealth();
206 _wasDead = false;
207 }
208 }
@ UNIT_FIELD_BYTES_1
Definition: UpdateFields.h:131
void RestoreFaction()
Definition: Unit.cpp:18651
void SetUInt32Value(uint16 index, uint32 value)
Definition: Unit.cpp:21256

References _wasDead, ACTION_RESSURRECT, ScriptedAI::me, REACT_AGGRESSIVE, Unit::RemoveUnitFlag(), Unit::RestoreFaction(), Unit::SetFullHealth(), Creature::SetReactState(), Unit::SetUInt32Value(), UNIT_FIELD_BYTES_1, and UNIT_FLAG_NOT_SELECTABLE.

Referenced by CheckPhaseTransition().

◆ Initialize()

void boss_thekal::Initialize ( )
inline
75 {
76 _enraged = false;
77 _wasDead = false;
78 _lorkhanDied = false;
79 _zathDied = false;
80 }
bool _enraged
Definition: boss_thekal.cpp:318

References _enraged, _lorkhanDied, _wasDead, and _zathDied.

Referenced by boss_thekal(), and Reset().

◆ JustDied()

void boss_thekal::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from BossAI.

126 {
127 _JustDied();
129
131 {
132 zealot->Kill(zealot, zealot);
133 }
134
135 if (Creature* zealot = instance->GetCreature(DATA_ZATH))
136 {
137 zealot->Kill(zealot, zealot);
138 }
139 }
@ SAY_DEATH
Definition: boss_thekal.cpp:27
@ DATA_LORKHAN
Definition: zulgurub.h:41
@ DATA_ZATH
Definition: zulgurub.h:42
InstanceScript *const instance
Definition: ScriptedCreature.h:464
void _JustDied()
Definition: ScriptedCreature.cpp:614
Definition: Creature.h:46
Creature * GetCreature(uint32 type)
Definition: InstanceScript.cpp:100

References BossAI::_JustDied(), DATA_LORKHAN, DATA_ZATH, InstanceScript::GetCreature(), BossAI::instance, and SAY_DEATH.

◆ JustEngagedWith()

void boss_thekal::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from BossAI.

142 {
144
146 scheduler.Schedule(4s, [this](TaskContext context)
147 {
149 context.Repeat(15s, 20s);
150 }).Schedule(9s, [this](TaskContext context)
151 {
153 context.Repeat(20s, 25s);
154 }).Schedule(16s, [this](TaskContext context)
155 {
157 context.Repeat(20s, 28s);
158 });
159 }
@ SPELL_BLOODLUST
Definition: boss_thekal.cpp:50
@ SPELL_SILENCE
Definition: boss_thekal.cpp:45
@ SPELL_MORTALCLEAVE
Definition: boss_thekal.cpp:43
TaskScheduler & CancelAll()
Definition: TaskScheduler.cpp:45
void _JustEngagedWith()
Definition: ScriptedCreature.cpp:627

References BossAI::_JustEngagedWith(), TaskScheduler::CancelAll(), UnitAI::DoCastSelf(), UnitAI::DoCastVictim(), TaskContext::Repeat(), TaskScheduler::Schedule(), CreatureAI::scheduler, SPELL_BLOODLUST, SPELL_MORTALCLEAVE, and SPELL_SILENCE.

◆ Reset()

void boss_thekal::Reset ( )
inlineoverridevirtual

Reimplemented from BossAI.

83 {
84 _Reset();
85 Initialize();
86
88
93 me->LoadEquipment(1, true);
94
96 {
97 zealot->AI()->Reset();
98 }
99
100 if (Creature* zealot = instance->GetCreature(DATA_ZATH))
101 {
102 zealot->AI()->Reset();
103 }
104
105 // emote idle loop
106 scheduler.Schedule(5s, 25s, [this](TaskContext context)
107 {
108 // pick a random emote from the list of available emotes
110 RAND(
114 )
115 );
116 context.Repeat(5s, 25s);
117 });
118
120 {
122 });
123 }
static First const & RAND(First const &first, Second const &second, Rest const &... rest)
Definition: CreatureAIImpl.h:30
@ UNIT_STATE_CASTING
Definition: UnitDefines.h:164
@ EMOTE_ONESHOT_POINT
Definition: SharedDefines.h:1917
@ EMOTE_ONESHOT_FLEX
Definition: SharedDefines.h:1915
@ EMOTE_ONESHOT_TALK
Definition: SharedDefines.h:1895
TaskScheduler & SetValidator(P &&predicate)
Sets a validator which is asked if tasks are allowed to be executed.
Definition: TaskScheduler.h:194
void _Reset()
Definition: ScriptedCreature.cpp:598
void RemoveFlag(uint16 index, uint32 oldFlag)
Definition: Object.cpp:860
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint8 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
Definition: Unit.cpp:4891
bool HasUnitState(const uint32 f) const
Definition: Unit.h:673
void HandleEmoteCommand(uint32 emoteId)
Definition: Unit.cpp:1984

References BossAI::_Reset(), TaskScheduler::CancelAll(), DATA_LORKHAN, DATA_ZATH, EMOTE_ONESHOT_FLEX, EMOTE_ONESHOT_POINT, EMOTE_ONESHOT_TALK, InstanceScript::GetCreature(), Unit::HandleEmoteCommand(), Unit::HasUnitState(), Initialize(), BossAI::instance, Creature::LoadEquipment(), ScriptedAI::me, RAND(), REACT_AGGRESSIVE, Unit::RemoveAurasDueToSpell(), Object::RemoveFlag(), TaskContext::Repeat(), TaskScheduler::Schedule(), CreatureAI::scheduler, Creature::SetReactState(), Unit::SetStandState(), TaskScheduler::SetValidator(), SPELL_FRENZY, UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE, UNIT_STAND_STATE_STAND, and UNIT_STATE_CASTING.

◆ ReviveZealot()

void boss_thekal::ReviveZealot ( uint32  zealotData)
inline
228 {
229 if (Creature* zealot = instance->GetCreature(zealotData))
230 {
231 zealot->Respawn(true);
232 zealot->SetInCombatWithZone();
233 UpdateZealotStatus(zealotData, false);
234 }
235 }
void UpdateZealotStatus(uint32 data, bool dead)
Definition: boss_thekal.cpp:237

References InstanceScript::GetCreature(), BossAI::instance, and UpdateZealotStatus().

Referenced by SetData().

◆ SetData()

void boss_thekal::SetData ( uint32  ,
uint32  data 
)
inlineoverridevirtual

Reimplemented from UnitAI.

162 {
163 UpdateZealotStatus(data, true);
165
166 scheduler.Schedule(10s, [this, data](TaskContext /*context*/)
167 {
168 if (!_lorkhanDied || !_zathDied || !_wasDead)
169 {
170 ReviveZealot(data);
171 }
172 });
173 }
void ReviveZealot(uint32 zealotData)
Definition: boss_thekal.cpp:227

References _lorkhanDied, _wasDead, _zathDied, CheckPhaseTransition(), ReviveZealot(), TaskScheduler::Schedule(), CreatureAI::scheduler, and UpdateZealotStatus().

◆ UpdateAI()

void boss_thekal::UpdateAI ( uint32  )
inlineoverridevirtual

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

Reimplemented from BossAI.

211 {
212 if (me->IsInCombat() && !UpdateVictim())
213 {
214 return;
215 }
216 else if (me->IsInCombat())
217 {
218 scheduler.Update(diff,
219 std::bind(&BossAI::DoMeleeAttackIfReady, this));
220 }
221 else
222 {
223 scheduler.Update(diff);
224 }
225 }
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition: TaskScheduler.cpp:27
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:39
bool UpdateVictim()
Definition: CreatureAI.cpp:269
bool IsInCombat() const
Definition: Unit.h:820

References UnitAI::DoMeleeAttackIfReady(), Unit::IsInCombat(), ScriptedAI::me, CreatureAI::scheduler, TaskScheduler::Update(), and CreatureAI::UpdateVictim().

◆ UpdateZealotStatus()

void boss_thekal::UpdateZealotStatus ( uint32  data,
bool  dead 
)
inline
238 {
239 if (data == DATA_LORKHAN)
240 {
241 _lorkhanDied = dead;
242 }
243 else if (data == DATA_ZATH)
244 {
245 _zathDied = dead;
246 }
247 }

References _lorkhanDied, _zathDied, DATA_LORKHAN, and DATA_ZATH.

Referenced by ReviveZealot(), and SetData().

Member Data Documentation

◆ _enraged

bool boss_thekal::_enraged
private

Referenced by Initialize().

◆ _lorkhanDied

bool boss_thekal::_lorkhanDied
private

◆ _wasDead

bool boss_thekal::_wasDead
private

◆ _zathDied

bool boss_thekal::_zathDied
private