AzerothCore 3.3.5a
OpenSource WoW Emulator
Loading...
Searching...
No Matches
npc_injured_patient::npc_injured_patientAI Struct Reference
Inheritance diagram for npc_injured_patient::npc_injured_patientAI:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 npc_injured_patientAI (Creature *creature)
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged. More...
 
void SpellHit (Unit *caster, SpellInfo const *spell) override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
- 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
 
- 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)
 
 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
 

Public Attributes

ObjectGuid DoctorGUID
 
LocationCoord
 
- Public Attributes inherited from ScriptedAI
Creatureme
 

Private Attributes

TaskScheduler _scheduler
 

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_injured_patientAI()

npc_injured_patient::npc_injured_patientAI::npc_injured_patientAI ( Creature creature)
inline
1061: ScriptedAI(creature) { }
Definition: ScriptedCreature.h:190

Member Function Documentation

◆ JustEngagedWith()

void npc_injured_patient::npc_injured_patientAI::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from ScriptedAI.

1111{ }

◆ Reset()

void npc_injured_patient::npc_injured_patientAI::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

1067 {
1068 DoctorGUID.Clear();
1069 Coord = nullptr;
1070
1071 //no select
1073
1074 //no regen health
1076
1077 //prevent using normal bandages
1079
1080 //to make them lay with face down
1082
1083 uint32 mobId = me->GetEntry();
1084
1085 switch (mobId)
1086 {
1087 //lower max health
1088 case 12923:
1089 case 12938: //Injured Soldier, 65 seconds to die
1091 break;
1092 case 12924:
1093 case 12936: //Badly injured Soldier, 35 seconds to die
1095 break;
1096 case 12925:
1097 case 12937: //Critically injured Soldier, 25 seconds to die
1099 break;
1100 }
1101
1102 // Schedule health reduction every 1 second
1103 _scheduler.Schedule(1s, [this](TaskContext context)
1104 {
1105 // Reduction of 1% per second, matching WotLK Classic timing
1107 context.Repeat(1s);
1108 });
1109 }
std::uint32_t uint32
Definition: Define.h:107
@ UNIT_STAND_STATE_DEAD
Definition: UnitDefines.h:39
@ UNIT_FLAG_IN_COMBAT
Definition: UnitDefines.h:248
@ UNIT_FLAG_NOT_SELECTABLE
Definition: UnitDefines.h:254
@ UNIT_FIELD_BYTES_1
Definition: UpdateFields.h:131
@ MECHANIC_BANDAGE
Definition: SharedDefines.h:1341
@ IMMUNITY_MECHANIC
Definition: SharedDefines.h:1399
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition: TaskScheduler.h:229
Definition: TaskScheduler.h:415
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
Definition: TaskScheduler.h:485
Creature * me
Definition: ScriptedCreature.h:280
uint32 GetEntry() const
Definition: Object.h:112
void Clear()
Definition: ObjectGuid.h:138
int32 ModifyHealth(int32 val)
Definition: Unit.cpp:14048
void ApplySpellImmune(uint32 spellId, uint32 op, uint32 type, bool apply, SpellImmuneBlockType blockType=SPELL_BLOCK_TYPE_ALL)
Definition: Unit.cpp:13346
void SetHealth(uint32 val)
Definition: Unit.cpp:15433
void SetUInt32Value(uint16 index, uint32 value)
Definition: Unit.cpp:21256
uint32 CountPctFromMaxHealth(int32 pct) const
Definition: Unit.h:878
void SetUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition: Unit.h:683
void RemoveUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition: Unit.h:684
TaskScheduler _scheduler
Definition: npcs_special.cpp:1172
ObjectGuid DoctorGUID
Definition: npcs_special.cpp:1063
Location * Coord
Definition: npcs_special.cpp:1064

References _scheduler, Unit::ApplySpellImmune(), ObjectGuid::Clear(), Coord, Unit::CountPctFromMaxHealth(), DoctorGUID, Object::GetEntry(), IMMUNITY_MECHANIC, ScriptedAI::me, MECHANIC_BANDAGE, Unit::ModifyHealth(), Unit::RemoveUnitFlag(), TaskContext::Repeat(), TaskScheduler::Schedule(), Unit::SetHealth(), Unit::SetUInt32Value(), Unit::SetUnitFlag(), UNIT_FIELD_BYTES_1, UNIT_FLAG_IN_COMBAT, UNIT_FLAG_NOT_SELECTABLE, and UNIT_STAND_STATE_DEAD.

◆ SpellHit()

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

Reimplemented from ScriptedAI.

1114 {
1115 Player* player = caster->ToPlayer();
1116 if (!player || !me->IsAlive() || spell->Id != 20804)
1117 return;
1118
1119 if (player->GetQuestStatus(6624) == QUEST_STATUS_INCOMPLETE || player->GetQuestStatus(6622) == QUEST_STATUS_INCOMPLETE)
1120 if (DoctorGUID)
1122 CAST_AI(npc_doctor::npc_doctorAI, doctor->AI())->PatientSaved(me, player, Coord);
1123
1124 //make not selectable
1126
1127 //regen health
1129
1130 //stand up
1132
1133 Talk(SAY_DOC);
1134
1135 uint32 mobId = me->GetEntry();
1136 me->SetWalk(false);
1137
1138 switch (mobId)
1139 {
1140 case 12923:
1141 case 12924:
1142 case 12925:
1144 break;
1145 case 12936:
1146 case 12937:
1147 case 12938:
1149 break;
1150 }
1151 }
@ QUEST_STATUS_INCOMPLETE
Definition: QuestDef.h:103
#define CAST_AI(a, b)
Definition: UnitAI.h:26
@ UNIT_STAND_STATE_STAND
Definition: UnitDefines.h:32
Talk
Definition: hyjal.cpp:82
#define A_RUNTOX
Definition: npcs_special.cpp:873
#define A_RUNTOZ
Definition: npcs_special.cpp:875
#define H_RUNTOX
Definition: npcs_special.cpp:888
#define A_RUNTOY
Definition: npcs_special.cpp:874
@ SAY_DOC
Definition: npcs_special.cpp:848
#define H_RUNTOY
Definition: npcs_special.cpp:889
#define H_RUNTOZ
Definition: npcs_special.cpp:890
Creature * GetCreature(WorldObject const &u, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:213
Definition: Creature.h:46
bool SetWalk(bool enable) override
Enable or disable the creature's walk mode by removing: MOVEMENTFLAG_WALKING. Infom also the client.
Definition: Creature.cpp:3178
Player * ToPlayer()
Definition: Object.h:198
Definition: Player.h:1064
QuestStatus GetQuestStatus(uint32 quest_id) const
Definition: PlayerQuest.cpp:1424
MotionMaster * GetMotionMaster()
Definition: Unit.h:1601
bool IsAlive() const
Definition: Unit.h:1204
void MovePoint(uint32 id, const Position &pos, bool generatePath=true, bool forceDestination=true)
Definition: MotionMaster.h:211
Definition: npcs_special.cpp:915

References A_RUNTOX, A_RUNTOY, A_RUNTOZ, CAST_AI, Coord, DoctorGUID, ObjectAccessor::GetCreature(), Object::GetEntry(), Unit::GetMotionMaster(), Player::GetQuestStatus(), H_RUNTOX, H_RUNTOY, H_RUNTOZ, SpellInfo::Id, Unit::IsAlive(), ScriptedAI::me, MotionMaster::MovePoint(), QUEST_STATUS_INCOMPLETE, Unit::RemoveUnitFlag(), SAY_DOC, Unit::SetUInt32Value(), Unit::SetUnitFlag(), Creature::SetWalk(), Object::ToPlayer(), UNIT_FIELD_BYTES_1, UNIT_FLAG_IN_COMBAT, UNIT_FLAG_NOT_SELECTABLE, and UNIT_STAND_STATE_STAND.

◆ UpdateAI()

void npc_injured_patient::npc_injured_patientAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Reimplemented from ScriptedAI.

1154 {
1155
1156 _scheduler.Update(diff);
1157
1158 if (me->IsAlive() && me->GetHealth() < me->CountPctFromMaxHealth(1))
1159 {
1162 me->setDeathState(DeathState::JustDied);
1163 me->SetDynamicFlag(32);
1164
1165 if (DoctorGUID)
1167 CAST_AI(npc_doctor::npc_doctorAI, doctor->AI())->PatientDied(Coord);
1168 }
1169 }
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition: TaskScheduler.cpp:27
void setDeathState(DeathState s, bool despawn=false) override
A creature can be in 4 different states: Alive, JustDied, Corpse, and JustRespawned....
Definition: Creature.cpp:1960
virtual void SetDynamicFlag(uint32 flag)
Definition: Object.h:120
uint32 GetHealth() const
Definition: Unit.h:869

References _scheduler, CAST_AI, Coord, Unit::CountPctFromMaxHealth(), DoctorGUID, ObjectAccessor::GetCreature(), Unit::GetHealth(), Unit::IsAlive(), ScriptedAI::me, Unit::RemoveUnitFlag(), Creature::setDeathState(), Object::SetDynamicFlag(), Unit::SetUnitFlag(), UNIT_FLAG_IN_COMBAT, UNIT_FLAG_NOT_SELECTABLE, and TaskScheduler::Update().

Member Data Documentation

◆ _scheduler

TaskScheduler npc_injured_patient::npc_injured_patientAI::_scheduler
private

Referenced by Reset(), and UpdateAI().

◆ Coord

Location* npc_injured_patient::npc_injured_patientAI::Coord

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

◆ DoctorGUID

ObjectGuid npc_injured_patient::npc_injured_patientAI::DoctorGUID

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