当前位置: 首页>>代码示例>>C++>>正文


C++ DoResetThreat函数代码示例

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

			void UpdateAI(uint32 diff)
			{
				events2.Update(diff);
				switch (events2.ExecuteEvent())
				{
					case EVENT_SHADE_GATHER_NPCS:
					{
						std::list<Creature*> ChannelerList;
						me->GetCreaturesWithEntryInRange(ChannelerList, 100.0f, NPC_ASHTONGUE_CHANNELER);
						for (std::list<Creature*>::const_iterator itr = ChannelerList.begin(); itr != ChannelerList.end(); ++itr)
							summonsChanneler.Summon(*itr);

						std::list<Creature*> SpawnerList;
						me->GetCreaturesWithEntryInRange(SpawnerList, 100.0f, NPC_CREATURE_GENERATOR_AKAMA);
						for (std::list<Creature*>::const_iterator itr = SpawnerList.begin(); itr != SpawnerList.end(); ++itr)
							summonsGenerator.Summon(*itr);

						summonsChanneler.Respawn();
						summonsGenerator.Respawn();
						ChannelersAction(ACTION_CHANNELERS_START_CHANNEL);
						
						if (Creature* akama = ObjectAccessor::GetCreature(*me, instance->GetData64(NPC_AKAMA_SHADE)))
							akama->Respawn(true);
						break;
					}
					case EVENT_SHADE_RESET_ENCOUNTER:
						me->SetVisible(true);
						summonsGenerator.Respawn();
						summonsChanneler.Respawn();
						ChannelersAction(ACTION_CHANNELERS_START_CHANNEL);

						if (Creature* akama = ObjectAccessor::GetCreature(*me, instance->GetData64(NPC_AKAMA_SHADE)))
							akama->Respawn(true);
						break;
				}

				if (!UpdateVictim())
					return;

				events.Update(diff);
				if (me->HasUnitState(UNIT_STATE_CASTING))
					return;

				switch (events.ExecuteEvent())
				{
					case EVENT_SHADE_CHECK_DISTANCE:
						if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() != POINT_MOTION_TYPE)
						{
							int32 slow = me->GetMaxNegativeAuraModifier(SPELL_AURA_MOD_DECREASE_SPEED);
							if (slow > -100)
							{
								me->SetWalk(true);
								me->GetMotionMaster()->MovePoint(POINT_START, 510.0f, 400.7993f, 112.7837f);
							}
						}
						else
						{
							int32 slow = me->GetMaxNegativeAuraModifier(SPELL_AURA_MOD_DECREASE_SPEED);
							if (slow < -100)
								me->GetMotionMaster()->Clear();
							else if (slow == 0)
							{
								summonsGenerator.DoAction(ACTION_NO_SORCERERS);
								me->SetWalk(false);
							}
						}

						if (me->IsWithinMeleeRange(me->GetVictim()))
						{
							me->SetReactState(REACT_AGGRESSIVE);
							DoResetThreat();
							me->GetVictim()->InterruptNonMeleeSpells(false);
							me->AddThreat(me->GetVictim(), 1000000.0f);
							me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC|UNIT_FLAG_IMMUNE_TO_NPC|UNIT_FLAG_NOT_SELECTABLE);
							summonsGenerator.DoAction(ACTION_STOP_SPAWNING);
							break;
						}
						events.ScheduleEvent(EVENT_SHADE_CHECK_DISTANCE, 1000);
						break;
				}

				DoMeleeAttackIfReady();
				EnterEvadeIfOutOfCombatArea();
			}
开发者ID:AlexHjelm,项目名称:sunwell,代码行数:84,代码来源:boss_shade_of_akama.cpp

示例2: DoCast

void boss_attumen::boss_attumenAI::UpdateAI(const uint32 diff)
{
    if(ResetTimer)
    {
        if(ResetTimer <= diff)
        {
            ResetTimer = 0;
            Unit* pMidnight = Unit::GetUnit(*me, Midnight);
            if(pMidnight)
            {
                pMidnight->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
                pMidnight->SetVisible(true);
            }
            Midnight = 0;
            me->SetVisible(false);
            me->Kill(me);
        }
    } 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)
    {
        DoCast(me->getVictim(), SPELL_SHADOWCLEAVE);
        CleaveTimer = urand(10000, 15000);
    } else CleaveTimer -= diff;

    if(CurseTimer <= diff)
    {
        DoCast(me->getVictim(), SPELL_INTANGIBLE_PRESENCE);
        CurseTimer = 30000;
    } else CurseTimer -= diff;

    if(RandomYellTimer <= diff)
    {
        DoScriptText(RAND(SAY_RANDOM1, SAY_RANDOM2), me);
        RandomYellTimer = urand(30000, 60000);
    } else RandomYellTimer -= diff;

    if(me->GetUInt32Value(UNIT_FIELD_DISPLAYID) == MOUNTED_DISPLAYID)
    {
        if(ChargeTimer <= diff)
        {
            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());
                if(target && !target->IsWithinDist(me, ATTACK_DISTANCE, false))
                    target_list.push_back(target);
                target = NULL;
            }
            if(!target_list.empty())
                target = *(target_list.begin()+rand()%target_list.size());

