218 if (me->IsWithinDist(vorpil, 3))
220 DoCastSelf(SPELL_SACRIFICE);
222 task.Schedule(1s, [this](TaskContext )
224 DoCastSelf(SPELL_EMPOWERING_SHADOWS);
225 DoCastSelf(SPELL_SHADOW_NOVA);
226 DoCastSelf(SPELL_INSTAKILL_SELF);
237 _scheduler.Update(diff);
bool roll_chance_i(int chance)
std::array< uint32, 5 > const VoidwalkerSummonSpells
@ SPELL_SUMMON_VOID_PORTAL_D
@ SPELL_DESPAWN_VOID_PORTALS
@ SPELL_SUMMON_VOID_PORTAL_B
@ SPELL_SUMMON_VOIDWALKER_C
@ SPELL_EMPOWERING_SHADOWS
@ SPELL_SUMMON_VOIDWALKER_A
@ SPELL_SUMMON_VOIDWALKER_D
@ SPELL_SUMMON_VOID_SUMMONER
@ SPELL_SUMMON_VOID_PORTAL_C
@ SPELL_SHADOWBOLT_VOLLEY
@ SPELL_SUMMON_VOIDWALKER_B
@ SPELL_SUMMON_VOIDWALKER_E
@ SPELL_SUMMON_VOID_PORTAL_E
@ SPELL_SUMMON_VOID_PORTAL_A
@ EVENT_SHADOWBOLT_VOLLEY
void AddSC_boss_grandmaster_vorpil()
void JustEngagedWith(Unit *who) override
virtual void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
void SetReactState(ReactStates st)
void Repeat(Milliseconds time)
void ScheduleEvent(EventId eventId, Milliseconds time, GroupIndex group=0u, PhaseIndex phase=0u)
virtual ObjectGuid GetGuidData(uint32 type) const override
void MoveFollow(Unit *target, float dist, ChaseAngle angle, MovementSlot slot=MOTION_SLOT_ACTIVE)
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
TaskScheduler & Update(success_t const &callback=EmptyCallback)
void DoMeleeAttackIfReady()
SpellCastResult DoCastSelf(uint32 spellId, CastSpellExtraArgs const &args={})
Unit * SelectTarget(SelectTargetMethod targetType, uint32 offset=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
SpellCastResult DoCast(uint32 spellId)
MotionMaster * GetMotionMaster()
bool HasUnitState(const uint32 f) const
TC_GAME_API Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
auto SelectRandomContainerElement(C const &container) -> typename std::add_const< decltype(*std::begin(container))>::type &
#define RegisterShadowLabyrinthCreatureAI(ai_name)
@ DATA_GRANDMASTER_VORPIL
boss_grandmaster_vorpil(Creature *creature)
void UpdateAI(uint32 diff) override
void JustEngagedWith(Unit *who) override
void EnterEvadeMode(EvadeReason why) override
void JustSummoned(Creature *) override
void JustDied(Unit *) override
void KilledUnit(Unit *who) override
void UpdateAI(uint32 diff) override
InstanceScript * _instance
void InitializeAI() override
void JustAppeared() override
npc_void_traveler(Creature *creature)
void JustAppeared() override
npc_voidwalker_summoner(Creature *creature)
void UpdateAI(uint32 diff) override