AzerothCore 3.3.5a
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npc_tournament_training_dummy::npc_tournament_training_dummyAI Struct Reference
Inheritance diagram for npc_tournament_training_dummy::npc_tournament_training_dummyAI:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 npc_tournament_training_dummyAI (Creature *creature)
 
void Reset () override
 
void EnterEvadeMode (EvadeReason why) override
 
void DamageTaken (Unit *, uint32 &damage, DamageEffectType, SpellSchoolMask) override
 Called at any Damage from any attacker (before damage apply) 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...
 
void MoveInLineOfSight (Unit *) 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
 

Public Attributes

EventMap events
 
bool isVulnerable
 
- 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_tournament_training_dummyAI()

npc_tournament_training_dummy::npc_tournament_training_dummyAI::npc_tournament_training_dummyAI ( Creature creature)
inline
1549 : ScriptedAI(creature)
1550 {
1551 me->SetCombatMovement(false);
1553 }
@ SPELL_EFFECT_KNOCK_BACK
Definition: SharedDefines.h:876
@ IMMUNITY_EFFECT
Definition: SharedDefines.h:1394
Definition: ScriptedCreature.h:190
Creature * me
Definition: ScriptedCreature.h:280
void SetCombatMovement(bool allowMovement)
Definition: Creature.cpp:3846
void ApplySpellImmune(uint32 spellId, uint32 op, uint32 type, bool apply, SpellImmuneBlockType blockType=SPELL_BLOCK_TYPE_ALL)
Definition: Unit.cpp:13389

References Unit::ApplySpellImmune(), IMMUNITY_EFFECT, ScriptedAI::me, Creature::SetCombatMovement(), and SPELL_EFFECT_KNOCK_BACK.

Member Function Documentation

◆ DamageTaken()

void npc_tournament_training_dummy::npc_tournament_training_dummyAI::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.

1587 {
1588 damage = 0;
1589 events.RescheduleEvent(EVENT_DUMMY_RESET, 10s);
1590 }
events
Definition: boss_sartura.cpp:43
@ EVENT_DUMMY_RESET
Definition: zone_icecrown.cpp:1539

References EVENT_DUMMY_RESET.

◆ EnterEvadeMode()

void npc_tournament_training_dummy::npc_tournament_training_dummyAI::EnterEvadeMode ( EvadeReason  why)
inlineoverridevirtual

Reimplemented from CreatureAI.

1579 {
1580 if (!_EnterEvadeMode(why))
1581 return;
1582
1583 Reset();
1584 }
bool _EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition: CreatureAI.cpp:303
void Reset() override
Definition: zone_icecrown.cpp:1558

References CreatureAI::_EnterEvadeMode(), and Reset().

Referenced by UpdateAI().

◆ MoveInLineOfSight()

void npc_tournament_training_dummy::npc_tournament_training_dummyAI::MoveInLineOfSight ( Unit )
inlineoverridevirtual

Reimplemented from CreatureAI.

1664{ }

◆ Reset()

void npc_tournament_training_dummy::npc_tournament_training_dummyAI::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

1559 {
1561 isVulnerable = false;
1562
1563 // Cast Defend spells to max stack size
1564 switch (me->GetEntry())
1565 {
1566 case NPC_CHARGE_TARGET:
1568 break;
1569 case NPC_RANGED_TARGET:
1571 break;
1572 }
1573
1574 events.Reset();
1575 events.ScheduleEvent(EVENT_DUMMY_RECAST_DEFEND, 5s);
1576 }
@ SPELL_RANGED_DEFEND
Definition: zone_icecrown.cpp:1532
@ NPC_RANGED_TARGET
Definition: zone_icecrown.cpp:1522
@ EVENT_DUMMY_RECAST_DEFEND
Definition: zone_icecrown.cpp:1538
@ SPELL_CHARGE_DEFEND
Definition: zone_icecrown.cpp:1533
@ NPC_CHARGE_TARGET
Definition: zone_icecrown.cpp:1520
@ SPELLVALUE_AURA_STACK
Definition: SpellDefines.h:118
@ UNIT_STATE_STUNNED
Definition: UnitDefines.h:152
SpellCastResult DoCast(uint32 spellId)
Definition: UnitAI.cpp:177
uint32 GetEntry() const
Definition: Object.h:115
SpellCastResult CastCustomSpell(Unit *victim, uint32 spellId, int32 const *bp0, int32 const *bp1, int32 const *bp2, bool triggered, Item *castItem=nullptr, AuraEffect const *triggeredByAura=nullptr, ObjectGuid originalCaster=ObjectGuid::Empty)
Definition: Unit.cpp:1224
void SetControlled(bool apply, UnitState state, Unit *source=nullptr, bool isFear=false)
Definition: Unit.cpp:18034
bool isVulnerable
Definition: zone_icecrown.cpp:1556

References Unit::CastCustomSpell(), UnitAI::DoCast(), EVENT_DUMMY_RECAST_DEFEND, Object::GetEntry(), isVulnerable, ScriptedAI::me, NPC_CHARGE_TARGET, NPC_RANGED_TARGET, Unit::SetControlled(), SPELL_CHARGE_DEFEND, SPELL_RANGED_DEFEND, SPELLVALUE_AURA_STACK, and UNIT_STATE_STUNNED.

Referenced by EnterEvadeMode().

◆ SpellHit()

void npc_tournament_training_dummy::npc_tournament_training_dummyAI::SpellHit ( Unit caster,
SpellInfo const *  spell 
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

1593 {
1594 switch (me->GetEntry())
1595 {
1596 case NPC_CHARGE_TARGET:
1597 if (spell->Id == SPELL_PLAYER_CHARGE)
1598 if (isVulnerable)
1599 DoCast(caster, SPELL_CHARGE_CREDIT, true);
1600 break;
1601 case NPC_MELEE_TARGET:
1602 if (spell->Id == SPELL_PLAYER_THRUST)
1603 {
1604 DoCast(caster, SPELL_MELEE_CREDIT, true);
1605
1606 if (Unit* target = caster->GetVehicleBase())
1607 DoCast(target, SPELL_COUNTERATTACK, true);
1608 }
1609 break;
1610 case NPC_RANGED_TARGET:
1611 if (spell->Id == SPELL_PLAYER_BREAK_SHIELD)
1612 if (isVulnerable)
1613 DoCast(caster, SPELL_RANGED_CREDIT, true);
1614 break;
1615 }
1616
1617 if (spell->Id == SPELL_PLAYER_BREAK_SHIELD)
1619 isVulnerable = true;
1620 }
@ SPELL_PLAYER_CHARGE
Definition: zone_icecrown.cpp:1530
@ SPELL_MELEE_CREDIT
Definition: zone_icecrown.cpp:1525
@ SPELL_COUNTERATTACK
Definition: zone_icecrown.cpp:1536
@ SPELL_CHARGE_CREDIT
Definition: zone_icecrown.cpp:1524
@ SPELL_RANGED_CREDIT
Definition: zone_icecrown.cpp:1526
@ SPELL_PLAYER_BREAK_SHIELD
Definition: zone_icecrown.cpp:1529
@ NPC_MELEE_TARGET
Definition: zone_icecrown.cpp:1521
@ SPELL_PLAYER_THRUST
Definition: zone_icecrown.cpp:1528
Definition: Unit.h:630
Unit * GetVehicleBase() const
Definition: Unit.cpp:18742
bool HasAura(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, ObjectGuid itemCasterGUID=ObjectGuid::Empty, uint8 reqEffMask=0) const
Definition: Unit.cpp:5698

References UnitAI::DoCast(), Object::GetEntry(), Unit::GetVehicleBase(), Unit::HasAura(), SpellInfo::Id, isVulnerable, ScriptedAI::me, NPC_CHARGE_TARGET, NPC_MELEE_TARGET, NPC_RANGED_TARGET, SPELL_CHARGE_CREDIT, SPELL_CHARGE_DEFEND, SPELL_COUNTERATTACK, SPELL_MELEE_CREDIT, SPELL_PLAYER_BREAK_SHIELD, SPELL_PLAYER_CHARGE, SPELL_PLAYER_THRUST, SPELL_RANGED_CREDIT, and SPELL_RANGED_DEFEND.

◆ UpdateAI()

void npc_tournament_training_dummy::npc_tournament_training_dummyAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Reimplemented from ScriptedAI.

1623 {
1624 events.Update(diff);
1625
1626 switch (events.ExecuteEvent())
1627 {
1629 switch (me->GetEntry())
1630 {
1631 case NPC_CHARGE_TARGET:
1632 {
1635 break;
1636 }
1637 case NPC_RANGED_TARGET:
1638 {
1639 Aura* defend = me->GetAura(SPELL_RANGED_DEFEND);
1640 if (!defend || defend->GetStackAmount() < 3 || defend->GetDuration() <= 8000)
1642 break;
1643 }
1644 }
1645 isVulnerable = false;
1646 events.ScheduleEvent(EVENT_DUMMY_RECAST_DEFEND, 5s);
1647 break;
1648 case EVENT_DUMMY_RESET:
1649 if (UpdateVictim())
1650 {
1652 events.ScheduleEvent(EVENT_DUMMY_RESET, 10s);
1653 }
1654 break;
1655 }
1656
1657 if (!UpdateVictim())
1658 return;
1659
1662 }
@ EVADE_REASON_OTHER
Definition: CreatureAI.h:93
bool UpdateVictim()
Definition: CreatureAI.cpp:280
Aura * GetAura(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, ObjectGuid itemCasterGUID=ObjectGuid::Empty, uint8 reqEffMask=0) const
Definition: Unit.cpp:5581
bool HasUnitState(const uint32 f) const
Definition: Unit.h:701
Definition: SpellAuras.h:87
int32 GetDuration() const
Definition: SpellAuras.h:133
uint8 GetStackAmount() const
Definition: SpellAuras.h:148
void EnterEvadeMode(EvadeReason why) override
Definition: zone_icecrown.cpp:1578

References UnitAI::DoCast(), EnterEvadeMode(), CreatureAI::EVADE_REASON_OTHER, EVENT_DUMMY_RECAST_DEFEND, EVENT_DUMMY_RESET, Unit::GetAura(), Aura::GetDuration(), Object::GetEntry(), Aura::GetStackAmount(), Unit::HasAura(), Unit::HasUnitState(), isVulnerable, ScriptedAI::me, NPC_CHARGE_TARGET, NPC_RANGED_TARGET, Unit::SetControlled(), SPELL_CHARGE_DEFEND, SPELL_RANGED_DEFEND, UNIT_STATE_STUNNED, and CreatureAI::UpdateVictim().

Member Data Documentation

◆ events

EventMap npc_tournament_training_dummy::npc_tournament_training_dummyAI::events

◆ isVulnerable

bool npc_tournament_training_dummy::npc_tournament_training_dummyAI::isVulnerable

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