73 namespace Conversations
75 static constexpr std::array<uint32, 2>
ReactionKill = { 20101, 20102 };
89 door->UseDoorOrButton();
90 door->DespawnOrUnsummon(5s);
std::vector< ObjectGuid > GuidVector
#define RegisterBattlegroundMapScript(script_name, mapId)
#define RegisterCreatureAI(ai_name)
#define RegisterSpellScript(spell_script)
@ EMOTE_ONESHOT_JUMPSTART
@ SPELL_EFFECT_SCRIPT_EFFECT
@ TRIGGERED_IGNORE_CAST_IN_PROGRESS
Will not check if a current cast is in progress.
@ TRIGGERED_DONT_REPORT_CAST_ERROR
Will return SPELL_FAILED_DONT_REPORT in CheckCast functions.
#define SpellEffectFn(F, I, N)
void AddSC_arena_nokhudon_proving_grounds()
WorldObject * GetOwner() const
HookList< AuraProcHandler > OnProc
ObjectGuid const & GetGUID() const
BattlegroundMap * battlegroundMap
static Conversation * CreateConversation(uint32 conversationEntry, Unit *creator, Position const &pos, ObjectGuid privateObjectOwner, SpellInfo const *spellInfo=nullptr, bool autoStart=true)
GameObject * GetGameObject(ObjectGuid const &guid)
Creature * GetCreature(ObjectGuid const &guid)
static ObjectGuid const Empty
Unit * GetProcTarget() const
Unit * GetHitUnit() const
HookList< EffectHandler > OnEffectHitTarget
TaskContext & Schedule(TaskScheduler::duration_t time, TaskScheduler::task_handler_t task)
TaskScheduler::repeated_t GetRepeatCounter() const
Returns the repeat counter which increases every time the task is repeated.
TaskContext & Repeat(TaskScheduler::duration_t duration)
TaskScheduler & Schedule(duration_t time, task_handler_t task)
TaskScheduler & Update()
Update the scheduler to the current time.
void SetStandState(UnitStandStateType state, uint32 animKitID=0)
bool HasAura(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, ObjectGuid itemCasterGUID=ObjectGuid::Empty, uint32 reqEffMask=0) const
void HandleEmoteCommand(Emote emoteId, Player *target=nullptr, Trinity::IteratorPair< int32 const * > spellVisualKitIds={}, int32 sequenceVariation=0)
UnitStandStateType GetStandState() const
constexpr uint32 GetMapId() const
ZoneScript * FindZoneScript() const
SpellCastResult CastSpell(CastSpellTargetArg const &targets, uint32 spellId, CastSpellExtraArgs const &args={ })
void HandleProc(ProcEventInfo const &eventInfo) const
void HandleHit(SpellEffIndex) const
static constexpr uint32 ReactionTrigger
static constexpr uint32 ReactionDead
static constexpr std::array< uint32, 2 > ReactionKill
static constexpr uint32 Malicia
static constexpr uint32 NokhudCombatant
static constexpr uint32 Door01
static constexpr uint32 NokhudonProvingGrounds
static constexpr uint32 NokhudonProvingGroundsVOCooldownAuraPlayerDeath
static constexpr uint32 NokhudonProvingGroundsReactionTrigger
static constexpr uint32 NokhudonProvingGroundsVOCooldownAura
static constexpr uint32 ArenaLowHealthCooldownAura
static constexpr uint8 ReactionNonGendered
static constexpr uint8 Prepare
static constexpr uint8 Start
auto SelectRandomContainerElement(C const &container) -> std::add_const_t< decltype(*std::ranges::begin(container))> &
arena_nokhudon_proving_grounds(BattlegroundMap *map)
void HandleReactionLowHealth(Player const *victim) const
void DoAction(uint32 actionId, WorldObject *source, WorldObject *target) override
void OnPlayerJoined(Player *player, bool) override
void HandleKill(Player const *victim) const
GuidVector _nokhudCombatantGUIDs
void OnGameObjectCreate(GameObject *gameobject) override
void OnPrepareStage2() override
void OnCreatureCreate(Creature *creature) override
npc_nokhudon_proving_grounds_nokhud_combatant(Creature *creature)
void UpdateAI(uint32 diff) override
void DoAction(int32 param) override
void HandleEmoteSequence()