AzerothCore 3.3.5a
OpenSource WoW Emulator
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npc_doctor::npc_doctorAI Struct Reference
Inheritance diagram for npc_doctor::npc_doctorAI:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 npc_doctorAI (Creature *creature)
 
void Reset () override
 
void BeginEvent (Player *player)
 
void PatientDied (Location *point)
 
void PatientSaved (Creature *savedPatient, Player *player, Location *point)
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged - this happens after JustEnteredCombat.
 
- 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 - this happens after JustEnteredCombat.
 
void AttackStart (Unit *) override
 
void DoStartMovement (Unit *target, float distance=0.0f, float angle=0.0f)
 
void DoStartNoMovement (Unit *target)
 
void DoStopAttack ()
 
void DoRewardPlayersInArea ()
 
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=0ms, uint32 uniqueId=0)
 
void ScheduleTimedEvent (Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0ms, 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=0ms)
 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
 
bool IsEngaged () const
 Check if creature is currently engaged in combat.
 
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)
 
void JustEnteredCombat (Unit *who) override
 Called when the unit enters combat.
 
virtual void JustStartedThreateningMe (Unit *who)
 
void EngagementStart (Unit *who)
 
void EngagementOver ()
 
void JustExitedCombat () override
 Called when the unit leaves combat.
 
virtual void IsSummonedBy (WorldObject *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureDespawnAll ()
 
virtual void SummonedCreatureEvade (Creature *)
 
virtual void OnSpellStart (SpellInfo const *)
 
virtual void OnSpellCast (SpellInfo const *)
 
virtual void OnSpellFailed (SpellInfo const *)
 
virtual void OnChannelFinished (SpellInfo const *)
 
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 *attacker)
 
virtual void OwnerAttacked (Unit *target)
 
void OnOwnerCombatInteraction (Unit *target)
 
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 ()
 
int32 VisualizeBoundary (uint32 duration, Unit *owner=nullptr, bool fill=false, bool checkZ=false) const
 
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)
 
virtual void DistancingStarted ()
 
virtual void DistancingEnded ()
 
- Public Member Functions inherited from UnitAI
 UnitAI (Unit *unit)
 
virtual ~UnitAI ()
 
virtual bool CanAIAttack (Unit const *) const
 
virtual void InitializeAI ()
 
virtual void DoAction (int32)
 
virtual uint32 GetData (uint32) const
 
virtual void SetData (uint32, uint32)
 
virtual void SetGUID (ObjectGuid const &, 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 EvadeTimerExpired ()
 Called when evade timer expires (target unreachable for too long)
 
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

ObjectGuid PlayerGUID
 
uint32 SummonPatientTimer
 
uint32 SummonPatientCount
 
uint32 PatientDiedCount
 
uint32 PatientSavedCount
 
bool Event
 
GuidList Patients
 
std::vector< Location * > Coordinates
 
- Public Attributes inherited from ScriptedAI
Creatureme
 

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
 
bool _isEngaged
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ npc_doctorAI()

npc_doctor::npc_doctorAI::npc_doctorAI ( Creature creature)
inline
865: ScriptedAI(creature) { }
Definition ScriptedCreature.h:191

Member Function Documentation

◆ BeginEvent()

void npc_doctor::npc_doctorAI::BeginEvent ( Player player)
inline
897 {
898 PlayerGUID = player->GetGUID();
899
900 SummonPatientTimer = 10000;
904
905 switch (me->GetEntry())
906 {
907 case DOCTOR_ALLIANCE:
908 for (uint8 i = 0; i < ALLIANCE_COORDS; ++i)
909 Coordinates.push_back(&AllianceCoords[i]);
910 break;
911 case DOCTOR_HORDE:
912 for (uint8 i = 0; i < HORDE_COORDS; ++i)
913 Coordinates.push_back(&HordeCoords[i]);
914 break;
915 }
916
917 Event = true;
919 }
std::uint8_t uint8
Definition Define.h:109
@ UNIT_FLAG_NOT_SELECTABLE
Definition UnitDefines.h:282
Event
Definition boss_kelthuzad.cpp:77
uint32 GetEntry() const
Definition Object.h:117
static ObjectGuid GetGUID(Object const *o)
Definition Object.h:114
void SetUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:748
@ ALLIANCE_COORDS
Definition npcs_special.cpp:801
@ HORDE_COORDS
Definition npcs_special.cpp:802
@ DOCTOR_HORDE
Definition npcs_special.cpp:800
@ DOCTOR_ALLIANCE
Definition npcs_special.cpp:799
static Location HordeCoords[]
Definition npcs_special.cpp:826
static Location AllianceCoords[]
Definition npcs_special.cpp:810
Creature * me
Definition ScriptedCreature.h:281
uint32 PatientDiedCount
Definition npcs_special.cpp:871
uint32 SummonPatientCount
Definition npcs_special.cpp:870
ObjectGuid PlayerGUID
Definition npcs_special.cpp:867
uint32 PatientSavedCount
Definition npcs_special.cpp:872
std::vector< Location * > Coordinates
Definition npcs_special.cpp:877
uint32 SummonPatientTimer
Definition npcs_special.cpp:869

