AzerothCore 3.3.5a
OpenSource WoW Emulator
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TotemAI Class Reference

#include "TotemAI.h"

Inheritance diagram for TotemAI:
CreatureAI UnitAI npc_pet_pri_lightwell

Public Member Functions

 TotemAI (Creature *c)
 
void MoveInLineOfSight (Unit *who) override
 
void AttackStart (Unit *victim) override
 
void EnterEvadeMode (EvadeReason) override
 
void SpellHit (Unit *, SpellInfo const *) override
 
void DoAction (int32 param) override
 
void UpdateAI (uint32 diff) 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 Attributes

ObjectGuid i_victimGuid
 

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

◆ TotemAI()

TotemAI::TotemAI ( Creature c)
explicit
36 : CreatureAI(c)
37{
38 ASSERT(c->IsTotem());
39}
#define ASSERT
Definition: Errors.h:68
Definition: CreatureAI.h:70
bool IsTotem() const
Definition: Unit.h:1427

References ASSERT, and Unit::IsTotem().

Member Function Documentation

◆ AttackStart()

void TotemAI::AttackStart ( Unit victim)
overridevirtual

Reimplemented from UnitAI.

125{
126 // Sentry totem sends ping on attack
128 {
129 WorldPacket data(MSG_MINIMAP_PING, (8 + 4 + 4));
130 data << me->GetGUID();
131 data << me->GetPositionX();
132 data << me->GetPositionY();
133 me->GetOwner()->ToPlayer()->GetSession()->SendPacket(&data);
134 }
135}
@ TYPEID_PLAYER
Definition: ObjectGuid.h:38
#define SENTRY_TOTEM_ENTRY
Definition: Totem.h:37
@ MSG_MINIMAP_PING
Definition: Opcodes.h:499
Creature *const me
Definition: CreatureAI.h:72
Player * ToPlayer()
Definition: Object.h:195
TypeID GetTypeId() const
Definition: Object.h:121
uint32 GetEntry() const
Definition: Object.h:109
static ObjectGuid GetGUID(Object const *o)
Definition: Object.h:106
float GetPositionX() const
Definition: Position.h:117
float GetPositionY() const
Definition: Position.h:118
WorldSession * GetSession() const
Definition: Player.h:1958
Unit * GetOwner() const
Definition: Unit.cpp:10591
Definition: WorldPacket.h:27
void SendPacket(WorldPacket const *packet)
Send a packet to the client.
Definition: WorldSession.cpp:207

References Object::GetEntry(), Object::GetGUID(), Unit::GetOwner(), Position::GetPositionX(), Position::GetPositionY(), Player::GetSession(), Object::GetTypeId(), CreatureAI::me, MSG_MINIMAP_PING, WorldSession::SendPacket(), SENTRY_TOTEM_ENTRY, Object::ToPlayer(), and TYPEID_PLAYER.

◆ DoAction()

void TotemAI::DoAction ( int32  param)
overridevirtual

Reimplemented from UnitAI.

46{
47}

◆ EnterEvadeMode()

void TotemAI::EnterEvadeMode ( EvadeReason  )
overridevirtual

Reimplemented from CreatureAI.

54{
55 me->CombatStop(true);
56}
void CombatStop(bool includingCast=false)
Definition: Unit.cpp:10432

References Unit::CombatStop(), and CreatureAI::me.

◆ MoveInLineOfSight()

void TotemAI::MoveInLineOfSight ( Unit who)
overridevirtual

Reimplemented from CreatureAI.

50{
51}

◆ Permissible()

int32 TotemAI::Permissible ( Creature const *  creature)
static
29{
30 if (creature->IsTotem())
32
33 return PERMIT_BASE_NO;
34}
@ PERMIT_BASE_PROACTIVE
Definition: CreatureAI.h:236
@ PERMIT_BASE_NO
Definition: CreatureAI.h:233

References Unit::IsTotem(), PERMIT_BASE_NO, and PERMIT_BASE_PROACTIVE.

◆ SpellHit()

void TotemAI::SpellHit ( Unit ,
SpellInfo const *   
)
overridevirtual

Reimplemented from CreatureAI.

42{
43}

◆ UpdateAI()

void TotemAI::UpdateAI ( uint32  diff)
overridevirtual

Implements UnitAI.

59{
61 return;
62
63 if (!me->IsAlive())
64 {
65 return;
66 }
67
68 if (me->IsNonMeleeSpellCast(false))
69 {
71 {
72 if (!victim || !victim->IsAlive())
73 {
75 }
76 }
77
78 return;
79 }
80
81 // Search spell
82 SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(me->ToTotem()->GetSpell());
83 if (!spellInfo)
84 return;
85
86 // Get spell range
87 float max_range = spellInfo->GetMaxRange(false);
88
89 // SPELLMOD_RANGE not applied in this place just because not existence range mods for attacking totems
90
91 // pointer to appropriate target if found any
93
94 // Search victim if no, not attackable, or out of range, or friendly (possible in case duel end)
95 if (!victim ||
96 !victim->isTargetableForAttack(true, me) || !me->IsWithinDistInMap(victim, max_range) ||
97 me->IsFriendlyTo(victim) || !me->CanSeeOrDetect(victim))
98 {
99 victim = nullptr;
102 Cell::VisitAllObjects(me, checker, max_range);
103 }
104
105 if (!victim && me->GetCharmerOrOwnerOrSelf()->IsInCombat())
106 {
108 }
109
110 // If have target
111 if (victim)
112 {
113 // remember
114 i_victimGuid = victim->GetGUID();
115
116 // attack
117 me->SetInFront(victim); // client change orientation by self
118 me->CastSpell(victim, me->ToTotem()->GetSpell(), false);
119 }
120 else
122}
@ TOTEM_ACTIVE
Definition: Totem.h:26
#define sSpellMgr
Definition: SpellMgr.h:825
Unit * GetUnit(WorldObject const &, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:204
ObjectGuid i_victimGuid
Definition: TotemAI.h:44
bool IsWithinDistInMap(WorldObject const *obj, float dist2compare, bool is3D=true, bool useBoundingRadius=true) const
Definition: Object.cpp:1321
bool CanSeeOrDetect(WorldObject const *obj, bool ignoreStealth=false, bool distanceCheck=false, bool checkAlert=false) const
Definition: Object.cpp:1726
void Clear()
Definition: ObjectGuid.h:140
uint32 GetSpell(uint8 slot=0) const
Definition: Totem.h:51
TotemType GetTotemType() const
Definition: Totem.h:54
Definition: Unit.h:1302
Unit * GetCharmerOrOwnerOrSelf() const
Definition: Unit.h:1860
void InterruptNonMeleeSpells(bool withDelayed, uint32 spellid=0, bool withInstant=true, bool bySelf=false)
Definition: Unit.cpp:4071
Totem * ToTotem()
Definition: Unit.h:2411
Unit * getAttackerForHelper() const
Definition: Unit.h:1378
bool IsNonMeleeSpellCast(bool withDelayed, bool skipChanneled=false, bool skipAutorepeat=false, bool isAutoshoot=false, bool skipInstant=true) const
Definition: Unit.cpp:4041
bool IsAlive() const
Definition: Unit.h:1820
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:1169
bool IsFriendlyTo(Unit const *unit) const
Definition: Unit.cpp:10241
bool isTargetableForAttack(bool checkFakeDeath=true, Unit const *byWho=nullptr) const
Definition: Unit.cpp:13834
void SetInFront(WorldObject const *target)
Definition: Unit.cpp:20862
bool IsInCombat() const
Definition: Unit.h:1700
static void VisitAllObjects(WorldObject const *obj, T &visitor, float radius, bool dont_load=true)
Definition: CellImpl.h:207
Definition: GridNotifiers.h:403
Definition: GridNotifiers.h:1050
Definition: SpellInfo.h:314
float GetMaxRange(bool positive=false, Unit *caster=nullptr, Spell *spell=nullptr) const
Definition: SpellInfo.cpp:2307

References WorldObject::CanSeeOrDetect(), Unit::CastSpell(), ObjectGuid::Clear(), Unit::getAttackerForHelper(), Unit::GetCharmerOrOwnerOrSelf(), Object::GetGUID(), SpellInfo::GetMaxRange(), Totem::GetSpell(), Totem::GetTotemType(), ObjectAccessor::GetUnit(), i_victimGuid, Unit::InterruptNonMeleeSpells(), Unit::IsAlive(), Unit::IsFriendlyTo(), Unit::IsInCombat(), Unit::IsNonMeleeSpellCast(), Unit::isTargetableForAttack(), WorldObject::IsWithinDistInMap(), CreatureAI::me, Unit::SetInFront(), sSpellMgr, TOTEM_ACTIVE, Unit::ToTotem(), and Cell::VisitAllObjects().

Member Data Documentation

◆ i_victimGuid

ObjectGuid TotemAI::i_victimGuid
private

Referenced by UpdateAI().