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npc_unworthy_initiate::npc_unworthy_initiateAI Struct Reference
Inheritance diagram for npc_unworthy_initiate::npc_unworthy_initiateAI:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 npc_unworthy_initiateAI (Creature *creature)
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged. More...
 
void MovementInform (uint32 type, uint32 id) override
 
void EventStart (Creature *anchor, Player *target)
 
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

ObjectGuid playerGUID
 
UnworthyInitiatePhase phase
 
uint32 wait_timer
 
float anchorX
 
float anchorY
 
ObjectGuid anchorGUID
 
EventMap events
 
- 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_unworthy_initiateAI()

npc_unworthy_initiate::npc_unworthy_initiateAI::npc_unworthy_initiateAI ( Creature creature)
inline
727 : ScriptedAI(creature)
728 {
732 }
@ REACT_PASSIVE
Definition: Unit.h:548
Definition: ScriptedCreature.h:190
Creature * me
Definition: ScriptedCreature.h:280
int8 GetOriginalEquipmentId() const
Definition: Creature.h:194
uint8 GetCurrentEquipmentId()
Definition: Creature.h:195
void SetCurrentEquipmentId(uint8 id)
Definition: Creature.h:196
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition: Creature.h:97

References Creature::GetCurrentEquipmentId(), Creature::GetOriginalEquipmentId(), ScriptedAI::me, REACT_PASSIVE, Creature::SetCurrentEquipmentId(), and Creature::SetReactState().

Member Function Documentation

◆ EventStart()

void npc_unworthy_initiate::npc_unworthy_initiateAI::EventStart ( Creature anchor,
Player target 
)
inline
780 {
781 wait_timer = 5000;
783
786
787 float z;
788 anchor->GetContactPoint(me, anchorX, anchorY, z, 1.0f);
789
790 playerGUID = target->GetGUID();
791 Talk(SAY_EVENT_START, target);
792 }
@ UNIT_FIELD_BYTES_1
Definition: UpdateFields.h:131
phase
Definition: boss_skadi.cpp:103
@ PHASE_TO_EQUIP
Definition: chapter1.cpp:684
@ SAY_EVENT_START
Definition: chapter1.cpp:672
@ SPELL_SOUL_PRISON_CHAIN
Definition: chapter1.cpp:664
Talk
Definition: hyjal.cpp:82
static ObjectGuid GetGUID(Object const *o)
Definition: Object.h:109
void GetContactPoint(WorldObject const *obj, float &x, float &y, float &z, float distance2d=CONTACT_DISTANCE) const
Definition: Object.cpp:2742
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint8 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
Definition: Unit.cpp:4891
void SetUInt32Value(uint16 index, uint32 value)
Definition: Unit.cpp:21256
ObjectGuid playerGUID
Definition: chapter1.cpp:734
float anchorY
Definition: chapter1.cpp:737
float anchorX
Definition: chapter1.cpp:737
uint32 wait_timer
Definition: chapter1.cpp:736

References anchorX, anchorY, WorldObject::GetContactPoint(), Object::GetGUID(), ScriptedAI::me, PHASE_TO_EQUIP, playerGUID, Unit::RemoveAurasDueToSpell(), SAY_EVENT_START, Unit::SetUInt32Value(), SPELL_SOUL_PRISON_CHAIN, UNIT_FIELD_BYTES_1, and wait_timer.

◆ JustEngagedWith()

void npc_unworthy_initiate::npc_unworthy_initiateAI::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from ScriptedAI.

754 {
755 events.ScheduleEvent(EVENT_ICY_TOUCH, 1s, GCD_CAST);
756 events.ScheduleEvent(EVENT_PLAGUE_STRIKE, 3s, GCD_CAST);
757 events.ScheduleEvent(EVENT_BLOOD_STRIKE, 2s, GCD_CAST);
758 events.ScheduleEvent(EVENT_DEATH_COIL, 5s, GCD_CAST);
759 }
#define GCD_CAST
Definition: chapter1.cpp:660
@ EVENT_PLAGUE_STRIKE
Definition: chapter1.cpp:676
@ EVENT_ICY_TOUCH
Definition: chapter1.cpp:675
@ EVENT_BLOOD_STRIKE
Definition: chapter1.cpp:677
@ EVENT_DEATH_COIL
Definition: chapter1.cpp:678
events
Definition: boss_sartura.cpp:43

References EVENT_BLOOD_STRIKE, EVENT_DEATH_COIL, EVENT_ICY_TOUCH, EVENT_PLAGUE_STRIKE, and GCD_CAST.

◆ MovementInform()

void npc_unworthy_initiate::npc_unworthy_initiateAI::MovementInform ( uint32  type,
uint32  id 
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

762 {
763 if (type != POINT_MOTION_TYPE)
764 return;
765
766 if (id == 1)
767 {
768 wait_timer = 5000;
769 me->LoadEquipment(1);
771
773 Talk(SAY_EVENT_ATTACK, starter);
774
776 }
777 }
@ POINT_MOTION_TYPE
Definition: MotionMaster.h:46
@ PHASE_TO_ATTACK
Definition: chapter1.cpp:686
@ SAY_EVENT_ATTACK
Definition: chapter1.cpp:673
@ SPELL_DK_INITIATE_VISUAL
Definition: chapter1.cpp:665
Player * GetPlayer(Map const *, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:223
void LoadEquipment(int8 id=1, bool force=false)
Definition: Creature.cpp:1793
Definition: Player.h:1064
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

References Unit::CastSpell(), ObjectAccessor::GetPlayer(), Creature::LoadEquipment(), ScriptedAI::me, PHASE_TO_ATTACK, playerGUID, POINT_MOTION_TYPE, SAY_EVENT_ATTACK, SPELL_DK_INITIATE_VISUAL, and wait_timer.

◆ Reset()

void npc_unworthy_initiate::npc_unworthy_initiateAI::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

743 {
746 events.Reset();
748 me->SetImmuneToPC(true);
750 me->LoadEquipment(0, true);
751 }
@ PHASE_CHAINED
Definition: chapter1.cpp:683
@ FACTION_CREATURE
Definition: SharedDefines.h:193
void Clear()
Definition: ObjectGuid.h:138
void SetFaction(uint32 faction)
Definition: Unit.cpp:10018
void SetImmuneToPC(bool apply, bool keepCombat=false)
Definition: Unit.cpp:13568
ObjectGuid anchorGUID
Definition: chapter1.cpp:738

References anchorGUID, ObjectGuid::Clear(), FACTION_CREATURE, Creature::LoadEquipment(), ScriptedAI::me, PHASE_CHAINED, Unit::SetFaction(), Unit::SetImmuneToPC(), Unit::SetUInt32Value(), and UNIT_FIELD_BYTES_1.

◆ UpdateAI()

void npc_unworthy_initiate::npc_unworthy_initiateAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Reimplemented from ScriptedAI.

