163 switch (spellInfo->
Id)
180 std::vector<Creature*> waveCreatures;
182 for (
Creature* waveCreature : waveCreatures)
184 waveCreature->SetImmuneToAll(
false);
185 waveCreature->AI()->AttackStart(who);
#define RegisterSpellScript(spell_script)
void GetCreatureListWithOptionsInGrid(Container &container, WorldObject *source, float maxSearchRange, FindCreatureOptions const &options)
@ TARGET_UNIT_SRC_AREA_ENEMY
@ AURA_EFFECT_HANDLE_REAL
#define SpellEffectFn(F, I, N)
#define SpellObjectAreaTargetSelectFn(F, I, N)
#define AuraEffectApplyFn(F, I, N, M)
#define AuraEffectRemoveFn(F, I, N, M)
@ SPAWN_GROUP_NALORAKK_WAVE_1
@ SPAWN_GROUP_NALORAKK_WAVE_3
@ SPAWN_GROUP_NALORAKK_WAVE_2
@ SPAWN_GROUP_NALORAKK_WAVE_4
static constexpr std::array< uint8, 4 > WaveTexts
@ SPELL_SHAPE_OF_THE_BEAR
void AddSC_boss_nalorakk()
static constexpr std::array< std::string_view, 4 > NalorakkWave
AuraApplication const * GetTargetApplication() const
HookList< EffectApplyHandler > AfterEffectRemove
HookList< EffectApplyHandler > AfterEffectApply
void JustEngagedWith(Unit *who) override
virtual void MoveInLineOfSight(Unit *)
void SetImmuneToAll(bool apply) override
void Repeat(Milliseconds time)
void CancelEvent(EventId eventId)
void ScheduleEvent(EventId eventId, Milliseconds time, GroupIndex group=0u, PhaseIndex phase=0u)
bool SpawnGroupSpawn(uint32 groupId, bool ignoreRespawn=false, bool force=false, std::vector< WorldObject * > *spawnedObjects=nullptr)
void MovePath(uint32 pathId, bool repeatable, Optional< Milliseconds > duration={}, Optional< float > speed={}, MovementWalkRunSpeedSelectionMode speedSelectionMode=MovementWalkRunSpeedSelectionMode::Default, Optional< std::pair< Milliseconds, Milliseconds > > waitTimeRangeAtPathEnd={}, Optional< float > wanderDistanceAtPathEnds={}, Optional< bool > followPathBackwardsFromEndToStart={}, Optional< bool > exactSplinePath={}, bool generatePath=true, Optional< MovementFadeObject > fadeObject={}, Scripting::v2::ActionResultSetter< MovementStopReason > &&scriptResult={})
static bool ValidateSpellInfo(std::initializer_list< uint32 > spellIds)
Unit * GetHitUnit() const
HookList< EffectHandler > OnEffectHitTarget
HookList< ObjectAreaTargetSelectHandler > OnObjectAreaTargetSelect
SpellCastResult DoCastSelf(uint32 spellId, CastSpellExtraArgs const &args={})
SpellCastResult DoCastVictim(uint32 spellId, CastSpellExtraArgs const &args={})
MotionMaster * GetMotionMaster()
bool HasUnitState(const uint32 f) const
SpellCastResult CastSpell(CastSpellTargetArg const &targets, uint32 spellId, CastSpellExtraArgs const &args={ })
bool IsHostileTo(WorldObject const *target) const
bool IsWithinDistInMap(WorldObject const *obj, float dist2compare, bool is3D=true, bool incOwnRadius=true, bool incTargetRadius=true) const
void AfterApply(AuraEffect const *, AuraEffectHandleModes)
void AfterRemove(AuraEffect const *, AuraEffectHandleModes)
void HandleDummy(SpellEffIndex)
bool Validate(SpellInfo const *) override
void FilterTargets(std::list< WorldObject * > &targets)
void RandomResize(C &container, std::size_t requestedSize)
void SetEquipmentSlots(bool loadDefault, int32 mainHand=EQUIP_NO_CHANGE, int32 offHand=EQUIP_NO_CHANGE, int32 ranged=EQUIP_NO_CHANGE)
void JustDied(Unit *) override
void JustEngagedWith(Unit *who) override
void HandleWave(Unit *who)
void MoveInLineOfSight(Unit *who) override
void DoAction(int32 action) override
void UpdateAI(uint32 diff) override
boss_nalorakk(Creature *creature)
void OnSpellCast(SpellInfo const *spellInfo) override
void UpdateOutOfCombatEvents(uint32 diff)
void KilledUnit(Unit *) override
void WaypointPathEnded(uint32, uint32) override
bool _waveEventInProgress
#define RegisterZulAmanCreatureAI(ai_name)