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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) 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

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)
1056: 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.

1095{ }

◆ Reset()

void npc_injured_patient::npc_injured_patientAI::Reset ( )

Reimplemented from ScriptedAI.

1062 {
1063 DoctorGUID.Clear();
1064 Coord = nullptr;
1066 //no select
1069 //no regen health
1072 //to make them lay with face down
1075 uint32 mobId = me->GetEntry();
1077 switch (mobId)
1078 {
1079 //lower max health
1080 case 12923:
1081 case 12938: //Injured Soldier
1083 break;
1084 case 12924:
1085 case 12936: //Badly injured Soldier
1087 break;
1088 case 12925:
1089 case 12937: //Critically injured Soldier
1091 break;
1092 }
1093 }
std::uint32_t uint32
Definition: Define.h:108
Definition: UpdateFields.h:131
Definition: Unit.h:60
Definition: Unit.h:467
Definition: Unit.h:473
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
void SetHealth(uint32 val)
Definition: Unit.cpp:15370
uint32 CountPctFromMaxHealth(int32 pct) const
Definition: Unit.h:1449
void SetUnitFlag(UnitFlags flags)
Definition: Unit.h:1481
void RemoveUnitFlag(UnitFlags flags)
Definition: Unit.h:1482
ObjectGuid DoctorGUID
Definition: npcs_special.cpp:1058
Location * Coord
Definition: npcs_special.cpp:1059

References ObjectGuid::Clear(), Coord, Unit::CountPctFromMaxHealth(), DoctorGUID, Object::GetEntry(), ScriptedAI::me, Unit::RemoveUnitFlag(), 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.

1098 {
1099 Player* player = caster->ToPlayer();
1100 if (!player || !me->IsAlive() || spell->Id != 20804)
1101 return;
1103 if (player->GetQuestStatus(6624) == QUEST_STATUS_INCOMPLETE || player->GetQuestStatus(6622) == QUEST_STATUS_INCOMPLETE)
1104 if (DoctorGUID)
1106 CAST_AI(npc_doctor::npc_doctorAI, doctor->AI())->PatientSaved(me, player, Coord);
1108 //make not selectable
1111 //regen health
1114 //stand up
1117 Talk(SAY_DOC);
1119 uint32 mobId = me->GetEntry();
1120 me->SetWalk(false);
1122 switch (mobId)
1123 {
1124 case 12923:
1125 case 12924:
1126 case 12925:
1128 break;
1129 case 12936:
1130 case 12937:
1131 case 12938:
1133 break;
1134 }
1135 }
#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:869
#define A_RUNTOZ
Definition: npcs_special.cpp:871
#define H_RUNTOX
Definition: npcs_special.cpp:884
#define A_RUNTOY
Definition: npcs_special.cpp:870
Definition: npcs_special.cpp:844
#define H_RUNTOY
Definition: npcs_special.cpp:885
#define H_RUNTOZ
Definition: npcs_special.cpp:886
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:1046
QuestStatus GetQuestStatus(uint32 quest_id) const
Definition: PlayerQuest.cpp:1414
MotionMaster * GetMotionMaster()
Definition: Unit.h:2262
bool IsAlive() const
Definition: Unit.h:1808
void MovePoint(uint32 id, const Position &pos, bool generatePath=true, bool forceDestination=true)
Definition: MotionMaster.h:210
Definition: npcs_special.cpp:911

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  )

Reimplemented from ScriptedAI.

1138 {
1139 //lower HP on every world tick makes it a useful counter, not officlone though
1140 if (me->IsAlive() && me->GetHealth() > 6)
1141 me->ModifyHealth(-5);
1143 if (me->IsAlive() && me->GetHealth() <= 6)
1144 {
1148 me->SetDynamicFlag(32);
1150 if (DoctorGUID)
1152 CAST_AI(npc_doctor::npc_doctorAI, doctor->AI())->PatientDied(Coord);
1153 }
1154 }
Definition: Unit.h:317
void setDeathState(DeathState s, bool despawn=false) override
Definition: Creature.cpp:1934
virtual void SetDynamicFlag(uint32 flag)
Definition: Object.h:117
int32 ModifyHealth(int32 val)
Definition: Unit.cpp:13993
uint32 GetHealth() const
Definition: Unit.h:1440

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

Member Data Documentation

◆ 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().