AzerothCore 3.3.5a
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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 IsUniqueTimedEventDone (uint32 id) const
 
void SetUniqueTimedEventDone (uint32 id)
 
void ResetUniqueTimedEvent (uint32 id)
 
void ClearUniqueTimedEventsDone ()
 
void ScheduleTimedEvent (Milliseconds timerMin, Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0s, uint32 uniqueId=0)
 
void ScheduleTimedEvent (Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0s, uint32 uniqueId=0)
 
void ScheduleUniqueTimedEvent (Milliseconds timer, std::function< void()> exec, uint32 uniqueId)
 
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 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

ObjectGuid DoctorGUID
 
LocationCoord
 
- Public Attributes inherited from ScriptedAI
Creatureme
 
bool IsFleeing
 

Private Attributes

TaskScheduler _scheduler
 

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
 
TaskScheduler scheduler
 
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)
inline
1057: ScriptedAI(creature) { }
Definition: ScriptedCreature.h:192

Member Function Documentation

◆ JustEngagedWith()

void npc_injured_patient::npc_injured_patientAI::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from ScriptedAI.

1107{ }

◆ Reset()

void npc_injured_patient::npc_injured_patientAI::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

1063 {
1064 DoctorGUID.Clear();
1065 Coord = nullptr;
1066
1067 //no select
1069
1070 //no regen health
1072
1073 //prevent using normal bandages
1075
1076 //to make them lay with face down
1078
1079 uint32 mobId = me->GetEntry();
1080
1081 switch (mobId)
1082 {
1083 //lower max health
1084 case 12923:
1085 case 12938: //Injured Soldier, 65 seconds to die
1087 break;
1088 case 12924:
1089 case 12936: //Badly injured Soldier, 35 seconds to die
1091 break;
1092 case 12925:
1093 case 12937: //Critically injured Soldier, 25 seconds to die
1095 break;
1096 }
1097
1098 // Schedule health reduction every 1 second
1099 _scheduler.Schedule(1s, [this](TaskContext context)
1100 {
1101 // Reduction of 1% per second, matching WotLK Classic timing
1103 context.Repeat(1s);
1104 });
1105 }
std::uint32_t uint32
Definition: Define.h:108
@ UNIT_FIELD_BYTES_1
Definition: UpdateFields.h:131
@ UNIT_STAND_STATE_DEAD
Definition: Unit.h:60
@ UNIT_FLAG_IN_COMBAT
Definition: Unit.h:467
@ UNIT_FLAG_NOT_SELECTABLE
Definition: Unit.h:473
@ MECHANIC_BANDAGE
Definition: SharedDefines.h:1341
@ IMMUNITY_MECHANIC
Definition: SharedDefines.h:1399
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
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:14079
void ApplySpellImmune(uint32 spellId, uint32 op, uint32 type, bool apply, SpellImmuneBlockType blockType=SPELL_BLOCK_TYPE_ALL)
Definition: Unit.cpp:13383
void SetHealth(uint32 val)
Definition: Unit.cpp:15464
uint32 CountPctFromMaxHealth(int32 pct) const
Definition: Unit.h:1463
void SetUnitFlag(UnitFlags flags)
Definition: Unit.h:1495
void RemoveUnitFlag(UnitFlags flags)
Definition: Unit.h:1496
TaskScheduler _scheduler
Definition: npcs_special.cpp:1168
ObjectGuid DoctorGUID
Definition: npcs_special.cpp:1059
Location * Coord
Definition: npcs_special.cpp:1060

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 
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

1110 {
1111 Player* player = caster->ToPlayer();
1112 if (!player || !me->IsAlive() || spell->Id != 20804)
1113 return;
1114
1115 if (player->GetQuestStatus(6624) == QUEST_STATUS_INCOMPLETE || player->GetQuestStatus(6622) == QUEST_STATUS_INCOMPLETE)
1116 if (DoctorGUID)
1118 CAST_AI(npc_doctor::npc_doctorAI, doctor->AI())->PatientSaved(me, player, Coord);
1119
1120 //make not selectable
1122
1123 //regen health
1125
1126 //stand up
1128
1129 Talk(SAY_DOC);
1130
1131 uint32 mobId = me->GetEntry();
1132 me->SetWalk(false);
1133
1134 switch (mobId)
1135 {
1136 case 12923:
1137 case 12924:
1138 case 12925:
1140 break;
1141 case 12936:
1142 case 12937:
1143 case 12938:
1145 break;
1146 }
1147 }
#define CAST_AI(a, b)
Definition: ScriptedCreature.h:28
@ UNIT_STAND_STATE_STAND
Definition: Unit.h:53
@ QUEST_STATUS_INCOMPLETE
Definition: QuestDef.h:103
Talk
Definition: boss_fathomlord_karathress.cpp:25
#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
@ SAY_DOC
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:213
Definition: Creature.h:46
bool SetWalk(bool enable) override
Definition: Creature.cpp:3098
Player * ToPlayer()
Definition: Object.h:195
Definition: Player.h:1056
QuestStatus GetQuestStatus(uint32 quest_id) const
Definition: PlayerQuest.cpp:1416
MotionMaster * GetMotionMaster()
Definition: Unit.h:2276
bool IsAlive() const
Definition: Unit.h:1822
void MovePoint(uint32 id, const Position &pos, bool generatePath=true, bool forceDestination=true)
Definition: MotionMaster.h:211
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  diff)
inlineoverridevirtual

Reimplemented from ScriptedAI.

1150 {
1151
1152 _scheduler.Update(diff);
1153
1154 if (me->IsAlive() && me->GetHealth() < me->CountPctFromMaxHealth(1))
1155 {
1158 me->setDeathState(DeathState::JustDied);
1159 me->SetDynamicFlag(32);
1160
1161 if (DoctorGUID)
1163 CAST_AI(npc_doctor::npc_doctorAI, doctor->AI())->PatientDied(Coord);
1164 }
1165 }
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition: TaskScheduler.cpp:27
void setDeathState(DeathState s, bool despawn=false) override
Definition: Creature.cpp:1903
virtual void SetDynamicFlag(uint32 flag)
Definition: Object.h:117
uint32 GetHealth() const
Definition: Unit.h:1454

References _scheduler, CAST_AI, Coord, Unit::CountPctFromMaxHealth(), DoctorGUID, ObjectAccessor::GetCreature(), Unit::GetHealth(), Unit::IsAlive(), 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
private

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().