AzerothCore 3.3.5a
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boss_ambassador_flamelash::boss_ambassador_flamelashAI Struct Reference
Inheritance diagram for boss_ambassador_flamelash::boss_ambassador_flamelashAI:
BossAI ScriptedAI CreatureAI UnitAI

Public Member Functions

 boss_ambassador_flamelashAI (Creature *creature)
 
void JustSummoned (Creature *cr) override
 
void DoAction (int32 param) override
 
void Reset () override
 
void TurnRunes (bool mode)
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged. More...
 
void JustDied (Unit *) override
 
int getValidRandomPosition ()
 
void SummonSpirits ()
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
- 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) More...
 
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() More...
 
void ScheduleHealthCheckEvent (uint32 healthPct, std::function< void()> exec)
 Executes a function once the creature reaches the defined health point percent. More...
 
void ScheduleHealthCheckEvent (std::initializer_list< uint8 > healthPct, std::function< void()> exec)
 
virtual void ExecuteEvent (uint32)
 
virtual void ScheduleTasks ()
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged. More...
 
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) More...
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
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. More...
 
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
 
- 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. More...
 
void Talk (uint8 id, Milliseconds delay)
 
 CreatureAI (Creature *creature)
 
 ~CreatureAI () override
 
void MoveCircleChecks ()
 
void MoveBackwardsChecks ()
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At ================================= More...
 
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. More...
 
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 SummonedCreatureEvade (Creature *)
 
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
 Called when unit is charmed. More...
 
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 ================== More...
 
virtual void PassengerBoarded (Unit *, int8, bool)
 == Fields ======================================= More...
 
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 bool CanAIAttack (Unit const *) const
 
virtual void AttackStart (Unit *)
 
virtual void UpdateAI (uint32)=0
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
virtual void InitializeAI ()
 
virtual void Reset ()
 
virtual void OnCharmed (bool apply)=0
 Called when unit is charmed. More...
 
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)
 Select the best (up to) <num> targets (in <targetType> order) from the threat list that fulfill the following: More...
 
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. More...
 
virtual void JustExitedCombat ()
 Called when the unit leaves combat. More...
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType)
 Called at any Damage to any victim (before damage apply) More...
 
virtual void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 Called at any Damage from any attacker (before damage apply) More...
 
virtual void HealReceived (Unit *, uint32 &)
 Called when the creature receives heal. More...
 
virtual void OnPowerUpdate (Powers, int32, int32, uint32)
 Called when the creature power updates. More...
 
virtual void HealDone (Unit *, uint32 &)
 Called when the unit heals. More...
 
virtual void OnCalculateMeleeDamageReceived (uint32 &, Unit *)
 Called during damage calculations. More...
 
virtual void OnCalculateSpellDamageReceived (int32 &, Unit *)
 
virtual void OnCalculatePeriodicTickReceived (uint32 &, Unit *)
 Called during calculation when receiving periodic healing or damage (DoT or HoT) More...
 
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. More...
 
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. More...
 
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. More...
 
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. More...
 
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

EventMap _events
 
SummonList summons
 
std::vector< int > validPosition
 
bool foundValidPosition = false
 
- 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)
 
virtual void MoveInLineOfSight (Unit *)
 
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_flamelashAI()

boss_ambassador_flamelash::boss_ambassador_flamelashAI::boss_ambassador_flamelashAI ( Creature creature)
inline
@ BOSS_AMBASSADOR_FLAMELASH
Definition: blackrock_depths.h:35
Creature * me
Definition: ScriptedCreature.h:280
Definition: ScriptedCreature.h:457
SummonList summons
Definition: boss_ambassador_flamelash.cpp:70

Member Function Documentation

◆ DoAction()

void boss_ambassador_flamelash::boss_ambassador_flamelashAI::DoAction ( int32  param)
inlineoverridevirtual

Reimplemented from UnitAI.

79 {
80 switch (param)
81 {
84 break;
85 }
86 }
@ EVENT_SUMMON_SPIRITS
Definition: boss_ambassador_flamelash.cpp:34
void ScheduleEvent(uint32 eventId, uint32 time, uint32 group=0, uint32 phase=0)
Definition: EventMap.cpp:56
EventMap _events
Definition: boss_ambassador_flamelash.cpp:67

References _events, EVENT_SUMMON_SPIRITS, and EventMap::ScheduleEvent().

