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

Public Member Functions

 boss_ambassador_hellmaw (Creature *creature)
 
void InitializeAI () override
 
void Reset () override
 
void DoAction (int32 param) override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
 
void MoveInLineOfSight (Unit *who) override
 
void AttackStart (Unit *who) override
 
void PathEndReached (uint32 pathId) override
 
void KilledUnit (Unit *victim) override
 
void JustDied (Unit *) override
 
bool CanAIAttack (Unit const *) const override
 
void DoMeleeAttackIfReady (bool ignoreCasting)
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
- 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
 Called at any Damage from any attacker (before damage apply)
 
void JustSummoned (Creature *summon) override
 
void SummonedCreatureDespawn (Creature *summon) override
 
void SummonedCreatureDespawnAll () override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
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)
 
void ScheduleEnrageTimer (uint32 spellId, Milliseconds timer, uint8 textId=0)
 
virtual void ExecuteEvent (uint32)
 
virtual void ScheduleTasks ()
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
 
void EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER) override
 
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
 Called at any Damage from any attacker (before damage apply)
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
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 DoTeleportPlayer (Unit *unit, Position pos)
 
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)
 
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
 
void SetInvincibility (bool apply)
 
bool IsInvincible () const
 
void SetAutoAttackAllowed (bool allow)
 
bool IsAutoAttackAllowed () 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)
 
WorldObjectGetSummoner () const
 Returns the summoner creature/object, if the creature is a temporary summon.
 
 CreatureAI (Creature *creature)
 
 ~CreatureAI () override
 
void MoveCircleChecks ()
 
void MoveBackwardsChecks ()
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At =================================
 
void TriggerAlert (Unit const *who) const
 
virtual void IsSummonedBy (WorldObject *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureEvade (Creature *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted ()
 
virtual void JustRespawned ()
 
void OnCharmed (bool apply) override
 Called when unit is charmed.
 
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 *)
 
virtual void OnAuraRemove (AuraApplication *, AuraRemoveMode)
 
- Public Member Functions inherited from UnitAI
 UnitAI (Unit *unit)
 
virtual ~UnitAI ()
 
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)
 Select the best (up to) <num> targets (in <targetType> order) from the threat list that fulfill the following:
 
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.
 
virtual void JustExitedCombat ()
 Called when the unit leaves combat.
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 Called at any Damage to any victim (before damage apply)
 
virtual void HealReceived (Unit *, uint32 &)
 Called when the creature receives heal.
 
virtual void OnPowerUpdate (Powers, int32, int32, uint32)
 Called when the creature power updates.
 
virtual void HealDone (Unit *, uint32 &)
 Called when the unit heals.
 
virtual void OnCalculateMeleeDamageReceived (uint32 &, Unit *)
 Called during damage calculations.
 
virtual void OnCalculateSpellDamageReceived (int32 &, Unit *)
 
virtual void OnCalculatePeriodicTickReceived (uint32 &, Unit *)
 Called during calculation when receiving periodic healing or damage (DoT or HoT)
 
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)
 To specify the caster as target if the spell is self-cast.
 
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, bool withTank=true)
 Cast the spell on a random unit from the threat list.
 
SpellCastResult DoCastMaxThreat (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false)
 Cast spell on the top threat target, which may not 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)
 Called when a summon reaches a waypoint or point movement finished.
 
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

bool isBanished
 
- Public Attributes inherited from BossAI
float callForHelpRange
 
InstanceScript *const instance
 
- Public Attributes inherited from ScriptedAI
Creatureme
 

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 ()
 
void _EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
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)
 
bool _EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
- Protected Attributes inherited from BossAI
SummonList summons
 
- 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_ambassador_hellmaw()

boss_ambassador_hellmaw::boss_ambassador_hellmaw ( Creature creature)
inline
49: BossAI(creature, TYPE_HELLMAW) { }
Definition ScriptedCreature.h:467
@ TYPE_HELLMAW
Definition shadow_labyrinth.h:29

Member Function Documentation

◆ AttackStart()

void boss_ambassador_hellmaw::AttackStart ( Unit who)
inlineoverridevirtual

Reimplemented from UnitAI.

131 {
132 if (isBanished)
133 {
134 return;
135 }
137 }
void AttackStart(Unit *) override
Definition ScriptedCreature.cpp:210
bool isBanished
Definition boss_ambassador_hellmaw.cpp:51

References ScriptedAI::AttackStart(), and isBanished.

◆ CanAIAttack()

bool boss_ambassador_hellmaw::CanAIAttack ( Unit const *  ) const
inlineoverridevirtual

Reimplemented from UnitAI.

165 {
166 return !isBanished;
167 }

References isBanished.

◆ DoAction()

void boss_ambassador_hellmaw::DoAction ( int32  param)
inlineoverridevirtual

Reimplemented from UnitAI.

81 {
82 if (param != 1)
83 {
84 return;
85 }
89 isBanished = false;
90 me->SetImmuneToAll(false);
92 }
@ SOUND_INTRO
Definition boss_ambassador_hellmaw.cpp:44
@ PATH_ID_START
Definition boss_ambassador_hellmaw.cpp:41
@ SPELL_BANISH
Definition boss_ambassador_hellmaw.cpp:33
@ SAY_INTRO
Definition boss_ambassador_hellmaw.cpp:24
void MovePath(uint32 path_id, bool repeatable)
Move the unit following a specific path. Doesn't work with UNIT_FLAG_DISABLE_MOVE.
Definition MotionMaster.cpp:852
MotionMaster * GetMotionMaster()
Definition Unit.h:1673
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint8 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
Definition Unit.cpp:4941
void SetImmuneToAll(bool apply, bool keepCombat=false)
Definition Unit.h:883
Talk
Definition hyjal.cpp:82
Creature * me
Definition ScriptedCreature.h:280
void DoPlaySoundToSet(WorldObject *source, uint32 soundId)
Definition ScriptedCreature.cpp:263

References ScriptedAI::DoPlaySoundToSet(), Unit::GetMotionMaster(), isBanished, ScriptedAI::me, MotionMaster::MovePath(), PATH_ID_START, Unit::RemoveAurasDueToSpell(), SAY_INTRO, Unit::SetImmuneToAll(), SOUND_INTRO, and SPELL_BANISH.

◆ DoMeleeAttackIfReady()

void boss_ambassador_hellmaw::DoMeleeAttackIfReady ( bool  ignoreCasting)
inline
170 {
171 if (!ignoreCasting && me->HasUnitState(UNIT_STATE_CASTING))
172 {
173 return;
174 }
175
176 Unit* victim = me->GetVictim();
177 if (!victim || !victim->IsInWorld())
178 {
179 return;
180 }
181
182 if (!me->IsWithinMeleeRange(victim))
183 {
184 return;
185 }
186
187 // Make sure our attack is ready and we aren't currently casting before checking distance
188 if (me->isAttackReady())
189 {
190 // xinef: prevent base and off attack in same time, delay attack at 0.2 sec
191 if (me->haveOffhandWeapon())
192 {
194 {
196 }
197 }
198 me->AttackerStateUpdate(victim, BASE_ATTACK, false, ignoreCasting);
200 }
201
203 {
204 // xinef: delay main hand attack if both will hit at the same time (players code)
206 {
208 }
209 me->AttackerStateUpdate(victim, OFF_ATTACK, false, ignoreCasting);
211 }
212 }
@ UNIT_STATE_CASTING
Definition UnitDefines.h:185
@ OFF_ATTACK
Definition Unit.h:210
@ BASE_ATTACK
Definition Unit.h:209
#define ATTACK_DISPLAY_DELAY
Definition Unit.h:630
bool IsInWorld() const
Definition Object.h:107
Definition Unit.h:636
bool haveOffhandWeapon() const
Definition Unit.cpp:521
void setAttackTimer(WeaponAttackType type, int32 time)
Definition Unit.h:844
bool IsWithinMeleeRange(Unit const *obj, float dist=0.f) const
Definition Unit.cpp:664
Unit * GetVictim() const
Definition Unit.h:862
bool HasUnitState(const uint32 f) const
Definition Unit.h:707
void AttackerStateUpdate(Unit *victim, WeaponAttackType attType=BASE_ATTACK, bool extra=false, bool ignoreCasting=false)
Definition Unit.cpp:2576
int32 getAttackTimer(WeaponAttackType type) const
Definition Unit.h:846
bool isAttackReady(WeaponAttackType type=BASE_ATTACK) const
Definition Unit.h:847
void resetAttackTimer(WeaponAttackType type=BASE_ATTACK)
Definition Unit.cpp:642

