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C++ PlayerbotAI::FindBandage方法代码示例

本文整理汇总了C++中PlayerbotAI::FindBandage方法的典型用法代码示例。如果您正苦于以下问题:C++ PlayerbotAI::FindBandage方法的具体用法?C++ PlayerbotAI::FindBandage怎么用?C++ PlayerbotAI::FindBandage使用的例子?那么恭喜您, 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PlayerbotAI的用法示例。


在下文中一共展示了PlayerbotAI::FindBandage方法的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: DoNonCombatActions

void PlayerbotDeathKnightAI::DoNonCombatActions()
{
	PlayerbotAI* ai = GetAI();
	Player *m_bot = GetPlayerBot();
    if (!m_bot)
        return;

    SpellSequence = SPELL_DK_UNHOLY;

    // buff master with HORN_OF_WINTER
    if (HORN_OF_WINTER> 0)
        (!GetMaster()->HasAura(HORN_OF_WINTER,0) && ai->CastSpell (HORN_OF_WINTER, *GetMaster()));

    // hp check
    if (m_bot->getStandState() != UNIT_STAND_STATE_STAND)
        m_bot->SetStandState(UNIT_STAND_STATE_STAND);

    Item* pItem = ai->FindFood();
    Item* fItem = ai->FindBandage();

    if (pItem != NULL && ai->GetHealthPercent() < 30)
    {
        ai->TellMaster("I could use some food.");
        ai->UseItem(*pItem);
        ai->SetIgnoreUpdateTime(30);
        return;
    }
    else 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
开发者ID:Chrissuit33,项目名称:mangos,代码行数:35,代码来源:PlayerbotDeathKnightAI.cpp

示例2: DoNonCombatActions

void PlayerbotWarriorAI::DoNonCombatActions()
{
    PlayerbotAI *ai = GetAI();
    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, EFFECT_INDEX_0)
    // Natsukawa
    if (((COMMANDING_SHOUT > 0 && !m_bot->HasAura(COMMANDING_SHOUT, EFFECT_INDEX_0)) ||
         (BATTLE_SHOUT > 0 && !m_bot->HasAura(BATTLE_SHOUT, EFFECT_INDEX_0))) &&
        ai->GetRageAmount() < 10 && BLOODRAGE > 0 && !m_bot->HasAura(BLOODRAGE, EFFECT_INDEX_0))
        // we do have a useful shout, no rage coming but can cast bloodrage... do it
        ai->CastSpell(BLOODRAGE, *m_bot);
    else if (COMMANDING_SHOUT > 0 && !m_bot->HasAura(COMMANDING_SHOUT, EFFECT_INDEX_0))
        // use commanding shout now
        ai->CastSpell(COMMANDING_SHOUT, *m_bot);
    else if (BATTLE_SHOUT > 0 && !m_bot->HasAura(BATTLE_SHOUT, EFFECT_INDEX_0) && !m_bot->HasAura(COMMANDING_SHOUT, EFFECT_INDEX_0))
        // use battle shout
        ai->CastSpell(BATTLE_SHOUT, *m_bot);

    // buff master with VIGILANCE
    if (VIGILANCE > 0)
        (!GetMaster()->HasAura(VIGILANCE, EFFECT_INDEX_0) && ai->CastSpell(VIGILANCE, *GetMaster()));

    // hp check
    if (m_bot->getStandState() != UNIT_STAND_STATE_STAND)
        m_bot->SetStandState(UNIT_STAND_STATE_STAND);

    Item* pItem = ai->FindFood();
    Item* fItem = ai->FindBandage();

    if (pItem != NULL && ai->GetHealthPercent() < 30)
    {
        ai->TellMaster("I could use some food.");
        ai->UseItem(pItem);
        return;
    }
    else if (pItem == NULL && fItem != NULL && !m_bot->HasAura(RECENTLY_BANDAGED, EFFECT_INDEX_0) && ai->GetHealthPercent() < 70)
    {
        ai->TellMaster("I could use first aid.");
        ai->UseItem(fItem);
        return;
    }
    else if (pItem == NULL && fItem == NULL && m_bot->getRace() == RACE_DRAENEI && !m_bot->HasAura(GIFT_OF_THE_NAARU, EFFECT_INDEX_0) && ai->GetHealthPercent() < 70)
    {
        ai->TellMaster("I'm casting gift of the naaru.");
        ai->CastSpell(GIFT_OF_THE_NAARU, *m_bot);
        return;
    }
} // end DoNonCombatActions
开发者ID:Erotix8210,项目名称:WoWBaseEmu,代码行数:55,代码来源:PlayerbotWarriorAI.cpp

示例3: DoNonCombatActions

void PlayerbotDruidAI::DoNonCombatActions()
{
    Player* m_bot = GetPlayerBot();
    Player* master = GetMaster();
    if (!m_bot || !master)
        return;

    PlayerbotAI* ai = GetAI();

    // mana check
    if (m_bot->getStandState() != UNIT_STAND_STATE_STAND)
        m_bot->SetStandState(UNIT_STAND_STATE_STAND);

    Item* pItem = ai->FindDrink();
    Item* fItem = ai->FindBandage();

    if (pItem != NULL && ai->GetManaPercent() < 30)
    {
        ai->TellMaster("I could use a drink.");
        ai->UseItem(pItem);
        return;
    }
    else if (!pItem && INNERVATE > 0 && !m_bot->HasAura(INNERVATE) && ai->GetManaPercent() <= 20 && ai->CastSpell(INNERVATE, *m_bot))
        return;

    // hp check
    if (m_bot->getStandState() != UNIT_STAND_STATE_STAND)
        m_bot->SetStandState(UNIT_STAND_STATE_STAND);

    pItem = ai->FindFood();

    if (pItem != NULL && ai->GetHealthPercent() < 30)
    {
        ai->TellMaster("I could use some food.");
        ai->UseItem(pItem);
        return;
    }
    else if (pItem == NULL && fItem != NULL && !m_bot->HasAura(RECENTLY_BANDAGED, EFFECT_INDEX_0) && ai->GetHealthPercent() < 70)
    {
        ai->TellMaster("I could use first aid.");
        ai->UseItem(fItem);
        return;
    }

    // buff and heal master's group
    if (master->GetGroup())
    {
        // Buff master with group buff
        if (!master->IsInDuel(master))
            if (master->isAlive() && GIFT_OF_THE_WILD && ai->HasSpellReagents(GIFT_OF_THE_WILD) && ai->Buff(GIFT_OF_THE_WILD, master))
                return;

        Group::MemberSlotList const& groupSlot = GetMaster()->GetGroup()->GetMemberSlots();
        for (Group::member_citerator itr = groupSlot.begin(); itr != groupSlot.end(); itr++)
        {
            Player *tPlayer = sObjectMgr.GetPlayer(itr->guid);
            if (!tPlayer || tPlayer == m_bot)
                continue;

            if (tPlayer->IsInDuelWith(master))
                continue;

            // Resurrect member if needed
            if (!tPlayer->isAlive())
            {
                if (ai->CastSpell(REVIVE, *tPlayer))
                {
                    std::string msg = "Resurrecting ";
                    msg += tPlayer->GetName();
                    m_bot->Say(msg, LANG_UNIVERSAL);
                    return;
                }
                else
                    continue;
            }
            else
            {
                // buff and heal
                if (BuffPlayer(tPlayer))
                    return;

                if (HealTarget(tPlayer))
                    return;
            }
        }
    }
    else
    {
        if (master->IsInDuel(master))
            return;

        if (master->isAlive())
        {
            if (BuffPlayer(master))
                return;
            if (HealTarget(master))
                return;
        }
        else
        if (ai->CastSpell(REVIVE, *master))
//.........这里部分代码省略.........
开发者ID:AngelX,项目名称:portalR2,代码行数:101,代码来源:PlayerbotDruidAI.cpp

示例4: DoNonCombatActions

void PlayerbotPaladinAI::DoNonCombatActions()
{
    PlayerbotAI* ai = GetAI();
    Player * m_bot = GetPlayerBot();
    if (!m_bot)
        return;

    // Buff myself
    if (ai->GetCombatOrder() == PlayerbotAI::ORDERS_TANK) ai->SelfBuff(RIGHTEOUS_FURY);
    if (SEAL_OF_WISDOM > 0 && !m_bot->HasAura(SEAL_OF_WISDOM, EFFECT_INDEX_0) && ai->GetManaPercent() <= 30)
        ai->CastSpell(SEAL_OF_WISDOM, *m_bot);
    else if (m_bot->HasAura(SEAL_OF_WISDOM, EFFECT_INDEX_0) && ai->GetManaPercent() < 85)
    { }
    else if (SEAL_OF_LIGHT > 0 && !m_bot->HasAura(SEAL_OF_LIGHT, EFFECT_INDEX_0) && ai->GetHealthPercent() < 40)
        ai->CastSpell(SEAL_OF_LIGHT, *m_bot);
    else if (SEAL_OF_RIGHTEOUSNESS > 0 && !m_bot->HasAura(SEAL_OF_RIGHTEOUSNESS, EFFECT_INDEX_0))
        ai->CastSpell(SEAL_OF_RIGHTEOUSNESS, *m_bot);
    BuffPlayer(m_bot);

    // Buff master
    if(!GetMaster()->IsInDuel(GetMaster()))
        BuffPlayer(GetMaster());

    // mana check
    if (m_bot->getStandState() != UNIT_STAND_STATE_STAND)
        m_bot->SetStandState(UNIT_STAND_STATE_STAND);

    Item* pItem = ai->FindDrink();
    Item* fItem = ai->FindBandage();

    if (pItem != NULL && ai->GetManaPercent() < 40)
    {
        ai->TellMaster("I could use a drink.");
        ai->UseItem(pItem);
        return;
    }

    // hp check original
    if (m_bot->getStandState() != UNIT_STAND_STATE_STAND)
        m_bot->SetStandState(UNIT_STAND_STATE_STAND);

    pItem = ai->FindFood();

    if (pItem != NULL && ai->GetHealthPercent() < 40)
    {
        ai->TellMaster("I could use some food.");
        ai->UseItem(pItem);
        return;
    }
    else if (pItem == NULL && fItem != NULL && !m_bot->HasAura(RECENTLY_BANDAGED, EFFECT_INDEX_0) && ai->GetHealthPercent() < 70)
    {
        ai->TellMaster("I could use first aid.");
        ai->UseItem(fItem);
        return;
    }

    // heal and buff group
    if (GetMaster()->GetGroup())
    {
        Group::MemberSlotList const& groupSlot = GetMaster()->GetGroup()->GetMemberSlots();
        for (Group::member_citerator itr = groupSlot.begin(); itr != groupSlot.end(); itr++)
        {
            Player *tPlayer = sObjectMgr.GetPlayer(itr->guid);
            if (!tPlayer)
                continue;

            if (tPlayer->IsInDuelWith(GetMaster()))
                continue;

            if (!tPlayer->isAlive())
            {
                if (ai->CastSpell(REDEMPTION, *tPlayer))
                {
                    std::string msg = "Resurrecting ";
                    msg += tPlayer->GetName();
                    m_bot->Say(msg, LANG_UNIVERSAL);
                    return;
                }
                else
                    continue;
            }

            if (HealTarget(tPlayer))
                return;

            if (tPlayer != m_bot && tPlayer != GetMaster())
                if (BuffPlayer(tPlayer))
                    return;
        }
    }
}
开发者ID:BACKUPLIB,项目名称:mangos,代码行数:91,代码来源:PlayerbotPaladinAI.cpp

示例5: DoNonCombatActions

void PlayerbotRogueAI::DoNonCombatActions()
{
    PlayerbotAI *ai = GetAI();
    if (!ai)
        return;

    Player * m_bot = GetPlayerBot();
    if (!m_bot)
        return;

    // remove stealth
    if (m_bot->HasAura(STEALTH))
        m_bot->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);

    // hp check
    if (m_bot->getStandState() != UNIT_STAND_STATE_STAND)
        m_bot->SetStandState(UNIT_STAND_STATE_STAND);

    Item* pItem = ai->FindFood();
    Item* fItem = ai->FindBandage();

    if (pItem != NULL && ai->GetHealthPercent() < 30)
    {
        ai->TellMaster("I could use some food.");
        ai->UseItem(pItem);
        return;
    }
    else if (pItem == NULL && fItem != NULL && !m_bot->HasAura(RECENTLY_BANDAGED, EFFECT_INDEX_0) && ai->GetHealthPercent() < 70)
    {
        ai->TellMaster("I could use first aid.");
        ai->UseItem(fItem);
        return;
    }

    // Search and apply poisons to weapons
    // Mainhand ...
    Item * poison, * weapon;
    weapon = m_bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
    if (weapon && weapon->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT) == 0)
    {
        poison = ai->FindConsumable(INSTANT_POISON_DISPLAYID);
        if (!poison)
            poison = ai->FindConsumable(WOUND_POISON_DISPLAYID);
        if (!poison)
            poison = ai->FindConsumable(DEADLY_POISON_DISPLAYID);
        if (poison)
        {
            ai->UseItem(poison, EQUIPMENT_SLOT_MAINHAND);
            ai->SetIgnoreUpdateTime(5);
        }
    }
    //... and offhand
    weapon = m_bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
    if (weapon && weapon->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT) == 0)
    {
        poison = ai->FindConsumable(DEADLY_POISON_DISPLAYID);
        if (!poison)
            poison = ai->FindConsumable(WOUND_POISON_DISPLAYID);
        if (!poison)
            poison = ai->FindConsumable(INSTANT_POISON_DISPLAYID);
        if (poison)
        {
            ai->UseItem(poison, EQUIPMENT_SLOT_OFFHAND);
            ai->SetIgnoreUpdateTime(5);
        }
    }

} // end DoNonCombatActions
开发者ID:BACKUPLIB,项目名称:Darkportalwow,代码行数:68,代码来源:PlayerbotRogueAI.cpp

