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

Public Member Functions

 npc_wounded_skirmisher (Creature *creature)
 
void Initialize ()
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
 
void SpellHit (Unit *caster, SpellInfo const *spell) override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
- 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 bool CanRespawn ()
 
virtual void EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
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 SpellHitTarget (Unit *, SpellInfo const *)
 
virtual void OnSpellCastFinished (SpellInfo const *, SpellFinishReason)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted ()
 
virtual void JustRespawned ()
 
virtual void MovementInform (uint32, uint32)
 
virtual void PathEndReached (uint32)
 
void OnCharmed (bool apply) override
 Called when unit is charmed.
 
virtual void JustReachedHome ()
 
void DoZoneInCombat (Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
 
virtual void ReceiveEmote (Player *, uint32)
 
virtual void OwnerAttackedBy (Unit *)
 
virtual void OwnerAttacked (Unit *)
 
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 AttackStart (Unit *)
 
virtual void InitializeAI ()
 
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
 
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 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)
 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
 

Additional Inherited Members

- Public Types inherited from CreatureAI
enum  EvadeReason {
  EVADE_REASON_NO_HOSTILES ,
  EVADE_REASON_BOUNDARY ,
  EVADE_REASON_SEQUENCE_BREAK ,
  EVADE_REASON_NO_PATH ,
  EVADE_REASON_OTHER
}
 
- Static Public Member Functions inherited from CreatureAI
static bool IsInBounds (CreatureBoundary const &boundary, Position const *who)
 
- Static Public Member Functions inherited from UnitAI
static void FillAISpellInfo ()
 
- Static Public Attributes inherited from UnitAI
static AISpellInfoTypeAISpellInfo
 
- Protected Member Functions inherited from CreatureAI
bool UpdateVictim ()
 
bool UpdateVictimWithGaze ()
 
void SetGazeOn (Unit *target)
 
CreatureDoSummon (uint32 entry, Position const &pos, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
CreatureDoSummon (uint32 entry, WorldObject *obj, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
CreatureDoSummonFlyer (uint32 entry, WorldObject *obj, float flightZ, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
virtual void MoveInLineOfSight (Unit *)
 
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

◆ npc_wounded_skirmisher()

npc_wounded_skirmisher::npc_wounded_skirmisher ( Creature creature)
inline
428 : CreatureAI(creature)
429 {
430 Initialize();
431 }
Definition CreatureAI.h:71
void Initialize()
Definition zone_grizzly_hills.cpp:433

References Initialize().

Member Function Documentation

◆ Initialize()

void npc_wounded_skirmisher::Initialize ( )
inline
434 {
436 }
@ REACT_DEFENSIVE
Definition Unit.h:556
Creature *const me
Definition CreatureAI.h:73
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition Creature.h:99

References CreatureAI::me, REACT_DEFENSIVE, and Creature::SetReactState().

Referenced by npc_wounded_skirmisher(), and Reset().

◆ JustEngagedWith()

void npc_wounded_skirmisher::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from CreatureAI.

445 {
446 events.ScheduleEvent(EVENT_CLEAVE, 1s, 7s);
447 events.ScheduleEvent(EVENT_HAMSTRING, 5s, 12s);
448 events.ScheduleEvent(EVENT_MORTAL_STRIKE, 5s, 10s);
449 }
events
Definition boss_sartura.cpp:43
@ EVENT_HAMSTRING
Definition zone_grizzly_hills.cpp:416
@ EVENT_CLEAVE
Definition zone_grizzly_hills.cpp:415
@ EVENT_MORTAL_STRIKE
Definition zone_grizzly_hills.cpp:417

References EVENT_CLEAVE, EVENT_HAMSTRING, and EVENT_MORTAL_STRIKE.

◆ Reset()

void npc_wounded_skirmisher::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

439 {
440 Initialize();
442 }
@ UNIT_FLAG_NON_ATTACKABLE
Definition UnitDefines.h:255
void RemoveUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:739

References Initialize(), CreatureAI::me, Unit::RemoveUnitFlag(), and UNIT_FLAG_NON_ATTACKABLE.

◆ SpellHit()

void npc_wounded_skirmisher::SpellHit ( Unit caster,
SpellInfo const *  spell 
)
inlineoverridevirtual

Reimplemented from CreatureAI.

452 {
453 Player* playerCaster = caster->ToPlayer();
454 if (!playerCaster)
455 return;
456
458 {
459 me->SetFacingToObject(caster);
461 Talk(SAY_RANDOM, caster);
462 DoCast(caster, SPELL_KILL_CREDIT);
463
464 if (!me->IsStandState())
465 {
468 events.ScheduleEvent(EVENT_WOUNDED_MOVE, 3s);
469 }
470 }
471 }
@ QUEST_STATUS_INCOMPLETE
Definition QuestDef.h:103
@ EMOTE_ONESHOT_CHEER
Definition SharedDefines.h:1909
@ UNIT_STAND_STATE_STAND
Definition UnitDefines.h:32
Player * ToPlayer()
Definition Object.h:201
Definition Player.h:1066
QuestStatus GetQuestStatus(uint32 quest_id) const
Definition PlayerQuest.cpp:1462
SpellCastResult DoCast(uint32 spellId)
Definition UnitAI.cpp:177
void SetFacingToObject(WorldObject *object, Milliseconds timed=0ms)
Definition Unit.cpp:20521
bool IsStandState() const
Definition Unit.cpp:16956
void SetUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:738
void HandleEmoteCommand(uint32 emoteId)
Definition Unit.cpp:2036
void SetStandState(uint8 state)
Definition Unit.cpp:16971
Talk
Definition hyjal.cpp:82
@ SPELL_KILL_CREDIT
Definition zone_grizzly_hills.cpp:405
@ EVENT_WOUNDED_MOVE
Definition zone_grizzly_hills.cpp:414
@ QUEST_OVERWHELMED
Definition zone_grizzly_hills.cpp:401
@ SPELL_RENEW_SKIRMISHER
Definition zone_grizzly_hills.cpp:404
@ SAY_RANDOM
Definition zone_grizzly_hills.cpp:411

