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

#include <SmartAI.h>

Inheritance diagram for SmartAI:
Collaboration diagram for SmartAI:

Public Member Functions

void AddEscortState (uint32 uiEscortState)
void AttackStart (Unit *who) OVERRIDE
bool CanAIAttack (const Unit *who) const OVERRIDE
bool CanCombatMove () const
void CorpseRemoved (uint32 &respawnDelay) OVERRIDE
 == State checks =================================
void DamageDealt (Unit *doneTo, uint32 &damage, DamageEffectType) OVERRIDE
void DamageTaken (Unit *doneBy, uint32 &damage) OVERRIDE
void DoAction (int32 param=0) OVERRIDE
void EndPath (bool fail=false)
void EnterCombat (Unit *enemy) OVERRIDE
void EnterEvadeMode () OVERRIDE
uint32 GetData (uint32 id=0) const OVERRIDE
uint64 GetGUID (int32 id=0) const OVERRIDE
WayPointGetNextWayPoint ()
SmartScriptGetScript ()
bool HasEscortState (uint32 uiEscortState) const
void HealReceived (Unit *doneBy, uint32 &addhealth) OVERRIDE
void InitializeAI () OVERRIDE
bool IsEscortInvokerInRange ()
void IsSummonedBy (Unit *summoner) OVERRIDE
void JustDied (Unit *killer) OVERRIDE
void JustReachedHome () OVERRIDE
void JustRespawned () OVERRIDE
void JustSummoned (Creature *creature) OVERRIDE
void KilledUnit (Unit *victim) OVERRIDE
bool LoadPath (uint32 entry)
void MoveInLineOfSight (Unit *who) OVERRIDE
void MovementInform (uint32 MovementType, uint32 DataData) OVERRIDE
void MovepointReached (uint32 id)
void OnCharmed (bool apply) OVERRIDE
bool OnGossipHello (Player *player) OVERRIDE
void OnSpellClick (Unit *clicker, bool &result) OVERRIDE
void PassengerBoarded (Unit *who, int8 seatId, bool apply) OVERRIDE
 == Fields =======================================
void PausePath (uint32 delay, bool forced=false)
void ReceiveEmote (Player *player, uint32 textEmote) OVERRIDE
void RemoveAuras ()
void RemoveEscortState (uint32 uiEscortState)
void Reset () OVERRIDE
void ResumePath ()
void SetAutoAttack (bool on)
void SetCombatMove (bool on)
void SetData (uint32 id, uint32 value) OVERRIDE
void SetDespawnTime (uint32 t)
void SetFly (bool fly=true)
void SetFollow (Unit *target, float dist=0.0f, float angle=0.0f, uint32 credit=0, uint32 end=0, uint32 creditType=0)
void SetGossipReturn (bool value)
void SetGUID (uint64 guid, int32 id=0) OVERRIDE
void SetInvincibilityHpLevel (uint32 level)
void SetRun (bool run=true)
void SetScript9 (SmartScriptHolder &e, uint32 entry, Unit *invoker)
void SetSwim (bool swim=true)
void sGossipHello (Player *player) OVERRIDE
void sGossipSelect (Player *player, uint32 sender, uint32 action) OVERRIDE
void sGossipSelectCode (Player *player, uint32 sender, uint32 action, const char *code) OVERRIDE
 SmartAI (Creature *c)
bool sOnDummyEffect (Unit *caster, uint32 spellId, SpellEffIndex effIndex) OVERRIDE
void sOnGameEvent (bool start, uint16 eventId) OVERRIDE
void SpellHit (Unit *unit, const SpellInfo *spellInfo) OVERRIDE
void SpellHitTarget (Unit *target, const SpellInfo *spellInfo) OVERRIDE
void sQuestAccept (Player *player, Quest const *quest) OVERRIDE
void sQuestReward (Player *player, Quest const *quest, uint32 opt) OVERRIDE
void StartDespawn ()
void StartPath (bool run=false, uint32 path=0, bool repeat=false, Unit *invoker=NULL)
void StopPath (uint32 DespawnTime=0, uint32 quest=0, bool fail=false)
void SummonedCreatureDespawn (Creature *unit) OVERRIDE
void UpdateAI (uint32 diff) OVERRIDE
 == Triggered Actions Requested ==================
void UpdateAIWhileCharmed (const uint32 diff)
 ~SmartAI ()
Public Member Functions inherited from CreatureAI
virtual void AttackedBy (Unit *)
virtual bool CanRespawn ()
virtual bool CanSeeAlways (WorldObject const *)
bool CanSeeEvenInPassiveMode () const
 CreatureAI (Creature *creature)
void DoZoneInCombat (Creature *creature=NULL, float maxRangeToNearestTarget=50.0f)
virtual void ExecuteEvent (uint32)
virtual bool IsEscorted ()
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At =================================
virtual void OwnerAttacked (Unit *)
virtual void OwnerAttackedBy (Unit *)
void SetCanSeeEvenInPassiveMode (bool canSeeEvenInPassiveMode)
virtual void SummonedCreatureDies (Creature *, Unit *)
void Talk (uint8 id, WorldObject const *whisperTarget=NULL)
virtual ~CreatureAI ()
Public Member Functions inherited from UnitAI
void AttackStartCaster (Unit *victim, float dist)
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 void HealDone (Unit *, uint32 &)
template<class PREDICATE>
UnitSelectTarget (SelectAggroTarget targetType, uint32 position, PREDICATE const &predicate)
UnitSelectTarget (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 SpellInterrupted (uint32, uint32)
virtual void sQuestComplete (Player *, Quest const *)
virtual void sQuestSelect (Player *, Quest const *)
 UnitAI (Unit *unit)
virtual ~UnitAI ()

Static Public Member Functions

static int Permissible (const Creature *)
Static Public Member Functions inherited from UnitAI
static void FillAISpellInfo ()

Public Attributes

uint32 mEscortQuestID

Private Member Functions

bool AssistPlayerInCombat (Unit *who)
uint32 GetWPCount ()
void ReturnToLastOOCPos ()
void UpdateDespawn (const uint32 diff)
void UpdatePath (const uint32 diff)

Private Attributes

bool _gossipReturn
bool mCanAutoAttack
bool mCanCombatMove
bool mCanRepeatPath
uint32 mCurrentWPID
uint32 mDespawnState
uint32 mDespawnTime
uint32 mEscortInvokerCheckTimer
uint32 mEscortState
float mFollowAngle
uint32 mFollowArrivedEntry
uint32 mFollowArrivedTimer
uint32 mFollowCredit
uint32 mFollowCreditType
float mFollowDist
uint64 mFollowGuid
bool mForcedPaused
uint32 mInvincibilityHpLevel
Position mLastOOCPos
WayPointmLastWP
uint32 mLastWPIDReached
bool mRun
SmartScript mScript
WPPathmWayPoints
uint32 mWPPauseTimer
bool mWPReached

Additional Inherited Members

Static Public Attributes inherited from UnitAI
static AISpellInfoTypeAISpellInfo
Protected Member Functions inherited from CreatureAI
bool _EnterEvadeMode ()
CreatureDoSummon (uint32 entry, Position const &pos, uint32 despawnTime=30000, TempSummonType summonType=TempSummonType::TEMPSUMMON_CORPSE_TIMED_DESPAWN)
CreatureDoSummon (uint32 entry, WorldObject *obj, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TempSummonType::TEMPSUMMON_CORPSE_TIMED_DESPAWN)
CreatureDoSummonFlyer (uint32 entry, WorldObject *obj, float flightZ, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TempSummonType::TEMPSUMMON_CORPSE_TIMED_DESPAWN)
void SetGazeOn (Unit *target)
bool UpdateVictim ()
bool UpdateVictimWithGaze ()
Protected Attributes inherited from CreatureAI
Creature *const me
Protected Attributes inherited from UnitAI
Unit *const me

Detailed Description

Definition at line 32 of file SmartAI.h.

Constructor & Destructor Documentation

◆ ~SmartAI()

SmartAI::~SmartAI ( )
inline

Definition at line 35 of file SmartAI.h.

◆ SmartAI()

Member Function Documentation

◆ AddEscortState()

void SmartAI::AddEscortState ( uint32 uiEscortState)
inline

Definition at line 47 of file SmartAI.h.

References mEscortState.

Referenced by EnterEvadeMode(), PausePath(), and StartPath().

◆ AssistPlayerInCombat()

◆ AttackStart()

◆ CanAIAttack()

bool SmartAI::CanAIAttack ( const Unit * who) const
virtual

Reimplemented from UnitAI.

Definition at line 482 of file SmartAI.cpp.

References CreatureAI::me, and REACT_PASSIVE.

Referenced by npc_frostwing_vrykul::npc_frostwing_vrykulAI::CanAIAttack(), and MoveInLineOfSight().

◆ CanCombatMove()

bool SmartAI::CanCombatMove ( ) const
inline

Definition at line 51 of file SmartAI.h.

References mCanCombatMove.

◆ CorpseRemoved()

void SmartAI::CorpseRemoved ( uint32 & respawnDelay)
virtual

== State checks =================================

Reimplemented from CreatureAI.

Definition at line 648 of file SmartAI.cpp.

References GetScript(), SmartScript::ProcessEventsFor(), and SMART_EVENT_CORPSE_REMOVED.

◆ DamageDealt()

void SmartAI::DamageDealt ( Unit * doneTo,
uint32 & damage,
DamageEffectType  )
virtual

Reimplemented from UnitAI.

Definition at line 636 of file SmartAI.cpp.

References GetScript(), SmartScript::ProcessEventsFor(), and SMART_EVENT_DAMAGED_TARGET.

◆ DamageTaken()

void SmartAI::DamageTaken ( Unit * doneBy,
uint32 & damage )
virtual

◆ DoAction()

void SmartAI::DoAction ( int32 param = 0)
virtual

Reimplemented from UnitAI.

Definition at line 675 of file SmartAI.cpp.

References GetScript(), SmartScript::ProcessEventsFor(), and SMART_EVENT_ACTION_DONE.

◆ EndPath()

◆ EnterCombat()

void SmartAI::EnterCombat ( Unit * enemy)
virtual

Reimplemented from CreatureAI.

Definition at line 557 of file SmartAI.cpp.

References GetScript(), CreatureAI::me, mLastOOCPos, SmartScript::ProcessEventsFor(), and SMART_EVENT_AGGRO.

◆ EnterEvadeMode()

◆ GetData()

uint32 SmartAI::GetData ( uint32 id = 0) const
virtual

Reimplemented from UnitAI.

Definition at line 680 of file SmartAI.cpp.

◆ GetGUID()

uint64 SmartAI::GetGUID ( int32 id = 0) const
virtual

Reimplemented from UnitAI.

Definition at line 692 of file SmartAI.cpp.

◆ GetNextWayPoint()

WayPoint * SmartAI::GetNextWayPoint ( )

Definition at line 57 of file SmartAI.cpp.

References mCurrentWPID, mLastWP, mWayPoints, and SF_LOG_ERROR.

Referenced by StartPath(), and UpdatePath().

◆ GetScript()

◆ GetWPCount()

uint32 SmartAI::GetWPCount ( )
inlineprivate

Definition at line 212 of file SmartAI.h.

References mWayPoints.

Referenced by UpdatePath().

◆ HasEscortState()

bool SmartAI::HasEscortState ( uint32 uiEscortState) const
inline

◆ HealReceived()

void SmartAI::HealReceived ( Unit * doneBy,
uint32 & addhealth )
virtual

Reimplemented from UnitAI.

Definition at line 621 of file SmartAI.cpp.

References GetScript(), SmartScript::ProcessEventsFor(), and SMART_EVENT_RECEIVE_HEAL.

◆ InitializeAI()

void SmartAI::InitializeAI ( )
virtual

◆ IsEscortInvokerInRange()

◆ IsSummonedBy()

void SmartAI::IsSummonedBy ( Unit * summoner)
virtual

Reimplemented from CreatureAI.

Definition at line 631 of file SmartAI.cpp.

References GetScript(), SmartScript::ProcessEventsFor(), and SMART_EVENT_JUST_SUMMONED.

◆ JustDied()

void SmartAI::JustDied ( Unit * killer)
virtual

◆ JustReachedHome()

void SmartAI::JustReachedHome ( )
virtual

Reimplemented from CreatureAI.

Definition at line 552 of file SmartAI.cpp.

References GetScript(), SmartScript::ProcessEventsFor(), and SMART_EVENT_REACHED_HOME.

◆ JustRespawned()

◆ JustSummoned()

void SmartAI::JustSummoned ( Creature * creature)
virtual

Reimplemented from CreatureAI.

Definition at line 576 of file SmartAI.cpp.

References GetScript(), SmartScript::ProcessEventsFor(), and SMART_EVENT_SUMMONED_UNIT.

◆ KilledUnit()

void SmartAI::KilledUnit ( Unit * victim)
virtual

Reimplemented from CreatureAI.

Definition at line 571 of file SmartAI.cpp.

References GetScript(), SmartScript::ProcessEventsFor(), and SMART_EVENT_KILL.

◆ LoadPath()

bool SmartAI::LoadPath ( uint32 entry)

◆ MoveInLineOfSight()

◆ MovementInform()

◆ MovepointReached()

void SmartAI::MovepointReached ( uint32 id)

◆ OnCharmed()

void SmartAI::OnCharmed ( bool apply)
virtual

◆ OnGossipHello()

bool SmartAI::OnGossipHello ( Player * player)
virtual

Reimplemented from UnitAI.

Definition at line 718 of file SmartAI.cpp.

References _gossipReturn, and sGossipHello().

◆ OnSpellClick()

void SmartAI::OnSpellClick ( Unit * clicker,
bool & result )
virtual

Reimplemented from CreatureAI.

Definition at line 799 of file SmartAI.cpp.

References GetScript(), SmartScript::ProcessEventsFor(), and SMART_EVENT_ON_SPELLCLICK.

◆ PassengerBoarded()

void SmartAI::PassengerBoarded ( Unit * who,
int8 seatId,
bool apply )
virtual

== Fields =======================================

Reimplemented from CreatureAI.

Definition at line 653 of file SmartAI.cpp.

References GetScript(), SmartScript::ProcessEventsFor(), SMART_EVENT_PASSENGER_BOARDED, and SMART_EVENT_PASSENGER_REMOVED.

◆ PausePath()

◆ Permissible()

int SmartAI::Permissible ( const Creature * creature)
static

Definition at line 545 of file SmartAI.cpp.

References Creature::GetAIName(), PERMIT_BASE_NO, and PERMIT_BASE_SPECIAL.

◆ ReceiveEmote()

void SmartAI::ReceiveEmote ( Player * player,
uint32 textEmote )
virtual

Reimplemented from CreatureAI.

Definition at line 626 of file SmartAI.cpp.

References GetScript(), SmartScript::ProcessEventsFor(), and SMART_EVENT_RECEIVE_EMOTE.

◆ RemoveAuras()

void SmartAI::RemoveAuras ( )

@fixme: duplicated logic in CreatureAI::_EnterEvadeMode (could use RemoveAllAurasExceptType)

Definition at line 400 of file SmartAI.cpp.

References Aura::GetCasterGUID(), Aura::HasEffectType(), Aura::IsPassive(), CreatureAI::me, SPELL_AURA_CLONE_CASTER, and SPELL_AURA_CONTROL_VEHICLE.

Referenced by EnterEvadeMode().

◆ RemoveEscortState()

void SmartAI::RemoveEscortState ( uint32 uiEscortState)
inline

Definition at line 48 of file SmartAI.h.

References mEscortState.

Referenced by EndPath(), and UpdatePath().

◆ Reset()

void SmartAI::Reset ( )
virtual

Reimplemented from UnitAI.

Definition at line 50 of file SmartAI.cpp.

References GetScript(), HasEscortState(), mRun, SmartScript::OnReset(), SetRun(), and SMART_ESCORT_ESCORTING.

Referenced by EnterEvadeMode(), InitializeAI(), and JustRespawned().

◆ ResumePath()

void SmartAI::ResumePath ( )

Definition at line 216 of file SmartAI.cpp.

References CreatureAI::me, mLastWP, mRun, and SetRun().

Referenced by UpdatePath().

◆ ReturnToLastOOCPos()

void SmartAI::ReturnToLastOOCPos ( )
private

Definition at line 224 of file SmartAI.cpp.

References CreatureAI::me, mLastOOCPos, mRun, SetRun(), and SMART_ESCORT_LAST_OOC_POINT.

Referenced by EnterEvadeMode().

◆ SetAutoAttack()

void SmartAI::SetAutoAttack ( bool on)
inline

Definition at line 49 of file SmartAI.h.

References mCanAutoAttack.

◆ SetCombatMove()

void SmartAI::SetCombatMove ( bool on)

◆ SetData()

void SmartAI::SetData ( uint32 id,
uint32 value )
virtual

Reimplemented from UnitAI.

Definition at line 685 of file SmartAI.cpp.

References GetScript(), SmartScript::ProcessEventsFor(), and SMART_EVENT_DATA_SET.

◆ SetDespawnTime()

void SmartAI::SetDespawnTime ( uint32 t)
inline

Definition at line 179 of file SmartAI.h.

References mDespawnState, and mDespawnTime.

Referenced by StopPath(), and UpdateAI().

◆ SetFly()

void SmartAI::SetFly ( bool fly = true)

Definition at line 703 of file SmartAI.cpp.

References CreatureAI::me.

◆ SetFollow()

void SmartAI::SetFollow ( Unit * target,
float dist = 0.0f,
float angle = 0.0f,
uint32 credit = 0,
uint32 end = 0,
uint32 creditType = 0 )

◆ SetGossipReturn()

void SmartAI::SetGossipReturn ( bool value)
inline

Definition at line 190 of file SmartAI.h.

References _gossipReturn.

◆ SetGUID()

void SmartAI::SetGUID ( uint64 guid,
int32 id = 0 )
virtual

Reimplemented from UnitAI.

Definition at line 690 of file SmartAI.cpp.

◆ SetInvincibilityHpLevel()

void SmartAI::SetInvincibilityHpLevel ( uint32 level)
inline

◆ SetRun()

void SmartAI::SetRun ( bool run = true)

◆ SetScript9()

void SmartAI::SetScript9 ( SmartScriptHolder & e,
uint32 entry,
Unit * invoker )

◆ SetSwim()

void SmartAI::SetSwim ( bool swim = true)

Definition at line 708 of file SmartAI.cpp.

References CreatureAI::me.

◆ sGossipHello()

void SmartAI::sGossipHello ( Player * player)
virtual

Reimplemented from UnitAI.

Definition at line 713 of file SmartAI.cpp.

References GetScript(), SmartScript::ProcessEventsFor(), and SMART_EVENT_GOSSIP_HELLO.

Referenced by OnGossipHello().

◆ sGossipSelect()

void SmartAI::sGossipSelect ( Player * player,
uint32 sender,
uint32 action )
virtual

Reimplemented from UnitAI.

Definition at line 725 of file SmartAI.cpp.

References GetScript(), SmartScript::ProcessEventsFor(), and SMART_EVENT_GOSSIP_SELECT.

◆ sGossipSelectCode()

void SmartAI::sGossipSelectCode ( Player * player,
uint32 sender,
uint32 action,
const char * code )
virtual

Reimplemented from UnitAI.

Definition at line 730 of file SmartAI.cpp.

◆ sOnDummyEffect()

bool SmartAI::sOnDummyEffect ( Unit * caster,
uint32 spellId,
SpellEffIndex effIndex )
virtual

Reimplemented from UnitAI.

Definition at line 742 of file SmartAI.cpp.

References GetScript(), SmartScript::ProcessEventsFor(), and SMART_EVENT_DUMMY_EFFECT.

◆ sOnGameEvent()

void SmartAI::sOnGameEvent ( bool start,
uint16 eventId )
virtual

◆ SpellHit()

void SmartAI::SpellHit ( Unit * unit,
const SpellInfo * spellInfo )
virtual

Reimplemented from CreatureAI.

