AzerothCore 3.3.5a
OpenSource WoW Emulator
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SmartAI Class Reference

#include "SmartAI.h"

Inheritance diagram for SmartAI:
CreatureAI UnitAI npc_black_morass_summoned_add npc_pos_freed_slave::npc_pos_freed_slaveAI npc_stable_master::npc_stable_masterAI

Public Member Functions

 ~SmartAI () override
 
 SmartAI (Creature *c)
 
bool IsAIControlled () const
 
void StartPath (ForcedMovement forcedMovement=FORCED_MOVEMENT_NONE, uint32 path=0, bool repeat=false, Unit *invoker=nullptr, PathSource pathSource=PathSource::SMART_WAYPOINT_MGR)
 
bool LoadPath (uint32 entry, PathSource pathSource)
 
void PausePath (uint32 delay, bool forced=false)
 
void StopPath (uint32 DespawnTime=0, uint32 quest=0, bool fail=false)
 
void EndPath (bool fail=false)
 
void ResumePath ()
 
WaypointData const * GetNextWayPoint ()
 
void GenerateWayPointArray (Movement::PointsArray *points)
 
bool HasEscortState (uint32 uiEscortState)
 
void AddEscortState (uint32 uiEscortState)
 
bool IsEscorted () override
 
void RemoveEscortState (uint32 uiEscortState)
 
void SetAutoAttack (bool on)
 
void SetCombatMovement (bool on, bool stopOrStartMovement)
 
void SetCurrentRangeMode (bool on, float range=0.f)
 
void SetMainSpell (uint32 spellId)
 
void DistanceYourself (float range)
 
void SetFollow (Unit *target, float dist=0.0f, float angle=0.0f, uint32 credit=0, uint32 end=0, uint32 creditType=0, bool aliveState=true)
 
void StopFollow (bool complete)
 
void SetScript9 (SmartScriptHolder &e, uint32 entry, WorldObject *invoker)
 
SmartScriptGetScript ()
 
bool IsEscortInvokerInRange ()
 
void JustRespawned () override
 
void JustReachedHome () override
 
void JustEngagedWith (Unit *enemy) override
 Called for reaction when initially engaged.
 
void EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER) override
 
void JustDied (Unit *killer) override
 
void KilledUnit (Unit *victim) override
 
void JustSummoned (Creature *creature) override
 
void SummonedCreatureDies (Creature *summon, Unit *killer) override
 
void SummonedCreatureEvade (Creature *summon) override
 
void AttackStart (Unit *who) override
 
void MoveInLineOfSight (Unit *who) override
 
void SpellHit (Unit *unit, SpellInfo const *spellInfo) override
 
void SpellHitTarget (Unit *target, SpellInfo const *spellInfo) override
 
void DamageTaken (Unit *done_by, uint32 &damage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask) override
 Called at any Damage from any attacker (before damage apply)
 
void HealReceived (Unit *doneBy, uint32 &addhealth) override
 Called when the creature receives heal.
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void ReceiveEmote (Player *player, uint32 textEmote) override
 
void MovementInform (uint32 MovementType, uint32 Data) override
 
void IsSummonedBy (WorldObject *summoner) override
 
void DamageDealt (Unit *doneTo, uint32 &damage, DamageEffectType damagetyp, SpellSchoolMask damageSchoolMask) override
 Called at any Damage to any victim (before damage apply)
 
void SummonedCreatureDespawn (Creature *unit) override
 
void CorpseRemoved (uint32 &respawnDelay) override
 == Triggered Actions Requested ==================
 
void PassengerBoarded (Unit *who, int8 seatId, bool apply) override
 == Fields =======================================
 
void InitializeAI () override
 
void OnCharmed (bool apply) override
 Called when unit is charmed.
 
bool CanAIAttack (Unit const *who) const override
 
void DoAction (int32 param=0) override
 
uint32 GetData (uint32 id=0) const override
 
void SetData (uint32 id, uint32 value) override
 
void SetData (uint32 id, uint32 value, WorldObject *invoker)
 
void SetGUID (ObjectGuid const &guid, int32 id=0) override
 
ObjectGuid GetGUID (int32 id=0) const override
 
void MovepointReached (uint32 id)
 
void SetFly (bool fly=true)
 
void SetSwim (bool swim=true)
 
void SetEvadeDisabled (bool disable=true)
 
void SetInvincibilityHpLevel (uint32 level)
 
void sGossipHello (Player *player) override
 
void sGossipSelect (Player *player, uint32 sender, uint32 action) override
 
void sGossipSelectCode (Player *player, uint32 sender, uint32 action, const char *code) override
 
void sQuestAccept (Player *player, Quest const *quest) override
 
void sQuestReward (Player *player, Quest const *quest, uint32 opt) override
 
void sOnGameEvent (bool start, uint16 eventId) override
 
void SetDespawnTime (uint32 t)
 
void StartDespawn ()
 
void OnSpellClick (Unit *clicker, bool &result) override
 
void PathEndReached (uint32 pathId) override
 
bool CanRespawn () override
 
void SetCanRespawn (bool canSpawn)
 
void SetWPPauseTimer (uint32 time)
 
void DistancingEnded () override
 
bool IsMainSpellPrevented (SpellInfo const *spellInfo) const
 
void OnSpellCastFinished (SpellInfo const *spell, SpellFinishReason reason) override
 
- 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
 
void MoveCircleChecks ()
 
void MoveBackwardsChecks ()
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At =================================
 
void TriggerAlert (Unit const *who) const
 
virtual void SummonedCreatureDespawnAll ()
 
virtual void AttackedBy (Unit *)
 
void DoZoneInCombat (Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
 
virtual void OwnerAttackedBy (Unit *)
 
virtual void OwnerAttacked (Unit *)
 
virtual bool BeforeSpellClick (Unit *)
 
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 ()
 
- Public Member Functions inherited from UnitAI
 UnitAI (Unit *unit)
 
virtual ~UnitAI ()
 
virtual void Reset ()
 
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 JustEnteredCombat (Unit *)
 Called when the unit enters combat.
 
virtual void JustExitedCombat ()
 Called when the unit leaves combat.
 
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)
 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 sQuestSelect (Player *, Quest const *)
 
virtual void sQuestComplete (Player *, Quest const *)
 
virtual std::string GetDebugInfo () const
 

Static Public Member Functions

static int32 Permissible (Creature const *)
 
- 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 ()
 

Public Attributes

uint32 mEscortQuestID
 

Private Member Functions

void ReturnToLastOOCPos ()
 
void UpdatePath (const uint32 diff)
 
uint32 GetWPCount ()
 
bool AssistPlayerInCombatAgainst (Unit *who)
 
void UpdateDespawn (const uint32 diff)
 
void CheckConditions (const uint32 diff)
 

Private Attributes

bool mIsCharmed
 
uint32 mFollowCreditType
 
uint32 mFollowArrivedTimer
 
uint32 mFollowCredit
 
uint32 mFollowArrivedEntry
 
bool mFollowArrivedAlive
 
ObjectGuid mFollowGuid
 
float mFollowDist
 
float mFollowAngle
 
SmartScript mScript
 
WaypointPath const * mWayPoints
 
uint32 mEscortState
 
uint32 mCurrentWPID
 
bool mWPReached
 
bool mOOCReached
 
uint32 mWPPauseTimer
 
WaypointData const * mLastWP
 
uint32 mEscortNPCFlags
 
bool mCanRepeatPath
 
bool mEvadeDisabled
 
bool mCanAutoAttack
 
bool mForcedPaused
 
uint32 mInvincibilityHpLevel
 
ForcedMovement mForcedMovement
 
uint32 mDespawnTime
 
uint32 mDespawnState
 
uint32 mEscortInvokerCheckTimer
 
bool mJustReset
 
bool mcanSpawn
 
ConditionList conditions
 
uint32 m_ConditionsTimer
 
bool _chaseOnInterrupt
 
std::unordered_map< uint32, uint32aiDataSet
 
bool _currentRangeMode
 
float _attackDistance
 
float _pendingDistancing
 
uint32 _mainSpellId
 

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 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
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ ~SmartAI()

SmartAI::~SmartAI ( )
inlineoverride
48{};

◆ SmartAI()

SmartAI::SmartAI ( Creature c)
explicit
30 : CreatureAI(c)
31{
32 mIsCharmed = false;
33 // copy script to local (protection for table reload)
34
35 mWayPoints = nullptr;
37 mCurrentWPID = 0;//first wp id is 1 !!
38 mWPReached = false;
39 mOOCReached = false;
40 mWPPauseTimer = 0;
41 mLastWP = nullptr;
43
44 mCanRepeatPath = false;
45
46 mEvadeDisabled = false;
47
48 mCanAutoAttack = true;
49
50 mForcedPaused = false;
51
53
55
56 mDespawnTime = 0;
57 mDespawnState = 0;
58
60 mFollowDist = 0;
61 mFollowAngle = 0;
62 mFollowCredit = 0;
68
69 mJustReset = false;
70
71 mcanSpawn = true;
72
73 _chaseOnInterrupt = false;
74
75 aiDataSet.clear();
76
77 // Xinef: Vehicle conditions
79 if (me->GetVehicleKit())
81
82 _currentRangeMode = false;
83 _attackDistance = 0.f;
84 _mainSpellId = 0;
85}
#define sConditionMgr
Definition ConditionMgr.h:291
@ CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE
Definition ConditionMgr.h:140
@ FORCED_MOVEMENT_NONE
Definition MotionMaster.h:85
@ SMART_ESCORT_NONE
Definition SmartAI.h:31
Definition CreatureAI.h:71
Creature *const me
Definition CreatureAI.h:73
uint32 GetEntry() const
Definition Object.h:116
uint32 mDespawnTime
Definition SmartAI.h:253
uint32 mEscortState
Definition SmartAI.h:236
uint32 mEscortInvokerCheckTimer
Definition SmartAI.h:256
uint32 mDespawnState
Definition SmartAI.h:254
bool mOOCReached
Definition SmartAI.h:239
uint32 mWPPauseTimer
Definition SmartAI.h:240
uint32 _mainSpellId
Definition SmartAI.h:272
bool _chaseOnInterrupt
Definition SmartAI.h:266
uint32 mCurrentWPID
Definition SmartAI.h:237
uint32 m_ConditionsTimer
Definition SmartAI.h:264
bool mIsCharmed
Definition SmartAI.h:222
bool mWPReached
Definition SmartAI.h:238
uint32 mFollowArrivedTimer
Definition SmartAI.h:224
float mFollowAngle
Definition SmartAI.h:230
uint32 mEscortQuestID
Definition SmartAI.h:196
bool _currentRangeMode
Definition SmartAI.h:269
float _attackDistance
Definition SmartAI.h:270
WaypointPath const * mWayPoints
Definition SmartAI.h:235
WaypointData const * mLastWP
Definition SmartAI.h:241
ForcedMovement mForcedMovement
Definition SmartAI.h:249
uint32 mEscortNPCFlags
Definition SmartAI.h:242
ConditionList conditions
Definition SmartAI.h:263
uint32 mFollowCreditType
Definition SmartAI.h:223
bool mFollowArrivedAlive
Definition SmartAI.h:227
bool mcanSpawn
Definition SmartAI.h:259
uint32 mInvincibilityHpLevel
Definition SmartAI.h:248
bool mCanAutoAttack
Definition SmartAI.h:246
bool mJustReset
Definition SmartAI.h:257
bool mCanRepeatPath
Definition SmartAI.h:244
bool mEvadeDisabled
Definition SmartAI.h:245
bool mForcedPaused
Definition SmartAI.h:247
uint32 mFollowCredit
Definition SmartAI.h:225
uint32 mFollowArrivedEntry
Definition SmartAI.h:226
float mFollowDist
Definition SmartAI.h:229
std::unordered_map< uint32, uint32 > aiDataSet
Definition SmartAI.h:267
Vehicle * GetVehicleKit() const
Definition Unit.h:1904

References _attackDistance, _chaseOnInterrupt, _currentRangeMode, _mainSpellId, aiDataSet, CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE, conditions, FORCED_MOVEMENT_NONE, Object::GetEntry(), Unit::GetVehicleKit(), m_ConditionsTimer, mCanAutoAttack, mCanRepeatPath, mcanSpawn, mCurrentWPID, mDespawnState, mDespawnTime, CreatureAI::me, mEscortInvokerCheckTimer, mEscortNPCFlags, mEscortQuestID, mEscortState, mEvadeDisabled, mFollowAngle, mFollowArrivedAlive, mFollowArrivedEntry, mFollowArrivedTimer, mFollowCredit, mFollowCreditType, mFollowDist, mForcedMovement, mForcedPaused, mInvincibilityHpLevel, mIsCharmed, mJustReset, mLastWP, mOOCReached, mWayPoints, mWPPauseTimer, mWPReached, sConditionMgr, and SMART_ESCORT_NONE.

Member Function Documentation

◆ AddEscortState()

void SmartAI::AddEscortState ( uint32  uiEscortState)
inline
64{ mEscortState |= uiEscortState; }

References mEscortState.

Referenced by EnterEvadeMode(), PausePath(), and StartPath().

◆ AssistPlayerInCombatAgainst()

bool SmartAI::AssistPlayerInCombatAgainst ( Unit who)
private
749{
750 if (!IsAIControlled())
751 return false;
752
753 // Xinef: if unit has no victim, or victim is player controlled thing
754 if (!who->GetVictim() || who->GetCharmerOrOwnerOrOwnGUID().IsPlayer())
755 return false;
756
757 //experimental (unknown) flag not present
759 return false;
760
761 // Xinef: victim of unit has to be a player controlled unit
763 return false;
764
765 // Xinef: Check if victim can be assisted
766 if (!me->IsValidAssistTarget(who->GetVictim()))
767 return false;
768
769 //too far away and no free sight?
771 {
772 AttackStart(who);
773 return true;
774 }
775
776 return false;
777}
@ CREATURE_TYPE_FLAG_CAN_ASSIST
Definition SharedDefines.h:2718
@ SMART_MAX_AID_DIST
Definition SmartAI.h:40
CreatureTemplate const * GetCreatureTemplate() const
Definition Creature.h:208
bool IsPlayer() const
Definition ObjectGuid.h:168
void AttackStart(Unit *who) override
Definition SmartAI.cpp:852
bool IsAIControlled() const
Definition SmartAI.cpp:87
ObjectGuid GetCharmerOrOwnerOrOwnGUID() const
Definition Unit.h:1281
Unit * GetVictim() const
Definition Unit.h:893
bool IsValidAssistTarget(Unit const *target) const
Definition Unit.cpp:14167
bool IsWithinLOSInMap(WorldObject const *obj, VMAP::ModelIgnoreFlags ignoreFlags=VMAP::ModelIgnoreFlags::Nothing, LineOfSightChecks checks=LINEOFSIGHT_ALL_CHECKS, Optional< float > collisionHeight={ }, Optional< float > combatReach={ }) const
Definition Object.cpp:1373
bool IsWithinDistInMap(WorldObject const *obj, float dist2compare, bool is3D=true, bool incOwnRadius=true, bool incTargetRadius=true) const
Definition Object.cpp:1347
uint32 type_flags
Definition CreatureData.h:223

References AttackStart(), CREATURE_TYPE_FLAG_CAN_ASSIST, Unit::GetCharmerOrOwnerOrOwnGUID(), Creature::GetCreatureTemplate(), Unit::GetVictim(), IsAIControlled(), ObjectGuid::IsPlayer(), Unit::IsValidAssistTarget(), WorldObject::IsWithinDistInMap(), WorldObject::IsWithinLOSInMap(), CreatureAI::me, SMART_MAX_AID_DIST, and CreatureTemplate::type_flags.

Referenced by MoveInLineOfSight().

◆ AttackStart()

void SmartAI::AttackStart ( Unit who)
overridevirtual

Reimplemented from UnitAI.

853{
854 // xinef: dont allow charmed npcs to act on their own
856 {
857 if (who)
858 me->Attack(who, mCanAutoAttack);
859 return;
860 }
861
862 if (who && me->Attack(who, me->IsWithinMeleeRange(who) || _currentRangeMode))
863 {
865 {
867 if (type == ESCORT_MOTION_TYPE || type == POINT_MOTION_TYPE)
868 {
870 me->StopMoving();
871 me->GetMotionMaster()->Clear(false);
872 }
873
875 }
876 }
877}
@ MOTION_SLOT_ACTIVE
Definition MotionMaster.h:64
MovementGeneratorType
Definition MotionMaster.h:38
@ ESCORT_MOTION_TYPE
Definition MotionMaster.h:57
@ POINT_MOTION_TYPE
Definition MotionMaster.h:48
@ UNIT_STATE_NO_COMBAT_MOVEMENT
Definition UnitDefines.h:201
@ UNIT_FLAG_POSSESSED
Definition UnitDefines.h:278
MovementGeneratorType GetMotionSlotType(int slot) const
Definition MotionMaster.cpp:957
void MoveChase(Unit *target, std::optional< ChaseRange > dist={}, std::optional< ChaseAngle > angle={})
Force the unit to chase this target. Doesn't work with UNIT_FLAG_DISABLE_MOVE.
Definition MotionMaster.cpp:314
void MovementExpired(bool reset=true)
Definition MotionMaster.h:205
void Clear(bool reset=true)
Definition MotionMaster.h:192
MotionMaster * GetMotionMaster()
Definition Unit.h:1738
bool HasUnitFlag(UnitFlags flags) const
Definition Unit.h:737
void StopMoving()
Definition Unit.cpp:16866
bool IsWithinMeleeRange(Unit const *obj, float dist=0.f) const
Definition Unit.cpp:665
bool Attack(Unit *victim, bool meleeAttack)
Definition Unit.cpp:10451
bool HasUnitState(const uint32 f) const
Definition Unit.h:726

References _attackDistance, _currentRangeMode, Unit::Attack(), MotionMaster::Clear(), ESCORT_MOTION_TYPE, Unit::GetMotionMaster(), MotionMaster::GetMotionSlotType(), Unit::HasUnitFlag(), Unit::HasUnitState(), Unit::IsWithinMeleeRange(), mCanAutoAttack, CreatureAI::me, MOTION_SLOT_ACTIVE, MotionMaster::MoveChase(), MotionMaster::MovementExpired(), POINT_MOTION_TYPE, Unit::StopMoving(), UNIT_FLAG_POSSESSED, and UNIT_STATE_NO_COMBAT_MOVEMENT.

Referenced by AssistPlayerInCombatAgainst(), MoveInLineOfSight(), and OnCharmed().

◆ CanAIAttack()

bool SmartAI::CanAIAttack ( Unit const *  who) const
overridevirtual

Reimplemented from UnitAI.

744{
745 return !(me->GetReactState() == REACT_PASSIVE);
746}
@ REACT_PASSIVE
Definition Unit.h:555
ReactStates GetReactState() const
Definition Creature.h:100

References Creature::GetReactState(), CreatureAI::me, and REACT_PASSIVE.

◆ CanRespawn()

bool SmartAI::CanRespawn ( )
inlineoverridevirtual

Reimplemented from CreatureAI.

209{ return mcanSpawn; };

References mcanSpawn.

◆ CheckConditions()

void SmartAI::CheckConditions ( const uint32  diff)
private
496{
497 Vehicle* vehicle = me->GetVehicleKit();
498 if (!vehicle)
499 return;
500
501 if (m_ConditionsTimer < diff)
502 {
503 if (!conditions.empty())
504 {
505 for (SeatMap::iterator itr = vehicle->Seats.begin(); itr != vehicle->Seats.end(); ++itr)
506 if (Unit* passenger = ObjectAccessor::GetUnit(*me, itr->second.Passenger.Guid))
507 {
508 if (Player* player = passenger->ToPlayer())
509 {
510 if (!sConditionMgr->IsObjectMeetToConditions(player, me, conditions))
511 {
512 player->ExitVehicle();
513 return;//check other pessanger in next tick
514 }
515 }
516 }
517 }
518 m_ConditionsTimer = 1000;
519 }
520 else
521 m_ConditionsTimer -= diff;
522}
Player * ToPlayer()
Definition Object.h:201
Definition Player.h:1071
Definition Unit.h:655
Definition Vehicle.h:28
SeatMap Seats
Definition Vehicle.h:56
Unit * GetUnit(WorldObject const &, ObjectGuid const &guid)
Definition ObjectAccessor.cpp:199

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

Referenced by UpdateAI().

◆ CorpseRemoved()

void SmartAI::CorpseRemoved ( uint32 )
overridevirtual

== Triggered Actions Requested ==================

== State checks =================================

Reimplemented from CreatureAI.

929{
930 GetScript()->ProcessEventsFor(SMART_EVENT_CORPSE_REMOVED, nullptr, respawnDelay);
931
932 // xinef: end escort upon corpse remove, safe check in case of immediate despawn
933 if (IsEscorted())
934 EndPath(true);
935}
@ SMART_EVENT_CORPSE_REMOVED
Definition SmartScriptMgr.h:135
void EndPath(bool fail=false)
Definition SmartAI.cpp:313
bool IsEscorted() override
Definition SmartAI.h:65
SmartScript * GetScript()
Definition SmartAI.h:76
void ProcessEventsFor(SMART_EVENT e, Unit *unit=nullptr, uint32 var0=0, uint32 var1=0, bool bvar=false, SpellInfo const *spell=nullptr, GameObject *gob=nullptr)
Definition SmartScript.cpp:135

References EndPath(), GetScript(), IsEscorted(), SmartScript::ProcessEventsFor(), and SMART_EVENT_CORPSE_REMOVED.

◆ DamageDealt()

void SmartAI::DamageDealt ( Unit ,
uint32 ,
DamageEffectType  ,
SpellSchoolMask   
)
overridevirtual

Called at any Damage to any victim (before damage apply)

Reimplemented from UnitAI.

918{
920}
@ SMART_EVENT_DAMAGED_TARGET
Definition SmartScriptMgr.h:132

References GetScript(), SmartScript::ProcessEventsFor(), and SMART_EVENT_DAMAGED_TARGET.

◆ DamageTaken()

void SmartAI::DamageTaken ( Unit ,
uint32 ,
DamageEffectType  ,
SpellSchoolMask   
)
overridevirtual

Called at any Damage from any attacker (before damage apply)

Note
It use for recalculation damage or special reaction at damage for attack reaction use AttackedBy called for non DOT damage in Unit::DealDamage also

Reimplemented from UnitAI.

890{
891 if (doneBy)
893
894 if (!IsAIControlled()) // don't allow players to use unkillable units
895 return;
896
897 // Xinef: skip nodamage type (eg. instakill effect)
898 if (damagetype != NODAMAGE && mInvincibilityHpLevel && (damage >= me->GetHealth() - mInvincibilityHpLevel))
899 damage = me->GetHealth() - mInvincibilityHpLevel; // damage should not be nullified, because of player damage req.
900}
@ SMART_EVENT_DAMAGED
Definition SmartScriptMgr.h:131
@ NODAMAGE
Definition Unit.h:259
uint32 GetHealth() const
Definition Unit.h:1093

References Unit::GetHealth(), GetScript(), IsAIControlled(), CreatureAI::me, mInvincibilityHpLevel, NODAMAGE, SmartScript::ProcessEventsFor(), and SMART_EVENT_DAMAGED.