示例6: DoNonCombatActions

void PlayerbotPriestAI::DoNonCombatActions()
{
    PlayerbotAI* ai = GetAI();
    Player * m_bot = GetPlayerBot();
    if (!m_bot)
        return;

    SpellSequence = SPELL_HOLY;

    // buff myself
    if (FORTITUDE > 0)
        (!m_bot->HasAura(FORTITUDE, EFFECT_INDEX_0) && ai->CastSpell (FORTITUDE, *m_bot));

    if (INNER_FIRE > 0)
        (!m_bot->HasAura(INNER_FIRE, EFFECT_INDEX_0) && ai->CastSpell (INNER_FIRE, *m_bot));

    // buff master
    if (FORTITUDE > 0)
        (!GetMaster()->HasAura(FORTITUDE, EFFECT_INDEX_0) && ai->CastSpell(FORTITUDE,*(GetMaster())) );

    // mana check
    if (m_bot->getStandState() != UNIT_STAND_STATE_STAND)
        m_bot->SetStandState(UNIT_STAND_STATE_STAND);

    Item* pItem = ai->FindDrink();
    Item* fItem = ai->FindBandage();

    if (pItem != NULL && ai->GetManaPercent() < 30)
    {
        ai->TellMaster("I could use a drink.");
        ai->UseItem(*pItem);
        ai->SetIgnoreUpdateTime(30);
        return;
    }

    // hp check
    if (m_bot->getStandState() != UNIT_STAND_STATE_STAND)
        m_bot->SetStandState(UNIT_STAND_STATE_STAND);

    pItem = ai->FindFood();

    if (pItem != NULL && ai->GetHealthPercent() < 30)
    {
        ai->TellMaster("I could use some food.");
        ai->UseItem(*pItem);
        ai->SetIgnoreUpdateTime(30);
        return;
    }
    else if (pItem == NULL && fItem != NULL && !m_bot->HasAura(RECENTLY_BANDAGED, EFFECT_INDEX_0) && ai->GetHealthPercent() < 70)
    {
        ai->TellMaster("I could use first aid.");
        ai->UseItem(*fItem);
        ai->SetIgnoreUpdateTime(8);
        return;
    }

    // buff and heal master's group
    if (GetMaster()->GetGroup())
    {
        Group::MemberSlotList const& groupSlot = GetMaster()->GetGroup()->GetMemberSlots();
        for (Group::member_citerator itr = groupSlot.begin(); itr != groupSlot.end(); itr++)
        {
            Player *tPlayer = sObjectMgr.GetPlayer(itr->guid);
            if( !tPlayer )
                continue;

            // first rezz em
            if ( !tPlayer->isAlive() && !tPlayer->GetPlayerbotAI() )
            {
                std::string msg = "rezzing ";
                msg += tPlayer->GetName();
                GetPlayerBot()->Say(msg, LANG_UNIVERSAL);
                ai->CastSpell(REZZ, *tPlayer);
                // rez is only 10 sec, but give time for lag
                ai->SetIgnoreUpdateTime(17);
            }
            else if( tPlayer->isAlive() )
            {
                // buff and heal
                (!tPlayer->HasAura(FORTITUDE, EFFECT_INDEX_0) && ai->CastSpell (FORTITUDE, *tPlayer));
                (HealTarget(*tPlayer, tPlayer->GetHealth()*100 / tPlayer->GetMaxHealth()));
            }
        }
    }
} // end DoNonCombatActions
开发者ID:kbt0y5,项目名称:mangos,代码行数:85,代码来源:PlayerbotPriestAI.cpp

示例7: DoNonCombatActions


//.........这里部分代码省略.........

    // mana check
    if (pet && DARK_PACT && pet->GetPower(POWER_MANA) > 0 && ai->GetManaPercent() <= 50)
        if (ai->CastSpell(DARK_PACT, *m_bot))
            return;

    if (LIFE_TAP && ai->GetManaPercent() <= 50 && ai->GetHealthPercent() > 50)
        if (ai->CastSpell(LIFE_TAP, *m_bot))
            return;

    if (ai->GetManaPercent() < 25)
    {
        Item* pItem = ai->FindDrink();
        if (pItem)
        {
            ai->TellMaster("I could use a drink.");
            ai->UseItem(pItem);
            return;
        }
    }

    // hp check
    if (ai->GetHealthPercent() < 30)
    {
        Item* pItem = ai->FindFood();
        if (pItem)
        {
            ai->TellMaster("I could use some food.");
            ai->UseItem(pItem);
            return;
        }
    }

    if (ai->GetHealthPercent() < 50 && !m_bot->HasAura(RECENTLY_BANDAGED))
    {
        Item* fItem = ai->FindBandage();
        if (fItem)
        {
            ai->TellMaster("I could use first aid.");
            ai->UseItem(fItem);
            return;
        }
    }

    //Heal Voidwalker
    if (pet && pet->GetEntry() == DEMON_VOIDWALKER && CONSUME_SHADOWS && pet->GetHealthPercent() < 75 && !pet->HasAura(CONSUME_SHADOWS))
        ai->CastPetSpell(CONSUME_SHADOWS);

    // Summon demon
    if (!pet || m_isTempImp)
    {
        uint32 summonSpellId;
        if (m_demonOfChoice != DEMON_IMP && shardCount > 0)
        {
            switch (m_demonOfChoice)
            {
                case DEMON_VOIDWALKER:
                    summonSpellId = SUMMON_VOIDWALKER;
                    break;
                case DEMON_FELGUARD:
                    summonSpellId = SUMMON_FELGUARD;
                    break;
                case DEMON_FELHUNTER:
                    summonSpellId = SUMMON_FELHUNTER;
                    break;
                case DEMON_SUCCUBUS:
                    summonSpellId = SUMMON_SUCCUBUS;
                    break;
                default:
                    summonSpellId = 0;
            }
            if (ai->CastSpell(summonSpellId))
            {
                ai->TellMaster("Summoning favorite demon...");
                m_isTempImp = false;
                return;
            }
        }
        else if (!pet && SUMMON_IMP && ai->CastSpell(SUMMON_IMP))
        {
            if (m_demonOfChoice != DEMON_IMP)
                m_isTempImp = true;

            ai->TellMaster("Summoning Imp...");
            return;
        }
    }

    // Soul link demon
    if (pet && SOUL_LINK && !m_bot->HasAura(SOUL_LINK_AURA) && ai->CastSpell(SOUL_LINK, *m_bot))
        return;

    // Check demon buffs
    if (pet && pet->GetEntry() == DEMON_IMP && BLOOD_PACT && !m_bot->HasAura(BLOOD_PACT) && ai->CastPetSpell(BLOOD_PACT))
        return;

    if (pet && pet->GetEntry() == DEMON_FELHUNTER && FEL_INTELLIGENCE && !m_bot->HasAura(FEL_INTELLIGENCE) && ai->CastPetSpell(FEL_INTELLIGENCE))
        return;

} // end DoNonCombatActions
开发者ID:Archives,项目名称:portal,代码行数:101,代码来源:PlayerbotWarlockAI.cpp

示例8: DoNonCombatActions

bool PlayerbotDruidAI::DoNonCombatActions()
{
    Player * m_bot = GetPlayerBot();
    if (!m_bot)
        return false;

    PlayerbotAI* ai = GetAI();
    if (!ai)
        return false;

    Player* pMaster = ai->GetMaster();
    if (!pMaster)
        return false;

    if (m_bot->HasAura(CAT_FORM, EFFECT_INDEX_0))
        m_bot->RemoveAurasDueToSpell(768);
    if (m_bot->HasAura(BEAR_FORM, EFFECT_INDEX_0))
        m_bot->RemoveAurasDueToSpell(5487);
    if (m_bot->HasAura(DIRE_BEAR_FORM, EFFECT_INDEX_0))
        m_bot->RemoveAurasDueToSpell(9634);
    if (m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0))
        m_bot->RemoveAurasDueToSpell(24858);

    if ((MARK_OF_THE_WILD > 0)
        && (!m_bot->HasAura(MARK_OF_THE_WILD, EFFECT_INDEX_0))
        && (ai->CastSpell(MARK_OF_THE_WILD, *m_bot)))
        return true;

    if ((THORNS > 0)
        && (!m_bot->HasAura(THORNS, EFFECT_INDEX_0))
        && (ai->CastSpell(THORNS, *m_bot)))
        return true;

    if (m_bot->getStandState() != UNIT_STAND_STATE_STAND)
        m_bot->SetStandState(UNIT_STAND_STATE_STAND);

    Item* drinkOrFoodItem = ai->FindDrink();
    Item* bandageItem = ai->FindBandage();

    if (drinkOrFoodItem
        && (ai->GetManaPercent() < 30))
    {
        ai->UseItem(*drinkOrFoodItem);
        ai->SetIgnoreUpdateTime(30);
        return true;
    }

    if (!drinkOrFoodItem
        && (INNERVATE > 0)
        && (!m_bot->HasAura(INNERVATE, EFFECT_INDEX_0))
        && (ai->GetManaPercent() <= 70)
        && (ai->CastSpell(INNERVATE, *m_bot)))
        return true;

    if (!drinkOrFoodItem
        && (MANA_REJUVENATION > 0)
        && (!m_bot->HasAura(INNERVATE, EFFECT_INDEX_0))
        && (!m_bot->HasAura(MANA_REJUVENATION, EFFECT_INDEX_0))
        && (ai->GetManaPercent() <= 70)
        && (ai->CastSpell(MANA_REJUVENATION, *m_bot)))
        return true;

    if (m_bot->getStandState() != UNIT_STAND_STATE_STAND)
        m_bot->SetStandState(UNIT_STAND_STATE_STAND);

    drinkOrFoodItem = ai->FindFood();

    if (drinkOrFoodItem
        && (ai->GetHealthPercent() < 30))
    {
        ai->UseItem(*drinkOrFoodItem);
        ai->SetIgnoreUpdateTime(30);
        return true;
    }

    if (!drinkOrFoodItem
        && bandageItem
        && (!m_bot->HasAura(RECENTLY_BANDAGED, EFFECT_INDEX_0))
        && (ai->GetHealthPercent() < 70))
    {
        ai->UseItem(*bandageItem);
        ai->SetIgnoreUpdateTime(8);
        return true;
    }

    if (pMaster->GetGroup())
    {
        Group::MemberSlotList const& groupSlot = pMaster->GetGroup()->GetMemberSlots();
        for (Group::member_citerator itr = groupSlot.begin(); itr != groupSlot.end(); itr++)
        {
            Player *tPlayer = sObjectMgr.GetPlayer(itr->guid);
            if (!tPlayer || !tPlayer->isAlive())
                continue;

            if ((!tPlayer->HasAura(MARK_OF_THE_WILD, EFFECT_INDEX_0))
                && (ai->CastSpell(MARK_OF_THE_WILD, *tPlayer)))
                return true;
            if (HealTarget(*tPlayer, tPlayer->GetHealth() * 100 / tPlayer->GetMaxHealth()))
                return true;
        }
//.........这里部分代码省略.........
开发者ID:klaas-netherstorm,项目名称:Mangos,代码行数:101,代码来源:PlayerbotDruidAI.cpp

示例9: DoNonCombatActions

void PlayerbotPriestAI::DoNonCombatActions()
{
    PlayerbotAI* ai = GetAI();
    Player * m_bot = GetPlayerBot();
    Player * master = GetMaster();
    if (!m_bot || !master)
        return;

    SpellSequence = SPELL_HOLY;

    // selfbuff goes first
    if (ai->SelfBuff(INNER_FIRE))
        return;

    // mana check
    if (m_bot->getStandState() != UNIT_STAND_STATE_STAND)
        m_bot->SetStandState(UNIT_STAND_STATE_STAND);

    Item* pItem = ai->FindDrink();
    Item* fItem = ai->FindBandage();

    if (pItem != nullptr && ai->GetManaPercent() < 30)
    {
        ai->TellMaster("I could use a drink.");
        ai->UseItem(pItem);
        return;
    }

    // hp check
    if (m_bot->getStandState() != UNIT_STAND_STATE_STAND)
        m_bot->SetStandState(UNIT_STAND_STATE_STAND);

    pItem = ai->FindFood();

    if (pItem != nullptr && ai->GetHealthPercent() < 30)
    {
        ai->TellMaster("I could use some food.");
        ai->UseItem(pItem);
        return;
    }
    else if (pItem == nullptr && fItem != nullptr && !m_bot->HasAura(RECENTLY_BANDAGED, EFFECT_INDEX_0) && ai->GetHealthPercent() < 70)
    {
        ai->TellMaster("I could use first aid.");
        ai->UseItem(fItem);
        return;
    }

    // buff and heal master's group
    if (master->GetGroup())
    {
        // Buff master with group buffs
        if (master->isAlive())
        {
            if (PRAYER_OF_FORTITUDE && ai->HasSpellReagents(PRAYER_OF_FORTITUDE) && ai->Buff(PRAYER_OF_FORTITUDE, master))
                return;

            if (PRAYER_OF_SPIRIT && ai->HasSpellReagents(PRAYER_OF_SPIRIT) && ai->Buff(PRAYER_OF_SPIRIT, master))
                return;

            if (PRAYER_OF_SHADOW_PROTECTION && ai->HasSpellReagents(PRAYER_OF_SHADOW_PROTECTION) && ai->Buff(PRAYER_OF_SHADOW_PROTECTION, master))
                return;
            }

        Group::MemberSlotList const& groupSlot = GetMaster()->GetGroup()->GetMemberSlots();
        for (Group::member_citerator itr = groupSlot.begin(); itr != groupSlot.end(); itr++)
        {
            Player *tPlayer = sObjectMgr.GetPlayer(itr->guid);
            if (!tPlayer || tPlayer == m_bot)
                continue;

            // first rezz em
            if (!tPlayer->isAlive())
            {
                if (ai->CastSpell(RESURRECTION, *tPlayer))
                {
                    std::string msg = "Resurrecting ";
                    msg += tPlayer->GetName();
                    m_bot->Say(msg, LANG_UNIVERSAL);
                    return;
                }
                else
                    continue;
            }
            else
            {
                // buff and heal
                if (BuffPlayer(tPlayer))
                    return;

                if (HealTarget(tPlayer))
                    return;
            }
        }
    }
    else
    {
        if (master->isAlive())
        {
            if (BuffPlayer(master))
                return;
//.........这里部分代码省略.........
开发者ID:alysher,项目名称:portaltbc,代码行数:101,代码来源:PlayerbotPriestAI.cpp

示例10: DoNonCombatActions

void PlayerbotHunterAI::DoNonCombatActions()
{
    PlayerbotAI *ai = GetAI();
    if (!ai)
        return;

    Player * m_bot = GetPlayerBot();
    if (!m_bot)
        return;

    // reset ranged combat state
    if (!m_rangedCombat)
        m_rangedCombat = true;

    // buff group
    if (TRUESHOT_AURA > 0)
        (!m_bot->HasAura(TRUESHOT_AURA, EFFECT_INDEX_0) && ai->CastSpell (TRUESHOT_AURA, *m_bot));

    // buff myself
    if (ASPECT_OF_THE_HAWK > 0)
        (!m_bot->HasAura(ASPECT_OF_THE_HAWK, EFFECT_INDEX_0) && ai->CastSpell (ASPECT_OF_THE_HAWK, *m_bot));

    // mana check
    if (m_bot->getStandState() != UNIT_STAND_STATE_STAND)
        m_bot->SetStandState(UNIT_STAND_STATE_STAND);

    Item* pItem = ai->FindDrink();
    Item* fItem = ai->FindBandage();

    if (pItem != NULL && ai->GetManaPercent() < 30)
    {
        ai->TellMaster("I could use a drink.");
        ai->UseItem(pItem);
        return;
    }

    // hp check
    if (m_bot->getStandState() != UNIT_STAND_STATE_STAND)
        m_bot->SetStandState(UNIT_STAND_STATE_STAND);

    pItem = ai->FindFood();

    if (pItem != NULL && ai->GetHealthPercent() < 30)
    {
        ai->TellMaster("I could use some food.");
        ai->UseItem(pItem);
        return;
    }
    else if (pItem == NULL && fItem != NULL && !m_bot->HasAura(RECENTLY_BANDAGED, EFFECT_INDEX_0) && ai->GetHealthPercent() < 70)
    {
        ai->TellMaster("I could use first aid.");
        ai->UseItem(fItem);
        return;
    }
    else if (pItem == NULL && fItem == NULL && m_bot->getRace() == RACE_DRAENEI && !m_bot->HasAura(GIFT_OF_THE_NAARU, EFFECT_INDEX_0) && ai->GetHealthPercent() < 70)
    {
        ai->TellMaster("I'm casting gift of the naaru.");
        ai->CastSpell(GIFT_OF_THE_NAARU, *m_bot);
        return;
    }

    // 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, EFFECT_INDEX_0) && ai->GetManaPercent() >= 13 && ai->CastSpell(PET_MEND, *m_bot))
                ai->TellMaster("healing pet.");
        }
    }
} // end DoNonCombatActions
开发者ID:Jojo2323,项目名称:mangos3,代码行数:91,代码来源:PlayerbotHunterAI.cpp

示例11: DoNonCombatActions

void PlayerbotDruidAI::DoNonCombatActions()
{
    PlayerbotAI *ai = GetAI();
    if (!ai)
        return;

    Player * m_bot = GetPlayerBot();
    if (!m_bot)
        return;

    Player* m_master = ai->GetLeader();
    if (!m_master)
        return;

    // mana check
    if (m_bot->getStandState() != UNIT_STAND_STATE_STAND)
        m_bot->SetStandState(UNIT_STAND_STATE_STAND);

    Item* pItem = ai->FindDrink();
    Item* fItem = ai->FindBandage();

    if (pItem != NULL && ai->GetManaPercent() < 30)
    {

        ai->UseItem(pItem);
        return;
    }
    else if (!pItem && INNERVATE > 0 && !m_bot->HasAura(INNERVATE) && ai->GetManaPercent() <= 20 && ai->CastSpell(INNERVATE, m_bot))
        return;

    // hp check
    if (m_bot->getStandState() != UNIT_STAND_STATE_STAND)
        m_bot->SetStandState(UNIT_STAND_STATE_STAND);

    pItem = ai->FindFood();

    if (pItem != NULL && ai->GetHealthPercent() < 30)
    {

        ai->UseItem(pItem);
        return;
    }
    else if (pItem == NULL && fItem != NULL && !m_bot->HasAura(RECENTLY_BANDAGED, EFFECT_INDEX_0) && ai->GetHealthPercent() < 70)
    {

        ai->UseItem(fItem);
        return;
    }

    // buff and heal master's group
    if (m_master->GetGroup())
    {
        // Buff master with group buff
       if (m_master->isAlive() && GIFT_OF_THE_WILD && ai->HasSpellReagents(GIFT_OF_THE_WILD) && ai->Buff(GIFT_OF_THE_WILD, m_master))
           return;

        Group::MemberSlotList const& groupSlot = m_master->GetGroup()->GetMemberSlots();
        for (Group::member_citerator itr = groupSlot.begin(); itr != groupSlot.end(); itr++)
        {
            Player *tPlayer = sObjectMgr.GetPlayer(itr->guid);
            if (!tPlayer || tPlayer == m_bot)
                continue;

            // Resurrect member if needed
            if (!tPlayer->isAlive())
            {
                if (ai->CastSpell(REVIVE, tPlayer))
                    return;
                else
                    continue;
            }
            else
            {
                // buff and heal
                if (BuffPlayer(tPlayer))
                    return;

                if (HealTarget(tPlayer))
                    return;
            }
        }
    }
    else
    {
        if (m_master->isAlive())
        {
            if (BuffPlayer(m_master))
                return;
            if (HealTarget(m_master))
                return;
        }
        else
            ai->CastSpell(REVIVE, m_master);

    }

    BuffPlayer(m_bot);
} // end DoNonCombatActions
开发者ID:z3usleo,项目名称:easy-mangos,代码行数:98,代码来源:PlayerbotDruidAI.cpp

示例12: DoNonCombatActions

void PlayerbotPaladinAI::DoNonCombatActions()
{
	PlayerbotAI* ai = GetAI();
    Player * m_bot = GetPlayerBot();
    if (!m_bot)
        return;

