bool PlayerbotWarriorAI::DoFirstCombatManeuver(Unit *pTarget) { Player *m_bot = GetPlayerBot(); PlayerbotAI *ai = GetAI(); PlayerbotAI::CombatOrderType co = ai->GetCombatOrder(); float fTargetDist = m_bot->GetCombatDistance(pTarget); if ((co & PlayerbotAI::ORDERS_TANK) && DEFENSIVE_STANCE > 0 && !m_bot->HasAura(DEFENSIVE_STANCE, EFFECT_INDEX_0) && ai->CastSpell(DEFENSIVE_STANCE)) { if (ai->GetManager()->m_confDebugWhisper) ai->TellMaster("First > Defensive Stance (%d)", DEFENSIVE_STANCE); return true; } else if ((co & PlayerbotAI::ORDERS_TANK) && TAUNT > 0 && m_bot->HasAura(DEFENSIVE_STANCE, EFFECT_INDEX_0) && ai->CastSpell(TAUNT, *pTarget)) { if (ai->GetManager()->m_confDebugWhisper) ai->TellMaster("First > Taunt (%d)", TAUNT); return false; } else if (BATTLE_STANCE > 0 && !m_bot->HasAura(BATTLE_STANCE, EFFECT_INDEX_0) && ai->CastSpell(BATTLE_STANCE)) { if (ai->GetManager()->m_confDebugWhisper) ai->TellMaster("First > Battle Stance (%d)", BATTLE_STANCE); return true; } else if (BATTLE_STANCE > 0 && CHARGE > 0 && m_bot->HasAura(BATTLE_STANCE, EFFECT_INDEX_0)) { if (fTargetDist < 8.0f) return false; else if (fTargetDist > 25.0f) return true; else if (CHARGE > 0 && ai->CastSpell(CHARGE, *pTarget)) { float x, y, z; pTarget->GetContactPoint(m_bot, x, y, z, 3.666666f); m_bot->Relocate(x, y, z); if (ai->GetManager()->m_confDebugWhisper) ai->TellMaster("First > Charge (%d)", CHARGE); return false; } } return false; }
bool PlayerbotRogueAI::DoFirstCombatManeuver(Unit *pTarget) { PlayerbotAI* ai = GetAI(); Player * m_bot = GetPlayerBot(); if (STEALTH > 0 && !m_bot->HasAura(STEALTH, EFFECT_INDEX_0) && ai->CastSpell(STEALTH, *m_bot)) { if (ai->GetManager()->m_confDebugWhisper) ai->TellMaster("First > Stealth (%d)", STEALTH); m_bot->addUnitState(UNIT_STAT_CHASE); // ensure that the bot does not use MoveChase(), as this doesn't seem to work with STEALTH return true; } else if (m_bot->HasAura(STEALTH, EFFECT_INDEX_0)) { m_bot->GetMotionMaster()->MoveFollow(pTarget, 4.5f, m_bot->GetOrientation()); return false; } return false; }
void PlayerbotHunterAI::DoNextCombatManeuver(Unit *pTarget) { PlayerbotAI* ai = GetAI(); if (!ai) return; switch (ai->GetScenarioType()) { case PlayerbotAI::SCENARIO_DUEL: ai->CastSpell(RAPTOR_STRIKE); return; default: break; } // ------- Non Duel combat ---------- // Hunter Player *m_bot = GetPlayerBot(); Unit* pVictim = pTarget->getVictim(); // check for pet and heal if neccessary Pet *pet = m_bot->GetPet(); if ((pet) && (((float) pet->GetHealth() / (float) pet->GetMaxHealth()) < 0.5f) && (PET_MEND > 0 && !pet->getDeathState() != ALIVE && pVictim != m_bot && !pet->HasAura(PET_MEND, EFFECT_INDEX_0) && ai->GetManaPercent() >= 13 && ai->CastSpell(PET_MEND, *m_bot))) { ai->TellMaster("healing pet."); return; } else if ((pet) && (INTIMIDATION > 0 && pVictim == pet && !pet->HasAura(INTIMIDATION, EFFECT_INDEX_0) && ai->CastSpell(INTIMIDATION, *m_bot))) //ai->TellMaster( "casting intimidation." ); // if pet has aggro :) return; // racial traits if (m_bot->getRace() == RACE_ORC && !m_bot->HasAura(BLOOD_FURY, EFFECT_INDEX_0)) ai->CastSpell(BLOOD_FURY, *m_bot); //ai->TellMaster( "Blood Fury." ); else if (m_bot->getRace() == RACE_TROLL && !m_bot->HasAura(BERSERKING, EFFECT_INDEX_0)) ai->CastSpell(BERSERKING, *m_bot); //ai->TellMaster( "Berserking." ); // check if ranged combat is possible (set m_rangedCombat and switch auras float dist = m_bot->GetCombatDistance(pTarget); if ((dist <= ATTACK_DISTANCE || !m_bot->GetUInt32Value(PLAYER_AMMO_ID)) && m_rangedCombat) { // switch to melee combat (target in melee range, out of ammo) m_rangedCombat = false; if (!m_bot->GetUInt32Value(PLAYER_AMMO_ID)) ai->TellMaster("Out of ammo!"); // become monkey (increases dodge chance)... (ASPECT_OF_THE_MONKEY > 0 && !m_bot->HasAura(ASPECT_OF_THE_MONKEY, EFFECT_INDEX_0) && ai->CastSpell(ASPECT_OF_THE_MONKEY, *m_bot)); } else if (dist > ATTACK_DISTANCE && !m_rangedCombat) { // switch to ranged combat m_rangedCombat = true; // increase ranged attack power... (ASPECT_OF_THE_HAWK > 0 && !m_bot->HasAura(ASPECT_OF_THE_HAWK, EFFECT_INDEX_0) && ai->CastSpell(ASPECT_OF_THE_HAWK, *m_bot)); } else if (m_rangedCombat && !m_bot->HasAura(ASPECT_OF_THE_HAWK, EFFECT_INDEX_0)) // check if we have hawk aspect in ranged combat (ASPECT_OF_THE_HAWK > 0 && ai->CastSpell(ASPECT_OF_THE_HAWK, *m_bot)); else if (!m_rangedCombat && !m_bot->HasAura(ASPECT_OF_THE_MONKEY, EFFECT_INDEX_0)) // check if we have monkey aspect in melee combat (ASPECT_OF_THE_MONKEY > 0 && ai->CastSpell(ASPECT_OF_THE_MONKEY, *m_bot)); // activate auto shot if (AUTO_SHOT > 0 && m_rangedCombat && !m_bot->FindCurrentSpellBySpellId(AUTO_SHOT)) ai->CastSpell(AUTO_SHOT, *pTarget); //ai->TellMaster( "started auto shot." ); else if (AUTO_SHOT > 0 && m_bot->FindCurrentSpellBySpellId(AUTO_SHOT)) m_bot->InterruptNonMeleeSpells(true, AUTO_SHOT); //ai->TellMaster( "stopped auto shot." ); // damage spells std::ostringstream out; if (m_rangedCombat) { out << "Case Ranged"; if (HUNTERS_MARK > 0 && ai->GetManaPercent() >= 3 && !pTarget->HasAura(HUNTERS_MARK, EFFECT_INDEX_0) && ai->CastSpell(HUNTERS_MARK, *pTarget)) out << " > Hunter's Mark"; else if (RAPID_FIRE > 0 && ai->GetManaPercent() >= 3 && !m_bot->HasAura(RAPID_FIRE, EFFECT_INDEX_0) && ai->CastSpell(RAPID_FIRE, *m_bot)) out << " > Rapid Fire"; else if (MULTI_SHOT > 0 && ai->GetManaPercent() >= 13 && ai->GetAttackerCount() >= 3 && ai->CastSpell(MULTI_SHOT, *pTarget)) out << " > Multi-Shot"; else if (ARCANE_SHOT > 0 && ai->GetManaPercent() >= 7 && ai->CastSpell(ARCANE_SHOT, *pTarget)) out << " > Arcane Shot"; else if (CONCUSSIVE_SHOT > 0 && ai->GetManaPercent() >= 6 && !pTarget->HasAura(CONCUSSIVE_SHOT, EFFECT_INDEX_0) && ai->CastSpell(CONCUSSIVE_SHOT, *pTarget)) out << " > Concussive Shot"; else if (EXPLOSIVE_SHOT > 0 && ai->GetManaPercent() >= 10 && !pTarget->HasAura(EXPLOSIVE_SHOT, EFFECT_INDEX_0) && ai->CastSpell(EXPLOSIVE_SHOT, *pTarget)) out << " > Explosive Shot"; else if (VIPER_STING > 0 && ai->GetManaPercent() >= 8 && pTarget->GetPower(POWER_MANA) > 0 && ai->GetManaPercent() < 70 && !pTarget->HasAura(VIPER_STING, EFFECT_INDEX_0) && ai->CastSpell(VIPER_STING, *pTarget)) out << " > Viper Sting"; else if (SERPENT_STING > 0 && ai->GetManaPercent() >= 13 && !pTarget->HasAura(SERPENT_STING, EFFECT_INDEX_0) && !pTarget->HasAura(SCORPID_STING, EFFECT_INDEX_0) && !pTarget->HasAura(VIPER_STING, EFFECT_INDEX_0) && ai->CastSpell(SERPENT_STING, *pTarget)) out << " > Serpent Sting"; else if (SCORPID_STING > 0 && ai->GetManaPercent() >= 11 && !pTarget->HasAura(WYVERN_STING, EFFECT_INDEX_0) && !pTarget->HasAura(SCORPID_STING, EFFECT_INDEX_0) && !pTarget->HasAura(SERPENT_STING, EFFECT_INDEX_0) && !pTarget->HasAura(VIPER_STING, EFFECT_INDEX_0) && ai->CastSpell(SCORPID_STING, *pTarget)) out << " > Scorpid Sting"; else if (CHIMERA_SHOT > 0 && ai->GetManaPercent() >= 12 && ai->CastSpell(CHIMERA_SHOT, *pTarget)) out << " > Chimera Shot"; else if (VOLLEY > 0 && ai->GetManaPercent() >= 24 && ai->GetAttackerCount() >= 3 && ai->CastSpell(VOLLEY, *pTarget)) out << " > Volley"; else if (BLACK_ARROW > 0 && ai->GetManaPercent() >= 6 && !pTarget->HasAura(BLACK_ARROW, EFFECT_INDEX_0) && ai->CastSpell(BLACK_ARROW, *pTarget)) out << " > Black Arrow"; else if (AIMED_SHOT > 0 && ai->GetManaPercent() >= 12 && ai->CastSpell(AIMED_SHOT, *pTarget)) out << " > Aimed Shot"; else if (STEADY_SHOT > 0 && ai->GetManaPercent() >= 5 && ai->CastSpell(STEADY_SHOT, *pTarget)) out << " > Steady Shot"; else if (KILL_SHOT > 0 && ai->GetManaPercent() >= 7 && pTarget->GetHealth() < pTarget->GetMaxHealth() * 0.2 && ai->CastSpell(KILL_SHOT, *pTarget)) out << " > Kill Shot!"; else out << " NONE!"; } else { out << "Case Melee"; if (RAPTOR_STRIKE > 0 && ai->GetManaPercent() >= 6 && ai->CastSpell(RAPTOR_STRIKE, *pTarget)) out << " > Raptor Strike"; else if (EXPLOSIVE_TRAP > 0 && ai->GetManaPercent() >= 27 && !pTarget->HasAura(EXPLOSIVE_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(ARCANE_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(IMMOLATION_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(FROST_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(BEAR_TRAP, EFFECT_INDEX_0) && ai->CastSpell(EXPLOSIVE_TRAP, *pTarget)) out << " > Explosive Trap"; else if (WING_CLIP > 0 && ai->GetManaPercent() >= 6 && !pTarget->HasAura(WING_CLIP, EFFECT_INDEX_0) && ai->CastSpell(WING_CLIP, *pTarget)) out << " > Wing Clip"; else if (IMMOLATION_TRAP > 0 && ai->GetManaPercent() >= 13 && !pTarget->HasAura(IMMOLATION_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(ARCANE_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(EXPLOSIVE_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(FROST_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(BEAR_TRAP, EFFECT_INDEX_0) && ai->CastSpell(IMMOLATION_TRAP, *pTarget)) out << " > Immolation Trap"; else if (MONGOOSE_BITE > 0 && ai->GetManaPercent() >= 4 && ai->CastSpell(MONGOOSE_BITE, *pTarget)) out << " > Mongoose Bite"; else if (FROST_TRAP > 0 && ai->GetManaPercent() >= 2 && !pTarget->HasAura(FROST_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(ARCANE_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(IMMOLATION_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(EXPLOSIVE_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(BEAR_TRAP, EFFECT_INDEX_0) && ai->CastSpell(FROST_TRAP, *pTarget)) out << " > Frost Trap"; else if (ARCANE_TRAP > 0 && !pTarget->HasAura(ARCANE_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(BEAR_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(EXPLOSIVE_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(IMMOLATION_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(FROST_TRAP, EFFECT_INDEX_0) && ai->CastSpell(ARCANE_TRAP, *pTarget)) out << " > Arcane Trap"; else if (DETERRENCE > 0 && pVictim == m_bot && m_bot->GetHealth() < m_bot->GetMaxHealth() * 0.5 && !m_bot->HasAura(DETERRENCE, EFFECT_INDEX_0) && ai->CastSpell(DETERRENCE, *m_bot)) out << " > Deterrence"; else if (m_bot->getRace() == RACE_TAUREN && !pTarget->HasAura(WAR_STOMP, EFFECT_INDEX_0) && ai->CastSpell(WAR_STOMP, *pTarget)) out << " > War Stomp"; else if (m_bot->getRace() == RACE_DWARF && m_bot->HasAuraState(AURA_STATE_DEADLY_POISON) && ai->CastSpell(STONEFORM, *m_bot)) out << " > Stoneform"; else if (m_bot->getRace() == RACE_NIGHTELF && pVictim == m_bot && ai->GetHealthPercent() < 25 && !m_bot->HasAura(SHADOWMELD, EFFECT_INDEX_0) && ai->CastSpell(SHADOWMELD, *m_bot)) out << " > Shadowmeld"; else if ((pet && !pet->getDeathState() != ALIVE) && (MISDIRECTION > 0 && pVictim == m_bot && !m_bot->HasAura(MISDIRECTION, EFFECT_INDEX_0) && ai->GetManaPercent() >= 9 && ai->CastSpell(MISDIRECTION, *pet))) out << " > Misdirection"; // give threat to pet /*else if( FREEZING_TRAP>0 && ai->GetManaPercent()>=5 && !pTarget->HasAura(FREEZING_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(ARCANE_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(EXPLOSIVE_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(BEAR_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(IMMOLATION_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(FROST_TRAP, EFFECT_INDEX_0) && ai->CastSpell(FREEZING_TRAP,*pTarget) ) out << " > Freezing Trap"; // this can trap your bots too else if( BEAR_TRAP>0 && !pTarget->HasAura(BEAR_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(ARCANE_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(EXPLOSIVE_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(IMMOLATION_TRAP, EFFECT_INDEX_0) && !pTarget->HasAura(FROST_TRAP, EFFECT_INDEX_0) && ai->CastSpell(BEAR_TRAP,*pTarget) ) out << " > Bear Trap"; // this was just too annoying :) else if( DISENGAGE>0 && pVictim && ai->GetManaPercent()>=5 && ai->CastSpell(DISENGAGE,*pTarget) ) out << " > Disengage!"; // attempt to return to ranged combat*/ else out << " NONE!"; } if (ai->GetManager()->m_confDebugWhisper) ai->TellMaster(out.str().c_str()); } // end DoNextCombatManeuver
void PlayerbotPaladinAI::DoNextCombatManeuver(Unit *pTarget) { Unit* pVictim = pTarget->getVictim(); PlayerbotAI* ai = GetAI(); if (!ai) return; switch (ai->GetScenarioType()) { case PlayerbotAI::SCENARIO_DUEL: if (HAMMER_OF_JUSTICE > 0) ai->CastSpell(HAMMER_OF_JUSTICE); return; default: break; } // damage spells Player *m_bot = GetPlayerBot(); Group *m_group = m_bot->GetGroup(); float dist = m_bot->GetCombatDistance(pTarget); std::ostringstream out; //Shield master if low hp. uint32 masterHP = GetMaster()->GetHealth() * 100 / GetMaster()->GetMaxHealth(); if (GetMaster()->isAlive()) if (masterHP < 25 && HAND_OF_PROTECTION > 0 && !GetMaster()->HasAura(FORBEARANCE, EFFECT_INDEX_0) && !GetMaster()->HasAura(HAND_OF_PROTECTION, EFFECT_INDEX_0) && !GetMaster()->HasAura(DIVINE_PROTECTION, EFFECT_INDEX_0) && !GetMaster()->HasAura(DIVINE_SHIELD, EFFECT_INDEX_0)) ai->CastSpell(HAND_OF_PROTECTION, *GetMaster()); // heal group inside combat, but do not heal if tank if (m_group && pVictim != m_bot) // possible tank { 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 < 40 && ai->GetManaPercent() >= 40) // do not heal bots without plenty of mana for master & self if (HealTarget(m_groupMember)) return; } } if (RIGHTEOUS_FURY > 0 && !m_bot->HasAura(RIGHTEOUS_FURY, EFFECT_INDEX_0)) ai->CastSpell (RIGHTEOUS_FURY, *m_bot); if (SHADOW_RESISTANCE_AURA > 0 && !m_bot->HasAura(SHADOW_RESISTANCE_AURA, EFFECT_INDEX_0) && pTarget->getClass() == CLASS_WARLOCK) ai->CastSpell (SHADOW_RESISTANCE_AURA, *m_bot); if (DEVOTION_AURA > 0 && !m_bot->HasAura(DEVOTION_AURA, EFFECT_INDEX_0) && pTarget->getClass() == CLASS_WARRIOR) ai->CastSpell (DEVOTION_AURA, *m_bot); if (FIRE_RESISTANCE_AURA > 0 && !m_bot->HasAura(FIRE_RESISTANCE_AURA, EFFECT_INDEX_0) && pTarget->getClass() == CLASS_MAGE) ai->CastSpell (FIRE_RESISTANCE_AURA, *m_bot); if (RETRIBUTION_AURA > 0 && !m_bot->HasAura(RETRIBUTION_AURA, EFFECT_INDEX_0) && pTarget->getClass() == CLASS_PRIEST) ai->CastSpell (RETRIBUTION_AURA, *m_bot); if (DEVOTION_AURA > 0 && !m_bot->HasAura(DEVOTION_AURA, EFFECT_INDEX_0) && pTarget->getClass() == CLASS_SHAMAN) ai->CastSpell (DEVOTION_AURA, *m_bot); if (DEVOTION_AURA > 0 && !m_bot->HasAura(DEVOTION_AURA, EFFECT_INDEX_0) && pTarget->getClass() == CLASS_ROGUE) ai->CastSpell (DEVOTION_AURA, *m_bot); if (DEVOTION_AURA > 0 && !m_bot->HasAura(DEVOTION_AURA, EFFECT_INDEX_0) && pTarget->getClass() == CLASS_PALADIN) ai->CastSpell (DEVOTION_AURA, *m_bot); if (ai->GetHealthPercent() <= 40 || GetMaster()->GetHealth() <= GetMaster()->GetMaxHealth() * 0.4) SpellSequence = Healing; else SpellSequence = Combat; switch (SpellSequence) { case Combat: if (JUDGEMENT_OF_LIGHT > 0 && !pTarget->HasAura(JUDGEMENT_OF_LIGHT, EFFECT_INDEX_0) && CombatCounter < 1 && ai->GetManaPercent() >= 5) { ai->CastSpell (JUDGEMENT_OF_LIGHT, *pTarget); out << " Judgement of Light"; CombatCounter++; break; } else if (SEAL_OF_COMMAND > 0 && !m_bot->HasAura(SEAL_OF_COMMAND, EFFECT_INDEX_0) && CombatCounter < 2 && ai->GetManaPercent() >= 14) { ai->CastSpell (SEAL_OF_COMMAND, *m_bot); out << " Seal of Command"; CombatCounter++; break; } else if (HAMMER_OF_JUSTICE > 0 && !pTarget->HasAura(HAMMER_OF_JUSTICE, EFFECT_INDEX_0) && CombatCounter < 3 && ai->GetManaPercent() >= 3) { ai->CastSpell (HAMMER_OF_JUSTICE, *pTarget); out << " Hammer of Justice"; CombatCounter++; break; } else if (CRUSADER_STRIKE > 0 && CombatCounter < 4 && ai->GetManaPercent() >= 5) { ai->CastSpell (CRUSADER_STRIKE, *pTarget); out << " Crusader Strike"; CombatCounter++; break; } else if (AVENGING_WRATH > 0 && CombatCounter < 5 && !m_bot->HasAura(AVENGING_WRATH, EFFECT_INDEX_0) && ai->GetManaPercent() >= 8) { ai->CastSpell (AVENGING_WRATH, *m_bot); out << " Avenging Wrath"; CombatCounter++; break; } else if (SACRED_SHIELD > 0 && CombatCounter < 6 && pVictim == m_bot && ai->GetHealthPercent() < 70 && !m_bot->HasAura(SACRED_SHIELD, EFFECT_INDEX_0) && ai->GetManaPercent() >= 12) { ai->CastSpell (SACRED_SHIELD, *m_bot); out << " Sacred Shield"; CombatCounter++; break; } else if (DIVINE_STORM > 0 && CombatCounter < 7 && ai->GetAttackerCount() >= 3 && dist <= ATTACK_DISTANCE && ai->GetManaPercent() >= 12) { ai->CastSpell (DIVINE_STORM, *pTarget); out << " Divine Storm"; CombatCounter++; break; } else if (HAMMER_OF_WRATH > 0 && CombatCounter < 8 && pTarget->GetHealth() < pTarget->GetMaxHealth() * 0.20 && ai->GetManaPercent() >= 14) { ai->CastSpell (HAMMER_OF_WRATH, *pTarget); out << " Hammer of Wrath"; CombatCounter++; break; } else if (HOLY_WRATH > 0 && CombatCounter < 9 && ai->GetAttackerCount() >= 3 && dist <= ATTACK_DISTANCE && ai->GetManaPercent() >= 24) { ai->CastSpell (HOLY_WRATH, *pTarget); out << " Holy Wrath"; CombatCounter++; break; } else if (HAND_OF_SACRIFICE > 0 && pVictim == GetMaster() && !GetMaster()->HasAura(HAND_OF_SACRIFICE, EFFECT_INDEX_0) && CombatCounter < 10 && ai->GetManaPercent() >= 6) { ai->CastSpell (HAND_OF_SACRIFICE, *GetMaster()); out << " Hand of Sacrifice"; CombatCounter++; break; } else if (DIVINE_PROTECTION > 0 && pVictim == m_bot && !m_bot->HasAura(FORBEARANCE, EFFECT_INDEX_0) && ai->GetHealthPercent() < 30 && CombatCounter < 11 && ai->GetManaPercent() >= 3) { ai->CastSpell (DIVINE_PROTECTION, *m_bot); out << " Divine Protection"; CombatCounter++; break; } else if (RIGHTEOUS_DEFENSE > 0 && pVictim != m_bot && ai->GetHealthPercent() > 70 && CombatCounter < 12) { ai->CastSpell (RIGHTEOUS_DEFENSE, *pTarget); out << " Righteous Defense"; CombatCounter++; break; } else if (DIVINE_PLEA > 0 && !m_bot->HasAura(DIVINE_PLEA, EFFECT_INDEX_0) && ai->GetManaPercent() < 50 && CombatCounter < 13) { ai->CastSpell (DIVINE_PLEA, *m_bot); out << " Divine Plea"; CombatCounter++; break; } else if (DIVINE_FAVOR > 0 && !m_bot->HasAura(DIVINE_FAVOR, EFFECT_INDEX_0) && CombatCounter < 14) { ai->CastSpell (DIVINE_FAVOR, *m_bot); out << " Divine Favor"; CombatCounter++; break; } else if (CombatCounter > 15) { CombatCounter = 0; //ai->TellMaster("CombatCounter Reset"); break; } else { CombatCounter = 0; //ai->TellMaster("Counter = 0"); break; } case Healing: if (ai->GetHealthPercent() <= 40) { HealTarget (m_bot); out << " ...healing bot"; break; } if (masterHP <= 40) { HealTarget (GetMaster()); out << " ...healing master"; break; } else { CombatCounter = 0; //ai->TellMaster("Counter = 0"); break; } } if (ai->GetManager()->m_confDebugWhisper) ai->TellMaster(out.str().c_str()); if (AVENGING_WRATH > 0 && !m_bot->HasAura(AVENGING_WRATH, EFFECT_INDEX_0) && ai->GetManaPercent() >= 8) ai->CastSpell(AVENGING_WRATH, *m_bot); if (DIVINE_SHIELD > 0 && ai->GetHealthPercent() < 30 && pVictim == m_bot && !m_bot->HasAura(FORBEARANCE, EFFECT_INDEX_0) && !m_bot->HasAura(DIVINE_SHIELD, EFFECT_INDEX_0) && ai->GetManaPercent() >= 3) ai->CastSpell(DIVINE_SHIELD, *m_bot); if (DIVINE_SACRIFICE > 0 && ai->GetHealthPercent() > 50 && pVictim != m_bot && !m_bot->HasAura(DIVINE_SACRIFICE, EFFECT_INDEX_0)) ai->CastSpell(DIVINE_SACRIFICE, *m_bot); }
void PlayerbotRogueAI::DoNextCombatManeuver(Unit *pTarget) { if (!pTarget) return; PlayerbotAI* ai = GetAI(); if (!ai) return; switch (ai->GetScenarioType()) { case PlayerbotAI::SCENARIO_DUEL: { if (SINISTER_STRIKE > 0) ai->CastSpell(SINISTER_STRIKE); return; } default: break; } Player *m_bot = GetPlayerBot(); Unit* pVictim = pTarget->getVictim(); float fTargetDist = m_bot->GetCombatDistance(pTarget); // TODO: make this work better... /*if (pVictim) { if( pVictim!=m_bot && !m_bot->hasUnitState(UNIT_STAT_FOLLOW) && !pTarget->isInBackInMap(m_bot,10) ) { GetAI()->TellMaster( "getting behind target" ); m_bot->GetMotionMaster()->Clear( true ); m_bot->GetMotionMaster()->MoveFollow( pTarget, 1, 2*M_PI ); } else if( pVictim==m_bot && m_bot->hasUnitState(UNIT_STAT_FOLLOW) ) { GetAI()->TellMaster( "chasing attacking target" ); m_bot->GetMotionMaster()->Clear( true ); m_bot->GetMotionMaster()->MoveChase( pTarget ); } }*/ //Rouge like behaviour. ^^ /* if (VANISH > 0 && GetMaster()->isDead()) { //Causes the server to crash :( removed for now. m_bot->AttackStop(); m_bot->RemoveAllAttackers(); ai->CastSpell(VANISH); // m_bot->RemoveAllSpellCooldown(); GetAI()->TellMaster("AttackStop, CombatStop, Vanish"); }*/ // decide what to do: if (pVictim == m_bot && CLOAK_OF_SHADOWS > 0 && pVictim->HasAura(SPELL_AURA_PERIODIC_DAMAGE) && !m_bot->HasAura(CLOAK_OF_SHADOWS, EFFECT_INDEX_0) && ai->CastSpell(CLOAK_OF_SHADOWS)) { if (ai->GetManager()->m_confDebugWhisper) ai->TellMaster("CoS!"); return; } else if (m_bot->HasAura(STEALTH, EFFECT_INDEX_0)) SpellSequence = RogueStealth; else if (pTarget->IsNonMeleeSpellCasted(true)) SpellSequence = RogueSpellPreventing; else if (pVictim == m_bot && ai->GetHealthPercent() < 40) SpellSequence = RogueThreat; else SpellSequence = RogueCombat; // we fight in melee, target is not in range, skip the next part! if (fTargetDist > ATTACK_DISTANCE) return; std::ostringstream out; switch (SpellSequence) { case RogueStealth: out << "Case Stealth"; if (PICK_POCKET > 0 && (pTarget->GetCreatureTypeMask() & CREATURE_TYPEMASK_HUMANOID_OR_UNDEAD) != 0 && !((Creature*)pTarget)->lootForPickPocketed && ai->CastSpell(PICK_POCKET, *pTarget)) out << " > Pick Pocket"; else if (PREMEDITATION > 0 && ai->CastSpell(PREMEDITATION, *pTarget)) out << " > Premeditation"; else if (AMBUSH > 0 && ai->GetEnergyAmount() >= 60 && ai->CastSpell(AMBUSH, *pTarget)) out << " > Ambush"; else if (CHEAP_SHOT > 0 && !pTarget->HasAura(CHEAP_SHOT, EFFECT_INDEX_0) && ai->GetEnergyAmount() >= 60 && ai->CastSpell(CHEAP_SHOT, *pTarget)) out << " > Cheap Shot"; else if (GARROTE > 0 && ai->GetEnergyAmount() >= 50 && ai->CastSpell(GARROTE, *pTarget)) out << " > Garrote"; else m_bot->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH); break; case RogueThreat: out << "Case Threat"; if (GOUGE > 0 && ai->GetEnergyAmount() >= 45 && !pTarget->HasAura(GOUGE, EFFECT_INDEX_0) && ai->CastSpell(GOUGE, *pTarget)) out << " > Gouge"; else if (EVASION > 0 && ai->GetHealthPercent() <= 35 && !m_bot->HasAura(EVASION, EFFECT_INDEX_0) && ai->CastSpell(EVASION)) out << " > Evasion"; else if (BLIND > 0 && ai->GetHealthPercent() <= 30 && !pTarget->HasAura(BLIND, EFFECT_INDEX_0) && ai->GetEnergyAmount() >= 30 && ai->CastSpell(BLIND, *pTarget)) out << " > Blind"; else if (FEINT > 0 && ai->GetHealthPercent() <= 25 && ai->GetEnergyAmount() >= 20 && ai->CastSpell(FEINT)) out << " > Feint"; else if (VANISH > 0 && ai->GetHealthPercent() <= 20 && !m_bot->HasAura(FEINT, EFFECT_INDEX_0) && ai->CastSpell(VANISH)) out << " > Vanish"; else if (PREPARATION > 0 && ai->CastSpell(PREPARATION)) out << " > Preparation"; else if (m_bot->getRace() == RACE_NIGHTELF && ai->GetHealthPercent() <= 15 && !m_bot->HasAura(SHADOWMELD, EFFECT_INDEX_0) && ai->CastSpell(SHADOWMELD, *m_bot)) out << " > Shadowmeld"; else out << " NONE!"; break; case RogueSpellPreventing: out << "Case Prevent"; if (KIDNEY_SHOT > 0 && ai->GetEnergyAmount() >= 25 && m_bot->GetComboPoints() >= 2 && ai->CastSpell(KIDNEY_SHOT, *pTarget)) out << " > Kidney Shot"; else if (KICK > 0 && ai->GetEnergyAmount() >= 25 && ai->CastSpell(KICK, *pTarget)) out << " > Kick"; else out << " NONE!"; break; case RogueCombat: default: out << "Case Combat"; if (m_bot->GetComboPoints() <= 4) { if (SHADOW_DANCE > 0 && !m_bot->HasAura(SHADOW_DANCE, EFFECT_INDEX_0) && ai->CastSpell(SHADOW_DANCE, *m_bot)) out << " > Shadow Dance"; else if (CHEAP_SHOT > 0 && m_bot->HasAura(SHADOW_DANCE, EFFECT_INDEX_0) && !pTarget->HasAura(CHEAP_SHOT, EFFECT_INDEX_0) && ai->GetEnergyAmount() >= 60 && ai->CastSpell(CHEAP_SHOT, *pTarget)) out << " > Cheap Shot"; else if (AMBUSH > 0 && m_bot->HasAura(SHADOW_DANCE, EFFECT_INDEX_0) && ai->GetEnergyAmount() >= 60 && ai->CastSpell(AMBUSH, *pTarget)) out << " > Ambush"; else if (GARROTE > 0 && m_bot->HasAura(SHADOW_DANCE, EFFECT_INDEX_0) && ai->GetEnergyAmount() >= 50 && ai->CastSpell(GARROTE, *pTarget)) out << " > Garrote"; else if (BACKSTAB > 0 && pTarget->isInBackInMap(m_bot, 1) && ai->GetEnergyAmount() >= 60 && ai->CastSpell(BACKSTAB, *pTarget)) out << " > Backstab"; else if (MUTILATE > 0 && ai->GetEnergyAmount() >= 60 && ai->CastSpell(MUTILATE, *pTarget)) out << " > Mutilate"; else if (SINISTER_STRIKE > 0 && ai->GetEnergyAmount() >= 45 && ai->CastSpell(SINISTER_STRIKE, *pTarget)) out << " > Sinister Strike"; else if (GHOSTLY_STRIKE > 0 && ai->GetEnergyAmount() >= 40 && ai->CastSpell(GHOSTLY_STRIKE, *pTarget)) out << " > Ghostly Strike"; else if (HEMORRHAGE > 0 && ai->GetEnergyAmount() >= 35 && ai->CastSpell(HEMORRHAGE, *pTarget)) out << " > Hemorrhage"; else if (DISMANTLE > 0 && !pTarget->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISARMED) && ai->GetEnergyAmount() >= 25 && ai->CastSpell(DISMANTLE, *pTarget)) out << " > Dismantle"; else if (SHADOWSTEP > 0 && ai->GetEnergyAmount() >= 10 && ai->CastSpell(SHADOWSTEP, *pTarget)) out << " > Shadowstep"; else if (m_bot->getRace() == RACE_BLOODELF && !pTarget->HasAura(ARCANE_TORRENT, EFFECT_INDEX_0) && ai->CastSpell(ARCANE_TORRENT, *pTarget)) out << " > Arcane Torrent"; else if ((m_bot->getRace() == RACE_HUMAN && m_bot->hasUnitState(UNIT_STAT_STUNNED)) || m_bot->HasAuraType(SPELL_AURA_MOD_FEAR) || m_bot->HasAuraType(SPELL_AURA_MOD_DECREASE_SPEED) || (m_bot->HasAuraType(SPELL_AURA_MOD_CHARM) && ai->CastSpell(EVERY_MAN_FOR_HIMSELF, *m_bot))) out << " > Every Man for Himself"; else if ((m_bot->getRace() == RACE_UNDEAD && m_bot->HasAuraType(SPELL_AURA_MOD_FEAR)) || (m_bot->HasAuraType(SPELL_AURA_MOD_CHARM) && ai->CastSpell(WILL_OF_THE_FORSAKEN, *m_bot))) out << " > Will of the Forsaken"; else if (m_bot->getRace() == RACE_DWARF && m_bot->HasAuraState(AURA_STATE_DEADLY_POISON) && ai->CastSpell(STONEFORM, *m_bot)) out << " > Stoneform"; else if ((m_bot->getRace() == RACE_GNOME && m_bot->hasUnitState(UNIT_STAT_STUNNED)) || (m_bot->HasAuraType(SPELL_AURA_MOD_DECREASE_SPEED) && ai->CastSpell(ESCAPE_ARTIST, *m_bot))) out << " > Escape Artist"; else if (m_bot->getRace() == RACE_ORC && !m_bot->HasAura(BLOOD_FURY, EFFECT_INDEX_0) && ai->CastSpell(BLOOD_FURY, *m_bot)) out << " > Blood Fury"; else if (m_bot->getRace() == RACE_TROLL && !m_bot->HasAura(BERSERKING, EFFECT_INDEX_0) && ai->CastSpell(BERSERKING, *m_bot)) out << " > Berserking"; else out << " NONE!"; } else { if (EVISCERATE > 0 && pTarget->getClass() == CLASS_ROGUE && ai->GetEnergyAmount() >= 35 && ai->CastSpell(EVISCERATE, *pTarget)) out << " > Rogue Eviscerate"; else if (EVISCERATE > 0 && pTarget->getClass() == CLASS_DRUID && ai->GetEnergyAmount() >= 35 && ai->CastSpell(EVISCERATE, *pTarget)) out << " > Druid Eviscerate"; else if (KIDNEY_SHOT > 0 && pTarget->getClass() == CLASS_SHAMAN && ai->GetEnergyAmount() >= 25 && ai->CastSpell(KIDNEY_SHOT, *pTarget)) out << " > Shaman Kidney"; else if (SLICE_DICE > 0 && pTarget->getClass() == CLASS_WARLOCK && ai->GetEnergyAmount() >= 25 && ai->CastSpell(SLICE_DICE, *pTarget)) out << " > Warlock Slice & Dice"; else if (SLICE_DICE > 0 && pTarget->getClass() == CLASS_HUNTER && ai->GetEnergyAmount() >= 25 && ai->CastSpell(SLICE_DICE, *pTarget)) out << " > Hunter Slice & Dice"; else if (EXPOSE_ARMOR > 0 && pTarget->getClass() == CLASS_WARRIOR && !pTarget->HasAura(EXPOSE_ARMOR, EFFECT_INDEX_0) && ai->GetEnergyAmount() >= 25 && ai->CastSpell(EXPOSE_ARMOR, *pTarget)) out << " > Warrior Expose Armor"; else if (EXPOSE_ARMOR > 0 && pTarget->getClass() == CLASS_PALADIN && !pTarget->HasAura(EXPOSE_ARMOR, EFFECT_INDEX_0) && ai->GetEnergyAmount() >= 25 && ai->CastSpell(EXPOSE_ARMOR, *pTarget)) out << " > Paladin Expose Armor"; else if (EXPOSE_ARMOR > 0 && pTarget->getClass() == CLASS_DEATH_KNIGHT && !pTarget->HasAura(EXPOSE_ARMOR, EFFECT_INDEX_0) && ai->GetEnergyAmount() >= 25 && ai->CastSpell(EXPOSE_ARMOR, *pTarget)) out << " > DK Expose Armor"; else if (RUPTURE > 0 && pTarget->getClass() == CLASS_MAGE && ai->GetEnergyAmount() >= 25 && ai->CastSpell(RUPTURE, *pTarget)) out << " > Mage Rupture"; else if (RUPTURE > 0 && pTarget->getClass() == CLASS_PRIEST && ai->GetEnergyAmount() >= 25 && ai->CastSpell(RUPTURE, *pTarget)) out << " > Priest Rupture"; else if (EVISCERATE > 0 && ai->GetEnergyAmount() >= 35 && ai->CastSpell(EVISCERATE, *pTarget)) out << " > Eviscerate"; else out << " NONE!"; } break; } if (ai->GetManager()->m_confDebugWhisper) ai->TellMaster(out.str().c_str()); }
void PlayerbotWarriorAI::DoNextCombatManeuver(Unit *pTarget) { PlayerbotAI* ai = GetAI(); if (!ai) return; switch (ai->GetScenarioType()) { case PlayerbotAI::SCENARIO_DUEL: if (HEROIC_STRIKE > 0) ai->CastSpell(HEROIC_STRIKE); return; } // ------- Non Duel combat ---------- // Damage Attacks Player *m_bot = GetPlayerBot(); Unit* pVictim = pTarget->getVictim(); float fTargetDist = m_bot->GetCombatDistance(pTarget); PlayerbotAI::CombatOrderType co = ai->GetCombatOrder(); // decide what stance to use if ((co & PlayerbotAI::ORDERS_TANK) && !m_bot->HasAura(DEFENSIVE_STANCE, EFFECT_INDEX_0) && ai->CastSpell(DEFENSIVE_STANCE)) if (ai->GetManager()->m_confDebugWhisper) ai->TellMaster("Stance > Defensive"); else if (!(co & PlayerbotAI::ORDERS_TANK) && !m_bot->HasAura(BATTLE_STANCE, EFFECT_INDEX_0) && ai->CastSpell(BATTLE_STANCE)) if (ai->GetManager()->m_confDebugWhisper) ai->TellMaster("Stance > Battle"); // get spell sequence if (pTarget->IsNonMeleeSpellCasted(true)) SpellSequence = WarriorSpellPreventing; else if (m_bot->HasAura(BATTLE_STANCE, EFFECT_INDEX_0)) SpellSequence = WarriorBattle; else if (m_bot->HasAura(DEFENSIVE_STANCE, EFFECT_INDEX_0)) SpellSequence = WarriorDefensive; else if (m_bot->HasAura(BERSERKER_STANCE, EFFECT_INDEX_0)) SpellSequence = WarriorBerserker; // do shouts, berserker rage, etc... if (BERSERKER_RAGE > 0 && !m_bot->HasAura(BERSERKER_RAGE, EFFECT_INDEX_0) && ai->CastSpell(BERSERKER_RAGE)) if (ai->GetManager()->m_confDebugWhisper) ai->TellMaster("Pre > Berseker Rage"); else if (DEMORALIZING_SHOUT > 0 && ai->GetRageAmount() >= 10 && !pTarget->HasAura(DEMORALIZING_SHOUT, EFFECT_INDEX_0) && ai->CastSpell(DEMORALIZING_SHOUT)) if (ai->GetManager()->m_confDebugWhisper) ai->TellMaster("Pre > Demoralizing Shout"); else if (BATTLE_SHOUT > 0 && ai->GetRageAmount() >= 10 && !m_bot->HasAura(BATTLE_SHOUT, EFFECT_INDEX_0) && ai->CastSpell(BATTLE_SHOUT)) if (ai->GetManager()->m_confDebugWhisper) ai->TellMaster("Pre > Battle Shout"); std::ostringstream out; switch (SpellSequence) { case WarriorSpellPreventing: out << "Case Prevent"; if (SHIELD_BASH > 0 && ai->GetRageAmount() >= 10 && ai->CastSpell(SHIELD_BASH, *pTarget)) out << " > Shield Bash"; else if (PUMMEL > 0 && ai->GetRageAmount() >= 10 && ai->CastSpell(PUMMEL, *pTarget)) out << " > Pummel"; else if (SPELL_REFLECTION > 0 && ai->GetRageAmount() >= 15 && !m_bot->HasAura(SPELL_REFLECTION, EFFECT_INDEX_0) && ai->CastSpell(SPELL_REFLECTION, *m_bot)) out << " > Spell Reflection"; else out << " > NONE"; break; case WarriorBattle: out << "Case Battle"; if (EXECUTE > 0 && ai->GetRageAmount() >= 15 && pTarget->GetHealth() < pTarget->GetMaxHealth() * 0.2 && ai->CastSpell(EXECUTE, *pTarget)) out << " > Execute!"; else if (LAST_STAND > 0 && !m_bot->HasAura(LAST_STAND, EFFECT_INDEX_0) && m_bot->GetHealth() < m_bot->GetMaxHealth() * 0.5 && ai->CastSpell(LAST_STAND, *m_bot)) out << " > Last Stand!"; else if (BLOODRAGE > 0 && ai->GetRageAmount() < 50 && !m_bot->HasAura(BLOODRAGE, EFFECT_INDEX_0) && ai->CastSpell(BLOODRAGE, *m_bot)) out << " > Bloodrage"; else if (DEATH_WISH > 0 && ai->GetRageAmount() >= 10 && !m_bot->HasAura(DEATH_WISH, EFFECT_INDEX_0) && ai->CastSpell(DEATH_WISH, *m_bot)) out << " > Death Wish"; else if (RETALIATION > 0 && pVictim == m_bot && ai->GetAttackerCount() >= 2 && !m_bot->HasAura(RETALIATION, EFFECT_INDEX_0) && ai->CastSpell(RETALIATION, *m_bot)) out << " > Retaliation"; else if (DEMORALIZING_SHOUT > 0 && ai->GetRageAmount() >= 10 && !pTarget->HasAura(DEMORALIZING_SHOUT, EFFECT_INDEX_0) && ai->CastSpell(DEMORALIZING_SHOUT, *pTarget)) out << " > Demoralizing Shout"; else if (SWEEPING_STRIKES > 0 && ai->GetRageAmount() >= 30 && ai->GetAttackerCount() >= 2 && !m_bot->HasAura(SWEEPING_STRIKES, EFFECT_INDEX_0) && ai->CastSpell(SWEEPING_STRIKES, *m_bot)) out << " > Sweeping Strikes!"; else if (BLADESTORM > 0 && ai->GetRageAmount() >= 25 && pVictim == m_bot && !m_bot->HasAura(BLADESTORM, EFFECT_INDEX_0) && ai->GetAttackerCount() >= 3 && ai->CastSpell(BLADESTORM, *pTarget)) out << " > Bladestorm!"; else if (MORTAL_STRIKE > 0 && ai->GetRageAmount() >= 30 && !pTarget->HasAura(MORTAL_STRIKE, EFFECT_INDEX_0) && ai->CastSpell(MORTAL_STRIKE, *pTarget)) out << " > Mortal Strike"; else if (INTIMIDATING_SHOUT > 0 && ai->GetRageAmount() >= 25 && ai->GetAttackerCount() > 5 && ai->CastSpell(INTIMIDATING_SHOUT, *pTarget)) out << " > Intimidating Shout"; else if (THUNDER_CLAP > 0 && ai->GetRageAmount() >= 20 && pVictim == m_bot && !pTarget->HasAura(THUNDER_CLAP, EFFECT_INDEX_0) && ai->CastSpell(THUNDER_CLAP, *pTarget)) out << " > Thunder Clap"; else if (ENRAGED_REGENERATION > 0 && ai->GetRageAmount() >= 15 && !m_bot->HasAura(BERSERKER_RAGE, EFFECT_INDEX_0) && !m_bot->HasAura(ENRAGED_REGENERATION, EFFECT_INDEX_0) && m_bot->GetHealth() < m_bot->GetMaxHealth() * 0.5 && ai->CastSpell(ENRAGED_REGENERATION, *m_bot)) out << " > Enraged Regeneration"; else if (SHOCKWAVE > 0 && ai->GetRageAmount() >= 15 && pVictim == m_bot && !pTarget->HasAura(WAR_STOMP, EFFECT_INDEX_0) && !pTarget->HasAura(PIERCING_HOWL, EFFECT_INDEX_0) && !pTarget->HasAura(SHOCKWAVE, EFFECT_INDEX_0) && !pTarget->HasAura(CONCUSSION_BLOW, EFFECT_INDEX_0) && ai->CastSpell(SHOCKWAVE, *pTarget)) out << " > Shockwave"; else if (REND > 0 && ai->GetRageAmount() >= 10 && !pTarget->HasAura(REND, EFFECT_INDEX_0) && ai->CastSpell(REND, *pTarget)) out << " > Rend"; else if (HAMSTRING > 0 && ai->GetRageAmount() >= 10 && !pTarget->HasAura(HAMSTRING, EFFECT_INDEX_0) && ai->CastSpell(HAMSTRING, *pTarget)) out << " > Hamstring"; else if (CHALLENGING_SHOUT > 0 && ai->GetRageAmount() >= 5 && pVictim != m_bot && ai->GetHealthPercent() > 25 && !pTarget->HasAura(MOCKING_BLOW, EFFECT_INDEX_0) && !pTarget->HasAura(CHALLENGING_SHOUT, EFFECT_INDEX_0) && ai->CastSpell(CHALLENGING_SHOUT, *pTarget)) out << " > Challenging Shout"; else if (BLOODTHIRST > 0 && ai->GetRageAmount() >= 20 && !m_bot->HasAura(BLOODTHIRST, EFFECT_INDEX_0) && m_bot->GetHealth() < m_bot->GetMaxHealth() * 0.7 && ai->CastSpell(BLOODTHIRST, *pTarget)) out << " > Bloodthrist"; else if (CLEAVE > 0 && ai->GetRageAmount() >= 20 && ai->CastSpell(CLEAVE, *pTarget)) out << " > Cleave"; else if (HEROIC_STRIKE > 0 && ai->GetRageAmount() >= 15 && ai->CastSpell(HEROIC_STRIKE, *pTarget)) out << " > Heroic Strike"; else if (CONCUSSION_BLOW > 0 && ai->GetRageAmount() >= 15 && !pTarget->HasAura(WAR_STOMP, EFFECT_INDEX_0) && !pTarget->HasAura(PIERCING_HOWL, EFFECT_INDEX_0) && !pTarget->HasAura(SHOCKWAVE, EFFECT_INDEX_0) && !pTarget->HasAura(CONCUSSION_BLOW, EFFECT_INDEX_0) && ai->CastSpell(CONCUSSION_BLOW, *pTarget)) out << " > Concussion Blow"; else if (SLAM > 0 && ai->GetRageAmount() >= 15 && ai->CastSpell(SLAM, *pTarget)) out << " > Slam"; else if (PIERCING_HOWL > 0 && ai->GetRageAmount() >= 10 && ai->GetAttackerCount() >= 3 && !pTarget->HasAura(WAR_STOMP, EFFECT_INDEX_0) && !pTarget->HasAura(PIERCING_HOWL, EFFECT_INDEX_0) && !pTarget->HasAura(SHOCKWAVE, EFFECT_INDEX_0) && !pTarget->HasAura(CONCUSSION_BLOW, EFFECT_INDEX_0) && ai->CastSpell(PIERCING_HOWL, *pTarget)) out << " > Piercing Howl"; else if (MOCKING_BLOW > 0 && ai->GetRageAmount() >= 10 && pVictim != m_bot && ai->GetHealthPercent() > 25 && !pTarget->HasAura(MOCKING_BLOW, EFFECT_INDEX_0) && !pTarget->HasAura(CHALLENGING_SHOUT, EFFECT_INDEX_0) && ai->CastSpell(MOCKING_BLOW, *pTarget)) out << " > Mocking Blow"; else if (OVERPOWER > 0 && ai->GetRageAmount() >= 5 && ai->CastSpell(OVERPOWER, *pTarget)) out << " > Overpower"; else if (SUNDER_ARMOR > 0 && ai->CastSpell(SUNDER_ARMOR, *pTarget)) out << " > Sunder Armor"; else if (SHATTERING_THROW > 0 && !pTarget->HasAura(SHATTERING_THROW, EFFECT_INDEX_0) && ai->CastSpell(SHATTERING_THROW, *pTarget)) out << " > Shattering Throw"; else if (HEROIC_THROW > 0 && ai->CastSpell(HEROIC_THROW, *pTarget)) out << " > Heroic Throw"; else if (m_bot->getRace() == RACE_TAUREN && !pTarget->HasAura(WAR_STOMP, EFFECT_INDEX_0) && !pTarget->HasAura(PIERCING_HOWL, EFFECT_INDEX_0) && !pTarget->HasAura(SHOCKWAVE, EFFECT_INDEX_0) && !pTarget->HasAura(CONCUSSION_BLOW, EFFECT_INDEX_0) && ai->CastSpell(WAR_STOMP, *pTarget)) out << " > War Stomp"; else if (m_bot->getRace() == RACE_HUMAN && m_bot->hasUnitState(UNIT_STAT_STUNNED) || m_bot->HasAuraType(SPELL_AURA_MOD_FEAR) || m_bot->HasAuraType(SPELL_AURA_MOD_DECREASE_SPEED) || m_bot->HasAuraType(SPELL_AURA_MOD_CHARM) && ai->CastSpell(EVERY_MAN_FOR_HIMSELF, *m_bot)) out << " > Every Man for Himself"; else if (m_bot->getRace() == RACE_UNDEAD && m_bot->HasAuraType(SPELL_AURA_MOD_FEAR) || m_bot->HasAuraType(SPELL_AURA_MOD_CHARM) && ai->CastSpell(WILL_OF_THE_FORSAKEN, *m_bot)) out << " > Will of the Forsaken"; else if (m_bot->getRace() == RACE_DWARF && m_bot->HasAuraState(AURA_STATE_DEADLY_POISON) && ai->CastSpell(STONEFORM, *m_bot)) out << " > Stoneform"; else if (m_bot->getRace() == RACE_GNOME && m_bot->hasUnitState(UNIT_STAT_STUNNED) || m_bot->HasAuraType(SPELL_AURA_MOD_DECREASE_SPEED) && ai->CastSpell(ESCAPE_ARTIST, *m_bot)) out << " > Escape Artist"; else if (m_bot->getRace() == RACE_NIGHTELF && pVictim == m_bot && ai->GetHealthPercent() < 25 && !m_bot->HasAura(SHADOWMELD, EFFECT_INDEX_0) && ai->CastSpell(SHADOWMELD, *m_bot)) out << " > Shadowmeld"; else if (m_bot->getRace() == RACE_ORC && !m_bot->HasAura(BLOOD_FURY, EFFECT_INDEX_0) && ai->CastSpell(BLOOD_FURY, *m_bot)) out << " > Blood Fury"; else if (m_bot->getRace() == RACE_TROLL && !m_bot->HasAura(BERSERKING, EFFECT_INDEX_0) && ai->CastSpell(BERSERKING, *m_bot)) out << " > Berserking"; else if (m_bot->getRace() == RACE_DRAENEI && ai->GetHealthPercent() < 25 && !m_bot->HasAura(GIFT_OF_THE_NAARU, EFFECT_INDEX_0) && ai->CastSpell(GIFT_OF_THE_NAARU, *m_bot)) out << " > Gift of the Naaru"; else out << " > NONE"; break; case WarriorDefensive: out << "Case Defensive"; if (DISARM > 0 && ai->GetRageAmount() >= 15 && !pTarget->HasAura(DISARM, EFFECT_INDEX_0) && ai->CastSpell(DISARM, *pTarget)) out << " > Disarm"; else if (SUNDER_ARMOR > 0 && ai->GetRageAmount() >= 15 && ai->CastSpell(SUNDER_ARMOR, *pTarget)) out << " > Sunder Armor"; else if (REVENGE > 0 && ai->GetRageAmount() >= 5 && ai->CastSpell(REVENGE, *pTarget)) out << " > Revenge"; else if (SHIELD_BLOCK > 0 && !m_bot->HasAura(SHIELD_BLOCK, EFFECT_INDEX_0) && ai->CastSpell(SHIELD_BLOCK, *m_bot)) out << " > Shield Block"; else if (SHIELD_WALL > 0 && !m_bot->HasAura(SHIELD_WALL, EFFECT_INDEX_0) && ai->CastSpell(SHIELD_WALL, *m_bot)) out << " > Shield Wall"; else out << " > NONE"; break; case WarriorBerserker: out << "Case Berserker"; if (WHIRLWIND > 0 && ai->GetRageAmount() >= 25 && ai->CastSpell(WHIRLWIND, *pTarget)) out << " > Whirlwind"; out << " > NONE"; break; } if (ai->GetManager()->m_confDebugWhisper) ai->TellMaster(out.str().c_str()); }
void PlayerbotDeathKnightAI::DoNextCombatManeuver(Unit *pTarget) { PlayerbotAI* ai = GetAI(); if (!ai) return; switch (ai->GetScenarioType()) { case PlayerbotAI::SCENARIO_DUEL: ai->CastSpell(PLAGUE_STRIKE); return; } // ------- Non Duel combat ---------- //ai->SetMovementOrder( PlayerbotAI::MOVEMENT_FOLLOW, GetMaster() ); // dont want to melee mob // DK Attacks: Unholy, Frost & Blood // damage spells ai->SetInFront( pTarget );//<--- Player *m_bot = GetPlayerBot(); Unit* pVictim = pTarget->getVictim(); Pet *pet = m_bot->GetPet(); float dist = m_bot->GetDistance( pTarget ); std::ostringstream out; switch (SpellSequence) { case SPELL_DK_UNHOLY: if (UNHOLY_PRESENCE > 0) (!m_bot->HasAura(UNHOLY_PRESENCE, 0) && !m_bot->HasAura(BLOOD_PRESENCE, 0) && !m_bot->HasAura(FROST_PRESENCE, 0) && ai->CastSpell (UNHOLY_PRESENCE, *m_bot)); // check for BONE_SHIELD in combat if (BONE_SHIELD > 0) (!m_bot->HasAura(BONE_SHIELD, 0) && !m_bot->HasAura(ARMY_OF_THE_DEAD, 0) && ai->CastSpell (BONE_SHIELD, *m_bot)); if (ARMY_OF_THE_DEAD > 0 && ai->GetAttackerCount()>=5 && LastSpellUnholyDK < 1) { ai->CastSpell(ARMY_OF_THE_DEAD); out << " summoning Army of the Dead!"; if (ARMY_OF_THE_DEAD > 0 && m_bot->HasAura(ARMY_OF_THE_DEAD, 0)) ai->SetIgnoreUpdateTime(7); SpellSequence = SPELL_DK_FROST; LastSpellUnholyDK = LastSpellUnholyDK +1; break; } else if (PLAGUE_STRIKE > 0 && !pTarget->HasAura(PLAGUE_STRIKE, 0) && LastSpellUnholyDK < 2) { ai->CastSpell(PLAGUE_STRIKE, *pTarget); out << " Plague Strike"; SpellSequence = SPELL_DK_FROST; LastSpellUnholyDK = LastSpellUnholyDK +1; break; } else if (DEATH_GRIP > 0 && !pTarget->HasAura(DEATH_GRIP, 0) && LastSpellUnholyDK < 3) { ai->CastSpell(DEATH_GRIP, *pTarget); out << " Death Grip"; SpellSequence = SPELL_DK_FROST; LastSpellUnholyDK = LastSpellUnholyDK +1; break; } else if (DEATH_COIL > 0 && LastSpellUnholyDK < 4 && ai->GetRunicPower() >= 40) { ai->CastSpell(DEATH_COIL, *pTarget); out << " Death Coil"; SpellSequence = SPELL_DK_FROST; LastSpellUnholyDK = LastSpellUnholyDK +1; break; } else if (DEATH_STRIKE > 0 && !pTarget->HasAura(DEATH_STRIKE, 0) && LastSpellUnholyDK < 5) { ai->CastSpell(DEATH_STRIKE, *pTarget); out << " Death Strike"; SpellSequence = SPELL_DK_FROST; LastSpellUnholyDK = LastSpellUnholyDK +1; break; } else if (UNHOLY_BLIGHT > 0 && !pTarget->HasAura(UNHOLY_BLIGHT, 0) && LastSpellUnholyDK < 6) { ai->CastSpell(UNHOLY_BLIGHT); out << " Unholy Blight"; SpellSequence = SPELL_DK_FROST; LastSpellUnholyDK = LastSpellUnholyDK +1; break; } else if (SCOURGE_STRIKE > 0 && LastSpellUnholyDK < 7) { ai->CastSpell(SCOURGE_STRIKE, *pTarget); out << " Scourge Strike"; SpellSequence = SPELL_DK_FROST; LastSpellUnholyDK = LastSpellUnholyDK +1; break; } else if (DEATH_AND_DECAY > 0 && ai->GetAttackerCount()>=3 && dist <= ATTACK_DISTANCE && !pTarget->HasAura(DEATH_AND_DECAY, 0) && LastSpellUnholyDK < 8) { ai->CastSpell(DEATH_AND_DECAY); out << " Death and Decay"; ai->SetIgnoreUpdateTime(1); SpellSequence = SPELL_DK_FROST; LastSpellUnholyDK = LastSpellUnholyDK +1; break; } else if (SUMMON_GARGOYLE > 0 && !m_bot->HasAura(ARMY_OF_THE_DEAD, 0) && !pTarget->HasAura(SUMMON_GARGOYLE, 0) && LastSpellUnholyDK < 9 && ai->GetRunicPower() >= 60) { ai->CastSpell(SUMMON_GARGOYLE, *pTarget); out << " summoning Gargoyle"; ai->SetIgnoreUpdateTime(2); SpellSequence = SPELL_DK_FROST; LastSpellUnholyDK = LastSpellUnholyDK +1; break; } else if (CORPSE_EXPLOSION > 0 && dist <= ATTACK_DISTANCE && LastSpellUnholyDK < 10) { ai->CastSpell(CORPSE_EXPLOSION, *pTarget); out << " Corpse Explosion"; SpellSequence = SPELL_DK_FROST; LastSpellUnholyDK = LastSpellUnholyDK +1; break; } else if (ANTI_MAGIC_SHELL > 0 && pTarget->IsNonMeleeSpellCasted(true) && !m_bot->HasAura(ANTI_MAGIC_SHELL, 0) && LastSpellUnholyDK < 11 && ai->GetRunicPower() >= 20) { ai->CastSpell(ANTI_MAGIC_SHELL, *m_bot); out << " Anti-Magic Shell"; SpellSequence = SPELL_DK_FROST; LastSpellUnholyDK = LastSpellUnholyDK +1; break; } else if (ANTI_MAGIC_ZONE > 0 && pTarget->IsNonMeleeSpellCasted(true) && !m_bot->HasAura(ANTI_MAGIC_SHELL, 0) && LastSpellUnholyDK < 12) { ai->CastSpell(ANTI_MAGIC_ZONE, *m_bot); out << " Anti-Magic Zone"; SpellSequence = SPELL_DK_FROST; LastSpellUnholyDK = LastSpellUnholyDK +1; break; } else if(( !pet ) && (RAISE_DEAD > 0 && !m_bot->HasAura(ARMY_OF_THE_DEAD, 0) && LastSpellUnholyDK < 13)) { ai->CastSpell(RAISE_DEAD); out << " summoning Ghoul"; SpellSequence = SPELL_DK_FROST; LastSpellUnholyDK = LastSpellUnholyDK +1; break; } else if(( pet ) && (GHOUL_FRENZY > 0 && pVictim == pet && !pet->HasAura(GHOUL_FRENZY, 0) && LastSpellUnholyDK < 14)) { ai->CastSpell(GHOUL_FRENZY, *pet); out << " casting Ghoul Frenzy on pet"; SpellSequence = SPELL_DK_FROST; LastSpellUnholyDK = LastSpellUnholyDK +1; break; } else if (LastSpellUnholyDK > 15) { LastSpellUnholyDK = 0; SpellSequence = SPELL_DK_FROST; break; } LastSpellUnholyDK = 0; case SPELL_DK_FROST: if (FROST_PRESENCE > 0) (!m_bot->HasAura(FROST_PRESENCE, 0) && !m_bot->HasAura(BLOOD_PRESENCE, 0) && !m_bot->HasAura(UNHOLY_PRESENCE, 0) && ai->CastSpell (FROST_PRESENCE, *m_bot)); if (DEATHCHILL > 0) (!m_bot->HasAura(DEATHCHILL, 0) && !m_bot->HasAura(KILLING_MACHINE, 0) && ai->CastSpell (DEATHCHILL, *m_bot)); else if (KILLING_MACHINE > 0) (!m_bot->HasAura(KILLING_MACHINE, 0) && !m_bot->HasAura(DEATHCHILL, 0) && ai->CastSpell (KILLING_MACHINE, *m_bot)); if (ICY_TOUCH > 0 && !pTarget->HasAura(ICY_TOUCH, 0) && LastSpellFrostDK < 1) { ai->CastSpell(ICY_TOUCH, *pTarget); out << " Icy Touch"; SpellSequence = SPELL_DK_BLOOD; LastSpellFrostDK = LastSpellFrostDK +1; break; } else if (OBLITERATE > 0 && LastSpellFrostDK < 2) { ai->CastSpell(OBLITERATE, *pTarget); out << " Obliterate"; SpellSequence = SPELL_DK_BLOOD; LastSpellFrostDK = LastSpellFrostDK +1; break; } else if (FROST_STRIKE > 0 && LastSpellFrostDK < 3 && ai->GetRunicPower() >= 40) { ai->CastSpell(FROST_STRIKE, *pTarget); out << " Frost Strike"; SpellSequence = SPELL_DK_BLOOD; LastSpellFrostDK = LastSpellFrostDK +1; break; } else if (HOWLING_BLAST > 0 && ai->GetAttackerCount()>=3 && LastSpellFrostDK < 4) { ai->CastSpell(HOWLING_BLAST, *pTarget); out << " Howling Blast"; SpellSequence = SPELL_DK_BLOOD; LastSpellFrostDK = LastSpellFrostDK +1; break; } else if (CHAINS_OF_ICE > 0 && !pTarget->HasAura(CHAINS_OF_ICE, 0) && LastSpellFrostDK < 5) { ai->CastSpell(CHAINS_OF_ICE, *pTarget); out << " Chains of Ice"; SpellSequence = SPELL_DK_BLOOD; LastSpellFrostDK = LastSpellFrostDK +1; break; } else if (RUNE_STRIKE > 0 && LastSpellFrostDK < 6 && ai->GetRunicPower() >= 20) { ai->CastSpell(RUNE_STRIKE, *pTarget); out << " Rune Strike"; SpellSequence = SPELL_DK_BLOOD; LastSpellFrostDK = LastSpellFrostDK +1; break; } else if (ICY_CLUTCH > 0 && !pTarget->HasAura(ICY_CLUTCH, 0) && LastSpellFrostDK < 7) { ai->CastSpell(ICY_CLUTCH, *pTarget); out << " Icy Clutch"; SpellSequence = SPELL_DK_BLOOD; LastSpellFrostDK = LastSpellFrostDK +1; break; } else if (ICEBOUND_FORTITUDE > 0 && ai->GetHealthPercent() < 50 && pVictim == m_bot && !m_bot->HasAura(ICEBOUND_FORTITUDE, 0) && LastSpellFrostDK < 8 && ai->GetRunicPower() >= 20) { ai->CastSpell(ICEBOUND_FORTITUDE, *m_bot); out << " Icebound Fortitude"; SpellSequence = SPELL_DK_BLOOD; LastSpellFrostDK = LastSpellFrostDK +1; break; } else if (MIND_FREEZE > 0 && pTarget->IsNonMeleeSpellCasted(true) && dist <= ATTACK_DISTANCE && LastSpellFrostDK < 9 && ai->GetRunicPower() >= 20) { ai->CastSpell(MIND_FREEZE, *pTarget); out << " Mind Freeze"; SpellSequence = SPELL_DK_BLOOD; LastSpellFrostDK = LastSpellFrostDK +1; break; } else if (HUNGERING_COLD > 0 && ai->GetAttackerCount()>=3 && dist <= ATTACK_DISTANCE && LastSpellFrostDK < 10 && ai->GetRunicPower() >= 40) { ai->CastSpell(HUNGERING_COLD, *pTarget); out << " Hungering Cold"; SpellSequence = SPELL_DK_BLOOD; LastSpellFrostDK = LastSpellFrostDK +1; break; } else if (EMPOWER_WEAPON > 0 && ai->GetRunicPower() < 20 && LastSpellFrostDK < 11) { ai->CastSpell(EMPOWER_WEAPON, *m_bot); out << " Empower Rune Weapon"; SpellSequence = SPELL_DK_BLOOD; LastSpellFrostDK = LastSpellFrostDK +1; break; } else if (UNBREAKABLE_ARMOR > 0 && !m_bot->HasAura(UNBREAKABLE_ARMOR, 0) && ai->GetHealthPercent() < 70 && pVictim == m_bot && LastSpellFrostDK < 12) { ai->CastSpell(UNBREAKABLE_ARMOR, *m_bot); out << " Unbreakable Armor"; SpellSequence = SPELL_DK_BLOOD; LastSpellFrostDK = LastSpellFrostDK +1; break; } else if (LastSpellFrostDK > 13) { LastSpellFrostDK = 0; SpellSequence = SPELL_DK_BLOOD; break; } LastSpellFrostDK = 0; case SPELL_DK_BLOOD: if (BLOOD_PRESENCE > 0) (!m_bot->HasAura(BLOOD_PRESENCE, 0) && !m_bot->HasAura(UNHOLY_PRESENCE, 0) && !m_bot->HasAura(FROST_PRESENCE, 0) && ai->CastSpell (BLOOD_PRESENCE, *m_bot)); if (MARK_OF_BLOOD > 0 && !pTarget->HasAura(MARK_OF_BLOOD, 0) && LastSpellBloodDK < 1) { ai->CastSpell(MARK_OF_BLOOD, *pTarget); out << " Mark of Blood"; SpellSequence = SPELL_DK_UNHOLY; LastSpellBloodDK = LastSpellBloodDK +1; break; } else if (BLOOD_STRIKE > 0 && LastSpellBloodDK < 2) { ai->CastSpell(BLOOD_STRIKE, *pTarget); out << " Blood Strike"; SpellSequence = SPELL_DK_UNHOLY; LastSpellBloodDK = LastSpellBloodDK +1; break; } else if (PESTILENCE > 0 && dist <= ATTACK_DISTANCE && ai->GetAttackerCount()>=3 && LastSpellBloodDK < 3) { ai->CastSpell(PESTILENCE, *pTarget); out << " Pestilence"; SpellSequence = SPELL_DK_UNHOLY; LastSpellBloodDK = LastSpellBloodDK +1; break; } else if (STRANGULATE > 0 && !pTarget->HasAura(STRANGULATE, 0) && LastSpellBloodDK < 4) { ai->CastSpell(STRANGULATE, *pTarget); out << " Strangulate"; SpellSequence = SPELL_DK_UNHOLY; LastSpellBloodDK = LastSpellBloodDK +1; break; } else if (BLOOD_BOIL > 0 && ai->GetAttackerCount()>=5 && dist <= ATTACK_DISTANCE && LastSpellBloodDK < 5) { ai->CastSpell(BLOOD_BOIL, *pTarget); out << " Blood Boil"; SpellSequence = SPELL_DK_UNHOLY; LastSpellBloodDK = LastSpellBloodDK +1; break; } else if (HEART_STRIKE > 0 && LastSpellBloodDK < 6) { ai->CastSpell(HEART_STRIKE, *pTarget); out << " Heart Strike"; SpellSequence = SPELL_DK_UNHOLY; LastSpellBloodDK = LastSpellBloodDK +1; break; } else if (VAMPIRIC_BLOOD > 0 && ai->GetHealthPercent() < 70 && !m_bot->HasAura(VAMPIRIC_BLOOD, 0) && LastSpellBloodDK < 7) { ai->CastSpell(VAMPIRIC_BLOOD, *m_bot); out << " Vampiric Blood"; SpellSequence = SPELL_DK_UNHOLY; LastSpellBloodDK = LastSpellBloodDK +1; break; } else if (RUNE_TAP > 0 && ai->GetHealthPercent() < 70 && !m_bot->HasAura(VAMPIRIC_BLOOD, 0) && LastSpellBloodDK < 8) { ai->CastSpell(RUNE_TAP, *m_bot); out << " Rune Tap"; SpellSequence = SPELL_DK_UNHOLY; LastSpellBloodDK = LastSpellBloodDK +1; break; } else if (HYSTERIA > 0 && ai->GetHealthPercent() > 25 && !m_bot->HasAura(HYSTERIA, 0) && LastSpellBloodDK < 9) { ai->CastSpell(HYSTERIA, *m_bot); out << " Hysteria"; SpellSequence = SPELL_DK_UNHOLY; LastSpellBloodDK = LastSpellBloodDK +1; break; } else if (DANCING_WEAPON > 0 && !m_bot->HasAura(DANCING_WEAPON, 0) && ai->GetRunicPower() >= 60 && LastSpellBloodDK < 10) { ai->CastSpell(DANCING_WEAPON, *pTarget); out << " summoning Dancing Rune Weapon"; SpellSequence = SPELL_DK_UNHOLY; LastSpellBloodDK = LastSpellBloodDK +1; break; } else if (DARK_COMMAND > 0 && ai->GetHealthPercent() > 50 && pVictim != m_bot && !pTarget->HasAura(DARK_COMMAND, 0) && dist <= ATTACK_DISTANCE && LastSpellBloodDK < 11) { ai->CastSpell(DARK_COMMAND, *pTarget); out << " Dark Command"; SpellSequence = SPELL_DK_UNHOLY; LastSpellBloodDK = LastSpellBloodDK +1; break; } else if(( pet ) && (DEATH_PACT > 0 && ai->GetHealthPercent() < 50 && LastSpellBloodDK < 12 && ai->GetRunicPower() >= 40)) { ai->CastSpell(DEATH_PACT, *pet); out << " Death Pact (sacrifice pet)"; SpellSequence = SPELL_DK_UNHOLY; LastSpellBloodDK = LastSpellBloodDK +1; break; } else if (LastSpellBloodDK > 13) { LastSpellBloodDK = 0; SpellSequence = SPELL_DK_UNHOLY; break; } else { LastSpellBloodDK = 0; SpellSequence = SPELL_DK_UNHOLY; } } if( ai->GetManager()->m_confDebugWhisper ) ai->TellMaster( out.str().c_str() ); } // end DoNextCombatManeuver