795 {
796 switch (phase)
797 {
798 case PHASE_CHAINED:
799 if (!anchorGUID)
800 {
801 if (Creature* anchor = me->FindNearestCreature(29521, 30))
802 {
803 anchor->AI()->SetGUID(me->GetGUID());
804 anchor->CastSpell(me, SPELL_SOUL_PRISON_CHAIN, true);
805 anchorGUID = anchor->GetGUID();
806 }
807
808 float dist = 99.0f;
809 GameObject* prison = nullptr;
810
811 for (uint8 i = 0; i < 12; ++i)
812 {
813 if (GameObject* temp_prison = me->FindNearestGameObject(acherus_soul_prison[i], 100))
814 {
815 if (me->IsWithinDist(temp_prison, dist, false))
816 {
817 dist = me->GetDistance2d(temp_prison);
818 prison = temp_prison;
819 }
820 }
821 }
822
823 if (prison)
824 prison->ResetDoorOrButton();
825 }
826 break;
827 case PHASE_TO_EQUIP:
828 if (wait_timer)
829 {
830 if (wait_timer > diff)
831 wait_timer -= diff;
832 else
833 {
835 //LOG_DEBUG("scripts.ai", "npc_unworthy_initiateAI: move to {} {} {}", anchorX, anchorY, me->GetPositionZ());
837 wait_timer = 0;
838 }
839 }
840 break;
841 case PHASE_TO_ATTACK:
842 if (wait_timer)
843 {
844 if (wait_timer > diff)
845 wait_timer -= diff;
846 else
847 {
849 me->SetImmuneToPC(false);
851
853 AttackStart(target);
854 wait_timer = 0;
855 }
856 }
857 break;
858 case PHASE_ATTACKING:
859 if (!UpdateVictim())
860 return;
861
862 events.Update(diff);
863
864 while (uint32 eventId = events.ExecuteEvent())
865 {
866 switch (eventId)
867 {
868 case EVENT_ICY_TOUCH:
870 events.DelayEvents(1000, GCD_CAST);
871 events.ScheduleEvent(EVENT_ICY_TOUCH, 5s, GCD_CAST);
872 break;
875 events.DelayEvents(1000, GCD_CAST);
876 events.ScheduleEvent(EVENT_PLAGUE_STRIKE, 5s, GCD_CAST);
877 break;
880 events.DelayEvents(1000, GCD_CAST);
881 events.ScheduleEvent(EVENT_BLOOD_STRIKE, 5s, GCD_CAST);
882 break;
883 case EVENT_DEATH_COIL:
885 events.DelayEvents(1000, GCD_CAST);
886 events.ScheduleEvent(EVENT_DEATH_COIL, 5s, GCD_CAST);
887 break;
888 }
889 }
890
892 break;
893 default:
894 break;
895 }
896 }
std::uint8_t uint8
Definition: Define.h:109
std::uint32_t uint32
Definition: Define.h:107
@ PHASE_EQUIPING
Definition: chapter1.cpp:685
@ PHASE_ATTACKING
Definition: chapter1.cpp:687
uint32 acherus_soul_prison[12]
Definition: chapter1.cpp:690
@ SPELL_DEATH_COIL
Definition: chapter1.cpp:670
@ SPELL_PLAGUE_STRIKE
Definition: chapter1.cpp:668
@ SPELL_BLOOD_STRIKE
Definition: chapter1.cpp:669
@ SPELL_ICY_TOUCH
Definition: chapter1.cpp:667
@ FACTION_MONSTER
Definition: SharedDefines.h:195
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:39
SpellCastResult DoCastVictim(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:240
bool UpdateVictim()
Definition: CreatureAI.cpp:269
void AttackStart(Unit *) override
Definition: ScriptedCreature.cpp:208
Definition: Creature.h:46
Definition: GameObject.h:121
void ResetDoorOrButton()
Definition: GameObject.cpp:1419
GameObject * FindNearestGameObject(uint32 entry, float range, bool onlySpawned=false) const
Definition: Object.cpp:2455
bool IsWithinDist(WorldObject const *obj, float dist2compare, bool is3D=true, bool useBoundingRadius=true) const
Definition: Object.cpp:1316
float GetDistance2d(WorldObject const *obj) const
Definition: Object.cpp:1263
Creature * FindNearestCreature(uint32 entry, float range, bool alive=true) const
Definition: Object.cpp:2446
float GetPositionZ() const
Definition: Position.h:119
MotionMaster * GetMotionMaster()
Definition: Unit.h:1601
void MovePoint(uint32 id, const Position &pos, bool generatePath=true, bool forceDestination=true)
Definition: MotionMaster.h:211

References acherus_soul_prison, anchorGUID, anchorX, anchorY, ScriptedAI::AttackStart(), UnitAI::DoCastVictim(), UnitAI::DoMeleeAttackIfReady(), EVENT_BLOOD_STRIKE, EVENT_DEATH_COIL, EVENT_ICY_TOUCH, EVENT_PLAGUE_STRIKE, FACTION_MONSTER, WorldObject::FindNearestCreature(), WorldObject::FindNearestGameObject(), GCD_CAST, WorldObject::GetDistance2d(), Object::GetGUID(), Unit::GetMotionMaster(), ObjectAccessor::GetPlayer(), Position::GetPositionZ(), WorldObject::IsWithinDist(), ScriptedAI::me, MotionMaster::MovePoint(), PHASE_ATTACKING, PHASE_CHAINED, PHASE_EQUIPING, PHASE_TO_ATTACK, PHASE_TO_EQUIP, playerGUID, GameObject::ResetDoorOrButton(), Unit::SetFaction(), Unit::SetImmuneToPC(), SPELL_BLOOD_STRIKE, SPELL_DEATH_COIL, SPELL_ICY_TOUCH, SPELL_PLAGUE_STRIKE, SPELL_SOUL_PRISON_CHAIN, CreatureAI::UpdateVictim(), and wait_timer.

Member Data Documentation

◆ anchorGUID

ObjectGuid npc_unworthy_initiate::npc_unworthy_initiateAI::anchorGUID

Referenced by Reset(), and UpdateAI().

◆ anchorX

float npc_unworthy_initiate::npc_unworthy_initiateAI::anchorX

Referenced by EventStart(), and UpdateAI().

◆ anchorY

float npc_unworthy_initiate::npc_unworthy_initiateAI::anchorY

Referenced by EventStart(), and UpdateAI().

◆ events

EventMap npc_unworthy_initiate::npc_unworthy_initiateAI::events

◆ phase

UnworthyInitiatePhase npc_unworthy_initiate::npc_unworthy_initiateAI::phase

◆ playerGUID

ObjectGuid npc_unworthy_initiate::npc_unworthy_initiateAI::playerGUID

◆ wait_timer

uint32 npc_unworthy_initiate::npc_unworthy_initiateAI::wait_timer