AzerothCore 3.3.5a
OpenSource WoW Emulator
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npc_gunship_boarding_addAI Struct Reference
Inheritance diagram for npc_gunship_boarding_addAI:
ScriptedAI CreatureAI UnitAI npc_gunship_boarding_add::npc_gunship_boarding_add_realAI npc_gunship_boarding_leader::npc_gunship_boarding_leaderAI

Public Member Functions

 npc_gunship_boarding_addAI (Creature *creature)
 
void SetData (uint32 type, uint32 data) override
 
void EnterEvadeMode (EvadeReason) override
 
void DamageTaken (Unit *, uint32 &damage, DamageEffectType, SpellSchoolMask) override
 Called at any Damage from any attacker (before damage apply) More...
 
void MovementInform (uint32 type, uint32 pointId) override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
bool CanAIAttack (Unit const *target) const 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) More...
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
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. More...
 
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. More...
 
void Talk (uint8 id, Milliseconds delay)
 
WorldObjectGetSummoner () const
 Returns the summoner creature/object, if the creature is a temporary summon. More...
 
 CreatureAI (Creature *creature)
 
 ~CreatureAI () override
 
void MoveCircleChecks ()
 
void MoveBackwardsChecks ()
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At ================================= More...
 
void TriggerAlert (Unit const *who) const
 
virtual bool CanRespawn ()
 
virtual void EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
virtual void JustEngagedWith (Unit *)
 Called for reaction when initially engaged. More...
 
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. More...
 
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 ================== More...
 
virtual void PassengerBoarded (Unit *, int8, bool)
 == Fields ======================================= More...
 
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 UpdateAI (uint32)=0
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
virtual void InitializeAI ()
 
virtual void Reset ()
 
virtual void OnCharmed (bool apply)=0
 Called when unit is charmed. More...
 
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: More...
 
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. More...
 
virtual void JustExitedCombat ()
 Called when the unit leaves combat. More...
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType)
 Called at any Damage to any victim (before damage apply) More...
 
virtual void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 Called at any Damage from any attacker (before damage apply) More...
 
virtual void HealReceived (Unit *, uint32 &)
 Called when the creature receives heal. More...
 
virtual void OnPowerUpdate (Powers, int32, int32, uint32)
 Called when the creature power updates. More...
 
virtual void HealDone (Unit *, uint32 &)
 Called when the unit heals. More...
 
virtual void OnCalculateMeleeDamageReceived (uint32 &, Unit *)
 Called during damage calculations. More...
 
virtual void OnCalculateSpellDamageReceived (int32 &, Unit *)
 
virtual void OnCalculatePeriodicTickReceived (uint32 &, Unit *)
 Called during calculation when receiving periodic healing or damage (DoT or HoT) More...
 
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. More...
 
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. More...
 
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. More...
 
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. More...
 
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 Member Functions

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)
 

Protected Attributes

bool anyValid
 
uint16 checkTimer
 
bool _usedDesperateResolve
 
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
 

Detailed Description

Constructor & Destructor Documentation

◆ npc_gunship_boarding_addAI()

npc_gunship_boarding_addAI::npc_gunship_boarding_addAI ( Creature creature)
inline
1566 : ScriptedAI(creature), Instance(creature->GetInstanceScript()), Slot(nullptr), Index(uint32(-1))
1567 {
1568 anyValid = true;
1569 checkTimer = 1000;
1570 _usedDesperateResolve = false;
1571 me->m_CombatDistance = 70.0f;
1572 me->SetRegeneratingHealth(false);
1573 }
std::uint32_t uint32
Definition: Define.h:107
Definition: ScriptedCreature.h:190
Creature * me
Definition: ScriptedCreature.h:280
float m_CombatDistance
Definition: Creature.h:371
void SetRegeneratingHealth(bool enable)
Definition: Creature.h:318
InstanceScript * GetInstanceScript() const
Definition: Object.cpp:1203
InstanceScript * Instance
Definition: boss_icecrown_gunship_battle.cpp:1674
uint32 Index
Definition: boss_icecrown_gunship_battle.cpp:1676
SlotInfo const * Slot
Definition: boss_icecrown_gunship_battle.cpp:1675
bool anyValid
Definition: boss_icecrown_gunship_battle.cpp:1671
uint16 checkTimer
Definition: boss_icecrown_gunship_battle.cpp:1672
bool _usedDesperateResolve
Definition: boss_icecrown_gunship_battle.cpp:1673

References _usedDesperateResolve, anyValid, checkTimer, Creature::m_CombatDistance, ScriptedAI::me, and Creature::SetRegeneratingHealth().

Member Function Documentation

◆ CanAIAttack()

bool npc_gunship_boarding_addAI::CanAIAttack ( Unit const *  target) const
inlineoverridevirtual

Reimplemented from UnitAI.

1660 {
1661 return Instance->GetBossState(DATA_ICECROWN_GUNSHIP_BATTLE) == IN_PROGRESS && target->GetTransport() && target->GetTransport() != me->GetTransport() && target->GetPositionZ() < 478.0f && (me->GetEntry() == NPC_SKYBREAKER_SERGEANT || me->GetEntry() == NPC_SKYBREAKER_MARINE ? (target->GetPositionY() < 2431.0f) : (target->GetPositionY() > 2042.0f));
1662 }
@ NPC_SKYBREAKER_MARINE
Definition: icecrown_citadel.h:230
@ NPC_SKYBREAKER_SERGEANT
Definition: icecrown_citadel.h:231
@ DATA_ICECROWN_GUNSHIP_BATTLE
Definition: icecrown_citadel.h:88
@ IN_PROGRESS
Definition: InstanceScript.h:58
uint32 GetEntry() const
Definition: Object.h:115
Transport * GetTransport() const
Definition: Object.h:604
float GetPositionZ() const
Definition: Position.h:118
EncounterState GetBossState(uint32 id) const
Definition: InstanceScript.h:235

References DATA_ICECROWN_GUNSHIP_BATTLE, InstanceScript::GetBossState(), Object::GetEntry(), Position::GetPositionY(), Position::GetPositionZ(), WorldObject::GetTransport(), IN_PROGRESS, Instance, ScriptedAI::me, NPC_SKYBREAKER_MARINE, and NPC_SKYBREAKER_SERGEANT.

Referenced by UpdateAI().

◆ DamageTaken()

void npc_gunship_boarding_addAI::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 ScriptedAI.

1596 {
1598 return;
1599 if (!me->HealthBelowPctDamaged(25, damage))
1600 return;
1601 _usedDesperateResolve = true;
1603 }
@ SPELL_DESPERATE_RESOLVE
Definition: boss_icecrown_gunship_battle.cpp:170
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:1167
bool HealthBelowPctDamaged(int32 pct, uint32 damage) const
Definition: Unit.h:1038

References _usedDesperateResolve, Unit::CastSpell(), Unit::HealthBelowPctDamaged(), ScriptedAI::me, and SPELL_DESPERATE_RESOLVE.

◆ EnterEvadeMode()

void npc_gunship_boarding_addAI::EnterEvadeMode ( EvadeReason  )
inlineoverridevirtual

Reimplemented from CreatureAI.

1586 {
1587 if (!me->IsAlive() || !me->IsInCombat())
1588 return;
1590 me->CombatStop(true);
1592 Reset();
1593 }
void Reset() override
Definition: ScriptedCreature.h:287
void ClearAllThreat()
Definition: ThreatMgr.cpp:417
void CombatStop(bool includingCast=false)
Definition: Unit.cpp:10436
MotionMaster * GetMotionMaster()
Definition: Unit.h:1620
bool IsAlive() const
Definition: Unit.h:1654
ThreatMgr & GetThreatMgr()
Definition: Unit.h:903
bool IsInCombat() const
Definition: Unit.h:884
void MoveTargetedHome(bool walk=false)
The unit will return this initial position (owner for pets and summoned creatures)....
Definition: MotionMaster.cpp:259

References ThreatMgr::ClearAllThreat(), Unit::CombatStop(), Unit::GetMotionMaster(), Unit::GetThreatMgr(), Unit::IsAlive(), Unit::IsInCombat(), ScriptedAI::me, MotionMaster::MoveTargetedHome(), and ScriptedAI::Reset().

◆ MovementInform()

void npc_gunship_boarding_addAI::MovementInform ( uint32  type,
uint32  pointId 
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

1606 {
1607 if (type == POINT_MOTION_TYPE && pointId == EVENT_CHARGE_PREPATH && Slot)
1608 {
1613
1615 float x, y, z, o;
1616 otherTransportPos.GetPosition(x, y, z, o);
1617
1618 Transport* myTransport = me->GetTransport();
1619 if (!myTransport)
1620 return;
1621
1623 if (Transport* destTransport = transport->ToTransport())
1624 destTransport->CalculatePassengerPosition(x, y, z, &o);
1625
1626 float angle = frand(0, M_PI * 2.0f);
1627 x += 2.0f * std::cos(angle);
1628 y += 2.0f * std::sin(angle);
1629
1630 me->SetHomePosition(x, y, z, o);
1631 myTransport->CalculatePassengerOffset(x, y, z, &o);
1632 me->SetTransportHomePosition(x, y, z, o);
1633
1635 }
1636 }
float frand(float min, float max)
Definition: Random.cpp:57
@ SPELL_BATTLE_EXPERIENCE
Definition: boss_icecrown_gunship_battle.cpp:160
@ SPELL_TELEPORT_TO_ENEMY_SHIP
Definition: boss_icecrown_gunship_battle.cpp:159
Position const OrgrimsHammerTeleportExit
Definition: boss_icecrown_gunship_battle.cpp:211
#define EVENT_CHARGE_PREPATH
Definition: boss_icecrown_gunship_battle.cpp:107
Position const SkybreakerTeleportExit
Definition: boss_icecrown_gunship_battle.cpp:215
@ DATA_TEAMID_IN_INSTANCE
Definition: trial_of_the_champion.h:44
@ TEAM_HORDE
Definition: SharedDefines.h:761
@ REACT_AGGRESSIVE
Definition: Unit.h:550
@ POINT_MOTION_TYPE
Definition: MotionMaster.h:48
void AddEvent(BasicEvent *Event, uint64 e_time, bool set_addtime=true)
Definition: EventProcessor.h:103
uint64 CalculateTime(uint64 t_offset) const
Definition: EventProcessor.cpp:159
void SetHomePosition(float x, float y, float z, float o)
Definition: Creature.h:336
void SetTransportHomePosition(float x, float y, float z, float o)
Definition: Creature.h:341
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition: Creature.h:94
Transport * ToTransport()
Definition: GameObject.h:321
EventProcessor m_Events
Definition: Object.h:642
Definition: Position.h:27
float GetOrientation() const
Definition: Position.h:119
void GetPosition(float &x, float &y) const
Definition: Position.h:121
Definition: Transport.h:29
void CalculatePassengerOffset(float &x, float &y, float &z, float *o=nullptr) const override
This method transforms supplied global coordinates into local offsets.
Definition: Transport.h:33
void CalculatePassengerPosition(float &x, float &y, float &z, float *o=nullptr) const override
This method transforms supplied transport offsets into global coordinates.
Definition: Transport.h:32
void SetFacingTo(float ori)
Definition: Unit.cpp:20527
ObjectGuid GetGuidData(uint32 type) const override
Definition: InstanceScript.cpp:98
Map * instance
Definition: InstanceScript.h:148
Transport * GetTransport(ObjectGuid const guid)
Definition: Map.cpp:3332
virtual uint32 GetData(uint32) const
Definition: ZoneScript.h:51
Position TargetPosition
Definition: boss_icecrown_gunship_battle.cpp:299
Definition: boss_icecrown_gunship_battle.cpp:372
static uint32 const ExperiencedTimes[5]
Definition: boss_icecrown_gunship_battle.cpp:375

References EventProcessor::AddEvent(), Transport::CalculatePassengerOffset(), Transport::CalculatePassengerPosition(), EventProcessor::CalculateTime(), Unit::CastSpell(), DATA_ICECROWN_GUNSHIP_BATTLE, DATA_TEAMID_IN_INSTANCE, EVENT_CHARGE_PREPATH, BattleExperienceEvent::ExperiencedTimes, frand(), ZoneScript::GetData(), InstanceScript::GetGuidData(), Position::GetOrientation(), Position::GetPosition(), WorldObject::GetTransport(), Map::GetTransport(), InstanceScript::instance, Instance, WorldObject::m_Events, ScriptedAI::me, OrgrimsHammerTeleportExit, POINT_MOTION_TYPE, REACT_AGGRESSIVE, Unit::SetFacingTo(), Creature::SetHomePosition(), Creature::SetReactState(), Creature::SetTransportHomePosition(), SkybreakerTeleportExit, Slot, SPELL_BATTLE_EXPERIENCE, SPELL_TELEPORT_TO_ENEMY_SHIP, SlotInfo::TargetPosition, TEAM_HORDE, and GameObject::ToTransport().

◆ SetData()

void npc_gunship_boarding_addAI::SetData ( uint32  type,
uint32  data 
)
inlineoverridevirtual

Reimplemented from UnitAI.

1576 {
1577 if (type == ACTION_SET_SLOT)
1578 {
1579 SetSlotInfo(data);
1582 }
1583 }
@ ACTION_SET_SLOT
Definition: boss_icecrown_gunship_battle.cpp:199
@ SLOT_MARINE_1
Definition: boss_icecrown_gunship_battle.cpp:280
@ REACT_PASSIVE
Definition: Unit.h:548
Definition: boss_icecrown_gunship_battle.cpp:493
void SetSlotInfo(uint32 index)
Definition: boss_icecrown_gunship_battle.cpp:1665

References ACTION_SET_SLOT, EventProcessor::AddEvent(), EventProcessor::CalculateTime(), Index, WorldObject::m_Events, ScriptedAI::me, REACT_PASSIVE, Creature::SetReactState(), SetSlotInfo(), Slot, SLOT_MARINE_1, and SlotInfo::TargetPosition.

◆ SetSlotInfo()

void npc_gunship_boarding_addAI::SetSlotInfo ( uint32  index)
inlineprotected
1666 {
1667 Index = index;
1669 }
SlotInfo const SkybreakerSlotInfo[MAX_SLOTS]
Definition: boss_icecrown_gunship_battle.cpp:303
SlotInfo const OrgrimsHammerSlotInfo[MAX_SLOTS]
Definition: boss_icecrown_gunship_battle.cpp:337

References DATA_TEAMID_IN_INSTANCE, ZoneScript::GetData(), Index, Instance, OrgrimsHammerSlotInfo, SkybreakerSlotInfo, Slot, and TEAM_HORDE.

Referenced by SetData().

◆ UpdateAI()

void npc_gunship_boarding_addAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Reimplemented from ScriptedAI.

Reimplemented in npc_gunship_boarding_leader::npc_gunship_boarding_leaderAI, and npc_gunship_boarding_add::npc_gunship_boarding_add_realAI.

1639 {
1640 if (checkTimer <= diff)
1641 {
1642 checkTimer = 1000;
1643 anyValid = false;
1644 Map::PlayerList const& pl = me->GetMap()->GetPlayers();
1645 for (Map::PlayerList::const_iterator itr = pl.begin(); itr != pl.end(); ++itr)
1646 if (Player* p = itr->GetSource())
1647 if (CanAIAttack(p) && me->IsValidAttackTarget(p))
1648 {
1649 anyValid = true;
1650 me->SetInCombatWith(p);
1651 p->SetInCombatWith(me);
1652 me->AddThreat(p, 0.0f);
1653 }
1654 }
1655 else
1656 checkTimer -= diff;
1657 }
Definition: LinkedList.h:139
Map * GetMap() const
Definition: Object.h:536
Definition: Player.h:1081
void AddThreat(Unit *victim, float fThreat, SpellSchoolMask schoolMask=SPELL_SCHOOL_MASK_NORMAL, SpellInfo const *threatSpell=nullptr)
Definition: Unit.cpp:14653
void SetInCombatWith(Unit *enemy, uint32 duration=0)
Definition: Unit.cpp:13581
bool IsValidAttackTarget(Unit const *target, SpellInfo const *bySpell=nullptr) const
Definition: Unit.cpp:13871
PlayerList const & GetPlayers() const
Definition: Map.h:484
Definition: MapRefMgr.h:26
iterator begin()
Definition: MapRefMgr.h:36
iterator end()
Definition: MapRefMgr.h:37
bool CanAIAttack(Unit const *target) const override
Definition: boss_icecrown_gunship_battle.cpp:1659

References Unit::AddThreat(), anyValid, MapRefMgr::begin(), CanAIAttack(), checkTimer, MapRefMgr::end(), WorldObject::GetMap(), Map::GetPlayers(), Unit::IsValidAttackTarget(), ScriptedAI::me, and Unit::SetInCombatWith().

Referenced by npc_gunship_boarding_leader::npc_gunship_boarding_leaderAI::UpdateAI(), and npc_gunship_boarding_add::npc_gunship_boarding_add_realAI::UpdateAI().

Member Data Documentation

◆ _usedDesperateResolve

bool npc_gunship_boarding_addAI::_usedDesperateResolve
protected

◆ anyValid

◆ checkTimer

uint16 npc_gunship_boarding_addAI::checkTimer
protected

◆ Index

uint32 npc_gunship_boarding_addAI::Index
protected

Referenced by SetData(), and SetSlotInfo().

◆ Instance

◆ Slot

SlotInfo const* npc_gunship_boarding_addAI::Slot
protected