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npc_injured_patient::npc_injured_patientAI Struct Reference

Public Member Functions

 npc_injured_patientAI (Creature *creature)
 
void Initialize ()
 
void Reset () override
 
void EnterCombat (Unit *) override
 
void SpellHit (Unit *caster, SpellInfo const *spell) override
 
void UpdateAI (uint32) override
 
- Public Member Functions inherited from ScriptedAI
 ScriptedAI (Creature *creature)
 
virtual ~ScriptedAI ()
 
void AttackStartNoMove (Unit *target)
 
void DamageTaken (Unit *, uint32 &) override
 
void JustDied (Unit *) override
 
void KilledUnit (Unit *) override
 
void JustSummoned (Creature *) override
 
void SummonedCreatureDespawn (Creature *) override
 
void SpellHitTarget (Unit *, SpellInfo const *) override
 
void OnPossess (bool)
 
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 DoResetThreat ()
 
float DoGetThreat (Unit *unit)
 
void DoModifyThreatPercent (Unit *unit, int32 pct)
 
void DoTeleportTo (float x, float y, float z, uint32 time=0)
 
void DoTeleportTo (float const pos[4])
 
void DoTeleportPlayer (Unit *unit, float x, float y, float z, float o)
 
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 HealthBelowPct (uint32 pct) const
 
bool HealthAbovePct (uint32 pct) const
 
SpellInfo constSelectSpell (Unit *target, uint32 school, uint32 mechanic, SelectTargetType targets, 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)
 
void SetCombatMovement (bool allowMovement)
 
bool IsCombatMovementAllowed () 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
 
- Public Member Functions inherited from CreatureAI
void Talk (uint8 id, WorldObject const *whisperTarget=nullptr)
 
 CreatureAI (Creature *creature)
 
virtual ~CreatureAI ()
 
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 IsSummonedBy (Unit *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted () const
 
virtual void JustRespawned ()
 
virtual void MovementInform (uint32, uint32)
 
void OnCharmed (bool apply) override
 
virtual void JustReachedHome ()
 
void DoZoneInCombat (Creature *creature=NULL, float maxRangeToNearestTarget=50.0f)
 
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 void OnSpellClick (Unit *, bool &)
 
virtual bool CanSeeAlways (WorldObject const *)
 
int32 VisualizeBoundary (uint32 duration, Unit *owner=nullptr, bool fill=false) const
 
virtual bool CheckInRoom ()
 
CreatureBoundary constGetBoundary () const
 
- 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 (SelectAggroTarget targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, int32 aura=0)
 
template<class PREDICATE >
UnitSelectTarget (SelectAggroTarget targetType, uint32 position, PREDICATE const &predicate)
 
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectAggroTarget targetType, float dist=0.0f, bool playerOnly=false, int32 aura=0)
 
template<class PREDICATE >
void SelectTargetList (std::list< Unit * > &targetList, PREDICATE const &predicate, uint32 maxTargets, SelectAggroTarget targetType)
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType)
 
virtual void HealReceived (Unit *, uint32 &)
 
virtual void HealDone (Unit *, uint32 &)
 
virtual void SpellInterrupted (uint32, uint32)
 
void AttackStartCaster (Unit *victim, float dist)
 
void DoCast (uint32 spellId)
 
void DoCast (Unit *victim, uint32 spellId, bool triggered=false)
 
void DoCastVictim (uint32 spellId, bool triggered=false)
 
void DoCastAOE (uint32 spellId, bool triggered=false)
 
void DoMeleeAttackIfReady ()
 
bool DoSpellAttackIfReady (uint32 spellId)
 
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 sQuestReward (Player *, Quest const *, uint32)
 
virtual bool sOnDummyEffect (Unit *, uint32, SpellEffIndex)
 
virtual void sOnGameEvent (bool, uint16)
 

Public Attributes

ObjectGuid DoctorGUID
 
Position constCoord
 
- Public Attributes inherited from ScriptedAI
bool IsFleeing
 

Additional Inherited Members

- Public Types inherited from CreatureAI
enum  EvadeReason { EVADE_REASON_NO_HOSTILES, EVADE_REASON_BOUNDARY, EVADE_REASON_SEQUENCE_BREAK, EVADE_REASON_OTHER }
 
- 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)
 
bool CheckBoundary (Position const *who=nullptr) const
 
void SetBoundary (CreatureBoundary const *boundary)
 
virtual void MoveInLineOfSight (Unit *)
 
bool _EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
- Protected Attributes inherited from CreatureAI
Creature *const me
 
CreatureBoundary const_boundary
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Constructor & Destructor Documentation

npc_injured_patient::npc_injured_patientAI::npc_injured_patientAI ( Creature creature)
inline
798  : ScriptedAI(creature)
799  {
800  Initialize();
801  }
ScriptedAI(Creature *creature)
Definition: ScriptedCreature.cpp:100
void Initialize()
Definition: npcs_special.cpp:803

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Member Function Documentation

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

Reimplemented from ScriptedAI.

844 { }
void npc_injured_patient::npc_injured_patientAI::Initialize ( void  )
inline
804  {
805  DoctorGUID.Clear();
806  Coord = NULL;
807  }
arena_t NULL
Definition: jemalloc_internal.h:624
ObjectGuid DoctorGUID
Definition: npcs_special.cpp:809
void Clear()
Definition: ObjectGuid.h:215
Position const * Coord
Definition: npcs_special.cpp:810

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void npc_injured_patient::npc_injured_patientAI::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

813  {
814  Initialize();
815 
816  //no select
818 
819  //no regen health
821 
822  //to make them lay with face down
824 
825  uint32 mobId = me->GetEntry();
826 
827  switch (mobId)
828  { //lower max health
829  case 12923:
830  case 12938: //Injured Soldier
832  break;
833  case 12924:
834  case 12936: //Badly injured Soldier
836  break;
837  case 12925:
838  case 12937: //Critically injured Soldier
840  break;
841  }
842  }
Definition: Unit.h:214
void SetUInt32Value(uint16 index, uint32 value)
Definition: Object.cpp:996
void SetFlag(uint16 index, uint32 newFlag)
Definition: Object.cpp:1199
Creature *const me
Definition: CreatureAI.h:71
Definition: Unit.h:692
void Initialize()
Definition: npcs_special.cpp:803
uint32_t uint32
Definition: Define.h:150
void RemoveFlag(uint16 index, uint32 oldFlag)
Definition: Object.cpp:1214
Definition: UpdateFields.h:109
Definition: UpdateFields.h:124
uint32 GetEntry() const
Definition: Object.h:107
void SetHealth(uint32 val)
Definition: Unit.cpp:11537
Definition: Unit.h:698
uint32 CountPctFromMaxHealth(int32 pct) const
Definition: Unit.h:1435

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

Reimplemented from ScriptedAI.

847  {
848  Player* player = caster->ToPlayer();
849  if (!player || !me->IsAlive() || spell->Id != 20804)
850  return;
851 
852  if (player->GetQuestStatus(6624) == QUEST_STATUS_INCOMPLETE || player->GetQuestStatus(6622) == QUEST_STATUS_INCOMPLETE)
853  if (!DoctorGUID.IsEmpty())
855  ENSURE_AI(npc_doctor::npc_doctorAI, doctor->AI())->PatientSaved(me, player, Coord);
856 
857  //make not selectable
859 
860  //regen health
862 
863  //stand up
865 
866  Talk(SAY_DOC);
867 
868  uint32 mobId = me->GetEntry();
869  me->SetWalk(false);
870 
871  switch (mobId)
872  {
873  case 12923:
874  case 12924:
875  case 12925:
877  break;
878  case 12936:
879  case 12937:
880  case 12938:
882  break;
883  }
884  }
Definition: Unit.h:207
#define H_RUNTOZ
Definition: npcs_special.cpp:621
Definition: npcs_special.cpp:584
MotionMaster * GetMotionMaster()
Definition: Unit.h:2101
void SetUInt32Value(uint16 index, uint32 value)
Definition: Object.cpp:996
#define H_RUNTOX
Definition: npcs_special.cpp:619
Definition: Creature.h:467
void SetFlag(uint16 index, uint32 newFlag)
Definition: Object.cpp:1199
Player * ToPlayer()
Definition: Object.h:191
Creature *const me
Definition: CreatureAI.h:71
void MovePoint(uint32 id, Position const &pos, bool generatePath=true)
Definition: MotionMaster.h:172
#define ENSURE_AI(a, b)
Definition: ScriptedCreature.h:29
Definition: Unit.h:692
#define H_RUNTOY
Definition: npcs_special.cpp:620
#define A_RUNTOZ
Definition: npcs_special.cpp:606
ObjectGuid DoctorGUID
Definition: npcs_special.cpp:809
bool IsAlive() const
Definition: Unit.h:1692
#define A_RUNTOX
Definition: npcs_special.cpp:604
uint32_t uint32
Definition: Define.h:150
Definition: npcs_special.cpp:645
void Talk(uint8 id, WorldObject const *whisperTarget=nullptr)
Definition: CreatureAI.cpp:42
#define A_RUNTOY
Definition: npcs_special.cpp:605
TC_GAME_API Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
Definition: ObjectAccessor.cpp:174
void RemoveFlag(uint16 index, uint32 oldFlag)
Definition: Object.cpp:1214
Definition: UpdateFields.h:109
bool SetWalk(bool enable)
Definition: Unit.cpp:15800
Definition: QuestDef.h:113
Definition: UpdateFields.h:124
Position const * Coord
Definition: npcs_special.cpp:810
uint32 GetEntry() const
Definition: Object.h:107
Definition: Unit.h:698
bool IsEmpty() const
Definition: ObjectGuid.h:242

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

Reimplemented from ScriptedAI.

887  {
888  //lower HP on every world tick makes it a useful counter, not officlone though
889  if (me->IsAlive() && me->GetHealth() > 6)
890  me->ModifyHealth(-5);
891 
892  if (me->IsAlive() && me->GetHealth() <= 6)
893  {
898 
899  if (!DoctorGUID.IsEmpty())
901  ENSURE_AI(npc_doctor::npc_doctorAI, doctor->AI())->PatientDied(Coord);
902  }
903  }
Definition: Unit.h:542
int32 ModifyHealth(int32 val)
Definition: Unit.cpp:10216
Definition: Creature.h:467
void SetFlag(uint16 index, uint32 newFlag)
Definition: Object.cpp:1199
Creature *const me
Definition: CreatureAI.h:71
#define ENSURE_AI(a, b)
Definition: ScriptedCreature.h:29
Definition: Unit.h:692
void setDeathState(DeathState s) override
Definition: Creature.cpp:1624
ObjectGuid DoctorGUID
Definition: npcs_special.cpp:809
bool IsAlive() const
Definition: Unit.h:1692
Definition: npcs_special.cpp:645
TC_GAME_API Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
Definition: ObjectAccessor.cpp:174
void RemoveFlag(uint16 index, uint32 oldFlag)
Definition: Object.cpp:1214
Definition: UpdateFields.h:109
Definition: UpdateFields.h:30
Position const * Coord
Definition: npcs_special.cpp:810
uint32 GetHealth() const
Definition: Unit.h:1426
Definition: Unit.h:698
bool IsEmpty() const
Definition: ObjectGuid.h:242

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Member Data Documentation

Position const* npc_injured_patient::npc_injured_patientAI::Coord
ObjectGuid npc_injured_patient::npc_injured_patientAI::DoctorGUID

The documentation for this struct was generated from the following file: