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() More...
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged. 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
 
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
 

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
916: ScriptedAI(creature) { }
Definition: ScriptedCreature.h:190

Member Function Documentation

◆ BeginEvent()

void npc_doctor::npc_doctorAI::BeginEvent ( Player player)
inline
948 {
949 PlayerGUID = player->GetGUID();
950
951 SummonPatientTimer = 10000;
955
956 switch (me->GetEntry())
957 {
958 case DOCTOR_ALLIANCE:
959 for (uint8 i = 0; i < ALLIANCE_COORDS; ++i)
960 Coordinates.push_back(&AllianceCoords[i]);
961 break;
962 case DOCTOR_HORDE:
963 for (uint8 i = 0; i < HORDE_COORDS; ++i)
964 Coordinates.push_back(&HordeCoords[i]);
965 break;
966 }
967
968 Event = true;
970 }
std::uint8_t uint8
Definition: Define.h:109
@ ALLIANCE_COORDS
Definition: npcs_special.cpp:852
@ HORDE_COORDS
Definition: npcs_special.cpp:853
@ DOCTOR_HORDE
Definition: npcs_special.cpp:851
@ DOCTOR_ALLIANCE
Definition: npcs_special.cpp:850
static Location HordeCoords[]
Definition: npcs_special.cpp:877
static Location AllianceCoords[]
Definition: npcs_special.cpp:861
Event
Definition: boss_prince_taldaram.cpp:68
@ UNIT_FLAG_NOT_SELECTABLE
Definition: UnitDefines.h:254
Creature * me
Definition: ScriptedCreature.h:280
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:713
uint32 PatientDiedCount
Definition: npcs_special.cpp:922
uint32 SummonPatientCount
Definition: npcs_special.cpp:921
ObjectGuid PlayerGUID
Definition: npcs_special.cpp:918
uint32 PatientSavedCount
Definition: npcs_special.cpp:923
std::vector< Location * > Coordinates
Definition: npcs_special.cpp:928
uint32 SummonPatientTimer
Definition: npcs_special.cpp:920

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 ScriptedAI.

1033{ }

◆ PatientDied()

void npc_doctor::npc_doctorAI::PatientDied ( Location point)
inline
973 {
975 if (player && ((player->GetQuestStatus(6624) == QUEST_STATUS_INCOMPLETE) || (player->GetQuestStatus(6622) == QUEST_STATUS_INCOMPLETE)))
976 {
978
979 if (PatientDiedCount > 5 && Event)
980 {
981 if (player->GetQuestStatus(6624) == QUEST_STATUS_INCOMPLETE)
982 player->FailQuest(6624);
983 else if (player->GetQuestStatus(6622) == QUEST_STATUS_INCOMPLETE)
984 player->FailQuest(6622);
985
986 Reset();
987 return;
988 }
989
990 Coordinates.push_back(point);
991 }
992 else
993 // If no player or player abandon quest in progress
994 Reset();
995 }
@ QUEST_STATUS_INCOMPLETE
Definition: QuestDef.h:103
Player * GetPlayer(Map const *, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:220
Definition: Player.h:1081
QuestStatus GetQuestStatus(uint32 quest_id) const
Definition: PlayerQuest.cpp:1429
void FailQuest(uint32 quest_id)
Definition: PlayerQuest.cpp:885
void Reset() override
Definition: npcs_special.cpp:930

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
998 {
999 if (player && PlayerGUID == player->GetGUID())
1000 {
1001 if ((player->GetQuestStatus(6624) == QUEST_STATUS_INCOMPLETE) || (player->GetQuestStatus(6622) == QUEST_STATUS_INCOMPLETE))
1002 {
1004
1005 if (PatientSavedCount == 15)
1006 {
1007 if (!Patients.empty())
1008 {
1009 for (ObjectGuid const& guid : Patients)
1010 {
1011 if (guid != savedPatient->GetGUID()) // Don't kill the last guy we just saved
1012 if (Creature* patient = ObjectAccessor::GetCreature(*me, guid))
1013 patient->setDeathState(DeathState::JustDied);
1014 }
1015 }
1016
1017 if (player->GetQuestStatus(6624) == QUEST_STATUS_INCOMPLETE)
1018 player->AreaExploredOrEventHappens(6624);
1019 else if (player->GetQuestStatus(6622) == QUEST_STATUS_INCOMPLETE)
1020 player->AreaExploredOrEventHappens(6622);
1021
1022 Reset();
1023 return;
1024 }
1025
1026 Coordinates.push_back(point);
1027 }
1028 }
1029 }
Creature * GetCreature(WorldObject const &u, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:210
Definition: Creature.h:43
Definition: ObjectGuid.h:118
void AreaExploredOrEventHappens(uint32 questId)
Definition: PlayerQuest.cpp:1790
GuidList Patients
Definition: npcs_special.cpp:927

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

◆ Reset()

void npc_doctor::npc_doctorAI::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

931 {
933
934 SummonPatientTimer = 10000;
938
939 Patients.clear();
940 Coordinates.clear();
941
942 Event = false;
943
945 }
void Clear()
Definition: ObjectGuid.h:138
void RemoveUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition: Unit.h:714

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()

Reimplemented from ScriptedAI.

1183{
1184 if (Event && SummonPatientCount >= 24) // Need to keep the event going long enough to save the last few patients
1185 {
1186 Reset();
1187 return;
1188 }
1189
1190 if (Event)
1191 {
1192 if (SummonPatientTimer <= diff || SummonPatientCount < 6) // Starts with 6 beds filled for both factions
1193 {
1194 if (Coordinates.empty())
1195 return;
1196
1197 std::vector<Location*>::iterator itr = Coordinates.begin() + rand() % Coordinates.size();
1198 uint32 patientEntry = 0;
1199
1200 switch (me->GetEntry())
1201 {
1202 case DOCTOR_ALLIANCE:
1203 patientEntry = AllianceSoldierId[rand() % 3];
1204 break;
1205 case DOCTOR_HORDE:
1206 patientEntry = HordeSoldierId[rand() % 3];
1207 break;
1208 default:
1209 LOG_ERROR("scripts", "Invalid entry for Triage doctor. Please check your database");
1210 return;
1211 }
1212
1213 if (Location* point = *itr)
1214 {
1215 if (Creature* Patient = me->SummonCreature(patientEntry, point->x, point->y, point->z, point->o, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000))
1216 {
1217 //303, this flag appear to be required for client side item->spell to work (TARGET_SINGLE_FRIEND)
1218 Patient->SetUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED);
1219
1220 Patients.push_back(Patient->GetGUID());
1221 CAST_AI(npc_injured_patient::npc_injured_patientAI, Patient->AI())->DoctorGUID = me->GetGUID();
1222 CAST_AI(npc_injured_patient::npc_injured_patientAI, Patient->AI())->Coord = point;
1223
1224 Coordinates.erase(itr);
1225 }
1226 }
1227 SummonPatientTimer = 10000;
1229 }
1230 else
1231 SummonPatientTimer -= diff;
1232 }
1233}
#define LOG_ERROR(filterType__,...)
Definition: Log.h:157
std::uint32_t uint32
Definition: Define.h:107
uint32 const AllianceSoldierId[3]
Definition: npcs_special.cpp:892
uint32 const HordeSoldierId[3]
Definition: npcs_special.cpp:899
#define CAST_AI(a, b)
Definition: UnitAI.h:26
@ TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT
Definition: Object.h:49
@ UNIT_FLAG_PLAYER_CONTROLLED
Definition: UnitDefines.h:232
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:2366
Definition: zone_shadowmoon_valley.cpp:839
Definition: npcs_special.cpp:1060

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().