◆ DistanceYourself()

void SmartAI::DistanceYourself ( float  range)
1132{
1133 Unit* victim = me->GetVictim();
1134 if (!victim || !victim->IsWithinMeleeRange(me))
1135 return;
1136
1137 float combatReach = me->GetMeleeRange(victim);
1138 float distance = DISTANCING_CONSTANT + std::max(combatReach * 1.5f, combatReach + range);
1139 me->GetMotionMaster()->DistanceYourself(distance);
1140 _pendingDistancing = distance;
1141}
#define DISTANCING_CONSTANT
Definition SmartAI.h:43
void DistanceYourself(float range)
Definition MotionMaster.cpp:352
float _pendingDistancing
Definition SmartAI.h:271
float GetMeleeRange(Unit const *target) const
Definition Unit.cpp:683

References _pendingDistancing, MotionMaster::DistanceYourself(), DISTANCING_CONSTANT, Unit::GetMeleeRange(), Unit::GetMotionMaster(), Unit::GetVictim(), Unit::IsWithinMeleeRange(), and CreatureAI::me.

◆ DistancingEnded()

void SmartAI::DistancingEnded ( )
overridevirtual

Reimplemented from CreatureAI.

1222{
1224 _pendingDistancing = 0.f;
1225}
void SetCurrentRangeMode(bool on, float range=0.f)
Definition SmartAI.cpp:1107

References _pendingDistancing, and SetCurrentRangeMode().

◆ DoAction()

void SmartAI::DoAction ( int32  param = 0)
overridevirtual

Reimplemented from UnitAI.

1006{
1008}
@ SMART_EVENT_ACTION_DONE
Definition SmartScriptMgr.h:171

References GetScript(), SmartScript::ProcessEventsFor(), and SMART_EVENT_ACTION_DONE.

◆ EndPath()

void SmartAI::EndPath ( bool  fail = false)
314{
316 mWayPoints = nullptr;
317 mLastWP = nullptr;
318 mWPPauseTimer = 0;
319
320 if (mEscortNPCFlags)
321 {
323 mEscortNPCFlags = 0;
324 }
325
327 if (targets && mEscortQuestID)
328 {
329 if (targets->size() == 1 && GetScript()->IsPlayer((*targets->begin())))
330 {
331 Player* player = targets->front()->ToPlayer();
332 if (Group* group = player->GetGroup())
333 {
334 for (GroupReference* groupRef = group->GetFirstMember(); groupRef != nullptr; groupRef = groupRef->next())
335 {
336 Player* groupGuy = groupRef->GetSource();
337 if (!groupGuy || !player->IsInMap(groupGuy))
338 continue;
339
340 if (!fail && groupGuy->IsAtGroupRewardDistance(me) && !groupGuy->HasCorpse())
342 else if (fail && groupGuy->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE)
343 groupGuy->FailQuest(mEscortQuestID);
344 }
345 }
346 else
347 {
348 if (!fail && player->IsAtGroupRewardDistance(me) && !player->HasCorpse())
350 else if (fail && player->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE)
351 player->FailQuest(mEscortQuestID);
352 }
353 }
354 else
355 {
356 for (WorldObject* target : *targets)
357 {
358 if (GetScript()->IsPlayer(target))
359 {
360 Player* player = target->ToPlayer();
361 if (!fail && player->IsAtGroupRewardDistance(me) && !player->HasCorpse())
363 else if (fail && player->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE)
364 player->FailQuest(mEscortQuestID);
365 }
366 }
367 }
368 }
369
370 // Xinef: if the escort failed - DO NOT PROCESS ANYTHING
371 // Xinef: End Path events should be only processed if it was SUCCESSFUL stop or stop called by SMART_ACTION_WAYPOINT_STOP
372 if (fail)
373 {
374 mCurrentWPID = 0;
375 return;
376 }
377
379 mCurrentWPID = 0;
380
381 if (mCanRepeatPath)
382 {
383 if (IsAIControlled())
384 StartPath(mForcedMovement, GetScript()->GetPathId(), true);
385 }
386 else
387 GetScript()->SetPathId(0);
388
389 if (mDespawnState == 1)
390 StartDespawn();
391}
@ QUEST_STATUS_INCOMPLETE
Definition QuestDef.h:103
@ SMART_ESCORT_ESCORTING
Definition SmartAI.h:32
@ SMART_ESCORT_PAUSED
Definition SmartAI.h:34
@ SMART_ESCORT_RETURNING
Definition SmartAI.h:33
std::vector< WorldObject * > ObjectVector
Definition SmartScriptMgr.h:2003
@ SMART_EVENT_ESCORT_ENDED
Definition SmartScriptMgr.h:157
@ SMART_ESCORT_TARGETS
Definition SmartScriptMgr.h:40
NPCFlags
Non Player Character flags.
Definition UnitDefines.h:317
Definition GroupReference.h:27
Definition Group.h:169
bool HasCorpse() const
Definition Player.h:2037
void GroupEventHappens(uint32 questId, WorldObject const *pEventObject)
Definition PlayerQuest.cpp:1816
bool IsAtGroupRewardDistance(WorldObject const *pRewardSource) const
Definition Player.cpp:12801
Group * GetGroup()
Definition Player.h:2482
void AreaExploredOrEventHappens(uint32 questId)
Definition PlayerQuest.cpp:1789
QuestStatus GetQuestStatus(uint32 quest_id) const
Definition PlayerQuest.cpp:1428
void FailQuest(uint32 quest_id)
Definition PlayerQuest.cpp:886
void RemoveEscortState(uint32 uiEscortState)
Definition SmartAI.h:66
void StartDespawn()
Definition SmartAI.h:203
void StartPath(ForcedMovement forcedMovement=FORCED_MOVEMENT_NONE, uint32 path=0, bool repeat=false, Unit *invoker=nullptr, PathSource pathSource=PathSource::SMART_WAYPOINT_MGR)
Definition SmartAI.cpp:196
ObjectVector const * GetStoredTargetVector(uint32 id, WorldObject const &ref) const
Definition SmartScript.h:100
void SetPathId(uint32 id)
Definition SmartScript.h:62
void ReplaceAllNpcFlags(NPCFlags flags)
Definition Unit.h:756
Definition Object.h:471
bool IsInMap(WorldObject const *obj) const
Definition Object.cpp:1311

References Player::AreaExploredOrEventHappens(), Player::FailQuest(), Player::GetGroup(), Player::GetQuestStatus(), GetScript(), SmartScript::GetStoredTargetVector(), Player::GroupEventHappens(), Player::HasCorpse(), IsAIControlled(), Player::IsAtGroupRewardDistance(), WorldObject::IsInMap(), SmartScript::IsPlayer(), mCanRepeatPath, mCurrentWPID, mDespawnState, CreatureAI::me, mEscortNPCFlags, mEscortQuestID, mForcedMovement, mLastWP, mWayPoints, mWPPauseTimer, SmartScript::ProcessEventsFor(), QUEST_STATUS_INCOMPLETE, RemoveEscortState(), Unit::ReplaceAllNpcFlags(), SmartScript::SetPathId(), SMART_ESCORT_ESCORTING, SMART_ESCORT_PAUSED, SMART_ESCORT_RETURNING, SMART_ESCORT_TARGETS, SMART_EVENT_ESCORT_ENDED, StartDespawn(), StartPath(), and Object::ToPlayer().

Referenced by CorpseRemoved(), JustDied(), MovepointReached(), OnCharmed(), StopPath(), and UpdatePath().

◆ EnterEvadeMode()

void SmartAI::EnterEvadeMode ( EvadeReason  why = EVADE_REASON_OTHER)
overridevirtual

Reimplemented from CreatureAI.

671{
672 if (mEvadeDisabled)
673 {
675 return;
676 }
677
679 {
680 me->AttackStop();
682 return;
683 }
684
685 if (!_EnterEvadeMode())
686 return;
687
689
690 GetScript()->ProcessEventsFor(SMART_EVENT_EVADE); //must be after aura clear so we can cast spells from db
691
693 {
696 }
697 else if (mFollowGuid)
698 {
702
703 // xinef: do not forget to reset scripts as we wont call reached home
704 GetScript()->OnReset();
705 }
706 else
707 {
709
710 // xinef: do not forget to reset scripts as we wont call reached home
712 GetScript()->OnReset();
713 }
714}
@ SMART_EVENT_EVADE
Definition SmartScriptMgr.h:106
@ UNIT_STATE_EVADE
Definition UnitDefines.h:191
@ UNIT_FLAG_IN_COMBAT
Definition UnitDefines.h:273
bool _EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition CreatureAI.cpp:300
void MoveTargetedHome(bool walk=false)
The unit will return this initial position (owner for pets and summoned creatures)....
Definition MotionMaster.cpp:260
void MoveFollow(Unit *target, float dist, float angle, MovementSlot slot=MOTION_SLOT_ACTIVE, bool inheritWalkState=true, bool inheritSpeed=true)
The unit will follow this target. Doesn't work with UNIT_FLAG_DISABLE_MOVE.
Definition MotionMaster.cpp:446
bool HasEscortState(uint32 uiEscortState)
Definition SmartAI.h:63
void ReturnToLastOOCPos()
Definition SmartAI.cpp:404
void AddEscortState(uint32 uiEscortState)
Definition SmartAI.h:64
ObjectGuid mFollowGuid
Definition SmartAI.h:228
void OnReset()
Definition SmartScript.cpp:109
void ClearUnitState(uint32 f)
Definition Unit.h:727
void AddUnitState(uint32 f)
Definition Unit.h:725
ObjectGuid GetCharmerGUID() const
Definition Unit.h:709
bool AttackStop()
Force the unit to stop attacking. This will clear UNIT_STATE_MELEE_ATTACKING, Interrupt current spell...
Definition Unit.cpp:10607
void RemoveUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:739

References CreatureAI::_EnterEvadeMode(), AddEscortState(), Unit::AddUnitState(), Unit::AttackStop(), Unit::ClearUnitState(), Unit::GetCharmerGUID(), Unit::GetMotionMaster(), GetScript(), ObjectAccessor::GetUnit(), HasEscortState(), Unit::HasUnitFlag(), Unit::HasUnitState(), ObjectGuid::IsPlayer(), CreatureAI::me, mEvadeDisabled, mFollowAngle, mFollowDist, mFollowGuid, MotionMaster::MoveFollow(), MotionMaster::MoveTargetedHome(), SmartScript::OnReset(), SmartScript::ProcessEventsFor(), Unit::RemoveUnitFlag(), ReturnToLastOOCPos(), SMART_ESCORT_ESCORTING, SMART_ESCORT_RETURNING, SMART_EVENT_EVADE, UNIT_FLAG_IN_COMBAT, UNIT_FLAG_POSSESSED, and UNIT_STATE_EVADE.

Referenced by npc_black_morass_summoned_add::EnterEvadeMode().

◆ GenerateWayPointArray()

void SmartAI::GenerateWayPointArray ( Movement::PointsArray points)
131{
132 if (!mWayPoints || mWayPoints->empty())
133 return;
134
135 // Flying unit, just fill array
137 {
138 // xinef: first point in vector is unit real position
139 points->clear();
140 points->push_back(G3D::Vector3(me->GetPositionX(), me->GetPositionY(), me->GetPositionZ()));
141 uint32 wpCounter = mCurrentWPID;
142 auto itr = mWayPoints->find(wpCounter++);
143 do
144 {
145 WaypointData const& wp = (*itr).second;
146 points->push_back(G3D::Vector3(wp.x, wp.y, wp.z));
147
148 itr = mWayPoints->find(wpCounter++);
149 }
150 while (itr != mWayPoints->end());
151 }
152 else
153 {
154 for (float size = 1.0f; size; size *= 0.5f)
155 {
156 std::vector<G3D::Vector3> pVector;
157 // xinef: first point in vector is unit real position
158 pVector.push_back(G3D::Vector3(me->GetPositionX(), me->GetPositionY(), me->GetPositionZ()));
159 uint32 wpCounter = mCurrentWPID;
160
161 uint32 length = (mWayPoints->size() - mCurrentWPID) * size;
162
163 uint32 cnt = 0;
164 for (auto itr = mWayPoints->find(wpCounter); itr != mWayPoints->end() && cnt++ <= length; ++itr)
165 {
166 WaypointData const& wp = (*itr).second;
167 pVector.push_back(G3D::Vector3(wp.x, wp.y, wp.z));
168 }
169
170 if (pVector.size() > 2) // more than source + dest
171 {
172 G3D::Vector3 middle = (pVector[0] + pVector[pVector.size() - 1]) / 2.f;
173 G3D::Vector3 offset;
174
175 bool continueLoop = false;
176 for (uint32 i = 1; i < pVector.size() - 1; ++i)
177 {
178 offset = middle - pVector[i];
179 if (std::fabs(offset.x) >= 0xFF || std::fabs(offset.y) >= 0xFF || std::fabs(offset.z) >= 0x7F)
180 {
181 // offset is too big, split points
182 continueLoop = true;
183 break;
184 }
185 }
186 if (continueLoop)
187 continue;
188 }
189 // everything ok
190 *points = pVector;
191 break;
192 }
193 }
194}
std::uint32_t uint32
Definition Define.h:107
MovementFlags
Definition UnitDefines.h:367
@ MOVEMENTFLAG_DISABLE_GRAVITY
Definition UnitDefines.h:379
@ MOVEMENTFLAG_CAN_FLY
Definition UnitDefines.h:393
MovementInfo m_movementInfo
Definition Object.h:692
bool HasMovementFlag(uint32 flag) const
Definition Object.h:345
float GetPositionZ() const
Definition Position.h:123
float GetPositionX() const
Definition Position.h:121
float GetPositionY() const
Definition Position.h:122
Definition WaypointMgr.h:38
float z
Definition WaypointMgr.h:40
float x
Definition WaypointMgr.h:40
float y
Definition WaypointMgr.h:40

References Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), MovementInfo::HasMovementFlag(), WorldObject::m_movementInfo, mCurrentWPID, CreatureAI::me, MOVEMENTFLAG_CAN_FLY, MOVEMENTFLAG_DISABLE_GRAVITY, mWayPoints, WaypointData::x, WaypointData::y, and WaypointData::z.

Referenced by ResumePath(), and StartPath().

◆ GetData()

uint32 SmartAI::GetData ( uint32  id = 0) const
overridevirtual

Reimplemented from UnitAI.

1011{
1012 auto const& itr = aiDataSet.find(id);
1013 if (itr != aiDataSet.end())
1014 return itr->second;
1015
1016 return 0;
1017}

References aiDataSet.

◆ GetGUID()

ObjectGuid SmartAI::GetGUID ( int32  id = 0) const
overridevirtual

Reimplemented from UnitAI.

1040{
1041 return ObjectGuid::Empty;
1042}
static ObjectGuid const Empty
Definition ObjectGuid.h:120

References ObjectGuid::Empty.

◆ GetNextWayPoint()

WaypointData const * SmartAI::GetNextWayPoint ( )
113{
114 if (!mWayPoints || mWayPoints->empty())
115 return nullptr;
116
117 mCurrentWPID++;
118 auto itr = mWayPoints->find(mCurrentWPID);
119 if (itr != mWayPoints->end())
120 {
121 mLastWP = &(*itr).second;
122 if (mLastWP->id != mCurrentWPID)
123 LOG_ERROR("scripts.ai.sai", "SmartAI::GetNextWayPoint: Got not expected waypoint id {}, expected {}", mLastWP->id, mCurrentWPID);
124
125 return &(*itr).second;
126 }
127 return nullptr;
128}
#define LOG_ERROR(filterType__,...)
Definition Log.h:158
uint32 id
Definition WaypointMgr.h:39

References WaypointData::id, LOG_ERROR, mCurrentWPID, mLastWP, and mWayPoints.

Referenced by MovepointReached(), StartPath(), and UpdatePath().

◆ GetScript()

◆ GetWPCount()

uint32 SmartAI::GetWPCount ( )
inlineprivate
243{ return mWayPoints ? mWayPoints->size() : 0; }

References mWayPoints.

Referenced by MovepointReached(), and UpdatePath().

◆ HasEscortState()

bool SmartAI::HasEscortState ( uint32  uiEscortState)
inline

◆ HealReceived()

void SmartAI::HealReceived ( Unit ,
uint32  
)
overridevirtual

Called when the creature receives heal.

Reimplemented from UnitAI.

903{
905}
@ SMART_EVENT_RECEIVE_HEAL
Definition SmartScriptMgr.h:152

References GetScript(), SmartScript::ProcessEventsFor(), and SMART_EVENT_RECEIVE_HEAL.

◆ InitializeAI()

void SmartAI::InitializeAI ( )
overridevirtual

Reimplemented from UnitAI.

943{
945
946 for (SmartScriptHolder const& event : GetScript()->GetEvents())
947 {
948 if (event.GetActionType() != SMART_ACTION_CAST)
949 continue;
950
951 if (!(event.action.cast.castFlags & SMARTCAST_MAIN_SPELL))
952 continue;
953
954 SetMainSpell(event.action.cast.spell);
955 break;
956 }
957
958 // Fallback: use first SMARTCAST_COMBAT_MOVE if no MAIN_SPELL found
960 {
961 for (SmartScriptHolder const& event : GetScript()->GetEvents())
962 {
963 if (event.GetActionType() != SMART_ACTION_CAST)
964 continue;
965
966 if (!(event.action.cast.castFlags & SMARTCAST_COMBAT_MOVE))
967 continue;
968
969 SetMainSpell(event.action.cast.spell);
970 break;
971 }
972 }
973
974 if (!me->isDead())
975 {
976 mJustReset = true;
979 }
980}
@ SMART_ACTION_CAST
Definition SmartScriptMgr.h:551
@ SMART_EVENT_RESPAWN
Definition SmartScriptMgr.h:110
@ SMARTCAST_MAIN_SPELL
Definition SmartScriptMgr.h:1951
@ SMARTCAST_COMBAT_MOVE
Definition SmartScriptMgr.h:1947
void SetMainSpell(uint32 spellId)
Definition SmartAI.cpp:1116
void JustReachedHome() override
Definition SmartAI.cpp:801
void OnInitialize(WorldObject *obj, AreaTrigger const *at=nullptr)
Definition SmartScript.cpp:5148
bool isDead() const
Definition Unit.h:1775
Definition SmartScriptMgr.h:1966

References _currentRangeMode, SmartScript::GetEvents(), GetScript(), Unit::isDead(), JustReachedHome(), CreatureAI::me, mJustReset, SmartScript::OnInitialize(), SmartScript::ProcessEventsFor(), SetMainSpell(), SMART_ACTION_CAST, SMART_EVENT_RESPAWN, SMARTCAST_COMBAT_MOVE, and SMARTCAST_MAIN_SPELL.

◆ IsAIControlled()

bool SmartAI::IsAIControlled ( ) const

◆ IsEscorted()

bool SmartAI::IsEscorted ( )
inlineoverridevirtual

Reimplemented from CreatureAI.

References mEscortState, and SMART_ESCORT_ESCORTING.

Referenced by CorpseRemoved().

◆ IsEscortInvokerInRange()

bool SmartAI::IsEscortInvokerInRange ( )
570{
571 if (ObjectVector const* targets = GetScript()->GetStoredTargetVector(SMART_ESCORT_TARGETS, *me))
572 {
574 if (targets->size() == 1 && GetScript()->IsPlayer((*targets->begin())))
575 {
576 Player* player = (*targets->begin())->ToPlayer();
577 if (me->GetDistance(player) <= checkDist)
578 return true;
579
580 if (Group* group = player->GetGroup())
581 {
582 for (GroupReference* groupRef = group->GetFirstMember(); groupRef != nullptr; groupRef = groupRef->next())
583 {
584 Player* groupGuy = groupRef->GetSource();
585
586 if (groupGuy && me->IsInMap(groupGuy) && me->GetDistance(groupGuy) <= checkDist)
587 return true;
588 }
589 }
590 }
591 else
592 {
593 for (WorldObject* target : *targets)
594 {
595 if (GetScript()->IsPlayer(target))
596 {
597 if (me->GetDistance(target->ToPlayer()) <= checkDist)
598 return true;
599 }
600 }
601 }
602
603 // Xinef: no valid target found
604 return false;
605 }
606 // Xinef: no player invoker was stored, just ignore range check
607 return true;
608}
@ SMART_ESCORT_MAX_PLAYER_DIST
Definition SmartAI.h:39
GroupReference * next()
Definition GroupReference.h:36
InstanceScript * GetInstanceScript() const
Definition Object.cpp:1214
float GetDistance(WorldObject const *obj) const
Definition Object.cpp:1271

References WorldObject::GetDistance(), Player::GetGroup(), WorldObject::GetInstanceScript(), GetScript(), WorldObject::IsInMap(), SmartScript::IsPlayer(), CreatureAI::me, GroupReference::next(), SMART_ESCORT_MAX_PLAYER_DIST, and SMART_ESCORT_TARGETS.

Referenced by UpdatePath().

◆ IsMainSpellPrevented()

bool SmartAI::IsMainSpellPrevented ( SpellInfo const *  spellInfo) const
1228{
1229 if (me->HasSpellCooldown(spellInfo->Id))
1230 return true;
1231
1232 if (spellInfo->PreventionType == SPELL_PREVENTION_TYPE_SILENCE && me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
1233 return true;
1234 if (spellInfo->PreventionType == SPELL_PREVENTION_TYPE_PACIFY && me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED))
1235 return true;
1236
1237 return false;
1238}
@ SPELL_PREVENTION_TYPE_SILENCE
Definition SharedDefines.h:1565
@ SPELL_PREVENTION_TYPE_PACIFY
Definition SharedDefines.h:1566
@ UNIT_FLAG_PACIFIED
Definition UnitDefines.h:271
@ UNIT_FLAG_SILENCED
Definition UnitDefines.h:267
@ UNIT_FIELD_FLAGS
Definition UpdateFields.h:117
bool HasSpellCooldown(uint32 spell_id) const override
Definition Creature.cpp:2929
bool HasFlag(uint16 index, uint32 flag) const
Definition Object.cpp:871

References Object::HasFlag(), Creature::HasSpellCooldown(), SpellInfo::Id, CreatureAI::me, SpellInfo::PreventionType, SPELL_PREVENTION_TYPE_PACIFY, SPELL_PREVENTION_TYPE_SILENCE, UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED, and UNIT_FLAG_SILENCED.

Referenced by OnSpellCastFinished().

◆ IsSummonedBy()

void SmartAI::IsSummonedBy ( WorldObject summoner)
overridevirtual

Reimplemented from CreatureAI.

913{
914 GetScript()->ProcessEventsFor(SMART_EVENT_JUST_SUMMONED, summoner->ToUnit(), 0, 0, false, nullptr, summoner->ToGameObject());
915}
@ SMART_EVENT_JUST_SUMMONED
Definition SmartScriptMgr.h:153
GameObject * ToGameObject()
Definition Object.h:213
Unit * ToUnit()
Definition Object.h:209

References GetScript(), SmartScript::ProcessEventsFor(), SMART_EVENT_JUST_SUMMONED, Object::ToGameObject(), and Object::ToUnit().

