Ejemplo n.º 1
0
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);
                SpellSequence = SPELL_DK_FROST;
                LastSpellUnholyDK = LastSpellUnholyDK +1;
                break;
            }
		    else if (SUMMON_GARGOYLE > 0 && !m_bot->HasAura(ARMY_OF_THE_DEAD, 0) && !pTarget->HasAura(SUMMON_GARGOYLE, 0) && LastSpellUnholyDK < 9 && ai->GetRunicPower() >= 60)
            {
                ai->CastSpell(SUMMON_GARGOYLE, *pTarget);
				out << " summoning Gargoyle";
			    ai->SetIgnoreUpdateTime(2);
                SpellSequence = SPELL_DK_FROST;
                LastSpellUnholyDK = LastSpellUnholyDK +1;
                break;
            }
            else if (CORPSE_EXPLOSION > 0 && dist <= ATTACK_DISTANCE && LastSpellUnholyDK < 10)
            {
                ai->CastSpell(CORPSE_EXPLOSION, *pTarget);
				out << " Corpse Explosion";
                SpellSequence = SPELL_DK_FROST;
                LastSpellUnholyDK = LastSpellUnholyDK +1;
                break;
            }
            else if (ANTI_MAGIC_SHELL > 0 && pTarget->IsNonMeleeSpellCasted(true) && !m_bot->HasAura(ANTI_MAGIC_SHELL, 0) && LastSpellUnholyDK < 11 && ai->GetRunicPower() >= 20)
            {
                ai->CastSpell(ANTI_MAGIC_SHELL, *m_bot);
				out << " Anti-Magic Shell";
                SpellSequence = SPELL_DK_FROST;
                LastSpellUnholyDK = LastSpellUnholyDK +1;
                break;
            }
            else if (ANTI_MAGIC_ZONE > 0 && pTarget->IsNonMeleeSpellCasted(true) && !m_bot->HasAura(ANTI_MAGIC_SHELL, 0) && LastSpellUnholyDK < 12)
            {
                ai->CastSpell(ANTI_MAGIC_ZONE, *m_bot);
				out << " Anti-Magic Zone";
                SpellSequence = SPELL_DK_FROST;
                LastSpellUnholyDK = LastSpellUnholyDK +1;
                break;
            }
			else if(( !pet )
			    && (RAISE_DEAD > 0 && !m_bot->HasAura(ARMY_OF_THE_DEAD, 0) && LastSpellUnholyDK < 13))
            {
                ai->CastSpell(RAISE_DEAD);
				out << " summoning Ghoul";
                SpellSequence = SPELL_DK_FROST;
                LastSpellUnholyDK = LastSpellUnholyDK +1;
                break;
            }
            else if(( pet )
			    && (GHOUL_FRENZY > 0 && pVictim == pet && !pet->HasAura(GHOUL_FRENZY, 0) && LastSpellUnholyDK < 14))
            {
                ai->CastSpell(GHOUL_FRENZY, *pet);
				out << " casting Ghoul Frenzy on pet";
                SpellSequence = SPELL_DK_FROST;
                LastSpellUnholyDK = LastSpellUnholyDK +1;
                break;
            }
            else if (LastSpellUnholyDK > 15)
            {
                LastSpellUnholyDK = 0;
                SpellSequence = SPELL_DK_FROST;
                break;
            }

            LastSpellUnholyDK = 0;

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

		    if (DEATHCHILL > 0)
			    (!m_bot->HasAura(DEATHCHILL, 0) && !m_bot->HasAura(KILLING_MACHINE, 0) && ai->CastSpell (DEATHCHILL, *m_bot));
		    else if (KILLING_MACHINE > 0)
			    (!m_bot->HasAura(KILLING_MACHINE, 0) && !m_bot->HasAura(DEATHCHILL, 0) && ai->CastSpell (KILLING_MACHINE, *m_bot));

		    if (ICY_TOUCH > 0 && !pTarget->HasAura(ICY_TOUCH, 0) && LastSpellFrostDK < 1)
            {
                ai->CastSpell(ICY_TOUCH, *pTarget);
				out << " Icy Touch";
                SpellSequence = SPELL_DK_BLOOD;
                LastSpellFrostDK = LastSpellFrostDK +1;
                break;
            }
            else if (OBLITERATE > 0 && LastSpellFrostDK < 2)
            {
                ai->CastSpell(OBLITERATE, *pTarget);
				out << " Obliterate";
                SpellSequence = SPELL_DK_BLOOD;
                LastSpellFrostDK = LastSpellFrostDK +1;
                break;
            }
            else if (FROST_STRIKE > 0 && LastSpellFrostDK < 3 && ai->GetRunicPower() >= 40)
            {
                ai->CastSpell(FROST_STRIKE, *pTarget);
				out << " Frost Strike";
                SpellSequence = SPELL_DK_BLOOD;
                LastSpellFrostDK = LastSpellFrostDK +1;
                break;
            }
            else if (HOWLING_BLAST > 0 && ai->GetAttackerCount()>=3 && LastSpellFrostDK < 4)
            {
                ai->CastSpell(HOWLING_BLAST, *pTarget);
				out << " Howling Blast";
                SpellSequence = SPELL_DK_BLOOD;
                LastSpellFrostDK = LastSpellFrostDK +1;
                break;
            }
		    else if (CHAINS_OF_ICE > 0 && !pTarget->HasAura(CHAINS_OF_ICE, 0) && LastSpellFrostDK < 5)
            {
                ai->CastSpell(CHAINS_OF_ICE, *pTarget);
				out << " Chains of Ice";
                SpellSequence = SPELL_DK_BLOOD;
                LastSpellFrostDK = LastSpellFrostDK +1;
                break;
            }
            else if (RUNE_STRIKE > 0 && LastSpellFrostDK < 6 && ai->GetRunicPower() >= 20)
            {
                ai->CastSpell(RUNE_STRIKE, *pTarget);
				out << " Rune Strike";
                SpellSequence = SPELL_DK_BLOOD;
                LastSpellFrostDK = LastSpellFrostDK +1;
                break;
            }
            else if (ICY_CLUTCH > 0 && !pTarget->HasAura(ICY_CLUTCH, 0) && LastSpellFrostDK < 7)
            {
                ai->CastSpell(ICY_CLUTCH, *pTarget);
				out << " Icy Clutch";
                SpellSequence = SPELL_DK_BLOOD;
                LastSpellFrostDK = LastSpellFrostDK +1;
                break;
            }
		    else if (ICEBOUND_FORTITUDE > 0 && ai->GetHealthPercent() < 50 && pVictim == m_bot && !m_bot->HasAura(ICEBOUND_FORTITUDE, 0) && LastSpellFrostDK < 8 && ai->GetRunicPower() >= 20)
            {
                ai->CastSpell(ICEBOUND_FORTITUDE, *m_bot);
				out << " Icebound Fortitude";
                SpellSequence = SPELL_DK_BLOOD;
                LastSpellFrostDK = LastSpellFrostDK +1;
                break;
            }
		    else if (MIND_FREEZE > 0 && pTarget->IsNonMeleeSpellCasted(true) && dist <= ATTACK_DISTANCE && LastSpellFrostDK < 9 && ai->GetRunicPower() >= 20)
            {
                ai->CastSpell(MIND_FREEZE, *pTarget);
				out << " Mind Freeze";
                SpellSequence = SPELL_DK_BLOOD;
                LastSpellFrostDK = LastSpellFrostDK +1;
                break;
            }
		    else if (HUNGERING_COLD > 0 && ai->GetAttackerCount()>=3 && dist <= ATTACK_DISTANCE && LastSpellFrostDK < 10 && ai->GetRunicPower() >= 40)
            {
                ai->CastSpell(HUNGERING_COLD, *pTarget);
				out << " Hungering Cold";
                SpellSequence = SPELL_DK_BLOOD;
                LastSpellFrostDK = LastSpellFrostDK +1;
                break;
            }
		    else if (EMPOWER_WEAPON > 0 && ai->GetRunicPower() < 20 && LastSpellFrostDK < 11)
            {
                ai->CastSpell(EMPOWER_WEAPON, *m_bot);
				out << " Empower Rune Weapon";
                SpellSequence = SPELL_DK_BLOOD;
                LastSpellFrostDK = LastSpellFrostDK +1;
                break;
            }
		    else if (UNBREAKABLE_ARMOR > 0 && !m_bot->HasAura(UNBREAKABLE_ARMOR, 0) && ai->GetHealthPercent() < 70 && pVictim == m_bot && LastSpellFrostDK < 12)
            {
                ai->CastSpell(UNBREAKABLE_ARMOR, *m_bot);
				out << " Unbreakable Armor";
                SpellSequence = SPELL_DK_BLOOD;
                LastSpellFrostDK = LastSpellFrostDK +1;
                break;
            }
            else if (LastSpellFrostDK > 13)
            {
                LastSpellFrostDK = 0;
                SpellSequence = SPELL_DK_BLOOD;
                break;
            }

            LastSpellFrostDK = 0;

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

		    if (MARK_OF_BLOOD > 0 && !pTarget->HasAura(MARK_OF_BLOOD, 0) && LastSpellBloodDK < 1)
            {
                ai->CastSpell(MARK_OF_BLOOD, *pTarget);
				out << " Mark of Blood";
                SpellSequence = SPELL_DK_UNHOLY;
                LastSpellBloodDK = LastSpellBloodDK +1;
                break;
            }
            else if (BLOOD_STRIKE > 0 && LastSpellBloodDK < 2)
            {
                ai->CastSpell(BLOOD_STRIKE, *pTarget);
				out << " Blood Strike";
                SpellSequence = SPELL_DK_UNHOLY;
                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, 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, 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, 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, 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, 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, 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
Ejemplo n.º 2
0
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, 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;
            }
			else if (FORCE_OF_NATURE > 0 && m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0) && DruidSpellCombat < 8 && ai->GetManaPercent() >= 12)
            {
				//ai->TellMaster("summoning treants.");
                ai->CastSpell(FORCE_OF_NATURE);
                DruidSpellCombat++;
                break;
            }
			else if (STARFALL > 0 && m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0) && !m_bot->HasAura(STARFALL, EFFECT_INDEX_0) && ai->GetAttackerCount()>=3 && DruidSpellCombat < 9 && ai->GetManaPercent() >= 39)
            {
                ai->CastSpell(STARFALL, *pTarget);
                DruidSpellCombat++;
                break;
            }
			else if (BARKSKIN > 0 && pVictim == m_bot && m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0) && ai->GetHealthPercent() < 75 && DruidSpellCombat < 10 && !m_bot->HasAura(BARKSKIN, EFFECT_INDEX_0))
            {
                ai->CastSpell(BARKSKIN, *m_bot);
                DruidSpellCombat++;
                break;
            }
			else if (INNERVATE > 0 && m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0) && ai->GetManaPercent() < 50 && DruidSpellCombat < 11 && !m_bot->HasAura(INNERVATE, EFFECT_INDEX_0))
            {
                ai->CastSpell(INNERVATE, *m_bot);
                DruidSpellCombat++;
                break;
            }
			else if (MANA_REJUVENATION > 0 && m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0) && ai->GetManaPercent() < 50 && !m_bot->HasAura(INNERVATE, EFFECT_INDEX_0) && DruidSpellCombat < 12 && !m_bot->HasAura(MANA_REJUVENATION, EFFECT_INDEX_0))
            {
                ai->CastSpell(MANA_REJUVENATION, *m_bot);
                DruidSpellCombat++;
                break;
            }
			else if (ENRAGE > 0 && m_bot->HasAura(DIRE_BEAR_FORM, EFFECT_INDEX_0) || m_bot->HasAura(BEAR_FORM, EFFECT_INDEX_0) && DruidSpellCombat < 2 && !m_bot->HasAura(ENRAGE, EFFECT_INDEX_0))
            {
                ai->CastSpell(ENRAGE, *m_bot);
                DruidSpellCombat = DruidSpellCombat +2;
                break;
            }
			else if (SWIPE > 0 && m_bot->HasAura(DIRE_BEAR_FORM, EFFECT_INDEX_0) || m_bot->HasAura(BEAR_FORM, EFFECT_INDEX_0) && DruidSpellCombat < 4 && ai->GetRageAmount()>=20)
            {
                ai->CastSpell(SWIPE, *pTarget);
                DruidSpellCombat = DruidSpellCombat +2;
                break;
            }
			else if (MAUL > 0 && m_bot->HasAura(DIRE_BEAR_FORM, EFFECT_INDEX_0) || m_bot->HasAura(BEAR_FORM, EFFECT_INDEX_0) && DruidSpellCombat < 6 && ai->GetRageAmount()>=15)
            {
                ai->CastSpell(MAUL, *pTarget);
                DruidSpellCombat = DruidSpellCombat +2;
                break;
            }
			else if (BASH > 0 && m_bot->HasAura(DIRE_BEAR_FORM, EFFECT_INDEX_0) || m_bot->HasAura(BEAR_FORM, EFFECT_INDEX_0) && !pTarget->HasAura(BASH, EFFECT_INDEX_0) && DruidSpellCombat < 8 && ai->GetRageAmount()>=10)
            {
                ai->CastSpell(BASH, *pTarget);
                DruidSpellCombat = DruidSpellCombat +2;
                break;
            }
			else if (CHALLENGING_ROAR > 0 && m_bot->HasAura(DIRE_BEAR_FORM, EFFECT_INDEX_0) || m_bot->HasAura(BEAR_FORM, EFFECT_INDEX_0) && pVictim != m_bot && DruidSpellCombat < 10 && !pTarget->HasAura(CHALLENGING_ROAR, EFFECT_INDEX_0) && !pTarget->HasAura(GROWL, EFFECT_INDEX_0) && ai->GetRageAmount()>=15)
            {
                ai->CastSpell(CHALLENGING_ROAR, *pTarget);
                DruidSpellCombat = DruidSpellCombat +2;
                break;
            }
			else if (GROWL > 0 && m_bot->HasAura(DIRE_BEAR_FORM, EFFECT_INDEX_0) || m_bot->HasAura(BEAR_FORM, EFFECT_INDEX_0) && pVictim != m_bot && DruidSpellCombat < 12 && !pTarget->HasAura(CHALLENGING_ROAR, EFFECT_INDEX_0) && !pTarget->HasAura(GROWL, EFFECT_INDEX_0))
            {
                ai->CastSpell(GROWL, *pTarget);
                DruidSpellCombat = DruidSpellCombat +2;
                break;
            }
			else if (DruidSpellCombat > 13)
            {
                DruidSpellCombat = 0;
                break;
            }
            else
            {
                DruidSpellCombat = 0;
                break;
            }
            break;

