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C++ AttackStart函数代码示例

本文整理汇总了C++中AttackStart函数的典型用法代码示例。如果您正苦于以下问题:C++ AttackStart函数的具体用法?C++ AttackStart怎么用?C++ AttackStart使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。


在下文中一共展示了AttackStart函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: UpdateAllies

void ImpAI::UpdateAI(const uint32 diff)
{
    if (!me->isAlive())
        return;

    m_owner = me->GetCharmerOrOwner();

    updateAlliesTimer.Update(diff);
    if (updateAlliesTimer.Passed())
        UpdateAllies();

    if (m_forceTimer)
    {
        if (m_forceTimer < diff)
            m_forceTimer = 0;
        else
            m_forceTimer -= diff;
    }

   // me->getVictim() can't be used for check in case stop fighting, me->getVictim() clear at Unit death etc.
    if (Unit *target = me->getVictim())
    {
        if (_needToStop())
        {
            DEBUG_LOG("Pet AI stoped attacking [guid=%u]", me->GetGUIDLow());
            _stopAttack();
            return;
        }
        float dist = me->GetDistance2d(target);
        if (dist < 30 && m_chasing)
        {
            me->clearUnitState(UNIT_STAT_FOLLOW);
            me->GetMotionMaster()->MoveIdle();
            m_chasing = false;
        }
        if (dist > 30 && !m_chasing)
        {
            me->GetMotionMaster()->MoveChase(target);
            m_chasing = true;
        }
    }
    else
    {
        if (me->isInCombat())
        {
            if (!m_owner|| !m_owner->GetObjectGuid().IsPlayer())
                _stopAttack();
        }
        else if (m_owner && me->GetCharmInfo()) //no victim
        {
            if (m_owner->isInCombat() && !(me->HasReactState(REACT_PASSIVE) || me->GetCharmInfo()->HasCommandState(COMMAND_STAY)))
                AttackStart(m_owner->getAttackerForHelper());
            else if (me->GetCharmInfo()->HasCommandState(COMMAND_FOLLOW) && !me->hasUnitState(UNIT_STAT_FOLLOW))
                me->GetMotionMaster()->MoveFollow(m_owner,PET_FOLLOW_DIST,PET_FOLLOW_ANGLE);
        }
    }

    if (!me->GetCharmInfo())
        return;

    if (!me->hasUnitState(UNIT_STAT_CASTING))
    {
        //Autocast
        for (uint8 i = 0; i < me->GetPetAutoSpellSize(); i++)
            PrepareSpellForAutocast(me->GetPetAutoSpellOnPos(i));

        AutocastPreparedSpells();
    }
}
开发者ID:SilvioDoMine,项目名称:core,代码行数:69,代码来源:PetAI.cpp

示例2: UpdateAllies

void PetAI::UpdateAI(const uint32 diff)
{
    if (!m_creature->IsAlive())
        { return; }

    Unit* owner = m_creature->GetCharmerOrOwner();

    if (m_updateAlliesTimer <= diff)
        // UpdateAllies self set update timer
        { UpdateAllies(); }
    else
        { m_updateAlliesTimer -= diff; }

    if (inCombat && (!m_creature->getVictim() || (m_creature->IsPet() && ((Pet*)m_creature)->GetModeFlags() & PET_MODE_DISABLE_ACTIONS)))
        { _stopAttack(); }

    // i_pet.getVictim() can't be used for check in case stop fighting, i_pet.getVictim() clear at Unit death etc.
    if (m_creature->getVictim())
    {
        if (_needToStop())
        {
            DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "PetAI (guid = %u) is stopping attack.", m_creature->GetGUIDLow());
            _stopAttack();
            return;
        }

        bool meleeReach = m_creature->CanReachWithMeleeAttack(m_creature->getVictim());

        if (m_creature->IsStopped() || meleeReach)
        {
            // required to be stopped cases
            if (m_creature->IsStopped() && m_creature->IsNonMeleeSpellCasted(false))
            {
                if (m_creature->hasUnitState(UNIT_STAT_FOLLOW_MOVE))
                    { m_creature->InterruptNonMeleeSpells(false); }
                else
                    { return; }
            }
            // not required to be stopped case
            else if (DoMeleeAttackIfReady())
            {
                if (!m_creature->getVictim())
                    { return; }

                // if pet misses its target, it will also be the first in threat list
                m_creature->getVictim()->AddThreat(m_creature);

                if (_needToStop())
                    { _stopAttack(); }
            }
        }
    }
    else if (owner && m_creature->GetCharmInfo())
    {
        if (owner->IsInCombat() && !(m_creature->GetCharmInfo()->HasReactState(REACT_PASSIVE) || m_creature->GetCharmInfo()->HasCommandState(COMMAND_STAY)))
        {
            AttackStart(owner->getAttackerForHelper());
        }
        else if (m_creature->GetCharmInfo()->HasCommandState(COMMAND_FOLLOW))
        {
            if (!m_creature->hasUnitState(UNIT_STAT_FOLLOW))
            {
                m_creature->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
            }
        }
    }

    // Autocast (casted only in combat or persistent spells in any state)
    if (!m_creature->IsNonMeleeSpellCasted(false))
    {
        typedef std::vector<std::pair<Unit*, Spell*> > TargetSpellList;
        TargetSpellList targetSpellStore;

        for (uint8 i = 0; i < m_creature->GetPetAutoSpellSize(); ++i)
        {
            uint32 spellID = m_creature->GetPetAutoSpellOnPos(i);
            if (!spellID)
                { continue; }

            SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellID);
            if (!spellInfo)
                { continue; }

            if (m_creature->GetCharmInfo() && m_creature->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo))
                { continue; }

