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C++ PlayerbotAI::SetInFront方法代码示例

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

void PlayerbotPriestAI::DoNextCombatManeuver(Unit *pTarget)
{
    Unit* pVictim = pTarget->getVictim();
    PlayerbotAI* ai = GetAI();
    if (!ai)
        return;

    switch (ai->GetScenarioType())
    {
        case PlayerbotAI::SCENARIO_DUEL:
            (ai->HasAura(SCREAM,*pTarget) && ai->GetHealthPercent() < 60 && ai->CastSpell(HEAL)) ||
                ai->CastSpell(PAIN) ||
                (ai->GetHealthPercent() < 80 && ai->CastSpell(RENEW)) ||
                (ai->GetPlayerBot()->GetDistance(pTarget) <= 5 && ai->CastSpell(SCREAM)) ||
                ai->CastSpell(MIND_BLAST) ||
                (ai->GetHealthPercent() < 20 && ai->CastSpell(GREAT_HEAL)) ||
                ai->CastSpell(SMITE);
            return;
    }

    // ------- Non Duel combat ----------

    ai->SetMovementOrder( PlayerbotAI::MOVEMENT_FOLLOW, GetMaster() ); // dont want to melee mob

    Player *m_bot = GetPlayerBot();
    Group *m_group = m_bot->GetGroup();

    // Heal myself
    if (ai->GetHealthPercent() < 15 && FADE > 0 && !m_bot->HasAura(FADE, EFFECT_INDEX_0))
    {
        ai->TellMaster("I'm casting fade.");
        ai->CastSpell(FADE, *m_bot);
    }
    else if (ai->GetHealthPercent() < 25 && PWS > 0 && !m_bot->HasAura(PWS, EFFECT_INDEX_0))
    {
        ai->TellMaster("I'm casting pws on myself.");
        ai->CastSpell(PWS);
    }
    else if (ai->GetHealthPercent() < 35 && DESPERATE_PRAYER > 0)
    {
        ai->TellMaster("I'm casting desperate prayer.");
        ai->CastSpell(DESPERATE_PRAYER, *m_bot);
    }
    else if (ai->GetHealthPercent() < 80)
        HealTarget (*m_bot, ai->GetHealthPercent());

    // Heal master
    uint32 masterHP = GetMaster()->GetHealth()*100 / GetMaster()->GetMaxHealth();
    if (GetMaster()->isAlive())
    {
        if (masterHP < 25 && PWS > 0 && !GetMaster()->HasAura(PWS, EFFECT_INDEX_0))
                ai->CastSpell(PWS, *(GetMaster()));
        else if (masterHP < 80)
            HealTarget (*GetMaster(), masterHP);
    }

    // Heal group
    if( m_group )
    {
        Group::MemberSlotList const& groupSlot = m_group->GetMemberSlots();
        for (Group::member_citerator itr = groupSlot.begin(); itr != groupSlot.end(); itr++)
        {
            Player *m_groupMember = sObjectMgr.GetPlayer( itr->guid );
            if( !m_groupMember || !m_groupMember->isAlive() )
                continue;

            uint32 memberHP = m_groupMember->GetHealth()*100 / m_groupMember->GetMaxHealth();
            if( memberHP < 25 )
                HealTarget( *m_groupMember, memberHP );
        }
    }

    // Damage Spells
    ai->SetInFront( pTarget );
	float dist = m_bot->GetDistance( pTarget );

    switch (SpellSequence)
    {
        case SPELL_HOLY:
            if (SMITE > 0 && LastSpellHoly <1 && !pTarget->HasAura(SMITE, EFFECT_INDEX_0) && ai->GetManaPercent() >= 17)
            {
                ai->CastSpell(SMITE, *pTarget);
                SpellSequence = SPELL_SHADOWMAGIC;
                LastSpellHoly = LastSpellHoly +1;
                break;
            }
            else if (MANA_BURN > 0 && LastSpellHoly <2 && pTarget->GetPower(POWER_MANA) > 0 && ai->GetManaPercent() < 70 && ai->GetManaPercent() >= 14)
            {
                //ai->TellMaster("I'm casting mana burn.");
                ai->CastSpell(MANA_BURN, *pTarget);
                ai->SetIgnoreUpdateTime(3);
                SpellSequence = SPELL_SHADOWMAGIC;
                LastSpellHoly = LastSpellHoly +1;
                break;
            }
            else if (HOLY_NOVA > 0 && LastSpellHoly <3 && dist <= ATTACK_DISTANCE && ai->GetManaPercent() >= 22)
            {
                //ai->TellMaster("I'm casting holy nova.");
                ai->CastSpell(HOLY_NOVA);
                SpellSequence = SPELL_SHADOWMAGIC;
//.........这里部分代码省略.........
开发者ID:kbt0y5,项目名称:mangos,代码行数:101,代码来源:PlayerbotPriestAI.cpp

示例2: DoNextCombatManeuver

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

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

    // ------- Non Duel combat ----------

    //ai->SetMovementOrder( PlayerbotAI::MOVEMENT_FOLLOW, GetMaster() ); // dont want to melee mob

    ai->SetInFront(pTarget);
    Player *m_bot = GetPlayerBot();
    Unit* pVictim = pTarget->getVictim();
    Pet *pet = m_bot->GetPet();

    // Empower demon
    if (pet && DEMONIC_EMPOWERMENT && !m_bot->HasSpellCooldown(DEMONIC_EMPOWERMENT))
        ai->CastSpell(DEMONIC_EMPOWERMENT);

    // Use voidwalker sacrifice on low health if possible
    if (ai->GetHealthPercent() < 50)
        if (pet && pet->GetEntry() == DEMON_VOIDWALKER && SACRIFICE && !m_bot->HasAura(SACRIFICE))
            ai->CastPetSpell(SACRIFICE);

    // Use healthstone
    if (ai->GetHealthPercent() < 30)
    {
        Item* healthStone = ai->FindConsumable(HEALTHSTONE_DISPLAYID);
        if (healthStone)
            ai->UseItem(healthStone);
    }