◆ getValidRandomPosition()

int boss_ambassador_flamelash::boss_ambassador_flamelashAI::getValidRandomPosition ( )
inline
129 {
130 /* Generate a random position which
131 * have not been used in 4 summonings.
132 * Since we are calling the event whenever the Spirit
133 * dies and not all at the time, we need to save at
134 * least 4 positions until reseting the vector
135 */
136
137 // Searching a new position so reset this bool check
138 foundValidPosition = false;
139 int randomPosition;
140
141 while (!foundValidPosition)
142 {
143 /* When we have summoned 4 creatures, reset the vector
144 * so we can summon new spirits in other positions.*/
145 if (validPosition.size() == 4)
146 validPosition.clear();
147
148 // The random ranges from the position 0 to the position 6
149 randomPosition = urand(0, 6);
150
151 // When we have an empty vector we can use any random position generated.
152 if (validPosition.empty())
153 foundValidPosition = true;
154
155 /* This check is done to avoid running the vector
156 * when it is empty. Because if it is empty, then any
157 * position can be used to summon Spirits.
158 */
160 {
161 // Check every position inside the vector
162 for (int pos : validPosition)
163 {
164 // If the random is different, we found a temporary true,
165 // until we find one that is equal, which means it has been used.
166 if (pos != randomPosition)
167 foundValidPosition = true;
168 else
169 {
170 foundValidPosition = false;
171 break;
172 }
173 }
174 }
175 }
176
177 // We found a valid position. Save it and return it to summon.
178 validPosition.emplace_back(randomPosition);
179 return randomPosition;
180 }
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:44
bool foundValidPosition
Definition: boss_ambassador_flamelash.cpp:74
std::vector< int > validPosition
Definition: boss_ambassador_flamelash.cpp:73

References foundValidPosition, urand(), and validPosition.

Referenced by SummonSpirits().

◆ JustDied()

void boss_ambassador_flamelash::boss_ambassador_flamelashAI::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from BossAI.

122 {
123 TurnRunes(false);
124 _events.Reset();
126 }
void Reset()
Definition: EventMap.cpp:21
void DespawnAll(uint32 delay=0)
Definition: ScriptedCreature.cpp:71
void TurnRunes(bool mode)
Definition: boss_ambassador_flamelash.cpp:97

References _events, SummonList::DespawnAll(), EventMap::Reset(), summons, and TurnRunes().

◆ JustEngagedWith()

void boss_ambassador_flamelash::boss_ambassador_flamelashAI::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from BossAI.

108 {
110
111 // Spawn 7 Embers initially
112 for (int i = 0; i < 4; ++i)
114
115 // Activate the runes (Start burning)
116 TurnRunes(true);
117
119 }
@ AGGRO_TEXT
Definition: boss_ambassador_flamelash.cpp:32
@ EVENT_SPELL_FIREBLAST
Definition: boss_ambassador_flamelash.cpp:33
Talk
Definition: hyjal.cpp:82

References _events, AGGRO_TEXT, EVENT_SPELL_FIREBLAST, EVENT_SUMMON_SPIRITS, EventMap::ScheduleEvent(), and TurnRunes().

◆ JustSummoned()

void boss_ambassador_flamelash::boss_ambassador_flamelashAI::JustSummoned ( Creature cr)
inlineoverridevirtual

Reimplemented from BossAI.

76{ summons.Summon(cr); }
void Summon(Creature const *summon)
Definition: ScriptedCreature.h:88

References SummonList::Summon(), and summons.

◆ Reset()

void boss_ambassador_flamelash::boss_ambassador_flamelashAI::Reset ( )
inlineoverridevirtual

Reimplemented from BossAI.

89 {
90 _events.Reset();
92 TurnRunes(false);
93 foundValidPosition = false;
94 validPosition.clear();
95 }

References _events, SummonList::DespawnAll(), foundValidPosition, EventMap::Reset(), summons, TurnRunes(), and validPosition.

◆ SummonSpirits()

void boss_ambassador_flamelash::boss_ambassador_flamelashAI::SummonSpirits ( )
inline
183 {
184 // Make the Spirits chase Ambassador Flamelash
187 }
constexpr auto IN_MILLISECONDS
Definition: Common.h:53
@ TEMPSUMMON_CORPSE_TIMED_DESPAWN
Definition: Object.h:50
const uint32 NPC_FIRE_SPIRIT
Definition: boss_ambassador_flamelash.cpp:38
const Position SummonPositions[7]
Definition: boss_ambassador_flamelash.cpp:40
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:2355
int getValidRandomPosition()
Definition: boss_ambassador_flamelash.cpp:128

References _events, EVENT_SUMMON_SPIRITS, getValidRandomPosition(), IN_MILLISECONDS, ScriptedAI::me, NPC_FIRE_SPIRIT, EventMap::ScheduleEvent(), WorldObject::SummonCreature(), SummonPositions, and TEMPSUMMON_CORPSE_TIMED_DESPAWN.

Referenced by UpdateAI().

◆ TurnRunes()

void boss_ambassador_flamelash::boss_ambassador_flamelashAI::TurnRunes ( bool  mode)
inline
98 {
99 // Active makes the runes burn, ready turns them off
100 GOState state = mode ? GO_STATE_ACTIVE : GO_STATE_READY;
101
102 for (int RuneEntry : gobjectDwarfRunesEntry)
103 if (GameObject* dwarfRune = me->FindNearestGameObject(RuneEntry, 200.0f))
104 dwarfRune->SetGoState(state);
105 }
GOState
Definition: GameObjectData.h:689
@ GO_STATE_READY
Definition: GameObjectData.h:691
@ GO_STATE_ACTIVE
Definition: GameObjectData.h:690
std::vector< int > gobjectDwarfRunesEntry
Definition: boss_ambassador_flamelash.cpp:51
Definition: GameObject.h:121
GameObject * FindNearestGameObject(uint32 entry, float range, bool onlySpawned=false) const
Definition: Object.cpp:2455

References WorldObject::FindNearestGameObject(), GO_STATE_ACTIVE, GO_STATE_READY, gobjectDwarfRunesEntry, and ScriptedAI::me.

Referenced by JustDied(), JustEngagedWith(), and Reset().

◆ UpdateAI()

void boss_ambassador_flamelash::boss_ambassador_flamelashAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Reimplemented from BossAI.

190 {
191 //Return since we have no target
192 if (!UpdateVictim())
193 return;
194
195 _events.Update(diff);
196
197 switch (_events.ExecuteEvent())
198 {
202 break;
205 break;
206 }
207
209 }
@ SPELL_FIREBLAST
Definition: boss_ambassador_flamelash.cpp:26
uint32 ExecuteEvent()
Definition: EventMap.cpp:114
void Update(uint32 time)
Definition: EventMap.h:54
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:39
SpellCastResult DoCastVictim(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:240
bool UpdateVictim()
Definition: CreatureAI.cpp:269
void SummonSpirits()
Definition: boss_ambassador_flamelash.cpp:182

References _events, UnitAI::DoCastVictim(), UnitAI::DoMeleeAttackIfReady(), EVENT_SPELL_FIREBLAST, EVENT_SUMMON_SPIRITS, EventMap::ExecuteEvent(), EventMap::ScheduleEvent(), SPELL_FIREBLAST, SummonSpirits(), EventMap::Update(), and CreatureAI::UpdateVictim().

Member Data Documentation

◆ _events

EventMap boss_ambassador_flamelash::boss_ambassador_flamelashAI::_events

◆ foundValidPosition

bool boss_ambassador_flamelash::boss_ambassador_flamelashAI::foundValidPosition = false

Referenced by getValidRandomPosition(), and Reset().

◆ summons

SummonList boss_ambassador_flamelash::boss_ambassador_flamelashAI::summons

Referenced by JustDied(), JustSummoned(), and Reset().

◆ validPosition

std::vector<int> boss_ambassador_flamelash::boss_ambassador_flamelashAI::validPosition

Referenced by getValidRandomPosition(), and Reset().