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

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

示例3: UpdateAI

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

        // Note: because the Vanish spell adds invisibility effect on the target, the timers won't be decreased during the vanish phase
        if (m_uiWaitTimer)
        {
            if (m_uiWaitTimer <= uiDiff)
            {
                // It's not very clear how to handle this spell
                if (Unit* pTarget = m_creature->SelectAttackingTarget(ATTACKING_TARGET_RANDOM, 0))
                {
                    DoScriptText(urand(0, 1) ? SAY_SPECIAL_1 : SAY_SPECIAL_2, m_creature);
                    DoResetThreat();
                    AttackStart(pTarget);
                    pTarget->CastSpell(pTarget, SPELL_GARROTE, TRIGGERED_OLD_TRIGGERED);
                }
                m_uiWaitTimer = 0;
            }
            else
                m_uiWaitTimer -= uiDiff;

            // Don't user other abilities in vanish
            return;
        }

        if (!m_bEnrage && m_creature->GetHealthPercent() < 30.0f)
        {
            if (DoCastSpellIfCan(m_creature, SPELL_FRENZY) == CAST_OK)
                m_bEnrage = true;
        }

        // No other spells are cast after enrage
        if (!m_bEnrage)
        {
            if (m_uiVanishTimer < uiDiff)
            {
                if (DoCastSpellIfCan(m_creature, SPELL_VANISH) == CAST_OK)
                {
                    m_uiVanishTimer = 30000;
                    m_uiWaitTimer   = 1000;
                }
            }
            else
                m_uiVanishTimer -= uiDiff;

            // Gouge highest aggro, and attack second highest
            if (m_uiGougeTimer < uiDiff)
            {
                if (DoCastSpellIfCan(m_creature->getVictim(), SPELL_GOUGE) == CAST_OK)
                    m_uiGougeTimer = 40000;
            }
            else
                m_uiGougeTimer -= uiDiff;

            if (m_uiBlindTimer < uiDiff)
            {
                if (Unit* pTarget = m_creature->SelectAttackingTarget(ATTACKING_TARGET_RANDOM, 0, SPELL_BLIND, SELECT_FLAG_PLAYER))
                {
                    if (DoCastSpellIfCan(pTarget, SPELL_BLIND) == CAST_OK)
                        m_uiBlindTimer = 40000;
                }
            }
            else
                m_uiBlindTimer -= uiDiff;
        }

        DoMeleeAttackIfReady();
    }
开发者ID:conan513,项目名称:mangos-wotlk,代码行数:70,代码来源:boss_moroes.cpp

示例4: UpdateAI

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

        // Bat phase
        if (m_bIsPhaseOne)
        {
            // Phase Switch at 50%
            if (m_creature->GetHealthPercent() < 50.0f)
            {
                m_creature->RemoveAurasDueToSpell(SPELL_BAT_FORM);
                m_creature->SetLevitate(false);
                DoResetThreat();
                m_bIsPhaseOne = false;
                return;
            }

            if (m_uiChargeTimer < uiDiff)
            {
                if (Unit* pTarget = m_creature->SelectAttackingTarget(ATTACKING_TARGET_RANDOM, 0))
                {
                    if (DoCastSpellIfCan(pTarget, SPELL_CHARGE) == CAST_OK)
                        m_uiChargeTimer = urand(15000, 30000);
                }
            }
            else
                m_uiChargeTimer -= uiDiff;

            if (m_uiSwoopTimer < uiDiff)
            {
                if (DoCastSpellIfCan(m_creature->getVictim(), SPELL_SWOOP) == CAST_OK)
                    m_uiSwoopTimer = urand(4000, 9000);
            }
            else
                m_uiSwoopTimer -= uiDiff;

            if (m_uiSonicBurstTimer < uiDiff)
            {
                if (DoCastSpellIfCan(m_creature, SPELL_SONIC_BURST) == CAST_OK)
                    m_uiSonicBurstTimer = urand(8000, 13000);
            }
            else
                m_uiSonicBurstTimer -= uiDiff;

            if (m_uiSpawnBatsTimer < uiDiff)
            {
                if (DoCastSpellIfCan(m_creature, SPELL_SUMMON_FRENZIED_BATS) == CAST_OK)
                {
                    DoScriptText(SAY_SHRIEK, m_creature);
                    m_uiSpawnBatsTimer = 60000;
                }
            }
            else
                m_uiSpawnBatsTimer -= uiDiff;
        }
        // Troll phase
        else
        {
            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 = urand(12000, 18000);
                }
            }
            else
                m_uiShadowWordPainTimer -= uiDiff;

            if (m_uiMindFlayTimer < uiDiff)
            {
                if (DoCastSpellIfCan(m_creature->getVictim(), SPELL_MIND_FLAY) == CAST_OK)
                    m_uiMindFlayTimer = 16000;
            }
            else
                m_uiMindFlayTimer -= uiDiff;

            if (m_uiChainMindFlayTimer < uiDiff)
            {
                if (DoCastSpellIfCan(m_creature, SPELL_BLOOD_LEECH) == CAST_OK)
                    m_uiChainMindFlayTimer = urand(15000, 30000);
            }
            else
                m_uiChainMindFlayTimer -= uiDiff;

            if (m_uiGreaterHealTimer < uiDiff)
            {
                if (DoCastSpellIfCan(m_creature, SPELL_GREATERHEAL, CAST_INTERRUPT_PREVIOUS) == CAST_OK)
                {
                    DoScriptText(SAY_HEAL, m_creature);
                    m_uiGreaterHealTimer = urand(25000, 35000);
                }
            }
            else
                m_uiGreaterHealTimer -= uiDiff;

            if (m_uiFlyingBatsTimer)
            {
                if (m_uiFlyingBatsTimer <= uiDiff)
//.........这里部分代码省略.........
开发者ID:natedahl32,项目名称:portalclassic,代码行数:101,代码来源:boss_jeklik.cpp

示例5: 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_MANA_STORM:
                            if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 60.0f, true))
                                DoCast(target, SPELL_MANA_STORM);
                            events.ScheduleEvent(EVENT_MANA_STORM, urand(7500, 12500));
                            break;
                        case EVENT_CHILL:
                            DoCastVictim(SPELL_CHILL);
                            events.ScheduleEvent(EVENT_CHILL, urand(13000, 25000));
                            break;
                        case EVENT_BREATH:
                            DoCastVictim(SPELL_FROST_BREATH);
                            events.ScheduleEvent(EVENT_BREATH, urand(10000, 15000));
                            break;
                        case EVENT_TELEPORT:
                        {
                            Talk(SAY_TELEPORT);
                            ThreatContainer::StorageType const& threatlist = me->getThreatManager().getThreatList();
                            for (ThreatContainer::StorageType::const_iterator i = threatlist.begin(); i != threatlist.end(); ++i)
                            {
                                if (Player* player = ObjectAccessor::GetPlayer(*me, (*i)->getUnitGuid()))
                                    DoTeleportPlayer(player, me->GetPositionX(), me->GetPositionY(), me->GetPositionZ()+3, player->GetOrientation());
                            }

                            DoResetThreat();
                            events.ScheduleEvent(EVENT_TELEPORT, 30000);
                            break;
                        }
                        case EVENT_REFLECT:
                            DoCast(me, SPELL_REFLECT);
                            events.ScheduleEvent(EVENT_REFLECT, urand(20000, 35000));
                            break;
                        case EVENT_CLEAVE:
                            DoCastVictim(SPELL_CLEAVE);
                            events.ScheduleEvent(EVENT_CLEAVE, 7000);
                            break;
                        default:
                            break;
                    }
                }

                if (HealthBelowPct(26) && !_enraged)
                {
                    DoCast(me, SPELL_ENRAGE);
                    _enraged = true;
                }

                DoMeleeAttackIfReady();
            }
开发者ID:madisodr,项目名称:legacy-core,代码行数:62,代码来源:boss_azuregos.cpp

示例6: UpdateAI

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

		if(phase == 2 && boss_phase == 1)
		{
			events.RescheduleEvent(EVENT_CHAIN_LIGHTNING, urand(9000,17000));
			events.RescheduleEvent(EVENT_OVERLOAD, urand(60000,125000));
            events.RescheduleEvent(EVENT_LIGHTNING_WHIRL, urand(20000,40000));
			boss_phase++;

		}
		if(phase == 3 && boss_phase == 2)
		{
			events.RescheduleEvent(EVENT_CHAIN_LIGHTNING, urand(9000,17000));
			events.RescheduleEvent(EVENT_OVERLOAD, urand(60000,125000));
            events.RescheduleEvent(EVENT_LIGHTNING_WHIRL, urand(20000,40000));
			DoCast(me, SPELL_STORMSHIELD);
            events.RescheduleEvent(EVENT_LIGHTNING_TENDRILS, urand(40000,80000));
        }

        events.Update(diff);
		if(!me->HasAura(SPELL_OVERLOAD) && overload == true) 
		{
			DoCast(63480);
			overload = false;
		}

        while (uint32 eventId = events.ExecuteEvent())
        {
            switch(eventId)
            {
                case EVENT_ENRAGE:
                    DoScriptText(SAY_BRUNDIR_BERSERK, me);
                    DoCast(SPELL_BERSERK);
                    break;
                case EVENT_CHAIN_LIGHTNING:
                    if (Unit* pTarget = SelectUnit(SELECT_TARGET_RANDOM,0))
                        DoCast(pTarget, RAID_MODE(SPELL_CHAIN_LIGHTNING_N , SPELL_CHAIN_LIGHTNING_H));
                    events.ScheduleEvent(EVENT_CHAIN_LIGHTNING, urand(9000,17000));
                    break;
                case EVENT_OVERLOAD:
                    DoCast(SPELL_OVERLOAD);
					overload = true;
					events.ScheduleEvent(EVENT_OVERLOAD, urand(60000,125000));
                    break;
                case EVENT_LIGHTNING_WHIRL:
                    DoCast(RAID_MODE(SPELL_LIGHTNING_WHIRL , SPELL_LIGHTNING_WHIRL_H));
					DoCast(RAID_MODE(61916, 63482));
                    events.ScheduleEvent(EVENT_LIGHTNING_WHIRL, urand(20000,40000));
                    break;
                case EVENT_LIGHTNING_TENDRILS:
                    DoCast(RAID_MODE(SPELL_LIGHTNING_TENDRILS, SPELL_LIGHTNING_TENDRILS_H));
					DoCast(RAID_MODE(61886, 63485));
                    events.DelayEvents(15000, 5000);
                    DoResetThreat();
                    break;
            }
        }

        DoMeleeAttackIfReady();
    }
开发者ID:Rhyuk,项目名称:Dev,代码行数:63,代码来源:boss_assembly_of_iron.cpp

示例7: UpdateAI

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

            if ((m_creature->GetHealth()*100 / m_creature->GetMaxHealth() > 50))
            {
                if (Dispell_Timer < diff)
                {
                    DoCast(m_creature, SPELL_DISPELL);
                    Dispell_Timer = 15000 + rand()%15000;
                }else Dispell_Timer -= diff;

                if (Renew_Timer < diff)
                {
                    DoCast(m_creature, SPELL_RENEW);
                    Renew_Timer = 20000 + rand()%10000;
                }else Renew_Timer -= diff;

                if (HolyWrath_Timer < diff)
                {
                    DoCast(m_creature->getVictim(), SPELL_HOLY_WRATH);
                    HolyWrath_Timer = 15000 + rand()%10000;
                }else HolyWrath_Timer -= diff;

                if (HolyNova_Timer < diff)
                {
                    TargetInRange = 0;
                    for(uint8 i=0; i<10; ++i)
                    {
                        if (Unit* target = SelectUnit(SELECT_TARGET_TOPAGGRO,i))
                            if (m_creature->IsWithinMeleeRange(target))
                                TargetInRange++;
                    }

                    if (TargetInRange > 1)
                    {
                        DoCast(m_creature->getVictim(),SPELL_HOLY_NOVA);
                        HolyNova_Timer = 1000;
                    }
                    else
                    {
                        HolyNova_Timer = 2000;
                    }

                }else HolyNova_Timer -= diff;

                if (HolyFire_Timer < diff && TargetInRange < 3)
                {
                    if (Unit* target = SelectUnit(SELECT_TARGET_RANDOM,0))
                        DoCast(target, SPELL_HOLY_FIRE);

                    HolyFire_Timer = 8000;
                }else HolyFire_Timer -= diff;
            }
            else
            {
                if (!PhaseTwo)
                {
                    DoScriptText(SAY_TRANSFORM, m_creature);
                    m_creature->InterruptNonMeleeSpells(false);
                    DoCast(m_creature,SPELL_SNAKE_FORM);
                    m_creature->SetFloatValue(OBJECT_FIELD_SCALE_X, 2.00f);
                    const CreatureInfo *cinfo = m_creature->GetCreatureInfo();
                    m_creature->SetBaseWeaponDamage(BASE_ATTACK, MINDAMAGE, (cinfo->mindmg +((cinfo->mindmg/100) * 25)));
                    m_creature->SetBaseWeaponDamage(BASE_ATTACK, MAXDAMAGE, (cinfo->maxdmg +((cinfo->maxdmg/100) * 25)));
                    m_creature->UpdateDamagePhysical(BASE_ATTACK);
                    DoResetThreat();
                    PhaseTwo = true;
                }

                if (PhaseTwo && PoisonCloud_Timer < diff)
                {
                    DoCast(m_creature->getVictim(), SPELL_POISON_CLOUD);
                    PoisonCloud_Timer = 15000;
                }PoisonCloud_Timer -=diff;

                if (PhaseTwo && VenomSpit_Timer < diff)
                {
                    if (Unit* target = SelectUnit(SELECT_TARGET_RANDOM,0))
                        DoCast(target, SPELL_VENOMSPIT);

                    VenomSpit_Timer = 15000 + rand()%5000;
                }else VenomSpit_Timer -= diff;

                if (PhaseTwo && (m_creature->GetHealth()*100 / m_creature->GetMaxHealth() < 11))
                {
                    if (!InBerserk)
                    {
                        m_creature->InterruptNonMeleeSpells(false);
                        DoCast(m_creature, SPELL_BERSERK);
                        InBerserk = true;
                    }
                }
            }
            DoMeleeAttackIfReady();
    }
开发者ID:trinityemu,项目名称:sumy_trinity,代码行数:97,代码来源:boss_venoxis.cpp

示例8: UpdateAI

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

                    //Check_Timer for the death of LorKhan and Zath.
                    if (!WasDead && Check_Timer <= diff)
                    {
                        if (m_pInstance)
                        {
                            if (m_pInstance->GetData(TYPE_LORKHAN) == SPECIAL)
                            {
                                //Resurrect LorKhan
                                if (Unit *pLorKhan = Unit::GetUnit((*me), m_pInstance->GetData64(DATA_LORKHAN)))
                                {
                                    pLorKhan->SetUInt32Value(UNIT_FIELD_BYTES_1, 0);
                                    pLorKhan->setFaction(14);
                                    pLorKhan->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
                                    pLorKhan->SetFullHealth();

                                    m_pInstance->SetData(TYPE_LORKHAN, DONE);
                                }
                            }

                            if (m_pInstance->GetData(TYPE_ZATH) == SPECIAL)
                            {
                                //Resurrect Zath
                                Unit *pZath = Unit::GetUnit((*me), m_pInstance->GetData64(DATA_ZATH));
                                if (pZath)
                                {
                                    pZath->SetUInt32Value(UNIT_FIELD_BYTES_1, 0);
                                    pZath->setFaction(14);
                                    pZath->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
                                    pZath->SetFullHealth();

                                    m_pInstance->SetData(TYPE_ZATH, DONE);
                                }
                            }
                        }

                        Check_Timer = 5000;
                    } else Check_Timer -= diff;

                    if (!PhaseTwo && MortalCleave_Timer <= diff)
                    {
                        DoCast(me->getVictim(), SPELL_MORTALCLEAVE);
                        MortalCleave_Timer = 15000 + rand()%5000;
                    } else MortalCleave_Timer -= diff;

                    if (!PhaseTwo && Silence_Timer <= diff)
                    {
                        DoCast(me->getVictim(), SPELL_SILENCE);
                        Silence_Timer = 20000 + rand()%5000;
                    } else Silence_Timer -= diff;

                    if (!PhaseTwo && !WasDead && !HealthAbovePct(5))
                    {
                        me->RemoveAurasByType(SPELL_AURA_PERIODIC_DAMAGE_PERCENT);
                        me->RemoveAurasByType(SPELL_AURA_PERIODIC_DAMAGE);
                        me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
                        me->SetStandState(UNIT_STAND_STATE_SLEEP);
                        me->AttackStop();

                        if (m_pInstance)
                            m_pInstance->SetData(TYPE_THEKAL, SPECIAL);

