本文整理汇总了C++中PlayerbotAI::Feast方法的典型用法代码示例。如果您正苦于以下问题:C++ PlayerbotAI::Feast方法的具体用法?C++ PlayerbotAI::Feast怎么用?C++ PlayerbotAI::Feast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PlayerbotAI
的用法示例。
在下文中一共展示了PlayerbotAI::Feast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: DoNonCombatActions
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_STAT_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2: DoNonCombatActions
void PlayerbotDruidAI::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 and heal raid
if (DoSupportRaid(GetMaster())) { return; }
if (m_bot->GetGroup() && GetMaster()->GetGroup() != m_bot->GetGroup() && DoSupportRaid(m_bot)) { return; }
//heal pets and bots
Unit *target = DoSelectLowestHpFriendly(30, 1000);
if (target && target->isAlive() && HealTarget(target, target->GetHealth()*100 / target->GetMaxHealth())) { 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 (ai->GetManaPercent() < 10 && CastSpell (INNERVATE, m_bot)) { return; } //Need mana fast
if (m_bot->GetHealth() < m_bot->GetMaxHealth() &&
(ai->GetForm() != FORM_CAT && ai->GetForm() != FORM_MOONKIN && ai->GetForm() != FORM_DIREBEAR && ai->GetForm() != FORM_BEAR)
&& CastSpell(REGROWTH,m_bot)) { return; }
if (ai->GetManaPercent() < 50) { ai->Feast(); }
} //end DoNonCombatActions
示例3: DoNonCombatActions
void PlayerbotDeathKnightAI::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 UP
if (CastSpell(HORN_OF_WINTER,m_bot)) { return; }
if (CastSpell(BONE_SHIELD,m_bot)) { return; }
//mana/hp check
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(RUNE_TAP,m_bot)) { return; } //no gcd but lets give the others a time to heal
if (ai->GetHealthPercent() < 30) { ai->Feast(); }
//Item* fItem = ai->FindBandage();
/* if (pItem == NULL && fItem != NULL && !m_bot->HasAura(RECENTLY_BANDAGED, 0) && ai->GetHealthPercent() < 70)
{
ai->TellMaster("I could use first aid.");
ai->UseItem(*fItem);
ai->SetIgnoreUpdateTime(8);
return;
} */
} // end DoNonCombatActions
示例4: DoNonCombatActions
void PlayerbotMageAI::DoNonCombatActions()
{
PlayerbotAI *ai = GetAI();
Player *m_bot = GetPlayerBot();
if (!m_bot || !ai || m_bot->isDead()) { return; }
// make sure pet stays by your side
uint64 pet_guid = m_bot->GetPetGUID();
if (pet_guid>0){
Pet* pet = ObjectAccessor::GetPet(*m_bot, pet_guid);
Unit *unit = ObjectAccessor::GetUnit(*m_bot, pet_guid);
if (unit!=NULL){
m_bot->GetSession()->HandlePetActionHelper(unit, pet_guid, COMMAND_FOLLOW, ACT_COMMAND, 0);
m_bot->GetSession()->HandlePetActionHelper(unit, pet_guid, REACT_DEFENSIVE, ACT_REACTION, 0);
}
}
//If Casting or Eating/Drinking return
if (m_bot->HasUnitState(UNIT_STAT_CASTING)) { return; }
if (m_bot->getStandState() == UNIT_STAND_STATE_SIT) { return; }
//buff and heal raid
if (DoSupportRaid(m_bot,30,0,0,0,1,1)) { return; }
//Own Buffs
if (MOLTEN_ARMOR) { if ( CastSpell(MOLTEN_ARMOR,m_bot)) { return; } }
else if (CastSpell(MAGE_ARMOR,m_bot)) { return; }
if (CastSpell(COMBUSTION,m_bot)) { } //nogcd
if (!HasAuraName(m_bot, MANA_SHIELD)) CastSpell (MANA_SHIELD);
//conjure food & water
Item *pItem = ai->FindDrink();
if(pItem == NULL && ai->GetManaPercent() >= 48)
{
if (CastSpell(CONJURE_REFRESHMENT, m_bot)) { return; }
if (CastSpell(CONJURE_WATER, m_bot)) { return; }
return;
}
pItem = ai->FindFood();
if(pItem == NULL && ai->GetManaPercent() >= 48)
{
if (CastSpell(CONJURE_REFRESHMENT, m_bot)) { return; }
if (CastSpell(CONJURE_FOOD, m_bot)) { return; }
return;
}
//Conjure mana gem??
