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boss_shade_of_akama::boss_shade_of_akamaAI Struct Reference
Inheritance diagram for boss_shade_of_akama::boss_shade_of_akamaAI:
BossAI ScriptedAI CreatureAI UnitAI

Public Member Functions

 boss_shade_of_akamaAI (Creature *creature)
 
void ChannelersAction (int32 action)
 
void Reset () override
 
void EnterEvadeMode (EvadeReason why) override
 
void JustDied (Unit *killer) override
 
void JustEngagedWith (Unit *who) override
 Called for reaction when initially engaged.
 
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.
 
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 summonsChanneler
 
SummonList summonsGenerator
 
EventMap events2
 
- 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_shade_of_akamaAI()

boss_shade_of_akama::boss_shade_of_akamaAI::boss_shade_of_akamaAI ( Creature creature)
inline
101 {
103 }
@ DATA_SHADE_OF_AKAMA
Definition: black_temple.h:37
@ EVENT_SHADE_GATHER_NPCS
Definition: boss_shade_of_akama.cpp:77
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:456
EventMap events2
Definition: boss_shade_of_akama.cpp:107
SummonList summonsGenerator
Definition: boss_shade_of_akama.cpp:106
SummonList summonsChanneler
Definition: boss_shade_of_akama.cpp:105

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

Member Function Documentation

◆ ChannelersAction()

void boss_shade_of_akama::boss_shade_of_akamaAI::ChannelersAction ( int32  action)
inline
110 {
112 if (Creature* summon = ObjectAccessor::GetCreature(*me, *i))
113 {
115 {
116 summon->CastSpell(me, SPELL_SHADE_SOUL_CHANNEL, true);
117 summon->SetUnitFlag(UNIT_FLAG_NOT_SELECTABLE);
118 }
119 else if (action == ACTION_START_ENCOUNTER)
120 {
121 summon->RemoveUnitFlag(UNIT_FLAG_NOT_SELECTABLE);
122 }
123 else if (action == ACTION_KILL_CHANNELERS)
124 {
125 Unit::Kill(me, summon);
126 }
127 }
128 }
@ UNIT_FLAG_NOT_SELECTABLE
Definition: Unit.h:473
@ ACTION_CHANNELERS_START_CHANNEL
Definition: boss_shade_of_akama.cpp:65
@ ACTION_KILL_CHANNELERS
Definition: boss_shade_of_akama.cpp:66
@ ACTION_START_ENCOUNTER
Definition: boss_shade_of_akama.cpp:62
@ SPELL_SHADE_SOUL_CHANNEL
Definition: boss_shade_of_akama.cpp:35
Creature * GetCreature(WorldObject const &u, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:215
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:17862

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::boss_shade_of_akamaAI::CheckEvadeIfOutOfCombatArea ( ) const
inlineoverridevirtual

Reimplemented from ScriptedAI.

266 {
267 return !SelectTargetFromPlayerList(120.0f);
268 }
Player * SelectTargetFromPlayerList(float maxdist, uint32 excludeAura=0, bool mustBeInLOS=false) const
Definition: ScriptedCreature.cpp:526

References ScriptedAI::SelectTargetFromPlayerList().

◆ DoAction()

void boss_shade_of_akama::boss_shade_of_akamaAI::DoAction ( int32  param)
inlineoverridevirtual

Reimplemented from UnitAI.

167 {
168 if (param == ACTION_START_ENCOUNTER)
169 {
172 events.ScheduleEvent(EVENT_SHADE_CHECK_DISTANCE, 1000);
173 }
174 else if (param == ACTION_AKAMA_DIED)
175 {
177 }
178 }
events
Definition: boss_sartura.cpp:43
@ ACTION_AKAMA_DIED
Definition: boss_shade_of_akama.cpp:61
@ EVENT_SHADE_CHECK_DISTANCE
Definition: boss_shade_of_akama.cpp:75
@ EVADE_REASON_OTHER
Definition: CreatureAI.h:92
void DoAction(int32 info, uint16 max=0)
Definition: ScriptedCreature.h:104
void EnterEvadeMode(EvadeReason why) override
Definition: boss_shade_of_akama.cpp:139
void ChannelersAction(int32 action)
Definition: boss_shade_of_akama.cpp:109

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::boss_shade_of_akamaAI::EnterEvadeMode ( EvadeReason  why)
inlineoverridevirtual

Reimplemented from CreatureAI.

140 {
144 me->SetVisible(false);
146 }
@ ACTION_DESPAWN_ALL
Definition: boss_shade_of_akama.cpp:64
@ EVENT_SHADE_RESET_ENCOUNTER
Definition: boss_shade_of_akama.cpp:76
virtual void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition: CreatureAI.cpp:197
void SetVisible(bool x)
Definition: Unit.cpp:14129

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::boss_shade_of_akamaAI::JustDied ( Unit killer)
inlineoverridevirtual

Reimplemented from BossAI.

149 {
150 BossAI::JustDied(killer);
155 {
156 akama->SetHomePosition(*akama);
157 akama->AI()->DoAction(ACTION_SHADE_DIED);
158 }
159 }
@ NPC_AKAMA_SHADE
Definition: black_temple.h:51
@ ACTION_SHADE_DIED
Definition: boss_shade_of_akama.cpp:68
@ SPELL_SHADE_OF_AKAMA_TRIGGER
Definition: boss_shade_of_akama.cpp:38
void DespawnAll(uint32 delay=0)
Definition: ScriptedCreature.cpp:67
InstanceScript *const instance
Definition: ScriptedCreature.h:461
void JustDied(Unit *) override
Definition: ScriptedCreature.h:484
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.