                        WasDead=true;
                    }

                    //Thekal will transform to Tiger if he died and was not resurrected after 10 seconds.
                    if (!PhaseTwo && WasDead)
                    {
                        if (Resurrect_Timer <= diff)
                        {
                            DoCast(me, SPELL_TIGER_FORM);
                            me->SetFloatValue(OBJECT_FIELD_SCALE_X, 2.00f);
                            me->SetStandState(UNIT_STAND_STATE_STAND);
                            me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
                            me->SetFullHealth();
                            const CreatureTemplate *cinfo = me->GetCreatureInfo();
                            me->SetBaseWeaponDamage(BASE_ATTACK, MINDAMAGE, (cinfo->mindmg +((cinfo->mindmg/100) * 40)));
                            me->SetBaseWeaponDamage(BASE_ATTACK, MAXDAMAGE, (cinfo->maxdmg +((cinfo->maxdmg/100) * 40)));
                            me->UpdateDamagePhysical(BASE_ATTACK);
                            DoResetThreat();
                            PhaseTwo = true;
                        } else Resurrect_Timer -= diff;
                    }

                    if (me->IsFullHealth() && WasDead)
                    {
                        WasDead = false;
                    }

                    if (PhaseTwo)
                    {
                        if (Charge_Timer <= diff)
                        {
                            if (Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM,0))
                            {
                                DoCast(pTarget, SPELL_CHARGE);
//.........这里部分代码省略.........
开发者ID:AwkwardDev,项目名称:StrawberryCore,代码行数:101,代码来源:boss_thekal.cpp

示例9: UpdateAI

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

        switch(getStage())
        {
            case 0: 
                    if (timedQuery(SPELL_BONE_STRIKE, diff))
                        if (Unit* pTarget = doSelectRandomPlayer(SPELL_BONE_STRIKE_IMPALE, false, 60.0f, isHeroic()))
                            if (doCast(SPELL_BONE_STRIKE, pTarget) == CAST_OK)
                            {
                                doSummonSpike(pTarget);
                                switch (urand(0,1)) {
                                                   case 0:
                                                   DoScriptText(-1631003,m_creature,pTarget);
                                                   break;
                                                   case 1:
                                                   DoScriptText(-1631004,m_creature,pTarget);
                                                   break;
                                                   case 2:
                                                   DoScriptText(-1631005,m_creature,pTarget);
                                                   break;
                                                   };

                            };

                    if (timedQuery(SPELL_BONE_STORM, diff)) setStage(1);

                    if (timedQuery(SPELL_CALL_COLD_FLAME, diff))
                    {
                        if (urand(0,1)) doCast(SPELL_CALL_COLD_FLAME);
                            else  doCast(SPELL_CALL_COLD_FLAME_1);

                        if (m_creature->GetHealthPercent() <= 30.0f)
                        {
                            if (urand(0,1)) doCast(SPELL_CALL_COLD_FLAME);
                                else  doCast(SPELL_CALL_COLD_FLAME_1);
                        }
                    }

                    timedCast(SPELL_SABER_LASH, diff);

                    DoMeleeAttackIfReady();

                    break;
            case 1:
                    m_creature->InterruptNonMeleeSpells(true);
                    doCast(SPELL_BONE_STORM);
                    setStage(2);
                    DoScriptText(-1631002,m_creature);
                    DoResetThreat();
                    m_creature->RemoveSplineFlag(SPLINEFLAG_WALKMODE);
                    m_creature->SetSpeedRate(MOVE_RUN, 3);
                    m_creature->SetSpeedRate(MOVE_WALK, 3);
                    break;
            case 2:
                    if (!m_creature->IsNonMeleeSpellCasted(false)) setStage(3);
                    break;
            case 3:
                    if (isHeroic())
                        if (timedQuery(SPELL_BONE_STRIKE, diff, true))
                            if (Unit* pTarget = doSelectRandomPlayer(SPELL_BONE_STRIKE_IMPALE, false, 60.0f))
                                doSummonSpike(pTarget);

                    if (timedQuery(SPELL_CALL_COLD_FLAME, diff, true)
                        && m_creature->IsWithinDistInMap(m_creature->getVictim(),2.0f))
                    {
                        pInstance->SetData(DATA_DIRECTION, (uint32)(1000*2.0f*M_PI_F*((float)urand(1,16)/16.0f)));
//                        if (urand(0,1)) doCast(SPELL_CALL_COLD_FLAME);
//                            else  doCast(SPELL_CALL_COLD_FLAME_1);
                        float fPosX, fPosY, fPosZ;
                        m_creature->GetPosition(fPosX, fPosY, fPosZ);
                        doSummon(NPC_COLD_FLAME, fPosX, fPosY, fPosZ);
                        DoResetThreat();
                        if (Unit* pTarget = doSelectRandomPlayerAtRange(60.0f))
                            AttackStart(pTarget);
                    }
                    if (!hasAura(SPELL_BONE_STORM_STRIKE, m_creature) && !hasAura(SPELL_BONE_STORM, m_creature)) setStage(4);
                    break;
            case 4:
                    pInstance->SetData(DATA_DIRECTION, 0);
                    m_creature->SetSpeedRate(MOVE_RUN, 1);
                    m_creature->SetSpeedRate(MOVE_WALK, 1);
//                    m_creature->AddSplineFlag(SPLINEFLAG_WALKMODE);
                    setStage(0);
                    break;
            default:
                    break;
            }

        if (timedQuery(SPELL_BERSERK, diff))
            {
                doCast(SPELL_BERSERK);
                DoScriptText(-1631008,m_creature);
            }


