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

Public Member Functions

 boss_ambassador_hellmaw (Creature *creature)
 
void InitializeAI () override
 
void Reset () override
 
void DoAction (int32 param) override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
 
void MoveInLineOfSight (Unit *who) override
 
void AttackStart (Unit *who) override
 
void PathEndReached (uint32 pathId) override
 
void KilledUnit (Unit *victim) override
 
void JustDied (Unit *) override
 
bool CanAIAttack (Unit const *) const override
 
void DoMeleeAttackIfReady (bool ignoreCasting)
 
void UpdateAI (uint32 diff) 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

bool isBanished
 
- Public Attributes inherited from BossAI
InstanceScript *const instance
 
- Public Attributes inherited from ScriptedAI
Creatureme
 
bool IsFleeing
 

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 ()
 
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_ambassador_hellmaw()

boss_ambassador_hellmaw::boss_ambassador_hellmaw ( Creature creature)
inline
49: BossAI(creature, TYPE_HELLMAW) { }
@ TYPE_HELLMAW
Definition: shadow_labyrinth.h:31
Definition: ScriptedCreature.h:469

Member Function Documentation

◆ AttackStart()

void boss_ambassador_hellmaw::AttackStart ( Unit who)
inlineoverridevirtual

Reimplemented from ScriptedAI.

131 {
132 if (isBanished)
133 {
134 return;
135 }
137 }
void AttackStart(Unit *) override
Definition: ScriptedCreature.cpp:210
bool isBanished
Definition: boss_ambassador_hellmaw.cpp:51

References ScriptedAI::AttackStart(), and isBanished.

◆ CanAIAttack()

bool boss_ambassador_hellmaw::CanAIAttack ( Unit const *  ) const
inlineoverridevirtual

Reimplemented from UnitAI.

165 {
166 return !isBanished;
167 }

References isBanished.

◆ DoAction()

void boss_ambassador_hellmaw::DoAction ( int32  param)
inlineoverridevirtual

Reimplemented from UnitAI.

81 {
82 if (param != 1)
83 {
84 return;
85 }
89 isBanished = false;
90 me->SetImmuneToAll(false);
92 }
@ SOUND_INTRO
Definition: boss_ambassador_hellmaw.cpp:44
@ PATH_ID_START
Definition: boss_ambassador_hellmaw.cpp:41
@ SPELL_BANISH
Definition: boss_ambassador_hellmaw.cpp:33
@ SAY_INTRO
Definition: boss_ambassador_hellmaw.cpp:24
Talk
Definition: boss_fathomlord_karathress.cpp:25
Creature * me
Definition: ScriptedCreature.h:282
void DoPlaySoundToSet(WorldObject *source, uint32 soundId)
Definition: ScriptedCreature.cpp:256
MotionMaster * GetMotionMaster()
Definition: Unit.h:2276
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint8 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
Definition: Unit.cpp:4855
void SetImmuneToAll(bool apply, bool keepCombat=false)
Definition: Unit.h:1692
void MovePath(uint32 path_id, bool repeatable)
Definition: MotionMaster.cpp:800

References ScriptedAI::DoPlaySoundToSet(), Unit::GetMotionMaster(), isBanished, ScriptedAI::me, MotionMaster::MovePath(), PATH_ID_START, Unit::RemoveAurasDueToSpell(), SAY_INTRO, Unit::SetImmuneToAll(), SOUND_INTRO, and SPELL_BANISH.

◆ DoMeleeAttackIfReady()

