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

本文整理汇总了C++中PlayerbotAI::SetIgnoreUpdateTime方法的典型用法代码示例。如果您正苦于以下问题:C++ PlayerbotAI::SetIgnoreUpdateTime方法的具体用法?C++ PlayerbotAI::SetIgnoreUpdateTime怎么用?C++ PlayerbotAI::SetIgnoreUpdateTime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::SetIgnoreUpdateTime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 PlayerbotMageAI::DoNonCombatActions()
{
    Player * m_bot = GetPlayerBot();
    if (!m_bot)
        return;

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

    // buff myself
    if (DALARAN_INTELLECT > 0)
        (!m_bot->HasAura(DALARAN_INTELLECT, 0) && ai->GetManaPercent() >= 31 && ai->CastSpell (DALARAN_INTELLECT, *m_bot));
    else if (ARCANE_INTELLECT > 0)
        (!m_bot->HasAura(ARCANE_INTELLECT, 0) && !m_bot->HasAura(DALARAN_INTELLECT, 0) && ai->GetManaPercent() >= 37 && ai->CastSpell (ARCANE_INTELLECT, *m_bot));

    if (MAGE_ARMOR > 0)
        (!m_bot->HasAura(MAGE_ARMOR, 0) && ai->GetManaPercent() >= 31 && ai->CastSpell (MAGE_ARMOR, *m_bot));
	else if (ICE_ARMOR > 0)
        (!m_bot->HasAura(ICE_ARMOR, 0) && !m_bot->HasAura(MAGE_ARMOR, 0) && ai->GetManaPercent() >= 34 && ai->CastSpell (ICE_ARMOR, *m_bot));
    else if (FROST_ARMOR > 0)
        (!m_bot->HasAura(FROST_ARMOR, 0) && !m_bot->HasAura(MAGE_ARMOR, 0) && !m_bot->HasAura(ICE_ARMOR, 0) && ai->GetManaPercent() >= 34 && ai->CastSpell (FROST_ARMOR, *m_bot));

	// buff 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 = objmgr.GetPlayer(uint64 (itr->guid));
            if( !tPlayer || !tPlayer->isAlive() )
                continue;
			// buff
			(!tPlayer->HasAura(ARCANE_INTELLECT,0) && !tPlayer->HasAura(DALARAN_INTELLECT,0) && ai->GetManaPercent() >= 37 && ai->CastSpell (ARCANE_INTELLECT, *tPlayer));
			(!tPlayer->HasAura(DALARAN_INTELLECT,0) && ai->GetManaPercent() >= 31 && ai->CastSpell (DALARAN_INTELLECT, *tPlayer));
			(!tPlayer->HasAura(DAMPEN_MAGIC,0) && !tPlayer->HasAura(AMPLIFY_MAGIC,0) && ai->GetManaPercent() >= 32 && ai->CastSpell (DAMPEN_MAGIC, *tPlayer));
			(!tPlayer->HasAura(AMPLIFY_MAGIC,0) && !tPlayer->HasAura(DAMPEN_MAGIC,0) && ai->GetManaPercent() >= 32 && ai->CastSpell (AMPLIFY_MAGIC, *tPlayer));
        }
    }

    // conjure food & water
    if (m_bot->getStandState() != UNIT_STAND_STATE_STAND)
        m_bot->SetStandState(UNIT_STAND_STATE_STAND);

    Item* pItem = ai->FindDrink();

    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() < 15)
    {
        ai->TellMaster("I could use a drink.");
        ai->UseItem(*pItem);
        ai->SetIgnoreUpdateTime(30);
        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() < 15)
    {
        ai->TellMaster("I could use some food.");
        ai->UseItem(*pItem);
        ai->SetIgnoreUpdateTime(30);
        return;
    }
} // end DoNonCombatActions
开发者ID:mbb1978,项目名称:mangos,代码行数:83,代码来源:PlayerbotMageAI.cpp

示例3: 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4: _DoNextPVECombatManeuverSpellDPS

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

    //uint32 masterHP = GetMaster()->GetHealth() * 100 / GetMaster()->GetMaxHealth();

