AzerothCore 3.3.5a
OpenSource WoW Emulator
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npc_wounded_skirmisher Struct Reference
Inheritance diagram for npc_wounded_skirmisher:
CreatureAI UnitAI

Public Member Functions

 npc_wounded_skirmisher (Creature *creature)
 
void Initialize ()
 
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
 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 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 DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 Called at any Damage from any attacker (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
 

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_wounded_skirmisher()

npc_wounded_skirmisher::npc_wounded_skirmisher ( Creature creature)
inline
540 : CreatureAI(creature)
541 {
542 Initialize();
543 }
Definition CreatureAI.h:70
void Initialize()
Definition zone_grizzly_hills.cpp:545

References Initialize().

Member Function Documentation

◆ Initialize()

void npc_wounded_skirmisher::Initialize ( )
inline
546 {
548 }
@ REACT_DEFENSIVE
Definition Unit.h:549
Creature *const me
Definition CreatureAI.h:72
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition Creature.h:95

References CreatureAI::me, REACT_DEFENSIVE, and Creature::SetReactState().

Referenced by npc_wounded_skirmisher(), and Reset().

◆ JustEngagedWith()

void npc_wounded_skirmisher::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from CreatureAI.

557 {
558 events.ScheduleEvent(EVENT_CLEAVE, 1s, 7s);
559 events.ScheduleEvent(EVENT_HAMSTRING, 5s, 12s);
560 events.ScheduleEvent(EVENT_MORTAL_STRIKE, 5s, 10s);
561 }
events
Definition boss_sartura.cpp:43
@ EVENT_HAMSTRING
Definition zone_grizzly_hills.cpp:528
@ EVENT_CLEAVE
Definition zone_grizzly_hills.cpp:527
@ EVENT_MORTAL_STRIKE
Definition zone_grizzly_hills.cpp:529

References EVENT_CLEAVE, EVENT_HAMSTRING, and EVENT_MORTAL_STRIKE.

◆ Reset()

void npc_wounded_skirmisher::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

551 {
552 Initialize();
554 }
@ UNIT_FLAG_NON_ATTACKABLE
Definition UnitDefines.h:251
void RemoveUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:720

References Initialize(), CreatureAI::me, Unit::RemoveUnitFlag(), and UNIT_FLAG_NON_ATTACKABLE.

◆ SpellHit()

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

Reimplemented from CreatureAI.

564 {
565 Player* playerCaster = caster->ToPlayer();
566 if (!playerCaster)
567 return;
568
570 {
571 me->SetFacingToObject(caster);
573 Talk(SAY_RANDOM, caster);
574 DoCast(caster, SPELL_KILL_CREDIT);
575
576 if (!me->IsStandState())
577 {
580 events.ScheduleEvent(EVENT_WOUNDED_MOVE, 3s);
581 }
582 }
583 }
@ QUEST_STATUS_INCOMPLETE
Definition QuestDef.h:103
@ EMOTE_ONESHOT_CHEER
Definition SharedDefines.h:1898
@ UNIT_STAND_STATE_STAND
Definition UnitDefines.h:32
Player * ToPlayer()
Definition Object.h:201
Definition Player.h:1081
QuestStatus GetQuestStatus(uint32 quest_id) const
Definition PlayerQuest.cpp:1430
SpellCastResult DoCast(uint32 spellId)
Definition UnitAI.cpp:177
void SetFacingToObject(WorldObject *object)
Definition Unit.cpp:20591
bool IsStandState() const
Definition Unit.cpp:16772
void SetUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:719
void HandleEmoteCommand(uint32 emoteId)
Definition Unit.cpp:2011
void SetStandState(uint8 state)
Definition Unit.cpp:16778
Talk
Definition hyjal.cpp:82
@ SPELL_KILL_CREDIT
Definition zone_grizzly_hills.cpp:517
@ EVENT_WOUNDED_MOVE
Definition zone_grizzly_hills.cpp:526
@ QUEST_OVERWHELMED
Definition zone_grizzly_hills.cpp:513
@ SPELL_RENEW_SKIRMISHER
Definition zone_grizzly_hills.cpp:516
@ SAY_RANDOM
Definition zone_grizzly_hills.cpp:523

References UnitAI::DoCast(), EMOTE_ONESHOT_CHEER, EVENT_WOUNDED_MOVE, Player::GetQuestStatus(), Unit::HandleEmoteCommand(), SpellInfo::Id, Unit::IsStandState(), CreatureAI::me, QUEST_OVERWHELMED, QUEST_STATUS_INCOMPLETE, SAY_RANDOM, Unit::SetFacingToObject(), Unit::SetStandState(), Unit::SetUnitFlag(), SPELL_KILL_CREDIT, SPELL_RENEW_SKIRMISHER, Object::ToPlayer(), UNIT_FLAG_NON_ATTACKABLE, and UNIT_STAND_STATE_STAND.

