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npc_unworthy_initiate::npc_unworthy_initiateAI Struct Reference
Inheritance diagram for npc_unworthy_initiate::npc_unworthy_initiateAI:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 npc_unworthy_initiateAI (Creature *creature)
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
 
void MovementInform (uint32 type, uint32 id) override
 
void EventStart (Creature *anchor, Player *target)
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
- 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 bool CanRespawn ()
 
virtual void EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
virtual void IsSummonedBy (WorldObject *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureDespawnAll ()
 
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.
 
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 ==================
 
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 ()
 
int32 VisualizeBoundary (uint32 duration, Unit *owner=nullptr, bool fill=false, bool checkZ=false) const
 
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

ObjectGuid playerGUID
 
UnworthyInitiatePhase phase
 
uint32 wait_timer
 
float anchorX
 
float anchorY
 
ObjectGuid anchorGUID
 
EventMap events
 
- 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 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 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

◆ npc_unworthy_initiateAI()

npc_unworthy_initiate::npc_unworthy_initiateAI::npc_unworthy_initiateAI ( Creature creature)
inline
619 : ScriptedAI(creature)
620 {
624 }
@ REACT_PASSIVE
Definition Unit.h:549
int8 GetOriginalEquipmentId() const
Definition Creature.h:197
uint8 GetCurrentEquipmentId()
Definition Creature.h:198
void SetCurrentEquipmentId(uint8 id)
Definition Creature.h:199
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition Creature.h:95
Definition ScriptedCreature.h:190
Creature * me
Definition ScriptedCreature.h:280

References Creature::GetCurrentEquipmentId(), Creature::GetOriginalEquipmentId(), ScriptedAI::me, REACT_PASSIVE, Creature::SetCurrentEquipmentId(), and Creature::SetReactState().

Member Function Documentation

◆ EventStart()

void npc_unworthy_initiate::npc_unworthy_initiateAI::EventStart ( Creature anchor,
Player target 
)
inline
672 {
673 wait_timer = 5000;
675
678
679 float z;
680 anchor->GetContactPoint(me, anchorX, anchorY, z, 1.0f);
681
682 playerGUID = target->GetGUID();
683 Talk(SAY_EVENT_START, target);
684 }
@ UNIT_FIELD_BYTES_1
Definition UpdateFields.h:131
phase
Definition boss_skadi.cpp:103
@ PHASE_TO_EQUIP
Definition chapter1.cpp:576
@ SAY_EVENT_START
Definition chapter1.cpp:564
@ SPELL_SOUL_PRISON_CHAIN
Definition chapter1.cpp:556
static ObjectGuid GetGUID(Object const *o)
Definition Object.h:113
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint8 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
Definition Unit.cpp:4942
void SetUInt32Value(uint16 index, uint32 value)
Definition Unit.cpp:21136
void GetContactPoint(WorldObject const *obj, float &x, float &y, float &z, float distance2d=CONTACT_DISTANCE) const
Definition Object.cpp:2755
Talk
Definition hyjal.cpp:82
ObjectGuid playerGUID
Definition chapter1.cpp:626
float anchorY
Definition chapter1.cpp:629
float anchorX
Definition chapter1.cpp:629
uint32 wait_timer
Definition chapter1.cpp:628

References anchorX, anchorY, WorldObject::GetContactPoint(), Object::GetGUID(), ScriptedAI::me, PHASE_TO_EQUIP, playerGUID, Unit::RemoveAurasDueToSpell(), SAY_EVENT_START, Unit::SetUInt32Value(), SPELL_SOUL_PRISON_CHAIN, UNIT_FIELD_BYTES_1, and wait_timer.

◆ JustEngagedWith()

void npc_unworthy_initiate::npc_unworthy_initiateAI::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from CreatureAI.

646 {
647 events.ScheduleEvent(EVENT_ICY_TOUCH, 1s, GCD_CAST);
648 events.ScheduleEvent(EVENT_PLAGUE_STRIKE, 3s, GCD_CAST);
649 events.ScheduleEvent(EVENT_BLOOD_STRIKE, 2s, GCD_CAST);
650 events.ScheduleEvent(EVENT_DEATH_COIL, 5s, GCD_CAST);
651 }
events
Definition boss_sartura.cpp:43
#define GCD_CAST
Definition chapter1.cpp:552
@ EVENT_PLAGUE_STRIKE
Definition chapter1.cpp:568
@ EVENT_ICY_TOUCH
Definition chapter1.cpp:567
@ EVENT_BLOOD_STRIKE
Definition chapter1.cpp:569
@ EVENT_DEATH_COIL
Definition chapter1.cpp:570

References EVENT_BLOOD_STRIKE, EVENT_DEATH_COIL, EVENT_ICY_TOUCH, EVENT_PLAGUE_STRIKE, and GCD_CAST.