    }
开发者ID:kero99,项目名称:stable_sd2,代码行数:99,代码来源:boss_lord_marrowgar.cpp

示例10: UpdateAI

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

        switch (m_uiPhase)
        {
            case PHASE_FAKE_DEATH:
                if (m_uiResurrectTimer < uiDiff)
                {
                    // resurrect him in any case
                    DoCastSpellIfCan(m_creature, SPELL_RESURRECT);

                    m_uiPhase = PHASE_WAITING;
                    if (m_pInstance)
                    {
                        CanPreventAddsResurrect();
                        m_pInstance->SetData(TYPE_THEKAL, IN_PROGRESS);
                    }
                }
                else
                    m_uiResurrectTimer -= uiDiff;

            // No break needed here
            case PHASE_WAITING:
                return;

            case PHASE_NORMAL:
                if (m_uiMortalCleaveTimer < uiDiff)
                {
                    if (DoCastSpellIfCan(m_creature->getVictim(), SPELL_MORTAL_CLEAVE) == CAST_OK)
                        m_uiMortalCleaveTimer = urand(15000, 20000);
                }
                else
                    m_uiMortalCleaveTimer -= uiDiff;

                if (m_uiSilenceTimer < uiDiff)
                {
                    if (Unit* pTarget = m_creature->SelectAttackingTarget(ATTACKING_TARGET_RANDOM, 0))
                    {
                        if (DoCastSpellIfCan(pTarget, SPELL_SILENCE) == CAST_OK)
                            m_uiSilenceTimer = urand(20000, 25000);
                    }
                }
                else
                    m_uiSilenceTimer -= uiDiff;

                break;
            case PHASE_TIGER:
                if (m_uiChargeTimer < uiDiff)
                {
                    if (Unit* pTarget = m_creature->SelectAttackingTarget(ATTACKING_TARGET_RANDOM, 0))
                    {
                        if (DoCastSpellIfCan(pTarget, SPELL_CHARGE) == CAST_OK)
                        {
                            DoResetThreat();
                            AttackStart(pTarget);
                            m_uiChargeTimer = urand(15000, 22000);
                        }
                    }
                }
                else
                    m_uiChargeTimer -= uiDiff;

                if (m_uiFrenzyTimer < uiDiff)
                {
                    if (DoCastSpellIfCan(m_creature, SPELL_FRENZY) == CAST_OK)
                        m_uiFrenzyTimer = 30000;
                }
                else
                    m_uiFrenzyTimer -= uiDiff;

                if (m_uiForcePunchTimer < uiDiff)
                {
                    if (DoCastSpellIfCan(m_creature, SPELL_FORCE_PUNCH) == CAST_OK)
                        m_uiForcePunchTimer = urand(16000, 21000);
                }
                else
                    m_uiForcePunchTimer -= uiDiff;

                if (m_uiSummonTigersTimer < uiDiff)
                {
                    if (DoCastSpellIfCan(m_creature, SPELL_SUMMON_TIGERS) == CAST_OK)
                        m_uiSummonTigersTimer = 50000;
                }
                else
                    m_uiSummonTigersTimer -= uiDiff;

                if (!m_bEnraged && m_creature->GetHealthPercent() < 11.0f)
                {
                    if (DoCastSpellIfCan(m_creature, SPELL_ENRAGE) == CAST_OK)
                        m_bEnraged = true;
                }

                break;
        }

        DoMeleeAttackIfReady();
    }
开发者ID:killerwife,项目名称:mangos-tbc,代码行数:99,代码来源:boss_thekal.cpp

示例11: UpdateAI

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

        if(Check_Timer < diff)
        {
            if(!m_creature->IsWithinDistInMap(&wLoc, 80.0f))
                EnterEvadeMode();

            Check_Timer = 2000;
        }else Check_Timer -= diff;

        //Spell Enrage, when hp <= 20% gain enrage
        if (((m_creature->GetHealth()*100)/ m_creature->GetMaxHealth()) <= 20)
        {
            if(Enrage_Timer < diff)
            {
                m_creature->RemoveAurasDueToSpell(SPELL_ENRAGE);
                DoCast(m_creature,SPELL_ENRAGE);
                Enrage_Timer = 600000;
                InEnrage = true;
            }else Enrage_Timer -= diff;
        }

        //Spell Overrun
        if (Overrun_Timer < diff)
        {
            DoScriptText(RAND(SAY_OVERRUN_1, SAY_OVERRUN_2), m_creature);

            DoCast(m_creature->getVictim(),SPELL_OVERRUN);

            DoResetThreat();

            Overrun_Timer = 25000 + rand()%15000;
        }else Overrun_Timer -= diff;

        //Spell Earthquake
        if (Quake_Timer < diff)
        {
            if (rand()%2)
                return;

            DoScriptText(RAND(SAY_EARTHQUAKE_1, SAY_EARTHQUAKE_2), m_creature);

            //remove enrage before casting earthquake because enrage + earthquake = 16000dmg over 8sec and all dead
            if (InEnrage)
                m_creature->RemoveAura(SPELL_ENRAGE, 0);

            DoCast(m_creature,SPELL_EARTHQUAKE);
            Enrage_Timer = 8000;
            Quake_Timer = 30000 + rand()%25000;
        }else Quake_Timer -= diff;

        //Spell Chain Lightning
        if (Chain_Timer < diff)
        {
            Unit* target = NULL;
            target = SelectUnit(SELECT_TARGET_RANDOM,1, GetSpellMaxRange(SPELL_CHAIN_LIGHTNING), true, m_creature->getVictimGUID());

            if (!target)
                target = m_creature->getVictim();

            if (target)
                DoCast(target,SPELL_CHAIN_LIGHTNING);

