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C++ DoCastVictim函数代码示例

本文整理汇总了C++中DoCastVictim函数的典型用法代码示例。如果您正苦于以下问题:C++ DoCastVictim函数的具体用法?C++ DoCastVictim怎么用?C++ DoCastVictim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DoCastVictim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: DoCastVictim

void boss_attumen::boss_attumenAI::UpdateAI(uint32 diff)
{
    if (ResetTimer)
    {
        if (ResetTimer <= diff)
        {
            ResetTimer = 0;
            Unit* pMidnight = ObjectAccessor::GetUnit(*me, Midnight);
            if (pMidnight)
            {
                pMidnight->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
                pMidnight->SetVisible(true);
            }
            Midnight.Clear();
            me->SetVisible(false);
            me->KillSelf();
        } else ResetTimer -= diff;
    }

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

    if (me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE))
        return;

    if (CleaveTimer <= diff)
    {
        DoCastVictim(SPELL_SHADOWCLEAVE);
        CleaveTimer = urand(10000, 15000);
    } else CleaveTimer -= diff;

    if (CurseTimer <= diff)
    {
        DoCastVictim(SPELL_INTANGIBLE_PRESENCE);
        CurseTimer = 30000;
    } else CurseTimer -= diff;

    if (RandomYellTimer <= diff)
    {
        Talk(SAY_RANDOM);
        RandomYellTimer = urand(30000, 60000);
    } else RandomYellTimer -= diff;

    if (me->GetUInt32Value(UNIT_FIELD_DISPLAYID) == MOUNTED_DISPLAYID)
    {
        if (ChargeTimer <= diff)
        {
            Unit* target = NULL;
            ThreatContainer::StorageType const &t_list = me->getThreatManager().getThreatList();
            std::vector<Unit*> target_list;
            for (ThreatContainer::StorageType::const_iterator itr = t_list.begin(); itr != t_list.end(); ++itr)
            {
                target = ObjectAccessor::GetUnit(*me, (*itr)->getUnitGuid());
                if (target && !target->IsWithinDist(me, ATTACK_DISTANCE, false))
                    target_list.push_back(target);
                target = NULL;
            }
            if (!target_list.empty())
                target = *(target_list.begin() + rand32() % target_list.size());

            DoCast(target, SPELL_BERSERKER_CHARGE);
            ChargeTimer = 20000;
        } else ChargeTimer -= diff;
    }
    else
    {
        if (HealthBelowPct(25))
        {
            Creature* pMidnight = ObjectAccessor::GetCreature(*me, Midnight);
            if (pMidnight && pMidnight->GetTypeId() == TYPEID_UNIT)
            {
                ENSURE_AI(boss_midnight::boss_midnightAI, (pMidnight->AI()))->Mount(me);
                me->SetHealth(pMidnight->GetHealth());
                DoResetThreat();
            }
        }
    }

    DoMeleeAttackIfReady();
}
开发者ID:DSlayerMan,项目名称:DraenorCore,代码行数:81,代码来源:boss_midnight.cpp

示例2: UpdateAI

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

                events.Update(diff);

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

                while (uint32 eventId = events.ExecuteEvent())
                {
                    switch (eventId)
                    {
                        case EVENT_INHALE_BLIGHT:
                        {
                            RemoveBlight();
                            if (_inhaleCounter == 3)
                            {
                                Talk(EMOTE_WARN_PUNGENT_BLIGHT);
                                Talk(SAY_PUNGENT_BLIGHT);
                                DoCast(me, SPELL_PUNGENT_BLIGHT);
                                _inhaleCounter = 0;
                                if (Creature* professor = ObjectAccessor::GetCreature(*me, instance->GetData64(DATA_PROFESSOR_PUTRICIDE)))
                                    professor->AI()->DoAction(ACTION_FESTERGUT_GAS);
                                events.RescheduleEvent(EVENT_GAS_SPORE, urand(20000, 25000));
                            }
                            else
                            {
                                DoCast(me, SPELL_INHALE_BLIGHT);
                                // just cast and dont bother with target, conditions will handle it
                                ++_inhaleCounter;
                                if (_inhaleCounter < 3)
                                    me->CastSpell(me, gaseousBlight[_inhaleCounter], true, NULL, NULL, me->GetGUID());
                            }

                            events.ScheduleEvent(EVENT_INHALE_BLIGHT, urand(33500, 35000));
                            break;
                        }
                        case EVENT_VILE_GAS:
                        {
                            std::list<Unit*> targets;
                            uint32 minTargets = RAID_MODE<uint32>(3, 8, 3, 8);
                            SelectTargetList(targets, minTargets, SELECT_TARGET_RANDOM, -5.0f, true);
                            float minDist = 0.0f;
                            if (targets.size() >= minTargets)
                                minDist = -5.0f;

                            if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, minDist, true))
                                DoCast(target, SPELL_VILE_GAS);
                            events.ScheduleEvent(EVENT_VILE_GAS, urand(28000, 35000));
                            break;
                        }
                        case EVENT_GAS_SPORE:
                            Talk(EMOTE_WARN_GAS_SPORE);
                            Talk(EMOTE_GAS_SPORE);
                            me->CastCustomSpell(SPELL_GAS_SPORE, SPELLVALUE_MAX_TARGETS, RAID_MODE<int32>(2, 3, 2, 3), me);
                            events.ScheduleEvent(EVENT_GAS_SPORE, urand(40000, 45000));
                            events.RescheduleEvent(EVENT_VILE_GAS, urand(28000, 35000));
                            break;
                        case EVENT_GASTRIC_BLOAT:
                            DoCastVictim(SPELL_GASTRIC_BLOAT);
                            events.ScheduleEvent(EVENT_GASTRIC_BLOAT, urand(15000, 17500));
                            break;
                        case EVENT_BERSERK:
                            DoCast(me, SPELL_BERSERK2);
                            Talk(SAY_BERSERK);
                            break;
                        default:
                            break;
                    }
                }

                DoMeleeAttackIfReady();
            }
开发者ID:Adeer,项目名称:Patchs,代码行数:75,代码来源:boss_festergut.cpp

示例3: UpdateAI

            void UpdateAI(uint32 diff) override
            {
                // I have a feeling this isn't blizzlike, but owell, I'm only passing by and cleaning up.
                if (!_hasAura)
                {
                    for (uint8 i = 0; i < MAX_SPELL_PAIRS; ++i)
                        if (_auraPairs[i].npcEntry == me->GetEntry())
                            DoCast(me, _auraPairs[i].spellId);

                    _hasAura = true;
                }

                if (!UpdateVictim())
                    return;

                events.Update(diff);

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

                while (uint32 eventId = events.ExecuteEvent())
                {
                    switch (eventId)
                    {
                        case EVENT_CHARGE_TARGET:
                            DoCastVictim(SPELL_CHARGE);
                            events.ScheduleEvent(EVENT_CHARGE, urand(10 * IN_MILLISECONDS, 25 * IN_MILLISECONDS));
                            break;
                        case EVENT_CLEAVE:
                            DoCastVictim(SPELL_CLEAVE);
                            events.ScheduleEvent(EVENT_CLEAVE, urand(10 * IN_MILLISECONDS, 16 * IN_MILLISECONDS));
                            break;
                        case EVENT_DEMORALIZING_SHOUT:
                            DoCast(me, SPELL_DEMORALIZING_SHOUT);
                            events.ScheduleEvent(EVENT_DEMORALIZING_SHOUT, urand(10 * IN_MILLISECONDS, 15 * IN_MILLISECONDS));
                            break;
                        case EVENT_WHIRLWIND:
                            DoCast(me, SPELL_WHIRLWIND);
                            events.ScheduleEvent(EVENT_WHIRLWIND, urand(10 * IN_MILLISECONDS, 25 * IN_MILLISECONDS));
                            break;
                        case EVENT_ENRAGE:
                            DoCast(me, SPELL_ENRAGE);
                            events.ScheduleEvent(EVENT_ENRAGE, urand(10 * IN_MILLISECONDS, 30 * IN_MILLISECONDS));
                            break;
                        case EVENT_CHECK_RESET:
                        {
                            Position const& _homePosition = me->GetHomePosition();
                            if (me->GetDistance2d(_homePosition.GetPositionX(), _homePosition.GetPositionY()) > 50.0f)
                            {
                                EnterEvadeMode();
                                return;
                            }
                            events.ScheduleEvent(EVENT_CHECK_RESET, 5000);
                            break;
                        }
                    }
                    if (me->HasUnitState(UNIT_STATE_CASTING))
                        return;
                }

                DoMeleeAttackIfReady();
            }
开发者ID:kemlg,项目名称:trinitycore-conciens,代码行数:62,代码来源:alterac_valley.cpp

示例4: UpdateAI

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

            events.Update(diff);

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

            while (uint32 eventId = events.ExecuteEvent())
            {
                switch (eventId)
                {
                    case EVENT_SHIMMER:
                        {
                            // Remove old vulnerabilty spell
                            if (CurrentVurln_Spell)
                                me->RemoveAurasDueToSpell(CurrentVurln_Spell);

                            // Cast new random vulnerabilty on self
                            uint32 spell = RAND(SPELL_FIRE_VULNERABILITY, SPELL_FROST_VULNERABILITY, SPELL_SHADOW_VULNERABILITY, SPELL_NATURE_VULNERABILITY, SPELL_ARCANE_VULNERABILITY);
                            DoCast(me, spell);
                            CurrentVurln_Spell = spell;
                            Talk(EMOTE_SHIMMER);
                            events.ScheduleEvent(EVENT_SHIMMER, 45000);
                            break;
                        }
                    case EVENT_BREATH_1:
                            DoCastVictim(Breath1_Spell);
                            events.ScheduleEvent(EVENT_BREATH_1, 60000);
                            break;
                    case EVENT_BREATH_2:
                            DoCastVictim(Breath2_Spell);
                            events.ScheduleEvent(EVENT_BREATH_2, 60000);
                            break;
                    case EVENT_AFFLICTION:
                        {
                            Map::PlayerList const &players = me->GetMap()->GetPlayers();
                            for (Map::PlayerList::const_iterator itr = players.begin(); itr != players.end(); ++itr)
                            {
                                if (Player* player = itr->GetSource()->ToPlayer())
                                {
                                    DoCast(player, RAND(SPELL_BROODAF_BLUE, SPELL_BROODAF_BLACK, SPELL_BROODAF_RED, SPELL_BROODAF_BRONZE, SPELL_BROODAF_GREEN), true);

                                        if (player->HasAura(SPELL_BROODAF_BLUE) &&
                                            player->HasAura(SPELL_BROODAF_BLACK) &&
                                            player->HasAura(SPELL_BROODAF_RED) &&
                                            player->HasAura(SPELL_BROODAF_BRONZE) &&
                                            player->HasAura(SPELL_BROODAF_GREEN))
                                        {
                                            DoCast(player, SPELL_CHROMATIC_MUT_1);
                                        }

                                }
                            }
                        }
                        events.ScheduleEvent(EVENT_AFFLICTION, 10000);
                        break;
                    case EVENT_FRENZY:
                        DoCast(me, SPELL_FRENZY);
                        events.ScheduleEvent(EVENT_FRENZY, urand(10000, 15000));
                        break;
                }
            }

            // Enrage if not already enraged and below 20%
            if (!Enraged && HealthBelowPct(20))
            {
                DoCast(me, SPELL_ENRAGE);
                Enraged = true;
            }

            DoMeleeAttackIfReady();
        }
开发者ID:FixCore,项目名称:335source,代码行数:75,代码来源:boss_chromaggus.cpp

示例5: UpdateAI

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

                events.Update(diff);

                if ((_phase != PHASE_BIRTH && !UpdateVictim()) || !CheckInRoom())
                    return;

                if (_canTheHundredClub)
                {
                    if (_checkFrostResistTimer <= diff)
                    {
                        CheckPlayersFrostResist();
                        _checkFrostResistTimer = 5 * IN_MILLISECONDS;
                    }
                    else
                        _checkFrostResistTimer -= diff;
                 }

                if (_phase == PHASE_GROUND)
                {
                    while (uint32 eventId = events.ExecuteEvent())
                    {
                        switch (eventId)
                        {
                            case EVENT_BERSERK:
                                Talk(EMOTE_ENRAGE);
                                DoCast(me, SPELL_BERSERK);
                                return;
                            case EVENT_CLEAVE:
                                DoCastVictim(SPELL_CLEAVE);
                                events.ScheduleEvent(EVENT_CLEAVE, urand(5, 15) * IN_MILLISECONDS, 0, PHASE_GROUND);
                                return;
                            case EVENT_TAIL:
                                DoCastAOE(SPELL_TAIL_SWEEP);
                                events.ScheduleEvent(EVENT_TAIL, urand(5, 15) * IN_MILLISECONDS, 0, PHASE_GROUND);
                                return;
                            case EVENT_DRAIN:
                                DoCastAOE(SPELL_LIFE_DRAIN);
                                events.ScheduleEvent(EVENT_DRAIN, 24 * IN_MILLISECONDS, 0, PHASE_GROUND);
                                return;
                            case EVENT_BLIZZARD:
                            {
                                //DoCastAOE(SPELL_SUMMON_BLIZZARD);
                                if (Creature* summon = DoSummon(NPC_BLIZZARD, me, 0.0f, urand(25, 30) * IN_MILLISECONDS, TEMPSUMMON_TIMED_DESPAWN))
                                    summon->GetMotionMaster()->MoveRandom(40);
                                events.ScheduleEvent(EVENT_BLIZZARD, RAID_MODE(20, 7) * IN_MILLISECONDS, 0, PHASE_GROUND);
                                break;
                            }
                            case EVENT_FLIGHT:
                                if (HealthAbovePct(10))
                                {
                                    _phase = PHASE_FLIGHT;
                                    events.SetPhase(PHASE_FLIGHT);
                                    me->SetReactState(REACT_PASSIVE);
                                    me->AttackStop();
                                    float x, y, z, o;
                                    me->GetHomePosition(x, y, z, o);
                                    me->GetMotionMaster()->MovePoint(1, x, y, z);
                                    return;
                                }
                                break;
                        }
                    }