◆ MovementInform()

void npc_unworthy_initiate::npc_unworthy_initiateAI::MovementInform ( uint32  type,
uint32  id 
)
inlineoverridevirtual

Reimplemented from CreatureAI.

654 {
655 if (type != POINT_MOTION_TYPE)
656 return;
657
658 if (id == 1)
659 {
660 wait_timer = 5000;
661 me->LoadEquipment(1);
663
665 Talk(SAY_EVENT_ATTACK, starter);
666
668 }
669 }
@ POINT_MOTION_TYPE
Definition MotionMaster.h:48
@ PHASE_TO_ATTACK
Definition chapter1.cpp:578
@ SAY_EVENT_ATTACK
Definition chapter1.cpp:565
@ SPELL_DK_INITIATE_VISUAL
Definition chapter1.cpp:557
void LoadEquipment(int8 id=1, bool force=false)
Definition Creature.cpp:1804
Definition Player.h:1082
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:1179
Player * GetPlayer(Map const *, ObjectGuid const guid)
Definition ObjectAccessor.cpp:220

References Unit::CastSpell(), ObjectAccessor::GetPlayer(), Creature::LoadEquipment(), ScriptedAI::me, PHASE_TO_ATTACK, playerGUID, POINT_MOTION_TYPE, SAY_EVENT_ATTACK, SPELL_DK_INITIATE_VISUAL, and wait_timer.

◆ Reset()

void npc_unworthy_initiate::npc_unworthy_initiateAI::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

635 {
638 events.Reset();
640 me->SetImmuneToPC(true);
642 me->LoadEquipment(0, true);
643 }
@ FACTION_CREATURE
Definition SharedDefines.h:193
@ PHASE_CHAINED
Definition chapter1.cpp:575
void Clear()
Definition ObjectGuid.h:138
void SetFaction(uint32 faction)
Definition Unit.cpp:10096
void SetImmuneToPC(bool apply, bool keepCombat=false)
Definition Unit.cpp:13652
ObjectGuid anchorGUID
Definition chapter1.cpp:630

References anchorGUID, ObjectGuid::Clear(), FACTION_CREATURE, Creature::LoadEquipment(), ScriptedAI::me, PHASE_CHAINED, Unit::SetFaction(), Unit::SetImmuneToPC(), Unit::SetUInt32Value(), and UNIT_FIELD_BYTES_1.

◆ UpdateAI()

void npc_unworthy_initiate::npc_unworthy_initiateAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

