Project SkyFire Core
SkyFire 5.4.8 server core API documentation
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boss_skadi::boss_skadiAI Struct Reference
Inheritance diagram for boss_skadi::boss_skadiAI:
Collaboration diagram for boss_skadi::boss_skadiAI:

Public Member Functions

 boss_skadiAI (Creature *creature)
void EnterCombat (Unit *) OVERRIDE
void JustDied (Unit *) OVERRIDE
void JustReachedHome () OVERRIDE
void JustSummoned (Creature *summoned) OVERRIDE
void KilledUnit (Unit *) OVERRIDE
void Reset () OVERRIDE
void SpawnMobs ()
void SpawnTrigger ()
void SpellHit (Unit *, const SpellInfo *spell) OVERRIDE
void SummonedCreatureDespawn (Creature *summoned) 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 ()
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 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

InstanceScript * instance
bool m_bSaidEmote
uint32 m_uiCrushTimer
uint64 m_uiGraufGUID
uint32 m_uiMountTimer
uint32 m_uiMovementTimer
uint32 m_uiPoisonedSpearTimer
uint8 m_uiSpellHitCount
uint32 m_uiSummonTimer
uint32 m_uiWaypointId
uint32 m_uiWhirlwindTimer
CombatPhase Phase
SummonList Summons
std::vector< uint64 > triggersGUID
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 156 of file boss_skadi.cpp.

Constructor & Destructor Documentation

◆ boss_skadiAI()

boss_skadi::boss_skadiAI::boss_skadiAI ( Creature * creature)
inline

Member Function Documentation

◆ EnterCombat()

◆ JustDied()

void boss_skadi::boss_skadiAI::JustDied ( Unit * )
inlinevirtual

Reimplemented from CreatureAI.

Definition at line 398 of file boss_skadi.cpp.

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

◆ JustReachedHome()

void boss_skadi::boss_skadiAI::JustReachedHome ( )
inlinevirtual

◆ JustSummoned()

void boss_skadi::boss_skadiAI::JustSummoned ( Creature * summoned)
inlinevirtual

◆ KilledUnit()

void boss_skadi::boss_skadiAI::KilledUnit ( Unit * )
inlinevirtual

Reimplemented from CreatureAI.

Definition at line 406 of file boss_skadi.cpp.

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

◆ Reset()

◆ SpawnMobs()

void boss_skadi::boss_skadiAI::SpawnMobs ( )
inline

◆ SpawnTrigger()

void boss_skadi::boss_skadiAI::SpawnTrigger ( )
inline

Definition at line 432 of file boss_skadi.cpp.

References Location, ScriptedAI::me, and NPC_TRIGGER.

Referenced by UpdateAI().

◆ SpellHit()

◆ SummonedCreatureDespawn()

void boss_skadi::boss_skadiAI::SummonedCreatureDespawn ( Creature * summoned)
inlinevirtual

Reimplemented from CreatureAI.

Definition at line 260 of file boss_skadi.cpp.

References m_uiGraufGUID, NPC_GRAUF, OVERRIDE, and Summons.

◆ UpdateAI()

Member Data Documentation

◆ instance

InstanceScript* boss_skadi::boss_skadiAI::instance

Definition at line 164 of file boss_skadi.cpp.

Referenced by boss_skadiAI(), EnterCombat(), JustDied(), and Reset().

◆ m_bSaidEmote

bool boss_skadi::boss_skadiAI::m_bSaidEmote

Definition at line 177 of file boss_skadi.cpp.

Referenced by Reset(), and UpdateAI().

◆ m_uiCrushTimer

uint32 boss_skadi::boss_skadiAI::m_uiCrushTimer

Definition at line 169 of file boss_skadi.cpp.

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

◆ m_uiGraufGUID

uint64 boss_skadi::boss_skadiAI::m_uiGraufGUID

◆ m_uiMountTimer

uint32 boss_skadi::boss_skadiAI::m_uiMountTimer

Definition at line 174 of file boss_skadi.cpp.

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

◆ m_uiMovementTimer

uint32 boss_skadi::boss_skadiAI::m_uiMovementTimer

Definition at line 173 of file boss_skadi.cpp.

Referenced by EnterCombat(), and UpdateAI().

◆ m_uiPoisonedSpearTimer

uint32 boss_skadi::boss_skadiAI::m_uiPoisonedSpearTimer

Definition at line 170 of file boss_skadi.cpp.

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

◆ m_uiSpellHitCount

uint8 boss_skadi::boss_skadiAI::m_uiSpellHitCount

Definition at line 176 of file boss_skadi.cpp.

Referenced by Reset(), and SpellHit().

◆ m_uiSummonTimer

uint32 boss_skadi::boss_skadiAI::m_uiSummonTimer

Definition at line 175 of file boss_skadi.cpp.

Referenced by EnterCombat(), and UpdateAI().

◆ m_uiWaypointId

uint32 boss_skadi::boss_skadiAI::m_uiWaypointId

Definition at line 172 of file boss_skadi.cpp.

Referenced by Reset(), and UpdateAI().

◆ m_uiWhirlwindTimer

uint32 boss_skadi::boss_skadiAI::m_uiWhirlwindTimer

Definition at line 171 of file boss_skadi.cpp.

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

◆ Phase

CombatPhase boss_skadi::boss_skadiAI::Phase

Definition at line 179 of file boss_skadi.cpp.

Referenced by EnterCombat(), Reset(), SpellHit(), and UpdateAI().

◆ Summons

SummonList boss_skadi::boss_skadiAI::Summons

◆ triggersGUID

std::vector<uint64> boss_skadi::boss_skadiAI::triggersGUID

Definition at line 167 of file boss_skadi.cpp.

Referenced by Reset().


The documentation for this struct was generated from the following file:
  • src/server/scripts/Northrend/UtgardeKeep/UtgardePinnacle/boss_skadi.cpp