Example #1
0
void PlayerbotMageAI::DoNonCombatActions()
{
    Player * m_bot = GetPlayerBot();
    Player * master = GetMaster();

    if (!m_bot || !master)
        return;

    SpellSequence = SPELL_FROST;
    PlayerbotAI* ai = GetAI();

    // Buff armor
    if (MOLTEN_ARMOR)
    {
        if (ai->SelfBuff(MOLTEN_ARMOR))
            return;
    }
    else if (MAGE_ARMOR)
    {
        if (ai->SelfBuff(MAGE_ARMOR))
            return;
    }
    else if (ICE_ARMOR)
    {
        if (ai->SelfBuff(ICE_ARMOR))
            return;
    }
    else if (FROST_ARMOR)
        if (ai->SelfBuff(FROST_ARMOR))
            return;

    // buff master's group
    if (master->GetGroup())
    {
        // Buff master with group buff...
        if (ARCANE_BRILLIANCE && ai->HasSpellReagents(ARCANE_BRILLIANCE))
            if (ai->Buff(ARCANE_BRILLIANCE, master))
                return;

        // ...and check group for new members joined or resurrected, or just buff everyone if no group buff available
        Group::MemberSlotList const& groupSlot = GetMaster()->GetGroup()->GetMemberSlots();
        for (Group::member_citerator itr = groupSlot.begin(); itr != groupSlot.end(); itr++)
        {
            Player *tPlayer = sObjectMgr.GetPlayer(itr->guid);
            if (!tPlayer || !tPlayer->isAlive() || tPlayer == m_bot)
                continue;
            // buff
            if (BuffPlayer(tPlayer))
                return;
        }

    }
    // There is no group, buff master
    else if (master->isAlive() && BuffPlayer(master))
        return;

    // Buff self finally
    if (BuffPlayer(m_bot))
        return;

    // conjure food & water
    if (m_bot->getStandState() != UNIT_STAND_STATE_STAND)
        m_bot->SetStandState(UNIT_STAND_STATE_STAND);

    Item* pItem = ai->FindDrink();
    Item* fItem = ai->FindBandage();

    if (pItem == NULL && CONJURE_WATER && ai->GetBaseManaPercent() >= 48)
    {
        ai->TellMaster("I'm conjuring some water.");
        ai->CastSpell(CONJURE_WATER, *m_bot);
        ai->SetIgnoreUpdateTime(3);
        return;
    }
    else if (pItem != NULL && ai->GetManaPercent() < 30)
    {
        ai->TellMaster("I could use a drink.");
        ai->UseItem(pItem);
        return;
    }

    pItem = ai->FindFood();

    if (pItem == NULL && CONJURE_FOOD && ai->GetBaseManaPercent() >= 48)
    {
        ai->TellMaster("I'm conjuring some food.");
        ai->CastSpell(CONJURE_FOOD, *m_bot);
        ai->SetIgnoreUpdateTime(3);
    }

    // hp check
    if (m_bot->getStandState() != UNIT_STAND_STATE_STAND)
        m_bot->SetStandState(UNIT_STAND_STATE_STAND);

    pItem = ai->FindFood();

    if (pItem != NULL && ai->GetHealthPercent() < 30)
    {
        ai->TellMaster("I could use some food.");
        ai->UseItem(pItem);
        return;
    }
    else if (pItem == NULL && fItem != NULL && !m_bot->HasAura(RECENTLY_BANDAGED, EFFECT_INDEX_0) && ai->GetHealthPercent() < 70)
    {
        ai->TellMaster("I could use first aid.");
        ai->UseItem(fItem);
        return;
    }

} // end DoNonCombatActions
Example #2
0
void PlayerbotWarlockAI::DoNonCombatActions()
{
    SpellSequence = SPELL_CURSES;

    PlayerbotAI *ai = GetAI();
    Player * m_bot = GetPlayerBot();
    if (!ai || !m_bot)
        return;

    Pet *pet = m_bot->GetPet();

    // Initialize pet spells
    if (pet && pet->GetEntry() != m_lastDemon)
    {
        switch (pet->GetEntry())
        {
            case DEMON_IMP:
            {
                BLOOD_PACT       = ai->initPetSpell(BLOOD_PACT_ICON);
                FIREBOLT         = ai->initPetSpell(FIREBOLT_ICON);
                FIRE_SHIELD      = ai->initPetSpell(FIRE_SHIELD_ICON);
                break;
            }
            case DEMON_VOIDWALKER:
            {
                CONSUME_SHADOWS  = ai->initPetSpell(CONSUME_SHADOWS_ICON);
                SACRIFICE        = ai->initPetSpell(SACRIFICE_ICON);
                SUFFERING        = ai->initPetSpell(SUFFERING_ICON);
                TORMENT          = ai->initPetSpell(TORMENT_ICON);
                break;
            }
            case DEMON_SUCCUBUS:
            {
                LASH_OF_PAIN     = ai->initPetSpell(LASH_OF_PAIN_ICON);
                SEDUCTION        = ai->initPetSpell(SEDUCTION_ICON);
                SOOTHING_KISS    = ai->initPetSpell(SOOTHING_KISS_ICON);
                break;
            }
            case DEMON_FELHUNTER:
            {
                DEVOUR_MAGIC     = ai->initPetSpell(DEVOUR_MAGIC_ICON);
                FEL_INTELLIGENCE = ai->initPetSpell(FEL_INTELLIGENCE_ICON);
                SHADOW_BITE      = ai->initPetSpell(SHADOW_BITE_ICON);
                SPELL_LOCK       = ai->initPetSpell(SPELL_LOCK_ICON);
                break;
            }
            case DEMON_FELGUARD:
            {
                ANGUISH          = ai->initPetSpell(ANGUISH_ICON);
                CLEAVE           = ai->initPetSpell(CLEAVE_ICON);
                INTERCEPT        = ai->initPetSpell(INTERCEPT_ICON);
                break;
            }
        }

        m_lastDemon = pet->GetEntry();

        if (!m_isTempImp)
            m_demonOfChoice = pet->GetEntry();
    }

    // Destroy extra soul shards
    uint8 shardCount = m_bot->GetItemCount(SOUL_SHARD, false, NULL);
    uint8 freeSpace = ai->GetFreeBagSpace();
    if (shardCount > MAX_SHARD_COUNT || (freeSpace == 0 && shardCount > 1))
        m_bot->DestroyItemCount(SOUL_SHARD, shardCount > MAX_SHARD_COUNT ? shardCount - MAX_SHARD_COUNT : 1, true, false);

    // buff myself DEMON_SKIN, DEMON_ARMOR, FEL_ARMOR
    if (FEL_ARMOR)
    {
        if (ai->SelfBuff(FEL_ARMOR))
            return;
    }
    else if (DEMON_ARMOR)
    {
        if (ai->SelfBuff(DEMON_ARMOR))
            return;
    }
    else if (DEMON_SKIN)
        if (ai->SelfBuff(DEMON_SKIN))
            return;

    // healthstone creation
    if (CREATE_HEALTHSTONE && shardCount > 0)
    {
        Item* const healthStone = ai->FindConsumable(HEALTHSTONE_DISPLAYID);
        if (!healthStone && ai->CastSpell(CREATE_HEALTHSTONE))
            return;
    }

    // soulstone creation and use
    if (CREATE_SOULSTONE)
    {
        Item* soulStone = ai->FindConsumable(SOULSTONE_DISPLAYID);
        if (!soulStone)
        {
            if (shardCount > 0 && !m_bot->HasSpellCooldown(CREATE_SOULSTONE) && ai->CastSpell(CREATE_SOULSTONE))
                return;
        }
        else
        {
            uint32 soulStoneSpell = soulStone->GetProto()->Spells[0].SpellId;
            Player * master = GetMaster();
            if (!master->HasAura(soulStoneSpell) && !m_bot->HasSpellCooldown(soulStoneSpell))
            {
                ai->UseItem(soulStone, master);
                return;
            }
        }
    }

    // firestone creation and use
    Item* const weapon = m_bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
    if (weapon && weapon->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT) == 0)
    {
        Item* const stone = ai->FindConsumable(FIRESTONE_DISPLAYID);
        if (!stone)
        {
            if (CREATE_FIRESTONE && shardCount > 0 && ai->CastSpell(CREATE_FIRESTONE))
                return;
        }
        else
        {
            ai->UseItem(stone, EQUIPMENT_SLOT_MAINHAND);
            return;
        }
    }

    if (m_bot->getStandState() != UNIT_STAND_STATE_STAND)
        m_bot->SetStandState(UNIT_STAND_STATE_STAND);

    // mana check
    if (pet && DARK_PACT && pet->GetPower(POWER_MANA) > 0 && ai->GetManaPercent() <= 50)
        if (ai->CastSpell(DARK_PACT, *m_bot))
            return;

    if (LIFE_TAP && ai->GetManaPercent() <= 50 && ai->GetHealthPercent() > 50)
        if (ai->CastSpell(LIFE_TAP, *m_bot))
            return;

    if (ai->GetManaPercent() < 25)
    {
        Item* pItem = ai->FindDrink();
        if (pItem)
        {
            ai->TellMaster("I could use a drink.");
            ai->UseItem(pItem);
            return;
        }
    }

    // hp check
    if (ai->GetHealthPercent() < 30)
    {
        Item* pItem = ai->FindFood();
        if (pItem)
        {
            ai->TellMaster("I could use some food.");
            ai->UseItem(pItem);
            return;
        }
    }

    if (ai->GetHealthPercent() < 50 && !m_bot->HasAura(RECENTLY_BANDAGED))
    {
        Item* fItem = ai->FindBandage();
        if (fItem)
        {
            ai->TellMaster("I could use first aid.");
            ai->UseItem(fItem);
            return;
        }
    }

    //Heal Voidwalker
    if (pet && pet->GetEntry() == DEMON_VOIDWALKER && CONSUME_SHADOWS && pet->GetHealthPercent() < 75 && !pet->HasAura(CONSUME_SHADOWS))
        ai->CastPetSpell(CONSUME_SHADOWS);

    // Summon demon
    if (!pet || m_isTempImp)
    {
        uint32 summonSpellId;
        if (m_demonOfChoice != DEMON_IMP && shardCount > 0)
        {
            switch (m_demonOfChoice)
            {
                case DEMON_VOIDWALKER:
                    summonSpellId = SUMMON_VOIDWALKER;
                    break;
                case DEMON_FELGUARD:
                    summonSpellId = SUMMON_FELGUARD;
                    break;
                case DEMON_FELHUNTER:
                    summonSpellId = SUMMON_FELHUNTER;
                    break;
                case DEMON_SUCCUBUS:
                    summonSpellId = SUMMON_SUCCUBUS;
                    break;
                default:
                    summonSpellId = 0;
            }
            if (ai->CastSpell(summonSpellId))
            {
                ai->TellMaster("Summoning favorite demon...");
                m_isTempImp = false;
                return;
            }
        }
        else if (!pet && SUMMON_IMP && ai->CastSpell(SUMMON_IMP))
        {
            if (m_demonOfChoice != DEMON_IMP)
                m_isTempImp = true;

            ai->TellMaster("Summoning Imp...");
            return;
        }
    }

    // Soul link demon
    if (pet && SOUL_LINK && !m_bot->HasAura(SOUL_LINK_AURA) && ai->CastSpell(SOUL_LINK, *m_bot))
        return;

    // Check demon buffs
    if (pet && pet->GetEntry() == DEMON_IMP && BLOOD_PACT && !m_bot->HasAura(BLOOD_PACT) && ai->CastPetSpell(BLOOD_PACT))
        return;

    if (pet && pet->GetEntry() == DEMON_FELHUNTER && FEL_INTELLIGENCE && !m_bot->HasAura(FEL_INTELLIGENCE) && ai->CastPetSpell(FEL_INTELLIGENCE))
        return;

} // end DoNonCombatActions
Example #3
0
void PlayerbotPaladinAI::DoNonCombatActions()
{
    PlayerbotAI* ai = GetAI();
    Player * m_bot = GetPlayerBot();
    if (!m_bot)
        return;

    // Buff myself
    if (ai->GetCombatOrder() == PlayerbotAI::ORDERS_TANK) ai->SelfBuff(RIGHTEOUS_FURY);
    if (SEAL_OF_WISDOM > 0 && !m_bot->HasAura(SEAL_OF_WISDOM, EFFECT_INDEX_0) && ai->GetManaPercent() <= 30)
        ai->CastSpell(SEAL_OF_WISDOM, *m_bot);
    else if (m_bot->HasAura(SEAL_OF_WISDOM, EFFECT_INDEX_0) && ai->GetManaPercent() < 85)
    { }
    else if (SEAL_OF_LIGHT > 0 && !m_bot->HasAura(SEAL_OF_LIGHT, EFFECT_INDEX_0) && ai->GetHealthPercent() < 40)
        ai->CastSpell(SEAL_OF_LIGHT, *m_bot);
    else if (SEAL_OF_RIGHTEOUSNESS > 0 && !m_bot->HasAura(SEAL_OF_RIGHTEOUSNESS, EFFECT_INDEX_0))
        ai->CastSpell(SEAL_OF_RIGHTEOUSNESS, *m_bot);
    BuffPlayer(m_bot);

    // Buff master
    if(!GetMaster()->IsInDuel(GetMaster()))
        BuffPlayer(GetMaster());

    // mana check
    if (m_bot->getStandState() != UNIT_STAND_STATE_STAND)
        m_bot->SetStandState(UNIT_STAND_STATE_STAND);

    Item* pItem = ai->FindDrink();
    Item* fItem = ai->FindBandage();

    if (pItem != NULL && ai->GetManaPercent() < 40)
    {
        ai->TellMaster("I could use a drink.");
        ai->UseItem(pItem);
        return;
    }

    // hp check original
    if (m_bot->getStandState() != UNIT_STAND_STATE_STAND)
        m_bot->SetStandState(UNIT_STAND_STATE_STAND);

    pItem = ai->FindFood();

    if (pItem != NULL && ai->GetHealthPercent() < 40)
    {
        ai->TellMaster("I could use some food.");
        ai->UseItem(pItem);
        return;
    }
    else if (pItem == NULL && fItem != NULL && !m_bot->HasAura(RECENTLY_BANDAGED, EFFECT_INDEX_0) && ai->GetHealthPercent() < 70)
    {
        ai->TellMaster("I could use first aid.");
        ai->UseItem(fItem);
        return;
    }

    // heal and buff group
    if (GetMaster()->GetGroup())
    {
        Group::MemberSlotList const& groupSlot = GetMaster()->GetGroup()->GetMemberSlots();
        for (Group::member_citerator itr = groupSlot.begin(); itr != groupSlot.end(); itr++)
        {
            Player *tPlayer = sObjectMgr.GetPlayer(itr->guid);
            if (!tPlayer)
                continue;

            if (tPlayer->IsInDuelWith(GetMaster()))
                continue;

            if (!tPlayer->isAlive())
            {
                if (ai->CastSpell(REDEMPTION, *tPlayer))
                {
                    std::string msg = "Resurrecting ";
                    msg += tPlayer->GetName();
                    m_bot->Say(msg, LANG_UNIVERSAL);
                    return;
                }
                else
                    continue;
            }

            if (HealTarget(tPlayer))
                return;

            if (tPlayer != m_bot && tPlayer != GetMaster())
                if (BuffPlayer(tPlayer))
                    return;
        }
    }
}
Example #4
0
void PlayerbotPriestAI::DoNonCombatActions()
{
    PlayerbotAI* ai = GetAI();
    Player * m_bot = GetPlayerBot();
    Player * master = GetMaster();
    if (!m_bot || !master)
        return;

    SpellSequence = SPELL_HOLY;

    // selfbuff goes first
    if (ai->SelfBuff(INNER_FIRE))
        return;

    // mana check
    if (m_bot->getStandState() != UNIT_STAND_STATE_STAND)
        m_bot->SetStandState(UNIT_STAND_STATE_STAND);

    Item* pItem = ai->FindDrink();
    Item* fItem = ai->FindBandage();

    if (pItem != nullptr && ai->GetManaPercent() < 30)
    {
        ai->TellMaster("I could use a drink.");
        ai->UseItem(pItem);
        return;
    }

    // hp check
    if (m_bot->getStandState() != UNIT_STAND_STATE_STAND)
        m_bot->SetStandState(UNIT_STAND_STATE_STAND);

    pItem = ai->FindFood();

    if (pItem != nullptr && ai->GetHealthPercent() < 30)
    {
        ai->TellMaster("I could use some food.");
        ai->UseItem(pItem);
        return;
    }
    else if (pItem == nullptr && fItem != nullptr && !m_bot->HasAura(RECENTLY_BANDAGED, EFFECT_INDEX_0) && ai->GetHealthPercent() < 70)
    {
        ai->TellMaster("I could use first aid.");
        ai->UseItem(fItem);
        return;
    }

    // buff and heal master's group
    if (master->GetGroup())
    {
        // Buff master with group buffs
        if (master->isAlive())
        {
            if (PRAYER_OF_FORTITUDE && ai->HasSpellReagents(PRAYER_OF_FORTITUDE) && ai->Buff(PRAYER_OF_FORTITUDE, master))
                return;

            if (PRAYER_OF_SPIRIT && ai->HasSpellReagents(PRAYER_OF_SPIRIT) && ai->Buff(PRAYER_OF_SPIRIT, master))
                return;

            if (PRAYER_OF_SHADOW_PROTECTION && ai->HasSpellReagents(PRAYER_OF_SHADOW_PROTECTION) && ai->Buff(PRAYER_OF_SHADOW_PROTECTION, master))
                return;
            }

        Group::MemberSlotList const& groupSlot = GetMaster()->GetGroup()->GetMemberSlots();
        for (Group::member_citerator itr = groupSlot.begin(); itr != groupSlot.end(); itr++)
        {
            Player *tPlayer = sObjectMgr.GetPlayer(itr->guid);
            if (!tPlayer || tPlayer == m_bot)
                continue;

            // first rezz em
            if (!tPlayer->isAlive())
            {
                if (ai->CastSpell(RESURRECTION, *tPlayer))
                {
                    std::string msg = "Resurrecting ";
                    msg += tPlayer->GetName();
                    m_bot->Say(msg, LANG_UNIVERSAL);
                    return;
                }
                else
                    continue;
            }
            else
            {
                // buff and heal
                if (BuffPlayer(tPlayer))
                    return;

                if (HealTarget(tPlayer))
                    return;
            }
        }
    }
    else
    {
        if (master->isAlive())
        {
            if (BuffPlayer(master))
                return;
            if (HealTarget(master))
                return;
        }
        else
        if (ai->CastSpell(RESURRECTION, *master))
            ai->TellMaster("Resurrecting you, Master.");
    }

    BuffPlayer(m_bot);
} // end DoNonCombatActions