    // buff myself
	if (GREATER_BLESSING_OF_MIGHT > 0 && !m_bot->HasAura(GREATER_BLESSING_OF_MIGHT, EFFECT_INDEX_0))
        ai->CastSpell (GREATER_BLESSING_OF_MIGHT, *m_bot);
    else if (BLESSING_OF_MIGHT > 0 && !m_bot->HasAura(GREATER_BLESSING_OF_MIGHT, EFFECT_INDEX_0) && !m_bot->HasAura(BLESSING_OF_MIGHT, EFFECT_INDEX_0))
        ai->CastSpell (BLESSING_OF_MIGHT, *m_bot);

	if (DIVINE_FAVOR > 0 && !m_bot->HasAura(DIVINE_FAVOR, EFFECT_INDEX_0) && ai->GetManaPercent() >= 3)
        ai->CastSpell(DIVINE_FAVOR , *m_bot);
/*
    if (SEAL_OF_COMMAND > 0)
        ai->CastSpell (SEAL_OF_COMMAND, *m_bot); // interferes with drinking/eating
*/
    //Select Class buff seq.
    ///Process Who is my master --> get the player class --> aura already present if not then proced --> cast the spell
    //Priest
    if (BLESSING_OF_WISDOM > 0 && GetMaster()->getClass() == CLASS_PRIEST && !GetMaster()->HasAura(GREATER_BLESSING_OF_WISDOM, EFFECT_INDEX_0) && !GetMaster()->HasAura(BLESSING_OF_WISDOM, EFFECT_INDEX_0))
        ai->CastSpell (BLESSING_OF_WISDOM, *(GetMaster()));

    if (GREATER_BLESSING_OF_WISDOM > 0 && GetMaster()->getClass() == CLASS_PRIEST && !GetMaster()->HasAura(GREATER_BLESSING_OF_WISDOM, EFFECT_INDEX_0))
        ai->CastSpell (GREATER_BLESSING_OF_WISDOM, *(GetMaster()));

    //Mage
    if (BLESSING_OF_WISDOM > 0 && GetMaster()->getClass() == CLASS_MAGE && !GetMaster()->HasAura(GREATER_BLESSING_OF_WISDOM, EFFECT_INDEX_0) && !GetMaster()->HasAura(BLESSING_OF_WISDOM, EFFECT_INDEX_0))
        ai->CastSpell (BLESSING_OF_WISDOM, *(GetMaster()));

    if (GREATER_BLESSING_OF_WISDOM > 0 && GetMaster()->getClass() == CLASS_MAGE && !GetMaster()->HasAura(GREATER_BLESSING_OF_WISDOM, EFFECT_INDEX_0))
        ai->CastSpell (GREATER_BLESSING_OF_WISDOM, *(GetMaster()));

    //Paladin
    if (BLESSING_OF_WISDOM > 0 && GetMaster()->getClass() == CLASS_PALADIN && !GetMaster()->HasAura(GREATER_BLESSING_OF_WISDOM, EFFECT_INDEX_0) && !GetMaster()->HasAura(BLESSING_OF_WISDOM, EFFECT_INDEX_0))
        ai->CastSpell (BLESSING_OF_WISDOM, *(GetMaster()));

    if (GREATER_BLESSING_OF_WISDOM > 0 && GetMaster()->getClass() == CLASS_PALADIN && !GetMaster()->HasAura(GREATER_BLESSING_OF_WISDOM, EFFECT_INDEX_0))
        ai->CastSpell (GREATER_BLESSING_OF_WISDOM, *(GetMaster()));

    //Warlock
    if (BLESSING_OF_WISDOM > 0 && GetMaster()->getClass() == CLASS_WARLOCK && !GetMaster()->HasAura(GREATER_BLESSING_OF_WISDOM, EFFECT_INDEX_0) && !GetMaster()->HasAura(BLESSING_OF_WISDOM, EFFECT_INDEX_0))
        ai->CastSpell (BLESSING_OF_WISDOM, *(GetMaster()));

    if (GREATER_BLESSING_OF_WISDOM > 0 && GetMaster()->getClass() == CLASS_WARLOCK && !GetMaster()->HasAura(GREATER_BLESSING_OF_WISDOM, EFFECT_INDEX_0))
        ai->CastSpell (GREATER_BLESSING_OF_WISDOM, *(GetMaster()));

    //Warrior
    if (BLESSING_OF_MIGHT > 0 && GetMaster()->getClass() == CLASS_WARRIOR && !GetMaster()->HasAura(GREATER_BLESSING_OF_MIGHT, EFFECT_INDEX_0) && !GetMaster()->HasAura(BLESSING_OF_MIGHT, EFFECT_INDEX_0) && !GetMaster()->HasAura(DEFENSIVE_STANCE, EFFECT_INDEX_0))
        ai->CastSpell (BLESSING_OF_MIGHT, *(GetMaster()));

    if (GREATER_BLESSING_OF_MIGHT > 0 && GetMaster()->getClass() == CLASS_WARRIOR && !GetMaster()->HasAura(GREATER_BLESSING_OF_MIGHT, EFFECT_INDEX_0) && !GetMaster()->HasAura(DEFENSIVE_STANCE, EFFECT_INDEX_0))
        ai->CastSpell (GREATER_BLESSING_OF_MIGHT, *(GetMaster()));

    if (BLESSING_OF_KINGS > 0 && GetMaster()->getClass() == CLASS_WARRIOR && !GetMaster()->HasAura(GREATER_BLESSING_OF_KINGS, EFFECT_INDEX_0) && !GetMaster()->HasAura(BLESSING_OF_KINGS, EFFECT_INDEX_0) && !GetMaster()->HasAura(BERSERKER_STANCE, EFFECT_INDEX_0) && !GetMaster()->HasAura(BATTLE_STANCE, EFFECT_INDEX_0))
        ai->CastSpell (BLESSING_OF_KINGS, *(GetMaster()));

    if (GREATER_BLESSING_OF_KINGS > 0 && GetMaster()->getClass() == CLASS_WARRIOR && !GetMaster()->HasAura(GREATER_BLESSING_OF_KINGS, EFFECT_INDEX_0) && !GetMaster()->HasAura(BERSERKER_STANCE, EFFECT_INDEX_0) && !GetMaster()->HasAura(BATTLE_STANCE, EFFECT_INDEX_0))
        ai->CastSpell (GREATER_BLESSING_OF_KINGS, *(GetMaster()));

    //Rogue
    if (BLESSING_OF_MIGHT > 0 && GetMaster()->getClass() == CLASS_ROGUE && !GetMaster()->HasAura(GREATER_BLESSING_OF_MIGHT, EFFECT_INDEX_0) && !GetMaster()->HasAura(BLESSING_OF_MIGHT, EFFECT_INDEX_0))
        ai->CastSpell (BLESSING_OF_MIGHT, *(GetMaster()));

    if (GREATER_BLESSING_OF_MIGHT > 0 && GetMaster()->getClass() == CLASS_ROGUE && !GetMaster()->HasAura(GREATER_BLESSING_OF_MIGHT, EFFECT_INDEX_0))
        ai->CastSpell (GREATER_BLESSING_OF_MIGHT, *(GetMaster()));

    //Shaman
    if (BLESSING_OF_MIGHT > 0 && GetMaster()->getClass() == CLASS_SHAMAN && !GetMaster()->HasAura(GREATER_BLESSING_OF_MIGHT, EFFECT_INDEX_0) && !GetMaster()->HasAura(BLESSING_OF_MIGHT, EFFECT_INDEX_0))
        ai->CastSpell (BLESSING_OF_MIGHT, *(GetMaster()));

    if (GREATER_BLESSING_OF_MIGHT > 0 && GetMaster()->getClass() == CLASS_SHAMAN && !GetMaster()->HasAura(GREATER_BLESSING_OF_MIGHT, EFFECT_INDEX_0))
        ai->CastSpell (GREATER_BLESSING_OF_MIGHT, *(GetMaster()));