        case DruidSpell:
            //ai->TellMaster("DruidSpell");
            if(m_bot->HasAura(CAT_FORM, EFFECT_INDEX_0))
            {
                m_bot->RemoveAurasDueToSpell(768);
                //ai->TellMaster("FormClearCat");
                break;
            }
            if(m_bot->HasAura(BEAR_FORM, EFFECT_INDEX_0))
            {
                m_bot->RemoveAurasDueToSpell(5487);
                //ai->TellMaster("FormClearBear");
                break;
            }
			if(m_bot->HasAura(DIRE_BEAR_FORM, EFFECT_INDEX_0))
            {
                m_bot->RemoveAurasDueToSpell(9634);
                //ai->TellMaster("FormClearDireBear");
                break;
            }
			if(m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0))
            {
                m_bot->RemoveAurasDueToSpell(24858);
                //ai->TellMaster("FormClearMoonkin");
                break;
            }
            if (FAERIE_FIRE > 0 && DruidSpellCombat < 1 && !pTarget->HasAura(FAERIE_FIRE, EFFECT_INDEX_0) && ai->GetManaPercent() >= 8)
            {
                ai->CastSpell(FAERIE_FIRE, *pTarget);
                DruidSpellCombat++;
                break;
            }
            else if (MOONFIRE > 0 && DruidSpellCombat < 2 && !pTarget->HasAura(MOONFIRE, EFFECT_INDEX_0) && ai->GetManaPercent() >= 24)
            {
                ai->CastSpell(MOONFIRE, *pTarget);
                DruidSpellCombat++;
                break;
            }
			else if (ROOTS > 0 && DruidSpellCombat < 3 && !pTarget->HasAura(ROOTS, EFFECT_INDEX_0) && ai->GetManaPercent() >= 8)
            {
                ai->CastSpell(ROOTS, *pTarget);
                DruidSpellCombat++;
                break;
            }
			else if (HURRICANE > 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 && DruidSpellCombat < 5 && ai->GetManaPercent() >= 13)
            {
                ai->CastSpell(WRATH, *pTarget);
                DruidSpellCombat++;
                break;
            }
            else if (INSECT_SWARM > 0 && DruidSpellCombat < 6 && !pTarget->HasAura(INSECT_SWARM, EFFECT_INDEX_0) && ai->GetManaPercent() >= 9)
            {
                ai->CastSpell(INSECT_SWARM , *pTarget);
                DruidSpellCombat++;
                break;
            }
            else if (STARFIRE > 0 && DruidSpellCombat < 7 && ai->GetManaPercent() >= 18)
            {
                ai->CastSpell(STARFIRE, *pTarget);
                DruidSpellCombat++;
                break;
            }
			else if (FORCE_OF_NATURE > 0 && DruidSpellCombat < 8 && ai->GetManaPercent() >= 12)
            {
				//ai->TellMaster("summoning treants.");
                ai->CastSpell(FORCE_OF_NATURE);
                DruidSpellCombat++;
                break;
            }
			else if (STARFALL > 0 && !m_bot->HasAura(STARFALL, EFFECT_INDEX_0) && ai->GetAttackerCount()>=3 && DruidSpellCombat < 9 && ai->GetManaPercent() >= 39)
            {
                ai->CastSpell(STARFALL, *pTarget);
                DruidSpellCombat++;
                break;
            }
			else if (BARKSKIN > 0 && pVictim == m_bot && ai->GetHealthPercent() < 75 && DruidSpellCombat < 10 && !m_bot->HasAura(BARKSKIN, EFFECT_INDEX_0))
            {
                ai->CastSpell(BARKSKIN, *m_bot);
                DruidSpellCombat++;
                break;
            }
			else if (INNERVATE > 0 && ai->GetManaPercent() < 50 && DruidSpellCombat < 11 && !m_bot->HasAura(INNERVATE, EFFECT_INDEX_0))
            {
                ai->CastSpell(INNERVATE, *m_bot);
                DruidSpellCombat++;
                break;
            }
			else if (MANA_REJUVENATION > 0 && ai->GetManaPercent() < 50 && DruidSpellCombat < 12 && !m_bot->HasAura(INNERVATE, EFFECT_INDEX_0) && !m_bot->HasAura(MANA_REJUVENATION, EFFECT_INDEX_0))
            {
                ai->CastSpell(MANA_REJUVENATION, *m_bot);
                DruidSpellCombat++;
                break;
            }
			else if (DruidSpellCombat > 13)
            {
                DruidSpellCombat = 0;
                break;
            }
            else
            {
                DruidSpellCombat = 0;
                break;
            }
            break;

        case DruidHeal:
            //ai->TellMaster("DruidHeal");
            if(m_bot->HasAura(CAT_FORM, EFFECT_INDEX_0))
            {
                m_bot->RemoveAurasDueToSpell(768);
                //ai->TellMaster("FormClearCat");
                break;
            }
            if(m_bot->HasAura(BEAR_FORM, EFFECT_INDEX_0))
            {
                m_bot->RemoveAurasDueToSpell(5487);
                //ai->TellMaster("FormClearBear");
                break;
            }
            if(m_bot->HasAura(DIRE_BEAR_FORM, EFFECT_INDEX_0))
            {
                m_bot->RemoveAurasDueToSpell(9634);
                //ai->TellMaster("FormClearDireBear");
                break;
            }
			if(m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0))
            {
                m_bot->RemoveAurasDueToSpell(24858);
                //ai->TellMaster("FormClearMoonkin");
                break;
            }
            if (ai->GetHealthPercent() <= 40)
            {
                HealTarget (*m_bot, ai->GetHealthPercent());
                break;
            }
            if (masterHP <= 40)
            {
                HealTarget (*GetMaster(), masterHP);
                break;
            }
            else
            {
                DruidSpellCombat = 0;
                break;
            }
            break;

        case DruidCombat:
            //ai->TellMaster("DruidCombat");
            if( !m_bot->HasInArc(M_PI, pTarget))
            {
                m_bot->SetInFront(pTarget);
                if (pVictim)
                    pVictim->Attack(pTarget, true);
            }
            if(m_bot->HasAura(BEAR_FORM, EFFECT_INDEX_0))
            {
                m_bot->RemoveAurasDueToSpell(5487);
                //ai->TellMaster("FormClearBear");
                break;
            }
			if(m_bot->HasAura(DIRE_BEAR_FORM, EFFECT_INDEX_0))
            {
                m_bot->RemoveAurasDueToSpell(9634);
                //ai->TellMaster("FormClearDireBear");
                break;
            }
			if(m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0))
            {
                m_bot->RemoveAurasDueToSpell(24858);
                //ai->TellMaster("FormClearMoonkin");
                break;
            }
            if (CAT_FORM > 0 && !m_bot->HasAura(CAT_FORM, EFFECT_INDEX_0))
                ai->CastSpell (CAT_FORM);
/*
            if (COWER > 0 && m_bot->GetComboPoints() == 1 && ai->GetEnergyAmount() >= 20)
            {
                ai->CastSpell(COWER);
                //ai->TellMaster("Cower");
            }*/
            if (MAIM > 0 && m_bot->GetComboPoints() >= 1 && pTarget->IsNonMeleeSpellCasted(true))
            {
                ai->CastSpell(MAIM, *pTarget);
                //ai->TellMaster("SpellPreventing Maim");
                break;
            }

            if (RAKE > 0 && m_bot->GetComboPoints() <= 1 && ai->GetEnergyAmount() >= 40)
            {
                ai->CastSpell (RAKE, *pTarget);
                //ai->TellMaster("Rake");
                break;
            }
            else if (CLAW > 0 && m_bot->GetComboPoints() <= 2 && ai->GetEnergyAmount() >= 45)
            {
                ai->CastSpell (CLAW, *pTarget);
                //ai->TellMaster("Claw");
                break;
            }
            else if (MANGLE > 0 && m_bot->GetComboPoints() <= 3 && ai->GetEnergyAmount() >= 45)
            {
                ai->CastSpell (MANGLE, *pTarget);
                //ai->TellMaster("Mangle");
                break;
            }
            else if (CLAW > 0 && m_bot->GetComboPoints() <= 4 && ai->GetEnergyAmount() >= 45)
            {
                ai->CastSpell (CLAW, *pTarget);
                //ai->TellMaster("Claw2");
                break;
            }

            if (m_bot->GetComboPoints() == 5)
            {
                if (RIP > 0 && pTarget->getClass() == CLASS_ROGUE && ai->GetEnergyAmount() >= 30)
                {
                    ai->CastSpell(RIP, *pTarget);
                    //ai->TellMaster("Rogue Rip");
                }
                else if (MAIM > 0 && pTarget->getClass() == CLASS_DRUID && ai->GetEnergyAmount() >= 35)
                {
                    ai->CastSpell(MAIM, *pTarget);
                    //ai->TellMaster("Druid Maim");
                }
                else if (MAIM > 0 && pTarget->getClass() == CLASS_SHAMAN && ai->GetEnergyAmount() >= 35)
                {
                    ai->CastSpell(MAIM, *pTarget);
                    //ai->TellMaster("Shaman Maim");
                }
                else if (MAIM > 0 && pTarget->getClass() == CLASS_WARLOCK && ai->GetEnergyAmount() >= 35)
                {
                    ai->CastSpell(MAIM, *pTarget);
                    //ai->TellMaster("Warlock Maim");
                }
                else if (FEROCIOUS_BITE > 0 && pTarget->getClass() == CLASS_HUNTER && ai->GetEnergyAmount() >= 35)
                {
                    ai->CastSpell(FEROCIOUS_BITE, *pTarget);
                    //ai->TellMaster("Hunter Ferocious Bite");
                }
                else if (FEROCIOUS_BITE > 0 && pTarget->getClass() == CLASS_WARRIOR && ai->GetEnergyAmount() >= 35)
                {
                    ai->CastSpell(FEROCIOUS_BITE, *pTarget);
                    //ai->TellMaster("Warrior Ferocious Bite");
                }
                else if (FEROCIOUS_BITE > 0 && pTarget->getClass() == CLASS_PALADIN && ai->GetEnergyAmount() >= 35)
                {
                    ai->CastSpell(FEROCIOUS_BITE, *pTarget);
                    //ai->TellMaster("Paladin Ferocious Bite");
                }
                else if (FEROCIOUS_BITE > 0 && pTarget->getClass() == CLASS_DEATH_KNIGHT && ai->GetEnergyAmount() >= 25)
                {
                    ai->CastSpell(FEROCIOUS_BITE, *pTarget);
                    //ai->TellMaster("DK Ferocious Bite");
                }
                else if (MAIM > 0 && pTarget->getClass() == CLASS_MAGE && ai->GetEnergyAmount() >= 35)
                {
                    ai->CastSpell(MAIM, *pTarget);
                    //ai->TellMaster("Mage Maim");
                }
                else if (MAIM > 0 && pTarget->getClass() == CLASS_PRIEST && ai->GetEnergyAmount() >= 35)
                {
                    ai->CastSpell(MAIM, *pTarget);
                    //ai->TellMaster("Priest Maim");
                }
                else if (MAIM > 0 && ai->GetEnergyAmount() >= 35)
                {
                    ai->CastSpell(MAIM, *pTarget);
                    //ai->TellMaster("Else Maim");
                }
                break;
			}
            else
            {
				DruidSpellCombat = 0;
				break;
            }
            break;
    }
} // end DoNextCombatManeuver
Ejemplo n.º 3
0
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)
            {
                ai->CastSpell (CRUSADER_STRIKE, *pTarget);
                out << " Crusader Strike";
                CombatCounter++;
                break;
            }
            else if (AVENGING_WRATH > 0 && CombatCounter < 5 && !m_bot->HasAura(AVENGING_WRATH, EFFECT_INDEX_0) && ai->GetManaPercent() >=8)
            {
                ai->CastSpell (AVENGING_WRATH, *m_bot);
                out << " Avenging Wrath";
                CombatCounter++;
                break;
            }
            else if (SACRED_SHIELD > 0 && CombatCounter < 6 && pVictim == m_bot && ai->GetHealthPercent() < 70 && !m_bot->HasAura(SACRED_SHIELD, EFFECT_INDEX_0) && ai->GetManaPercent() >=12)
            {
                ai->CastSpell (SACRED_SHIELD, *m_bot);
                out << " Sacred Shield";
                CombatCounter++;
                break;
            }
            else if (DIVINE_STORM > 0 && CombatCounter < 7 && ai->GetAttackerCount()>=3 && dist <= ATTACK_DISTANCE && ai->GetManaPercent() >=12)
            {
                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, ai->GetHealthPercent());
                out << " ...healing bot";
                break;
            }
            if (masterHP <= 40)
            {
                HealTarget (*GetMaster(), masterHP);
                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);
}
Ejemplo n.º 4
0
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;
        default:
            break;
    }

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

    // Damage Spells (primitive example)
    Player *m_bot = GetPlayerBot();
    Unit* pVictim = pTarget->getVictim();
    float dist = m_bot->GetCombatDistance(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)
            {
                ai->CastSpell(ICE_BLOCK, *m_bot);
                SpellSequence = SPELL_FIRE;
                LastSpellFrost = LastSpellFrost + 1;
                break;
            }
            else if (COLD_SNAP > 0 && LastSpellFrost < 12)
            {
                ai->CastSpell(COLD_SNAP, *m_bot);
                SpellSequence = SPELL_FIRE;
                LastSpellFrost = LastSpellFrost + 1;
                break;
            }
            LastSpellFrost = 0;
        //SpellSequence = SPELL_FIRE;
        //break;

        case SPELL_FIRE:
            if (FIRE_WARD > 0 && !m_bot->HasAura(FIRE_WARD, EFFECT_INDEX_0) && LastSpellFire < 1 && ai->GetManaPercent() >= 3)
            {
                ai->CastSpell(FIRE_WARD, *m_bot);
                SpellSequence = SPELL_ARCANE;
                LastSpellFire = LastSpellFire + 1;
                break;
            }
            else if (COMBUSTION > 0 && !m_bot->HasAura(COMBUSTION, EFFECT_INDEX_0) && LastSpellFire < 2)
            {
                ai->CastSpell(COMBUSTION, *m_bot);
                SpellSequence = SPELL_ARCANE;
                LastSpellFire = LastSpellFire + 1;
                break;
            }
            else if (FIREBALL > 0 && LastSpellFire < 3 && ai->GetManaPercent() >= 23)
            {
                ai->CastSpell(FIREBALL, *pTarget);
                SpellSequence = SPELL_ARCANE;
                LastSpellFire = LastSpellFire + 1;
                break;
            }
            else if (FIRE_BLAST > 0 && LastSpellFire < 4 && ai->GetManaPercent() >= 25)
            {
                ai->CastSpell(FIRE_BLAST, *pTarget);
                SpellSequence = SPELL_ARCANE;
                LastSpellFire = LastSpellFire + 1;
                break;
            }
            else if (FLAMESTRIKE > 0 && LastSpellFire < 5 && ai->GetManaPercent() >= 35)
            {
                ai->CastSpell(FLAMESTRIKE, *pTarget);
                SpellSequence = SPELL_ARCANE;
                LastSpellFire = LastSpellFire + 1;
                break;
            }
            else if (SCORCH > 0 && LastSpellFire < 6 && ai->GetManaPercent() >= 10)
            {
                ai->CastSpell(SCORCH, *pTarget);
                SpellSequence = SPELL_ARCANE;
                LastSpellFire = LastSpellFire + 1;
                break;
            }
            else if (PYROBLAST > 0 && LastSpellFire < 7 && !pTarget->HasAura(PYROBLAST, EFFECT_INDEX_0) && ai->GetManaPercent() >= 27)
            {
                ai->CastSpell(PYROBLAST, *pTarget);
                SpellSequence = SPELL_ARCANE;
                LastSpellFire = LastSpellFire + 1;
                break;
            }
            else if (BLAST_WAVE > 0 && LastSpellFire < 8 && ai->GetAttackerCount() >= 3 && dist <= ATTACK_DISTANCE && ai->GetManaPercent() >= 34)
            {
                ai->CastSpell(BLAST_WAVE, *pTarget);
                SpellSequence = SPELL_ARCANE;
                LastSpellFire = LastSpellFire + 1;
                break;
            }
            else if (DRAGONS_BREATH > 0 && LastSpellFire < 9 && dist <= ATTACK_DISTANCE && ai->GetManaPercent() >= 37)
            {
                ai->CastSpell(DRAGONS_BREATH, *pTarget);
                SpellSequence = SPELL_ARCANE;
                LastSpellFire = LastSpellFire + 1;
                break;
            }
            else if (LIVING_BOMB > 0 && LastSpellFire < 10 && !pTarget->HasAura(LIVING_BOMB, EFFECT_INDEX_0) && ai->GetManaPercent() >= 27)
            {
                ai->CastSpell(LIVING_BOMB, *pTarget);
                SpellSequence = SPELL_ARCANE;
                LastSpellFire = LastSpellFire + 1;
                break;
            }
            else if (FROSTFIRE_BOLT > 0 && LastSpellFire < 11 && !pTarget->HasAura(FROSTFIRE_BOLT, EFFECT_INDEX_0) && ai->GetManaPercent() >= 14)
            {
                ai->CastSpell(FROSTFIRE_BOLT, *pTarget);
                SpellSequence = SPELL_ARCANE;
                LastSpellFire = LastSpellFire + 1;
                break;
            }
            LastSpellFire = 0;
        //SpellSequence = SPELL_ARCANE;
        //break;

        case SPELL_ARCANE:
            if (ARCANE_POWER > 0 && LastSpellArcane < 1 && ai->GetManaPercent() >= 37)
            {
                ai->CastSpell(ARCANE_POWER, *pTarget);
                SpellSequence = SPELL_FROST;
                LastSpellArcane = LastSpellArcane + 1;
                break;
            }
            else if (ARCANE_MISSILES > 0 && LastSpellArcane < 2 && ai->GetManaPercent() >= 37)
            {
                ai->CastSpell(ARCANE_MISSILES, *pTarget);
                ai->SetIgnoreUpdateTime(3);
                SpellSequence = SPELL_FROST;
                LastSpellArcane = LastSpellArcane + 1;
                break;
            }
            else if (ARCANE_EXPLOSION > 0 && LastSpellArcane < 3 && ai->GetAttackerCount() >= 3 && dist <= ATTACK_DISTANCE && ai->GetManaPercent() >= 27)
            {
                ai->CastSpell(ARCANE_EXPLOSION, *pTarget);
                SpellSequence = SPELL_FROST;
                LastSpellArcane = LastSpellArcane + 1;
                break;
            }
            else if (COUNTERSPELL > 0 && pTarget->IsNonMeleeSpellCasted(true) && LastSpellArcane < 4 && ai->GetManaPercent() >= 9)
            {
                ai->CastSpell(COUNTERSPELL, *pTarget);
                SpellSequence = SPELL_FROST;
                LastSpellArcane = LastSpellArcane + 1;
                break;
            }
            else if (SLOW > 0 && LastSpellArcane < 5 && !pTarget->HasAura(SLOW, EFFECT_INDEX_0) && ai->GetManaPercent() >= 12)
            {
                ai->CastSpell(SLOW, *pTarget);
                SpellSequence = SPELL_FROST;
                LastSpellArcane = LastSpellArcane + 1;
                break;
            }
            else if (ARCANE_BARRAGE > 0 && LastSpellArcane < 6 && ai->GetManaPercent() >= 27)
            {
                ai->CastSpell(ARCANE_BARRAGE, *pTarget);
                SpellSequence = SPELL_FROST;
                LastSpellArcane = LastSpellArcane + 1;
                break;
            }
            else if (ARCANE_BLAST > 0 && LastSpellArcane < 7 && ai->GetManaPercent() >= 8)
            {
                ai->CastSpell(ARCANE_BLAST, *pTarget);
                SpellSequence = SPELL_FROST;
                LastSpellArcane = LastSpellArcane + 1;
                break;
            }
            else if (MIRROR_IMAGE > 0 && LastSpellArcane < 8 && ai->GetManaPercent() >= 10)
            {
                ai->CastSpell(MIRROR_IMAGE);
                SpellSequence = SPELL_FROST;
                LastSpellArcane = LastSpellArcane + 1;
                break;
            }
            else if (MANA_SHIELD > 0 && LastSpellArcane < 9 && ai->GetHealthPercent() < 70 && pVictim == m_bot && !m_bot->HasAura(MANA_SHIELD, EFFECT_INDEX_0) && ai->GetManaPercent() >= 8)
            {
                ai->CastSpell(MANA_SHIELD, *m_bot);
                SpellSequence = SPELL_FROST;
                LastSpellArcane = LastSpellArcane + 1;
                break;
            }
            else
            {
                LastSpellArcane = 0;
                SpellSequence = SPELL_FROST;
            }
    }
} // end DoNextCombatManeuver
void PlayerbotHunterAI::DoNextCombatManeuver(Unit *pTarget)
{
    PlayerbotAI* ai = GetAI();
    if (!ai)
        return;

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

    // ------- 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, EFFECT_INDEX_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, EFFECT_INDEX_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, EFFECT_INDEX_0))
        ai->CastSpell(BLOOD_FURY, *m_bot);
    //ai->TellMaster( "Blood Fury." );
    else if (m_bot->getRace() == RACE_TROLL && !m_bot->HasAura(BERSERKING, EFFECT_INDEX_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, EFFECT_INDEX_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, EFFECT_INDEX_0) && ai->CastSpell(ASPECT_OF_THE_HAWK, *m_bot));
    }
    else if (m_rangedCombat && !m_bot->HasAura(ASPECT_OF_THE_HAWK, EFFECT_INDEX_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, EFFECT_INDEX_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, EFFECT_INDEX_0) && ai->CastSpell(HUNTERS_MARK, *pTarget))
            out << " > Hunter's Mark";
        else if (RAPID_FIRE > 0 && ai->GetManaPercent() >= 3 && !m_bot->HasAura(RAPID_FIRE, EFFECT_INDEX_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";
        else if (ARCANE_SHOT > 0 && ai->GetManaPercent() >= 7 && ai->CastSpell(ARCANE_SHOT, *pTarget))
            out << " > Arcane Shot";
        else if (CONCUSSIVE_SHOT > 0 && ai->GetManaPercent() >= 6 && !pTarget->HasAura(CONCUSSIVE_SHOT, EFFECT_INDEX_0) && ai->CastSpell(CONCUSSIVE_SHOT, *pTarget))
            out << " > Concussive Shot";
        else if (EXPLOSIVE_SHOT > 0 && ai->GetManaPercent() >= 10 && !pTarget->HasAura(EXPLOSIVE_SHOT, EFFECT_INDEX_0) && ai->CastSpell(EXPLOSIVE_SHOT, *pTarget))
            out << " > Explosive Shot";
        else if (VIPER_STING > 0 && ai->GetManaPercent() >= 8 && pTarget->GetPower(POWER_MANA) > 0 && ai->GetManaPercent() < 70 && !pTarget->HasAura(VIPER_STING, EFFECT_INDEX_0) && ai->CastSpell(VIPER_STING, *pTarget))
            out << " > Viper Sting";
        else if (SERPENT_STING > 0 && ai->GetManaPercent() >= 13 && !pTarget->HasAura(SERPENT_STING, EFFECT_INDEX_0) && !pTarget->HasAura(SCORPID_STING, EFFECT_INDEX_0) &&  !pTarget->HasAura(VIPER_STING, EFFECT_INDEX_0) && ai->CastSpell(SERPENT_STING, *pTarget))
            out << " > Serpent Sting";
        else if (SCORPID_STING > 0 && ai->GetManaPercent() >= 11 && !pTarget->HasAura(WYVERN_STING, EFFECT_INDEX_0) && !pTarget->HasAura(SCORPID_STING, EFFECT_INDEX_0) && !pTarget->HasAura(SERPENT_STING, EFFECT_INDEX_0) && !pTarget->HasAura(VIPER_STING, EFFECT_INDEX_0) && ai->CastSpell(SCORPID_STING, *pTarget))
            out << " > Scorpid Sting";
        else if (CHIMERA_SHOT > 0 && ai->GetManaPercent() >= 12 && ai->CastSpell(CHIMERA_SHOT, *pTarget))
            out << " > Chimera Shot";
        else if (VOLLEY > 0 && ai->GetManaPercent() >= 24 && ai->GetAttackerCount() >= 3 && ai->CastSpell(VOLLEY, *pTarget))
            out << " > Volley";
        else if (BLACK_ARROW > 0 && ai->GetManaPercent() >= 6 && !pTarget->HasAura(BLACK_ARROW, EFFECT_INDEX_0) && ai->CastSpell(BLACK_ARROW, *pTarget))
            out << " > Black Arrow";
        else if (AIMED_SHOT > 0 && ai->GetManaPercent() >= 12 && ai->CastSpell(AIMED_SHOT, *pTarget))
            out << " > Aimed Shot";
        else if (STEADY_SHOT > 0 && ai->GetManaPercent() >= 5 && ai->CastSpell(STEADY_SHOT, *pTarget))
            out << " > Steady Shot";
        else if (KILL_SHOT > 0 && ai->GetManaPercent() >= 7 && pTarget->GetHealth() < pTarget->GetMaxHealth() * 0.2 && ai->CastSpell(KILL_SHOT, *pTarget))
            out << " > Kill Shot!";
        else
            out << " NONE!";
    }
    else
    {
        out << "Case Melee";
        if (RAPTOR_STRIKE > 0 && ai->GetManaPercent() >= 6 && ai->CastSpell(RAPTOR_STRIKE, *pTarget))
            out << " > Raptor Strike";
        else if (EXPLOSIVE_TRAP > 0 && ai->GetManaPercent() >= 27 && !pTarget->HasAura(EXPLOSIVE_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(ARCANE_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(IMMOLATION_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(FROST_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(BEAR_TRAP, EFFECT_INDEX_0) && ai->CastSpell(EXPLOSIVE_TRAP, *pTarget))
            out << " > Explosive Trap";
        else if (WING_CLIP > 0 && ai->GetManaPercent() >= 6 && !pTarget->HasAura(WING_CLIP, EFFECT_INDEX_0) && ai->CastSpell(WING_CLIP, *pTarget))
            out << " > Wing Clip";
        else if (IMMOLATION_TRAP > 0 && ai->GetManaPercent() >= 13 && !pTarget->HasAura(IMMOLATION_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(ARCANE_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(EXPLOSIVE_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(FROST_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(BEAR_TRAP, EFFECT_INDEX_0) && ai->CastSpell(IMMOLATION_TRAP, *pTarget))
            out << " > Immolation Trap";
        else if (MONGOOSE_BITE > 0 && ai->GetManaPercent() >= 4 && ai->CastSpell(MONGOOSE_BITE, *pTarget))
            out << " > Mongoose Bite";
        else if (FROST_TRAP > 0 && ai->GetManaPercent() >= 2 && !pTarget->HasAura(FROST_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(ARCANE_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(IMMOLATION_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(EXPLOSIVE_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(BEAR_TRAP, EFFECT_INDEX_0) && ai->CastSpell(FROST_TRAP, *pTarget))
            out << " > Frost Trap";
        else if (ARCANE_TRAP > 0 && !pTarget->HasAura(ARCANE_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(BEAR_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(EXPLOSIVE_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(IMMOLATION_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(FROST_TRAP, EFFECT_INDEX_0) && ai->CastSpell(ARCANE_TRAP, *pTarget))
            out << " > Arcane Trap";
        else if (DETERRENCE > 0 && pVictim == m_bot && m_bot->GetHealth() < m_bot->GetMaxHealth() * 0.5 && !m_bot->HasAura(DETERRENCE, EFFECT_INDEX_0) && ai->CastSpell(DETERRENCE, *m_bot))
            out << " > Deterrence";
        else if (m_bot->getRace() == RACE_TAUREN && !pTarget->HasAura(WAR_STOMP, EFFECT_INDEX_0) && ai->CastSpell(WAR_STOMP, *pTarget))
            out << " > War Stomp";
        else if (m_bot->getRace() == RACE_BLOODELF && !pTarget->HasAura(ARCANE_TORRENT, EFFECT_INDEX_0) && ai->CastSpell(ARCANE_TORRENT, *pTarget))
            out << " > Arcane Torrent";
        else if (m_bot->getRace() == RACE_DWARF && m_bot->HasAuraState(AURA_STATE_DEADLY_POISON) && ai->CastSpell(STONEFORM, *m_bot))
            out << " > Stoneform";
        else if (m_bot->getRace() == RACE_NIGHTELF && pVictim == m_bot && ai->GetHealthPercent() < 25 && !m_bot->HasAura(SHADOWMELD, EFFECT_INDEX_0) && ai->CastSpell(SHADOWMELD, *m_bot))
            out << " > Shadowmeld";
        else if (m_bot->getRace() == RACE_DRAENEI && ai->GetHealthPercent() < 25 && !m_bot->HasAura(GIFT_OF_THE_NAARU, EFFECT_INDEX_0) && ai->CastSpell(GIFT_OF_THE_NAARU, *m_bot))
            out << " > Gift of the Naaru";
        else if ((pet && !pet->getDeathState() != ALIVE)
                 && (MISDIRECTION > 0 && pVictim == m_bot && !m_bot->HasAura(MISDIRECTION, EFFECT_INDEX_0) && ai->GetManaPercent() >= 9 && ai->CastSpell(MISDIRECTION, *pet)))
            out << " > Misdirection";  // give threat to pet
        /*else if( FREEZING_TRAP>0 && ai->GetManaPercent()>=5 && !pTarget->HasAura(FREEZING_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(ARCANE_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(EXPLOSIVE_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(BEAR_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(IMMOLATION_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(FROST_TRAP, EFFECT_INDEX_0) && ai->CastSpell(FREEZING_TRAP,*pTarget) )
            out << " > Freezing Trap"; // this can trap your bots too
           else if( BEAR_TRAP>0 && !pTarget->HasAura(BEAR_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(ARCANE_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(EXPLOSIVE_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(IMMOLATION_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(FROST_TRAP, EFFECT_INDEX_0) && ai->CastSpell(BEAR_TRAP,*pTarget) )
            out << " > Bear Trap"; // this was just too annoying :)
           else if( DISENGAGE>0 && pVictim && ai->GetManaPercent()>=5 && ai->CastSpell(DISENGAGE,*pTarget) )
            out << " > Disengage!"; // attempt to return to ranged combat*/
        else
            out << " NONE!";
    }
    if (ai->GetManager()->m_confDebugWhisper)
        ai->TellMaster(out.str().c_str());
} // end DoNextCombatManeuver
Ejemplo n.º 6
0
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;
            }

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

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

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

            if ((STARFIRE > 0)
                && (m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0))
                && (DruidSpellCombat < 7)
                && (ai->GetManaPercent() >= 18)
                && (ai->CastSpell(STARFIRE, *pTarget)))
            {
                DruidSpellCombat++;
                return true;
            }

            if ((FORCE_OF_NATURE > 0)
                && (m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0))
                && (DruidSpellCombat < 8)
                && (ai->GetManaPercent() >= 12)
                && (ai->CastSpell(FORCE_OF_NATURE)))
            {
                DruidSpellCombat++;
                return true;
            }

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

            if ((BARKSKIN > 0)
                && (pVictim == m_bot)
                && (m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0))
                && (ai->GetHealthPercent() < 75)
                && (DruidSpellCombat < 10)
                && (!m_bot->HasAura(BARKSKIN, EFFECT_INDEX_0))
                && (ai->CastSpell(BARKSKIN, *m_bot)))
            {
                DruidSpellCombat++;
                return true;
            }

            if ((INNERVATE > 0)
                && (m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0))
                && (ai->GetManaPercent() < 50)
                && (DruidSpellCombat < 11)
                && (!m_bot->HasAura(INNERVATE, EFFECT_INDEX_0))
                && (ai->CastSpell(INNERVATE, *m_bot)))
            {
                DruidSpellCombat++;
                return true;
            }

            if ((MANA_REJUVENATION > 0)
                && (m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0))
                && (ai->GetManaPercent() < 50)
                && (!m_bot->HasAura(INNERVATE, EFFECT_INDEX_0))
                && (DruidSpellCombat < 12)
                && (!m_bot->HasAura(MANA_REJUVENATION, EFFECT_INDEX_0))
                && (ai->CastSpell(MANA_REJUVENATION, *m_bot)))
            {
                DruidSpellCombat++;
                return true;
            }

            if ((ENRAGE > 0)
                && ((m_bot->HasAura(DIRE_BEAR_FORM, EFFECT_INDEX_0))|| m_bot->HasAura(BEAR_FORM, EFFECT_INDEX_0))
                && (DruidSpellCombat < 2)
                && (!m_bot->HasAura(ENRAGE, EFFECT_INDEX_0))
                && (ai->CastSpell(ENRAGE, *m_bot)))
            {
                DruidSpellCombat++;
                DruidSpellCombat++;
                return true;
            }

            if ((SWIPE > 0)
                && ((m_bot->HasAura(DIRE_BEAR_FORM, EFFECT_INDEX_0))|| m_bot->HasAura(BEAR_FORM, EFFECT_INDEX_0))
                && (DruidSpellCombat < 4)
                && (ai->GetRageAmount() >= 20)
                && (ai->CastSpell(SWIPE, *pTarget)))
            {
                DruidSpellCombat++;
                DruidSpellCombat++;
                return true;
            }

            if ((MAUL > 0)
                && ((m_bot->HasAura(DIRE_BEAR_FORM, EFFECT_INDEX_0))|| m_bot->HasAura(BEAR_FORM, EFFECT_INDEX_0))
                && (DruidSpellCombat < 6)
                && (ai->GetRageAmount() >= 15)
                && (ai->CastSpell(MAUL, *pTarget)))
            {
                DruidSpellCombat++;
                DruidSpellCombat++;
                return true;
            }

            if ((BASH > 0)
                && ((m_bot->HasAura(DIRE_BEAR_FORM, EFFECT_INDEX_0))|| m_bot->HasAura(BEAR_FORM, EFFECT_INDEX_0))
                && (!pTarget->HasAura(BASH, EFFECT_INDEX_0))
                && (DruidSpellCombat < 8)
                && (ai->GetRageAmount() >= 10)
                && (ai->CastSpell(BASH, *pTarget)))
            {
                DruidSpellCombat++;
                DruidSpellCombat++;
                return true;
            }

            if ((CHALLENGING_ROAR > 0)
                && ((m_bot->HasAura(DIRE_BEAR_FORM, EFFECT_INDEX_0))|| m_bot->HasAura(BEAR_FORM, EFFECT_INDEX_0))
                && (pVictim != m_bot)
                && (DruidSpellCombat < 10)
                && (!pTarget->HasAura(CHALLENGING_ROAR, EFFECT_INDEX_0))
                && (!pTarget->HasAura(GROWL, EFFECT_INDEX_0))
                && (ai->GetRageAmount() >= 15)
                && (ai->CastSpell(CHALLENGING_ROAR, *pTarget)))
            {
                DruidSpellCombat++;
                DruidSpellCombat++;
                return true;
            }

            if ((GROWL > 0)
                && ((m_bot->HasAura(DIRE_BEAR_FORM, EFFECT_INDEX_0))|| m_bot->HasAura(BEAR_FORM, EFFECT_INDEX_0))
                && (pVictim != m_bot)
                && (DruidSpellCombat < 12)
                && (!pTarget->HasAura(CHALLENGING_ROAR, EFFECT_INDEX_0))
                && (!pTarget->HasAura(GROWL, EFFECT_INDEX_0))
                && (ai->CastSpell(GROWL, *pTarget)))
            {
                DruidSpellCombat++;
                DruidSpellCombat++;
                return true;
            }

            DruidSpellCombat = 0;
            break;

        case DruidSpell:

            if (m_bot->HasAura(CAT_FORM, EFFECT_INDEX_0))
                m_bot->RemoveAurasDueToSpell(768);

            if (m_bot->HasAura(BEAR_FORM, EFFECT_INDEX_0))
                m_bot->RemoveAurasDueToSpell(5487);

            if (m_bot->HasAura(DIRE_BEAR_FORM, EFFECT_INDEX_0))
                m_bot->RemoveAurasDueToSpell(9634);

            if (m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0))
                m_bot->RemoveAurasDueToSpell(24858);

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

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

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

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

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

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

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

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

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

            if ((BARKSKIN > 0)
                && (pVictim == m_bot)
                && (ai->GetHealthPercent() < 75)
                && (DruidSpellCombat < 10)
                && (!m_bot->HasAura(BARKSKIN, EFFECT_INDEX_0))
                && (ai->CastSpell(BARKSKIN, *m_bot)))
            {
                DruidSpellCombat++;
                return true;
            }

            if ((INNERVATE > 0)
                && (ai->GetManaPercent() < 50)
                && (DruidSpellCombat < 11)
                && (!m_bot->HasAura(INNERVATE, EFFECT_INDEX_0))
                && (ai->CastSpell(INNERVATE, *m_bot)))
            {
                DruidSpellCombat++;
                return true;
            }

            if ((MANA_REJUVENATION > 0)
                && (ai->GetManaPercent() < 50)
                && (DruidSpellCombat < 12)
                && (!m_bot->HasAura(INNERVATE, EFFECT_INDEX_0))
                && (!m_bot->HasAura(MANA_REJUVENATION, EFFECT_INDEX_0))
                && (ai->CastSpell(MANA_REJUVENATION, *m_bot)))
            {
                DruidSpellCombat++;
                return true;
            }

            DruidSpellCombat = 0;
            break;

        case DruidHeal:

            if (m_bot->HasAura(CAT_FORM, EFFECT_INDEX_0))
                m_bot->RemoveAurasDueToSpell(768);

            if (m_bot->HasAura(BEAR_FORM, EFFECT_INDEX_0))
                m_bot->RemoveAurasDueToSpell(5487);

            if (m_bot->HasAura(DIRE_BEAR_FORM, EFFECT_INDEX_0))
                m_bot->RemoveAurasDueToSpell(9634);

            if (m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0))
                m_bot->RemoveAurasDueToSpell(24858);

            if ((ai->GetHealthPercent() <= 40)
                && HealTarget(*m_bot, ai->GetHealthPercent()))
                return true;

            if ((masterHP <= 40)
                && HealTarget(*pMaster, masterHP))
                return true;

            DruidSpellCombat = 0;
            break;

        case DruidCombat:

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

            if (m_bot->HasAura(BEAR_FORM, EFFECT_INDEX_0))
                m_bot->RemoveAurasDueToSpell(5487);

            if (m_bot->HasAura(DIRE_BEAR_FORM, EFFECT_INDEX_0))
                m_bot->RemoveAurasDueToSpell(9634);

            if (m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0))
                m_bot->RemoveAurasDueToSpell(24858);

            if ((CAT_FORM > 0)
                && (!m_bot->HasAura(CAT_FORM, EFFECT_INDEX_0))
                && (ai->CastSpell(CAT_FORM)))
                return true;

            if ((MAIM > 0)
                && (m_bot->GetComboPoints() >= 1)
                && (pTarget->IsNonMeleeSpellCasted(true))
                && (ai->CastSpell(MAIM, *pTarget)))
                return true;

            if ((RAKE > 0)
                && (m_bot->GetComboPoints() <= 1)
                && (ai->GetEnergyAmount() >= 40)
                && (ai->CastSpell(RAKE, *pTarget)))
                return true;

            if ((CLAW > 0)
                && (m_bot->GetComboPoints() <= 2)
                && (ai->GetEnergyAmount() >= 45)
                && (ai->CastSpell(CLAW, *pTarget)))
                return true;

            if ((MANGLE > 0)
                && (m_bot->GetComboPoints() <= 3)
                && (ai->GetEnergyAmount() >= 45)
                && (ai->CastSpell(MANGLE, *pTarget)))
                return true;

            if ((CLAW > 0)
                && (m_bot->GetComboPoints() <= 4)
                && (ai->GetEnergyAmount() >= 45)
                && (ai->CastSpell(CLAW, *pTarget)))
                return true;

            if (m_bot->GetComboPoints() == 5)
            {
                if ((RIP > 0)
                    && (pTarget->getClass() == CLASS_ROGUE)
                    && (ai->GetEnergyAmount() >= 30)
                    && (ai->CastSpell(RIP, *pTarget)))
                    return true;

                if ((MAIM > 0)
                    && (pTarget->getClass() == CLASS_DRUID)
                    && (ai->GetEnergyAmount() >= 35)
                    && (ai->CastSpell(MAIM, *pTarget)))
                    return true;

                if ((MAIM > 0)
                    && (pTarget->getClass() == CLASS_SHAMAN)
                    && (ai->GetEnergyAmount() >= 35)
                    && (ai->CastSpell(MAIM, *pTarget)))
                    return true;

                if ((MAIM > 0)
                    && (pTarget->getClass() == CLASS_WARLOCK)
                    && (ai->GetEnergyAmount() >= 35)
                    && (ai->CastSpell(MAIM, *pTarget)))
                    return true;

                if ((FEROCIOUS_BITE > 0)
                    && (pTarget->getClass() == CLASS_HUNTER)
                    && (ai->GetEnergyAmount() >= 35)
                    && (ai->CastSpell(FEROCIOUS_BITE, *pTarget)))
                    return true;

                if ((FEROCIOUS_BITE > 0)
                    && (pTarget->getClass() == CLASS_WARRIOR)
                    && (ai->GetEnergyAmount() >= 35)
                    && (ai->CastSpell(FEROCIOUS_BITE, *pTarget)))
                    return true;

                if ((FEROCIOUS_BITE > 0)
                    && (pTarget->getClass() == CLASS_PALADIN)
                    && (ai->GetEnergyAmount() >= 35)
                    && (ai->CastSpell(FEROCIOUS_BITE, *pTarget)))
                    return true;

                if ((FEROCIOUS_BITE > 0)
                    && (pTarget->getClass() == CLASS_DEATH_KNIGHT)
                    && (ai->GetEnergyAmount() >= 25)
                    && (ai->CastSpell(FEROCIOUS_BITE, *pTarget)))
                    return true;

                if ((MAIM > 0)
                    && (pTarget->getClass() == CLASS_MAGE)
                    && (ai->GetEnergyAmount() >= 35)
                    && (ai->CastSpell(MAIM, *pTarget)))
                    return true;

                if ((MAIM > 0)
                    && (pTarget->getClass() == CLASS_PRIEST)
                    && (ai->GetEnergyAmount() >= 35)
                    && (ai->CastSpell(MAIM, *pTarget)))
                    return true;

                if ((MAIM > 0)
                    && (ai->GetEnergyAmount() >= 35)
                    && (ai->CastSpell(MAIM, *pTarget)))
                    return true;
            }

            DruidSpellCombat = 0;
            break;
    }

    return false;
}
Ejemplo n.º 7
0
void PlayerbotMageAI::DoNextCombatManeuver(Unit *pTarget)
{
    PlayerbotAI* ai = GetAI();
    if (!ai)
        return;

    switch (ai->GetScenarioType())
    {
        case PlayerbotAI::SCENARIO_PVP_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)
    Player *m_bot = GetPlayerBot();
    Unit* pVictim = pTarget->getVictim();
    bool meleeReach = m_bot->CanReachWithMeleeAttack(pTarget);

    if (!meleeReach && ai->GetCombatStyle() != PlayerbotAI::COMBAT_RANGED)
    {
        // switch to ranged combat
        ai->SetCombatStyle(PlayerbotAI::COMBAT_RANGED);
    }
    if (SHOOT > 0 && ai->GetCombatStyle() == PlayerbotAI::COMBAT_RANGED && !m_bot->FindCurrentSpellBySpellId(SHOOT))
        ai->CastSpell(SHOOT, *pTarget);
    //ai->TellMaster( "started auto shot." );
    else if (SHOOT > 0 && m_bot->FindCurrentSpellBySpellId(SHOOT))
        m_bot->InterruptNonMeleeSpells(true, SHOOT);

    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 && meleeReach && !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 && meleeReach && !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)
            {
                ai->CastSpell(ICE_BLOCK, *m_bot);
                SpellSequence = SPELL_FIRE;
                LastSpellFrost = LastSpellFrost + 1;
                break;
            }
            else if (COLD_SNAP > 0 && LastSpellFrost < 12)
            {
                ai->CastSpell(COLD_SNAP, *m_bot);
                SpellSequence = SPELL_FIRE;
                LastSpellFrost = LastSpellFrost + 1;
                break;
            }
            LastSpellFrost = 0;
        //SpellSequence = SPELL_FIRE;
        //break;

        case SPELL_FIRE:
            if (FIRE_WARD > 0 && !m_bot->HasAura(FIRE_WARD, EFFECT_INDEX_0) && LastSpellFire < 1 && ai->GetManaPercent() >= 3)
            {
                ai->CastSpell(FIRE_WARD, *m_bot);
                SpellSequence = SPELL_ARCANE;
                LastSpellFire = LastSpellFire + 1;
                break;
            }
            else if (COMBUSTION > 0 && !m_bot->HasAura(COMBUSTION, EFFECT_INDEX_0) && LastSpellFire < 2)
            {
                ai->CastSpell(COMBUSTION, *m_bot);
                SpellSequence = SPELL_ARCANE;
                LastSpellFire = LastSpellFire + 1;
                break;
            }
            else if (FIREBALL > 0 && LastSpellFire < 3 && ai->GetManaPercent() >= 23)
            {
                ai->CastSpell(FIREBALL, *pTarget);
                SpellSequence = SPELL_ARCANE;
                LastSpellFire = LastSpellFire + 1;
                break;
            }
            else if (FIRE_BLAST > 0 && LastSpellFire < 4 && ai->GetManaPercent() >= 25)
            {
                ai->CastSpell(FIRE_BLAST, *pTarget);
                SpellSequence = SPELL_ARCANE;
                LastSpellFire = LastSpellFire + 1;
                break;
            }
            else if (FLAMESTRIKE > 0 && LastSpellFire < 5 && ai->GetManaPercent() >= 35)
            {
                ai->CastSpell(FLAMESTRIKE, *pTarget);
                SpellSequence = SPELL_ARCANE;
                LastSpellFire = LastSpellFire + 1;
                break;
            }
            else if (SCORCH > 0 && LastSpellFire < 6 && ai->GetManaPercent() >= 10)
            {
                ai->CastSpell(SCORCH, *pTarget);
                SpellSequence = SPELL_ARCANE;
                LastSpellFire = LastSpellFire + 1;
                break;
            }
            else if (PYROBLAST > 0 && LastSpellFire < 7 && !pTarget->HasAura(PYROBLAST, EFFECT_INDEX_0) && ai->GetManaPercent() >= 27)
            {
                ai->CastSpell(PYROBLAST, *pTarget);
                SpellSequence = SPELL_ARCANE;
                LastSpellFire = LastSpellFire + 1;
                break;
            }
            else if (BLAST_WAVE > 0 && LastSpellFire < 8 && ai->GetAttackerCount() >= 3 && meleeReach && ai->GetManaPercent() >= 34)
            {
                ai->CastSpell(BLAST_WAVE, *pTarget);
                SpellSequence = SPELL_ARCANE;
                LastSpellFire = LastSpellFire + 1;
                break;
            }
            else if (DRAGONS_BREATH > 0 && LastSpellFire < 9 && meleeReach && ai->GetManaPercent() >= 37)
            {
                ai->CastSpell(DRAGONS_BREATH, *pTarget);
                SpellSequence = SPELL_ARCANE;
                LastSpellFire = LastSpellFire + 1;
                break;
            }
            else if (LIVING_BOMB > 0 && LastSpellFire < 10 && !pTarget->HasAura(LIVING_BOMB, EFFECT_INDEX_0) && ai->GetManaPercent() >= 27)
            {
                ai->CastSpell(LIVING_BOMB, *pTarget);
                SpellSequence = SPELL_ARCANE;
                LastSpellFire = LastSpellFire + 1;
                break;
            }
            else if (FROSTFIRE_BOLT > 0 && LastSpellFire < 11 && !pTarget->HasAura(FROSTFIRE_BOLT, EFFECT_INDEX_0) && ai->GetManaPercent() >= 14)
            {
                ai->CastSpell(FROSTFIRE_BOLT, *pTarget);
                SpellSequence = SPELL_ARCANE;
                LastSpellFire = LastSpellFire + 1;
                break;
            }
            LastSpellFire = 0;
        //SpellSequence = SPELL_ARCANE;
        //break;

        case SPELL_ARCANE:
            if (ARCANE_POWER > 0 && LastSpellArcane < 1 && ai->GetManaPercent() >= 37)
            {
                ai->CastSpell(ARCANE_POWER, *pTarget);
                SpellSequence = SPELL_FROST;
                LastSpellArcane = LastSpellArcane + 1;
                break;
            }
            else if (ARCANE_MISSILES > 0 && LastSpellArcane < 2 && ai->GetManaPercent() >= 37)
            {
                ai->CastSpell(ARCANE_MISSILES, *pTarget);
                ai->SetIgnoreUpdateTime(3);
                SpellSequence = SPELL_FROST;
                LastSpellArcane = LastSpellArcane + 1;
                break;
            }
            else if (ARCANE_EXPLOSION > 0 && LastSpellArcane < 3 && ai->GetAttackerCount() >= 3 && meleeReach && ai->GetManaPercent() >= 27)
            {
                ai->CastSpell(ARCANE_EXPLOSION, *pTarget);
                SpellSequence = SPELL_FROST;
                LastSpellArcane = LastSpellArcane + 1;
                break;
            }
            else if (COUNTERSPELL > 0 && pTarget->IsNonMeleeSpellCasted(true) && LastSpellArcane < 4 && ai->GetManaPercent() >= 9)
            {
                ai->CastSpell(COUNTERSPELL, *pTarget);
                SpellSequence = SPELL_FROST;
                LastSpellArcane = LastSpellArcane + 1;
                break;
            }
            else if (SLOW > 0 && LastSpellArcane < 5 && !pTarget->HasAura(SLOW, EFFECT_INDEX_0) && ai->GetManaPercent() >= 12)
            {
                ai->CastSpell(SLOW, *pTarget);
                SpellSequence = SPELL_FROST;
                LastSpellArcane = LastSpellArcane + 1;
                break;
            }
            else if (ARCANE_BARRAGE > 0 && LastSpellArcane < 6 && ai->GetManaPercent() >= 27)
            {
                ai->CastSpell(ARCANE_BARRAGE, *pTarget);
                SpellSequence = SPELL_FROST;
                LastSpellArcane = LastSpellArcane + 1;
                break;
            }
            else if (ARCANE_BLAST > 0 && LastSpellArcane < 7 && ai->GetManaPercent() >= 8)
            {
                ai->CastSpell(ARCANE_BLAST, *pTarget);
                SpellSequence = SPELL_FROST;
                LastSpellArcane = LastSpellArcane + 1;
                break;
            }
            else if (MIRROR_IMAGE > 0 && LastSpellArcane < 8 && ai->GetManaPercent() >= 10)
            {
                ai->CastSpell(MIRROR_IMAGE);
                SpellSequence = SPELL_FROST;
                LastSpellArcane = LastSpellArcane + 1;
                break;
            }
            else if (MANA_SHIELD > 0 && LastSpellArcane < 9 && ai->GetHealthPercent() < 70 && pVictim == m_bot && !m_bot->HasAura(MANA_SHIELD, EFFECT_INDEX_0) && ai->GetManaPercent() >= 8)
            {
                ai->CastSpell(MANA_SHIELD, *m_bot);
                SpellSequence = SPELL_FROST;
                LastSpellArcane = LastSpellArcane + 1;
                break;
            }
            else
            {
                LastSpellArcane = 0;
                SpellSequence = SPELL_FROST;
            }
    }
} // end DoNextCombatManeuver
Ejemplo n.º 8
0
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,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,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, 0 ) )
        SpellSequence = WarriorBattle;
    else if( m_bot->HasAura( DEFENSIVE_STANCE, 0 ) )
        SpellSequence = WarriorDefensive;
    else if( m_bot->HasAura( BERSERKER_STANCE, 0 ) )
        SpellSequence = WarriorBerserker;

    // do shouts, berserker rage, etc...
    if( BERSERKER_RAGE>0 && !m_bot->HasAura( BERSERKER_RAGE, 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, 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, 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, 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, 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, 0 ) && ai->CastSpell( BLOODRAGE, *m_bot ) )
                out << " > Bloodrage";
			else if( DEATH_WISH>0 && ai->GetRageAmount()>=10 && !m_bot->HasAura( DEATH_WISH, 0 ) && ai->CastSpell( DEATH_WISH, *m_bot ) )
                out << " > Death Wish";
			else if( RETALIATION>0 && pVictim == m_bot && ai->GetAttackerCount()>=2 && !m_bot->HasAura( RETALIATION, 0 ) && ai->CastSpell( RETALIATION, *m_bot ) )
                out << " > Retaliation";
			else if( DEMORALIZING_SHOUT>0 && ai->GetRageAmount()>=10 && !pTarget->HasAura( DEMORALIZING_SHOUT, 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, 0 ) && ai->CastSpell( SWEEPING_STRIKES, *m_bot ) )
                out << " > Sweeping Strikes!";
			else if( BLADESTORM>0 && ai->GetRageAmount()>=25 && pVictim == m_bot && !m_bot->HasAura( BLADESTORM, 0 ) && ai->GetAttackerCount()>=3 && ai->CastSpell( BLADESTORM, *pTarget ) )
                out << " > Bladestorm!";
			else if( MORTAL_STRIKE>0 && ai->GetRageAmount()>=30 && !pTarget->HasAura( MORTAL_STRIKE, 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, 0 ) && ai->CastSpell( THUNDER_CLAP, *pTarget ) )
                out << " > Thunder Clap";
			else if( ENRAGED_REGENERATION>0 && ai->GetRageAmount()>=15 && !m_bot->HasAura( BERSERKER_RAGE, 0 ) && !m_bot->HasAura( ENRAGED_REGENERATION, 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, 0 ) && !pTarget->HasAura( PIERCING_HOWL, 0 ) && !pTarget->HasAura( SHOCKWAVE, 0 ) && !pTarget->HasAura( CONCUSSION_BLOW, 0 ) && ai->CastSpell( SHOCKWAVE, *pTarget ) )
                out << " > Shockwave";
			else if( REND>0 && ai->GetRageAmount()>=10 && !pTarget->HasAura( REND, 0 ) && ai->CastSpell( REND, *pTarget ) )
                out << " > Rend";
			else if( HAMSTRING>0 && ai->GetRageAmount()>=10 && !pTarget->HasAura( HAMSTRING, 0 ) && ai->CastSpell( HAMSTRING, *pTarget ) )
                out << " > Hamstring";
            else if( CHALLENGING_SHOUT>0 && ai->GetRageAmount()>=5 && pVictim != m_bot && ai->GetHealthPercent() > 25 && !pTarget->HasAura( MOCKING_BLOW, 0 ) && !pTarget->HasAura( CHALLENGING_SHOUT, 0 ) && ai->CastSpell( CHALLENGING_SHOUT, *pTarget ) )
                out << " > Challenging Shout";
			else if( BLOODTHIRST>0 && ai->GetRageAmount()>=20 && !m_bot->HasAura( BLOODTHIRST, 0 ) && m_bot->GetHealth() < m_bot->GetMaxHealth()*0.7 && ai->CastSpell( BLOODTHIRST, *pTarget ) )
                out << " > Bloodthrist";
			else if( CLEAVE>0 && ai->GetRageAmount()>=20 && ai->CastSpell( CLEAVE, *pTarget ) )
                out << " > Cleave";
			else if( HEROIC_STRIKE>0 && ai->GetRageAmount()>=15 && ai->CastSpell( HEROIC_STRIKE, *pTarget ) )
                out << " > Heroic Strike";
			else if( CONCUSSION_BLOW>0 && ai->GetRageAmount()>=15 && !pTarget->HasAura( WAR_STOMP, 0 ) && !pTarget->HasAura( PIERCING_HOWL, 0 ) && !pTarget->HasAura( SHOCKWAVE, 0 ) && !pTarget->HasAura( CONCUSSION_BLOW, 0 ) && ai->CastSpell( CONCUSSION_BLOW, *pTarget ) )
                out << " > Concussion Blow";
			else if( SLAM>0 && ai->GetRageAmount()>=15 && ai->CastSpell( SLAM, *pTarget ) )
                out << " > Slam";
			else if( PIERCING_HOWL>0 && ai->GetRageAmount()>=10 && ai->GetAttackerCount()>=3 && !pTarget->HasAura( WAR_STOMP, 0 ) && !pTarget->HasAura( PIERCING_HOWL, 0 ) && !pTarget->HasAura( SHOCKWAVE, 0 ) && !pTarget->HasAura( CONCUSSION_BLOW, 0 ) && ai->CastSpell( PIERCING_HOWL, *pTarget ) )
                out << " > Piercing Howl";
			else if( MOCKING_BLOW>0 && ai->GetRageAmount()>=10 && pVictim != m_bot && ai->GetHealthPercent() > 25 && !pTarget->HasAura( MOCKING_BLOW, 0 ) && !pTarget->HasAura( CHALLENGING_SHOUT, 0 ) && ai->CastSpell( MOCKING_BLOW, *pTarget ) )
                out << " > Mocking Blow";
			else if( OVERPOWER>0 && ai->GetRageAmount()>=5 && ai->CastSpell( OVERPOWER, *pTarget ) )
                out << " > Overpower";
			else if( SUNDER_ARMOR>0 && ai->CastSpell( SUNDER_ARMOR, *pTarget ) )
                out << " > Sunder Armor";
			else if( SHATTERING_THROW>0 && !pTarget->HasAura( SHATTERING_THROW, 0 ) && ai->CastSpell( SHATTERING_THROW, *pTarget ) )
                out << " > Shattering Throw";
			else if( HEROIC_THROW>0 && ai->CastSpell( HEROIC_THROW, *pTarget ) )
                out << " > Heroic Throw";
			else if( m_bot->getRace() == RACE_TAUREN && !pTarget->HasAura( WAR_STOMP, 0 ) && !pTarget->HasAura( PIERCING_HOWL, 0 ) && !pTarget->HasAura( SHOCKWAVE, 0 ) && !pTarget->HasAura( CONCUSSION_BLOW, 0 ) && ai->CastSpell( WAR_STOMP, *pTarget ) )
                out << " > War Stomp";
			else if( m_bot->getRace() == RACE_HUMAN && m_bot->hasUnitState( UNIT_STAT_STUNNED ) || m_bot->HasAuraType( SPELL_AURA_MOD_FEAR ) || m_bot->HasAuraType( SPELL_AURA_MOD_DECREASE_SPEED ) || m_bot->HasAuraType( SPELL_AURA_MOD_CHARM ) && ai->CastSpell( EVERY_MAN_FOR_HIMSELF, *m_bot ) )
                out << " > Every Man for Himself";
			else if( m_bot->getRace() == RACE_UNDEAD_PLAYER && m_bot->HasAuraType( SPELL_AURA_MOD_FEAR ) || m_bot->HasAuraType( SPELL_AURA_MOD_CHARM ) && ai->CastSpell( WILL_OF_THE_FORSAKEN, *m_bot ) )
                out << " > Will of the Forsaken";
			else if( m_bot->getRace() == RACE_DWARF && m_bot->HasAuraState( AURA_STATE_DEADLY_POISON ) && ai->CastSpell( STONEFORM, *m_bot ) )
                out << " > Stoneform";
			else if( m_bot->getRace() == RACE_GNOME && m_bot->hasUnitState( UNIT_STAT_STUNNED ) || m_bot->HasAuraType( SPELL_AURA_MOD_DECREASE_SPEED ) && ai->CastSpell( ESCAPE_ARTIST, *m_bot ) )
                out << " > Escape Artist";
			else if( m_bot->getRace() == RACE_NIGHTELF && pVictim == m_bot && ai->GetHealthPercent() < 25 && !m_bot->HasAura( SHADOWMELD, 0 ) && ai->CastSpell( SHADOWMELD, *m_bot ) )
                out << " > Shadowmeld";
			else if( m_bot->getRace() == RACE_ORC && !m_bot->HasAura( BLOOD_FURY, 0 ) && ai->CastSpell( BLOOD_FURY, *m_bot ) )
                out << " > Blood Fury";
			else if( m_bot->getRace() == RACE_TROLL && !m_bot->HasAura( BERSERKING, 0 ) && ai->CastSpell( BERSERKING, *m_bot ) )
                out << " > Berserking";
			else if( m_bot->getRace() == RACE_DRAENEI && ai->GetHealthPercent() < 25 && !m_bot->HasAura(GIFT_OF_THE_NAARU, 0) && ai->CastSpell(GIFT_OF_THE_NAARU, *m_bot) )
                out << " > Gift of the Naaru";
            else
                out << " > NONE";
            break;

        case WarriorDefensive:
            out << "Case Defensive";
            if( DISARM>0 && ai->GetRageAmount()>=15 && !pTarget->HasAura( DISARM, 0 ) && ai->CastSpell( DISARM, *pTarget ) )
                out << " > Disarm";
            else if( SUNDER_ARMOR>0 && ai->GetRageAmount()>=15 && ai->CastSpell( SUNDER_ARMOR, *pTarget ) )
                out << " > Sunder Armor";
			else if( REVENGE>0 && ai->GetRageAmount()>=5 && ai->CastSpell( REVENGE, *pTarget ) )
                out << " > Revenge";
            else if( SHIELD_BLOCK>0 && !m_bot->HasAura( SHIELD_BLOCK, 0 ) && ai->CastSpell( SHIELD_BLOCK, *m_bot ) )
                out << " > Shield Block";
			else if( SHIELD_WALL>0 && !m_bot->HasAura( SHIELD_WALL, 0 ) && ai->CastSpell( SHIELD_WALL, *m_bot ) )
                out << " > Shield Wall";
            else
                out << " > NONE";
            break;

        case WarriorBerserker:
            out << "Case Berserker";
			if( WHIRLWIND>0 && ai->GetRageAmount()>=25 && ai->CastSpell( WHIRLWIND, *pTarget ) )
                out << " > Whirlwind";
            out << " > NONE";
            break;
    }
    if( ai->GetManager()->m_confDebugWhisper )
        ai->TellMaster( out.str().c_str() );
}
Ejemplo n.º 9
0
void PlayerbotPriestAI::DoNextCombatManeuver(Unit *pTarget)
{
    Unit* pVictim = pTarget->getVictim();
    PlayerbotAI* ai = GetAI();
    if (!ai)
        return;

    switch (ai->GetScenarioType())
    {
        case PlayerbotAI::SCENARIO_PVP_DUEL:
            (ai->HasAura(SCREAM, *pTarget) && ai->GetHealthPercent() < 60 && ai->CastSpell(HEAL)) ||
            ai->CastSpell(SHADOW_WORD_PAIN) ||
            (ai->GetHealthPercent() < 80 && ai->CastSpell(RENEW)) ||
            (ai->GetPlayerBot()->GetDistance(pTarget) <= 5 && ai->CastSpell(SCREAM)) ||
            ai->CastSpell(MIND_BLAST) ||
            (ai->GetHealthPercent() < 50 && ai->CastSpell(GREATER_HEAL)) ||
            ai->CastSpell(SMITE);
            return;
        default:
            break;
    }

    // ------- Non Duel combat ----------
    Player *m_bot = GetPlayerBot();
    Group *m_group = m_bot->GetGroup();
    bool meleeReach = m_bot->CanReachWithMeleeAttack(pTarget);

    if (ai->GetCombatStyle() != PlayerbotAI::COMBAT_RANGED && !meleeReach)
        ai->SetCombatStyle(PlayerbotAI::COMBAT_RANGED);
    // if in melee range OR can't shoot OR have no ranged (wand) equipped
    else if (ai->GetCombatStyle() != PlayerbotAI::COMBAT_MELEE 
            && (meleeReach || SHOOT == 0 || !m_bot->GetWeaponForAttack(RANGED_ATTACK, true, true))
            && !ai->IsHealer())
        ai->SetCombatStyle(PlayerbotAI::COMBAT_MELEE);

    if (SHOOT > 0 && ai->GetCombatStyle() == PlayerbotAI::COMBAT_RANGED && !m_bot->FindCurrentSpellBySpellId(SHOOT))
        ai->CastSpell(SHOOT, *pTarget);
    //ai->TellMaster( "started auto shot." );
    else if (SHOOT > 0 && m_bot->FindCurrentSpellBySpellId(SHOOT))
        m_bot->InterruptNonMeleeSpells(true, SHOOT);

    // 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 && POWER_WORD_SHIELD > 0 && !m_bot->HasAura(POWER_WORD_SHIELD, EFFECT_INDEX_0))
    {
        ai->TellMaster("I'm casting pws on myself.");
        ai->CastSpell(POWER_WORD_SHIELD);
    }
    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);

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

    // 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
    switch (SpellSequence)
    {
    case SPELL_HOLY:
            if (SMITE > 0 && ai->In_Reach(pTarget,SMITE) && 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 && ai->In_Reach(pTarget,MANA_BURN) && 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 && ai->In_Reach(pTarget,HOLY_NOVA) && LastSpellHoly < 3 && meleeReach && ai->GetManaPercent() >= 22)
            {
                //ai->TellMaster("I'm casting holy nova.");
                ai->CastSpell(HOLY_NOVA);
                SpellSequence = SPELL_SHADOWMAGIC;
                LastSpellHoly = LastSpellHoly + 1;
                break;
            }
            else if (HOLY_FIRE > 0 && ai->In_Reach(pTarget,HOLY_FIRE) && LastSpellHoly < 4 && !pTarget->HasAura(HOLY_FIRE, EFFECT_INDEX_0) && ai->GetManaPercent() >= 13)
            {
                //ai->TellMaster("I'm casting holy fire.");
                ai->CastSpell(HOLY_FIRE, *pTarget);
                SpellSequence = SPELL_SHADOWMAGIC;
                LastSpellHoly = LastSpellHoly + 1;
                break;
            }
            else if (PRAYER_OF_MENDING > 0 && ai->In_Reach(pTarget,PRAYER_OF_MENDING) && LastSpellHoly < 5 && pVictim == GetMaster() && GetMaster()->GetHealth() <= GetMaster()->GetMaxHealth() * 0.7 && !GetMaster()->HasAura(PRAYER_OF_MENDING, EFFECT_INDEX_0) && ai->GetManaPercent() >= 15)
            {
                //ai->TellMaster("I'm casting prayer of mending on master.");
                ai->CastSpell(PRAYER_OF_MENDING, *GetMaster());
                SpellSequence = SPELL_SHADOWMAGIC;
                LastSpellHoly = LastSpellHoly + 1;
                break;
            }
            else if (LastSpellHoly > 6)
            {
                LastSpellHoly = 0;
                SpellSequence = SPELL_SHADOWMAGIC;
                break;
            }
            LastSpellHoly = LastSpellHoly + 1;
        //SpellSequence = SPELL_SHADOWMAGIC;
        //break;

        case SPELL_SHADOWMAGIC:
            if (SHADOW_WORD_PAIN > 0 && ai->In_Reach(pTarget,SHADOW_WORD_PAIN) && LastSpellShadowMagic < 1 && !pTarget->HasAura(SHADOW_WORD_PAIN, EFFECT_INDEX_0) && ai->GetManaPercent() >= 25)
            {
                //ai->TellMaster("I'm casting pain.");
                ai->CastSpell(SHADOW_WORD_PAIN, *pTarget);
                SpellSequence = SPELL_DISCIPLINE;
                LastSpellShadowMagic = LastSpellShadowMagic + 1;
                break;
            }
            else if (MIND_BLAST > 0 && ai->In_Reach(pTarget,MIND_BLAST) && LastSpellShadowMagic < 2 && ai->GetManaPercent() >= 19)
            {
                //ai->TellMaster("I'm casting mind blast.");
                ai->CastSpell(MIND_BLAST, *pTarget);
                SpellSequence = SPELL_DISCIPLINE;
                LastSpellShadowMagic = LastSpellShadowMagic + 1;
                break;
            }
            else if (SCREAM > 0 && ai->In_Reach(pTarget,SCREAM) && LastSpellShadowMagic < 3 && ai->GetAttackerCount() >= 3 && ai->GetManaPercent() >= 15)
            {
                ai->TellMaster("I'm casting scream.");
                ai->CastSpell(SCREAM);
                SpellSequence = SPELL_DISCIPLINE;
                (LastSpellShadowMagic = LastSpellShadowMagic + 1);
                break;
            }

            else if (MIND_FLAY > 0 && LastSpellShadowMagic < 4 && !pTarget->HasAura(MIND_FLAY, EFFECT_INDEX_0) && ai->GetManaPercent() >= 10)
            {
                //ai->TellMaster("I'm casting mind flay.");
                ai->CastSpell(MIND_FLAY, *pTarget);
                ai->SetIgnoreUpdateTime(3);
                SpellSequence = SPELL_DISCIPLINE;
                LastSpellShadowMagic = LastSpellShadowMagic + 1;
                break;
            }
            else if (DEVOURING_PLAGUE > 0 && ai->In_Reach(pTarget,DEVOURING_PLAGUE) && LastSpellShadowMagic < 5 && !pTarget->HasAura(DEVOURING_PLAGUE, EFFECT_INDEX_0) && ai->GetManaPercent() >= 28)
            {
                ai->CastSpell(DEVOURING_PLAGUE, *pTarget);
                SpellSequence = SPELL_DISCIPLINE;
                LastSpellShadowMagic = LastSpellShadowMagic + 1;
                break;
            }
            else if (SHADOW_PROTECTION > 0 && ai->In_Reach(pTarget,SHADOW_PROTECTION) && LastSpellShadowMagic < 6 && ai->GetManaPercent() >= 60)
            {
                ai->CastSpell(SHADOW_PROTECTION, *pTarget);
                SpellSequence = SPELL_DISCIPLINE;
                LastSpellShadowMagic = LastSpellShadowMagic + 1;
                break;
            }
            else if (VAMPIRIC_TOUCH > 0 && LastSpellShadowMagic < 7 && !pTarget->HasAura(VAMPIRIC_TOUCH, EFFECT_INDEX_0) && ai->GetManaPercent() >= 18)
            {
                ai->CastSpell(VAMPIRIC_TOUCH, *pTarget);
                SpellSequence = SPELL_DISCIPLINE;
                LastSpellShadowMagic = LastSpellShadowMagic + 1;
                break;
            }
            else if (SHADOWFIEND > 0 && ai->In_Reach(pTarget,SHADOWFIEND) && LastSpellShadowMagic < 8)
            {
                ai->CastSpell(SHADOWFIEND);
                SpellSequence = SPELL_DISCIPLINE;
                LastSpellShadowMagic = LastSpellShadowMagic + 1;
                break;
            }
            else if (MIND_SEAR > 0 && ai->In_Reach(pTarget,MIND_SEAR) && LastSpellShadowMagic < 9 && ai->GetAttackerCount() >= 3 && ai->GetManaPercent() >= 28)
            {
                ai->CastSpell(MIND_SEAR, *pTarget);
                ai->SetIgnoreUpdateTime(5);
                SpellSequence = SPELL_DISCIPLINE;
                LastSpellShadowMagic = LastSpellShadowMagic + 1;
                break;
            }
            else if (LastSpellShadowMagic > 10)
            {
                LastSpellShadowMagic = 0;
                SpellSequence = SPELL_DISCIPLINE;
                break;
            }
            LastSpellShadowMagic = LastSpellShadowMagic + 1;
        //SpellSequence = SPELL_DISCIPLINE;
        //break;

        case SPELL_DISCIPLINE:
            if (FEAR_WARD > 0 && ai->In_Reach(pTarget,FEAR_WARD) && LastSpellDiscipline < 1 && ai->GetManaPercent() >= 3)
            {
                //ai->TellMaster("I'm casting fear ward");
                ai->CastSpell(FEAR_WARD, *(GetMaster()));
                SpellSequence = SPELL_HOLY;
                LastSpellDiscipline = LastSpellDiscipline + 1;
                break;
            }
            else if (POWER_INFUSION > 0 && LastSpellDiscipline < 2 && ai->GetManaPercent() >= 16)
            {
                //ai->TellMaster("I'm casting power infusion");
                ai->CastSpell(POWER_INFUSION, *(GetMaster()));
                SpellSequence = SPELL_HOLY;
                LastSpellDiscipline = LastSpellDiscipline + 1;
                break;
            }
            else if (MASS_DISPEL > 0 && ai->In_Reach(pTarget,MASS_DISPEL) && LastSpellDiscipline < 3 && ai->GetManaPercent() >= 33)
            {
                //ai->TellMaster("I'm casting mass dispel");
                ai->CastSpell(MASS_DISPEL);
                SpellSequence = SPELL_HOLY;
                LastSpellDiscipline = LastSpellDiscipline + 1;
                break;
            }
            else if (INNER_FOCUS > 0 && !m_bot->HasAura(INNER_FOCUS, EFFECT_INDEX_0) && LastSpellDiscipline < 4)
            {
                //ai->TellMaster("I'm casting inner focus");
                ai->CastSpell(INNER_FOCUS, *m_bot);
                SpellSequence = SPELL_HOLY;
                LastSpellDiscipline = LastSpellDiscipline + 1;
                break;
            }
            else if (PENANCE > 0 && LastSpellDiscipline < 5 && ai->GetManaPercent() >= 16)
            {
                //ai->TellMaster("I'm casting PENANCE");
                ai->CastSpell(PENANCE);
                SpellSequence = SPELL_HOLY;
                LastSpellDiscipline = LastSpellDiscipline + 1;
                break;
            }
            else if (LastSpellDiscipline > 6)
            {
                LastSpellDiscipline = 0;
                SpellSequence = SPELL_HOLY;
                break;
            }
            else
            {
                LastSpellDiscipline = LastSpellDiscipline + 1;
                SpellSequence = SPELL_HOLY;
            }
    }
} // end DoNextCombatManeuver
Ejemplo n.º 10
0
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 ----------

    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;
            /* no 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;
                ++LastSpellAffliction;
                break;
            }
            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;
            }
            else if (SHADOW_BOLT && LastSpellDestruction < 2)
            {
                ai->CastSpell(SHADOW_BOLT, *pTarget);
                SpellSequence = SPELL_CURSES;
                ++LastSpellDestruction;
                break;
            }
            else if (RAIN_OF_FIRE && LastSpellDestruction < 3 && ai->GetAttackerCount() >= 3)
            {
                ai->CastSpell(RAIN_OF_FIRE, *pTarget);
                //ai->TellMaster("casting rain of fire!");
                //ai->SetIgnoreUpdateTime(8);
                SpellSequence = SPELL_CURSES;
                ++LastSpellDestruction;
                break;
            }
            else if (SHADOWFLAME && !pTarget->HasAura(SHADOWFLAME) && LastSpellDestruction < 4)
            {
                ai->CastSpell(SHADOWFLAME, *pTarget);
                SpellSequence = SPELL_CURSES;
                ++LastSpellDestruction;
                break;
            }
            else if (IMMOLATE && !pTarget->HasAura(IMMOLATE) && !pTarget->HasAura(SHADOWFLAME) && LastSpellDestruction < 5)
            {
                ai->CastSpell(IMMOLATE, *pTarget);
                SpellSequence = SPELL_CURSES;
                ++LastSpellDestruction;
                break;
            }
            else if (CONFLAGRATE && LastSpellDestruction < 6)
            {
                ai->CastSpell(CONFLAGRATE, *pTarget);
                SpellSequence = SPELL_CURSES;
                ++LastSpellDestruction;
                break;
            }
            else if (INCINERATE && LastSpellDestruction < 7)
            {
                ai->CastSpell(INCINERATE, *pTarget);
                SpellSequence = SPELL_CURSES;
                ++LastSpellDestruction;
                break;
            }
            else if (SEARING_PAIN && LastSpellDestruction < 8)
            {
                ai->CastSpell(SEARING_PAIN, *pTarget);
                SpellSequence = SPELL_CURSES;
                ++LastSpellDestruction;
                break;
            }
            else if (SOUL_FIRE && LastSpellDestruction < 9)
            {
                ai->CastSpell(SOUL_FIRE, *pTarget);
                //ai->SetIgnoreUpdateTime(6);
                SpellSequence = SPELL_CURSES;
                ++LastSpellDestruction;
                break;
            }
            else if (CHAOS_BOLT && LastSpellDestruction < 10)
            {
                ai->CastSpell(CHAOS_BOLT, *pTarget);
                SpellSequence = SPELL_CURSES;
                ++LastSpellDestruction;
                break;
            }
            else if (SHADOWBURN && LastSpellDestruction < 11 && pTarget->GetHealth() < pTarget->GetMaxHealth() * 0.20 && !pTarget->HasAura(SHADOWBURN))
            {
                ai->CastSpell(SHADOWBURN, *pTarget);
                SpellSequence = SPELL_CURSES;
                ++LastSpellDestruction;
                break;
            }
            else if (HELLFIRE && LastSpellDestruction < 12 && !m_bot->HasAura(HELLFIRE) && ai->GetAttackerCount() >= 5 && ai->GetHealthPercent() >= 50)
            {
                ai->CastSpell(HELLFIRE);
                ai->TellMaster("casting hellfire!");
                //ai->SetIgnoreUpdateTime(15);
                SpellSequence = SPELL_CURSES;
                ++LastSpellDestruction;
                break;
            }
            else
            {
                LastSpellDestruction = 0;
                SpellSequence = SPELL_CURSES;
            }
            break;
        default:
            break;
    }
} // end DoNextCombatManeuver
Ejemplo n.º 11
0
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;
                LastSpellHoly = LastSpellHoly +1;
                break;
             }
             else if (HOLY_FIRE > 0 && LastSpellHoly <4 && !pTarget->HasAura(HOLY_FIRE, EFFECT_INDEX_0) && ai->GetManaPercent() >= 13)
             {
                 //ai->TellMaster("I'm casting holy fire.");
                 ai->CastSpell(HOLY_FIRE, *pTarget);
                 SpellSequence = SPELL_SHADOWMAGIC;
                 LastSpellHoly = LastSpellHoly +1;
                 break;
             }
             else if (PRAYER_OF_MENDING > 0 && LastSpellHoly <5 && pVictim == GetMaster() && GetMaster()->GetHealth() <= GetMaster()->GetMaxHealth()*0.7 && !GetMaster()->HasAura(PRAYER_OF_MENDING, EFFECT_INDEX_0) && ai->GetManaPercent() >= 15)
             {
                 //ai->TellMaster("I'm casting prayer of mending on master.");
                 ai->CastSpell(PRAYER_OF_MENDING, *GetMaster());
                 SpellSequence = SPELL_SHADOWMAGIC;
                 LastSpellHoly = LastSpellHoly +1;
                 break;
             }
             else if (LastSpellHoly > 6)
             {
                 LastSpellHoly = 0;
                 SpellSequence = SPELL_SHADOWMAGIC;
                 break;
             }
             LastSpellHoly = LastSpellHoly + 1;
             //SpellSequence = SPELL_SHADOWMAGIC;
             //break;

        case SPELL_SHADOWMAGIC:
            if (PAIN > 0 && LastSpellShadowMagic <1 && !pTarget->HasAura(PAIN, EFFECT_INDEX_0) && ai->GetManaPercent() >= 25)
            {
                //ai->TellMaster("I'm casting pain.");
                ai->CastSpell(PAIN, *pTarget);
                SpellSequence = SPELL_DISCIPLINE;
                LastSpellShadowMagic = LastSpellShadowMagic +1;
                break;
            }
            else if (MIND_BLAST > 0 && LastSpellShadowMagic <2 && ai->GetManaPercent() >= 19)
            {
                //ai->TellMaster("I'm casting mind blast.");
                ai->CastSpell(MIND_BLAST, *pTarget);
                SpellSequence = SPELL_DISCIPLINE;
                LastSpellShadowMagic = LastSpellShadowMagic +1;
                break;
            }
           else if (SCREAM > 0 && LastSpellShadowMagic <3 && ai->GetAttackerCount()>=3 && ai->GetManaPercent() >= 15)
            {
                ai->TellMaster("I'm casting scream.");
                ai->CastSpell(SCREAM);
                SpellSequence = SPELL_DISCIPLINE;
                (LastSpellShadowMagic = LastSpellShadowMagic +1);
                break;
            }

            else if (MIND_FLAY > 0 && LastSpellShadowMagic <4 && !pTarget->HasAura(MIND_FLAY, EFFECT_INDEX_0) && ai->GetManaPercent() >= 10)
            {
                //ai->TellMaster("I'm casting mind flay.");
                ai->CastSpell(MIND_FLAY, *pTarget);
                ai->SetIgnoreUpdateTime(3);
                SpellSequence = SPELL_DISCIPLINE;
                LastSpellShadowMagic = LastSpellShadowMagic +1;
                break;
            }
            else if (DEVOURING_PLAGUE > 0 && LastSpellShadowMagic <5 && !pTarget->HasAura(DEVOURING_PLAGUE, EFFECT_INDEX_0) && ai->GetManaPercent() >= 28)
            {
                ai->CastSpell(DEVOURING_PLAGUE, *pTarget);
                SpellSequence = SPELL_DISCIPLINE;
                LastSpellShadowMagic = LastSpellShadowMagic +1;
                break;
            }
            else if (SHADOW_PROTECTION > 0 && LastSpellShadowMagic <6 && ai->GetManaPercent() >= 60)
            {
                ai->CastSpell(SHADOW_PROTECTION, *pTarget);
                SpellSequence = SPELL_DISCIPLINE;
                LastSpellShadowMagic = LastSpellShadowMagic +1;
                break;
            }
            else if (VAMPIRIC_TOUCH > 0 && LastSpellShadowMagic <7 && !pTarget->HasAura(VAMPIRIC_TOUCH, EFFECT_INDEX_0) && ai->GetManaPercent() >= 18)
            {
                ai->CastSpell(VAMPIRIC_TOUCH, *pTarget);
                SpellSequence = SPELL_DISCIPLINE;
                LastSpellShadowMagic = LastSpellShadowMagic +1;
                break;
            }
            else if (SHADOWFIEND > 0 && LastSpellShadowMagic <8)
            {
                ai->CastSpell(SHADOWFIEND);
                SpellSequence = SPELL_DISCIPLINE;
                LastSpellShadowMagic = LastSpellShadowMagic +1;
                break;
            }
            else if (MIND_SEAR > 0 && LastSpellShadowMagic <9 && ai->GetAttackerCount()>=3 && ai->GetManaPercent() >= 28)
            {
                ai->CastSpell(MIND_SEAR, *pTarget);
                ai->SetIgnoreUpdateTime(5);
                SpellSequence = SPELL_DISCIPLINE;
                LastSpellShadowMagic = LastSpellShadowMagic +1;
                break;
            }
            else if (LastSpellShadowMagic > 10)
            {
                LastSpellShadowMagic = 0;
                SpellSequence = SPELL_DISCIPLINE;
                break;
            }
            LastSpellShadowMagic = LastSpellShadowMagic +1;
            //SpellSequence = SPELL_DISCIPLINE;
            //break;

        case SPELL_DISCIPLINE:
            if (FEAR_WARD > 0 && LastSpellDiscipline <1 && ai->GetManaPercent() >= 3)
            {
                //ai->TellMaster("I'm casting fear ward");
                ai->CastSpell(FEAR_WARD, *(GetMaster()));
                SpellSequence = SPELL_HOLY;
                LastSpellDiscipline = LastSpellDiscipline + 1;
                break;
            }
            else if (POWER_INFUSION > 0 && LastSpellDiscipline <2 && ai->GetManaPercent() >= 16)
            {
                //ai->TellMaster("I'm casting power infusion");
                ai->CastSpell(POWER_INFUSION, *(GetMaster()));
                SpellSequence = SPELL_HOLY;
                LastSpellDiscipline = LastSpellDiscipline + 1;
                break;
            }
            else if (MASS_DISPEL > 0 && LastSpellDiscipline <3 && ai->GetManaPercent() >= 33)
            {
                //ai->TellMaster("I'm casting mass dispel");
                ai->CastSpell(MASS_DISPEL);
                SpellSequence = SPELL_HOLY;
                LastSpellDiscipline = LastSpellDiscipline + 1;
                break;
            }
            else if (INNER_FOCUS > 0 && !m_bot->HasAura(INNER_FOCUS, EFFECT_INDEX_0) && LastSpellDiscipline <4)
            {
                //ai->TellMaster("I'm casting inner focus");
                ai->CastSpell(INNER_FOCUS, *m_bot);
                SpellSequence = SPELL_HOLY;
                LastSpellDiscipline = LastSpellDiscipline + 1;
                break;
            }
            else if (PENANCE > 0 && LastSpellDiscipline <5 && ai->GetManaPercent() >= 16)
            {
                //ai->TellMaster("I'm casting PENANCE");
                ai->CastSpell(PENANCE);
                SpellSequence = SPELL_HOLY;
                LastSpellDiscipline = LastSpellDiscipline + 1;
                break;
            }
            else if (LastSpellDiscipline > 6)
            {
                LastSpellDiscipline = 0;
                SpellSequence = SPELL_HOLY;
                break;
            }
            else
            {
                LastSpellDiscipline = LastSpellDiscipline + 1;
                SpellSequence = SPELL_HOLY;
            }
    }
} // end DoNextCombatManeuver
Ejemplo n.º 12
0
bool PlayerbotPaladinAI::DoNextCombatManeuver(Unit *pTarget)
{
    Unit* pVictim = pTarget->getVictim();
    PlayerbotAI* ai = GetAI();
    if (!ai)
        return false;

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

    ai->SetInFront(pTarget);
    Player *m_bot = GetPlayerBot();
    Group *m_group = m_bot->GetGroup();
    float dist = m_bot->GetDistance(pTarget);

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

    if (pMaster->isAlive())
    {
        if ((masterHP < 25)
            && (HAND_OF_PROTECTION > 0)
            && (!pMaster->HasAura(FORBEARANCE, EFFECT_INDEX_0))
            && (!pMaster->HasAura(HAND_OF_PROTECTION, EFFECT_INDEX_0))
            && (!pMaster->HasAura(DIVINE_PROTECTION, EFFECT_INDEX_0))
            && (!pMaster->HasAura(DIVINE_SHIELD, EFFECT_INDEX_0))
            && (ai->CastSpell(HAND_OF_PROTECTION, *pMaster)))
            return true;
    }

    if (m_group
        && (pVictim != m_bot))
    {
        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)
                && (HealTarget(*m_groupMember, memberHP)))
                return true;
        }
    }

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

    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)))
        return true;

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

    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)))
        return true;

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

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

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

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

    if ((ai->GetHealthPercent() <= 40) || (pMaster->GetHealth() <= (pMaster->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)))
            {
                CombatCounter++;
                return true;
            }

            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)))
            {
                CombatCounter++;
                return true;
            }

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

            if ((CRUSADER_STRIKE > 0)
                && (CombatCounter < 4)
                && (ai->GetManaPercent() >= 5)
                && (ai->CastSpell(CRUSADER_STRIKE, *pTarget)))
            {
                CombatCounter++;
                return true;
            }

            if ((AVENGING_WRATH > 0)
                && (CombatCounter < 5)
                && (!m_bot->HasAura(AVENGING_WRATH, EFFECT_INDEX_0))
                && (ai->GetManaPercent() >= 8)
                && (ai->CastSpell(AVENGING_WRATH, *m_bot)))
            {
                CombatCounter++;
                return true;
            }

            if ((SACRED_SHIELD > 0)
                && (CombatCounter < 6)
                && (pVictim == m_bot)
                && (ai->GetHealthPercent() < 70)
                && (!m_bot->HasAura(SACRED_SHIELD, EFFECT_INDEX_0))
                && (ai->GetManaPercent() >= 12)
                && (ai->CastSpell(SACRED_SHIELD, *m_bot)))
            {
                CombatCounter++;
                return true;
            }

            if ((DIVINE_STORM > 0)
                && (CombatCounter < 7)
                && (ai->GetAttackerCount() >= 3)
                && (dist <= ATTACK_DISTANCE)
                && (ai->GetManaPercent() >= 12)
                && (ai->CastSpell(DIVINE_STORM, *pTarget)))
            {
                CombatCounter++;
                return true;
            }

            if ((HAMMER_OF_WRATH > 0)
                && (CombatCounter < 8)
                && (pTarget->GetHealth() < pTarget->GetMaxHealth() * 0.20)
                && (ai->GetManaPercent() >= 14)
                && (ai->CastSpell(HAMMER_OF_WRATH, *pTarget)))
            {
                CombatCounter++;
                return true;
            }

            if ((HOLY_WRATH > 0)
                && (CombatCounter < 9)
                && (ai->GetAttackerCount() >= 3)
                && (dist <= ATTACK_DISTANCE)
                && (ai->GetManaPercent() >= 24)
                && (ai->CastSpell(HOLY_WRATH, *pTarget)))
            {
                CombatCounter++;
                return true;
            }

            if ((HAND_OF_SACRIFICE > 0)
                && (pVictim == pMaster)
                && (!pMaster->HasAura(HAND_OF_SACRIFICE, EFFECT_INDEX_0))
                && (CombatCounter < 10)
                && (ai->GetManaPercent() >= 6)
                && (ai->CastSpell(HAND_OF_SACRIFICE, *pMaster)))
            {
                CombatCounter++;
                return true;
            }

            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)))
            {
                CombatCounter++;
                return true;
            }

            if ((RIGHTEOUS_DEFENSE > 0)
                && (pVictim != m_bot)
                && (ai->GetHealthPercent() > 70)
                && (CombatCounter < 12)
                && (ai->CastSpell(RIGHTEOUS_DEFENSE, *pTarget)))
            {
                CombatCounter++;
                return true;
            }

            if ((DIVINE_PLEA > 0)
                && (!m_bot->HasAura(DIVINE_PLEA, EFFECT_INDEX_0))
                && (ai->GetManaPercent() < 50)
                && (CombatCounter < 13)
                && (ai->CastSpell(DIVINE_PLEA, *m_bot)))
            {
                CombatCounter++;
                return true;
            }

            if ((DIVINE_FAVOR > 0)
                && (!m_bot->HasAura(DIVINE_FAVOR, EFFECT_INDEX_0))
                && (CombatCounter < 14)
                && (ai->CastSpell(DIVINE_FAVOR, *m_bot)))
            {
                CombatCounter++;
                return true;
            }

            CombatCounter = 0;
            break;

        case Healing:

            if ((ai->GetHealthPercent() <= 40)
                && (HealTarget(*m_bot, ai->GetHealthPercent())))
                return true;

            if ((masterHP <= 40)
                && (HealTarget(*pMaster, masterHP)))
                return true;

            CombatCounter = 0;
            break;
    }

    if ((AVENGING_WRATH > 0)
        && (!m_bot->HasAura(AVENGING_WRATH, EFFECT_INDEX_0))
        && (ai->GetManaPercent() >= 8)
        && (ai->CastSpell(AVENGING_WRATH, *m_bot)))
        return true;

    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)))
        return true;

    if ((DIVINE_SACRIFICE > 0)
        && (ai->GetHealthPercent() > 50)
        && (pVictim != m_bot)
        && (!m_bot->HasAura(DIVINE_SACRIFICE, EFFECT_INDEX_0))
        && (ai->CastSpell(DIVINE_SACRIFICE, *m_bot)))
        return true;

    return false;
}
Ejemplo n.º 13
0
void PlayerbotDruidAI::_DoNextPVECombatManeuverSpellDPS(Unit* pTarget)
{
    PlayerbotAI* ai = GetAI();
    if (!ai)
        return;

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

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

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

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

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

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

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

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

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

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

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

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

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

    DruidSpellCombat++;
    if (BARKSKIN > 0 && pVictim == m_bot && ai->GetHealthPercent() < 75 && DruidSpellCombat < 10 && !m_bot->HasAura(BARKSKIN, EFFECT_INDEX_0))
    {
        ai->CastSpell(BARKSKIN, *m_bot);
        return;
    }

    DruidSpellCombat++;
    if (INNERVATE > 0 && ai->GetManaPercent() < 50 && DruidSpellCombat < 11 && !m_bot->HasAura(INNERVATE, EFFECT_INDEX_0))
    {
        ai->CastSpell(INNERVATE, *m_bot);
        return;
    }

    DruidSpellCombat = 0;
}