示例#1
0
void PlayerbotPriestAI::DoNextCombatManeuver(Unit *pTarget)
{
    Unit* pVictim = pTarget->getVictim();
    PlayerbotAI* ai = GetAI();
    if (!ai)
        return;

    switch (ai->GetScenarioType())
    {
        case PlayerbotAI::SCENARIO_PVP_DUEL:
            (ai->HasAura(SCREAM, *pTarget) && ai->GetHealthPercent() < 60 && ai->CastSpell(HEAL)) ||
            ai->CastSpell(SHADOW_WORD_PAIN) ||
            (ai->GetHealthPercent() < 80 && ai->CastSpell(RENEW)) ||
            (ai->GetPlayerBot()->GetDistance(pTarget) <= 5 && ai->CastSpell(SCREAM)) ||
            ai->CastSpell(MIND_BLAST) ||
            (ai->GetHealthPercent() < 50 && ai->CastSpell(GREATER_HEAL)) ||
            ai->CastSpell(SMITE);
            return;
        default:
            break;
    }

    // ------- Non Duel combat ----------
    Player *m_bot = GetPlayerBot();
    Group *m_group = m_bot->GetGroup();
    bool meleeReach = m_bot->CanReachWithMeleeAttack(pTarget);

    if (ai->GetCombatStyle() != PlayerbotAI::COMBAT_RANGED && !meleeReach)
        ai->SetCombatStyle(PlayerbotAI::COMBAT_RANGED);
    // if in melee range OR can't shoot OR have no ranged (wand) equipped
    else if (ai->GetCombatStyle() != PlayerbotAI::COMBAT_MELEE
            && (meleeReach || SHOOT == 0 || !m_bot->GetWeaponForAttack(RANGED_ATTACK, true, true))
            && !ai->IsHealer())
        ai->SetCombatStyle(PlayerbotAI::COMBAT_MELEE);

    if (SHOOT > 0 && ai->GetCombatStyle() == PlayerbotAI::COMBAT_RANGED && !m_bot->FindCurrentSpellBySpellId(SHOOT))
        ai->CastSpell(SHOOT, *pTarget);
    //ai->TellMaster( "started auto shot." );
    else if (SHOOT > 0 && m_bot->FindCurrentSpellBySpellId(SHOOT))
        m_bot->InterruptNonMeleeSpells(true, SHOOT);

    // Heal myself
    if (ai->GetHealthPercent() < 15 && FADE > 0 && !m_bot->HasAura(FADE, EFFECT_INDEX_0))
    {
        ai->TellMaster("I'm casting fade.");
        ai->CastSpell(FADE, *m_bot);
    }
    else if (ai->GetHealthPercent() < 25 && POWER_WORD_SHIELD > 0 && !m_bot->HasAura(POWER_WORD_SHIELD, EFFECT_INDEX_0))
    {
        ai->TellMaster("I'm casting pws on myself.");
        ai->CastSpell(POWER_WORD_SHIELD);
    }
    else if (ai->GetHealthPercent() < 35 && DESPERATE_PRAYER > 0)
    {
        ai->TellMaster("I'm casting desperate prayer.");
        ai->CastSpell(DESPERATE_PRAYER, *m_bot);
    }
    else if (ai->GetHealthPercent() < 80)
        HealTarget (m_bot);

    // Heal master
    uint32 masterHP = GetMaster()->GetHealth() * 100 / GetMaster()->GetMaxHealth();
    if (GetMaster()->isAlive())
    {
        if (masterHP < 25 && POWER_WORD_SHIELD > 0 && !GetMaster()->HasAura(POWER_WORD_SHIELD, EFFECT_INDEX_0))
            ai->CastSpell(POWER_WORD_SHIELD, *(GetMaster()));
        else if (masterHP < 80)
            HealTarget (GetMaster());
    }

    // Heal group
    if (m_group)
    {
        Group::MemberSlotList const& groupSlot = m_group->GetMemberSlots();
        for (Group::member_citerator itr = groupSlot.begin(); itr != groupSlot.end(); itr++)
        {
            Player *m_groupMember = sObjectMgr.GetPlayer(itr->guid);
            if (!m_groupMember || !m_groupMember->isAlive())
                continue;

            uint32 memberHP = m_groupMember->GetHealth() * 100 / m_groupMember->GetMaxHealth();
            if (memberHP < 25)
                HealTarget(m_groupMember);
        }
    }

    // Damage Spells
    switch (SpellSequence)
    {
    case SPELL_HOLY:
            if (SMITE > 0 && ai->In_Reach(pTarget,SMITE) && LastSpellHoly < 1 && !pTarget->HasAura(SMITE, EFFECT_INDEX_0) && ai->GetManaPercent() >= 17)
            {
                ai->CastSpell(SMITE, *pTarget);
                SpellSequence = SPELL_SHADOWMAGIC;
                LastSpellHoly = LastSpellHoly + 1;
                break;
            }
            else if (MANA_BURN > 0 && ai->In_Reach(pTarget,MANA_BURN) && LastSpellHoly < 2 && pTarget->GetPower(POWER_MANA) > 0 && ai->GetManaPercent() < 70 && ai->GetManaPercent() >= 14)
            {
                //ai->TellMaster("I'm casting mana burn.");
                ai->CastSpell(MANA_BURN, *pTarget);
                ai->SetIgnoreUpdateTime(3);
                SpellSequence = SPELL_SHADOWMAGIC;
                LastSpellHoly = LastSpellHoly + 1;
                break;
            }
            else if (HOLY_NOVA > 0 && ai->In_Reach(pTarget,HOLY_NOVA) && LastSpellHoly < 3 && meleeReach && ai->GetManaPercent() >= 22)
            {
                //ai->TellMaster("I'm casting holy nova.");
                ai->CastSpell(HOLY_NOVA);
                SpellSequence = SPELL_SHADOWMAGIC;
                LastSpellHoly = LastSpellHoly + 1;
                break;
            }
            else if (HOLY_FIRE > 0 && ai->In_Reach(pTarget,HOLY_FIRE) && LastSpellHoly < 4 && !pTarget->HasAura(HOLY_FIRE, EFFECT_INDEX_0) && ai->GetManaPercent() >= 13)
            {
                //ai->TellMaster("I'm casting holy fire.");
                ai->CastSpell(HOLY_FIRE, *pTarget);
                SpellSequence = SPELL_SHADOWMAGIC;
                LastSpellHoly = LastSpellHoly + 1;
                break;
            }
            else if (PRAYER_OF_MENDING > 0 && ai->In_Reach(pTarget,PRAYER_OF_MENDING) && LastSpellHoly < 5 && pVictim == GetMaster() && GetMaster()->GetHealth() <= GetMaster()->GetMaxHealth() * 0.7 && !GetMaster()->HasAura(PRAYER_OF_MENDING, EFFECT_INDEX_0) && ai->GetManaPercent() >= 15)
            {
                //ai->TellMaster("I'm casting prayer of mending on master.");
                ai->CastSpell(PRAYER_OF_MENDING, *GetMaster());
                SpellSequence = SPELL_SHADOWMAGIC;
                LastSpellHoly = LastSpellHoly + 1;
                break;
            }
            else if (LastSpellHoly > 6)
            {
                LastSpellHoly = 0;
                SpellSequence = SPELL_SHADOWMAGIC;
                break;
            }
            LastSpellHoly = LastSpellHoly + 1;
        //SpellSequence = SPELL_SHADOWMAGIC;
        //break;

        case SPELL_SHADOWMAGIC:
            if (SHADOW_WORD_PAIN > 0 && ai->In_Reach(pTarget,SHADOW_WORD_PAIN) && LastSpellShadowMagic < 1 && !pTarget->HasAura(SHADOW_WORD_PAIN, EFFECT_INDEX_0) && ai->GetManaPercent() >= 25)
            {
                //ai->TellMaster("I'm casting pain.");
                ai->CastSpell(SHADOW_WORD_PAIN, *pTarget);
                SpellSequence = SPELL_DISCIPLINE;
                LastSpellShadowMagic = LastSpellShadowMagic + 1;
                break;
            }
            else if (MIND_BLAST > 0 && ai->In_Reach(pTarget,MIND_BLAST) && LastSpellShadowMagic < 2 && ai->GetManaPercent() >= 19)
            {
                //ai->TellMaster("I'm casting mind blast.");
                ai->CastSpell(MIND_BLAST, *pTarget);
                SpellSequence = SPELL_DISCIPLINE;
                LastSpellShadowMagic = LastSpellShadowMagic + 1;
                break;
            }
            else if (SCREAM > 0 && ai->In_Reach(pTarget,SCREAM) && LastSpellShadowMagic < 3 && ai->GetAttackerCount() >= 3 && ai->GetManaPercent() >= 15)
            {
                ai->TellMaster("I'm casting scream.");
                ai->CastSpell(SCREAM);
                SpellSequence = SPELL_DISCIPLINE;
                (LastSpellShadowMagic = LastSpellShadowMagic + 1);
                break;
            }

            else if (MIND_FLAY > 0 && LastSpellShadowMagic < 4 && !pTarget->HasAura(MIND_FLAY, EFFECT_INDEX_0) && ai->GetManaPercent() >= 10)
            {
                //ai->TellMaster("I'm casting mind flay.");
                ai->CastSpell(MIND_FLAY, *pTarget);
                ai->SetIgnoreUpdateTime(3);
                SpellSequence = SPELL_DISCIPLINE;
                LastSpellShadowMagic = LastSpellShadowMagic + 1;
                break;
            }
            else if (DEVOURING_PLAGUE > 0 && ai->In_Reach(pTarget,DEVOURING_PLAGUE) && LastSpellShadowMagic < 5 && !pTarget->HasAura(DEVOURING_PLAGUE, EFFECT_INDEX_0) && ai->GetManaPercent() >= 28)
            {
                ai->CastSpell(DEVOURING_PLAGUE, *pTarget);
                SpellSequence = SPELL_DISCIPLINE;
                LastSpellShadowMagic = LastSpellShadowMagic + 1;
                break;
            }
            else if (SHADOW_PROTECTION > 0 && ai->In_Reach(pTarget,SHADOW_PROTECTION) && LastSpellShadowMagic < 6 && ai->GetManaPercent() >= 60)
            {
                ai->CastSpell(SHADOW_PROTECTION, *pTarget);
                SpellSequence = SPELL_DISCIPLINE;
                LastSpellShadowMagic = LastSpellShadowMagic + 1;
                break;
            }
            else if (VAMPIRIC_TOUCH > 0 && LastSpellShadowMagic < 7 && !pTarget->HasAura(VAMPIRIC_TOUCH, EFFECT_INDEX_0) && ai->GetManaPercent() >= 18)
            {
                ai->CastSpell(VAMPIRIC_TOUCH, *pTarget);
                SpellSequence = SPELL_DISCIPLINE;
                LastSpellShadowMagic = LastSpellShadowMagic + 1;
                break;
            }
            else if (SHADOWFIEND > 0 && ai->In_Reach(pTarget,SHADOWFIEND) && LastSpellShadowMagic < 8)
            {
                ai->CastSpell(SHADOWFIEND);
                SpellSequence = SPELL_DISCIPLINE;
                LastSpellShadowMagic = LastSpellShadowMagic + 1;
                break;
            }
            else if (MIND_SEAR > 0 && ai->In_Reach(pTarget,MIND_SEAR) && LastSpellShadowMagic < 9 && ai->GetAttackerCount() >= 3 && ai->GetManaPercent() >= 28)
            {
                ai->CastSpell(MIND_SEAR, *pTarget);
                ai->SetIgnoreUpdateTime(5);
                SpellSequence = SPELL_DISCIPLINE;
                LastSpellShadowMagic = LastSpellShadowMagic + 1;
                break;
            }
            else if (LastSpellShadowMagic > 10)
            {
                LastSpellShadowMagic = 0;
                SpellSequence = SPELL_DISCIPLINE;
                break;
            }
            LastSpellShadowMagic = LastSpellShadowMagic + 1;
        //SpellSequence = SPELL_DISCIPLINE;
        //break;

        case SPELL_DISCIPLINE:
            if (FEAR_WARD > 0 && ai->In_Reach(pTarget,FEAR_WARD) && LastSpellDiscipline < 1 && ai->GetManaPercent() >= 3)
            {
                //ai->TellMaster("I'm casting fear ward");
                ai->CastSpell(FEAR_WARD, *(GetMaster()));
                SpellSequence = SPELL_HOLY;
                LastSpellDiscipline = LastSpellDiscipline + 1;
                break;
            }
            else if (POWER_INFUSION > 0 && LastSpellDiscipline < 2 && ai->GetManaPercent() >= 16)
            {
                //ai->TellMaster("I'm casting power infusion");
                ai->CastSpell(POWER_INFUSION, *(GetMaster()));
                SpellSequence = SPELL_HOLY;
                LastSpellDiscipline = LastSpellDiscipline + 1;
                break;
            }
            else if (MASS_DISPEL > 0 && ai->In_Reach(pTarget,MASS_DISPEL) && LastSpellDiscipline < 3 && ai->GetManaPercent() >= 33)
            {
                //ai->TellMaster("I'm casting mass dispel");
                ai->CastSpell(MASS_DISPEL);
                SpellSequence = SPELL_HOLY;
                LastSpellDiscipline = LastSpellDiscipline + 1;
                break;
            }
            else if (INNER_FOCUS > 0 && !m_bot->HasAura(INNER_FOCUS, EFFECT_INDEX_0) && LastSpellDiscipline < 4)
            {
                //ai->TellMaster("I'm casting inner focus");
                ai->CastSpell(INNER_FOCUS, *m_bot);
                SpellSequence = SPELL_HOLY;
                LastSpellDiscipline = LastSpellDiscipline + 1;
                break;
            }
            else if (PENANCE > 0 && LastSpellDiscipline < 5 && ai->GetManaPercent() >= 16)
            {
                //ai->TellMaster("I'm casting PENANCE");
                ai->CastSpell(PENANCE);
                SpellSequence = SPELL_HOLY;
                LastSpellDiscipline = LastSpellDiscipline + 1;
                break;
            }
            else if (LastSpellDiscipline > 6)
            {
                LastSpellDiscipline = 0;
                SpellSequence = SPELL_HOLY;
                break;
            }
            else
            {
                LastSpellDiscipline = LastSpellDiscipline + 1;
                SpellSequence = SPELL_HOLY;
            }
    }
} // end DoNextCombatManeuver
示例#2
0
void PlayerbotMageAI::DoNextCombatManeuver(Unit *pTarget)
{
    PlayerbotAI* ai = GetAI();
    if (!ai)
        return;

    switch (ai->GetScenarioType())
    {
        case PlayerbotAI::SCENARIO_PVP_DUEL:
            if (FIREBALL > 0)
                ai->CastSpell(FIREBALL);
            return;
    }

    // ------- Non Duel combat ----------

    //ai->SetMovementOrder( PlayerbotAI::MOVEMENT_FOLLOW, GetMaster() ); // dont want to melee mob

    // Damage Spells (primitive example)
    Player *m_bot = GetPlayerBot();
    Unit* pVictim = pTarget->getVictim();
    bool meleeReach = m_bot->CanReachWithMeleeAttack(pTarget);

    if (!meleeReach && ai->GetCombatStyle() != PlayerbotAI::COMBAT_RANGED)
    {
        // switch to ranged combat
        ai->SetCombatStyle(PlayerbotAI::COMBAT_RANGED);
    }
    if (SHOOT > 0 && ai->GetCombatStyle() == PlayerbotAI::COMBAT_RANGED && !m_bot->FindCurrentSpellBySpellId(SHOOT))
        ai->CastSpell(SHOOT, *pTarget);
    //ai->TellMaster( "started auto shot." );
    else if (SHOOT > 0 && m_bot->FindCurrentSpellBySpellId(SHOOT))
        m_bot->InterruptNonMeleeSpells(true, SHOOT);

    switch (SpellSequence)
    {
        case SPELL_FROST:
            if (ICY_VEINS > 0 && !m_bot->HasAura(ICY_VEINS, EFFECT_INDEX_0) && LastSpellFrost < 1 && ai->GetManaPercent() >= 3)
            {
                ai->CastSpell(ICY_VEINS, *m_bot);
                SpellSequence = SPELL_FIRE;
                LastSpellFrost = LastSpellFrost + 1;
                break;
            }
            else if (FROSTBOLT > 0 && LastSpellFrost < 2 && !pTarget->HasAura(FROSTBOLT, EFFECT_INDEX_0) && ai->GetManaPercent() >= 16)
            {
                ai->CastSpell(FROSTBOLT, *pTarget);
                SpellSequence = SPELL_FIRE;
                LastSpellFrost = LastSpellFrost + 1;
                break;
            }
            else if (FROST_WARD > 0 && LastSpellFrost < 3 && !m_bot->HasAura(FROST_WARD, EFFECT_INDEX_0) && ai->GetManaPercent() >= 19)
            {
                ai->CastSpell(FROST_WARD, *m_bot);
                SpellSequence = SPELL_FIRE;
                LastSpellFrost = LastSpellFrost + 1;
                break;
            }
            else if (FROST_NOVA > 0 && LastSpellFrost < 4 && meleeReach && !pTarget->HasAura(FROST_NOVA, EFFECT_INDEX_0) && ai->GetManaPercent() >= 10)
            {
                ai->CastSpell(FROST_NOVA, *pTarget);
                SpellSequence = SPELL_FIRE;
                LastSpellFrost = LastSpellFrost + 1;
                break;
            }
            else if (ICE_LANCE > 0 && LastSpellFrost < 5 && ai->GetManaPercent() >= 7)
            {
                ai->CastSpell(ICE_LANCE, *pTarget);
                SpellSequence = SPELL_FIRE;
                LastSpellFrost = LastSpellFrost + 1;
                break;
            }
            else if (BLIZZARD > 0 && LastSpellFrost < 6 && ai->GetAttackerCount() >= 5 && ai->GetManaPercent() >= 89)
            {
                ai->CastSpell(BLIZZARD, *pTarget);
                ai->SetIgnoreUpdateTime(8);
                SpellSequence = SPELL_FIRE;
                LastSpellFrost = LastSpellFrost + 1;
                break;
            }
            else if (CONE_OF_COLD > 0 && LastSpellFrost < 7 && meleeReach && !pTarget->HasAura(CONE_OF_COLD, EFFECT_INDEX_0) && ai->GetManaPercent() >= 35)
            {
                ai->CastSpell(CONE_OF_COLD, *pTarget);
                SpellSequence = SPELL_FIRE;
                LastSpellFrost = LastSpellFrost + 1;
                break;
            }
            else if (DEEP_FREEZE > 0 && LastSpellFrost < 8 && pTarget->HasAura(AURA_STATE_FROZEN, EFFECT_INDEX_0) && !pTarget->HasAura(DEEP_FREEZE, EFFECT_INDEX_0) && ai->GetManaPercent() >= 9)
            {
                ai->CastSpell(DEEP_FREEZE, *pTarget);
                SpellSequence = SPELL_FIRE;
                LastSpellFrost = LastSpellFrost + 1;
                break;
            }
            else if (ICE_BARRIER > 0 && LastSpellFrost < 9 && pVictim == m_bot && !m_bot->HasAura(ICE_BARRIER, EFFECT_INDEX_0) && ai->GetHealthPercent() < 50 && ai->GetManaPercent() >= 30)
            {
                ai->CastSpell(ICE_BARRIER, *m_bot);
                SpellSequence = SPELL_FIRE;
                LastSpellFrost = LastSpellFrost + 1;
                break;
            }
            else if (SUMMON_WATER_ELEMENTAL > 0 && LastSpellFrost < 10 && ai->GetManaPercent() >= 16)
            {
                ai->CastSpell(SUMMON_WATER_ELEMENTAL);
                SpellSequence = SPELL_FIRE;
                LastSpellFrost = LastSpellFrost + 1;
                break;
            }
            else if (ICE_BLOCK > 0 && LastSpellFrost < 11 && pVictim == m_bot && !m_bot->HasAura(ICE_BLOCK, EFFECT_INDEX_0) && ai->GetHealthPercent() < 30)
            {
                ai->CastSpell(ICE_BLOCK, *m_bot);
                SpellSequence = SPELL_FIRE;
                LastSpellFrost = LastSpellFrost + 1;
                break;
            }
            else if (COLD_SNAP > 0 && LastSpellFrost < 12)
            {
                ai->CastSpell(COLD_SNAP, *m_bot);
                SpellSequence = SPELL_FIRE;
                LastSpellFrost = LastSpellFrost + 1;
                break;
            }
            LastSpellFrost = 0;
        //SpellSequence = SPELL_FIRE;
        //break;

        case SPELL_FIRE:
            if (FIRE_WARD > 0 && !m_bot->HasAura(FIRE_WARD, EFFECT_INDEX_0) && LastSpellFire < 1 && ai->GetManaPercent() >= 3)
            {
                ai->CastSpell(FIRE_WARD, *m_bot);
                SpellSequence = SPELL_ARCANE;
                LastSpellFire = LastSpellFire + 1;
                break;
            }
            else if (COMBUSTION > 0 && !m_bot->HasAura(COMBUSTION, EFFECT_INDEX_0) && LastSpellFire < 2)
            {
                ai->CastSpell(COMBUSTION, *m_bot);
                SpellSequence = SPELL_ARCANE;
                LastSpellFire = LastSpellFire + 1;
                break;
            }
            else if (FIREBALL > 0 && LastSpellFire < 3 && ai->GetManaPercent() >= 23)
            {
                ai->CastSpell(FIREBALL, *pTarget);
                SpellSequence = SPELL_ARCANE;
                LastSpellFire = LastSpellFire + 1;
                break;
            }
            else if (FIRE_BLAST > 0 && LastSpellFire < 4 && ai->GetManaPercent() >= 25)
            {
                ai->CastSpell(FIRE_BLAST, *pTarget);
                SpellSequence = SPELL_ARCANE;
                LastSpellFire = LastSpellFire + 1;
                break;
            }
            else if (FLAMESTRIKE > 0 && LastSpellFire < 5 && ai->GetManaPercent() >= 35)
            {
                ai->CastSpell(FLAMESTRIKE, *pTarget);
                SpellSequence = SPELL_ARCANE;
                LastSpellFire = LastSpellFire + 1;
                break;
            }
            else if (SCORCH > 0 && LastSpellFire < 6 && ai->GetManaPercent() >= 10)
            {
                ai->CastSpell(SCORCH, *pTarget);
                SpellSequence = SPELL_ARCANE;
                LastSpellFire = LastSpellFire + 1;
                break;
            }
            else if (PYROBLAST > 0 && LastSpellFire < 7 && !pTarget->HasAura(PYROBLAST, EFFECT_INDEX_0) && ai->GetManaPercent() >= 27)
            {
                ai->CastSpell(PYROBLAST, *pTarget);
                SpellSequence = SPELL_ARCANE;
                LastSpellFire = LastSpellFire + 1;
                break;
            }
            else if (BLAST_WAVE > 0 && LastSpellFire < 8 && ai->GetAttackerCount() >= 3 && meleeReach && ai->GetManaPercent() >= 34)
            {
                ai->CastSpell(BLAST_WAVE, *pTarget);
                SpellSequence = SPELL_ARCANE;
                LastSpellFire = LastSpellFire + 1;
                break;
            }
            else if (DRAGONS_BREATH > 0 && LastSpellFire < 9 && meleeReach && ai->GetManaPercent() >= 37)
            {
                ai->CastSpell(DRAGONS_BREATH, *pTarget);
                SpellSequence = SPELL_ARCANE;
                LastSpellFire = LastSpellFire + 1;
                break;
            }
            else if (LIVING_BOMB > 0 && LastSpellFire < 10 && !pTarget->HasAura(LIVING_BOMB, EFFECT_INDEX_0) && ai->GetManaPercent() >= 27)
            {
                ai->CastSpell(LIVING_BOMB, *pTarget);
                SpellSequence = SPELL_ARCANE;
                LastSpellFire = LastSpellFire + 1;
                break;
            }
            else if (FROSTFIRE_BOLT > 0 && LastSpellFire < 11 && !pTarget->HasAura(FROSTFIRE_BOLT, EFFECT_INDEX_0) && ai->GetManaPercent() >= 14)
            {
                ai->CastSpell(FROSTFIRE_BOLT, *pTarget);
                SpellSequence = SPELL_ARCANE;
                LastSpellFire = LastSpellFire + 1;
                break;
            }
            LastSpellFire = 0;
        //SpellSequence = SPELL_ARCANE;
        //break;

        case SPELL_ARCANE:
            if (ARCANE_POWER > 0 && LastSpellArcane < 1 && ai->GetManaPercent() >= 37)
            {
                ai->CastSpell(ARCANE_POWER, *pTarget);
                SpellSequence = SPELL_FROST;
                LastSpellArcane = LastSpellArcane + 1;
                break;
            }
            else if (ARCANE_MISSILES > 0 && LastSpellArcane < 2 && ai->GetManaPercent() >= 37)
            {
                ai->CastSpell(ARCANE_MISSILES, *pTarget);
                ai->SetIgnoreUpdateTime(3);
                SpellSequence = SPELL_FROST;
                LastSpellArcane = LastSpellArcane + 1;
                break;
            }
            else if (ARCANE_EXPLOSION > 0 && LastSpellArcane < 3 && ai->GetAttackerCount() >= 3 && meleeReach && ai->GetManaPercent() >= 27)
            {
                ai->CastSpell(ARCANE_EXPLOSION, *pTarget);
                SpellSequence = SPELL_FROST;
                LastSpellArcane = LastSpellArcane + 1;
                break;
            }
            else if (COUNTERSPELL > 0 && pTarget->IsNonMeleeSpellCasted(true) && LastSpellArcane < 4 && ai->GetManaPercent() >= 9)
            {
                ai->CastSpell(COUNTERSPELL, *pTarget);
                SpellSequence = SPELL_FROST;
                LastSpellArcane = LastSpellArcane + 1;
                break;
            }
            else if (SLOW > 0 && LastSpellArcane < 5 && !pTarget->HasAura(SLOW, EFFECT_INDEX_0) && ai->GetManaPercent() >= 12)
            {
                ai->CastSpell(SLOW, *pTarget);
                SpellSequence = SPELL_FROST;
                LastSpellArcane = LastSpellArcane + 1;
                break;
            }
            else if (ARCANE_BARRAGE > 0 && LastSpellArcane < 6 && ai->GetManaPercent() >= 27)
            {
                ai->CastSpell(ARCANE_BARRAGE, *pTarget);
                SpellSequence = SPELL_FROST;
                LastSpellArcane = LastSpellArcane + 1;
                break;
            }
            else if (ARCANE_BLAST > 0 && LastSpellArcane < 7 && ai->GetManaPercent() >= 8)
            {
                ai->CastSpell(ARCANE_BLAST, *pTarget);
                SpellSequence = SPELL_FROST;
                LastSpellArcane = LastSpellArcane + 1;
                break;
            }
            else if (MIRROR_IMAGE > 0 && LastSpellArcane < 8 && ai->GetManaPercent() >= 10)
            {
                ai->CastSpell(MIRROR_IMAGE);
                SpellSequence = SPELL_FROST;
                LastSpellArcane = LastSpellArcane + 1;
                break;
            }
            else if (MANA_SHIELD > 0 && LastSpellArcane < 9 && ai->GetHealthPercent() < 70 && pVictim == m_bot && !m_bot->HasAura(MANA_SHIELD, EFFECT_INDEX_0) && ai->GetManaPercent() >= 8)
            {
                ai->CastSpell(MANA_SHIELD, *m_bot);
                SpellSequence = SPELL_FROST;
                LastSpellArcane = LastSpellArcane + 1;
                break;
            }
            else
            {
                LastSpellArcane = 0;
                SpellSequence = SPELL_FROST;
            }
    }
} // end DoNextCombatManeuver