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SkyFire 5.4.8 server core API documentation
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boss_high_astromancer_solarian::boss_high_astromancer_solarianAI Struct Reference
Inheritance diagram for boss_high_astromancer_solarian::boss_high_astromancer_solarianAI:
Collaboration diagram for boss_high_astromancer_solarian::boss_high_astromancer_solarianAI:

Public Member Functions

 boss_high_astromancer_solarianAI (Creature *creature)
void EnterCombat (Unit *) OVERRIDE
void JustDied (Unit *) OVERRIDE
void KilledUnit (Unit *) OVERRIDE
float Portal_X (float radius)
float Portal_Y (float x, float radius)
void Reset () OVERRIDE
void SummonMinion (uint32 entry, float x, float y, float z)
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

bool AppearDelay
uint32 AppearDelay_Timer
uint32 ArcaneMissiles_Timer
bool BlindingLight
uint32 BlindingLight_Timer
uint32 defaultarmor
float defaultsize
uint32 Fear_Timer
InstanceScriptinstance
uint32 m_uiWrathOfTheAstromancer_Timer
uint8 Phase
uint32 Phase1_Timer
uint32 Phase2_Timer
uint32 Phase3_Timer
float Portals [3][3]
SummonList Summons
uint32 VoidBolt_Timer
uint32 Wrath_Timer
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 83 of file boss_astromancer.cpp.

Constructor & Destructor Documentation

◆ boss_high_astromancer_solarianAI()

boss_high_astromancer_solarian::boss_high_astromancer_solarianAI::boss_high_astromancer_solarianAI ( Creature * creature)
inline

Member Function Documentation

◆ EnterCombat()

void boss_high_astromancer_solarian::boss_high_astromancer_solarianAI::EnterCombat ( Unit * )
inlinevirtual

◆ JustDied()

void boss_high_astromancer_solarian::boss_high_astromancer_solarianAI::JustDied ( Unit * )
inlinevirtual

◆ KilledUnit()

void boss_high_astromancer_solarian::boss_high_astromancer_solarianAI::KilledUnit ( Unit * )
inlinevirtual

Reimplemented from CreatureAI.

Definition at line 144 of file boss_astromancer.cpp.

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

◆ Portal_X()

float boss_high_astromancer_solarian::boss_high_astromancer_solarianAI::Portal_X ( float radius)
inline

Definition at line 179 of file boss_astromancer.cpp.

References CENTER_X.

Referenced by UpdateAI().

◆ Portal_Y()

float boss_high_astromancer_solarian::boss_high_astromancer_solarianAI::Portal_Y ( float x,
float radius )
inline

Definition at line 187 of file boss_astromancer.cpp.

References CENTER_X, CENTER_Y, and RAND().

Referenced by UpdateAI().

◆ Reset()

◆ SummonMinion()

void boss_high_astromancer_solarian::boss_high_astromancer_solarianAI::SummonMinion ( uint32 entry,
float x,
float y,
float z )
inline

◆ UpdateAI()

Member Data Documentation

◆ AppearDelay

bool boss_high_astromancer_solarian::boss_high_astromancer_solarianAI::AppearDelay

Definition at line 113 of file boss_astromancer.cpp.

Referenced by Reset(), and UpdateAI().

◆ AppearDelay_Timer

uint32 boss_high_astromancer_solarian::boss_high_astromancer_solarianAI::AppearDelay_Timer

Definition at line 106 of file boss_astromancer.cpp.

Referenced by Reset(), and UpdateAI().

◆ ArcaneMissiles_Timer

uint32 boss_high_astromancer_solarian::boss_high_astromancer_solarianAI::ArcaneMissiles_Timer

Definition at line 98 of file boss_astromancer.cpp.

Referenced by Reset(), and UpdateAI().

◆ BlindingLight

bool boss_high_astromancer_solarian::boss_high_astromancer_solarianAI::BlindingLight

Definition at line 114 of file boss_astromancer.cpp.

Referenced by Reset(), and UpdateAI().

◆ BlindingLight_Timer

uint32 boss_high_astromancer_solarian::boss_high_astromancer_solarianAI::BlindingLight_Timer

Definition at line 100 of file boss_astromancer.cpp.

Referenced by Reset(), and UpdateAI().

◆ defaultarmor

uint32 boss_high_astromancer_solarian::boss_high_astromancer_solarianAI::defaultarmor

Definition at line 107 of file boss_astromancer.cpp.

Referenced by boss_high_astromancer_solarianAI(), and Reset().

◆ defaultsize

float boss_high_astromancer_solarian::boss_high_astromancer_solarianAI::defaultsize

Definition at line 110 of file boss_astromancer.cpp.

Referenced by boss_high_astromancer_solarianAI(), JustDied(), Reset(), and UpdateAI().

◆ Fear_Timer

uint32 boss_high_astromancer_solarian::boss_high_astromancer_solarianAI::Fear_Timer

Definition at line 101 of file boss_astromancer.cpp.

Referenced by Reset(), and UpdateAI().

◆ instance

InstanceScript* boss_high_astromancer_solarian::boss_high_astromancer_solarianAI::instance

◆ m_uiWrathOfTheAstromancer_Timer

uint32 boss_high_astromancer_solarian::boss_high_astromancer_solarianAI::m_uiWrathOfTheAstromancer_Timer

Definition at line 99 of file boss_astromancer.cpp.

Referenced by Reset(), and UpdateAI().

◆ Phase

uint8 boss_high_astromancer_solarian::boss_high_astromancer_solarianAI::Phase

Definition at line 96 of file boss_astromancer.cpp.

Referenced by Reset(), and UpdateAI().

◆ Phase1_Timer

uint32 boss_high_astromancer_solarian::boss_high_astromancer_solarianAI::Phase1_Timer

Definition at line 103 of file boss_astromancer.cpp.

Referenced by Reset(), and UpdateAI().

◆ Phase2_Timer

uint32 boss_high_astromancer_solarian::boss_high_astromancer_solarianAI::Phase2_Timer

Definition at line 104 of file boss_astromancer.cpp.

Referenced by Reset(), and UpdateAI().

◆ Phase3_Timer

uint32 boss_high_astromancer_solarian::boss_high_astromancer_solarianAI::Phase3_Timer

Definition at line 105 of file boss_astromancer.cpp.

Referenced by Reset(), and UpdateAI().

◆ Portals

float boss_high_astromancer_solarian::boss_high_astromancer_solarianAI::Portals[3][3]

Definition at line 111 of file boss_astromancer.cpp.

Referenced by UpdateAI().

◆ Summons

SummonList boss_high_astromancer_solarian::boss_high_astromancer_solarianAI::Summons

Definition at line 94 of file boss_astromancer.cpp.

Referenced by boss_high_astromancer_solarianAI(), Reset(), and SummonMinion().

◆ VoidBolt_Timer

uint32 boss_high_astromancer_solarian::boss_high_astromancer_solarianAI::VoidBolt_Timer

Definition at line 102 of file boss_astromancer.cpp.

Referenced by Reset(), and UpdateAI().

◆ Wrath_Timer

uint32 boss_high_astromancer_solarian::boss_high_astromancer_solarianAI::Wrath_Timer

Definition at line 108 of file boss_astromancer.cpp.

Referenced by Reset(), and UpdateAI().


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