TrinityCore
FollowerAI Class Reference

#include <ScriptedFollowerAI.h>

+ Inheritance diagram for FollowerAI:

Public Member Functions

 FollowerAI (Creature *creature)
 
 ~FollowerAI ()
 
void MoveInLineOfSight (Unit *) override
 
void JustDied (Unit *) override
 
void JustReachedHome () override
 
void OwnerAttackedBy (Unit *other) override
 
void UpdateAI (uint32) override
 
virtual void UpdateFollowerAI (uint32)
 
void StartFollow (Player *player, uint32 factionForFollower=0, uint32 quest=0)
 
void SetFollowPaused (bool paused)
 
void SetFollowComplete (bool withEndEvent=false)
 
bool IsEscorted () const override
 
bool HasFollowState (uint32 uiFollowState) const
 
- Public Member Functions inherited from ScriptedAI
 ScriptedAI (Creature *creature)
 
 ScriptedAI (Creature *creature, uint32 scriptId)
 
virtual ~ScriptedAI ()
 
void AttackStartNoMove (Unit *target)
 
virtual void UpdateAI (uint32 diff) override
 
void AttackStart (Unit *) override
 == Triggered Actions Requested ================== More...
 
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 AddThreat (Unit *victim, float amount, Unit *who=nullptr)
 
void ModifyThreatByPercent (Unit *victim, int32 pct, Unit *who=nullptr)
 
void ResetThreat (Unit *victim, Unit *who=nullptr)
 
void ResetThreatList (Unit *who=nullptr)
 
float GetThreat (Unit const *victim, Unit const *who=nullptr)
 
void ForceCombatStop (Creature *who, bool reset=true)
 
void ForceCombatStopForCreatureEntry (uint32 entry, float maxSearchRange=250.0f, bool samePhase=true, bool reset=true)
 
void ForceCombatStopForCreatureEntry (std::vector< uint32 > creatureEntries, float maxSearchRange=250.0f, bool samePhase=true, bool reset=true)
 
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)
 
UnitDoSelectBelowHpPctFriendlyWithEntry (uint32 entry, float range, uint8 hpPct=1, bool excludeSelf=true)
 
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, Milliseconds 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 IsLFR () const
 
bool IsNormal () const
 
bool IsHeroic () const
 
bool IsMythic () const
 
bool IsMythicPlus () const
 
bool IsHeroicOrHigher () const
 
bool IsTimewalking () const
 
Difficulty GetDifficulty () const
 
bool Is25ManRaid () const
 
template<class T >
T const & DUNGEON_MODE (T const &normal5, T const &heroic10) const
 
template<class T >
T const & RAID_MODE (T const &normal10, T const &normal25) const
 
template<class T >
T const & RAID_MODE (T const &normal10, T const &normal25, T const &heroic10, T const &heroic25) const
 
- Public Member Functions inherited from CreatureAI
 CreatureAI (Creature *creature, uint32 scriptId={})
 
virtual ~CreatureAI ()
 
uint32 GetId () const
 
bool IsEngaged () const
 
void Talk (uint8 id, WorldObject const *whisperTarget=nullptr)
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At ================================= More...
 
void TriggerAlert (Unit const *who) const
 
virtual void EnterEvadeMode (EvadeReason why=EvadeReason::Other)
 
void JustEnteredCombat (Unit *) override
 
virtual void JustStartedThreateningMe (Unit *who)
 
virtual void JustEngagedWith (Unit *)
 
virtual void OnHealthDepleted (Unit *, bool)
 
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 JustSummonedGameobject (GameObject *)
 
virtual void SummonedGameobjectDespawn (GameObject *)
 
virtual void JustRegisteredDynObject (DynamicObject *)
 
virtual void JustUnregisteredDynObject (DynamicObject *)
 
virtual void JustRegisteredAreaTrigger (AreaTrigger *)
 
virtual void JustUnregisteredAreaTrigger (AreaTrigger *)
 
virtual void SpellHit (WorldObject *, SpellInfo const *)
 
virtual void SpellHitTarget (WorldObject *, SpellInfo const *)
 
virtual void OnSpellCast (SpellInfo const *)
 
virtual void OnSpellFailed (SpellInfo const *)
 
virtual void OnSpellStart (SpellInfo const *)
 
virtual void OnChannelFinished (SpellInfo const *)
 
virtual bool IsEscorted () const
 
virtual void JustAppeared ()
 
virtual void MovementInform (uint32, uint32)
 
void OnCharmed (bool isNew) override
 
virtual void JustReachedHome ()
 
void DoZoneInCombat ()
 
virtual void ReceiveEmote (Player *, uint32)
 
virtual void OwnerAttackedBy (Unit *attacker)
 
virtual void OwnerAttacked (Unit *target)
 
void AttackStart (Unit *victim) override
 == Triggered Actions Requested ================== More...
 
virtual void CorpseRemoved (uint32 &)
 == State checks ================================= More...
 
virtual Optional< QuestGiverStatusGetDialogStatus (Player const *player)
 == Gossip system ================================ More...
 
virtual bool OnGossipHello (Player *)
 
virtual bool OnGossipSelect (Player *, uint32, uint32)
 
virtual bool OnGossipSelectCode (Player *, uint32, uint32, char const *)
 
virtual void OnQuestAccept (Player *, Quest const *)
 
virtual void OnQuestReward (Player *, Quest const *, LootItemType, uint32)
 
virtual void WaypointStarted (uint32, uint32)
 == Waypoints system ============================= More...
 
virtual void WaypointReached (uint32, uint32)
 
virtual void WaypointPathEnded (uint32, uint32)
 
virtual void PassengerBoarded (Unit *, int8, bool)
 == Fields ======================================= More...
 
virtual void OnSpellClick (Unit *, bool)
 
virtual bool CanSeeAlways (WorldObject const *)
 
virtual PlayerAIGetAIForCharmedPlayer (Player *)
 
int32 VisualizeBoundary (Seconds duration, Unit *owner=nullptr, bool fill=false) const
 
virtual bool CheckInRoom ()
 
CreatureBoundary const * GetBoundary () const
 
void SetBoundary (CreatureBoundary const *boundary, bool negativeBoundaries=false)
 
bool IsInBoundary (Position const *who=nullptr) const
 
- Public Member Functions inherited from UnitAI
 UnitAI (Unit *unit)
 
virtual ~UnitAI ()
 
virtual bool CanAIAttack (Unit const *) const
 
virtual void AttackStart (Unit *victim)
 
virtual void UpdateAI (uint32 diff)=0
 
virtual void InitializeAI ()
 
virtual void Reset ()
 
virtual void OnCharmed (bool isNew)
 
virtual void DoAction (int32)
 
virtual uint32 GetData (uint32) const
 
virtual void SetData (uint32, uint32)
 
virtual void SetGUID (ObjectGuid const &, int32=0)
 
virtual ObjectGuid GetGUID (int32=0) const
 
UnitSelectTarget (SelectTargetMethod targetType, uint32 offset=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
 
template<class PREDICATE >
UnitSelectTarget (SelectTargetMethod targetType, uint32 offset, PREDICATE const &predicate)
 
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 offset=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
 
template<class PREDICATE >
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 offset, PREDICATE const &predicate)
 
virtual void JustEnteredCombat (Unit *)
 
virtual void JustExitedCombat ()
 
virtual void OnDespawn ()
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType)
 
virtual void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellInfo const *)
 
virtual void HealReceived (Unit *, uint32 &)
 
virtual void HealDone (Unit *, uint32 &)
 
virtual void SpellInterrupted (uint32, uint32)
 
void AttackStartCaster (Unit *victim, float dist)
 
SpellCastResult DoCast (uint32 spellId)
 
SpellCastResult DoCast (Unit *victim, uint32 spellId, CastSpellExtraArgs const &args={})
 
SpellCastResult DoCastSelf (uint32 spellId, CastSpellExtraArgs const &args={})
 
SpellCastResult DoCastVictim (uint32 spellId, CastSpellExtraArgs const &args={})
 
SpellCastResult DoCastAOE (uint32 spellId, CastSpellExtraArgs const &args={})
 
bool DoSpellAttackIfReady (uint32 spellId)
 
virtual void OnGameEvent (bool, uint16)
 
virtual std::string GetDebugInfo () const
 

Protected Member Functions

PlayerGetLeaderForFollower ()
 
- Protected Member Functions inherited from CreatureAI
bool UpdateVictim ()
 
CreatureDoSummon (uint32 entry, Position const &pos, Milliseconds despawnTime=30s, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
CreatureDoSummon (uint32 entry, WorldObject *obj, float radius=5.0f, Milliseconds despawnTime=30s, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
CreatureDoSummonFlyer (uint32 entry, WorldObject *obj, float flightZ, float radius=5.0f, Milliseconds despawnTime=30s, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
void EngagementStart (Unit *who)
 
void EngagementOver ()
 
virtual void MoveInLineOfSight (Unit *)
 
bool _EnterEvadeMode (EvadeReason why=EvadeReason::Other)
 

Private Member Functions

void AddFollowState (uint32 followState)
 
void RemoveFollowState (uint32 followState)
 
bool ShouldAssistPlayerInCombatAgainst (Unit *who) const
 

Private Attributes

ObjectGuid _leaderGUID
 
uint32 _updateFollowTimer
 
uint32 _followState
 
uint32 _questForFollow
 

Additional Inherited Members

- Static Public Member Functions inherited from CreatureAI
static void DoZoneInCombat (Creature *creature)
 
static bool IsInBounds (CreatureBoundary const &boundary, Position const *who)
 
- Static Public Member Functions inherited from UnitAI
static void FillAISpellInfo ()
 
- Public Attributes inherited from ScriptedAI
bool IsFleeing
 
- Static Public Attributes inherited from UnitAI
static std::unordered_map< std::pair< uint32, Difficulty >, AISpellInfoTypeAISpellInfo
 
- Protected Attributes inherited from CreatureAI
Creature *const me
 
CreatureBoundary const * _boundary
 
bool _negateBoundary
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Definition at line 35 of file ScriptedFollowerAI.h.

Constructor & Destructor Documentation

◆ FollowerAI()

FollowerAI::FollowerAI ( Creature creature)
explicit

Definition at line 34 of file ScriptedFollowerAI.cpp.

◆ ~FollowerAI()

FollowerAI::~FollowerAI ( )
inline

Definition at line 39 of file ScriptedFollowerAI.h.

Member Function Documentation

◆ AddFollowState()

void FollowerAI::AddFollowState ( uint32  followState)
inlineprivate

Definition at line 63 of file ScriptedFollowerAI.h.

+ Here is the caller graph for this function:

◆ GetLeaderForFollower()

Player * FollowerAI::GetLeaderForFollower ( )
protected

Definition at line 231 of file ScriptedFollowerAI.cpp.

+ Here is the call graph for this function:
+ Here is the caller graph for this function:

◆ HasFollowState()

bool FollowerAI::HasFollowState ( uint32  uiFollowState) const
inline

Definition at line 57 of file ScriptedFollowerAI.h.

+ Here is the caller graph for this function:

◆ IsEscorted()

bool FollowerAI::IsEscorted ( ) const
inlineoverridevirtual

Reimplemented from CreatureAI.

Definition at line 56 of file ScriptedFollowerAI.h.

◆ JustDied()

void FollowerAI::JustDied ( Unit )
overridevirtual
Todo:
need a better check for quests with time limit.

Reimplemented from CreatureAI.

Definition at line 44 of file ScriptedFollowerAI.cpp.

+ Here is the call graph for this function:

◆ JustReachedHome()

void FollowerAI::JustReachedHome ( )
overridevirtual

Reimplemented from CreatureAI.

Definition at line 64 of file ScriptedFollowerAI.cpp.

+ Here is the call graph for this function:

◆ MoveInLineOfSight()

void FollowerAI::MoveInLineOfSight ( Unit who)
overridevirtual

Reimplemented from CreatureAI.

Reimplemented in npc_tooga::npc_toogaAI, and npc_captured_beryl_sorcerer.

Definition at line 36 of file ScriptedFollowerAI.cpp.

+ Here is the call graph for this function:
+ Here is the caller graph for this function:

◆ OwnerAttackedBy()

void FollowerAI::OwnerAttackedBy ( Unit other)
overridevirtual

Reimplemented from CreatureAI.

Definition at line 79 of file ScriptedFollowerAI.cpp.

+ Here is the call graph for this function:

◆ RemoveFollowState()

void FollowerAI::RemoveFollowState ( uint32  followState)
inlineprivate

Definition at line 64 of file ScriptedFollowerAI.h.

+ Here is the caller graph for this function:

◆ SetFollowComplete()

void FollowerAI::SetFollowComplete ( bool  withEndEvent = false)

Definition at line 215 of file ScriptedFollowerAI.cpp.

+ Here is the call graph for this function:
+ Here is the caller graph for this function:

◆ SetFollowPaused()

void FollowerAI::SetFollowPaused ( bool  paused)

Definition at line 194 of file ScriptedFollowerAI.cpp.

+ Here is the call graph for this function:

◆ ShouldAssistPlayerInCombatAgainst()

bool FollowerAI::ShouldAssistPlayerInCombatAgainst ( Unit who) const
private

Definition at line 262 of file ScriptedFollowerAI.cpp.

+ Here is the call graph for this function:
+ Here is the caller graph for this function:

◆ StartFollow()

void FollowerAI::StartFollow ( Player player,
uint32  factionForFollower = 0,
uint32  quest = 0 
)

Definition at line 153 of file ScriptedFollowerAI.cpp.

+ Here is the call graph for this function:
+ Here is the caller graph for this function:

◆ UpdateAI()

void FollowerAI::UpdateAI ( uint32  uiDiff)
overridevirtual

Reimplemented from ScriptedAI.

Reimplemented in npc_altar_altercation_ariok.

Definition at line 85 of file ScriptedFollowerAI.cpp.

+ Here is the call graph for this function:

◆ UpdateFollowerAI()

void FollowerAI::UpdateFollowerAI ( uint32  )
virtual

Reimplemented in npc_tooga::npc_toogaAI.

Definition at line 148 of file ScriptedFollowerAI.cpp.

+ Here is the call graph for this function:
+ Here is the caller graph for this function:

Member Data Documentation

◆ _followState

uint32 FollowerAI::_followState
private

Definition at line 69 of file ScriptedFollowerAI.h.

◆ _leaderGUID

ObjectGuid FollowerAI::_leaderGUID
private

Definition at line 67 of file ScriptedFollowerAI.h.

◆ _questForFollow

uint32 FollowerAI::_questForFollow
private

Definition at line 70 of file ScriptedFollowerAI.h.

◆ _updateFollowTimer

uint32 FollowerAI::_updateFollowTimer
private

Definition at line 68 of file ScriptedFollowerAI.h.


The documentation for this class was generated from the following files: