本文整理汇总了C++中GetAI函数的典型用法代码示例。如果您正苦于以下问题:C++ GetAI函数的具体用法?C++ GetAI怎么用?C++ GetAI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GetAI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: GetAI
void Player::SetAutoPilotActive(bool on)
{
IAI *ai = GetAI();
AutoPilotActive = on;
ai->SetActive(on);
/*AIAutoPilotStrategy *auto_pilot = ai->GetAutoPilotStrategy();
if (auto_pilot)
{
auto_pilot->SetActive(on);
}*/
}
示例2: GetAI
//----------------------------------------------------------------------------
//
// ROUTINE: CAIHumanStrategyShootStream::CalculateStreamTime()
//
// PURPOSE: Calculate how long we should next fire a stream for.
//
//----------------------------------------------------------------------------
void CAIHumanStrategyShootStream::CalculateStreamTime()
{
CWeapon* pWeapon = GetAI()->GetCurrentWeapon();
AIASSERT( pWeapon && pWeapon->GetWeaponData(), m_pAIHuman->GetHOBJECT(), "" );
if ( !pWeapon || ( pWeapon && !pWeapon->GetWeaponData()) )
{
return;
}
m_flStreamTime = g_pLTServer->GetTime() + GetRandom(pWeapon->GetWeaponData()->fAIMinBurstInterval, pWeapon->GetWeaponData()->fAIMaxBurstInterval);
}
示例3: GetAI
void PlayerbotDruidAI::_DoNextPVECombatManeuverHeal(Unit* /*pTarget*/)
{
PlayerbotAI* ai = GetAI();
if (!ai)
return;
uint32 masterHP = GetMaster()->GetHealth() * 100 / GetMaster()->GetMaxHealth();
Player *m_bot = GetPlayerBot();
if (TREE_OF_LIFE > 0 && !m_bot->HasAura(TREE_OF_LIFE, EFFECT_INDEX_0))
ai->CastSpell(TREE_OF_LIFE, *m_bot);
if (m_bot->HasAura(CAT_FORM, EFFECT_INDEX_0))
{
m_bot->RemoveAurasDueToSpell(CAT_FORM_1);
//ai->TellMaster("FormClearCat");
return;
}
if (m_bot->HasAura(BEAR_FORM, EFFECT_INDEX_0))
{
m_bot->RemoveAurasDueToSpell(BEAR_FORM_1);
//ai->TellMaster("FormClearBear");
return;
}
if (m_bot->HasAura(DIRE_BEAR_FORM, EFFECT_INDEX_0))
{
m_bot->RemoveAurasDueToSpell(DIRE_BEAR_FORM_1);
//ai->TellMaster("FormClearDireBear");
return;
}
// spellcasting form, but disables healing spells so it's got to go
if (m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0))
{
m_bot->RemoveAurasDueToSpell(MOONKIN_FORM_1);
//ai->TellMaster("FormClearMoonkin");
return;
}
if (ai->GetHealthPercent() <= 60)
{
HealTarget(m_bot);
return;
}
if (masterHP <= 50)
{
HealTarget(GetMaster());
return;
}
// TODO: err... what about the other teammates?
DruidSpellCombat = 0;
}
示例4: switch
void CAIHumanStateLaunch::Update()
{
super::Update();
switch( m_eStateStatus )
{
case kSStat_Initialized:
{
// Setup the AI Movement to launch AI.
GetAI()->GetAIMovement()->SetMovementDest( m_vLaunchDest );
GetAI()->GetAIMovement()->FaceDest( LTTRUE );
GetAI()->GetAIMovement()->SetSpeed( m_fLaunchSpeed );
GetAI()->GetAIMovement()->SetParabola( m_fLaunchHeight );
GetAI()->GetAIMovement()->IgnoreVolumes( LTTRUE );
m_eStateStatus = kSStat_Moving;
}
break;
case kSStat_Moving:
if( GetAI()->GetAIMovement()->IsDone() )
{
m_eStateStatus = kSStat_StateComplete;
}
break;
}
}
示例5: if
LTBOOL CAIPoodleStrategyFollowPath::UpdateMoveTo(CAIPathWaypoint* pWaypoint)
{
if ( m_AIMovement.IsSet() )
{
if ( !m_AIMovement.Update() )
{
return LTFALSE;
}
if ( m_AIMovement.IsDone() )
{
m_pPath->IncrementWaypointIndex();
}
}
else if ( m_AIMovement.IsUnset() || m_AIMovement.IsDone() )
{
if ( !GetAI()->FacePos(pWaypoint->GetArgumentVector1()) )
{
// If we're not yet facing the point, don't move, and start to face it.
