Project SkyFire Core
SkyFire 5.4.8 server core API documentation
Loading...
Searching...
No Matches
boss_brutallus::boss_brutallusAI Struct Reference
Inheritance diagram for boss_brutallus::boss_brutallusAI:
Collaboration diagram for boss_brutallus::boss_brutallusAI:

Public Member Functions

void AttackStart (Unit *who) OVERRIDE
 boss_brutallusAI (Creature *creature)
void DoIntro ()
void EndIntro ()
void EnterCombat (Unit *) OVERRIDE
void EnterEvadeMode () OVERRIDE
void JustDied (Unit *) OVERRIDE
void KilledUnit (Unit *) OVERRIDE
void MoveInLineOfSight (Unit *who) OVERRIDE
void Reset () OVERRIDE
void StartIntro ()
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 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 BerserkTimer
uint32 BurnTimer
bool Enraged
InstanceScriptinstance
bool Intro
uint32 IntroFrostBoltTimer
uint32 IntroPhase
uint32 IntroPhaseTimer
bool IsIntro
uint32 SlashTimer
uint32 StompTimer
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)
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 63 of file boss_brutallus.cpp.

Constructor & Destructor Documentation

◆ boss_brutallusAI()

boss_brutallus::boss_brutallusAI::boss_brutallusAI ( Creature * creature)
inline

Member Function Documentation

◆ AttackStart()

void boss_brutallus::boss_brutallusAI::AttackStart ( Unit * who)
inlinevirtual

Reimplemented from UnitAI.

Definition at line 169 of file boss_brutallus.cpp.

References ScriptedAI::AttackStart(), Intro, IsIntro, and OVERRIDE.

◆ DoIntro()

◆ EndIntro()

void boss_brutallus::boss_brutallusAI::EndIntro ( )
inline

Definition at line 162 of file boss_brutallus.cpp.

References Intro, IsIntro, ScriptedAI::me, UNIT_FIELD_FLAGS, and UNIT_FLAG_NON_ATTACKABLE.

Referenced by DoIntro(), and StartIntro().

◆ EnterCombat()

void boss_brutallus::boss_brutallusAI::EnterCombat ( Unit * )
inlinevirtual

Reimplemented from CreatureAI.

Definition at line 106 of file boss_brutallus.cpp.

References DATA_BRUTALLUS_EVENT, IN_PROGRESS, instance, OVERRIDE, CreatureAI::Talk(), and YELL_AGGRO.

◆ EnterEvadeMode()

void boss_brutallus::boss_brutallusAI::EnterEvadeMode ( )
inlinevirtual

Reimplemented from CreatureAI.

Definition at line 132 of file boss_brutallus.cpp.

References CreatureAI::EnterEvadeMode(), Intro, and OVERRIDE.

◆ JustDied()

void boss_brutallus::boss_brutallusAI::JustDied ( Unit * )
inlinevirtual

◆ KilledUnit()

void boss_brutallus::boss_brutallusAI::KilledUnit ( Unit * )
inlinevirtual

Reimplemented from CreatureAI.

Definition at line 114 of file boss_brutallus.cpp.

References OVERRIDE, CreatureAI::Talk(), and YELL_KILL.

◆ MoveInLineOfSight()

void boss_brutallus::boss_brutallusAI::MoveInLineOfSight ( Unit * who)
inlinevirtual

◆ Reset()

void boss_brutallus::boss_brutallusAI::Reset ( )
inlinevirtual

◆ StartIntro()

◆ UpdateAI()

Member Data Documentation

◆ BerserkTimer

uint32 boss_brutallus::boss_brutallusAI::BerserkTimer

Definition at line 76 of file boss_brutallus.cpp.

Referenced by Reset(), and UpdateAI().

◆ BurnTimer

uint32 boss_brutallus::boss_brutallusAI::BurnTimer

Definition at line 74 of file boss_brutallus.cpp.

Referenced by Reset(), and UpdateAI().

◆ Enraged

bool boss_brutallus::boss_brutallusAI::Enraged

Definition at line 84 of file boss_brutallus.cpp.

Referenced by Reset(), and UpdateAI().

◆ instance

InstanceScript* boss_brutallus::boss_brutallusAI::instance

◆ Intro

bool boss_brutallus::boss_brutallusAI::Intro

◆ IntroFrostBoltTimer

uint32 boss_brutallus::boss_brutallusAI::IntroFrostBoltTimer

Definition at line 80 of file boss_brutallus.cpp.

Referenced by DoIntro(), Reset(), and UpdateAI().

◆ IntroPhase

uint32 boss_brutallus::boss_brutallusAI::IntroPhase

Definition at line 78 of file boss_brutallus.cpp.

Referenced by DoIntro(), Reset(), and UpdateAI().

◆ IntroPhaseTimer

uint32 boss_brutallus::boss_brutallusAI::IntroPhaseTimer

Definition at line 79 of file boss_brutallus.cpp.

Referenced by DoIntro(), Reset(), and UpdateAI().

◆ IsIntro

bool boss_brutallus::boss_brutallusAI::IsIntro

Definition at line 83 of file boss_brutallus.cpp.

Referenced by AttackStart(), EndIntro(), MoveInLineOfSight(), Reset(), StartIntro(), and UpdateAI().

◆ SlashTimer

uint32 boss_brutallus::boss_brutallusAI::SlashTimer

Definition at line 73 of file boss_brutallus.cpp.

Referenced by Reset(), and UpdateAI().

◆ StompTimer

uint32 boss_brutallus::boss_brutallusAI::StompTimer

Definition at line 75 of file boss_brutallus.cpp.

Referenced by Reset(), and UpdateAI().


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