References UnitAI::DoCast(), EMOTE_ONESHOT_CHEER, EVENT_WOUNDED_MOVE, Player::GetQuestStatus(), Unit::HandleEmoteCommand(), SpellInfo::Id, Unit::IsStandState(), CreatureAI::me, QUEST_OVERWHELMED, QUEST_STATUS_INCOMPLETE, SAY_RANDOM, Unit::SetFacingToObject(), Unit::SetStandState(), Unit::SetUnitFlag(), SPELL_KILL_CREDIT, SPELL_RENEW_SKIRMISHER, Object::ToPlayer(), UNIT_FLAG_NON_ATTACKABLE, and UNIT_STAND_STATE_STAND.

◆ UpdateAI()

void npc_wounded_skirmisher::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

474 {
475 events.Update(diff);
476
477 switch (events.ExecuteEvent())
478 {
480 if (me->GetPositionY() == -2835.11f)
481 {
483 me->DespawnOrUnsummon(20s);
484 }
485 if (me->GetPositionY() == -2981.89f)
486 {
488 me->DespawnOrUnsummon(18s);
489 }
490 if (me->GetPositionY() == -2934.44f)
491 {
494 }
495 if (me->GetPositionY() == -3020.99f)
496 {
498 me->DespawnOrUnsummon(22s);
499 }
500 if (me->GetPositionY() == -2964.73f)
501 {
503 me->DespawnOrUnsummon(15s);
504 }
505 if (me->GetPositionY() == -2940.50f)
506 {
508 me->DespawnOrUnsummon(20s);
509 }
510 if (me->GetPositionY() == -2847.93f)
511 {
513 me->DespawnOrUnsummon(30s);
514 }
515 if (me->GetPositionY() == -2835.31f)
516 {
518 me->DespawnOrUnsummon(27s);
519 }
520 if (me->GetPositionY() == -2822.20f)
521 {
523 me->DespawnOrUnsummon(25s);
524 }
525 if (me->GetPositionY() == -2846.31f)
526 {
528 me->DespawnOrUnsummon(21s);
529 }
530 if (me->GetPositionY() == -2897.23f)
531 {
533 me->DespawnOrUnsummon(15s);
534 }
535 if (me->GetPositionY() == -2886.01f)
536 {
538 me->DespawnOrUnsummon(25s);
539 }
540 if (me->GetPositionY() == -2906.89f)
541 {
543 me->DespawnOrUnsummon(25s);
544 }
545 if (me->GetPositionY() == -3048.94f)
546 {
548 me->DespawnOrUnsummon(30s);
549 }
550 if (me->GetPositionY() == -2961.08f)
551 {
553 me->DespawnOrUnsummon(25s);
554 }
555 break;
556 case EVENT_CLEAVE:
557 me->CastSpell(me->GetVictim(), SPELL_CLEAVE, false);
558 events.Repeat(7s, 15s);
559 break;
560 case EVENT_HAMSTRING:
562 events.Repeat(9s, 15s);
563 break;
566 events.Repeat(10s, 15s);
567 break;
568 }
569
570 if (!UpdateVictim())
571 return;
572
574 }
bool UpdateVictim()
Definition CreatureAI.cpp:277
void DespawnOrUnsummon(Milliseconds msTimeToDespawn=0ms, Seconds forcedRespawnTimer=0s)
Definition Creature.cpp:2130
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
void DoMeleeAttackIfReady()
Definition UnitAI.cpp:39
MotionMaster * GetMotionMaster()
Definition Unit.h:1738
SpellCastResult CastSpell(SpellCastTargets const &targets, SpellInfo const *spellInfo, CustomSpellValues const *value, TriggerCastFlags triggerFlags=TRIGGERED_NONE, Item *castItem=nullptr, AuraEffect const *triggeredByAura=nullptr, ObjectGuid originalCaster=ObjectGuid::Empty)
Definition Unit.cpp:1194
Unit * GetVictim() const
Definition Unit.h:893
float GetPositionY() const
Definition Position.h:122
@ SPELL_HAMSTRING
Definition zone_grizzly_hills.cpp:407
@ SPELL_CLEAVE
Definition zone_grizzly_hills.cpp:406
@ WOUNDED_MOVE_3
Definition zone_grizzly_hills.cpp:422
@ WOUNDED_MOVE_2
Definition zone_grizzly_hills.cpp:421
@ WOUNDED_MOVE_1
Definition zone_grizzly_hills.cpp:420
@ SPELL_MORTAL_STRIKE
Definition zone_grizzly_hills.cpp:408

References Unit::CastSpell(), Creature::DespawnOrUnsummon(), UnitAI::DoMeleeAttackIfReady(), EVENT_CLEAVE, EVENT_HAMSTRING, EVENT_MORTAL_STRIKE, EVENT_WOUNDED_MOVE, Unit::GetMotionMaster(), Position::GetPositionY(), Unit::GetVictim(), CreatureAI::me, MotionMaster::MoveWaypoint(), SPELL_CLEAVE, SPELL_HAMSTRING, SPELL_MORTAL_STRIKE, CreatureAI::UpdateVictim(), WOUNDED_MOVE_1, WOUNDED_MOVE_2, and WOUNDED_MOVE_3.


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