Project SkyFire Core
SkyFire 5.4.8 server core API documentation
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boss_lady_vashj::boss_lady_vashjAI Struct Reference
Inheritance diagram for boss_lady_vashj::boss_lady_vashjAI:
Collaboration diagram for boss_lady_vashj::boss_lady_vashjAI:

Public Member Functions

 boss_lady_vashjAI (Creature *creature)
void CastShootOrMultishot ()
void EnterCombat (Unit *who) OVERRIDE
void EventTaintedElementalDeath ()
void JustDied (Unit *) OVERRIDE
void KilledUnit (Unit *) OVERRIDE
void MoveInLineOfSight (Unit *who) OVERRIDE
void Reset () OVERRIDE
void StartEvent ()
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 AggroTimer
bool CanAttack
uint32 CheckTimer
uint32 CoilfangEliteTimer
uint32 CoilfangStriderTimer
uint8 EnchantedElementalPos
uint32 EnchantedElementalTimer
bool Entangle
uint32 EntangleTimer
uint32 ForkedLightningTimer
InstanceScriptinstance
bool Intro
bool JustCreated
uint8 Phase
uint64 ShieldGeneratorChannel [4]
uint32 ShockBlastTimer
uint32 StaticChargeTimer
uint32 SummonSporebatStaticTimer
uint32 SummonSporebatTimer
uint32 TaintedElementalTimer
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 133 of file boss_lady_vashj.cpp.

Constructor & Destructor Documentation

◆ boss_lady_vashjAI()

boss_lady_vashj::boss_lady_vashjAI::boss_lady_vashjAI ( Creature * creature)
inline

Member Function Documentation

◆ CastShootOrMultishot()

void boss_lady_vashj::boss_lady_vashjAI::CastShootOrMultishot ( )
inline

◆ EnterCombat()

void boss_lady_vashj::boss_lady_vashjAI::EnterCombat ( Unit * who)
inlinevirtual

◆ EventTaintedElementalDeath()

void boss_lady_vashj::boss_lady_vashjAI::EventTaintedElementalDeath ( )
inline

Definition at line 212 of file boss_lady_vashj.cpp.

References TaintedElementalTimer.

◆ JustDied()

void boss_lady_vashj::boss_lady_vashjAI::JustDied ( Unit * )
inlinevirtual

Reimplemented from CreatureAI.

Definition at line 223 of file boss_lady_vashj.cpp.

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

◆ KilledUnit()

void boss_lady_vashj::boss_lady_vashjAI::KilledUnit ( Unit * )
inlinevirtual

Reimplemented from CreatureAI.

Definition at line 218 of file boss_lady_vashj.cpp.

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

◆ MoveInLineOfSight()

void boss_lady_vashj::boss_lady_vashjAI::MoveInLineOfSight ( Unit * who)
inlinevirtual

◆ Reset()

◆ StartEvent()

void boss_lady_vashj::boss_lady_vashjAI::StartEvent ( )
inline

◆ UpdateAI()

void boss_lady_vashj::boss_lady_vashjAI::UpdateAI ( uint32 diff)
inlinevirtual

Member Data Documentation

◆ AggroTimer

uint32 boss_lady_vashj::boss_lady_vashjAI::AggroTimer

Definition at line 149 of file boss_lady_vashj.cpp.

Referenced by Reset(), and UpdateAI().

◆ CanAttack

bool boss_lady_vashj::boss_lady_vashjAI::CanAttack

Definition at line 166 of file boss_lady_vashj.cpp.

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

◆ CheckTimer

uint32 boss_lady_vashj::boss_lady_vashjAI::CheckTimer

Definition at line 154 of file boss_lady_vashj.cpp.

Referenced by Reset(), and UpdateAI().

◆ CoilfangEliteTimer

uint32 boss_lady_vashj::boss_lady_vashjAI::CoilfangEliteTimer

Definition at line 157 of file boss_lady_vashj.cpp.

Referenced by Reset(), and UpdateAI().

◆ CoilfangStriderTimer

uint32 boss_lady_vashj::boss_lady_vashjAI::CoilfangStriderTimer

Definition at line 158 of file boss_lady_vashj.cpp.

Referenced by Reset(), and UpdateAI().

◆ EnchantedElementalPos

uint8 boss_lady_vashj::boss_lady_vashjAI::EnchantedElementalPos

Definition at line 161 of file boss_lady_vashj.cpp.

Referenced by Reset(), and UpdateAI().

◆ EnchantedElementalTimer

uint32 boss_lady_vashj::boss_lady_vashjAI::EnchantedElementalTimer

Definition at line 155 of file boss_lady_vashj.cpp.

Referenced by Reset(), and UpdateAI().

◆ Entangle

bool boss_lady_vashj::boss_lady_vashjAI::Entangle

Definition at line 164 of file boss_lady_vashj.cpp.

Referenced by Reset(), and UpdateAI().

◆ EntangleTimer

uint32 boss_lady_vashj::boss_lady_vashjAI::EntangleTimer

Definition at line 151 of file boss_lady_vashj.cpp.

Referenced by Reset(), and UpdateAI().

◆ ForkedLightningTimer

uint32 boss_lady_vashj::boss_lady_vashjAI::ForkedLightningTimer

Definition at line 153 of file boss_lady_vashj.cpp.

Referenced by Reset(), and UpdateAI().

◆ instance

InstanceScript* boss_lady_vashj::boss_lady_vashjAI::instance

◆ Intro

bool boss_lady_vashj::boss_lady_vashjAI::Intro

Definition at line 165 of file boss_lady_vashj.cpp.

Referenced by boss_lady_vashjAI(), MoveInLineOfSight(), and UpdateAI().

◆ JustCreated

bool boss_lady_vashj::boss_lady_vashjAI::JustCreated

Definition at line 167 of file boss_lady_vashj.cpp.

Referenced by boss_lady_vashjAI(), and Reset().

◆ Phase

uint8 boss_lady_vashj::boss_lady_vashjAI::Phase

Definition at line 162 of file boss_lady_vashj.cpp.

Referenced by EnterCombat(), MoveInLineOfSight(), Reset(), StartEvent(), and UpdateAI().

◆ ShieldGeneratorChannel

uint64 boss_lady_vashj::boss_lady_vashjAI::ShieldGeneratorChannel[4]

Definition at line 147 of file boss_lady_vashj.cpp.

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

◆ ShockBlastTimer

uint32 boss_lady_vashj::boss_lady_vashjAI::ShockBlastTimer

Definition at line 150 of file boss_lady_vashj.cpp.

Referenced by Reset(), and UpdateAI().

◆ StaticChargeTimer

uint32 boss_lady_vashj::boss_lady_vashjAI::StaticChargeTimer

Definition at line 152 of file boss_lady_vashj.cpp.

Referenced by Reset(), and UpdateAI().

◆ SummonSporebatStaticTimer

uint32 boss_lady_vashj::boss_lady_vashjAI::SummonSporebatStaticTimer

Definition at line 160 of file boss_lady_vashj.cpp.

Referenced by Reset(), and UpdateAI().

◆ SummonSporebatTimer

uint32 boss_lady_vashj::boss_lady_vashjAI::SummonSporebatTimer

Definition at line 159 of file boss_lady_vashj.cpp.

Referenced by Reset(), and UpdateAI().

◆ TaintedElementalTimer

uint32 boss_lady_vashj::boss_lady_vashjAI::TaintedElementalTimer

Definition at line 156 of file boss_lady_vashj.cpp.

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


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