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npc_wg_siege_machine::npc_wg_siege_machineAI Struct Reference
Inheritance diagram for npc_wg_siege_machine::npc_wg_siege_machineAI:
VehicleAI CreatureAI UnitAI

Public Member Functions

 npc_wg_siege_machineAI (Creature *creature)
bool CanControlVehicle (Unit *passenger)
void UpdateAI (uint32 diff) override
- Public Member Functions inherited from VehicleAI
 VehicleAI (Creature *creature)
void UpdateAI (uint32 diff) override
void MoveInLineOfSight (Unit *) override
void AttackStart (Unit *) override
void OnCharmed (bool apply) override
- Public Member Functions inherited from CreatureAI
void Talk (uint8 id, WorldObject const *whisperTarget=nullptr, Milliseconds delay=0s)
 Causes the creature to talk/say the text assigned to their entry in the creature_text database table.
void Talk (uint8 id, Milliseconds delay)
 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 JustEngagedWith (Unit *)
 Called for reaction when initially engaged.
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 SpellHit (Unit *, SpellInfo const *)
virtual void SpellHitTarget (Unit *, SpellInfo const *)
virtual void AttackedBy (Unit *)
virtual bool IsEscorted ()
virtual void JustRespawned ()
virtual void MovementInform (uint32, uint32)
virtual void PathEndReached (uint32)
void OnCharmed (bool apply) override
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 ()
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 *)
- Public Member Functions inherited from UnitAI
 UnitAI (Unit *unit)
virtual ~UnitAI ()
virtual bool CanAIAttack (Unit const *) const
virtual void AttackStart (Unit *)
virtual void UpdateAI (uint32)=0
virtual void InitializeAI ()
virtual void Reset ()
virtual void OnCharmed (bool apply)=0
virtual void DoAction (int32)
virtual uint32 GetData (uint32) const
virtual void SetData (uint32, uint32)
virtual void SetGUID (ObjectGuid, 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)
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 (NOTE: Creature engage logic should NOT be here, but in JustEngagedWith, which happens once threat is established!)
virtual void JustExitedCombat ()
 Called when the unit leaves combat.
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType)
virtual void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
virtual void HealReceived (Unit *, uint32 &)
virtual void OnPowerUpdate (Powers, int32, int32, uint32)
virtual void HealDone (Unit *, uint32 &)
virtual void OnCalculateMeleeDamageReceived (uint32 &, Unit *)
virtual void OnCalculateSpellDamageReceived (int32 &, Unit *)
virtual void OnCalculatePeriodicTickReceived (uint32 &, Unit *)
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)
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)
SpellCastResult DoCastMaxThreat (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false)
 Cast spell on the max threat target, which may not always 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)
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

uint32 checkTimer

Additional Inherited Members

- Public Types inherited from CreatureAI
enum  EvadeReason {
- 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 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_wg_siege_machineAI()

npc_wg_siege_machine::npc_wg_siege_machineAI::npc_wg_siege_machineAI ( Creature creature)
797 : VehicleAI(creature)
798 {
799 checkTimer = 0;
800 }
Definition: CombatAI.h:99
uint32 checkTimer
Definition: zone_wintergrasp.cpp:802

References checkTimer.

Member Function Documentation

◆ CanControlVehicle()

bool npc_wg_siege_machine::npc_wg_siege_machineAI::CanControlVehicle ( Unit passenger)
805 {
806 if (passenger->HasAura(SPELL_LIEUTENANT))
807 return true;
810 return true;
812 return false;
813 }
Definition: BattlefieldWG.h:214
Definition: BattlefieldWG.h:50
Definition: BattlefieldWG.h:51
Creature *const me
Definition: CreatureAI.h:73
uint32 GetEntry() const
Definition: Object.h:109
bool HasAura(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, ObjectGuid itemCasterGUID=ObjectGuid::Empty, uint8 reqEffMask=0) const
Definition: Unit.cpp:5636

References Object::GetEntry(), Unit::HasAura(), CreatureAI::me, NPC_WINTERGRASP_CATAPULT, SPELL_CORPORAL, and SPELL_LIEUTENANT.

Referenced by UpdateAI().

◆ UpdateAI()

void npc_wg_siege_machine::npc_wg_siege_machineAI::UpdateAI ( uint32  diff)

Reimplemented from VehicleAI.

816 {
819 checkTimer += diff;
820 if (checkTimer >= 1000)
821 {
822 checkTimer = 0;
823 if (me->GetVehicleKit())
824 for (SeatMap::iterator itr = me->GetVehicleKit()->Seats.begin(); itr != me->GetVehicleKit()->Seats.end(); ++itr)
825 if (const VehicleSeatEntry* seatInfo = itr->second.SeatInfo)
826 if (seatInfo->m_flags & VEHICLE_SEAT_FLAG_CAN_CONTROL)
827 if (Unit* passenger = ObjectAccessor::GetUnit(*me, itr->second.Passenger.Guid))
828 if (!CanControlVehicle(passenger))
829 {
830 passenger->ExitVehicle();
831 return;
832 }
833 }
834 }
Definition: DBCEnums.h:463
Unit * GetUnit(WorldObject const &, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:202
void UpdateAI(uint32 diff) override
Definition: CombatAI.cpp:275
Definition: Unit.h:1302
Vehicle * GetVehicleKit() const
Definition: Unit.h:2367
SeatMap Seats
Definition: Vehicle.h:57
bool CanControlVehicle(Unit *passenger)
Definition: zone_wintergrasp.cpp:804
Definition: DBCStructure.h:2065

References CanControlVehicle(), checkTimer, ObjectAccessor::GetUnit(), Unit::GetVehicleKit(), CreatureAI::me, Vehicle::Seats, VehicleAI::UpdateAI(), and VEHICLE_SEAT_FLAG_CAN_CONTROL.

Member Data Documentation

◆ checkTimer

uint32 npc_wg_siege_machine::npc_wg_siege_machineAI::checkTimer

Referenced by npc_wg_siege_machineAI(), and UpdateAI().