Project SkyFire Core
SkyFire 5.4.8 server core API documentation
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npc_unworthy_initiate::npc_unworthy_initiateAI Struct Reference
Inheritance diagram for npc_unworthy_initiate::npc_unworthy_initiateAI:
Collaboration diagram for npc_unworthy_initiate::npc_unworthy_initiateAI:

Public Member Functions

void EnterCombat (Unit *) OVERRIDE
void EventStart (Creature *anchor, Player *target)
void MovementInform (uint32 type, uint32 id) OVERRIDE
 npc_unworthy_initiateAI (Creature *creature)
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

uint64 anchorGUID
float anchorX
float anchorY
EventMap events
UnworthyInitiatePhase phase
uint64 playerGUID
uint32 wait_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 89 of file chapter1.cpp.

Constructor & Destructor Documentation

◆ npc_unworthy_initiateAI()

npc_unworthy_initiate::npc_unworthy_initiateAI::npc_unworthy_initiateAI ( Creature * creature)
inline

Definition at line 91 of file chapter1.cpp.

References ScriptedAI::me, REACT_PASSIVE, and ScriptedAI::ScriptedAI().

Member Function Documentation

◆ EnterCombat()

void npc_unworthy_initiate::npc_unworthy_initiateAI::EnterCombat ( Unit * )
inlinevirtual

Reimplemented from CreatureAI.

Definition at line 117 of file chapter1.cpp.

References EVENT_BLOOD_STRIKE, EVENT_DEATH_COIL, EVENT_ICY_TOUCH, EVENT_PLAGUE_STRIKE, events, GCD_CAST, and OVERRIDE.

◆ EventStart()

void npc_unworthy_initiate::npc_unworthy_initiateAI::EventStart ( Creature * anchor,
Player * target )
inline

◆ MovementInform()

void npc_unworthy_initiate::npc_unworthy_initiateAI::MovementInform ( uint32 type,
uint32 id )
inlinevirtual

◆ Reset()

void npc_unworthy_initiate::npc_unworthy_initiateAI::Reset ( )
inlinevirtual

◆ UpdateAI()

Member Data Documentation

◆ anchorGUID

uint64 npc_unworthy_initiate::npc_unworthy_initiateAI::anchorGUID

Definition at line 102 of file chapter1.cpp.

Referenced by Reset(), and UpdateAI().

◆ anchorX

float npc_unworthy_initiate::npc_unworthy_initiateAI::anchorX

Definition at line 101 of file chapter1.cpp.

Referenced by EventStart(), and UpdateAI().

◆ anchorY

float npc_unworthy_initiate::npc_unworthy_initiateAI::anchorY

Definition at line 101 of file chapter1.cpp.

Referenced by EventStart(), and UpdateAI().

◆ events

EventMap npc_unworthy_initiate::npc_unworthy_initiateAI::events

Definition at line 104 of file chapter1.cpp.

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

◆ phase

UnworthyInitiatePhase npc_unworthy_initiate::npc_unworthy_initiateAI::phase

Definition at line 99 of file chapter1.cpp.

Referenced by EventStart(), MovementInform(), Reset(), and UpdateAI().

◆ playerGUID

uint64 npc_unworthy_initiate::npc_unworthy_initiateAI::playerGUID

Definition at line 98 of file chapter1.cpp.

Referenced by EventStart(), MovementInform(), and UpdateAI().

◆ wait_timer

uint32 npc_unworthy_initiate::npc_unworthy_initiateAI::wait_timer

Definition at line 100 of file chapter1.cpp.

Referenced by EventStart(), MovementInform(), and UpdateAI().


The documentation for this struct was generated from the following file:
  • src/server/scripts/EasternKingdoms/ScarletEnclave/chapter1.cpp