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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
 
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

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
708 : ScriptedAI(creature)
709 {
713 }
@ REACT_PASSIVE
Definition: Unit.h:548
Definition: ScriptedCreature.h:190
Creature * me
Definition: ScriptedCreature.h:280
int8 GetOriginalEquipmentId() const
Definition: Creature.h:193
uint8 GetCurrentEquipmentId()
Definition: Creature.h:194
void SetCurrentEquipmentId(uint8 id)
Definition: Creature.h:195
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition: Creature.h:94

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
761 {
762 wait_timer = 5000;
764
767
768 float z;
769 anchor->GetContactPoint(me, anchorX, anchorY, z, 1.0f);
770
771 playerGUID = target->GetGUID();
772 Talk(SAY_EVENT_START, target);
773 }
Talk
Definition: hyjal.cpp:82
phase
Definition: boss_skadi.cpp:103
@ PHASE_TO_EQUIP
Definition: chapter1.cpp:665
@ SAY_EVENT_START
Definition: chapter1.cpp:653
@ SPELL_SOUL_PRISON_CHAIN
Definition: chapter1.cpp:645
@ UNIT_FIELD_BYTES_1
Definition: UpdateFields.h:131
static ObjectGuid GetGUID(Object const *o)
Definition: Object.h:112
void GetContactPoint(WorldObject const *obj, float &x, float &y, float &z, float distance2d=CONTACT_DISTANCE) const
Definition: Object.cpp:2753
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint8 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
Definition: Unit.cpp:4909
void SetUInt32Value(uint16 index, uint32 value)
Definition: Unit.cpp:21316
ObjectGuid playerGUID
Definition: chapter1.cpp:715
float anchorY
Definition: chapter1.cpp:718
float anchorX
Definition: chapter1.cpp:718
uint32 wait_timer
Definition: chapter1.cpp:717

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.

735 {
736 events.ScheduleEvent(EVENT_ICY_TOUCH, 1s, GCD_CAST);
737 events.ScheduleEvent(EVENT_PLAGUE_STRIKE, 3s, GCD_CAST);
738 events.ScheduleEvent(EVENT_BLOOD_STRIKE, 2s, GCD_CAST);
739 events.ScheduleEvent(EVENT_DEATH_COIL, 5s, GCD_CAST);
740 }
events
Definition: boss_sartura.cpp:43
#define GCD_CAST
Definition: chapter1.cpp:641
@ EVENT_PLAGUE_STRIKE
Definition: chapter1.cpp:657
@ EVENT_ICY_TOUCH
Definition: chapter1.cpp:656
@ EVENT_BLOOD_STRIKE
Definition: chapter1.cpp:658
@ EVENT_DEATH_COIL
Definition: chapter1.cpp:659

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.

743 {
744 if (type != POINT_MOTION_TYPE)
745 return;
746
747 if (id == 1)
748 {
749 wait_timer = 5000;
750 me->LoadEquipment(1);
752
754 Talk(SAY_EVENT_ATTACK, starter);
755
757 }
758 }
@ PHASE_TO_ATTACK
Definition: chapter1.cpp:667
@ SAY_EVENT_ATTACK
Definition: chapter1.cpp:654
@ SPELL_DK_INITIATE_VISUAL
Definition: chapter1.cpp:646
@ POINT_MOTION_TYPE
Definition: MotionMaster.h:48
Player * GetPlayer(Map const *, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:220
void LoadEquipment(int8 id=1, bool force=false)
Definition: Creature.cpp:1798
Definition: Player.h:1081
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

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.

724 {
727 events.Reset();
729 me->SetImmuneToPC(true);
731 me->LoadEquipment(0, true);
732 }
@ PHASE_CHAINED
Definition: chapter1.cpp:664
@ FACTION_CREATURE
Definition: SharedDefines.h:193
void Clear()
Definition: ObjectGuid.h:138
void SetFaction(uint32 faction)
Definition: Unit.cpp:10056
void SetImmuneToPC(bool apply, bool keepCombat=false)
Definition: Unit.cpp:13611
ObjectGuid anchorGUID
Definition: chapter1.cpp:719

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.

776 {
777 switch (phase)
778 {
779 case PHASE_CHAINED:
780 if (!anchorGUID)
781 {
782 if (Creature* anchor = me->FindNearestCreature(29521, 30))
783 {
784 anchor->AI()->SetGUID(me->GetGUID());
785 anchor->CastSpell(me, SPELL_SOUL_PRISON_CHAIN, true);
786 anchorGUID = anchor->GetGUID();
787 }
788
789 float dist = 99.0f;
790 GameObject* prison = nullptr;
791
792 for (uint8 i = 0; i < 12; ++i)
793 {
794 if (GameObject* temp_prison = me->FindNearestGameObject(acherus_soul_prison[i], 100))
795 {
796 if (me->IsWithinDist(temp_prison, dist, false))
797 {
798 dist = me->GetDistance2d(temp_prison);
799 prison = temp_prison;
800 }
801 }
802 }
803
804 if (prison)
805 prison->ResetDoorOrButton();
806 }
807 break;
808 case PHASE_TO_EQUIP:
809 if (wait_timer)
810 {
811 if (wait_timer > diff)
812 wait_timer -= diff;
813 else
814 {
816 //LOG_DEBUG("scripts.ai", "npc_unworthy_initiateAI: move to {} {} {}", anchorX, anchorY, me->GetPositionZ());
818 wait_timer = 0;
819 }
820 }
821 break;
822 case PHASE_TO_ATTACK:
823 if (wait_timer)
824 {
825 if (wait_timer > diff)
826 wait_timer -= diff;
827 else
828 {
830 me->SetImmuneToPC(false);
832
834 AttackStart(target);
835 wait_timer = 0;
836 }
837 }
838 break;
839 case PHASE_ATTACKING:
840 if (!UpdateVictim())
841 return;
842
843 events.Update(diff);
844
845 while (uint32 eventId = events.ExecuteEvent())
846 {
847 switch (eventId)
848 {
849 case EVENT_ICY_TOUCH:
851 events.DelayEvents(1000, GCD_CAST);
852 events.ScheduleEvent(EVENT_ICY_TOUCH, 5s, GCD_CAST);
853 break;
856 events.DelayEvents(1000, GCD_CAST);
857 events.ScheduleEvent(EVENT_PLAGUE_STRIKE, 5s, GCD_CAST);
858 break;
861 events.DelayEvents(1000, GCD_CAST);
862 events.ScheduleEvent(EVENT_BLOOD_STRIKE, 5s, GCD_CAST);
863 break;
864 case EVENT_DEATH_COIL:
866 events.DelayEvents(1000, GCD_CAST);
867 events.ScheduleEvent(EVENT_DEATH_COIL, 5s, GCD_CAST);
868 break;
869 }
870 }
871
873 break;
874 default:
875 break;
876 }
877 }
std::uint8_t uint8
Definition: Define.h:109
std::uint32_t uint32
Definition: Define.h:107
@ PHASE_EQUIPING
Definition: chapter1.cpp:666
@ PHASE_ATTACKING
Definition: chapter1.cpp:668
uint32 acherus_soul_prison[12]
Definition: chapter1.cpp:671
@ SPELL_DEATH_COIL
Definition: chapter1.cpp:651
@ SPELL_PLAGUE_STRIKE
Definition: chapter1.cpp:649
@ SPELL_BLOOD_STRIKE
Definition: chapter1.cpp:650
@ SPELL_ICY_TOUCH
Definition: chapter1.cpp:648
@ 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:280
void AttackStart(Unit *) override
Definition: ScriptedCreature.cpp:210
Definition: Creature.h:43
Definition: GameObject.h:120
void ResetDoorOrButton()
Definition: GameObject.cpp:1421
GameObject * FindNearestGameObject(uint32 entry, float range, bool onlySpawned=false) const
Definition: Object.cpp:2466
bool IsWithinDist(WorldObject const *obj, float dist2compare, bool is3D=true, bool useBoundingRadius=true) const
Definition: Object.cpp:1327
float GetDistance2d(WorldObject const *obj) const
Definition: Object.cpp:1274
Creature * FindNearestCreature(uint32 entry, float range, bool alive=true) const
Definition: Object.cpp:2457
float GetPositionZ() const
Definition: Position.h:118
MotionMaster * GetMotionMaster()
Definition: Unit.h:1620
void MovePoint(uint32 id, const Position &pos, bool generatePath=true, bool forceDestination=true)
Definition: MotionMaster.h:213

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