AzerothCore 3.3.5a
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npc_frostbrood_skytalon::npc_frostbrood_skytalonAI Struct Reference
Inheritance diagram for npc_frostbrood_skytalon::npc_frostbrood_skytalonAI:
VehicleAI CreatureAI UnitAI

Public Member Functions

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

Public Attributes

EventMap events
 

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 VehicleAI
static int32 Permissible (Creature const *creature)
 
- Static Public Member Functions inherited from CreatureAI
static bool IsInBounds (CreatureBoundary const &boundary, Position const *who)
 
- Static Public Member Functions inherited from UnitAI
static void FillAISpellInfo ()
 
- Static Public Attributes inherited from UnitAI
static AISpellInfoType * AISpellInfo
 
- Protected Member Functions inherited from CreatureAI
bool UpdateVictim ()
 
bool UpdateVictimWithGaze ()
 
void SetGazeOn (Unit *target)
 
Creature * DoSummon (uint32 entry, Position const &pos, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
Creature * DoSummon (uint32 entry, WorldObject *obj, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
Creature * DoSummonFlyer (uint32 entry, WorldObject *obj, float flightZ, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
bool _EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
- Protected Attributes inherited from CreatureAI
Creature *const me
 
EventMap events
 
TaskScheduler scheduler
 
CreatureBoundary const * _boundary
 
bool _negateBoundary
 
bool _isEngaged
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ npc_frostbrood_skytalonAI()

npc_frostbrood_skytalon::npc_frostbrood_skytalonAI::npc_frostbrood_skytalonAI ( Creature *  creature)
inline
2043: VehicleAI(creature) { }
Definition CombatAI.h:99

Member Function Documentation

◆ IsSummonedBy()

void npc_frostbrood_skytalon::npc_frostbrood_skytalonAI::IsSummonedBy ( WorldObject *  summoner)
inlineoverridevirtual

Reimplemented from CreatureAI.

2048 {
2049 if (!summoner)
2050 return;
2051
2052 me->GetMotionMaster()->MovePoint(POINT_GRAB_DECOY, summoner->GetPositionX(), summoner->GetPositionY(), summoner->GetPositionZ() + 3.0f);
2053 }
Creature *const me
Definition CreatureAI.h:71
void MovePoint(uint32 id, Position const &pos, ForcedMovement forcedMovement=FORCED_MOVEMENT_NONE, float speed=0.f, bool generatePath=true, bool forceDestination=true, std::optional< AnimTier > animTier=std::nullopt)
Definition MotionMaster.h:241
MotionMaster * GetMotionMaster()
Definition Unit.h:1761
float GetPositionZ() const
Definition Position.h:123
float GetPositionX() const
Definition Position.h:121
float GetPositionY() const
Definition Position.h:122
@ POINT_GRAB_DECOY
Definition zone_icecrown.cpp:2029

References Unit::GetMotionMaster(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), CreatureAI::me, MotionMaster::MovePoint(), and POINT_GRAB_DECOY.

◆ MovementInform()

void npc_frostbrood_skytalon::npc_frostbrood_skytalonAI::MovementInform ( uint32  type,
uint32  id 
)
inlineoverridevirtual

Reimplemented from CreatureAI.

2056 {
2057 if (type != POINT_MOTION_TYPE)
2058 return;
2059
2060 if (id == POINT_GRAB_DECOY)
2061 if (TempSummon* summon = me->ToTempSummon())
2062 if (Unit* summoner = summon->GetSummonerUnit())
2063 DoCast(summoner, SPELL_GRAB);
2064 }
@ POINT_MOTION_TYPE
Definition MotionMaster.h:48
Definition TemporarySummon.h:50
SpellCastResult DoCast(uint32 spellId)
Definition UnitAI.cpp:179
Definition Unit.h:665
TempSummon * ToTempSummon()
Definition Unit.h:732
@ SPELL_GRAB
Definition zone_icecrown.cpp:2022

References UnitAI::DoCast(), CreatureAI::me, POINT_GRAB_DECOY, POINT_MOTION_TYPE, SPELL_GRAB, and Unit::ToTempSummon().

◆ SpellHit()

void npc_frostbrood_skytalon::npc_frostbrood_skytalonAI::SpellHit ( Unit *  ,
SpellInfo const *  spell 
)
inlineoverridevirtual

Reimplemented from CreatureAI.

2084 {
2085 switch (spell->Id)
2086 {
2087 case SPELL_EXPLOSION:
2089 break;
2090 case SPELL_RIDE:
2092 events.ScheduleEvent(EVENT_FLY_AWAY, 100ms);
2093 break;
2094 }
2095 }
events
Definition boss_sartura.cpp:43
SpellCastResult DoCastAOE(uint32 spellId, bool triggered=false)
Definition UnitAI.cpp:286
@ SPELL_EXPLOSION
Definition zone_icecrown.cpp:2025
@ SPELL_IMMOLATION
Definition zone_icecrown.cpp:2024
@ SPELL_PING_BUNNY
Definition zone_icecrown.cpp:2023
@ SPELL_RIDE
Definition zone_icecrown.cpp:2026
@ EVENT_FLY_AWAY
Definition zone_icecrown.cpp:2033

References UnitAI::DoCast(), UnitAI::DoCastAOE(), EVENT_FLY_AWAY, SpellInfo::Id, CreatureAI::me, SPELL_EXPLOSION, SPELL_IMMOLATION, SPELL_PING_BUNNY, and SPELL_RIDE.

◆ UpdateAI()

void npc_frostbrood_skytalon::npc_frostbrood_skytalonAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

2067 {
2068 VehicleAI::UpdateAI(diff);
2069 events.Update(diff);
2070
2071 while (uint32 eventId = events.ExecuteEvent())
2072 {
2073 if (eventId == EVENT_FLY_AWAY)
2074 {
2075 Position randomPosOnRadius;
2076 randomPosOnRadius.m_positionZ = (me->GetPositionZ() + 40.0f);
2077 me->GetNearPoint2D(randomPosOnRadius.m_positionX, randomPosOnRadius.m_positionY, 40.0f, me->GetAngle(me));
2078 me->GetMotionMaster()->MovePoint(POINT_FLY_AWAY, randomPosOnRadius);
2079 }
2080 }
2081 }
std::uint32_t uint32
Definition Define.h:107
void GetNearPoint2D(WorldObject const *searcher, float &x, float &y, float distance, float absAngle, Position const *startPos=nullptr) const
Definition Object.cpp:2715
Definition Position.h:27
float GetAngle(Position const *pos) const
Definition Position.cpp:85
float m_positionZ
Definition Position.h:57
float m_positionX
Definition Position.h:55
float m_positionY
Definition Position.h:56
void UpdateAI(uint32 diff) override
Use to start attacking a target. Called just before JustEngagedWith()
Definition CombatAI.cpp:275
@ POINT_FLY_AWAY
Definition zone_icecrown.cpp:2030

References EVENT_FLY_AWAY, Position::GetAngle(), Unit::GetMotionMaster(), WorldObject::GetNearPoint2D(), Position::GetPositionZ(), Position::m_positionX, Position::m_positionY, Position::m_positionZ, CreatureAI::me, MotionMaster::MovePoint(), POINT_FLY_AWAY, and VehicleAI::UpdateAI().

Member Data Documentation

◆ events

EventMap npc_frostbrood_skytalon::npc_frostbrood_skytalonAI::events

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