    // mana check
    if (m_bot->getStandState() != UNIT_STAND_STATE_STAND)
        m_bot->SetStandState(UNIT_STAND_STATE_STAND);

    Item* pItem = ai->FindDrink();
	Item* fItem = ai->FindBandage();

    if (pItem != NULL && ai->GetManaPercent() < 40)
    {
        ai->TellMaster("I could use a drink.");
        ai->UseItem(*pItem);
        ai->SetIgnoreUpdateTime(30);
        return;
    }

    // hp check original
    if (m_bot->getStandState() != UNIT_STAND_STATE_STAND)
        m_bot->SetStandState(UNIT_STAND_STATE_STAND);

    pItem = ai->FindFood();

    if (pItem != NULL && ai->GetHealthPercent() < 40)
    {
        ai->TellMaster("I could use some food.");
//.........这里部分代码省略.........
开发者ID:aresxii,项目名称:aresxii,代码行数:101,代码来源:PlayerbotPaladinAI.cpp

示例13: DoNonCombatActions

void PlayerbotWarlockAI::DoNonCombatActions()
{
    PlayerbotAI *ai = GetAI();
    if( !ai )
        return;

    Player * m_bot = GetPlayerBot();
    if (!m_bot)
        return;

    SpellSequence = SPELL_CURSES;

    Pet *pet = m_bot->GetPet();

    // buff myself DEMON_SKIN, DEMON_ARMOR, FEL_ARMOR
    if (FEL_ARMOR > 0)
        (!m_bot->HasAura(FEL_ARMOR, EFFECT_INDEX_0) && ai->CastSpell(FEL_ARMOR, *m_bot));
    else if (DEMON_ARMOR > 0)
        (!m_bot->HasAura(DEMON_ARMOR, EFFECT_INDEX_0) && !m_bot->HasAura(FEL_ARMOR, EFFECT_INDEX_0) && ai->CastSpell(DEMON_ARMOR, *m_bot));
    else if (DEMON_SKIN > 0)
        (!m_bot->HasAura(DEMON_SKIN, EFFECT_INDEX_0) && !m_bot->HasAura(FEL_ARMOR, EFFECT_INDEX_0) && !m_bot->HasAura(DEMON_ARMOR, EFFECT_INDEX_0) && ai->CastSpell(DEMON_SKIN, *m_bot));

    // buff myself & master DETECT_INVISIBILITY
    if (DETECT_INVISIBILITY > 0)
        (!m_bot->HasAura(DETECT_INVISIBILITY, EFFECT_INDEX_0) && ai->GetManaPercent() >= 2 && ai->CastSpell(DETECT_INVISIBILITY, *m_bot));
    if (DETECT_INVISIBILITY > 0)
        (!GetMaster()->HasAura(DETECT_INVISIBILITY, EFFECT_INDEX_0) && ai->GetManaPercent() >= 2 && ai->CastSpell(DETECT_INVISIBILITY, *GetMaster()));

    // mana check
    if (m_bot->getStandState() != UNIT_STAND_STATE_STAND)
        m_bot->SetStandState(UNIT_STAND_STATE_STAND);

    Item* pItem = ai->FindDrink();
    Item* fItem = ai->FindBandage();

    if (pItem != NULL && ai->GetManaPercent() < 25)
    {
        ai->TellMaster("I could use a drink.");
        ai->UseItem(*pItem);
        ai->SetIgnoreUpdateTime(30);
        return;
    }
    else if(( pet )
        && (pItem == NULL && DARK_PACT>0 && ai->GetManaPercent() <= 50 && pet->GetPower(POWER_MANA) > 0) )
    {
        ai->CastSpell(DARK_PACT, *m_bot);
        //ai->TellMaster("casting dark pact.");
        return;
    }
    else if(( !pet )
        && (pItem == NULL && LIFE_TAP>0 && ai->GetManaPercent() <= 50 && ai->GetHealthPercent() > 25) )
    {
        ai->CastSpell(LIFE_TAP, *m_bot);
        //ai->TellMaster("casting life tap.");
        return;
    }

    // hp check
    if (m_bot->getStandState() != UNIT_STAND_STATE_STAND)
        m_bot->SetStandState(UNIT_STAND_STATE_STAND);

    pItem = ai->FindFood();

    if (pItem != NULL && ai->GetHealthPercent() < 30)
    {
        ai->TellMaster("I could use some food.");
        ai->UseItem(*pItem);
        ai->SetIgnoreUpdateTime(30);
        return;
    }
    else if (pItem == NULL && fItem != NULL && !m_bot->HasAura(RECENTLY_BANDAGED, EFFECT_INDEX_0) && ai->GetHealthPercent() < 70)
    {
        ai->TellMaster("I could use first aid.");
        ai->UseItem(*fItem);
        ai->SetIgnoreUpdateTime(8);
        return;
    }
    else if(( pet )
        && (pItem == NULL && fItem == NULL && CONSUME_SHADOWS>0 && !m_bot->HasAura(CONSUME_SHADOWS, EFFECT_INDEX_0) && ai->GetHealthPercent() < 75) )
    {
        ai->CastSpell(CONSUME_SHADOWS, *m_bot);
        //ai->TellMaster("casting consume shadows.");
        return;
    }

    // check for demon
    if( SUMMON_FELGUARD>0 || SUMMON_FELHUNTER>0 || SUMMON_SUCCUBUS>0 || SUMMON_VOIDWALKER>0 || SUMMON_IMP>0 && !m_demonSummonFailed )
    {
        if( !pet )
        {
            // summon demon
            if( SUMMON_FELGUARD>0 && ai->CastSpell(SUMMON_FELGUARD,*m_bot) )
                ai->TellMaster( "summoning felguard." );
            else if( SUMMON_FELHUNTER>0 && ai->CastSpell(SUMMON_FELHUNTER,*m_bot) )
                ai->TellMaster( "summoning felhunter." );
            else if( SUMMON_SUCCUBUS>0 && ai->CastSpell(SUMMON_SUCCUBUS,*m_bot) )
                ai->TellMaster( "summoning succubus." );
            else if( SUMMON_VOIDWALKER>0 && ai->CastSpell(SUMMON_VOIDWALKER,*m_bot) )
                ai->TellMaster( "summoning voidwalker." );
            else if( SUMMON_IMP>0 && ai->GetManaPercent() >= 64 && ai->CastSpell(SUMMON_IMP,*m_bot) )
//.........这里部分代码省略.........
开发者ID:Nny,项目名称:Core,代码行数:101,代码来源:PlayerbotWarlockAI.cpp

示例14: DoNonCombatActions

void PlayerbotDruidAI::DoNonCombatActions()
{
    Player * m_bot = GetPlayerBot();
    if (!m_bot)
        return;

	PlayerbotAI* ai = GetAI();

    if(m_bot->HasAura(CAT_FORM, EFFECT_INDEX_0))
    {
        m_bot->RemoveAurasDueToSpell(768);
        //ai->TellMaster("FormClearCat");
    }
    if(m_bot->HasAura(BEAR_FORM, EFFECT_INDEX_0))
    {
        m_bot->RemoveAurasDueToSpell(5487);
        //ai->TellMaster("FormClearBear");
    }
	if(m_bot->HasAura(DIRE_BEAR_FORM, EFFECT_INDEX_0))
    {
        m_bot->RemoveAurasDueToSpell(9634);
        //ai->TellMaster("FormClearDireBear");
    }
	if(m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0))
    {
        m_bot->RemoveAurasDueToSpell(24858);
        //ai->TellMaster("FormClearMoonkin");
    }
    // buff myself with MARK_OF_THE_WILD
    if (MARK_OF_THE_WILD > 0 && !m_bot->HasAura(MARK_OF_THE_WILD, EFFECT_INDEX_0))
        ai->CastSpell (MARK_OF_THE_WILD, *m_bot);

    // Thorns generates aggro for moonkin
    if (THORNS > 0 && !m_bot->HasAura(THORNS, EFFECT_INDEX_0))
        ai->CastSpell (THORNS, *m_bot);

    // mana check
    if (m_bot->getStandState() != UNIT_STAND_STATE_STAND)
        m_bot->SetStandState(UNIT_STAND_STATE_STAND);

    Item* pItem = ai->FindDrink();
	Item* fItem = ai->FindBandage();

    if (pItem != NULL && ai->GetManaPercent() < 30)
    {
        ai->TellMaster("I could use a drink.");
        ai->UseItem(*pItem);
        ai->SetIgnoreUpdateTime(30);
        return;
    }
	else if(pItem == NULL && INNERVATE>0 && !m_bot->HasAura(INNERVATE, EFFECT_INDEX_0) && ai->GetManaPercent() <= 70)
    {
		ai->CastSpell(INNERVATE, *m_bot);
		//ai->TellMaster("casting innervate.");
        return;
    }
	else if(pItem == NULL && MANA_REJUVENATION>0 && !m_bot->HasAura(INNERVATE, EFFECT_INDEX_0) && !m_bot->HasAura(MANA_REJUVENATION, EFFECT_INDEX_0) && ai->GetManaPercent() <= 70)
    {
		ai->CastSpell(MANA_REJUVENATION, *m_bot);
		//ai->TellMaster("casting mana rejuvenation.");
        return;
    }

    // hp check
    if (m_bot->getStandState() != UNIT_STAND_STATE_STAND)
        m_bot->SetStandState(UNIT_STAND_STATE_STAND);

    pItem = ai->FindFood();

    if (pItem != NULL && ai->GetHealthPercent() < 30)
    {
        ai->TellMaster("I could use some food.");
        ai->UseItem(*pItem);
        ai->SetIgnoreUpdateTime(30);
        return;
    }
    else if (pItem == NULL && fItem != NULL && !m_bot->HasAura(RECENTLY_BANDAGED, EFFECT_INDEX_0) && ai->GetHealthPercent() < 70)
    {
        ai->TellMaster("I could use first aid.");
        ai->UseItem(*fItem);
        ai->SetIgnoreUpdateTime(8);
        return;
    }
    
    // buff and heal master's group
    if (GetMaster()->GetGroup())
    {
        Group::MemberSlotList const& groupSlot = GetMaster()->GetGroup()->GetMemberSlots();
        for (Group::member_citerator itr = groupSlot.begin(); itr != groupSlot.end(); itr++)
        {
            Player *tPlayer = sObjectMgr.GetPlayer(uint64 (itr->guid));
            if( !tPlayer || !tPlayer->isAlive() )
                continue;

             // buff and heal
             (!tPlayer->HasAura(MARK_OF_THE_WILD,EFFECT_INDEX_0) && ai->CastSpell (MARK_OF_THE_WILD, *tPlayer));
			 //(!tPlayer->HasAura(THORNS,0) && ai->CastSpell (THORNS, *tPlayer));
             (HealTarget(*tPlayer, tPlayer->GetHealth()*100 / tPlayer->GetMaxHealth()));
        }
    }
//.........这里部分代码省略.........
开发者ID:aresxii,项目名称:aresxii,代码行数:101,代码来源:PlayerbotDruidAI.cpp

示例15: DoNonCombatActions

void PlayerbotHunterAI::DoNonCombatActions()
{
    PlayerbotAI *ai = GetAI();
    if (!ai)
        return;

    Player * m_bot = GetPlayerBot();
    if (!m_bot)
        return;

    // reset ranged combat state
    if (!m_rangedCombat)
        m_rangedCombat = true;

    // buff group
    if (TRUESHOT_AURA > 0)
        (!m_bot->HasAura(TRUESHOT_AURA, EFFECT_INDEX_0) && ai->CastSpell (TRUESHOT_AURA, *m_bot));

    // buff myself
    if (ASPECT_OF_THE_HAWK > 0)
        (!m_bot->HasAura(ASPECT_OF_THE_HAWK, EFFECT_INDEX_0) && ai->CastSpell (ASPECT_OF_THE_HAWK, *m_bot));

    // mana check
    if (m_bot->getStandState() != UNIT_STAND_STATE_STAND)
        m_bot->SetStandState(UNIT_STAND_STATE_STAND);

    Item* pItem = ai->FindDrink();
    Item* fItem = ai->FindBandage();

    if (pItem != NULL && ai->GetManaPercent() < 30)
    {
        ai->TellMaster("I could use a drink.");
        ai->UseItem(pItem);
        return;
    }

    // hp check
    if (m_bot->getStandState() != UNIT_STAND_STATE_STAND)
        m_bot->SetStandState(UNIT_STAND_STATE_STAND);

    pItem = ai->FindFood();

    if (pItem != NULL && ai->GetHealthPercent() < 30)
    {
        ai->TellMaster("I could use some food.");
        ai->UseItem(pItem);
        return;
    }
    else if (pItem == NULL && fItem != NULL && !m_bot->HasAura(RECENTLY_BANDAGED, EFFECT_INDEX_0) && ai->GetHealthPercent() < 70)
    {
        ai->TellMaster("I could use first aid.");
        ai->UseItem(fItem);
        return;
    }

    // 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, EFFECT_INDEX_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 ItemPrototype* const pItemProto = pItem->GetProto();
                    if (!pItemProto)
                        continue;

                    if (pet->HaveInDiet(pItemProto)) // is pItem in pets diet
                    {
                        // DEBUG_LOG ("[PlayerbotHunterAI]: DoNonCombatActions - Food for pet: %s",pItemProto->Name1);
                        caster->CastSpell(caster, 51284, true); // pet feed visual
//.........这里部分代码省略.........
开发者ID:zeroR2,项目名称:mangos,代码行数:101,代码来源:PlayerbotHunterAI.cpp


注:本文中的PlayerbotAI::FindBandage方法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。