AzerothCore 3.3.5a
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npc_toc_hunter::npc_toc_hunterAI Struct Reference
Inheritance diagram for npc_toc_hunter::npc_toc_hunterAI:
boss_faction_championsAI ScriptedAI CreatureAI UnitAI

Public Member Functions

 npc_toc_hunterAI (Creature *pCreature)
 
bool myCanCast ()
 
void JustSummoned (Creature *c) override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
- Public Member Functions inherited from boss_faction_championsAI
 boss_faction_championsAI (Creature *pCreature, uint32 aitype)
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged - this happens after JustEnteredCombat.
 
void AttackStart (Unit *who) override
 
float GetThreatMod (float dist, float, uint32 health, uint32, Unit *target)
 
void RecalculateThreat ()
 
void EventMapGCD (EventMap &e, Milliseconds delay, uint32 gcd=0)
 
void JustDied (Unit *) override
 
void KilledUnit (Unit *) override
 
void EnterEvadeMode (EvadeReason) override
 
bool IsCCed ()
 
Creature * SelectTarget_MostHPLostFriendlyMissingBuff (uint32 spell, float range)
 
uint32 EnemiesInRange (float distance)
 
Unit * SelectEnemyCaster (bool casting, float range)
 
- Public Member Functions inherited from ScriptedAI
 ScriptedAI (Creature *creature)
 
 ~ScriptedAI () override
 
void AttackStartNoMove (Unit *target)
 
void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask) override
 Called at any Damage from any attacker (before damage apply)
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void JustDied (Unit *) override
 
void KilledUnit (Unit *) override
 
void JustSummoned (Creature *) override
 
void SummonedCreatureDespawn (Creature *) override
 
void SpellHit (Unit *, SpellInfo const *) override
 
void SpellHitTarget (Unit *, SpellInfo const *) override
 
void MovementInform (uint32, uint32) override
 
void OnPossess (bool)
 
bool IsInRoom (Position const *pos, Axis axis, bool above)
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged - this happens after JustEnteredCombat.
 
void AttackStart (Unit *) override
 
void DoStartMovement (Unit *target, float distance=0.0f, float angle=0.0f)
 
void DoStartNoMovement (Unit *target)
 
void DoStopAttack ()
 
void DoRewardPlayersInArea ()
 
void DoCastSpell (Unit *target, SpellInfo const *spellInfo, bool triggered=false)
 
void DoPlaySoundToSet (WorldObject *source, uint32 soundId)
 
void DoPlayMusic (uint32 soundId, bool zone)
 
void DoAddThreat (Unit *unit, float amount)
 
void DoModifyThreatByPercent (Unit *unit, int32 pct)
 
void DoResetThreat (Unit *unit)
 
void DoResetThreatList ()
 
float DoGetThreat (Unit *unit)
 
void DoTeleportPlayer (Unit *unit, float x, float y, float z, float o)
 
void DoTeleportPlayer (Unit *unit, Position pos)
 
void DoTeleportAll (float x, float y, float z, float o)
 
Unit * DoSelectLowestHpFriendly (float range, uint32 minHPDiff=1)
 
std::list< Creature * > DoFindFriendlyCC (float range)
 
std::list< Creature * > DoFindFriendlyMissingBuff (float range, uint32 spellId)
 
Player * GetPlayerAtMinimumRange (float minRange)
 
Creature * DoSpawnCreature (uint32 entry, float offsetX, float offsetY, float offsetZ, float angle, uint32 type, uint32 despawntime)
 
bool IsUniqueTimedEventDone (uint32 id) const
 
void SetUniqueTimedEventDone (uint32 id)
 
void ResetUniqueTimedEvent (uint32 id)
 
void ClearUniqueTimedEventsDone ()
 
void ScheduleTimedEvent (Milliseconds timerMin, Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0ms, uint32 uniqueId=0)
 
void ScheduleTimedEvent (Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0ms, uint32 uniqueId=0)
 
void ScheduleUniqueTimedEvent (Milliseconds timer, std::function< void()> exec, uint32 uniqueId)
 
bool HealthBelowPct (uint32 pct) const
 
bool HealthAbovePct (uint32 pct) const
 
SpellInfo const * SelectSpell (Unit *target, uint32 school, uint32 mechanic, SelectTargetType targets, uint32 powerCostMin, uint32 powerCostMax, float rangeMin, float rangeMax, SelectEffect effect)
 
void SetEquipmentSlots (bool loadDefault, int32 mainHand=EQUIP_NO_CHANGE, int32 offHand=EQUIP_NO_CHANGE, int32 ranged=EQUIP_NO_CHANGE)
 
virtual bool CheckEvadeIfOutOfCombatArea () const
 
bool IsHeroic () const
 
Difficulty GetDifficulty () const
 
bool Is25ManRaid () const
 
template<class T >
T const & DUNGEON_MODE (T const &normal5, T const &heroic10) const
 
template<class T >
T const & RAID_MODE (T const &normal10, T const &normal25) const
 
template<class T >
T const & RAID_MODE (T const &normal10, T const &normal25, T const &heroic10, T const &heroic25) const
 
Player * SelectTargetFromPlayerList (float maxdist, uint32 excludeAura=0, bool mustBeInLOS=false) const
 
void SetInvincibility (bool apply)
 
bool IsInvincible () const
 
void SetAutoAttackAllowed (bool allow)
 
bool IsAutoAttackAllowed () const
 
- 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
 
void JustEnteredCombat (Unit *who) override
 Called when the unit enters combat.
 
virtual void JustStartedThreateningMe (Unit *who)
 
void EngagementStart (Unit *who)
 
void EngagementOver ()
 
void JustExitedCombat () override
 Called when the unit leaves combat.
 
virtual void IsSummonedBy (WorldObject *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureDespawnAll ()
 
virtual void SummonedCreatureEvade (Creature *)
 
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)
 
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 *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 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 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
 
- Public Attributes inherited from boss_faction_championsAI
InstanceScript * pInstance
 
uint32 mAIType
 
uint32 threatTimer
 
uint32 powerTimer
 
- Public Attributes inherited from ScriptedAI
Creature * me
 

Additional Inherited Members

- Public Types inherited from ScriptedAI
enum class  Axis {
  AXIS_X ,
  AXIS_Y
}
 
- 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 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)
 
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
 
bool _isEngaged
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ npc_toc_hunterAI()

npc_toc_hunter::npc_toc_hunterAI::npc_toc_hunterAI ( Creature *  pCreature)
inline
1226 {
1227 SetEquipmentSlots(false, 47156, EQUIP_NO_CHANGE, 48711);
1228 events.Reset();
1229 events.RescheduleEvent(EVENT_SPELL_AIMED_SHOT, 3s, 10s);
1230 events.RescheduleEvent(EVENT_SPELL_DETERRENCE, 10s);
1231 //events.RescheduleEvent(EVENT_SPELL_DISENGAGE, 10s);
1232 events.RescheduleEvent(EVENT_SPELL_EXPLOSIVE_SHOT, 3s, 10s);
1233 events.RescheduleEvent(EVENT_SPELL_FROST_TRAP, 15s, 20s);
1234 events.RescheduleEvent(EVENT_SPELL_STEADY_SHOT, 3s, 10s);
1235 events.RescheduleEvent(EVENT_SPELL_WING_CLIP, 10s);
1236 events.RescheduleEvent(EVENT_SPELL_WYVERN_STING, 5s, 15s);
1237 events.RescheduleEvent(EVENT_SPELL_CALL_PET, 0ms);
1238 }
@ EQUIP_NO_CHANGE
Definition CreatureAI.h:64
@ AI_RANGED
Definition boss_faction_champions.cpp:28
@ EVENT_SPELL_EXPLOSIVE_SHOT
Definition boss_faction_champions.cpp:1205
@ EVENT_SPELL_STEADY_SHOT
Definition boss_faction_champions.cpp:1207
@ EVENT_SPELL_AIMED_SHOT
Definition boss_faction_champions.cpp:1202
@ EVENT_SPELL_WING_CLIP
Definition boss_faction_champions.cpp:1208
@ EVENT_SPELL_DETERRENCE
Definition boss_faction_champions.cpp:1203
@ EVENT_SPELL_WYVERN_STING
Definition boss_faction_champions.cpp:1209
@ EVENT_SPELL_CALL_PET
Definition boss_faction_champions.cpp:1210
@ EVENT_SPELL_FROST_TRAP
Definition boss_faction_champions.cpp:1206
events
Definition boss_sartura.cpp:43
void SetEquipmentSlots(bool loadDefault, int32 mainHand=EQUIP_NO_CHANGE, int32 offHand=EQUIP_NO_CHANGE, int32 ranged=EQUIP_NO_CHANGE)
Definition ScriptedCreature.cpp:557
Definition boss_faction_champions.cpp:40