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

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

    // NOTE: Tree of Life is beneficial to armor and Wrath - leave on if not in Moonkin (not talented or OutOfMana)
    if (m_bot->HasAura(CAT_FORM, EFFECT_INDEX_0))
    {
        m_bot->RemoveAurasDueToSpell(CAT_FORM_1);
        //ai->TellMaster("FormClearCat");
        return;
    }
    if (m_bot->HasAura(BEAR_FORM, EFFECT_INDEX_0))
    {
        m_bot->RemoveAurasDueToSpell(BEAR_FORM_1);
        //ai->TellMaster("FormClearBear");
        return;
    }
    if (m_bot->HasAura(DIRE_BEAR_FORM, EFFECT_INDEX_0))
    {
        m_bot->RemoveAurasDueToSpell(DIRE_BEAR_FORM_1);
        //ai->TellMaster("FormClearDireBear");
        return;
    }

    if (FAERIE_FIRE > 0 && DruidSpellCombat < 1 && !pTarget->HasAura(FAERIE_FIRE, EFFECT_INDEX_0) && ai->GetManaPercent() >= 8)
    {
        ai->CastSpell(FAERIE_FIRE, *pTarget);
        return;
    }

    DruidSpellCombat++;
    if (MOONFIRE > 0 && DruidSpellCombat < 2 && !pTarget->HasAura(MOONFIRE, EFFECT_INDEX_0) && ai->GetManaPercent() >= 24)
    {
        ai->CastSpell(MOONFIRE, *pTarget);
        return;
    }

    DruidSpellCombat++;
    if (ROOTS > 0 && DruidSpellCombat < 3 && !pTarget->HasAura(ROOTS, EFFECT_INDEX_0) && ai->GetManaPercent() >= 8)
    {
        ai->CastSpell(ROOTS, *pTarget);
        return;
    }

    DruidSpellCombat++;
    if (HURRICANE > 0 && ai->GetAttackerCount() >= 5 && DruidSpellCombat < 4 && ai->GetManaPercent() >= 91)
    {
        ai->CastSpell(HURRICANE, *pTarget);
        ai->SetIgnoreUpdateTime(10);
        return;
    }

    DruidSpellCombat++;
    if (WRATH > 0 && DruidSpellCombat < 5 && ai->GetManaPercent() >= 13)
    {
        ai->CastSpell(WRATH, *pTarget);
        return;
    }

    DruidSpellCombat++;
    if (INSECT_SWARM > 0 && DruidSpellCombat < 6 && !pTarget->HasAura(INSECT_SWARM, EFFECT_INDEX_0) && ai->GetManaPercent() >= 9)
    {
        ai->CastSpell(INSECT_SWARM, *pTarget);
        return;
    }

    DruidSpellCombat++;
    if (STARFIRE > 0 && DruidSpellCombat < 7 && ai->GetManaPercent() >= 18)
    {
        ai->CastSpell(STARFIRE, *pTarget);
        return;
    }

    DruidSpellCombat++;
    if (FORCE_OF_NATURE > 0 && DruidSpellCombat < 8 && ai->GetManaPercent() >= 12)
    {
        ai->CastSpell(FORCE_OF_NATURE);
        return;
    }

    DruidSpellCombat++;
    if (STARFALL > 0 && !m_bot->HasAura(STARFALL, EFFECT_INDEX_0) && ai->GetAttackerCount() >= 3 && DruidSpellCombat < 9 && ai->GetManaPercent() >= 39)
    {
        ai->CastSpell(STARFALL, *pTarget);
        return;
    }

    DruidSpellCombat++;
    if (BARKSKIN > 0 && pVictim == m_bot && ai->GetHealthPercent() < 75 && DruidSpellCombat < 10 && !m_bot->HasAura(BARKSKIN, EFFECT_INDEX_0))
    {
//.........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5: 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6: 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 myself
	(ASPECT_OF_THE_HAWK>0 && !m_bot->HasAura(ASPECT_OF_THE_HAWK, 0) && ai->CastSpell (ASPECT_OF_THE_HAWK, *m_bot));

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

	Item* pItem = ai->FindDrink();

	if (pItem != NULL && ai->GetManaPercent() < 15) {
		ai->TellMaster("I could use a drink.");
		ai->UseItem(*pItem);
		ai->SetIgnoreUpdateTime(30);
		return;
	}

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

	pItem = ai->FindFood();

	if (pItem != NULL && ai->GetHealthPercent() < 15) {
		ai->TellMaster("I could use some food.");
		ai->UseItem(*pItem);
		ai->SetIgnoreUpdateTime(30);
		return;
	}

	// check for pet
	if( PET_SUMMON>0 && !m_petSummonFailed ) {
		// 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->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 && ai->CastSpell(PET_MEND,*m_bot) )
				ai->TellMaster( "healing pet" );
		}
	}

} // end DoNonCombatActions
开发者ID:haney9,项目名称:Playerbot,代码行数:63,代码来源:PlayerbotHunterAI.cpp

示例7: DoNextCombatManeuver

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

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

    uint32 masterHP = GetMaster()->GetHealth() * 100 / GetMaster()->GetMaxHealth();

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

    if (ai->GetCombatOrder() == PlayerbotAI::ORDERS_HEAL) // && ai->GetMovementOrder() == PlayerbotAI::MOVEMENT_STAY)
        SpellSequence = DruidHeal;
    else if (IsFeral() && ai->GetCombatOrder() == PlayerbotAI::ORDERS_ASSIST) // && ai->GetMovementOrder() == PlayerbotAI::MOVEMENT_STAY)
        SpellSequence = DruidCombat;
    else if (IsFeral() && ai->GetCombatOrder() == PlayerbotAI::ORDERS_TANK)
        SpellSequence = DruidTank;
    else
        SpellSequence = DruidSpell;

    switch (SpellSequence)
    {
        case DruidTank: // Its now a tank druid!
            //ai->TellMaster("DruidTank");

            if (!m_bot->HasInArc(M_PI_F, pTarget))
            {
                m_bot->SetFacingTo(m_bot->GetAngle(pTarget));
                if (pVictim)
                    pVictim->Attack(pTarget, true);
            }
            if (m_bot->HasAura(CAT_FORM, EFFECT_INDEX_0))
                m_bot->RemoveAurasDueToSpell(768);
            //ai->TellMaster("FormClearCat");
            if (MOONKIN_FORM > 0 && !m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0))
                ai->CastSpell (MOONKIN_FORM);
            else if (DIRE_BEAR_FORM > 0 && !m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0) && !m_bot->HasAura(DIRE_BEAR_FORM, EFFECT_INDEX_0))
                ai->CastSpell (DIRE_BEAR_FORM);
            else if (BEAR_FORM > 0 && !m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0) && !m_bot->HasAura(DIRE_BEAR_FORM, EFFECT_INDEX_0) && !m_bot->HasAura(BEAR_FORM, EFFECT_INDEX_0))
                ai->CastSpell (BEAR_FORM);
            else if (DEMORALIZING_ROAR > 0 && (m_bot->HasAura(DIRE_BEAR_FORM, EFFECT_INDEX_0) || m_bot->HasAura(BEAR_FORM, EFFECT_INDEX_0)) && !m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0) && !pTarget->HasAura(DEMORALIZING_ROAR, EFFECT_INDEX_0) && ai->GetRageAmount() >= 10)
                ai->CastSpell(DEMORALIZING_ROAR, *pTarget);
            if (FAERIE_FIRE > 0 && DruidSpellCombat < 1 && !pTarget->HasAura(FAERIE_FIRE, EFFECT_INDEX_0))
            {
                ai->CastSpell(FAERIE_FIRE, *pTarget);
                DruidSpellCombat++;
                break;
            }
            else if (MOONFIRE > 0 && m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0) && DruidSpellCombat < 2 && !pTarget->HasAura(MOONFIRE, EFFECT_INDEX_0) && ai->GetManaPercent() >= 24)
            {
                ai->CastSpell(MOONFIRE, *pTarget);
                DruidSpellCombat++;
                break;
            }
            else if (ROOTS > 0 && m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0) && DruidSpellCombat < 3 && !pTarget->HasAura(ROOTS, EFFECT_INDEX_0) && ai->GetManaPercent() >= 8)
            {
                ai->CastSpell(ROOTS, *pTarget);
                DruidSpellCombat++;
                break;
            }
            else if (HURRICANE > 0 && m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0) && ai->GetAttackerCount() >= 5 && DruidSpellCombat < 4 && ai->GetManaPercent() >= 91)
            {
                //ai->TellMaster("casting hurricane!");
                ai->CastSpell(HURRICANE, *pTarget);
                ai->SetIgnoreUpdateTime(10);
                DruidSpellCombat++;
                break;
            }
            else if (WRATH > 0 && m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0) && DruidSpellCombat < 5 && ai->GetManaPercent() >= 13)
            {
                ai->CastSpell(WRATH, *pTarget);
                DruidSpellCombat++;
                break;
            }
            else if (INSECT_SWARM > 0 && m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0) && DruidSpellCombat < 6 && !pTarget->HasAura(INSECT_SWARM, EFFECT_INDEX_0) && ai->GetManaPercent() >= 9)
            {
                ai->CastSpell(INSECT_SWARM, *pTarget);
                DruidSpellCombat++;
                break;
            }
            else if (STARFIRE > 0 && m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0) && DruidSpellCombat < 7 && ai->GetManaPercent() >= 18)
            {
                ai->CastSpell(STARFIRE, *pTarget);
                DruidSpellCombat++;
                break;
            }
            else if (FORCE_OF_NATURE > 0 && m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0) && DruidSpellCombat < 8 && ai->GetManaPercent() >= 12)
            {
                //ai->TellMaster("summoning treants.");
                ai->CastSpell(FORCE_OF_NATURE);
                DruidSpellCombat++;
//.........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:PlayerbotDruidAI.cpp

示例8: 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, 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);
        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 (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:aresxii,项目名称:aresxii,代码行数:63,代码来源:PlayerbotWarriorAI.cpp

示例9: 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10: DoNextCombatManeuver


//.........这里部分代码省略.........
                DruidSpellCombat++;
                return true;
            }

            if ((MOONFIRE > 0)
                && (m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0))
                && (DruidSpellCombat < 2)
                && (!pTarget->HasAura(MOONFIRE, EFFECT_INDEX_0))
                && (ai->GetManaPercent() >= 24)
                && (ai->CastSpell(MOONFIRE, *pTarget)))
            {
                DruidSpellCombat++;
                return true;
            }

            if ((ROOTS > 0)
                && (m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0))
                && (DruidSpellCombat < 3)
                && (!pTarget->HasAura(ROOTS, EFFECT_INDEX_0))
                && (ai->GetManaPercent() >= 8)
                && (ai->CastSpell(ROOTS, *pTarget)))
            {
                DruidSpellCombat++;
                return true;
            }

            if ((HURRICANE > 0)
                && (m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0))
                && (ai->GetAttackerCount() >= 5)
                && (DruidSpellCombat < 4)
                && (ai->GetManaPercent() >= 91)
                && (ai->CastSpell(HURRICANE, *pTarget)))
            {
                ai->SetIgnoreUpdateTime(10);
                DruidSpellCombat++;
                return true;
            }

            if ((WRATH > 0)
                && (m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0))
                && (DruidSpellCombat < 5)
                && (ai->GetManaPercent() >= 13)
                && (ai->CastSpell(WRATH, *pTarget)))
            {
                DruidSpellCombat++;
                return true;
            }

            if ((INSECT_SWARM > 0)
                && (m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0))
                && (DruidSpellCombat < 6)
                && (!pTarget->HasAura(INSECT_SWARM, EFFECT_INDEX_0))
                && (ai->GetManaPercent() >= 9)
                && (ai->CastSpell(INSECT_SWARM , *pTarget)))
            {
                DruidSpellCombat++;
                return true;
            }

            if ((STARFIRE > 0)
                && (m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0))
                && (DruidSpellCombat < 7)
                && (ai->GetManaPercent() >= 18)
                && (ai->CastSpell(STARFIRE, *pTarget)))
            {
                DruidSpellCombat++;
开发者ID:klaas-netherstorm,项目名称:Mangos,代码行数:67,代码来源:PlayerbotDruidAI.cpp

示例11: DoNonCombatActions

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

    SpellSequence = SPELL_ENHANCEMENT;

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

    // buff myself with WATER_SHIELD, LIGHTNING_SHIELD
    if (WATER_SHIELD > 0)
		(!m_bot->HasAura(WATER_SHIELD, 0) && !m_bot->HasAura(LIGHTNING_SHIELD, 0) && ai->CastSpell(WATER_SHIELD,*m_bot) );
	else if (LIGHTNING_SHIELD > 0)
		(!m_bot->HasAura(LIGHTNING_SHIELD, 0) && !m_bot->HasAura(WATER_SHIELD, 0) && ai->CastSpell(LIGHTNING_SHIELD,*m_bot) );
/*
	// buff myself weapon
	if (ROCKBITER_WEAPON > 0)
		(!m_bot->HasAura(ROCKBITER_WEAPON, 0) && !m_bot->HasAura(EARTHLIVING_WEAPON, 0) && !m_bot->HasAura(WINDFURY_WEAPON, 0) && !m_bot->HasAura(FLAMETONGUE_WEAPON, 0) && !m_bot->HasAura(FROSTBRAND_WEAPON, 0) && ai->CastSpell(ROCKBITER_WEAPON,*m_bot) );
	else if (EARTHLIVING_WEAPON > 0)
		(!m_bot->HasAura(EARTHLIVING_WEAPON, 0) && !m_bot->HasAura(EARTHLIVING_WEAPON, 0) && !m_bot->HasAura(FLAMETONGUE_WEAPON, 0) && !m_bot->HasAura(FROSTBRAND_WEAPON, 0) && !m_bot->HasAura(ROCKBITER_WEAPON, 0) && ai->CastSpell(WINDFURY_WEAPON,*m_bot) );
    else if (WINDFURY_WEAPON > 0)
		(!m_bot->HasAura(WINDFURY_WEAPON, 0) && !m_bot->HasAura(EARTHLIVING_WEAPON, 0) && !m_bot->HasAura(FLAMETONGUE_WEAPON, 0) && !m_bot->HasAura(FROSTBRAND_WEAPON, 0) && !m_bot->HasAura(ROCKBITER_WEAPON, 0) && ai->CastSpell(WINDFURY_WEAPON,*m_bot) );
    else if (FLAMETONGUE_WEAPON > 0)
		(!m_bot->HasAura(FLAMETONGUE_WEAPON, 0) && !m_bot->HasAura(EARTHLIVING_WEAPON, 0) && !m_bot->HasAura(WINDFURY_WEAPON, 0) && !m_bot->HasAura(FROSTBRAND_WEAPON, 0) && !m_bot->HasAura(ROCKBITER_WEAPON, 0) && ai->CastSpell(FLAMETONGUE_WEAPON,*m_bot) );
    else if (FROSTBRAND_WEAPON > 0)
		(!m_bot->HasAura(FROSTBRAND_WEAPON, 0) && !m_bot->HasAura(EARTHLIVING_WEAPON, 0) && !m_bot->HasAura(WINDFURY_WEAPON, 0) && !m_bot->HasAura(FLAMETONGUE_WEAPON, 0) && !m_bot->HasAura(ROCKBITER_WEAPON, 0) && ai->CastSpell(FROSTBRAND_WEAPON,*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;
    }

    // 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, 0) && ai->GetHealthPercent() < 70)
    {
        ai->TellMaster("I could use first aid.");
        ai->UseItem(*fItem);
        ai->SetIgnoreUpdateTime(8);
        return;
    }

    // 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;

             // heal
             (HealTarget(*tPlayer, tPlayer->GetHealth()*100 / tPlayer->GetMaxHealth()));
        }
    }
} // end DoNonCombatActions
开发者ID:Chrissuit33,项目名称:mangos,代码行数:82,代码来源:PlayerbotShamanAI.cpp

示例12: DoNonCombatActions

void PlayerbotHunterAI::DoNonCombatActions()
{
    PlayerbotAI *ai = GetAI();
    Player *m_bot = GetPlayerBot();
    if (!m_bot || !ai || m_bot->isDead()) { return; }

    //If Casting or Eating/Drinking return
    if (m_bot->HasUnitState(UNIT_STAT_CASTING)) { return; }
    if (m_bot->getStandState() == UNIT_STAND_STATE_SIT) { return; }

    // buff group
    if (CastSpell(TRUESHOT_AURA, m_bot)) { return; }

    //mana/hp check
    //Don't bother with eating, if low on hp, just let it heal themself
    if (m_bot->getRace() == (uint8) RACE_UNDEAD_PLAYER && ai->GetHealthPercent() < 75 && CastSpell(R_CANNIBALIZE,m_bot)) { return; }
    if (ai->GetManaPercent() < 20 || ai->GetHealthPercent() < 30) { ai->Feast(); }

    #pragma region Check Pet
    // check for pet
    if( PET_SUMMON>0 && !m_petSummonFailed && HasPet(m_bot) )
    {
        // we can summon pet, and no critical summon errors before
        Pet *pet = m_bot->GetPet();
        if( !pet )
        {
            // summon pet
            if( PET_SUMMON>0 && ai->CastSpell(PET_SUMMON,m_bot) )
                ai->TellMaster( "summoning pet." );
            else
            {
                m_petSummonFailed = true;
                ai->TellMaster( "summon pet failed!" );
            }
        }
        else if( pet->getDeathState() != ALIVE )
        {
            // revive pet
            if( PET_REVIVE>0 && ai->GetManaPercent()>=80 && ai->CastSpell(PET_REVIVE,m_bot) )
                ai->TellMaster( "reviving pet." );
        }
        else if( ((float)pet->GetHealth()/(float)pet->GetMaxHealth()) < 0.5f )
        {
            // heal pet when health lower 50%
            if( PET_MEND>0 && !pet->getDeathState() != ALIVE && !pet->HasAura(PET_MEND,0) && ai->GetManaPercent()>=13 && ai->CastSpell(PET_MEND,m_bot) )
                ai->TellMaster( "healing pet." );
        }
        else if(pet->GetHappinessState() != HAPPY) // if pet is hungry
        {
            Unit *caster = (Unit*)m_bot;
            // list out items in main backpack
            for (uint8 slot = INVENTORY_SLOT_ITEM_START; slot < INVENTORY_SLOT_ITEM_END; slot++)
            {
                Item* const pItem = m_bot->GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
                if (pItem)
                {
                    const ItemTemplate* const pItemProto = pItem->GetTemplate();
                    if (!pItemProto )
                        continue;
                    if(pet->HaveInDiet(pItemProto)) // is pItem in pets diet
                    {
                        //sLog.outDebug("Food for pet: %s",pItemProto->Name1);
                        caster->CastSpell(caster,51284,true); // pet feed visual
                        uint32 count = 1; // number of items used
                        int32 benefit = pet->GetCurrentFoodBenefitLevel(pItemProto->ItemLevel); // nutritional value of food
                        m_bot->DestroyItemCount(pItem,count,true); // remove item from inventory
                        m_bot->CastCustomSpell(m_bot,PET_FEED,&benefit,NULL,NULL,true); // feed pet
                        ai->TellMaster( "feeding pet." );
                        ai->SetIgnoreUpdateTime(10);
                        return;
                    }
                }
            }
            // list out items in other removable backpacks
            for (uint8 bag = INVENTORY_SLOT_BAG_START; bag < INVENTORY_SLOT_BAG_END; ++bag)
            {
                const Bag* const pBag = (Bag*) m_bot->GetItemByPos(INVENTORY_SLOT_BAG_0, bag);
                if (pBag)
                {
                    for (uint8 slot = 0; slot < pBag->GetBagSize(); ++slot)
                    {
                        Item* const pItem = m_bot->GetItemByPos(bag, slot);
                        if (pItem)
                        {
                            const ItemTemplate* const pItemProto = pItem->GetTemplate();
                            if (!pItemProto )
                                continue;
                            if(pet->HaveInDiet(pItemProto)) // is pItem in pets diet
                            {
                                //sLog.outDebug("Food for pet: %s",pItemProto->Name1);
                                caster->CastSpell(caster,51284,true); // pet feed visual
                                uint32 count = 1; // number of items used
                                int32 benefit = pet->GetCurrentFoodBenefitLevel(pItemProto->ItemLevel); // nutritional value of food
                                m_bot->DestroyItemCount(pItem,count,true); // remove item from inventory
                                m_bot->CastCustomSpell(m_bot,PET_FEED,&benefit,NULL,NULL,true); // feed pet
                                ai->TellMaster( "feeding pet." );
                                ai->SetIgnoreUpdateTime(10);
                                return;
                            }
                        }
//.........这里部分代码省略.........
开发者ID:Anonymus111,项目名称:chaoscore,代码行数:101,代码来源:PlayerbotHunterAI.cpp

示例13: DoNextCombatManeuver

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

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

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

    uint32 masterHP = m_master->GetHealth() * 100 / m_master->GetMaxHealth();

    ai->SetInFront(pTarget);
    Unit* pVictim = pTarget->getVictim();

    if (pVictim && ai->GetHealthPercent() >= 40 && m_master->GetHealth() >= m_master->GetMaxHealth() * 0.4)
    {
        if (pVictim == m_bot)
            SpellSequence = DruidTank;
    }
    else if (pTarget->GetHealth() > pTarget->GetMaxHealth() * 0.8 && pVictim)
    {
        if (pVictim != m_bot)
            SpellSequence = DruidSpell;
    }
    else if (ai->GetHealthPercent() <= 40 || m_master->GetHealth() <= m_master->GetMaxHealth() * 0.4)
        SpellSequence = DruidHeal;
    else
        SpellSequence = DruidCombat;

    switch (SpellSequence)
    {
        case DruidTank: // Its now a tank druid!
            if (!m_bot->HasInArc(M_PI_F, pTarget))
            {
                m_bot->SetInFront(pTarget);
            }
            if (m_bot->HasAura(CAT_FORM, EFFECT_INDEX_0))
                m_bot->RemoveAurasDueToSpell(768);
            if (MOONKIN_FORM > 0 && !m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0))
                ai->CastSpell (MOONKIN_FORM);
            else if (DIRE_BEAR_FORM > 0 && !m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0) && !m_bot->HasAura(DIRE_BEAR_FORM, EFFECT_INDEX_0))
                ai->CastSpell (DIRE_BEAR_FORM);
            else if (BEAR_FORM > 0 && !m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0) && !m_bot->HasAura(DIRE_BEAR_FORM, EFFECT_INDEX_0) && !m_bot->HasAura(BEAR_FORM, EFFECT_INDEX_0))
                ai->CastSpell (BEAR_FORM);
            else if (DEMORALIZING_ROAR > 0 && (m_bot->HasAura(DIRE_BEAR_FORM, EFFECT_INDEX_0) || m_bot->HasAura(BEAR_FORM, EFFECT_INDEX_0)) && !m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0) && !pTarget->HasAura(DEMORALIZING_ROAR, EFFECT_INDEX_0) && ai->GetRageAmount() >= 10)
                ai->CastSpell(DEMORALIZING_ROAR, pTarget);
            if (FAERIE_FIRE > 0 && DruidSpellCombat < 1 && !pTarget->HasAura(FAERIE_FIRE, EFFECT_INDEX_0))
            {
                ai->CastSpell(FAERIE_FIRE, pTarget);
                DruidSpellCombat++;
                break;
            }
            else if (MOONFIRE > 0 && m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0) && DruidSpellCombat < 2 && !pTarget->HasAura(MOONFIRE, EFFECT_INDEX_0) && ai->GetManaPercent() >= 24)
            {
                ai->CastSpell(MOONFIRE, pTarget);
                DruidSpellCombat++;
                break;
            }
            else if (ROOTS > 0 && m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0) && DruidSpellCombat < 3 && !pTarget->HasAura(ROOTS, EFFECT_INDEX_0) && ai->GetManaPercent() >= 8)
            {
                ai->CastSpell(ROOTS, pTarget);
                DruidSpellCombat++;
                break;
            }
            else if (HURRICANE > 0 && m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0) && DruidSpellCombat < 4 && ai->GetManaPercent() >= 91)
            {
                ai->CastSpell(HURRICANE, pTarget);
                ai->SetIgnoreUpdateTime(10);
                DruidSpellCombat++;
                break;
            }
            else if (WRATH > 0 && m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0) && DruidSpellCombat < 5 && ai->GetManaPercent() >= 13)
            {
                ai->CastSpell(WRATH, pTarget);
                DruidSpellCombat++;
                break;
            }
            else if (INSECT_SWARM > 0 && m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0) && DruidSpellCombat < 6 && !pTarget->HasAura(INSECT_SWARM, EFFECT_INDEX_0) && ai->GetManaPercent() >= 9)
            {
                ai->CastSpell(INSECT_SWARM, pTarget);
                DruidSpellCombat++;
                break;
            }
            else if (STARFIRE > 0 && m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0) && DruidSpellCombat < 7 && ai->GetManaPercent() >= 18)
            {
                ai->CastSpell(STARFIRE, pTarget);
                DruidSpellCombat++;
                break;
            }
            else if (FORCE_OF_NATURE > 0 && m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0) && DruidSpellCombat < 8 && ai->GetManaPercent() >= 12)
            {
                ai->CastSpell(FORCE_OF_NATURE);
                DruidSpellCombat++;
                break;
            }
//.........这里部分代码省略.........
开发者ID:z3usleo,项目名称:easy-mangos,代码行数:101,代码来源:PlayerbotDruidAI.cpp

示例14: DoNonCombatActions

void PlayerbotHunterAI::DoNonCombatActions()
{
    PlayerbotAI *ai = GetAI();
    Player * m_bot = GetPlayerBot();
    Player* m_master = ai->GetLeader();

    static const uint32 MinorGlyphs[] = {57903, 57866, 57870};           // feigh death - revive pet - healing pet
    static const uint32 SurvivalMajorGlyphs[] = {56832, 56826, 63066};     // serpent sting - steady shot - explosive shot

    for (uint32 i = 0; i < 3; i++)
    {
        if (!m_bot->HasSpell(MinorGlyphs[i]))
            m_bot->learnSpell(MinorGlyphs[i], true);

        if (!m_bot->HasSpell(SurvivalMajorGlyphs[i]))
            m_bot->learnSpell(SurvivalMajorGlyphs[i], true);
    }

    if (!m_bot->HasAura(TRUESHOT_AURA, EFFECT_INDEX_0))
        ai->CastSpell(TRUESHOT_AURA, m_bot);

    if (!m_bot->HasAura(ASPECT_OF_THE_VIPER, EFFECT_INDEX_0) && ai->GetManaPercent() < 90 && ai->CastSpell(ASPECT_OF_THE_VIPER, m_bot))
        return;
    else if (!m_bot->HasAura(ASPECT_OF_THE_DRAGONHAWK, EFFECT_INDEX_0) && ai->GetManaPercent() >= 90 && ai->CastSpell(ASPECT_OF_THE_DRAGONHAWK, m_bot))
        return;

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

    // 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))
            {
            }
            else
            {
                m_petSummonFailed = true;
            }
        }
        else if (pet->getDeathState() != ALIVE)
        {
            // revive pet
            if (PET_REVIVE > 0 && ai->GetManaPercent() >= 80 && ai->CastSpell(PET_REVIVE, m_bot))
            {
            }
        }
        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))
            {
            }
        }
        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
                    {
                        caster->CastSpell(caster, 51284, true); // pet feed visual
                        uint32 count = 1; // number of items used
                        int32 benefit = pet->GetCurrentFoodBenefitLevel(pItemProto->ItemLevel); // nutritional value of food
                        m_bot->DestroyItemCount(pItem, count, true); // remove item from inventory
                        m_bot->CastCustomSpell(m_bot, PET_FEED, &benefit, NULL, NULL, true); // feed pet

                        ai->SetIgnoreUpdateTime(10);
                        return;
                    }
                }
            }
            // list out items in other removable backpacks
            for (uint8 bag = INVENTORY_SLOT_BAG_START; bag < INVENTORY_SLOT_BAG_END; ++bag)
            {
                const Bag* const pBag = (Bag*) m_bot->GetItemByPos(INVENTORY_SLOT_BAG_0, bag);
                if (pBag)
                    for (uint8 slot = 0; slot < pBag->GetBagSize(); ++slot)
                    {
                        Item* const pItem = m_bot->GetItemByPos(bag, slot);
                        if (pItem)
                        {
                            const ItemPrototype* const pItemProto = pItem->GetProto();
                            if (!pItemProto)
                                continue;

//.........这里部分代码省略.........
开发者ID:Archives,项目名称:easy-mangos,代码行数:101,代码来源:PlayerbotHunterAI.cpp

示例15: 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


注:本文中的PlayerbotAI::SetIgnoreUpdateTime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。