References ALLIANCE_COORDS, AllianceCoords, Coordinates, DOCTOR_ALLIANCE, DOCTOR_HORDE, Object::GetEntry(), Object::GetGUID(), HORDE_COORDS, HordeCoords, ScriptedAI::me, PatientDiedCount, PatientSavedCount, PlayerGUID, Unit::SetUnitFlag(), SummonPatientCount, SummonPatientTimer, and UNIT_FLAG_NOT_SELECTABLE.

◆ JustEngagedWith()

void npc_doctor::npc_doctorAI::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged - this happens after JustEnteredCombat.

Reimplemented from CreatureAI.

982{ }

◆ PatientDied()

void npc_doctor::npc_doctorAI::PatientDied ( Location point)
inline
922 {
924 if (player && ((player->GetQuestStatus(6624) == QUEST_STATUS_INCOMPLETE) || (player->GetQuestStatus(6622) == QUEST_STATUS_INCOMPLETE)))
925 {
927
928 if (PatientDiedCount > 5 && Event)
929 {
930 if (player->GetQuestStatus(6624) == QUEST_STATUS_INCOMPLETE)
931 player->FailQuest(6624);
932 else if (player->GetQuestStatus(6622) == QUEST_STATUS_INCOMPLETE)
933 player->FailQuest(6622);
934
935 Reset();
936 return;
937 }
938
939 Coordinates.push_back(point);
940 }
941 else
942 // If no player or player abandon quest in progress
943 Reset();
944 }
@ QUEST_STATUS_INCOMPLETE
Definition QuestDef.h:103
Definition Player.h:1084
QuestStatus GetQuestStatus(uint32 quest_id) const
Definition PlayerQuest.cpp:1462
void FailQuest(uint32 quest_id)
Definition PlayerQuest.cpp:887
Player * GetPlayer(Map const *, ObjectGuid const &guid)
Definition ObjectAccessor.cpp:220
void Reset() override
Definition npcs_special.cpp:879

References Coordinates, Player::FailQuest(), ObjectAccessor::GetPlayer(), Player::GetQuestStatus(), ScriptedAI::me, PatientDiedCount, PlayerGUID, QUEST_STATUS_INCOMPLETE, and Reset().

◆ PatientSaved()

void npc_doctor::npc_doctorAI::PatientSaved ( Creature savedPatient,
Player player,
Location point 
)
inline
947 {
948 if (player && PlayerGUID == player->GetGUID())
949 {
950 if ((player->GetQuestStatus(6624) == QUEST_STATUS_INCOMPLETE) || (player->GetQuestStatus(6622) == QUEST_STATUS_INCOMPLETE))
951 {
953
954 if (PatientSavedCount == 15)
955 {
956 if (!Patients.empty())
957 {
958 for (ObjectGuid const& guid : Patients)
959 {
960 if (guid != savedPatient->GetGUID()) // Don't kill the last guy we just saved
961 if (Creature* patient = ObjectAccessor::GetCreature(*me, guid))
962 patient->setDeathState(DeathState::JustDied);
963 }
964 }
965
966 if (player->GetQuestStatus(6624) == QUEST_STATUS_INCOMPLETE)
967 player->AreaExploredOrEventHappens(6624);
968 else if (player->GetQuestStatus(6622) == QUEST_STATUS_INCOMPLETE)
969 player->AreaExploredOrEventHappens(6622);
970
971 Reset();
972 return;
973 }
974
975 Coordinates.push_back(point);
976 }
977 }
978 }
Definition Creature.h:47
Definition ObjectGuid.h:118
void AreaExploredOrEventHappens(uint32 questId)
Definition PlayerQuest.cpp:1823
Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
Definition ObjectAccessor.cpp:210
GuidList Patients
Definition npcs_special.cpp:876

References Player::AreaExploredOrEventHappens(), Coordinates, ObjectAccessor::GetCreature(), Object::GetGUID(), Player::GetQuestStatus(), JustDied, ScriptedAI::me, Patients, PatientSavedCount, PlayerGUID, QUEST_STATUS_INCOMPLETE, and Reset().

