CombatManeuverReturns PlayerbotShamanAI::HealPlayer(Player* target) { CombatManeuverReturns r = PlayerbotClassAI::HealPlayer(target); if (r != RETURN_NO_ACTION_OK) return r; if (!target->isAlive()) { if (ANCESTRAL_SPIRIT && m_ai->CastSpell(ANCESTRAL_SPIRIT, *target)) { std::string msg = "Resurrecting "; msg += target->GetName(); m_bot->Say(msg, LANG_UNIVERSAL); return RETURN_CONTINUE; } return RETURN_NO_ACTION_ERROR; // not error per se - possibly just OOM } // Remove poison on group members if orders allow bot to do so if (Player* pPoisonedTarget = GetDispelTarget(DISPEL_POISON)) { if (CURE_POISON_SHAMAN > 0 && (m_ai->GetCombatOrder() & PlayerbotAI::ORDERS_NODISPEL) == 0 && m_ai->CastSpell(CURE_POISON_SHAMAN, *pPoisonedTarget)) return RETURN_CONTINUE; } // Remove disease on group members if orders allow bot to do so if (Player* pDiseasedTarget = GetDispelTarget(DISPEL_DISEASE)) { if (CURE_DISEASE_SHAMAN > 0 && (m_ai->GetCombatOrder() & PlayerbotAI::ORDERS_NODISPEL) == 0 && m_ai->CastSpell(CURE_DISEASE_SHAMAN, *pDiseasedTarget)) return RETURN_CONTINUE; } // Everyone is healthy enough, return OK. MUST correlate to highest value below (should be last HP check) if (target->GetHealthPercent() >= 80) return RETURN_NO_ACTION_OK; // Technically the best rotation is CHAIN + LHW + LHW subbing in HW for trouble (bad mana efficiency) if (target->GetHealthPercent() < 30 && HEALING_WAVE > 0 && m_ai->CastSpell(HEALING_WAVE, *target)) return RETURN_CONTINUE; if (target->GetHealthPercent() < 50 && LESSER_HEALING_WAVE > 0 && m_ai->CastSpell(LESSER_HEALING_WAVE, *target)) return RETURN_CONTINUE; if (target->GetHealthPercent() < 80 && CHAIN_HEAL > 0 && m_ai->CastSpell(CHAIN_HEAL, *target)) return RETURN_CONTINUE; return RETURN_NO_ACTION_UNKNOWN; } // end HealTarget
CombatManeuverReturns PlayerbotPaladinAI::DispelPlayer(Player* target) { uint32 dispel = CLEANSE > 0 ? CLEANSE : PURIFY; // Remove negative magic on group members if (Player* cursedTarget = GetDispelTarget(DISPEL_MAGIC)) { CombatManeuverReturns r = PlayerbotClassAI::DispelPlayer(cursedTarget); if (r != RETURN_NO_ACTION_OK) return r; if (dispel > 0 && m_ai->CastSpell(dispel, *cursedTarget) == SPELL_CAST_OK) return RETURN_CONTINUE; } // Remove poison on group members if (Player* poisonedTarget = GetDispelTarget(DISPEL_POISON)) { CombatManeuverReturns r = PlayerbotClassAI::DispelPlayer(poisonedTarget); if (r != RETURN_NO_ACTION_OK) return r; if (dispel > 0 && m_ai->CastSpell(dispel, *poisonedTarget) == SPELL_CAST_OK) return RETURN_CONTINUE; } // Remove disease on group members if (Player* diseasedTarget = GetDispelTarget(DISPEL_DISEASE)) { CombatManeuverReturns r = PlayerbotClassAI::DispelPlayer(diseasedTarget); if (r != RETURN_NO_ACTION_OK) return r; if (dispel > 0 && m_ai->CastSpell(dispel, *diseasedTarget) == SPELL_CAST_OK) return RETURN_CONTINUE; } return RETURN_NO_ACTION_OK; }
CombatManeuverReturns PlayerbotPriestAI::HealPlayer(Player* target) { CombatManeuverReturns r = PlayerbotClassAI::HealPlayer(target); if (r != RETURN_NO_ACTION_OK) return r; if (!target->isAlive()) { if (RESURRECTION && m_ai->In_Reach(target,RESURRECTION) && m_ai->CastSpell(RESURRECTION, *target)) { std::string msg = "Resurrecting "; msg += target->GetName(); m_bot->Say(msg, LANG_UNIVERSAL); return RETURN_CONTINUE; } return RETURN_NO_ACTION_ERROR; // not error per se - possibly just OOM } // Remove negative magic on group members if orders allow bot to do so if (Player* pCursedTarget = GetDispelTarget(DISPEL_MAGIC)) { if (PRIEST_DISPEL_MAGIC > 0 && (m_ai->GetCombatOrder() & PlayerbotAI::ORDERS_NODISPEL) == 0 && CastSpell(PRIEST_DISPEL_MAGIC, pCursedTarget)) return RETURN_CONTINUE; } // Remove disease on group members if orders allow bot to do so if (Player* pDiseasedTarget = GetDispelTarget(DISPEL_DISEASE)) { uint32 cure = ABOLISH_DISEASE > 0 ? ABOLISH_DISEASE : CURE_DISEASE; // uint32 poison = ABOLISH_POISON ? ABOLISH_POISON : CURE_POISON; if (cure > 0 && (m_ai->GetCombatOrder() & PlayerbotAI::ORDERS_NODISPEL) == 0 && CastSpell(cure, pDiseasedTarget)) return RETURN_CONTINUE; } uint8 hp = target->GetHealthPercent(); uint8 hpSelf = m_ai->GetHealthPercent(); // Define a tank bot will look at Unit* pMainTank = GetHealTarget(JOB_TANK); if (hp >= 90) return RETURN_NO_ACTION_OK; // If target is out of range (40 yards) and is a tank: move towards it // Other classes have to adjust their position to the healers // TODO: This code should be common to all healers and will probably // move to a more suitable place if (pMainTank && !m_ai->In_Reach(pMainTank, FLASH_HEAL)) { m_bot->GetMotionMaster()->MoveFollow(target, 39.0f, m_bot->GetOrientation()); return RETURN_CONTINUE; } // Get a free and more efficient heal if needed: low mana for bot or average health for target if (m_ai->IsInCombat() && (hp < 50 || m_ai->GetManaPercent() < 40)) if (INNER_FOCUS > 0 && m_bot->IsSpellReady(INNER_FOCUS) && !m_bot->HasAura(INNER_FOCUS, EFFECT_INDEX_0) && CastSpell(INNER_FOCUS, m_bot)) return RETURN_CONTINUE; if (hp < 25 && POWER_WORD_SHIELD > 0 && m_ai->In_Reach(target,POWER_WORD_SHIELD) && !m_bot->HasAura(POWER_WORD_SHIELD, EFFECT_INDEX_0) && !target->HasAura(WEAKNED_SOUL,EFFECT_INDEX_0) && m_ai->CastSpell(POWER_WORD_SHIELD, *target)) return RETURN_CONTINUE; if (hp < 35 && FLASH_HEAL > 0 && m_ai->In_Reach(target,FLASH_HEAL) && m_ai->CastSpell(FLASH_HEAL, *target)) return RETURN_CONTINUE; if (hp < 50 && GREATER_HEAL > 0 && m_ai->In_Reach(target,GREATER_HEAL) && m_ai->CastSpell(GREATER_HEAL, *target)) return RETURN_CONTINUE; // Heals target AND self for equal amount if (hp < 60 && hpSelf < 80 && BINDING_HEAL > 0 && m_ai->In_Reach(target,BINDING_HEAL) && m_ai->CastSpell(BINDING_HEAL, *target)) return RETURN_CONTINUE; if (hp < 60 && PRAYER_OF_MENDING > 0 && m_ai->In_Reach(target,PRAYER_OF_MENDING) && !target->HasAura(PRAYER_OF_MENDING, EFFECT_INDEX_0) && CastSpell(PRAYER_OF_MENDING, target)) return RETURN_FINISHED_FIRST_MOVES; if (hp < 70 && HEAL > 0 && m_ai->In_Reach(target,HEAL) && m_ai->CastSpell(HEAL, *target)) return RETURN_CONTINUE; if (hp < 90 && RENEW > 0 && m_ai->In_Reach(target,RENEW) && !target->HasAura(RENEW) && m_ai->CastSpell(RENEW, *target)) return RETURN_CONTINUE; // Group heal. Not really useful until a group check is available? //if (hp < 40 && PRAYER_OF_HEALING > 0 && m_ai->CastSpell(PRAYER_OF_HEALING, *target) & RETURN_CONTINUE) // return RETURN_CONTINUE; // Group heal. Not really useful until a group check is available? //if (hp < 50 && CIRCLE_OF_HEALING > 0 && m_ai->CastSpell(CIRCLE_OF_HEALING, *target) & RETURN_CONTINUE) // return RETURN_CONTINUE; return RETURN_NO_ACTION_OK; } // end HealTarget
void PlayerbotMageAI::DoNonCombatActions() { Player* master = GetMaster(); if (!m_bot || !master) return; // Remove curse on group members if orders allow bot to do so if (Player* pCursedTarget = GetDispelTarget(DISPEL_CURSE)) { if (MAGE_REMOVE_CURSE > 0 && (m_ai->GetCombatOrder() & PlayerbotAI::ORDERS_NODISPEL) == 0 && CastSpell(MAGE_REMOVE_CURSE, pCursedTarget)) return; } // Buff armor if (MAGE_ARMOR) { if (m_ai->SelfBuff(MAGE_ARMOR)) return; } else if (ICE_ARMOR) { if (m_ai->SelfBuff(ICE_ARMOR)) return; } else if (FROST_ARMOR) { if (m_ai->SelfBuff(FROST_ARMOR)) return; } if (COMBUSTION && !m_bot->HasSpellCooldown(COMBUSTION) && m_ai->SelfBuff(COMBUSTION)) return; // buff group // the check for group targets is performed by NeedGroupBuff (if group is found for bots by the function) if (NeedGroupBuff(ARCANE_BRILLIANCE, ARCANE_INTELLECT) && m_ai->HasSpellReagents(ARCANE_BRILLIANCE)) { if (Buff(&PlayerbotMageAI::BuffHelper, ARCANE_BRILLIANCE) & RETURN_CONTINUE) return; } else if (Buff(&PlayerbotMageAI::BuffHelper, ARCANE_INTELLECT, JOB_MANAONLY) & RETURN_CONTINUE) return; Item* gem = FindManaGem(); if (!gem && CONJURE_MANA_GEM && m_ai->CastSpell(CONJURE_MANA_GEM, *m_bot)) { m_ai->SetIgnoreUpdateTime(3); return; } // TODO: The beauty of a mage is not only its ability to supply itself with water, but to share its water // So, conjure at *least* 1.25 stacks, ready to trade a stack and still have some left for self if (m_ai->FindDrink() == nullptr && CONJURE_WATER && m_ai->CastSpell(CONJURE_WATER, *m_bot)) { m_ai->TellMaster("I'm conjuring some water."); m_ai->SetIgnoreUpdateTime(3); return; } if (m_ai->FindFood() == nullptr && CONJURE_FOOD && m_ai->CastSpell(CONJURE_FOOD, *m_bot)) { m_ai->TellMaster("I'm conjuring some food."); m_ai->SetIgnoreUpdateTime(3); return; } if (EatDrinkBandage()) return; } // end DoNonCombatActions
CombatManeuverReturns PlayerbotMageAI::DoNextCombatManeuverPVE(Unit *pTarget) { if (!m_ai) return RETURN_NO_ACTION_ERROR; if (!m_bot) return RETURN_NO_ACTION_ERROR; Unit* pVictim = pTarget->getVictim(); bool meleeReach = m_bot->CanReachWithMeleeAttack(pTarget); uint32 spec = m_bot->GetSpec(); if (m_ai->GetCombatStyle() != PlayerbotAI::COMBAT_RANGED && !meleeReach) m_ai->SetCombatStyle(PlayerbotAI::COMBAT_RANGED); // switch to melee if in melee range AND can't shoot OR have no ranged (wand) equipped else if(m_ai->GetCombatStyle() != PlayerbotAI::COMBAT_MELEE && meleeReach && (SHOOT == 0 || !m_bot->GetWeaponForAttack(RANGED_ATTACK, true, true))) m_ai->SetCombatStyle(PlayerbotAI::COMBAT_MELEE); //Used to determine if this bot is highest on threat Unit *newTarget = m_ai->FindAttacker((PlayerbotAI::ATTACKERINFOTYPE) (PlayerbotAI::AIT_VICTIMSELF | PlayerbotAI::AIT_HIGHESTTHREAT), m_bot); // Remove curse on group members if (Player* pCursedTarget = GetDispelTarget(DISPEL_CURSE)) { if (MAGE_REMOVE_CURSE > 0 && CastSpell(MAGE_REMOVE_CURSE, pCursedTarget)) return RETURN_CONTINUE; } if (newTarget && !m_ai->IsNeutralized(newTarget)) // Bot has aggro and the mob is not already crowd controled { if (newTarget->GetHealthPercent() > 25) { // If elite if (m_ai->IsElite(newTarget)) { // If the attacker is a beast or humanoid, let's the bot give it a form more suited to the low intellect of something fool enough to attack a mage Creature * pCreature = (Creature*) newTarget; if (pCreature && (pCreature->GetCreatureInfo()->CreatureType == CREATURE_TYPE_HUMANOID || pCreature->GetCreatureInfo()->CreatureType == CREATURE_TYPE_BEAST)) { if (POLYMORPH > 0 && CastSpell(POLYMORPH, newTarget)) return RETURN_CONTINUE; } // Things are getting dire: cast Ice block if (ICE_BLOCK > 0 && !m_bot->HasSpellCooldown(ICE_BLOCK) && m_ai->GetHealthPercent() < 30 && !m_bot->HasAura(ICE_BLOCK, EFFECT_INDEX_0) && m_ai->CastSpell(ICE_BLOCK)) return RETURN_CONTINUE; // Cast Ice Barrier if health starts to goes low if (ICE_BARRIER > 0 && !m_bot->HasSpellCooldown(ICE_BARRIER) && m_ai->GetHealthPercent() < 50 && !m_bot->HasAura(ICE_BARRIER) && m_ai->SelfBuff(ICE_BARRIER)) return RETURN_CONTINUE; // Have threat, can't quickly lower it. 3 options remain: Stop attacking, lowlevel damage (wand), keep on keeping on. return CastSpell(SHOOT, pTarget); } else // not elite { // Cast mana shield if no shield is already up if (MANA_SHIELD > 0 && m_ai->GetHealthPercent() < 70 && !m_bot->HasAura(MANA_SHIELD) && !m_bot->HasAura(ICE_BARRIER) && m_ai->SelfBuff(MANA_SHIELD)) return RETURN_CONTINUE; } } } // Mana check and replenishment if (EVOCATION && m_ai->GetManaPercent() <= 10 && !m_bot->HasSpellCooldown(EVOCATION) && !newTarget && m_ai->SelfBuff(EVOCATION)) return RETURN_CONTINUE; if (m_ai->GetManaPercent() <= 20) { Item* gem = FindManaGem(); if (gem) m_ai->UseItem(gem); } // If bot has frost/fire resist order use Frost/Fire Ward when available if (m_ai->GetCombatOrder() & PlayerbotAI::ORDERS_RESIST_FROST && FROST_WARD && !m_bot->HasSpellCooldown(FROST_WARD) && m_ai->SelfBuff(FROST_WARD)) return RETURN_CONTINUE; if (m_ai->GetCombatOrder() & PlayerbotAI::ORDERS_RESIST_FIRE && FIRE_WARD && !m_bot->HasSpellCooldown(FIRE_WARD) && m_ai->SelfBuff(FIRE_WARD)) return RETURN_CONTINUE; if (COUNTERSPELL > 0 && !m_bot->HasSpellCooldown(COUNTERSPELL) && pTarget->IsNonMeleeSpellCasted(true) && CastSpell(COUNTERSPELL, pTarget)) return RETURN_CONTINUE; // If Clearcasting is active, cast arcane missiles // Bot could also cast flamestrike or blizzard for free, but the AoE could break some crowd control // or add threat on mobs ignoring the bot currently, so only focus on the bot's current target if (m_bot->HasAura(CLEARCASTING_1) && ARCANE_MISSILES > 0 && CastSpell(ARCANE_MISSILES, pTarget)) { m_ai->SetIgnoreUpdateTime(3); return RETURN_CONTINUE; } switch (spec) { case MAGE_SPEC_FROST: if (COLD_SNAP && !m_bot->HasSpellCooldown(COLD_SNAP) && CheckFrostCooldowns() > 2 && m_ai->SelfBuff(COLD_SNAP)) // Clear frost spell cooldowns if bot has more than 2 active return RETURN_CONTINUE; if (CONE_OF_COLD > 0 && !m_bot->HasSpellCooldown(CONE_OF_COLD) && meleeReach) { // Cone of Cold does not require a target, so ensure that the bot faces the current one before casting m_ai->FaceTarget(pTarget); if (m_ai->CastSpell(CONE_OF_COLD)) return RETURN_CONTINUE; } if (FROSTBOLT > 0 && m_ai->In_Reach(pTarget,FROSTBOLT) && !pTarget->HasAura(FROSTBOLT, EFFECT_INDEX_0) && CastSpell(FROSTBOLT, pTarget)) return RETURN_CONTINUE; if (FROST_NOVA > 0 && !m_bot->HasSpellCooldown(FROST_NOVA) && meleeReach && !pTarget->HasAura(FROST_NOVA, EFFECT_INDEX_0) && CastSpell(FROST_NOVA, pTarget)) return RETURN_CONTINUE; // Default frost spec action if (FROSTBOLT > 0 && m_ai->In_Reach(pTarget,FROSTBOLT)) return CastSpell(FROSTBOLT, pTarget); /* if (BLIZZARD > 0 && m_ai->In_Reach(pTarget,BLIZZARD) && m_ai->GetAttackerCount() >= 5 && CastSpell(BLIZZARD, pTarget)) { m_ai->SetIgnoreUpdateTime(8); return RETURN_CONTINUE; } */ break; case MAGE_SPEC_FIRE: if (COMBUSTION > 0 && m_ai->SelfBuff(COMBUSTION)) return RETURN_CONTINUE; if (BLAST_WAVE > 0 && m_ai->GetAttackerCount() >= 3 && meleeReach && CastSpell(BLAST_WAVE, pTarget)) return RETURN_CONTINUE; // Try to have 3 scorch stacks to let tank build aggro while getting a nice crit% bonus if (IMPROVED_SCORCH > 0 && SCORCH > 0) { if (!pTarget->HasAura(FIRE_VULNERABILITY, EFFECT_INDEX_0) && CastSpell(SCORCH, pTarget)) // no stacks: cast it return RETURN_CONTINUE; else { SpellAuraHolder* holder = pTarget->GetSpellAuraHolder(FIRE_VULNERABILITY); if (holder && (holder->GetStackAmount() < 3) && CastSpell(SCORCH, pTarget)) return RETURN_CONTINUE; } } // At least 3 stacks of Scorch: cast an opening fireball if (FIREBALL > 0 && !pTarget->HasAura(FIREBALL, EFFECT_INDEX_1) && CastSpell(FIREBALL, pTarget)) return RETURN_CONTINUE; // 3 stacks of Scorch and fireball DoT: use fire blast if available if (FIRE_BLAST > 0 && !m_bot->HasSpellCooldown(FIRE_BLAST) && CastSpell(FIRE_BLAST, pTarget)) return RETURN_CONTINUE; // All DoTs, cooldowns used, try to maximise scorch stacks (5) to get a even nicer crit% bonus if (IMPROVED_SCORCH > 0 && SCORCH > 0) { SpellAuraHolder* holder = pTarget->GetSpellAuraHolder(FIRE_VULNERABILITY); if (holder && (holder->GetStackAmount() < 5) && CastSpell(SCORCH, pTarget)) return RETURN_CONTINUE; } // Default fire spec action if (FIREBALL > 0 && m_ai->In_Reach(pTarget,FIREBALL)) return CastSpell(FIREBALL, pTarget); /* if (FLAMESTRIKE > 0 && m_ai->In_Reach(pTarget,FLAMESTRIKE) && CastSpell(FLAMESTRIKE, pTarget)) return RETURN_CONTINUE; */ break; case MAGE_SPEC_ARCANE: if (ARCANE_POWER > 0 && !m_bot->HasSpellCooldown(ARCANE_POWER) && m_ai->IsElite(pTarget) && m_ai->CastSpell(ARCANE_POWER)) // Do not waste Arcane Power on normal NPCs as the bot is likely in a group return RETURN_CONTINUE; if (PRESENCE_OF_MIND > 0 && !m_bot->HasAura(PRESENCE_OF_MIND) && !m_bot->HasSpellCooldown(PRESENCE_OF_MIND) && m_ai->IsElite(pTarget) && m_ai->SelfBuff(PRESENCE_OF_MIND)) return RETURN_CONTINUE; // If bot has presence of mind active, cast long casting time spells if (PRESENCE_OF_MIND && m_bot->HasAura(PRESENCE_OF_MIND)) { // Instant Pyroblast, yeah! Tanks will probably hate this, but what do they know about power? Nothing... if (PYROBLAST > 0 && CastSpell(PYROBLAST, pTarget)) return RETURN_CONTINUE; if (FIREBALL > 0 && CastSpell(FIREBALL, pTarget)) return RETURN_CONTINUE; } if (ARCANE_EXPLOSION > 0 && m_ai->GetAttackerCount() >= 3 && meleeReach && CastSpell(ARCANE_EXPLOSION, pTarget)) return RETURN_CONTINUE; // Default arcane spec actions (yes, two fire spells) if (FIRE_BLAST > 0 && !m_bot->HasSpellCooldown(FIRE_BLAST) && CastSpell(FIRE_BLAST, pTarget)) return RETURN_CONTINUE; if (FIREBALL > 0 && m_ai->In_Reach(pTarget,FIREBALL)) return CastSpell(FIREBALL, pTarget); // If no fireball, arcane missiles if (ARCANE_MISSILES > 0 && CastSpell(ARCANE_MISSILES, pTarget)) { m_ai->SetIgnoreUpdateTime(3); return RETURN_CONTINUE; } break; } // No spec due to low level OR no spell found yet if (FROSTBOLT > 0 && m_ai->In_Reach(pTarget,FROSTBOLT) && !pTarget->HasAura(FROSTBOLT, EFFECT_INDEX_0) && CastSpell(FROSTBOLT, pTarget)) return RETURN_CONTINUE; if (FIREBALL > 0 && m_ai->In_Reach(pTarget,FIREBALL) && CastSpell(FIREBALL, pTarget)) // Very low levels return RETURN_CONTINUE; // Default: shoot with wand return CastSpell(SHOOT, pTarget); return RETURN_NO_ACTION_ERROR; // What? Not even Fireball or wand are available? } // end DoNextCombatManeuver
CombatManeuverReturns PlayerbotPaladinAI::HealPlayer(Player* target) { CombatManeuverReturns r = PlayerbotClassAI::HealPlayer(target); if (r != RETURN_NO_ACTION_OK) return r; if (!target->isAlive()) { if (REDEMPTION && m_ai->CastSpell(REDEMPTION, *target)) { std::string msg = "Resurrecting "; msg += target->GetName(); m_bot->Say(msg, LANG_UNIVERSAL); return RETURN_CONTINUE; } return RETURN_NO_ACTION_ERROR; // not error per se - possibly just OOM } uint32 dispel = CLEANSE > 0 ? CLEANSE : PURIFY; // Remove negative magic on group members if orders allow bot to do so if (Player* pCursedTarget = GetDispelTarget(DISPEL_MAGIC)) { if (dispel > 0 && (m_ai->GetCombatOrder() & PlayerbotAI::ORDERS_NODISPEL) == 0 && m_ai->CastSpell(dispel, *pCursedTarget)) return RETURN_CONTINUE; } // Remove poison on group members if orders allow bot to do so if (Player* pPoisonedTarget = GetDispelTarget(DISPEL_POISON)) { m_ai->TellMaster("Has poison %s :", pPoisonedTarget->GetName()); if (dispel > 0 && (m_ai->GetCombatOrder() & PlayerbotAI::ORDERS_NODISPEL) == 0 && m_ai->CastSpell(dispel, *pPoisonedTarget)) return RETURN_CONTINUE; } // Remove disease on group members if orders allow bot to do so if (Player* pDiseasedTarget = GetDispelTarget(DISPEL_DISEASE)) { if (dispel > 0 && (m_ai->GetCombatOrder() & PlayerbotAI::ORDERS_NODISPEL) == 0 && m_ai->CastSpell(dispel, *pDiseasedTarget)) return RETURN_CONTINUE; } // Define a tank bot will look at Unit* pMainTank = GetHealTarget(JOB_TANK); // If target is out of range (40 yards) and is a tank: move towards it // Other classes have to adjust their position to the healers // TODO: This code should be common to all healers and will probably // move to a more suitable place if (pMainTank && !m_ai->In_Reach(pMainTank, FLASH_OF_LIGHT)) { m_bot->GetMotionMaster()->MoveFollow(target, 39.0f, m_bot->GetOrientation()); return RETURN_CONTINUE; } uint8 hp = target->GetHealthPercent(); // Everyone is healthy enough, return OK. MUST correlate to highest value below (should be last HP check) if (hp >= 90) return RETURN_NO_ACTION_OK; if (hp < 10 && LAY_ON_HANDS && m_bot->IsSpellReady(LAY_ON_HANDS) && m_ai->In_Reach(target, LAY_ON_HANDS) && m_ai->CastSpell(LAY_ON_HANDS, *target)) return RETURN_CONTINUE; // Target is a moderately wounded healer or a badly wounded not tank? Blessing of Protection! if (BLESSING_OF_PROTECTION > 0 && ((hp < 25 && (GetTargetJob(target) & JOB_HEAL)) || (hp < 15 && !(GetTargetJob(target) & JOB_TANK))) && m_bot->IsSpellReady(BLESSING_OF_PROTECTION) && m_ai->In_Reach(target, BLESSING_OF_PROTECTION) && !target->HasAura(FORBEARANCE, EFFECT_INDEX_0) && !target->HasAura(BLESSING_OF_PROTECTION, EFFECT_INDEX_0) && !target->HasAura(DIVINE_PROTECTION, EFFECT_INDEX_0) && !target->HasAura(DIVINE_SHIELD, EFFECT_INDEX_0) && m_ai->CastSpell(BLESSING_OF_PROTECTION, *target)) return RETURN_CONTINUE; // Low HP : activate Divine Favor to make next heal a critical heal if (hp < 25 && DIVINE_FAVOR > 0 && !m_bot->HasAura(DIVINE_FAVOR, EFFECT_INDEX_0) && m_bot->IsSpellReady(DIVINE_FAVOR) && m_ai->CastSpell(DIVINE_FAVOR, *m_bot)) return RETURN_CONTINUE; if (hp < 40 && FLASH_OF_LIGHT && m_ai->In_Reach(target, FLASH_OF_LIGHT) && m_ai->CastSpell(FLASH_OF_LIGHT, *target)) return RETURN_CONTINUE; if (hp < 60 && HOLY_SHOCK && m_ai->In_Reach(target, HOLY_SHOCK) && m_ai->CastSpell(HOLY_SHOCK, *target)) return RETURN_CONTINUE; if (hp < 90 && HOLY_LIGHT && m_ai->In_Reach(target, HOLY_LIGHT) && m_ai->CastSpell(HOLY_LIGHT, *target)) return RETURN_CONTINUE; return RETURN_NO_ACTION_UNKNOWN; } // end HealTarget
CombatManeuverReturns PlayerbotDruidAI::HealPlayer(Player* target) { CombatManeuverReturns r = PlayerbotClassAI::HealPlayer(target); if (r != RETURN_NO_ACTION_OK) return r; if (!target->isAlive()) { if (m_bot->isInCombat()) { if (REBIRTH && m_ai->In_Reach(target, REBIRTH) && m_bot->IsSpellReady(REBIRTH) && m_ai->CastSpell(REBIRTH, *target)) { std::string msg = "Resurrecting "; msg += target->GetName(); m_bot->Say(msg, LANG_UNIVERSAL); return RETURN_CONTINUE; } } return RETURN_NO_ACTION_ERROR; // not error per se - possibly just OOM } // Remove curse on group members if orders allow bot to do so if (Player* pCursedTarget = GetDispelTarget(DISPEL_CURSE)) { if (REMOVE_CURSE > 0 && (m_ai->GetCombatOrder() & PlayerbotAI::ORDERS_NODISPEL) == 0 && CastSpell(REMOVE_CURSE, pCursedTarget)) return RETURN_CONTINUE; } // Remove poison on group members if orders allow bot to do so if (Player* pPoisonedTarget = GetDispelTarget(DISPEL_POISON)) { uint32 cure = ABOLISH_POISON > 0 ? ABOLISH_POISON : CURE_POISON; if (cure > 0 && (m_ai->GetCombatOrder() & PlayerbotAI::ORDERS_NODISPEL) == 0 && CastSpell(cure, pPoisonedTarget)) return RETURN_CONTINUE; } uint8 hp = target->GetHealthPercent(); // Define a tank bot will look at Unit* pMainTank = GetHealTarget(JOB_TANK); // If target is out of range (40 yards) and is a tank: move towards it // Other classes have to adjust their position to the healers // TODO: This code should be common to all healers and will probably // move to a more suitable place if (pMainTank && !m_ai->In_Reach(pMainTank, HEALING_TOUCH)) { m_bot->GetMotionMaster()->MoveFollow(target, 39.0f, m_bot->GetOrientation()); return RETURN_CONTINUE; } // Everyone is healthy enough, return OK. MUST correlate to highest value below (should be last HP check) if (hp >= 80) return RETURN_NO_ACTION_OK; // Start heals. Do lowest HP checks at the top // Emergency heal: target needs to be healed NOW! if ((target == pMainTank && hp < 10) || (target != pMainTank && hp < 15)) { // first try Nature's Swiftness + Healing Touch: instant heal if (NATURES_SWIFTNESS > 0 && m_bot->IsSpellReady(NATURES_SWIFTNESS) && CastSpell(NATURES_SWIFTNESS, m_bot)) return RETURN_CONTINUE; if (HEALING_TOUCH > 0 && m_bot->HasAura(NATURES_SWIFTNESS, EFFECT_INDEX_0) && m_ai->In_Reach(target, HEALING_TOUCH) && CastSpell(HEALING_TOUCH, target)) return RETURN_CONTINUE; // Else try to Swiftmend the target if druid HoT is active on it if (SWIFTMEND > 0 && m_bot->IsSpellReady(SWIFTMEND) && m_ai->In_Reach(target, SWIFTMEND) && (target->HasAura(REJUVENATION) || target->HasAura(REGROWTH)) && CastSpell(SWIFTMEND, target)) return RETURN_CONTINUE; } // Urgent heal: target won't die next second, but first bot needs to gain some time to cast Healing Touch safely if ((target == pMainTank && hp < 15) || (target != pMainTank && hp < 25)) { if (REGROWTH > 0 && m_ai->In_Reach(target, REGROWTH) && !target->HasAura(REGROWTH) && CastSpell(REGROWTH, target)) return RETURN_CONTINUE; if (REJUVENATION > 0 && m_ai->In_Reach(target, REJUVENATION) && target->HasAura(REGROWTH) && !target->HasAura(REJUVENATION) && CastSpell(REJUVENATION, target)) return RETURN_CONTINUE; if (SWIFTMEND > 0 && m_bot->IsSpellReady(SWIFTMEND) && m_ai->In_Reach(target, SWIFTMEND) && (target->HasAura(REJUVENATION) || target->HasAura(REGROWTH)) && CastSpell(SWIFTMEND, target)) return RETURN_CONTINUE; } if (hp < 60 && HEALING_TOUCH > 0 && m_ai->In_Reach(target, HEALING_TOUCH) && CastSpell(HEALING_TOUCH, target)) return RETURN_CONTINUE; if (hp < 80 && REJUVENATION > 0 && m_ai->In_Reach(target, REJUVENATION) && !target->HasAura(REJUVENATION) && CastSpell(REJUVENATION, target)) return RETURN_CONTINUE; return RETURN_NO_ACTION_UNKNOWN; } // end HealTarget