References EQUIP_NO_CHANGE, EVENT_SPELL_AIMED_SHOT, EVENT_SPELL_CALL_PET, EVENT_SPELL_DETERRENCE, EVENT_SPELL_EXPLOSIVE_SHOT, EVENT_SPELL_FROST_TRAP, EVENT_SPELL_STEADY_SHOT, EVENT_SPELL_WING_CLIP, EVENT_SPELL_WYVERN_STING, and ScriptedAI::SetEquipmentSlots().

Member Function Documentation

◆ JustSummoned()

void npc_toc_hunter::npc_toc_hunterAI::JustSummoned ( Creature *  c)
inlineoverridevirtual

Reimplemented from CreatureAI.

1248 {
1249 if (Unit* target = c->SelectNearestTarget(200.0f))
1250 c->AI()->AttackStart(target);
1251 }
Unit * SelectNearestTarget(float dist=0, bool playerOnly=false) const
Select nearest hostile unit within the given distance (regardless of threat list).
Definition Creature.cpp:2451
CreatureAI * AI() const
Definition Creature.h:143
virtual void AttackStart(Unit *)
Definition UnitAI.cpp:29
Definition Unit.h:670

References Creature::AI(), UnitAI::AttackStart(), and Creature::SelectNearestTarget().

◆ myCanCast()

bool npc_toc_hunter::npc_toc_hunterAI::myCanCast ( )
inline
1243 {
1245 }
@ UNIT_FLAG2_DISARM_RANGED
Definition UnitDefines.h:305
@ UNIT_STATE_CASTING
Definition UnitDefines.h:188
bool HasUnitFlag2(UnitFlags2 flags) const
Definition Unit.h:759
bool HasUnitState(const uint32 f) const
Definition Unit.h:742
Creature * me
Definition ScriptedCreature.h:292
bool IsCCed()
Definition boss_faction_champions.cpp:143

References Unit::HasUnitFlag2(), Unit::HasUnitState(), boss_faction_championsAI::IsCCed(), ScriptedAI::me, UNIT_FLAG2_DISARM_RANGED, and UNIT_STATE_CASTING.

Referenced by UpdateAI().

◆ UpdateAI()

void npc_toc_hunter::npc_toc_hunterAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Reimplemented from boss_faction_championsAI.

