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

Public Member Functions

 boss_nexusprince_shaffar (Creature *creature)
 
void Reset () override
 
void MoveInLineOfSight (Unit *who) override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
 
void JustSummoned (Creature *summon) override
 
void SummonedCreatureDespawn (Creature *summon) override
 
void KilledUnit (Unit *victim) override
 
void JustDied (Unit *) override
 
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 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 HealDone (Unit *, uint32 &)
 
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 summons
 
bool HasTaunted
 
- 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
EventMap events
 
SummonList summons
 
TaskScheduler scheduler
 
- Protected Attributes inherited from CreatureAI
Creature *const me
 
EventMap events
 
CreatureBoundary const * _boundary
 
bool _negateBoundary
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ boss_nexusprince_shaffar()

boss_nexusprince_shaffar::boss_nexusprince_shaffar ( Creature creature)
inline
55 {
56 HasTaunted = false;
58 {
60 });
61 }
@ UNIT_STATE_CASTING
Definition: Unit.h:340
@ DATA_NEXUSPRINCE_SHAFFAR
Definition: mana_tombs.h:33
TaskScheduler & SetValidator(P &&predicate)
Sets a validator which is asked if tasks are allowed to be executed.
Definition: TaskScheduler.h:185
Creature * me
Definition: ScriptedCreature.h:282
Definition: ScriptedCreature.h:456
TaskScheduler scheduler
Definition: ScriptedCreature.h:499
bool HasUnitState(const uint32 f) const
Definition: Unit.h:1410
SummonList summons
Definition: boss_nexusprince_shaffar.cpp:63
bool HasTaunted
Definition: boss_nexusprince_shaffar.cpp:64

References HasTaunted, Unit::HasUnitState(), ScriptedAI::me, BossAI::scheduler, TaskScheduler::SetValidator(), and UNIT_STATE_CASTING.

Member Function Documentation

◆ JustDied()

void boss_nexusprince_shaffar::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from BossAI.

143 {
144 _JustDied();
145 Talk(SAY_DEAD);
147 }
@ SAY_DEAD
Definition: boss_nexusprince_shaffar.cpp:29
Talk
Definition: boss_fathomlord_karathress.cpp:23
void DespawnAll(uint32 delay=0)
Definition: ScriptedCreature.cpp:67
void _JustDied()
Definition: ScriptedCreature.cpp:585

References BossAI::_JustDied(), SummonList::DespawnAll(), SAY_DEAD, and summons.

◆ JustEngagedWith()

void boss_nexusprince_shaffar::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from BossAI.

88 {
92 scheduler.Schedule(10s, [this](TaskContext context)
93 {
94 if (!urand(0, 3))
95 {
97 }
99 context.Repeat(10s);
100 }).Schedule(4s, [this](TaskContext context)
101 {
103 context.Repeat(3s, 4s);
104 }).Schedule(15s, [this](TaskContext context)
105 {
107 context.Repeat(16s, 23s);
108 scheduler.DelayAll(1500ms);
109 scheduler.Schedule(1500ms, [this](TaskContext /*context*/)
110 {
112 });
113 });
114 }
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:44
static First const & RAND(First const &first, Second const &second, Rest const &... rest)
Definition: CreatureAIImpl.h:30
@ SPELL_BLINK
Definition: boss_nexusprince_shaffar.cpp:35
@ SPELL_FROSTBOLT
Definition: boss_nexusprince_shaffar.cpp:36
@ SPELL_FIREBALL
Definition: boss_nexusprince_shaffar.cpp:37
@ SPELL_ETHEREAL_BEACON
Definition: boss_nexusprince_shaffar.cpp:39
@ SPELL_FROSTNOVA
Definition: boss_nexusprince_shaffar.cpp:38
@ SAY_AGGRO
Definition: boss_nexusprince_shaffar.cpp:26
@ SAY_SUMMON
Definition: boss_nexusprince_shaffar.cpp:28
TaskScheduler & DelayAll(std::chrono::duration< _Rep, _Period > const &duration)
Delays all tasks with the given duration.
Definition: TaskScheduler.h:271
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition: TaskScheduler.h:220
Definition: TaskScheduler.h:406
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
Definition: TaskScheduler.h:476
SpellCastResult DoCastVictim(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:241
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition: UnitAI.h:369
void DoZoneInCombat(uint32 entry=0)
Definition: ScriptedCreature.cpp:36
void _JustEngagedWith()
Definition: ScriptedCreature.cpp:598

References BossAI::_JustEngagedWith(), TaskScheduler::DelayAll(), UnitAI::DoCastSelf(), UnitAI::DoCastVictim(), SummonList::DoZoneInCombat(), RAND(), TaskContext::Repeat(), SAY_AGGRO, SAY_SUMMON, TaskScheduler::Schedule(), BossAI::scheduler, SPELL_BLINK, SPELL_ETHEREAL_BEACON, SPELL_FIREBALL, SPELL_FROSTBOLT, SPELL_FROSTNOVA, summons, and urand().

◆ JustSummoned()

void boss_nexusprince_shaffar::JustSummoned ( Creature summon)
inlineoverridevirtual

Reimplemented from BossAI.