                    DoMeleeAttackIfReady();
                }
                else
                {
                    if (uint32 eventId = events.ExecuteEvent())
                    {
                        switch (eventId)
                        {
                            case EVENT_LIFTOFF:
                                Talk(EMOTE_AIR_PHASE);
                                me->SetDisableGravity(true);
                                me->SendMovementFlagUpdate();
                                events.ScheduleEvent(EVENT_ICEBOLT, 1500);
                                _iceboltCount = RAID_MODE(2, 3);
                                return;
                            case EVENT_ICEBOLT:
                            {
                                std::vector<Unit*> targets;
                                std::list<HostileReference*>::const_iterator i = me->getThreatManager().getThreatList().begin();
                                for (; i != me->getThreatManager().getThreatList().end(); ++i)
                                    if ((*i)->getTarget()->GetTypeId() == TYPEID_PLAYER && !(*i)->getTarget()->HasAura(SPELL_ICEBOLT))
                                        targets.push_back((*i)->getTarget());

                                if (targets.empty())
                                    _iceboltCount = 0;
                                else
                                {
                                    std::vector<Unit*>::const_iterator itr = targets.begin();
                                    advance(itr, rand()%targets.size());
                                    _iceblocks.insert(std::make_pair((*itr)->GetGUID(), 0));
                                    DoCast(*itr, SPELL_ICEBOLT);
                                    --_iceboltCount;
                                }
//.........这里部分代码省略.........
开发者ID:Arkania,项目名称:ArkCORE4,代码行数:101,代码来源:boss_sapphiron.cpp

示例6: UpdateAI

        void UpdateAI(const uint32 diff)
        {
            if (!UpdateVictim())
                return;
            if (uiPhaseTimer <= diff)
            {
                switch (Phase)
                {
                    case CASTING_FLAME_SPHERES:
                    {
                        Creature* pSpheres[3];

                        //DoCast(me, SPELL_FLAME_SPHERE_SUMMON_1);
                        pSpheres[0] = DoSpawnCreature(CREATURE_FLAME_SPHERE, 0, 0, 5, 0, TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 10*IN_MILLISECONDS);
                        Unit* pSphereTarget = SelectTarget(SELECT_TARGET_RANDOM, 0, 100, true);
                        if (pSphereTarget && pSpheres[0])
                        {
                            float angle, x, y;
                            angle = pSpheres[0]->GetAngle(pSphereTarget);
                            x = pSpheres[0]->GetPositionX() + DATA_SPHERE_DISTANCE * cos(angle);
                            y = pSpheres[0]->GetPositionY() + DATA_SPHERE_DISTANCE * sin(angle);
                            pSpheres[0]->GetMotionMaster()->MovePoint(0, x, y, pSpheres[0]->GetPositionZ());
                        }
                        if (IsHeroic())
                        {
                            //DoCast(me, H_SPELL_FLAME_SPHERE_SUMMON_1);
                            pSpheres[1] = DoSpawnCreature(H_CREATURE_FLAME_SPHERE_1, 0, 0, 5, 0, TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 10*IN_MILLISECONDS);
                            //DoCast(me, H_SPELL_FLAME_SPHERE_SUMMON_2);
                            pSpheres[2] = DoSpawnCreature(H_CREATURE_FLAME_SPHERE_2, 0, 0, 5, 0, TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 10*IN_MILLISECONDS);
                            if (pSphereTarget && pSpheres[1] && pSpheres[2])
                            {
                                float angle, x, y;
                                angle = pSpheres[1]->GetAngle(pSphereTarget) + DATA_SPHERE_ANGLE_OFFSET;
                                x = pSpheres[1]->GetPositionX() + DATA_SPHERE_DISTANCE/2 * cos(angle);
                                y = pSpheres[1]->GetPositionY() + DATA_SPHERE_DISTANCE/2 * sin(angle);
                                pSpheres[1]->GetMotionMaster()->MovePoint(0, x, y, pSpheres[1]->GetPositionZ());
                                angle = pSpheres[2]->GetAngle(pSphereTarget) - DATA_SPHERE_ANGLE_OFFSET;
                                x = pSpheres[2]->GetPositionX() + DATA_SPHERE_DISTANCE/2 * cos(angle);
                                y = pSpheres[2]->GetPositionY() + DATA_SPHERE_DISTANCE/2 * sin(angle);
                                pSpheres[2]->GetMotionMaster()->MovePoint(0, x, y, pSpheres[2]->GetPositionZ());
                            }
                        }

                        Phase = NORMAL;
                        uiPhaseTimer = 0;
                        break;
                    }
                    case JUST_VANISHED:
                        if (Unit* pEmbraceTarget = GetEmbraceTarget())
                        {
                            me->GetMotionMaster()->Clear();
                            me->SetSpeed(MOVE_WALK, 2.0f, true);
                            me->GetMotionMaster()->MoveChase(pEmbraceTarget);
                        }
                        Phase = VANISHED;
                        uiPhaseTimer = 1300;
                        break;
                    case VANISHED:
                        if (Unit* pEmbraceTarget = GetEmbraceTarget())
                            DoCast(pEmbraceTarget, DUNGEON_MODE(SPELL_EMBRACE_OF_THE_VAMPYR, H_SPELL_EMBRACE_OF_THE_VAMPYR));
                        Talk(SAY_FEED);
                        me->GetMotionMaster()->Clear();
                        me->SetSpeed(MOVE_WALK, 1.0f, true);
                        me->GetMotionMaster()->MoveChase(me->getVictim());
                        Phase = FEEDING;
                        uiPhaseTimer = 20*IN_MILLISECONDS;
                        break;
                    case FEEDING:
                        Phase = NORMAL;
                        uiPhaseTimer = 0;
                        uiEmbraceTarget = 0;
                        break;
                    case NORMAL:
                        if (uiBloodthirstTimer <= diff)
                        {
                            DoCast(me, SPELL_BLOODTHIRST);
                            uiBloodthirstTimer = 10*IN_MILLISECONDS;
                        } else uiBloodthirstTimer -= diff;

                        if (uiFlamesphereTimer <= diff)
                        {
                            // because TARGET_UNIT_TARGET_ENEMY we need a target selected to cast
                            DoCastVictim(SPELL_CONJURE_FLAME_SPHERE);
                            Phase = CASTING_FLAME_SPHERES;
                            uiPhaseTimer = 3*IN_MILLISECONDS + diff;
                            uiFlamesphereTimer = 15*IN_MILLISECONDS;
                        } else uiFlamesphereTimer -= diff;

                        if (uiVanishTimer <= diff)
                        {
                            //Count alive players
                            Unit* target = NULL;
                            std::list<HostileReference*> t_list = me->getThreatManager().getThreatList();
                            std::vector<Unit*> target_list;
                            for (std::list<HostileReference*>::const_iterator itr = t_list.begin(); itr!= t_list.end(); ++itr)
                            {
                                target = Unit::GetUnit(*me, (*itr)->getUnitGuid());
                                // exclude pets & totems
                                if (target && target->GetTypeId() == TYPEID_PLAYER && target->isAlive())
                                    target_list.push_back(target);
//.........这里部分代码省略.........
开发者ID:kmN666,项目名称:Leroy,代码行数:101,代码来源:boss_prince_taldaram.cpp

示例7: UpdateAI

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

                events.Update(diff);

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

                while (uint32 eventId = events.ExecuteEvent())
                {
                    switch (eventId)
                    {
                        case EVENT_FEL_FIREBALL:
                            DoCastVictim(SPELL_FEL_FIREBALL);
                            events.ScheduleEvent(EVENT_FEL_FIREBALL, urand(10*IN_MILLISECONDS, 15*IN_MILLISECONDS));
                            return;
                        case EVENT_FEL_LIGHTNING:
                            if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 0.0f, true, -SPELL_LORD_HITTIN))
                                DoCast(target, SPELL_FEL_LIGHTING);
                            events.ScheduleEvent(EVENT_FEL_LIGHTNING, urand(10*IN_MILLISECONDS, 15*IN_MILLISECONDS));
                            return;
                        case EVENT_INCINERATE_FLESH:
                            if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 1, 0.0f, true, -SPELL_LORD_HITTIN))
                            {
                                Talk(EMOTE_INCINERATE, target->GetGUID());
                                Talk(SAY_INCINERATE);
                                DoCast(target, SPELL_INCINERATE_FLESH);
                            }
                            events.ScheduleEvent(EVENT_INCINERATE_FLESH, urand(20*IN_MILLISECONDS, 25*IN_MILLISECONDS));
                            return;
                        case EVENT_NETHER_POWER:
                            me->CastCustomSpell(SPELL_NETHER_POWER, SPELLVALUE_AURA_STACK, RAID_MODE<uint32>(5, 10, 5,10), me, true);
                            events.ScheduleEvent(EVENT_NETHER_POWER, 40*IN_MILLISECONDS);
                            return;
                        case EVENT_LEGION_FLAME:
                            if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 1, 0.0f, true, -SPELL_LORD_HITTIN))
                            {
                                Talk(EMOTE_LEGION_FLAME, target->GetGUID());
                                DoCast(target, SPELL_LEGION_FLAME);
                            }
                            events.ScheduleEvent(EVENT_LEGION_FLAME, 30*IN_MILLISECONDS);
                            return;
                        case EVENT_SUMMONO_NETHER_PORTAL:
                            Talk(EMOTE_NETHER_PORTAL);
                            Talk(SAY_MISTRESS_OF_PAIN);
                            DoCast(SPELL_NETHER_PORTAL);
                            events.ScheduleEvent(EVENT_SUMMONO_NETHER_PORTAL, 2*MINUTE*IN_MILLISECONDS);
                            return;
                        case EVENT_SUMMON_INFERNAL_ERUPTION:
                            Talk(EMOTE_INFERNAL_ERUPTION);
                            Talk(SAY_INFERNAL_ERUPTION);
                            DoCast(SPELL_INFERNAL_ERUPTION);
                            events.ScheduleEvent(EVENT_SUMMON_INFERNAL_ERUPTION, 2*MINUTE*IN_MILLISECONDS);
                            return;
                    }
                }

                DoMeleeAttackIfReady();
            }
开发者ID:heros,项目名称:LasCore,代码行数:61,代码来源:boss_lord_jaraxxus.cpp

示例8: UpdateAI

            void UpdateAI(const uint32 diff)
            {
                if (!UpdateVictim() && !(events.GetPhaseMask() & (1 << PHASE_INTRO)))
                    return;

                events.Update(diff);

                while (uint32 eventId = events.ExecuteEvent())
                {
                    switch (eventId)
                    {
                        case EVENT_INTRO_1:
                            //DoScriptText(SAY_GORKUN_INTRO_2, pGorkunOrVictus);
                            break;
                        case EVENT_INTRO_2:
                            DoScriptText(SAY_TYRANNUS_INTRO_3, me);
                            break;
                        case EVENT_INTRO_3:
                            me->ExitVehicle();
                            me->GetMotionMaster()->MovePoint(0, miscPos);
                            break;
                        case EVENT_COMBAT_START:
                            if (Creature* rimefang = me->GetCreature(*me, instance->GetData64(DATA_RIMEFANG)))
                                rimefang->AI()->DoAction(ACTION_START_RIMEFANG);    //set rimefang also infight
                            events.SetPhase(PHASE_COMBAT);
                            me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
                            me->SetReactState(REACT_AGGRESSIVE);
                            DoCast(me, SPELL_FULL_HEAL);
                            DoZoneInCombat();
                            events.ScheduleEvent(EVENT_OVERLORD_BRAND, urand(5000, 7000));
                            events.ScheduleEvent(EVENT_FORCEFUL_SMASH, urand(14000, 16000));
                            events.ScheduleEvent(EVENT_MARK_OF_RIMEFANG, urand(25000, 27000));
                            break;
                        case EVENT_OVERLORD_BRAND:
                            if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 1, 0.0f, true))
                                DoCast(target, SPELL_OVERLORD_BRAND);
                            events.ScheduleEvent(EVENT_OVERLORD_BRAND, urand(11000, 12000));
                            break;
                        case EVENT_FORCEFUL_SMASH:
                            DoCastVictim(SPELL_FORCEFUL_SMASH);
                            events.ScheduleEvent(EVENT_UNHOLY_POWER, 1000);
                            break;
                        case EVENT_UNHOLY_POWER:
                            DoScriptText(SAY_DARK_MIGHT_1, me);
                            DoScriptText(SAY_DARK_MIGHT_2, me);
                            DoCast(me, SPELL_UNHOLY_POWER);
                            events.ScheduleEvent(EVENT_FORCEFUL_SMASH, urand(40000, 48000));
                            break;
                        case EVENT_MARK_OF_RIMEFANG:
                            DoScriptText(SAY_MARK_RIMEFANG_1, me);
                            if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 1, 0.0f, true))
                            {
                                DoScriptText(SAY_MARK_RIMEFANG_2, me, target);
                                DoCast(target, SPELL_MARK_OF_RIMEFANG);
                            }
                            events.ScheduleEvent(EVENT_MARK_OF_RIMEFANG, urand(24000, 26000));
                            break;
                    }
                }

                DoMeleeAttackIfReady();
            }
开发者ID:Bootz,项目名称:OpenStage-Project,代码行数:62,代码来源:boss_scourgelord_tyrannus.cpp

示例9: UpdateAI

        void UpdateAI(uint32 diff) override
        {
            if (!UpdateVictim())
            {
                events.Update(diff);

                while (uint32 eventId = events.ExecuteEvent())
                {
                    switch (eventId)
                    {
                        case EVENT_PATH_2:
                            me->GetMotionMaster()->MovePath(NEFARIUS_PATH_2, false);
                            events.ScheduleEvent(EVENT_CHAOS_1, 7000);
                            break;
                        case EVENT_CHAOS_1:
                            if (Creature* gyth = me->FindNearestCreature(NPC_GYTH, 75.0f, true))
                            {
                                me->SetFacingToObject(gyth);
                                Talk(SAY_CHAOS_SPELL);
                            }
                            events.ScheduleEvent(EVENT_CHAOS_2, 2000);
                            break;
                        case EVENT_CHAOS_2:
                            DoCast(SPELL_CHROMATIC_CHAOS);
                            me->SetFacingTo(1.570796f);
                            break;
                        case EVENT_SUCCESS_1:
                            if (Unit* player = me->SelectNearestPlayer(60.0f))
                            {
                                me->SetFacingToObject(player);
                                Talk(SAY_SUCCESS);
                                if (GameObject* portcullis1 = me->FindNearestGameObject(GO_PORTCULLIS_ACTIVE, 65.0f))
                                    portcullis1->SetGoState(GO_STATE_ACTIVE);
                                if (GameObject* portcullis2 = me->FindNearestGameObject(GO_PORTCULLIS_TOBOSSROOMS, 80.0f))
                                    portcullis2->SetGoState(GO_STATE_ACTIVE);
                            }
                            events.ScheduleEvent(EVENT_SUCCESS_2, 4000);
                            break;
                        case EVENT_SUCCESS_2:
                            DoCast(me, SPELL_VAELASTRASZZ_SPAWN);
                            me->DespawnOrUnsummon(1000);
                            break;
                        case EVENT_PATH_3:
                            me->GetMotionMaster()->MovePath(NEFARIUS_PATH_3, false);
                            break;
                        default:
                            break;
                    }
                }
                return;
            }

            // Only do this if we haven't spawned nefarian yet
            if (UpdateVictim() && SpawnedAdds <= 42)
            {
                events.Update(diff);

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

                while (uint32 eventId = events.ExecuteEvent())
                {
                    switch (eventId)
                    {
                        case EVENT_SHADOW_BOLT:
                            switch (urand(0, 1))
                            {
                                case 0:
                                    DoCastVictim(SPELL_SHADOWBOLT_VOLLEY);
                                    break;
                                case 1:
                                    if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 40, true))
                                        DoCast(target, SPELL_SHADOWBOLT);
                                    break;
                            }
                            DoResetThreat();
                            events.ScheduleEvent(EVENT_SHADOW_BOLT, urand(3000, 10000));
                            break;
                        case EVENT_FEAR:
                            if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 40, true))
                                DoCast(target, SPELL_FEAR);
                            events.ScheduleEvent(EVENT_FEAR, urand(10000, 20000));
                            break;
                        case EVENT_MIND_CONTROL:
                            if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 40, true))
                                DoCast(target, SPELL_SHADOW_COMMAND);
                            events.ScheduleEvent(EVENT_MIND_CONTROL, urand(30000, 35000));
                            break;
                        case EVENT_SPAWN_ADD:
                            for (uint8 i=0; i<2; ++i)
                            {
                                uint32 CreatureID;
                                if (urand(0, 2) == 0)
                                    CreatureID = NPC_CHROMATIC_DRAKANOID;
                                else
                                    CreatureID = Entry[urand(0, 4)];
                                if (Creature* dragon = me->SummonCreature(CreatureID, DrakeSpawnLoc[i]))
                                {
                                    dragon->setFaction(103);
                                    dragon->AI()->AttackStart(me->GetVictim());
//.........这里部分代码省略.........
开发者ID:Lyill,项目名称:TrinityCore,代码行数:101,代码来源:boss_nefarian.cpp

示例10: UpdateAI

        void UpdateAI(uint32 diff) override
        {
            if (!UpdateVictim())
            {
                if (phase == PHASE_FLIGHT && !me->IsInEvadeMode())
                    EnterEvadeMode();
                return;
            }

            events.Update(diff);

            if (me->IsNonMeleeSpellCast(false))
                return;

            if (phase == PHASE_GROUND)
            {
                switch (events.ExecuteEvent())
                {
                    case EVENT_BERSERK:
                        Talk(YELL_BERSERK);
                        DoCast(me, SPELL_BERSERK, true);
                        events.ScheduleEvent(EVENT_BERSERK, 10000);
                        break;
                    case EVENT_CLEAVE:
                        DoCastVictim(SPELL_CLEAVE, false);
                        events.ScheduleEvent(EVENT_CLEAVE, urand(5000, 10000));
                        break;
                    case EVENT_CORROSION:
                        DoCastVictim(SPELL_CORROSION, false);
                        events.ScheduleEvent(EVENT_CORROSION, urand(20000, 30000));
                        break;
                    case EVENT_GAS_NOVA:
                        DoCast(me, SPELL_GAS_NOVA, false);
                        events.ScheduleEvent(EVENT_GAS_NOVA, urand(20000, 25000));
                        break;
                    case EVENT_ENCAPSULATE:
                        if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 150, true))
                            DoCast(target, SPELL_ENCAPSULATE_CHANNEL, false);
                        events.ScheduleEvent(EVENT_ENCAPSULATE, urand(25000, 30000));
                        break;
                    case EVENT_FLIGHT:
                        EnterPhase(PHASE_FLIGHT);
                        break;
                    default:
                        DoMeleeAttackIfReady();
                        break;
                }
            }

            if (phase == PHASE_FLIGHT)
            {
                switch (events.ExecuteEvent())
                {
                    case EVENT_BERSERK:
                        Talk(YELL_BERSERK);
                        DoCast(me, SPELL_BERSERK, true);
                        break;
                    case EVENT_FLIGHT_SEQUENCE:
                        HandleFlightSequence();
                        break;
                    case EVENT_SUMMON_FOG:
                        {
                            float x, y, z;
                            me->GetPosition(x, y, z);
                            me->UpdateGroundPositionZ(x, y, z);
                            if (Creature* Fog = me->SummonCreature(NPC_VAPOR_TRAIL, x, y, z, 0, TEMPSUMMON_TIMED_DESPAWN, 10000))
                            {
                                Fog->RemoveAurasDueToSpell(SPELL_TRAIL_TRIGGER);
                                Fog->CastSpell(Fog, SPELL_FOG_TRIGGER, true);
                                me->CastSpell(Fog, SPELL_FOG_FORCE, true);
                            }
                        }
                        events.ScheduleEvent(EVENT_SUMMON_FOG, 1000);
                        break;
                }
            }
        }
开发者ID:Abrek,项目名称:My-WoDCore-6.x.x,代码行数:77,代码来源:boss_felmyst.cpp

示例11: UpdateAI

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

            switch (m_uiStage)
            {
                case 0:
                    if (m_uiFreezeSlashTimer <= uiDiff)
                    {
                        DoCastVictim(SPELL_FREEZE_SLASH);
                        m_uiFreezeSlashTimer = 15*IN_MILLISECONDS;
                    } else m_uiFreezeSlashTimer -= uiDiff;

                    if (m_uiPenetratingColdTimer <= uiDiff)
                    {
                        me->CastCustomSpell(RAID_MODE(SPELL_PENETRATING_COLD_10_N, SPELL_PENETRATING_COLD_25_N, SPELL_PENETRATING_COLD_10_H, SPELL_PENETRATING_COLD_25_H) , SPELLVALUE_MAX_TARGETS, RAID_MODE(2, 5));
                        m_uiPenetratingColdTimer = 20*IN_MILLISECONDS;
                    } else m_uiPenetratingColdTimer -= uiDiff;

                    if (m_uiSummonNerubianTimer <= uiDiff && (IsHeroic() || !m_bReachedPhase3))
                    {
                        me->CastCustomSpell(SPELL_SUMMON_BURROWER, SPELLVALUE_MAX_TARGETS, RAID_MODE(1, 2, 2, 4));
                        m_uiSummonNerubianTimer = 45*IN_MILLISECONDS;
                    } else m_uiSummonNerubianTimer -= uiDiff;

                    if (IsHeroic() && m_uiNerubianShadowStrikeTimer <= uiDiff)
                    {
                        Summons.DoAction(NPC_BURROWER, ACTION_SHADOW_STRIKE);
                        m_uiNerubianShadowStrikeTimer = 30*IN_MILLISECONDS;
                    } else m_uiNerubianShadowStrikeTimer -= uiDiff;

                    if (m_uiSubmergeTimer <= uiDiff && !m_bReachedPhase3 && !me->HasAura(SPELL_BERSERK))
                    {
                        m_uiStage = 1;
                        m_uiSubmergeTimer = 60*IN_MILLISECONDS;
                    } else m_uiSubmergeTimer -= uiDiff;
                    break;
                case 1:
                    DoCast(me, SPELL_SUBMERGE_ANUBARAK);
                    DoCast(me, SPELL_CLEAR_ALL_DEBUFFS);
                    me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE);
                    DoScriptText(SAY_BURROWER, me);
                    m_uiScarabSummoned = 0;
                    m_uiSummonScarabTimer = 4*IN_MILLISECONDS;
                    m_uiStage = 2;
                    break;
                case 2:
                    if (m_uiPursuingSpikeTimer <= uiDiff)
                    {
                        DoCast(SPELL_SPIKE_CALL);
                        // Just to make sure it won't happen again in this phase
                        m_uiPursuingSpikeTimer = 90*IN_MILLISECONDS;
                    } else m_uiPursuingSpikeTimer -= uiDiff;

                    if (m_uiSummonScarabTimer <= uiDiff)
                    {
                        /* WORKAROUND
                         * - The correct implementation is more likely the comment below but it needs spell knowledge
                         */
                        std::list<uint64>::iterator i = m_vBurrowGUID.begin();
                        uint32 at = urand(0, m_vBurrowGUID.size()-1);
                        for (uint32 k = 0; k < at; k++)
                            ++i;
                        if (Creature *pBurrow = Unit::GetCreature(*me, *i))
                            pBurrow->CastSpell(pBurrow, 66340, false);
                        m_uiScarabSummoned++;
                        m_uiSummonScarabTimer = 4*IN_MILLISECONDS;
                        if (m_uiScarabSummoned == 4) m_uiSummonScarabTimer = RAID_MODE(4, 20)*IN_MILLISECONDS;

                        /*It seems that this spell have something more that needs to be taken into account
                        //Need more sniff info
                        DoCast(SPELL_SUMMON_BEATLES);
                        // Just to make sure it won't happen again in this phase
                        m_uiSummonScarabTimer = 90*IN_MILLISECONDS;*/
                    } else m_uiSummonScarabTimer -= uiDiff;

                    if (m_uiSubmergeTimer <= uiDiff)
                    {
                        m_uiStage = 3;
                        m_uiSubmergeTimer = 80*IN_MILLISECONDS;
                    } else m_uiSubmergeTimer -= uiDiff;
                    break;
                case 3:
                    m_uiStage = 0;
                    DoCast(SPELL_SPIKE_TELE);
                    Summons.DespawnEntry(NPC_SPIKE);
                    me->RemoveAurasDueToSpell(SPELL_SUBMERGE_ANUBARAK);
                    me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE);
                    DoCast(me, SPELL_EMERGE_ANUBARAK);
                    me->GetMotionMaster()->MoveChase(me->getVictim());
                    m_uiSummonNerubianTimer = 10*IN_MILLISECONDS;
                    m_uiNerubianShadowStrikeTimer = 30*IN_MILLISECONDS;
                    m_uiSummonScarabTimer = 2*IN_MILLISECONDS;
                    break;
            }

            if (!IsHeroic())
            {
                if (m_uiSummonFrostSphereTimer <= uiDiff)
//.........这里部分代码省略.........
开发者ID:Rochet-2,项目名称:MythCore-OverWoW,代码行数:101,代码来源:boss_anubarak_trial.cpp

示例12: UpdateAI


//.........这里部分代码省略.........
                    {
                        if (uiUndergroundPhase > 1)
                        {
                            for (uint8 i = 0; i < 2; ++i)
                            {
                                if (Creature *Venomancer = me->SummonCreature(CREATURE_VENOMANCER, SpawnPoint[i], TEMPSUMMON_CORPSE_DESPAWN, 0))
                                {
                                    Venomancer->AddThreat(me->getVictim(), 0.0f);
                                    DoZoneInCombat(Venomancer);
                                }
                            }
                            bVenomancerSummoned = true;
                        }
                    } else uiVenomancerTimer -= diff;
                }

                if (!bDatterSummoned)
                {
                    if (uiDatterTimer <= diff)
                    {
                        if (uiUndergroundPhase > 2)
                        {
                            for (uint8 i = 0; i < 2; ++i)
                            {
                                if (Creature *Datter = me->SummonCreature(CREATURE_DATTER, SpawnPoint[i], TEMPSUMMON_CORPSE_DESPAWN, 0))
                                {
                                    Datter->AddThreat(me->getVictim(), 0.0f);
                                    DoZoneInCombat(Datter);
                                }
                            }
                            bDatterSummoned = true;
                        }
                    } else uiDatterTimer -= diff;
                }

                if (uiUndergroundTimer <= diff)
                {
                    me->RemoveAura(SPELL_SUBMERGE);
                    me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE|UNIT_FLAG_NOT_SELECTABLE);
                    uiPhase = PHASE_MELEE;
                } else uiUndergroundTimer -= diff;
                break;

            case PHASE_MELEE:
                if (((uiUndergroundPhase == 0 && HealthBelowPct(75))
                    || (uiUndergroundPhase == 1 && HealthBelowPct(50))
                    || (uiUndergroundPhase == 2 && HealthBelowPct(25)))
                    && !me->HasUnitState(UNIT_STAT_CASTING))
                {
                    bGuardianSummoned = false;
                    bVenomancerSummoned = false;
                    bDatterSummoned = false;

                    uiUndergroundTimer = 40*IN_MILLISECONDS;
                    uiVenomancerTimer = 25*IN_MILLISECONDS;
                    uiDatterTimer = 32*IN_MILLISECONDS;

                    uiImpalePhase = 0;
                    uiImpaleTimer = 9*IN_MILLISECONDS;

