AzerothCore 3.3.5a
OpenSource WoW Emulator
Loading...
Searching...
No Matches
npc_batrider Struct Reference
Inheritance diagram for npc_batrider:
CreatureAI UnitAI

Public Member Functions

 npc_batrider (Creature *creature)
 
void Reset () override
 
void JustEngagedWith (Unit *who) override
 Called for reaction when initially engaged.
 
void DamageTaken (Unit *, uint32 &damage, DamageEffectType, SpellSchoolMask) override
 
void UpdateAI (uint32) 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 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

BatRiderMode _mode
 
TaskScheduler _scheduler
 

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 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

◆ npc_batrider()

npc_batrider::npc_batrider ( Creature creature)
inline
276 : CreatureAI(creature)
277 {
278 // if this is a summon of Jeklik, it is in boss mode
279 if
280 (
281 me->GetEntry() == NPC_BATRIDER &&
282 me->IsSummon() &&
283 me->ToTempSummon() &&
286 )
287 {
289
293
295
296 me->SetSpeed(MOVE_WALK, 5.0f, true);
297
298 me->SetCanFly(true);
300 }
301 else
302 {
304
306
307 // don't interrupt casting
309 {
311 });
312 }
313 }
@ REACT_DEFENSIVE
Definition: Unit.h:1036
@ REACT_PASSIVE
Definition: Unit.h:1035
@ UNIT_STATE_CASTING
Definition: Unit.h:340
@ MOVE_WALK
Definition: Unit.h:378
@ UNIT_FLAG_IMMUNE_TO_NPC
Definition: Unit.h:457
@ UNIT_FLAG_NOT_SELECTABLE
Definition: Unit.h:473
@ UNIT_FLAG_IMMUNE_TO_PC
Definition: Unit.h:456
@ NPC_BATRIDER
Definition: boss_jeklik.cpp:77
@ PATH_BATRIDER_LOOP
Definition: boss_jeklik.cpp:102
@ BATRIDER_MODE_BOSS
Definition: boss_jeklik.cpp:108
@ BATRIDER_MODE_TRASH
Definition: boss_jeklik.cpp:107
@ NPC_PRIESTESS_JEKLIK
Definition: zulgurub.h:54
TaskScheduler & SetValidator(P &&predicate)
Sets a validator which is asked if tasks are allowed to be executed.
Definition: TaskScheduler.h:197
Definition: CreatureAI.h:71
Creature *const me
Definition: CreatureAI.h:73
void SetReactState(ReactStates st)
Definition: Creature.h:90
bool SetCanFly(bool enable, bool packetOnly=false) override
Definition: Creature.cpp:3194
WorldObject * GetSummoner() const
Definition: TemporarySummon.cpp:39
uint32 GetEntry() const
Definition: Object.h:109
MotionMaster * GetMotionMaster()
Definition: Unit.h:2276
TempSummon * ToTempSummon()
Definition: Unit.h:2414
bool IsSummon() const
Definition: Unit.h:1422
void SetSpeed(UnitMoveType mtype, float rate, bool forced=false)
Definition: Unit.cpp:14414
bool HasUnitState(const uint32 f) const
Definition: Unit.h:1410
void SetUnitFlag(UnitFlags flags)
Definition: Unit.h:1495
void MoveSplinePath(Movement::PointsArray *path)
Definition: MotionMaster.cpp:436
BatRiderMode _mode
Definition: boss_jeklik.cpp:273
TaskScheduler _scheduler
Definition: boss_jeklik.cpp:274

References _mode, _scheduler, BATRIDER_MODE_BOSS, BATRIDER_MODE_TRASH, Object::GetEntry(), Unit::GetMotionMaster(), TempSummon::GetSummoner(), Unit::HasUnitState(), Unit::IsSummon(), CreatureAI::me, MOVE_WALK, MotionMaster::MoveSplinePath(), NPC_BATRIDER, NPC_PRIESTESS_JEKLIK, PATH_BATRIDER_LOOP, REACT_DEFENSIVE, REACT_PASSIVE, Creature::SetCanFly(), Creature::SetReactState(), Unit::SetSpeed(), Unit::SetUnitFlag(), TaskScheduler::SetValidator(), Unit::ToTempSummon(), UNIT_FLAG_IMMUNE_TO_NPC, UNIT_FLAG_IMMUNE_TO_PC, UNIT_FLAG_NOT_SELECTABLE, and UNIT_STATE_CASTING.

Member Function Documentation

◆ DamageTaken()

void npc_batrider::DamageTaken ( Unit ,
uint32 damage,
DamageEffectType  ,
SpellSchoolMask   
)
inlineoverridevirtual

Reimplemented from UnitAI.

361 {
363 {
364 if (me->HealthBelowPctDamaged(30, damage))
365 {
368 }
369 }
370 }
@ SPELL_BATRIDER_UNSTABLE_CONCOCTION
Definition: boss_jeklik.cpp:71
TaskScheduler & CancelAll()
Definition: TaskScheduler.cpp:45
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition: UnitAI.h:379
bool HealthBelowPctDamaged(int32 pct, uint32 damage) const
Definition: Unit.h:1459

References _mode, _scheduler, BATRIDER_MODE_TRASH, TaskScheduler::CancelAll(), UnitAI::DoCastSelf(), Unit::HealthBelowPctDamaged(), CreatureAI::me, and SPELL_BATRIDER_UNSTABLE_CONCOCTION.

◆ JustEngagedWith()

void npc_batrider::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from CreatureAI.

332 {
334
336 {
337 _scheduler.Schedule(2s, [this](TaskContext context)
338 {
340 context.Repeat(8s);
341 });
342 }
343 else if (_mode == BATRIDER_MODE_TRASH)
344 {
345 _scheduler.Schedule(1s, [this](TaskContext /*context*/)
346 {
348 }).Schedule(8s, [this](TaskContext context)
349 {
351 context.Repeat(25s);
352 }).Schedule(6500ms, [this](TaskContext context)
353 {
355 context.Repeat(8s);
356 });
357 }
358 }
@ SPELL_BATRIDER_INFECTED_BITE
Definition: boss_jeklik.cpp:69
@ SPELL_BATRIDER_DEMO_SHOUT
Definition: boss_jeklik.cpp:67
@ SPELL_BATRIDER_THROW_LIQUID_FIRE
Definition: boss_jeklik.cpp:63
@ SPELL_BATRIDER_BATTLE_COMMAND
Definition: boss_jeklik.cpp:68
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition: TaskScheduler.h:232
Definition: TaskScheduler.h:418
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
Definition: TaskScheduler.h:488
SpellCastResult DoCastVictim(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:240
SpellCastResult DoCastRandomTarget(uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false)
Definition: UnitAI.cpp:256
virtual void JustEngagedWith(Unit *)
Called for reaction when initially engaged.
Definition: CreatureAI.h:124

References _mode, _scheduler, BATRIDER_MODE_BOSS, BATRIDER_MODE_TRASH, UnitAI::DoCastRandomTarget(), UnitAI::DoCastSelf(), UnitAI::DoCastVictim(), CreatureAI::JustEngagedWith(), TaskContext::Repeat(), TaskScheduler::Schedule(), SPELL_BATRIDER_BATTLE_COMMAND, SPELL_BATRIDER_DEMO_SHOUT, SPELL_BATRIDER_INFECTED_BITE, and SPELL_BATRIDER_THROW_LIQUID_FIRE.

◆ Reset()

void npc_batrider::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

316 {
318
320
322 {
324 }
325 else if (_mode == BATRIDER_MODE_TRASH)
326 {
328 }
329 }
@ SPELL_BATRIDER_PASSIVE_THRASH
Definition: boss_jeklik.cpp:70
virtual void Reset()
Definition: UnitAI.h:195
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
void Clear(bool reset=true)
Definition: MotionMaster.h:165

References _mode, _scheduler, BATRIDER_MODE_BOSS, BATRIDER_MODE_TRASH, TaskScheduler::CancelAll(), Unit::CastSpell(), MotionMaster::Clear(), Unit::GetMotionMaster(), CreatureAI::me, UnitAI::Reset(), and SPELL_BATRIDER_PASSIVE_THRASH.

◆ UpdateAI()

void npc_batrider::UpdateAI ( uint32  )
inlineoverridevirtual

Implements UnitAI.

373 {
375 {
376 if (!me->isMoving())
377 {
378 me->SetCanFly(true);
380 }
381 }
382 else if (_mode == BATRIDER_MODE_TRASH)
383 {
384 if (!UpdateVictim())
385 {
386 return;
387 }
388
390 }
391
393 }
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition: TaskScheduler.cpp:27
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:39
bool UpdateVictim()
Definition: CreatureAI.cpp:268
bool isMoving() const
Definition: Unit.h:2394

References _mode, _scheduler, BATRIDER_MODE_BOSS, BATRIDER_MODE_TRASH, UnitAI::DoMeleeAttackIfReady(), Unit::GetMotionMaster(), Unit::isMoving(), CreatureAI::me, MotionMaster::MoveSplinePath(), PATH_BATRIDER_LOOP, Creature::SetCanFly(), TaskScheduler::Update(), and CreatureAI::UpdateVictim().

Member Data Documentation

◆ _mode

BatRiderMode npc_batrider::_mode

◆ _scheduler

TaskScheduler npc_batrider::_scheduler