213 if (me->IsWithinDist(vorpil, 3))
215 DoCastSelf(SPELL_SACRIFICE);
217 task.Schedule(1s, [this](TaskContext )
219 DoCastSelf(SPELL_EMPOWERING_SHADOWS);
220 DoCastSelf(SPELL_SHADOW_NOVA);
221 DoCastSelf(SPELL_INSTAKILL_SELF);
232 _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=EvadeReason::Other)
void Talk(uint8 id, WorldObject const *whisperTarget=nullptr)
void SetReactState(ReactStates st)
void Repeat(Milliseconds time)
void ScheduleEvent(uint32 eventId, Milliseconds time, uint32 group=0, uint8 phase=0)
virtual ObjectGuid GetGuidData(uint32 type) const override
void MoveFollow(Unit *target, float dist, ChaseAngle angle, Optional< Milliseconds > duration={}, MovementSlot slot=MOTION_SLOT_ACTIVE)
TaskContext & Repeat(std::chrono::duration< Rep, Period > duration)
TaskScheduler & Schedule(std::chrono::duration< Rep, Period > time, task_handler_t task)
TaskScheduler & Update(success_t const &callback=nullptr)
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