◆ JustEngagedWith()

void boss_shade_of_akama::boss_shade_of_akamaAI::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from BossAI.

162 {
164 }
void JustEngagedWith(Unit *) override
Called for reaction when initially engaged.
Definition: ScriptedCreature.h:483

References BossAI::JustEngagedWith().

◆ Reset()

void boss_shade_of_akama::boss_shade_of_akamaAI::Reset ( )
inlineoverridevirtual

Reimplemented from BossAI.

131 {
135 me->SetImmuneToAll(true);
136 me->SetWalk(true);
137 }
@ REACT_PASSIVE
Definition: Unit.h:1023
void Reset() override
Definition: ScriptedCreature.h:482
void SetReactState(ReactStates st)
Definition: Creature.h:89
bool SetWalk(bool enable) override
Definition: Creature.cpp:3081
void SetUnitFlag(UnitFlags flags)
Definition: Unit.h:1481
void SetImmuneToAll(bool apply, bool keepCombat=false)
Definition: Unit.h:1678

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::boss_shade_of_akamaAI::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from BossAI.

181 {
182 events2.Update(diff);
183 switch (events2.ExecuteEvent())
184 {
186 {
187 std::list<Creature*> ChannelerList;
189 for (std::list<Creature*>::const_iterator itr = ChannelerList.begin(); itr != ChannelerList.end(); ++itr)
191
192 std::list<Creature*> SpawnerList;
194 for (std::list<Creature*>::const_iterator itr = SpawnerList.begin(); itr != SpawnerList.end(); ++itr)
196
200
202 akama->Respawn(true);
203 break;
204 }
206 me->SetVisible(true);
210
212 akama->Respawn(true);
213 break;
214 }
215
216 if (!UpdateVictim())
217 return;
218
219 events.Update(diff);
221 return;
222
223 switch (events.ExecuteEvent())
224 {
227 {
229 if (slow > -100)
230 {
231 me->SetWalk(true);
232 me->GetMotionMaster()->MovePoint(POINT_START, 510.0f, 400.7993f, 112.7837f);
233 }
234 }
235 else
236 {
238 if (slow < -100)
240 else if (slow == 0)
241 {
243 me->SetWalk(false);
244 }
245 }
246
248 {
252 me->AddThreat(me->GetVictim(), 1000000.0f);
254 me->SetImmuneToAll(false);
256 break;
257 }
258 events.ScheduleEvent(EVENT_SHADE_CHECK_DISTANCE, 1000);
259 break;
260 }
261
263 }
std::int32_t int32
Definition: Define.h:104
@ REACT_AGGRESSIVE
Definition: Unit.h:1025
@ UNIT_STATE_CASTING
Definition: Unit.h:340
@ POINT_MOTION_TYPE
Definition: MotionMaster.h:46
@ SPELL_AURA_MOD_DECREASE_SPEED
Definition: SpellAuraDefines.h:96
@ NPC_CREATURE_GENERATOR_AKAMA
Definition: boss_shade_of_akama.cpp:49
@ NPC_ASHTONGUE_CHANNELER
Definition: boss_shade_of_akama.cpp:48
@ ACTION_NO_SORCERERS
Definition: boss_shade_of_akama.cpp:67
@ ACTION_STOP_SPAWNING
Definition: boss_shade_of_akama.cpp:63
@ POINT_START
Definition: boss_shade_of_akama.cpp:58
uint32 ExecuteEvent()
Definition: EventMap.cpp:114
void Update(uint32 time)
Definition: EventMap.h:54
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:40
bool UpdateVictim()
Definition: CreatureAI.cpp:269
void Summon(Creature const *summon)
Definition: ScriptedCreature.h:90
void Respawn()
Definition: ScriptedCreature.cpp:114
void DoResetThreatList()
Definition: ScriptedCreature.cpp:411
void GetCreaturesWithEntryInRange(std::list< Creature * > &creatureList, float radius, uint32 entry)
Definition: Object.cpp:3015
void InterruptNonMeleeSpells(bool withDelayed, uint32 spellid=0, bool withInstant=true, bool bySelf=false)
Definition: Unit.cpp:4069
void AddThreat(Unit *victim, float fThreat, SpellSchoolMask schoolMask=SPELL_SCHOOL_MASK_NORMAL, SpellInfo const *threatSpell=nullptr)
Definition: Unit.cpp:14548
MotionMaster * GetMotionMaster()
Definition: Unit.h:2262
bool IsWithinMeleeRange(Unit const *obj, float dist=0.f) const
Definition: Unit.cpp:683
Unit * GetVictim() const
Definition: Unit.h:1386
bool HasUnitState(const uint32 f) const
Definition: Unit.h:1398
int32 GetMaxNegativeAuraModifier(AuraType auratype) const
Definition: Unit.cpp:5861
void RemoveUnitFlag(UnitFlags flags)
Definition: Unit.h:1482
MovementGeneratorType GetCurrentMovementGeneratorType() const
Definition: MotionMaster.cpp:817
void MovePoint(uint32 id, const Position &pos, bool generatePath=true, bool forceDestination=true)
Definition: MotionMaster.h:210
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::boss_shade_of_akamaAI::events2

◆ summonsChanneler

SummonList boss_shade_of_akama::boss_shade_of_akamaAI::summonsChanneler

◆ summonsGenerator

SummonList boss_shade_of_akama::boss_shade_of_akamaAI::summonsGenerator