1254 {
1256 if (!UpdateVictim())
1257 return;
1258
1259 events.Update(diff);
1260
1261 if (!myCanCast())
1262 return;
1263
1264 switch (events.ExecuteEvent())
1265 {
1266 case 0:
1267 break;
1269 DoSummon(NPC_CAT, *me);
1270
1271 break;
1273 if (me->GetVictim())
1275 events.Repeat(5s, 15s);
1276 EventMapGCD(events, 1500ms);
1277 break;
1279 if (HealthBelowPct(25))
1280 {
1281 me->CastSpell(me, SPELL_DETERRENCE, false);
1282 events.Repeat(90s);
1283 EventMapGCD(events, 1500ms);
1284 }
1285 else
1286 events.Repeat(6s);
1287 break;
1289 if (EnemiesInRange(10.0f) >= 3 )
1290 {
1291 me->CastSpell(me, SPELL_DISENGAGE, false);
1292 events.Repeat(20s);
1293 EventMapGCD(events, 1500ms);
1294 }
1295 else
1296 events.Repeat(6s);
1297 break;
1299 if (me->GetVictim())
1301 events.Repeat(5s, 15s);
1302 EventMapGCD(events, 1500ms);
1303 break;
1305 me->CastSpell(me, SPELL_FROST_TRAP, false);
1306 events.Repeat(30s);
1307 EventMapGCD(events, 1500ms);
1308 break;
1310 if (me->GetVictim())
1312 events.Repeat(5s, 15s);
1313 EventMapGCD(events, 1500ms);
1314 break;
1316 if (me->GetVictim() && me->GetDistance2d(me->GetVictim()) <= 5.0f )
1318 events.Repeat(8s);
1319 EventMapGCD(events, 1500ms);
1320 break;
1322 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 35.0f, true))
1323 {
1324 me->CastSpell(target, SPELL_WYVERN_STING, false);
1325 events.Repeat(1min);
1326 EventMapGCD(events, 1500ms);
1327 break;
1328 }
1329 events.Repeat(10s);
1330 break;
1331 }
1332
1334 {
1335 me->CastSpell(me->GetVictim(), SPELL_SHOOT, true);
1337 }
1338 }
@ EVENT_SPELL_DISENGAGE
Definition boss_faction_champions.cpp:1204
@ SPELL_WING_CLIP
Definition boss_faction_champions.cpp:1195
@ SPELL_SHOOT
Definition boss_faction_champions.cpp:1193
@ SPELL_EXPLOSIVE_SHOT
Definition boss_faction_champions.cpp:1191
@ SPELL_DETERRENCE
Definition boss_faction_champions.cpp:1189
@ SPELL_FROST_TRAP
Definition boss_faction_champions.cpp:1192
@ SPELL_STEADY_SHOT
Definition boss_faction_champions.cpp:1194
@ SPELL_AIMED_SHOT
Definition boss_faction_champions.cpp:1188
@ SPELL_DISENGAGE
Definition boss_faction_champions.cpp:1190
@ SPELL_WYVERN_STING
Definition boss_faction_champions.cpp:1196
Creature * DoSummon(uint32 entry, Position const &pos, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
Definition CreatureAI.cpp:628
bool UpdateVictim()
Definition CreatureAI.cpp:350
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition UnitAI.cpp:108
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:1378
Unit * GetVictim() const
Definition Unit.h:910
bool isAttackReady(WeaponAttackType type=BASE_ATTACK) const
Definition Unit.h:895
void resetAttackTimer(WeaponAttackType type=BASE_ATTACK)
Definition Unit.cpp:769
float GetDistance2d(WorldObject const *obj) const
Definition Object.cpp:1322
bool HealthBelowPct(uint32 pct) const
Definition ScriptedCreature.h:379
void UpdateAI(uint32 diff) override
Use to start attacking a target. Called just before JustEngagedWith()
Definition boss_faction_champions.cpp:201
uint32 EnemiesInRange(float distance)
Definition boss_faction_champions.cpp:178
void EventMapGCD(EventMap &e, Milliseconds delay, uint32 gcd=0)
Definition boss_faction_champions.cpp:120
bool myCanCast()
Definition boss_faction_champions.cpp:1242
@ NPC_CAT
Definition trial_of_the_crusader.h:228

References Unit::CastSpell(), CreatureAI::DoSummon(), boss_faction_championsAI::EnemiesInRange(), EVENT_SPELL_AIMED_SHOT, EVENT_SPELL_CALL_PET, EVENT_SPELL_DETERRENCE, EVENT_SPELL_DISENGAGE, EVENT_SPELL_EXPLOSIVE_SHOT, EVENT_SPELL_FROST_TRAP, EVENT_SPELL_STEADY_SHOT, EVENT_SPELL_WING_CLIP, EVENT_SPELL_WYVERN_STING, boss_faction_championsAI::EventMapGCD(), WorldObject::GetDistance2d(), Unit::GetVictim(), Unit::HasUnitState(), ScriptedAI::HealthBelowPct(), Unit::isAttackReady(), ScriptedAI::me, myCanCast(), NPC_CAT, Random, Unit::resetAttackTimer(), UnitAI::SelectTarget(), SPELL_AIMED_SHOT, SPELL_DETERRENCE, SPELL_DISENGAGE, SPELL_EXPLOSIVE_SHOT, SPELL_FROST_TRAP, SPELL_SHOOT, SPELL_STEADY_SHOT, SPELL_WING_CLIP, SPELL_WYVERN_STING, UNIT_STATE_CASTING, boss_faction_championsAI::UpdateAI(), and CreatureAI::UpdateVictim().

Member Data Documentation

◆ events

EventMap npc_toc_hunter::npc_toc_hunterAI::events

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