AzerothCore 3.3.5a
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boss_shade_of_akama Struct Reference
Inheritance diagram for boss_shade_of_akama:
BossAI ScriptedAI CreatureAI UnitAI

Public Member Functions

 boss_shade_of_akama (Creature *creature)
void ChannelersAction (int32 action)
void Reset () override
void EnterEvadeMode (EvadeReason why) override
void JustDied (Unit *killer) override
void DoAction (int32 param) override
void UpdateAI (uint32 diff) override
bool CheckEvadeIfOutOfCombatArea () const override
- 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
void JustSummoned (Creature *summon) override
void SummonedCreatureDespawn (Creature *summon) override
void SummonedCreatureDespawnAll () override
void UpdateAI (uint32 diff) override
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)
virtual void ExecuteEvent (uint32)
virtual void ScheduleTasks ()
void Reset () override
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
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
void UpdateAI (uint32 diff) override
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 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)
void SetCombatMovement (bool allowMovement)
bool IsCombatMovementAllowed () const
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
- 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)
 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 JustEngagedWith (Unit *)
 Called for reaction when initially engaged.
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 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
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 ()
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 *)
- 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
virtual void InitializeAI ()
virtual void Reset ()
virtual void OnCharmed (bool apply)=0
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)
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 (NOTE: Creature engage logic should NOT be here, but in JustEngagedWith, which happens once threat is established!)
virtual void JustExitedCombat ()
 Called when the unit leaves combat.
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType)
virtual void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
virtual void HealReceived (Unit *, uint32 &)
virtual void OnPowerUpdate (Powers, int32, int32, uint32)
virtual void HealDone (Unit *, uint32 &)
virtual void OnCalculateMeleeDamageReceived (uint32 &, Unit *)
virtual void OnCalculateSpellDamageReceived (int32 &, Unit *)
virtual void OnCalculatePeriodicTickReceived (uint32 &, Unit *)
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)
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)
SpellCastResult DoCastMaxThreat (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false)
 Cast spell on the max threat target, which may not always 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)
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 summonsChanneler
SummonList summonsGenerator
EventMap events2
- Public Attributes inherited from BossAI
InstanceScript *const instance
- Public Attributes inherited from ScriptedAI
bool IsFleeing

Additional Inherited Members

- Public Types inherited from ScriptedAI
enum class  Axis {
  AXIS_X ,
- Public Types inherited from CreatureAI
enum  EvadeReason {
- 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 ()
bool _ProccessHealthCheckEvent (uint8 healthPct, uint32 damage, std::function< void()> exec) const
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
- Protected Attributes inherited from UnitAI
Unit *const me

Detailed Description

Constructor & Destructor Documentation

◆ boss_shade_of_akama()

boss_shade_of_akama::boss_shade_of_akama ( Creature creature)
97 {
99 }
Definition: black_temple.h:37
Definition: boss_shade_of_akama.cpp:78
void ScheduleEvent(uint32 eventId, uint32 time, uint32 group=0, uint32 phase=0)
Definition: EventMap.cpp:56
Creature * me
Definition: ScriptedCreature.h:282
Definition: ScriptedCreature.h:469
SummonList summonsGenerator
Definition: boss_shade_of_akama.cpp:102
SummonList summonsChanneler
Definition: boss_shade_of_akama.cpp:101
EventMap events2
Definition: boss_shade_of_akama.cpp:103

References EVENT_SHADE_GATHER_NPCS, events2, and EventMap::ScheduleEvent().