◆ JustDied()

void SmartAI::JustDied ( Unit killer)
overridevirtual

Reimplemented from CreatureAI.

825{
828 EndPath(true);
829}
@ SMART_EVENT_DEATH
Definition SmartScriptMgr.h:105

References EndPath(), GetScript(), HasEscortState(), SmartScript::ProcessEventsFor(), SMART_ESCORT_ESCORTING, and SMART_EVENT_DEATH.

◆ JustEngagedWith()

void SmartAI::JustEngagedWith ( Unit )
overridevirtual

Called for reaction when initially engaged.

Reimplemented from CreatureAI.

817{
818 // Xinef: Interrupt channeled spells
819 if (IsAIControlled())
822}
@ SMART_EVENT_AGGRO
Definition SmartScriptMgr.h:103
@ CURRENT_CHANNELED_SPELL
Definition Unit.h:546
void InterruptSpell(CurrentSpellTypes spellType, bool withDelayed=true, bool withInstant=true, bool bySelf=false)
Definition Unit.cpp:4104

References CURRENT_CHANNELED_SPELL, GetScript(), Unit::InterruptSpell(), IsAIControlled(), CreatureAI::me, SmartScript::ProcessEventsFor(), and SMART_EVENT_AGGRO.

◆ JustReachedHome()

void SmartAI::JustReachedHome ( )
overridevirtual

Reimplemented from CreatureAI.

802{
803 GetScript()->OnReset();
804
805 if (!mJustReset)
806 {
808
811 }
812
813 mJustReset = false;
814}
@ IDLE_MOTION_TYPE
Definition MotionMaster.h:39
@ SMART_EVENT_REACHED_HOME
Definition SmartScriptMgr.h:120
bool UpdateVictim()
Definition CreatureAI.cpp:277
uint32 GetWaypointPath() const
Definition Creature.h:349
void MoveWaypoint(uint32 path_id, bool repeatable, PathSource pathSource=PathSource::WAYPOINT_MGR)
Move the unit following a specific path. Doesn't work with UNIT_FLAG_DISABLE_MOVE.
Definition MotionMaster.cpp:901
MovementGeneratorType GetCurrentMovementGeneratorType() const
Definition MotionMaster.cpp:949

References MotionMaster::GetCurrentMovementGeneratorType(), Unit::GetMotionMaster(), GetScript(), Creature::GetWaypointPath(), IDLE_MOTION_TYPE, CreatureAI::me, mJustReset, MotionMaster::MoveWaypoint(), SmartScript::OnReset(), SmartScript::ProcessEventsFor(), SMART_EVENT_REACHED_HOME, and CreatureAI::UpdateVictim().

Referenced by InitializeAI(), and JustRespawned().

◆ JustRespawned()

void SmartAI::JustRespawned ( )
overridevirtual

Reimplemented from CreatureAI.

780{
781 mDespawnTime = 0;
782 mDespawnState = 0;
784 me->SetVisible(true);
787 mJustReset = true;
790 mFollowGuid.Clear();//do not reset follower on Reset(), we need it after combat evade
791 mFollowDist = 0;
792 mFollowAngle = 0;
793 mFollowCredit = 0;
794 mFollowArrivedTimer = 1000;
797 mFollowArrivedAlive = true;
798 aiDataSet.clear();
799}
void Clear()
Definition ObjectGuid.h:138
void SetVisible(bool x)
Definition Unit.cpp:14396
void RestoreFaction()
Definition Unit.cpp:18942
uint32 GetFaction() const
Definition Unit.h:841
uint32 faction
Definition CreatureData.h:198

References aiDataSet, ObjectGuid::Clear(), CreatureTemplate::faction, Creature::GetCreatureTemplate(), Unit::GetFaction(), GetScript(), JustReachedHome(), mDespawnState, mDespawnTime, CreatureAI::me, mEscortState, mFollowAngle, mFollowArrivedAlive, mFollowArrivedEntry, mFollowArrivedTimer, mFollowCredit, mFollowCreditType, mFollowDist, mFollowGuid, mJustReset, SmartScript::ProcessEventsFor(), Unit::RestoreFaction(), Unit::SetVisible(), SMART_ESCORT_NONE, and SMART_EVENT_RESPAWN.

◆ JustSummoned()

void SmartAI::JustSummoned ( Creature creature)
overridevirtual

Reimplemented from CreatureAI.

837{
839 GetScript()->AddCreatureSummon(creature->GetGUID());
840}
@ SMART_EVENT_SUMMONED_UNIT
Definition SmartScriptMgr.h:116
static ObjectGuid GetGUID(Object const *o)
Definition Object.h:113
void AddCreatureSummon(ObjectGuid const &guid)
Definition SmartScript.cpp:5420

References SmartScript::AddCreatureSummon(), Object::GetGUID(), GetScript(), SmartScript::ProcessEventsFor(), and SMART_EVENT_SUMMONED_UNIT.

◆ KilledUnit()

void SmartAI::KilledUnit ( Unit victim)
overridevirtual

Reimplemented from CreatureAI.

832{
834}
@ SMART_EVENT_KILL
Definition SmartScriptMgr.h:104

References GetScript(), SmartScript::ProcessEventsFor(), and SMART_EVENT_KILL.

◆ LoadPath()

bool SmartAI::LoadPath ( uint32  entry,
PathSource  pathSource 
)
231{
233 return false;
234
235 switch (pathSource)
236 {
238 {
239 mWayPoints = sSmartWaypointMgr->GetPath(entry);
240 if (!mWayPoints)
241 {
242 GetScript()->SetPathId(0);
243 return false;
244 }
245 break;
246 }
248 {
249 mWayPoints = sWaypointMgr->GetPath(entry);
250 if (!mWayPoints)
251 {
252 GetScript()->SetPathId(0);
253 return false;
254 }
255 break;
256 }
257 }
258
259 GetScript()->SetPathId(entry);
260 return true;
261}
@ SMART_WAYPOINT_MGR
#define sSmartWaypointMgr
Definition SmartScriptMgr.h:2239
#define sWaypointMgr
Definition WaypointMgr.h:79

References GetScript(), HasEscortState(), mWayPoints, SmartScript::SetPathId(), SMART_ESCORT_ESCORTING, SMART_WAYPOINT_MGR, sSmartWaypointMgr, sWaypointMgr, and WAYPOINT_MGR.

Referenced by StartPath().

◆ MoveInLineOfSight()

void SmartAI::MoveInLineOfSight ( Unit who)
overridevirtual

Reimplemented from CreatureAI.

717{
718 if (!who)
719 return;
720
722
723 if (!IsAIControlled())
724 return;
725
726 if (me->GetVictim())
727 return;
728
730 return;
731
733 {
735 {
738 }
739 AttackStart(who);
740 }
741}
@ UNIT_STATE_DISTRACTED
Definition UnitDefines.h:182
@ REACT_AGGRESSIVE
Definition Unit.h:557
bool CanStartAttack(Unit const *u) const
Definition Creature.cpp:1917
bool HasReactState(ReactStates state) const
Definition Creature.h:101
bool AssistPlayerInCombatAgainst(Unit *who)
Definition SmartAI.cpp:748
void OnMoveInLineOfSight(Unit *who)
Definition SmartScript.cpp:5191

References AssistPlayerInCombatAgainst(), AttackStart(), Creature::CanStartAttack(), MotionMaster::Clear(), Unit::ClearUnitState(), Unit::GetMotionMaster(), GetScript(), Unit::GetVictim(), Creature::HasReactState(), Unit::HasUnitState(), IsAIControlled(), CreatureAI::me, SmartScript::OnMoveInLineOfSight(), REACT_AGGRESSIVE, REACT_PASSIVE, and UNIT_STATE_DISTRACTED.

◆ MovementInform()

void SmartAI::MovementInform ( uint32  MovementType,
uint32  Data 
)
overridevirtual

Reimplemented from CreatureAI.

655{
656 if (MovementType == POINT_MOTION_TYPE && Data == SMART_ESCORT_LAST_OOC_POINT)
658
659 if (MovementType == WAYPOINT_MOTION_TYPE)
660 GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_REACHED, nullptr, Data); // data now corresponds to columns
661
662 GetScript()->ProcessEventsFor(SMART_EVENT_MOVEMENTINFORM, nullptr, MovementType, Data);
664 return;
665
666 if (MovementType == ESCORT_MOTION_TYPE || (MovementType == POINT_MOTION_TYPE && Data == SMART_ESCORT_LAST_OOC_POINT))
668}
@ WAYPOINT_MOTION_TYPE
Definition MotionMaster.h:41
@ SMART_EVENT_MOVEMENTINFORM
Definition SmartScriptMgr.h:133
@ SMART_EVENT_WAYPOINT_REACHED
Definition SmartScriptMgr.h:197
@ SMART_ESCORT_LAST_OOC_POINT
Definition SmartScriptMgr.h:38
Data
Definition blackfathom_deeps.h:24
void MovepointReached(uint32 id)
Definition SmartAI.cpp:610

References Unit::ClearUnitState(), ESCORT_MOTION_TYPE, GetScript(), HasEscortState(), CreatureAI::me, MovepointReached(), POINT_MOTION_TYPE, SmartScript::ProcessEventsFor(), SMART_ESCORT_ESCORTING, SMART_ESCORT_LAST_OOC_POINT, SMART_EVENT_MOVEMENTINFORM, SMART_EVENT_WAYPOINT_REACHED, UNIT_STATE_EVADE, and WAYPOINT_MOTION_TYPE.

◆ MovepointReached()

void SmartAI::MovepointReached ( uint32  id)
611{
612 // override the id, path can be resumed any time and counter will reset
613 // mCurrentWPID holds proper id
614
615 // xinef: both point movement and escort generator can enter this function
617 {
618 mOOCReached = true;
619 return;
620 }
621
622 mWPReached = true;
624
625 if (mLastWP)
626 {
629 }
630
632 {
635
638 }
639 // Xinef: Can be unset in ProcessEvents
641 {
642 mWPReached = false;
643 if (mCurrentWPID == GetWPCount())
644 EndPath();
645 else if (GetNextWayPoint())
646 {
647 // xinef: if we have reached waypoint, and there is no working spline movement it means our splitted array has ended, make new one
648 if (me->movespline->Finalized())
649 ResumePath();
650 }
651 }
652}
@ SMART_EVENT_ESCORT_REACHED
Definition SmartScriptMgr.h:139
void SetHomePosition(float x, float y, float z, float o)
Definition Creature.h:339
void SetPosition(float x, float y, float z, float o)
Definition Creature.cpp:3168
void MoveIdle()
Definition MotionMaster.cpp:233
bool Finalized() const
Definition MoveSpline.h:116
WaypointData const * GetNextWayPoint()
Definition SmartAI.cpp:112
uint32 GetWPCount()
Definition SmartAI.h:243
void ResumePath()
Definition SmartAI.cpp:393
Movement::MoveSpline * movespline
Definition Unit.h:2096
void StopMovingOnCurrentPos()
Definition Unit.cpp:16905
float GetOrientation() const
Definition Position.h:124
void GetPosition(float &x, float &y) const
Definition Position.h:126

References EndPath(), ESCORT_MOTION_TYPE, Movement::MoveSpline::Finalized(), MotionMaster::GetCurrentMovementGeneratorType(), Unit::GetMotionMaster(), MotionMaster::GetMotionSlotType(), GetNextWayPoint(), Position::GetOrientation(), Position::GetPosition(), GetScript(), GetWPCount(), HasEscortState(), mCurrentWPID, CreatureAI::me, mLastWP, mOOCReached, MOTION_SLOT_ACTIVE, MotionMaster::MoveIdle(), MotionMaster::MovementExpired(), Unit::movespline, mWPReached, SmartScript::ProcessEventsFor(), ResumePath(), Creature::SetHomePosition(), Creature::SetPosition(), SMART_ESCORT_ESCORTING, SMART_ESCORT_LAST_OOC_POINT, SMART_ESCORT_PAUSED, SMART_EVENT_ESCORT_REACHED, Unit::StopMovingOnCurrentPos(), WaypointData::x, WaypointData::y, and WaypointData::z.

