AzerothCore 3.3.5a
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npc_tournament_training_dummy::npc_tournament_training_dummyAI Struct Reference
Inheritance diagram for npc_tournament_training_dummy::npc_tournament_training_dummyAI:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 npc_tournament_training_dummyAI (Creature *creature)
 
void Reset () override
 
void EnterEvadeMode (EvadeReason why) override
 
void DamageTaken (Unit *, uint32 &damage, DamageEffectType, SpellSchoolMask) override
 
void SpellHit (Unit *caster, SpellInfo const *spell) override
 
void UpdateAI (uint32 diff) override
 
void MoveInLineOfSight (Unit *) 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

EventMap events
 
bool isVulnerable
 
- Public Attributes inherited from ScriptedAI
Creatureme
 
bool IsFleeing
 

Additional Inherited Members

- Public Types inherited from ScriptedAI
enum class  Axis {
  AXIS_X ,
  AXIS_Y
}
 
- 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
 
CreatureBoundary const * _boundary
 
bool _negateBoundary
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ npc_tournament_training_dummyAI()

npc_tournament_training_dummy::npc_tournament_training_dummyAI::npc_tournament_training_dummyAI ( Creature creature)
inline
1596 : ScriptedAI(creature)
1597 {
1598 SetCombatMovement(false);
1600 }
@ SPELL_EFFECT_KNOCK_BACK
Definition: SharedDefines.h:848
@ IMMUNITY_EFFECT
Definition: SharedDefines.h:1366
Definition: ScriptedCreature.h:192
void SetCombatMovement(bool allowMovement)
Definition: ScriptedCreature.cpp:513
Creature * me
Definition: ScriptedCreature.h:282
void ApplySpellImmune(uint32 spellId, uint32 op, uint32 type, bool apply, SpellImmuneBlockType blockType=SPELL_BLOCK_TYPE_ALL)
Definition: Unit.cpp:13300

References Unit::ApplySpellImmune(), IMMUNITY_EFFECT, ScriptedAI::me, ScriptedAI::SetCombatMovement(), and SPELL_EFFECT_KNOCK_BACK.

Member Function Documentation

◆ DamageTaken()

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

Reimplemented from ScriptedAI.

1634 {
1635 damage = 0;
1636 events.RescheduleEvent(EVENT_DUMMY_RESET, 10s);
1637 }
events
Definition: boss_sartura.cpp:43
@ EVENT_DUMMY_RESET
Definition: zone_icecrown.cpp:1586

References EVENT_DUMMY_RESET.

◆ EnterEvadeMode()

void npc_tournament_training_dummy::npc_tournament_training_dummyAI::EnterEvadeMode ( EvadeReason  why)
inlineoverridevirtual

Reimplemented from CreatureAI.

1626 {
1627 if (!_EnterEvadeMode(why))
1628 return;
1629
1630 Reset();
1631 }
bool _EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition: CreatureAI.cpp:292
void Reset() override
Definition: zone_icecrown.cpp:1605

References CreatureAI::_EnterEvadeMode(), and Reset().

Referenced by UpdateAI().

◆ MoveInLineOfSight()

void npc_tournament_training_dummy::npc_tournament_training_dummyAI::MoveInLineOfSight ( Unit )
inlineoverridevirtual

Reimplemented from CreatureAI.

1711{ }

◆ Reset()

void npc_tournament_training_dummy::npc_tournament_training_dummyAI::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

1606 {
1608 isVulnerable = false;
1609
1610 // Cast Defend spells to max stack size
1611 switch (me->GetEntry())
1612 {
1613 case NPC_CHARGE_TARGET:
1615 break;
1616 case NPC_RANGED_TARGET:
1618 break;
1619 }
1620
1621 events.Reset();
1622 events.ScheduleEvent(EVENT_DUMMY_RECAST_DEFEND, 5s);
1623 }
@ UNIT_STATE_STUNNED
Definition: Unit.h:328
@ SPELLVALUE_AURA_STACK
Definition: SpellDefines.h:119
@ SPELL_RANGED_DEFEND
Definition: zone_icecrown.cpp:1579
@ NPC_RANGED_TARGET
Definition: zone_icecrown.cpp:1569
@ EVENT_DUMMY_RECAST_DEFEND
Definition: zone_icecrown.cpp:1585
@ SPELL_CHARGE_DEFEND
Definition: zone_icecrown.cpp:1580
@ NPC_CHARGE_TARGET
Definition: zone_icecrown.cpp:1567
SpellCastResult DoCast(uint32 spellId)
Definition: UnitAI.cpp:178
uint32 GetEntry() const
Definition: Object.h:109
SpellCastResult CastCustomSpell(Unit *victim, uint32 spellId, int32 const *bp0, int32 const *bp1, int32 const *bp2, bool triggered, Item *castItem=nullptr, AuraEffect const *triggeredByAura=nullptr, ObjectGuid originalCaster=ObjectGuid::Empty)
Definition: Unit.cpp:1226
void SetControlled(bool apply, UnitState state, Unit *source=nullptr, bool isFear=false)
Definition: Unit.cpp:18192
bool isVulnerable
Definition: zone_icecrown.cpp:1603

References Unit::CastCustomSpell(), UnitAI::DoCast(), EVENT_DUMMY_RECAST_DEFEND, Object::GetEntry(), isVulnerable, ScriptedAI::me, NPC_CHARGE_TARGET, NPC_RANGED_TARGET, Unit::SetControlled(), SPELL_CHARGE_DEFEND, SPELL_RANGED_DEFEND, SPELLVALUE_AURA_STACK, and UNIT_STATE_STUNNED.

Referenced by EnterEvadeMode().

◆ SpellHit()

void npc_tournament_training_dummy::npc_tournament_training_dummyAI::SpellHit ( Unit caster,
SpellInfo const *  spell 
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

1640 {
1641 switch (me->GetEntry())
1642 {
1643 case NPC_CHARGE_TARGET:
1644 if (spell->Id == SPELL_PLAYER_CHARGE)
1645 if (isVulnerable)
1646 DoCast(caster, SPELL_CHARGE_CREDIT, true);
1647 break;
1648 case NPC_MELEE_TARGET:
1649 if (spell->Id == SPELL_PLAYER_THRUST)
1650 {
1651 DoCast(caster, SPELL_MELEE_CREDIT, true);
1652
1653 if (Unit* target = caster->GetVehicleBase())
1654 DoCast(target, SPELL_COUNTERATTACK, true);
1655 }
1656 break;
1657 case NPC_RANGED_TARGET:
1658 if (spell->Id == SPELL_PLAYER_BREAK_SHIELD)
1659 if (isVulnerable)
1660 DoCast(caster, SPELL_RANGED_CREDIT, true);
1661 break;
1662 }
1663
1664 if (spell->Id == SPELL_PLAYER_BREAK_SHIELD)
1666 isVulnerable = true;
1667 }
@ SPELL_PLAYER_CHARGE
Definition: zone_icecrown.cpp:1577
@ SPELL_MELEE_CREDIT
Definition: zone_icecrown.cpp:1572
@ SPELL_COUNTERATTACK
Definition: zone_icecrown.cpp:1583
@ SPELL_CHARGE_CREDIT
Definition: zone_icecrown.cpp:1571
@ SPELL_RANGED_CREDIT
Definition: zone_icecrown.cpp:1573
@ SPELL_PLAYER_BREAK_SHIELD
Definition: zone_icecrown.cpp:1576
@ NPC_MELEE_TARGET
Definition: zone_icecrown.cpp:1568
@ SPELL_PLAYER_THRUST
Definition: zone_icecrown.cpp:1575
Definition: Unit.h:1290
Unit * GetVehicleBase() const
Definition: Unit.cpp:18910
bool HasAura(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, ObjectGuid itemCasterGUID=ObjectGuid::Empty, uint8 reqEffMask=0) const
Definition: Unit.cpp:5610

References UnitAI::DoCast(), Object::GetEntry(), Unit::GetVehicleBase(), Unit::HasAura(), SpellInfo::Id, isVulnerable, ScriptedAI::me, NPC_CHARGE_TARGET, NPC_MELEE_TARGET, NPC_RANGED_TARGET, SPELL_CHARGE_CREDIT, SPELL_CHARGE_DEFEND, SPELL_COUNTERATTACK, SPELL_MELEE_CREDIT, SPELL_PLAYER_BREAK_SHIELD, SPELL_PLAYER_CHARGE, SPELL_PLAYER_THRUST, SPELL_RANGED_CREDIT, and SPELL_RANGED_DEFEND.

◆ UpdateAI()

void npc_tournament_training_dummy::npc_tournament_training_dummyAI::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from ScriptedAI.

1670 {
1671 events.Update(diff);
1672
1673 switch (events.ExecuteEvent())
1674 {
1676 switch (me->GetEntry())
1677 {
1678 case NPC_CHARGE_TARGET:
1679 {
1682 break;
1683 }
1684 case NPC_RANGED_TARGET:
1685 {
1686 Aura* defend = me->GetAura(SPELL_RANGED_DEFEND);
1687 if (!defend || defend->GetStackAmount() < 3 || defend->GetDuration() <= 8000)
1689 break;
1690 }
1691 }
1692 isVulnerable = false;
1693 events.ScheduleEvent(EVENT_DUMMY_RECAST_DEFEND, 5s);
1694 break;
1695 case EVENT_DUMMY_RESET:
1696 if (UpdateVictim())
1697 {
1699 events.ScheduleEvent(EVENT_DUMMY_RESET, 10s);
1700 }
1701 break;
1702 }
1703
1704 if (!UpdateVictim())
1705 return;
1706
1709 }
@ EVADE_REASON_OTHER
Definition: CreatureAI.h:92
bool UpdateVictim()
Definition: CreatureAI.cpp:269
Aura * GetAura(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, ObjectGuid itemCasterGUID=ObjectGuid::Empty, uint8 reqEffMask=0) const
Definition: Unit.cpp:5499
bool HasUnitState(const uint32 f) const
Definition: Unit.h:1398
Definition: SpellAuras.h:87
int32 GetDuration() const
Definition: SpellAuras.h:133
uint8 GetStackAmount() const
Definition: SpellAuras.h:148
void EnterEvadeMode(EvadeReason why) override
Definition: zone_icecrown.cpp:1625

References UnitAI::DoCast(), EnterEvadeMode(), CreatureAI::EVADE_REASON_OTHER, EVENT_DUMMY_RECAST_DEFEND, EVENT_DUMMY_RESET, Unit::GetAura(), Aura::GetDuration(), Object::GetEntry(), Aura::GetStackAmount(), Unit::HasAura(), Unit::HasUnitState(), isVulnerable, ScriptedAI::me, NPC_CHARGE_TARGET, NPC_RANGED_TARGET, Unit::SetControlled(), SPELL_CHARGE_DEFEND, SPELL_RANGED_DEFEND, UNIT_STATE_STUNNED, and CreatureAI::UpdateVictim().

Member Data Documentation

◆ events

EventMap npc_tournament_training_dummy::npc_tournament_training_dummyAI::events

◆ isVulnerable

bool npc_tournament_training_dummy::npc_tournament_training_dummyAI::isVulnerable

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