当前位置: 首页>>代码示例>>C++>>正文


C++ PlayerbotAI::GetManager方法代码示例

本文整理汇总了C++中PlayerbotAI::GetManager方法的典型用法代码示例。如果您正苦于以下问题:C++ PlayerbotAI::GetManager方法的具体用法?C++ PlayerbotAI::GetManager怎么用?C++ PlayerbotAI::GetManager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::GetManager方法的7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: DoFirstCombatManeuver

bool PlayerbotWarriorAI::DoFirstCombatManeuver(Unit *pTarget)
{
    Player *m_bot = GetPlayerBot();
    PlayerbotAI *ai = GetAI();
    PlayerbotAI::CombatOrderType co = ai->GetCombatOrder();
    float fTargetDist = m_bot->GetCombatDistance(pTarget);

    if ((co & PlayerbotAI::ORDERS_TANK) && DEFENSIVE_STANCE > 0 && !m_bot->HasAura(DEFENSIVE_STANCE, EFFECT_INDEX_0) && ai->CastSpell(DEFENSIVE_STANCE))
    {
        if (ai->GetManager()->m_confDebugWhisper)
            ai->TellMaster("First > Defensive Stance (%d)", DEFENSIVE_STANCE);
        return true;
    }
    else if ((co & PlayerbotAI::ORDERS_TANK) && TAUNT > 0 && m_bot->HasAura(DEFENSIVE_STANCE, EFFECT_INDEX_0) && ai->CastSpell(TAUNT, *pTarget))
    {
        if (ai->GetManager()->m_confDebugWhisper)
            ai->TellMaster("First > Taunt (%d)", TAUNT);
        return false;
    }
    else if (BATTLE_STANCE > 0 && !m_bot->HasAura(BATTLE_STANCE, EFFECT_INDEX_0) && ai->CastSpell(BATTLE_STANCE))
    {
        if (ai->GetManager()->m_confDebugWhisper)
            ai->TellMaster("First > Battle Stance (%d)", BATTLE_STANCE);
        return true;
    }
    else if (BATTLE_STANCE > 0 && CHARGE > 0 && m_bot->HasAura(BATTLE_STANCE, EFFECT_INDEX_0))
    {
        if (fTargetDist < 8.0f)
            return false;
        else if (fTargetDist > 25.0f)
            return true;
        else if (CHARGE > 0 && ai->CastSpell(CHARGE, *pTarget))
        {
            float x, y, z;
            pTarget->GetContactPoint(m_bot, x, y, z, 3.666666f);
            m_bot->Relocate(x, y, z);

            if (ai->GetManager()->m_confDebugWhisper)
                ai->TellMaster("First > Charge (%d)", CHARGE);
            return false;
        }
    }

    return false;
}
开发者ID:Erotix8210,项目名称:WoWBaseEmu,代码行数:45,代码来源:PlayerbotWarriorAI.cpp

示例2: DoFirstCombatManeuver

bool PlayerbotRogueAI::DoFirstCombatManeuver(Unit *pTarget)
{
    PlayerbotAI* ai = GetAI();
    Player * m_bot = GetPlayerBot();

    if (STEALTH > 0 && !m_bot->HasAura(STEALTH, EFFECT_INDEX_0) && ai->CastSpell(STEALTH, *m_bot))
    {

        if (ai->GetManager()->m_confDebugWhisper)
            ai->TellMaster("First > Stealth (%d)", STEALTH);

        m_bot->addUnitState(UNIT_STAT_CHASE); // ensure that the bot does not use MoveChase(), as this doesn't seem to work with STEALTH

        return true;
    }
    else if (m_bot->HasAura(STEALTH, EFFECT_INDEX_0))
    {
        m_bot->GetMotionMaster()->MoveFollow(pTarget, 4.5f, m_bot->GetOrientation());
        return false;
    }
    return false;
}
开发者ID:AwkwardDev,项目名称:mangos,代码行数:22,代码来源:PlayerbotRogueAI.cpp

示例3: DoNextCombatManeuver


//.........这里部分代码省略.........
    else if (dist > ATTACK_DISTANCE && !m_rangedCombat)
    {
        // switch to ranged combat
        m_rangedCombat = true;
        // increase ranged attack power...
        (ASPECT_OF_THE_HAWK > 0 && !m_bot->HasAura(ASPECT_OF_THE_HAWK, EFFECT_INDEX_0) && ai->CastSpell(ASPECT_OF_THE_HAWK, *m_bot));
    }
    else if (m_rangedCombat && !m_bot->HasAura(ASPECT_OF_THE_HAWK, EFFECT_INDEX_0))
        // check if we have hawk aspect in ranged combat
        (ASPECT_OF_THE_HAWK > 0 && ai->CastSpell(ASPECT_OF_THE_HAWK, *m_bot));
    else if (!m_rangedCombat && !m_bot->HasAura(ASPECT_OF_THE_MONKEY, EFFECT_INDEX_0))
        // check if we have monkey aspect in melee combat
        (ASPECT_OF_THE_MONKEY > 0 && ai->CastSpell(ASPECT_OF_THE_MONKEY, *m_bot));

