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boss_gormok::boss_gormokAI Struct Reference
Inheritance diagram for boss_gormok::boss_gormokAI:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 boss_gormokAI (Creature *pCreature)
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
 
void JustReachedHome () override
 
void MoveInLineOfSight (Unit *) override
 
void UpdateAI (uint32 diff) override
 
void JustDied (Unit *) override
 
void JustSummoned (Creature *summon) override
 
void DoAction (int32 param) override
 
void EnterEvadeMode (EvadeReason) 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

InstanceScriptpInstance
 
EventMap events
 
SummonList summons
 
ObjectGuid PlayerGUID
 
- 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

◆ boss_gormokAI()

boss_gormok::boss_gormokAI::boss_gormokAI ( Creature pCreature)
inline
240 : ScriptedAI(pCreature), summons(pCreature)
241 {
242 pInstance = pCreature->GetInstanceScript();
245 }
@ MOVEMENTFLAG_WALKING
Definition: Unit.h:560
@ REACT_PASSIVE
Definition: Unit.h:1035
Definition: ScriptedCreature.h:192
Creature * me
Definition: ScriptedCreature.h:282
void SetReactState(ReactStates st)
Definition: Creature.h:90
InstanceScript * GetInstanceScript() const
Definition: Object.cpp:1192
void AddUnitMovementFlag(uint32 f)
Definition: Unit.h:2286
InstanceScript * pInstance
Definition: boss_northrend_beasts.cpp:247
SummonList summons
Definition: boss_northrend_beasts.cpp:249

References Unit::AddUnitMovementFlag(), WorldObject::GetInstanceScript(), ScriptedAI::me, MOVEMENTFLAG_WALKING, pInstance, REACT_PASSIVE, and Creature::SetReactState().

Member Function Documentation

◆ DoAction()

void boss_gormok::boss_gormokAI::DoAction ( int32  param)
inlineoverridevirtual

Reimplemented from UnitAI.

396 {
397 switch( param )
398 {
399 case -1:
401 break;
402 }
403 }
void DespawnAll(uint32 delay=0)
Definition: ScriptedCreature.cpp:71

References SummonList::DespawnAll(), and summons.

◆ EnterEvadeMode()

void boss_gormok::boss_gormokAI::EnterEvadeMode ( EvadeReason  )
inlineoverridevirtual

Reimplemented from CreatureAI.

406 {
407 events.Reset();
410 if( pInstance )
412 }
@ UNIT_FLAG_NON_ATTACKABLE
Definition: Unit.h:449
events
Definition: boss_sartura.cpp:43
@ TYPE_FAILED
Definition: trial_of_the_crusader.h:34
void SetUnitFlag(UnitFlags flags)
Definition: Unit.h:1495
virtual void SetData(uint32, uint32)
Definition: ZoneScript.h:53

References SummonList::DespawnAll(), ScriptedAI::me, pInstance, ZoneScript::SetData(), Unit::SetUnitFlag(), summons, TYPE_FAILED, and UNIT_FLAG_NON_ATTACKABLE.

◆ JustDied()

void boss_gormok::boss_gormokAI::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from ScriptedAI.

383 {
384 summons.DoAction(1);
385
386 if( pInstance )
388 }
@ DONE
Definition: InstanceScript.h:60
@ TYPE_GORMOK
Definition: trial_of_the_crusader.h:36
void DoAction(int32 info, uint16 max=0)
Definition: ScriptedCreature.h:104

References SummonList::DoAction(), DONE, pInstance, ZoneScript::SetData(), summons, and TYPE_GORMOK.

◆ JustEngagedWith()

void boss_gormok::boss_gormokAI::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from ScriptedAI.

260 {
261 me->setActive(true);
262 events.Reset();
263 events.RescheduleEvent(EVENT_SPELL_IMPALE, 9s, 10s);
264 events.RescheduleEvent(EVENT_SPELL_STAGGERING_STOMP, 15s);
265 events.RescheduleEvent(EVENT_PICK_SNOBOLD_TARGET, 16s, 24s);
266
267 // refresh snobold position
268 if( Vehicle* vk = me->GetVehicleKit() )
269 for( uint8 i = 0; i < 4; ++i )
270 if( Unit* snobold = vk->GetPassenger(i) )
271 snobold->SendMovementFlagUpdate();
272 }
std::uint8_t uint8
Definition: Define.h:110
@ EVENT_SPELL_IMPALE
Definition: boss_northrend_beasts.cpp:44
@ EVENT_SPELL_STAGGERING_STOMP
Definition: boss_northrend_beasts.cpp:45
@ EVENT_PICK_SNOBOLD_TARGET
Definition: boss_northrend_beasts.cpp:46
void setActive(bool isActiveObject)
Definition: Object.cpp:1085
Definition: Unit.h:1302
Vehicle * GetVehicleKit() const
Definition: Unit.h:2367
Definition: Vehicle.h:30

