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

Public Member Functions

 boss_nexusprince_shaffar (Creature *creature)
 
void Reset () override
 
void MoveInLineOfSight (Unit *who) override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
 
void JustSummoned (Creature *summon) override
 
void SummonedCreatureDespawn (Creature *summon) override
 
void KilledUnit (Unit *victim) override
 
void JustDied (Unit *) override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
- 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)
 
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()
 
void ScheduleHealthCheckEvent (uint32 healthPct, std::function< void()> exec)
 Executes a function once the creature reaches the defined health point percent.
 
void ScheduleHealthCheckEvent (std::initializer_list< uint8 > healthPct, std::function< void()> exec)
 
void ScheduleEnrageTimer (uint32 spellId, Milliseconds timer, uint8 textId=0)
 
virtual void ExecuteEvent (uint32)
 
virtual void ScheduleTasks ()
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
 
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)
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
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.
 
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.
 
void Talk (uint8 id, Milliseconds delay)
 
WorldObjectGetSummoner () const
 Returns the summoner creature/object, if the creature is a temporary summon.
 
 CreatureAI (Creature *creature)
 
 ~CreatureAI () override
 
void MoveCircleChecks ()
 
void MoveBackwardsChecks ()
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At =================================
 
void TriggerAlert (Unit const *who) const
 
virtual void IsSummonedBy (WorldObject *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureEvade (Creature *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted ()
 
virtual void JustRespawned ()
 
virtual void PathEndReached (uint32)
 
void OnCharmed (bool apply) override
 Called when unit is charmed.
 
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 ==================
 
virtual void PassengerBoarded (Unit *, int8, bool)
 == Fields =======================================
 
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 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 (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:
 
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.
 
virtual void JustExitedCombat ()
 Called when the unit leaves combat.
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 Called at any Damage to any victim (before damage apply)
 
virtual void HealReceived (Unit *, uint32 &)
 Called when the creature receives heal.
 
virtual void OnPowerUpdate (Powers, int32, int32, uint32)
 Called when the creature power updates.
 
virtual void HealDone (Unit *, uint32 &)
 Called when the unit heals.
 
virtual void OnCalculateMeleeDamageReceived (uint32 &, Unit *)
 Called during damage calculations.
 
virtual void OnCalculateSpellDamageReceived (int32 &, Unit *)
 
virtual void OnCalculatePeriodicTickReceived (uint32 &, Unit *)
 Called during calculation when receiving periodic healing or damage (DoT or HoT)
 
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.
 
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.
 
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.
 
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.
 
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
 

Public Attributes

SummonList summons
 
bool HasTaunted
 
- Public Attributes inherited from BossAI
float callForHelpRange
 
InstanceScript *const instance
 
- Public Attributes inherited from ScriptedAI
Creatureme
 

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 ()
 
- 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)
 
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_nexusprince_shaffar()

boss_nexusprince_shaffar::boss_nexusprince_shaffar ( Creature creature)
inline
55 {
56 HasTaunted = false;
58 {
60 });
61 }
@ UNIT_STATE_CASTING
Definition UnitDefines.h:185
Definition ScriptedCreature.h:467
TaskScheduler scheduler
Definition CreatureAI.h:75
TaskScheduler & SetValidator(P &&predicate)
Sets a validator which is asked if tasks are allowed to be executed.
Definition TaskScheduler.h:197
bool HasUnitState(const uint32 f) const
Definition Unit.h:707
@ DATA_NEXUSPRINCE_SHAFFAR
Definition mana_tombs.h:33
Creature * me
Definition ScriptedCreature.h:280
SummonList summons
Definition boss_nexusprince_shaffar.cpp:63
bool HasTaunted
Definition boss_nexusprince_shaffar.cpp:64

References HasTaunted, Unit::HasUnitState(), ScriptedAI::me, CreatureAI::scheduler, TaskScheduler::SetValidator(), and UNIT_STATE_CASTING.

Member Function Documentation

◆ JustDied()

void boss_nexusprince_shaffar::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from CreatureAI.