            Chain_Timer = 10000 + rand()%25000;
        }else Chain_Timer -= diff;

        //Spell Sunder Armor
        if (Armor_Timer < diff)
        {
            DoCast(m_creature->getVictim(),SPELL_SUNDER_ARMOR);
            Armor_Timer = 10000 + rand()%15000;
        }else Armor_Timer -= diff;

        DoMeleeAttackIfReady();
    }
开发者ID:Lbniese,项目名称:L4G_Core,代码行数:78,代码来源:boss_doomwalker.cpp

示例12: UpdateAI

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

        switch (m_uiPhase)
        {
            case PHASE_SPEECH:
                if (m_uiSpeechTimer < uiDiff)
                {
                    switch (m_uiSpeech)
                    {
                        case 1: DoScriptText(SAY_SPEECH_1, m_creature); m_uiSpeechTimer = 4 * IN_MILLISECONDS; break;
                        case 2: DoScriptText(SAY_SPEECH_2, m_creature); m_uiSpeechTimer = 6 * IN_MILLISECONDS; break;
                        case 3: DoScriptText(SAY_SPEECH_3, m_creature); m_uiSpeechTimer = 5 * IN_MILLISECONDS; break;
                        case 4: DoScriptText(SAY_SPEECH_4, m_creature); m_uiPhase = PHASE_BALCONY; break;
                    }
                    m_uiSpeech++;
                }
                else
                    m_uiSpeechTimer -= uiDiff;

            // No break here

            case PHASE_BALCONY:                            // Do summoning
                if (m_uiTraineeTimer < uiDiff)
                {
                    SummonAdds(true, NPC_UNREL_TRAINEE);
                    m_uiTraineeTimer = 20 * IN_MILLISECONDS;
                }
                else
                    m_uiTraineeTimer -= uiDiff;
                if (m_uiDeathKnightTimer < uiDiff)
                {
                    SummonAdds(true, NPC_UNREL_DEATH_KNIGHT);
                    m_uiDeathKnightTimer = 25 * IN_MILLISECONDS;
                }
                else
                    m_uiDeathKnightTimer -= uiDiff;
                if (m_uiRiderTimer < uiDiff)
                {
                    SummonAdds(true, NPC_UNREL_RIDER);
                    m_uiRiderTimer = 30 * IN_MILLISECONDS;
                }
                else
                    m_uiRiderTimer -= uiDiff;

                if (m_uiPhaseTimer < uiDiff)
                {
                    m_uiPhase = PHASE_STOP_SUMMONING;
                    m_uiPhaseTimer = 50 * IN_MILLISECONDS;
                }
                else
                    m_uiPhaseTimer -= uiDiff;

                break;

            case PHASE_STOP_SUMMONING:
                if (m_uiPhaseTimer < uiDiff)
                {
                    if (DoCastSpellIfCan(m_creature, SPELL_TELEPORT_RIGHT, CAST_TRIGGERED) == CAST_OK)
                    {
                        m_uiPhase = m_pInstance ? PHASE_TELEPORTING : PHASE_STOP_TELEPORTING;

                        DoScriptText(SAY_TELEPORT, m_creature);
                        DoScriptText(EMOTE_TO_FRAY, m_creature);

                        // Remove Immunity
                        m_creature->ApplySpellImmune(nullptr, IMMUNITY_DAMAGE, SPELL_SCHOOL_MASK_ALL, false);

                        DoResetThreat();
                        m_creature->SetInCombatWithZone();
                    }
                }
                else
                    m_uiPhaseTimer -= uiDiff;

                break;

            case PHASE_TELEPORTING:                         // Phase is only reached if m_pInstance is valid
                if (m_uiTeleportTimer < uiDiff)
                {
                    uint32 uiTeleportSpell = m_pInstance->IsInRightSideGothArea(m_creature) ? SPELL_TELEPORT_LEFT : SPELL_TELEPORT_RIGHT;
                    if (DoCastSpellIfCan(m_creature, uiTeleportSpell) == CAST_OK)
                    {
                        m_uiTeleportTimer = urand(30000, 45000); // Teleports between 30 seconds and 45 seconds.
                        m_uiShadowboltTimer = 2 * IN_MILLISECONDS;
                    }
                }
                else
                    m_uiTeleportTimer -= uiDiff;

                if (m_creature->GetHealthPercent() <= 30.0f)
                {
                    m_uiPhase = PHASE_STOP_TELEPORTING;
                    ProcessCentralDoor();
                    // as the doors now open, recheck whether mobs are standing around
                    m_uiControlZoneTimer = 1;
                }
            // no break here
//.........这里部分代码省略.........
开发者ID:Ghaster,项目名称:mangos-classic,代码行数:101,代码来源:boss_gothik.cpp

示例13: Revive

 void Revive()
 {
     DoResetThreat();
     PauseCombatMovement();
     Reset();
 }
开发者ID:HerrTrigger,项目名称:mangos-wotlk,代码行数:6,代码来源:boss_thaddius.cpp

示例14: UpdateAI


//.........这里部分代码省略.........
                else
                    m_uiPhaseTimer -= uiDiff;

                break;
            }

            // ***** Weapons phase ********
            case PHASE_2_WEAPON:
            {
                if (m_uiPhaseTimer < uiDiff)
                {
                    // Switch to next phase, no matter if the weapons are killed or not
                    if (DoCastSpellIfCan(m_creature, SPELL_RESURRECTION) == CAST_OK)
                    {
                        DoScriptText(SAY_PHASE3_ADVANCE, m_creature);
                        m_uiPhaseSubphase = 0;
                        m_uiPhaseTimer    = 180000;
                        m_uiPhase         = PHASE_3_ADVISOR_ALL;
                    }
                }
                else
                    m_uiPhaseTimer -= uiDiff;

                break;
            }

            // ***** All advisors phase ********
            case PHASE_3_ADVISOR_ALL:
            {
                if (m_uiPhaseTimer < uiDiff)
                {
                    DoScriptText(SAY_PHASE4_INTRO2, m_creature);
                    m_creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
                    DoResetThreat();
                    m_creature->SetInCombatWithZone();
                    m_uiPhase      = PHASE_4_SOLO;
                    m_uiPhaseTimer = 30000;
                }
                else
                    m_uiPhaseTimer -= uiDiff;

                break;
            }

            // ***** Solo phases ********
            case PHASE_4_SOLO:
            case PHASE_7_GRAVITY:
            {
                if (!m_creature->SelectHostileTarget() || !m_creature->getVictim())
                    return;

                if (m_uiGravityExpireTimer)
                {
                    if (m_uiNetherBeamTimer < uiDiff)
                    {
                        if (DoCastSpellIfCan(m_creature, SPELL_NETHER_BEAM) == CAST_OK)
                            m_uiNetherBeamTimer = urand(2000, 4000);
                    }
                    else
                        m_uiNetherBeamTimer -= uiDiff;

                    // Switch to the other spells after gravity lapse expired
                    if (m_uiGravityExpireTimer <= uiDiff)
                        m_uiGravityExpireTimer = 0;
                    else
                        m_uiGravityExpireTimer -= uiDiff;
开发者ID:Atari007,项目名称:scripts,代码行数:67,代码来源:boss_kaelthas.cpp

示例15: UpdateAI


//.........这里部分代码省略.........
                        DoCast(pTarget, SPELL_WILLOFHAKKAR);

                    WillOfHakkar_Timer = 25000 + rand()%10000;
                } else WillOfHakkar_Timer -= diff;

                if (!Enraged && Enrage_Timer <= diff)
                {
                    DoCast(me, SPELL_ENRAGE);
                    Enraged = true;
                } else Enrage_Timer -= diff;

                //Checking if Jeklik is dead. If not we cast her Aspect
                if (CheckJeklik_Timer <= diff)
                {
                    if (m_pInstance)
                    {
                        if (m_pInstance->GetData(TYPE_JEKLIK) != DONE)
                        {
                            if (AspectOfJeklik_Timer <= diff)
                            {
                                DoCast(me->getVictim(), SPELL_ASPECT_OF_JEKLIK);
                                AspectOfJeklik_Timer = 10000 + rand()%4000;
                            } else AspectOfJeklik_Timer -= diff;
                        }
                    }
                    CheckJeklik_Timer = 1000;
                } else CheckJeklik_Timer -= diff;

                //Checking if Venoxis is dead. If not we cast his Aspect
                if (CheckVenoxis_Timer <= diff)
                {
                    if (m_pInstance)
                    {
                        if (m_pInstance->GetData(TYPE_VENOXIS) != DONE)
                        {
                            if (AspectOfVenoxis_Timer <= diff)
                            {
                                DoCast(me->getVictim(), SPELL_ASPECT_OF_VENOXIS);
                                AspectOfVenoxis_Timer = 8000;
                            } else AspectOfVenoxis_Timer -= diff;
                        }
                    }
                    CheckVenoxis_Timer = 1000;
                } else CheckVenoxis_Timer -= diff;

                //Checking if Marli is dead. If not we cast her Aspect
                if (CheckMarli_Timer <= diff)
                {
                    if (m_pInstance)
                    {
                        if (m_pInstance->GetData(TYPE_MARLI) != DONE)
                        {
                            if (AspectOfMarli_Timer <= diff)
                            {
                                DoCast(me->getVictim(), SPELL_ASPECT_OF_MARLI);
                                AspectOfMarli_Timer = 10000;
                            } else AspectOfMarli_Timer -= diff;
                        }
                    }
                    CheckMarli_Timer = 1000;
                } else CheckMarli_Timer -= diff;

                //Checking if Thekal is dead. If not we cast his Aspect
                if (CheckThekal_Timer <= diff)
                {
                    if (m_pInstance)
                    {
                        if (m_pInstance->GetData(TYPE_THEKAL) != DONE)
                        {
                            if (AspectOfThekal_Timer <= diff)
                            {
                                DoCast(me, SPELL_ASPECT_OF_THEKAL);
                                AspectOfThekal_Timer = 15000;
                            } else AspectOfThekal_Timer -= diff;
                        }
                    }
                    CheckThekal_Timer = 1000;
                } else CheckThekal_Timer -= diff;

                //Checking if Arlokk is dead. If yes we cast her Aspect
                if (CheckArlokk_Timer <= diff)
                {
                    if (m_pInstance)
                    {
                        if (m_pInstance->GetData(TYPE_ARLOKK) != DONE)
                        {
                            if (AspectOfArlokk_Timer <= diff)
                            {
                                DoCast(me, SPELL_ASPECT_OF_ARLOKK);
                                DoResetThreat();

                                AspectOfArlokk_Timer = 10000 + rand()%5000;
                            } else AspectOfArlokk_Timer -= diff;
                        }
                    }
                    CheckArlokk_Timer = 1000;
                } else CheckArlokk_Timer -= diff;

                DoMeleeAttackIfReady();
            }
开发者ID:jsj2008,项目名称:StarGate-Plus-EMU,代码行数:101,代码来源:boss_hakkar.cpp


注:本文中的DoResetThreat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。