◆ Reset()

void npc_doctor::npc_doctorAI::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

880 {
882
883 SummonPatientTimer = 10000;
887
888 Patients.clear();
889 Coordinates.clear();
890
891 Event = false;
892
894 }
void Clear()
Definition ObjectGuid.h:138
void RemoveUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:749

References ObjectGuid::Clear(), Coordinates, ScriptedAI::me, PatientDiedCount, Patients, PatientSavedCount, PlayerGUID, Unit::RemoveUnitFlag(), SummonPatientCount, SummonPatientTimer, and UNIT_FLAG_NOT_SELECTABLE.

Referenced by PatientDied(), PatientSaved(), and UpdateAI().

◆ UpdateAI()

void npc_doctor::npc_doctorAI::UpdateAI ( uint32  )
overridevirtual

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

Implements UnitAI.

1132{
1133 if (Event && SummonPatientCount >= 24) // Need to keep the event going long enough to save the last few patients
1134 {
1135 Reset();
1136 return;
1137 }
1138
1139 if (Event)
1140 {
1141 if (SummonPatientTimer <= diff || SummonPatientCount < 6) // Starts with 6 beds filled for both factions
1142 {
1143 if (Coordinates.empty())
1144 return;
1145
1146 std::vector<Location*>::iterator itr = Coordinates.begin() + rand() % Coordinates.size();
1147 uint32 patientEntry = 0;
1148
1149 switch (me->GetEntry())
1150 {
1151 case DOCTOR_ALLIANCE:
1152 patientEntry = AllianceSoldierId[rand() % 3];
1153 break;
1154 case DOCTOR_HORDE:
1155 patientEntry = HordeSoldierId[rand() % 3];
1156 break;
1157 default:
1158 LOG_ERROR("scripts", "Invalid entry for Triage doctor. Please check your database");
1159 return;
1160 }
1161
1162 if (Location* point = *itr)
1163 {
1164 if (Creature* Patient = me->SummonCreature(patientEntry, point->x, point->y, point->z, point->o, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000))
1165 {
1166 //303, this flag appear to be required for client side item->spell to work (TARGET_SINGLE_FRIEND)
1167 Patient->SetUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED);
1168
1169 Patients.push_back(Patient->GetGUID());
1170 CAST_AI(npc_injured_patient::npc_injured_patientAI, Patient->AI())->DoctorGUID = me->GetGUID();
1171 CAST_AI(npc_injured_patient::npc_injured_patientAI, Patient->AI())->Coord = point;
1172
1173 Coordinates.erase(itr);
1174 }
1175 }
1176 SummonPatientTimer = 10000;
1178 }
1179 else
1180 SummonPatientTimer -= diff;
1181 }
1182}
std::uint32_t uint32
Definition Define.h:107
#define LOG_ERROR(filterType__,...)
Definition Log.h:158
@ TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT
Definition Object.h:52
#define CAST_AI(a, b)
Definition UnitAI.h:26
@ UNIT_FLAG_PLAYER_CONTROLLED
Definition UnitDefines.h:260
TempSummon * SummonCreature(uint32 id, const Position &pos, TempSummonType spwtype=TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime=0, uint32 vehId=0, SummonPropertiesEntry const *properties=nullptr, bool visibleBySummonerOnly=false) const
Definition Object.cpp:2394
uint32 const AllianceSoldierId[3]
Definition npcs_special.cpp:841
uint32 const HordeSoldierId[3]
Definition npcs_special.cpp:848
Definition zone_shadowmoon_valley.cpp:809
Definition npcs_special.cpp:1009

References AllianceSoldierId, CAST_AI, Coordinates, DOCTOR_ALLIANCE, DOCTOR_HORDE, Object::GetEntry(), Object::GetGUID(), HordeSoldierId, LOG_ERROR, ScriptedAI::me, Patients, Reset(), WorldObject::SummonCreature(), SummonPatientCount, SummonPatientTimer, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, and UNIT_FLAG_PLAYER_CONTROLLED.

Member Data Documentation

◆ Coordinates

std::vector<Location*> npc_doctor::npc_doctorAI::Coordinates

◆ Event

bool npc_doctor::npc_doctorAI::Event

◆ PatientDiedCount

uint32 npc_doctor::npc_doctorAI::PatientDiedCount

Referenced by BeginEvent(), PatientDied(), and Reset().

◆ Patients

GuidList npc_doctor::npc_doctorAI::Patients

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

◆ PatientSavedCount

uint32 npc_doctor::npc_doctorAI::PatientSavedCount

Referenced by BeginEvent(), PatientSaved(), and Reset().

◆ PlayerGUID

ObjectGuid npc_doctor::npc_doctorAI::PlayerGUID

◆ SummonPatientCount

uint32 npc_doctor::npc_doctorAI::SummonPatientCount

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

◆ SummonPatientTimer

uint32 npc_doctor::npc_doctorAI::SummonPatientTimer

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


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