本文整理汇总了C++中HostileReference::getTarget方法的典型用法代码示例。如果您正苦于以下问题:C++ HostileReference::getTarget方法的具体用法?C++ HostileReference::getTarget怎么用?C++ HostileReference::getTarget使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类HostileReference
的用法示例。
在下文中一共展示了HostileReference::getTarget方法的6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: GetHatefullStrikeTarget
Unit* GetHatefullStrikeTarget()
{
const std::list<HostileReference *> &threatlist = me->getThreatManager().getThreatList();
std::list<Unit*> targetList;
for(std::list<HostileReference*>::const_iterator itr = threatlist.begin(); itr != threatlist.end(); ++itr)
{
HostileReference* ref = (*itr);
if(ref->getTarget() && me->IsWithinMeleeRange(ref->getTarget()))
targetList.push_back(ref->getTarget());
}
uint32 MostHP = 0;
Unit* pMostHPTarget = NULL;
uint32 counter = 0;
for(std::list<Unit*>::const_iterator itr = targetList.begin(); itr != targetList.end(); ++itr)
{
counter++;
if(counter > 3)
break;
Unit* pTarget = (*itr);
if(pTarget->isAlive() && pTarget->GetHealth() > MostHP)
{
MostHP = pTarget->GetHealth();
pMostHPTarget = pTarget;
}
}
if(pMostHPTarget)
return pMostHPTarget;
else
return me->getVictim();
}
示例2: threatAssist
void HostileRefManager::threatAssist(Unit *pVictim, float pThreat, SpellEntry const *pThreatSpell, bool pSingleTarget)
{
float redirectedMod = pVictim->getHostileRefManager().GetThreatRedirectionMod();
Unit* redirectedTarget = redirectedMod ? pVictim->getHostileRefManager().GetThreatRedirectionTarget() : NULL;
uint32 size = pSingleTarget ? 1 : getSize(); // if pSingleTarget do not devide threat
HostileReference* ref = getFirst();
while(ref != NULL)
{
float threat = ThreatCalcHelper::calcThreat(pVictim, iOwner, pThreat, false, (pThreatSpell ? GetSpellSchoolMask(pThreatSpell) : SPELL_SCHOOL_MASK_NORMAL), pThreatSpell);
if (threat > 0.0f)
{
if (redirectedTarget && redirectedTarget != ref->getTarget() && redirectedTarget->isAlive())
{
float redirectedThreat = threat * redirectedMod;
threat -= redirectedThreat;
if(redirectedTarget == getOwner()) // It is faster to modify the threat durectly if possible
ref->addThreat(float (threat) / size);
else
ref->getSource()->addThreat(redirectedTarget, redirectedThreat);
}
}
if (pVictim == getOwner())
ref->addThreat(float (threat) / size); // It is faster to modify the threat durectly if possible
else
ref->getSource()->addThreat(pVictim, float (threat) / size);
ref = ref->next();
}
}
示例3: selectNextVictim
HostileReference* ThreatContainer::selectNextVictim(Creature* pAttacker, HostileReference* pCurrentVictim)
{
HostileReference* pCurrentRef = nullptr;
bool found = false;
bool onlySecondChoiceTargetsFound = false;
bool checkedCurrentVictim = false;
ThreatList::const_iterator lastRef = iThreatList.end();
--lastRef;
for (ThreatList::const_iterator iter = iThreatList.begin(); iter != iThreatList.end() && !found;)
{
pCurrentRef = (*iter);
Unit* pTarget = pCurrentRef->getTarget();
MANGOS_ASSERT(pTarget); // if the ref has status online the target must be there!
// some units are prefered in comparison to others
// if (checkThreatArea) consider IsOutOfThreatArea - expected to be only set for pCurrentVictim
// This prevents dropping valid targets due to 1.1 or 1.3 threat rule vs invalid current target
if (!onlySecondChoiceTargetsFound && pAttacker->IsSecondChoiceTarget(pTarget, pCurrentRef == pCurrentVictim))
{
if (iter != lastRef)
++iter;
else
{
// if we reached to this point, everyone in the threatlist is a second choice target. In such a situation the target with the highest threat should be attacked.
