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

Public Member Functions

 npc_akama_shade (Creature *creature)
 
void Reset () override
 
void MovementInform (uint32 type, uint32 point) override
 
void DoAction (int32 param) override
 
void JustDied (Unit *) override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
 
void JustSummoned (Creature *summon) override
 
void UpdateAI (uint32 diff) override
 
void sGossipSelect (Player *player, uint32, uint32 action) 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

InstanceScriptinstance
 
EventMap events
 
EventMap events2
 
SummonList summons
 
- 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 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_akama_shade()

npc_akama_shade::npc_akama_shade ( Creature creature)
inline
264 : ScriptedAI(creature), summons(me)
265 {
266 instance = creature->GetInstanceScript();
267 }
Definition: ScriptedCreature.h:192
Creature * me
Definition: ScriptedCreature.h:282
InstanceScript * GetInstanceScript() const
Definition: Object.cpp:1192
InstanceScript * instance
Definition: boss_shade_of_akama.cpp:269
SummonList summons
Definition: boss_shade_of_akama.cpp:272

References WorldObject::GetInstanceScript(), and instance.

Member Function Documentation

◆ DoAction()

void npc_akama_shade::DoAction ( int32  param)
inlineoverridevirtual

Reimplemented from UnitAI.

304 {
305 if (param == ACTION_SHADE_DIED)
307 }
@ ACTION_SHADE_DIED
Definition: boss_shade_of_akama.cpp:69
@ EVENT_AKAMA_SCENE0
Definition: boss_shade_of_akama.cpp:84
void ScheduleEvent(uint32 eventId, uint32 time, uint32 group=0, uint32 phase=0)
Definition: EventMap.cpp:56
EventMap events2
Definition: boss_shade_of_akama.cpp:271

References ACTION_SHADE_DIED, EVENT_AKAMA_SCENE0, events2, and EventMap::ScheduleEvent().

◆ JustDied()

void npc_akama_shade::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from ScriptedAI.

310 {
312 shade->AI()->DoAction(ACTION_AKAMA_DIED);
313 }
@ NPC_SHADE_OF_AKAMA
Definition: black_temple.h:50
@ ACTION_AKAMA_DIED
Definition: boss_shade_of_akama.cpp:62
Creature * GetCreature(WorldObject const &u, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:213
Definition: Creature.h:46
ObjectGuid GetGuidData(uint32 type) const override
Definition: InstanceScript.cpp:94

References ACTION_AKAMA_DIED, ObjectAccessor::GetCreature(), InstanceScript::GetGuidData(), instance, ScriptedAI::me, and NPC_SHADE_OF_AKAMA.

◆ JustEngagedWith()

void npc_akama_shade::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from ScriptedAI.

316 {
317 events.ScheduleEvent(EVENT_SPELL_CHAIN_LIGHTNING, 2000);
318 events.ScheduleEvent(EVENT_SPELL_DESTRUCTIVE_POISON, 5000);
319 }
events
Definition: boss_sartura.cpp:43
@ EVENT_SPELL_DESTRUCTIVE_POISON
Definition: boss_shade_of_akama.cpp:74
@ EVENT_SPELL_CHAIN_LIGHTNING
Definition: boss_shade_of_akama.cpp:73

References EVENT_SPELL_CHAIN_LIGHTNING, and EVENT_SPELL_DESTRUCTIVE_POISON.

◆ JustSummoned()

void npc_akama_shade::JustSummoned ( Creature summon)
inlineoverridevirtual

Reimplemented from ScriptedAI.

322 {
323 float dist = frand(30.0f, 32.0f);
324 summon->SetWalk(true);
325 summon->GetMotionMaster()->MovePoint(POINT_START, summon->GetPositionX() + dist * cos(summon->GetOrientation()), summon->GetPositionY() + dist * std::sin(summon->GetOrientation()), summon->GetPositionZ(), false);
326 summons.Summon(summon);
327 }
float frand(float min, float max)
Definition: Random.cpp:57
@ POINT_START
Definition: boss_shade_of_akama.cpp:59
void Summon(Creature const *summon)
Definition: ScriptedCreature.h:90
bool SetWalk(bool enable) override
Definition: Creature.cpp:3098
float GetPositionZ() const
Definition: Position.h:119
float GetOrientation() const
Definition: Position.h:120
float GetPositionX() const
Definition: Position.h:117
float GetPositionY() const
Definition: Position.h:118
MotionMaster * GetMotionMaster()
Definition: Unit.h:2276
void MovePoint(uint32 id, const Position &pos, bool generatePath=true, bool forceDestination=true)
Definition: MotionMaster.h:211

References frand(), Unit::GetMotionMaster(), Position::GetOrientation(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), MotionMaster::MovePoint(), POINT_START, Creature::SetWalk(), SummonList::Summon(), and summons.

