18#ifndef TRINITY_PETAI_H
19#define TRINITY_PETAI_H
41 void _AttackStart(
Unit* target);
63 Unit* SelectNextTarget(
bool allowAutoSelect)
const;
64 void HandleReturnMovement();
65 void DoAttack(
Unit* target,
bool chase);
68 void ClearCharmInfoFlags();
std::set< ObjectGuid > GuidSet
std::vector< std::pair< Unit *, Spell * > > TargetSpellList
virtual void OwnerAttacked(Unit *target)
virtual void MovementInform(uint32, uint32)
virtual void OwnerAttackedBy(Unit *attacker)
virtual void KilledUnit(Unit *)
virtual void ReceiveEmote(Player *, uint32)
void OnCharmed(bool isNew) override
void AttackStart(Unit *victim) override
== Triggered Actions Requested ==================
void EngagementStart(Unit *who)
uint32 _updateAlliesTimer
void EnterEvadeMode(EvadeReason) override
void MoveInLineOfSight(Unit *) override
void JustExitedCombat() override
void JustAppeared() override
void JustEnteredCombat(Unit *who) override
void DamageTaken(Unit *attacker, uint32 &, DamageEffectType, SpellInfo const *) override
void MoveInLineOfSight_Safe(Unit *)
virtual void UpdateAI(uint32 diff)=0