AzerothCore 3.3.5a
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npc_gunship_gunner::npc_gunship_gunnerAI Struct Reference
Inheritance diagram for npc_gunship_gunner::npc_gunship_gunnerAI:
gunship_npc_AI ScriptedAI CreatureAI UnitAI

Public Member Functions

 npc_gunship_gunnerAI (Creature *creature)
 
void AttackStart (Unit *target) override
 
void MovementInform (uint32 type, uint32 pointId) override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
bool CanAIAttack (Unit const *target) const override
 
- Public Member Functions inherited from gunship_npc_AI
 gunship_npc_AI (Creature *creature)
 
void SetData (uint32 type, uint32 data) override
 
void EnterEvadeMode (EvadeReason) override
 
void JustDied (Unit *) override
 
- Public Member Functions inherited from ScriptedAI
 ScriptedAI (Creature *creature)
 
 ~ScriptedAI () override
 
void AttackStartNoMove (Unit *target)
 
void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask) override
 Called at any Damage from any attacker (before damage apply)
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
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 DoTeleportPlayer (Unit *unit, Position pos)
 
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)
 
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
 
void SetInvincibility (bool apply)
 
bool IsInvincible () const
 
void SetAutoAttackAllowed (bool allow)
 
bool IsAutoAttackAllowed () 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)
 
WorldObjectGetSummoner () const
 Returns the summoner creature/object, if the creature is a temporary summon.
 
 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 IsSummonedBy (WorldObject *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureDespawnAll ()
 
virtual void SummonedCreatureEvade (Creature *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted ()
 
virtual void JustRespawned ()
 
virtual void PathEndReached (uint32)
 
void OnCharmed (bool apply) override
 Called when unit is charmed.
 
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 *)
 
virtual void OnAuraRemove (AuraApplication *, AuraRemoveMode)
 
- Public Member Functions inherited from UnitAI
 UnitAI (Unit *unit)
 
virtual ~UnitAI ()
 
virtual void InitializeAI ()
 
virtual void DoAction (int32)
 
virtual uint32 GetData (uint32) const
 
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)
 Select the best (up to) <num> targets (in <targetType> order) from the threat list that fulfill the following:
 
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.
 
virtual void JustExitedCombat ()
 Called when the unit leaves combat.
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 Called at any Damage to any victim (before damage apply)
 
virtual void HealReceived (Unit *, uint32 &)
 Called when the creature receives heal.
 
virtual void OnPowerUpdate (Powers, int32, int32, uint32)
 Called when the creature power updates.
 
virtual void HealDone (Unit *, uint32 &)
 Called when the unit heals.
 
virtual void OnCalculateMeleeDamageReceived (uint32 &, Unit *)
 Called during damage calculations.
 
virtual void OnCalculateSpellDamageReceived (int32 &, Unit *)
 
virtual void OnCalculatePeriodicTickReceived (uint32 &, Unit *)
 Called during calculation when receiving periodic healing or damage (DoT or HoT)
 
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)
 To specify the caster as target if the spell is self-cast.
 
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, bool withTank=true)
 Cast the spell on a random unit from the threat list.
 
SpellCastResult DoCastMaxThreat (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false)
 Cast spell on the top threat target, which may not 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)
 Called when a summon reaches a waypoint or point movement finished.
 
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
 

Protected Attributes

bool anyValid
 
uint16 checkTimer
 
- Protected Attributes inherited from gunship_npc_AI
InstanceScriptInstance
 
SlotInfo const * Slot
 
uint32 Index
 
- 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
 

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 ()
 
- Public Attributes inherited from ScriptedAI
Creatureme
 
- Static Public Attributes inherited from UnitAI
static AISpellInfoTypeAISpellInfo
 
- Protected Member Functions inherited from gunship_npc_AI
void SetSlotInfo (uint32 index)
 
- 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)
 

Detailed Description

Constructor & Destructor Documentation

◆ npc_gunship_gunnerAI()

npc_gunship_gunner::npc_gunship_gunnerAI::npc_gunship_gunnerAI ( Creature creature)
inline
1857 : gunship_npc_AI(creature)
1858 {
1859 anyValid = true;
1860 checkTimer = 1000;
1861 creature->m_CombatDistance = 150.0f;
1862 }
float m_CombatDistance
Definition Creature.h:377
Definition boss_icecrown_gunship_battle.cpp:1503
bool anyValid
Definition boss_icecrown_gunship_battle.cpp:1918
uint16 checkTimer
Definition boss_icecrown_gunship_battle.cpp:1919

References anyValid, checkTimer, and Creature::m_CombatDistance.

Member Function Documentation

◆ AttackStart()

void npc_gunship_gunner::npc_gunship_gunnerAI::AttackStart ( Unit target)
inlineoverridevirtual

Reimplemented from UnitAI.

1865 {
1866 me->Attack(target, false);
1867 }
bool Attack(Unit *victim, bool meleeAttack)
Definition Unit.cpp:10313
Creature * me
Definition ScriptedCreature.h:280

References Unit::Attack(), and ScriptedAI::me.

◆ CanAIAttack()

bool npc_gunship_gunner::npc_gunship_gunnerAI::CanAIAttack ( Unit const *  target) const
inlineoverridevirtual

Reimplemented from UnitAI.

1913 {
1914 return Instance->GetBossState(DATA_ICECROWN_GUNSHIP_BATTLE) == IN_PROGRESS && target->GetTransport() && target->GetTransport() != me->GetTransport();
1915 }
@ IN_PROGRESS
Definition InstanceScript.h:59
EncounterState GetBossState(uint32 id) const
Definition InstanceScript.h:242
Transport * GetTransport() const
Definition Object.h:597
@ DATA_ICECROWN_GUNSHIP_BATTLE
Definition icecrown_citadel.h:88
InstanceScript * Instance
Definition boss_icecrown_gunship_battle.cpp:1559

References DATA_ICECROWN_GUNSHIP_BATTLE, InstanceScript::GetBossState(), WorldObject::GetTransport(), IN_PROGRESS, gunship_npc_AI::Instance, and ScriptedAI::me.

Referenced by UpdateAI().

◆ MovementInform()

void npc_gunship_gunner::npc_gunship_gunnerAI::MovementInform ( uint32  type,
uint32  pointId 
)
inlineoverridevirtual

Reimplemented from gunship_npc_AI.

1870 {
1871 gunship_npc_AI::MovementInform(type, pointId);
1872 if (type == POINT_MOTION_TYPE && pointId == EVENT_CHARGE_PREPATH)
1874 }
@ POINT_MOTION_TYPE
Definition MotionMaster.h:48
@ UNIT_STATE_ROOT
Definition UnitDefines.h:180
#define EVENT_CHARGE_PREPATH
Definition boss_icecrown_gunship_battle.cpp:107
void SetControlled(bool apply, UnitState state, Unit *source=nullptr, bool isFear=false)
Definition Unit.cpp:18086
void MovementInform(uint32 type, uint32 pointId) override
Definition boss_icecrown_gunship_battle.cpp:1541

References EVENT_CHARGE_PREPATH, ScriptedAI::me, gunship_npc_AI::MovementInform(), POINT_MOTION_TYPE, Unit::SetControlled(), and UNIT_STATE_ROOT.

◆ UpdateAI()

void npc_gunship_gunner::npc_gunship_gunnerAI::UpdateAI ( uint32  )
inlineoverridevirtual

Use to start attacking a target. Called just before JustEngagedWith()

Implements UnitAI.

1877 {
1879 return;
1880 if (me->GetReactState() == REACT_PASSIVE)
1881 return;
1882 if (checkTimer <= diff)
1883 {
1884 checkTimer = 1000;
1885 anyValid = false;
1886 Map::PlayerList const& pl = me->GetMap()->GetPlayers();
1887 for (Map::PlayerList::const_iterator itr = pl.begin(); itr != pl.end(); ++itr)
1888 if (Player* p = itr->GetSource())
1889 if (CanAIAttack(p) && me->IsValidAttackTarget(p))
1890 {
1891 anyValid = true;
1892 me->SetInCombatWith(p);
1893 p->SetInCombatWith(me);
1894 me->AddThreat(p, 0.0f);
1895 }
1896 }
1897 else
1898 checkTimer -= diff;
1899 UpdateVictim();
1901 return;
1902 if (!anyValid)
1903 {
1905 return;
1906 }
1907 if (!me->GetVictim())
1908 return;
1910 }
@ UNIT_STATE_CASTING
Definition UnitDefines.h:185
@ REACT_PASSIVE
Definition Unit.h:548
@ SPELL_SHOOT
Definition boss_icecrown_gunship_battle.cpp:141
@ SPELL_HURL_AXE
Definition boss_icecrown_gunship_battle.cpp:142
void TriggerBurningPitch(Creature *c)
Definition boss_icecrown_gunship_battle.cpp:1491
bool UpdateVictim()
Definition CreatureAI.cpp:280
ReactStates GetReactState() const
Definition Creature.h:96
Definition LinkedList.h:139
Definition MapRefMgr.h:26
iterator begin()
Definition MapRefMgr.h:36
iterator end()
Definition MapRefMgr.h:37
PlayerList const & GetPlayers() const
Definition Map.h:333
uint32 GetEntry() const
Definition Object.h:115
Definition Player.h:1081
bool DoSpellAttackIfReady(uint32 spell)
Definition UnitAI.cpp:74
void AddThreat(Unit *victim, float fThreat, SpellSchoolMask schoolMask=SPELL_SCHOOL_MASK_NORMAL, SpellInfo const *threatSpell=nullptr)
Definition Unit.cpp:14705
void SetInCombatWith(Unit *enemy, uint32 duration=0)
Definition Unit.cpp:13626
Unit * GetVictim() const
Definition Unit.h:862
bool HasUnitState(const uint32 f) const
Definition Unit.h:707
bool IsValidAttackTarget(Unit const *target, SpellInfo const *bySpell=nullptr) const
Definition Unit.cpp:13923
Map * GetMap() const
Definition Object.h:536
@ NPC_SKYBREAKER_RIFLEMAN
Definition icecrown_citadel.h:228
bool CanAIAttack(Unit const *target) const override
Definition boss_icecrown_gunship_battle.cpp:1912

References Unit::AddThreat(), anyValid, MapRefMgr::begin(), CanAIAttack(), checkTimer, DATA_ICECROWN_GUNSHIP_BATTLE, UnitAI::DoSpellAttackIfReady(), MapRefMgr::end(), InstanceScript::GetBossState(), Object::GetEntry(), WorldObject::GetMap(), Map::GetPlayers(), Creature::GetReactState(), Unit::GetVictim(), Unit::HasUnitState(), IN_PROGRESS, gunship_npc_AI::Instance, Unit::IsValidAttackTarget(), ScriptedAI::me, NPC_SKYBREAKER_RIFLEMAN, REACT_PASSIVE, Unit::SetInCombatWith(), SPELL_HURL_AXE, SPELL_SHOOT, TriggerBurningPitch(), UNIT_STATE_CASTING, and CreatureAI::UpdateVictim().

Member Data Documentation

◆ anyValid

bool npc_gunship_gunner::npc_gunship_gunnerAI::anyValid
protected

Referenced by npc_gunship_gunnerAI(), and UpdateAI().

◆ checkTimer

uint16 npc_gunship_gunner::npc_gunship_gunnerAI::checkTimer
protected

Referenced by npc_gunship_gunnerAI(), and UpdateAI().


The documentation for this struct was generated from the following file: