AzerothCore 3.3.5a
OpenSource WoW Emulator
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npc_akama_shade Struct Reference
Inheritance diagram for npc_akama_shade:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 npc_akama_shade (Creature *creature)
 
void Reset () override
 
void MovementInform (uint32 type, uint32 point) override
 
void DamageTaken (Unit *, uint32 &damage, DamageEffectType, SpellSchoolMask) override
 Called at any Damage from any attacker (before damage apply) More...
 
void DoAction (int32 param) override
 
void JustSummoned (Creature *summon) override
 
void EnterEvadeMode (EvadeReason) override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged. More...
 
void sGossipSelect (Player *player, uint32, uint32) override
 
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

InstanceScriptinstance
 
- Public Attributes inherited from ScriptedAI
Creatureme
 

Private Attributes

bool _sayLowHealth
 
bool _died
 
std::list< Creature * > _generators
 

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_akama_shade()

npc_akama_shade::npc_akama_shade ( Creature creature)
inline
203 : ScriptedAI(creature)
204 {
205 instance = creature->GetInstanceScript();
206 }
Definition: ScriptedCreature.h:190
InstanceScript * GetInstanceScript() const
Definition: Object.cpp:1203
InstanceScript * instance
Definition: boss_shade_of_akama.cpp:208

References WorldObject::GetInstanceScript(), and instance.

Member Function Documentation

◆ DamageTaken()

void npc_akama_shade::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 ScriptedAI.

274 {
275 if (me->HealthBelowPctDamaged(20, damage) && !_sayLowHealth)
276 {
277 _sayLowHealth = true;
279 }
280 else if (damage >= me->GetHealth() && !_died)
281 {
282 _died = true;
284 for (Creature* generator : _generators)
285 generator->AI()->DoAction(ACTION_GENERATOR_DESPAWN_ALL);
286
287 damage = me->GetHealth() - 1;
290 {
291 shade->SetHomePosition(shade->GetHomePosition());
292 shade->AI()->EnterEvadeMode();
293 }
294
297 }
298 }
@ SAY_DEATH
Definition: boss_shade_of_akama.cpp:34
@ SAY_LOW_HEALTH
Definition: boss_shade_of_akama.cpp:33
@ ACTION_GENERATOR_DESPAWN_ALL
Definition: boss_shade_of_akama.cpp:82
@ NPC_CREATURE_GENERATOR_AKAMA
Definition: black_temple.h:56
@ DATA_SHADE_OF_AKAMA
Definition: black_temple.h:31
Talk
Definition: hyjal.cpp:82
@ EVADE_REASON_OTHER
Definition: CreatureAI.h:93
virtual void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition: CreatureAI.cpp:208
Creature * me
Definition: ScriptedCreature.h:280
Definition: Creature.h:43
void DespawnOrUnsummon(Milliseconds msTimeToDespawn, Seconds forcedRespawnTimer)
Definition: Creature.cpp:2178
void GetCreatureListWithEntryInGrid(std::list< Creature * > &lList, uint32 uiEntry, float fMaxSearchRange) const
Definition: Object.cpp:2511
uint32 GetHealth() const
Definition: Unit.h:1029
bool HealthBelowPctDamaged(int32 pct, uint32 damage) const
Definition: Unit.h:1038
Creature * GetCreature(uint32 type)
Definition: InstanceScript.cpp:103
bool _died
Definition: boss_shade_of_akama.cpp:349
std::list< Creature * > _generators
Definition: boss_shade_of_akama.cpp:350
bool _sayLowHealth
Definition: boss_shade_of_akama.cpp:348

References _died, _generators, _sayLowHealth, ACTION_GENERATOR_DESPAWN_ALL, DATA_SHADE_OF_AKAMA, Creature::DespawnOrUnsummon(), CreatureAI::EnterEvadeMode(), CreatureAI::EVADE_REASON_OTHER, InstanceScript::GetCreature(), WorldObject::GetCreatureListWithEntryInGrid(), Unit::GetHealth(), Unit::HealthBelowPctDamaged(), instance, ScriptedAI::me, NPC_CREATURE_GENERATOR_AKAMA, SAY_DEATH, and SAY_LOW_HEALTH.

◆ DoAction()

void npc_akama_shade::DoAction ( int32  param)
inlineoverridevirtual

Reimplemented from UnitAI.

301 {
302 if (param == ACTION_AKAMA_START_OUTRO)
303 {
304 me->SetWalk(false);
306 }
307 }
@ ACTION_AKAMA_START_OUTRO
Definition: boss_shade_of_akama.cpp:87
@ POINT_OUTRO
Definition: boss_shade_of_akama.cpp:78
Position AkamaOutro
Definition: boss_shade_of_akama.cpp:94
bool SetWalk(bool enable) override
Enable or disable the creature's walk mode by removing: MOVEMENTFLAG_WALKING. Infom also the client.
Definition: Creature.cpp:3191
MotionMaster * GetMotionMaster()
Definition: Unit.h:1620
void MovePoint(uint32 id, const Position &pos, bool generatePath=true, bool forceDestination=true)
Definition: MotionMaster.h:213

References ACTION_AKAMA_START_OUTRO, AkamaOutro, Unit::GetMotionMaster(), ScriptedAI::me, MotionMaster::MovePoint(), POINT_OUTRO, and Creature::SetWalk().

◆ EnterEvadeMode()

void npc_akama_shade::EnterEvadeMode ( EvadeReason  )
inlineoverridevirtual

Reimplemented from CreatureAI.

319{ }

◆ JustEngagedWith()

void npc_akama_shade::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from ScriptedAI.

322 {
323 ScheduleTimedEvent(2s, [&]
324 {
326 }, 10s, 15s);
327 ScheduleTimedEvent(5s, [&]
328 {
330 }, 4s, 15s);
331 }
@ SPELL_CHAIN_LIGHTNING
Definition: boss_shade_of_akama.cpp:45
@ SPELL_DESTRUCTIVE_POISON
Definition: boss_shade_of_akama.cpp:44
SpellCastResult DoCastVictim(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:240
void ScheduleTimedEvent(Milliseconds timerMin, Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0s, uint32 uniqueId=0)
Definition: ScriptedCreature.cpp:321

References UnitAI::DoCastVictim(), ScriptedAI::ScheduleTimedEvent(), SPELL_CHAIN_LIGHTNING, and SPELL_DESTRUCTIVE_POISON.

◆ JustSummoned()

void npc_akama_shade::JustSummoned ( Creature summon)
inlineoverridevirtual

Reimplemented from ScriptedAI.

310 {
311 // In Retail they seem to me like they should move in formations of 3 to set points, this is simpler for now
313 float x, y, z;
314 me->GetNearPoint(summon, x, y, z, 25.f, 0, me->GetAngle(summon));
315 summon->SetWalk(true);
316 summon->GetMotionMaster()->MovePoint(POINT_OUTRO, x, y, z);
317 }
void JustSummoned(Creature *) override
Definition: ScriptedCreature.h:213
void GetNearPoint(WorldObject const *searcher, float &x, float &y, float &z, float searcher_size, float distance2d, float absAngle, float controlZ=0, Position const *startPos=nullptr) const
Definition: Object.cpp:2637
float GetAngle(const Position *pos) const
Definition: Position.cpp:78

References Position::GetAngle(), Unit::GetMotionMaster(), WorldObject::GetNearPoint(), ScriptedAI::JustSummoned(), ScriptedAI::me, MotionMaster::MovePoint(), POINT_OUTRO, and Creature::SetWalk().

◆ MovementInform()

void npc_akama_shade::MovementInform ( uint32  type,
uint32  point 
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

229 {
230 if (type == POINT_MOTION_TYPE)
231 {
232 switch (point)
233 {
234 case POINT_ENGAGE:
238 break;
239 case POINT_OUTRO:
241 ScheduleUniqueTimedEvent(15600ms, [&]
242 {
245 }, 1);
246 ScheduleUniqueTimedEvent(26550ms, [&]
247 {
249 }, 2);
250 ScheduleUniqueTimedEvent(37500ms, [&]
251 {
253 }, 3);
254 ScheduleUniqueTimedEvent(52000ms, [&]
255 {
256 std::list<Creature*> brokens;
259 broken->AI()->Talk(SAY_BROKEN_S1);
260
261 for (Creature* broken : brokens)
262 {
263 broken->SetStandState(UNIT_STAND_STATE_KNEEL);
264 broken->SetFaction(FACTION_DEFAULT);
265 broken->AI()->Talk(SAY_BROKEN_S2, 4800ms);
266 }
267 }, 4);
268 break;
269 }
270 }
271 }
@ SAY_BROKEN_S2
Definition: boss_shade_of_akama.cpp:37
@ SAY_BROKEN_S1
Definition: boss_shade_of_akama.cpp:36
@ SAY_BROKEN_FREE_0
Definition: boss_shade_of_akama.cpp:30
@ SAY_BROKEN_FREE_1
Definition: boss_shade_of_akama.cpp:31
@ SAY_BROKEN_FREE_2
Definition: boss_shade_of_akama.cpp:32
@ NPC_ASHTONGUE_BROKEN
Definition: boss_shade_of_akama.cpp:70
@ FACTION_DEFAULT
Definition: boss_shade_of_akama.cpp:89
@ POINT_ENGAGE
Definition: boss_shade_of_akama.cpp:77
@ SUMMON_GROUP_BROKENS
Definition: boss_shade_of_akama.cpp:75
@ SPELL_AKAMA_SOUL_RETRIEVE
Definition: boss_shade_of_akama.cpp:48
@ SPELL_AKAMA_SOUL_CHANNEL
Definition: boss_shade_of_akama.cpp:46
@ FACTION_MONSTER_SPAR_BUDDY
Definition: SharedDefines.h:233
Creature * GetClosestCreatureWithEntry(WorldObject *source, uint32 entry, float maxSearchRange, bool alive)
Definition: ScriptedCreature.cpp:850
@ UNIT_STAND_STATE_KNEEL
Definition: UnitDefines.h:40
@ POINT_MOTION_TYPE
Definition: MotionMaster.h:48
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition: UnitAI.h:392
void ScheduleUniqueTimedEvent(Milliseconds timer, std::function< void()> exec, uint32 uniqueId)
Definition: ScriptedCreature.h:362
void SetHomePosition(float x, float y, float z, float o)
Definition: Creature.h:336
void SummonCreatureGroup(uint8 group, std::list< TempSummon * > *list=nullptr)
Definition: Object.cpp:2443
void GetPosition(float &x, float &y) const
Definition: Position.h:121
void SetFaction(uint32 faction)
Definition: Unit.cpp:10056

References UnitAI::DoCastSelf(), FACTION_DEFAULT, FACTION_MONSTER_SPAR_BUDDY, GetClosestCreatureWithEntry(), WorldObject::GetCreatureListWithEntryInGrid(), Position::GetPosition(), ScriptedAI::me, NPC_ASHTONGUE_BROKEN, POINT_ENGAGE, POINT_MOTION_TYPE, POINT_OUTRO, SAY_BROKEN_FREE_0, SAY_BROKEN_FREE_1, SAY_BROKEN_FREE_2, SAY_BROKEN_S1, SAY_BROKEN_S2, ScriptedAI::ScheduleUniqueTimedEvent(), Unit::SetFaction(), Creature::SetHomePosition(), SPELL_AKAMA_SOUL_CHANNEL, SPELL_AKAMA_SOUL_RETRIEVE, SUMMON_GROUP_BROKENS, WorldObject::SummonCreatureGroup(), and UNIT_STAND_STATE_KNEEL.

◆ Reset()

void npc_akama_shade::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

211 {
213 {
215 return;
216 }
217
221 me->SetWalk(true);
222 _sayLowHealth = false;
223 _died = false;
225 _generators.clear();
226 }
@ SPELL_STEALTH
Definition: boss_shade_of_akama.cpp:43
@ DONE
Definition: InstanceScript.h:60
@ UNIT_NPC_FLAG_GOSSIP
Definition: UnitDefines.h:294
TaskScheduler & CancelAll()
Definition: TaskScheduler.cpp:45
TaskScheduler scheduler
Definition: CreatureAI.h:75
void RemoveNpcFlag(NPCFlags flags)
Definition: Unit.h:727
void SetNpcFlag(NPCFlags flags)
Definition: Unit.h:726
EncounterState GetBossState(uint32 id) const
Definition: InstanceScript.h:235

References _died, _generators, _sayLowHealth, TaskScheduler::CancelAll(), DATA_SHADE_OF_AKAMA, UnitAI::DoCastSelf(), DONE, FACTION_DEFAULT, InstanceScript::GetBossState(), instance, ScriptedAI::me, Unit::RemoveNpcFlag(), CreatureAI::scheduler, Unit::SetFaction(), Unit::SetNpcFlag(), Creature::SetWalk(), SPELL_STEALTH, and UNIT_NPC_FLAG_GOSSIP.

◆ sGossipSelect()

void npc_akama_shade::sGossipSelect ( Player player,
uint32  ,
uint32   
)
inlineoverridevirtual

Reimplemented from UnitAI.

334 {
335 CloseGossipMenuFor(player);
339 }
Position AkamaEngage
Definition: boss_shade_of_akama.cpp:93
void CloseGossipMenuFor(Player *player)
Definition: ScriptedGossip.cpp:56
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint8 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
Definition: Unit.cpp:4909

References AkamaEngage, CloseGossipMenuFor(), Unit::GetMotionMaster(), ScriptedAI::me, MotionMaster::MovePoint(), POINT_ENGAGE, Unit::RemoveAurasDueToSpell(), Unit::RemoveNpcFlag(), SPELL_STEALTH, and UNIT_NPC_FLAG_GOSSIP.

◆ UpdateAI()

void npc_akama_shade::UpdateAI ( uint32  )
inlineoverridevirtual

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

Reimplemented from ScriptedAI.

342 {
343 scheduler.Update(diff);
345 }
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition: TaskScheduler.cpp:27
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:39

References UnitAI::DoMeleeAttackIfReady(), CreatureAI::scheduler, and TaskScheduler::Update().

Member Data Documentation

◆ _died

bool npc_akama_shade::_died
private

Referenced by DamageTaken(), and Reset().

◆ _generators

std::list<Creature *> npc_akama_shade::_generators
private

Referenced by DamageTaken(), and Reset().

◆ _sayLowHealth

bool npc_akama_shade::_sayLowHealth
private

Referenced by DamageTaken(), and Reset().

◆ instance

InstanceScript* npc_akama_shade::instance

Referenced by DamageTaken(), npc_akama_shade(), and Reset().