    // activate auto shot
    if (AUTO_SHOT > 0 && m_rangedCombat && !m_bot->FindCurrentSpellBySpellId(AUTO_SHOT))
        ai->CastSpell(AUTO_SHOT, *pTarget);
    //ai->TellMaster( "started auto shot." );
    else if (AUTO_SHOT > 0 && m_bot->FindCurrentSpellBySpellId(AUTO_SHOT))
        m_bot->InterruptNonMeleeSpells(true, AUTO_SHOT);
    //ai->TellMaster( "stopped auto shot." );

    // damage spells
    std::ostringstream out;
    if (m_rangedCombat)
    {
        out << "Case Ranged";
        if (HUNTERS_MARK > 0 && ai->GetManaPercent() >= 3 && !pTarget->HasAura(HUNTERS_MARK, EFFECT_INDEX_0) && ai->CastSpell(HUNTERS_MARK, *pTarget))
            out << " > Hunter's Mark";
        else if (RAPID_FIRE > 0 && ai->GetManaPercent() >= 3 && !m_bot->HasAura(RAPID_FIRE, EFFECT_INDEX_0) && ai->CastSpell(RAPID_FIRE, *m_bot))
            out << " > Rapid Fire";
        else if (MULTI_SHOT > 0 && ai->GetManaPercent() >= 13 && ai->GetAttackerCount() >= 3 && ai->CastSpell(MULTI_SHOT, *pTarget))
            out << " > Multi-Shot";
        else if (ARCANE_SHOT > 0 && ai->GetManaPercent() >= 7 && ai->CastSpell(ARCANE_SHOT, *pTarget))
            out << " > Arcane Shot";
        else if (CONCUSSIVE_SHOT > 0 && ai->GetManaPercent() >= 6 && !pTarget->HasAura(CONCUSSIVE_SHOT, EFFECT_INDEX_0) && ai->CastSpell(CONCUSSIVE_SHOT, *pTarget))
            out << " > Concussive Shot";
        else if (EXPLOSIVE_SHOT > 0 && ai->GetManaPercent() >= 10 && !pTarget->HasAura(EXPLOSIVE_SHOT, EFFECT_INDEX_0) && ai->CastSpell(EXPLOSIVE_SHOT, *pTarget))
            out << " > Explosive Shot";
        else if (VIPER_STING > 0 && ai->GetManaPercent() >= 8 && pTarget->GetPower(POWER_MANA) > 0 && ai->GetManaPercent() < 70 && !pTarget->HasAura(VIPER_STING, EFFECT_INDEX_0) && ai->CastSpell(VIPER_STING, *pTarget))
            out << " > Viper Sting";
        else if (SERPENT_STING > 0 && ai->GetManaPercent() >= 13 && !pTarget->HasAura(SERPENT_STING, EFFECT_INDEX_0) && !pTarget->HasAura(SCORPID_STING, EFFECT_INDEX_0) &&  !pTarget->HasAura(VIPER_STING, EFFECT_INDEX_0) && ai->CastSpell(SERPENT_STING, *pTarget))
            out << " > Serpent Sting";
        else if (SCORPID_STING > 0 && ai->GetManaPercent() >= 11 && !pTarget->HasAura(WYVERN_STING, EFFECT_INDEX_0) && !pTarget->HasAura(SCORPID_STING, EFFECT_INDEX_0) && !pTarget->HasAura(SERPENT_STING, EFFECT_INDEX_0) && !pTarget->HasAura(VIPER_STING, EFFECT_INDEX_0) && ai->CastSpell(SCORPID_STING, *pTarget))
            out << " > Scorpid Sting";
        else if (CHIMERA_SHOT > 0 && ai->GetManaPercent() >= 12 && ai->CastSpell(CHIMERA_SHOT, *pTarget))
            out << " > Chimera Shot";
        else if (VOLLEY > 0 && ai->GetManaPercent() >= 24 && ai->GetAttackerCount() >= 3 && ai->CastSpell(VOLLEY, *pTarget))
            out << " > Volley";
        else if (BLACK_ARROW > 0 && ai->GetManaPercent() >= 6 && !pTarget->HasAura(BLACK_ARROW, EFFECT_INDEX_0) && ai->CastSpell(BLACK_ARROW, *pTarget))
            out << " > Black Arrow";
        else if (AIMED_SHOT > 0 && ai->GetManaPercent() >= 12 && ai->CastSpell(AIMED_SHOT, *pTarget))
            out << " > Aimed Shot";
        else if (STEADY_SHOT > 0 && ai->GetManaPercent() >= 5 && ai->CastSpell(STEADY_SHOT, *pTarget))
            out << " > Steady Shot";
        else if (KILL_SHOT > 0 && ai->GetManaPercent() >= 7 && pTarget->GetHealth() < pTarget->GetMaxHealth() * 0.2 && ai->CastSpell(KILL_SHOT, *pTarget))
            out << " > Kill Shot!";
        else
            out << " NONE!";
    }
    else
    {
        out << "Case Melee";
        if (RAPTOR_STRIKE > 0 && ai->GetManaPercent() >= 6 && ai->CastSpell(RAPTOR_STRIKE, *pTarget))
            out << " > Raptor Strike";
        else if (EXPLOSIVE_TRAP > 0 && ai->GetManaPercent() >= 27 && !pTarget->HasAura(EXPLOSIVE_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(ARCANE_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(IMMOLATION_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(FROST_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(BEAR_TRAP, EFFECT_INDEX_0) && ai->CastSpell(EXPLOSIVE_TRAP, *pTarget))
            out << " > Explosive Trap";
        else if (WING_CLIP > 0 && ai->GetManaPercent() >= 6 && !pTarget->HasAura(WING_CLIP, EFFECT_INDEX_0) && ai->CastSpell(WING_CLIP, *pTarget))
            out << " > Wing Clip";
        else if (IMMOLATION_TRAP > 0 && ai->GetManaPercent() >= 13 && !pTarget->HasAura(IMMOLATION_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(ARCANE_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(EXPLOSIVE_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(FROST_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(BEAR_TRAP, EFFECT_INDEX_0) && ai->CastSpell(IMMOLATION_TRAP, *pTarget))
            out << " > Immolation Trap";
        else if (MONGOOSE_BITE > 0 && ai->GetManaPercent() >= 4 && ai->CastSpell(MONGOOSE_BITE, *pTarget))
            out << " > Mongoose Bite";
        else if (FROST_TRAP > 0 && ai->GetManaPercent() >= 2 && !pTarget->HasAura(FROST_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(ARCANE_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(IMMOLATION_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(EXPLOSIVE_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(BEAR_TRAP, EFFECT_INDEX_0) && ai->CastSpell(FROST_TRAP, *pTarget))
            out << " > Frost Trap";
        else if (ARCANE_TRAP > 0 && !pTarget->HasAura(ARCANE_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(BEAR_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(EXPLOSIVE_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(IMMOLATION_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(FROST_TRAP, EFFECT_INDEX_0) && ai->CastSpell(ARCANE_TRAP, *pTarget))
            out << " > Arcane Trap";
        else if (DETERRENCE > 0 && pVictim == m_bot && m_bot->GetHealth() < m_bot->GetMaxHealth() * 0.5 && !m_bot->HasAura(DETERRENCE, EFFECT_INDEX_0) && ai->CastSpell(DETERRENCE, *m_bot))
            out << " > Deterrence";
        else if (m_bot->getRace() == RACE_TAUREN && !pTarget->HasAura(WAR_STOMP, EFFECT_INDEX_0) && ai->CastSpell(WAR_STOMP, *pTarget))
            out << " > War Stomp";
        else if (m_bot->getRace() == RACE_DWARF && m_bot->HasAuraState(AURA_STATE_DEADLY_POISON) && ai->CastSpell(STONEFORM, *m_bot))
            out << " > Stoneform";
        else if (m_bot->getRace() == RACE_NIGHTELF && pVictim == m_bot && ai->GetHealthPercent() < 25 && !m_bot->HasAura(SHADOWMELD, EFFECT_INDEX_0) && ai->CastSpell(SHADOWMELD, *m_bot))
            out << " > Shadowmeld";
        else if ((pet && !pet->getDeathState() != ALIVE)
                 && (MISDIRECTION > 0 && pVictim == m_bot && !m_bot->HasAura(MISDIRECTION, EFFECT_INDEX_0) && ai->GetManaPercent() >= 9 && ai->CastSpell(MISDIRECTION, *pet)))
            out << " > Misdirection";  // give threat to pet
        /*else if( FREEZING_TRAP>0 && ai->GetManaPercent()>=5 && !pTarget->HasAura(FREEZING_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(ARCANE_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(EXPLOSIVE_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(BEAR_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(IMMOLATION_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(FROST_TRAP, EFFECT_INDEX_0) && ai->CastSpell(FREEZING_TRAP,*pTarget) )
            out << " > Freezing Trap"; // this can trap your bots too
           else if( BEAR_TRAP>0 && !pTarget->HasAura(BEAR_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(ARCANE_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(EXPLOSIVE_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(IMMOLATION_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(FROST_TRAP, EFFECT_INDEX_0) && ai->CastSpell(BEAR_TRAP,*pTarget) )
            out << " > Bear Trap"; // this was just too annoying :)
           else if( DISENGAGE>0 && pVictim && ai->GetManaPercent()>=5 && ai->CastSpell(DISENGAGE,*pTarget) )
            out << " > Disengage!"; // attempt to return to ranged combat*/
        else
            out << " NONE!";
    }
    if (ai->GetManager()->m_confDebugWhisper)
        ai->TellMaster(out.str().c_str());
} // end DoNextCombatManeuver
开发者ID:zeroR2,项目名称:mangos,代码行数:101,代码来源:PlayerbotHunterAI.cpp

示例4: DoNextCombatManeuver


//.........这里部分代码省略.........
            {
                ai->CastSpell (DIVINE_STORM, *pTarget);
                out << " Divine Storm";
                CombatCounter++;
                break;
            }
            else if (HAMMER_OF_WRATH > 0 && CombatCounter < 8 && pTarget->GetHealth() < pTarget->GetMaxHealth() * 0.20 && ai->GetManaPercent() >= 14)
            {
                ai->CastSpell (HAMMER_OF_WRATH, *pTarget);
                out << " Hammer of Wrath";
                CombatCounter++;
                break;
            }
            else if (HOLY_WRATH > 0 && CombatCounter < 9 && ai->GetAttackerCount() >= 3 && dist <= ATTACK_DISTANCE && ai->GetManaPercent() >= 24)
            {
                ai->CastSpell (HOLY_WRATH, *pTarget);
                out << " Holy Wrath";
                CombatCounter++;
                break;
            }
            else if (HAND_OF_SACRIFICE > 0 && pVictim == GetMaster() && !GetMaster()->HasAura(HAND_OF_SACRIFICE, EFFECT_INDEX_0) && CombatCounter < 10 && ai->GetManaPercent() >= 6)
            {
                ai->CastSpell (HAND_OF_SACRIFICE, *GetMaster());
                out << " Hand of Sacrifice";
                CombatCounter++;
                break;
            }
            else if (DIVINE_PROTECTION > 0 && pVictim == m_bot && !m_bot->HasAura(FORBEARANCE, EFFECT_INDEX_0) && ai->GetHealthPercent() < 30 && CombatCounter < 11 && ai->GetManaPercent() >= 3)
            {
                ai->CastSpell (DIVINE_PROTECTION, *m_bot);
                out << " Divine Protection";
                CombatCounter++;
                break;
            }
            else if (RIGHTEOUS_DEFENSE > 0 && pVictim != m_bot && ai->GetHealthPercent() > 70 && CombatCounter < 12)
            {
                ai->CastSpell (RIGHTEOUS_DEFENSE, *pTarget);
                out << " Righteous Defense";
                CombatCounter++;
                break;
            }
            else if (DIVINE_PLEA > 0 && !m_bot->HasAura(DIVINE_PLEA, EFFECT_INDEX_0) && ai->GetManaPercent() < 50 && CombatCounter < 13)
            {
                ai->CastSpell (DIVINE_PLEA, *m_bot);
                out << " Divine Plea";
                CombatCounter++;
                break;
            }
            else if (DIVINE_FAVOR > 0 && !m_bot->HasAura(DIVINE_FAVOR, EFFECT_INDEX_0) && CombatCounter < 14)
            {
                ai->CastSpell (DIVINE_FAVOR, *m_bot);
                out << " Divine Favor";
                CombatCounter++;
                break;
            }
            else if (CombatCounter > 15)
            {
                CombatCounter = 0;
                //ai->TellMaster("CombatCounter Reset");
                break;
            }
            else
            {
                CombatCounter = 0;
                //ai->TellMaster("Counter = 0");
                break;
            }

        case Healing:
            if (ai->GetHealthPercent() <= 40)
            {
                HealTarget (m_bot);
                out << " ...healing bot";
                break;
            }
            if (masterHP <= 40)
            {
                HealTarget (GetMaster());
                out << " ...healing master";
                break;
            }
            else
            {
                CombatCounter = 0;
                //ai->TellMaster("Counter = 0");
                break;
            }
    }
    if (ai->GetManager()->m_confDebugWhisper)
        ai->TellMaster(out.str().c_str());

    if (AVENGING_WRATH > 0 && !m_bot->HasAura(AVENGING_WRATH, EFFECT_INDEX_0) && ai->GetManaPercent() >= 8)
        ai->CastSpell(AVENGING_WRATH, *m_bot);

    if (DIVINE_SHIELD > 0 && ai->GetHealthPercent() < 30 && pVictim == m_bot && !m_bot->HasAura(FORBEARANCE, EFFECT_INDEX_0) && !m_bot->HasAura(DIVINE_SHIELD, EFFECT_INDEX_0) && ai->GetManaPercent() >= 3)
        ai->CastSpell(DIVINE_SHIELD, *m_bot);

    if (DIVINE_SACRIFICE > 0 && ai->GetHealthPercent() > 50 && pVictim != m_bot && !m_bot->HasAura(DIVINE_SACRIFICE, EFFECT_INDEX_0))
        ai->CastSpell(DIVINE_SACRIFICE, *m_bot);
}
开发者ID:BACKUPLIB,项目名称:mangos,代码行数:101,代码来源:PlayerbotPaladinAI.cpp

示例5: DoNextCombatManeuver

void PlayerbotRogueAI::DoNextCombatManeuver(Unit *pTarget)
{
    if (!pTarget)
        return;

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

    switch (ai->GetScenarioType())
    {
        case PlayerbotAI::SCENARIO_DUEL:
        {
            if (SINISTER_STRIKE > 0)
                ai->CastSpell(SINISTER_STRIKE);
            return;
        }
        default:
            break;
    }

    Player *m_bot = GetPlayerBot();
    Unit* pVictim = pTarget->getVictim();
    float fTargetDist = m_bot->GetCombatDistance(pTarget);

    // TODO: make this work better...
    /*if (pVictim)
       {
        if( pVictim!=m_bot && !m_bot->hasUnitState(UNIT_STAT_FOLLOW) && !pTarget->isInBackInMap(m_bot,10) ) {
            GetAI()->TellMaster( "getting behind target" );
            m_bot->GetMotionMaster()->Clear( true );
            m_bot->GetMotionMaster()->MoveFollow( pTarget, 1, 2*M_PI );
        }
        else if( pVictim==m_bot && m_bot->hasUnitState(UNIT_STAT_FOLLOW) )
        {
            GetAI()->TellMaster( "chasing attacking target" );
            m_bot->GetMotionMaster()->Clear( true );
            m_bot->GetMotionMaster()->MoveChase( pTarget );
        }
       }*/

    //Rouge like behaviour. ^^
/*    if (VANISH > 0 && GetMaster()->isDead()) { //Causes the server to crash :( removed for now.
        m_bot->AttackStop();
        m_bot->RemoveAllAttackers();
        ai->CastSpell(VANISH);
   //        m_bot->RemoveAllSpellCooldown();
        GetAI()->TellMaster("AttackStop, CombatStop, Vanish");
    }*/

    // decide what to do:
    if (pVictim == m_bot && CLOAK_OF_SHADOWS > 0 && pVictim->HasAura(SPELL_AURA_PERIODIC_DAMAGE) && !m_bot->HasAura(CLOAK_OF_SHADOWS, EFFECT_INDEX_0) && ai->CastSpell(CLOAK_OF_SHADOWS))
    {
        if (ai->GetManager()->m_confDebugWhisper)
            ai->TellMaster("CoS!");
        return;
    }
    else if (m_bot->HasAura(STEALTH, EFFECT_INDEX_0))
        SpellSequence = RogueStealth;
    else if (pTarget->IsNonMeleeSpellCasted(true))
        SpellSequence = RogueSpellPreventing;
    else if (pVictim == m_bot && ai->GetHealthPercent() < 40)
        SpellSequence = RogueThreat;
    else
        SpellSequence = RogueCombat;

    // we fight in melee, target is not in range, skip the next part!
    if (fTargetDist > ATTACK_DISTANCE)
        return;

    std::ostringstream out;
    switch (SpellSequence)
    {
        case RogueStealth:
            out << "Case Stealth";
            if (PICK_POCKET > 0 && (pTarget->GetCreatureTypeMask() & CREATURE_TYPEMASK_HUMANOID_OR_UNDEAD) != 0 &&
                !((Creature*)pTarget)->lootForPickPocketed && ai->CastSpell(PICK_POCKET, *pTarget))
                out << " > Pick Pocket";
            else if (PREMEDITATION > 0 && ai->CastSpell(PREMEDITATION, *pTarget))
                out << " > Premeditation";
            else if (AMBUSH > 0 && ai->GetEnergyAmount() >= 60 && ai->CastSpell(AMBUSH, *pTarget))
                out << " > Ambush";
            else if (CHEAP_SHOT > 0 && !pTarget->HasAura(CHEAP_SHOT, EFFECT_INDEX_0) && ai->GetEnergyAmount() >= 60 && ai->CastSpell(CHEAP_SHOT, *pTarget))
                out << " > Cheap Shot";
            else if (GARROTE > 0 && ai->GetEnergyAmount() >= 50 && ai->CastSpell(GARROTE, *pTarget))
                out << " > Garrote";
            else
                m_bot->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
            break;
        case RogueThreat:
            out << "Case Threat";
            if (GOUGE > 0 && ai->GetEnergyAmount() >= 45 && !pTarget->HasAura(GOUGE, EFFECT_INDEX_0) && ai->CastSpell(GOUGE, *pTarget))
                out << " > Gouge";
            else if (EVASION > 0 && ai->GetHealthPercent() <= 35 && !m_bot->HasAura(EVASION, EFFECT_INDEX_0) && ai->CastSpell(EVASION))
                out << " > Evasion";
            else if (BLIND > 0 && ai->GetHealthPercent() <= 30 && !pTarget->HasAura(BLIND, EFFECT_INDEX_0) && ai->GetEnergyAmount() >= 30 && ai->CastSpell(BLIND, *pTarget))
                out << " > Blind";
            else if (FEINT > 0 && ai->GetHealthPercent() <= 25 && ai->GetEnergyAmount() >= 20 && ai->CastSpell(FEINT))
                out << " > Feint";
            else if (VANISH > 0 && ai->GetHealthPercent() <= 20 && !m_bot->HasAura(FEINT, EFFECT_INDEX_0) && ai->CastSpell(VANISH))
//.........这里部分代码省略.........
开发者ID:BACKUPLIB,项目名称:Darkportalwow,代码行数:101,代码来源:PlayerbotRogueAI.cpp

示例6: DoNextCombatManeuver

void PlayerbotWarriorAI::DoNextCombatManeuver(Unit *pTarget)
{
    PlayerbotAI* ai = GetAI();
    if (!ai)
        return;

    switch (ai->GetScenarioType())
    {
        case PlayerbotAI::SCENARIO_DUEL:
            if (HEROIC_STRIKE > 0)
                ai->CastSpell(HEROIC_STRIKE);
            return;
    }
    // ------- Non Duel combat ----------

    // Damage Attacks

    Player *m_bot = GetPlayerBot();
    Unit* pVictim = pTarget->getVictim();
    float fTargetDist = m_bot->GetCombatDistance(pTarget);
    PlayerbotAI::CombatOrderType co = ai->GetCombatOrder();

    // decide what stance to use
    if ((co & PlayerbotAI::ORDERS_TANK) && !m_bot->HasAura(DEFENSIVE_STANCE, EFFECT_INDEX_0) && ai->CastSpell(DEFENSIVE_STANCE))
        if (ai->GetManager()->m_confDebugWhisper)
            ai->TellMaster("Stance > Defensive");
        else if (!(co & PlayerbotAI::ORDERS_TANK) && !m_bot->HasAura(BATTLE_STANCE, EFFECT_INDEX_0) && ai->CastSpell(BATTLE_STANCE))
            if (ai->GetManager()->m_confDebugWhisper)
                ai->TellMaster("Stance > Battle");

    // get spell sequence
    if (pTarget->IsNonMeleeSpellCasted(true))
        SpellSequence = WarriorSpellPreventing;
    else if (m_bot->HasAura(BATTLE_STANCE, EFFECT_INDEX_0))
        SpellSequence = WarriorBattle;
    else if (m_bot->HasAura(DEFENSIVE_STANCE, EFFECT_INDEX_0))
        SpellSequence = WarriorDefensive;
    else if (m_bot->HasAura(BERSERKER_STANCE, EFFECT_INDEX_0))
        SpellSequence = WarriorBerserker;

    // do shouts, berserker rage, etc...
    if (BERSERKER_RAGE > 0 && !m_bot->HasAura(BERSERKER_RAGE, EFFECT_INDEX_0) && ai->CastSpell(BERSERKER_RAGE))
        if (ai->GetManager()->m_confDebugWhisper)
            ai->TellMaster("Pre > Berseker Rage");
        else if (DEMORALIZING_SHOUT > 0 && ai->GetRageAmount() >= 10 && !pTarget->HasAura(DEMORALIZING_SHOUT, EFFECT_INDEX_0) && ai->CastSpell(DEMORALIZING_SHOUT))
            if (ai->GetManager()->m_confDebugWhisper)
                ai->TellMaster("Pre > Demoralizing Shout");
            else if (BATTLE_SHOUT > 0 && ai->GetRageAmount() >= 10 && !m_bot->HasAura(BATTLE_SHOUT, EFFECT_INDEX_0) && ai->CastSpell(BATTLE_SHOUT))
                if (ai->GetManager()->m_confDebugWhisper)
                    ai->TellMaster("Pre > Battle Shout");

    std::ostringstream out;
    switch (SpellSequence)
    {
        case WarriorSpellPreventing:
            out << "Case Prevent";
            if (SHIELD_BASH > 0 && ai->GetRageAmount() >= 10 && ai->CastSpell(SHIELD_BASH, *pTarget))
                out << " > Shield Bash";
            else if (PUMMEL > 0 && ai->GetRageAmount() >= 10 && ai->CastSpell(PUMMEL, *pTarget))
                out << " > Pummel";
            else if (SPELL_REFLECTION > 0 && ai->GetRageAmount() >= 15 && !m_bot->HasAura(SPELL_REFLECTION, EFFECT_INDEX_0) && ai->CastSpell(SPELL_REFLECTION, *m_bot))
                out << " > Spell Reflection";
            else
                out << " > NONE";
            break;

        case WarriorBattle:
            out << "Case Battle";
            if (EXECUTE > 0 && ai->GetRageAmount() >= 15 && pTarget->GetHealth() < pTarget->GetMaxHealth() * 0.2 && ai->CastSpell(EXECUTE, *pTarget))
                out << " > Execute!";
            else if (LAST_STAND > 0 && !m_bot->HasAura(LAST_STAND, EFFECT_INDEX_0) && m_bot->GetHealth() < m_bot->GetMaxHealth() * 0.5 && ai->CastSpell(LAST_STAND, *m_bot))
                out << " > Last Stand!";
            else if (BLOODRAGE > 0 && ai->GetRageAmount() < 50 && !m_bot->HasAura(BLOODRAGE, EFFECT_INDEX_0) && ai->CastSpell(BLOODRAGE, *m_bot))
                out << " > Bloodrage";
            else if (DEATH_WISH > 0 && ai->GetRageAmount() >= 10 && !m_bot->HasAura(DEATH_WISH, EFFECT_INDEX_0) && ai->CastSpell(DEATH_WISH, *m_bot))
                out << " > Death Wish";
            else if (RETALIATION > 0 && pVictim == m_bot && ai->GetAttackerCount() >= 2 && !m_bot->HasAura(RETALIATION, EFFECT_INDEX_0) && ai->CastSpell(RETALIATION, *m_bot))
                out << " > Retaliation";
            else if (DEMORALIZING_SHOUT > 0 && ai->GetRageAmount() >= 10 && !pTarget->HasAura(DEMORALIZING_SHOUT, EFFECT_INDEX_0) && ai->CastSpell(DEMORALIZING_SHOUT, *pTarget))
                out << " > Demoralizing Shout";
            else if (SWEEPING_STRIKES > 0 && ai->GetRageAmount() >= 30 && ai->GetAttackerCount() >= 2 && !m_bot->HasAura(SWEEPING_STRIKES, EFFECT_INDEX_0) && ai->CastSpell(SWEEPING_STRIKES, *m_bot))
                out << " > Sweeping Strikes!";
            else if (BLADESTORM > 0 && ai->GetRageAmount() >= 25 && pVictim == m_bot && !m_bot->HasAura(BLADESTORM, EFFECT_INDEX_0) && ai->GetAttackerCount() >= 3 && ai->CastSpell(BLADESTORM, *pTarget))
                out << " > Bladestorm!";
            else if (MORTAL_STRIKE > 0 && ai->GetRageAmount() >= 30 && !pTarget->HasAura(MORTAL_STRIKE, EFFECT_INDEX_0) && ai->CastSpell(MORTAL_STRIKE, *pTarget))
                out << " > Mortal Strike";
            else if (INTIMIDATING_SHOUT > 0 && ai->GetRageAmount() >= 25 && ai->GetAttackerCount() > 5 && ai->CastSpell(INTIMIDATING_SHOUT, *pTarget))
                out << " > Intimidating Shout";
            else if (THUNDER_CLAP > 0 && ai->GetRageAmount() >= 20 && pVictim == m_bot && !pTarget->HasAura(THUNDER_CLAP, EFFECT_INDEX_0) && ai->CastSpell(THUNDER_CLAP, *pTarget))
                out << " > Thunder Clap";
            else if (ENRAGED_REGENERATION > 0 && ai->GetRageAmount() >= 15 && !m_bot->HasAura(BERSERKER_RAGE, EFFECT_INDEX_0) && !m_bot->HasAura(ENRAGED_REGENERATION, EFFECT_INDEX_0) && m_bot->GetHealth() < m_bot->GetMaxHealth() * 0.5 && ai->CastSpell(ENRAGED_REGENERATION, *m_bot))
                out << " > Enraged Regeneration";
            else if (SHOCKWAVE > 0 && ai->GetRageAmount() >= 15 && pVictim == m_bot && !pTarget->HasAura(WAR_STOMP, EFFECT_INDEX_0) && !pTarget->HasAura(PIERCING_HOWL, EFFECT_INDEX_0) && !pTarget->HasAura(SHOCKWAVE, EFFECT_INDEX_0) && !pTarget->HasAura(CONCUSSION_BLOW, EFFECT_INDEX_0) && ai->CastSpell(SHOCKWAVE, *pTarget))
                out << " > Shockwave";
            else if (REND > 0 && ai->GetRageAmount() >= 10 && !pTarget->HasAura(REND, EFFECT_INDEX_0) && ai->CastSpell(REND, *pTarget))
                out << " > Rend";
            else if (HAMSTRING > 0 && ai->GetRageAmount() >= 10 && !pTarget->HasAura(HAMSTRING, EFFECT_INDEX_0) && ai->CastSpell(HAMSTRING, *pTarget))
                out << " > Hamstring";
            else if (CHALLENGING_SHOUT > 0 && ai->GetRageAmount() >= 5 && pVictim != m_bot && ai->GetHealthPercent() > 25 && !pTarget->HasAura(MOCKING_BLOW, EFFECT_INDEX_0) && !pTarget->HasAura(CHALLENGING_SHOUT, EFFECT_INDEX_0) && ai->CastSpell(CHALLENGING_SHOUT, *pTarget))
                out << " > Challenging Shout";
//.........这里部分代码省略.........
开发者ID:Erotix8210,项目名称:WoWBaseEmu,代码行数:101,代码来源:PlayerbotWarriorAI.cpp

示例7: DoNextCombatManeuver


//.........这里部分代码省略.........
                LastSpellBloodDK =  LastSpellBloodDK +1;
                break;
            }
            else if (PESTILENCE > 0 && dist <= ATTACK_DISTANCE && ai->GetAttackerCount()>=3 && LastSpellBloodDK < 3)
            {
                ai->CastSpell(PESTILENCE, *pTarget);
				out << " Pestilence";
                SpellSequence = SPELL_DK_UNHOLY;
                LastSpellBloodDK = LastSpellBloodDK +1;
                break;
            }
            else if (STRANGULATE > 0 && !pTarget->HasAura(STRANGULATE, 0) && LastSpellBloodDK < 4)
            {
                ai->CastSpell(STRANGULATE, *pTarget);
				out << " Strangulate";
                SpellSequence = SPELL_DK_UNHOLY;
                LastSpellBloodDK = LastSpellBloodDK +1;
                break;
            }
            else if (BLOOD_BOIL > 0 && ai->GetAttackerCount()>=5 && dist <= ATTACK_DISTANCE && LastSpellBloodDK < 5)
            {
                ai->CastSpell(BLOOD_BOIL, *pTarget);
				out << " Blood Boil";
                SpellSequence = SPELL_DK_UNHOLY;
                LastSpellBloodDK = LastSpellBloodDK +1;
                break;
            }
		    else if (HEART_STRIKE > 0 && LastSpellBloodDK < 6)
            {
                ai->CastSpell(HEART_STRIKE, *pTarget);
				out << " Heart Strike";
                SpellSequence = SPELL_DK_UNHOLY;
                LastSpellBloodDK = LastSpellBloodDK +1;
                break;
            }
		    else if (VAMPIRIC_BLOOD > 0 && ai->GetHealthPercent() < 70 && !m_bot->HasAura(VAMPIRIC_BLOOD, 0) && LastSpellBloodDK < 7)
            {
			    ai->CastSpell(VAMPIRIC_BLOOD, *m_bot);
				out << " Vampiric Blood";
                SpellSequence = SPELL_DK_UNHOLY;
                LastSpellBloodDK = LastSpellBloodDK +1;
                break;
            }
            else if (RUNE_TAP > 0 && ai->GetHealthPercent() < 70 && !m_bot->HasAura(VAMPIRIC_BLOOD, 0) && LastSpellBloodDK < 8)
            {
			    ai->CastSpell(RUNE_TAP, *m_bot);
				out << " Rune Tap";
                SpellSequence = SPELL_DK_UNHOLY;
                LastSpellBloodDK = LastSpellBloodDK +1;
                break;
            }
            else if (HYSTERIA > 0 && ai->GetHealthPercent() > 25 && !m_bot->HasAura(HYSTERIA, 0) && LastSpellBloodDK < 9)
            {
			    ai->CastSpell(HYSTERIA, *m_bot);
				out << " Hysteria";
                SpellSequence = SPELL_DK_UNHOLY;
                LastSpellBloodDK = LastSpellBloodDK +1;
                break;
            }
            else if (DANCING_WEAPON > 0 && !m_bot->HasAura(DANCING_WEAPON, 0) && ai->GetRunicPower() >= 60 && LastSpellBloodDK < 10)
            {
			    ai->CastSpell(DANCING_WEAPON, *pTarget);
				out << " summoning Dancing Rune Weapon";
                SpellSequence = SPELL_DK_UNHOLY;
                LastSpellBloodDK = LastSpellBloodDK +1;
                break;
            }
            else if (DARK_COMMAND > 0 && ai->GetHealthPercent() > 50 && pVictim != m_bot && !pTarget->HasAura(DARK_COMMAND, 0) && dist <= ATTACK_DISTANCE && LastSpellBloodDK < 11)
            {
			    ai->CastSpell(DARK_COMMAND, *pTarget);
				out << " Dark Command";
                SpellSequence = SPELL_DK_UNHOLY;
                LastSpellBloodDK = LastSpellBloodDK +1;
                break;
            }
            else if(( pet )
			    && (DEATH_PACT > 0 && ai->GetHealthPercent() < 50 && LastSpellBloodDK < 12 && ai->GetRunicPower() >= 40))
            {
                ai->CastSpell(DEATH_PACT, *pet);
				out << " Death Pact (sacrifice pet)";
                SpellSequence = SPELL_DK_UNHOLY;
                LastSpellBloodDK = LastSpellBloodDK +1;
                break;
            }
            else if (LastSpellBloodDK > 13)
            {
                LastSpellBloodDK = 0;
                SpellSequence = SPELL_DK_UNHOLY;
                break;
            }
			else
			{
                LastSpellBloodDK = 0;
                SpellSequence = SPELL_DK_UNHOLY;
			}
    }
	if( ai->GetManager()->m_confDebugWhisper )
        ai->TellMaster( out.str().c_str() );

} // end DoNextCombatManeuver
开发者ID:Chrissuit33,项目名称:mangos,代码行数:101,代码来源:PlayerbotDeathKnightAI.cpp


注:本文中的PlayerbotAI::GetManager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。