    // Damage Spells
    switch (SpellSequence)
    {
        case SPELL_CURSES:
            if (CURSE_OF_AGONY && !pTarget->HasAura(CURSE_OF_AGONY) && !pTarget->HasAura(SHADOWFLAME) && LastSpellCurse < 1)
            {
                ai->CastSpell(CURSE_OF_AGONY, *pTarget);
                SpellSequence = SPELL_AFFLICTION;
                ++LastSpellCurse;
                break;
            }
            else if (CURSE_OF_THE_ELEMENTS && !pTarget->HasAura(CURSE_OF_THE_ELEMENTS) && !pTarget->HasAura(SHADOWFLAME) && !pTarget->HasAura(CURSE_OF_AGONY) && !pTarget->HasAura(CURSE_OF_WEAKNESS) && LastSpellCurse < 2)
            {
                ai->CastSpell(CURSE_OF_THE_ELEMENTS, *pTarget);
                SpellSequence = SPELL_AFFLICTION;
                ++LastSpellCurse;
                break;
            }
            else if (CURSE_OF_WEAKNESS && !pTarget->HasAura(CURSE_OF_WEAKNESS) && !pTarget->HasAura(SHADOWFLAME) && !pTarget->HasAura(CURSE_OF_AGONY) && !pTarget->HasAura(CURSE_OF_THE_ELEMENTS) && LastSpellCurse < 3)
            {
                ai->CastSpell(CURSE_OF_WEAKNESS, *pTarget);
                SpellSequence = SPELL_AFFLICTION;
                ++LastSpellCurse;
                break;
            }
            else if (CURSE_OF_TONGUES && !pTarget->HasAura(CURSE_OF_TONGUES) && !pTarget->HasAura(SHADOWFLAME) && !pTarget->HasAura(CURSE_OF_WEAKNESS) && !pTarget->HasAura(CURSE_OF_AGONY) && !pTarget->HasAura(CURSE_OF_THE_ELEMENTS) && LastSpellCurse < 4)
            {
                ai->CastSpell(CURSE_OF_TONGUES, *pTarget);
                SpellSequence = SPELL_AFFLICTION;
                ++LastSpellCurse;
                break;
            }
            LastSpellCurse = 0;
        //SpellSequence = SPELL_AFFLICTION;
        //break;

        case SPELL_AFFLICTION:
            if (LIFE_TAP && LastSpellAffliction < 1 && ai->GetManaPercent() <= 50 && ai->GetHealthPercent() > 50)
            {
                ai->CastSpell(LIFE_TAP, *m_bot);
                SpellSequence = SPELL_DESTRUCTION;
                ++LastSpellAffliction;
                break;
            }
            else if (CORRUPTION && !pTarget->HasAura(CORRUPTION) && !pTarget->HasAura(SHADOWFLAME) && !pTarget->HasAura(SEED_OF_CORRUPTION) && LastSpellAffliction < 2)
            {
                ai->CastSpell(CORRUPTION, *pTarget);
                SpellSequence = SPELL_DESTRUCTION;
                ++LastSpellAffliction;
                break;
            }
            else if (DRAIN_SOUL && pTarget->GetHealth() < pTarget->GetMaxHealth() * 0.40 && !pTarget->HasAura(DRAIN_SOUL) && LastSpellAffliction < 3)
            {
                ai->CastSpell(DRAIN_SOUL, *pTarget);
                //ai->SetIgnoreUpdateTime(15);
                SpellSequence = SPELL_DESTRUCTION;
//.........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:PlayerbotWarlockAI.cpp

示例3: DoNextCombatManeuver

void PlayerbotHunterAI::DoNextCombatManeuver(Unit *pTarget){
	PlayerbotAI* ai = GetAI();
	if (!ai) return;
	switch (ai->GetScenarioType()) {
		case PlayerbotAI::SCENARIO_DUEL: 

			ai->CastSpell(RAPTOR_STRIKE);
			return;
	}

	// ------- Non Duel combat ----------

	// Hunter
	ai->SetInFront( pTarget );
	Player *m_bot = GetPlayerBot();

	// check for pet and heal if neccessary
	Pet *pet = m_bot->GetPet();
	if( pet ) {
		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" );
				return;
			}
		}
	}

	// check if ranged combat is possible (set m_rangedCombat and switch auras
	float dist = m_bot->GetDistance( pTarget );
	if( (dist<=ATTACK_DISTANCE || !m_bot->GetUInt32Value(PLAYER_AMMO_ID)) && m_rangedCombat ) {
		// switch to melee combat (target in melee range, out of ammo)
		m_rangedCombat = false;
		if( !m_bot->GetUInt32Value(PLAYER_AMMO_ID) )
			ai->TellMaster( "OUT OF AMMO!" );
		// become monkey (increases dodge chance)...
		( ASPECT_OF_THE_MONKEY>0 && !m_bot->HasAura(ASPECT_OF_THE_MONKEY, 0) && ai->CastSpell(ASPECT_OF_THE_MONKEY,*m_bot) );
	} else if( dist>ATTACK_DISTANCE && !m_rangedCombat ) {
		// switch to ranged combat
		m_rangedCombat = false;
		// increase ranged attack power...
		( ASPECT_OF_THE_HAWK>0 && !m_bot->HasAura(ASPECT_OF_THE_HAWK, 0) && ai->CastSpell(ASPECT_OF_THE_HAWK,*m_bot) );
	} else if( m_rangedCombat && !m_bot->HasAura(ASPECT_OF_THE_HAWK, 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, 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,0) && ai->CastSpell(HUNTERS_MARK,*pTarget) )
			out << " > Hunter's Mark";
		else if( MULTI_SHOT>0 && ai->GetAttackerCount()>=3 && ai->CastSpell(MULTI_SHOT,*pTarget) )
			out << " > Multi Shot";
		else if( ARCANE_SHOT>0 && ai->GetManaPercent()>=5 && ai->CastSpell(ARCANE_SHOT,*pTarget) )
			out << " > Arcane Shot";
		else if( CONCUSSIVE_SHOT>0 && ai->GetManaPercent()>=8 && !pTarget->HasAura(CONCUSSIVE_SHOT,0) && ai->CastSpell(CONCUSSIVE_SHOT,*pTarget) )
			out << " > Concussive Shot";
		else
			out << " NONE!";
	} else {
		out << "Case Melee";
		if( RAPTOR_STRIKE>0 && ai->CastSpell(RAPTOR_STRIKE,*pTarget) )
			out << " > Raptor Strike";
		else
			out << " NONE!";
	}
	ai->TellMaster( out.str().c_str() );
} // end DoNextCombatManeuver
开发者ID:haney9,项目名称:Playerbot,代码行数:82,代码来源:PlayerbotHunterAI.cpp

示例4: 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;
    }

    ai->SetInFront(pTarget);
    Player *m_bot = GetPlayerBot();
    Unit* pVictim = pTarget->getVictim();
    float fTargetDist = m_bot->GetDistance(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 && ai->CastSpell(PICK_POCKET, *pTarget) && ai->PickPocket(pTarget))
                out << "First > Pick Pocket";  // Should never display, as PickPocket will always return false
            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))
                out << " > Vanish";
            else if (PREPARATION > 0 && ai->CastSpell(PREPARATION))
                out << " > Preparation";
            else if (m_bot->getRace() == RACE_NIGHTELF && ai->GetHealthPercent() <= 15 && !m_bot->HasAura(SHADOWMELD, EFFECT_INDEX_0) && ai->CastSpell(SHADOWMELD, *m_bot))
//.........这里部分代码省略.........
开发者ID:AwkwardDev,项目名称:mangos,代码行数:101,代码来源:PlayerbotRogueAI.cpp

示例5: DoNextCombatManeuver

void PlayerbotShamanAI::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;

    //ai->SetMovementTarget(PlayerbotAI::MOVEMENT_FOLLOW, m_master);   // dont want to melee mob <----changed

    Group *m_group = m_bot->GetGroup();

    // Heal myself
    if (ai->GetHealthPercent() < 30 && ai->GetManaPercent() >= 32)
        ai->CastSpell(HEALING_WAVE);
    else if (ai->GetHealthPercent() < 50 && ai->GetManaPercent() >= 19)
        ai->CastSpell(LESSER_HEALING_WAVE);
    else if (ai->GetHealthPercent() < 70)
        HealTarget(m_bot, ai->GetHealthPercent());

    // Heal master
    uint32 masterHP = m_master->GetHealth() * 100 / m_master->GetMaxHealth();
    if (m_master->isAlive())
    {
        if (masterHP < 30 && ai->GetManaPercent() >= 32)
            ai->CastSpell(HEALING_WAVE, m_master);
        else if (masterHP < 70)
            HealTarget(m_master, masterHP);
    }

    // Heal group
    if (m_group)
    {
        Group::MemberSlotList const& groupSlot = m_group->GetMemberSlots();
        for (Group::member_citerator itr = groupSlot.begin(); itr != groupSlot.end(); itr++)
        {
            Player *m_groupMember = sObjectMgr.GetPlayer(itr->guid);
            if (!m_groupMember || !m_groupMember->isAlive())
                continue;

            uint32 memberHP = m_groupMember->GetHealth() * 100 / m_groupMember->GetMaxHealth();
            if (memberHP < 30)
                HealTarget(m_groupMember, memberHP);
        }
    }

    // Damage Spells
    ai->SetInFront(pTarget);

    switch (SpellSequence)
    {
    case SPELL_ENHANCEMENT:
        if (STRENGTH_OF_EARTH_TOTEM > 0 && LastSpellEnhancement == 1 && (!m_bot->HasAura(STRENGTH_OF_EARTH_TOTEM, EFFECT_INDEX_0)) && ai->GetManaPercent() >= 13)
        {
            ai->CastSpell(STRENGTH_OF_EARTH_TOTEM);
            SpellSequence = SPELL_RESTORATION;
            LastSpellEnhancement = LastSpellEnhancement + 1;
            break;
        }
        else if (STONESKIN_TOTEM > 0 && LastSpellEnhancement == 5 && (!m_bot->HasAura(STONESKIN_TOTEM, EFFECT_INDEX_0)) && (!m_bot->HasAura(STRENGTH_OF_EARTH_TOTEM, EFFECT_INDEX_0)) && ai->GetManaPercent() >= 13)
        {
            ai->CastSpell(STONESKIN_TOTEM);
            SpellSequence = SPELL_RESTORATION;
            LastSpellEnhancement = LastSpellEnhancement + 1;
            break;
        }
        else if (FOCUSED > 0 && LastSpellEnhancement == 2)
        {
            ai->CastSpell(FOCUSED, pTarget);
            SpellSequence = SPELL_RESTORATION;
            LastSpellEnhancement = LastSpellEnhancement + 1;
            break;
        }
        else if (FROST_RESISTANCE_TOTEM > 0 && LastSpellEnhancement == 10 && (!m_bot->HasAura(FROST_RESISTANCE_TOTEM, EFFECT_INDEX_0)) && (!m_bot->HasAura(TOTEM_OF_WRATH, EFFECT_INDEX_0)) && (!m_bot->HasAura(FLAMETONGUE_TOTEM, EFFECT_INDEX_0)) && ai->GetManaPercent() >= 10)
        {
            ai->CastSpell(FROST_RESISTANCE_TOTEM);
            SpellSequence = SPELL_RESTORATION;
            LastSpellEnhancement = LastSpellEnhancement + 1;
            break;
        }
        else if (FLAMETONGUE_TOTEM > 0 && LastSpellEnhancement == 15 && (!m_bot->HasAura(FLAMETONGUE_TOTEM, EFFECT_INDEX_0)) && (!m_bot->HasAura(TOTEM_OF_WRATH, EFFECT_INDEX_0)) && (!m_bot->HasAura(FROST_RESISTANCE_TOTEM, EFFECT_INDEX_0)) && ai->GetManaPercent() >= 14)
        {
            ai->CastSpell(FLAMETONGUE_TOTEM);
            SpellSequence = SPELL_RESTORATION;
            LastSpellEnhancement = LastSpellEnhancement + 1;
            break;
        }
        else if (FIRE_RESISTANCE_TOTEM > 0 && LastSpellEnhancement == 20 && (!m_bot->HasAura(FIRE_RESISTANCE_TOTEM, EFFECT_INDEX_0)) && (!m_bot->HasAura(HEALING_STREAM_TOTEM, EFFECT_INDEX_0)) && (!m_bot->HasAura(MANA_SPRING_TOTEM, EFFECT_INDEX_0)) && ai->GetManaPercent() >= 10)
        {
            ai->CastSpell(FIRE_RESISTANCE_TOTEM);
            SpellSequence = SPELL_RESTORATION;
            LastSpellEnhancement = LastSpellEnhancement + 1;
            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:PlayerbotShamanAI.cpp

示例6: DoNextCombatManeuver

void PlayerbotPaladinAI::DoNextCombatManeuver(Unit *pTarget){
	PlayerbotAI* ai = GetAI();
	if (!ai) return;
	switch (ai->GetScenarioType()) {

		case PlayerbotAI::SCENARIO_DUEL:

				if (HAMMER_OF_JUSTICE > 0) {
						ai->CastSpell(HAMMER_OF_JUSTICE);
				}
			return;
	}

	// damage spells
	ai->SetInFront( pTarget );
	Player *m_bot = GetPlayerBot();

	//Shield master if low hp.
	uint32 masterHP = GetMaster()->GetHealth()*100 / GetMaster()->GetMaxHealth();

	if (GetMaster()->isAlive()) {
		if (masterHP < 25 && HAND_OF_PROTECTION > 0 && !GetMaster()->HasAura(HAND_OF_PROTECTION, 0)) {
				ai->CastSpell(HAND_OF_PROTECTION, *(GetMaster()));
		}
	}
	if (SHADOW_RESISTANCE_AURA > 0 && !m_bot->HasAura(SHADOW_RESISTANCE_AURA, 0) && pTarget->getClass() == CLASS_WARLOCK) {
		GetAI()->CastSpell (SHADOW_RESISTANCE_AURA, *m_bot);
	}
	if (DEVOTION_AURA > 0 && !m_bot->HasAura(DEVOTION_AURA, 0) && pTarget->getClass() == CLASS_WARRIOR) {
		GetAI()->CastSpell (DEVOTION_AURA, *m_bot);
	}
	if (FIRE_RESISTANCE_AURA > 0 && !m_bot->HasAura(FIRE_RESISTANCE_AURA, 0) && pTarget->getClass() == CLASS_MAGE) {
		GetAI()->CastSpell (FIRE_RESISTANCE_AURA, *m_bot);
	}
	if (RETRIBUTION_AURA > 0 && !m_bot->HasAura(RETRIBUTION_AURA, 0) && pTarget->getClass() == CLASS_PRIEST) {
		GetAI()->CastSpell (RETRIBUTION_AURA, *m_bot);
	}
	if (DEVOTION_AURA > 0 && !m_bot->HasAura(DEVOTION_AURA, 0) && pTarget->getClass() == CLASS_SHAMAN) {
		GetAI()->CastSpell (DEVOTION_AURA, *m_bot);
	}
	if (DEVOTION_AURA > 0 && !m_bot->HasAura(DEVOTION_AURA, 0) && pTarget->getClass() == CLASS_ROGUE) {
		GetAI()->CastSpell (DEVOTION_AURA, *m_bot);
	}
	if (DEVOTION_AURA > 0 && !m_bot->HasAura(DEVOTION_AURA, 0) && pTarget->getClass() == CLASS_PALADIN) {
		GetAI()->CastSpell (DEVOTION_AURA, *m_bot);
	}
	if (ai->GetHealthPercent() < 55) {
		SpellSequence = Healing;
	}
	else {
		SpellSequence = Combat;
	}