// We need to clear in order to disable the steerings.
GetAI()->Stop();
}
else
{
// We're facing the point, so we can start moving.
SetMovement(m_eMovement);
m_AIMovement.Set(pWaypoint->GetArgumentVector1());
}
}
else // Stuck
{
}
GetAnimator()->SetMain(m_eMovement);
return LTTRUE;
}
示例6: CalculateStreamTime
//----------------------------------------------------------------------------
//
// ROUTINE: CAIHumanStrategyShootStream::UpdateAiming()
//
// PURPOSE:
//
//----------------------------------------------------------------------------
/*virtual*/ void CAIHumanStrategyShootStream::UpdateAiming(HOBJECT hTarget)
{
if ( m_flStreamTime < g_pLTServer->GetTime() )
{
// Don't calculate new stream time until finished firing animation.
if( !GetAnimationContext()->IsLocked() )
{
CalculateStreamTime();
}
Aim();
}
else
{
// We're done waiting, fire if we're at a reasonable angle
if ( m_bIgnoreFOV )
{
Fire();
}
else
{
LTVector vTargetPos;
g_pLTServer->GetObjectPos(hTarget, &vTargetPos);
LTVector vDir = vTargetPos - GetAI()->GetPosition();
vDir.y = 0.0f;
vDir.Normalize();
if ( vDir.Dot(GetAI()->GetTorsoForward()) < 0.70f )
{
Aim();
}
else
{
Fire();
}
}
}
}
示例7: GetAI
LTBOOL CAIHelicopterStrategyShoot::Update()
{
if ( !CAIHelicopterStrategy::Update() )
{
return LTFALSE;
}
if ( !m_hTarget )
{
return LTFALSE;
}
for ( int iWeapon = 0 ; iWeapon < GetAI()->GetNumWeapons() ; iWeapon++ )
{
CWeapon* pWeapon = GetAI()->GetWeapon(iWeapon);
if ( m_aBursts[iWeapon].m_bFired && m_aBursts[iWeapon].m_bActive )
{
UpdateFiring(pWeapon, &m_aBursts[iWeapon]);
m_aBursts[iWeapon].m_bFired = LTFALSE;
}
else
{
UpdateAiming(pWeapon, &m_aBursts[iWeapon]);
}
if ( 0 == pWeapon->GetAmmoInClip() )
{
pWeapon->ReloadClip(LTFALSE);
}
if ( 0 == pWeapon->GetParent()->GetAmmoCount(pWeapon->GetAmmoId()) )
{
pWeapon->GetParent()->AddAmmo(pWeapon->GetAmmoId(), 999999);
}
}
return LTTRUE;
}
示例8: GetAI
void PlayerbotDruidAI::DoNextCombatManeuver(Unit *pTarget)
{
PlayerbotAI* ai = GetAI();
if (!ai)
return;
switch (ai->GetScenarioType())
{
case PlayerbotAI::SCENARIO_DUEL:
ai->CastSpell(MOONFIRE);
return;
default:
break;
}
uint32 masterHP = GetMaster()->GetHealth() * 100 / GetMaster()->GetMaxHealth();
Player *m_bot = GetPlayerBot();
Unit* pVictim = pTarget->getVictim();
if (ai->GetCombatOrder() == PlayerbotAI::ORDERS_HEAL) // && ai->GetMovementOrder() == PlayerbotAI::MOVEMENT_STAY)
SpellSequence = DruidHeal;
else if (IsFeral() && ai->GetCombatOrder() == PlayerbotAI::ORDERS_ASSIST) // && ai->GetMovementOrder() == PlayerbotAI::MOVEMENT_STAY)
SpellSequence = DruidCombat;
else if (IsFeral() && ai->GetCombatOrder() == PlayerbotAI::ORDERS_TANK)
SpellSequence = DruidTank;
else
SpellSequence = DruidSpell;
switch (SpellSequence)
{
case DruidTank: // Its now a tank druid!
