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

Public Member Functions

 boss_ambassador_flamelash (Creature *creature)
 
void DoAction (int32 param) override
 
void Reset () override
 
void TurnRunes (bool mode)
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged - this happens after JustEnteredCombat.
 
void JustDied (Unit *) override
 
int getValidRandomPosition ()
 
void SummonSpirits ()
 
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 OnSpellCast (SpellInfo const *spell) override
 
void OnChannelFinished (SpellInfo const *spell) override
 
void OnSpellFailed (SpellInfo const *spell) 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, bool allowedWhileCasting=true)
 Executes a function once the creature reaches the defined health point percent.
 
void ScheduleHealthCheckEvent (std::initializer_list< uint8 > healthPct, std::function< void()> exec, bool allowedWhileCasting=true)
 
void ProcessHealthCheck ()
 
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 - this happens after JustEnteredCombat.
 
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 - this happens after JustEnteredCombat.
 
void AttackStart (Unit *) override
 
void DoStartMovement (Unit *target, float distance=0.0f, float angle=0.0f)
 
void DoStartNoMovement (Unit *target)
 
void DoStopAttack ()
 
void DoRewardPlayersInArea ()
 
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=0ms, uint32 uniqueId=0)
 
void ScheduleTimedEvent (Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0ms, 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=0ms)
 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
 
bool IsEngaged () const
 Check if creature is currently engaged in combat.
 
void MoveCircleChecks ()
 
void MoveBackwardsChecks ()
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At =================================
 
void TriggerAlert (Unit const *who) const
 
void JustEnteredCombat (Unit *who) override
 Called when the unit enters combat.
 
virtual void JustStartedThreateningMe (Unit *who)
 
void EngagementStart (Unit *who)
 
void EngagementOver ()
 
void JustExitedCombat () override
 Called when the unit leaves combat.
 
virtual void IsSummonedBy (WorldObject *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureEvade (Creature *)
 
virtual void OnSpellStart (SpellInfo const *)
 
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 *attacker)
 
virtual void OwnerAttacked (Unit *target)
 
void OnOwnerCombatInteraction (Unit *target)
 
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)
 
virtual void DistancingStarted ()
 
virtual void DistancingEnded ()
 
- Public Member Functions inherited from UnitAI
 UnitAI (Unit *unit)
 
virtual ~UnitAI ()
 
virtual bool CanAIAttack (Unit const *) const
 
virtual void InitializeAI ()
 
virtual uint32 GetData (uint32) const
 
virtual void SetData (uint32, uint32)
 
virtual void SetGUID (ObjectGuid const &, 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 EvadeTimerExpired ()
 Called when evade timer expires (target unreachable for too long)
 
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
 

Private Attributes

std::vector< int > _validPosition
 
bool _foundValidPosition = false
 

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
 
bool _isEngaged
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ boss_ambassador_flamelash()

boss_ambassador_flamelash::boss_ambassador_flamelash ( Creature creature)
inline
55: BossAI(creature, BOSS_AMBASSADOR_FLAMELASH) { }
@ BOSS_AMBASSADOR_FLAMELASH
Definition blackrock_depths.h:35
Definition ScriptedCreature.h:485

Member Function Documentation

◆ DoAction()

void boss_ambassador_flamelash::DoAction ( int32  param)
inlineoverridevirtual

Reimplemented from UnitAI.

58 {
59 switch (param)
60 {
62 events.ScheduleEvent(EVENT_SUMMON_SPIRITS, 12s, 14s);
63 break;
64 }
65 }
@ EVENT_SUMMON_SPIRITS
Definition boss_ambassador_flamelash.cpp:34
events
Definition boss_sartura.cpp:43

References EVENT_SUMMON_SPIRITS.

◆ getValidRandomPosition()

int boss_ambassador_flamelash::getValidRandomPosition ( )
inline
106 {
107 /* Generate a random position which
108 * have not been used in 4 summonings.
109 * Since we are calling the event whenever the Spirit
110 * dies and not all at the time, we need to save at
111 * least 4 positions until reseting the vector
112 */
113
114 // Searching a new position so reset this bool check
115 _foundValidPosition = false;
116 int randomPosition;
117
118 while (!_foundValidPosition)
119 {
120 /* When we have summoned 4 creatures, reset the vector
121 * so we can summon new spirits in other positions.*/
122 if (_validPosition.size() == 4)
123 _validPosition.clear();
124
125 // The random ranges from the position 0 to the position 6
126 randomPosition = urand(0, 6);
127
128 // When we have an empty vector we can use any random position generated.
129 if (_validPosition.empty())
130 _foundValidPosition = true;
131
132 /* This check is done to avoid running the vector
133 * when it is empty. Because if it is empty, then any
134 * position can be used to summon Spirits.
135 */
137 {
138 // Check every position inside the vector
139 for (int pos : _validPosition)
140 {
141 // If the random is different, we found a temporary true,
142 // until we find one that is equal, which means it has been used.
143 if (pos != randomPosition)
144 _foundValidPosition = true;
145 else
146 {
147 _foundValidPosition = false;
148 break;
149 }
150 }
151 }
152 }
153
154 // We found a valid position. Save it and return it to summon.
155 _validPosition.emplace_back(randomPosition);
156 return randomPosition;
157 }
uint32 urand(uint32 min, uint32 max)
Definition Random.cpp:44
std::vector< int > _validPosition
Definition boss_ambassador_flamelash.cpp:190
bool _foundValidPosition
Definition boss_ambassador_flamelash.cpp:191

References _foundValidPosition, _validPosition, and urand().

Referenced by SummonSpirits().

◆ JustDied()

void boss_ambassador_flamelash::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from CreatureAI.

100 {
101 _JustDied();
102 TurnRunes(false);
103 }
void _JustDied()
Definition ScriptedCreature.cpp:664
void TurnRunes(bool mode)
Definition boss_ambassador_flamelash.cpp:75

References BossAI::_JustDied(), and TurnRunes().

◆ JustEngagedWith()

void boss_ambassador_flamelash::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged - this happens after JustEnteredCombat.

Reimplemented from CreatureAI.

86 {
87 events.ScheduleEvent(EVENT_SPELL_FIREBLAST, 2s);
88
89 // Spawn 7 Embers initially
90 for (int i = 0; i < 4; ++i)
91 events.ScheduleEvent(EVENT_SUMMON_SPIRITS, 4s);
92
93 // Activate the runes (Start burning)
94 TurnRunes(true);
95
97 }
@ AGGRO_TEXT
Definition boss_ambassador_flamelash.cpp:32
@ EVENT_SPELL_FIREBLAST
Definition boss_ambassador_flamelash.cpp:33
Talk
Definition hyjal.cpp:82

References AGGRO_TEXT, EVENT_SPELL_FIREBLAST, EVENT_SUMMON_SPIRITS, and TurnRunes().

◆ Reset()

void boss_ambassador_flamelash::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

68 {
69 _Reset();
70 TurnRunes(false);
71 _foundValidPosition = false;
72 _validPosition.clear();
73 }
void _Reset()
Definition ScriptedCreature.cpp:644

References _foundValidPosition, BossAI::_Reset(), _validPosition, and TurnRunes().

◆ SummonSpirits()

void boss_ambassador_flamelash::SummonSpirits ( )
inline
160 {
161 // Make the Spirits chase Ambassador Flamelash
163 events.ScheduleEvent(EVENT_SUMMON_SPIRITS, 12s, 14s);
164 }
constexpr auto IN_MILLISECONDS
Definition Common.h:53
@ TEMPSUMMON_CORPSE_TIMED_DESPAWN
Definition Object.h:54
const uint32 NPC_FIRE_SPIRIT
Definition boss_ambassador_flamelash.cpp:38
const Position SummonPositions[7]
Definition boss_ambassador_flamelash.cpp:40
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:2394
Creature * me
Definition ScriptedCreature.h:281
int getValidRandomPosition()
Definition boss_ambassador_flamelash.cpp:105

References EVENT_SUMMON_SPIRITS, getValidRandomPosition(), IN_MILLISECONDS, ScriptedAI::me, NPC_FIRE_SPIRIT, WorldObject::SummonCreature(), SummonPositions, and TEMPSUMMON_CORPSE_TIMED_DESPAWN.

Referenced by UpdateAI().

◆ TurnRunes()

void boss_ambassador_flamelash::TurnRunes ( bool  mode)
inline
76 {
77 // Active makes the runes burn, ready turns them off
78 GOState state = mode ? GO_STATE_ACTIVE : GO_STATE_READY;
79
80 for (int RuneEntry : gobjectDwarfRunesEntry)
81 if (GameObject* dwarfRune = me->FindNearestGameObject(RuneEntry, 200.0f))
82 dwarfRune->SetGoState(state);
83 }
GOState
Definition GameObjectData.h:707
@ GO_STATE_READY
Definition GameObjectData.h:709
@ GO_STATE_ACTIVE
Definition GameObjectData.h:708
std::vector< int > gobjectDwarfRunesEntry
Definition boss_ambassador_flamelash.cpp:51
Definition GameObject.h:120

References WorldObject::FindNearestGameObject(), GO_STATE_ACTIVE, GO_STATE_READY, gobjectDwarfRunesEntry, and ScriptedAI::me.

Referenced by JustDied(), JustEngagedWith(), and Reset().

◆ UpdateAI()

void boss_ambassador_flamelash::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

167 {
168 //Return since we have no target
169 if (!UpdateVictim())
170 return;
171
172 events.Update(diff);
173
174 switch (events.ExecuteEvent())
175 {
178 events.ScheduleEvent(EVENT_SPELL_FIREBLAST, 7s);
179 break;
182 break;
183 }
184
186 }
@ SPELL_FIREBLAST
Definition boss_ambassador_flamelash.cpp:26
bool UpdateVictim()
Definition CreatureAI.cpp:350
void DoMeleeAttackIfReady()
Definition UnitAI.cpp:40
SpellCastResult DoCastVictim(uint32 spellId, bool triggered=false)
Definition UnitAI.cpp:277
void SummonSpirits()
Definition boss_ambassador_flamelash.cpp:159

References UnitAI::DoCastVictim(), UnitAI::DoMeleeAttackIfReady(), EVENT_SPELL_FIREBLAST, EVENT_SUMMON_SPIRITS, SPELL_FIREBLAST, SummonSpirits(), and CreatureAI::UpdateVictim().

Member Data Documentation

◆ _foundValidPosition

bool boss_ambassador_flamelash::_foundValidPosition = false
private

Referenced by getValidRandomPosition(), and Reset().

◆ _validPosition

std::vector<int> boss_ambassador_flamelash::_validPosition
private

Referenced by getValidRandomPosition(), and Reset().


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