            // ignore some combinations of combat state and combat/noncombat spells
            if (!inCombat)
            {
                // ignore attacking spells, and allow only self/around spells
                if (!IsPositiveSpell(spellInfo->Id))
                    { continue; }

                // non combat spells allowed
                // only pet spells have IsNonCombatSpell and not fit this reqs:
                // Consume Shadows, Lesser Invisibility, so ignore checks for its
                if (!IsNonCombatSpell(spellInfo))
                {
                    // allow only spell without spell cost or with spell cost but not duration limit
                    int32 duration = GetSpellDuration(spellInfo);
//.........这里部分代码省略.........
开发者ID:ejt,项目名称:vanilla,代码行数:101,代码来源:PetAI.cpp

示例3: UpdateAI

        void UpdateAI(const uint32 diff)
        {
            if (questPhase == 1)
            {
                if (timer <= diff)
                {
                    me->SetUInt32Value(UNIT_FIELD_BYTES_1, UNIT_STAND_STATE_STAND);
                    me->setFaction(FACTION_HOSTILE);
                    questPhase = 0;

                    if (Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0, 100, true))
                    {
                        me->AddThreat(pTarget, 5000000.0f);
                        AttackStart(pTarget);
                    }
                }
                else
                    timer -= diff;
            }

            if (!UpdateVictim())
              return;

            // healer
            if (spellFlashLight && HealthBelowPct(70))
            {
                if (timerFlashLight <= diff)
                {
                    DoCast(me, SPELL_FLASH_OF_LIGHT);
                    timerFlashLight = 3225 +  rand()%3225;
                }
                else
                    timerFlashLight -= diff;
            }

            if (spellJustice)
            {
                if (timerJustice <= diff)
                {
                    DoCast(me, SPELL_SEAL_OF_JUSTICE);
                    timerJustice = 10000 + rand()%10000;
                }
                else
                    timerJustice -= diff;
            }

            if (spellJudLight)
            {
                if (timerJudLight <= diff)
                {
                    DoCast(me, SPELL_JUDGEMENT_OF_LIGHT);
                    timerJudLight = 10000 + rand()%10000;
                }
                else
                    timerJudLight -= diff;
            }

            if (spellCommand)
            {
                  if (timerCommand <= diff)
                  {
                      DoCast(me, SPELL_SEAL_OF_COMMAND);
                      timerCommand = 20000 + rand()%20000;
                  }
                  else
                      timerCommand -= diff;
            }

            DoMeleeAttackIfReady();
        }
开发者ID:H4D3S,项目名称:DarkmoonCore-Cataclysm,代码行数:70,代码来源:eversong_woods.cpp

示例4: HandleFlightSequence

        void HandleFlightSequence()
        {
            switch (uiFlightCount)
            {
            case 0:
                //me->AttackStop();
                me->GetMotionMaster()->Clear(false);
                me->HandleEmoteCommand(EMOTE_ONESHOT_LIFTOFF);
                me->StopMoving();
                DoScriptText(YELL_TAKEOFF, me);
                events.ScheduleEvent(EVENT_FLIGHT_SEQUENCE, 2000);
                break;
            case 1:
                me->GetMotionMaster()->MovePoint(0, me->GetPositionX()+1, me->GetPositionY(), me->GetPositionZ()+10);
                break;
            case 2:
            {
                Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 150, true);
                if (!target)
                    target = Unit::GetUnit(*me, instance ? instance->GetData64(DATA_PLAYER_GUID) : 0);

                if (!target)
                {
                    EnterEvadeMode();
                    return;
                }

                Creature* Vapor = me->SummonCreature(MOB_VAPOR, target->GetPositionX()-5+rand()%10, target->GetPositionY()-5+rand()%10, target->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN, 9000);
                if (Vapor)
                {
                    Vapor->AI()->AttackStart(target);
                    me->InterruptNonMeleeSpells(false);
                    DoCast(Vapor, SPELL_VAPOR_CHANNEL, false); // core bug
                    Vapor->CastSpell(Vapor, SPELL_VAPOR_TRIGGER, true);
                }

                events.ScheduleEvent(EVENT_FLIGHT_SEQUENCE, 10000);
                break;
            }
            case 3:
            {
                DespawnSummons(MOB_VAPOR_TRAIL);
                //DoCast(me, SPELL_VAPOR_SELECT); need core support

                Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 150, true);
                if (!target)
                    target = Unit::GetUnit(*me, instance ? instance->GetData64(DATA_PLAYER_GUID) : 0);

                if (!target)
                {
                    EnterEvadeMode();
                    return;
                }

                //target->CastSpell(target, SPELL_VAPOR_SUMMON, true); need core support
                Creature* pVapor = me->SummonCreature(MOB_VAPOR, target->GetPositionX()-5+rand()%10, target->GetPositionY()-5+rand()%10, target->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN, 9000);
                if (pVapor)
                {
                    if (pVapor->AI())
                        pVapor->AI()->AttackStart(target);
                    me->InterruptNonMeleeSpells(false);
                    DoCast(pVapor, SPELL_VAPOR_CHANNEL, false); // core bug
                    pVapor->CastSpell(pVapor, SPELL_VAPOR_TRIGGER, true);
                }

                events.ScheduleEvent(EVENT_FLIGHT_SEQUENCE, 10000);
                break;
            }
            case 4:
                DespawnSummons(MOB_VAPOR_TRAIL);
                events.ScheduleEvent(EVENT_FLIGHT_SEQUENCE, 1);
                break;
            case 5:
            {
                Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 150, true);
                if (!target)
                    target = Unit::GetUnit(*me, instance ? instance->GetData64(DATA_PLAYER_GUID) : 0);

                if (!target)
                {
                    EnterEvadeMode();
                    return;
                }

                breathX = target->GetPositionX();
                breathY = target->GetPositionY();
                float x, y, z;
                target->GetContactPoint(me, x, y, z, 70);
                me->GetMotionMaster()->MovePoint(0, x, y, z+10);
                break;
            }
            case 6:
                me->SetOrientation(me->GetAngle(breathX, breathY));
                me->StopMoving();
                //DoTextEmote("takes a deep breath.", NULL);
                events.ScheduleEvent(EVENT_FLIGHT_SEQUENCE, 10000);
                break;
            case 7:
            {
                DoCast(me, SPELL_FOG_BREATH, true);
//.........这里部分代码省略.........
开发者ID:Cailiaock,项目名称:5.4.7-Wow-source,代码行数:101,代码来源:boss_felmyst.cpp

示例5: MoveInLineOfSight

 void MoveInLineOfSight(Unit* who)
 {
     if (me->IsWithinDist(who, 50) && !me->isInCombat() && me->IsValidAttackTarget(who))
         AttackStart(who);
 }
开发者ID:S-proyect,项目名称:Emu-S,代码行数:5,代码来源:boss_anetheron.cpp

示例6: UpdateAI

        void UpdateAI(const uint32 diff)
        {
            if (SayTimer <= diff)
            {
                if (Event)
                    SayTimer = NextStep(++Step);
            } else SayTimer -= diff;

            if (Attack)
            {
                Player* pPlayer = Unit::GetPlayer(*me, PlayerGUID);
                me->setFaction(14);
                me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
                if (pPlayer)
                {
                Unit* Creepjack = me->FindNearestCreature(NPC_CREEPJACK, 20);
                if (Creepjack)
                {
                    Creepjack->Attack(pPlayer, true);
                    Creepjack->setFaction(14);
                    Creepjack->GetMotionMaster()->MoveChase(pPlayer);
                    Creepjack->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
                }
                Unit* Malone = me->FindNearestCreature(NPC_MALONE, 20);
                if (Malone)
                {
                    Malone->Attack(pPlayer, true);
                    Malone->setFaction(14);
                    Malone->GetMotionMaster()->MoveChase(pPlayer);
                    Malone->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
                }
                    DoStartMovement(pPlayer);
                    AttackStart(pPlayer);
                }
                Attack = false;
            }

            if (HealthBelowPct(5) && !Done)
            {
                me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
                me->RemoveAllAuras();

                Unit* Creepjack = me->FindNearestCreature(NPC_CREEPJACK, 20);
                if (Creepjack)
                {
                    CAST_CRE(Creepjack)->AI()->EnterEvadeMode();
                    Creepjack->setFaction(1194);
                    Creepjack->GetMotionMaster()->MoveTargetedHome();
                    Creepjack->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
                }
                Unit* Malone = me->FindNearestCreature(NPC_MALONE, 20);
                if (Malone)
                {
                    CAST_CRE(Malone)->AI()->EnterEvadeMode();
                    Malone->setFaction(1194);
                    Malone->GetMotionMaster()->MoveTargetedHome();
                    Malone->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
                }
                me->setFaction(1194);
                Done = true;
                DoScriptText(SAY_GIVEUP, me, NULL);
                me->DeleteThreatList();
                me->CombatStop();
                me->GetMotionMaster()->MoveTargetedHome();
                Player* pPlayer = Unit::GetPlayer(*me, PlayerGUID);
                if (pPlayer)
                    CAST_PLR(pPlayer)->GroupEventHappens(QUEST_WBI, me);
            }
            DoMeleeAttackIfReady();
        }
开发者ID:ATOM12192,项目名称:SkyFireEMU,代码行数:70,代码来源:shattrath_city.cpp

示例7: MoveInLineOfSight

		void MoveInLineOfSight(Unit *who) {
			if (me->IsWithinDist(who, 50) && !me->isInCombat()
					&& me->IsHostileTo(who))
				AttackStart(who);
		}
开发者ID:dsstest,项目名称:ArkCORE,代码行数:5,代码来源:boss_azgalor.cpp

示例8: UpdateAI

    void UpdateAI(const uint32 diff)
    {
        if (Intro && !Done)
        {
            if (AggroTimer <= diff)
            {
                me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
                me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
                DoScriptText(SAY_AGGRO, me);
                me->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_STATE_NONE);
                Done = true;
                if (AggroTargetGUID)
                {
                    Unit* pUnit = Unit::GetUnit((*me), AggroTargetGUID);
                    if (pUnit)
                        AttackStart(pUnit);

                    DoZoneInCombat();
                }
                else
                {
                    EnterEvadeMode();
                    return;
                }
            } else AggroTimer -= diff;
        }

        if (!UpdateVictim() || !Done)
            return;

        if (SummonShadowsTimer <= diff)
        {
            //MindControlGhost();

            for (uint8 i = 0; i < 2; ++i)
            {
                Creature* Shadow = NULL;
                float X = CalculateRandomLocation(me->GetPositionX(), 10);
                Shadow = me->SummonCreature(CREATURE_SHADOWY_CONSTRUCT, X, me->GetPositionY(), me->GetPositionZ(), 0, TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 0);
                if (Shadow)
                {
                    Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 1);
                    if (!pTarget)
                        pTarget = me->getVictim();

                    if (pTarget)
                        Shadow->AI()->AttackStart(pTarget);
                }
            }
            SummonShadowsTimer = 60000;
        } else SummonShadowsTimer -= diff;

