AzeorthCore 3.3.5a
OpenSource WoW Emulator
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gunship_npc_AI Struct Reference
Inheritance diagram for gunship_npc_AI:
ScriptedAI CreatureAI UnitAI npc_gunship_gunner::npc_gunship_gunnerAI npc_gunship_mage::npc_gunship_mageAI npc_gunship_rocketeer::npc_gunship_rocketeerAI

Public Member Functions

 gunship_npc_AI (Creature *creature)
 
void SetData (uint32 type, uint32 data) override
 
void EnterEvadeMode (EvadeReason) override
 
void JustDied (Unit *) override
 
void MovementInform (uint32 type, uint32 pointId) override
 
- Public Member Functions inherited from ScriptedAI
 ScriptedAI (Creature *creature)
 
 ~ScriptedAI () override
 
void AttackStartNoMove (Unit *target)
 
void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask) override
 
void UpdateAI (uint32 diff) override
 
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 (const Position *pos, Axis axis, bool above)
 
void Reset () override
 
void EnterCombat (Unit *) override
 
void AttackStart (Unit *) override
 
void DoStartMovement (Unit *target, float distance=0.0f, float angle=0.0f)
 
void DoStartNoMovement (Unit *target)
 
void DoStopAttack ()
 
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 DoTeleportAll (float x, float y, float z, float o)
 
UnitDoSelectLowestHpFriendly (float range, uint32 minHPDiff=1)
 
std::list< Creature * > DoFindFriendlyCC (float range)
 
std::list< Creature * > DoFindFriendlyMissingBuff (float range, uint32 spellId)
 
PlayerGetPlayerAtMinimumRange (float minRange)
 
CreatureDoSpawnCreature (uint32 entry, float offsetX, float offsetY, float offsetZ, float angle, uint32 type, uint32 despawntime)
 
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)
 
void SetCombatMovement (bool allowMovement)
 
bool IsCombatMovementAllowed () const
 
virtual bool CheckEvadeIfOutOfCombatArea () const
 
bool IsHeroic () const
 
Difficulty GetDifficulty () const
 
bool Is25ManRaid () const
 
template<class T >
const T & DUNGEON_MODE (const T &normal5, const T &heroic10) const
 
template<class T >
const T & RAID_MODE (const T &normal10, const T &normal25) const
 
template<class T >
const T & RAID_MODE (const T &normal10, const T &normal25, const T &heroic10, const T &heroic25) const
 
PlayerSelectTargetFromPlayerList (float maxdist, uint32 excludeAura=0, bool mustBeInLOS=false) const
 
- Public Member Functions inherited from CreatureAI
void Talk (uint8 id, WorldObject const *whisperTarget=nullptr)
 
 CreatureAI (Creature *creature)
 
 ~CreatureAI () override
 
void MoveCircleChecks ()
 
void MoveBackwardsChecks ()
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At ================================= More...
 
void TriggerAlert (Unit const *who) const
 
virtual bool CanRespawn ()
 
virtual void EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
virtual void EnterCombat (Unit *)
 
virtual void JustDied (Unit *)
 
virtual void KilledUnit (Unit *)
 
virtual void JustSummoned (Creature *)
 
virtual void IsSummonedBy (Unit *)
 
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 ================== More...
 
virtual void PassengerBoarded (Unit *, int8, bool)
 == Fields ======================================= More...
 
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 DamageDealt (Unit *, uint32 &, DamageEffectType)
 
virtual void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 
virtual void HealReceived (Unit *, uint32 &)
 
virtual void HealDone (Unit *, uint32 &)
 
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)
 
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
 

Protected Member Functions

void SetSlotInfo (uint32 index)
 
- 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

InstanceScriptInstance
 
SlotInfo const * Slot
 
uint32 Index
 
- Protected Attributes inherited from CreatureAI
Creature *const me
 
EventMap events
 
CreatureBoundary const * _boundary
 
bool _negateBoundary
 
- Protected Attributes inherited from UnitAI
Unit *const 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 ()
 
- Public Attributes inherited from ScriptedAI
Creatureme
 
bool IsFleeing
 
- Static Public Attributes inherited from UnitAI
static AISpellInfoTypeAISpellInfo
 

Detailed Description

Constructor & Destructor Documentation

◆ gunship_npc_AI()

gunship_npc_AI::gunship_npc_AI ( Creature creature)
inline
1475 : ScriptedAI(creature), Instance(creature->GetInstanceScript()), Slot(nullptr), Index(uint32(-1))
1476 {
1477 me->SetRegeneratingHealth(false);
1478 }
std::uint32_t uint32
Definition: Define.h:108
Definition: ScriptedCreature.h:177
Creature * me
Definition: ScriptedCreature.h:267
void SetRegeneratingHealth(bool c)
Definition: Creature.h:302
InstanceScript * GetInstanceScript() const
Definition: Object.cpp:1192
SlotInfo const * Slot
Definition: boss_icecrown_gunship_battle.cpp:1531
InstanceScript * Instance
Definition: boss_icecrown_gunship_battle.cpp:1530
uint32 Index
Definition: boss_icecrown_gunship_battle.cpp:1532

References ScriptedAI::me, and Creature::SetRegeneratingHealth().

Member Function Documentation

◆ EnterEvadeMode()

void gunship_npc_AI::EnterEvadeMode ( EvadeReason  )
inlineoverridevirtual

Reimplemented from CreatureAI.

1496 {
1497 if (!me->IsAlive() || !me->IsInCombat())
1498 return;
1500 me->CombatStop(true);
1502 Reset();
1503 }
void Reset() override
Definition: ScriptedCreature.h:277
void ClearAllThreat()
Definition: ThreatMgr.cpp:418
void CombatStop(bool includingCast=false)
Definition: Unit.cpp:10389
MotionMaster * GetMotionMaster()
Definition: Unit.h:2258
bool IsAlive() const
Definition: Unit.h:1806
ThreatMgr & GetThreatMgr()
Definition: Unit.h:2143
bool IsInCombat() const
Definition: Unit.h:1686
void MoveTargetedHome()
Definition: MotionMaster.cpp:251

References ThreatMgr::ClearAllThreat(), Unit::CombatStop(), Unit::GetMotionMaster(), Unit::GetThreatMgr(), Unit::IsAlive(), Unit::IsInCombat(), ScriptedAI::me, MotionMaster::MoveTargetedHome(), and ScriptedAI::Reset().

◆ JustDied()

void gunship_npc_AI::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from ScriptedAI.

1506 {
1507 if (Slot)
1509 captain->AI()->SetData(ACTION_CLEAR_SLOT, Index);
1510 }
@ DATA_TEAMID_IN_INSTANCE
Definition: trial_of_the_champion.h:43
@ ACTION_CLEAR_SLOT
Definition: boss_icecrown_gunship_battle.cpp:193
@ NPC_IGB_MURADIN_BRONZEBEARD
Definition: icecrown_citadel.h:217
@ NPC_IGB_HIGH_OVERLORD_SAURFANG
Definition: icecrown_citadel.h:216
@ TEAM_HORDE
Definition: SharedDefines.h:733
Definition: Creature.h:46
Creature * FindNearestCreature(uint32 entry, float range, bool alive=true) const
Definition: Object.cpp:2395
virtual uint32 GetData(uint32) const
Definition: ZoneScript.h:52

References ACTION_CLEAR_SLOT, DATA_TEAMID_IN_INSTANCE, WorldObject::FindNearestCreature(), ZoneScript::GetData(), Index, Instance, ScriptedAI::me, NPC_IGB_HIGH_OVERLORD_SAURFANG, NPC_IGB_MURADIN_BRONZEBEARD, Slot, and TEAM_HORDE.

◆ MovementInform()

void gunship_npc_AI::MovementInform ( uint32  type,
uint32  pointId 
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

Reimplemented in npc_gunship_mage::npc_gunship_mageAI, npc_gunship_gunner::npc_gunship_gunnerAI, and npc_gunship_rocketeer::npc_gunship_rocketeerAI.

1513 {
1514 if (type == POINT_MOTION_TYPE && pointId == EVENT_CHARGE_PREPATH && Slot)
1515 {
1520 }
1521 }
@ REACT_AGGRESSIVE
Definition: Unit.h:1025
@ POINT_MOTION_TYPE
Definition: MotionMaster.h:46
@ SPELL_BATTLE_EXPERIENCE
Definition: boss_icecrown_gunship_battle.cpp:155
#define EVENT_CHARGE_PREPATH
Definition: boss_icecrown_gunship_battle.cpp:102
void AddEvent(BasicEvent *Event, uint64 e_time, bool set_addtime=true)
Definition: EventProcessor.cpp:114
uint64 CalculateTime(uint64 t_offset) const
Definition: EventProcessor.cpp:136
void SetReactState(ReactStates st)
Definition: Creature.h:88
float GetOrientation() const
Definition: Position.h:120
void SetFacingTo(float ori)
Definition: Unit.cpp:20643
EventProcessor m_Events
Definition: Unit.h:2092
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:1168
Position TargetPosition
Definition: boss_icecrown_gunship_battle.cpp:294
Definition: boss_icecrown_gunship_battle.cpp:367
static uint32 const ExperiencedTimes[5]
Definition: boss_icecrown_gunship_battle.cpp:370

References EventProcessor::AddEvent(), EventProcessor::CalculateTime(), Unit::CastSpell(), EVENT_CHARGE_PREPATH, BattleExperienceEvent::ExperiencedTimes, Position::GetOrientation(), Unit::m_Events, ScriptedAI::me, POINT_MOTION_TYPE, REACT_AGGRESSIVE, Unit::SetFacingTo(), Creature::SetReactState(), Slot, SPELL_BATTLE_EXPERIENCE, and SlotInfo::TargetPosition.

Referenced by npc_gunship_gunner::npc_gunship_gunnerAI::MovementInform(), and npc_gunship_rocketeer::npc_gunship_rocketeerAI::MovementInform().

◆ SetData()

void gunship_npc_AI::SetData ( uint32  type,
uint32  data 
)
inlineoverridevirtual

Reimplemented from UnitAI.

1481 {
1482 if (type == ACTION_SET_SLOT)
1483 {
1484 SetSlotInfo(data);
1486 float x, y, z, o;
1487 Slot->TargetPosition.GetPosition(x, y, z, o);
1490 me->SetHomePosition(x, y, z, o);
1491 me->GetMotionMaster()->MovePoint(EVENT_CHARGE_PREPATH, x, y, z, false);
1492 }
1493 }
@ REACT_PASSIVE
Definition: Unit.h:1023
@ ACTION_SET_SLOT
Definition: boss_icecrown_gunship_battle.cpp:194
void SetHomePosition(float x, float y, float z, float o)
Definition: Creature.h:320
void SetTransportHomePosition(float x, float y, float z, float o)
Definition: Creature.h:325
Transport * GetTransport() const
Definition: Object.h:585
void GetPosition(float &x, float &y) const
Definition: Position.h:122
void CalculatePassengerPosition(float &x, float &y, float &z, float *o=nullptr) const override
This method transforms supplied transport offsets into global coordinates.
Definition: Transport.h:32
void MovePoint(uint32 id, const Position &pos, bool generatePath=true, bool forceDestination=true)
Definition: MotionMaster.h:210
void SetSlotInfo(uint32 index)
Definition: boss_icecrown_gunship_battle.cpp:1524

References ACTION_SET_SLOT, Transport::CalculatePassengerPosition(), EVENT_CHARGE_PREPATH, Unit::GetMotionMaster(), Position::GetPosition(), WorldObject::GetTransport(), ScriptedAI::me, MotionMaster::MovePoint(), REACT_PASSIVE, Creature::SetHomePosition(), Creature::SetReactState(), SetSlotInfo(), Creature::SetTransportHomePosition(), Slot, and SlotInfo::TargetPosition.

◆ SetSlotInfo()

void gunship_npc_AI::SetSlotInfo ( uint32  index)
inlineprotected
1525 {
1526 Index = index;
1528 }
SlotInfo const SkybreakerSlotInfo[MAX_SLOTS]
Definition: boss_icecrown_gunship_battle.cpp:298
SlotInfo const OrgrimsHammerSlotInfo[MAX_SLOTS]
Definition: boss_icecrown_gunship_battle.cpp:332

References DATA_TEAMID_IN_INSTANCE, ZoneScript::GetData(), Index, Instance, OrgrimsHammerSlotInfo, SkybreakerSlotInfo, Slot, and TEAM_HORDE.

Referenced by SetData().

Member Data Documentation

◆ Index

uint32 gunship_npc_AI::Index
protected

◆ Instance

◆ Slot