	switch (SpellSequence) {
		case Combat:
			//GetAI()->TellMaster("Combat");
			if (JUDGEMENT_OF_LIGHT > 0 && CombatCounter < 1 && ai->GetManaPercent() >=15) {
        		GetAI()->CastSpell (JUDGEMENT_OF_LIGHT, *pTarget);
				//GetAI()->TellMaster("Judgement");
				CombatCounter++;
				break;
			}
			else if (SEAL_OF_COMMAND > 0 && CombatCounter < 2 && ai->GetManaPercent() >= 25) {
				GetAI()->CastSpell (SEAL_OF_COMMAND, *m_bot);
				//GetAI()->TellMaster("SealC");
				CombatCounter++;
				break;
			}
			else if (HAMMER_OF_JUSTICE > 0 && CombatCounter < 3 && ai->GetManaPercent() >=15) {
				GetAI()->CastSpell (HAMMER_OF_JUSTICE, *pTarget);
				//GetAI()->TellMaster("Hammer");
				CombatCounter++;
				break;
			}
			else if (CRUSADER_STRIKE > 0 && CombatCounter < 4 && ai->GetManaPercent() >=15) {
				GetAI()->CastSpell (CRUSADER_STRIKE, *pTarget);
				GetAI()->TellMaster("CStrike");
				CombatCounter++;
				break;
			}
			else if (CombatCounter < 5) {
				CombatCounter = 0;
				//GetAI()->TellMaster("CombatCounter Reset");
				break;
			}
			else {
				CombatCounter = 0;
				//GetAI()->TellMaster("Counter = 0");
				break;
			}
		case Healing:
			//GetAI()->TellMaster("Healing");
			if (HOLY_LIGHT > 0 && HealCounter < 1 && ai->GetHealthPercent() < 45 && ai->GetManaPercent() >= 20) {
				GetAI()->CastSpell (HOLY_LIGHT);
				//GetAI()->TellMaster("HLight1");
				HealCounter++;
				break;
			}
			else if (HOLY_LIGHT > 0 && HealCounter < 2 && ai->GetHealthPercent() < 75 && ai->GetManaPercent() >= 20) {
				GetAI()->CastSpell (HOLY_LIGHT);
//.........这里部分代码省略.........
开发者ID:haney9,项目名称:Playerbot,代码行数:101,代码来源:PlayerbotPaladinAI.cpp

示例7: 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 ----------

    //ai->SetMovementOrder( PlayerbotAI::MOVEMENT_FOLLOW, GetMaster() ); // dont want to melee mob

    // Damage Attacks

    ai->SetInFront( pTarget );
    Player *m_bot = GetPlayerBot();
    Unit* pVictim = pTarget->getVictim();
    float fTargetDist = m_bot->GetDistance( 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 ) )
//.........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:PlayerbotWarriorAI.cpp

示例8: DoNextCombatManeuver

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

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

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

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

    if (pVictim && ai->GetHealthPercent() >= 40 && GetMaster()->GetHealth() >= GetMaster()->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 || GetMaster()->GetHealth() <= GetMaster()->GetMaxHealth() * 0.4)
        SpellSequence = DruidHeal;
    else
        SpellSequence = DruidCombat;

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

            if (!m_bot->HasInArc(M_PI_F, pTarget))
            {
                m_bot->SetInFront(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;
            }
//.........这里部分代码省略.........
开发者ID:Swockale,项目名称:portalzero,代码行数:101,代码来源:PlayerbotDruidAI.cpp

示例9: DoNextCombatManeuver

void PlayerbotPaladinAI::DoNextCombatManeuver(Unit *pTarget)
{
	Unit* pVictim = pTarget->getVictim();
    PlayerbotAI* ai = GetAI();
    if (!ai)
        return;

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

    // damage spells
    ai->SetInFront( pTarget );
    Player *m_bot = GetPlayerBot();
	Group *m_group = m_bot->GetGroup();
	float dist = m_bot->GetDistance( pTarget );
	std::ostringstream out;

    //Shield master if low hp.
    uint32 masterHP = GetMaster()->GetHealth()*100 / GetMaster()->GetMaxHealth();

    if (GetMaster()->isAlive())
        if (masterHP < 25 && HAND_OF_PROTECTION > 0 && !GetMaster()->HasAura(FORBEARANCE, EFFECT_INDEX_0) && !GetMaster()->HasAura(HAND_OF_PROTECTION, EFFECT_INDEX_0) && !GetMaster()->HasAura(DIVINE_PROTECTION, EFFECT_INDEX_0) && !GetMaster()->HasAura(DIVINE_SHIELD, EFFECT_INDEX_0))
			ai->CastSpell(HAND_OF_PROTECTION, *GetMaster());

	// heal group inside combat, but do not heal if tank
    if( m_group && pVictim != m_bot ) // possible tank
    {
        Group::MemberSlotList const& groupSlot = m_group->GetMemberSlots();
        for (Group::member_citerator itr = groupSlot.begin(); itr != groupSlot.end(); itr++)
        {
            Player *m_groupMember = sObjectMgr.GetPlayer( itr->guid );
            if( !m_groupMember || !m_groupMember->isAlive() )
                continue;

            uint32 memberHP = m_groupMember->GetHealth()*100 / m_groupMember->GetMaxHealth();
            if( memberHP < 40 && ai->GetManaPercent() >= 40 ) // do not heal bots without plenty of mana for master & self
                HealTarget( *m_groupMember, memberHP );
        }
    }