//ai->TellMaster("DruidTank");
_DoNextPVECombatManeuverBear(pTarget);
break;
case DruidSpell:
//ai->TellMaster("DruidSpell");
_DoNextPVECombatManeuverSpellDPS(pTarget);
break;
case DruidHeal:
//ai->TellMaster("DruidHeal");
_DoNextPVECombatManeuverHeal(pTarget);
break;
case DruidCombat:
//ai->TellMaster("DruidCombat");
_DoNextPVECombatManeuverMeleeDPS(pTarget);
break;
}
} // end DoNextCombatManeuver
示例9: GetAI
void PlayerbotWarriorAI::DoNonCombatActions()
{
PlayerbotAI* ai = GetAI();
Player* m_bot = GetPlayerBot();
Player* m_master = ai->GetLeader();
if (m_bot->getRole() == WarriorProtection && ai->Cast(DEFENSIVE_STANCE))
return;
else if (ai->Cast(BERSERKER_STANCE))
return;
else if (ai->Cast(BATTLE_STANCE))
return;
}
示例10: GetAI
bool PlayerbotMageAI::BuffPlayer(Player* target)
{
PlayerbotAI * ai = GetAI();
Pet * pet = target->GetPet();
if (pet && pet->getPowerType() == POWER_MANA && ai->Buff(ARCANE_INTELLECT, pet))
return true;
if (ARCANE_INTELLECT)
return ai->Buff(ARCANE_INTELLECT, target);
else
return false;
}
示例11: GetPlayerBot
void PlayerbotWarriorAI::DoNonCombatActions()
{
Player * m_bot = GetPlayerBot();
if (!m_bot)
return;
// TODO (by Runsttren): check if shout aura bot has is casted by this bot,
// otherwise cast other useful shout
// If the bot is protect talented, she/he needs stamina not attack power.
// With stance change can the shout change to.
// Inserted line to battle shout m_bot->HasAura( COMMANDING_SHOUT, 0 )
// Natsukawa
if( ( (COMMANDING_SHOUT>0 && !m_bot->HasAura( COMMANDING_SHOUT, 0 )) ||
(BATTLE_SHOUT>0 && !m_bot->HasAura( BATTLE_SHOUT, 0 )) ) &&
GetAI()->GetRageAmount()<10 && BLOODRAGE>0 && !m_bot->HasAura( BLOODRAGE, 0 ) )
{
// we do have a useful shout, no rage coming but can cast bloodrage... do it
GetAI()->CastSpell( BLOODRAGE, *m_bot );
}
else if( COMMANDING_SHOUT>0 && !m_bot->HasAura( COMMANDING_SHOUT, 0 ) )
{
// use commanding shout now
GetAI()->CastSpell( COMMANDING_SHOUT, *m_bot );
}
else if( BATTLE_SHOUT>0 && !m_bot->HasAura( BATTLE_SHOUT, 0 ) && !m_bot->HasAura( COMMANDING_SHOUT, 0 ) )
{
// use battle shout
GetAI()->CastSpell( BATTLE_SHOUT, *m_bot );
}
// hp check
if (m_bot->getStandState() != UNIT_STAND_STATE_STAND)
m_bot->SetStandState(UNIT_STAND_STATE_STAND);
Item* pItem = GetAI()->FindFood();
if (pItem != NULL && GetAI()->GetHealthPercent() < 30)
{
GetAI()->TellMaster("I could use some food.");
GetAI()->UseItem(*pItem);
GetAI()->SetIgnoreUpdateTime(30);
return;
}
} // end DoNonCombatActions
示例12: GetAI
void PlayerbotRogueAI::DoNonCombatActions()
{
PlayerbotAI *ai = GetAI();
Player *m_bot = GetPlayerBot();
if (!m_bot || !ai || m_bot->isDead()) { return; }
//If Casting or Eating/Drinking return
if (m_bot->hasUnitState(UNIT_STAT_CASTING)) { return; }
if (m_bot->getStandState() == UNIT_STAND_STATE_SIT) { return; }
//Buff Up
if (ChangeWeaponEnchants()) { return; }
} //end DoNonCombatActions
示例13: GetAI
void PlayerbotShamanAI::DoNonCombatActions()
{
PlayerbotAI *ai = GetAI();
Player *m_bot = GetPlayerBot();
if (!m_bot || !ai || m_bot->isDead()) {
return;
}
//If Casting or Eating/Drinking return
if (m_bot->HasUnitState(UNIT_STATE_CASTING)) {
return;
}
if (m_bot->getStandState() == UNIT_STAND_STATE_SIT) {
return;
}
//buff and heal raid
if (DoSupportRaid(m_bot)) {
return;
}
//heal pets and bots
Unit *target = DoSelectLowestHpFriendly(40, 1000);
if (target && target->isAlive() && HealTarget(target, target->GetHealth()*100 / target->GetMaxHealth())) {
return;
}
//Buffs
if (ChangeWeaponEnchants()) {
return;
}
if (CastSpell(WATER_SHIELD,m_bot)) {
return;
}
if (CastSpell(EARTH_SHIELD,m_bot)) {
return;
}
//mana/hp check
//Don't bother with eating, if low on hp, just let it heal themself
if (m_bot->getRace() == (uint8) RACE_UNDEAD_PLAYER && ai->GetHealthPercent() < 75 && CastSpell(R_CANNIBALIZE,m_bot)) {
return;
}
if (m_bot->GetHealth() < m_bot->GetMaxHealth() && CastSpell(LESSER_HEAL,m_bot)) {
return;
}
if (ai->GetManaPercent() < 50) {
ai->Feast();
}
} //end DoNonCombatActions
示例14: GetAI
void PlayerbotDruidAI::DoNextCombatManeuver(Unit *pTarget)
{
PlayerbotAI* ai = GetAI();
if (!ai)
return;
switch (ai->GetScenarioType())
{
case PlayerbotAI::SCENARIO_DUEL:
ai->CastSpell(MOONFIRE);
return;
}
uint32 masterHP = GetMaster()->GetHealth() * 100 / GetMaster()->GetMaxHealth();
Player *m_bot = GetPlayerBot();
Unit* pVictim = pTarget->getVictim();
if (ai->GetCombatOrder() == PlayerbotAI::ORDERS_HEAL)
SpellSequence = DruidHeal;
else if (ai->GetCombatOrder() == PlayerbotAI::ORDERS_ASSIST && CAT_FORM > 0)
SpellSequence = DruidCombat;
// No check for Dire Bear here: you must have Bear form to learn Dire Bear form.
else if (ai->GetCombatOrder() == PlayerbotAI::ORDERS_TANK && BEAR_FORM > 0)
SpellSequence = DruidTank;
else
SpellSequence = DruidSpell;
switch (SpellSequence)
{
case DruidTank: // Its now a tank druid!
//ai->TellMaster("DruidTank");
_DoNextPVECombatManeuverBear(pTarget);
break;
case DruidSpell:
//ai->TellMaster("DruidSpell");
_DoNextPVECombatManeuverSpellDPS(pTarget);
break;
case DruidHeal:
//ai->TellMaster("DruidHeal");
_DoNextPVECombatManeuverHeal(pTarget);
break;
case DruidCombat:
//ai->TellMaster("DruidCombat");
_DoNextPVECombatManeuverMeleeDPS(pTarget);
break;
}
} // end DoNextCombatManeuver
示例15: UBER_ASSERT
//----------------------------------------------------------------------------
//
// ROUTINE: CAIHumanStateCatch::Init()
//
// PURPOSE: Handles initialization of the CAIHumanStateCatch class,
// Retreive initialization information from the AI, and change
// the AI state to reflect entry to this state
//
//----------------------------------------------------------------------------
LTBOOL CAIHumanStateCatch::Init(CAIHuman* pAIHuman)
{
LTBOOL bParentInitializationSuccess = CAIHumanState::Init(pAIHuman);
UBER_ASSERT( bParentInitializationSuccess, "CAIHumanStateCatch::Init Failed parent class initialization" );
// Retrieve the max hold time from the bute file, failing if it is not
// defined for this AI
m_fMaxCatchDuration = pAIHuman->GetBrain()->GetAIData(kAIData_MaxCatchDuration);
// Be sure that we retrieved a MaxCatch value..
UBER_ASSERT( m_fMaxCatchDuration > 0.0000001, "SetupCatch: MaxCatchDuration not set" );
// Set the incoming position to a position 48 units in front of the AI.
m_vIncomingPosition = GetAI()->GetPosition() + GetAI()->GetEyeForward() * 48;
// Ensure that node tracking is disabled.
m_pAIHuman->DisableNodeTracking();
// Set the Catching AI to an alert state/combat type
m_pAIHuman->SetAwareness( kAware_Alert );
return LTTRUE;
}