AzerothCore 3.3.5a
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boss_gyth::boss_gythAI Struct Reference
Inheritance diagram for boss_gyth::boss_gythAI:
BossAI ScriptedAI CreatureAI UnitAI

Public Member Functions

 boss_gythAI (Creature *creature)
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged. More...
 
void EnterEvadeMode (EvadeReason why) override
 
void IsSummonedBy (WorldObject *) override
 
void JustSummoned (Creature *summon) override
 
void JustDied (Unit *) override
 
void DamageTaken (Unit *, uint32 &damage, 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...
 
- 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
 

Private Attributes

bool _summonedRend
 

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 ()
 
- Public Attributes inherited from BossAI
float callForHelpRange
 
InstanceScript *const instance
 
- Public Attributes inherited from ScriptedAI
Creatureme
 
- 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_gythAI()

boss_gyth::boss_gythAI::boss_gythAI ( Creature creature)
inline
61: BossAI(creature, DATA_GYTH) { }
@ DATA_GYTH
Definition: blackrock_spire.h:42
Definition: ScriptedCreature.h:457

Member Function Documentation

◆ DamageTaken()

void boss_gyth::boss_gythAI::DamageTaken ( Unit ,
uint32 ,
DamageEffectType  ,
SpellSchoolMask   
)
inlineoverridevirtual

Called at any Damage from any attacker (before damage apply)

Note
It use for recalculation damage or special reaction at damage for attack reaction use AttackedBy called for non DOT damage in Unit::DealDamage also

Reimplemented from BossAI.

108 {
109 if (!_summonedRend && me->HealthBelowPctDamaged(25, damage))
110 {
111 if (damage >= me->GetHealth())
112 {
113 // Let creature fall to 1 HP but prevent it from dying before boss is summoned.
114 damage = me->GetHealth() - 1;
115 }
118 _summonedRend = true;
119 }
120 }
@ SPELL_REND_MOUNTS
Definition: boss_gyth.cpp:26
@ SPELL_SUMMON_REND
Definition: boss_gyth.cpp:31
SpellCastResult DoCast(uint32 spellId)
Definition: UnitAI.cpp:177
Creature * me
Definition: ScriptedCreature.h:280
void RemoveAura(AuraApplicationMap::iterator &i, AuraRemoveMode mode=AURA_REMOVE_BY_DEFAULT)
Definition: Unit.cpp:4758
uint32 GetHealth() const
Definition: Unit.h:869
bool HealthBelowPctDamaged(int32 pct, uint32 damage) const
Definition: Unit.h:874
bool _summonedRend
Definition: boss_gyth.cpp:178

References _summonedRend, UnitAI::DoCast(), Unit::GetHealth(), Unit::HealthBelowPctDamaged(), ScriptedAI::me, Unit::RemoveAura(), SPELL_REND_MOUNTS, and SPELL_SUMMON_REND.

◆ EnterEvadeMode()

void boss_gyth::boss_gythAI::EnterEvadeMode ( EvadeReason  why)
inlineoverridevirtual

Reimplemented from BossAI.

85 {
88 }
@ FAIL
Definition: InstanceScript.h:59
@ DATA_WARCHIEF_REND_BLACKHAND
Definition: blackrock_spire.h:41
InstanceScript *const instance
Definition: ScriptedCreature.h:464
void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER) override
Definition: ScriptedCreature.h:488
virtual bool SetBossState(uint32 id, EncounterState state)
Definition: InstanceScript.cpp:351

References DATA_WARCHIEF_REND_BLACKHAND, BossAI::EnterEvadeMode(), FAIL, BossAI::instance, and InstanceScript::SetBossState().

◆ IsSummonedBy()

void boss_gyth::boss_gythAI::IsSummonedBy ( WorldObject )
inlineoverridevirtual

Reimplemented from CreatureAI.

91 {
92 events.ScheduleEvent(EVENT_SUMMONED_1, 1000);
93 }
@ EVENT_SUMMONED_1
Definition: boss_gyth.cpp:50
events
Definition: boss_sartura.cpp:43

References EVENT_SUMMONED_1.

◆ JustDied()

void boss_gyth::boss_gythAI::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from BossAI.

103 {
105 }
@ DONE
Definition: InstanceScript.h:60

References DATA_GYTH, DONE, BossAI::instance, and InstanceScript::SetBossState().

◆ JustEngagedWith()

void boss_gyth::boss_gythAI::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from BossAI.

75 {
77
78 events.ScheduleEvent(EVENT_CORROSIVE_ACID, 8s, 16s);
79 events.ScheduleEvent(EVENT_FREEZE, 8s, 16s);
80 events.ScheduleEvent(EVENT_FLAME_BREATH, 8s, 16s);
81 events.ScheduleEvent(EVENT_KNOCK_AWAY, 12s, 18s);
82 }
@ EVENT_FLAME_BREATH
Definition: boss_gyth.cpp:48
@ EVENT_KNOCK_AWAY
Definition: boss_gyth.cpp:49
@ EVENT_FREEZE
Definition: boss_gyth.cpp:47
@ EVENT_CORROSIVE_ACID
Definition: boss_gyth.cpp:46
void _JustEngagedWith()
Definition: ScriptedCreature.cpp:627

References BossAI::_JustEngagedWith(), EVENT_CORROSIVE_ACID, EVENT_FLAME_BREATH, EVENT_FREEZE, and EVENT_KNOCK_AWAY.

◆ JustSummoned()

void boss_gyth::boss_gythAI::JustSummoned ( Creature summon)
inlineoverridevirtual

Reimplemented from BossAI.

96 {
97 summons.Summon(summon);
98 summon->AI()->AttackStart(me->SelectVictim());
99 }
virtual void AttackStart(Unit *)
Definition: UnitAI.cpp:27
void Summon(Creature const *summon)
Definition: ScriptedCreature.h:88
SummonList summons
Definition: ScriptedCreature.h:501
Unit * SelectVictim()
Definition: Unit.cpp:14688
CreatureAI * AI() const
Definition: Creature.h:143

References Creature::AI(), UnitAI::AttackStart(), ScriptedAI::me, Creature::SelectVictim(), SummonList::Summon(), and BossAI::summons.

◆ Reset()

void boss_gyth::boss_gythAI::Reset ( )
inlineoverridevirtual

Reimplemented from BossAI.

64 {
65 _summonedRend = false;
67 {
71 }
72 }
@ IN_PROGRESS
Definition: InstanceScript.h:58
@ NOT_STARTED
Definition: InstanceScript.h:57
void DespawnAll(uint32 delay=0)
Definition: ScriptedCreature.cpp:71
void DespawnOrUnsummon(Milliseconds msTimeToDespawn, Seconds forcedRespawnTimer)
Definition: Creature.cpp:2173
EncounterState GetBossState(uint32 id) const
Definition: InstanceScript.h:235

References _summonedRend, DATA_GYTH, SummonList::DespawnAll(), Creature::DespawnOrUnsummon(), InstanceScript::GetBossState(), IN_PROGRESS, BossAI::instance, ScriptedAI::me, NOT_STARTED, InstanceScript::SetBossState(), and BossAI::summons.

◆ UpdateAI()

void boss_gyth::boss_gythAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Reimplemented from BossAI.

123 {
124 if (!UpdateVictim())
125 {
126 events.Update(diff);
127
128 while (uint32 eventId = events.ExecuteEvent())
129 {
130 switch (eventId)
131 {
132 case EVENT_SUMMONED_1:
134 if (GameObject* portcullis = me->FindNearestGameObject(GO_DR_PORTCULLIS, 40.0f))
135 portcullis->UseDoorOrButton();
136 events.ScheduleEvent(EVENT_SUMMONED_2, 2s);
137 break;
138 case EVENT_SUMMONED_2:
140 break;
141 default:
142 break;
143 }
144 }
145 return;
146 }
147
148 events.Update(diff);
149
150 while (uint32 eventId = events.ExecuteEvent())
151 {
152 switch (eventId)
153 {
156 events.ScheduleEvent(EVENT_CORROSIVE_ACID, 10s, 16s);
157 break;
158 case EVENT_FREEZE:
160 events.ScheduleEvent(EVENT_FREEZE, 10s, 16s);
161 break;
164 events.ScheduleEvent(EVENT_FLAME_BREATH, 10s, 16s);
165 break;
166 case EVENT_KNOCK_AWAY:
168 events.ScheduleEvent(EVENT_KNOCK_AWAY, 14s, 20s);
169 break;
170 default:
171 break;
172 }
173 }
175 }
std::uint32_t uint32
Definition: Define.h:107
@ GYTH_PATH_1
Definition: boss_gyth.cpp:41
@ SPELL_FREEZE
Definition: boss_gyth.cpp:29
@ SPELL_FLAMEBREATH
Definition: boss_gyth.cpp:28
@ SPELL_KNOCK_AWAY
Definition: boss_gyth.cpp:30
@ SPELL_CORROSIVE_ACID
Definition: boss_gyth.cpp:27
@ EVENT_SUMMONED_2
Definition: boss_gyth.cpp:51
@ GO_DR_PORTCULLIS
Definition: blackrock_spire.h:138
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:39
SpellCastResult DoCastVictim(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:240
bool UpdateVictim()
Definition: CreatureAI.cpp:269
Definition: GameObject.h:121
GameObject * FindNearestGameObject(uint32 entry, float range, bool onlySpawned=false) const
Definition: Object.cpp:2455
MotionMaster * GetMotionMaster()
Definition: Unit.h:1601
Aura * AddAura(uint32 spellId, Unit *target)
Definition: Unit.cpp:18819
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:849

References Unit::AddAura(), UnitAI::DoCast(), UnitAI::DoCastVictim(), UnitAI::DoMeleeAttackIfReady(), EVENT_CORROSIVE_ACID, EVENT_FLAME_BREATH, EVENT_FREEZE, EVENT_KNOCK_AWAY, EVENT_SUMMONED_1, EVENT_SUMMONED_2, WorldObject::FindNearestGameObject(), Unit::GetMotionMaster(), GO_DR_PORTCULLIS, GYTH_PATH_1, ScriptedAI::me, MotionMaster::MovePath(), SPELL_CORROSIVE_ACID, SPELL_FLAMEBREATH, SPELL_FREEZE, SPELL_KNOCK_AWAY, SPELL_REND_MOUNTS, and CreatureAI::UpdateVictim().

Member Data Documentation

◆ _summonedRend

bool boss_gyth::boss_gythAI::_summonedRend
private

Referenced by DamageTaken(), and Reset().