TrinityCore
SmartAI Member List

This is the complete list of members for SmartAI, including all inherited members.

_boundaryCreatureAIprotected
_canCombatMoveSmartAIprivate
_charmedSmartAIprivate
_currentWaypointNodeIdSmartAIprivate
_despawnStateSmartAIprivate
_despawnTimeSmartAIprivate
_EnterEvadeMode(EvadeReason why=EvadeReason::Other)CreatureAIprotected
_escortInvokerCheckTimerSmartAIprivate
_escortNPCFlagsSmartAIprivate
_escortQuestIdSmartAIprivate
_escortStateSmartAIprivate
_evadeDisabledSmartAIprivate
_followAngleSmartAIprivate
_followArrivedEntrySmartAIprivate
_followArrivedTimerSmartAIprivate
_followCreditSmartAIprivate
_followCreditTypeSmartAIprivate
_followDistanceSmartAIprivate
_followGUIDSmartAIprivate
_gossipReturnSmartAIprivate
_invincibilityHPLevelSmartAIprivate
_isEngagedCreatureAIprivate
_moveInLOSLockedCreatureAIprivate
_negateBoundaryCreatureAIprotected
_OOCReachedSmartAIprivate
_repeatWaypointPathSmartAIprivate
_runSmartAIprivate
_scriptSmartAIprivate
_scriptIdCreatureAIprivate
_vehicleConditionsSmartAIprivate
_vehicleConditionsTimerSmartAIprivate
_waypointPathEndedSmartAIprivate
_waypointPauseForcedSmartAIprivate
_waypointPauseTimerSmartAIprivate
_waypointReachedSmartAIprivate
AddEscortState(uint32 escortState)SmartAIinline
AISpellInfoUnitAIstatic
AssistPlayerInCombatAgainst(Unit *who)SmartAIprivate
AttackStart(Unit *who) overrideSmartAIvirtual
AttackStartCaster(Unit *victim, float dist)UnitAI
CanAIAttack(Unit const *) constUnitAIinlinevirtual
CanCombatMove() constSmartAIinline
CanResumePath()SmartAI
CanSeeAlways(WorldObject const *)CreatureAIinlinevirtual
CheckConditions(uint32 diff)SmartAIprivate
CheckInRoom()CreatureAIvirtual
CorpseRemoved(uint32 &respawnDelay) overrideSmartAIvirtual
CreatureAI(Creature *creature, uint32 scriptId={})CreatureAIexplicit
DamageDealt(Unit *doneTo, uint32 &damage, DamageEffectType) overrideSmartAIvirtual
DamageTaken(Unit *doneBy, uint32 &damage, DamageEffectType, SpellInfo const *) overrideSmartAIvirtual
DoAction(int32 param=0) overrideSmartAIvirtual
DoCast(uint32 spellId)UnitAI
DoCast(Unit *victim, uint32 spellId, CastSpellExtraArgs const &args={})UnitAI
DoCastAOE(uint32 spellId, CastSpellExtraArgs const &args={})UnitAIinline
DoCastSelf(uint32 spellId, CastSpellExtraArgs const &args={})UnitAIinline
DoCastVictim(uint32 spellId, CastSpellExtraArgs const &args={})UnitAI
DoSpellAttackIfReady(uint32 spellId)UnitAI
DoSummon(uint32 entry, Position const &pos, Milliseconds despawnTime=30s, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)CreatureAIprotected
DoSummon(uint32 entry, WorldObject *obj, float radius=5.0f, Milliseconds despawnTime=30s, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)CreatureAIprotected
DoSummonFlyer(uint32 entry, WorldObject *obj, float flightZ, float radius=5.0f, Milliseconds despawnTime=30s, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)CreatureAIprotected
DoZoneInCombat()CreatureAIinline
DoZoneInCombat(Creature *creature)CreatureAIstatic
EndPath(bool fail=false)SmartAI
EngagementOver()CreatureAIprotected
EngagementStart(Unit *who)CreatureAIprotected
EnterEvadeMode(EvadeReason why) overrideSmartAIvirtual
FillAISpellInfo()UnitAIstatic
FinalizeTargetListSelection(std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType)UnitAIprivate
FinalizeTargetSelection(std::list< Unit * > &targetList, SelectTargetMethod targetType)UnitAIprivate
GetAIForCharmedPlayer(Player *)CreatureAIinlinevirtual
GetBoundary() constCreatureAIinline
GetData(uint32 id=0) const overrideSmartAIvirtual
GetDebugInfo() constUnitAIvirtual
GetDialogStatus(Player const *player)CreatureAIvirtual
GetGUID(int32 id=0) const overrideSmartAIvirtual
GetId() constCreatureAIinline
GetScript()SmartAIinline
HasEscortState(uint32 escortState) constSmartAIinline
HealDone(Unit *, uint32 &)UnitAIinlinevirtual
HealReceived(Unit *doneBy, uint32 &addhealth) overrideSmartAIvirtual
InitializeAI() overrideSmartAIvirtual
IsAIControlled() constSmartAI
IsEngaged() constCreatureAIinline
IsEscorted() constCreatureAIinlinevirtual
IsEscortInvokerInRange()SmartAI
IsInBoundary(Position const *who=nullptr) constCreatureAI
IsInBounds(CreatureBoundary const &boundary, Position const *who)CreatureAIstatic
IsSummonedBy(WorldObject *summoner) overrideSmartAIvirtual
JustAppeared() overrideSmartAIvirtual
JustDied(Unit *killer) overrideSmartAIvirtual
JustEngagedWith(Unit *enemy) overrideSmartAIvirtual
JustEnteredCombat(Unit *) overrideCreatureAIvirtual
JustExitedCombat()UnitAIinlinevirtual
JustReachedHome() overrideSmartAIvirtual
JustRegisteredAreaTrigger(AreaTrigger *)CreatureAIinlinevirtual
JustRegisteredDynObject(DynamicObject *)CreatureAIinlinevirtual
JustStartedThreateningMe(Unit *who)CreatureAIinlinevirtual
JustSummoned(Creature *creature) overrideSmartAIvirtual
JustSummonedGameobject(GameObject *)CreatureAIinlinevirtual
JustUnregisteredAreaTrigger(AreaTrigger *)CreatureAIinlinevirtual
JustUnregisteredDynObject(DynamicObject *)CreatureAIinlinevirtual
KilledUnit(Unit *victim) overrideSmartAIvirtual
LoadPath(uint32 entry)SmartAI
meCreatureAIprotected
MoveInLineOfSight(Unit *who) overrideSmartAIvirtual
MoveInLineOfSight_Safe(Unit *who)CreatureAI
MovementInform(uint32 MovementType, uint32 Data) overrideSmartAIvirtual
OnChannelFinished(SpellInfo const *)CreatureAIinlinevirtual
OnCharmed(bool isNew) overrideSmartAIvirtual
OnDespawn() overrideSmartAIvirtual
OnGameEvent(bool start, uint16 eventId) overrideSmartAIvirtual
OnGossipHello(Player *player) overrideSmartAIvirtual
OnGossipSelect(Player *player, uint32 menuId, uint32 gossipListId) overrideSmartAIvirtual
OnGossipSelectCode(Player *player, uint32 menuId, uint32 gossipListId, char const *code) overrideSmartAIvirtual
OnHealthDepleted(Unit *, bool)CreatureAIinlinevirtual
OnOwnerCombatInteraction(Unit *target)CreatureAIprivate
OnQuestAccept(Player *player, Quest const *quest) overrideSmartAIvirtual
OnQuestReward(Player *player, Quest const *quest, LootItemType type, uint32 opt) overrideSmartAIvirtual
OnSpellCast(SpellInfo const *spellInfo) overrideSmartAIvirtual
OnSpellClick(Unit *clicker, bool spellClickHandled) overrideSmartAIvirtual
OnSpellFailed(SpellInfo const *spellInfo) overrideSmartAIvirtual
OnSpellStart(SpellInfo const *spellInfo) overrideSmartAIvirtual
operator=(UnitAI const &right)=deleteUnitAIprivate
OwnerAttacked(Unit *target)CreatureAIinlinevirtual
OwnerAttackedBy(Unit *attacker)CreatureAIinlinevirtual
PassengerBoarded(Unit *who, int8 seatId, bool apply) overrideSmartAIvirtual
PausePath(uint32 delay, bool forced=false)SmartAI
Permissible(Creature const *)SmartAIinlinestatic
PrepareTargetListSelection(std::list< Unit * > &targetList, SelectTargetMethod targetType, uint32 offset)UnitAIprivate
ReceiveEmote(Player *player, uint32 textEmote) overrideSmartAIvirtual
RemoveEscortState(uint32 escortState)SmartAIinline
Reset()UnitAIinlinevirtual
ResumePath()SmartAI
ReturnToLastOOCPos()SmartAIprivate
SelectTarget(SelectTargetMethod targetType, uint32 offset=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)UnitAI
SelectTarget(SelectTargetMethod targetType, uint32 offset, PREDICATE const &predicate)UnitAIinline
SelectTargetList(std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 offset=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)UnitAI
SelectTargetList(std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 offset, PREDICATE const &predicate)UnitAIinline
SetBoundary(CreatureBoundary const *boundary, bool negativeBoundaries=false)CreatureAI
SetCombatMove(bool on, bool stopMoving=false)SmartAI
SetData(uint32 id, uint32 value) overrideSmartAIinlinevirtual
SetData(uint32 id, uint32 value, Unit *invoker)SmartAI
SetDespawnTime(uint32 t)SmartAIinline
SetDisableGravity(bool disable=true)SmartAI
SetEscortQuest(uint32 questID)SmartAIinline
SetEvadeDisabled(bool disable=true)SmartAI
SetFollow(Unit *target, float dist=0.0f, float angle=0.0f, uint32 credit=0, uint32 end=0, uint32 creditType=0)SmartAI
SetGossipReturn(bool val)SmartAIinline
SetGUID(ObjectGuid const &guid, int32 id=0) overrideSmartAIvirtual
SetInvincibilityHpLevel(uint32 level)SmartAIinline
SetRun(bool run=true)SmartAI
SetTimedActionList(SmartScriptHolder &e, uint32 entry, Unit *invoker, uint32 startFromEventId=0)SmartAI
SetWPPauseTimer(uint32 time)SmartAIinline
SmartAI(Creature *creature, uint32 scriptId={})SmartAIexplicit
SpellHit(WorldObject *caster, SpellInfo const *spellInfo) overrideSmartAIvirtual
SpellHitTarget(WorldObject *target, SpellInfo const *spellInfo) overrideSmartAIvirtual
SpellInterrupted(uint32, uint32)UnitAIinlinevirtual
StartDespawn()SmartAIinline
StartPath(uint32 pathId=0, bool repeat=false, Unit *invoker=nullptr, uint32 nodeId=0)SmartAI
StopFollow(bool complete)SmartAI
StopPath(uint32 DespawnTime=0, uint32 quest=0, bool fail=false)SmartAI
SummonedCreatureDespawn(Creature *unit) overrideSmartAIvirtual
SummonedCreatureDies(Creature *summon, Unit *killer) overrideSmartAIvirtual
SummonedGameobjectDespawn(GameObject *)CreatureAIinlinevirtual
Talk(uint8 id, WorldObject const *whisperTarget=nullptr)CreatureAI
TriggerAlert(Unit const *who) constCreatureAI
UnitAI(Unit *unit)UnitAIinlineexplicit
UnitAI(UnitAI const &right)=deleteUnitAIprivate
UpdateAI(uint32 diff) overrideSmartAIvirtual
UpdateDespawn(uint32 diff)SmartAIprivate
UpdateFollow(uint32 diff)SmartAIprivate
UpdatePath(uint32 diff)SmartAIprivate
UpdateVictim()CreatureAIprotected
VisualizeBoundary(Seconds duration, Unit *owner=nullptr, bool fill=false) constCreatureAI
WaypointPathEnded(uint32 nodeId, uint32 pathId) overrideSmartAIvirtual
WaypointReached(uint32 nodeId, uint32 pathId) overrideSmartAIvirtual
WaypointStarted(uint32, uint32)CreatureAIinlinevirtual
~CreatureAI()CreatureAIvirtual
~SmartAI()SmartAIinline
~UnitAI()UnitAIinlinevirtual