AzerothCore 3.3.5a
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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. More...
 
void JustReachedHome () override
 
void MoveInLineOfSight (Unit *) override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
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
 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
 
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. More...
 
void Talk (uint8 id, Milliseconds delay)
 
WorldObjectGetSummoner () const
 Returns the summoner creature/object, if the creature is a temporary summon. More...
 
 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

InstanceScriptpInstance
 
EventMap events
 
SummonList summons
 
ObjectGuid PlayerGUID
 
- 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

◆ boss_gormokAI()

boss_gormok::boss_gormokAI::boss_gormokAI ( Creature pCreature)
inline
240 : ScriptedAI(pCreature), summons(pCreature)
241 {
242 pInstance = pCreature->GetInstanceScript();
245 }
@ REACT_PASSIVE
Definition: Unit.h:548
@ MOVEMENTFLAG_WALKING
Definition: UnitDefines.h:352
Definition: ScriptedCreature.h:190
Creature * me
Definition: ScriptedCreature.h:280
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition: Creature.h:94
InstanceScript * GetInstanceScript() const
Definition: Object.cpp:1203
void AddUnitMovementFlag(uint32 f)
Definition: Unit.h:734
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 }
events
Definition: boss_sartura.cpp:43
@ TYPE_FAILED
Definition: trial_of_the_crusader.h:33
@ UNIT_FLAG_NON_ATTACKABLE
Definition: UnitDefines.h:230
void SetUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition: Unit.h:713
virtual void SetData(uint32, uint32)
Definition: ZoneScript.h:52

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 }
@ TYPE_GORMOK
Definition: trial_of_the_crusader.h:35
@ DONE
Definition: InstanceScript.h:60
void DoAction(int32 info, uint16 max=0)
Definition: ScriptedCreature.h:102

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:109
@ 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:1094
Definition: Unit.h:630
Vehicle * GetVehicleKit() const
Definition: Unit.h:1785
Definition: Vehicle.h:28

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:88

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:138
ObjectGuid PlayerGUID
Definition: boss_northrend_beasts.cpp:250

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

◆ UpdateAI()

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

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

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->IsCreature())
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->IsCreature())
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
@ 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
#define CAST_AI(a, b)
Definition: UnitAI.h:26
std::vector< ObjectGuid > GuidVector
Definition: ObjectGuid.h:256
@ BASE_ATTACK
Definition: Unit.h:209
@ UNIT_STATE_CASTING
Definition: UnitDefines.h:164
@ UNIT_FLAG_DISARMED
Definition: UnitDefines.h:250
Player * GetPlayer(Map const *, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:220
Definition: LinkedList.h:139
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:39
bool UpdateVictim()
Definition: CreatureAI.cpp:280
Map * GetMap() const
Definition: Object.h:536
Definition: Player.h:1081
Vehicle * GetVehicle() const
Definition: Unit.h:1786
bool HasUnitFlag(UnitFlags flags) const
Definition: Unit.h:712
void setAttackTimer(WeaponAttackType type, int32 time)
Definition: Unit.h:835
bool IsAlive() const
Definition: Unit.h:1654
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:1167
bool IsMounted() const
Definition: Unit.h:1747
Unit * GetVictim() const
Definition: Unit.h:853
bool HasUnitState(const uint32 f) const
Definition: Unit.h:701
PlayerList const & GetPlayers() const
Definition: Map.h:484
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, 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