Member Function Documentation

◆ ChannelersAction()

void boss_shade_of_akama::ChannelersAction ( int32  action)
106 {
108 if (Creature* summon = ObjectAccessor::GetCreature(*me, *i))
109 {
111 {
112 summon->CastSpell(me, SPELL_SHADE_SOUL_CHANNEL, true);
113 summon->SetUnitFlag(UNIT_FLAG_NOT_SELECTABLE);
114 }
115 else if (action == ACTION_START_ENCOUNTER)
116 {
117 summon->RemoveUnitFlag(UNIT_FLAG_NOT_SELECTABLE);
118 }
119 else if (action == ACTION_KILL_CHANNELERS)
120 {
121 Unit::Kill(me, summon);
122 }
123 }
124 }
Definition: Unit.h:473
Definition: boss_shade_of_akama.cpp:66
Definition: boss_shade_of_akama.cpp:67
Definition: boss_shade_of_akama.cpp:63
Definition: boss_shade_of_akama.cpp:36
Creature * GetCreature(WorldObject const &u, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:213
iterator begin()
Definition: ScriptedCreature.h:50
StorageType::const_iterator const_iterator
Definition: ScriptedCreature.h:39
iterator end()
Definition: ScriptedCreature.h:60
Definition: Creature.h:46
static void Kill(Unit *killer, Unit *victim, bool durabilityLoss=true, WeaponAttackType attackType=BASE_ATTACK, SpellInfo const *spellProto=nullptr, Spell const *spell=nullptr)
Definition: Unit.cpp:17956

References ACTION_CHANNELERS_START_CHANNEL, ACTION_KILL_CHANNELERS, ACTION_START_ENCOUNTER, SummonList::begin(), SummonList::end(), ObjectAccessor::GetCreature(), Unit::Kill(), ScriptedAI::me, SPELL_SHADE_SOUL_CHANNEL, summonsChanneler, and UNIT_FLAG_NOT_SELECTABLE.

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

◆ CheckEvadeIfOutOfCombatArea()

bool boss_shade_of_akama::CheckEvadeIfOutOfCombatArea ( ) const

Reimplemented from ScriptedAI.

257 {
258 return !SelectTargetFromPlayerList(120.0f);
259 }
Player * SelectTargetFromPlayerList(float maxdist, uint32 excludeAura=0, bool mustBeInLOS=false) const
Definition: ScriptedCreature.cpp:553

References ScriptedAI::SelectTargetFromPlayerList().

◆ DoAction()

void boss_shade_of_akama::DoAction ( int32  param)

Reimplemented from UnitAI.

158 {
159 if (param == ACTION_START_ENCOUNTER)
160 {
163 events.ScheduleEvent(EVENT_SHADE_CHECK_DISTANCE, 1000);
164 }
165 else if (param == ACTION_AKAMA_DIED)
166 {
168 }
169 }
Definition: boss_sartura.cpp:43
Definition: boss_shade_of_akama.cpp:62
Definition: boss_shade_of_akama.cpp:76
Definition: CreatureAI.h:94
void DoAction(int32 info, uint16 max=0)
Definition: ScriptedCreature.h:104
void ChannelersAction(int32 action)
Definition: boss_shade_of_akama.cpp:105
void EnterEvadeMode(EvadeReason why) override
Definition: boss_shade_of_akama.cpp:135

References ACTION_AKAMA_DIED, ACTION_START_ENCOUNTER, ChannelersAction(), SummonList::DoAction(), EnterEvadeMode(), CreatureAI::EVADE_REASON_OTHER, EVENT_SHADE_CHECK_DISTANCE, and summonsGenerator.

◆ EnterEvadeMode()

void boss_shade_of_akama::EnterEvadeMode ( EvadeReason  why)

Reimplemented from CreatureAI.

136 {
140 me->SetVisible(false);
142 }
Definition: boss_shade_of_akama.cpp:65
Definition: boss_shade_of_akama.cpp:77
virtual void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition: CreatureAI.cpp:196
void SetVisible(bool x)
Definition: Unit.cpp:14220

References ACTION_DESPAWN_ALL, ACTION_KILL_CHANNELERS, ChannelersAction(), SummonList::DoAction(), CreatureAI::EnterEvadeMode(), EVENT_SHADE_RESET_ENCOUNTER, events2, ScriptedAI::me, EventMap::ScheduleEvent(), Unit::SetVisible(), and summonsGenerator.

Referenced by DoAction().

◆ JustDied()

void boss_shade_of_akama::JustDied ( Unit killer)

Reimplemented from BossAI.

145 {
146 BossAI::JustDied(killer);
151 {
152 akama->SetHomePosition(*akama);
153 akama->AI()->DoAction(ACTION_SHADE_DIED);
154 }
155 }
Definition: black_temple.h:51
Definition: boss_shade_of_akama.cpp:69
Definition: boss_shade_of_akama.cpp:39
void DespawnAll(uint32 delay=0)
Definition: ScriptedCreature.cpp:71
InstanceScript *const instance
Definition: ScriptedCreature.h:474
void JustDied(Unit *) override
Definition: ScriptedCreature.h:498
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:1169
ObjectGuid GetGuidData(uint32 type) const override
Definition: InstanceScript.cpp:94

References ACTION_DESPAWN_ALL, ACTION_SHADE_DIED, Unit::CastSpell(), SummonList::DespawnAll(), SummonList::DoAction(), ObjectAccessor::GetCreature(), InstanceScript::GetGuidData(), BossAI::instance, BossAI::JustDied(), ScriptedAI::me, NPC_AKAMA_SHADE, SPELL_SHADE_OF_AKAMA_TRIGGER, summonsChanneler, and summonsGenerator.

◆ Reset()

void boss_shade_of_akama::Reset ( )

Reimplemented from BossAI.

127 {
131 me->SetImmuneToAll(true);
132 me->SetWalk(true);
133 }
Definition: Unit.h:1035
void Reset() override
Definition: ScriptedCreature.h:496
void SetReactState(ReactStates st)
Definition: Creature.h:90
bool SetWalk(bool enable) override
Definition: Creature.cpp:3098
void SetUnitFlag(UnitFlags flags)
Definition: Unit.h:1495
void SetImmuneToAll(bool apply, bool keepCombat=false)
Definition: Unit.h:1692

References ScriptedAI::me, REACT_PASSIVE, BossAI::Reset(), Unit::SetImmuneToAll(), Creature::SetReactState(), Unit::SetUnitFlag(), Creature::SetWalk(), and UNIT_FLAG_NOT_SELECTABLE.

◆ UpdateAI()

void boss_shade_of_akama::UpdateAI ( uint32  diff)

Reimplemented from BossAI.

172 {
173 events2.Update(diff);
174 switch (events2.ExecuteEvent())
175 {
177 {
178 std::list<Creature*> ChannelerList;
180 for (std::list<Creature*>::const_iterator itr = ChannelerList.begin(); itr != ChannelerList.end(); ++itr)
183 std::list<Creature*> SpawnerList;
185 for (std::list<Creature*>::const_iterator itr = SpawnerList.begin(); itr != SpawnerList.end(); ++itr)
193 akama->Respawn(true);
194 break;
195 }
197 me->SetVisible(true);
203 akama->Respawn(true);
204 break;
205 }
207 if (!UpdateVictim())
208 return;
210 events.Update(diff);
212 return;
214 switch (events.ExecuteEvent())
215 {
218 {
220 if (slow > -100)
221 {
222 me->SetWalk(true);
223 me->GetMotionMaster()->MovePoint(POINT_START, 510.0f, 400.7993f, 112.7837f);
224 }
225 }
226 else
227 {
229 if (slow < -100)
231 else if (slow == 0)
232 {
234 me->SetWalk(false);
235 }
236 }
239 {
243 me->AddThreat(me->GetVictim(), 1000000.0f);
245 me->SetImmuneToAll(false);
247 break;
248 }
249 events.ScheduleEvent(EVENT_SHADE_CHECK_DISTANCE, 1000);
250 break;
251 }
254 }
std::int32_t int32
Definition: Define.h:104
Definition: Unit.h:1037
Definition: Unit.h:340
Definition: MotionMaster.h:46
Definition: SpellAuraDefines.h:96
Definition: boss_shade_of_akama.cpp:50
Definition: boss_shade_of_akama.cpp:49
Definition: boss_shade_of_akama.cpp:68
Definition: boss_shade_of_akama.cpp:64
Definition: boss_shade_of_akama.cpp:59
uint32 ExecuteEvent()
Definition: EventMap.cpp:114
void Update(uint32 time)
Definition: EventMap.h:54
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:39
bool UpdateVictim()
Definition: CreatureAI.cpp:268
void Summon(Creature const *summon)
Definition: ScriptedCreature.h:90
void Respawn()
Definition: ScriptedCreature.cpp:118
void DoResetThreatList()
Definition: ScriptedCreature.cpp:438
void GetCreaturesWithEntryInRange(std::list< Creature * > &creatureList, float radius, uint32 entry)
Definition: Object.cpp:3040
void InterruptNonMeleeSpells(bool withDelayed, uint32 spellid=0, bool withInstant=true, bool bySelf=false)
Definition: Unit.cpp:4081
void AddThreat(Unit *victim, float fThreat, SpellSchoolMask schoolMask=SPELL_SCHOOL_MASK_NORMAL, SpellInfo const *threatSpell=nullptr)
Definition: Unit.cpp:14639
MotionMaster * GetMotionMaster()
Definition: Unit.h:2276
bool IsWithinMeleeRange(Unit const *obj, float dist=0.f) const
Definition: Unit.cpp:683
Unit * GetVictim() const
Definition: Unit.h:1398
bool HasUnitState(const uint32 f) const
Definition: Unit.h:1410
int32 GetMaxNegativeAuraModifier(AuraType auratype) const
Definition: Unit.cpp:5887
void RemoveUnitFlag(UnitFlags flags)
Definition: Unit.h:1496
MovementGeneratorType GetCurrentMovementGeneratorType() const
Definition: MotionMaster.cpp:859
void MovePoint(uint32 id, const Position &pos, bool generatePath=true, bool forceDestination=true)
Definition: MotionMaster.h:211
void Clear(bool reset=true)
Definition: MotionMaster.h:165

References ACTION_CHANNELERS_START_CHANNEL, ACTION_NO_SORCERERS, ACTION_STOP_SPAWNING, Unit::AddThreat(), ChannelersAction(), MotionMaster::Clear(), SummonList::DoAction(), UnitAI::DoMeleeAttackIfReady(), ScriptedAI::DoResetThreatList(), EVENT_SHADE_CHECK_DISTANCE, EVENT_SHADE_GATHER_NPCS, EVENT_SHADE_RESET_ENCOUNTER, events2, EventMap::ExecuteEvent(), ObjectAccessor::GetCreature(), WorldObject::GetCreaturesWithEntryInRange(), MotionMaster::GetCurrentMovementGeneratorType(), InstanceScript::GetGuidData(), Unit::GetMaxNegativeAuraModifier(), Unit::GetMotionMaster(), Unit::GetVictim(), Unit::HasUnitState(), BossAI::instance, Unit::InterruptNonMeleeSpells(), Unit::IsWithinMeleeRange(), ScriptedAI::me, MotionMaster::MovePoint(), NPC_AKAMA_SHADE, NPC_ASHTONGUE_CHANNELER, NPC_CREATURE_GENERATOR_AKAMA, POINT_MOTION_TYPE, POINT_START, REACT_AGGRESSIVE, Unit::RemoveUnitFlag(), SummonList::Respawn(), Unit::SetImmuneToAll(), Creature::SetReactState(), Unit::SetVisible(), Creature::SetWalk(), SPELL_AURA_MOD_DECREASE_SPEED, SummonList::Summon(), summonsChanneler, summonsGenerator, UNIT_FLAG_NOT_SELECTABLE, UNIT_STATE_CASTING, EventMap::Update(), and CreatureAI::UpdateVictim().

Member Data Documentation

◆ events2

EventMap boss_shade_of_akama::events2

◆ summonsChanneler

SummonList boss_shade_of_akama::summonsChanneler

◆ summonsGenerator

SummonList boss_shade_of_akama::summonsGenerator