本文整理汇总了C++中PlayerbotAI::TellMaster方法的典型用法代码示例。如果您正苦于以下问题:C++ PlayerbotAI::TellMaster方法的具体用法?C++ PlayerbotAI::TellMaster怎么用?C++ PlayerbotAI::TellMaster使用的例子?那么, 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类PlayerbotAI
的用法示例。
在下文中一共展示了PlayerbotAI::TellMaster方法的7个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: DoNonCombatActions
void PlayerbotDruidAI::DoNonCombatActions()
{
Player * m_bot = GetPlayerBot();
Player * master = GetMaster();
if (!m_bot || !master)
return;
PlayerbotAI* ai = GetAI();
// mana check
if (m_bot->getStandState() != UNIT_STAND_STATE_STAND)
m_bot->SetStandState(UNIT_STAND_STATE_STAND);
Item* pItem = ai->FindDrink();
Item* fItem = ai->FindBandage();
if (pItem != NULL && ai->GetManaPercent() < 30)
{
ai->TellMaster("I could use a drink.");
ai->UseItem(pItem);
return;
}
else if (!pItem && INNERVATE > 0 && !m_bot->HasAura(INNERVATE) && ai->GetManaPercent() <= 20 && ai->CastSpell(INNERVATE, *m_bot))
return;
// hp check
if (m_bot->getStandState() != UNIT_STAND_STATE_STAND)
m_bot->SetStandState(UNIT_STAND_STATE_STAND);
pItem = ai->FindFood();
if (pItem != NULL && ai->GetHealthPercent() < 30)
{
ai->TellMaster("I could use some food.");
ai->UseItem(pItem);
return;
}
else if (pItem == NULL && fItem != NULL && !m_bot->HasAura(RECENTLY_BANDAGED, EFFECT_INDEX_0) && ai->GetHealthPercent() < 70)
{
ai->TellMaster("I could use first aid.");
ai->UseItem(fItem);
return;
}
// buff and heal master's group
if (master->GetGroup())
{
// Buff master with group buff
if (master->isAlive() && GIFT_OF_THE_WILD && ai->HasSpellReagents(GIFT_OF_THE_WILD) && ai->Buff(GIFT_OF_THE_WILD, master))
return;
Group::MemberSlotList const& groupSlot = GetMaster()->GetGroup()->GetMemberSlots();
for (Group::member_citerator itr = groupSlot.begin(); itr != groupSlot.end(); itr++)
{
Player *tPlayer = sObjectMgr.GetPlayer(itr->guid);
if (!tPlayer || tPlayer == m_bot)
continue;
// Resurrect member if needed
if (!tPlayer->isAlive())
{
if (ai->CastSpell(REVIVE, *tPlayer))
{
std::string msg = "Resurrecting ";
msg += tPlayer->GetName();
m_bot->Say(msg, LANG_UNIVERSAL);
return;
}
else
continue;
}
else
{
// buff and heal
if (BuffPlayer(tPlayer))
return;
if (HealTarget(tPlayer))
return;
}
}
}
else
{
if (master->isAlive())
{
if (BuffPlayer(master))
return;
if (HealTarget(master))
return;
}
else
if (ai->CastSpell(REVIVE, *master))
ai->TellMaster("Resurrecting you, Master.");
}
BuffPlayer(m_bot);
} // end DoNonCombatActions
示例2: DoNextCombatManeuver
//.........这里部分代码省略.........
}
else if (DRAIN_LIFE && LastSpellAffliction < 4 && !pTarget->HasAura(DRAIN_SOUL) && !pTarget->HasAura(SEED_OF_CORRUPTION) && !pTarget->HasAura(DRAIN_LIFE) && !pTarget->HasAura(DRAIN_MANA) && ai->GetHealthPercent() <= 70)
{
ai->CastSpell(DRAIN_LIFE, *pTarget);
//ai->SetIgnoreUpdateTime(5);
SpellSequence = SPELL_DESTRUCTION;
++LastSpellAffliction;
break;
}
else if (UNSTABLE_AFFLICTION && LastSpellAffliction < 5 && !pTarget->HasAura(UNSTABLE_AFFLICTION) && !pTarget->HasAura(SHADOWFLAME))
{
ai->CastSpell(UNSTABLE_AFFLICTION, *pTarget);
SpellSequence = SPELL_DESTRUCTION;
++LastSpellAffliction;
break;
}
else if (HAUNT && LastSpellAffliction < 6 && !pTarget->HasAura(HAUNT))
{
ai->CastSpell(HAUNT, *pTarget);
SpellSequence = SPELL_DESTRUCTION;
++LastSpellAffliction;
break;
}
else if (SEED_OF_CORRUPTION && !pTarget->HasAura(SEED_OF_CORRUPTION) && LastSpellAffliction < 7)
{
ai->CastSpell(SEED_OF_CORRUPTION, *pTarget);
SpellSequence = SPELL_DESTRUCTION;
++LastSpellAffliction;
break;
}
else if (HOWL_OF_TERROR && !pTarget->HasAura(HOWL_OF_TERROR) && ai->GetAttackerCount() > 3 && LastSpellAffliction < 8)
{
ai->CastSpell(HOWL_OF_TERROR, *pTarget);
ai->TellMaster("casting howl of terror!");
SpellSequence = SPELL_DESTRUCTION;
++LastSpellAffliction;
break;
}
else if (FEAR && !pTarget->HasAura(FEAR) && pVictim == m_bot && ai->GetAttackerCount() >= 2 && LastSpellAffliction < 9)
{
ai->CastSpell(FEAR, *pTarget);
//ai->TellMaster("casting fear!");
//ai->SetIgnoreUpdateTime(1.5);
SpellSequence = SPELL_DESTRUCTION;
++LastSpellAffliction;
break;
}
else if ((pet)
&& (DARK_PACT > 0 && ai->GetManaPercent() <= 50 && LastSpellAffliction < 10 && pet->GetPower(POWER_MANA) > 0))
{
ai->CastSpell(DARK_PACT, *m_bot);
SpellSequence = SPELL_DESTRUCTION;
++LastSpellAffliction;
break;
}
LastSpellAffliction = 0;
//SpellSequence = SPELL_DESTRUCTION;
/* no break */
case SPELL_DESTRUCTION:
if (SHADOWFURY && LastSpellDestruction < 1 && !pTarget->HasAura(SHADOWFURY))
{
ai->CastSpell(SHADOWFURY, *pTarget);
SpellSequence = SPELL_CURSES;
++LastSpellDestruction;
break;
}
示例3: DoNextCombatManeuver
//.........这里部分代码省略.........
{
ai->CastSpell (DIVINE_STORM, *pTarget);
out << " Divine Storm";
CombatCounter++;
break;
}
else if (HAMMER_OF_WRATH > 0 && CombatCounter < 8 && pTarget->GetHealth() < pTarget->GetMaxHealth() * 0.20 && ai->GetManaPercent() >= 14)
{
ai->CastSpell (HAMMER_OF_WRATH, *pTarget);
out << " Hammer of Wrath";
CombatCounter++;
break;
}
else if (HOLY_WRATH > 0 && CombatCounter < 9 && ai->GetAttackerCount() >= 3 && dist <= ATTACK_DISTANCE && ai->GetManaPercent() >= 24)
{
ai->CastSpell (HOLY_WRATH, *pTarget);
out << " Holy Wrath";
CombatCounter++;
break;
}
else if (HAND_OF_SACRIFICE > 0 && pVictim == GetMaster() && !GetMaster()->HasAura(HAND_OF_SACRIFICE, EFFECT_INDEX_0) && CombatCounter < 10 && ai->GetManaPercent() >= 6)
{
ai->CastSpell (HAND_OF_SACRIFICE, *GetMaster());
out << " Hand of Sacrifice";
CombatCounter++;
break;
}
else if (DIVINE_PROTECTION > 0 && pVictim == m_bot && !m_bot->HasAura(FORBEARANCE, EFFECT_INDEX_0) && ai->GetHealthPercent() < 30 && CombatCounter < 11 && ai->GetManaPercent() >= 3)
{
ai->CastSpell (DIVINE_PROTECTION, *m_bot);
out << " Divine Protection";
CombatCounter++;
break;
}
else if (RIGHTEOUS_DEFENSE > 0 && pVictim != m_bot && ai->GetHealthPercent() > 70 && CombatCounter < 12)
{
ai->CastSpell (RIGHTEOUS_DEFENSE, *pTarget);
out << " Righteous Defense";
CombatCounter++;
break;
}
else if (DIVINE_PLEA > 0 && !m_bot->HasAura(DIVINE_PLEA, EFFECT_INDEX_0) && ai->GetManaPercent() < 50 && CombatCounter < 13)
{
ai->CastSpell (DIVINE_PLEA, *m_bot);
out << " Divine Plea";
CombatCounter++;
break;
}
else if (DIVINE_FAVOR > 0 && !m_bot->HasAura(DIVINE_FAVOR, EFFECT_INDEX_0) && CombatCounter < 14)
{
ai->CastSpell (DIVINE_FAVOR, *m_bot);
out << " Divine Favor";
CombatCounter++;
break;
}
else if (CombatCounter > 15)
{
CombatCounter = 0;
//ai->TellMaster("CombatCounter Reset");
break;
}
else
{
CombatCounter = 0;
//ai->TellMaster("Counter = 0");
break;
}
case Healing:
if (ai->GetHealthPercent() <= 40)
{
HealTarget (m_bot);
out << " ...healing bot";
break;
}
if (masterHP <= 40)
{
HealTarget (GetMaster());
out << " ...healing master";
break;
}
else
{
CombatCounter = 0;
//ai->TellMaster("Counter = 0");
break;
}
}
if (ai->GetManager()->m_confDebugWhisper)
ai->TellMaster(out.str().c_str());
if (AVENGING_WRATH > 0 && !m_bot->HasAura(AVENGING_WRATH, EFFECT_INDEX_0) && ai->GetManaPercent() >= 8)
ai->CastSpell(AVENGING_WRATH, *m_bot);
if (DIVINE_SHIELD > 0 && ai->GetHealthPercent() < 30 && pVictim == m_bot && !m_bot->HasAura(FORBEARANCE, EFFECT_INDEX_0) && !m_bot->HasAura(DIVINE_SHIELD, EFFECT_INDEX_0) && ai->GetManaPercent() >= 3)
ai->CastSpell(DIVINE_SHIELD, *m_bot);
if (DIVINE_SACRIFICE > 0 && ai->GetHealthPercent() > 50 && pVictim != m_bot && !m_bot->HasAura(DIVINE_SACRIFICE, EFFECT_INDEX_0))
ai->CastSpell(DIVINE_SACRIFICE, *m_bot);
}
示例4: DoNonCombatActions
void PlayerbotPaladinAI::DoNonCombatActions()
{
PlayerbotAI* ai = GetAI();
Player * m_bot = GetPlayerBot();
if (!m_bot)
return;
// Buff myself
if (ai->GetCombatOrder() == ai->ORDERS_TANK)
ai->SelfBuff(RIGHTEOUS_FURY);
BuffPlayer(m_bot);
// Buff master
BuffPlayer(ai->GetMaster());
// mana check
if (m_bot->getStandState() != UNIT_STAND_STATE_STAND)
m_bot->SetStandState(UNIT_STAND_STATE_STAND);
Item* pItem = ai->FindDrink();
Item* fItem = ai->FindBandage();
if (pItem != NULL && ai->GetManaPercent() < 40)
{
ai->TellMaster("I could use a drink.");
ai->UseItem(pItem);
return;
}
// hp check original
if (m_bot->getStandState() != UNIT_STAND_STATE_STAND)
m_bot->SetStandState(UNIT_STAND_STATE_STAND);
pItem = ai->FindFood();
if (pItem != NULL && ai->GetHealthPercent() < 40)
{
ai->TellMaster("I could use some food.");
ai->UseItem(pItem);
return;
}
else if (pItem == NULL && fItem != NULL && !m_bot->HasAura(RECENTLY_BANDAGED, EFFECT_INDEX_0) && ai->GetHealthPercent() < 70)
{
ai->TellMaster("I could use first aid.");
ai->UseItem(fItem);
return;
}
// heal and buff group
if (GetMaster()->GetGroup())
{
Group::MemberSlotList const& groupSlot = GetMaster()->GetGroup()->GetMemberSlots();
for (Group::member_citerator itr = groupSlot.begin(); itr != groupSlot.end(); itr++)
{
Player *tPlayer = sObjectMgr.GetPlayer(itr->guid);
if (!tPlayer)
continue;
if (!tPlayer->isAlive())
{
if (ai->CastSpell(REDEMPTION, *tPlayer))
{
std::string msg = "Resurrecting ";
msg += tPlayer->GetName();
m_bot->Say(msg, LANG_UNIVERSAL);
return;
}
else
continue;
}
if (HealTarget(tPlayer))
return;
if (tPlayer != m_bot && tPlayer != GetMaster())
if (BuffPlayer(tPlayer))
return;
}
}
}
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(uint64 (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
示例6: 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.........
示例7: DoNextCombatManeuver
//.........这里部分代码省略.........
LastSpellBloodDK = LastSpellBloodDK +1;
break;
}
else if (PESTILENCE > 0 && dist <= ATTACK_DISTANCE && ai->GetAttackerCount()>=3 && LastSpellBloodDK < 3)
{
ai->CastSpell(PESTILENCE, *pTarget);
out << " Pestilence";
SpellSequence = SPELL_DK_UNHOLY;
LastSpellBloodDK = LastSpellBloodDK +1;
break;
}
else if (STRANGULATE > 0 && !pTarget->HasAura(STRANGULATE, EFFECT_INDEX_0) && LastSpellBloodDK < 4)
{
ai->CastSpell(STRANGULATE, *pTarget);
out << " Strangulate";
SpellSequence = SPELL_DK_UNHOLY;
LastSpellBloodDK = LastSpellBloodDK +1;
break;
}
else if (BLOOD_BOIL > 0 && ai->GetAttackerCount()>=5 && dist <= ATTACK_DISTANCE && LastSpellBloodDK < 5)
{
ai->CastSpell(BLOOD_BOIL, *pTarget);
out << " Blood Boil";
SpellSequence = SPELL_DK_UNHOLY;
LastSpellBloodDK = LastSpellBloodDK +1;
break;
}
else if (HEART_STRIKE > 0 && LastSpellBloodDK < 6)
{
ai->CastSpell(HEART_STRIKE, *pTarget);
out << " Heart Strike";
SpellSequence = SPELL_DK_UNHOLY;
LastSpellBloodDK = LastSpellBloodDK +1;
break;
}
else if (VAMPIRIC_BLOOD > 0 && ai->GetHealthPercent() < 70 && !m_bot->HasAura(VAMPIRIC_BLOOD, EFFECT_INDEX_0) && LastSpellBloodDK < 7)
{
ai->CastSpell(VAMPIRIC_BLOOD, *m_bot);
out << " Vampiric Blood";
SpellSequence = SPELL_DK_UNHOLY;
LastSpellBloodDK = LastSpellBloodDK +1;
break;
}
else if (RUNE_TAP > 0 && ai->GetHealthPercent() < 70 && !m_bot->HasAura(VAMPIRIC_BLOOD, EFFECT_INDEX_0) && LastSpellBloodDK < 8)
{
ai->CastSpell(RUNE_TAP, *m_bot);
out << " Rune Tap";
SpellSequence = SPELL_DK_UNHOLY;
LastSpellBloodDK = LastSpellBloodDK +1;
break;
}
else if (HYSTERIA > 0 && ai->GetHealthPercent() > 25 && !m_bot->HasAura(HYSTERIA, EFFECT_INDEX_0) && LastSpellBloodDK < 9)
{
ai->CastSpell(HYSTERIA, *m_bot);
out << " Hysteria";
SpellSequence = SPELL_DK_UNHOLY;
LastSpellBloodDK = LastSpellBloodDK +1;
break;
}
else if (DANCING_WEAPON > 0 && !m_bot->HasAura(DANCING_WEAPON, EFFECT_INDEX_0) && ai->GetRunicPower() >= 60 && LastSpellBloodDK < 10)
{
ai->CastSpell(DANCING_WEAPON, *pTarget);
out << " summoning Dancing Rune Weapon";
SpellSequence = SPELL_DK_UNHOLY;
LastSpellBloodDK = LastSpellBloodDK +1;
break;
}
else if (DARK_COMMAND > 0 && ai->GetHealthPercent() > 50 && pVictim != m_bot && !pTarget->HasAura(DARK_COMMAND, EFFECT_INDEX_0) && dist <= ATTACK_DISTANCE && LastSpellBloodDK < 11)
{
ai->CastSpell(DARK_COMMAND, *pTarget);
out << " Dark Command";
SpellSequence = SPELL_DK_UNHOLY;
LastSpellBloodDK = LastSpellBloodDK +1;
break;
}
else if(( pet )
&& (DEATH_PACT > 0 && ai->GetHealthPercent() < 50 && LastSpellBloodDK < 12 && ai->GetRunicPower() >= 40))
{
ai->CastSpell(DEATH_PACT, *pet);
out << " Death Pact (sacrifice pet)";
SpellSequence = SPELL_DK_UNHOLY;
LastSpellBloodDK = LastSpellBloodDK +1;
break;
}
else if (LastSpellBloodDK > 13)
{
LastSpellBloodDK = 0;
SpellSequence = SPELL_DK_UNHOLY;
break;
}
else
{
LastSpellBloodDK = 0;
SpellSequence = SPELL_DK_UNHOLY;
}
}
if( ai->GetManager()->m_confDebugWhisper )
ai->TellMaster( out.str().c_str() );
} // end DoNextCombatManeuver