◆ UpdateAI()

void npc_wounded_skirmisher::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

586 {
587 events.Update(diff);
588
589 switch (events.ExecuteEvent())
590 {
592 if (me->GetPositionY() == -2835.11f)
593 {
595 me->DespawnOrUnsummon(20000);
596 }
597 if (me->GetPositionY() == -2981.89f)
598 {
600 me->DespawnOrUnsummon(18000);
601 }
602 if (me->GetPositionY() == -2934.44f)
603 {
605 me->DespawnOrUnsummon(9000);
606 }
607 if (me->GetPositionY() == -3020.99f)
608 {
610 me->DespawnOrUnsummon(22000);
611 }
612 if (me->GetPositionY() == -2964.73f)
613 {
615 me->DespawnOrUnsummon(15000);
616 }
617 if (me->GetPositionY() == -2940.50f)
618 {
620 me->DespawnOrUnsummon(20000);
621 }
622 if (me->GetPositionY() == -2847.93f)
623 {
625 me->DespawnOrUnsummon(30000);
626 }
627 if (me->GetPositionY() == -2835.31f)
628 {
630 me->DespawnOrUnsummon(27000);
631 }
632 if (me->GetPositionY() == -2822.20f)
633 {
635 me->DespawnOrUnsummon(25000);
636 }
637 if (me->GetPositionY() == -2846.31f)
638 {
640 me->DespawnOrUnsummon(21000);
641 }
642 if (me->GetPositionY() == -2897.23f)
643 {
645 me->DespawnOrUnsummon(15000);
646 }
647 if (me->GetPositionY() == -2886.01f)
648 {
650 me->DespawnOrUnsummon(25000);
651 }
652 if (me->GetPositionY() == -2906.89f)
653 {
655 me->DespawnOrUnsummon(25000);
656 }
657 if (me->GetPositionY() == -3048.94f)
658 {
660 me->DespawnOrUnsummon(30000);
661 }
662 if (me->GetPositionY() == -2961.08f)
663 {
665 me->DespawnOrUnsummon(25000);
666 }
667 break;
668 case EVENT_CLEAVE:
669 me->CastSpell(me->GetVictim(), SPELL_CLEAVE, false);
670 events.Repeat(7s, 15s);
671 break;
672 case EVENT_HAMSTRING:
674 events.Repeat(9s, 15s);
675 break;
678 events.Repeat(10s, 15s);
679 break;
680 }
681
682 if (!UpdateVictim())
683 return;
684
686 }
bool UpdateVictim()
Definition CreatureAI.cpp:280
void DespawnOrUnsummon(Milliseconds msTimeToDespawn, Seconds forcedRespawnTimer)
Definition Creature.cpp:2183
void MovePath(uint32 path_id, bool repeatable)
Move the unit following a specific path. Doesn't work with UNIT_FLAG_DISABLE_MOVE.
Definition MotionMaster.cpp:852
void DoMeleeAttackIfReady()
Definition UnitAI.cpp:39
MotionMaster * GetMotionMaster()
Definition Unit.h:1673
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
Unit * GetVictim() const
Definition Unit.h:862
float GetPositionY() const
Definition Position.h:122
@ SPELL_HAMSTRING
Definition zone_grizzly_hills.cpp:519
@ SPELL_CLEAVE
Definition zone_grizzly_hills.cpp:518
@ WOUNDED_MOVE_3
Definition zone_grizzly_hills.cpp:534
@ WOUNDED_MOVE_2
Definition zone_grizzly_hills.cpp:533
@ WOUNDED_MOVE_1
Definition zone_grizzly_hills.cpp:532
@ SPELL_MORTAL_STRIKE
Definition zone_grizzly_hills.cpp:520

References Unit::CastSpell(), Creature::DespawnOrUnsummon(), UnitAI::DoMeleeAttackIfReady(), EVENT_CLEAVE, EVENT_HAMSTRING, EVENT_MORTAL_STRIKE, EVENT_WOUNDED_MOVE, Unit::GetMotionMaster(), Position::GetPositionY(), Unit::GetVictim(), CreatureAI::me, MotionMaster::MovePath(), SPELL_CLEAVE, SPELL_HAMSTRING, SPELL_MORTAL_STRIKE, CreatureAI::UpdateVictim(), WOUNDED_MOVE_1, WOUNDED_MOVE_2, and WOUNDED_MOVE_3.


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