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

    if (SHADOW_RESISTANCE_AURA > 0 && !m_bot->HasAura(SHADOW_RESISTANCE_AURA, EFFECT_INDEX_0) && pTarget->getClass() == CLASS_WARLOCK)
        ai->CastSpell (SHADOW_RESISTANCE_AURA, *m_bot);

    if (DEVOTION_AURA > 0 && !m_bot->HasAura(DEVOTION_AURA, EFFECT_INDEX_0) && pTarget->getClass() == CLASS_WARRIOR)
        ai->CastSpell (DEVOTION_AURA, *m_bot);

    if (FIRE_RESISTANCE_AURA > 0 && !m_bot->HasAura(FIRE_RESISTANCE_AURA, EFFECT_INDEX_0) && pTarget->getClass() == CLASS_MAGE)
        ai->CastSpell (FIRE_RESISTANCE_AURA, *m_bot);

    if (RETRIBUTION_AURA > 0 && !m_bot->HasAura(RETRIBUTION_AURA, EFFECT_INDEX_0) && pTarget->getClass() == CLASS_PRIEST)
        ai->CastSpell (RETRIBUTION_AURA, *m_bot);

    if (DEVOTION_AURA > 0 && !m_bot->HasAura(DEVOTION_AURA, EFFECT_INDEX_0) && pTarget->getClass() == CLASS_SHAMAN)
        ai->CastSpell (DEVOTION_AURA, *m_bot);

    if (DEVOTION_AURA > 0 && !m_bot->HasAura(DEVOTION_AURA, EFFECT_INDEX_0) && pTarget->getClass() == CLASS_ROGUE)
        ai->CastSpell (DEVOTION_AURA, *m_bot);

    if (DEVOTION_AURA > 0 && !m_bot->HasAura(DEVOTION_AURA, EFFECT_INDEX_0) && pTarget->getClass() == CLASS_PALADIN)
        ai->CastSpell (DEVOTION_AURA, *m_bot);

    if (ai->GetHealthPercent() <= 40 || GetMaster()->GetHealth() <= GetMaster()->GetMaxHealth()*0.4)
        SpellSequence = Healing;
    else
        SpellSequence = Combat;

    switch (SpellSequence)
    {
        case Combat:
            if (JUDGEMENT_OF_LIGHT > 0 && !pTarget->HasAura(JUDGEMENT_OF_LIGHT, EFFECT_INDEX_0) && CombatCounter < 1 && ai->GetManaPercent() >=5)
            {
                ai->CastSpell (JUDGEMENT_OF_LIGHT, *pTarget);
                out << " Judgement of Light";
                CombatCounter++;
                break;
            }
            else if (SEAL_OF_COMMAND > 0 && !m_bot->HasAura(SEAL_OF_COMMAND, EFFECT_INDEX_0) && CombatCounter < 2 && ai->GetManaPercent() >= 14)
            {
                ai->CastSpell (SEAL_OF_COMMAND, *m_bot);
                out << " Seal of Command";
                CombatCounter++;
                break;
            }
            else if (HAMMER_OF_JUSTICE > 0 && !pTarget->HasAura(HAMMER_OF_JUSTICE, EFFECT_INDEX_0) && CombatCounter < 3 && ai->GetManaPercent() >=3)
            {
                ai->CastSpell (HAMMER_OF_JUSTICE, *pTarget);
                out << " Hammer of Justice";
                CombatCounter++;
                break;
            }
            else if (CRUSADER_STRIKE > 0 && CombatCounter < 4 && ai->GetManaPercent() >=5)
            {
//.........这里部分代码省略.........
开发者ID:aresxii,项目名称:aresxii,代码行数:101,代码来源:PlayerbotPaladinAI.cpp

示例10: DoNextCombatManeuver

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

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

    // ------- Non Duel combat ----------

    // Hunter
    ai->SetInFront( pTarget );
    Player *m_bot = GetPlayerBot();
	Unit* pVictim = pTarget->getVictim();

    // check for pet and heal if neccessary
    Pet *pet = m_bot->GetPet();
    if(( pet )
		&& ( ((float)pet->GetHealth()/(float)pet->GetMaxHealth()) < 0.5f )
		&& ( PET_MEND>0 && !pet->getDeathState() != ALIVE && pVictim != m_bot && !pet->HasAura(PET_MEND,0) && ai->GetManaPercent()>=13 && ai->CastSpell(PET_MEND,*m_bot) ))
		{
			ai->TellMaster( "healing pet." );
			return;
		}
	else if(( pet )
		&& ( INTIMIDATION>0 && pVictim == pet && !pet->HasAura(INTIMIDATION,0) && ai->CastSpell(INTIMIDATION,*m_bot) ))
		{
			//ai->TellMaster( "casting intimidation." ); // if pet has aggro :)
			return;
		}

	// racial traits
	if( m_bot->getRace() == RACE_ORC && !m_bot->HasAura( BLOOD_FURY,0 ) )
	{
		ai->CastSpell( BLOOD_FURY,*m_bot );
		//ai->TellMaster( "Blood Fury." );
	}
	else if( m_bot->getRace() == RACE_TROLL && !m_bot->HasAura( BERSERKING,0 ) )
	{
		ai->CastSpell( BERSERKING,*m_bot );
		//ai->TellMaster( "Berserking." );
	}

    // check if ranged combat is possible (set m_rangedCombat and switch auras
    float dist = m_bot->GetDistance( pTarget );
    if( (dist<=ATTACK_DISTANCE || !m_bot->GetUInt32Value(PLAYER_AMMO_ID)) && m_rangedCombat )
    {
        // switch to melee combat (target in melee range, out of ammo)
        m_rangedCombat = false;
        if( !m_bot->GetUInt32Value(PLAYER_AMMO_ID) )
            ai->TellMaster( "Out of ammo!" );
        // become monkey (increases dodge chance)...
        ( ASPECT_OF_THE_MONKEY>0 && !m_bot->HasAura(ASPECT_OF_THE_MONKEY, 0) && ai->CastSpell(ASPECT_OF_THE_MONKEY,*m_bot) );
    }
    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, 0) && ai->CastSpell(ASPECT_OF_THE_HAWK,*m_bot) );
    }
    else if( m_rangedCombat && !m_bot->HasAura(ASPECT_OF_THE_HAWK, 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, 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,0) && ai->CastSpell(HUNTERS_MARK,*pTarget) )
            out << " > Hunter's Mark";
        else if( RAPID_FIRE>0 && ai->GetManaPercent()>=3 && !m_bot->HasAura(RAPID_FIRE,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";
//.........这里部分代码省略.........
开发者ID:aegisside,项目名称:mangos,代码行数:101,代码来源:PlayerbotHunterAI.cpp

示例11: DoNextCombatManeuver

void PlayerbotPriestAI::DoNextCombatManeuver(Unit *pTarget)
{
    Unit* pVictim = pTarget->getVictim();
    PlayerbotAI* ai = GetAI();
    if (!ai)
        return;

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

    //ai->SetMovementTarget(PlayerbotAI::MOVEMENT_FOLLOW, m_master);   // dont want to melee mob

    Player *m_bot = GetPlayerBot();
    Group *m_group = m_bot->GetGroup();

    // Heal myself
    if (ai->GetHealthPercent() < 15 && FADE > 0 && !m_bot->HasAura(FADE, EFFECT_INDEX_0))
    {

        ai->CastSpell(FADE, m_bot);
    }
    else if (ai->GetHealthPercent() < 25 && POWER_WORD_SHIELD > 0 && !m_bot->HasAura(POWER_WORD_SHIELD, EFFECT_INDEX_0))
    {

        ai->CastSpell(POWER_WORD_SHIELD);
    }
    else if (ai->GetHealthPercent() < 35 && DESPERATE_PRAYER > 0)
    {

        ai->CastSpell(DESPERATE_PRAYER, m_bot);
    }
    else if (ai->GetHealthPercent() < 80)
        HealTarget (m_bot);

    // Heal master
    uint32 masterHP = m_master->GetHealth() * 100 / m_master->GetMaxHealth();
    if (m_master->isAlive())
    {
        if (masterHP < 25 && POWER_WORD_SHIELD > 0 && !m_master->HasAura(POWER_WORD_SHIELD, EFFECT_INDEX_0))
            ai->CastSpell(POWER_WORD_SHIELD, m_master);
        else if (masterHP < 80)
            HealTarget (m_master);
    }

    // Heal group
    if (m_group)
    {
        Group::MemberSlotList const& groupSlot = m_group->GetMemberSlots();
        for (Group::member_citerator itr = groupSlot.begin(); itr != groupSlot.end(); itr++)
        {
            Player *m_groupMember = sObjectMgr.GetPlayer(itr->guid);
            if (!m_groupMember || !m_groupMember->isAlive())
                continue;

            uint32 memberHP = m_groupMember->GetHealth() * 100 / m_groupMember->GetMaxHealth();
            if (memberHP < 25)
                HealTarget(m_groupMember);
        }
    }

    // Damage Spells
    ai->SetInFront(pTarget);
    float dist = m_bot->GetDistance(pTarget);

    switch (SpellSequence)
    {
    case SPELL_HOLY:
        if (SMITE > 0 && LastSpellHoly < 1 && !pTarget->HasAura(SMITE, EFFECT_INDEX_0) && ai->GetManaPercent() >= 17)
        {
            ai->CastSpell(SMITE, pTarget);
            SpellSequence = SPELL_SHADOWMAGIC;
            LastSpellHoly = LastSpellHoly + 1;
            break;
        }
        else if (MANA_BURN > 0 && LastSpellHoly < 2 && pTarget->GetPower(POWER_MANA) > 0 && ai->GetManaPercent() < 70 && ai->GetManaPercent() >= 14)
        {

            ai->CastSpell(MANA_BURN, pTarget);
            ai->SetIgnoreUpdateTime(3);
            SpellSequence = SPELL_SHADOWMAGIC;
            LastSpellHoly = LastSpellHoly + 1;
            break;
        }
        else if (HOLY_NOVA > 0 && LastSpellHoly < 3 && dist <= ATTACK_DISTANCE && ai->GetManaPercent() >= 22)
        {

            ai->CastSpell(HOLY_NOVA);
            SpellSequence = SPELL_SHADOWMAGIC;
            LastSpellHoly = LastSpellHoly + 1;
            break;
        }
        else if (HOLY_FIRE > 0 && LastSpellHoly < 4 && !pTarget->HasAura(HOLY_FIRE, EFFECT_INDEX_0) && ai->GetManaPercent() >= 13)
        {

            ai->CastSpell(HOLY_FIRE, pTarget);
            SpellSequence = SPELL_SHADOWMAGIC;
            LastSpellHoly = LastSpellHoly + 1;
            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:PlayerbotPriestAI.cpp

示例12: DoNextCombatManeuver

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

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

    // ------- Non Duel combat ----------

    //ai->SetMovementOrder( PlayerbotAI::MOVEMENT_FOLLOW, GetMaster() ); // dont want to melee mob

    ai->SetInFront( pTarget );
    Player *m_bot = GetPlayerBot();
    Unit* pVictim = pTarget->getVictim();
    Pet *pet = m_bot->GetPet();

    // Damage Spells
    ai->SetInFront( pTarget );

    switch (SpellSequence)
    {
        case SPELL_CURSES:
             if (CURSE_OF_AGONY > 0 && !pTarget->HasAura(CURSE_OF_AGONY, EFFECT_INDEX_0) && !pTarget->HasAura(SHADOWFLAME, EFFECT_INDEX_0) && LastSpellCurse < 1 && ai->GetManaPercent() >= 14)
             {
                 ai->CastSpell(CURSE_OF_AGONY, *pTarget);
                 SpellSequence = SPELL_AFFLICTION;
                 LastSpellCurse = LastSpellCurse +1;
                 break;
             }
             else if (CURSE_OF_THE_ELEMENTS > 0 && !pTarget->HasAura(CURSE_OF_THE_ELEMENTS, EFFECT_INDEX_0) && !pTarget->HasAura(SHADOWFLAME, EFFECT_INDEX_0) && !pTarget->HasAura(CURSE_OF_AGONY, EFFECT_INDEX_0) && !pTarget->HasAura(CURSE_OF_WEAKNESS, EFFECT_INDEX_0) && LastSpellCurse < 2 && ai->GetManaPercent() >= 10)
             {
                 ai->CastSpell(CURSE_OF_THE_ELEMENTS, *pTarget);
                 SpellSequence = SPELL_AFFLICTION;
                 LastSpellCurse = LastSpellCurse +1;
                 break;
             }
             else if (CURSE_OF_EXHAUSTION > 0 && !pTarget->HasAura(CURSE_OF_EXHAUSTION, EFFECT_INDEX_0) && !pTarget->HasAura(SHADOWFLAME, EFFECT_INDEX_0) && !pTarget->HasAura(CURSE_OF_WEAKNESS, EFFECT_INDEX_0) && !pTarget->HasAura(CURSE_OF_AGONY, EFFECT_INDEX_0) && !pTarget->HasAura(CURSE_OF_THE_ELEMENTS, EFFECT_INDEX_0) && LastSpellCurse < 3 && ai->GetManaPercent() >= 6)
             {
                 ai->CastSpell(CURSE_OF_EXHAUSTION, *pTarget);
                 SpellSequence = SPELL_AFFLICTION;
                 LastSpellCurse = LastSpellCurse +1;
                 break;
             }
             else if (CURSE_OF_WEAKNESS > 0 && !pTarget->HasAura(CURSE_OF_WEAKNESS, EFFECT_INDEX_0) && !pTarget->HasAura(SHADOWFLAME, EFFECT_INDEX_0) && !pTarget->HasAura(CURSE_OF_EXHAUSTION, EFFECT_INDEX_0) && !pTarget->HasAura(CURSE_OF_AGONY, EFFECT_INDEX_0) && !pTarget->HasAura(CURSE_OF_THE_ELEMENTS, EFFECT_INDEX_0) && LastSpellCurse < 4 && ai->GetManaPercent() >= 14)
             {
                 ai->CastSpell(CURSE_OF_WEAKNESS, *pTarget);
                 SpellSequence = SPELL_AFFLICTION;
                 LastSpellCurse = LastSpellCurse +1;
                 break;
             }
             else if (CURSE_OF_TONGUES > 0 && !pTarget->HasAura(CURSE_OF_TONGUES, EFFECT_INDEX_0) && !pTarget->HasAura(SHADOWFLAME, EFFECT_INDEX_0) && !pTarget->HasAura(CURSE_OF_WEAKNESS, EFFECT_INDEX_0) && !pTarget->HasAura(CURSE_OF_EXHAUSTION, EFFECT_INDEX_0) && !pTarget->HasAura(CURSE_OF_AGONY, EFFECT_INDEX_0) && !pTarget->HasAura(CURSE_OF_THE_ELEMENTS, EFFECT_INDEX_0) && LastSpellCurse < 5 && ai->GetManaPercent() >= 4)
             {
                 ai->CastSpell(CURSE_OF_TONGUES, *pTarget);
                 SpellSequence = SPELL_AFFLICTION;
                 LastSpellCurse = LastSpellCurse +1;
                 break;
             }
             LastSpellCurse = 0;
             //SpellSequence = SPELL_AFFLICTION;
             //break;

        case SPELL_AFFLICTION:
             if (LIFE_TAP > 0 && LastSpellAffliction < 1 && ai->GetManaPercent() <= 50)
             {
                 ai->CastSpell(LIFE_TAP, *m_bot);
                 SpellSequence = SPELL_DESTRUCTION;
                 LastSpellAffliction = LastSpellAffliction +1;
                 break;
             }
             else if (CORRUPTION > 0 && !pTarget->HasAura(CORRUPTION, EFFECT_INDEX_0) && !pTarget->HasAura(SHADOWFLAME, EFFECT_INDEX_0) && !pTarget->HasAura(SEED_OF_CORRUPTION, EFFECT_INDEX_0) && LastSpellAffliction < 2 && ai->GetManaPercent() >= 19)
             {
                 ai->CastSpell(CORRUPTION, *pTarget);
                 SpellSequence = SPELL_DESTRUCTION;
                 LastSpellAffliction = LastSpellAffliction +1;
                 break;
             }
             else if (DRAIN_SOUL > 0 && pTarget->GetHealth() < pTarget->GetMaxHealth()*0.40 && !pTarget->HasAura(DRAIN_SOUL, EFFECT_INDEX_0) && LastSpellAffliction < 3 && ai->GetManaPercent() >= 19)
             {
                 ai->CastSpell(DRAIN_SOUL, *pTarget);
                 ai->SetIgnoreUpdateTime(15);
                 SpellSequence = SPELL_DESTRUCTION;
                 LastSpellAffliction = LastSpellAffliction +1;
                 break;
             }
             else if (DRAIN_LIFE > 0 && LastSpellAffliction < 4 && !pTarget->HasAura(DRAIN_SOUL, EFFECT_INDEX_0) && !pTarget->HasAura(SEED_OF_CORRUPTION, EFFECT_INDEX_0) && !pTarget->HasAura(DRAIN_LIFE, EFFECT_INDEX_0) && !pTarget->HasAura(DRAIN_MANA, EFFECT_INDEX_0) && ai->GetHealthPercent() <= 70 && ai->GetManaPercent() >= 23)
             {
                 ai->CastSpell(DRAIN_LIFE, *pTarget);
                 ai->SetIgnoreUpdateTime(5);
                 SpellSequence = SPELL_DESTRUCTION;
                 LastSpellAffliction = LastSpellAffliction +1;
                 break;
             }
             else if (DRAIN_MANA > 0 && pTarget->GetPower(POWER_MANA) > 0 && !pTarget->HasAura(DRAIN_SOUL, EFFECT_INDEX_0) && !pTarget->HasAura(DRAIN_MANA, EFFECT_INDEX_0) && !pTarget->HasAura(SEED_OF_CORRUPTION, EFFECT_INDEX_0) && !pTarget->HasAura(DRAIN_LIFE, EFFECT_INDEX_0) && LastSpellAffliction < 5 && ai->GetManaPercent() < 70 && ai->GetManaPercent() >= 17)
//.........这里部分代码省略.........
开发者ID:Nny,项目名称:Core,代码行数:101,代码来源:PlayerbotWarlockAI.cpp

示例13: DoNextCombatManeuver

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

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

    // ------- Non Duel combat ----------

    //ai->SetMovementOrder( PlayerbotAI::MOVEMENT_FOLLOW, GetMaster() ); // dont want to melee mob 

    // DK Attacks: Unholy, Frost & Blood

    // damage spells
    ai->SetInFront( pTarget );//<---
    Player *m_bot = GetPlayerBot();
    Unit* pVictim = pTarget->getVictim();
    Pet *pet = m_bot->GetPet();
    float dist = m_bot->GetDistance( pTarget );
	std::ostringstream out;

    switch (SpellSequence)
    {
        case SPELL_DK_UNHOLY:
	 	    if (UNHOLY_PRESENCE > 0)
			    (!m_bot->HasAura(UNHOLY_PRESENCE, 0) && !m_bot->HasAura(BLOOD_PRESENCE, 0) && !m_bot->HasAura(FROST_PRESENCE, 0) && ai->CastSpell (UNHOLY_PRESENCE, *m_bot));

		    // check for BONE_SHIELD in combat
		    if (BONE_SHIELD > 0)
		 	    (!m_bot->HasAura(BONE_SHIELD, 0) && !m_bot->HasAura(ARMY_OF_THE_DEAD, 0) && ai->CastSpell (BONE_SHIELD, *m_bot));

		    if (ARMY_OF_THE_DEAD > 0 && ai->GetAttackerCount()>=5 && LastSpellUnholyDK < 1)
            {
                ai->CastSpell(ARMY_OF_THE_DEAD);
				out << " summoning Army of the Dead!";
			    if (ARMY_OF_THE_DEAD > 0 && m_bot->HasAura(ARMY_OF_THE_DEAD, 0))
				    ai->SetIgnoreUpdateTime(7);
                SpellSequence = SPELL_DK_FROST;
                LastSpellUnholyDK = LastSpellUnholyDK +1;
                break;
            }
            else if (PLAGUE_STRIKE > 0 && !pTarget->HasAura(PLAGUE_STRIKE, 0) && LastSpellUnholyDK < 2)
            {
                ai->CastSpell(PLAGUE_STRIKE, *pTarget);
				out << " Plague Strike";
                SpellSequence = SPELL_DK_FROST;
                LastSpellUnholyDK = LastSpellUnholyDK +1;
                break;
		    }
		    else if (DEATH_GRIP > 0 && !pTarget->HasAura(DEATH_GRIP, 0) && LastSpellUnholyDK < 3)
            {
                ai->CastSpell(DEATH_GRIP, *pTarget);
				out << " Death Grip";
                SpellSequence = SPELL_DK_FROST;
                LastSpellUnholyDK = LastSpellUnholyDK +1;
                break;
            }
            else if (DEATH_COIL > 0 && LastSpellUnholyDK < 4 && ai->GetRunicPower() >= 40)
            {
                ai->CastSpell(DEATH_COIL, *pTarget);
				out << " Death Coil";
                SpellSequence = SPELL_DK_FROST;
                LastSpellUnholyDK = LastSpellUnholyDK +1;
                break;
            }
            else if (DEATH_STRIKE > 0 && !pTarget->HasAura(DEATH_STRIKE, 0) && LastSpellUnholyDK < 5)
            {
                ai->CastSpell(DEATH_STRIKE, *pTarget);
				out << " Death Strike";
                SpellSequence = SPELL_DK_FROST;
                LastSpellUnholyDK = LastSpellUnholyDK +1;
                break;
            }
            else if (UNHOLY_BLIGHT > 0 && !pTarget->HasAura(UNHOLY_BLIGHT, 0) && LastSpellUnholyDK < 6)
            {
                ai->CastSpell(UNHOLY_BLIGHT);
				out << " Unholy Blight";
                SpellSequence = SPELL_DK_FROST;
                LastSpellUnholyDK = LastSpellUnholyDK +1;
                break;
            }
            else if (SCOURGE_STRIKE > 0 && LastSpellUnholyDK < 7)
            {
                ai->CastSpell(SCOURGE_STRIKE, *pTarget);
				out << " Scourge Strike";
                SpellSequence = SPELL_DK_FROST;
                LastSpellUnholyDK = LastSpellUnholyDK +1;
                break;
            }
		    else if (DEATH_AND_DECAY > 0 && ai->GetAttackerCount()>=3 && dist <= ATTACK_DISTANCE && !pTarget->HasAura(DEATH_AND_DECAY, 0) && LastSpellUnholyDK < 8)
            {
                ai->CastSpell(DEATH_AND_DECAY);
				out << " Death and Decay";
			    ai->SetIgnoreUpdateTime(1);
//.........这里部分代码省略.........
开发者ID:Chrissuit33,项目名称:mangos,代码行数:101,代码来源:PlayerbotDeathKnightAI.cpp