◆ MovementInform()

void npc_akama_shade::MovementInform ( uint32  type,
uint32  point 
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

289 {
290 if (type != POINT_MOTION_TYPE || point != POINT_CHANNEL_SOUL)
291 return;
292
293 me->SetFacingTo(0.0f);
301 }
@ POINT_MOTION_TYPE
Definition: MotionMaster.h:46
@ EVENT_AKAMA_SCENE1
Definition: boss_shade_of_akama.cpp:85
@ EVENT_AKAMA_SCENE7
Definition: boss_shade_of_akama.cpp:91
@ POINT_CHANNEL_SOUL
Definition: boss_shade_of_akama.cpp:60
@ EVENT_AKAMA_SCENE3
Definition: boss_shade_of_akama.cpp:87
@ EVENT_AKAMA_SCENE6
Definition: boss_shade_of_akama.cpp:90
@ EVENT_AKAMA_SCENE4
Definition: boss_shade_of_akama.cpp:88
@ EVENT_AKAMA_SCENE5
Definition: boss_shade_of_akama.cpp:89
@ EVENT_AKAMA_SCENE2
Definition: boss_shade_of_akama.cpp:86
void SetFacingTo(float ori)
Definition: Unit.cpp:20884

References EVENT_AKAMA_SCENE1, EVENT_AKAMA_SCENE2, EVENT_AKAMA_SCENE3, EVENT_AKAMA_SCENE4, EVENT_AKAMA_SCENE5, EVENT_AKAMA_SCENE6, EVENT_AKAMA_SCENE7, events2, ScriptedAI::me, POINT_CHANNEL_SOUL, POINT_MOTION_TYPE, EventMap::ScheduleEvent(), and Unit::SetFacingTo().

◆ Reset()

void npc_akama_shade::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

275 {
277 {
279 return;
280 }
281
283 me->CastSpell(me, SPELL_STEALTH, true);
284 events.Reset();
285 events2.Reset();
286 }
@ UNIT_NPC_FLAG_GOSSIP
Definition: Unit.h:516
@ DONE
Definition: InstanceScript.h:60
@ DATA_SHADE_OF_AKAMA
Definition: black_temple.h:37
@ SPELL_STEALTH
Definition: boss_shade_of_akama.cpp:34
void Reset()
Definition: EventMap.cpp:21
void RemoveNpcFlag(NPCFlags flags)
Definition: Unit.h:1662
void SetNpcFlag(NPCFlags flags)
Definition: Unit.h:1661
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
EncounterState GetBossState(uint32 id) const
Definition: InstanceScript.h:231

References Unit::CastSpell(), DATA_SHADE_OF_AKAMA, DONE, events2, InstanceScript::GetBossState(), instance, ScriptedAI::me, Unit::RemoveNpcFlag(), EventMap::Reset(), Unit::SetNpcFlag(), SPELL_STEALTH, and UNIT_NPC_FLAG_GOSSIP.

◆ sGossipSelect()

void npc_akama_shade::sGossipSelect ( Player player,
uint32  ,
uint32  action 
)
inlineoverridevirtual

Reimplemented from UnitAI.

405 {
406 if (action == 0)
407 {
408 CloseGossipMenuFor(player);
411 }
412 }
void CloseGossipMenuFor(Player *player)
Definition: ScriptedGossip.cpp:56
@ EVENT_AKAMA_START_ENCOUNTER
Definition: boss_shade_of_akama.cpp:71

References CloseGossipMenuFor(), EVENT_AKAMA_START_ENCOUNTER, events2, ScriptedAI::me, Unit::RemoveNpcFlag(), EventMap::ScheduleEvent(), and UNIT_NPC_FLAG_GOSSIP.

◆ UpdateAI()

void npc_akama_shade::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from ScriptedAI.

330 {
331 events2.Update(diff);
332 switch (events2.ExecuteEvent())
333 {
336 me->SetWalk(true);
337 me->GetMotionMaster()->MovePoint(POINT_START, 517.4877f, 400.7993f, 112.7837f, false);
339 break;
343 {
344 shade->AI()->AttackStart(me);
345 shade->GetMotionMaster()->Clear();
346 shade->AI()->DoAction(ACTION_START_ENCOUNTER);
347 }
348 break;
350 me->SetWalk(true);
351 me->GetMotionMaster()->MovePoint(POINT_CHANNEL_SOUL, 467.0f, 400.7993f, 118.537f);
352 break;
355 break;
358 break;
361 break;
364 break;
366 for (SummonList::const_iterator itr = summons.begin(); itr != summons.end(); ++itr)
367 if (Creature* broken = ObjectAccessor::GetCreature(*me, *itr))
368 broken->SetStandState(UNIT_STAND_STATE_KNEEL);
370 break;
373 broken->AI()->Talk(SAY_BROKEN_S1);
374 break;
376 for (SummonList::const_iterator itr = summons.begin(); itr != summons.end(); ++itr)
377 if (Creature* broken = ObjectAccessor::GetCreature(*me, *itr))
378 broken->AI()->Talk(SAY_BROKEN_S2);
379 break;
380 }
381
382 if (!UpdateVictim())
383 return;
384
385 events.Update(diff);
387 return;
388
389 switch (events.ExecuteEvent())
390 {
393 events.ScheduleEvent(EVENT_SPELL_CHAIN_LIGHTNING, urand(10000, 15000));
394 break;
397 events.ScheduleEvent(EVENT_SPELL_DESTRUCTIVE_POISON, urand(4000, 5000));
398 break;
399 }
400
402 }
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:44
@ UNIT_STAND_STATE_KNEEL
Definition: Unit.h:61
@ UNIT_STATE_CASTING
Definition: Unit.h:340
@ SAY_BROKEN_S2
Definition: boss_shade_of_akama.cpp:29
@ SAY_BROKEN_S1
Definition: boss_shade_of_akama.cpp:28
@ SAY_BROKEN_FREE_0
Definition: boss_shade_of_akama.cpp:25
@ SAY_BROKEN_FREE_1
Definition: boss_shade_of_akama.cpp:26
@ SAY_BROKEN_FREE_2
Definition: boss_shade_of_akama.cpp:27
@ NPC_ASHTONGUE_BROKEN
Definition: boss_shade_of_akama.cpp:52
@ EVENT_AKAMA_START_CHANNEL
Definition: boss_shade_of_akama.cpp:72
@ ACTION_START_ENCOUNTER
Definition: boss_shade_of_akama.cpp:63
@ SUMMON_GROUP_BROKENS
Definition: boss_shade_of_akama.cpp:57
@ SPELL_CHAIN_LIGHTNING
Definition: boss_shade_of_akama.cpp:37
@ SPELL_DESTRUCTIVE_POISON
Definition: boss_shade_of_akama.cpp:38
@ SPELL_AKAMA_SOUL_RETRIEVE
Definition: boss_shade_of_akama.cpp:40
@ SPELL_AKAMA_SOUL_CHANNEL
Definition: boss_shade_of_akama.cpp:35
Talk
Definition: boss_fathomlord_karathress.cpp:25
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
iterator begin()
Definition: ScriptedCreature.h:50
StorageType::const_iterator const_iterator
Definition: ScriptedCreature.h:39
Creature * GetCreatureWithEntry(uint32 entry) const
Definition: ScriptedCreature.cpp:132
iterator end()
Definition: ScriptedCreature.h:60
void SummonCreatureGroup(uint8 group, std::list< TempSummon * > *list=nullptr)
Definition: Object.cpp:2420
void RemoveAura(AuraApplicationMap::iterator &i, AuraRemoveMode mode=AURA_REMOVE_BY_DEFAULT)
Definition: Unit.cpp:4722
Unit * GetVictim() const
Definition: Unit.h:1398
bool HasUnitState(const uint32 f) const
Definition: Unit.h:1410

References ACTION_START_ENCOUNTER, SummonList::begin(), Unit::CastSpell(), UnitAI::DoMeleeAttackIfReady(), SummonList::end(), EVENT_AKAMA_SCENE0, EVENT_AKAMA_SCENE1, EVENT_AKAMA_SCENE2, EVENT_AKAMA_SCENE3, EVENT_AKAMA_SCENE4, EVENT_AKAMA_SCENE5, EVENT_AKAMA_SCENE6, EVENT_AKAMA_SCENE7, EVENT_AKAMA_START_CHANNEL, EVENT_AKAMA_START_ENCOUNTER, EVENT_SPELL_CHAIN_LIGHTNING, EVENT_SPELL_DESTRUCTIVE_POISON, events2, EventMap::ExecuteEvent(), ObjectAccessor::GetCreature(), SummonList::GetCreatureWithEntry(), InstanceScript::GetGuidData(), Unit::GetMotionMaster(), Unit::GetVictim(), Unit::HasUnitState(), instance, ScriptedAI::me, MotionMaster::MovePoint(), NPC_ASHTONGUE_BROKEN, NPC_SHADE_OF_AKAMA, POINT_CHANNEL_SOUL, POINT_START, Unit::RemoveAura(), SAY_BROKEN_FREE_0, SAY_BROKEN_FREE_1, SAY_BROKEN_FREE_2, SAY_BROKEN_S1, SAY_BROKEN_S2, EventMap::ScheduleEvent(), Creature::SetWalk(), SPELL_AKAMA_SOUL_CHANNEL, SPELL_AKAMA_SOUL_RETRIEVE, SPELL_CHAIN_LIGHTNING, SPELL_DESTRUCTIVE_POISON, SPELL_STEALTH, SUMMON_GROUP_BROKENS, WorldObject::SummonCreatureGroup(), summons, UNIT_STAND_STATE_KNEEL, UNIT_STATE_CASTING, EventMap::Update(), CreatureAI::UpdateVictim(), and urand().

Member Data Documentation

◆ events

EventMap npc_akama_shade::events

◆ events2

EventMap npc_akama_shade::events2

◆ instance

InstanceScript* npc_akama_shade::instance

◆ summons

SummonList npc_akama_shade::summons

Referenced by JustSummoned(), and UpdateAI().