Project SkyFire Core
SkyFire 5.4.8 server core API documentation
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PlayerAI Class Reference

#include <UnitAI.h>

Inheritance diagram for PlayerAI:
Collaboration diagram for PlayerAI:

Public Member Functions

void OnCharmed (bool apply) OVERRIDE
 PlayerAI (Player *player)
Public Member Functions inherited from UnitAI
virtual void AttackStart (Unit *)
void AttackStartCaster (Unit *victim, float dist)
virtual bool CanAIAttack (Unit const *) const
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType)
virtual void DamageTaken (Unit *, uint32 &)
virtual void DoAction (int32)
void DoAddAuraToAllHostilePlayers (uint32 spellid)
void DoCast (uint32 spellId)
void DoCast (Unit *victim, uint32 spellId, bool triggered=false)
void DoCastAOE (uint32 spellId, bool triggered=false)
void DoCastToAllHostilePlayers (uint32 spellid, bool triggered=false)
void DoCastVictim (uint32 spellId, bool triggered=false)
float DoGetSpellMaxRange (uint32 spellId, bool positive=false)
void DoMeleeAttackIfReady ()
bool DoSpellAttackIfReady (uint32 spell)
virtual uint32 GetData (uint32) const
virtual uint64 GetGUID (int32=0) const
virtual void HealDone (Unit *, uint32 &)
virtual void HealReceived (Unit *, uint32 &)
virtual void InitializeAI ()
virtual bool OnGossipHello (Player *player)
virtual void Reset ()
template<class PREDICATE>
Unit * SelectTarget (SelectAggroTarget targetType, uint32 position, PREDICATE const &predicate)
Unit * SelectTarget (SelectAggroTarget targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, int32 aura=0)
template<class PREDICATE>
void SelectTargetList (std::list< Unit * > &targetList, PREDICATE const &predicate, uint32 maxTargets, SelectAggroTarget targetType)
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectAggroTarget targetType, float dist=0.0f, bool playerOnly=false, int32 aura=0)
virtual void SetData (uint32, uint32)
virtual void SetGUID (uint64, int32=0)
virtual void sGossipHello (Player *)
virtual void sGossipSelect (Player *, uint32, uint32)
virtual void sGossipSelectCode (Player *, uint32, uint32, char const *)
virtual bool sOnDummyEffect (Unit *, uint32, SpellEffIndex)
virtual void sOnGameEvent (bool, uint16)
virtual void SpellInterrupted (uint32, uint32)
virtual void sQuestAccept (Player *, Quest const *)
virtual void sQuestComplete (Player *, Quest const *)
virtual void sQuestReward (Player *, Quest const *, uint32)
virtual void sQuestSelect (Player *, Quest const *)
 UnitAI (Unit *unit)
virtual void UpdateAI (uint32 diff)=0
virtual ~UnitAI ()

Protected Attributes

Player *const me
Protected Attributes inherited from UnitAI
Unit *const me

Additional Inherited Members

Static Public Member Functions inherited from UnitAI
static void FillAISpellInfo ()
Static Public Attributes inherited from UnitAI
static AISpellInfoType * AISpellInfo

Detailed Description

Definition at line 260 of file UnitAI.h.

Constructor & Destructor Documentation

◆ PlayerAI()

PlayerAI::PlayerAI ( Player * player)
inlineexplicit

Member Function Documentation

◆ OnCharmed()

void PlayerAI::OnCharmed ( bool apply)
virtual

Implements UnitAI.

Definition at line 241 of file UnitAI.cpp.

References me.

Member Data Documentation

◆ me


The documentation for this class was generated from the following files: