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

Public Member Functions

 npc_ahune_bunny (Creature *creature)
 
void JustSummoned (Creature *summon) override
 
void JustDied (Unit *) override
 
void DoAction (int32 action) override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
void ResetFlameCallers ()
 
- 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
 
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. More...
 
void Talk (uint8 id, Milliseconds delay)
 
WorldObjectGetSummoner () const
 Returns the summoner creature/object, if the creature is a temporary summon. More...
 
 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

InstanceScript_instance
 
EventMap _events
 
SummonList _summons
 
bool _submerged
 

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 ScriptedAI
Creatureme
 
- 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_ahune_bunny()

npc_ahune_bunny::npc_ahune_bunny ( Creature creature)
inline
360 : ScriptedAI(creature), _summons(me)
361 {
363 _submerged = false;
364 }
Definition: ScriptedCreature.h:190
Creature * me
Definition: ScriptedCreature.h:280
InstanceScript * GetInstanceScript() const
Definition: Object.cpp:1192
bool _submerged
Definition: boss_ahune.cpp:490
SummonList _summons
Definition: boss_ahune.cpp:489
InstanceScript * _instance
Definition: boss_ahune.cpp:487

References _instance, _submerged, WorldObject::GetInstanceScript(), and ScriptedAI::me.

Member Function Documentation

◆ DoAction()

void npc_ahune_bunny::DoAction ( int32  action)
inlineoverridevirtual

Reimplemented from UnitAI.

382 {
383 if (action == ACTION_START_EVENT)
384 {
389
390 for (uint8 counter = 0; counter < MAX_FLAMECALLERS; ++counter)
392 flameCaller->GetMotionMaster()->MovePoint(counter, FlameCallerSpots[counter].GetPosition());
393
394 _submerged = false;
395 _events.Reset();
402 }
403 else if (action == ACTION_STOP_EVENT)
404 {
406 _events.Reset();
408
409 me->SummonGameObject(GO_ICE_STONE, -69.90455f, -162.2449f, -2.366563f, 2.426008f, 0.0f, 0.0f, 0.9366722f, 0.3502074f, 0); //quaternion
410 }
411 }
std::uint8_t uint8
Definition: Define.h:109
@ ACTION_START_EVENT
Definition: boss_ahune.cpp:137
@ ACTION_STOP_EVENT
Definition: boss_ahune.cpp:138
@ MAX_FLAMECALLERS
Definition: boss_ahune.cpp:159
Position const SummonPositions[]
Definition: boss_ahune.cpp:164
@ SPELL_SUMMONING_VISUAL_1
Definition: boss_ahune.cpp:68
@ PHASE_ONE
Definition: boss_ahune.cpp:146
Position const FlameCallerSpots[]
Definition: boss_ahune.cpp:173
@ EVENT_SUMMON_AHUNE
Definition: boss_ahune.cpp:127
@ EVENT_SUMMON_COLDWEAVE
Definition: boss_ahune.cpp:125
@ EVENT_SUMMON_HAILSTONE
Definition: boss_ahune.cpp:124
@ EVENT_AHUNE_PHASE_TWO
Definition: boss_ahune.cpp:130
@ EVENT_START_LOOKING_FOR_OPENING
Definition: boss_ahune.cpp:131
@ GO_ICE_STONE
Definition: the_slave_pens.h:77
@ NPC_SHAMAN_BONFIRE_BUNNY_001
Definition: the_slave_pens.h:62
@ NPC_SHAMAN_BONFIRE_BUNNY_002
Definition: the_slave_pens.h:63
@ NPC_SHAMAN_BONFIRE_BUNNY_000
Definition: the_slave_pens.h:61
@ DATA_FLAMECALLER_000
Definition: the_slave_pens.h:37
@ TEMPSUMMON_MANUAL_DESPAWN
Definition: Object.h:52
Creature * GetCreature(WorldObject const &u, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:210
void ScheduleEvent(uint32 eventId, uint32 time, uint32 group=0, uint32 phase=0)
Definition: EventMap.cpp:56
void SetPhase(uint8 phase)
Definition: EventMap.cpp:28
void Reset()
Definition: EventMap.cpp:21
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition: UnitAI.h:392
void DespawnAll(uint32 delay=0)
Definition: ScriptedCreature.cpp:71
Definition: Creature.h:43
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:2355
GameObject * SummonGameObject(uint32 entry, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime, bool checkTransport=true, GOSummonType summonType=GO_SUMMON_TIMED_OR_CORPSE_DESPAWN)
Definition: Object.cpp:2369
MotionMaster * GetMotionMaster()
Definition: Unit.h:1620
ObjectGuid GetGuidData(uint32 type) const override
Definition: InstanceScript.cpp:98
void MovePoint(uint32 id, const Position &pos, bool generatePath=true, bool forceDestination=true)
Definition: MotionMaster.h:213
void ResetFlameCallers()
Definition: boss_ahune.cpp:479
EventMap _events
Definition: boss_ahune.cpp:488

References _events, _instance, _submerged, _summons, ACTION_START_EVENT, ACTION_STOP_EVENT, DATA_FLAMECALLER_000, SummonList::DespawnAll(), UnitAI::DoCastSelf(), EVENT_AHUNE_PHASE_TWO, EVENT_START_LOOKING_FOR_OPENING, EVENT_SUMMON_AHUNE, EVENT_SUMMON_COLDWEAVE, EVENT_SUMMON_HAILSTONE, FlameCallerSpots, ObjectAccessor::GetCreature(), InstanceScript::GetGuidData(), Unit::GetMotionMaster(), GO_ICE_STONE, MAX_FLAMECALLERS, ScriptedAI::me, MotionMaster::MovePoint(), NPC_SHAMAN_BONFIRE_BUNNY_000, NPC_SHAMAN_BONFIRE_BUNNY_001, NPC_SHAMAN_BONFIRE_BUNNY_002, PHASE_ONE, EventMap::Reset(), ResetFlameCallers(), EventMap::ScheduleEvent(), EventMap::SetPhase(), SPELL_SUMMONING_VISUAL_1, WorldObject::SummonCreature(), WorldObject::SummonGameObject(), SummonPositions, and TEMPSUMMON_MANUAL_DESPAWN.

◆ JustDied()

void npc_ahune_bunny::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from ScriptedAI.

376 {
379 }

References _summons, SummonList::DespawnAll(), and ResetFlameCallers().

◆ JustSummoned()

void npc_ahune_bunny::JustSummoned ( Creature summon)
inlineoverridevirtual

Reimplemented from ScriptedAI.

367 {
368 if (summon->GetEntry() == NPC_AHUNE)
369 return;
370
371 DoZoneInCombat(summon);
372 _summons.Summon(summon);
373 }
@ NPC_AHUNE
Definition: the_slave_pens.h:51
void DoZoneInCombat(Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
Definition: CreatureAI.cpp:106
void Summon(Creature const *summon)
Definition: ScriptedCreature.h:88
uint32 GetEntry() const
Definition: Object.h:112

References _summons, CreatureAI::DoZoneInCombat(), Object::GetEntry(), NPC_AHUNE, and SummonList::Summon().

◆ ResetFlameCallers()

void npc_ahune_bunny::ResetFlameCallers ( )
inline
480 {
481 for (uint8 counter = 0; counter < MAX_FLAMECALLERS; ++counter)
483 flamecaller->AI()->EnterEvadeMode();
484 }

References _instance, DATA_FLAMECALLER_000, ObjectAccessor::GetCreature(), InstanceScript::GetGuidData(), MAX_FLAMECALLERS, and ScriptedAI::me.

Referenced by DoAction(), and JustDied().

◆ UpdateAI()

void npc_ahune_bunny::UpdateAI ( uint32  )
inlineoverridevirtual

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

Reimplemented from ScriptedAI.

