AzerothCore 3.3.5a
OpenSource WoW Emulator
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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
 Called at any Damage from any attacker (before damage apply)
 
void UpdateAI (uint32) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
- 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 EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
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 SummonedCreatureEvade (Creature *)
 
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
 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 bool CanAIAttack (Unit const *) const
 
virtual void AttackStart (Unit *)
 
virtual void InitializeAI ()
 
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)
 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
 

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
275 : CreatureAI(creature)
276 {
277 // if this is a summon of Jeklik, it is in boss mode
278 if
279 (
280 me->GetEntry() == NPC_BATRIDER &&
281 me->IsSummon() &&
282 me->ToTempSummon() &&
285 )
286 {
288
292
294
295 me->SetSpeed(MOVE_WALK, 5.0f, true);
296
297 me->SetCanFly(true);
299 }
300 else
301 {
303
305
306 // don't interrupt casting
308 {
310 });
311 }
312 }
@ UNIT_STATE_CASTING
Definition UnitDefines.h:185
@ MOVE_WALK
Definition UnitDefines.h:349
@ UNIT_FLAG_IMMUNE_TO_NPC
Definition UnitDefines.h:259
@ UNIT_FLAG_NOT_SELECTABLE
Definition UnitDefines.h:275
@ UNIT_FLAG_IMMUNE_TO_PC
Definition UnitDefines.h:258
@ REACT_DEFENSIVE
Definition Unit.h:549
@ REACT_PASSIVE
Definition Unit.h:548
@ NPC_BATRIDER
Definition boss_jeklik.cpp:76
@ PATH_BATRIDER_LOOP
Definition boss_jeklik.cpp:101
@ BATRIDER_MODE_BOSS
Definition boss_jeklik.cpp:107
@ BATRIDER_MODE_TRASH
Definition boss_jeklik.cpp:106
Definition CreatureAI.h:70
Creature *const me
Definition CreatureAI.h:72
bool SetCanFly(bool enable, bool packetOnly=false) override
Add the movement flag: MOVEMENTFLAGCAN_FLY. Generaly only use by players, allowing them to fly by pre...
Definition Creature.cpp:3307
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition Creature.h:95
void MoveSplinePath(Movement::PointsArray *path)
Definition MotionMaster.cpp:454
uint32 GetEntry() const
Definition Object.h:115
TaskScheduler & SetValidator(P &&predicate)
Sets a validator which is asked if tasks are allowed to be executed.
Definition TaskScheduler.h:197
WorldObject * GetSummoner() const
Definition TemporarySummon.cpp:39
MotionMaster * GetMotionMaster()
Definition Unit.h:1673
TempSummon * ToTempSummon()
Definition Unit.h:702
bool IsSummon() const
Definition Unit.h:760
void SetSpeed(UnitMoveType mtype, float rate, bool forced=false)
Definition Unit.cpp:14481
bool HasUnitState(const uint32 f) const
Definition Unit.h:707
void SetUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:719
BatRiderMode _mode
Definition boss_jeklik.cpp:272
TaskScheduler _scheduler
Definition boss_jeklik.cpp:273
@ NPC_PRIESTESS_JEKLIK
Definition zulgurub.h:54

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 ,
DamageEffectType  ,
SpellSchoolMask   
)
inlineoverridevirtual

Called at any Damage from any attacker (before damage apply)

Note
It use for recalculation damage or special reaction at damage for attack reaction use AttackedBy called for non DOT damage in Unit::DealDamage also

Reimplemented from UnitAI.

360 {
362 {
363 if (me->HealthBelowPctDamaged(30, damage))
364 {
367 }
368 }
369 }
@ SPELL_BATRIDER_UNSTABLE_CONCOCTION
Definition boss_jeklik.cpp:70
TaskScheduler & CancelAll()
Definition TaskScheduler.cpp:45
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition UnitAI.h:392
bool HealthBelowPctDamaged(int32 pct, uint32 damage) const
Definition Unit.h:1047

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.

331 {
333
335 {
336 _scheduler.Schedule(2s, [this](TaskContext context)
337 {
339 context.Repeat(8s);
340 });
341 }
342 else if (_mode == BATRIDER_MODE_TRASH)
343 {
344 _scheduler.Schedule(1s, [this](TaskContext /*context*/)
345 {
347 }).Schedule(8s, [this](TaskContext context)
348 {
350 context.Repeat(25s);
351 }).Schedule(6500ms, [this](TaskContext context)
352 {
354 context.Repeat(8s);
355 });
356 }
357 }
@ SPELL_BATRIDER_INFECTED_BITE
Definition boss_jeklik.cpp:68
@ SPELL_BATRIDER_DEMO_SHOUT
Definition boss_jeklik.cpp:66
@ SPELL_BATRIDER_THROW_LIQUID_FIRE
Definition boss_jeklik.cpp:62
@ SPELL_BATRIDER_BATTLE_COMMAND
Definition boss_jeklik.cpp:67
virtual void JustEngagedWith(Unit *)
Called for reaction when initially engaged.
Definition CreatureAI.h:125
Definition TaskScheduler.h:421
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
Definition TaskScheduler.h:493
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition TaskScheduler.h:232
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.
Definition UnitAI.cpp:259
SpellCastResult DoCastVictim(uint32 spellId, bool triggered=false)
Definition UnitAI.cpp:240

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.

315 {
317
319
321 {
323 }
324 else if (_mode == BATRIDER_MODE_TRASH)
325 {
327 }
328 }
@ SPELL_BATRIDER_PASSIVE_THRASH
Definition boss_jeklik.cpp:69
void Clear(bool reset=true)
Definition MotionMaster.h:167
virtual void Reset()
Definition UnitAI.h:206
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:1178

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

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

Implements UnitAI.

372 {
374 {
375 if (!me->isMoving())
376 {
377 me->SetCanFly(true);
379 }
380 }
381 else if (_mode == BATRIDER_MODE_TRASH)
382 {
383 if (!UpdateVictim())
384 {
385 return;
386 }
387
389 }
390
392 }
bool UpdateVictim()
Definition CreatureAI.cpp:280
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition TaskScheduler.cpp:27
void DoMeleeAttackIfReady()
Definition UnitAI.cpp:39
bool isMoving() const
Definition Unit.h:1628

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

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