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SkyFire 5.4.8 server core API documentation
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boss_anub_arak::boss_anub_arakAI Struct Reference
Inheritance diagram for boss_anub_arak::boss_anub_arakAI:
Collaboration diagram for boss_anub_arak::boss_anub_arakAI:

Public Member Functions

 boss_anub_arakAI (Creature *creature)
void DelayEventStart ()
Creature * DoSummonImpaleTarget (Unit *target)
void EnterCombat (Unit *) OVERRIDE
void JustDied (Unit *) OVERRIDE
void JustSummoned (Creature *summon) OVERRIDE
void KilledUnit (Unit *victim) OVERRIDE
void Reset () OVERRIDE
void UpdateAI (uint32 diff) OVERRIDE
 == Triggered Actions Requested ==================
Public Member Functions inherited from ScriptedAI
void AttackStart (Unit *) OVERRIDE
void AttackStartNoMove (Unit *target)
void DamageTaken (Unit *, uint32 &) OVERRIDE
void DoCastSpell (Unit *target, SpellInfo const *spellInfo, bool triggered=false)
std::list< Creature * > DoFindFriendlyCC (float range)
std::list< Creature * > DoFindFriendlyMissingBuff (float range, uint32 spellId)
float DoGetThreat (Unit *unit)
void DoModifyThreatPercent (Unit *unit, int32 pct)
void DoPlaySoundToSet (WorldObject *source, uint32 soundId)
void DoResetThreat ()
Unit * DoSelectLowestHpFriendly (float range, uint32 minHPDiff=1)
Creature * DoSpawnCreature (uint32 entry, float offsetX, float offsetY, float offsetZ, float angle, TempSummonType type, uint32 despawntime)
void DoStartMovement (Unit *target, float distance=0.0f, float angle=0.0f)
void DoStartNoMovement (Unit *target)
void DoStopAttack ()
void DoTeleportAll (float x, float y, float z, float o)
void DoTeleportPlayer (Unit *unit, float x, float y, float z, float o)
void DoTeleportTo (float const pos[4])
void DoTeleportTo (float x, float y, float z, uint32 time=0)
template<class T>
const T & DUNGEON_MODE (const T &normal5, const T &heroic5) const
void EnterCombat (Unit *) OVERRIDE
bool EnterEvadeIfOutOfCombatArea (uint32 const diff)
void ExecuteEvent (uint32) OVERRIDE
DifficultyID GetDifficulty () const
Player * GetPlayerAtMinimumRange (float minRange)
bool HealthAbovePct (uint32 pct) const
bool HealthBelowPct (uint32 pct) const
bool Is25ManRaid () const
bool IsCombatMovementAllowed () const
bool IsHeroic () const
void JustDied (Unit *) OVERRIDE
void JustSummoned (Creature *) OVERRIDE
void KilledUnit (Unit *) OVERRIDE
void MovementInform (uint32, uint32) OVERRIDE
void OnPossess (bool)
template<class T>
const T & RAID_MODE (const T &normal10, const T &normal25) const
template<class T>
const T & RAID_MODE (const T &normal10, const T &normal25, const T &flex, const T &lfr) const
template<class T>
const T & RAID_MODE (const T &normal10, const T &normal25, const T &heroic10, const T &heroic25, const T &flex, const T &lfr) const
void Reset () OVERRIDE
 ScriptedAI (Creature *creature)
SpellInfo const * SelectSpell (Unit *target, uint32 school, uint32 mechanic, SelectTargetType targets, uint32 powerCostMin, uint32 powerCostMax, float rangeMin, float rangeMax, SelectEffect effect)
void SetCombatMovement (bool allowMovement)
void SetEquipmentSlots (bool loadDefault, int32 mainHand=EQUIP_NO_CHANGE, int32 offHand=EQUIP_NO_CHANGE, int32 ranged=EQUIP_NO_CHANGE)
void SpellHit (Unit *, SpellInfo const *) OVERRIDE
void SpellHitTarget (Unit *, SpellInfo const *) OVERRIDE
void SummonedCreatureDespawn (Creature *) OVERRIDE
void UpdateAI (uint32 diff) OVERRIDE
 == Triggered Actions Requested ==================
virtual ~ScriptedAI ()
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 EnterEvadeMode ()
virtual bool IsEscorted ()
virtual void IsSummonedBy (Unit *)
virtual void JustReachedHome ()
virtual void JustRespawned ()
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At =================================
void OnCharmed (bool apply)
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 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 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>
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 ~UnitAI ()

Public Attributes

uint32 CarrionBeetlesTimer
bool Channeling
bool DatterSummoned
uint32 DatterTimer
uint32 DelayTimer
bool GuardianSummoned
uint32 ImpalePhase
uint64 ImpaleTarget
uint32 ImpaleTimer
InstanceScript * instance
uint32 LeechingSwarmTimer
uint8 Phase
uint32 PoundTimer
uint32 SubmergeTimer
SummonList Summons
uint32 UndergroundPhase
uint32 UndergroundTimer
bool VenomancerSummoned
uint32 VenomancerTimer
Public Attributes inherited from ScriptedAI
bool IsFleeing
Creature * me

Additional Inherited Members

Static Public Member Functions inherited from UnitAI
static void FillAISpellInfo ()
Static Public Attributes inherited from UnitAI
static AISpellInfoType * AISpellInfo
Protected Member Functions inherited from CreatureAI
bool _EnterEvadeMode ()
Creature * DoSummon (uint32 entry, Position const &pos, uint32 despawnTime=30000, TempSummonType summonType=TempSummonType::TEMPSUMMON_CORPSE_TIMED_DESPAWN)
Creature * DoSummon (uint32 entry, WorldObject *obj, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TempSummonType::TEMPSUMMON_CORPSE_TIMED_DESPAWN)
Creature * DoSummonFlyer (uint32 entry, WorldObject *obj, float flightZ, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TempSummonType::TEMPSUMMON_CORPSE_TIMED_DESPAWN)
virtual void MoveInLineOfSight (Unit *)
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 74 of file boss_anubarak.cpp.

Constructor & Destructor Documentation

◆ boss_anub_arakAI()

boss_anub_arak::boss_anub_arakAI::boss_anub_arakAI ( Creature * creature)
inline

Member Function Documentation

◆ DelayEventStart()

void boss_anub_arak::boss_anub_arakAI::DelayEventStart ( )
inline

Definition at line 153 of file boss_anubarak.cpp.

References DATA_ANUBARAK, IN_PROGRESS, and instance.

Referenced by UpdateAI().

◆ DoSummonImpaleTarget()

◆ EnterCombat()

void boss_anub_arak::boss_anub_arakAI::EnterCombat ( Unit * )
inlinevirtual

◆ JustDied()

void boss_anub_arak::boss_anub_arakAI::JustDied ( Unit * )
inlinevirtual

Reimplemented from CreatureAI.

Definition at line 322 of file boss_anubarak.cpp.

References DATA_ANUBARAK, DONE, instance, OVERRIDE, SAY_DEATH, Summons, and CreatureAI::Talk().

◆ JustSummoned()

void boss_anub_arak::boss_anub_arakAI::JustSummoned ( Creature * summon)
inlinevirtual

Reimplemented from CreatureAI.

Definition at line 338 of file boss_anubarak.cpp.

References OVERRIDE, and Summons.

◆ KilledUnit()

void boss_anub_arak::boss_anub_arakAI::KilledUnit ( Unit * victim)
inlinevirtual

Reimplemented from CreatureAI.

Definition at line 330 of file boss_anubarak.cpp.

References OVERRIDE, SAY_SLAY, CreatureAI::Talk(), and TYPEID_PLAYER.

◆ Reset()

◆ UpdateAI()

Member Data Documentation

◆ CarrionBeetlesTimer

uint32 boss_anub_arak::boss_anub_arakAI::CarrionBeetlesTimer

Definition at line 89 of file boss_anubarak.cpp.

Referenced by Reset(), and UpdateAI().

◆ Channeling

bool boss_anub_arak::boss_anub_arakAI::Channeling

Definition at line 83 of file boss_anubarak.cpp.

Referenced by Reset(), and UpdateAI().

◆ DatterSummoned

bool boss_anub_arak::boss_anub_arakAI::DatterSummoned

Definition at line 86 of file boss_anubarak.cpp.

Referenced by UpdateAI().

◆ DatterTimer

uint32 boss_anub_arak::boss_anub_arakAI::DatterTimer

Definition at line 95 of file boss_anubarak.cpp.

Referenced by UpdateAI().

◆ DelayTimer

uint32 boss_anub_arak::boss_anub_arakAI::DelayTimer

Definition at line 96 of file boss_anubarak.cpp.

Referenced by EnterCombat(), and UpdateAI().

◆ GuardianSummoned

bool boss_anub_arak::boss_anub_arakAI::GuardianSummoned

Definition at line 84 of file boss_anubarak.cpp.

Referenced by UpdateAI().

◆ ImpalePhase

uint32 boss_anub_arak::boss_anub_arakAI::ImpalePhase

Definition at line 99 of file boss_anubarak.cpp.

Referenced by Reset(), and UpdateAI().

◆ ImpaleTarget

uint64 boss_anub_arak::boss_anub_arakAI::ImpaleTarget

Definition at line 100 of file boss_anubarak.cpp.

Referenced by DoSummonImpaleTarget(), and UpdateAI().

◆ ImpaleTimer

uint32 boss_anub_arak::boss_anub_arakAI::ImpaleTimer

Definition at line 98 of file boss_anubarak.cpp.

Referenced by Reset(), and UpdateAI().

◆ instance

InstanceScript* boss_anub_arak::boss_anub_arakAI::instance

Definition at line 81 of file boss_anubarak.cpp.

Referenced by boss_anub_arakAI(), DelayEventStart(), EnterCombat(), JustDied(), and Reset().

◆ LeechingSwarmTimer

uint32 boss_anub_arak::boss_anub_arakAI::LeechingSwarmTimer

Definition at line 90 of file boss_anubarak.cpp.

Referenced by Reset(), and UpdateAI().

◆ Phase

uint8 boss_anub_arak::boss_anub_arakAI::Phase

Definition at line 87 of file boss_anubarak.cpp.

Referenced by Reset(), and UpdateAI().

◆ PoundTimer

uint32 boss_anub_arak::boss_anub_arakAI::PoundTimer

Definition at line 91 of file boss_anubarak.cpp.

Referenced by Reset(), and UpdateAI().

◆ SubmergeTimer

uint32 boss_anub_arak::boss_anub_arakAI::SubmergeTimer

Definition at line 92 of file boss_anubarak.cpp.

◆ Summons

SummonList boss_anub_arak::boss_anub_arakAI::Summons

Definition at line 102 of file boss_anubarak.cpp.

Referenced by boss_anub_arakAI(), JustDied(), JustSummoned(), and Reset().

◆ UndergroundPhase

uint32 boss_anub_arak::boss_anub_arakAI::UndergroundPhase

Definition at line 88 of file boss_anubarak.cpp.

Referenced by Reset(), and UpdateAI().

◆ UndergroundTimer

uint32 boss_anub_arak::boss_anub_arakAI::UndergroundTimer

Definition at line 93 of file boss_anubarak.cpp.

Referenced by UpdateAI().

◆ VenomancerSummoned

bool boss_anub_arak::boss_anub_arakAI::VenomancerSummoned

Definition at line 85 of file boss_anubarak.cpp.

Referenced by UpdateAI().

◆ VenomancerTimer

uint32 boss_anub_arak::boss_anub_arakAI::VenomancerTimer

Definition at line 94 of file boss_anubarak.cpp.

Referenced by UpdateAI().


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