AzerothCore 3.3.5a
OpenSource WoW Emulator
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VehicleAI Struct Reference

#include "CombatAI.h"

Inheritance diagram for VehicleAI:
CreatureAI UnitAI boss_flame_leviathan_seat boss_skadi_grauf::boss_skadi_graufAI npc_dusk npc_eoe_wyrmrest_skytalon npc_freed_protodrake::npc_freed_protodrakeAI npc_frostbrood_skytalon::npc_frostbrood_skytalonAI npc_hover_disk npc_isle_of_conquest_turret::npc_isle_of_conquest_turretAI npc_oculus_drake::npc_oculus_drakeAI npc_pilgrims_bounty_chair npc_preparations_for_war_vehicle npc_putricide_mutated_abomination npc_salvaged_chopper npc_salvaged_siege_engine npc_toc5_player_vehicle::npc_toc5_player_vehicleAI npc_vehicle_d16_propelled_delivery::npc_vehicle_d16_propelled_deliveryAI npc_wg_siege_machine::npc_wg_siege_machineAI npc_wild_wyrm npc_wintergarde_gryphon

Public Member Functions

 VehicleAI (Creature *creature)
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void MoveInLineOfSight (Unit *) override
 
void AttackStart (Unit *) override
 
void OnCharmed (bool apply) 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)
 
WorldObject * GetSummoner () 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 EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
void JustEnteredCombat (Unit *who) override
 Called when the unit enters combat.
 
virtual void JustStartedThreateningMe (Unit *who)
 
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 void Reset ()
 
virtual void DoAction (int32)
 
virtual uint32 GetData (uint32) const
 
virtual void SetData (uint32, uint32)
 
virtual void SetGUID (ObjectGuid const &, int32=0)
 
virtual ObjectGuid GetGUID (int32=0) const
 
Unit * SelectTarget (SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
 
template<class PREDICATE >
Unit * SelectTarget (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 OnDespawn ()
 Called when the unit is about to be removed from the world (despawn, grid unload, corpse disappearing, player logging out etc.)
 
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
 

Static Public Member Functions

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 ()
 

Private Member Functions

void LoadConditions ()
 
void CheckConditions (uint32 diff)
 

Private Attributes

ConditionList conditions
 
uint32 m_ConditionsTimer
 
bool m_DoDismiss
 
uint32 m_DismissTimer
 

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 Attributes inherited from UnitAI
static AISpellInfoType * AISpellInfo
 
- Protected Member Functions inherited from CreatureAI
bool UpdateVictim ()
 
bool UpdateVictimWithGaze ()
 
void SetGazeOn (Unit *target)
 
Creature * DoSummon (uint32 entry, Position const &pos, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
Creature * DoSummon (uint32 entry, WorldObject *obj, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
Creature * DoSummonFlyer (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

◆ VehicleAI()

VehicleAI::VehicleAI ( Creature *  creature)
explicit
268{
270 m_DoDismiss = false;
272}
#define VEHICLE_CONDITION_CHECK_TIME
Definition CombatAI.h:96
#define VEHICLE_DISMISS_TIME
Definition CombatAI.h:97
Definition CreatureAI.h:69
void LoadConditions()
Definition CombatAI.cpp:301
uint32 m_DismissTimer
Definition CombatAI.h:116
uint32 m_ConditionsTimer
Definition CombatAI.h:114
bool m_DoDismiss
Definition CombatAI.h:115

References LoadConditions(), m_DismissTimer, m_DoDismiss, and VEHICLE_DISMISS_TIME.

Member Function Documentation

◆ AttackStart()

void VehicleAI::AttackStart ( Unit *  )
inlineoverridevirtual

Reimplemented from UnitAI.

105{}

◆ CheckConditions()

void VehicleAI::CheckConditions ( uint32  diff)
private
309{
310 if (m_ConditionsTimer < diff)
311 {
312 if (!conditions.empty())
313 {
314 if (Vehicle* vehicleKit = me->GetVehicleKit())
315 for (SeatMap::iterator itr = vehicleKit->Seats.begin(); itr != vehicleKit->Seats.end(); ++itr)
316 if (Unit* passenger = ObjectAccessor::GetUnit(*me, itr->second.Passenger.Guid))
317 {
318 if (Player* player = passenger->ToPlayer())
319 {
320 if (!sConditionMgr->IsObjectMeetToConditions(player, me, conditions))
321 {
322 player->ExitVehicle();
323 return; // check other pessanger in next tick
324 }
325 }
326 }
327 }
329 }
330 else
331 m_ConditionsTimer -= diff;
332}
#define sConditionMgr
Definition ConditionMgr.h:296
Creature *const me
Definition CreatureAI.h:71
Player * ToPlayer()
Definition Object.h:208
Definition Player.h:1086
Definition Unit.h:665
Vehicle * GetVehicleKit() const
Definition Unit.h:1931
Definition Vehicle.h:28
Unit * GetUnit(WorldObject const &, ObjectGuid const &guid)
Definition ObjectAccessor.cpp:223
ConditionList conditions
Definition CombatAI.h:113

References conditions, ObjectAccessor::GetUnit(), Unit::GetVehicleKit(), m_ConditionsTimer, CreatureAI::me, sConditionMgr, Object::ToPlayer(), and VEHICLE_CONDITION_CHECK_TIME.

Referenced by UpdateAI().

◆ LoadConditions()

void VehicleAI::LoadConditions ( )
private
302{
304 if (!conditions.empty())
305 LOG_DEBUG("condition", "VehicleAI::LoadConditions: loaded {} conditions", uint32(conditions.size()));
306}
@ CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE
Definition ConditionMgr.h:142
std::uint32_t uint32
Definition Define.h:107
#define LOG_DEBUG(filterType__,...)
Definition Log.h:157
uint32 GetEntry() const
Definition Object.h:123

References CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE, conditions, Object::GetEntry(), LOG_DEBUG, CreatureAI::me, and sConditionMgr.

Referenced by VehicleAI().

◆ MoveInLineOfSight()

void VehicleAI::MoveInLineOfSight ( Unit *  )
inlineoverridevirtual

Reimplemented from CreatureAI.

104{}

◆ OnCharmed()

void VehicleAI::OnCharmed ( bool  apply)
overridevirtual

Called when unit is charmed.

Reimplemented from CreatureAI.

292{
293 if (!me->GetVehicleKit()->IsVehicleInUse() && !apply && !conditions.empty()) // was used and has conditions
294 m_DoDismiss = true; // needs reset
295 else if (apply)
296 m_DoDismiss = false; // in use again
297
299}
bool IsVehicleInUse()
Definition Vehicle.cpp:581

References conditions, Unit::GetVehicleKit(), Vehicle::IsVehicleInUse(), m_DismissTimer, m_DoDismiss, CreatureAI::me, and VEHICLE_DISMISS_TIME.

◆ Permissible()

int32 VehicleAI::Permissible ( Creature const *  creature)
static
335{
336 if (creature->IsVehicle())
337 return PERMIT_BASE_SPECIAL;
338
339 return PERMIT_BASE_NO;
340}
@ PERMIT_BASE_SPECIAL
Definition CreatureAI.h:293
@ PERMIT_BASE_NO
Definition CreatureAI.h:288

References Unit::IsVehicle(), PERMIT_BASE_NO, and PERMIT_BASE_SPECIAL.

◆ UpdateAI()

void VehicleAI::UpdateAI ( uint32  )
overridevirtual

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

Implements UnitAI.

276{
277 CheckConditions(diff);
278
279 if (m_DoDismiss)
280 {
281 if (m_DismissTimer < diff)
282 {
283 m_DoDismiss = false;
285 }
286 else
287 m_DismissTimer -= diff;
288 }
289}
void DespawnOrUnsummon(Milliseconds msTimeToDespawn=0ms, Seconds forcedRespawnTimer=0s)
Definition Creature.cpp:2216
void CheckConditions(uint32 diff)
Definition CombatAI.cpp:308

References CheckConditions(), Creature::DespawnOrUnsummon(), m_DismissTimer, m_DoDismiss, and CreatureAI::me.

Referenced by npc_putricide_mutated_abomination::UpdateAI(), npc_isle_of_conquest_turret::npc_isle_of_conquest_turretAI::UpdateAI(), npc_oculus_drake::npc_oculus_drakeAI::UpdateAI(), boss_flame_leviathan_seat::UpdateAI(), npc_wintergarde_gryphon::UpdateAI(), npc_frostbrood_skytalon::npc_frostbrood_skytalonAI::UpdateAI(), and npc_wg_siege_machine::npc_wg_siege_machineAI::UpdateAI().

Member Data Documentation

◆ conditions

ConditionList VehicleAI::conditions
private

◆ m_ConditionsTimer

uint32 VehicleAI::m_ConditionsTimer
private

Referenced by CheckConditions().

◆ m_DismissTimer

uint32 VehicleAI::m_DismissTimer
private

Referenced by OnCharmed(), UpdateAI(), and VehicleAI().

◆ m_DoDismiss

bool VehicleAI::m_DoDismiss
private

Referenced by OnCharmed(), UpdateAI(), and VehicleAI().


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