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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 ()
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

bool AppearDelay
uint32 AppearDelay_Timer
uint32 ArcaneMissiles_Timer
bool BlindingLight
uint32 BlindingLight_Timer
uint32 defaultarmor
float defaultsize
uint32 Fear_Timer
InstanceScript * instance
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
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 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: