bool PlayerbotMageAI::BuffPlayer(Player* target) { PlayerbotAI * ai = GetAI(); Pet * pet = target->GetPet(); if (pet && pet->getPowerType() == POWER_MANA && ai->Buff(ARCANE_INTELLECT, pet)) return true; if (ARCANE_INTELLECT) return ai->Buff(ARCANE_INTELLECT, target); else return false; }
bool PlayerbotPriestAI::BuffPlayer(Player* target) { PlayerbotAI * ai = GetAI(); Pet * pet = target->GetPet(); if (pet && ai->Buff(POWER_WORD_FORTITUDE, pet)) return true; if (ai->Buff(POWER_WORD_FORTITUDE, target)) return true; if ((target->getClass() == CLASS_DRUID || target->GetPowerType() == POWER_MANA) && ai->Buff(DIVINE_SPIRIT, target)) return true; return false; }
bool PlayerbotDruidAI::BuffPlayer(Player* target) { PlayerbotAI * ai = GetAI(); Pet * pet = target->GetPet(); if (pet && !pet->HasAuraType(SPELL_AURA_MOD_UNATTACKABLE)) { if (ai->Buff(MARK_OF_THE_WILD, pet, &(PlayerbotDruidAI::GoBuffForm))) return true; else if (ai->Buff(THORNS, pet, &(PlayerbotDruidAI::GoBuffForm))) return true; } if (ai->Buff(MARK_OF_THE_WILD, target, &(PlayerbotDruidAI::GoBuffForm))) return true; else if (ai->Buff(THORNS, target, &(PlayerbotDruidAI::GoBuffForm))) return true; else return false; }
bool PlayerbotDruidAI::BuffPlayer(Player* target) { PlayerbotAI * ai = GetAI(); Pet * pet = target->GetPet(); if (pet) { if (ai->Buff(MARK_OF_THE_WILD, pet, &(PlayerbotDruidAI::GoBuffForm))) return true; else if (ai->Buff(THORNS, pet, &(PlayerbotDruidAI::GoBuffForm))) return true; } if (ai->Buff(MARK_OF_THE_WILD, target, &(PlayerbotDruidAI::GoBuffForm))) return true; else if (ai->Buff(THORNS, target, &(PlayerbotDruidAI::GoBuffForm))) return true; else return false; }
bool PlayerbotPaladinAI::Bless(uint32 spellId, Unit *target) { if (spellId == 0) return false; PlayerbotAI * ai = GetAI(); if (spellId == BLESSING_OF_MIGHT) { if (GREATER_BLESSING_OF_MIGHT && ai->HasSpellReagents(GREATER_BLESSING_OF_MIGHT) && ai->Buff(GREATER_BLESSING_OF_MIGHT, target)) return true; else return ai->Buff(spellId, target); } else if (spellId == BLESSING_OF_WISDOM) { if (GREATER_BLESSING_OF_WISDOM && ai->HasSpellReagents(GREATER_BLESSING_OF_WISDOM) && ai->Buff(GREATER_BLESSING_OF_WISDOM, target)) return true; else return ai->Buff(spellId, target); } else if (spellId == BLESSING_OF_KINGS) { if (GREATER_BLESSING_OF_KINGS && ai->HasSpellReagents(GREATER_BLESSING_OF_KINGS) && ai->Buff(GREATER_BLESSING_OF_KINGS, target)) return true; else return ai->Buff(spellId, target); } else if (spellId == BLESSING_OF_SANCTUARY) { if (GREATER_BLESSING_OF_SANCTUARY && ai->HasSpellReagents(GREATER_BLESSING_OF_SANCTUARY) && ai->Buff(GREATER_BLESSING_OF_SANCTUARY, target)) return true; else return ai->Buff(spellId, target); } // Should not happen, but let it be here return false; }
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
void PlayerbotDruidAI::DoNonCombatActions() { Player* m_bot = GetPlayerBot(); Player* master = GetMaster(); if (!m_bot || !master) return; PlayerbotAI* ai = GetAI(); // 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() < 30) { ai->TellMaster("I could use a drink."); ai->UseItem(pItem); return; } else if (!pItem && INNERVATE > 0 && !m_bot->HasAura(INNERVATE) && ai->GetManaPercent() <= 20 && ai->CastSpell(INNERVATE, *m_bot)) return; // 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; } // buff and heal master's group if (master->GetGroup()) { // Buff master with group buff if (!master->IsInDuel(master)) if (master->isAlive() && GIFT_OF_THE_WILD && ai->HasSpellReagents(GIFT_OF_THE_WILD) && ai->Buff(GIFT_OF_THE_WILD, 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; if (tPlayer->IsInDuelWith(master)) continue; // Resurrect member if needed if (!tPlayer->isAlive()) { if (ai->CastSpell(REVIVE, *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->IsInDuel(master)) return; if (master->isAlive()) { if (BuffPlayer(master)) return; if (HealTarget(master)) return; } else if (ai->CastSpell(REVIVE, *master)) ai->TellMaster("Resurrecting you, Master."); } BuffPlayer(m_bot); } // end DoNonCombatActions
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
void PlayerbotDruidAI::DoNonCombatActions() { PlayerbotAI *ai = GetAI(); if (!ai) return; Player * m_bot = GetPlayerBot(); if (!m_bot) return; Player* m_master = ai->GetLeader(); if (!m_master) 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 != NULL && ai->GetManaPercent() < 30) { ai->UseItem(pItem); return; } else if (!pItem && INNERVATE > 0 && !m_bot->HasAura(INNERVATE) && ai->GetManaPercent() <= 20 && ai->CastSpell(INNERVATE, m_bot)) return; // 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->UseItem(pItem); return; } else if (pItem == NULL && fItem != NULL && !m_bot->HasAura(RECENTLY_BANDAGED, EFFECT_INDEX_0) && ai->GetHealthPercent() < 70) { ai->UseItem(fItem); return; } // buff and heal master's group if (m_master->GetGroup()) { // Buff master with group buff if (m_master->isAlive() && GIFT_OF_THE_WILD && ai->HasSpellReagents(GIFT_OF_THE_WILD) && ai->Buff(GIFT_OF_THE_WILD, m_master)) return; Group::MemberSlotList const& groupSlot = m_master->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; // Resurrect member if needed if (!tPlayer->isAlive()) { if (ai->CastSpell(REVIVE, tPlayer)) return; else continue; } else { // buff and heal if (BuffPlayer(tPlayer)) return; if (HealTarget(tPlayer)) return; } } } else { if (m_master->isAlive()) { if (BuffPlayer(m_master)) return; if (HealTarget(m_master)) return; } else ai->CastSpell(REVIVE, m_master); } BuffPlayer(m_bot); } // end DoNonCombatActions