        if (SummonDoomBlossomTimer <= diff)
        {
            if (Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0))
            {
                float X = CalculateRandomLocation(pTarget->GetPositionX(), 20);
                float Y = CalculateRandomLocation(pTarget->GetPositionY(), 20);
                float Z = pTarget->GetPositionZ();
                Z = me->GetMap()->GetVmapHeight(X, Y, Z);
                Creature* DoomBlossom = me->SummonCreature(CREATURE_DOOM_BLOSSOM, X, Y, Z, 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 20000);
                if (DoomBlossom)
                {
                    DoomBlossom->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
                    DoomBlossom->setFaction(me->getFaction());
                    DoomBlossom->AddThreat(pTarget, 1.0f);
                    CAST_AI(mob_doom_blossomAI, DoomBlossom->AI())->SetTeronGUID(me->GetGUID());
                    pTarget->CombatStart(DoomBlossom);
                    SetThreatList(DoomBlossom);
                    SummonDoomBlossomTimer = 35000;
                }
            }
        } else SummonDoomBlossomTimer -= diff;

        if (IncinerateTimer <= diff)
        {
            Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 1);
            if (!pTarget)
                pTarget = me->getVictim();

            if (pTarget)
            {
                DoScriptText(RAND(SAY_SPECIAL1,SAY_SPECIAL2), me);
                DoCast(pTarget, SPELL_INCINERATE);
                IncinerateTimer = 20000 + rand()%31 * 1000;
            }
        } else IncinerateTimer -= diff;

        if (CrushingShadowsTimer <= diff)
        {
            Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0);
            if (pTarget && pTarget->isAlive())
                DoCast(pTarget, SPELL_CRUSHING_SHADOWS);
            CrushingShadowsTimer = 10000 + rand()%16 * 1000;
        } else CrushingShadowsTimer -= diff;

        /*** NOTE FOR FUTURE DEV: UNCOMMENT BELOW ONLY IF MIND CONTROL IS FULLY IMPLEMENTED **/
        /*if (ShadowOfDeathTimer <= diff)
        {
            Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 1);
//.........这里部分代码省略.........
开发者ID:SergeySV,项目名称:PhantomCore,代码行数:101,代码来源:boss_teron_gorefiend.cpp

示例9: UpdateAI

        void UpdateAI(const uint32 diff)
        {
            //Speech
            if (DoingSpeech)
            {
                if (SpeechTimer <= diff)
                {
                    switch (SpeechNum)
                    {
                        case 0:
                            //16 seconds till next line
                            DoScriptText(SAY_LINE2, me);
                            SpeechTimer = 16000;
                            ++SpeechNum;
                            break;
                        case 1:
                            //This one is actually 16 seconds but we only go to 10 seconds because he starts attacking after he says "I must fight this!"
                            DoScriptText(SAY_LINE3, me);
                            SpeechTimer = 10000;
                            ++SpeechNum;
                            break;
                        case 2:
                            me->setFaction(103);
                            if (PlayerGUID && Unit::GetUnit(*me, PlayerGUID))
                            {
                                AttackStart(Unit::GetUnit(*me, PlayerGUID));
                                DoCast(me, SPELL_ESSENCEOFTHERED);
                            }
                            SpeechTimer = 0;
                            DoingSpeech = false;
                            break;
                    }
                } else SpeechTimer -= diff;
            }

            //Return since we have no target
            if (!UpdateVictim())
                return;

            // Yell if hp lower than 15%
            if (HealthBelowPct(15) && !HasYelled)
            {
                DoScriptText(SAY_HALFLIFE, me);
                HasYelled = true;
            }

            //Cleave_Timer
            if (Cleave_Timer <= diff)
            {
                DoCast(me->getVictim(), SPELL_CLEAVE);
                Cleave_Timer = 15000;
            } else Cleave_Timer -= diff;

            //FlameBreath_Timer
            if (FlameBreath_Timer <= diff)
            {
                DoCast(me->getVictim(), SPELL_FLAMEBREATH);
                FlameBreath_Timer = urand(4000, 8000);
            } else FlameBreath_Timer -= diff;

            //BurningAdrenalineCaster_Timer
            if (BurningAdrenalineCaster_Timer <= diff)
            {
                Unit* target = NULL;

                uint8 i = 0;
                while (i < 3)   // max 3 tries to get a random target with power_mana
                {
                    ++i;
                    target = SelectTarget(SELECT_TARGET_RANDOM, 1, 100, true); //not aggro leader
                    if (target && target->getPowerType() == POWER_MANA)
                            i = 3;
                }
                if (target)                                     // cast on self (see below)
                    target->CastSpell(target, SPELL_BURNINGADRENALINE, 1);

                BurningAdrenalineCaster_Timer = 15000;
            } else BurningAdrenalineCaster_Timer -= diff;

            //BurningAdrenalineTank_Timer
            if (BurningAdrenalineTank_Timer <= diff)
            {
                // have the victim cast the spell on himself otherwise the third effect aura will be applied
                // to Vael instead of the player
                me->getVictim()->CastSpell(me->getVictim(), SPELL_BURNINGADRENALINE, 1);

                BurningAdrenalineTank_Timer = 45000;
            } else BurningAdrenalineTank_Timer -= diff;

            //FireNova_Timer
            if (FireNova_Timer <= diff)
            {
                DoCast(me->getVictim(), SPELL_FIRENOVA);
                FireNova_Timer = 5000;
            } else FireNova_Timer -= diff;

            //TailSwipe_Timer
            if (TailSwipe_Timer <= diff)
            {
                //Only cast if we are behind
//.........这里部分代码省略.........
开发者ID:3DViking,项目名称:MistCore,代码行数:101,代码来源:boss_vaelastrasz.cpp

