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

Public Member Functions

 boss_the_lurker_belowAI (Creature *creature)
 
void Reset () override
 
void JustSummoned (Creature *summon) override
 
void DoAction (int32 param) override
 
void JustDied (Unit *killer) override
 
void AttackStart (Unit *who) override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
 
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.
 
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
 

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 ()
 
- Public Attributes inherited from BossAI
InstanceScript *const instance
 
- Public Attributes inherited from ScriptedAI
Creatureme
 
bool IsFleeing
 
- 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_the_lurker_belowAI()

boss_the_lurker_below::boss_the_lurker_belowAI::boss_the_lurker_belowAI ( Creature creature)
inline
74: BossAI(creature, DATA_THE_LURKER_BELOW) { }
@ DATA_THE_LURKER_BELOW
Definition: serpent_shrine.h:35
Definition: ScriptedCreature.h:456

Member Function Documentation

◆ AttackStart()

void boss_the_lurker_below::boss_the_lurker_belowAI::AttackStart ( Unit who)
inlineoverridevirtual

Reimplemented from ScriptedAI.

114 {
115 if (who && me->GetReactState() == REACT_AGGRESSIVE)
116 me->Attack(who, true);
117 }
@ REACT_AGGRESSIVE
Definition: Unit.h:1025
Creature * me
Definition: ScriptedCreature.h:282
ReactStates GetReactState() const
Definition: Creature.h:90
bool Attack(Unit *victim, bool meleeAttack)
Definition: Unit.cpp:10245

References Unit::Attack(), Creature::GetReactState(), ScriptedAI::me, and REACT_AGGRESSIVE.

◆ DoAction()

void boss_the_lurker_below::boss_the_lurker_belowAI::DoAction ( int32  param)
inlineoverridevirtual

Reimplemented from UnitAI.

95 {
96 if (param == ACTION_START_EVENT)
97 {
100 me->SetVisible(true);
105 }
106 }
@ BASE_ATTACK
Definition: Unit.h:396
@ UNIT_STAND_STATE_STAND
Definition: Unit.h:53
@ UNIT_FLAG_NOT_SELECTABLE
Definition: Unit.h:473
@ ACTION_START_EVENT
Definition: boss_lurker_below.cpp:35
void SetInCombatWithZone()
Definition: Creature.cpp:2723
void SetReactState(ReactStates st)
Definition: Creature.h:89
void SetVisible(bool x)
Definition: Unit.cpp:14129
void setAttackTimer(WeaponAttackType type, int32 time)
Definition: Unit.h:1340
void UpdateObjectVisibility(bool forced=true, bool fromUpdate=false) override
Definition: Unit.cpp:19298
void SetStandState(uint8 state)
Definition: Unit.cpp:16900
void RemoveUnitFlag(UnitFlags flags)
Definition: Unit.h:1482

References ACTION_START_EVENT, BASE_ATTACK, ScriptedAI::me, REACT_AGGRESSIVE, Unit::RemoveUnitFlag(), Unit::setAttackTimer(), Creature::SetInCombatWithZone(), Creature::SetReactState(), Unit::SetStandState(), Unit::SetVisible(), UNIT_FLAG_NOT_SELECTABLE, UNIT_STAND_STATE_STAND, and Unit::UpdateObjectVisibility().

◆ JustDied()

void boss_the_lurker_below::boss_the_lurker_belowAI::JustDied ( Unit killer)
inlineoverridevirtual

Reimplemented from BossAI.

109 {
110 BossAI::JustDied(killer);
111 }
void JustDied(Unit *) override
Definition: ScriptedCreature.h:484

References BossAI::JustDied().

◆ JustEngagedWith()

void boss_the_lurker_below::boss_the_lurker_belowAI::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from BossAI.

120 {
121 events.ScheduleEvent(EVENT_SPELL_WHIRL, 18000);
122 events.ScheduleEvent(EVENT_SPELL_SPOUT, 45000);
123 events.ScheduleEvent(EVENT_SPELL_GEYSER, 10000);
124 events.ScheduleEvent(EVENT_PHASE_2, 125000);
125 }
events
Definition: boss_sartura.cpp:43
@ EVENT_SPELL_SPOUT
Definition: boss_lurker_below.cpp:44
@ EVENT_SPELL_WHIRL
Definition: boss_lurker_below.cpp:43
@ EVENT_PHASE_2
Definition: boss_lurker_below.cpp:42
@ EVENT_SPELL_GEYSER
Definition: boss_lurker_below.cpp:45

References EVENT_PHASE_2, EVENT_SPELL_GEYSER, EVENT_SPELL_SPOUT, and EVENT_SPELL_WHIRL.

◆ JustSummoned()

void boss_the_lurker_below::boss_the_lurker_belowAI::JustSummoned ( Creature summon)
inlineoverridevirtual

Reimplemented from BossAI.

89 {
90 summon->SetInCombatWithZone();
91 summons.Summon(summon);
92 }
void Summon(Creature const *summon)
Definition: ScriptedCreature.h:90
SummonList summons
Definition: ScriptedCreature.h:497

References Creature::SetInCombatWithZone(), SummonList::Summon(), and BossAI::summons.

◆ Reset()

void boss_the_lurker_below::boss_the_lurker_belowAI::Reset ( )
inlineoverridevirtual

Reimplemented from BossAI.

77 {
81 me->SetVisible(false);
83
84 // Reset summons
86 }
@ REACT_PASSIVE
Definition: Unit.h:1023
@ UNIT_STAND_STATE_SUBMERGED
Definition: Unit.h:62
void DespawnAll(uint32 delay=0)
Definition: ScriptedCreature.cpp:67
void Reset() override
Definition: ScriptedCreature.h:482
void SetUnitFlag(UnitFlags flags)
Definition: Unit.h:1481

References SummonList::DespawnAll(), ScriptedAI::me, REACT_PASSIVE, BossAI::Reset(), Creature::SetReactState(), Unit::SetStandState(), Unit::SetUnitFlag(), Unit::SetVisible(), BossAI::summons, UNIT_FLAG_NOT_SELECTABLE, and UNIT_STAND_STATE_SUBMERGED.

◆ UpdateAI()

void boss_the_lurker_below::boss_the_lurker_belowAI::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from BossAI.