Definition at line 601 of file SmartAI.cpp.

References GetScript(), SmartScript::ProcessEventsFor(), and SMART_EVENT_SPELLHIT.

◆ SpellHitTarget()

void SmartAI::SpellHitTarget ( Unit * target,
const SpellInfo * spellInfo )
virtual

Reimplemented from CreatureAI.

Definition at line 606 of file SmartAI.cpp.

References GetScript(), SmartScript::ProcessEventsFor(), and SMART_EVENT_SPELLHIT_TARGET.

◆ sQuestAccept()

void SmartAI::sQuestAccept ( Player * player,
Quest const * quest )
virtual

Reimplemented from UnitAI.

Definition at line 732 of file SmartAI.cpp.

References Quest::GetQuestId(), GetScript(), SmartScript::ProcessEventsFor(), and SMART_EVENT_ACCEPTED_QUEST.

◆ sQuestReward()

void SmartAI::sQuestReward ( Player * player,
Quest const * quest,
uint32 opt )
virtual

Reimplemented from UnitAI.

Definition at line 737 of file SmartAI.cpp.

References Quest::GetQuestId(), GetScript(), SmartScript::ProcessEventsFor(), and SMART_EVENT_REWARD_QUEST.

◆ StartDespawn()

void SmartAI::StartDespawn ( )
inline

Definition at line 184 of file SmartAI.h.

References mDespawnState.

Referenced by EndPath(), and UpdateAI().

◆ StartPath()

void SmartAI::StartPath ( bool run = false,
uint32 path = 0,
bool repeat = false,
Unit * invoker = NULL )

◆ StopPath()

void SmartAI::StopPath ( uint32 DespawnTime = 0,
uint32 quest = 0,
bool fail = false )

◆ SummonedCreatureDespawn()

void SmartAI::SummonedCreatureDespawn ( Creature * unit)
virtual

Reimplemented from CreatureAI.

Definition at line 641 of file SmartAI.cpp.

References GetScript(), SmartScript::ProcessEventsFor(), and SMART_EVENT_SUMMON_DESPAWNED.

◆ UpdateAI()

◆ UpdateAIWhileCharmed()

void SmartAI::UpdateAIWhileCharmed ( const uint32 diff)

Definition at line 646 of file SmartAI.cpp.

◆ UpdateDespawn()

void SmartAI::UpdateDespawn ( const uint32 diff)
private

Definition at line 31 of file SmartAI.cpp.

References mDespawnState, mDespawnTime, and CreatureAI::me.

Referenced by UpdateAI().

◆ UpdatePath()

Member Data Documentation

◆ _gossipReturn

bool SmartAI::_gossipReturn
private

Definition at line 225 of file SmartAI.h.

Referenced by OnGossipHello(), SetGossipReturn(), and SmartAI().

◆ mCanAutoAttack

bool SmartAI::mCanAutoAttack
private

Definition at line 215 of file SmartAI.h.

Referenced by SetAutoAttack(), SmartAI(), and UpdateAI().

◆ mCanCombatMove

bool SmartAI::mCanCombatMove
private

Definition at line 216 of file SmartAI.h.

Referenced by AttackStart(), CanCombatMove(), SetCombatMove(), and SmartAI().

◆ mCanRepeatPath

bool SmartAI::mCanRepeatPath
private

Definition at line 213 of file SmartAI.h.

Referenced by EndPath(), SmartAI(), and StartPath().

◆ mCurrentWPID

uint32 SmartAI::mCurrentWPID
private

Definition at line 206 of file SmartAI.h.

Referenced by EndPath(), GetNextWayPoint(), SmartAI(), and UpdatePath().

◆ mDespawnState

uint32 SmartAI::mDespawnState
private

Definition at line 222 of file SmartAI.h.

Referenced by EndPath(), JustRespawned(), SetDespawnTime(), SmartAI(), StartDespawn(), and UpdateDespawn().

◆ mDespawnTime

uint32 SmartAI::mDespawnTime
private

Definition at line 221 of file SmartAI.h.

Referenced by JustRespawned(), SetDespawnTime(), SmartAI(), UpdateDespawn(), and UpdatePath().

◆ mEscortInvokerCheckTimer

uint32 SmartAI::mEscortInvokerCheckTimer
private

Definition at line 224 of file SmartAI.h.

Referenced by SmartAI(), and UpdatePath().

◆ mEscortQuestID

uint32 SmartAI::mEscortQuestID

Definition at line 177 of file SmartAI.h.

Referenced by EndPath(), SmartAI(), StopPath(), and UpdatePath().

◆ mEscortState

uint32 SmartAI::mEscortState
private

Definition at line 205 of file SmartAI.h.

Referenced by AddEscortState(), HasEscortState(), JustRespawned(), RemoveEscortState(), and SmartAI().

◆ mFollowAngle

float SmartAI::mFollowAngle
private

Definition at line 199 of file SmartAI.h.

Referenced by EnterEvadeMode(), JustRespawned(), SetFollow(), SmartAI(), and UpdateAI().

◆ mFollowArrivedEntry

uint32 SmartAI::mFollowArrivedEntry
private

Definition at line 196 of file SmartAI.h.

Referenced by JustRespawned(), SetFollow(), SmartAI(), and UpdateAI().

◆ mFollowArrivedTimer

uint32 SmartAI::mFollowArrivedTimer
private

Definition at line 194 of file SmartAI.h.

Referenced by JustRespawned(), SetFollow(), SmartAI(), and UpdateAI().

◆ mFollowCredit

uint32 SmartAI::mFollowCredit
private

Definition at line 195 of file SmartAI.h.

Referenced by JustRespawned(), SetFollow(), SmartAI(), and UpdateAI().

◆ mFollowCreditType

uint32 SmartAI::mFollowCreditType
private

Definition at line 193 of file SmartAI.h.

Referenced by JustRespawned(), SetFollow(), SmartAI(), and UpdateAI().

◆ mFollowDist

float SmartAI::mFollowDist
private

Definition at line 198 of file SmartAI.h.

Referenced by EnterEvadeMode(), JustRespawned(), SetFollow(), SmartAI(), and UpdateAI().

◆ mFollowGuid

uint64 SmartAI::mFollowGuid
private

Definition at line 197 of file SmartAI.h.

Referenced by EnterEvadeMode(), JustRespawned(), SetFollow(), SmartAI(), and UpdateAI().

◆ mForcedPaused

bool SmartAI::mForcedPaused
private

Definition at line 217 of file SmartAI.h.

Referenced by PausePath(), SmartAI(), and UpdatePath().

◆ mInvincibilityHpLevel

uint32 SmartAI::mInvincibilityHpLevel
private

Definition at line 218 of file SmartAI.h.

Referenced by DamageTaken(), SetInvincibilityHpLevel(), and SmartAI().

◆ mLastOOCPos

Position SmartAI::mLastOOCPos
private

◆ mLastWP

WayPoint* SmartAI::mLastWP
private

Definition at line 210 of file SmartAI.h.

Referenced by EndPath(), GetNextWayPoint(), PausePath(), ResumePath(), SmartAI(), StopPath(), and UpdatePath().

◆ mLastWPIDReached

uint32 SmartAI::mLastWPIDReached
private

Definition at line 207 of file SmartAI.h.

Referenced by MovepointReached(), SmartAI(), and UpdatePath().

◆ mRun

◆ mScript

SmartScript SmartAI::mScript
private

Definition at line 203 of file SmartAI.h.

Referenced by GetScript().

◆ mWayPoints

WPPath* SmartAI::mWayPoints
private

Definition at line 204 of file SmartAI.h.

Referenced by EndPath(), GetNextWayPoint(), GetWPCount(), LoadPath(), SmartAI(), and StartPath().

◆ mWPPauseTimer

uint32 SmartAI::mWPPauseTimer
private

Definition at line 209 of file SmartAI.h.

Referenced by EndPath(), PausePath(), SmartAI(), and UpdatePath().

◆ mWPReached

bool SmartAI::mWPReached
private

Definition at line 208 of file SmartAI.h.

Referenced by MovepointReached(), SmartAI(), and UpdatePath().


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