示例#1
0
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 PlayerbotPaladinAI::DoNextCombatManeuver(Unit* pTarget)
{

    if (CheckSeals())
        return RETURN_CONTINUE;
    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 DoNextCombatManeuverPVP(pTarget);
        case PlayerbotAI::SCENARIO_PVE:
        case PlayerbotAI::SCENARIO_PVE_ELITE:
        case PlayerbotAI::SCENARIO_PVE_RAID:
        default:
            return DoNextCombatManeuverPVE(pTarget);
            break;
    }

    return RETURN_NO_ACTION_ERROR;
}