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generic_creature::generic_creatureAI Struct Reference
Inheritance diagram for generic_creature::generic_creatureAI:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 generic_creatureAI (Creature *creature)
void Reset () override
void JustEngagedWith (Unit *who) override
 Called for reaction when initially engaged.
void UpdateAI (uint32 diff) 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 JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
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 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=0s, uint32 uniqueId=0)
void ScheduleTimedEvent (Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0s, 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)
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, 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 GlobalCooldown
uint32 BuffTimer
bool IsSelfRooted
- Public Attributes inherited from ScriptedAI
bool IsFleeing

Additional Inherited Members

- Public Types inherited from ScriptedAI
enum class  Axis {
  AXIS_X ,
- Public Types inherited from CreatureAI
enum  EvadeReason {
- 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

◆ generic_creatureAI()

generic_creature::generic_creatureAI::generic_creatureAI ( Creature creature)
38: ScriptedAI(creature) { }
Definition: ScriptedCreature.h:192

Member Function Documentation

◆ JustEngagedWith()

void generic_creature::generic_creatureAI::JustEngagedWith ( Unit )

Called for reaction when initially engaged.

Reimplemented from ScriptedAI.

52 {
53 if (!me->IsWithinMeleeRange(who))
54 IsSelfRooted = true;
55 }
Creature * me
Definition: ScriptedCreature.h:282
bool IsWithinMeleeRange(Unit const *obj, float dist=0.f) const
Definition: Unit.cpp:683
bool IsSelfRooted
Definition: mob_generic_creature.cpp:42

References IsSelfRooted, Unit::IsWithinMeleeRange(), and ScriptedAI::me.

◆ Reset()

void generic_creature::generic_creatureAI::Reset ( )

Reimplemented from ScriptedAI.

45 {
47 BuffTimer = 0; //Rebuff as soon as we can
48 IsSelfRooted = false;
49 }
Definition: Unit.h:1000
uint32 BuffTimer
Definition: mob_generic_creature.cpp:41

References BuffTimer, and IsSelfRooted.

◆ UpdateAI()

void generic_creature::generic_creatureAI::UpdateAI ( uint32  diff)

Reimplemented from ScriptedAI.

58 {
59 //Always decrease our global cooldown first
60 if (GlobalCooldown > diff)
61 GlobalCooldown -= diff;
62 else GlobalCooldown = 0;
64 //Buff timer (only buff when we are alive and not in combat
65 if (!me->IsInCombat() && me->IsAlive())
66 {
67 if (BuffTimer <= diff)
68 {
69 //Find a spell that targets friendly and applies an aura (these are generally buffs)
70 SpellInfo const* info = SelectSpell(me, 0, 0, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_AURA);
72 if (info && !GlobalCooldown)
73 {
74 //Cast the buff spell
75 DoCastSpell(me, info);
77 //Set our global cooldown
80 //Set our timer to 10 minutes before rebuff
81 BuffTimer = 600000;
82 }//Try agian in 30 seconds
83 else BuffTimer = 30000;
84 }
85 else BuffTimer -= diff;
86 }
88 //Return since we have no target
89 if (!UpdateVictim())
90 return;
92 //If we are within range melee the target
94 {
95 //Make sure our attack is ready and we arn't currently casting
96 if (me->isAttackReady() && !me->IsNonMeleeSpellCast(false))
97 {
98 bool Healing = false;
99 SpellInfo const* info = nullptr;
101 //Select a healing spell if less than 30% hp
102 if (HealthBelowPct(30))
105 //No healing spell available, select a hostile spell
106 if (info) Healing = true;
107 else info = SelectSpell(me->GetVictim(), 0, 0, SELECT_TARGET_ANY_ENEMY, 0, 0, 0, 0, SELECT_EFFECT_DONTCARE);
109 //50% chance if elite or higher, 20% chance if not, to replace our white hit with a spell
110 if (info && (rand() % (me->GetCreatureTemplate()->rank > 1 ? 2 : 5) == 0) && !GlobalCooldown)
111 {
112 //Cast the spell
113 if (Healing)DoCastSpell(me, info);
114 else DoCastSpell(me->GetVictim(), info);
116 //Set our global cooldown
118 }
122 }
123 }
124 else
125 {
126 //Only run this code if we arn't already casting
127 if (!me->IsNonMeleeSpellCast(false))
128 {
129 bool Healing = false;
130 SpellInfo const* info = nullptr;
132 //Select a healing spell if less than 30% hp ONLY 33% of the time
133 if (HealthBelowPct(30) && rand() % 3 == 0)
136 //No healing spell available, See if we can cast a ranged spell (Range must be greater than ATTACK_DISTANCE)
137 if (info) Healing = true;
140 //Found a spell, check if we arn't on cooldown
141 if (info && !GlobalCooldown)
142 {
143 //If we are currently moving stop us and set the movement generator
144 if (!IsSelfRooted)
145 IsSelfRooted = true;
147 //Cast spell
148 if (Healing) DoCastSpell(me, info);
149 else DoCastSpell(me->GetVictim(), info);
151 //Set our global cooldown
153 }//If no spells available and we arn't moving run to target
154 else if (IsSelfRooted)
155 {
156 //Cancel our current spell and then allow movement agian
158 IsSelfRooted = false;
159 }
160 }
161 }
162 }
Definition: CreatureAI.h:52
Definition: CreatureAI.h:48
Definition: CreatureAI.h:58
Definition: CreatureAI.h:61
Definition: CreatureAI.h:60
Definition: ObjectDefines.h:48
Definition: mob_generic_creature.cpp:29
bool UpdateVictim()
Definition: CreatureAI.cpp:268
bool HealthBelowPct(uint32 pct) const
Definition: ScriptedCreature.h:368
SpellInfo const * SelectSpell(Unit *target, uint32 school, uint32 mechanic, SelectTargetType targets, uint32 powerCostMin, uint32 powerCostMax, float rangeMin, float rangeMax, SelectEffect effect)
Definition: ScriptedCreature.cpp:337
void DoCastSpell(Unit *target, SpellInfo const *spellInfo, bool triggered=false)
Definition: ScriptedCreature.cpp:247
CreatureTemplate const * GetCreatureTemplate() const
Definition: Creature.h:199
uint32 rank
Definition: CreatureData.h:199
void InterruptNonMeleeSpells(bool withDelayed, uint32 spellid=0, bool withInstant=true, bool bySelf=false)
Definition: Unit.cpp:4081
bool IsNonMeleeSpellCast(bool withDelayed, bool skipChanneled=false, bool skipAutorepeat=false, bool isAutoshoot=false, bool skipInstant=true) const
Definition: Unit.cpp:4051
bool IsAlive() const
Definition: Unit.h:1822
Unit * GetVictim() const
Definition: Unit.h:1398
void AttackerStateUpdate(Unit *victim, WeaponAttackType attType=BASE_ATTACK, bool extra=false, bool ignoreCasting=false)
Definition: Unit.cpp:2537
bool isAttackReady(WeaponAttackType type=BASE_ATTACK) const
Definition: Unit.h:1355
void resetAttackTimer(WeaponAttackType type=BASE_ATTACK)
Definition: Unit.cpp:661
bool IsInCombat() const
Definition: Unit.h:1702
Definition: SpellInfo.h:314

References Unit::AttackerStateUpdate(), BuffTimer, ScriptedAI::DoCastSpell(), GENERIC_CREATURE_COOLDOWN, Creature::GetCreatureTemplate(), Unit::GetVictim(), ScriptedAI::HealthBelowPct(), Unit::InterruptNonMeleeSpells(), Unit::IsAlive(), Unit::isAttackReady(), Unit::IsInCombat(), Unit::IsNonMeleeSpellCast(), IsSelfRooted, Unit::IsWithinMeleeRange(), ScriptedAI::me, NOMINAL_MELEE_RANGE, CreatureTemplate::rank, Unit::resetAttackTimer(), SELECT_EFFECT_AURA, SELECT_EFFECT_DONTCARE, SELECT_EFFECT_HEALING, SELECT_TARGET_ANY_ENEMY, SELECT_TARGET_ANY_FRIEND, ScriptedAI::SelectSpell(), and CreatureAI::UpdateVictim().

Member Data Documentation

◆ BuffTimer

uint32 generic_creature::generic_creatureAI::BuffTimer

Referenced by Reset(), and UpdateAI().

◆ GlobalCooldown

uint32 generic_creature::generic_creatureAI::GlobalCooldown

◆ IsSelfRooted

bool generic_creature::generic_creatureAI::IsSelfRooted

Referenced by JustEngagedWith(), Reset(), and UpdateAI().