Project SkyFire Core
SkyFire 5.4.8 server core API documentation
Loading...
Searching...
No Matches
npc_akama_illidan::npc_akama_illidanAI Struct Reference
Inheritance diagram for npc_akama_illidan::npc_akama_illidanAI:
Collaboration diagram for npc_akama_illidan::npc_akama_illidanAI:

Public Member Functions

void BeginChannel ()
void BeginTalk ()
void BeginWalk ()
void DamageTaken (Unit *done_by, uint32 &damage) OVERRIDE
void EnterCombat (Unit *) OVERRIDE
void EnterEvadeMode () OVERRIDE
void EnterPhase (PhaseAkama NextPhase)
void HandleChannelSequence ()
void HandleTalkSequence ()
void HandleWalkSequence ()
void KillAllElites ()
void MoveInLineOfSight (Unit *) OVERRIDE
void MovementInform (uint32 MovementType, uint32) OVERRIDE
 npc_akama_illidanAI (Creature *creature)
void Reset () OVERRIDE
void sGossipSelect (Player *player, uint32, uint32) 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 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 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 ()

Private Attributes

uint32 ChannelCount
uint64 ChannelGUID
uint32 Check_Timer
uint64 DoorGUID [2]
bool Event
uint64 GateGUID
uint64 IllidanGUID
InstanceScript * instance
bool JustCreated
PhaseAkama Phase
uint64 SpiritGUID [2]
uint32 TalkCount
uint32 Timer
uint32 WalkCount

Additional Inherited Members

Static Public Member Functions inherited from UnitAI
static void FillAISpellInfo ()
Public Attributes inherited from ScriptedAI
bool IsFleeing
Creature * me
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)
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 1347 of file boss_illidan.cpp.

Constructor & Destructor Documentation

◆ npc_akama_illidanAI()

npc_akama_illidan::npc_akama_illidanAI::npc_akama_illidanAI ( Creature * creature)
inline

Member Function Documentation

◆ BeginChannel()

◆ BeginTalk()

void npc_akama_illidan::npc_akama_illidanAI::BeginTalk ( )
inline

◆ BeginWalk()

void npc_akama_illidan::npc_akama_illidanAI::BeginWalk ( )
inline

Definition at line 1496 of file boss_illidan.cpp.

References AkamaWP, ScriptedAI::me, MOVE_RUN, and WalkCount.

Referenced by EnterPhase().

◆ DamageTaken()

void npc_akama_illidan::npc_akama_illidanAI::DamageTaken ( Unit * done_by,
uint32 & damage )
inlinevirtual

Reimplemented from UnitAI.

Definition at line 1428 of file boss_illidan.cpp.

References IllidanGUID, ScriptedAI::me, and OVERRIDE.

◆ EnterCombat()

void npc_akama_illidan::npc_akama_illidanAI::EnterCombat ( Unit * )
inlinevirtual

Reimplemented from CreatureAI.

Definition at line 1418 of file boss_illidan.cpp.

References OVERRIDE.

◆ EnterEvadeMode()

void npc_akama_illidan::npc_akama_illidanAI::EnterEvadeMode ( )
inlinevirtual

Reimplemented from CreatureAI.

Definition at line 1411 of file boss_illidan.cpp.

References ScriptedAI::me, and OVERRIDE.

Referenced by EnterPhase(), and KillAllElites().

◆ EnterPhase()

◆ HandleChannelSequence()

◆ HandleTalkSequence()

void npc_akama_illidan::npc_akama_illidanAI::HandleTalkSequence ( )
inline

◆ HandleWalkSequence()

void npc_akama_illidan::npc_akama_illidanAI::HandleWalkSequence ( )
inline

◆ KillAllElites()

void npc_akama_illidan::npc_akama_illidanAI::KillAllElites ( )
inline

◆ MoveInLineOfSight()

void npc_akama_illidan::npc_akama_illidanAI::MoveInLineOfSight ( Unit * )
inlinevirtual

Reimplemented from CreatureAI.

