383 return GetKarazhanAI<boss_nightbaneAI>(creature);
450 return GetKarazhanAI<go_blackened_urnAI>(go);
std::chrono::seconds Seconds
Seconds shorthand typedef.
std::chrono::milliseconds Milliseconds
Milliseconds shorthand typedef.
@ SPLINE_CHAIN_MOTION_TYPE
@ SPELL_AURA_PERIODIC_TRIGGER_SPELL
#define AuraEffectPeriodicFn(F, I, N)
@ UNIT_FLAG_UNINTERACTIBLE
@ SPELL_SMOLDERING_BREATH
Position const FlyPositionRight
@ SPLINE_CHAIN_INTRO_START
@ SPLINE_CHAIN_SECOND_LANDING
@ SPLINE_CHAIN_INTRO_LANDING
@ EVENT_SMOLDERING_BREATH
Position const FlyPosition
Position const FlyPositionLeft
void AddSC_boss_nightbane()
@ POINT_PHASE_TWO_PRE_FLY
@ POINT_PHASE_TWO_LANDING
uint32 GetTickNumber() const
HookList< EffectPeriodicHandler > OnEffectPeriodic
InstanceScript *const instance
void JustEngagedWith(Unit *who) override
void _DespawnAtEvade(Seconds delayToRespawn=30s, Creature *who=nullptr)
void DoZoneInCombat(Creature *creature=nullptr)
void Talk(uint8 id, WorldObject const *whisperTarget=nullptr)
virtual void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
bool SetDisableGravity(bool disable, bool packetOnly=false, bool updateAnimTier=true) override
void SetImmuneToPC(bool apply) override
void SetReactState(ReactStates st)
void Repeat(Milliseconds time)
bool IsInPhase(PhaseIndex phase) const
void SetPhase(PhaseIndex phase)
void CancelEventGroup(GroupIndex group)
void ScheduleEvent(EventId eventId, Milliseconds time, GroupIndex group=0u, PhaseIndex phase=0u)
bool HasFlag(GameObjectFlags flags) const
void SetFlag(GameObjectFlags flags)
void HandleGameObject(ObjectGuid guid, bool open, GameObject *go=nullptr)
virtual ObjectGuid GetGuidData(uint32 type) const override
EncounterState GetBossState(uint32 id) const
void MovePoint(uint32 id, Position const &pos, bool generatePath=true, Optional< float > finalOrient={})
void MoveAlongSplineChain(uint32 pointId, uint16 dbChainId, bool walk)
void DoMeleeAttackIfReady()
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 DoCastAOE(uint32 spellId, CastSpellExtraArgs const &args={})
SpellCastResult DoCast(uint32 spellId)
void InterruptNonMeleeSpells(bool withDelayed, uint32 spellid=0, bool withInstant=true)
MotionMaster * GetMotionMaster()
void SetFacingToObject(WorldObject const *object, bool force=true)
bool HasUnitState(const uint32 f) const
void HandleEmoteCommand(Emote emoteId)
void SetStandState(UnitStandStateType state)
void RemoveUnitFlag(UnitFlags flags)
SpellCastResult CastSpell(CastSpellTargetArg const &targets, uint32 spellId, CastSpellExtraArgs const &args={ })
void setActive(bool isActiveObject)
void SetFarVisible(bool on)
float GetDistance(WorldObject const *obj) const
static bool ValidateSpellInfo(std::initializer_list< uint32 > spellIds)
CreatureAI * GetAI(Creature *creature) const override
GameObjectAI * GetAI(GameObject *go) const override
PrepareAuraScript(spell_rain_of_bones_AuraScript)
void OnTrigger(AuraEffect const *aurEff)
bool Validate(SpellInfo const *) override
AuraScript * GetAuraScript() const override
@ DATA_MASTERS_TERRACE_DOOR_1
@ DATA_MASTERS_TERRACE_DOOR_2
TC_GAME_API GameObject * GetGameObject(WorldObject const &u, ObjectGuid const &guid)
TC_GAME_API Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
bool HasInArc(float arcangle, Position const *pos, float border=2.0f) const
bool HealthBelowPct(uint32 pct) const
void ResetThreatList(Unit *who=nullptr)
void DoAction(int32 action) override
void MovementInform(uint32 type, uint32 pointId) override
void UpdateAI(uint32 diff) override
boss_nightbaneAI(Creature *creature)
void JustEngagedWith(Unit *who) override
void DamageTaken(Unit *, uint32 &damage, DamageEffectType, SpellInfo const *) override
void HandleTerraceDoors(bool open)
void EnterEvadeMode(EvadeReason why) override
void ExecuteEvent(uint32 eventId) override
void JustDied(Unit *) override
void JustReachedHome() override
InstanceScript * instance
go_blackened_urnAI(GameObject *go)
bool OnGossipHello(Player *) override