void PlayerbotPaladinAI::DoNonCombatActions() { if (!m_ai) return; if (!m_bot) return; if (!m_bot->isAlive() || m_bot->IsInDuel()) return; CheckAuras(); //Put up RF if tank if (m_ai->IsTank()) m_ai->SelfBuff(RIGHTEOUS_FURY); //Disable RF if not tank else if (m_bot->HasAura(RIGHTEOUS_FURY)) m_bot->RemoveAurasDueToSpell(RIGHTEOUS_FURY); // Dispel magic/disease/poison if (m_ai->HasDispelOrder() && DispelPlayer() & RETURN_CONTINUE) return; // Revive if (ResurrectPlayer(GetResurrectionTarget()) & RETURN_CONTINUE) return; // Heal if (m_ai->IsHealer()) { if (HealPlayer(GetHealTarget()) & RETURN_CONTINUE) return;// RETURN_CONTINUE; } else { // Is this desirable? Debatable. // TODO: In a group/raid with a healer you'd want this bot to focus on DPS (it's not specced/geared for healing either) if (HealPlayer(m_bot) & RETURN_CONTINUE) return;// RETURN_CONTINUE; } // buff group if (Buff(&PlayerbotPaladinAI::BuffHelper, 1) & RETURN_CONTINUE) // Paladin's BuffHelper takes care of choosing the specific Blessing so just pass along a non-zero value return; // hp/mana check if (EatDrinkBandage()) return; // Search and apply stones to weapons // Mainhand ... Item* stone, * weapon; weapon = m_bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND); if (weapon && weapon->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT) == 0) { stone = m_ai->FindStoneFor(weapon); if (stone) { m_ai->UseItem(stone, EQUIPMENT_SLOT_MAINHAND); m_ai->SetIgnoreUpdateTime(5); } } }
void PlayerbotShamanAI::DoNonCombatActions() { if (!m_ai) return; if (!m_bot) return; if (!m_bot->isAlive() || m_bot->IsInDuel()) return; uint32 spec = m_bot->GetSpec(); CheckShields(); /* // buff myself weapon if (ROCKBITER_WEAPON > 0) (!m_bot->HasAura(ROCKBITER_WEAPON, EFFECT_INDEX_0) && !m_bot->HasAura(WINDFURY_WEAPON, EFFECT_INDEX_0) && !m_bot->HasAura(FLAMETONGUE_WEAPON, EFFECT_INDEX_0) && !m_bot->HasAura(FROSTBRAND_WEAPON, EFFECT_INDEX_0) && m_ai->CastSpell(ROCKBITER_WEAPON,*m_bot) ); else if (EARTHLIVING_WEAPON > 0) (!m_bot->HasAura(EARTHLIVING_WEAPON, EFFECT_INDEX_0) && !m_bot->HasAura(FLAMETONGUE_WEAPON, EFFECT_INDEX_0) && !m_bot->HasAura(FROSTBRAND_WEAPON, EFFECT_INDEX_0) && !m_bot->HasAura(ROCKBITER_WEAPON, EFFECT_INDEX_0) && m_ai->CastSpell(WINDFURY_WEAPON,*m_bot) ); else if (WINDFURY_WEAPON > 0) (!m_bot->HasAura(WINDFURY_WEAPON, EFFECT_INDEX_0) && !m_bot->HasAura(FLAMETONGUE_WEAPON, EFFECT_INDEX_0) && !m_bot->HasAura(FROSTBRAND_WEAPON, EFFECT_INDEX_0) && !m_bot->HasAura(ROCKBITER_WEAPON, EFFECT_INDEX_0) && m_ai->CastSpell(WINDFURY_WEAPON,*m_bot) ); else if (FLAMETONGUE_WEAPON > 0) (!m_bot->HasAura(FLAMETONGUE_WEAPON, EFFECT_INDEX_0) && !m_bot->HasAura(WINDFURY_WEAPON, EFFECT_INDEX_0) && !m_bot->HasAura(FROSTBRAND_WEAPON, EFFECT_INDEX_0) && !m_bot->HasAura(ROCKBITER_WEAPON, EFFECT_INDEX_0) && m_ai->CastSpell(FLAMETONGUE_WEAPON,*m_bot) ); else if (FROSTBRAND_WEAPON > 0) (!m_bot->HasAura(FROSTBRAND_WEAPON, EFFECT_INDEX_0) && !m_bot->HasAura(WINDFURY_WEAPON, EFFECT_INDEX_0) && !m_bot->HasAura(FLAMETONGUE_WEAPON, EFFECT_INDEX_0) && !m_bot->HasAura(ROCKBITER_WEAPON, EFFECT_INDEX_0) && m_ai->CastSpell(FROSTBRAND_WEAPON,*m_bot) ); */ // Mainhand Item* weapon; weapon = m_bot->GetItemByPos(EQUIPMENT_SLOT_MAINHAND); if (weapon && (weapon->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT) == 0) && spec == SHAMAN_SPEC_ELEMENTAL) m_ai->CastSpell(FLAMETONGUE_WEAPON, *m_bot); else if (weapon && (weapon->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT) == 0) && spec == SHAMAN_SPEC_ENHANCEMENT) m_ai->CastSpell(WINDFURY_WEAPON, *m_bot); //Offhand weapon = m_bot->GetItemByPos(EQUIPMENT_SLOT_OFFHAND); if (weapon && (weapon->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT) == 0) && spec == SHAMAN_SPEC_ENHANCEMENT) m_ai->CastSpell(FLAMETONGUE_WEAPON, *m_bot); // Revive if (HealPlayer(GetResurrectionTarget()) & RETURN_CONTINUE) return; // Heal if (m_ai->IsHealer()) { if (HealPlayer(GetHealTarget()) & RETURN_CONTINUE) return;// RETURN_CONTINUE; } else { // Is this desirable? Debatable. // TODO: In a group/raid with a healer you'd want this bot to focus on DPS (it's not specced/geared for healing either) if (HealPlayer(m_bot) & RETURN_CONTINUE) return;// RETURN_CONTINUE; } // hp/mana check if (EatDrinkBandage()) return; } // end DoNonCombatActions
CombatManeuverReturns PlayerbotDruidAI::_DoNextPVECombatManeuverHeal() { if (!m_ai) return RETURN_NO_ACTION_ERROR; if (!m_bot) return RETURN_NO_ACTION_ERROR; if (HealPlayer(GetHealTarget()) & (RETURN_NO_ACTION_OK | RETURN_CONTINUE)) return RETURN_CONTINUE; return RETURN_NO_ACTION_UNKNOWN; }
void PlayerbotDruidAI::DoNonCombatActions() { if (!m_ai) return; if (!m_bot) return; if (!m_bot->isAlive() || m_bot->IsInDuel()) return; // Revive if (HealPlayer(GetResurrectionTarget()) & RETURN_CONTINUE) return; // Heal if (m_ai->IsHealer()) { if (HealPlayer(GetHealTarget()) & RETURN_CONTINUE) return;// RETURN_CONTINUE; } else { // Is this desirable? Debatable. // TODO: In a group/raid with a healer you'd want this bot to focus on DPS (it's not specced/geared for healing either) if (HealPlayer(m_bot) & RETURN_CONTINUE) return;// RETURN_CONTINUE; } // Buff group // the check for group targets is performed by NeedGroupBuff (if group is found for bots by the function) if (NeedGroupBuff(GIFT_OF_THE_WILD, MARK_OF_THE_WILD) && m_ai->HasSpellReagents(GIFT_OF_THE_WILD)) { if (Buff(&PlayerbotDruidAI::BuffHelper, GIFT_OF_THE_WILD) & RETURN_CONTINUE) return; } else if (Buff(&PlayerbotDruidAI::BuffHelper, MARK_OF_THE_WILD) & RETURN_CONTINUE) return; if (Buff(&PlayerbotDruidAI::BuffHelper, THORNS, (m_bot->GetGroup() ? JOB_TANK : JOB_ALL)) & RETURN_CONTINUE) return; if (OMEN_OF_CLARITY && !m_bot->HasAura(OMEN_OF_CLARITY) && CastSpell(OMEN_OF_CLARITY, m_bot)) return; // hp/mana check if (EatDrinkBandage()) return; if (INNERVATE && m_ai->In_Reach(m_bot, INNERVATE) && !m_bot->HasAura(INNERVATE) && m_ai->GetManaPercent() <= 20 && CastSpell(INNERVATE, m_bot)) return; // Return to fighting form AFTER reviving, healing, buffing CheckForms(); // Nothing else to do, Night Elves will cast Shadowmeld to reduce their aggro versus patrols or nearby mobs if (SHADOWMELD && !m_bot->HasAura(SHADOWMELD, EFFECT_INDEX_0) && m_ai->CastSpell(SHADOWMELD, *m_bot)) return; } // end DoNonCombatActions
void PlayerbotPaladinAI::DoNonCombatActions() { if (!m_ai) return; if (!m_bot) return; if (!m_bot->isAlive() || m_bot->IsInDuel()) return; CheckAuras(); //Put up RF if tank if (m_ai->GetCombatOrder() & PlayerbotAI::ORDERS_TANK) m_ai->SelfBuff(RIGHTEOUS_FURY); //Disable RF if not tank else if (m_bot->HasAura(RIGHTEOUS_FURY)) m_bot->RemoveAurasDueToSpell(RIGHTEOUS_FURY); // Revive if (HealPlayer(GetResurrectionTarget()) & RETURN_CONTINUE) return; // Heal if (m_ai->IsHealer()) { if (HealPlayer(GetHealTarget()) & RETURN_CONTINUE) return;// RETURN_CONTINUE; } else { // Is this desirable? Debatable. // TODO: In a group/raid with a healer you'd want this bot to focus on DPS (it's not specced/geared for healing either) if (HealPlayer(m_bot) & RETURN_CONTINUE) return;// RETURN_CONTINUE; } // buff group if (Buff(&PlayerbotPaladinAI::BuffHelper, 1) & RETURN_CONTINUE) // Paladin's BuffHelper takes care of choosing the specific Blessing so just pass along a non-zero value return; //creat water if (m_ai->FindDrink() == nullptr && m_bot->getLevel() == 60) { if (Item* pItem = m_bot->StoreNewItemInInventorySlot(CRYSTAL_WATER, 20)) m_bot->SendNewItem(pItem, 20, true, false); return; } // hp/mana check if (EatDrinkBandage()) return; // m_ai->TellMaster("DoNonCombatActions() - 10. past EatDrinkBandage()"); // debug }
CombatManeuverReturns PlayerbotPriestAI::DoFirstCombatManeuverPVE(Unit* /*pTarget*/) { if (!m_ai) return RETURN_NO_ACTION_ERROR; if (!m_bot) return RETURN_NO_ACTION_ERROR; if (m_ai->IsHealer()) { // TODO: This must be done with toggles: FullHealth allowed Unit* healTarget = GetHealTarget(JOB_TANK); // This is cast on a target, which activates (and switches to another target within the group) upon receiving+healing damage // Mana efficient even at one use if (healTarget && PRAYER_OF_MENDING > 0 && !healTarget->HasAura(PRAYER_OF_MENDING, EFFECT_INDEX_0) && CastSpell(PRAYER_OF_MENDING, healTarget) & RETURN_CONTINUE) return RETURN_FINISHED_FIRST_MOVES; } return RETURN_NO_ACTION_OK; }
void PlayerbotPaladinAI::DoNonCombatActions() { if (!m_ai) return; if (!m_bot) return; if (!m_bot->isAlive() || m_bot->IsInDuel()) return; CheckAuras(); CheckSeals(); //Put up RF if tank if (m_ai->GetCombatOrder() & PlayerbotAI::ORDERS_TANK) m_ai->SelfBuff(RIGHTEOUS_FURY); //Disable RF if not tank else if (m_bot->HasAura(RIGHTEOUS_FURY)) m_bot->RemoveAurasDueToSpell(RIGHTEOUS_FURY); // Revive if (HealPlayer(GetResurrectionTarget()) & RETURN_CONTINUE) return; // Heal if (m_ai->IsHealer()) { if (HealPlayer(GetHealTarget()) & RETURN_CONTINUE) return;// RETURN_CONTINUE; } else { // Is this desirable? Debatable. // TODO: In a group/raid with a healer you'd want this bot to focus on DPS (it's not specced/geared for healing either) if (HealPlayer(m_bot) & RETURN_CONTINUE) return;// RETURN_CONTINUE; } // buff group if (Buff(&PlayerbotPaladinAI::BuffHelper, 1) & RETURN_CONTINUE) // Paladin's BuffHelper takes care of choosing the specific Blessing so just pass along a non-zero value return; // hp/mana check if (m_bot->getStandState() != UNIT_STAND_STATE_STAND) m_bot->SetStandState(UNIT_STAND_STATE_STAND); if (EatDrinkBandage()) return; // m_ai->TellMaster("DoNonCombatActions() - 10. past EatDrinkBandage()"); // debug }
CombatManeuverReturns PlayerbotShamanAI::DoFirstCombatManeuver(Unit* pTarget) { // There are NPCs in BGs and Open World PvP, so don't filter this on PvP scenarios (of course if PvP targets anyone but tank, all bets are off anyway) // Wait until the tank says so, until any non-tank gains aggro or X seconds - whichever is shortest if (m_ai->GetCombatOrder() & PlayerbotAI::ORDERS_TEMP_WAIT_TANKAGGRO) { if (m_WaitUntil > m_ai->CurrentTime() && m_ai->GroupTankHoldsAggro()) { if (PlayerbotAI::ORDERS_HEAL & m_ai->GetCombatOrder()) return HealPlayer(GetHealTarget()); else return RETURN_NO_ACTION_OK; // wait it out } else { m_ai->ClearGroupCombatOrder(PlayerbotAI::ORDERS_TEMP_WAIT_TANKAGGRO); } } if (m_ai->GetCombatOrder() & PlayerbotAI::ORDERS_TEMP_WAIT_OOC) { if (m_WaitUntil > m_ai->CurrentTime() && !m_ai->IsGroupInCombat()) return RETURN_NO_ACTION_OK; // wait it out else m_ai->ClearGroupCombatOrder(PlayerbotAI::ORDERS_TEMP_WAIT_OOC); } switch (m_ai->GetScenarioType()) { case PlayerbotAI::SCENARIO_PVP_DUEL: case PlayerbotAI::SCENARIO_PVP_BG: case PlayerbotAI::SCENARIO_PVP_ARENA: case PlayerbotAI::SCENARIO_PVP_OPENWORLD: return DoFirstCombatManeuverPVP(pTarget); case PlayerbotAI::SCENARIO_PVE: case PlayerbotAI::SCENARIO_PVE_ELITE: case PlayerbotAI::SCENARIO_PVE_RAID: default: return DoFirstCombatManeuverPVE(pTarget); break; } return RETURN_NO_ACTION_ERROR; }
void PlayerbotDruidAI::DoNonCombatActions() { if (!m_ai) return; if (!m_bot) return; if (!m_bot->isAlive() || m_bot->IsInDuel()) return; // Revive if (HealPlayer(GetResurrectionTarget()) & RETURN_CONTINUE) return; // Heal if (m_ai->IsHealer()) { if (HealPlayer(GetHealTarget()) & RETURN_CONTINUE) return;// RETURN_CONTINUE; } else { // Is this desirable? Debatable. // TODO: In a group/raid with a healer you'd want this bot to focus on DPS (it's not specced/geared for healing either) if (HealPlayer(m_bot) & RETURN_CONTINUE) return;// RETURN_CONTINUE; } // Buff if (m_bot->GetGroup() && m_ai->HasSpellReagents(GIFT_OF_THE_WILD) && Buff(&PlayerbotDruidAI::BuffHelper, GIFT_OF_THE_WILD) & RETURN_CONTINUE) return; if (Buff(&PlayerbotDruidAI::BuffHelper, MARK_OF_THE_WILD) & RETURN_CONTINUE) return; if (Buff(&PlayerbotDruidAI::BuffHelper, THORNS, (m_bot->GetGroup() ? JOB_TANK : JOB_ALL)) & RETURN_CONTINUE) return; // Return to fighting form AFTER reviving, healing, buffing CheckForms(); // hp/mana check if (EatDrinkBandage()) return; if (INNERVATE && m_ai->In_Reach(m_bot,INNERVATE) && !m_bot->HasAura(INNERVATE) && m_ai->GetManaPercent() <= 20 && CastSpell(INNERVATE, m_bot)) return; } // end DoNonCombatActions
CombatManeuverReturns PlayerbotDruidAI::_DoNextPVECombatManeuverHeal() { if (!m_ai) return RETURN_NO_ACTION_ERROR; if (!m_bot) return RETURN_NO_ACTION_ERROR; // (un)Shapeshifting is considered one step closer so will return true (and have the bot wait a bit for the GCD) if (TREE_OF_LIFE > 0 && !m_bot->HasAura(TREE_OF_LIFE, EFFECT_INDEX_0)) if (CastSpell(TREE_OF_LIFE, m_bot)) return RETURN_CONTINUE; if (m_bot->HasAura(CAT_FORM, EFFECT_INDEX_0)) { m_bot->RemoveAurasDueToSpell(CAT_FORM_1); //m_ai->TellMaster("FormClearCat"); return RETURN_CONTINUE; } if (m_bot->HasAura(BEAR_FORM, EFFECT_INDEX_0)) { m_bot->RemoveAurasDueToSpell(BEAR_FORM_1); //m_ai->TellMaster("FormClearBear"); return RETURN_CONTINUE; } if (m_bot->HasAura(DIRE_BEAR_FORM, EFFECT_INDEX_0)) { m_bot->RemoveAurasDueToSpell(DIRE_BEAR_FORM_1); //m_ai->TellMaster("FormClearDireBear"); return RETURN_CONTINUE; } // spellcasting form, but disables healing spells so it's got to go if (m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0)) { m_bot->RemoveAurasDueToSpell(MOONKIN_FORM_1); //m_ai->TellMaster("FormClearMoonkin"); return RETURN_CONTINUE; } if (HealPlayer(GetHealTarget()) & (RETURN_NO_ACTION_OK | RETURN_CONTINUE)) return RETURN_CONTINUE; return RETURN_NO_ACTION_UNKNOWN; }
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
CombatManeuverReturns PlayerbotShamanAI::DoNextCombatManeuverPVP(Unit* pTarget) { DropTotems(); CheckShields(); UseCooldowns(); Player* healTarget = (m_ai->GetScenarioType() == PlayerbotAI::SCENARIO_PVP_DUEL) ? GetHealTarget() : m_bot; if (HealPlayer(healTarget) & (RETURN_NO_ACTION_OK | RETURN_CONTINUE)) return RETURN_CONTINUE; if (m_ai->CastSpell(LIGHTNING_BOLT)) return RETURN_CONTINUE; return DoNextCombatManeuverPVE(pTarget); // TODO: bad idea perhaps, but better than the alternative }
CombatManeuverReturns PlayerbotShamanAI::DoNextCombatManeuverPVE(Unit *pTarget) { if (!m_ai) return RETURN_NO_ACTION_ERROR; if (!m_bot) return RETURN_NO_ACTION_ERROR; uint32 spec = m_bot->GetSpec(); // Make sure healer stays put, don't even melee (aggro) if in range. if (m_ai->IsHealer() && m_ai->GetCombatStyle() != PlayerbotAI::COMBAT_RANGED) m_ai->SetCombatStyle(PlayerbotAI::COMBAT_RANGED); else if (!m_ai->IsHealer() && m_ai->GetCombatStyle() != PlayerbotAI::COMBAT_MELEE) m_ai->SetCombatStyle(PlayerbotAI::COMBAT_MELEE); // Heal if (m_ai->IsHealer()) { if (HealPlayer(GetHealTarget()) & (RETURN_NO_ACTION_OK | RETURN_CONTINUE)) return RETURN_CONTINUE; } else { // Is this desirable? Debatable. // TODO: In a group/raid with a healer you'd want this bot to focus on DPS (it's not specced/geared for healing either) if (HealPlayer(m_bot) & RETURN_CONTINUE) return RETURN_CONTINUE; } // Damage Spells DropTotems(); CheckShields(); UseCooldowns(); switch (spec) { case SHAMAN_SPEC_ENHANCEMENT: if (STORMSTRIKE > 0 && (!m_bot->HasSpellCooldown(STORMSTRIKE)) && m_ai->CastSpell(STORMSTRIKE, *pTarget)) return RETURN_CONTINUE; if (FLAME_SHOCK > 0 && (!pTarget->HasAura(FLAME_SHOCK)) && m_ai->CastSpell(FLAME_SHOCK, *pTarget)) return RETURN_CONTINUE; if (EARTH_SHOCK > 0 && (!m_bot->HasSpellCooldown(EARTH_SHOCK)) && m_ai->CastSpell(EARTH_SHOCK, *pTarget)) return RETURN_CONTINUE; /*if (FOCUSED > 0 && m_ai->CastSpell(FOCUSED, *pTarget)) return RETURN_CONTINUE;*/ break; case SHAMAN_SPEC_RESTORATION: // fall through to elemental case SHAMAN_SPEC_ELEMENTAL: if (FLAME_SHOCK > 0 && (!pTarget->HasAura(FLAME_SHOCK)) && m_ai->CastSpell(FLAME_SHOCK, *pTarget)) return RETURN_CONTINUE; if (LIGHTNING_BOLT > 0 && m_ai->CastSpell(LIGHTNING_BOLT, *pTarget)) return RETURN_CONTINUE; /*if (PURGE > 0 && m_ai->CastSpell(PURGE, *pTarget)) return RETURN_CONTINUE;*/ /*if (FROST_SHOCK > 0 && !pTarget->HasAura(FROST_SHOCK, EFFECT_INDEX_0) && m_ai->CastSpell(FROST_SHOCK, *pTarget)) return RETURN_CONTINUE;*/ /*if (CHAIN_LIGHTNING > 0 && m_ai->CastSpell(CHAIN_LIGHTNING, *pTarget)) return RETURN_CONTINUE;*/ } return RETURN_NO_ACTION_OK; } // end DoNextCombatManeuver
void PlayerbotPriestAI::DoNonCombatActions() { if (!m_ai) return; if (!m_bot) return; if (!m_bot->isAlive() || m_bot->IsInDuel()) return; uint32 spec = m_bot->GetSpec(); // selfbuff goes first if (m_ai->SelfBuff(INNER_FIRE)) return; // Revive if (HealPlayer(GetResurrectionTarget()) & RETURN_CONTINUE) return; // After revive if (spec == PRIEST_SPEC_SHADOW && SHADOWFORM > 0) m_ai->SelfBuff(SHADOWFORM); if (VAMPIRIC_EMBRACE > 0) m_ai->SelfBuff(VAMPIRIC_EMBRACE); // Heal if (m_ai->IsHealer()) { if (HealPlayer(GetHealTarget()) & RETURN_CONTINUE) return;// RETURN_CONTINUE; } else { // Is this desirable? Debatable. // TODO: In a group/raid with a healer you'd want this bot to focus on DPS (it's not specced/geared for healing either) if (HealPlayer(m_bot) & RETURN_CONTINUE) return;// RETURN_CONTINUE; } // Buffing // the check for group targets is performed by NeedGroupBuff (if group is found for bots by the function) if (NeedGroupBuff(PRAYER_OF_FORTITUDE, POWER_WORD_FORTITUDE) && m_ai->HasSpellReagents(PRAYER_OF_FORTITUDE)) { if (Buff(&PlayerbotPriestAI::BuffHelper, PRAYER_OF_FORTITUDE) & RETURN_CONTINUE) return; } else if (Buff(&PlayerbotPriestAI::BuffHelper, POWER_WORD_FORTITUDE) & RETURN_CONTINUE) return; if (NeedGroupBuff(PRAYER_OF_SPIRIT, DIVINE_SPIRIT) && m_ai->HasSpellReagents(PRAYER_OF_FORTITUDE)) { if (Buff(&PlayerbotPriestAI::BuffHelper, PRAYER_OF_SPIRIT) & RETURN_CONTINUE) return; } else if (Buff(&PlayerbotPriestAI::BuffHelper, DIVINE_SPIRIT, (JOB_ALL | JOB_MANAONLY)) & RETURN_CONTINUE) return; if (NeedGroupBuff(PRAYER_OF_SHADOW_PROTECTION, SHADOW_PROTECTION) && m_ai->HasSpellReagents(PRAYER_OF_FORTITUDE)) { if (m_ai->GetCombatOrder() & PlayerbotAI::ORDERS_RESIST_SHADOW && Buff(&PlayerbotPriestAI::BuffHelper, PRAYER_OF_SHADOW_PROTECTION) & RETURN_CONTINUE) return; } else if (m_ai->GetCombatOrder() & PlayerbotAI::ORDERS_RESIST_SHADOW && Buff(&PlayerbotPriestAI::BuffHelper, SHADOW_PROTECTION) & RETURN_CONTINUE) return; if (EatDrinkBandage()) return; // Nothing else to do, Night Elves will cast Shadowmeld to reduce their aggro versus patrols or nearby mobs if (SHADOWMELD && !m_bot->HasAura(SHADOWMELD, EFFECT_INDEX_0) && m_ai->CastSpell(SHADOWMELD, *m_bot)) return; } // end DoNonCombatActions
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 PlayerbotPriestAI::DoNonCombatActions() { if (!m_ai) return; if (!m_bot) return; if (!m_bot->isAlive() || m_bot->IsInDuel()) return; uint32 spec = m_bot->GetSpec(); // selfbuff goes first if (m_ai->SelfBuff(INNER_FIRE)) return; // Revive if (HealPlayer(GetResurrectionTarget()) & RETURN_CONTINUE) return; // After revive if (spec == PRIEST_SPEC_SHADOW && SHADOWFORM > 0) m_ai->SelfBuff(SHADOWFORM); if (VAMPIRIC_EMBRACE > 0) m_ai->SelfBuff(VAMPIRIC_EMBRACE); // Heal if (m_ai->IsHealer()) { if (HealPlayer(GetHealTarget()) & RETURN_CONTINUE) return;// RETURN_CONTINUE; } else { // Is this desirable? Debatable. // TODO: In a group/raid with a healer you'd want this bot to focus on DPS (it's not specced/geared for healing either) if (HealPlayer(m_bot) & RETURN_CONTINUE) return;// RETURN_CONTINUE; } // Buff if (m_bot->GetGroup()) { if (PRAYER_OF_FORTITUDE && m_ai->HasSpellReagents(PRAYER_OF_FORTITUDE) && m_ai->Buff(PRAYER_OF_FORTITUDE, m_bot)) return; if (PRAYER_OF_SPIRIT && m_ai->HasSpellReagents(PRAYER_OF_SPIRIT) && m_ai->Buff(PRAYER_OF_SPIRIT, m_bot)) return; if (PRAYER_OF_SHADOW_PROTECTION && m_ai->HasSpellReagents(PRAYER_OF_SHADOW_PROTECTION) && m_ai->Buff(PRAYER_OF_SHADOW_PROTECTION, m_bot)) return; } if (Buff(&PlayerbotPriestAI::BuffHelper, POWER_WORD_FORTITUDE)) return; if (Buff(&PlayerbotPriestAI::BuffHelper, DIVINE_SPIRIT, (JOB_ALL | JOB_MANAONLY))) return; if (Buff(&PlayerbotPriestAI::BuffHelper, SHADOW_PROTECTION, (JOB_TANK | JOB_HEAL) )) return; // hp/mana check if (m_bot->getStandState() != UNIT_STAND_STATE_STAND) m_bot->SetStandState(UNIT_STAND_STATE_STAND); if (EatDrinkBandage()) return; } // end DoNonCombatActions
CombatManeuverReturns PlayerbotPriestAI::DoNextCombatManeuverPVE(Unit *pTarget) { if (!m_ai) return RETURN_NO_ACTION_ERROR; if (!m_bot) return RETURN_NO_ACTION_ERROR; Unit* pVictim = pTarget->getVictim(); float dist = m_bot->GetCombatDistance(pTarget); uint32 spec = m_bot->GetSpec(); Group *m_group = m_bot->GetGroup(); if (m_ai->GetCombatStyle() != PlayerbotAI::COMBAT_RANGED && dist > ATTACK_DISTANCE) m_ai->SetCombatStyle(PlayerbotAI::COMBAT_RANGED); // if in melee range OR can't shoot OR have no ranged (wand) equipped else if(m_ai->GetCombatStyle() != PlayerbotAI::COMBAT_MELEE && (SHOOT == 0 || !m_bot->GetWeaponForAttack(RANGED_ATTACK, true, true)) && !m_ai->IsHealer()) 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); if (newTarget) // TODO: && party has a tank { if (newTarget && FADE > 0 && !m_bot->HasAura(FADE, EFFECT_INDEX_0)) { if (CastSpell(FADE, m_bot)) { //m_ai->TellMaster("I'm casting fade."); return RETURN_CONTINUE; } else m_ai->TellMaster("I have AGGRO."); } // Heal myself // TODO: move to HealTarget code // TODO: you forgot to check for the 'temporarily immune to PW:S because you only just got it cast on you' effect // - which is different effect from the actual shield. if (m_ai->GetHealthPercent() < 25 && POWER_WORD_SHIELD > 0 && !m_bot->HasAura(POWER_WORD_SHIELD, EFFECT_INDEX_0)) { if (CastSpell(POWER_WORD_SHIELD) & RETURN_CONTINUE) { //m_ai->TellMaster("I'm casting PW:S on myself."); return RETURN_CONTINUE; } else if (m_ai->IsHealer()) // Even if any other RETURN_ANY_OK - aside from RETURN_CONTINUE m_ai->TellMaster("Your healer's about TO DIE. HELP ME."); } if (m_ai->GetHealthPercent() < 35 && DESPERATE_PRAYER > 0 && CastSpell(DESPERATE_PRAYER, m_bot) & RETURN_CONTINUE) { //m_ai->TellMaster("I'm casting desperate prayer."); return RETURN_CONTINUE; } // Already healed self or tank. If healer, do nothing else to anger mob. if (m_ai->IsHealer()) return RETURN_NO_ACTION_OK; // In a sense, mission accomplished. // Have threat, can't quickly lower it. 3 options remain: Stop attacking, lowlevel damage (wand), keep on keeping on. if (newTarget->GetHealthPercent() > 25) { // If elite, do nothing and pray tank gets aggro off you // TODO: Is there an IsElite function? If so, find it and insert. //if (newTarget->IsElite()) // return; // Not an elite. You could insert PSYCHIC SCREAM here but in any PvE situation that's 90-95% likely // to worsen the situation for the group. ... So please don't. return CastSpell(SHOOT, pTarget); } } // Heal if (m_ai->IsHealer()) { if (HealPlayer(GetHealTarget()) & RETURN_CONTINUE) return RETURN_CONTINUE; } else { // Is this desirable? Debatable. // ... Certainly could be very detrimental to a shadow priest // TODO: In a group/raid with a healer you'd want this bot to focus on DPS (it's not specced/geared for healing either) if (HealPlayer(m_bot) & RETURN_CONTINUE) return RETURN_CONTINUE; } // Do damage tweaking for healers here if (m_ai->IsHealer()) { // TODO: elite exception //if (Any target is an Elite) // return; return CastSpell(SHOOT, pTarget); } // Damage Spells switch (spec) { case PRIEST_SPEC_HOLY: if (HOLY_FIRE > 0 && !pTarget->HasAura(HOLY_FIRE, EFFECT_INDEX_0) && CastSpell(HOLY_FIRE, pTarget)) return RETURN_CONTINUE; if (SMITE > 0 && CastSpell(SMITE, pTarget)) return RETURN_CONTINUE; //if (HOLY_NOVA > 0 && dist <= ATTACK_DISTANCE && m_ai->CastSpell(HOLY_NOVA)) // return RETURN_CONTINUE; break; case PRIEST_SPEC_SHADOW: if (DEVOURING_PLAGUE > 0 && !pTarget->HasAura(DEVOURING_PLAGUE, EFFECT_INDEX_0) && CastSpell(DEVOURING_PLAGUE, pTarget)) return RETURN_CONTINUE; if (VAMPIRIC_TOUCH > 0 && !pTarget->HasAura(VAMPIRIC_TOUCH, EFFECT_INDEX_0) && CastSpell(VAMPIRIC_TOUCH, pTarget)) return RETURN_CONTINUE; if (SHADOW_WORD_PAIN > 0 && !pTarget->HasAura(SHADOW_WORD_PAIN, EFFECT_INDEX_0) && CastSpell(SHADOW_WORD_PAIN, pTarget)) return RETURN_CONTINUE; if (MIND_BLAST > 0 && (!m_bot->HasSpellCooldown(MIND_BLAST)) && CastSpell(MIND_BLAST, pTarget)) return RETURN_CONTINUE; if (MIND_FLAY > 0 && CastSpell(MIND_FLAY, pTarget)) { m_ai->SetIgnoreUpdateTime(3); return RETURN_CONTINUE; } if (SHADOWFIEND > 0 && !m_bot->GetPet() && CastSpell(SHADOWFIEND)) return RETURN_CONTINUE; /*if (MIND_SEAR > 0 && m_ai->GetAttackerCount() >= 3 && CastSpell(MIND_SEAR, pTarget)) { m_ai->SetIgnoreUpdateTime(5); return RETURN_CONTINUE; }*/ if (SHADOWFORM == 0 && MIND_FLAY == 0 && SMITE > 0 && CastSpell(SMITE, pTarget)) // low levels return RETURN_CONTINUE; break; case PRIEST_SPEC_DISCIPLINE: if (POWER_INFUSION > 0 && CastSpell(POWER_INFUSION, GetMaster())) // TODO: just master? return RETURN_CONTINUE; if (INNER_FOCUS > 0 && !m_bot->HasAura(INNER_FOCUS, EFFECT_INDEX_0) && CastSpell(INNER_FOCUS, m_bot)) return RETURN_CONTINUE; if (PENANCE > 0 && CastSpell(PENANCE)) return RETURN_CONTINUE; if (SMITE > 0 && CastSpell(SMITE, pTarget)) return RETURN_CONTINUE; break; } // No spec due to low level OR no spell found yet if (MIND_BLAST > 0 && (!m_bot->HasSpellCooldown(MIND_BLAST)) && CastSpell(MIND_BLAST, pTarget)) return RETURN_CONTINUE; if (SHADOW_WORD_PAIN > 0 && !pTarget->HasAura(SHADOW_WORD_PAIN, EFFECT_INDEX_0) && CastSpell(SHADOW_WORD_PAIN, pTarget)) return RETURN_CONTINUE; if (MIND_FLAY > 0 && CastSpell(MIND_FLAY, pTarget)) { m_ai->SetIgnoreUpdateTime(3); return RETURN_CONTINUE; } if (SHADOWFORM == 0 && SMITE > 0 && CastSpell(SMITE, pTarget)) return RETURN_CONTINUE; return RETURN_NO_ACTION_OK; } // 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 PlayerbotPaladinAI::DoNextCombatManeuverPVE(Unit* pTarget) { if (!m_ai) return RETURN_NO_ACTION_ERROR; if (!m_bot) return RETURN_NO_ACTION_ERROR; if (!pTarget) return RETURN_NO_ACTION_INVALIDTARGET; // damage spells uint32 spec = m_bot->GetSpec(); std::ostringstream out; // Make sure healer stays put, don't even melee (aggro) if in range. if (m_ai->IsHealer() && m_ai->GetCombatStyle() != PlayerbotAI::COMBAT_RANGED) m_ai->SetCombatStyle(PlayerbotAI::COMBAT_RANGED); else if (!m_ai->IsHealer() && m_ai->GetCombatStyle() != PlayerbotAI::COMBAT_MELEE) m_ai->SetCombatStyle(PlayerbotAI::COMBAT_MELEE); // Emergency check: bot is about to die: use Divine Shield (first) // Use Divine Protection if Divine Shield is not available and bot is not tanking because of the pacify effect // TODO adjust treshold (may be too low) if (m_ai->GetHealthPercent() < 8) { if (DIVINE_SHIELD > 0 && m_bot->IsSpellReady(DIVINE_SHIELD) && !m_bot->HasAura(DIVINE_SHIELD, EFFECT_INDEX_0) && !m_bot->HasAura(DIVINE_PROTECTION, EFFECT_INDEX_0) && !m_bot->HasAura(FORBEARANCE, EFFECT_INDEX_0) && m_ai->CastSpell(DIVINE_SHIELD, *m_bot)) return RETURN_CONTINUE; if (DIVINE_PROTECTION > 0 && !(m_ai->GetCombatOrder() & PlayerbotAI::ORDERS_TANK) && m_bot->IsSpellReady(DIVINE_PROTECTION) && !m_bot->HasAura(DIVINE_SHIELD, EFFECT_INDEX_0) && !m_bot->HasAura(DIVINE_PROTECTION, EFFECT_INDEX_0) && !m_bot->HasAura(FORBEARANCE, EFFECT_INDEX_0) && m_ai->CastSpell(DIVINE_PROTECTION, *m_bot)) return RETURN_CONTINUE; } // Check if bot needs to cast a seal on self or judge the target if (CheckSealAndJudgement(pTarget)) return RETURN_CONTINUE; // Heal if (m_ai->IsHealer()) { if (HealPlayer(GetHealTarget()) & (RETURN_NO_ACTION_OK | RETURN_CONTINUE)) return RETURN_CONTINUE; } else { // Is this desirable? Debatable. // TODO: In a group/raid with a healer you'd want this bot to focus on DPS (it's not specced/geared for healing either) if (HealPlayer(m_bot) & (RETURN_NO_ACTION_OK | RETURN_CONTINUE)) return RETURN_CONTINUE; } //Used to determine if this bot has highest threat Unit* newTarget = m_ai->FindAttacker((PlayerbotAI::ATTACKERINFOTYPE)(PlayerbotAI::AIT_VICTIMSELF | PlayerbotAI::AIT_HIGHESTTHREAT), m_bot); if (newTarget && !(m_ai->GetCombatOrder() & PlayerbotAI::ORDERS_TANK) && !m_ai->IsNeutralized(newTarget)) // TODO: && party has a tank { if (HealPlayer(m_bot) == RETURN_CONTINUE) return RETURN_CONTINUE; // Aggroed by an elite if (m_ai->IsElite(newTarget)) { // Try to stun the mob if (HAMMER_OF_JUSTICE > 0 && m_ai->In_Reach(newTarget, HAMMER_OF_JUSTICE) && m_bot->IsSpellReady(HAMMER_OF_JUSTICE) && !newTarget->HasAura(HAMMER_OF_JUSTICE) && m_ai->CastSpell(HAMMER_OF_JUSTICE, *newTarget)) return RETURN_CONTINUE; // Bot has low life: use divine powers to protect him/herself if (m_ai->GetHealthPercent() < 15) { if (DIVINE_SHIELD > 0 && m_bot->IsSpellReady(DIVINE_SHIELD) && !m_bot->HasAura(DIVINE_SHIELD, EFFECT_INDEX_0) && !m_bot->HasAura(DIVINE_PROTECTION, EFFECT_INDEX_0) && !m_bot->HasAura(FORBEARANCE, EFFECT_INDEX_0) && m_ai->CastSpell(DIVINE_SHIELD, *m_bot)) return RETURN_CONTINUE; if (DIVINE_PROTECTION > 0 && m_bot->IsSpellReady(DIVINE_PROTECTION) && !m_bot->HasAura(DIVINE_SHIELD, EFFECT_INDEX_0) && !m_bot->HasAura(DIVINE_PROTECTION, EFFECT_INDEX_0) && !m_bot->HasAura(FORBEARANCE, EFFECT_INDEX_0) && m_ai->CastSpell(DIVINE_PROTECTION, *m_bot)) return RETURN_CONTINUE; } // Else: do nothing and pray for tank to pick aggro from mob return RETURN_NO_ACTION_OK; } } // Damage rotation switch (spec) { case PALADIN_SPEC_HOLY: if (m_ai->IsHealer()) return RETURN_NO_ACTION_OK; // else: DPS (retribution, NEVER protection) case PALADIN_SPEC_RETRIBUTION: if (HAMMER_OF_WRATH > 0 && pTarget->GetHealth() < pTarget->GetMaxHealth() * 0.20 && m_ai->CastSpell(HAMMER_OF_WRATH, *pTarget)) return RETURN_CONTINUE; if (CRUSADER_STRIKE > 0 && m_bot->IsSpellReady(CRUSADER_STRIKE) && m_ai->CastSpell(CRUSADER_STRIKE, *pTarget)) return RETURN_CONTINUE; if (JUDGEMENT > 0 && m_ai->CastSpell(JUDGEMENT, *pTarget)) return RETURN_CONTINUE; if (AVENGING_WRATH > 0 && m_ai->CastSpell(AVENGING_WRATH, *m_bot)) return RETURN_CONTINUE; /*if (HAMMER_OF_JUSTICE > 0 && !pTarget->HasAura(HAMMER_OF_JUSTICE, EFFECT_INDEX_0) && m_ai->CastSpell (HAMMER_OF_JUSTICE, *pTarget)) return RETURN_CONTINUE;*/ /*if (HOLY_WRATH > 0 && m_ai->GetAttackerCount() >= 3 && meleeReach && m_ai->CastSpell (HOLY_WRATH, *pTarget)) return RETURN_CONTINUE;*/ /*if (BLESSING_OF_SACRIFICE > 0 && pVictim == GetMaster() && !GetMaster()->HasAura(BLESSING_OF_SACRIFICE, EFFECT_INDEX_0) && m_ai->CastSpell (BLESSING_OF_SACRIFICE, *GetMaster())) return RETURN_CONTINUE;*/ /*if (RIGHTEOUS_DEFENSE > 0 && pVictim != m_bot && m_ai->GetHealthPercent() > 70 && m_ai->CastSpell (RIGHTEOUS_DEFENSE, *pTarget)) return RETURN_CONTINUE;*/ /*if (DIVINE_FAVOR > 0 && !m_bot->HasAura(DIVINE_FAVOR, EFFECT_INDEX_0) && m_ai->CastSpell (DIVINE_FAVOR, *m_bot)) return RETURN_CONTINUE;*/ return RETURN_NO_ACTION_OK; case PALADIN_SPEC_PROTECTION: //Taunt if orders specify if (CONSECRATION > 0 && m_bot->IsSpellReady(CONSECRATION) && m_ai->CastSpell(CONSECRATION, *pTarget)) return RETURN_CONTINUE; if (HOLY_SHIELD > 0 && !m_bot->HasAura(HOLY_SHIELD) && m_ai->CastSpell(HOLY_SHIELD, *m_bot)) return RETURN_CONTINUE; if (AVENGERS_SHIELD > 0 && m_bot->IsSpellReady(AVENGERS_SHIELD) && m_ai->CastSpell(AVENGERS_SHIELD, *pTarget)) return RETURN_CONTINUE; if (JUDGEMENT > 0 && m_ai->CastSpell(JUDGEMENT, *pTarget)) return RETURN_CONTINUE; return RETURN_NO_ACTION_OK; } return RETURN_NO_ACTION_OK; }
CombatManeuverReturns PlayerbotPaladinAI::DoFirstCombatManeuver(Unit* pTarget) { // There are NPCs in BGs and Open World PvP, so don't filter this on PvP scenarios (of course if PvP targets anyone but tank, all bets are off anyway) // Wait until the tank says so, until any non-tank gains aggro or X seconds - whichever is shortest if (m_ai->GetCombatOrder() & PlayerbotAI::ORDERS_TEMP_WAIT_TANKAGGRO) { if (m_WaitUntil > m_ai->CurrentTime() && m_ai->GroupTankHoldsAggro()) { if (PlayerbotAI::ORDERS_TANK & m_ai->GetCombatOrder()) { if (m_bot->CanReachWithMeleeAttack(pTarget)) { // Set everyone's UpdateAI() waiting to 2 seconds m_ai->SetGroupIgnoreUpdateTime(2); // Clear their TEMP_WAIT_TANKAGGRO flag m_ai->ClearGroupCombatOrder(PlayerbotAI::ORDERS_TEMP_WAIT_TANKAGGRO); // Start attacking, force target on current target m_ai->Attack(m_ai->GetCurrentTarget()); // While everyone else is waiting 2 second, we need to build up aggro, so don't return } else { // TODO: add check if target is ranged return RETURN_NO_ACTION_OK; // wait for target to get nearer } } else if (PlayerbotAI::ORDERS_HEAL & m_ai->GetCombatOrder()) return HealPlayer(GetHealTarget()); else return RETURN_NO_ACTION_OK; // wait it out } else { m_ai->ClearGroupCombatOrder(PlayerbotAI::ORDERS_TEMP_WAIT_TANKAGGRO); } } if (m_ai->GetCombatOrder() & PlayerbotAI::ORDERS_TEMP_WAIT_OOC) { if (m_WaitUntil > m_ai->CurrentTime() && m_ai->IsGroupReady()) return RETURN_NO_ACTION_OK; // wait it out else m_ai->ClearGroupCombatOrder(PlayerbotAI::ORDERS_TEMP_WAIT_OOC); } switch (m_ai->GetScenarioType()) { case PlayerbotAI::SCENARIO_PVP_DUEL: case PlayerbotAI::SCENARIO_PVP_BG: case PlayerbotAI::SCENARIO_PVP_ARENA: case PlayerbotAI::SCENARIO_PVP_OPENWORLD: return DoFirstCombatManeuverPVP(pTarget); case PlayerbotAI::SCENARIO_PVE: case PlayerbotAI::SCENARIO_PVE_ELITE: case PlayerbotAI::SCENARIO_PVE_RAID: default: return DoFirstCombatManeuverPVE(pTarget); break; } return RETURN_NO_ACTION_ERROR; }
CombatManeuverReturns PlayerbotPriestAI::DoNextCombatManeuverPVE(Unit *pTarget) { if (!m_ai) return RETURN_NO_ACTION_ERROR; if (!m_bot) return RETURN_NO_ACTION_ERROR; bool meleeReach = m_bot->CanReachWithMeleeAttack(pTarget); uint32 spec = m_bot->GetSpec(); // Define a tank bot will look at Unit* pMainTank = GetHealTarget(JOB_TANK); 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 AND is not healer else if(m_ai->GetCombatStyle() != PlayerbotAI::COMBAT_MELEE && meleeReach && (SHOOT == 0 || !m_bot->GetWeaponForAttack(RANGED_ATTACK, true, true)) && !m_ai->IsHealer()) m_ai->SetCombatStyle(PlayerbotAI::COMBAT_MELEE); // Priests will try to buff with Fear Ward if (FEAR_WARD > 0 && m_bot->IsSpellReady(FEAR_WARD)) { // Buff tank first if (pMainTank) { if (m_ai->In_Reach(pMainTank, FEAR_WARD) && !pMainTank->HasAura(FEAR_WARD, EFFECT_INDEX_0) && CastSpell(FEAR_WARD, pMainTank)) return RETURN_CONTINUE; } // Else try to buff master else if (GetMaster()) { if (m_ai->In_Reach(GetMaster(), FEAR_WARD) && !GetMaster()->HasAura(FEAR_WARD, EFFECT_INDEX_0) && CastSpell(FEAR_WARD, GetMaster())) return RETURN_CONTINUE; } } //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); if (newTarget && !m_ai->IsNeutralized(newTarget)) // TODO: && party has a tank { if (FADE > 0 && !m_bot->HasAura(FADE, EFFECT_INDEX_0) && m_bot->IsSpellReady(FADE)) { if (CastSpell(FADE, m_bot)) { m_ai->TellMaster("I'm casting fade."); return RETURN_CONTINUE; } else m_ai->TellMaster("I have AGGRO."); } // Heal myself // TODO: move to HealTarget code if (m_ai->GetHealthPercent() < 35 && POWER_WORD_SHIELD > 0 && !m_bot->HasAura(POWER_WORD_SHIELD, EFFECT_INDEX_0) && !m_bot->HasAura(WEAKNED_SOUL, EFFECT_INDEX_0)) { if (CastSpell(POWER_WORD_SHIELD) & RETURN_CONTINUE) { m_ai->TellMaster("I'm casting PW:S on myself."); return RETURN_CONTINUE; } else if (m_ai->IsHealer()) // Even if any other RETURN_ANY_OK - aside from RETURN_CONTINUE m_ai->TellMaster("Your healer's about TO DIE. HELP ME."); } if (m_ai->GetHealthPercent() < 35 && DESPERATE_PRAYER > 0 && m_ai->In_Reach(m_bot,DESPERATE_PRAYER) && CastSpell(DESPERATE_PRAYER, m_bot) & RETURN_CONTINUE) { m_ai->TellMaster("I'm casting desperate prayer."); return RETURN_CONTINUE; } // Night Elves priest bot can also cast Elune's Grace to improve his/her dodge rating if (ELUNES_GRACE && !m_bot->HasAura(ELUNES_GRACE, EFFECT_INDEX_0) && m_bot->IsSpellReady(ELUNES_GRACE) && CastSpell(ELUNES_GRACE, m_bot)) return RETURN_CONTINUE; // If enemy comes in melee reach if (meleeReach) { // Already healed self or tank. If healer, do nothing else to anger mob if (m_ai->IsHealer()) return RETURN_NO_ACTION_OK; // In a sense, mission accomplished. // Have threat, can't quickly lower it. 3 options remain: Stop attacking, lowlevel damage (wand), keep on keeping on. if (newTarget->GetHealthPercent() > 25) { // If elite, do nothing and pray tank gets aggro off you if (m_ai->IsElite(newTarget)) return RETURN_NO_ACTION_OK; // Not an elite. You could insert PSYCHIC SCREAM here but in any PvE situation that's 90-95% likely // to worsen the situation for the group. ... So please don't. return CastSpell(SHOOT, pTarget); } } } // Damage tweaking for healers if (m_ai->IsHealer()) { // Heal other players/bots first if (HealPlayer(GetHealTarget()) & RETURN_CONTINUE) return RETURN_CONTINUE; // No one needs to be healed: do small damage instead // If target is elite and not handled by MT: do nothing if (m_ai->IsElite(pTarget) && pMainTank && pMainTank->getVictim() != pTarget) return RETURN_NO_ACTION_OK; // Cast Shadow Word:Pain on current target and keep its up (if mana >= 40% or target HP < 15%) if (SHADOW_WORD_PAIN > 0 && m_ai->In_Reach(pTarget,SHADOW_WORD_PAIN) && !pTarget->HasAura(SHADOW_WORD_PAIN, EFFECT_INDEX_0) && (pTarget->GetHealthPercent() < 15 || m_ai->GetManaPercent() >= 40) && CastSpell(SHADOW_WORD_PAIN, pTarget)) return RETURN_CONTINUE; else // else shoot at it return CastSpell(SHOOT, pTarget); } // Damage Spells switch (spec) { case PRIEST_SPEC_HOLY: if (HOLY_FIRE > 0 && m_ai->In_Reach(pTarget,HOLY_FIRE) && !pTarget->HasAura(HOLY_FIRE, EFFECT_INDEX_0) && CastSpell(HOLY_FIRE, pTarget)) return RETURN_CONTINUE; if (SMITE > 0 && m_ai->In_Reach(pTarget,SMITE) && CastSpell(SMITE, pTarget)) return RETURN_CONTINUE; //if (HOLY_NOVA > 0 && m_ai->In_Reach(pTarget,HOLY_NOVA) && meleeReach && m_ai->CastSpell(HOLY_NOVA)) // return RETURN_CONTINUE; break; case PRIEST_SPEC_SHADOW: if (DEVOURING_PLAGUE > 0 && m_ai->In_Reach(pTarget,DEVOURING_PLAGUE) && !pTarget->HasAura(DEVOURING_PLAGUE, EFFECT_INDEX_0) && CastSpell(DEVOURING_PLAGUE, pTarget)) return RETURN_CONTINUE; if (VAMPIRIC_TOUCH > 0 && m_ai->In_Reach(pTarget,VAMPIRIC_TOUCH) && !pTarget->HasAura(VAMPIRIC_TOUCH, EFFECT_INDEX_0) && CastSpell(VAMPIRIC_TOUCH, pTarget)) return RETURN_CONTINUE; if (SHADOW_WORD_PAIN > 0 && m_ai->In_Reach(pTarget,SHADOW_WORD_PAIN) && !pTarget->HasAura(SHADOW_WORD_PAIN, EFFECT_INDEX_0) && CastSpell(SHADOW_WORD_PAIN, pTarget)) return RETURN_CONTINUE; if (MIND_BLAST > 0 && m_ai->In_Reach(pTarget,MIND_BLAST) && (m_bot->IsSpellReady(MIND_BLAST)) && CastSpell(MIND_BLAST, pTarget)) return RETURN_CONTINUE; if (MIND_FLAY > 0 && m_ai->In_Reach(pTarget,MIND_FLAY) && CastSpell(MIND_FLAY, pTarget)) { m_ai->SetIgnoreUpdateTime(3); return RETURN_CONTINUE; } if (SHADOWFIEND > 0 && m_ai->In_Reach(pTarget,SHADOWFIEND) && !m_bot->GetPet() && CastSpell(SHADOWFIEND)) return RETURN_CONTINUE; if (SHADOWFORM == 0 && MIND_FLAY == 0 && SMITE > 0 && m_ai->In_Reach(pTarget,SMITE) && CastSpell(SMITE, pTarget)) // low levels return RETURN_CONTINUE; break; case PRIEST_SPEC_DISCIPLINE: if (POWER_INFUSION > 0 && m_ai->In_Reach(GetMaster(),POWER_INFUSION) && CastSpell(POWER_INFUSION, GetMaster())) // TODO: just master? return RETURN_CONTINUE; if (INNER_FOCUS > 0 && m_ai->In_Reach(m_bot,INNER_FOCUS) && !m_bot->HasAura(INNER_FOCUS, EFFECT_INDEX_0) && CastSpell(INNER_FOCUS, m_bot)) return RETURN_CONTINUE; if (SMITE > 0 && m_ai->In_Reach(pTarget,SMITE) && CastSpell(SMITE, pTarget)) return RETURN_CONTINUE; break; } // No spec due to low level OR no spell found yet if (MIND_BLAST > 0 && m_ai->In_Reach(pTarget,MIND_BLAST) && (m_bot->IsSpellReady(MIND_BLAST)) && CastSpell(MIND_BLAST, pTarget)) return RETURN_CONTINUE; if (SHADOW_WORD_PAIN > 0 && m_ai->In_Reach(pTarget,SHADOW_WORD_PAIN) && !pTarget->HasAura(SHADOW_WORD_PAIN, EFFECT_INDEX_0) && CastSpell(SHADOW_WORD_PAIN, pTarget)) return RETURN_CONTINUE; if (MIND_FLAY > 0 && m_ai->In_Reach(pTarget,MIND_FLAY) && CastSpell(MIND_FLAY, pTarget)) { m_ai->SetIgnoreUpdateTime(3); return RETURN_CONTINUE; } if (SHADOWFORM == 0 && SMITE > 0 && m_ai->In_Reach(pTarget,SMITE) && CastSpell(SMITE, pTarget)) return RETURN_CONTINUE; // Default: shoot with wand return CastSpell(SHOOT, pTarget); return RETURN_NO_ACTION_OK; } // end DoNextCombatManeuver
CombatManeuverReturns PlayerbotPaladinAI::DoNextCombatManeuverPVE(Unit* pTarget) { if (!m_ai) return RETURN_NO_ACTION_ERROR; if (!m_bot) return RETURN_NO_ACTION_ERROR; if (!pTarget) return RETURN_NO_ACTION_INVALIDTARGET; // damage spells uint32 spec = m_bot->GetSpec(); std::ostringstream out; // Make sure healer stays put, don't even melee (aggro) if in range. if (m_ai->IsHealer() && m_ai->GetCombatStyle() != PlayerbotAI::COMBAT_RANGED) m_ai->SetCombatStyle(PlayerbotAI::COMBAT_RANGED); else if (!m_ai->IsHealer() && m_ai->GetCombatStyle() != PlayerbotAI::COMBAT_MELEE) m_ai->SetCombatStyle(PlayerbotAI::COMBAT_MELEE); // Heal if (m_ai->IsHealer()) { if (HealPlayer(GetHealTarget()) & (RETURN_NO_ACTION_OK | RETURN_CONTINUE)) return RETURN_CONTINUE; } else if (m_ai->GetGroupHealer() && m_ai->GetGroupHealer()->isAlive()) { // Desirable? Debatable. We should have faith in the healer. On the other hand this low HP could be considered a crisis, // and DPS is not crucial so probably a good thing (which is why I put it in) // Of course, keep in mind we're not healing specced so it's unlikely to do much later on... if (!m_ai->IsTank() && m_ai->GetHealthPercent() < 35 && HealPlayer(m_bot) & (RETURN_NO_ACTION_OK | RETURN_CONTINUE)) return RETURN_CONTINUE; } else { // Is this desirable? Debatable. // TODO: In a group/raid with a healer you'd want this bot to focus on DPS (it's not specced/geared for healing either) if (m_ai->GetHealthPercent() < 50 && HealPlayer(m_bot) & (RETURN_NO_ACTION_OK | RETURN_CONTINUE)) return RETURN_CONTINUE; } //Used to determine if this bot has highest threat Unit* newTarget = m_ai->FindAttacker((PlayerbotAI::ATTACKERINFOTYPE)(PlayerbotAI::AIT_VICTIMSELF | PlayerbotAI::AIT_HIGHESTTHREAT), m_bot); switch (spec) { case PALADIN_SPEC_HOLY: if (m_ai->IsHealer()) return RETURN_NO_ACTION_OK; // else: DPS (retribution, NEVER protection) case PALADIN_SPEC_RETRIBUTION: if (HAMMER_OF_WRATH > 0 && pTarget->GetHealth() < pTarget->GetMaxHealth() * 0.20 && m_ai->CastSpell(HAMMER_OF_WRATH, *pTarget)) return RETURN_CONTINUE; if (ART_OF_WAR > 0 && EXORCISM > 0 && m_bot->IsSpellReady(EXORCISM) && m_bot->HasAura(ART_OF_WAR, EFFECT_INDEX_0) && m_ai->CastSpell(EXORCISM, *pTarget)) return RETURN_CONTINUE; if (CRUSADER_STRIKE > 0 && m_bot->IsSpellReady(CRUSADER_STRIKE) && m_ai->CastSpell(CRUSADER_STRIKE, *pTarget)) return RETURN_CONTINUE; if (DIVINE_STORM > 0 && /*m_ai->GetAttackerCount() >= 3 && meleeReach*/ m_bot->IsSpellReady(DIVINE_STORM) && m_ai->CastSpell(DIVINE_STORM, *pTarget)) return RETURN_CONTINUE; if (JUDGEMENT_OF_LIGHT > 0 && m_ai->CastSpell(JUDGEMENT_OF_LIGHT, *pTarget)) return RETURN_CONTINUE; if (AVENGING_WRATH > 0 && m_ai->CastSpell(AVENGING_WRATH, *m_bot)) return RETURN_CONTINUE; /*if (HAMMER_OF_JUSTICE > 0 && !pTarget->HasAura(HAMMER_OF_JUSTICE, EFFECT_INDEX_0) && m_ai->CastSpell (HAMMER_OF_JUSTICE, *pTarget)) return RETURN_CONTINUE;*/ /*if (SACRED_SHIELD > 0 && pVictim == m_bot && m_ai->GetHealthPercent() < 70 && !m_bot->HasAura(SACRED_SHIELD, EFFECT_INDEX_0) && m_ai->CastSpell (SACRED_SHIELD, *m_bot)) return RETURN_CONTINUE;*/ /*if (HOLY_WRATH > 0 && m_ai->GetAttackerCount() >= 3 && meleeReach && m_ai->CastSpell (HOLY_WRATH, *pTarget)) return RETURN_CONTINUE;*/ /*if (HAND_OF_SACRIFICE > 0 && pVictim == GetMaster() && !GetMaster()->HasAura(HAND_OF_SACRIFICE, EFFECT_INDEX_0) && m_ai->CastSpell (HAND_OF_SACRIFICE, *GetMaster())) return RETURN_CONTINUE;*/ /*if (DIVINE_PROTECTION > 0 && pVictim == m_bot && !m_bot->HasAura(FORBEARANCE, EFFECT_INDEX_0) && m_ai->GetHealthPercent() < 30 && m_ai->CastSpell (DIVINE_PROTECTION, *m_bot)) return RETURN_CONTINUE;*/ /*if (RIGHTEOUS_DEFENSE > 0 && pVictim != m_bot && m_ai->GetHealthPercent() > 70 && m_ai->CastSpell (RIGHTEOUS_DEFENSE, *pTarget)) return RETURN_CONTINUE;*/ /*if (DIVINE_PLEA > 0 && !m_bot->HasAura(DIVINE_PLEA, EFFECT_INDEX_0) && m_ai->CastSpell (DIVINE_PLEA, *m_bot)) return RETURN_CONTINUE;*/ /*if (DIVINE_FAVOR > 0 && !m_bot->HasAura(DIVINE_FAVOR, EFFECT_INDEX_0) && m_ai->CastSpell (DIVINE_FAVOR, *m_bot)) return RETURN_CONTINUE;*/ return RETURN_NO_ACTION_OK; case PALADIN_SPEC_PROTECTION: //Taunt if orders specify if (m_ai->GetCombatOrder() & PlayerbotAI::ORDERS_TANK && !newTarget && HAND_OF_RECKONING > 0 && m_bot->IsSpellReady(HAND_OF_RECKONING) && m_ai->CastSpell(HAND_OF_RECKONING, *pTarget)) return RETURN_CONTINUE; if (CONSECRATION > 0 && m_bot->IsSpellReady(CONSECRATION) && m_ai->CastSpell(CONSECRATION, *pTarget)) return RETURN_CONTINUE; if (HOLY_SHIELD > 0 && !m_bot->HasAura(HOLY_SHIELD) && m_ai->CastSpell(HOLY_SHIELD, *m_bot)) return RETURN_CONTINUE; if (AVENGERS_SHIELD > 0 && m_bot->IsSpellReady(AVENGERS_SHIELD) && m_ai->CastSpell(AVENGERS_SHIELD, *pTarget)) return RETURN_CONTINUE; if (HAMMER_OF_THE_RIGHTEOUS > 0 && m_bot->IsSpellReady(HAMMER_OF_THE_RIGHTEOUS) && m_ai->CastSpell(HAMMER_OF_THE_RIGHTEOUS, *pTarget)) return RETURN_CONTINUE; if (SHIELD_OF_RIGHTEOUSNESS > 0 && m_bot->IsSpellReady(SHIELD_OF_RIGHTEOUSNESS) && m_ai->CastSpell(SHIELD_OF_RIGHTEOUSNESS, *pTarget)) return RETURN_CONTINUE; if (JUDGEMENT_OF_LIGHT > 0 && m_ai->CastSpell(JUDGEMENT_OF_LIGHT, *pTarget)) return RETURN_CONTINUE; return RETURN_NO_ACTION_OK; } //if (DIVINE_SHIELD > 0 && m_ai->GetHealthPercent() < 30 && pVictim == m_bot && !m_bot->HasAura(FORBEARANCE, EFFECT_INDEX_0) && !m_bot->HasAura(DIVINE_SHIELD, EFFECT_INDEX_0)) // m_ai->CastSpell(DIVINE_SHIELD, *m_bot); //if (DIVINE_SACRIFICE > 0 && m_ai->GetHealthPercent() > 50 && pVictim != m_bot && !m_bot->HasAura(DIVINE_SACRIFICE, EFFECT_INDEX_0)) // m_ai->CastSpell(DIVINE_SACRIFICE, *m_bot); return RETURN_NO_ACTION_OK; }
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 } if (PURIFY > 0 && (m_ai->GetCombatOrder() & PlayerbotAI::ORDERS_NODISPEL) == 0) { uint32 DISPEL = CLEANSE > 0 ? CLEANSE : PURIFY; uint32 dispelMask = GetDispellMask(DISPEL_DISEASE); uint32 dispelMask2 = GetDispellMask(DISPEL_POISON); uint32 dispelMask3 = GetDispellMask(DISPEL_MAGIC); Unit::SpellAuraHolderMap const& auras = target->GetSpellAuraHolderMap(); for(Unit::SpellAuraHolderMap::const_iterator itr = auras.begin(); itr != auras.end(); ++itr) { SpellAuraHolder *holder = itr->second; if ((1 << holder->GetSpellProto()->Dispel) & dispelMask) { if (holder->GetSpellProto()->Dispel == DISPEL_DISEASE) { if (m_ai->CastSpell(DISPEL, *target)) return RETURN_CONTINUE; return RETURN_NO_ACTION_ERROR; } } else if ((1 << holder->GetSpellProto()->Dispel) & dispelMask2) { if (holder->GetSpellProto()->Dispel == DISPEL_POISON) { if (m_ai->CastSpell(DISPEL, *target)) return RETURN_CONTINUE; return RETURN_NO_ACTION_ERROR; } } else if ((1 << holder->GetSpellProto()->Dispel) & dispelMask3 & (DISPEL == CLEANSE)) { if (holder->GetSpellProto()->Dispel == DISPEL_MAGIC) { if (m_ai->CastSpell(DISPEL, *target)) return RETURN_CONTINUE; return RETURN_NO_ACTION_ERROR; } } } } // 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->HasSpellCooldown(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->HasSpellCooldown(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->HasSpellCooldown(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