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.
 
- 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 EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
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 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, 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

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
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ npc_doctorAI()

npc_doctor::npc_doctorAI::npc_doctorAI ( Creature creature)
inline
906: ScriptedAI(creature) { }
Definition ScriptedCreature.h:190

Member Function Documentation

◆ BeginEvent()

void npc_doctor::npc_doctorAI::BeginEvent ( Player player)
inline
938 {
939 PlayerGUID = player->GetGUID();
940
941 SummonPatientTimer = 10000;
945
946 switch (me->GetEntry())
947 {
948 case DOCTOR_ALLIANCE:
949 for (uint8 i = 0; i < ALLIANCE_COORDS; ++i)
950 Coordinates.push_back(&AllianceCoords[i]);
951 break;
952 case DOCTOR_HORDE:
953 for (uint8 i = 0; i < HORDE_COORDS; ++i)
954 Coordinates.push_back(&HordeCoords[i]);
955 break;
956 }
957
958 Event = true;
960 }
std::uint8_t uint8
Definition Define.h:109
@ UNIT_FLAG_NOT_SELECTABLE
Definition UnitDefines.h:275
Event
Definition boss_prince_taldaram.cpp:68
uint32 GetEntry() const
Definition Object.h:115
static ObjectGuid GetGUID(Object const *o)
Definition Object.h:112
void SetUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:719
@ ALLIANCE_COORDS
Definition npcs_special.cpp:842
@ HORDE_COORDS
Definition npcs_special.cpp:843
@ DOCTOR_HORDE
Definition npcs_special.cpp:841
@ DOCTOR_ALLIANCE
Definition npcs_special.cpp:840
static Location HordeCoords[]
Definition npcs_special.cpp:867
static Location AllianceCoords[]
Definition npcs_special.cpp:851
Creature * me
Definition ScriptedCreature.h:280
uint32 PatientDiedCount
Definition npcs_special.cpp:912
uint32 SummonPatientCount
Definition npcs_special.cpp:911
ObjectGuid PlayerGUID
Definition npcs_special.cpp:908
uint32 PatientSavedCount
Definition npcs_special.cpp:913
std::vector< Location * > Coordinates
Definition npcs_special.cpp:918
uint32 SummonPatientTimer
Definition npcs_special.cpp:910

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.

Reimplemented from CreatureAI.

1023{ }

◆ PatientDied()

void npc_doctor::npc_doctorAI::PatientDied ( Location point)
inline
963 {
965 if (player && ((player->GetQuestStatus(6624) == QUEST_STATUS_INCOMPLETE) || (player->GetQuestStatus(6622) == QUEST_STATUS_INCOMPLETE)))
966 {
968
969 if (PatientDiedCount > 5 && Event)
970 {
971 if (player->GetQuestStatus(6624) == QUEST_STATUS_INCOMPLETE)
972 player->FailQuest(6624);
973 else if (player->GetQuestStatus(6622) == QUEST_STATUS_INCOMPLETE)
974 player->FailQuest(6622);
975
976 Reset();
977 return;
978 }
979
980 Coordinates.push_back(point);
981 }
982 else
983 // If no player or player abandon quest in progress
984 Reset();
985 }
@ QUEST_STATUS_INCOMPLETE
Definition QuestDef.h:103
Definition Player.h:1081
QuestStatus GetQuestStatus(uint32 quest_id) const
Definition PlayerQuest.cpp:1430
void FailQuest(uint32 quest_id)
Definition PlayerQuest.cpp:886
Player * GetPlayer(Map const *, ObjectGuid const guid)
Definition ObjectAccessor.cpp:220
void Reset() override
Definition npcs_special.cpp:920

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
988 {
989 if (player && PlayerGUID == player->GetGUID())
990 {
991 if ((player->GetQuestStatus(6624) == QUEST_STATUS_INCOMPLETE) || (player->GetQuestStatus(6622) == QUEST_STATUS_INCOMPLETE))
992 {
994
995 if (PatientSavedCount == 15)
996 {
997 if (!Patients.empty())
998 {
999 for (ObjectGuid const& guid : Patients)
1000 {
1001 if (guid != savedPatient->GetGUID()) // Don't kill the last guy we just saved
1002 if (Creature* patient = ObjectAccessor::GetCreature(*me, guid))
1003 patient->setDeathState(DeathState::JustDied);
1004 }
1005 }
1006
1007 if (player->GetQuestStatus(6624) == QUEST_STATUS_INCOMPLETE)
1008 player->AreaExploredOrEventHappens(6624);
1009 else if (player->GetQuestStatus(6622) == QUEST_STATUS_INCOMPLETE)
1010 player->AreaExploredOrEventHappens(6622);
1011
1012 Reset();
1013 return;
1014 }
1015
1016 Coordinates.push_back(point);
1017 }
1018 }
1019 }
Definition Creature.h:43
Definition ObjectGuid.h:118
void AreaExploredOrEventHappens(uint32 questId)
Definition PlayerQuest.cpp:1791
Creature * GetCreature(WorldObject const &u, ObjectGuid const guid)
Definition ObjectAccessor.cpp:210
GuidList Patients
Definition npcs_special.cpp:917

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.

921 {
923
924 SummonPatientTimer = 10000;
928
929 Patients.clear();
930 Coordinates.clear();
931
932 Event = false;
933
935 }
void Clear()
Definition ObjectGuid.h:138
void RemoveUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:720

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.

1173{
1174 if (Event && SummonPatientCount >= 24) // Need to keep the event going long enough to save the last few patients
1175 {
1176 Reset();
1177 return;
1178 }
1179
1180 if (Event)
1181 {
1182 if (SummonPatientTimer <= diff || SummonPatientCount < 6) // Starts with 6 beds filled for both factions
1183 {
1184 if (Coordinates.empty())
1185 return;
1186
1187 std::vector<Location*>::iterator itr = Coordinates.begin() + rand() % Coordinates.size();
1188 uint32 patientEntry = 0;
1189
1190 switch (me->GetEntry())
1191 {
1192 case DOCTOR_ALLIANCE:
1193 patientEntry = AllianceSoldierId[rand() % 3];
1194 break;
1195 case DOCTOR_HORDE:
1196 patientEntry = HordeSoldierId[rand() % 3];
1197 break;
1198 default:
1199 LOG_ERROR("scripts", "Invalid entry for Triage doctor. Please check your database");
1200 return;
1201 }
1202
1203 if (Location* point = *itr)
1204 {
1205 if (Creature* Patient = me->SummonCreature(patientEntry, point->x, point->y, point->z, point->o, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000))
1206 {
1207 //303, this flag appear to be required for client side item->spell to work (TARGET_SINGLE_FRIEND)
1208 Patient->SetUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED);
1209
1210 Patients.push_back(Patient->GetGUID());
1211 CAST_AI(npc_injured_patient::npc_injured_patientAI, Patient->AI())->DoctorGUID = me->GetGUID();
1212 CAST_AI(npc_injured_patient::npc_injured_patientAI, Patient->AI())->Coord = point;
1213
1214 Coordinates.erase(itr);
1215 }
1216 }
1217 SummonPatientTimer = 10000;
1219 }
1220 else
1221 SummonPatientTimer -= diff;
1222 }
1223}
std::uint32_t uint32
Definition Define.h:107
#define LOG_ERROR(filterType__,...)
Definition Log.h:157
@ TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT
Definition Object.h:49
#define CAST_AI(a, b)
Definition UnitAI.h:26
@ UNIT_FLAG_PLAYER_CONTROLLED
Definition UnitDefines.h:253
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:2368
uint32 const AllianceSoldierId[3]
Definition npcs_special.cpp:882
uint32 const HordeSoldierId[3]
Definition npcs_special.cpp:889
Definition zone_shadowmoon_valley.cpp:839
Definition npcs_special.cpp:1050

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: