AzerothCore 3.3.5a
OpenSource WoW Emulator
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npc_toc_dk::npc_toc_dkAI Struct Reference
Inheritance diagram for npc_toc_dk::npc_toc_dkAI:
boss_faction_championsAI ScriptedAI CreatureAI UnitAI

Public Member Functions

 npc_toc_dkAI (Creature *pCreature)
 
bool myCanCast ()
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
- Public Member Functions inherited from boss_faction_championsAI
 boss_faction_championsAI (Creature *pCreature, uint32 aitype)
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged. More...
 
void AttackStart (Unit *who) override
 
float GetThreatMod (float dist, float, uint32 health, uint32, Unit *target)
 
void RecalculateThreat ()
 
void EventMapGCD (EventMap &e, uint32 delay, uint32 gcd=0)
 
void JustDied (Unit *) override
 
void KilledUnit (Unit *) override
 
void EnterEvadeMode (EvadeReason) override
 
bool IsCCed ()
 
CreatureSelectTarget_MostHPLostFriendlyMissingBuff (uint32 spell, float range)
 
uint32 EnemiesInRange (float distance)
 
UnitSelectEnemyCaster (bool casting, float range)
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
- 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
 
- Public Attributes inherited from boss_faction_championsAI
InstanceScriptpInstance
 
uint32 mAIType
 
uint32 threatTimer
 
uint32 powerTimer
 
- 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 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

◆ npc_toc_dkAI()

npc_toc_dk::npc_toc_dkAI::npc_toc_dkAI ( Creature pCreature)
inline
1724 {
1725 SetEquipmentSlots(false, 47518, 51021, EQUIP_NO_CHANGE);
1726 events.Reset();
1727 events.RescheduleEvent(EVENT_SPELL_CHAINS_OF_ICE, 3s, 10s);
1728 events.RescheduleEvent(EVENT_SPELL_DEATH_COIL, 3s, 10s);
1729 events.RescheduleEvent(EVENT_SPELL_DEATH_GRIP, 0ms);
1730 events.RescheduleEvent(EVENT_SPELL_FROST_STRIKE, 3s, 10s);
1731 events.RescheduleEvent(EVENT_SPELL_ICEBOUND_FORTITUDE, 10s);
1732 events.RescheduleEvent(EVENT_SPELL_ICY_TOUCH, 3s, 10s);
1733 events.RescheduleEvent(EVENT_SPELL_STRANGULATE, 20s, 30s);
1734 }
@ EQUIP_NO_CHANGE
Definition: CreatureAI.h:66
@ AI_MELEE
Definition: boss_faction_champions.cpp:27
@ EVENT_SPELL_ICY_TOUCH
Definition: boss_faction_champions.cpp:1707
@ EVENT_SPELL_DEATH_GRIP
Definition: boss_faction_champions.cpp:1704
@ EVENT_SPELL_FROST_STRIKE
Definition: boss_faction_champions.cpp:1705
@ EVENT_SPELL_DEATH_COIL
Definition: boss_faction_champions.cpp:1703
@ EVENT_SPELL_STRANGULATE
Definition: boss_faction_champions.cpp:1708
@ EVENT_SPELL_CHAINS_OF_ICE
Definition: boss_faction_champions.cpp:1702
@ EVENT_SPELL_ICEBOUND_FORTITUDE
Definition: boss_faction_champions.cpp:1706
events
Definition: boss_sartura.cpp:43
void SetEquipmentSlots(bool loadDefault, int32 mainHand=EQUIP_NO_CHANGE, int32 offHand=EQUIP_NO_CHANGE, int32 ranged=EQUIP_NO_CHANGE)
Definition: ScriptedCreature.cpp:520
Definition: boss_faction_champions.cpp:40

References EQUIP_NO_CHANGE, EVENT_SPELL_CHAINS_OF_ICE, EVENT_SPELL_DEATH_COIL, EVENT_SPELL_DEATH_GRIP, EVENT_SPELL_FROST_STRIKE, EVENT_SPELL_ICEBOUND_FORTITUDE, EVENT_SPELL_ICY_TOUCH, EVENT_SPELL_STRANGULATE, and ScriptedAI::SetEquipmentSlots().

Member Function Documentation

◆ myCanCast()

bool npc_toc_dk::npc_toc_dkAI::myCanCast ( )
inline
1739 {
1740 return !(me->HasUnitState(UNIT_STATE_CASTING) || IsCCed());
1741 }
@ UNIT_STATE_CASTING
Definition: UnitDefines.h:164
Creature * me
Definition: ScriptedCreature.h:280
bool HasUnitState(const uint32 f) const
Definition: Unit.h:673
bool IsCCed()
Definition: boss_faction_champions.cpp:145

References Unit::HasUnitState(), boss_faction_championsAI::IsCCed(), ScriptedAI::me, and UNIT_STATE_CASTING.

Referenced by UpdateAI().

◆ UpdateAI()

void npc_toc_dk::npc_toc_dkAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Reimplemented from boss_faction_championsAI.

1744 {
1746 if (!UpdateVictim())
1747 return;
1748
1749 events.Update(diff);
1750
1751 if (!myCanCast())
1752 return;
1753
1754 switch (events.ExecuteEvent())
1755 {
1756 case 0:
1757 break;
1759 if (me->GetVictim() && me->GetDistance2d(me->GetVictim()) <= 25.0f )
1760 {
1762 events.Repeat(10s, 15s);
1763 EventMapGCD(events, 1500);
1764 }
1765 else
1766 events.Repeat(5s);
1767 break;
1769 if (me->GetVictim() && me->GetDistance2d(me->GetVictim()) <= 30.0f )
1770 {
1772 events.Repeat(5s, 8s);
1773 EventMapGCD(events, 1500);
1774 }
1775 else
1776 events.Repeat(5s);
1777 break;
1779 if (me->GetVictim() && me->GetDistance2d(me->GetVictim()) <= 30.0f && me->GetDistance2d(me->GetVictim()) >= 12.0f )
1780 {
1782 Position pos;
1783 float x, y, z;
1784 me->GetClosePoint(x, y, z, 3.0f);
1785 pos.Relocate(x, y, z);
1786 me->GetVictim()->CastSpell(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), 49575, true);
1787 events.Repeat(35s);
1788 EventMapGCD(events, 2000);
1789 }
1790 else
1791 events.Repeat(5s);
1792 break;
1795 {
1796 events.Repeat(5s);
1797 break;
1798 }
1799 if (me->GetVictim() && me->GetDistance2d(me->GetVictim()) < 5.0f )
1800 {
1802 events.Repeat(6s, 10s);
1803 EventMapGCD(events, 1500);
1804 }
1805 else
1806 events.Repeat(5s);
1807 break;
1809 if (HealthBelowPct(50))
1810 {
1812 events.Repeat(1min);
1813 EventMapGCD(events, 1500);
1814 }
1815 else
1816 events.Repeat(6s);
1817 break;
1819 if (me->GetVictim() && me->GetDistance2d(me->GetVictim()) < 20.0f )
1820 {
1822 events.Repeat(10s, 15s);
1823 EventMapGCD(events, 1500);
1824 }
1825 else
1826 events.Repeat(5s);
1827 break;
1829 if (SelectEnemyCaster(false, 30.0f))
1830 {
1832 events.Repeat(2min);
1833 EventMapGCD(events, 1500);
1834 }
1835 else
1836 events.Repeat(5s);
1837 break;
1838 }
1839
1841 }
@ UNIT_FLAG_DISARMED
Definition: UnitDefines.h:250
@ SPELL_STRANGULATE
Definition: boss_faction_champions.cpp:1697
@ SPELL_DEATH_COIL
Definition: boss_faction_champions.cpp:1692
@ SPELL_ICEBOUND_FORTITUDE
Definition: boss_faction_champions.cpp:1695
@ SPELL_ICY_TOUCH
Definition: boss_faction_champions.cpp:1696
@ SPELL_DEATH_GRIP
Definition: boss_faction_champions.cpp:1693
@ SPELL_FROST_STRIKE
Definition: boss_faction_champions.cpp:1694
@ SPELL_CHAINS_OF_ICE
Definition: boss_faction_champions.cpp:1691
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:39
bool UpdateVictim()
Definition: CreatureAI.cpp:269
bool HealthBelowPct(uint32 pct) const
Definition: ScriptedCreature.h:364
float GetDistance2d(WorldObject const *obj) const
Definition: Object.cpp:1263
bool GetClosePoint(float &x, float &y, float &z, float size, float distance2d=0, float angle=0, WorldObject const *forWho=nullptr, bool force=false) const
Definition: Object.cpp:2699
Definition: Position.h:28
float GetPositionZ() const
Definition: Position.h:119
float GetPositionX() const
Definition: Position.h:117
float GetPositionY() const
Definition: Position.h:118
void Relocate(float x, float y)
Definition: Position.h:73
bool HasUnitFlag(UnitFlags flags) const
Definition: Unit.h:682
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:1168
Unit * GetVictim() const
Definition: Unit.h:789
void UpdateAI(uint32 diff) override
Use to start attacking a target. Called just before JustEngagedWith()
Definition: boss_faction_champions.cpp:207
Unit * SelectEnemyCaster(bool casting, float range)
Definition: boss_faction_champions.cpp:194
void EventMapGCD(EventMap &e, uint32 delay, uint32 gcd=0)
Definition: boss_faction_champions.cpp:122
bool myCanCast()
Definition: boss_faction_champions.cpp:1738

References Unit::CastSpell(), UnitAI::DoMeleeAttackIfReady(), EVENT_SPELL_CHAINS_OF_ICE, EVENT_SPELL_DEATH_COIL, EVENT_SPELL_DEATH_GRIP, EVENT_SPELL_FROST_STRIKE, EVENT_SPELL_ICEBOUND_FORTITUDE, EVENT_SPELL_ICY_TOUCH, EVENT_SPELL_STRANGULATE, boss_faction_championsAI::EventMapGCD(), WorldObject::GetClosePoint(), WorldObject::GetDistance2d(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), Unit::GetVictim(), Unit::HasUnitFlag(), ScriptedAI::HealthBelowPct(), ScriptedAI::me, myCanCast(), Position::Relocate(), boss_faction_championsAI::SelectEnemyCaster(), SPELL_CHAINS_OF_ICE, SPELL_DEATH_COIL, SPELL_DEATH_GRIP, SPELL_FROST_STRIKE, SPELL_ICEBOUND_FORTITUDE, SPELL_ICY_TOUCH, SPELL_STRANGULATE, UNIT_FLAG_DISARMED, boss_faction_championsAI::UpdateAI(), and CreatureAI::UpdateVictim().

Member Data Documentation

◆ events

EventMap npc_toc_dk::npc_toc_dkAI::events