References ATTACK_DISPLAY_DELAY, Unit::AttackerStateUpdate(), BASE_ATTACK, Unit::getAttackTimer(), Unit::GetVictim(), Unit::HasUnitState(), Unit::haveOffhandWeapon(), Unit::isAttackReady(), Object::IsInWorld(), Unit::IsWithinMeleeRange(), ScriptedAI::me, OFF_ATTACK, Unit::resetAttackTimer(), Unit::setAttackTimer(), and UNIT_STATE_CASTING.

◆ InitializeAI()

void boss_ambassador_hellmaw::InitializeAI ( )
inlineoverridevirtual

Reimplemented from UnitAI.

54 {
55 Reset();
56
58 {
59 isBanished = true;
60 me->SetImmuneToAll(true);
61
63 {
65 }, 500ms);
66 }
67 else
68 {
70 }
71 }
@ DONE
Definition InstanceScript.h:61
InstanceScript *const instance
Definition ScriptedCreature.h:474
void AddEventAtOffset(BasicEvent *event, Milliseconds offset)
Definition EventProcessor.h:107
uint32 GetPersistentData(uint32 index) const
Definition InstanceScript.h:247
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition UnitAI.h:392
EventProcessor m_Events
Definition Object.h:639
@ TYPE_RITUALISTS
Definition shadow_labyrinth.h:28
void Reset() override
Definition boss_ambassador_hellmaw.cpp:73

References EventProcessor::AddEventAtOffset(), UnitAI::DoCastSelf(), DONE, Unit::GetMotionMaster(), InstanceScript::GetPersistentData(), BossAI::instance, isBanished, WorldObject::m_Events, ScriptedAI::me, MotionMaster::MovePath(), PATH_ID_START, Reset(), Unit::SetImmuneToAll(), SPELL_BANISH, and TYPE_RITUALISTS.

◆ JustDied()

void boss_ambassador_hellmaw::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from CreatureAI.

159 {
161 _JustDied();
162 }
@ SAY_DEATH
Definition boss_ambassador_hellmaw.cpp:28
void _JustDied()
Definition ScriptedCreature.cpp:644

References BossAI::_JustDied(), and SAY_DEATH.

◆ JustEngagedWith()

void boss_ambassador_hellmaw::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from CreatureAI.

95 {
96 if (isBanished)
97 {
98 return;
99 }
101 scheduler.Schedule(23050ms, 30350ms, [this](TaskContext context)
102 {
104 context.Repeat(23050ms, 30350ms);
105 }).Schedule(23s, 33s, [this](TaskContext context)
106 {
108 context.Repeat(23s, 33s);
109 });
110
111 if (IsHeroic())
112 {
113 scheduler.Schedule(3min, [this](TaskContext /*context*/)
114 {
116 });
117 }
119 }
@ SPELL_ENRAGE
Definition boss_ambassador_hellmaw.cpp:36
@ SPELL_FEAR
Definition boss_ambassador_hellmaw.cpp:35
@ SPELL_CORROSIVE_ACID
Definition boss_ambassador_hellmaw.cpp:34
@ SAY_AGGRO
Definition boss_ambassador_hellmaw.cpp:25
void _JustEngagedWith()
Definition ScriptedCreature.cpp:657
TaskScheduler scheduler
Definition CreatureAI.h:75
Definition TaskScheduler.h:421
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
Definition TaskScheduler.h:493
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition TaskScheduler.h:232
SpellCastResult DoCastAOE(uint32 spellId, bool triggered=false)
Definition UnitAI.cpp:248
SpellCastResult DoCastVictim(uint32 spellId, bool triggered=false)
Definition UnitAI.cpp:240
bool IsHeroic() const
Definition ScriptedCreature.h:379

