Project SkyFire Core
SkyFire 5.4.8 server core API documentation
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VehicleAI Struct Reference

#include <CombatAI.h>

Inheritance diagram for VehicleAI:
Collaboration diagram for VehicleAI:

Public Member Functions

void AttackStart (Unit *) OVERRIDE
void MoveInLineOfSight (Unit *) OVERRIDE
void OnCharmed (bool apply) OVERRIDE
void Reset () OVERRIDE
void UpdateAI (uint32 diff) OVERRIDE
 == Triggered Actions Requested ==================
 VehicleAI (Creature *c)
Public Member Functions inherited from CreatureAI
virtual void AttackedBy (Unit *)
virtual bool CanRespawn ()
virtual bool CanSeeAlways (WorldObject const *)
bool CanSeeEvenInPassiveMode () const
virtual void CorpseRemoved (uint32 &)
 == State checks =================================
 CreatureAI (Creature *creature)
void DoZoneInCombat (Creature *creature=NULL, float maxRangeToNearestTarget=50.0f)
virtual void EnterCombat (Unit *)
virtual void EnterEvadeMode ()
virtual void ExecuteEvent (uint32)
virtual bool IsEscorted ()
virtual void IsSummonedBy (Unit *)
virtual void JustDied (Unit *)
virtual void JustReachedHome ()
virtual void JustRespawned ()
virtual void JustSummoned (Creature *)
virtual void KilledUnit (Unit *)
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At =================================
virtual void MovementInform (uint32, uint32)
virtual void OnSpellClick (Unit *, bool &)
virtual void OwnerAttacked (Unit *)
virtual void OwnerAttackedBy (Unit *)
virtual void PassengerBoarded (Unit *, int8, bool)
 == Fields =======================================
virtual void ReceiveEmote (Player *, uint32)
void SetCanSeeEvenInPassiveMode (bool canSeeEvenInPassiveMode)
virtual void SpellHit (Unit *, SpellInfo const *)
virtual void SpellHitTarget (Unit *, SpellInfo const *)
virtual void SummonedCreatureDespawn (Creature *)
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)
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)
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 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 ~UnitAI ()

Static Public Member Functions

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

Private Member Functions

void CheckConditions (const uint32 diff)
void LoadConditions ()

Private Attributes

ConditionList conditions
uint32 m_ConditionsTimer
uint32 m_DismissTimer
bool m_DoDismiss
bool m_IsVehicleInUse

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 82 of file CombatAI.h.

Constructor & Destructor Documentation

◆ VehicleAI()

Member Function Documentation

◆ AttackStart()

void VehicleAI::AttackStart ( Unit * )
inlinevirtual

Reimplemented from UnitAI.

Definition at line 91 of file CombatAI.h.

References OVERRIDE.

◆ CheckConditions()

void VehicleAI::CheckConditions ( const uint32 diff)
private

◆ LoadConditions()

void VehicleAI::LoadConditions ( )
private

◆ MoveInLineOfSight()

void VehicleAI::MoveInLineOfSight ( Unit * )
inlinevirtual

Reimplemented from CreatureAI.

Definition at line 90 of file CombatAI.h.

References OVERRIDE.

◆ OnCharmed()

void VehicleAI::OnCharmed ( bool apply)
virtual

◆ Permissible()

int VehicleAI::Permissible ( const Creature * )
static

Definition at line 46 of file CombatAI.cpp.

References PERMIT_BASE_NO.

◆ Reset()

void VehicleAI::Reset ( )
virtual

◆ UpdateAI()

void VehicleAI::UpdateAI ( uint32 diff)
virtual

== Triggered Actions Requested ==================

Reimplemented from CreatureAI.

Definition at line 270 of file CombatAI.cpp.

References CheckConditions(), m_DismissTimer, m_DoDismiss, and CreatureAI::me.

Referenced by npc_frostbrood_skytalon::npc_frostbrood_skytalonAI::UpdateAI(), and npc_wyrmrest_skytalon::npc_wyrmrest_skytalonAI::UpdateAI().

Member Data Documentation

◆ conditions

ConditionList VehicleAI::conditions
private

Definition at line 98 of file CombatAI.h.

Referenced by CheckConditions(), LoadConditions(), and OnCharmed().

◆ m_ConditionsTimer

uint32 VehicleAI::m_ConditionsTimer
private

Definition at line 99 of file CombatAI.h.

Referenced by CheckConditions(), and VehicleAI().

◆ m_DismissTimer

uint32 VehicleAI::m_DismissTimer
private

Definition at line 101 of file CombatAI.h.

Referenced by OnCharmed(), UpdateAI(), and VehicleAI().

◆ m_DoDismiss

bool VehicleAI::m_DoDismiss
private

Definition at line 100 of file CombatAI.h.

Referenced by OnCharmed(), UpdateAI(), and VehicleAI().

◆ m_IsVehicleInUse

bool VehicleAI::m_IsVehicleInUse
private

Definition at line 95 of file CombatAI.h.

Referenced by OnCharmed(), and VehicleAI().


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