Referenced by MovementInform().

◆ OnCharmed()

void SmartAI::OnCharmed ( bool  apply)
overridevirtual

Called when unit is charmed.

Reimplemented from CreatureAI.

983{
984 bool const charmed = me->IsCharmed();
985 if (charmed) // do this before we change charmed state, as charmed state might prevent these things from processing
986 {
988 EndPath(true);
989 }
990
991 mIsCharmed = charmed;
992
993 if (!charmed && !me->IsInEvadeMode())
994 {
995 if (mCanRepeatPath)
996 StartPath(mForcedMovement, GetScript()->GetPathId(), true);
997
998 if (Unit* charmer = me->GetCharmer())
999 AttackStart(charmer);
1000 }
1001
1002 GetScript()->ProcessEventsFor(SMART_EVENT_CHARMED, nullptr, 0, 0, charmed);
1003}
@ SMART_EVENT_CHARMED
Definition SmartScriptMgr.h:128
bool IsInEvadeMode() const
Definition Creature.h:139
bool IsCharmed() const
Definition Unit.h:1295
Unit * GetCharmer() const
Definition Unit.cpp:10812

References AttackStart(), EndPath(), Unit::GetCharmer(), GetScript(), HasEscortState(), Unit::IsCharmed(), Creature::IsInEvadeMode(), mCanRepeatPath, CreatureAI::me, mForcedMovement, mIsCharmed, SmartScript::ProcessEventsFor(), SMART_ESCORT_ESCORTING, SMART_ESCORT_PAUSED, SMART_ESCORT_RETURNING, SMART_EVENT_CHARMED, and StartPath().

◆ OnSpellCastFinished()

void SmartAI::OnSpellCastFinished ( SpellInfo const *  spell,
SpellFinishReason  reason 
)
overridevirtual

Reimplemented from CreatureAI.

1241{
1242 CreatureAI::OnSpellCastFinished(spell, reason);
1243 if (reason == SPELL_FINISHED_CANCELED && _mainSpellId == spell->Id)
1245 SetCurrentRangeMode(false);
1246}
@ SPELL_FINISHED_CANCELED
Definition Spell.h:99
virtual void OnSpellCastFinished(SpellInfo const *, SpellFinishReason)
Definition CreatureAI.h:151
bool IsMainSpellPrevented(SpellInfo const *spellInfo) const
Definition SmartAI.cpp:1227

References _currentRangeMode, _mainSpellId, SpellInfo::Id, IsMainSpellPrevented(), CreatureAI::OnSpellCastFinished(), SetCurrentRangeMode(), and SPELL_FINISHED_CANCELED.

◆ OnSpellClick()

void SmartAI::OnSpellClick ( Unit clicker,
bool &  result 
)
overridevirtual

Reimplemented from CreatureAI.

1207{
1208 // Xinef: i dont think this is necessery (can be made as event parameter)
1209 //if (!result)
1210 // return;
1211
1213}
@ SMART_EVENT_ON_SPELLCLICK
Definition SmartScriptMgr.h:172

References GetScript(), SmartScript::ProcessEventsFor(), and SMART_EVENT_ON_SPELLCLICK.

◆ PassengerBoarded()

void SmartAI::PassengerBoarded ( Unit ,
int8  ,
bool   
)
overridevirtual

== Fields =======================================

Reimplemented from CreatureAI.

938{
940}
@ SMART_EVENT_PASSENGER_REMOVED
Definition SmartScriptMgr.h:127
@ SMART_EVENT_PASSENGER_BOARDED
Definition SmartScriptMgr.h:126
void apply(T *val)
Definition ByteConverter.h:40

References GetScript(), SmartScript::ProcessEventsFor(), SMART_EVENT_PASSENGER_BOARDED, and SMART_EVENT_PASSENGER_REMOVED.

◆ PathEndReached()

void SmartAI::PathEndReached ( uint32  pathId)
overridevirtual

Reimplemented from CreatureAI.

1216{
1218 me->LoadPath(0);
1219}
@ SMART_EVENT_WAYPOINT_ENDED
Definition SmartScriptMgr.h:198
void LoadPath(uint32 pathid)
Definition Creature.h:350

References GetScript(), Creature::GetWaypointPath(), Creature::LoadPath(), CreatureAI::me, SmartScript::ProcessEventsFor(), and SMART_EVENT_WAYPOINT_ENDED.

◆ PausePath()

void SmartAI::PausePath ( uint32  delay,
bool  forced = false 
)
264{
266 return;
267
269 {
270 LOG_ERROR("scripts.ai.sai", "SmartAI::StartPath: Creature entry {} wanted to pause waypoint movement while already paused, ignoring.", me->GetEntry());
271 return;
272 }
273
275 mWPPauseTimer = delay;
276 if (forced && !mWPReached)
277 {
278 mForcedPaused = forced;
281
282 me->StopMoving();
283 me->GetMotionMaster()->MoveIdle();//force stop
284
285 auto waypoint = mWayPoints->find(mCurrentWPID);
286 if (waypoint->second.orientation.has_value())
287 {
288 me->SetFacingTo(*waypoint->second.orientation);
289 }
290 }
292}
@ SMART_EVENT_ESCORT_PAUSED
Definition SmartScriptMgr.h:154
void SetFacingTo(float ori)
Definition Unit.cpp:20496

References AddEscortState(), ESCORT_MOTION_TYPE, Object::GetEntry(), Unit::GetMotionMaster(), MotionMaster::GetMotionSlotType(), GetScript(), HasEscortState(), LOG_ERROR, mCurrentWPID, CreatureAI::me, mForcedPaused, MOTION_SLOT_ACTIVE, MotionMaster::MoveIdle(), MotionMaster::MovementExpired(), mWayPoints, mWPPauseTimer, mWPReached, SmartScript::ProcessEventsFor(), Unit::SetFacingTo(), SMART_ESCORT_ESCORTING, SMART_ESCORT_PAUSED, SMART_EVENT_ESCORT_PAUSED, and Unit::StopMoving().

◆ Permissible()

static int32 SmartAI::Permissible ( Creature const *  )
inlinestatic
174{ return PERMIT_BASE_NO; }
@ PERMIT_BASE_NO
Definition CreatureAI.h:251

References PERMIT_BASE_NO.

◆ ReceiveEmote()

void SmartAI::ReceiveEmote ( Player player,
uint32  textEmote 
)
overridevirtual

Reimplemented from CreatureAI.

908{
910}
@ SMART_EVENT_RECEIVE_EMOTE
Definition SmartScriptMgr.h:121

References GetScript(), SmartScript::ProcessEventsFor(), and SMART_EVENT_RECEIVE_EMOTE.

◆ RemoveEscortState()

void SmartAI::RemoveEscortState ( uint32  uiEscortState)
inline
66{ mEscortState &= ~uiEscortState; }

References mEscortState.

Referenced by EndPath(), and UpdatePath().

◆ ResumePath()

void SmartAI::ResumePath ( )
394{
395 if (mLastWP)
396 {
397 Movement::PointsArray pathPoints;
398 GenerateWayPointArray(&pathPoints);
399
401 }
402}
void MoveSplinePath(Movement::PointsArray *path, ForcedMovement forcedMovement=FORCED_MOVEMENT_NONE)
Definition MotionMaster.cpp:491
void GenerateWayPointArray(Movement::PointsArray *points)
Definition SmartAI.cpp:130
std::vector< Vector3 > PointsArray
Definition MoveSplineInitArgs.h:28

References GenerateWayPointArray(), Unit::GetMotionMaster(), CreatureAI::me, mForcedMovement, mLastWP, and MotionMaster::MoveSplinePath().

Referenced by MovepointReached(), and UpdatePath().

◆ ReturnToLastOOCPos()

void SmartAI::ReturnToLastOOCPos ( )
private
405{
406 if (!IsAIControlled())
407 return;
408
409 float x, y, z, o;
410 me->GetHomePosition(x, y, z, o);
412}
@ FORCED_MOVEMENT_RUN
Definition MotionMaster.h:87
void GetHomePosition(float &x, float &y, float &z, float &ori) const
Definition Creature.h:341
void MovePoint(uint32 id, const Position &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:238

References FORCED_MOVEMENT_RUN, Creature::GetHomePosition(), Unit::GetMotionMaster(), IsAIControlled(), CreatureAI::me, MotionMaster::MovePoint(), and SMART_ESCORT_LAST_OOC_POINT.

Referenced by EnterEvadeMode().

◆ SetAutoAttack()

void SmartAI::SetAutoAttack ( bool  on)
inline
67{ mCanAutoAttack = on; }

References mCanAutoAttack.

◆ SetCanRespawn()

void SmartAI::SetCanRespawn ( bool  canSpawn)
inline
210{ mcanSpawn = canSpawn; }

References mcanSpawn.

◆ SetCombatMovement()

void SmartAI::SetCombatMovement ( bool  on,
bool  stopOrStartMovement 
)
1086{
1087 if (on)
1089 else
1091
1093 return;
1094
1095 if (stopOrStartMovement && me->GetVictim()) // Only change current movement while in combat
1096 {
1097 if (!me->IsCrowdControlled())
1098 {
1099 if (on)
1102 me->StopMoving();
1103 }
1104 }
1105}
@ CHASE_MOTION_TYPE
Definition MotionMaster.h:45
bool IsCrowdControlled() const
Definition Unit.h:774

References Unit::AddUnitState(), CHASE_MOTION_TYPE, Unit::ClearUnitState(), MotionMaster::GetCurrentMovementGeneratorType(), Unit::GetMotionMaster(), Unit::GetVictim(), HasEscortState(), IsAIControlled(), Unit::IsCrowdControlled(), CreatureAI::me, MotionMaster::MoveChase(), SMART_ESCORT_ESCORTING, Unit::StopMoving(), and UNIT_STATE_NO_COMBAT_MOVEMENT.

◆ SetCurrentRangeMode()

void SmartAI::SetCurrentRangeMode ( bool  on,
float  range = 0.f 
)

◆ SetData() [1/2]

void SmartAI::SetData ( uint32  id,
uint32  value 
)
inlineoverridevirtual

Reimplemented from UnitAI.

164{ SetData(id, value, nullptr); }
void SetData(uint32 id, uint32 value) override
Definition SmartAI.h:164

References SetData().

Referenced by SetData().

◆ SetData() [2/2]

void SmartAI::SetData ( uint32  id,
uint32  value,
WorldObject invoker 
)
1020{
1021 Unit* unit = nullptr;
1022 GameObject* gob = nullptr;
1023
1024 if (invoker)
1025 {
1026 unit = invoker->ToUnit();
1027 if (!unit)
1028 gob = invoker->ToGameObject();
1029 }
1030
1031 aiDataSet[id] = value;
1032 GetScript()->ProcessEventsFor(SMART_EVENT_DATA_SET, unit, id, value, false, nullptr, gob);
1033}
@ SMART_EVENT_DATA_SET
Definition SmartScriptMgr.h:137
Definition GameObject.h:120

References aiDataSet, GetScript(), SmartScript::ProcessEventsFor(), SMART_EVENT_DATA_SET, Object::ToGameObject(), and Object::ToUnit().