References BossAI::_JustEngagedWith(), UnitAI::DoCastAOE(), UnitAI::DoCastSelf(), UnitAI::DoCastVictim(), isBanished, ScriptedAI::IsHeroic(), TaskContext::Repeat(), SAY_AGGRO, TaskScheduler::Schedule(), CreatureAI::scheduler, SPELL_CORROSIVE_ACID, SPELL_ENRAGE, and SPELL_FEAR.

◆ KilledUnit()

void boss_ambassador_hellmaw::KilledUnit ( Unit victim)
inlineoverridevirtual

Reimplemented from CreatureAI.

151 {
152 if (victim->IsPlayer() && urand(0, 1))
153 {
154 Talk(SAY_SLAY);
155 }
156 }
uint32 urand(uint32 min, uint32 max)
Definition Random.cpp:44
@ SAY_SLAY
Definition boss_ambassador_hellmaw.cpp:27
bool IsPlayer() const
Definition Object.h:200

References Object::IsPlayer(), SAY_SLAY, and urand().

◆ MoveInLineOfSight()

void boss_ambassador_hellmaw::MoveInLineOfSight ( Unit who)
inlineoverridevirtual

Reimplemented from CreatureAI.

122 {
123 if (isBanished)
124 {
125 return;
126 }
128 }
virtual void MoveInLineOfSight(Unit *)
Definition CreatureAI.cpp:169

References isBanished, and CreatureAI::MoveInLineOfSight().

◆ PathEndReached()

void boss_ambassador_hellmaw::PathEndReached ( uint32  pathId)
inlineoverridevirtual

Reimplemented from CreatureAI.

140 {
141 if (pathId == PATH_ID_START)
142 {
144 {
145 me->GetMotionMaster()->MovePath(PATH_ID_PATHING, true);
146 }, 20s);
147 }
148 }
@ PATH_ID_PATHING
Definition boss_ambassador_hellmaw.cpp:42

References EventProcessor::AddEventAtOffset(), Unit::GetMotionMaster(), WorldObject::m_Events, ScriptedAI::me, PATH_ID_PATHING, and PATH_ID_START.

◆ Reset()

void boss_ambassador_hellmaw::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

74 {
75 _Reset();
76 isBanished = false;
77 me->SetImmuneToAll(false);
78 }
void _Reset()
Definition ScriptedCreature.cpp:624

References BossAI::_Reset(), isBanished, ScriptedAI::me, and Unit::SetImmuneToAll().

Referenced by InitializeAI().

◆ UpdateAI()

void boss_ambassador_hellmaw::UpdateAI ( uint32  )
inlineoverridevirtual

Use to start attacking a target. Called just before JustEngagedWith()

Implements UnitAI.

215 {
216 if (!UpdateVictim())
217 return;
218
219 scheduler.Update(diff);
220
222 }
bool UpdateVictim()
Definition CreatureAI.cpp:280
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition TaskScheduler.cpp:27
void DoMeleeAttackIfReady()
Definition UnitAI.cpp:39
Spell * FindCurrentSpellBySpellId(uint32 spell_id) const
Definition Unit.cpp:4176

References UnitAI::DoMeleeAttackIfReady(), Unit::FindCurrentSpellBySpellId(), ScriptedAI::me, CreatureAI::scheduler, SPELL_CORROSIVE_ACID, TaskScheduler::Update(), and CreatureAI::UpdateVictim().

Member Data Documentation

◆ isBanished

bool boss_ambassador_hellmaw::isBanished

The documentation for this struct was generated from the following file: