AzerothCore 3.3.5a
OpenSource WoW Emulator
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npc_expedition_engineer Struct Reference
Inheritance diagram for npc_expedition_engineer:
NullCreatureAI CreatureAI UnitAI

Public Member Functions

 npc_expedition_engineer (Creature *creature)
 
void Reset () override
 
void DoAction (int32 action) override
 
bool IsEast () const
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
- Public Member Functions inherited from NullCreatureAI
 NullCreatureAI (Creature *c)
 
void MoveInLineOfSight (Unit *) override
 
void AttackStart (Unit *) override
 
void JustStartedThreateningMe (Unit *) override
 
void JustEnteredCombat (Unit *) override
 Called when the unit enters combat.
 
void UpdateAI (uint32) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void EnterEvadeMode (EvadeReason) override
 
void OnCharmed (bool) override
 Called when unit is charmed.
 
- Public Member Functions inherited from CreatureAI
void Talk (uint8 id, WorldObject const *whisperTarget=nullptr, Milliseconds delay=0ms)
 Causes the creature to talk/say the text assigned to their entry in the creature_text database table.
 
void Talk (uint8 id, Milliseconds delay)
 
WorldObjectGetSummoner () const
 Returns the summoner creature/object, if the creature is a temporary summon.
 
 CreatureAI (Creature *creature)
 
 ~CreatureAI () override
 
bool IsEngaged () const
 Check if creature is currently engaged in combat.
 
void MoveCircleChecks ()
 
void MoveBackwardsChecks ()
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At =================================
 
void TriggerAlert (Unit const *who) const
 
virtual bool CanRespawn ()
 
virtual bool IsEscortNPC (bool=true) const
 
virtual void JustEngagedWith (Unit *)
 Called for reaction when initially engaged - this happens after JustEnteredCombat.
 
void EngagementStart (Unit *who)
 
void EngagementOver ()
 
void JustExitedCombat () override
 Called when the unit leaves combat.
 
virtual void JustDied (Unit *)
 
virtual void KilledUnit (Unit *)
 
virtual void JustSummoned (Creature *)
 
virtual void IsSummonedBy (WorldObject *)
 
virtual void SummonedCreatureDespawn (Creature *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureDespawnAll ()
 
virtual void SummonedCreatureEvade (Creature *)
 
virtual void SpellHit (Unit *, SpellInfo const *)
 
virtual void SpellHitTarget (Unit *, SpellInfo const *)
 
virtual void OnSpellStart (SpellInfo const *)
 
virtual void OnSpellCast (SpellInfo const *)
 
virtual void OnSpellFailed (SpellInfo const *)
 
virtual void OnChannelFinished (SpellInfo const *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted ()
 
virtual void JustRespawned ()
 
virtual void MovementInform (uint32, uint32)
 
virtual void PathEndReached (uint32)
 
virtual void WaypointPathStarted (uint32)
 == Waypoints system =============================
 
virtual void WaypointStarted (uint32, uint32)
 
virtual void WaypointReached (uint32, uint32)
 
virtual void WaypointPathEnded (uint32, uint32)
 
virtual void JustReachedHome ()
 
void DoZoneInCombat (Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
 
virtual void ReceiveEmote (Player *, uint32)
 
virtual void OwnerAttackedBy (Unit *attacker)
 
virtual void OwnerAttacked (Unit *target)
 
void OnOwnerCombatInteraction (Unit *target)
 
virtual void CorpseRemoved (uint32 &)
 == Triggered Actions Requested ==================
 
virtual void PassengerBoarded (Unit *, int8, bool)
 == Fields =======================================
 
virtual bool BeforeSpellClick (Unit *)
 
virtual void OnSpellClick (Unit *, bool &)
 
virtual bool CanSeeAlways (WorldObject const *)
 
virtual bool CanBeSeen (Player const *)
 
virtual bool CanAlwaysBeDetectable (WorldObject const *)
 
virtual void PetStopAttack ()
 
int32 VisualizeBoundary (uint32 duration, Unit *owner=nullptr, bool fill=false, bool checkZ=false) const
 
virtual bool CheckInRoom ()
 
CreatureBoundary const * GetBoundary () const
 
void SetBoundary (CreatureBoundary const *boundary, bool negativeBoundaries=false)
 
bool IsInBoundary (Position const *who=nullptr) const
 
virtual void CalculateThreat (Unit *, float &, SpellInfo const *)
 
virtual bool OnTeleportUnreacheablePlayer (Player *)
 
virtual void OnAuraRemove (AuraApplication *, AuraRemoveMode)
 
virtual void DistancingStarted ()
 
virtual void DistancingEnded ()
 
- Public Member Functions inherited from UnitAI
 UnitAI (Unit *unit)
 
virtual ~UnitAI ()
 
virtual bool CanAIAttack (Unit const *) const
 
virtual void InitializeAI ()
 
virtual uint32 GetData (uint32) const
 
virtual void SetData (uint32, uint32)
 
virtual void SetGUID (ObjectGuid const &, int32=0)
 
virtual ObjectGuid GetGUID (int32=0) const
 
UnitSelectTarget (SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
 
template<class PREDICATE >
UnitSelectTarget (SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)
 
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
 Select the best (up to) <num> targets (in <targetType> order) from the threat list that fulfill the following:
 
template<class PREDICATE >
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)
 
virtual void EvadeTimerExpired ()
 Called when evade timer expires (target unreachable for too long)
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 Called at any Damage to any victim (before damage apply)
 
virtual void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 Called at any Damage from any attacker (before damage apply)
 
virtual void HealReceived (Unit *, uint32 &)
 Called when the creature receives heal.
 
virtual void OnPowerUpdate (Powers, int32, int32, uint32)
 Called when the creature power updates.
 
virtual void HealDone (Unit *, uint32 &)
 Called when the unit heals.
 
virtual void OnCalculateMeleeDamageReceived (uint32 &, Unit *)
 Called during damage calculations.
 
virtual void OnCalculateSpellDamageReceived (int32 &, Unit *)
 
virtual void OnCalculatePeriodicTickReceived (uint32 &, Unit *)
 Called during calculation when receiving periodic healing or damage (DoT or HoT)
 
void AttackStartCaster (Unit *victim, float dist)
 
SpellCastResult DoAddAuraToAllHostilePlayers (uint32 spellid)
 
SpellCastResult DoCast (uint32 spellId)
 
SpellCastResult DoCast (Unit *victim, uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastSelf (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastToAllHostilePlayers (uint32 spellid, bool triggered=false)
 To specify the caster as target if the spell is self-cast.
 
SpellCastResult DoCastVictim (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastAOE (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastRandomTarget (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false, bool withTank=true, int32 aura=0)
 Cast the spell on a random unit from the threat list.
 
SpellCastResult DoCastMaxThreat (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false)
 Cast spell on the top threat target, which may not be the current victim.
 
float DoGetSpellMaxRange (uint32 spellId, bool positive=false)
 
void DoMeleeAttackIfReady ()
 
bool DoSpellAttackIfReady (uint32 spell)
 
void DoSpellAttackToRandomTargetIfReady (uint32 spell, uint32 threatTablePosition=0, float dist=0.f, bool playerOnly=true)
 
virtual void SummonMovementInform (Creature *, uint32, uint32)
 Called when a summon reaches a waypoint or point movement finished.
 
virtual void sGossipHello (Player *)
 
virtual void sGossipSelect (Player *, uint32, uint32)
 
virtual void sGossipSelectCode (Player *, uint32, uint32, char const *)
 
virtual void sQuestAccept (Player *, Quest const *)
 
virtual void sQuestSelect (Player *, Quest const *)
 
virtual void sQuestComplete (Player *, Quest const *)
 
virtual void sQuestReward (Player *, Quest const *, uint32)
 
virtual void sOnGameEvent (bool, uint16)
 
virtual std::string GetDebugInfo () const
 

Private Attributes

InstanceScript_instance
 
uint8 _state
 
uint16 _timer
 
ObjectGuid _harpoonGUID
 

Additional Inherited Members

- Public Types inherited from CreatureAI
enum  EvadeReason {
  EVADE_REASON_NO_HOSTILES ,
  EVADE_REASON_BOUNDARY ,
  EVADE_REASON_SEQUENCE_BREAK ,
  EVADE_REASON_NO_PATH ,
  EVADE_REASON_OTHER
}
 
- Static Public Member Functions inherited from NullCreatureAI
static int32 Permissible (Creature const *creature)
 
- Static Public Member Functions inherited from CreatureAI
static bool IsInBounds (CreatureBoundary const &boundary, Position const *who)
 
- 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 UpdateVictim ()
 
bool UpdateVictimWithGaze ()
 
void SetGazeOn (Unit *target)
 
CreatureDoSummon (uint32 entry, Position const &pos, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
CreatureDoSummon (uint32 entry, WorldObject *obj, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
CreatureDoSummonFlyer (uint32 entry, WorldObject *obj, float flightZ, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
bool _EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
- Protected Attributes inherited from CreatureAI
Creature *const me
 
EventMap events
 
TaskScheduler scheduler
 
CreatureBoundary const * _boundary
 
bool _negateBoundary
 
bool _isEngaged
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ npc_expedition_engineer()

npc_expedition_engineer::npc_expedition_engineer ( Creature creature)
inlineexplicit
812 : NullCreatureAI(creature), _instance(creature->GetInstanceScript()), _state(0), _timer(0), _harpoonGUID()
813 { }
Definition PassiveAI.h:56
InstanceScript * GetInstanceScript() const
Definition Object.cpp:1242
ObjectGuid _harpoonGUID
Definition boss_razorscale.cpp:905
uint8 _state
Definition boss_razorscale.cpp:903
InstanceScript * _instance
Definition boss_razorscale.cpp:902
uint16 _timer
Definition boss_razorscale.cpp:904

Member Function Documentation

◆ DoAction()

void npc_expedition_engineer::DoAction ( int32  action)
inlineoverridevirtual

Reimplemented from UnitAI.

824 {
825 if (!me->IsAlive())
826 return;
827 if (action == ACTION_START_FIGHT)
828 {
829 if (IsEast())
830 Talk(0);
831 _state = 1;
832 _timer = 0;
835 }
836 }
@ UNIT_FLAG_IMMUNE_TO_NPC
Definition UnitDefines.h:266
@ ACTION_START_FIGHT
Definition boss_razorscale.cpp:121
Creature *const me
Definition CreatureAI.h:71
void Clear()
Definition ObjectGuid.h:141
bool IsAlive() const
Definition Unit.h:1793
void RemoveUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:750
Talk
Definition hyjal.cpp:82
bool IsEast() const
Definition boss_razorscale.cpp:838

References _harpoonGUID, _state, _timer, ACTION_START_FIGHT, ObjectGuid::Clear(), Unit::IsAlive(), IsEast(), CreatureAI::me, Unit::RemoveUnitFlag(), and UNIT_FLAG_IMMUNE_TO_NPC.

◆ IsEast()

bool npc_expedition_engineer::IsEast ( ) const
inline
839 {
840 return me->GetHomePosition().GetPositionX() > 594.0f;
841 }
void GetHomePosition(float &x, float &y, float &z, float &ori) const
Definition Creature.h:349

References Creature::GetHomePosition(), and CreatureAI::me.

Referenced by DoAction().

◆ Reset()

void npc_expedition_engineer::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

816 {
817 _state = 0;
818 _timer = 0;
821 }
@ REACT_PASSIVE
Definition Unit.h:567
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition Creature.h:100

References _harpoonGUID, _state, _timer, ObjectGuid::Clear(), CreatureAI::me, REACT_PASSIVE, and Creature::SetReactState().

◆ UpdateAI()

void npc_expedition_engineer::UpdateAI ( uint32  )
inlineoverridevirtual

Use to start attacking a target. Called just before JustEngagedWith()

Implements UnitAI.

844 {
845 if (_state == 0)
846 return;
847
848 if (_timer <= diff)
849 {
850 _timer = 3000;
851 if (_harpoonGUID)
852 {
854 {
855 if (me->GetExactDist2dSq(fireState) <= 25.0f)
856 {
859
860 if (std::fabs(me->GetOrientation() - me->GetAngle(fireState)) > M_PI / 4)
861 me->SetFacingToObject(fireState);
862
863 fireState->AI()->DoAction(ACTION_FIRE_STATE_REPAIR);
864 if (fireState->AI()->GetData(FIRE_STATE_REPAIR))
866 }
867 }
868 }
869 if (!_harpoonGUID)
870 {
872 if (!razorscale || !razorscale->IsInCombat())
873 {
874 _state = 0;
876 return;
877 }
878 std::list<Creature*> fireStates;
880 fireStates.sort([](Creature const* first, Creature const* second) { return first->GetPositionX() < second->GetPositionX(); });
881 for (Creature* fireState : fireStates)
882 {
883 if (!fireState->AI()->GetData(FIRE_STATE_REPAIR))
884 {
885 float ang = rand_norm() * M_PI;
886 me->GetMotionMaster()->MovePoint(0, fireState->GetPositionX() + 3.0f * cos(ang), fireState->GetPositionY() + 3.0f * std::sin(ang), fireState->GetPositionZ());
887 _harpoonGUID = fireState->GetGUID();
888 return;
889 }
890 }
891 _state = 0;
893 }
894 }
895 else
896 _timer -= diff;
899 }
double rand_norm()
Definition Random.cpp:85
@ EMOTE_STATE_STAND
Definition SharedDefines.h:1922
@ EMOTE_STATE_WORK
Definition SharedDefines.h:1957
@ UNIT_NPC_EMOTESTATE
Definition UpdateFields.h:140
@ ACTION_FIRE_STATE_REPAIR
Definition boss_razorscale.cpp:134
@ FIRE_STATE_REPAIR
Definition boss_razorscale.cpp:163
Definition Creature.h:47
Creature * GetCreature(uint32 type)
Definition InstanceScript.cpp:120
void MoveTargetedHome(bool walk=false)
The unit will return this initial position (owner for pets and summoned creatures)....
Definition MotionMaster.cpp:262
void MovePoint(uint32 id, Position const &pos, ForcedMovement forcedMovement=FORCED_MOVEMENT_NONE, float speed=0.f, bool generatePath=true, bool forceDestination=true, std::optional< AnimTier > animTier=std::nullopt)
Definition MotionMaster.h:240
uint32 GetUInt32Value(uint16 index) const
Definition Object.cpp:298
void SetFacingToObject(WorldObject *object, Milliseconds timed=0ms)
Definition Unit.cpp:16465
MotionMaster * GetMotionMaster()
Definition Unit.h:1758
void SetUInt32Value(uint16 index, uint32 value)
Definition Unit.cpp:17367
bool IsInCombat() const
Definition Unit.h:936
void GetCreaturesWithEntryInRange(std::list< Creature * > &creatureList, float radius, uint32 entry)
Definition Object.cpp:3115
Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
Definition ObjectAccessor.cpp:234
float GetAngle(Position const *pos) const
Definition Position.cpp:85
float GetExactDist2dSq(const float x, const float y) const
Definition Position.h:161
float GetOrientation() const
Definition Position.h:124
float GetPositionX() const
Definition Position.h:121
@ BOSS_RAZORSCALE
Definition ulduar.h:33
@ NPC_HARPOON_FIRE_STATE
Definition ulduar.h:184

References _harpoonGUID, _instance, _state, _timer, ACTION_FIRE_STATE_REPAIR, BOSS_RAZORSCALE, ObjectGuid::Clear(), EMOTE_STATE_STAND, EMOTE_STATE_WORK, FIRE_STATE_REPAIR, Position::GetAngle(), InstanceScript::GetCreature(), ObjectAccessor::GetCreature(), WorldObject::GetCreaturesWithEntryInRange(), Position::GetExactDist2dSq(), Unit::GetMotionMaster(), Position::GetOrientation(), Position::GetPositionX(), Object::GetUInt32Value(), Unit::IsInCombat(), CreatureAI::me, MotionMaster::MovePoint(), MotionMaster::MoveTargetedHome(), NPC_HARPOON_FIRE_STATE, rand_norm(), Unit::SetFacingToObject(), Unit::SetUInt32Value(), and UNIT_NPC_EMOTESTATE.

Member Data Documentation

◆ _harpoonGUID

ObjectGuid npc_expedition_engineer::_harpoonGUID
private

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

◆ _instance

InstanceScript* npc_expedition_engineer::_instance
private

Referenced by UpdateAI().

◆ _state

uint8 npc_expedition_engineer::_state
private

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

◆ _timer

uint16 npc_expedition_engineer::_timer
private

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


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