331 task.
Repeat(3600ms, 7200ms);
493 orientation += 5 * float(
M_PI) / 180;
496 orientation -= 5 * float(
M_PI) / 180;
First const & RAND(First const &first, Second const &second, Rest const &... rest)
bool roll_chance_i(int chance)
#define RegisterSpellScript(spell_script)
Creature * GetClosestCreatureWithEntry(WorldObject *source, uint32 entry, float maxSearchRange, bool alive=true)
@ SPELL_EFFECT_SCRIPT_EFFECT
@ TARGET_UNIT_CONE_ENEMY_24
@ SPELL_AURA_PERIODIC_TRIGGER_SPELL
#define SpellEffectFn(F, I, N)
#define SpellObjectAreaTargetSelectFn(F, I, N)
#define AuraEffectPeriodicFn(F, I, N)
@ UNIT_STAND_STATE_SUBMERGED
@ UNIT_FLAG_UNINTERACTIBLE
static Position const LurkerSpawnPosition
static constexpr std::array< uint32, 9 > CoilfangNagaSpawnGroupsData
void AddSC_boss_the_lurker_below()
@ SPAWN_GROUP_COILFANG_AMBUSHER_5
@ SPAWN_GROUP_COILFANG_AMBUSHER_6
@ SPAWN_GROUP_COILFANG_GUARDIAN_3
@ SPAWN_GROUP_COILFANG_GUARDIAN_2
@ SPAWN_GROUP_COILFANG_AMBUSHER_2
@ SPAWN_GROUP_COILFANG_AMBUSHER_4
@ SPAWN_GROUP_COILFANG_GUARDIAN_1
@ SPAWN_GROUP_COILFANG_AMBUSHER_3
@ SPAWN_GROUP_COILFANG_AMBUSHER_1
@ PATH_COILFANG_AMBUSHER_5
@ PATH_COILFANG_AMBUSHER_4
@ PATH_COILFANG_AMBUSHER_6
@ PATH_COILFANG_GUARDIAN_2
@ PATH_COILFANG_AMBUSHER_2
@ PATH_COILFANG_AMBUSHER_1
@ PATH_COILFANG_GUARDIAN_3
@ PATH_COILFANG_GUARDIAN_1
@ PATH_COILFANG_AMBUSHER_3
@ SPELL_CLEAR_ALL_DEBUFFS
@ SPELL_LURKER_SPAWN_TRIGGER
@ NPC_WORLD_TRIGGER_NOT_IMMUNE_PC
HookList< EffectPeriodicHandler > OnEffectPeriodic
InstanceScript *const instance
void JustEngagedWith(Unit *who) override
void DoZoneInCombat(Creature *creature=nullptr)
void SetImmuneToPC(bool apply) override
void SetReactState(ReactStates st)
void DespawnOrUnsummon(Milliseconds timeToDespawn=0s, Seconds forceRespawnTime=0s)
bool HasStringId(std::string_view id) const
ReactStates GetReactState() const
void Repeat(Milliseconds time)
void RescheduleEvent(EventId eventId, Milliseconds time, GroupIndex group=0u, PhaseIndex phase=0u)
void CancelEvent(EventId eventId)
void ScheduleEvent(EventId eventId, Milliseconds time, GroupIndex group=0u, PhaseIndex phase=0u)
GameObjectAI(GameObject *go)
void ActivateObject(GameObjectActions action, WorldObject *spellCaster=nullptr, uint32 spellId=0, int32 effectIndex=-1)
virtual bool SetBossState(uint32 id, EncounterState state)
bool SpawnGroupSpawn(uint32 groupId, bool ignoreRespawn=false, bool force=false, std::vector< WorldObject * > *spawnedObjects=nullptr)
bool SpawnGroupDespawn(uint32 groupId, bool deleteRespawnTimes=false, size_t *count=nullptr)
TempSummon * SummonCreature(uint32 entry, Position const &pos, SummonPropertiesEntry const *properties=nullptr, uint32 duration=0, WorldObject *summoner=nullptr, uint32 spellId=0, uint32 vehId=0, ObjectGuid privateObjectOwner=ObjectGuid::Empty)
void MovePath(uint32 pathId, bool repeatable)
static Unit * ToUnit(Object *o)
int32 CalcValue(WorldObject const *caster=nullptr, int32 const *basePoints=nullptr) const
SpellEffectInfo const & GetEffect(SpellEffIndex index) const
HookList< EffectHandler > OnEffectHit
HookList< ObjectAreaTargetSelectHandler > OnObjectAreaTargetSelect
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
TaskScheduler & CancelAll()
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={})
virtual void InitializeAI()
SpellCastResult DoCastVictim(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)
bool IsWithinMeleeRange(Unit const *obj) const
MotionMaster * GetMotionMaster()
bool HasUnitMovementFlag(uint32 f) const
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint8 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
bool HasUnitState(const uint32 f) const
void SetFacingTo(float ori, bool force=true, uint32 movementId=EVENT_FACE)
void SetStandState(UnitStandStateType state)
void SetUnitFlag(UnitFlags flags)
void RemoveUnitFlag(UnitFlags flags)
InstanceScript * GetInstanceScript() const
SpellCastResult CastSpell(CastSpellTargetArg const &targets, uint32 spellId, CastSpellExtraArgs const &args={ })
static bool ValidateSpellInfo(std::initializer_list< uint32 > spellIds)
PrepareSpellScript(spell_the_lurker_below_spout_damage)
void FilterTargets(std::list< WorldObject * > &targets)
PrepareAuraScript(spell_the_lurker_below_spout_periodic)
bool Validate(SpellInfo const *spellInfo) override
void OnPeriodic(AuraEffect const *aurEff)
PrepareSpellScript(spell_the_lurker_below_spout)
void HandleScript(SpellEffIndex)
bool Validate(SpellInfo const *) override
#define RegisterSerpentshrineCavernGameObjectAI(ai_name)
#define RegisterSerpentshrineCavernCreatureAI(ai_name)
float GetOrientation() const
void SetCombatMovement(bool allowMovement)
ScriptedAI(Creature *creature)
void DoAction(int32 action) override
void EnterEvadeMode(EvadeReason) override
void UpdateAI(uint32 diff) override
void JustDied(Unit *) override
void JustEngagedWith(Unit *who) override
void OnSpellStart(SpellInfo const *spellInfo) override
boss_the_lurker_below(Creature *creature)
void InitializeAI() override
void JustAppeared() override
bool OnGossipHello(Player *player) override
void WaypointPathEnded(uint32, uint32) override
void UpdateAI(uint32 diff) override
void JustAppeared() override
void JustEngagedWith(Unit *) override
void WaypointPathEnded(uint32, uint32) override
void JustEngagedWith(Unit *) override
void UpdateAI(uint32 diff) override
void JustAppeared() override