onlySecondChoiceTargetsFound = true;
iter = iThreatList.begin();
}
// current victim is a second choice target, so don't compare threat with it below
if (pCurrentRef == pCurrentVictim)
pCurrentVictim = nullptr;
// second choice targets are only handled threat dependend if we have only have second choice targets
continue;
}
if (!pAttacker->IsOutOfThreatArea(pTarget)) // skip non attackable currently targets
{
if (pCurrentVictim) // select 1.3/1.1 better target in comparison current target
{
// normal case: pCurrentRef is still valid and most hated
if (pCurrentVictim == pCurrentRef)
{
found = true;
break;
}
// we found a valid target, but only compare its threat if the currect victim is also a valid target
// Additional check to prevent unneeded comparision in case of valid current victim
if (!checkedCurrentVictim)
{
Unit* pCurrentTarget = pCurrentVictim->getTarget();
MANGOS_ASSERT(pCurrentTarget);
if (pAttacker->IsSecondChoiceTarget(pCurrentTarget, true))
{
// CurrentVictim is invalid, so return CurrentRef
found = true;
break;
}
checkedCurrentVictim = true;
}
// list sorted and and we check current target, then this is best case
if (pCurrentRef->getThreat() <= 1.1f * pCurrentVictim->getThreat())
{
pCurrentRef = pCurrentVictim;
found = true;
break;
}
if (pCurrentRef->getThreat() > 1.3f * pCurrentVictim->getThreat() ||
(pCurrentRef->getThreat() > 1.1f * pCurrentVictim->getThreat() && pAttacker->CanReachWithMeleeAttack(pTarget)))
{
// implement 110% threat rule for targets in melee range
found = true; // and 130% rule for targets in ranged distances
break; // for selecting alive targets
}
}
else // select any
{
found = true;
break;
}
}
++iter;
}
if (!found)
pCurrentRef = nullptr;
return pCurrentRef;
}
示例4: selectNextVictim
HostileReference* ThreatContainer::selectNextVictim(Creature* attacker, HostileReference* currentVictim)
{
HostileReference* currentRef = NULL;
bool found = false;
bool noPriorityTargetFound = false;
std::list<HostileReference*>::const_iterator lastRef = iThreatList.end();
--lastRef;
for (std::list<HostileReference*>::const_iterator iter = iThreatList.begin(); iter != iThreatList.end() && !found;)
{
currentRef = (*iter);
Unit* target = currentRef->getTarget();
ASSERT(target); // if the ref has status online the target must be there !
// some units are prefered in comparison to others
if (!noPriorityTargetFound && (target->IsImmunedToDamage(attacker->GetMeleeDamageSchoolMask()) || target->HasNegativeAuraWithInterruptFlag(AURA_INTERRUPT_FLAG_TAKE_DAMAGE)))
{
if (iter != lastRef)
{
// current victim is a second choice target, so don't compare threat with it below
if (currentRef == currentVictim)
currentVictim = NULL;
++iter;
continue;
}
else
{
// if we reached to this point, everyone in the threatlist is a second choice target. In such a situation the target with the highest threat should be attacked.
noPriorityTargetFound = true;
iter = iThreatList.begin();
continue;
}
}
if (attacker->canCreatureAttack(target)) // skip non attackable currently targets
{
if (currentVictim) // select 1.3/1.1 better target in comparison current target
{
// list sorted and and we check current target, then this is best case
if (currentVictim == currentRef || currentRef->getThreat() <= 1.1f * currentVictim->getThreat())
{
if (currentVictim != currentRef && attacker->canCreatureAttack(currentVictim->getTarget()))
currentRef = currentVictim; // for second case, if currentvictim is attackable
found = true;
break;
}
if (currentRef->getThreat() > 1.3f * currentVictim->getThreat() ||
(currentRef->getThreat() > 1.1f * currentVictim->getThreat() &&
attacker->IsWithinMeleeRange(target)))
{ //implement 110% threat rule for targets in melee range
found = true; //and 130% rule for targets in ranged distances
break; //for selecting alive targets
}
}
else // select any
{
found = true;
break;
}
}
++iter;
}
if (!found)
currentRef = NULL;
return currentRef;
}
示例5: selectNextVictim
HostileReference* ThreatContainer::selectNextVictim(Creature* attacker, HostileReference* currentVictim)
{
HostileReference* currentRef = NULL;
bool found = false;
bool noPriorityTargetFound = false;
std::list<HostileReference*>::const_iterator lastRef = iThreatList.end();
lastRef--;
for(std::list<HostileReference*>::const_iterator iter = iThreatList.begin(); iter != iThreatList.end() && !found;)
{
currentRef = (*iter);
Unit* pTarget = currentRef->getTarget();
ASSERT(pTarget); // if the ref has status online the target must be there !
if(!noPriorityTargetFound && (pTarget->IsImmunedToDamage(attacker->GetMeleeDamageSchoolMask()) || pTarget->HasNegativeAuraWithInterruptFlag(AURA_INTERRUPT_FLAG_TAKE_DAMAGE)))
{
if(iter != lastRef)
{
if(currentRef == currentVictim)
currentVictim = NULL;
++iter;
continue;
} else {
noPriorityTargetFound = true;
iter = iThreatList.begin();
continue;
}
}
if(attacker->canCreatureAttack(pTarget)) // skip non attackable currently targets
{
if(currentVictim && currentRef) // select 1.3/1.1 better target in comparison current target
{
if(currentVictim == currentRef || currentRef->getThreat() <= 1.1f * currentVictim->getThreat())
{
if(currentVictim != currentRef && attacker->canCreatureAttack(currentVictim->getTarget()))
currentRef = currentVictim; // for second case
found = true;
break;
}
if(currentRef->getThreat() > 1.3f * currentVictim->getThreat() ||
(currentRef->getThreat() > 1.1f * currentVictim->getThreat() && attacker->IsWithinMeleeRange(pTarget)))
{ //implement 110% threat rule for targets in melee range
found = true; //and 130% rule for targets in ranged distances
break; //for selecting alive targets
}
} else {
found = true;
break;
}
}
++iter;
}
if(!found)
currentRef = NULL;
return currentRef;
}
示例6: selectNextVictim
HostileReference* ThreatContainer::selectNextVictim(Creature* attacker, HostileReference* currentVictim) const
{
// pussywizard: pretty much remade this whole function
HostileReference* currentRef = NULL;
bool found = false;
bool noPriorityTargetFound = false;
uint32 currTime = sWorld->GetGameTime();
// pussywizard: currentVictim is needed to compare if threat was exceeded by 10%/30% for melee/range targets (only then switching current target)
if (currentVictim)
{
Unit* cvUnit = currentVictim->getTarget();
if (!attacker->_CanDetectFeignDeathOf(cvUnit) || !attacker->CanCreatureAttack(cvUnit) || attacker->isTargetNotAcceptableByMMaps(cvUnit->GetGUID(), currTime, cvUnit)) // pussywizard: if currentVictim is not valid => don't compare the threat with it, just take the highest threat valid target
currentVictim = NULL;
else if (cvUnit->IsImmunedToDamageOrSchool(attacker->GetMeleeDamageSchoolMask()) || cvUnit->HasNegativeAuraWithInterruptFlag(AURA_INTERRUPT_FLAG_TAKE_DAMAGE)) // pussywizard: no 10%/30% if currentVictim is immune to damage or has auras breakable by damage
currentVictim = NULL;
}
ThreatContainer::StorageType::const_iterator lastRef = iThreatList.end();
--lastRef;
// pussywizard: iterate from highest to lowest threat
for (ThreatContainer::StorageType::const_iterator iter = iThreatList.begin(); iter != iThreatList.end() && !found;)
{
currentRef = (*iter);
Unit* target = currentRef->getTarget();
ASSERT(target); // if the ref has status online the target must be there !
// pussywizard: don't go to threat comparison if this ref is immune to damage or has aura breakable on damage (second choice target)
// pussywizard: if this is the last entry on the threat list, then all targets are second choice, set bool to true and loop threat list again, ignoring this section
if (!noPriorityTargetFound && (target->IsImmunedToDamageOrSchool(attacker->GetMeleeDamageSchoolMask()) || target->HasNegativeAuraWithInterruptFlag(AURA_INTERRUPT_FLAG_TAKE_DAMAGE) || target->HasAuraTypeWithCaster(SPELL_AURA_IGNORED, attacker->GetGUID())))
{
if (iter != lastRef)
{
++iter;
continue;
}
else
{
noPriorityTargetFound = true;
iter = iThreatList.begin();
continue;
}
}
// pussywizard: skip not valid targets
if (attacker->_CanDetectFeignDeathOf(target) && attacker->CanCreatureAttack(target) && !attacker->isTargetNotAcceptableByMMaps(target->GetGUID(), currTime, target))
{
if (currentVictim) // pussywizard: if not NULL then target must have 10%/30% more threat
{
if (currentVictim == currentRef) // pussywizard: nothing found previously was good and enough, currentRef passed all necessary tests, so end now
{
found = true;
break;
}
// pussywizard: implement 110% threat rule for targets in melee range and 130% rule for targets in ranged distances
if (currentRef->getThreat() > 1.3f * currentVictim->getThreat()) // pussywizard: enough in all cases, end
{
found = true;
break;
}
else if (currentRef->getThreat() > 1.1f * currentVictim->getThreat()) // pussywizard: enought only if target in melee range
{
if (attacker->IsWithinMeleeRange(target))
{
found = true;
break;
}
}
else // pussywizard: nothing found previously was good and enough, this and next entries on the list have less than 110% threat, and currentVictim is present and valid as checked before the loop (otherwise it's NULL), so end now
{
currentRef = currentVictim;
found = true;
break;
}
}
else // pussywizard: no currentVictim, first passing all checks is chosen (highest threat, list is sorted)
{
found = true;
break;
}
}
++iter;
}
if (!found)
currentRef = NULL;
return currentRef;
}