//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 (ai->GetManaPercent() < 50 && CastSpell (EVOCATION, m_bot)) { return; }
if (ai->GetManaPercent() < 50 || ai->GetHealthPercent() < 50) { ai->Feast(); }
} //end DoNonCombatActions
示例5: DoNonCombatActions
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; }
//mana/hp check
if (m_bot->getRace() == (uint8) RACE_UNDEAD_PLAYER && ai->GetHealthPercent() < 75 && CastSpell(R_CANNIBALIZE,m_bot)) { return; }
if (ai->GetHealthPercent() < 50) { ai->Feast(); }
} //end DoNonCombatActions
示例6: DoNonCombatActions
void PlayerbotHunterAI::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 group
if (CastSpell(TRUESHOT_AURA, 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 (ai->GetManaPercent() < 20 || ai->GetHealthPercent() < 30) { ai->Feast(); }
#pragma region Check Pet
// check for pet
if( PET_SUMMON>0 && !m_petSummonFailed && HasPet(m_bot) )
{
// we can summon pet, and no critical summon errors before
Pet *pet = m_bot->GetPet();
if( !pet )
{
// summon pet
if( PET_SUMMON>0 && ai->CastSpell(PET_SUMMON,m_bot) )
ai->TellMaster( "summoning pet." );
else
{
m_petSummonFailed = true;
ai->TellMaster( "summon pet failed!" );
}
}
else if( pet->getDeathState() != ALIVE )
{
// revive pet
if( PET_REVIVE>0 && ai->GetManaPercent()>=80 && ai->CastSpell(PET_REVIVE,m_bot) )
ai->TellMaster( "reviving pet." );
}
else if( ((float)pet->GetHealth()/(float)pet->GetMaxHealth()) < 0.5f )
{
// heal pet when health lower 50%
if( PET_MEND>0 && !pet->getDeathState() != ALIVE && !pet->HasAura(PET_MEND,0) && ai->GetManaPercent()>=13 && ai->CastSpell(PET_MEND,m_bot) )
ai->TellMaster( "healing pet." );
}
else if(pet->GetHappinessState() != HAPPY) // if pet is hungry
{
Unit *caster = (Unit*)m_bot;
// list out items in main backpack
for (uint8 slot = INVENTORY_SLOT_ITEM_START; slot < INVENTORY_SLOT_ITEM_END; slot++)
{
Item* const pItem = m_bot->GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
if (pItem)
{
const ItemTemplate* const pItemProto = pItem->GetTemplate();
if (!pItemProto )
continue;
if(pet->HaveInDiet(pItemProto)) // is pItem in pets diet
{
//sLog.outDebug("Food for pet: %s",pItemProto->Name1);
caster->CastSpell(caster,51284,true); // pet feed visual
uint32 count = 1; // number of items used
int32 benefit = pet->GetCurrentFoodBenefitLevel(pItemProto->ItemLevel); // nutritional value of food
m_bot->DestroyItemCount(pItem,count,true); // remove item from inventory
m_bot->CastCustomSpell(m_bot,PET_FEED,&benefit,NULL,NULL,true); // feed pet
ai->TellMaster( "feeding pet." );
ai->SetIgnoreUpdateTime(10);
return;
}
}
}
// list out items in other removable backpacks
for (uint8 bag = INVENTORY_SLOT_BAG_START; bag < INVENTORY_SLOT_BAG_END; ++bag)
{
const Bag* const pBag = (Bag*) m_bot->GetItemByPos(INVENTORY_SLOT_BAG_0, bag);
if (pBag)
{
for (uint8 slot = 0; slot < pBag->GetBagSize(); ++slot)
{
Item* const pItem = m_bot->GetItemByPos(bag, slot);
if (pItem)
{
const ItemTemplate* const pItemProto = pItem->GetTemplate();
if (!pItemProto )
continue;
if(pet->HaveInDiet(pItemProto)) // is pItem in pets diet
{
//sLog.outDebug("Food for pet: %s",pItemProto->Name1);
caster->CastSpell(caster,51284,true); // pet feed visual
uint32 count = 1; // number of items used
int32 benefit = pet->GetCurrentFoodBenefitLevel(pItemProto->ItemLevel); // nutritional value of food
m_bot->DestroyItemCount(pItem,count,true); // remove item from inventory
m_bot->CastCustomSpell(m_bot,PET_FEED,&benefit,NULL,NULL,true); // feed pet
ai->TellMaster( "feeding pet." );
ai->SetIgnoreUpdateTime(10);
return;
}
}
//.........这里部分代码省略.........