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C++ SpellCastTargets::SetUnitTarget方法代码示例

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);
		}
开发者ID:Tithand,项目名称:TER-Server,代码行数:25,代码来源:spell_priest.cpp

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);
            }
开发者ID:DSlayerMan,项目名称:ArkCORE-NG,代码行数:9,代码来源:spell_priest.cpp

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);
    
}
开发者ID:Ne3x,项目名称:TrinityCore,代码行数:101,代码来源:PetAI.cpp

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;
    }
}
开发者ID:AlmasServer,项目名称:TrinityCore,代码行数:101,代码来源:PetAI.cpp

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;
    }
}
开发者ID:InkVisible,项目名称:Jzy-Blizzlike,代码行数:101,代码来源:PetAI.cpp

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;
    }
}
开发者ID:HkLuna,项目名称:ArkCORE2,代码行数:101,代码来源:PetAI.cpp

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;
    }
}
开发者ID:rynnokung,项目名称:azerothcore-wotlk,代码行数:101,代码来源:PetAI.cpp

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);

}
开发者ID:ElunaLuaEngine,项目名称:ElunaTrinityWotlk,代码行数:101,代码来源:PetAI.cpp


注:本文中的SpellCastTargets::SetUnitTarget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。