143 {
144 _JustDied();
145 Talk(SAY_DEAD);
147 }
@ SAY_DEAD
Definition boss_nexusprince_shaffar.cpp:29
void _JustDied()
Definition ScriptedCreature.cpp:644
void DespawnAll(uint32 delay=0)
Definition ScriptedCreature.cpp:71
Talk
Definition hyjal.cpp:82

References BossAI::_JustDied(), SummonList::DespawnAll(), SAY_DEAD, and summons.

◆ JustEngagedWith()

void boss_nexusprince_shaffar::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from CreatureAI.

88 {
92 scheduler.Schedule(10s, [this](TaskContext context)
93 {
94 if (!urand(0, 3))
95 {
97 }
99 context.Repeat(10s);
100 }).Schedule(4s, [this](TaskContext context)
101 {
103 context.Repeat(3s, 4s);
104 }).Schedule(15s, [this](TaskContext context)
105 {
107 context.Repeat(16s, 23s);
108 scheduler.DelayAll(1500ms);
109 scheduler.Schedule(1500ms, [this](TaskContext /*context*/)
110 {
112 });
113 });
114 }
static First const & RAND(First const &first, Second const &second, Rest const &... rest)
Definition CreatureAIImpl.h:25
uint32 urand(uint32 min, uint32 max)
Definition Random.cpp:44
@ SPELL_BLINK
Definition boss_nexusprince_shaffar.cpp:35
@ SPELL_FROSTBOLT
Definition boss_nexusprince_shaffar.cpp:36
@ SPELL_FIREBALL
Definition boss_nexusprince_shaffar.cpp:37
@ SPELL_ETHEREAL_BEACON
Definition boss_nexusprince_shaffar.cpp:39
@ SPELL_FROSTNOVA
Definition boss_nexusprince_shaffar.cpp:38
@ SAY_AGGRO
Definition boss_nexusprince_shaffar.cpp:26
@ SAY_SUMMON
Definition boss_nexusprince_shaffar.cpp:28
void _JustEngagedWith()
Definition ScriptedCreature.cpp:657
void DoZoneInCombat(uint32 entry=0)
Definition ScriptedCreature.cpp:40
Definition TaskScheduler.h:421
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
Definition TaskScheduler.h:493
TaskScheduler & DelayAll(std::chrono::duration< _Rep, _Period > const &duration)
Delays all tasks with the given duration.
Definition TaskScheduler.h:283
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition TaskScheduler.h:232
SpellCastResult DoCastVictim(uint32 spellId, bool triggered=false)
Definition UnitAI.cpp:240
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition UnitAI.h:390

References BossAI::_JustEngagedWith(), TaskScheduler::DelayAll(), UnitAI::DoCastSelf(), UnitAI::DoCastVictim(), SummonList::DoZoneInCombat(), RAND(), TaskContext::Repeat(), SAY_AGGRO, SAY_SUMMON, TaskScheduler::Schedule(), CreatureAI::scheduler, SPELL_BLINK, SPELL_ETHEREAL_BEACON, SPELL_FIREBALL, SPELL_FROSTBOLT, SPELL_FROSTNOVA, summons, and urand().

◆ JustSummoned()

void boss_nexusprince_shaffar::JustSummoned ( Creature summon)
inlineoverridevirtual

Reimplemented from CreatureAI.

117 {
118 if (me->IsInCombat() && summon->GetEntry() == NPC_BEACON)
119 {
120 summon->CastSpell(summon, SPELL_ETHEREAL_BEACON_VISUAL, false);
121 if (Unit* target = SelectTargetFromPlayerList(50.0f))
122 {
123 summon->AI()->AttackStart(target);
124 }
125 }
126 summons.Summon(summon);
127 }
@ SPELL_ETHEREAL_BEACON_VISUAL
Definition boss_nexusprince_shaffar.cpp:40
@ NPC_BEACON
Definition boss_nexusprince_shaffar.cpp:49
CreatureAI * AI() const
Definition Creature.h:141
uint32 GetEntry() const
Definition Object.h:115
void Summon(Creature const *summon)
Definition ScriptedCreature.h:88
virtual void AttackStart(Unit *)
Definition UnitAI.cpp:27
Definition Unit.h:636
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:1178
bool IsInCombat() const
Definition Unit.h:893
Player * SelectTargetFromPlayerList(float maxdist, uint32 excludeAura=0, bool mustBeInLOS=false) const
Definition ScriptedCreature.cpp:571

References Creature::AI(), UnitAI::AttackStart(), Unit::CastSpell(), Object::GetEntry(), Unit::IsInCombat(), ScriptedAI::me, NPC_BEACON, ScriptedAI::SelectTargetFromPlayerList(), SPELL_ETHEREAL_BEACON_VISUAL, SummonList::Summon(), and summons.

◆ KilledUnit()

void boss_nexusprince_shaffar::KilledUnit ( Unit victim)
inlineoverridevirtual

Reimplemented from CreatureAI.

135 {
136 if (victim->IsPlayer())
137 {
138 Talk(SAY_SLAY);
139 }
140 }
@ SAY_SLAY
Definition boss_nexusprince_shaffar.cpp:27
bool IsPlayer() const
Definition Object.h:200

References Object::IsPlayer(), and SAY_SLAY.

◆ MoveInLineOfSight()

void boss_nexusprince_shaffar::MoveInLineOfSight ( Unit who)
inlineoverridevirtual

Reimplemented from CreatureAI.

79 {
80 if (!HasTaunted && who->IsPlayer() && me->IsWithinDistInMap(who, 100.0f))
81 {
82 HasTaunted = true;
84 }
85 }
@ SAY_INTRO
Definition boss_nexusprince_shaffar.cpp:25
bool IsWithinDistInMap(WorldObject const *obj, float dist2compare, bool is3D=true, bool useBoundingRadius=true) const
Definition Object.cpp:1332

References HasTaunted, Object::IsPlayer(), WorldObject::IsWithinDistInMap(), ScriptedAI::me, and SAY_INTRO.

◆ Reset()

void boss_nexusprince_shaffar::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

67 {
68 _Reset();
69 float dist = 8.0f;
70 float posX, posY, posZ, angle;
71 me->GetHomePosition(posX, posY, posZ, angle);
73 me->SummonCreature(NPC_BEACON, posX - dist, posY - dist, posZ, angle, TEMPSUMMON_CORPSE_TIMED_DESPAWN, 7200000);
74 me->SummonCreature(NPC_BEACON, posX - dist, posY + dist, posZ, angle, TEMPSUMMON_CORPSE_TIMED_DESPAWN, 7200000);
75 me->SummonCreature(NPC_BEACON, posX + dist, posY, posZ, angle, TEMPSUMMON_CORPSE_TIMED_DESPAWN, 7200000);
76 }
@ TEMPSUMMON_CORPSE_TIMED_DESPAWN
Definition Object.h:51
void _Reset()
Definition ScriptedCreature.cpp:624
void GetHomePosition(float &x, float &y, float &z, float &ori) const
Definition Creature.h:342
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:2368

References BossAI::_Reset(), SummonList::DespawnAll(), Creature::GetHomePosition(), ScriptedAI::me, NPC_BEACON, WorldObject::SummonCreature(), summons, and TEMPSUMMON_CORPSE_TIMED_DESPAWN.

◆ SummonedCreatureDespawn()

void boss_nexusprince_shaffar::SummonedCreatureDespawn ( Creature summon)
inlineoverridevirtual

Reimplemented from CreatureAI.

130 {
131 summons.Despawn(summon);
132 }
void Despawn(Creature const *summon)
Definition ScriptedCreature.h:89

References SummonList::Despawn(), and summons.

◆ UpdateAI()

void boss_nexusprince_shaffar::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

150 {
151 if (!UpdateVictim())
152 return;
153
154 scheduler.Update(diff);
156 return;
157
159 }
bool UpdateVictim()
Definition CreatureAI.cpp:280
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition TaskScheduler.cpp:27
void DoMeleeAttackIfReady()
Definition UnitAI.cpp:39

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

Member Data Documentation

◆ HasTaunted

bool boss_nexusprince_shaffar::HasTaunted

◆ summons

SummonList boss_nexusprince_shaffar::summons

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