Definition at line 1419 of file boss_illidan.cpp.

References OVERRIDE.

◆ MovementInform()

void npc_akama_illidan::npc_akama_illidanAI::MovementInform ( uint32 MovementType,
uint32  )
inlinevirtual

Reimplemented from CreatureAI.

Definition at line 1422 of file boss_illidan.cpp.

References OVERRIDE, POINT_MOTION_TYPE, and Timer.

◆ Reset()

◆ sGossipSelect()

void npc_akama_illidan::npc_akama_illidanAI::sGossipSelect ( Player * player,
uint32 ,
uint32  )
inlinevirtual

Reimplemented from UnitAI.

Definition at line 1759 of file boss_illidan.cpp.

References EnterPhase(), OVERRIDE, and PHASE_CHANNEL.

◆ UpdateAI()

Member Data Documentation

◆ ChannelCount

uint32 npc_akama_illidan::npc_akama_illidanAI::ChannelCount
private

Definition at line 1776 of file boss_illidan.cpp.

Referenced by EnterPhase(), HandleChannelSequence(), and Reset().

◆ ChannelGUID

uint64 npc_akama_illidan::npc_akama_illidanAI::ChannelGUID
private

Definition at line 1772 of file boss_illidan.cpp.

Referenced by BeginChannel(), HandleChannelSequence(), and Reset().

◆ Check_Timer

uint32 npc_akama_illidan::npc_akama_illidanAI::Check_Timer
private

Definition at line 1779 of file boss_illidan.cpp.

Referenced by Reset(), and UpdateAI().

◆ DoorGUID

uint64 npc_akama_illidan::npc_akama_illidanAI::DoorGUID[2]
private

Definition at line 1775 of file boss_illidan.cpp.

Referenced by BeginTalk(), HandleWalkSequence(), and Reset().

◆ Event

bool npc_akama_illidan::npc_akama_illidanAI::Event
private

Definition at line 1769 of file boss_illidan.cpp.

Referenced by EnterPhase(), and UpdateAI().

◆ GateGUID

uint64 npc_akama_illidan::npc_akama_illidanAI::GateGUID
private

Definition at line 1774 of file boss_illidan.cpp.

Referenced by BeginChannel(), HandleChannelSequence(), and Reset().

◆ IllidanGUID

uint64 npc_akama_illidan::npc_akama_illidanAI::IllidanGUID
private

◆ instance

InstanceScript* npc_akama_illidan::npc_akama_illidanAI::instance
private

◆ JustCreated

bool npc_akama_illidan::npc_akama_illidanAI::JustCreated
private

Definition at line 1766 of file boss_illidan.cpp.

Referenced by BeginChannel(), EnterPhase(), npc_akama_illidanAI(), Reset(), and UpdateAI().

◆ Phase

PhaseAkama npc_akama_illidan::npc_akama_illidanAI::Phase
private

Definition at line 1768 of file boss_illidan.cpp.

Referenced by EnterPhase(), HandleWalkSequence(), Reset(), and UpdateAI().

◆ SpiritGUID

uint64 npc_akama_illidan::npc_akama_illidanAI::SpiritGUID[2]
private

Definition at line 1773 of file boss_illidan.cpp.

Referenced by BeginChannel(), HandleChannelSequence(), and Reset().

◆ TalkCount

uint32 npc_akama_illidan::npc_akama_illidanAI::TalkCount
private

Definition at line 1778 of file boss_illidan.cpp.

Referenced by EnterPhase(), HandleTalkSequence(), and Reset().

◆ Timer

uint32 npc_akama_illidan::npc_akama_illidanAI::Timer
private

◆ WalkCount

uint32 npc_akama_illidan::npc_akama_illidanAI::WalkCount
private

Definition at line 1777 of file boss_illidan.cpp.

Referenced by BeginWalk(), EnterPhase(), HandleWalkSequence(), and Reset().


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