示例14: DoNextCombatManeuver

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

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

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

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

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

    switch (SpellSequence)
    {
        case DruidTank:

            m_bot->SetInFront(pTarget);
            if (pVictim)
                pVictim->Attack(pTarget, true);

            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)))
                return true;

            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)))
                return true;

            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)))
                return true;

            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)))
                return true;

            if ((FAERIE_FIRE > 0)
                && (DruidSpellCombat < 1)
                && (!pTarget->HasAura(FAERIE_FIRE, EFFECT_INDEX_0))
                && (ai->CastSpell(FAERIE_FIRE, *pTarget)))
            {
                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;
//.........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15: DoNextCombatManeuver

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

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

    // ------- Non Duel combat ----------

    //ai->SetMovementOrder( PlayerbotAI::MOVEMENT_FOLLOW, GetMaster() ); // dont want to melee mob

    // Damage Spells (primitive example)
    ai->SetInFront(pTarget);
    Player *m_bot = GetPlayerBot();
    Unit* pVictim = pTarget->getVictim();
    float dist = m_bot->GetDistance(pTarget);

    switch (SpellSequence)
    {
        case SPELL_FROST:
            if (ICY_VEINS > 0 && !m_bot->HasAura(ICY_VEINS, EFFECT_INDEX_0) && LastSpellFrost < 1 && ai->GetManaPercent() >= 3)
            {
                ai->CastSpell(ICY_VEINS, *m_bot);
                SpellSequence = SPELL_FIRE;
                LastSpellFrost = LastSpellFrost + 1;
                break;
            }
            else if (FROSTBOLT > 0 && LastSpellFrost < 2 && !pTarget->HasAura(FROSTBOLT, EFFECT_INDEX_0) && ai->GetManaPercent() >= 16)
            {
                ai->CastSpell(FROSTBOLT, *pTarget);
                SpellSequence = SPELL_FIRE;
                LastSpellFrost = LastSpellFrost + 1;
                break;
            }
            else if (FROST_WARD > 0 && LastSpellFrost < 3 && !m_bot->HasAura(FROST_WARD, EFFECT_INDEX_0) && ai->GetManaPercent() >= 19)
            {
                ai->CastSpell(FROST_WARD, *m_bot);
                SpellSequence = SPELL_FIRE;
                LastSpellFrost = LastSpellFrost + 1;
                break;
            }
            else if (FROST_NOVA > 0 && LastSpellFrost < 4 && dist <= ATTACK_DISTANCE && !pTarget->HasAura(FROST_NOVA, EFFECT_INDEX_0) && ai->GetManaPercent() >= 10)
            {
                ai->CastSpell(FROST_NOVA, *pTarget);
                SpellSequence = SPELL_FIRE;
                LastSpellFrost = LastSpellFrost + 1;
                break;
            }
            else if (ICE_LANCE > 0 && LastSpellFrost < 5 && ai->GetManaPercent() >= 7)
            {
                ai->CastSpell(ICE_LANCE, *pTarget);
                SpellSequence = SPELL_FIRE;
                LastSpellFrost = LastSpellFrost + 1;
                break;
            }
            else if (BLIZZARD > 0 && LastSpellFrost < 6 && ai->GetAttackerCount() >= 5 && ai->GetManaPercent() >= 89)
            {
                ai->CastSpell(BLIZZARD, *pTarget);
                ai->SetIgnoreUpdateTime(8);
                SpellSequence = SPELL_FIRE;
                LastSpellFrost = LastSpellFrost + 1;
                break;
            }
            else if (CONE_OF_COLD > 0 && LastSpellFrost < 7 && dist <= ATTACK_DISTANCE && !pTarget->HasAura(CONE_OF_COLD, EFFECT_INDEX_0) && ai->GetManaPercent() >= 35)
            {
                ai->CastSpell(CONE_OF_COLD, *pTarget);
                SpellSequence = SPELL_FIRE;
                LastSpellFrost = LastSpellFrost + 1;
                break;
            }
            else if (DEEP_FREEZE > 0 && LastSpellFrost < 8 && pTarget->HasAura(AURA_STATE_FROZEN, EFFECT_INDEX_0) && !pTarget->HasAura(DEEP_FREEZE, EFFECT_INDEX_0) && ai->GetManaPercent() >= 9)
            {
                ai->CastSpell(DEEP_FREEZE, *pTarget);
                SpellSequence = SPELL_FIRE;
                LastSpellFrost = LastSpellFrost + 1;
                break;
            }
            else if (ICE_BARRIER > 0 && LastSpellFrost < 9 && pVictim == m_bot && !m_bot->HasAura(ICE_BARRIER, EFFECT_INDEX_0) && ai->GetHealthPercent() < 50 && ai->GetManaPercent() >= 30)
            {
                ai->CastSpell(ICE_BARRIER, *m_bot);
                SpellSequence = SPELL_FIRE;
                LastSpellFrost = LastSpellFrost + 1;
                break;
            }
            else if (SUMMON_WATER_ELEMENTAL > 0 && LastSpellFrost < 10 && ai->GetManaPercent() >= 16)
            {
                ai->CastSpell(SUMMON_WATER_ELEMENTAL);
                SpellSequence = SPELL_FIRE;
                LastSpellFrost = LastSpellFrost + 1;
                break;
            }
            else if (ICE_BLOCK > 0 && LastSpellFrost < 11 && pVictim == m_bot && !m_bot->HasAura(ICE_BLOCK, EFFECT_INDEX_0) && ai->GetHealthPercent() < 30)
            {
//.........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


注:本文中的PlayerbotAI::SetInFront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。