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boss_doomlord_kazzak::boss_doomlordkazzakAI Struct Reference

Public Member Functions

 boss_doomlordkazzakAI (Creature *creature)
 
void Reset () override
 
void JustRespawned () override
 
void EnterCombat (Unit *) override
 
void KilledUnit (Unit *victim) override
 
void JustDied (Unit *) override
 
void UpdateAI (uint32 diff) override
 
- Public Member Functions inherited from ScriptedAI
 ScriptedAI (Creature *creature)
 
virtual ~ScriptedAI ()
 
void AttackStartNoMove (Unit *target)
 
void DamageTaken (Unit *, uint32 &) override
 
void JustSummoned (Creature *) override
 
void SummonedCreatureDespawn (Creature *) override
 
void SpellHit (Unit *, SpellInfo const *) override
 
void SpellHitTarget (Unit *, SpellInfo const *) override
 
void OnPossess (bool)
 
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 DoResetThreat ()
 
float DoGetThreat (Unit *unit)
 
void DoModifyThreatPercent (Unit *unit, int32 pct)
 
void DoTeleportTo (float x, float y, float z, uint32 time=0)
 
void DoTeleportTo (float const pos[4])
 
void DoTeleportPlayer (Unit *unit, float x, float y, float z, float o)
 
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 HealthBelowPct (uint32 pct) const
 
bool HealthAbovePct (uint32 pct) const
 
SpellInfo constSelectSpell (Unit *target, uint32 school, uint32 mechanic, SelectTargetType targets, 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)
 
void SetCombatMovement (bool allowMovement)
 
bool IsCombatMovementAllowed () 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
 
- Public Member Functions inherited from CreatureAI
void Talk (uint8 id, WorldObject const *whisperTarget=nullptr)
 
 CreatureAI (Creature *creature)
 
virtual ~CreatureAI ()
 
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 IsSummonedBy (Unit *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted () const
 
virtual void MovementInform (uint32, uint32)
 
void OnCharmed (bool apply) override
 
virtual void JustReachedHome ()
 
void DoZoneInCombat (Creature *creature=NULL, float maxRangeToNearestTarget=50.0f)
 
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 void OnSpellClick (Unit *, bool &)
 
virtual bool CanSeeAlways (WorldObject const *)
 
int32 VisualizeBoundary (uint32 duration, Unit *owner=nullptr, bool fill=false) const
 
virtual bool CheckInRoom ()
 
CreatureBoundary constGetBoundary () const
 
- Public Member Functions inherited from UnitAI
 UnitAI (Unit *unit)
 
virtual ~UnitAI ()
 
virtual bool CanAIAttack (Unit const *) const
 
virtual void InitializeAI ()
 
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 (SelectAggroTarget targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, int32 aura=0)
 
template<class PREDICATE >
UnitSelectTarget (SelectAggroTarget targetType, uint32 position, PREDICATE const &predicate)
 
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectAggroTarget targetType, float dist=0.0f, bool playerOnly=false, int32 aura=0)
 
template<class PREDICATE >
void SelectTargetList (std::list< Unit * > &targetList, PREDICATE const &predicate, uint32 maxTargets, SelectAggroTarget targetType)
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType)
 
virtual void HealReceived (Unit *, uint32 &)
 
virtual void HealDone (Unit *, uint32 &)
 
virtual void SpellInterrupted (uint32, uint32)
 
void AttackStartCaster (Unit *victim, float dist)
 
void DoCast (uint32 spellId)
 
void DoCast (Unit *victim, uint32 spellId, bool triggered=false)
 
void DoCastVictim (uint32 spellId, bool triggered=false)
 
void DoCastAOE (uint32 spellId, bool triggered=false)
 
void DoMeleeAttackIfReady ()
 
bool DoSpellAttackIfReady (uint32 spellId)
 
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 sQuestReward (Player *, Quest const *, uint32)
 
virtual bool sOnDummyEffect (Unit *, uint32, SpellEffIndex)
 
virtual void sOnGameEvent (bool, uint16)
 

Private Attributes

EventMap _events
 

Additional Inherited Members

- Public Types inherited from CreatureAI
enum  EvadeReason { EVADE_REASON_NO_HOSTILES, EVADE_REASON_BOUNDARY, EVADE_REASON_SEQUENCE_BREAK, EVADE_REASON_OTHER }
 
- Static Public Member Functions inherited from UnitAI
static void FillAISpellInfo ()
 
- Public Attributes inherited from ScriptedAI
bool IsFleeing
 
- Static Public Attributes inherited from UnitAI
static AISpellInfoTypeAISpellInfo
 
- 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)
 
bool CheckBoundary (Position const *who=nullptr) const
 
void SetBoundary (CreatureBoundary const *boundary)
 
virtual void MoveInLineOfSight (Unit *)
 
bool _EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
- Protected Attributes inherited from CreatureAI
Creature *const me
 
CreatureBoundary const_boundary
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Constructor & Destructor Documentation

boss_doomlord_kazzak::boss_doomlordkazzakAI::boss_doomlordkazzakAI ( Creature creature)
inline
68  : ScriptedAI(creature)
69  {
70  }
ScriptedAI(Creature *creature)
Definition: ScriptedCreature.cpp:100

Member Function Documentation

void boss_doomlord_kazzak::boss_doomlordkazzakAI::EnterCombat ( Unit )
inlineoverridevirtual

Reimplemented from ScriptedAI.

91  {
92  Talk(SAY_AGGRO);
93  }
Definition: boss_doomlord_kazzak.cpp:27
void Talk(uint8 id, WorldObject const *whisperTarget=nullptr)
Definition: CreatureAI.cpp:42

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void boss_doomlord_kazzak::boss_doomlordkazzakAI::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from ScriptedAI.

107  {
108  Talk(SAY_DEATH);
109  }
Definition: boss_doomlord_kazzak.cpp:30
void Talk(uint8 id, WorldObject const *whisperTarget=nullptr)
Definition: CreatureAI.cpp:42

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void boss_doomlord_kazzak::boss_doomlordkazzakAI::JustRespawned ( )
inlineoverridevirtual

Reimplemented from CreatureAI.

86  {
87  Talk(SAY_INTRO);
88  }
Definition: boss_doomlord_kazzak.cpp:26
void Talk(uint8 id, WorldObject const *whisperTarget=nullptr)
Definition: CreatureAI.cpp:42

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void boss_doomlord_kazzak::boss_doomlordkazzakAI::KilledUnit ( Unit victim)
inlineoverridevirtual

Reimplemented from ScriptedAI.

96  {
97  // When Kazzak kills a player (not pets/totems), he regens some health
98  if (victim->GetTypeId() != TYPEID_PLAYER)
99  return;
100 
102 
103  Talk(SAY_KILL);
104  }
Creature *const me
Definition: CreatureAI.h:71
TypeID GetTypeId() const
Definition: Object.h:113
Definition: boss_doomlord_kazzak.cpp:44
void DoCast(uint32 spellId)
Definition: UnitAI.cpp:101
void Talk(uint8 id, WorldObject const *whisperTarget=nullptr)
Definition: CreatureAI.cpp:42
Definition: ObjectGuid.h:33
Definition: boss_doomlord_kazzak.cpp:29

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void boss_doomlord_kazzak::boss_doomlordkazzakAI::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

73  {
74  _events.Reset();
83  }
void Reset()
Definition: EventMap.cpp:20
Definition: boss_doomlord_kazzak.cpp:52
Definition: boss_doomlord_kazzak.cpp:57
Definition: boss_doomlord_kazzak.cpp:51
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:45
void ScheduleEvent(uint32 eventId, Milliseconds const &time, uint32 group=0, uint8 phase=0)
Definition: EventMap.h:123
Definition: boss_doomlord_kazzak.cpp:53
Definition: boss_doomlord_kazzak.cpp:54
Definition: boss_doomlord_kazzak.cpp:56
Definition: boss_doomlord_kazzak.cpp:58
Definition: boss_doomlord_kazzak.cpp:55
EventMap _events
Definition: boss_doomlord_kazzak.cpp:169

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void boss_doomlord_kazzak::boss_doomlordkazzakAI::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from ScriptedAI.

112  {
113  // Return since we have no target
114  if (!UpdateVictim())
115  return;
116 
117  _events.Update(diff);
118 
120  return;
121 
122  while (uint32 eventId = _events.ExecuteEvent())
123  {
124  switch (eventId)
125  {
126  case EVENT_SHADOW_VOLLEY:
129  break;
130  case EVENT_CLEAVE:
132  _events.ScheduleEvent(EVENT_CLEAVE, urand(8000, 12000));
133  break;
134  case EVENT_THUNDERCLAP:
137  break;
138  case EVENT_VOID_BOLT:
140  _events.ScheduleEvent(EVENT_VOID_BOLT, urand(15000, 18000));
141  break;
143  if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 0.0f, true))
144  DoCast(target, SPELL_MARK_OF_KAZZAK);
146  break;
147  case EVENT_ENRAGE:
151  break;
153  if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 0.0f, true))
156  break;
157  case EVENT_BERSERK:
159  break;
160  default:
161  break;
162  }
163  }
164 
166  }
bool UpdateVictim()
Definition: CreatureAI.cpp:233
Definition: boss_doomlord_kazzak.cpp:37
Definition: boss_doomlord_kazzak.cpp:45
Definition: boss_doomlord_kazzak.cpp:43
Definition: Unit.h:565
Definition: boss_doomlord_kazzak.cpp:52
Creature *const me
Definition: CreatureAI.h:71
Definition: boss_doomlord_kazzak.cpp:39
Definition: boss_doomlord_kazzak.cpp:57
Definition: boss_doomlord_kazzak.cpp:51
Definition: UnitAI.h:35
Definition: boss_doomlord_kazzak.cpp:46
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:45
Unit * SelectTarget(SelectAggroTarget targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, int32 aura=0)
Definition: UnitAI.cpp:91
uint32_t uint32
Definition: Define.h:150
void DoCast(uint32 spellId)
Definition: UnitAI.cpp:101
void Talk(uint8 id, WorldObject const *whisperTarget=nullptr)
Definition: CreatureAI.cpp:42
void ScheduleEvent(uint32 eventId, Milliseconds const &time, uint32 group=0, uint8 phase=0)
Definition: EventMap.h:123
Definition: boss_doomlord_kazzak.cpp:53
void Update(uint32 time)
Definition: EventMap.h:54
Definition: boss_doomlord_kazzak.cpp:54
Definition: boss_doomlord_kazzak.cpp:56
Definition: boss_doomlord_kazzak.cpp:38
Definition: boss_doomlord_kazzak.cpp:58
Definition: boss_doomlord_kazzak.cpp:55
uint32 ExecuteEvent()
Definition: EventMap.cpp:46
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:49
Definition: boss_doomlord_kazzak.cpp:31
bool HasUnitState(const uint32 f) const
Definition: Unit.h:1395
Definition: boss_doomlord_kazzak.cpp:40
EventMap _events
Definition: boss_doomlord_kazzak.cpp:169
void DoCastVictim(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:159
Definition: Unit.h:1305
Definition: boss_doomlord_kazzak.cpp:41

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Member Data Documentation

EventMap boss_doomlord_kazzak::boss_doomlordkazzakAI::_events
private

The documentation for this struct was generated from the following file: