Project SkyFire Core
SkyFire 5.4.8 server core API documentation
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npc_brann_bronzebeard_anraphet::npc_brann_bronzebeard_anraphetAI Struct Reference
Inheritance diagram for npc_brann_bronzebeard_anraphet::npc_brann_bronzebeard_anraphetAI:
Collaboration diagram for npc_brann_bronzebeard_anraphet::npc_brann_bronzebeard_anraphetAI:

Public Member Functions

void DoAction (int32 action) OVERRIDE
void MovementInform (uint32 movementType, uint32 pointId) OVERRIDE
 npc_brann_bronzebeard_anraphetAI (Creature *creature)
void sGossipSelect (Player *, uint32 sender, uint32 action) OVERRIDE
void UpdateAI (uint32 diff) OVERRIDE
 == Triggered Actions Requested ==================
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 EnterCombat (Unit *)
virtual void EnterEvadeMode ()
virtual void ExecuteEvent (uint32)
virtual bool IsEscorted ()
virtual void IsSummonedBy (Unit *)
virtual void JustDied (Unit *)
virtual void JustReachedHome ()
virtual void JustRespawned ()
virtual void JustSummoned (Creature *)
virtual void KilledUnit (Unit *)
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 SpellHit (Unit *, SpellInfo const *)
virtual void SpellHitTarget (Unit *, SpellInfo const *)
virtual void SummonedCreatureDespawn (Creature *)
virtual void SummonedCreatureDies (Creature *, Unit *)
void Talk (uint8 id, WorldObject const *whisperTarget=NULL)
virtual ~CreatureAI ()
Public Member Functions inherited from UnitAI
virtual void AttackStart (Unit *)
void AttackStartCaster (Unit *victim, float dist)
virtual bool CanAIAttack (Unit const *) const
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType)
virtual void DamageTaken (Unit *, uint32 &)
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)
virtual void Reset ()
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 ()

Protected Attributes

uint32 _currentPoint
InstanceScript_instance
EventMap events
Protected Attributes inherited from CreatureAI
Creature *const me
Protected Attributes inherited from UnitAI
Unit *const me

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 ()

Detailed Description

Definition at line 316 of file boss_anraphet.cpp.

Constructor & Destructor Documentation

◆ npc_brann_bronzebeard_anraphetAI()

npc_brann_bronzebeard_anraphet::npc_brann_bronzebeard_anraphetAI::npc_brann_bronzebeard_anraphetAI ( Creature * creature)
inline

Definition at line 318 of file boss_anraphet.cpp.

References _currentPoint, _instance, and CreatureAI::CreatureAI().

Member Function Documentation

◆ DoAction()

◆ MovementInform()

void npc_brann_bronzebeard_anraphet::npc_brann_bronzebeard_anraphetAI::MovementInform ( uint32 movementType,
uint32 pointId )
inlinevirtual

◆ sGossipSelect()

void npc_brann_bronzebeard_anraphet::npc_brann_bronzebeard_anraphetAI::sGossipSelect ( Player * ,
uint32 sender,
uint32 action )
inlinevirtual

◆ UpdateAI()

Member Data Documentation

◆ _currentPoint

uint32 npc_brann_bronzebeard_anraphet::npc_brann_bronzebeard_anraphetAI::_currentPoint
protected

◆ _instance

InstanceScript* npc_brann_bronzebeard_anraphet::npc_brann_bronzebeard_anraphetAI::_instance
protected

◆ events

EventMap npc_brann_bronzebeard_anraphet::npc_brann_bronzebeard_anraphetAI::events
protected

Definition at line 443 of file boss_anraphet.cpp.

Referenced by DoAction(), MovementInform(), sGossipSelect(), and UpdateAI().


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