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SkyFire 5.4.8 server core API documentation
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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 ()
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 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 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
InstanceScriptinstance
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
Creatureme
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 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: