std::set< ObjectGuid > GuidSet
uint32 const EncounterCount
void ScheduleEvent(uint32 eventId, Milliseconds time, uint32 group=0, uint8 phase=0)
void RemoveFlag(GameObjectFlags flags)
void SetBossNumber(uint32 number)
virtual bool SetBossState(uint32 id, EncounterState state)
virtual void OnCreatureCreate(Creature *creature) override
Creature * GetCreature(uint32 type)
void LoadDungeonEncounterData(T const &encounters)
EncounterState GetBossState(uint32 id) const
virtual void OnGameObjectCreate(GameObject *go) override
void LoadDoorData(DoorData const *data)
GameObject * GetGameObject(uint32 type)
void SetHeaders(std::string const &dataHeaders)
void LoadObjectData(ObjectData const *creatureData, ObjectData const *gameObjectData)
TempSummon * SummonCreature(uint32 entry, Position const &pos, SummonPropertiesEntry const *properties=nullptr, Milliseconds duration=0ms, WorldObject *summoner=nullptr, uint32 spellId=0, uint32 vehId=0, ObjectGuid privateObjectOwner=ObjectGuid::Empty, SmoothPhasingInfo const *smoothPhasingInfo=nullptr)
static ObjectGuid GetGUID(Object const *o)
float GetDistance(WorldObject const *obj) const
InstanceScript * GetInstanceScript(InstanceMap *map) const override
instance_magisters_terrace()
ObjectData const gameObjectData[]
void AddSC_instance_magisters_terrace()
ObjectData const creatureData[]
DoorData const doorData[]
Position const KalecgosSpawnPos
Position const KaelthasTrashGroupDistanceComparisonPos
DungeonEncounterData const encounters[]
@ NPC_SUNBLADE_BLOOD_KNIGHT
@ NPC_SUNBLADE_MAGE_GUARD
@ BOSS_PRIESTESS_DELRISSA
@ BOSS_KAELTHAS_SUNSTRIDER
@ DATA_DELRISSA_DEATH_COUNT
@ DATA_PRIESTESS_DELRISSA
@ DATA_KAELTHAS_SUNSTRIDER
@ GO_ASSEMBLY_CHAMBER_DOOR
GuidSet _kaelthasPreTrashGUIDs
void OnCreatureCreate(Creature *creature) override
instance_magisters_terrace_InstanceMapScript(InstanceMap *map)
uint8 _delrissaDeathCount
void SetData(uint32 type, uint32 data) override
void ProcessEvent(WorldObject *, uint32 eventId, WorldObject *) override
uint32 GetData(uint32 type) const override
void OnGameObjectCreate(GameObject *go) override
bool SetBossState(uint32 type, EncounterState state) override
void OnUnitDeath(Unit *unit) override
void Update(uint32 diff) override