414 {
415 _events.Update(diff);
416
417 while (uint32 eventId = _events.ExecuteEvent())
418 {
419 switch (eventId)
420 {
423 for (uint8 counter = 0; counter < MAX_FLAMECALLERS; ++counter)
425 DoCast(flamecaller, SPELL_SHAMANS_LOOK_FOR_OPENING, true);
426 break;
429 break;
433 _events.Repeat(8000ms);
434 if (_submerged)
436 break;
439 break;
442 {
444 DoZoneInCombat(ahune);
445 DoCast(ahune, SPELL_RESURFACE);
446 }
447 break;
450 flamecaller->AI()->DoAction(ACTION_EMOTE_RESURFACE);
453 break;
456 DoCast(flamecaller, SPELL_FOUND_OPENING);
458 ahune->AI()->DoAction(ACTION_AHUNE_RETREAT);
459 _events.Reset();
463 break;
465 _submerged = true;
466 _events.Reset();
472 break;
473 default:
474 break;
475 }
476 }
477 }
std::uint32_t uint32
Definition: Define.h:107
@ ACTION_AHUNE_RETREAT
Definition: boss_ahune.cpp:139
@ ACTION_EMOTE_RESURFACE
Definition: boss_ahune.cpp:141
@ EMOTE_EARTHEN_ASSAULT
Definition: boss_ahune.cpp:104
@ SPELL_RESURFACE
Definition: boss_ahune.cpp:51
@ SPELL_ICE_BOMBARD
Definition: boss_ahune.cpp:74
@ SPELL_FOUND_OPENING
Definition: boss_ahune.cpp:62
@ SPELL_SHAMANS_LOOK_FOR_OPENING
Definition: boss_ahune.cpp:72
@ SPELL_SUMMON_FROSTWIND
Definition: boss_ahune.cpp:66
@ SPELL_SUMMON_COLDWEAVE
Definition: boss_ahune.cpp:65
@ SPELL_SUMMON_HAILSTONE
Definition: boss_ahune.cpp:67
@ SPELL_CLOSE_OPENING_VISUAL
Definition: boss_ahune.cpp:73
@ PHASE_TWO
Definition: boss_ahune.cpp:147
@ EVENT_SUMMON_FROSTWIND
Definition: boss_ahune.cpp:126
@ EVENT_AHUNE_PHASE_ONE
Definition: boss_ahune.cpp:129
@ EVENT_CLOSE_OPENING
Definition: boss_ahune.cpp:128
@ NPC_FROZEN_CORE
Definition: the_slave_pens.h:52
@ DATA_AHUNE
Definition: the_slave_pens.h:33
Talk
Definition: hyjal.cpp:82
@ TEMPSUMMON_DEAD_DESPAWN
Definition: Object.h:51
@ TEMPSUMMON_CORPSE_DESPAWN
Definition: Object.h:49
uint32 ExecuteEvent()
Definition: EventMap.cpp:114
void Update(uint32 time)
Definition: EventMap.h:54
void Repeat(Milliseconds time)
Definition: EventMap.cpp:104
SpellCastResult DoCast(uint32 spellId)
Definition: UnitAI.cpp:177
Definition: TemporarySummon.h:40
Creature * GetCreature(uint32 type)
Definition: InstanceScript.cpp:103

References _events, _instance, _submerged, ACTION_AHUNE_RETREAT, ACTION_EMOTE_RESURFACE, DATA_AHUNE, DATA_FLAMECALLER_000, UnitAI::DoCast(), UnitAI::DoCastSelf(), CreatureAI::DoZoneInCombat(), EMOTE_EARTHEN_ASSAULT, EVENT_AHUNE_PHASE_ONE, EVENT_AHUNE_PHASE_TWO, EVENT_CLOSE_OPENING, EVENT_START_LOOKING_FOR_OPENING, EVENT_SUMMON_AHUNE, EVENT_SUMMON_COLDWEAVE, EVENT_SUMMON_FROSTWIND, EVENT_SUMMON_HAILSTONE, EventMap::ExecuteEvent(), InstanceScript::GetCreature(), ObjectAccessor::GetCreature(), InstanceScript::GetGuidData(), MAX_FLAMECALLERS, ScriptedAI::me, NPC_AHUNE, NPC_FROZEN_CORE, PHASE_ONE, PHASE_TWO, EventMap::Repeat(), EventMap::Reset(), EventMap::ScheduleEvent(), EventMap::SetPhase(), SPELL_CLOSE_OPENING_VISUAL, SPELL_FOUND_OPENING, SPELL_ICE_BOMBARD, SPELL_RESURFACE, SPELL_SHAMANS_LOOK_FOR_OPENING, SPELL_SUMMON_COLDWEAVE, SPELL_SUMMON_FROSTWIND, SPELL_SUMMON_HAILSTONE, WorldObject::SummonCreature(), SummonPositions, TEMPSUMMON_CORPSE_DESPAWN, TEMPSUMMON_DEAD_DESPAWN, and EventMap::Update().

Member Data Documentation

◆ _events

EventMap npc_ahune_bunny::_events
private

Referenced by DoAction(), and UpdateAI().

◆ _instance

InstanceScript* npc_ahune_bunny::_instance
private

◆ _submerged

bool npc_ahune_bunny::_submerged
private

Referenced by DoAction(), npc_ahune_bunny(), and UpdateAI().

◆ _summons

SummonList npc_ahune_bunny::_summons
private

Referenced by DoAction(), JustDied(), and JustSummoned().