References EVENT_PICK_SNOBOLD_TARGET, EVENT_SPELL_IMPALE, EVENT_SPELL_STAGGERING_STOMP, Unit::GetVehicleKit(), ScriptedAI::me, and WorldObject::setActive().

◆ JustReachedHome()

void boss_gormok::boss_gormokAI::JustReachedHome ( )
inlineoverridevirtual

Reimplemented from CreatureAI.

275 {
276 me->setActive(false);
277 }

References ScriptedAI::me, and WorldObject::setActive().

◆ JustSummoned()

void boss_gormok::boss_gormokAI::JustSummoned ( Creature summon)
inlineoverridevirtual

Reimplemented from ScriptedAI.

391 {
392 summons.Summon(summon);
393 }
void Summon(Creature const *summon)
Definition: ScriptedCreature.h:90

References SummonList::Summon(), and summons.

◆ MoveInLineOfSight()

void boss_gormok::boss_gormokAI::MoveInLineOfSight ( Unit )
inlineoverridevirtual

Reimplemented from CreatureAI.

279{}

◆ Reset()

void boss_gormok::boss_gormokAI::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

253 {
254 events.Reset();
257 }
void Clear()
Definition: ObjectGuid.h:140
ObjectGuid PlayerGUID
Definition: boss_northrend_beasts.cpp:250

References ObjectGuid::Clear(), SummonList::DespawnAll(), PlayerGUID, and summons.

◆ UpdateAI()

void boss_gormok::boss_gormokAI::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from ScriptedAI.

