AzerothCore 3.3.5a
OpenSource WoW Emulator
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VehicleAI Struct Reference

#include "CombatAI.h"

Inheritance diagram for VehicleAI:
CreatureAI UnitAI boss_flame_leviathan_seat::boss_flame_leviathan_seatAI boss_skadi_grauf::boss_skadi_graufAI npc_eoe_wyrmrest_skytalon::npc_eoe_wyrmrest_skytalonAI npc_freed_protodrake::npc_freed_protodrakeAI npc_frostbrood_skytalon::npc_frostbrood_skytalonAI npc_hover_disk::npc_hover_diskAI npc_isle_of_conquest_turret::npc_isle_of_conquest_turretAI npc_oculus_drake::npc_oculus_drakeAI npc_pilgrims_bounty_chair npc_rocket_propelled_warhead::npc_rocket_propelled_warheadAI npc_salvaged_siege_engine npc_scarlet_cannon::npc_scarlet_cannonAI npc_vics_flying_machine::npc_vics_flying_machineAI npc_vortex_ride::npc_vortex_rideAI npc_wg_siege_machine::npc_wg_siege_machineAI npc_wintergarde_gryphon

Public Member Functions

 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 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)
 
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
 

Static Public Member Functions

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 ()
 

Private Member Functions

void LoadConditions ()
 
void CheckConditions (uint32 diff)
 

Private Attributes

ConditionList conditions
 
uint32 m_ConditionsTimer
 
bool m_DoDismiss
 
uint32 m_DismissTimer
 

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 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
 
CreatureBoundary const * _boundary
 
bool _negateBoundary
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ VehicleAI()

VehicleAI::VehicleAI ( Creature creature)
explicit
268{
270 m_DoDismiss = false;
272}
#define VEHICLE_CONDITION_CHECK_TIME
Definition: CombatAI.h:96
#define VEHICLE_DISMISS_TIME
Definition: CombatAI.h:97
void LoadConditions()
Definition: CombatAI.cpp:301
uint32 m_DismissTimer
Definition: CombatAI.h:116
uint32 m_ConditionsTimer
Definition: CombatAI.h:114
bool m_DoDismiss
Definition: CombatAI.h:115
Definition: CreatureAI.h:70

References LoadConditions(), m_DismissTimer, m_DoDismiss, and VEHICLE_DISMISS_TIME.

Member Function Documentation

◆ AttackStart()

void VehicleAI::AttackStart ( Unit )
inlineoverridevirtual

◆ CheckConditions()

void VehicleAI::CheckConditions ( uint32  diff)
private
309{
310 if (m_ConditionsTimer < diff)
311 {
312 if (!conditions.empty())
313 {
314 if (Vehicle* vehicleKit = me->GetVehicleKit())
315 for (SeatMap::iterator itr = vehicleKit->Seats.begin(); itr != vehicleKit->Seats.end(); ++itr)
316 if (Unit* passenger = ObjectAccessor::GetUnit(*me, itr->second.Passenger.Guid))
317 {
318 if (Player* player = passenger->ToPlayer())
319 {
320 if (!sConditionMgr->IsObjectMeetToConditions(player, me, conditions))
321 {
322 player->ExitVehicle();
323 return; // check other pessanger in next tick
324 }
325 }
326 }
327 }
329 }
330 else
331 m_ConditionsTimer -= diff;
332}
#define sConditionMgr
Definition: ConditionMgr.h:289
Unit * GetUnit(WorldObject const &, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:204
ConditionList conditions
Definition: CombatAI.h:113
Creature *const me
Definition: CreatureAI.h:72
Player * ToPlayer()
Definition: Object.h:195
Definition: Player.h:1046
Definition: Unit.h:1290
Vehicle * GetVehicleKit() const
Definition: Unit.h:2353
Definition: Vehicle.h:30

References conditions, ObjectAccessor::GetUnit(), Unit::GetVehicleKit(), m_ConditionsTimer, CreatureAI::me, sConditionMgr, Object::ToPlayer(), and VEHICLE_CONDITION_CHECK_TIME.

Referenced by UpdateAI().

◆ LoadConditions()

void VehicleAI::LoadConditions ( )
private
302{
304 if (!conditions.empty())
305 LOG_DEBUG("condition", "VehicleAI::LoadConditions: loaded {} conditions", uint32(conditions.size()));
306}
std::uint32_t uint32
Definition: Define.h:108
#define LOG_DEBUG(filterType__,...)
Definition: Log.h:171
@ CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE
Definition: ConditionMgr.h:138
uint32 GetEntry() const
Definition: Object.h:109

References CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE, conditions, Object::GetEntry(), LOG_DEBUG, CreatureAI::me, and sConditionMgr.

Referenced by VehicleAI().

◆ MoveInLineOfSight()

void VehicleAI::MoveInLineOfSight ( Unit )
inlineoverridevirtual

◆ OnCharmed()

void VehicleAI::OnCharmed ( bool  apply)
overridevirtual

Implements UnitAI.

292{
293 if (!me->GetVehicleKit()->IsVehicleInUse() && !apply && !conditions.empty()) // was used and has conditions
294 m_DoDismiss = true; // needs reset
295 else if (apply)
296 m_DoDismiss = false; // in use again
297
299}
bool IsVehicleInUse()
Definition: Vehicle.cpp:536

References conditions, Unit::GetVehicleKit(), Vehicle::IsVehicleInUse(), m_DismissTimer, m_DoDismiss, CreatureAI::me, and VEHICLE_DISMISS_TIME.

◆ Permissible()

int32 VehicleAI::Permissible ( Creature const *  creature)
static
335{
336 if (creature->IsVehicle())
337 return PERMIT_BASE_SPECIAL;
338
339 return PERMIT_BASE_NO;
340}
@ PERMIT_BASE_SPECIAL
Definition: CreatureAI.h:238
@ PERMIT_BASE_NO
Definition: CreatureAI.h:233

References Unit::IsVehicle(), PERMIT_BASE_NO, and PERMIT_BASE_SPECIAL.

◆ UpdateAI()

void VehicleAI::UpdateAI ( uint32  diff)
overridevirtual

Member Data Documentation

◆ conditions

ConditionList VehicleAI::conditions
private

◆ m_ConditionsTimer

uint32 VehicleAI::m_ConditionsTimer
private

Referenced by CheckConditions().

◆ m_DismissTimer

uint32 VehicleAI::m_DismissTimer
private

Referenced by OnCharmed(), UpdateAI(), and VehicleAI().

◆ m_DoDismiss

bool VehicleAI::m_DoDismiss
private

Referenced by OnCharmed(), UpdateAI(), and VehicleAI().