253 akilzon->AI()->JustSummoned(
me);
266 if (
Unit* summoner = summon->GetSummonerUnit())
439 static constexpr Position Offset = { 0.0f, 0.0f, 30.0f, 0.0f };
#define RegisterSpellScript(spell_script)
@ SPELL_EFFECT_SCRIPT_EFFECT
@ SPELL_EFFECT_TRIGGER_SPELL
@ TARGET_UNIT_SRC_AREA_ALLY
@ TARGET_UNIT_SRC_AREA_ENEMY
@ TRIGGERED_FULL_MASK
Used when doing CastSpell with triggered == true.
#define SpellEffectFn(F, I, N)
#define SpellObjectAreaTargetSelectFn(F, I, N)
#define SpellDestinationTargetSelectFn(F, I, N)
@ EVENT_STATIC_DISRUPTION
static constexpr std::array< uint32, 4 > EagleSpawnGroupsData
void AddSC_boss_akilzon()
@ SPELL_STATIC_DISRUPTION
@ SPELL_ELECTRICAL_STORM_AURA
void JustEngagedWith(Unit *who) override
void _DespawnAtEvade(Seconds delayToRespawn=30s, Creature *who=nullptr)
void SetReactState(ReactStates st)
void SetCorpseDelay(uint32 delay, bool ignoreCorpseDecayRatio=false)
void Repeat(Milliseconds time)
void ScheduleEvent(EventId eventId, Milliseconds time, GroupIndex group=0u, PhaseIndex phase=0u)
void AddEventAtOffset(BasicEvent *event, Milliseconds offset)
void SetZoneWeather(uint32 zoneId, WeatherState weatherId, float intensity)
bool SpawnGroupSpawn(uint32 groupId, bool ignoreRespawn=false, bool force=false, std::vector< WorldObject * > *spawnedObjects=nullptr)
bool SpawnGroupDespawn(uint32 groupId, bool deleteRespawnTimes=false, size_t *count=nullptr)
void MovePoint(uint32 id, Position const &pos, bool generatePath=true, Optional< float > finalOrient={}, Optional< float > speed={}, MovementWalkRunSpeedSelectionMode speedSelectionMode=MovementWalkRunSpeedSelectionMode::Default, Optional< float > closeEnoughDistance={}, Optional< MovementFadeObject > fadeObject={}, Scripting::v2::ActionResultSetter< MovementStopReason > &&scriptResult={})
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={})
SpellEffectValue CalcValue(WorldObject const *caster=nullptr, SpellEffectValue const *basePoints=nullptr, Unit const *target=nullptr, float *variance=nullptr, uint32 castItemId=0, int32 itemLevel=-1) const
int32 CalcValueAsInt(WorldObject const *caster=nullptr, SpellEffectValue const *basePoints=nullptr, Unit const *target=nullptr, float *variance=nullptr, uint32 castItemId=0, int32 itemLevel=-1) const
SpellEffectInfo const & GetEffect(SpellEffIndex index) const
static bool ValidateSpellInfo(std::initializer_list< uint32 > spellIds)
HookList< HitHandler > AfterHit
HookList< DestinationTargetSelectHandler > OnDestinationTargetSelect
int32 GetEffectValueAsInt() const
HookList< EffectHandler > OnEffectHit
void PreventHitDefaultEffect(SpellEffIndex effIndex)
SpellInfo const * GetTriggeringSpell() const
Unit * GetHitUnit() const
SpellEffectInfo const & GetEffectInfo() const
HookList< EffectHandler > OnEffectHitTarget
Difficulty GetCastDifficulty() const
HookList< EffectHandler > OnEffectLaunch
HookList< ObjectAreaTargetSelectHandler > OnObjectAreaTargetSelect
TaskContext & Repeat(TaskScheduler::duration_t duration)
TaskScheduler & Schedule(duration_t time, task_handler_t task)
TaskScheduler & Update()
Update the scheduler to the current time.
SpellCastResult DoCastSelf(uint32 spellId, CastSpellExtraArgs const &args={})
virtual void InitializeAI()
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 DoCast(uint32 spellId)
MotionMaster * GetMotionMaster()
TempSummon * ToTempSummon()
bool HasUnitState(const uint32 f) const
InstanceScript * GetInstanceScript() const
SpellCastResult CastSpell(CastSpellTargetArg const &targets, uint32 spellId, CastSpellExtraArgs const &args={ })
void HandleScript(SpellEffIndex)
bool Validate(SpellInfo const *spellInfo) override
void FilterTargets(std::list< WorldObject * > &targets)
void HandleScript(SpellEffIndex)
bool Validate(SpellInfo const *spellInfo) override
void FilterTargets(std::list< WorldObject * > &targets)
void HandleEffect(SpellEffIndex effIndex)
bool Validate(SpellInfo const *spellInfo) override
void HandleScript(SpellEffIndex)
bool Validate(SpellInfo const *) override
void FilterTargets(std::list< WorldObject * > &targets)
bool Validate(SpellInfo const *) override
void HandleScriptEffect(SpellEffIndex)
bool Validate(SpellInfo const *spellInfo) override
static void SetDest(SpellScript const &, SpellDestination &dest)
void SetDest(SpellDestination &dest)
@ WEATHER_STATE_MEDIUM_RAIN
void RandomResize(C &container, std::size_t requestedSize)
constexpr void GetPosition(float &x, float &y) const
ScriptedAI(Creature *creature, uint32 scriptId=0) noexcept
void DoPlaySoundToSet(WorldObject *source, uint32 soundId)
void RelocateOffset(Position const &offset)
void JustEngagedWith(Unit *who) override
void KilledUnit(Unit *) override
void UpdateAI(uint32 diff) override
boss_akilzon(Creature *creature)
void JustDied(Unit *) override
void EnterEvadeMode(EvadeReason) override
void OnSpellCast(SpellInfo const *spellInfo) override
void PassengerBoarded(Unit *, int8, bool apply) override
== Fields =======================================
void IsSummonedBy(WorldObject *summoner) override
void MovementInform(uint32 type, uint32 pointId) override
void UpdateAI(uint32 diff) override
void InitializeAI() override
void JustAppeared() override
#define RegisterZulAmanCreatureAI(ai_name)