282 {
283 if( !UpdateVictim() )
284 return;
285
286 events.Update(diff);
287
289 return;
290
291 switch( events.ExecuteEvent() )
292 {
293 case 0:
294 break;
297 {
298 if( Unit* victim = me->GetVictim() )
299 me->CastSpell(victim, SPELL_IMPALE, false);
300 events.Repeat(9s, 10s);
301 }
302 else
303 events.Repeat(2500ms);
304 break;
306 me->CastSpell((Unit*)nullptr, SPELL_STAGGERING_STOMP, false);
307 events.Repeat(20s, 25s);
308 break;
310 if( Vehicle* vk = me->GetVehicleKit() )
311 for( uint8 i = 0; i < 4; ++i )
312 if( Unit* snobold = vk->GetPassenger(i) )
313 {
314 GuidVector validPlayers;
315 Map::PlayerList const& pl = me->GetMap()->GetPlayers();
316 for( Map::PlayerList::const_iterator itr = pl.begin(); itr != pl.end(); ++itr )
317 {
318 if( Player* p = itr->GetSource() )
319 if( p->IsAlive() && !p->GetVehicleKit() && !p->IsMounted() && !p->GetVehicle() && !p->IsGameMaster() )
320 validPlayers.push_back(p->GetGUID());
321 }
322
323 if( !validPlayers.empty() )
324 if( Player* p = ObjectAccessor::GetPlayer(*me, validPlayers.at(urand(0, validPlayers.size() - 1))) )
325 {
326 snobold->ChangeSeat(4); // switch to hand
328 PlayerGUID = p->GetGUID();
329 events.RescheduleEvent(EVENT_RELEASE_SNOBOLD, 2500ms);
330 }
331
332 break;
333 }
334 events.Repeat(16s, 24s);
335 break;
337 {
340 if( p && p->IsAlive() && !p->GetVehicleKit() && !p->IsMounted() && !p->GetVehicle() )
341 {
342 if( Vehicle* vk = me->GetVehicleKit() )
343 if( Unit* snobold = vk->GetPassenger(4) )
344 {
345 if( snobold->GetTypeId() == TYPEID_UNIT )
346 {
347 CAST_AI(npc_snobold_vassal::npc_snobold_vassalAI, snobold->ToCreature()->AI())->TargetGUID = PlayerGUID;
348 snobold->ToCreature()->AI()->AttackStart(p);
349 }
350 //Talk(EMOTE_SNOBOLLED);
351 p->CastSpell(p, SPELL_CHANGE_VEHICLE, true);
352 snobold->EnterVehicle(p, 0);
353 //snobold->ClearUnitState(UNIT_STATE_ONVEHICLE);
354 }
355 }
356 else if( Vehicle* vk = me->GetVehicleKit() )
357 {
358 events.RescheduleEvent(EVENT_PICK_SNOBOLD_TARGET, 5s);
359 if( Unit* snobold = vk->GetPassenger(4) )
360 if( snobold->GetTypeId() == TYPEID_UNIT )
361 {
362 bool needDespawn = true;
363 for( uint8 i = 0; i < 4; ++i )
364 if( !vk->GetPassenger(i) )
365 {
366 snobold->ChangeSeat(i);
367 needDespawn = false;
368 break;
369 }
370 if( needDespawn )
371 snobold->ToCreature()->DespawnOrUnsummon();
372 }
373 }
375 }
376 break;
377 }
378
380 }
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:44
#define CAST_AI(a, b)
Definition: ScriptedCreature.h:28
std::vector< ObjectGuid > GuidVector
Definition: ObjectGuid.h:258
@ TYPEID_UNIT
Definition: ObjectGuid.h:37
@ BASE_ATTACK
Definition: Unit.h:396
@ UNIT_STATE_CASTING
Definition: Unit.h:340
@ UNIT_FLAG_DISARMED
Definition: Unit.h:469
@ SPELL_CHANGE_VEHICLE
Definition: boss_northrend_beasts.cpp:33
@ SPELL_RISING_ANGER
Definition: boss_northrend_beasts.cpp:32
@ SPELL_STAGGERING_STOMP
Definition: boss_northrend_beasts.cpp:31
@ SPELL_IMPALE
Definition: boss_northrend_beasts.cpp:30
@ EVENT_RELEASE_SNOBOLD
Definition: boss_northrend_beasts.cpp:47
Player * GetPlayer(Map const *, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:223
Definition: LinkedList.h:139
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:39
bool UpdateVictim()
Definition: CreatureAI.cpp:268
Map * GetMap() const
Definition: Object.h:517
Definition: Player.h:1056
Vehicle * GetVehicle() const
Definition: Unit.h:2368
bool HasUnitFlag(UnitFlags flags) const
Definition: Unit.h:1494
void setAttackTimer(WeaponAttackType type, int32 time)
Definition: Unit.h:1352
bool IsAlive() const
Definition: Unit.h:1822
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 IsMounted() const
Definition: Unit.h:1556
Unit * GetVictim() const
Definition: Unit.h:1398
bool HasUnitState(const uint32 f) const
Definition: Unit.h:1410
PlayerList const & GetPlayers() const
Definition: Map.h:485
Definition: MapRefMgr.h:26
iterator begin()
Definition: MapRefMgr.h:36
iterator end()
Definition: MapRefMgr.h:37
Definition: boss_northrend_beasts.cpp:88

References BASE_ATTACK, MapRefMgr::begin(), CAST_AI, Unit::CastSpell(), ObjectGuid::Clear(), UnitAI::DoMeleeAttackIfReady(), MapRefMgr::end(), EVENT_PICK_SNOBOLD_TARGET, EVENT_RELEASE_SNOBOLD, EVENT_SPELL_IMPALE, EVENT_SPELL_STAGGERING_STOMP, WorldObject::GetMap(), ObjectAccessor::GetPlayer(), Map::GetPlayers(), Unit::GetVehicle(), Unit::GetVehicleKit(), Unit::GetVictim(), Unit::HasUnitFlag(), Unit::HasUnitState(), Unit::IsAlive(), Unit::IsMounted(), ScriptedAI::me, PlayerGUID, Unit::setAttackTimer(), SPELL_CHANGE_VEHICLE, SPELL_IMPALE, SPELL_RISING_ANGER, SPELL_STAGGERING_STOMP, TYPEID_UNIT, UNIT_FLAG_DISARMED, UNIT_STATE_CASTING, CreatureAI::UpdateVictim(), and urand().

Member Data Documentation

◆ events

EventMap boss_gormok::boss_gormokAI::events

◆ pInstance

InstanceScript* boss_gormok::boss_gormokAI::pInstance

◆ PlayerGUID

ObjectGuid boss_gormok::boss_gormokAI::PlayerGUID

Referenced by Reset(), and UpdateAI().

◆ summons

SummonList boss_gormok::boss_gormokAI::summons