128 {
129 if (!UpdateVictim())
130 return;
131
133 return;
134
135 events.Update(diff);
136
137 switch (events.ExecuteEvent())
138 {
140 me->CastSpell(me, SPELL_WHIRL, false);
141 events.ScheduleEvent(EVENT_SPELL_WHIRL, 18000);
142 break;
144 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0))
145 me->CastSpell(target, SPELL_GEYSER, false);
146 events.ScheduleEvent(EVENT_SPELL_GEYSER, 10000);
147 break;
153 me->SetTarget();
154 events.ScheduleEvent(EVENT_SPELL_SPOUT, 60000);
155 events.RescheduleEvent(EVENT_SPELL_WHIRL, 18000);
156 events.RescheduleEvent(EVENT_SPELL_GEYSER, 25000);
157 events.ScheduleEvent(EVENT_SPELL_SPOUT_PERIODIC, 3000);
158 break;
162 break;
163 case EVENT_PHASE_2:
164 events.Reset();
165 events.ScheduleEvent(EVENT_PHASE_1, 60000);
168 for (uint8 i = 0; i < MAX_SUMMONS; ++i)
170 break;
171 case EVENT_PHASE_1:
175
176 events.Reset();
177 events.ScheduleEvent(EVENT_SPELL_SPOUT, 10000);
178 events.ScheduleEvent(EVENT_PHASE_2, 120000);
179 break;
180 }
181
183 return;
184
185 Unit* target = nullptr;
187 target = me->GetVictim();
188 else
189 {
191 for (ThreatContainer::StorageType::const_iterator itr = t_list.begin(); itr != t_list.end(); ++itr)
192 if (Unit* threatTarget = ObjectAccessor::GetUnit(*me, (*itr)->getUnitGuid()))
193 if (me->IsWithinMeleeRange(threatTarget))
194 {
195 target = threatTarget;
196 break;
197 }
198 }
199
200 if (target)
201 me->AttackerStateUpdate(target);
202 else if ((target = SelectTarget(SelectTargetMethod::Random, 0)))
203 me->CastSpell(target, SPELL_WATER_BOLT, false);
204
206 }
std::uint8_t uint8
Definition: Define.h:110
@ TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT
Definition: Object.h:45
@ UNIT_STATE_CASTING
Definition: Unit.h:340
@ TRIGGERED_IGNORE_SET_FACING
Will ignore interruptible aura's at cast.
Definition: SpellDefines.h:141
Talk
Definition: boss_fathomlord_karathress.cpp:23
@ NPC_COILFANG_GUARDIAN
Definition: boss_lurker_below.cpp:38
@ EVENT_SPELL_SPOUT_PERIODIC
Definition: boss_lurker_below.cpp:46
@ MAX_SUMMONS
Definition: boss_lurker_below.cpp:36
@ EMOTE_TAKE_BREATH
Definition: boss_lurker_below.cpp:34
@ EVENT_PHASE_1
Definition: boss_lurker_below.cpp:41
@ NPC_COILFANG_AMBUSHER
Definition: boss_lurker_below.cpp:39
const Position positions[MAX_SUMMONS]
Definition: boss_lurker_below.cpp:49
@ SPELL_SPOUT_VISUAL
Definition: boss_lurker_below.cpp:27
@ SPELL_WATER_BOLT
Definition: boss_lurker_below.cpp:24
@ SPELL_SPOUT_PERIODIC
Definition: boss_lurker_below.cpp:28
@ SPELL_WHIRL
Definition: boss_lurker_below.cpp:25
@ SPELL_GEYSER
Definition: boss_lurker_below.cpp:26
Unit * GetUnit(WorldObject const &, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:204
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition: UnitAI.cpp:111
bool UpdateVictim()
Definition: CreatureAI.cpp:269
std::list< HostileReference * > StorageType
Definition: ThreatMgr.h:148
ThreatContainer::StorageType const & GetThreatList() const
Definition: ThreatMgr.h:274
void SetTarget(ObjectGuid guid=ObjectGuid::Empty) override
Definition: Creature.cpp:3424
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:2318
float GetPositionZ() const
Definition: Position.h:119
float GetPositionX() const
Definition: Position.h:117
float GetPositionY() const
Definition: Position.h:118
float GetAngle(const Position *pos) const
Definition: Position.cpp:77
Definition: Unit.h:1290
void InterruptNonMeleeSpells(bool withDelayed, uint32 spellid=0, bool withInstant=true, bool bySelf=false)
Definition: Unit.cpp:4069
void SetFacingToObject(WorldObject *object)
Definition: Unit.cpp:20792
bool IsWithinMeleeRange(Unit const *obj, float dist=0.f) const
Definition: Unit.cpp:683
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
uint8 getStandState() const
Definition: Unit.h:1534
Unit * GetVictim() const
Definition: Unit.h:1386
bool HasUnitState(const uint32 f) const
Definition: Unit.h:1398
void AttackerStateUpdate(Unit *victim, WeaponAttackType attType=BASE_ATTACK, bool extra=false, bool ignoreCasting=false)
Definition: Unit.cpp:2527
ThreatMgr & GetThreatMgr()
Definition: Unit.h:2145
bool isAttackReady(WeaponAttackType type=BASE_ATTACK) const
Definition: Unit.h:1343
void resetAttackTimer(WeaponAttackType type=BASE_ATTACK)
Definition: Unit.cpp:661

References Unit::AttackerStateUpdate(), BASE_ATTACK, Unit::CastSpell(), EMOTE_TAKE_BREATH, EVENT_PHASE_1, EVENT_PHASE_2, EVENT_SPELL_GEYSER, EVENT_SPELL_SPOUT, EVENT_SPELL_SPOUT_PERIODIC, EVENT_SPELL_WHIRL, Position::GetAngle(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), Creature::GetReactState(), Unit::getStandState(), ThreatMgr::GetThreatList(), Unit::GetThreatMgr(), ObjectAccessor::GetUnit(), Unit::GetVictim(), Unit::HasUnitState(), Unit::InterruptNonMeleeSpells(), Unit::isAttackReady(), Unit::IsWithinMeleeRange(), MAX_SUMMONS, ScriptedAI::me, NPC_COILFANG_AMBUSHER, NPC_COILFANG_GUARDIAN, positions, REACT_AGGRESSIVE, REACT_PASSIVE, Unit::RemoveUnitFlag(), Unit::resetAttackTimer(), UnitAI::SelectTarget(), Unit::setAttackTimer(), Unit::SetFacingToObject(), Creature::SetReactState(), Unit::SetStandState(), Creature::SetTarget(), Unit::SetUnitFlag(), SPELL_GEYSER, SPELL_SPOUT_PERIODIC, SPELL_SPOUT_VISUAL, SPELL_WATER_BOLT, SPELL_WHIRL, WorldObject::SummonCreature(), TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, TRIGGERED_IGNORE_SET_FACING, UNIT_FLAG_NOT_SELECTABLE, UNIT_STAND_STATE_STAND, UNIT_STAND_STATE_SUBMERGED, UNIT_STATE_CASTING, and CreatureAI::UpdateVictim().