void boss_ambassador_hellmaw::DoMeleeAttackIfReady ( bool  ignoreCasting)
inline
170 {
171 if (!ignoreCasting && me->HasUnitState(UNIT_STATE_CASTING))
172 {
173 return;
174 }
175
176 Unit* victim = me->GetVictim();
177 if (!victim || !victim->IsInWorld())
178 {
179 return;
180 }
181
182 if (!me->IsWithinMeleeRange(victim))
183 {
184 return;
185 }
186
187 // Make sure our attack is ready and we aren't currently casting before checking distance
188 if (me->isAttackReady())
189 {
190 // xinef: prevent base and off attack in same time, delay attack at 0.2 sec
191 if (me->haveOffhandWeapon())
192 {
194 {
196 }
197 }
198 me->AttackerStateUpdate(victim, BASE_ATTACK, false, ignoreCasting);
200 }
201
203 {
204 // xinef: delay main hand attack if both will hit at the same time (players code)
206 {
208 }
209 me->AttackerStateUpdate(victim, OFF_ATTACK, false, ignoreCasting);
211 }
212 }
@ OFF_ATTACK
Definition: Unit.h:397
@ BASE_ATTACK
Definition: Unit.h:396
#define ATTACK_DISPLAY_DELAY
Definition: Unit.h:1250
@ UNIT_STATE_CASTING
Definition: Unit.h:340
bool IsInWorld() const
Definition: Object.h:101
Definition: Unit.h:1302
bool haveOffhandWeapon() const
Definition: Unit.cpp:540
void setAttackTimer(WeaponAttackType type, int32 time)
Definition: Unit.h:1352
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
void AttackerStateUpdate(Unit *victim, WeaponAttackType attType=BASE_ATTACK, bool extra=false, bool ignoreCasting=false)
Definition: Unit.cpp:2537
int32 getAttackTimer(WeaponAttackType type) const
Definition: Unit.h:1354
bool isAttackReady(WeaponAttackType type=BASE_ATTACK) const
Definition: Unit.h:1355
void resetAttackTimer(WeaponAttackType type=BASE_ATTACK)
Definition: Unit.cpp:661

References ATTACK_DISPLAY_DELAY, Unit::AttackerStateUpdate(), BASE_ATTACK, Unit::getAttackTimer(), Unit::GetVictim(), Unit::HasUnitState(), Unit::haveOffhandWeapon(), Unit::isAttackReady(), Object::IsInWorld(), Unit::IsWithinMeleeRange(), ScriptedAI::me, OFF_ATTACK, Unit::resetAttackTimer(), Unit::setAttackTimer(), and UNIT_STATE_CASTING.

◆ InitializeAI()

void boss_ambassador_hellmaw::InitializeAI ( )
inlineoverridevirtual

Reimplemented from UnitAI.

54 {
55 Reset();
56
58 {
59 isBanished = true;
60 me->SetImmuneToAll(true);
61
63 {
65 }, 500ms);
66 }
67 else
68 {
70 }
71 }
@ DONE
Definition: InstanceScript.h:60
@ TYPE_RITUALISTS
Definition: shadow_labyrinth.h:30
void AddEventAtOffset(BasicEvent *event, Milliseconds offset)
Definition: EventProcessor.h:108
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition: UnitAI.h:379
InstanceScript *const instance
Definition: ScriptedCreature.h:474
EventProcessor m_Events
Definition: Unit.h:2108
uint32 GetPersistentData(uint32 index) const
Definition: InstanceScript.h:236
void Reset() override
Definition: boss_ambassador_hellmaw.cpp:73

References EventProcessor::AddEventAtOffset(), UnitAI::DoCastSelf(), DONE, Unit::GetMotionMaster(), InstanceScript::GetPersistentData(), BossAI::instance, isBanished, Unit::m_Events, ScriptedAI::me, MotionMaster::MovePath(), PATH_ID_START, Reset(), Unit::SetImmuneToAll(), SPELL_BANISH, and TYPE_RITUALISTS.

◆ JustDied()

void boss_ambassador_hellmaw::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from BossAI.

159 {
161 _JustDied();
162 }
@ SAY_DEATH
Definition: boss_ambassador_hellmaw.cpp:28
void _JustDied()
Definition: ScriptedCreature.cpp:620

References BossAI::_JustDied(), and SAY_DEATH.

◆ JustEngagedWith()

void boss_ambassador_hellmaw::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from BossAI.

95 {
96 if (isBanished)
97 {
98 return;
99 }
101 scheduler.Schedule(23050ms, 30350ms, [this](TaskContext context)
102 {
104 context.Repeat(23050ms, 30350ms);
105 }).Schedule(23s, 33s, [this](TaskContext context)
106 {
108 context.Repeat(23s, 33s);
109 });
110
111 if (IsHeroic())
112 {
113 scheduler.Schedule(3min, [this](TaskContext /*context*/)
114 {
116 });
117 }
119 }
@ SPELL_ENRAGE
Definition: boss_ambassador_hellmaw.cpp:36
@ SPELL_FEAR
Definition: boss_ambassador_hellmaw.cpp:35
@ SPELL_CORROSIVE_ACID
Definition: boss_ambassador_hellmaw.cpp:34
@ SAY_AGGRO
Definition: boss_ambassador_hellmaw.cpp:25
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition: TaskScheduler.h:232
Definition: TaskScheduler.h:418
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
Definition: TaskScheduler.h:488
SpellCastResult DoCastAOE(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:248
SpellCastResult DoCastVictim(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:240
TaskScheduler scheduler
Definition: CreatureAI.h:76
bool IsHeroic() const
Definition: ScriptedCreature.h:391
void _JustEngagedWith()
Definition: ScriptedCreature.cpp:633

References BossAI::_JustEngagedWith(), UnitAI::DoCastAOE(), UnitAI::DoCastSelf(), UnitAI::DoCastVictim(), isBanished, ScriptedAI::IsHeroic(), TaskContext::Repeat(), SAY_AGGRO, TaskScheduler::Schedule(), CreatureAI::scheduler, SPELL_CORROSIVE_ACID, SPELL_ENRAGE, and SPELL_FEAR.

◆ KilledUnit()

void boss_ambassador_hellmaw::KilledUnit ( Unit victim)
inlineoverridevirtual

Reimplemented from ScriptedAI.

151 {
152 if (victim->IsPlayer() && urand(0, 1))
153 {
154 Talk(SAY_SLAY);
155 }
156 }
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:44
@ SAY_SLAY
Definition: boss_ambassador_hellmaw.cpp:27
bool IsPlayer() const
Definition: Object.h:194

References Object::IsPlayer(), SAY_SLAY, and urand().

◆ MoveInLineOfSight()

void boss_ambassador_hellmaw::MoveInLineOfSight ( Unit who)
inlineoverridevirtual

Reimplemented from CreatureAI.

122 {
123 if (isBanished)
124 {
125 return;
126 }
128 }
virtual void MoveInLineOfSight(Unit *)
Definition: CreatureAI.cpp:157

References isBanished, and CreatureAI::MoveInLineOfSight().

◆ PathEndReached()

void boss_ambassador_hellmaw::PathEndReached ( uint32  pathId)
inlineoverridevirtual

Reimplemented from CreatureAI.

140 {
141 if (pathId == PATH_ID_START)
142 {
144 {
145 me->GetMotionMaster()->MovePath(PATH_ID_PATHING, true);
146 }, 20s);
147 }
148 }
@ PATH_ID_PATHING
Definition: boss_ambassador_hellmaw.cpp:42

References EventProcessor::AddEventAtOffset(), Unit::GetMotionMaster(), Unit::m_Events, ScriptedAI::me, PATH_ID_PATHING, and PATH_ID_START.

◆ Reset()

void boss_ambassador_hellmaw::Reset ( )
inlineoverridevirtual

Reimplemented from BossAI.

74 {
75 _Reset();
76 isBanished = false;
77 me->SetImmuneToAll(false);
78 }
void _Reset()
Definition: ScriptedCreature.cpp:604

References BossAI::_Reset(), isBanished, ScriptedAI::me, and Unit::SetImmuneToAll().

Referenced by InitializeAI().

◆ UpdateAI()

void boss_ambassador_hellmaw::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from BossAI.

215 {
216 if (!UpdateVictim())
217 return;
218
219 scheduler.Update(diff);
220
222 }
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition: TaskScheduler.cpp:27
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:39
bool UpdateVictim()
Definition: CreatureAI.cpp:268
Spell * FindCurrentSpellBySpellId(uint32 spell_id) const
Definition: Unit.cpp:4096

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

Member Data Documentation

◆ isBanished

bool boss_ambassador_hellmaw::isBanished