示例10: UpdateAllies

void PetAI::UpdateAI(const uint32 diff) {
	if (!me->isAlive())
		return;

	Unit* owner = me->GetCharmerOrOwner();

	if (m_updateAlliesTimer <= diff)
		// UpdateAllies self set update timer
		UpdateAllies();
	else
		m_updateAlliesTimer -= diff;

	// me->getVictim() can't be used for check in case stop fighting, me->getVictim() clear at Unit death etc.
	if (me->getVictim()) {
		if (_needToStop()) {
			sLog->outStaticDebug("Pet AI stopped attacking [guid=%u]",
					me->GetGUIDLow());
			_stopAttack();
			return;
		}
		targetHasCC = _CheckTargetCC(me->getVictim());

		DoMeleeAttackIfReady();
	} else if (owner && me->GetCharmInfo()) //no victim
			{
		Unit *nextTarget = SelectNextTarget();

		if (me->HasReactState(REACT_PASSIVE))
			_stopAttack();
		else if (nextTarget)
			AttackStart(nextTarget);
		else
			HandleReturnMovement();
	} else if (owner && !me->HasUnitState(UNIT_STAT_FOLLOW)) // no charm info and no victim
		me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST,
				me->GetFollowAngle());

	if (!me->GetCharmInfo())
		return;

	// Autocast (casted only in combat or persistent spells in any state)
	if (me->GetGlobalCooldown() == 0 && !me->HasUnitState(UNIT_STAT_CASTING)) {
		typedef std::vector<std::pair<Unit*, Spell*> > TargetSpellList;
		TargetSpellList targetSpellStore;

		for (uint8 i = 0; i < me->GetPetAutoSpellSize(); ++i) {
			uint32 spellID = me->GetPetAutoSpellOnPos(i);
			if (!spellID)
				continue;

			SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellID);
			if (!spellInfo)
				continue;

			// ignore some combinations of combat state and combat/noncombat spells
			if (!me->getVictim()) {
				// ignore attacking spells, and allow only self/around spells
				if (!IsPositiveSpell(spellInfo->Id))
					continue;

				// non combat spells allowed
				// only pet spells have IsNonCombatSpell and not fit this reqs:
				// Consume Shadows, Lesser Invisibility, so ignore checks for its
				if (!IsNonCombatSpell(spellInfo)) {
					// allow only spell without spell cost or with spell cost but not duration limit
					int32 duration = GetSpellDuration(spellInfo);
					if ((spellInfo->manaCost || spellInfo->ManaCostPercentage
							|| spellInfo->manaPerSecond) && duration > 0)
						continue;

					// allow only spell without cooldown > duration
					int32 cooldown = GetSpellRecoveryTime(spellInfo);
					if (cooldown >= 0 && duration >= 0 && cooldown > duration)
						continue;
				}
			} else {
				// just ignore non-combat spells
				if (IsNonCombatSpell(spellInfo))
					continue;
			}

			Spell *spell = new Spell(me, spellInfo, false, 0);

			// Fix to allow pets on STAY to autocast
			if (me->getVictim() && _CanAttack(me->getVictim())
					&& spell->CanAutoCast(me->getVictim())) {
				targetSpellStore.push_back(
						std::make_pair<Unit*, Spell*>(me->getVictim(), spell));
				continue;
			} else {
				bool spellUsed = false;
				for (std::set<uint64>::const_iterator tar = m_AllySet.begin();
						tar != m_AllySet.end(); ++tar) {
					Unit* Target = ObjectAccessor::GetUnit(*me, *tar);

					//only buff targets that are in combat, unless the spell can only be cast while out of combat
					if (!Target)
						continue;

					if (spell->CanAutoCast(Target)) {
//.........这里部分代码省略.........
开发者ID:dsstest,项目名称:ArkCORE,代码行数:101,代码来源:PetAI.cpp

示例11: UpdateAI

        void UpdateAI(const uint32 uiDiff) override
        {
            if (!m_creature->SelectHostileTarget() || !m_creature->getVictim())
            {
                return;
            }

            // Summon panters every 5 seconds
            if (m_uiSummonTimer < uiDiff)
            {
                if (m_pInstance)
                {
                    if (Creature* pTrigger = m_pInstance->instance->GetCreature(ObjectGuid(m_pInstance->GetData64(TYPE_SIGNAL_2))))
                    {
                        m_creature->SummonCreature(NPC_ZULIAN_PROWLER, pTrigger->GetPositionX(), pTrigger->GetPositionY(), pTrigger->GetPositionZ(), 0, TEMPSUMMON_TIMED_OOC_DESPAWN, 30000);
                    }
                    if (Creature* pTrigger = m_pInstance->instance->GetCreature(ObjectGuid(m_pInstance->GetData64(TYPE_SIGNAL_3))))
                    {
                        m_creature->SummonCreature(NPC_ZULIAN_PROWLER, pTrigger->GetPositionX(), pTrigger->GetPositionY(), pTrigger->GetPositionZ(), 0, TEMPSUMMON_TIMED_OOC_DESPAWN, 30000);
                    }
                }

                m_uiSummonTimer = 5000;
            }
            else
            {
                m_uiSummonTimer -= uiDiff;
            }

            if (m_uiVisibleTimer)
            {
                if (m_uiVisibleTimer <= uiDiff)
                {
                    // Restore visibility
                    m_creature->SetVisibility(VISIBILITY_ON);

                    if (Unit* pTarget = m_creature->SelectAttackingTarget(ATTACKING_TARGET_RANDOM, 0))
                    {
                        AttackStart(pTarget);
                    }

                    m_uiVisibleTimer = 0;
                }
                else
                {
                    m_uiVisibleTimer -= uiDiff;
                }

                // Do nothing while vanished
                return;
            }

            // Troll phase
            if (!m_bIsPhaseTwo)
            {
                if (m_uiShadowWordPainTimer < uiDiff)
                {
                    if (Unit* pTarget = m_creature->SelectAttackingTarget(ATTACKING_TARGET_RANDOM, 0))
                    {
                        if (DoCastSpellIfCan(pTarget, SPELL_SHADOW_WORD_PAIN) == CAST_OK)
                        {
                            m_uiShadowWordPainTimer = 15000;
                        }
                    }
                }
                else
                {
                    m_uiShadowWordPainTimer -= uiDiff;
                }

                if (m_uiMarkTimer < uiDiff)
                {
                    if (Unit* pTarget = m_creature->SelectAttackingTarget(ATTACKING_TARGET_RANDOM, 0, SPELL_MARK_ARLOKK, SELECT_FLAG_PLAYER))
                    {
                        if (DoCastSpellIfCan(pTarget, SPELL_MARK_ARLOKK) == CAST_OK)
                        {
                            DoScriptText(SAY_FEAST_PANTHER, m_creature, pTarget);
                            m_uiMarkTimer = 30000;
                        }
                    }
                }
                else
                {
                    m_uiMarkTimer -= uiDiff;
                }

                if (m_uiGougeTimer < uiDiff)
                {
                    if (DoCastSpellIfCan(m_creature, SPELL_GOUGE) == CAST_OK)
                    {
                        if (m_creature->GetThreatManager().getThreat(m_creature->getVictim()))
                        {
                            m_creature->GetThreatManager().modifyThreatPercent(m_creature->getVictim(), -80);
                        }

                        m_uiGougeTimer = urand(17000, 27000);
                    }
                }
                else
                {
//.........这里部分代码省略.........
开发者ID:jviljoen82,项目名称:ScriptDev3,代码行数:101,代码来源:boss_arlokk.cpp

示例12: UpdateAI

		void UpdateAI(uint32 diff)
		{
			if (!UpdateVictim())
				return;

			events.Update(diff);

			if( me->HasUnitState(UNIT_STATE_CASTING) )
				return;

			switch( events.GetEvent() )
			{
				case 0:
					break;
				case EVENT_YELL_DEAD_1:
					Talk(YELL_DEAD_1);
					events.PopEvent();
					break;
				case EVENT_START_RESURRECTION:
					me->CastSpell(me, SPELL_SUMMON_VALKYR, true);
					events.PopEvent();
					events.RescheduleEvent(EVENT_VALKYR_BEAM, 7000);
					events.RescheduleEvent(EVENT_VALKYR_MOVE, 1);
					events.RescheduleEvent(EVENT_ANNHYLDE_YELL, 3000);
					break;
				case EVENT_VALKYR_MOVE:
					if( Creature* s = ObjectAccessor::GetCreature(*me, ValkyrGUID) )
						s->GetMotionMaster()->MovePoint(1, s->GetPositionX(), s->GetPositionY(), s->GetPositionZ()-15.0f);
					events.PopEvent();
					break;
				case EVENT_ANNHYLDE_YELL:
					if( Creature* s = ObjectAccessor::GetCreature(*me, ValkyrGUID) )
						s->AI()->Talk(YELL_ANHYLDE_2);
					events.PopEvent();
					break;
				case EVENT_VALKYR_BEAM:
					me->RemoveAura(SPELL_SUMMON_VALKYR);
					if( Creature* c = ObjectAccessor::GetCreature(*me, ValkyrGUID) )
						c->CastSpell(me, SPELL_RESURRECTION_BEAM, false);
					events.PopEvent();
					events.RescheduleEvent(EVENT_RESURRECTION_BALL, 4000);
					break;
				case EVENT_RESURRECTION_BALL:
					me->CastSpell(me, SPELL_RESURRECTION_BALL, true);
					events.PopEvent();
					events.RescheduleEvent(EVENT_RESURRECTION_HEAL, 4000);
					break;
				case EVENT_RESURRECTION_HEAL:
					me->RemoveAura(SPELL_RESURRECTION_BALL);
					me->CastSpell(me, SPELL_RESURRECTION_HEAL, true);
					FeignDeath(false);
					events.PopEvent();
					events.RescheduleEvent(EVENT_MORPH_TO_UNDEAD, 3000);
					break;
				case EVENT_MORPH_TO_UNDEAD:
					me->CastSpell(me, SPELL_INGVAR_TRANSFORM, true);
					events.PopEvent();
					events.RescheduleEvent(EVENT_START_PHASE_2, 1000);
					break;
				case EVENT_START_PHASE_2:
					if( Creature* c = ObjectAccessor::GetCreature(*me, ValkyrGUID) )
					{
						c->DespawnOrUnsummon();
						summons.DespawnAll();
					}
					events.PopEvent();
					me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
					AttackStart(me->GetVictim());
					me->GetMotionMaster()->MoveChase(me->GetVictim());
					Talk(YELL_AGGRO_2);

					// schedule Phase 2 abilities
					events.RescheduleEvent(EVENT_SPELL_ROAR, 15000);
					events.RescheduleEvent(EVENT_SPELL_CLEAVE_OR_WOE_STRIKE, 2000);
					events.RescheduleEvent(EVENT_SPELL_SMASH, 5000);
					events.RescheduleEvent(EVENT_SPELL_ENRAGE_OR_SHADOW_AXE, 10000);

					break;

