AzerothCore 3.3.5a
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npc_phantom_mage::npc_phantom_mageAI Struct Reference
Inheritance diagram for npc_phantom_mage::npc_phantom_mageAI:
ScriptedAI CreatureAI UnitAI npc_phantom_hallucination::npc_phantom_hallucinationAI

Public Member Functions

 npc_phantom_mageAI (Creature *c)
 
void DoAction (int32 a) override
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged. More...
 
void JustDied (Unit *) override
 
void AttackStart (Unit *who) override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
void EnterEvadeMode (EvadeReason why) 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

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_phantom_mageAI()

npc_phantom_mage::npc_phantom_mageAI::npc_phantom_mageAI ( Creature c)
inline
1018: ScriptedAI(c) {}
Definition: ScriptedCreature.h:190

Member Function Documentation

◆ AttackStart()

void npc_phantom_mage::npc_phantom_mageAI::AttackStart ( Unit who)
inlineoverridevirtual

Reimplemented from ScriptedAI.

1055 {
1057 return;
1059 }
@ UNIT_FLAG_NOT_SELECTABLE
Definition: UnitDefines.h:254
void AttackStart(Unit *) override
Definition: ScriptedCreature.cpp:210
Creature * me
Definition: ScriptedCreature.h:280
bool HasUnitFlag(UnitFlags flags) const
Definition: Unit.h:712
bool IsVisible() const
Definition: Unit.h:1876

References ScriptedAI::AttackStart(), Unit::HasUnitFlag(), Unit::IsVisible(), ScriptedAI::me, and UNIT_FLAG_NOT_SELECTABLE.

Referenced by DoAction().

◆ DoAction()

void npc_phantom_mage::npc_phantom_mageAI::DoAction ( int32  a)
inlineoverridevirtual

Reimplemented from UnitAI.

1023 {
1024 if (a == 1)
1025 {
1027 if (Unit* target = SelectTarget(SelectTargetMethod::MaxDistance, 0, 0.0f, true))
1028 AttackStart(target);
1029 }
1030 }
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition: UnitAI.cpp:110
void SetInCombatWithZone()
Set in combat all units in the dungeon/raid. Affect only units with IsAIEnabled.
Definition: Creature.cpp:2811
Definition: Unit.h:630
void AttackStart(Unit *who) override
Definition: halls_of_reflection.cpp:1054

References AttackStart(), ScriptedAI::me, UnitAI::SelectTarget(), and Creature::SetInCombatWithZone().

◆ EnterEvadeMode()

void npc_phantom_mage::npc_phantom_mageAI::EnterEvadeMode ( EvadeReason  why)
inlineoverridevirtual

Reimplemented from CreatureAI.

Reimplemented in npc_phantom_hallucination::npc_phantom_hallucinationAI.

1102 {
1105 {
1107 me->SetImmuneToAll(false);
1108 }
1109 }
@ DATA_WAVE_NUMBER
Definition: halls_of_reflection.h:45
virtual void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition: CreatureAI.cpp:208
InstanceScript * GetInstanceScript() const
Definition: Object.cpp:1203
void SetImmuneToAll(bool apply, bool keepCombat=false)
Definition: Unit.h:874
void RemoveUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition: Unit.h:714
virtual uint32 GetData(uint32) const
Definition: ZoneScript.h:51

References DATA_WAVE_NUMBER, CreatureAI::EnterEvadeMode(), ZoneScript::GetData(), WorldObject::GetInstanceScript(), ScriptedAI::me, Unit::RemoveUnitFlag(), Unit::SetImmuneToAll(), and UNIT_FLAG_NOT_SELECTABLE.

◆ JustDied()

void npc_phantom_mage::npc_phantom_mageAI::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from ScriptedAI.

Reimplemented in npc_phantom_hallucination::npc_phantom_hallucinationAI.

1047 {
1048 if (!urand(0,9))
1049 {
1051 }
1052 }
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:44
Talk
Definition: hyjal.cpp:82
@ SAY_WAVE_DEATH
Definition: halls_of_reflection.h:175

References SAY_WAVE_DEATH, and urand().

◆ JustEngagedWith()

void npc_phantom_mage::npc_phantom_mageAI::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from ScriptedAI.

1038 {
1039 events.ScheduleEvent(EVENT_FIREBALL, 3s);
1040 events.ScheduleEvent(EVENT_FLAMESTRIKE, 6s);
1041 events.ScheduleEvent(EVENT_FROSTBOLT, 9s);
1042 events.ScheduleEvent(EVENT_CHAINS_OF_ICE, 12s);
1043 events.ScheduleEvent(EVENT_HALLUCINATION, 40s);
1044 }
events
Definition: boss_sartura.cpp:43
@ EVENT_FIREBALL
Definition: halls_of_reflection.cpp:875
@ EVENT_FLAMESTRIKE
Definition: halls_of_reflection.cpp:876
@ EVENT_HALLUCINATION
Definition: halls_of_reflection.cpp:879
@ EVENT_CHAINS_OF_ICE
Definition: halls_of_reflection.cpp:878
@ EVENT_FROSTBOLT
Definition: halls_of_reflection.cpp:877

References EVENT_CHAINS_OF_ICE, EVENT_FIREBALL, EVENT_FLAMESTRIKE, EVENT_FROSTBOLT, and EVENT_HALLUCINATION.

◆ Reset()

void npc_phantom_mage::npc_phantom_mageAI::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

1033 {
1034 events.Reset();
1035 }

◆ UpdateAI()

void npc_phantom_mage::npc_phantom_mageAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Reimplemented from ScriptedAI.

Reimplemented in npc_phantom_hallucination::npc_phantom_hallucinationAI.

1062 {
1063 if (!UpdateVictim())
1064 return;
1065
1066 events.Update(diff);
1067
1069 return;
1070
1071 switch (events.ExecuteEvent())
1072 {
1073 case EVENT_FIREBALL:
1074 me->CastSpell(me->GetVictim(), SPELL_FIREBALL, false);
1075 events.ScheduleEvent(EVENT_FIREBALL, 6s);
1076 break;
1077 case EVENT_FLAMESTRIKE:
1079 events.ScheduleEvent(EVENT_FLAMESTRIKE, 15s);
1080 break;
1081 case EVENT_FROSTBOLT:
1082 if (Unit* target = SelectTargetFromPlayerList(40.0f, 0, true))
1083 me->CastSpell(target, SPELL_FROSTBOLT, false);
1084 events.ScheduleEvent(EVENT_FROSTBOLT, 9s);
1085 break;
1087 if (Unit* target = SelectTargetFromPlayerList(100.0f, 0, true))
1088 me->CastSpell(target, SPELL_CHAINS_OF_ICE, false);
1089 events.ScheduleEvent(EVENT_CHAINS_OF_ICE, 12s);
1090 break;
1092 //me->CastSpell(me, SPELL_HALLUCINATION, false);
1094 me->CastSpell(me, SPELL_HALLUCINATION + 1, true);
1095 break;
1096 }
1097
1099 }
@ NPC_PHANTOM_HALLUCINATION
Definition: halls_of_reflection.h:68
@ SPELL_FROSTBOLT
Definition: halls_of_reflection.cpp:839
@ SPELL_FLAMESTRIKE
Definition: halls_of_reflection.cpp:838
@ SPELL_HALLUCINATION
Definition: halls_of_reflection.cpp:841
@ SPELL_FIREBALL
Definition: halls_of_reflection.cpp:837
@ SPELL_CHAINS_OF_ICE
Definition: halls_of_reflection.cpp:840
@ TEMPSUMMON_TIMED_DESPAWN
Definition: Object.h:48
@ UNIT_STATE_CONFUSED
Definition: UnitDefines.h:160
@ UNIT_STATE_CASTING
Definition: UnitDefines.h:164
@ UNIT_STATE_STUNNED
Definition: UnitDefines.h:152
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:39
bool UpdateVictim()
Definition: CreatureAI.cpp:280
Player * SelectTargetFromPlayerList(float maxdist, uint32 excludeAura=0, bool mustBeInLOS=false) const
Definition: ScriptedCreature.cpp:571
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:2366
bool IsCharmed() const
Definition: Unit.h:1235
bool isFrozen() const
Definition: Unit.cpp:15829
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
Unit * GetVictim() const
Definition: Unit.h:853
bool HasFearAura() const
Definition: Unit.h:1697
bool HasUnitState(const uint32 f) const
Definition: Unit.h:701

References Unit::CastSpell(), UnitAI::DoMeleeAttackIfReady(), EVENT_CHAINS_OF_ICE, EVENT_FIREBALL, EVENT_FLAMESTRIKE, EVENT_FROSTBOLT, EVENT_HALLUCINATION, Unit::GetVictim(), Unit::HasFearAura(), Unit::HasUnitState(), Unit::IsCharmed(), Unit::isFrozen(), ScriptedAI::me, NPC_PHANTOM_HALLUCINATION, ScriptedAI::SelectTargetFromPlayerList(), SPELL_CHAINS_OF_ICE, SPELL_FIREBALL, SPELL_FLAMESTRIKE, SPELL_FROSTBOLT, SPELL_HALLUCINATION, WorldObject::SummonCreature(), TEMPSUMMON_TIMED_DESPAWN, UNIT_STATE_CASTING, UNIT_STATE_CONFUSED, UNIT_STATE_STUNNED, and CreatureAI::UpdateVictim().

Member Data Documentation

◆ events

EventMap npc_phantom_mage::npc_phantom_mageAI::events