                    DoCast(me, SPELL_SUBMERGE, false);
                    me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE|UNIT_FLAG_NOT_SELECTABLE);

                    uiPhase = PHASE_UNDERGROUND;
                    ++uiUndergroundPhase;
                }

                if (bChanneling == true)
                {
                    for (uint8 i = 0; i < 8; ++i)
                    DoCast(me->getVictim(), SPELL_SUMMON_CARRION_BEETLES, true);
                    bChanneling = false;
                }
                else if (uiCarrionBeetlesTimer <= diff)
                {
                    bChanneling = true;
                    DoCastVictim(SPELL_CARRION_BEETLES);
                    uiCarrionBeetlesTimer = 25*IN_MILLISECONDS;
                } else uiCarrionBeetlesTimer -= diff;

                if (uiLeechingSwarmTimer <= diff)
                {
                    DoCast(me, SPELL_LEECHING_SWARM, true);
                    uiLeechingSwarmTimer = 19*IN_MILLISECONDS;
                } else uiLeechingSwarmTimer -= diff;

                if (uiPoundTimer <= diff)
                {
                    if (Unit *target = me->getVictim())
                    {
                        if (Creature *pImpaleTarget = DoSummonImpaleTarget(target))
                            me->CastSpell(pImpaleTarget, DUNGEON_MODE(SPELL_POUND, SPELL_POUND_H), false);
                    }
                    uiPoundTimer = 16500;
                } else uiPoundTimer -= diff;

                DoMeleeAttackIfReady();
                break;
            }
        }
开发者ID:antiker,项目名称:StarGateEmu-v5.x.x,代码行数:101,代码来源:boss_anubarak.cpp

示例13: UpdateAI

        void UpdateAI(const uint32 diff)
        {
            if (!beam)
            {
                SummonBeams();
                beam=true;
            }

            if (!UpdateVictim())
                return;

            if (CorruptedForm)
            {
                if (MarkOfCorruptionTimer <= diff)
                {
                    if (MarkOfCorruption_Count <= 5)
                    {
                        uint32 mark_spell = 0;

                        switch (MarkOfCorruption_Count)
                        {
                            case 0:
								mark_spell = SPELL_MARK_OF_CORRUPTION1;
								break;
                            case 1:
								mark_spell = SPELL_MARK_OF_CORRUPTION2;
								break;
                            case 2:
								mark_spell = SPELL_MARK_OF_CORRUPTION3;
								break;
                            case 3:
								mark_spell = SPELL_MARK_OF_CORRUPTION4;
								break;
                            case 4:
								mark_spell = SPELL_MARK_OF_CORRUPTION5;
								break;
                            case 5:
								mark_spell = SPELL_MARK_OF_CORRUPTION6;
								break;
                        }

                        DoCastVictim(mark_spell);

                        if (MarkOfCorruption_Count < 5)
                            ++MarkOfCorruption_Count;
                    }

                    MarkOfCorruptionTimer = 15000;
                }
				else MarkOfCorruptionTimer -= diff;

                if (VileSludgeTimer <= diff)
                {
                    if (Unit* target = SelectTarget(TARGET_RANDOM, 0))
					{
                        DoCast(target, SPELL_VILE_SLUDGE);
						VileSludgeTimer = 15000;
					}
                }
				else VileSludgeTimer -= diff;

                if (PosCheckTimer <= diff)
                {
                    if (me->IsWithinDist2d(HYDROSS_X, HYDROSS_Y, SWITCH_RADIUS))
                    {
                        // switch to clean form
                        me->SetDisplayId(MODEL_CLEAN);
                        CorruptedForm = false;
                        MarkOfHydross_Count = 0;

                        DoSendQuantumText(SAY_SWITCH_TO_CLEAN, me);
                        DoResetThreat();
                        SummonBeams();

                        // spawn 4 adds
                        DoSpawnCreature(NPC_PURE_SPAWN, SPAWN_X_DIFF1, SPAWN_Y_DIFF1, 3, 0, TEMPSUMMON_CORPSE_DESPAWN, 0);
                        DoSpawnCreature(NPC_PURE_SPAWN, SPAWN_X_DIFF2, SPAWN_Y_DIFF2, 3, 0, TEMPSUMMON_CORPSE_DESPAWN, 0);
                        DoSpawnCreature(NPC_PURE_SPAWN, SPAWN_X_DIFF3, SPAWN_Y_DIFF3, 3, 0, TEMPSUMMON_CORPSE_DESPAWN, 0);
                        DoSpawnCreature(NPC_PURE_SPAWN, SPAWN_X_DIFF4, SPAWN_Y_DIFF4, 3, 0, TEMPSUMMON_CORPSE_DESPAWN, 0);

                        me->SetMeleeDamageSchool(SPELL_SCHOOL_FROST);
                        me->ApplySpellImmune(0, IMMUNITY_SCHOOL, SPELL_SCHOOL_MASK_FROST, true);
                        me->ApplySpellImmune(0, IMMUNITY_SCHOOL, SPELL_SCHOOL_MASK_NATURE, false);
                    }

                    PosCheckTimer = 2500;
                }
				else PosCheckTimer -=diff;
            }
            // clean form
            else
            {
                if (MarkOfHydrossTimer <= diff)
                {
                    if (MarkOfHydross_Count <= 5)
                    {
                        uint32 mark_spell = 0;

                        switch (MarkOfHydross_Count)
                        {
//.........这里部分代码省略.........
开发者ID:boom8866,项目名称:new,代码行数:101,代码来源:boss_hydross_the_unstable.cpp

示例14: UpdateAI

            void UpdateAI(uint32 diff) override
            {
                events.Update(diff);

                if (!UpdateVictim())
                {
                    while (uint32 eventId = events.ExecuteEvent())
                    {
                        switch (eventId)
                        {
                            case INTRO_1:
                                me->GetMotionMaster()->MovePath(KIRTONOS_PATH, false);
                                break;
                            case INTRO_2:
                                me->GetMotionMaster()->MovePoint(0, PosMove[0]);
                                events.ScheduleEvent(INTRO_3, 1000);
                                break;
                            case INTRO_3:
                                if (GameObject* gate = ObjectAccessor::GetGameObject(*me, instance->GetGuidData(GO_GATE_KIRTONOS)))
                                    gate->SetGoState(GO_STATE_READY);
                                me->SetFacingTo(0.01745329f);
                                events.ScheduleEvent(INTRO_4, 3000);
                                break;
                            case INTRO_4:
                                if (GameObject* brazier = ObjectAccessor::GetGameObject(*me, instance->GetGuidData(GO_BRAZIER_OF_THE_HERALD)))
                                    brazier->SetGoState(GO_STATE_READY);
                                me->SetWalk(true);
                                me->SetDisableGravity(false);
                                DoCast(me, SPELL_KIRTONOS_TRANSFORM);
                                me->SetCanFly(false);
                                events.ScheduleEvent(INTRO_5, 1000);
                                break;
                            case INTRO_5:
                                me->HandleEmoteCommand(EMOTE_ONESHOT_ROAR);
                                me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 0, uint32(WEAPON_KIRTONOS_STAFF));
                                me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE|UNIT_FLAG_NOT_SELECTABLE);
                                me->SetReactState(REACT_AGGRESSIVE);
                                events.ScheduleEvent(INTRO_6, 5000);
                                break;
                            case INTRO_6:
                                me->GetMotionMaster()->MovePoint(0, PosMove[1]);
                                break;
                            default:
                                break;
                        }
                    }

                    return;
                }

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

                while (uint32 eventId = events.ExecuteEvent())
                {
                    switch (eventId)
                    {
                        case EVENT_SWOOP:
                            DoCast(me, SPELL_SWOOP);
                            events.ScheduleEvent(EVENT_SWOOP, 15s);
                            break;
                        case EVENT_WING_FLAP:
                            DoCast(me, SPELL_WING_FLAP);
                            events.ScheduleEvent(EVENT_WING_FLAP, 13s);
                            break;
                        case EVENT_PIERCE_ARMOR:
                            DoCastVictim(SPELL_PIERCE_ARMOR, true);
                            events.ScheduleEvent(EVENT_PIERCE_ARMOR, 12s);
                            break;
                        case EVENT_DISARM:
                            DoCastVictim(SPELL_DISARM, true);
                            events.ScheduleEvent(EVENT_DISARM, 11s);
                            break;
                        case EVENT_SHADOW_BOLT:
                            DoCastVictim(SPELL_SHADOW_BOLT, true);
                            events.ScheduleEvent(EVENT_SHADOW_BOLT, 42s);
                            break;
                        case EVENT_CURSE_OF_TONGUES:
                            DoCastVictim(SPELL_CURSE_OF_TONGUES, true);
                            events.ScheduleEvent(EVENT_CURSE_OF_TONGUES, 35s);
                            break;
                        case EVENT_DOMINATE_MIND:
                            DoCastVictim(SPELL_DOMINATE_MIND, true);
                            events.ScheduleEvent(EVENT_DOMINATE_MIND, 44s, 48s);
                            break;
                        case EVENT_KIRTONOS_TRANSFORM:
                            if (me->HasAura(SPELL_KIRTONOS_TRANSFORM))
                            {
                                me->RemoveAura(SPELL_KIRTONOS_TRANSFORM);
                                me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 0, uint32(0));
                                me->SetCanFly(false);
                            }
                            else
                            {
                                DoCast(me, SPELL_KIRTONOS_TRANSFORM);
                                me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 0, uint32(WEAPON_KIRTONOS_STAFF));
                                me->SetCanFly(true);
                            }
                            events.ScheduleEvent(EVENT_KIRTONOS_TRANSFORM, 16s, 18s);
                            break;
//.........这里部分代码省略.........
开发者ID:ElunaLuaEngine,项目名称:ElunaTrinityWotlk,代码行数:101,代码来源:boss_kirtonos_the_herald.cpp

示例15: UpdateAI

            void UpdateAI(uint32 const diff)
            {
                if (_introEvent)
                {
                    if (_introTimer <= diff)
                    {
                        switch (_introEvent)
                        {
                            case INTRO_1:
                                if (_currentPoint < POINT_KIRTONOS_LAND)
                                    me->GetMotionMaster()->MovePoint(_currentPoint, kirtonosIntroWaypoint[_currentPoint]);
                                else
                                {
                                    _introTimer = 1000;
                                    _introEvent = INTRO_2;
                                }
                                break;
                            case INTRO_2:
                                me->SetWalk(true);
                                me->GetMotionMaster()->MovePoint(0, 299.4884f, 92.76137f, 105.6335f);
                                _introTimer = 1000;
                                _introEvent = INTRO_3;
                                break;
                            case INTRO_3:
                                if (GameObject* gate = me->GetMap()->GetGameObject(instance->GetData64(GO_GATE_KIRTONOS)))
                                    gate->SetGoState(GO_STATE_READY);
                                me->SetFacingTo(0.01745329f);
                                _introTimer = 3000;
                                _introEvent = INTRO_4;
                                break;
                            case INTRO_4:
                                if (GameObject* brazier = me->GetMap()->GetGameObject(instance->GetData64(GO_BRAZIER_OF_THE_HERALD)))
                                    brazier->SetGoState(GO_STATE_READY);
                                me->SetDisableGravity(false);
                                DoCast(me, SPELL_KIRTONOS_TRANSFORM);
                                _introTimer = 1000;
                                _introEvent = INTRO_5;
                                break;
                            case INTRO_5:
                                me->HandleEmoteCommand(EMOTE_ONESHOT_ROAR);
                                me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 0, uint32(WEAPON_KIRTONOS_STAFF));
                                me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE|UNIT_FLAG_NOT_SELECTABLE);
                                me->SetReactState(REACT_AGGRESSIVE);
                                _introTimer = 5000;
                                _introEvent = INTRO_6;
                            case INTRO_6:
                                me->GetMotionMaster()->MovePoint(0, 314.8673f, 90.3021f, 101.6459f);
                                _introTimer = 0;
                                _introEvent = 0;
                            break;
                        }
                    }
                    else
                    _introTimer -= diff;
                }

                if (!UpdateVictim())
                    return;

                events.Update(diff);

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

                while (uint32 eventId = events.ExecuteEvent())
                {
                    switch (eventId)
                    {
                        case EVENT_SWOOP:
                            DoCast(me, SPELL_SWOOP);
                            events.ScheduleEvent(EVENT_SWOOP, 15000);
                            break;
                        case EVENT_WING_FLAP:
                            DoCast(me, SPELL_WING_FLAP);
                            events.ScheduleEvent(EVENT_WING_FLAP, 13000);
                            break;
                        case EVENT_PIERCE_ARMOR:
                            DoCastVictim(SPELL_PIERCE_ARMOR, true);
                            events.ScheduleEvent(EVENT_PIERCE_ARMOR, 12000);
                            break;
                        case EVENT_DISARM:
                            DoCastVictim(SPELL_DISARM, true);
                            events.ScheduleEvent(EVENT_DISARM, 11000);
                            break;
                        case EVENT_SHADOW_BOLT:
                            DoCastVictim(SPELL_SHADOW_BOLT, true);
                            events.ScheduleEvent(EVENT_SHADOW_BOLT, 42000);
                            break;
                        case EVENT_CURSE_OF_TONGUES:
                            DoCastVictim(SPELL_CURSE_OF_TONGUES, true);
                            events.ScheduleEvent(EVENT_CURSE_OF_TONGUES, 35000);
                            break;
                        case EVENT_DOMINATE_MIND:
                            DoCastVictim(SPELL_DOMINATE_MIND, true);
                            events.ScheduleEvent(EVENT_DOMINATE_MIND, urand(44000, 48000));
                            break;
                        case EVENT_KIRTONOS_TRANSFORM:
                            if (me->HasAura(SPELL_KIRTONOS_TRANSFORM))
                            {
                                me->RemoveAura(SPELL_KIRTONOS_TRANSFORM);
//.........这里部分代码省略.........
开发者ID:Sulvus,项目名称:TrinityCore,代码行数:101,代码来源:boss_kirtonos_the_herald.cpp


注:本文中的DoCastVictim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。