本文整理汇总了C++中SpellCastTargets::SetUnitTarget方法的典型用法代码示例。如果您正苦于以下问题:C++ SpellCastTargets::SetUnitTarget方法的具体用法?C++ SpellCastTargets::SetUnitTarget怎么用?C++ SpellCastTargets::SetUnitTarget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类SpellCastTargets
的用法示例。
在下文中一共展示了SpellCastTargets::SetUnitTarget方法的8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: HandleEffectDummy
void HandleEffectDummy(SpellEffIndex /*effIndex*/)
{
Unit* caster = GetCaster();
Position destPos;
GetHitDest()->GetPosition(&destPos);
// Body and soul
if (AuraEffect* bodyAndSoul = caster->GetDummyAuraEffect(SPELLFAMILY_PRIEST, 2218, EFFECT_0))
{
switch (bodyAndSoul->GetAmount())
{
case 30:
caster->CastSpell(GetHitUnit(), 64128, true);
break;
case 60:
caster->CastSpell(GetHitUnit(), 65081, true);
break;
}
}
SpellCastTargets targets;
targets.SetDst(destPos);
targets.SetUnitTarget(caster);
GetHitUnit()->CastSpell(targets, sSpellMgr->GetSpellInfo(GetEffectValue()), NULL);
}
示例2: HandleEffectDummy
void HandleEffectDummy(SpellEffIndex /*effIndex*/)
{
Position destPos = GetHitDest()->GetPosition();
SpellCastTargets targets;
targets.SetDst(destPos);
targets.SetUnitTarget(GetCaster());
GetHitUnit()->CastSpell(targets, sSpellMgr->GetSpellInfo(GetEffectValue()), NULL);
}
示例3: UpdateAI
//.........这里部分代码省略.........
// Check if we're in combat or commanded to attack
if (!me->isInCombat() && !me->GetCharmInfo()->IsCommandAttack())
continue;
}
Spell* spell = new Spell(me, spellInfo, TRIGGERED_NONE, 0);
bool spellUsed = false;
// Some spells can target enemy or friendly (DK Ghoul's Leap)
// Check for enemy first (pet then owner)
Unit* target = me->getAttackerForHelper();
if (!target && owner)
target = owner->getAttackerForHelper();
if (target)
{
if (CanAttack(target) && spell->CanAutoCast(target))
{
targetSpellStore.push_back(std::make_pair(target, spell));
spellUsed = true;
}
}
if (spellInfo->HasEffect(SPELL_EFFECT_JUMP_DEST))
continue; // Pets must only jump to target
// No enemy, check friendly
if (!spellUsed)
{
for (std::set<uint64>::const_iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar)
{
Unit* ally = ObjectAccessor::GetUnit(*me, *tar);
//only buff targets that are in combat, unless the spell can only be cast while out of combat
if (!ally)
continue;
if (spell->CanAutoCast(ally))
{
targetSpellStore.push_back(std::make_pair(ally, spell));
spellUsed = true;
break;
}
}
}
// No valid targets at all
if (!spellUsed)
delete spell;
}
else if (me->getVictim() && CanAttack(me->getVictim()) && spellInfo->CanBeUsedInCombat())
{
Spell* spell = new Spell(me, spellInfo, TRIGGERED_NONE, 0);
if (spell->CanAutoCast(me->getVictim()))
targetSpellStore.push_back(std::make_pair(me->getVictim(), spell));
else
delete spell;
}
}
//found units to cast on to
if (!targetSpellStore.empty())
{
uint32 index = urand(0, targetSpellStore.size() - 1);
Spell* spell = targetSpellStore[index].second;
Unit* target = targetSpellStore[index].first;
targetSpellStore.erase(targetSpellStore.begin() + index);
SpellCastTargets targets;
targets.SetUnitTarget(target);
if (!me->HasInArc(M_PI, target))
{
me->SetInFront(target);
if (target && target->GetTypeId() == TYPEID_PLAYER)
me->SendUpdateToPlayer(target->ToPlayer());
if (owner && owner->GetTypeId() == TYPEID_PLAYER)
me->SendUpdateToPlayer(owner->ToPlayer());
}
me->AddCreatureSpellCooldown(spell->m_spellInfo->Id);
spell->prepare(&targets);
}
// deleted cached Spell objects
for (TargetSpellList::const_iterator itr = targetSpellStore.begin(); itr != targetSpellStore.end(); ++itr)
delete itr->second;
}
// Update speed as needed to prevent dropping too far behind and despawning
me->UpdateSpeed(MOVE_RUN, true);
me->UpdateSpeed(MOVE_WALK, true);
me->UpdateSpeed(MOVE_FLIGHT, true);
}
示例4: UpdateAI
//.........这里部分代码省略.........
continue;
if (spellInfo->IsPositive())
{
if (spellInfo->CanBeUsedInCombat())
{
// check spell cooldown
if (me->HasSpellCooldown(spellInfo->Id))
continue;
// Check if we're in combat or commanded to attack
if (!me->isInCombat() && !me->GetCharmInfo()->IsCommandAttack())
continue;
}
Spell* spell = new Spell(me, spellInfo, TRIGGERED_NONE, 0);
bool spellUsed = false;
// Some spells can target enemy or friendly (DK Ghoul's Leap)
// Check for enemy first (pet then owner)
Unit* target = me->getAttackerForHelper();
if (!target && owner)
target = owner->getAttackerForHelper();
if (target)
{
if (CanAttack(target) && spell->CanAutoCast(target))
{
targetSpellStore.push_back(std::make_pair(target, spell));
spellUsed = true;
}
}
// No enemy, check friendly
if (!spellUsed)
{
for (std::set<uint64>::const_iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar)
{
Unit* ally = ObjectAccessor::GetUnit(*me, *tar);
//only buff targets that are in combat, unless the spell can only be cast while out of combat
if (!ally)
continue;
if (spell->CanAutoCast(ally))
{
targetSpellStore.push_back(std::make_pair(ally, spell));
spellUsed = true;
break;
}
}
}
// No valid targets at all
if (!spellUsed)
delete spell;
}
else if (me->getVictim() && CanAttack(me->getVictim()) && spellInfo->CanBeUsedInCombat())
{
Spell* spell = new Spell(me, spellInfo, TRIGGERED_NONE, 0);
if (spell->CanAutoCast(me->getVictim()))
targetSpellStore.push_back(std::make_pair(me->getVictim(), spell));
else
delete spell;
}
}
//found units to cast on to
if (!targetSpellStore.empty())
{
uint32 index = urand(0, targetSpellStore.size() - 1);
Spell* spell = targetSpellStore[index].second;
Unit* target = targetSpellStore[index].first;
targetSpellStore.erase(targetSpellStore.begin() + index);
SpellCastTargets targets;
targets.SetUnitTarget(target);
if (!me->HasInArc(M_PI, target))
{
me->SetInFront(target);
if (target && target->GetTypeId() == TYPEID_PLAYER)
me->SendUpdateToPlayer(target->ToPlayer());
if (owner && owner->GetTypeId() == TYPEID_PLAYER)
me->SendUpdateToPlayer(owner->ToPlayer());
}
me->AddCreatureSpellCooldown(spell->m_spellInfo->Id);
spell->prepare(&targets);
}
// deleted cached Spell objects
for (TargetSpellList::const_iterator itr = targetSpellStore.begin(); itr != targetSpellStore.end(); ++itr)
delete itr->second;
}
}
示例5: UpdateAI
//.........这里部分代码省略.........
