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npc_injured_patient::npc_injured_patientAI Struct Reference
Inheritance diagram for npc_injured_patient::npc_injured_patientAI:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 npc_injured_patientAI (Creature *creature)
void Reset () override
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
void SpellHit (Unit *caster, SpellInfo const *spell) override
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 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 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

Public Attributes

ObjectGuid DoctorGUID
- Public Attributes inherited from ScriptedAI
bool IsFleeing

Private Attributes

TaskScheduler _scheduler

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

Detailed Description

Constructor & Destructor Documentation

◆ npc_injured_patientAI()

npc_injured_patient::npc_injured_patientAI::npc_injured_patientAI ( Creature creature)
1058: ScriptedAI(creature) { }
Definition: ScriptedCreature.h:192

Member Function Documentation

◆ JustEngagedWith()

void npc_injured_patient::npc_injured_patientAI::JustEngagedWith ( Unit )

Called for reaction when initially engaged.

Reimplemented from ScriptedAI.

1108{ }

◆ Reset()

void npc_injured_patient::npc_injured_patientAI::Reset ( )

Reimplemented from ScriptedAI.

1064 {
1065 DoctorGUID.Clear();
1066 Coord = nullptr;
1068 //no select
1071 //no regen health
1074 //prevent using normal bandages
1077 //to make them lay with face down
1080 uint32 mobId = me->GetEntry();
1082 switch (mobId)
1083 {
1084 //lower max health
1085 case 12923:
1086 case 12938: //Injured Soldier, 65 seconds to die
1088 break;
1089 case 12924:
1090 case 12936: //Badly injured Soldier, 35 seconds to die
1092 break;
1093 case 12925:
1094 case 12937: //Critically injured Soldier, 25 seconds to die
1096 break;
1097 }
1099 // Schedule health reduction every 1 second
1100 _scheduler.Schedule(1s, [this](TaskContext context)
1101 {
1102 // Reduction of 1% per second, matching WotLK Classic timing
1104 context.Repeat(1s);
1105 });
1106 }
std::uint32_t uint32
Definition: Define.h:108
Definition: UpdateFields.h:131
Definition: Unit.h:60
Definition: Unit.h:467
Definition: Unit.h:473
Definition: SharedDefines.h:1313
Definition: SharedDefines.h:1371
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition: TaskScheduler.h:220
Definition: TaskScheduler.h:406
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
Definition: TaskScheduler.h:476
Creature * me
Definition: ScriptedCreature.h:282
uint32 GetEntry() const
Definition: Object.h:109
void SetUInt32Value(uint16 index, uint32 value)
Definition: Object.cpp:650
void Clear()
Definition: ObjectGuid.h:140
int32 ModifyHealth(int32 val)
Definition: Unit.cpp:14068
void ApplySpellImmune(uint32 spellId, uint32 op, uint32 type, bool apply, SpellImmuneBlockType blockType=SPELL_BLOCK_TYPE_ALL)
Definition: Unit.cpp:13375
void SetHealth(uint32 val)
Definition: Unit.cpp:15448
uint32 CountPctFromMaxHealth(int32 pct) const
Definition: Unit.h:1461
void SetUnitFlag(UnitFlags flags)
Definition: Unit.h:1493
void RemoveUnitFlag(UnitFlags flags)
Definition: Unit.h:1494
TaskScheduler _scheduler
Definition: npcs_special.cpp:1169
ObjectGuid DoctorGUID
Definition: npcs_special.cpp:1060
Location * Coord
Definition: npcs_special.cpp:1061

References _scheduler, Unit::ApplySpellImmune(), ObjectGuid::Clear(), Coord, Unit::CountPctFromMaxHealth(), DoctorGUID, Object::GetEntry(), IMMUNITY_MECHANIC, ScriptedAI::me, MECHANIC_BANDAGE, Unit::ModifyHealth(), Unit::RemoveUnitFlag(), TaskContext::Repeat(), TaskScheduler::Schedule(), Unit::SetHealth(), Object::SetUInt32Value(), Unit::SetUnitFlag(), UNIT_FIELD_BYTES_1, UNIT_FLAG_IN_COMBAT, UNIT_FLAG_NOT_SELECTABLE, and UNIT_STAND_STATE_DEAD.

◆ SpellHit()

void npc_injured_patient::npc_injured_patientAI::SpellHit ( Unit caster,
SpellInfo const *  spell 

Reimplemented from ScriptedAI.

1111 {
1112 Player* player = caster->ToPlayer();
1113 if (!player || !me->IsAlive() || spell->Id != 20804)
1114 return;
1116 if (player->GetQuestStatus(6624) == QUEST_STATUS_INCOMPLETE || player->GetQuestStatus(6622) == QUEST_STATUS_INCOMPLETE)
1117 if (DoctorGUID)
1119 CAST_AI(npc_doctor::npc_doctorAI, doctor->AI())->PatientSaved(me, player, Coord);
1121 //make not selectable
1124 //regen health
1127 //stand up
1130 Talk(SAY_DOC);
1132 uint32 mobId = me->GetEntry();
1133 me->SetWalk(false);
1135 switch (mobId)
1136 {
1137 case 12923:
1138 case 12924:
1139 case 12925:
1141 break;
1142 case 12936:
1143 case 12937:
1144 case 12938:
1146 break;
1147 }
1148 }
#define CAST_AI(a, b)
Definition: ScriptedCreature.h:28
Definition: Unit.h:53
Definition: QuestDef.h:103
Definition: boss_fathomlord_karathress.cpp:23
#define A_RUNTOX
Definition: npcs_special.cpp:870
#define A_RUNTOZ
Definition: npcs_special.cpp:872
#define H_RUNTOX
Definition: npcs_special.cpp:885
#define A_RUNTOY
Definition: npcs_special.cpp:871
Definition: npcs_special.cpp:845
#define H_RUNTOY
Definition: npcs_special.cpp:886
#define H_RUNTOZ
Definition: npcs_special.cpp:887
Creature * GetCreature(WorldObject const &u, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:215
Definition: Creature.h:46
bool SetWalk(bool enable) override
Definition: Creature.cpp:3081
Player * ToPlayer()
Definition: Object.h:195
Definition: Player.h:1056
QuestStatus GetQuestStatus(uint32 quest_id) const
Definition: PlayerQuest.cpp:1415
MotionMaster * GetMotionMaster()
Definition: Unit.h:2274
bool IsAlive() const
Definition: Unit.h:1820
void MovePoint(uint32 id, const Position &pos, bool generatePath=true, bool forceDestination=true)
Definition: MotionMaster.h:211
Definition: npcs_special.cpp:912

References A_RUNTOX, A_RUNTOY, A_RUNTOZ, CAST_AI, Coord, DoctorGUID, ObjectAccessor::GetCreature(), Object::GetEntry(), Unit::GetMotionMaster(), Player::GetQuestStatus(), H_RUNTOX, H_RUNTOY, H_RUNTOZ, SpellInfo::Id, Unit::IsAlive(), ScriptedAI::me, MotionMaster::MovePoint(), QUEST_STATUS_INCOMPLETE, Unit::RemoveUnitFlag(), SAY_DOC, Object::SetUInt32Value(), Unit::SetUnitFlag(), Creature::SetWalk(), Object::ToPlayer(), UNIT_FIELD_BYTES_1, UNIT_FLAG_IN_COMBAT, UNIT_FLAG_NOT_SELECTABLE, and UNIT_STAND_STATE_STAND.

◆ UpdateAI()

void npc_injured_patient::npc_injured_patientAI::UpdateAI ( uint32  diff)

Reimplemented from ScriptedAI.

1151 {
1153 _scheduler.Update(diff);
1155 if (me->IsAlive() && me->GetHealth() < me->CountPctFromMaxHealth(1))
1156 {
1160 me->SetDynamicFlag(32);
1162 if (DoctorGUID)
1164 CAST_AI(npc_doctor::npc_doctorAI, doctor->AI())->PatientDied(Coord);
1165 }
1166 }
Definition: Unit.h:317
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition: TaskScheduler.cpp:15
void setDeathState(DeathState s, bool despawn=false) override
Definition: Creature.cpp:1934
virtual void SetDynamicFlag(uint32 flag)
Definition: Object.h:117
uint32 GetHealth() const
Definition: Unit.h:1452

References _scheduler, CAST_AI, Coord, Unit::CountPctFromMaxHealth(), DoctorGUID, ObjectAccessor::GetCreature(), Unit::GetHealth(), Unit::IsAlive(), JUST_DIED, ScriptedAI::me, Unit::RemoveUnitFlag(), Creature::setDeathState(), Object::SetDynamicFlag(), Unit::SetUnitFlag(), UNIT_FLAG_IN_COMBAT, UNIT_FLAG_NOT_SELECTABLE, and TaskScheduler::Update().

Member Data Documentation

◆ _scheduler

TaskScheduler npc_injured_patient::npc_injured_patientAI::_scheduler

Referenced by Reset(), and UpdateAI().

◆ Coord

Location* npc_injured_patient::npc_injured_patientAI::Coord

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

◆ DoctorGUID

ObjectGuid npc_injured_patient::npc_injured_patientAI::DoctorGUID

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