687 {
688 switch (phase)
689 {
690 case PHASE_CHAINED:
691 if (!anchorGUID)
692 {
693 if (Creature* anchor = me->FindNearestCreature(29521, 30))
694 {
695 anchor->AI()->SetGUID(me->GetGUID());
696 anchor->CastSpell(me, SPELL_SOUL_PRISON_CHAIN, true);
697 anchorGUID = anchor->GetGUID();
698 }
699
700 float dist = 99.0f;
701 GameObject* prison = nullptr;
702
703 for (uint8 i = 0; i < 12; ++i)
704 {
705 if (GameObject* temp_prison = me->FindNearestGameObject(acherus_soul_prison[i], 100))
706 {
707 if (me->IsWithinDist(temp_prison, dist, false))
708 {
709 dist = me->GetDistance2d(temp_prison);
710 prison = temp_prison;
711 }
712 }
713 }
714
715 if (prison)
716 prison->ResetDoorOrButton();
717 }
718 break;
719 case PHASE_TO_EQUIP:
720 if (wait_timer)
721 {
722 if (wait_timer > diff)
723 wait_timer -= diff;
724 else
725 {
727 //LOG_DEBUG("scripts.ai", "npc_unworthy_initiateAI: move to {} {} {}", anchorX, anchorY, me->GetPositionZ());
729 wait_timer = 0;
730 }
731 }
732 break;
733 case PHASE_TO_ATTACK:
734 if (wait_timer)
735 {
736 if (wait_timer > diff)
737 wait_timer -= diff;
738 else
739 {
741 me->SetImmuneToPC(false);
743
745 AttackStart(target);
746 wait_timer = 0;
747 }
748 }
749 break;
750 case PHASE_ATTACKING:
751 if (!UpdateVictim())
752 return;
753
754 events.Update(diff);
755
756 while (uint32 eventId = events.ExecuteEvent())
757 {
758 switch (eventId)
759 {
760 case EVENT_ICY_TOUCH:
762 events.DelayEvents(1000, GCD_CAST);
763 events.ScheduleEvent(EVENT_ICY_TOUCH, 5s, GCD_CAST);
764 break;
767 events.DelayEvents(1000, GCD_CAST);
768 events.ScheduleEvent(EVENT_PLAGUE_STRIKE, 5s, GCD_CAST);
769 break;
772 events.DelayEvents(1000, GCD_CAST);
773 events.ScheduleEvent(EVENT_BLOOD_STRIKE, 5s, GCD_CAST);
774 break;
775 case EVENT_DEATH_COIL:
777 events.DelayEvents(1000, GCD_CAST);
778 events.ScheduleEvent(EVENT_DEATH_COIL, 5s, GCD_CAST);
779 break;
780 }
781 }
782
784 break;
785 default:
786 break;
787 }
788 }
std::uint8_t uint8
Definition Define.h:109
std::uint32_t uint32
Definition Define.h:107
@ FACTION_MONSTER
Definition SharedDefines.h:195
@ PHASE_EQUIPING
Definition chapter1.cpp:577
@ PHASE_ATTACKING
Definition chapter1.cpp:579
uint32 acherus_soul_prison[12]
Definition chapter1.cpp:582
@ SPELL_DEATH_COIL
Definition chapter1.cpp:562
@ SPELL_PLAGUE_STRIKE
Definition chapter1.cpp:560
@ SPELL_BLOOD_STRIKE
Definition chapter1.cpp:561
@ SPELL_ICY_TOUCH
Definition chapter1.cpp:559
bool UpdateVictim()
Definition CreatureAI.cpp:282
Definition Creature.h:43
Definition GameObject.h:120
void ResetDoorOrButton()
Definition GameObject.cpp:1404
void MovePoint(uint32 id, const Position &pos, bool generatePath=true, bool forceDestination=true)
Definition MotionMaster.h:213
void DoMeleeAttackIfReady()
Definition UnitAI.cpp:39
SpellCastResult DoCastVictim(uint32 spellId, bool triggered=false)
Definition UnitAI.cpp:240
MotionMaster * GetMotionMaster()
Definition Unit.h:1664
GameObject * FindNearestGameObject(uint32 entry, float range, bool onlySpawned=false) const
Definition Object.cpp:2468
bool IsWithinDist(WorldObject const *obj, float dist2compare, bool is3D=true, bool useBoundingRadius=true) const
Definition Object.cpp:1327
float GetDistance2d(WorldObject const *obj) const
Definition Object.cpp:1274
Creature * FindNearestCreature(uint32 entry, float range, bool alive=true) const
Definition Object.cpp:2459
float GetPositionZ() const
Definition Position.h:123
void AttackStart(Unit *) override
Definition ScriptedCreature.cpp:210

References acherus_soul_prison, anchorGUID, anchorX, anchorY, ScriptedAI::AttackStart(), UnitAI::DoCastVictim(), UnitAI::DoMeleeAttackIfReady(), EVENT_BLOOD_STRIKE, EVENT_DEATH_COIL, EVENT_ICY_TOUCH, EVENT_PLAGUE_STRIKE, FACTION_MONSTER, WorldObject::FindNearestCreature(), WorldObject::FindNearestGameObject(), GCD_CAST, WorldObject::GetDistance2d(), Object::GetGUID(), Unit::GetMotionMaster(), ObjectAccessor::GetPlayer(), Position::GetPositionZ(), WorldObject::IsWithinDist(), ScriptedAI::me, MotionMaster::MovePoint(), PHASE_ATTACKING, PHASE_CHAINED, PHASE_EQUIPING, PHASE_TO_ATTACK, PHASE_TO_EQUIP, playerGUID, GameObject::ResetDoorOrButton(), Unit::SetFaction(), Unit::SetImmuneToPC(), SPELL_BLOOD_STRIKE, SPELL_DEATH_COIL, SPELL_ICY_TOUCH, SPELL_PLAGUE_STRIKE, SPELL_SOUL_PRISON_CHAIN, CreatureAI::UpdateVictim(), and wait_timer.

Member Data Documentation

◆ anchorGUID

ObjectGuid npc_unworthy_initiate::npc_unworthy_initiateAI::anchorGUID

Referenced by Reset(), and UpdateAI().

◆ anchorX

float npc_unworthy_initiate::npc_unworthy_initiateAI::anchorX

Referenced by EventStart(), and UpdateAI().

◆ anchorY

float npc_unworthy_initiate::npc_unworthy_initiateAI::anchorY

Referenced by EventStart(), and UpdateAI().

◆ events

EventMap npc_unworthy_initiate::npc_unworthy_initiateAI::events

◆ phase

UnworthyInitiatePhase npc_unworthy_initiate::npc_unworthy_initiateAI::phase

◆ playerGUID

ObjectGuid npc_unworthy_initiate::npc_unworthy_initiateAI::playerGUID

◆ wait_timer

uint32 npc_unworthy_initiate::npc_unworthy_initiateAI::wait_timer

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