if (!me->HasUnitState(UNIT_STAT_CASTING))
{
typedef std::vector<std::pair<Unit*, Spell*> > TargetSpellList;
TargetSpellList targetSpellStore;
for (uint8 i = 0; i < me->GetPetAutoSpellSize(); ++i)
{
uint32 spellID = me->GetPetAutoSpellOnPos(i);
if (!spellID)
continue;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellID);
if (!spellInfo)
continue;
if (me->GetCharmInfo() && me->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo))
continue;
if (spellInfo->IsPositive())
{
// non combat spells allowed
// only pet spells have IsNonCombatSpell and not fit this reqs:
// Consume Shadows, Lesser Invisibility, so ignore checks for its
if (spellInfo->CanBeUsedInCombat())
{
// allow only spell without spell cost or with spell cost but not duration limit
int32 duration = spellInfo->GetDuration();
if ((spellInfo->ManaCost || spellInfo->ManaCostPercentage || spellInfo->ManaPerSecond) && duration > 0)
continue;
// allow only spell without cooldown > duration
int32 cooldown = spellInfo->GetRecoveryTime();
if (cooldown >= 0 && duration >= 0 && cooldown > duration)
continue;
}
Spell* spell = new Spell(me, spellInfo, TRIGGERED_NONE, 0);
bool spellUsed = false;
for (std::set<uint64>::const_iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar)
{
Unit* target = ObjectAccessor::GetUnit(*me, *tar);
//only buff targets that are in combat, unless the spell can only be cast while out of combat
if (!target)
continue;
if (spell->CanAutoCast(target))
{
targetSpellStore.push_back(std::make_pair<Unit*, Spell*>(target, spell));
spellUsed = true;
break;
}
}
if (!spellUsed)
delete spell;
}
else if (me->getVictim() && CanAttack(me->getVictim()) && spellInfo->CanBeUsedInCombat())
{
Spell* spell = new Spell(me, spellInfo, TRIGGERED_NONE, 0);
if (spell->CanAutoCast(me->getVictim()))
targetSpellStore.push_back(std::make_pair<Unit*, Spell*>(me->getVictim(), spell));
else
delete spell;
}
}
//found units to cast on to
if (!targetSpellStore.empty())
{
uint32 index = urand(0, targetSpellStore.size() - 1);
Spell* spell = targetSpellStore[index].second;
Unit* target = targetSpellStore[index].first;
targetSpellStore.erase(targetSpellStore.begin() + index);
SpellCastTargets targets;
targets.SetUnitTarget(target);
if (!me->HasInArc(M_PI, target))
{
me->SetInFront(target);
if (target && target->GetTypeId() == TYPEID_PLAYER)
me->SendUpdateToPlayer(target->ToPlayer());
if (owner && owner->GetTypeId() == TYPEID_PLAYER)
me->SendUpdateToPlayer(owner->ToPlayer());
}
me->AddCreatureSpellCooldown(spell->m_spellInfo->Id);
spell->prepare(&targets);
}
// deleted cached Spell objects
for (TargetSpellList::const_iterator itr = targetSpellStore.begin(); itr != targetSpellStore.end(); ++itr)
delete itr->second;
}
}
示例6: UpdateAI
//.........这里部分代码省略.........
if (!me->HasUnitState(UNIT_STATE_CASTING))
{
typedef std::vector<std::pair<Unit*, Spell*> > TargetSpellList;
TargetSpellList targetSpellStore;
for (uint8 i = 0; i < me->GetPetAutoSpellSize(); ++i)
{
uint32 spellID = me->GetPetAutoSpellOnPos(i);
if (!spellID)
continue;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellID);
if (!spellInfo)
continue;
// Check global cooldown
if (me->GetCharmInfo() && me->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo))
continue;
// Check spell cooldown
if (me->HasSpellCooldown(spellInfo->Id))
continue;
// Check if pet is in combat and if spell can be cast
if (me->isInCombat() && !spellInfo->CanBeUsedInCombat())
continue;
// Prevent spells like Furious Howl from constantly casting out of
// combat when the cooldown is up
if (!me->isInCombat() && !spellInfo->NeedsToBeTriggeredByCaster())
continue;
// We have a spell we can cast, let's pick a target
if (spellInfo->IsPositive())
{
// These would be buff spells like Furious Howl, Consume Shadows, etc.
Spell* spell = new Spell(me, spellInfo, TRIGGERED_NONE, 0);
bool spellUsed = false;
for (std::set<uint64>::const_iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar)
{
Unit* target = ObjectAccessor::GetUnit(*me, *tar);
if (!target)
continue;
if (spell->CanAutoCast(target))
{
targetSpellStore.push_back(std::make_pair<Unit*, Spell*>(target, spell));
spellUsed = true;
break;
}
}
if (!spellUsed)
delete spell;
}
else if (me->getVictim() && CanAttack(me->getVictim()))
{
// These would be offensive spells like Claw, Bite, Torment, Fireball, etc.
Spell* spell = new Spell(me, spellInfo, TRIGGERED_NONE, 0);
if (spell->CanAutoCast(me->getVictim()))
targetSpellStore.push_back(std::make_pair<Unit*, Spell*>(me->getVictim(), spell));
else
delete spell;
}
}
//found units to cast on to
if (!targetSpellStore.empty())
{
uint32 index = urand(0, targetSpellStore.size() - 1);
Spell* spell = targetSpellStore[index].second;
Unit* target = targetSpellStore[index].first;
targetSpellStore.erase(targetSpellStore.begin() + index);
SpellCastTargets targets;
targets.SetUnitTarget(target);
if (!me->HasInArc(M_PI, target))
{
me->SetInFront(target);
if (target && target->GetTypeId() == TYPEID_PLAYER)
me->SendUpdateToPlayer(target->ToPlayer());
if (owner && owner->GetTypeId() == TYPEID_PLAYER)
me->SendUpdateToPlayer(owner->ToPlayer());
}
me->AddCreatureSpellCooldown(spell->m_spellInfo->Id);
spell->prepare(&targets);
}
// deleted cached Spell objects
for (TargetSpellList::const_iterator itr = targetSpellStore.begin(); itr != targetSpellStore.end(); ++itr)
delete itr->second;
}
}
示例7: UpdateAI
//.........这里部分代码省略.........
// check spell cooldown, this should be checked in CheckCast...
if (me->HasSpellCooldown(spellInfo->Id))
continue;
if (spellInfo->IsPositive())
{
if (spellInfo->CanBeUsedInCombat())
{
// Check if we're in combat or commanded to attack
if (!me->IsInCombat() && !me->GetCharmInfo()->IsCommandAttack())
continue;
}
Spell* spell = new Spell(me, spellInfo, TRIGGERED_NONE, 0);
spell->LoadScripts(); // xinef: load for CanAutoCast (calling CheckPetCast)
bool spellUsed = false;
// Some spells can target enemy or friendly (DK Ghoul's Leap)
// Check for enemy first (pet then owner)
Unit* target = me->getAttackerForHelper();
if (!target && owner)
target = owner->getAttackerForHelper();
if (target)
{
if (CanAttack(target) && spell->CanAutoCast(target))
{
targetSpellStore.push_back(std::make_pair(target, spell));
spellUsed = true;
}
}
// No enemy, check friendly
if (!spellUsed)
{
for (std::set<uint64>::const_iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar)
{
Unit* ally = ObjectAccessor::GetUnit(*me, *tar);
//only buff targets that are in combat, unless the spell can only be cast while out of combat
if (!ally)
continue;
if (spell->CanAutoCast(ally))
{
targetSpellStore.push_back(std::make_pair(ally, spell));
spellUsed = true;
break;
}
}
}
// No valid targets at all
if (!spellUsed)
delete spell;
}
else if (me->GetVictim() && CanAttack(me->GetVictim(), spellInfo) && spellInfo->CanBeUsedInCombat())
{
Spell* spell = new Spell(me, spellInfo, TRIGGERED_NONE, 0);
if (spell->CanAutoCast(me->GetVictim()))
targetSpellStore.push_back(std::make_pair(me->GetVictim(), spell));
else
delete spell;
}
}
//found units to cast on to
if (!targetSpellStore.empty())
{
uint32 index = urand(0, targetSpellStore.size() - 1);
Spell* spell = targetSpellStore[index].second;
Unit* target = targetSpellStore[index].first;
targetSpellStore.erase(targetSpellStore.begin() + index);
SpellCastTargets targets;
targets.SetUnitTarget(target);
if (!me->HasInArc(M_PI, target))
{
me->SetInFront(target);
if (target && target->GetTypeId() == TYPEID_PLAYER)
me->SendUpdateToPlayer(target->ToPlayer());
if (owner && owner->GetTypeId() == TYPEID_PLAYER)
me->SendUpdateToPlayer(owner->ToPlayer());
}
me->AddSpellCooldown(spell->m_spellInfo->Id, 0, 0);
spell->prepare(&targets);
}
// deleted cached Spell objects
for (TargetSpellList::const_iterator itr = targetSpellStore.begin(); itr != targetSpellStore.end(); ++itr)
delete itr->second;
}
}
示例8: UpdateAI
//.........这里部分代码省略.........
// check spell cooldown
if (!me->GetSpellHistory()->IsReady(spellInfo))
continue;
if (spellInfo->IsPositive())
{
if (spellInfo->CanBeUsedInCombat())
{
// Check if we're in combat or commanded to attack
if (!me->IsInCombat() && !me->GetCharmInfo()->IsCommandAttack())
continue;
}
Spell* spell = new Spell(me, spellInfo, TRIGGERED_NONE);
bool spellUsed = false;
// Some spells can target enemy or friendly (DK Ghoul's Leap)
// Check for enemy first (pet then owner)
Unit* target = me->getAttackerForHelper();
if (!target && owner)
target = owner->getAttackerForHelper();
if (target)
{
if (CanAttack(target) && spell->CanAutoCast(target))
{
targetSpellStore.push_back(std::make_pair(target, spell));
spellUsed = true;
}
}
if (spellInfo->HasEffect(SPELL_EFFECT_JUMP_DEST))
{
if (!spellUsed)
delete spell;
continue; // Pets must only jump to target
}
// No enemy, check friendly
if (!spellUsed)
{
for (GuidSet::const_iterator tar = _allySet.begin(); tar != _allySet.end(); ++tar)
{
Unit* ally = ObjectAccessor::GetUnit(*me, *tar);
//only buff targets that are in combat, unless the spell can only be cast while out of combat
if (!ally)
continue;
if (spell->CanAutoCast(ally))
{
targetSpellStore.push_back(std::make_pair(ally, spell));
spellUsed = true;
break;
}
}
}
// No valid targets at all
if (!spellUsed)
delete spell;
}
else if (me->GetVictim() && CanAttack(me->GetVictim()) && spellInfo->CanBeUsedInCombat())
{
Spell* spell = new Spell(me, spellInfo, TRIGGERED_NONE);
if (spell->CanAutoCast(me->GetVictim()))
targetSpellStore.push_back(std::make_pair(me->GetVictim(), spell));
else
delete spell;
}
}
// found units to cast on to
if (!targetSpellStore.empty())
{
TargetSpellList::iterator it = targetSpellStore.begin();
std::advance(it, urand(0, targetSpellStore.size() - 1));
Spell* spell = (*it).second;
Unit* target = (*it).first;
targetSpellStore.erase(it);
SpellCastTargets targets;
targets.SetUnitTarget(target);
spell->prepare(targets);
}
// deleted cached Spell objects
for (TargetSpellList::const_iterator itr = targetSpellStore.begin(); itr != targetSpellStore.end(); ++itr)
delete itr->second;
}
// Update speed as needed to prevent dropping too far behind and despawning
me->UpdateSpeed(MOVE_RUN);
me->UpdateSpeed(MOVE_WALK);
me->UpdateSpeed(MOVE_FLIGHT);
}