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npc_training_dummy::npc_training_dummyAI Struct Reference

Public Member Functions

 npc_training_dummyAI (Creature *creature)
 
void Reset () override
 
void EnterEvadeMode (EvadeReason why) override
 
void DamageTaken (Unit *doneBy, uint32 &damage) override
 
void UpdateAI (uint32 diff) override
 
void MoveInLineOfSight (Unit *) override
 
- Public Member Functions inherited from ScriptedAI
 ScriptedAI (Creature *creature)
 
virtual ~ScriptedAI ()
 
void AttackStartNoMove (Unit *target)
 
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 OnPossess (bool)
 
void EnterCombat (Unit *) override
 
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)
 
Unit * DoSelectLowestHpFriendly (float range, uint32 minHPDiff=1)
 
std::list< Creature * > DoFindFriendlyCC (float range)
 
std::list< Creature * > DoFindFriendlyMissingBuff (float range, uint32 spellId)
 
Player * GetPlayerAtMinimumRange (float minRange)
 
Creature * DoSpawnCreature (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 const * SelectSpell (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 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 const * GetBoundary () 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
 
Unit * SelectTarget (SelectAggroTarget targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, int32 aura=0)
 
template<class PREDICATE >
Unit * SelectTarget (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

EventMap _events
 
std::unordered_map< ObjectGuid,
time_t > 
_damageTimes
 
- 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 AISpellInfoType * AISpellInfo
 
- Protected Member Functions inherited from CreatureAI
bool UpdateVictim ()
 
bool UpdateVictimWithGaze ()
 
void SetGazeOn (Unit *target)
 
Creature * DoSummon (uint32 entry, Position const &pos, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
Creature * DoSummon (uint32 entry, WorldObject *obj, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
Creature * DoSummonFlyer (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)
 
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_training_dummy::npc_training_dummyAI::npc_training_dummyAI ( Creature *  creature)
inline
1479  : ScriptedAI(creature)
1480  {
1481  SetCombatMovement(false);
1482  }
ScriptedAI(Creature *creature)
Definition: ScriptedCreature.cpp:100
void SetCombatMovement(bool allowMovement)
Definition: ScriptedCreature.cpp:382

Member Function Documentation

void npc_training_dummy::npc_training_dummyAI::DamageTaken ( Unit *  doneBy,
uint32 &  damage 
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

1509  {
1510  me->AddThreat(doneBy, float(damage)); // just to create threat reference
1511  _damageTimes[doneBy->GetGUID()] = time(NULL);
1512  damage = 0;
1513  }
void AddThreat(Unit *victim, float fThreat, SpellSchoolMask schoolMask=SPELL_SCHOOL_MASK_NORMAL, SpellInfo const *threatSpell=NULL)
Definition: Unit.cpp:10691
arena_t NULL
Definition: jemalloc_internal.h:624
std::unordered_map< ObjectGuid, time_t > _damageTimes
Definition: npcs_special.cpp:1485
Creature *const me
Definition: CreatureAI.h:71
ObjectGuid const & GetGUID() const
Definition: Object.h:105

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void npc_training_dummy::npc_training_dummyAI::EnterEvadeMode ( EvadeReason  why)
inlineoverridevirtual

Reimplemented from CreatureAI.

1501  {
1502  if (!_EnterEvadeMode(why))
1503  return;
1504 
1505  Reset();
1506  }
bool _EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition: CreatureAI.cpp:255
void Reset() override
Definition: npcs_special.cpp:1487
void npc_training_dummy::npc_training_dummyAI::MoveInLineOfSight ( Unit *  )
inlineoverridevirtual

Reimplemented from CreatureAI.

1557 { }
void npc_training_dummy::npc_training_dummyAI::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

1488  {
1489  // TODO: solve this in a different way! setting them as stunned prevents dummies from parrying
1490  me->SetControlled(true, UNIT_STATE_STUNNED);//disable rotate
1491 
1492  _events.Reset();
1493  _damageTimes.clear();
1496  else
1498  }
Definition: npcs_special.cpp:1466
void Reset()
Definition: EventMap.cpp:20
Definition: npcs_special.cpp:1469
std::unordered_map< ObjectGuid, time_t > _damageTimes
Definition: npcs_special.cpp:1485
Definition: npcs_special.cpp:1465
Creature *const me
Definition: CreatureAI.h:71
void SetControlled(bool apply, UnitState state)
Definition: Unit.cpp:13808
Definition: Unit.h:553
void ScheduleEvent(uint32 eventId, Milliseconds const &time, uint32 group=0, uint8 phase=0)
Definition: EventMap.h:123
EventMap _events
Definition: npcs_special.cpp:1484
Definition: npcs_special.cpp:1468
uint32 GetEntry() const
Definition: Object.h:107

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void npc_training_dummy::npc_training_dummyAI::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from ScriptedAI.

1516  {
1517  if (!me->IsInCombat())
1518  return;
1519 
1521  me->SetControlled(true, UNIT_STATE_STUNNED);//disable rotate
1522 
1523  _events.Update(diff);
1524 
1525  if (uint32 eventId = _events.ExecuteEvent())
1526  {
1527  switch (eventId)
1528  {
1529  case EVENT_TD_CHECK_COMBAT:
1530  {
1531  time_t now = time(NULL);
1532  for (std::unordered_map<ObjectGuid, time_t>::iterator itr = _damageTimes.begin(); itr != _damageTimes.end();)
1533  {
1534  // If unit has not dealt damage to training dummy for 5 seconds, remove him from combat
1535  if (itr->second < now - 5)
1536  {
1537  if (Unit* unit = ObjectAccessor::GetUnit(*me, itr->first))
1538  unit->getHostileRefManager().deleteReference(me);
1539 
1540  itr = _damageTimes.erase(itr);
1541  }
1542  else
1543  ++itr;
1544  }
1546  break;
1547  }
1548  case EVENT_TD_DESPAWN:
1549  me->DespawnOrUnsummon(1);
1550  break;
1551  default:
1552  break;
1553  }
1554  }
1555  }
void DespawnOrUnsummon(uint32 msTimeToDespawn=0)
Definition: Creature.cpp:1774
TC_GAME_API Unit * GetUnit(WorldObject const &, ObjectGuid const &guid)
Definition: ObjectAccessor.cpp:163
bool IsInCombat() const
Definition: Unit.h:1584
Definition: npcs_special.cpp:1469
arena_t NULL
Definition: jemalloc_internal.h:624
std::unordered_map< ObjectGuid, time_t > _damageTimes
Definition: npcs_special.cpp:1485
Creature *const me
Definition: CreatureAI.h:71
void SetControlled(bool apply, UnitState state)
Definition: Unit.cpp:13808
Definition: Unit.h:553
uint32_t uint32
Definition: Define.h:150
void ScheduleEvent(uint32 eventId, Milliseconds const &time, uint32 group=0, uint8 phase=0)
Definition: EventMap.h:123
EventMap _events
Definition: npcs_special.cpp:1484
void Update(uint32 time)
Definition: EventMap.h:54
Definition: npcs_special.cpp:1468
uint32 ExecuteEvent()
Definition: EventMap.cpp:46
bool HasUnitState(const uint32 f) const
Definition: Unit.h:1395
Definition: Unit.h:1305

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Member Data Documentation

std::unordered_map<ObjectGuid, time_t> npc_training_dummy::npc_training_dummyAI::_damageTimes
EventMap npc_training_dummy::npc_training_dummyAI::_events

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