Project SkyFire Core
SkyFire 5.4.8 server core API documentation
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boss_sartura::boss_sarturaAI Struct Reference
Inheritance diagram for boss_sartura::boss_sarturaAI:
Collaboration diagram for boss_sartura::boss_sarturaAI:

Public Member Functions

 boss_sarturaAI (Creature *creature)
void EnterCombat (Unit *) OVERRIDE
void JustDied (Unit *) OVERRIDE
void KilledUnit (Unit *) 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

bool AggroReset
uint32 AggroReset_Timer
uint32 AggroResetEnd_Timer
bool Enraged
bool EnragedHard
uint32 EnrageHard_Timer
bool WhirlWind
uint32 WhirlWind_Timer
uint32 WhirlWindEnd_Timer
uint32 WhirlWindRandom_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 41 of file boss_sartura.cpp.

Constructor & Destructor Documentation

◆ boss_sarturaAI()

boss_sartura::boss_sarturaAI::boss_sarturaAI ( Creature * creature)
inline

Definition at line 43 of file boss_sartura.cpp.

References ScriptedAI::ScriptedAI().

Member Function Documentation

◆ EnterCombat()

void boss_sartura::boss_sarturaAI::EnterCombat ( Unit * )
inlinevirtual

Reimplemented from CreatureAI.

Definition at line 72 of file boss_sartura.cpp.

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

◆ JustDied()

void boss_sartura::boss_sarturaAI::JustDied ( Unit * )
inlinevirtual

Reimplemented from CreatureAI.

Definition at line 77 of file boss_sartura.cpp.

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

◆ KilledUnit()

void boss_sartura::boss_sarturaAI::KilledUnit ( Unit * )
inlinevirtual

Reimplemented from CreatureAI.

Definition at line 82 of file boss_sartura.cpp.

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

◆ Reset()

void boss_sartura::boss_sarturaAI::Reset ( )
inlinevirtual

◆ UpdateAI()

Member Data Documentation

◆ AggroReset

bool boss_sartura::boss_sarturaAI::AggroReset

Definition at line 55 of file boss_sartura.cpp.

Referenced by Reset(), and UpdateAI().

◆ AggroReset_Timer

uint32 boss_sartura::boss_sarturaAI::AggroReset_Timer

Definition at line 48 of file boss_sartura.cpp.

Referenced by Reset(), and UpdateAI().

◆ AggroResetEnd_Timer

uint32 boss_sartura::boss_sarturaAI::AggroResetEnd_Timer

Definition at line 49 of file boss_sartura.cpp.

Referenced by Reset(), and UpdateAI().

◆ Enraged

bool boss_sartura::boss_sarturaAI::Enraged

Definition at line 52 of file boss_sartura.cpp.

Referenced by Reset(), and UpdateAI().

◆ EnragedHard

bool boss_sartura::boss_sarturaAI::EnragedHard

Definition at line 53 of file boss_sartura.cpp.

Referenced by Reset(), and UpdateAI().

◆ EnrageHard_Timer

uint32 boss_sartura::boss_sarturaAI::EnrageHard_Timer

Definition at line 50 of file boss_sartura.cpp.

Referenced by Reset(), and UpdateAI().

◆ WhirlWind

bool boss_sartura::boss_sarturaAI::WhirlWind

Definition at line 54 of file boss_sartura.cpp.

Referenced by Reset(), and UpdateAI().

◆ WhirlWind_Timer

uint32 boss_sartura::boss_sarturaAI::WhirlWind_Timer

Definition at line 45 of file boss_sartura.cpp.

Referenced by Reset(), and UpdateAI().

◆ WhirlWindEnd_Timer

uint32 boss_sartura::boss_sarturaAI::WhirlWindEnd_Timer

Definition at line 47 of file boss_sartura.cpp.

Referenced by Reset(), and UpdateAI().

◆ WhirlWindRandom_Timer

uint32 boss_sartura::boss_sarturaAI::WhirlWindRandom_Timer

Definition at line 46 of file boss_sartura.cpp.

Referenced by Reset(), and UpdateAI().


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