117 {
118 if (me->IsInCombat() && summon->GetEntry() == NPC_BEACON)
119 {
120 summon->CastSpell(summon, SPELL_ETHEREAL_BEACON_VISUAL, false);
121 if (Unit* target = SelectTargetFromPlayerList(50.0f))
122 {
123 summon->AI()->AttackStart(target);
124 }
125 }
126 summons.Summon(summon);
127 }
@ SPELL_ETHEREAL_BEACON_VISUAL
Definition: boss_nexusprince_shaffar.cpp:40
@ NPC_BEACON
Definition: boss_nexusprince_shaffar.cpp:49
virtual void AttackStart(Unit *)
Definition: UnitAI.cpp:28
void Summon(Creature const *summon)
Definition: ScriptedCreature.h:90
Player * SelectTargetFromPlayerList(float maxdist, uint32 excludeAura=0, bool mustBeInLOS=false) const
Definition: ScriptedCreature.cpp:526
CreatureAI * AI() const
Definition: Creature.h:135
uint32 GetEntry() const
Definition: Object.h:109
Definition: Unit.h:1302
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
bool IsInCombat() const
Definition: Unit.h:1700

References Creature::AI(), UnitAI::AttackStart(), Unit::CastSpell(), Object::GetEntry(), Unit::IsInCombat(), ScriptedAI::me, NPC_BEACON, ScriptedAI::SelectTargetFromPlayerList(), SPELL_ETHEREAL_BEACON_VISUAL, SummonList::Summon(), and summons.

◆ KilledUnit()

void boss_nexusprince_shaffar::KilledUnit ( Unit victim)
inlineoverridevirtual

Reimplemented from ScriptedAI.

135 {
136 if (victim->GetTypeId() == TYPEID_PLAYER)
137 {
138 Talk(SAY_SLAY);
139 }
140 }
@ TYPEID_PLAYER
Definition: ObjectGuid.h:38
@ SAY_SLAY
Definition: boss_nexusprince_shaffar.cpp:27
TypeID GetTypeId() const
Definition: Object.h:121

References Object::GetTypeId(), SAY_SLAY, and TYPEID_PLAYER.

◆ MoveInLineOfSight()

void boss_nexusprince_shaffar::MoveInLineOfSight ( Unit who)
inlineoverridevirtual

Reimplemented from CreatureAI.

79 {
80 if (!HasTaunted && who->GetTypeId() == TYPEID_PLAYER && me->IsWithinDistInMap(who, 100.0f))
81 {
82 HasTaunted = true;
84 }
85 }
@ SAY_INTRO
Definition: boss_nexusprince_shaffar.cpp:25
bool IsWithinDistInMap(WorldObject const *obj, float dist2compare, bool is3D=true, bool useBoundingRadius=true) const
Definition: Object.cpp:1321

References Object::GetTypeId(), HasTaunted, WorldObject::IsWithinDistInMap(), ScriptedAI::me, SAY_INTRO, and TYPEID_PLAYER.

◆ Reset()

void boss_nexusprince_shaffar::Reset ( )
inlineoverridevirtual

Reimplemented from BossAI.

67 {
68 _Reset();
69 float dist = 8.0f;
70 float posX, posY, posZ, angle;
71 me->GetHomePosition(posX, posY, posZ, angle);
73 me->SummonCreature(NPC_BEACON, posX - dist, posY - dist, posZ, angle, TEMPSUMMON_CORPSE_TIMED_DESPAWN, 7200000);
74 me->SummonCreature(NPC_BEACON, posX - dist, posY + dist, posZ, angle, TEMPSUMMON_CORPSE_TIMED_DESPAWN, 7200000);
75 me->SummonCreature(NPC_BEACON, posX + dist, posY, posZ, angle, TEMPSUMMON_CORPSE_TIMED_DESPAWN, 7200000);
76 }
@ TEMPSUMMON_CORPSE_TIMED_DESPAWN
Definition: Object.h:47
void _Reset()
Definition: ScriptedCreature.cpp:570
void GetHomePosition(float &x, float &y, float &z, float &ori) const
Definition: Creature.h:330
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:2343

References BossAI::_Reset(), SummonList::DespawnAll(), Creature::GetHomePosition(), ScriptedAI::me, NPC_BEACON, WorldObject::SummonCreature(), summons, and TEMPSUMMON_CORPSE_TIMED_DESPAWN.

◆ SummonedCreatureDespawn()

void boss_nexusprince_shaffar::SummonedCreatureDespawn ( Creature summon)
inlineoverridevirtual

Reimplemented from BossAI.

130 {
131 summons.Despawn(summon);
132 }
void Despawn(Creature const *summon)
Definition: ScriptedCreature.h:91

References SummonList::Despawn(), and summons.

◆ UpdateAI()

void boss_nexusprince_shaffar::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from BossAI.

150 {
151 if (!UpdateVictim())
152 return;
153
154 scheduler.Update(diff);
156 return;
157
159 }
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition: TaskScheduler.cpp:15
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:40
bool UpdateVictim()
Definition: CreatureAI.cpp:269

References UnitAI::DoMeleeAttackIfReady(), Unit::HasUnitState(), ScriptedAI::me, BossAI::scheduler, UNIT_STATE_CASTING, TaskScheduler::Update(), and CreatureAI::UpdateVictim().

Member Data Documentation

◆ HasTaunted

bool boss_nexusprince_shaffar::HasTaunted

◆ summons

SummonList boss_nexusprince_shaffar::summons