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C++ PlayerbotAI::HasSpellReagents方法代码示例

本文整理汇总了C++中PlayerbotAI::HasSpellReagents方法的典型用法代码示例。如果您正苦于以下问题:C++ PlayerbotAI::HasSpellReagents方法的具体用法?C++ PlayerbotAI::HasSpellReagents怎么用?C++ PlayerbotAI::HasSpellReagents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::HasSpellReagents方法的5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: Bless

bool PlayerbotPaladinAI::Bless(uint32 spellId, Unit *target)
{
    if (spellId == 0)
        return false;

    PlayerbotAI * ai = GetAI();

    if (spellId == BLESSING_OF_MIGHT)
    {
        if (GREATER_BLESSING_OF_MIGHT && ai->HasSpellReagents(GREATER_BLESSING_OF_MIGHT) && ai->Buff(GREATER_BLESSING_OF_MIGHT, target))
            return true;
        else
            return ai->Buff(spellId, target);
    }
    else if (spellId == BLESSING_OF_WISDOM)
    {
        if (GREATER_BLESSING_OF_WISDOM && ai->HasSpellReagents(GREATER_BLESSING_OF_WISDOM) && ai->Buff(GREATER_BLESSING_OF_WISDOM, target))
            return true;
        else
            return ai->Buff(spellId, target);
    }
    else if (spellId == BLESSING_OF_KINGS)
    {
        if (GREATER_BLESSING_OF_KINGS && ai->HasSpellReagents(GREATER_BLESSING_OF_KINGS) && ai->Buff(GREATER_BLESSING_OF_KINGS, target))
            return true;
        else
            return ai->Buff(spellId, target);
    }
    else if (spellId == BLESSING_OF_SANCTUARY)
    {
        if (GREATER_BLESSING_OF_SANCTUARY && ai->HasSpellReagents(GREATER_BLESSING_OF_SANCTUARY) && ai->Buff(GREATER_BLESSING_OF_SANCTUARY, target))
            return true;
        else
            return ai->Buff(spellId, target);
    }

    // Should not happen, but let it be here
    return false;
}
开发者ID:BACKUPLIB,项目名称:mangos,代码行数:39,代码来源:PlayerbotPaladinAI.cpp

示例2: DoNonCombatActions

void PlayerbotMageAI::DoNonCombatActions()
{
    Player * m_bot = GetPlayerBot();
    Player * master = GetMaster();

    if (!m_bot || !master)
        return;

    SpellSequence = SPELL_FROST;
    PlayerbotAI* ai = GetAI();

    // Buff armor
    if (MOLTEN_ARMOR)
    {
        if (ai->SelfBuff(MOLTEN_ARMOR))
            return;
    }
    else if (MAGE_ARMOR)
    {
        if (ai->SelfBuff(MAGE_ARMOR))
            return;
    }
    else if (ICE_ARMOR)
    {
        if (ai->SelfBuff(ICE_ARMOR))
            return;
    }
    else if (FROST_ARMOR)
        if (ai->SelfBuff(FROST_ARMOR))
            return;

    // buff master's group
    if (master->GetGroup())
    {
        // Buff master with group buff...
        if (ARCANE_BRILLIANCE && ai->HasSpellReagents(ARCANE_BRILLIANCE))
            if (ai->Buff(ARCANE_BRILLIANCE, master))
                return;

        // ...and check group for new members joined or resurrected, or just buff everyone if no group buff available
        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->isAlive() || tPlayer == m_bot)
                continue;
            // buff
            if (BuffPlayer(tPlayer))
                return;
        }

    }
    // There is no group, buff master
    else if (master->isAlive() && BuffPlayer(master))
        return;

    // Buff self finally
    if (BuffPlayer(m_bot))
        return;

    // conjure food & water
    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 && CONJURE_WATER && ai->GetBaseManaPercent() >= 48)
    {
        ai->TellMaster("I'm conjuring some water.");
        ai->CastSpell(CONJURE_WATER, *m_bot);
        ai->SetIgnoreUpdateTime(3);
        return;
    }
    else if (pItem != NULL && ai->GetManaPercent() < 30)
    {
        ai->TellMaster("I could use a drink.");
        ai->UseItem(pItem);
        return;
    }

    pItem = ai->FindFood();

    if (pItem == NULL && CONJURE_FOOD && ai->GetBaseManaPercent() >= 48)
    {
        ai->TellMaster("I'm conjuring some food.");
        ai->CastSpell(CONJURE_FOOD, *m_bot);
        ai->SetIgnoreUpdateTime(3);
    }

    // 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);
//.........这里部分代码省略.........
开发者ID:Archives,项目名称:portal,代码行数:101,代码来源:PlayerbotMageAI.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 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5: 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


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