◆ SetDespawnTime()

void SmartAI::SetDespawnTime ( uint32  t)
inline
199 {
200 mDespawnTime = t;
201 mDespawnState = t ? 1 : 0;
202 }

References mDespawnState, and mDespawnTime.

Referenced by StopFollow(), and StopPath().

◆ SetEvadeDisabled()

void SmartAI::SetEvadeDisabled ( bool  disable = true)
1057{
1058 mEvadeDisabled = disable;
1059}

References mEvadeDisabled.

◆ SetFly()

void SmartAI::SetFly ( bool  fly = true)
1045{
1046 // xinef: set proper flag!
1047 //me->SetDisableGravity(fly);
1048 me->SetCanFly(fly);
1049}
void SetCanFly(bool enable)
Add the movement flag: MOVEMENTFLAGCAN_FLY. Generaly only use by players, allowing them to fly by pre...
Definition Unit.cpp:20607

References CreatureAI::me, and Unit::SetCanFly().

◆ SetFollow()

void SmartAI::SetFollow ( Unit target,
float  dist = 0.0f,
float  angle = 0.0f,
uint32  credit = 0,
uint32  end = 0,
uint32  creditType = 0,
bool  aliveState = true 
)
1144{
1145 if (!target)
1146 {
1147 StopFollow(false);
1148 return;
1149 }
1150
1151 mFollowGuid = target->GetGUID();
1152 mFollowDist = dist;
1153 mFollowAngle = angle;
1154 mFollowArrivedTimer = 1000;
1155 mFollowCredit = credit;
1156 mFollowArrivedEntry = end;
1157 mFollowArrivedAlive = !aliveState; // negate - 0 is alive
1158 mFollowCreditType = creditType;
1160}
void StopFollow(bool complete)
Definition SmartAI.cpp:1162

References Object::GetGUID(), Unit::GetMotionMaster(), CreatureAI::me, mFollowAngle, mFollowArrivedAlive, mFollowArrivedEntry, mFollowArrivedTimer, mFollowCredit, mFollowCreditType, mFollowDist, mFollowGuid, MotionMaster::MoveFollow(), and StopFollow().

◆ SetGUID()

void SmartAI::SetGUID ( ObjectGuid const &  guid,
int32  id = 0 
)
overridevirtual

Reimplemented from UnitAI.

1036{
1037}

◆ SetInvincibilityHpLevel()

void SmartAI::SetInvincibilityHpLevel ( uint32  level)
inline
185{ mInvincibilityHpLevel = level; }

References mInvincibilityHpLevel.

Referenced by SmartScript::ProcessAction().

◆ SetMainSpell()

void SmartAI::SetMainSpell ( uint32  spellId)
1117{
1118 SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
1119 if (!spellInfo)
1120 return;
1121
1122 float maxRange = spellInfo->GetMaxRange(false);
1123 if (maxRange <= NOMINAL_MELEE_RANGE)
1124 return;
1125
1126 _mainSpellId = spellId;
1127 _attackDistance = std::max(maxRange - NOMINAL_MELEE_RANGE, 0.0f);
1128 _currentRangeMode = true;
1129}
#define NOMINAL_MELEE_RANGE
Definition ObjectDefines.h:47
#define sSpellMgr
Definition SpellMgr.h:825
Definition SpellInfo.h:316
float GetMaxRange(bool positive=false, Unit *caster=nullptr, Spell *spell=nullptr) const
Definition SpellInfo.cpp:2217

References _attackDistance, _currentRangeMode, _mainSpellId, SpellInfo::GetMaxRange(), NOMINAL_MELEE_RANGE, and sSpellMgr.

Referenced by InitializeAI().

◆ SetScript9()

void SmartAI::SetScript9 ( SmartScriptHolder e,
uint32  entry,
WorldObject invoker 
)
1195{
1196 if (invoker)
1197 GetScript()->mLastInvoker = invoker->GetGUID();
1198 GetScript()->SetScript9(e, entry);
1199}
ObjectGuid mLastInvoker
Definition SmartScript.h:200
void SetScript9(SmartScriptHolder &e, uint32 entry)
Definition SmartScript.cpp:5303

References Object::GetGUID(), GetScript(), SmartScript::mLastInvoker, and SmartScript::SetScript9().

◆ SetSwim()

void SmartAI::SetSwim ( bool  swim = true)
1052{
1053 me->SetSwim(swim);
1054}
bool SetSwim(bool enable) override
Definition Creature.cpp:3229

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

◆ SetWPPauseTimer()

void SmartAI::SetWPPauseTimer ( uint32  time)
inline
213{ mWPPauseTimer = time; }

References mWPPauseTimer.

◆ sGossipHello()

void SmartAI::sGossipHello ( Player player)
overridevirtual

Reimplemented from UnitAI.

1062{
1064}
@ SMART_EVENT_GOSSIP_HELLO
Definition SmartScriptMgr.h:163

References GetScript(), SmartScript::ProcessEventsFor(), and SMART_EVENT_GOSSIP_HELLO.

◆ sGossipSelect()

void SmartAI::sGossipSelect ( Player player,
uint32  sender,
uint32  action 
)
overridevirtual

Reimplemented from UnitAI.

1067{
1068 GetScript()->ProcessEventsFor(SMART_EVENT_GOSSIP_SELECT, player, sender, action);
1069}
@ SMART_EVENT_GOSSIP_SELECT
Definition SmartScriptMgr.h:161

References GetScript(), SmartScript::ProcessEventsFor(), and SMART_EVENT_GOSSIP_SELECT.

Referenced by npc_stable_master::npc_stable_masterAI::sGossipSelect().

◆ sGossipSelectCode()

void SmartAI::sGossipSelectCode ( Player player,
uint32  sender,
uint32  action,
const char *  code 
)
overridevirtual

Reimplemented from UnitAI.

1072{
1073}

◆ sOnGameEvent()

void SmartAI::sOnGameEvent ( bool  start,
uint16  eventId 
)
overridevirtual

Reimplemented from UnitAI.

1202{
1204}
@ SMART_EVENT_GAME_EVENT_START
Definition SmartScriptMgr.h:167
@ SMART_EVENT_GAME_EVENT_END
Definition SmartScriptMgr.h:168

References GetScript(), SmartScript::ProcessEventsFor(), SMART_EVENT_GAME_EVENT_END, and SMART_EVENT_GAME_EVENT_START.

◆ SpellHit()

void SmartAI::SpellHit ( Unit unit,
SpellInfo const *  spellInfo 
)
overridevirtual

Reimplemented from CreatureAI.

880{
881 GetScript()->ProcessEventsFor(SMART_EVENT_SPELLHIT, unit, 0, 0, false, spellInfo);
882}
@ SMART_EVENT_SPELLHIT
Definition SmartScriptMgr.h:107

References GetScript(), SmartScript::ProcessEventsFor(), and SMART_EVENT_SPELLHIT.

◆ SpellHitTarget()

void SmartAI::SpellHitTarget ( Unit target,
SpellInfo const *  spellInfo 
)
overridevirtual

Reimplemented from CreatureAI.

885{
886 GetScript()->ProcessEventsFor(SMART_EVENT_SPELLHIT_TARGET, target, 0, 0, false, spellInfo);
887}
@ SMART_EVENT_SPELLHIT_TARGET
Definition SmartScriptMgr.h:130

References GetScript(), SmartScript::ProcessEventsFor(), and SMART_EVENT_SPELLHIT_TARGET.

◆ sQuestAccept()

void SmartAI::sQuestAccept ( Player player,
Quest const *  quest 
)
overridevirtual

Reimplemented from UnitAI.

1076{
1077 GetScript()->ProcessEventsFor(SMART_EVENT_ACCEPTED_QUEST, player, quest->GetQuestId());
1078}
@ SMART_EVENT_ACCEPTED_QUEST
Definition SmartScriptMgr.h:118

References Quest::GetQuestId(), GetScript(), SmartScript::ProcessEventsFor(), and SMART_EVENT_ACCEPTED_QUEST.

◆ sQuestReward()

void SmartAI::sQuestReward ( Player player,
Quest const *  quest,
uint32  opt 
)
overridevirtual

Reimplemented from UnitAI.

1081{
1082 GetScript()->ProcessEventsFor(SMART_EVENT_REWARD_QUEST, player, quest->GetQuestId(), opt);
1083}
@ SMART_EVENT_REWARD_QUEST
Definition SmartScriptMgr.h:119

References Quest::GetQuestId(), GetScript(), SmartScript::ProcessEventsFor(), and SMART_EVENT_REWARD_QUEST.

◆ StartDespawn()

void SmartAI::StartDespawn ( )
inline
203{ mDespawnState = 2; }

References mDespawnState.

Referenced by EndPath(), and StopFollow().

◆ StartPath()

void SmartAI::StartPath ( ForcedMovement  forcedMovement = FORCED_MOVEMENT_NONE,
uint32  path = 0,
bool  repeat = false,
Unit invoker = nullptr,
PathSource  pathSource = PathSource::SMART_WAYPOINT_MGR 
)
197{
199 StopPath();
200
201 if (path)
202 {
203 if (!LoadPath(path, pathSource))
204 return;
205 }
206
207 if (!mWayPoints || mWayPoints->empty())
208 return;
209
210 if (WaypointData const* wp = GetNextWayPoint())
211 {
213 mCanRepeatPath = repeat;
214 mForcedMovement = forcedMovement;
215
216 if (invoker && invoker->IsPlayer())
217 {
220 }
221
222 Movement::PointsArray pathPoints;
223 GenerateWayPointArray(&pathPoints);
224
226 GetScript()->ProcessEventsFor(SMART_EVENT_ESCORT_START, nullptr, wp->id, GetScript()->GetPathId());
227 }
228}
@ SMART_EVENT_ESCORT_START
Definition SmartScriptMgr.h:138
@ UNIT_NPC_FLAG_NONE
Definition UnitDefines.h:318
bool IsPlayer() const
Definition Object.h:200
void StopPath(uint32 DespawnTime=0, uint32 quest=0, bool fail=false)
Definition SmartAI.cpp:294
bool LoadPath(uint32 entry, PathSource pathSource)
Definition SmartAI.cpp:230
NPCFlags GetNpcFlags() const
Clears emote state (looping emote)
Definition Unit.h:752

References AddEscortState(), GenerateWayPointArray(), Unit::GetMotionMaster(), GetNextWayPoint(), Unit::GetNpcFlags(), GetScript(), HasEscortState(), Object::IsPlayer(), LoadPath(), mCanRepeatPath, CreatureAI::me, mEscortNPCFlags, mForcedMovement, MotionMaster::MoveSplinePath(), mWayPoints, SmartScript::ProcessEventsFor(), Unit::ReplaceAllNpcFlags(), SMART_ESCORT_ESCORTING, SMART_EVENT_ESCORT_START, StopPath(), and UNIT_NPC_FLAG_NONE.

Referenced by EndPath(), and OnCharmed().

◆ StopFollow()

void SmartAI::StopFollow ( bool  complete)
1163{
1165 mFollowDist = 0;
1166 mFollowAngle = 0;
1167 mFollowCredit = 0;
1168 mFollowArrivedTimer = 1000;
1171
1172 me->GetMotionMaster()->Clear(false);
1173 me->StopMoving();
1175
1176 if (!complete)
1177 return;
1178
1180 if (player)
1181 {
1182 if (!mFollowCreditType)
1184 else
1186 }
1187
1188 SetDespawnTime(5000);
1189 StartDespawn();
1190
1192}
@ SMART_EVENT_FOLLOW_COMPLETED
Definition SmartScriptMgr.h:164
void RewardPlayerAndGroupAtEvent(uint32 creature_id, WorldObject *pRewardSource)
Definition Player.cpp:12773
void SetDespawnTime(uint32 t)
Definition SmartAI.h:198
Player * GetPlayer(Map const *, ObjectGuid const &guid)
Definition ObjectAccessor.cpp:220

References ObjectGuid::Clear(), MotionMaster::Clear(), Unit::GetMotionMaster(), ObjectAccessor::GetPlayer(), GetScript(), Player::GroupEventHappens(), CreatureAI::me, mFollowAngle, mFollowArrivedEntry, mFollowArrivedTimer, mFollowCredit, mFollowCreditType, mFollowDist, mFollowGuid, MotionMaster::MoveIdle(), SmartScript::ProcessEventsFor(), Player::RewardPlayerAndGroupAtEvent(), SetDespawnTime(), SMART_EVENT_FOLLOW_COMPLETED, StartDespawn(), and Unit::StopMoving().

Referenced by SetFollow(), and UpdateAI().

◆ StopPath()

◆ SummonedCreatureDespawn()

void SmartAI::SummonedCreatureDespawn ( Creature unit)
overridevirtual

Reimplemented from CreatureAI.

923{
926}
@ SMART_EVENT_SUMMON_DESPAWNED
Definition SmartScriptMgr.h:134
void RemoveCreatureSummon(ObjectGuid const &guid)
Definition SmartScript.cpp:5425

References Object::GetGUID(), GetScript(), SmartScript::ProcessEventsFor(), SmartScript::RemoveCreatureSummon(), and SMART_EVENT_SUMMON_DESPAWNED.

◆ SummonedCreatureDies()

void SmartAI::SummonedCreatureDies ( Creature summon,
Unit killer 
)
overridevirtual

Reimplemented from CreatureAI.

843{
845}
@ SMART_EVENT_SUMMONED_UNIT_DIES
Definition SmartScriptMgr.h:183

References GetScript(), SmartScript::ProcessEventsFor(), and SMART_EVENT_SUMMONED_UNIT_DIES.

◆ SummonedCreatureEvade()

void SmartAI::SummonedCreatureEvade ( Creature summon)
overridevirtual

Reimplemented from CreatureAI.

848{
850}
@ SMART_EVENT_SUMMONED_UNIT_EVADE
Definition SmartScriptMgr.h:196

References GetScript(), SmartScript::ProcessEventsFor(), and SMART_EVENT_SUMMONED_UNIT_EVADE.

◆ UpdateAI()

void SmartAI::UpdateAI ( uint32  )
overridevirtual

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

Implements UnitAI.

525{
526 bool hasVictim = UpdateVictim();
527 CheckConditions(diff);
528 GetScript()->OnUpdate(diff);
529 UpdatePath(diff);
530 UpdateDespawn(diff);
531
532 //TODO move to void
533 if (mFollowGuid)
534 {
535 if (mFollowArrivedTimer < diff)
536 {
538 {
539 StopFollow(true);
540 return;
541 }
542
543 mFollowArrivedTimer = 1000;
544 }
545 else
546 mFollowArrivedTimer -= diff;
547 }
548
549 if (!IsAIControlled())
550 {
551 if (CharmInfo* charmInfo = me->GetCharmInfo())
552 {
553 if (charmInfo->IsCommandAttack() && mCanAutoAttack)
554 {
556 }
557 }
558
559 return;
560 }
561
562 if (!hasVictim)
563 return;
564
565 if (mCanAutoAttack)
567}
#define INTERACTION_DISTANCE
Definition ObjectDefines.h:24
void UpdatePath(const uint32 diff)
Definition SmartAI.cpp:414
void CheckConditions(const uint32 diff)
Definition SmartAI.cpp:495
void UpdateDespawn(const uint32 diff)
Definition SmartAI.cpp:92
void OnUpdate(const uint32 diff)
Definition SmartScript.cpp:4984
void DoMeleeAttackIfReady()
Definition UnitAI.cpp:39
CharmInfo * GetCharmInfo()
Definition Unit.h:1266
Creature * FindNearestCreature(uint32 entry, float range, bool alive=true) const
Definition Object.cpp:2443
Definition CharmInfo.h:127

References CheckConditions(), UnitAI::DoMeleeAttackIfReady(), WorldObject::FindNearestCreature(), Unit::GetCharmInfo(), GetScript(), INTERACTION_DISTANCE, IsAIControlled(), mCanAutoAttack, CreatureAI::me, mFollowArrivedAlive, mFollowArrivedEntry, mFollowArrivedTimer, mFollowGuid, SmartScript::OnUpdate(), StopFollow(), UpdateDespawn(), UpdatePath(), and CreatureAI::UpdateVictim().

◆ UpdateDespawn()

void SmartAI::UpdateDespawn ( const uint32  diff)
private
93{
94 if (mDespawnState <= 1 || mDespawnState > 3)
95 return;
96
97 if (mDespawnTime < diff)
98 {
99 if (mDespawnState == 2)
100 {
101 me->SetVisible(false);
102 mDespawnTime = 5000;
104 }
105 else
107 }
108 else
109 mDespawnTime -= diff;
110}
void DespawnOrUnsummon(Milliseconds msTimeToDespawn=0ms, Seconds forcedRespawnTimer=0s)
Definition Creature.cpp:2178

References Creature::DespawnOrUnsummon(), mDespawnState, mDespawnTime, CreatureAI::me, and Unit::SetVisible().

Referenced by UpdateAI().

◆ UpdatePath()

void SmartAI::UpdatePath ( const uint32  diff)
private
415{
417 return;
418
419 if (mEscortInvokerCheckTimer < diff)
420 {
421 // Xinef: Escort failed - no players in range
422 // Xinef: Despawn immediately
424 {
425 StopPath(0, mEscortQuestID, true);
426
427 // Xinef: allow to properly hook out of range despawn action, which in most cases should perform the same operation as dying
429 me->DespawnOrUnsummon(1ms);
430 return;
431 }
433 }
434 else
436
437 // handle pause
439 {
440 if (mWPPauseTimer < diff)
441 {
443 {
446 if (mForcedPaused)// if paused between 2 wps resend movement
447 {
448 mWPReached = false;
449 mForcedPaused = false;
450 ResumePath();
451 }
452
453 mWPPauseTimer = 0;
454 }
455 }
456 else
457 mWPPauseTimer -= diff;
458 }
459
461 {
462 if (mOOCReached)//reached OOC WP
463 {
464 mOOCReached = false;
467 ResumePath();
468 }
469 }
470
472 return;
473
474 // handle next wp
475 if (!me->HasUnitState(UNIT_STATE_NOT_MOVE) && me->movespline->Finalized())//reached WP
476 {
477 if (!mWPReached)
478 {
479 ResumePath();
480 return;
481 }
482
483 mWPReached = false;
484 if (mCurrentWPID == GetWPCount())
485 EndPath();
486 else if (GetNextWayPoint())
487 {
488 // xinef: if we have reached waypoint, and there is no working spline movement it means our splitted array has ended, make new one
489 if (me->movespline->Finalized())
490 ResumePath();
491 }
492 }
493}
@ SMART_EVENT_ESCORT_RESUMED
Definition SmartScriptMgr.h:155
@ UNIT_STATE_NOT_MOVE
Definition UnitDefines.h:222
bool IsEscortInvokerInRange()
Definition SmartAI.cpp:569
bool IsInCombat() const
Definition Unit.h:924

References Creature::DespawnOrUnsummon(), EndPath(), Movement::MoveSpline::Finalized(), GetNextWayPoint(), GetScript(), Unit::GetVictim(), GetWPCount(), HasEscortState(), Unit::HasUnitState(), IsEscortInvokerInRange(), Unit::IsInCombat(), mCurrentWPID, CreatureAI::me, mEscortInvokerCheckTimer, mEscortQuestID, mForcedPaused, mOOCReached, Unit::movespline, mWPPauseTimer, mWPReached, SmartScript::ProcessEventsFor(), RemoveEscortState(), ResumePath(), SMART_ESCORT_ESCORTING, SMART_ESCORT_PAUSED, SMART_ESCORT_RETURNING, SMART_EVENT_DEATH, SMART_EVENT_ESCORT_RESUMED, StopPath(), and UNIT_STATE_NOT_MOVE.

Referenced by UpdateAI().

Member Data Documentation

◆ _attackDistance

float SmartAI::_attackDistance
private

◆ _chaseOnInterrupt

bool SmartAI::_chaseOnInterrupt
private

Referenced by SmartAI().

◆ _currentRangeMode

bool SmartAI::_currentRangeMode
private

◆ _mainSpellId

uint32 SmartAI::_mainSpellId
private

◆ _pendingDistancing

float SmartAI::_pendingDistancing
private

◆ aiDataSet

std::unordered_map<uint32, uint32> SmartAI::aiDataSet
private

◆ conditions

ConditionList SmartAI::conditions
private

Referenced by CheckConditions(), and SmartAI().

◆ m_ConditionsTimer

uint32 SmartAI::m_ConditionsTimer
private

Referenced by CheckConditions(), and SmartAI().

◆ mCanAutoAttack

bool SmartAI::mCanAutoAttack
private

◆ mCanRepeatPath

bool SmartAI::mCanRepeatPath
private

Referenced by EndPath(), OnCharmed(), SmartAI(), and StartPath().

◆ mcanSpawn

bool SmartAI::mcanSpawn
private

Referenced by CanRespawn(), SetCanRespawn(), and SmartAI().

◆ mCurrentWPID

◆ mDespawnState

uint32 SmartAI::mDespawnState
private

◆ mDespawnTime

uint32 SmartAI::mDespawnTime
private

◆ mEscortInvokerCheckTimer

uint32 SmartAI::mEscortInvokerCheckTimer
private

Referenced by SmartAI(), and UpdatePath().

◆ mEscortNPCFlags

uint32 SmartAI::mEscortNPCFlags
private

Referenced by EndPath(), SmartAI(), and StartPath().

◆ mEscortQuestID

uint32 SmartAI::mEscortQuestID

Referenced by EndPath(), SmartAI(), StopPath(), and UpdatePath().

◆ mEscortState

uint32 SmartAI::mEscortState
private

◆ mEvadeDisabled

bool SmartAI::mEvadeDisabled
private

◆ mFollowAngle

float SmartAI::mFollowAngle
private

◆ mFollowArrivedAlive

bool SmartAI::mFollowArrivedAlive
private

◆ mFollowArrivedEntry

uint32 SmartAI::mFollowArrivedEntry
private

◆ mFollowArrivedTimer

uint32 SmartAI::mFollowArrivedTimer
private

◆ mFollowCredit

uint32 SmartAI::mFollowCredit
private

◆ mFollowCreditType

uint32 SmartAI::mFollowCreditType
private

◆ mFollowDist

float SmartAI::mFollowDist
private

◆ mFollowGuid

ObjectGuid SmartAI::mFollowGuid
private

◆ mForcedMovement

ForcedMovement SmartAI::mForcedMovement
private

◆ mForcedPaused

bool SmartAI::mForcedPaused
private

Referenced by PausePath(), SmartAI(), and UpdatePath().

◆ mInvincibilityHpLevel

uint32 SmartAI::mInvincibilityHpLevel
private

◆ mIsCharmed

bool SmartAI::mIsCharmed
private

Referenced by IsAIControlled(), OnCharmed(), and SmartAI().

◆ mJustReset

bool SmartAI::mJustReset
private

◆ mLastWP

WaypointData const* SmartAI::mLastWP
private

◆ mOOCReached

bool SmartAI::mOOCReached
private

◆ mScript

SmartScript SmartAI::mScript
private

Referenced by GetScript().

◆ mWayPoints

◆ mWPPauseTimer

uint32 SmartAI::mWPPauseTimer
private

◆ mWPReached

bool SmartAI::mWPReached
private

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