204 if (
Unit* summoner = summon->GetSummonerUnit())
276 creature->DespawnOrUnsummon();
#define RegisterSpellScript(spell_script)
@ SPELL_EFFECT_SCRIPT_EFFECT
@ AURA_EFFECT_HANDLE_REAL
#define SpellEffectFn(F, I, N)
#define AuraEffectRemoveFn(F, I, N, M)
static constexpr std::array< uint32, 5 > InciteChaosSummonSpells
@ SPELL_INCITE_CHAOS_CHARM
@ SPELL_INCITE_CHAOS_SUMMON_3
@ SPELL_INCITER_THREAT_TRIGGER
@ SPELL_INCITE_CHAOS_SUMMON_4
@ SPELL_INCITE_CHAOS_SUMMON_1
@ SPELL_INCITE_CHAOS_SUMMON_5
@ SPELL_CHARM_BREAK_HARDCODED
@ SPELL_INCITE_CHAOS_SUMMON_2
void AddSC_boss_blackheart_the_inciter()
HookList< EffectApplyHandler > AfterEffectRemove
bool CanAIAttack(Unit const *target) const override
Unit * SelectAttackTarget() const override
void JustEngagedWith(Unit *who) override
void SetDisplayId(uint32 modelId) override
void SetReactState(ReactStates st)
CreatureTemplate const * GetCreatureTemplate() const
void Repeat(Milliseconds time)
void ScheduleEvent(EventId eventId, Milliseconds time, GroupIndex group=0u, PhaseIndex phase=0u)
Creature * GetCreature(uint32 type)
static Creature * ToCreature(Object *o)
bool CanAIAttack(Unit const *who) const override
SimpleCharmedPlayerAI(Player *player)
Unit * GetHitUnit() const
HookList< EffectHandler > OnEffectHitTarget
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
TaskScheduler & Update(success_t const &callback=EmptyCallback)
TaskScheduler & SetValidator(P &&predicate)
Sets a validator which is asked if tasks are allowed to be executed.
uint32 GetThreatListPlayerCount(bool includeOffline=false) const
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)
ThreatManager & GetThreatManager()
TempSummon * ToTempSummon()
bool HasUnitState(const uint32 f) const
InstanceScript * GetInstanceScript() const
SpellCastResult CastSpell(CastSpellTargetArg const &targets, uint32 spellId, CastSpellExtraArgs const &args={ })
static bool ValidateSpellInfo(std::initializer_list< uint32 > spellIds)
PrepareAuraScript(spell_blackheart_incite_chaos_charm)
void AfterRemove(AuraEffect const *, AuraEffectHandleModes)
PrepareSpellScript(spell_blackheart_incite_chaos)
bool Validate(SpellInfo const *) override
void HandleScript(SpellEffIndex)
#define RegisterShadowLabyrinthCreatureAI(ai_name)
@ DATA_BLACKHEART_THE_INCITER
void ResetThreatList(Unit *who=nullptr)
void UpdateAI(uint32 diff) override
void KilledUnit(Unit *) override
void JustDied(Unit *) override
boss_blackheart_the_inciter(Creature *creature)
void JustEngagedWith(Unit *who) override
void OnSpellCast(SpellInfo const *spellInfo) override
PlayerAI * GetAIForCharmedPlayer(Player *player) override
void InitializeAI() override
void JustAppeared() override
InstanceScript * _instance
npc_blackheart_the_inciter_dummy(Creature *creature)
void UpdateAI(uint32 diff) override