				// ABILITIES HERE:
				case EVENT_UNROOT:
					me->SetControlled(false, UNIT_STATE_ROOT);
					me->DisableRotate(false);
					events.PopEvent();
					break;
				case EVENT_SPELL_ROAR:
					Talk(EMOTE_ROAR);

					me->_AddCreatureSpellCooldown(SPELL_STAGGERING_ROAR, 0);
					me->_AddCreatureSpellCooldown(SPELL_DREADFUL_ROAR, 0);

					if (me->GetDisplayId() == DISPLAYID_DEFAULT)
						me->CastSpell((Unit*)NULL, SPELL_STAGGERING_ROAR, false);
					else
						me->CastSpell((Unit*)NULL, SPELL_DREADFUL_ROAR, false);
					events.RepeatEvent(urand(15000,20000));
					break;
				case EVENT_SPELL_CLEAVE_OR_WOE_STRIKE:
					if( me->GetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID) == 0 )
					{
//.........这里部分代码省略.........
开发者ID:DSlayerMan,项目名称:Sunwell,代码行数:101,代码来源:boss_ingvar_the_plunderer.cpp

示例13: UpdateAI

        void UpdateAI(const uint32 diff)
        {
            if (instance)
            {
                if (!leotherasGUID)
                    leotherasGUID = instance->GetData64(DATA_LEOTHERAS);

                if (!me->isInCombat() && instance->GetData64(DATA_LEOTHERAS_EVENT_STARTER))
                {
                    Unit* victim = NULL;
                    victim = Unit::GetUnit(*me, instance->GetData64(DATA_LEOTHERAS_EVENT_STARTER));
                    if (victim)
                        AttackStart(victim);
                }
            }

            if (!UpdateVictim())
            {
                CastChanneling();
                return;
            }

            if (instance && !instance->GetData64(DATA_LEOTHERAS_EVENT_STARTER))
            {
                EnterEvadeMode();
                return;
            }

            if (Mindblast_Timer <= diff)
            {
                Unit* target = NULL;
                target = SelectTarget(SELECT_TARGET_RANDOM, 0);

                if (target)DoCast(target, SPELL_MINDBLAST);

                Mindblast_Timer = urand(10000, 15000);
            } else Mindblast_Timer -= diff;

            if (Earthshock_Timer <= diff)
            {
                Map* map = me->GetMap();
                Map::PlayerList const &PlayerList = map->GetPlayers();
                for (Map::PlayerList::const_iterator itr = PlayerList.begin(); itr != PlayerList.end(); ++itr)
                {
                    if (Player* i_pl = itr->getSource())
                    {
                        bool isCasting = false;
                        for (uint8 i = 0; i < CURRENT_MAX_SPELL; ++i)
                            if (i_pl->GetCurrentSpell(i))
                                isCasting = true;

                        if (isCasting)
                        {
                            DoCast(i_pl, SPELL_EARTHSHOCK);
                            break;
                        }
                    }
                }
                Earthshock_Timer = urand(8000, 15000);
            } else Earthshock_Timer -= diff;
            DoMeleeAttackIfReady();
        }
开发者ID:Bulbucan,项目名称:TrinityCore,代码行数:62,代码来源:boss_leotheras_the_blind.cpp

示例14: UpdateAllies

void PetAI::UpdateAI(const uint32 diff)
{
    if (!m_creature->isAlive())
        return;

    m_updateAlliesTimer.Update(diff);
    if (m_updateAlliesTimer.Passed())
    {
        UpdateAllies();
        m_updateAlliesTimer.Reset();
    }

    Unit* owner = m_creature->GetCharmerOrOwner();

    if (owner && !m_creature->IsWithinDistInMap(owner, m_fMaxRadiusToOwner) && !m_creature->IsInUnitState(UNIT_ACTION_HOME))
    {
        if (owner->GetTypeId() == TYPEID_PLAYER && (m_creature->IsPet() || m_creature->isCharmed()))
        {
            owner->CallForAllControlledUnits(DoPetActionWithHelper((Player*)owner, ACT_REACTION, REACT_PASSIVE, m_creature->GetObjectGuid(), ObjectGuid()), CONTROLLED_PET | CONTROLLED_GUARDIANS | CONTROLLED_CHARM);
            owner->CallForAllControlledUnits(DoPetActionWithHelper((Player*)owner, ACT_COMMAND, COMMAND_FOLLOW, m_creature->GetObjectGuid(), ObjectGuid()), CONTROLLED_PET | CONTROLLED_GUARDIANS | CONTROLLED_CHARM);
            return;
        }
    }

    if (!inCombat && m_savedTargetGuid)
    {
        if (Unit* savedTarget = m_creature->GetMap()->GetUnit(m_savedTargetGuid))
        {
            if (!savedTarget->isAlive())
                m_savedTargetGuid.Clear();
            else if (!savedTarget->IsCrowdControlled())
                AttackStart(savedTarget);
        }
        else
            m_savedTargetGuid.Clear();
    }

    Unit* pVictim = m_creature->getVictim();

    if (inCombat &&
            (!pVictim || !pVictim->isAlive() ||
             (m_creature->IsPet() && m_creature->GetCharmInfo()->HasState(CHARM_STATE_ACTION, ACTIONS_DISABLE))))
        _stopAttack();

    if (m_creature->hasUnitState(UNIT_STAT_CAN_NOT_REACT) || m_creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED))
    {
        UpdateAIType();
        return;
    }

    // i_pet.getVictim() can't be used for check in case stop fighting, i_pet.getVictim() clear at Unit death etc.
    if (pVictim)
    {
        bool meleeReach = m_creature->CanReachWithMeleeAttack(pVictim);

        if (_needToStop())
        {
            DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "PetAI (guid = %u) is stopping attack.", m_creature->GetGUIDLow());
            _stopAttack();
            return;
        }
        else if (!pVictim->isAlive())                        // Stop attack if target dead
        {
            m_creature->InterruptNonMeleeSpells(false);
            _stopAttack();
            return;
        }
        // Stop attack if target under CC effect
        else if (sWorld.getConfig(CONFIG_BOOL_PET_ADVANCED_AI) && IsInCombat() &&
                 pVictim->IsCrowdControlled() &&
                 !m_creature->GetCurrentSpell(CURRENT_CHANNELED_SPELL))
        {
            m_savedTargetGuid = pVictim->GetObjectGuid();
            m_creature->InterruptSpell(CURRENT_GENERIC_SPELL, true);
            if (!m_creature->IsNonMeleeSpellCasted(false, false, true))
                _stopAttack();
            return;
        }
        else if (m_creature->IsStopped() || meleeReach)
        {
            // required to be stopped cases
            if (m_creature->IsStopped() && m_creature->IsNonMeleeSpellCasted(false))
            {
                if (m_creature->hasUnitState(UNIT_STAT_FOLLOW_MOVE))
                    m_creature->InterruptNonMeleeSpells(false);
                else
                    return;
            }
            // not required to be stopped case
            else if (DoMeleeAttackIfReady())
            {
                pVictim = m_creature->getVictim();
                if (!pVictim)
                    return;

                // if pet misses its target, it will also be the first in threat list
                pVictim->AddThreat(m_creature);

                if (_needToStop())
                    _stopAttack();
//.........这里部分代码省略.........
开发者ID:yubin8178,项目名称:mangos,代码行数:101,代码来源:PetAI.cpp

示例15: UpdateAI

        void UpdateAI(const uint32 diff)
        {
            if (!UpdateVictim())
                return;

            if (me->getVictim() && me->isAlive())
            {
                if (HealthAbovePct(50))
                {
                    if (Charge_Timer <= diff)
                    {
                        if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0))
                        {
                            DoCast(target, SPELL_CHARGE);
                            AttackStart(target);
                        }

                        Charge_Timer = urand(15000, 30000);
                    } else Charge_Timer -= diff;

                    if (SonicBurst_Timer <= diff)
                    {
                        DoCast(me->getVictim(), SPELL_SONICBURST);
                        SonicBurst_Timer = urand(8000, 13000);
                    } else SonicBurst_Timer -= diff;

                    if (Screech_Timer <= diff)
                    {
                        DoCast(me->getVictim(), SPELL_SCREECH);
                        Screech_Timer = urand(18000, 26000);
                    } else Screech_Timer -= diff;

                    if (SpawnBats_Timer <= diff)
                    {
                        Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0);

                        Creature* Bat = NULL;
                        Bat = me->SummonCreature(11368, -12291.6220f, -1380.2640f, 144.8304f, 5.483f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
                        if (target && Bat) Bat ->AI()->AttackStart(target);

                        Bat = me->SummonCreature(11368, -12289.6220f, -1380.2640f, 144.8304f, 5.483f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
                        if (target && Bat) Bat ->AI()->AttackStart(target);

                        Bat = me->SummonCreature(11368, -12293.6220f, -1380.2640f, 144.8304f, 5.483f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
                        if (target && Bat) Bat ->AI()->AttackStart(target);

                        Bat = me->SummonCreature(11368, -12291.6220f, -1380.2640f, 144.8304f, 5.483f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
                        if (target && Bat) Bat ->AI()->AttackStart(target);

                        Bat = me->SummonCreature(11368, -12289.6220f, -1380.2640f, 144.8304f, 5.483f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
                        if (target && Bat) Bat ->AI()->AttackStart(target);
                        Bat = me->SummonCreature(11368, -12293.6220f, -1380.2640f, 144.8304f, 5.483f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
                        if (target && Bat) Bat ->AI()->AttackStart(target);

                        SpawnBats_Timer = 60000;
                    } else SpawnBats_Timer -= diff;
                }
                else
                {
                    if (PhaseTwo)
                    {
                        if (PhaseTwo && ShadowWordPain_Timer <= diff)
                        {
                            if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0))
                            {
                                DoCast(target, SPELL_SHADOW_WORD_PAIN);
                                ShadowWordPain_Timer = urand(12000, 18000);
                            }
                        }
                        ShadowWordPain_Timer -=diff;

                        if (MindFlay_Timer <= diff)
                        {
                            DoCast(me->getVictim(), SPELL_MIND_FLAY);
                            MindFlay_Timer = 16000;
                        }
                        MindFlay_Timer -=diff;

                        if (ChainMindFlay_Timer <= diff)
                        {
                            me->InterruptNonMeleeSpells(false);
                            DoCast(me->getVictim(), SPELL_CHAIN_MIND_FLAY);
                            ChainMindFlay_Timer = urand(15000, 30000);
                        }
                        ChainMindFlay_Timer -=diff;

                        if (GreaterHeal_Timer <= diff)
                        {
                            me->InterruptNonMeleeSpells(false);
                            DoCast(me, SPELL_GREATERHEAL);
                            GreaterHeal_Timer = urand(25000, 35000);
                        }
                        GreaterHeal_Timer -=diff;

                        if (SpawnFlyingBats_Timer <= diff)
                        {
                            Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0);
                            if (!target)
                                return;

//.........这里部分代码省略.........
开发者ID:AwkwardDev,项目名称:Darkcore-Rebase,代码行数:101,代码来源:boss_jeklik.cpp


注:本文中的AttackStart函数示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。