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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 ()
CreatureDoSummonImpaleTarget (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 ()
UnitDoSelectLowestHpFriendly (float range, uint32 minHPDiff=1)
CreatureDoSpawnCreature (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
PlayerGetPlayerAtMinimumRange (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>
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 ()

Public Attributes

uint32 CarrionBeetlesTimer
bool Channeling
bool DatterSummoned
uint32 DatterTimer
uint32 DelayTimer
bool GuardianSummoned
uint32 ImpalePhase
uint64 ImpaleTarget
uint32 ImpaleTimer
InstanceScriptinstance
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
Creatureme

Additional Inherited Members

Static Public Member Functions inherited from UnitAI
static void FillAISpellInfo ()
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)
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: