void PlayerbotDruidAI::DoNextCombatManeuver(Unit *pTarget) { PlayerbotAI* ai = GetAI(); if (!ai) return; switch (ai->GetScenarioType()) { case PlayerbotAI::SCENARIO_DUEL: ai->CastSpell(MOONFIRE); return; default: break; } uint32 masterHP = GetMaster()->GetHealth() * 100 / GetMaster()->GetMaxHealth(); Player *m_bot = GetPlayerBot(); Unit* pVictim = pTarget->getVictim(); if (ai->GetCombatOrder() == PlayerbotAI::ORDERS_HEAL) // && ai->GetMovementOrder() == PlayerbotAI::MOVEMENT_STAY) SpellSequence = DruidHeal; else if (IsFeral() && ai->GetCombatOrder() == PlayerbotAI::ORDERS_ASSIST) // && ai->GetMovementOrder() == PlayerbotAI::MOVEMENT_STAY) SpellSequence = DruidCombat; else if (IsFeral() && ai->GetCombatOrder() == PlayerbotAI::ORDERS_TANK) SpellSequence = DruidTank; else SpellSequence = DruidSpell; switch (SpellSequence) { case DruidTank: // Its now a tank druid! //ai->TellMaster("DruidTank"); _DoNextPVECombatManeuverBear(pTarget); break; case DruidSpell: //ai->TellMaster("DruidSpell"); _DoNextPVECombatManeuverSpellDPS(pTarget); break; case DruidHeal: //ai->TellMaster("DruidHeal"); _DoNextPVECombatManeuverHeal(pTarget); break; case DruidCombat: //ai->TellMaster("DruidCombat"); _DoNextPVECombatManeuverMeleeDPS(pTarget); break; } } // end DoNextCombatManeuver
void PlayerbotDruidAI::DoNextCombatManeuver(Unit *pTarget) { PlayerbotAI* ai = GetAI(); if (!ai) return; switch (ai->GetScenarioType()) { case PlayerbotAI::SCENARIO_DUEL: ai->CastSpell(MOONFIRE); return; } uint32 masterHP = GetMaster()->GetHealth() * 100 / GetMaster()->GetMaxHealth(); Player *m_bot = GetPlayerBot(); Unit* pVictim = pTarget->getVictim(); if (ai->GetCombatOrder() == PlayerbotAI::ORDERS_HEAL) SpellSequence = DruidHeal; else if (ai->GetCombatOrder() == PlayerbotAI::ORDERS_ASSIST && CAT_FORM > 0) SpellSequence = DruidCombat; // No check for Dire Bear here: you must have Bear form to learn Dire Bear form. else if (ai->GetCombatOrder() == PlayerbotAI::ORDERS_TANK && BEAR_FORM > 0) SpellSequence = DruidTank; else SpellSequence = DruidSpell; switch (SpellSequence) { case DruidTank: // Its now a tank druid! //ai->TellMaster("DruidTank"); _DoNextPVECombatManeuverBear(pTarget); break; case DruidSpell: //ai->TellMaster("DruidSpell"); _DoNextPVECombatManeuverSpellDPS(pTarget); break; case DruidHeal: //ai->TellMaster("DruidHeal"); _DoNextPVECombatManeuverHeal(pTarget); break; case DruidCombat: //ai->TellMaster("DruidCombat"); _DoNextPVECombatManeuverMeleeDPS(pTarget); break; } } // 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 PlayerbotPriestAI::DoNextCombatManeuver(Unit *pTarget) { Unit* pVictim = pTarget->getVictim(); PlayerbotAI* ai = GetAI(); if (!ai) return; switch (ai->GetScenarioType()) { case PlayerbotAI::SCENARIO_DUEL: (ai->HasAura(SCREAM,*pTarget) && ai->GetHealthPercent() < 60 && ai->CastSpell(HEAL)) || ai->CastSpell(PAIN) || (ai->GetHealthPercent() < 80 && ai->CastSpell(RENEW)) || (ai->GetPlayerBot()->GetDistance(pTarget) <= 5 && ai->CastSpell(SCREAM)) || ai->CastSpell(MIND_BLAST) || (ai->GetHealthPercent() < 20 && ai->CastSpell(GREAT_HEAL)) || ai->CastSpell(SMITE); return; } // ------- Non Duel combat ---------- ai->SetMovementOrder( PlayerbotAI::MOVEMENT_FOLLOW, GetMaster() ); // dont want to melee mob Player *m_bot = GetPlayerBot(); Group *m_group = m_bot->GetGroup(); // 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 && PWS > 0 && !m_bot->HasAura(PWS, EFFECT_INDEX_0)) { ai->TellMaster("I'm casting pws on myself."); ai->CastSpell(PWS); } 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, ai->GetHealthPercent()); // Heal master uint32 masterHP = GetMaster()->GetHealth()*100 / GetMaster()->GetMaxHealth(); if (GetMaster()->isAlive()) { if (masterHP < 25 && PWS > 0 && !GetMaster()->HasAura(PWS, EFFECT_INDEX_0)) ai->CastSpell(PWS, *(GetMaster())); else if (masterHP < 80) HealTarget (*GetMaster(), masterHP); } // 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, memberHP ); } } // Damage Spells ai->SetInFront( pTarget ); float dist = m_bot->GetDistance( pTarget ); switch (SpellSequence) { case SPELL_HOLY: if (SMITE > 0 && 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 && 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 && LastSpellHoly <3 && dist <= ATTACK_DISTANCE && 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 && 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 && 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 (PAIN > 0 && LastSpellShadowMagic <1 && !pTarget->HasAura(PAIN, EFFECT_INDEX_0) && ai->GetManaPercent() >= 25) { //ai->TellMaster("I'm casting pain."); ai->CastSpell(PAIN, *pTarget); SpellSequence = SPELL_DISCIPLINE; LastSpellShadowMagic = LastSpellShadowMagic +1; break; } else if (MIND_BLAST > 0 && 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 && 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 && 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 && 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 && LastSpellShadowMagic <8) { ai->CastSpell(SHADOWFIEND); SpellSequence = SPELL_DISCIPLINE; LastSpellShadowMagic = LastSpellShadowMagic +1; break; } else if (MIND_SEAR > 0 && 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 && 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 && 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
void PlayerbotHunterAI::DoNextCombatManeuver(Unit *pTarget){ PlayerbotAI* ai = GetAI(); if (!ai) return; switch (ai->GetScenarioType()) { case PlayerbotAI::SCENARIO_DUEL: ai->CastSpell(RAPTOR_STRIKE); return; } // ------- Non Duel combat ---------- // Hunter ai->SetInFront( pTarget ); Player *m_bot = GetPlayerBot(); // check for pet and heal if neccessary Pet *pet = m_bot->GetPet(); if( pet ) { if( ((float)pet->GetHealth()/(float)pet->GetMaxHealth()) < 0.5f ) { // heal pet when health lower 50% if( PET_MEND>0 && ai->CastSpell(PET_MEND,*m_bot) ) { ai->TellMaster( "healing pet" ); return; } } } // check if ranged combat is possible (set m_rangedCombat and switch auras float dist = m_bot->GetDistance( 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, 0) && ai->CastSpell(ASPECT_OF_THE_MONKEY,*m_bot) ); } else if( dist>ATTACK_DISTANCE && !m_rangedCombat ) { // switch to ranged combat m_rangedCombat = false; // increase ranged attack power... ( ASPECT_OF_THE_HAWK>0 && !m_bot->HasAura(ASPECT_OF_THE_HAWK, 0) && ai->CastSpell(ASPECT_OF_THE_HAWK,*m_bot) ); } else if( m_rangedCombat && !m_bot->HasAura(ASPECT_OF_THE_HAWK, 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, 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,0) && ai->CastSpell(HUNTERS_MARK,*pTarget) ) out << " > Hunter's Mark"; else if( MULTI_SHOT>0 && ai->GetAttackerCount()>=3 && ai->CastSpell(MULTI_SHOT,*pTarget) ) out << " > Multi Shot"; else if( ARCANE_SHOT>0 && ai->GetManaPercent()>=5 && ai->CastSpell(ARCANE_SHOT,*pTarget) ) out << " > Arcane Shot"; else if( CONCUSSIVE_SHOT>0 && ai->GetManaPercent()>=8 && !pTarget->HasAura(CONCUSSIVE_SHOT,0) && ai->CastSpell(CONCUSSIVE_SHOT,*pTarget) ) out << " > Concussive Shot"; else out << " NONE!"; } else { out << "Case Melee"; if( RAPTOR_STRIKE>0 && ai->CastSpell(RAPTOR_STRIKE,*pTarget) ) out << " > Raptor Strike"; else out << " NONE!"; } ai->TellMaster( out.str().c_str() ); } // end DoNextCombatManeuver
void PlayerbotShamanAI::DoNextCombatManeuver(Unit *pTarget) { if (!pTarget || pTarget->isDead()) return; PlayerbotAI *ai = GetAI(); if (!ai) return; Player *m_bot = GetPlayerBot(); if (!m_bot || m_bot->isDead()) return; Unit *pVictim = pTarget->getVictim(); Unit *m_tank = FindMainTankInRaid(GetMaster()); if (!m_tank && m_bot->GetGroup() && GetMaster()->GetGroup() != m_bot->GetGroup()) { FindMainTankInRaid(m_bot); } if (!m_tank) { m_tank = m_bot; } uint32 masterHP = GetMaster()->GetHealth()*100 / GetMaster()->GetMaxHealth(); float pDist = m_bot->GetDistance(pTarget); uint8 pThreat = GetThreatPercent(pTarget); uint8 reqHeal = 0; uint8 OwnPartyHP = GetHealthPercentRaid(m_bot, reqHeal); switch(ai->GetScenarioType()) { case SCENARIO_DUEL: ((ai->GetHealthPercent() < 80 && CastSpell(LESSER_HEAL)) || CastSpell(LIGHTNING_BOLT, pTarget)); return; } // Cast CC breakers if any match found (include any dispels first) does not work yet //uint32 ccSpells[4] = { R_ESCAPE_ARTIST, R_EVERY_MAN_FOR_HIMSELF, R_WILL_OF_FORSAKEN, R_STONEFORM }; //if (ai->GetManaPercent() < 35) { ccSpells[0] = 0; ccSpells[1] = 0; } //We dont have any mana to waste... //if (castSelfCCBreakers(ccSpells)) { } // Most of them don't trigger gcd #pragma region Choose Actions // Choose actions accoring to talents if (m_tank->GetGUID() == m_bot->GetGUID()) { m_role=BOT_ROLE_TANK; } // Hey! I am Main Tank else if (TALENT_ENHANCEMENT) { m_role = BOT_ROLE_DPS_MELEE; } else if (TALENT_ELEMENTAL) { m_role = BOT_ROLE_DPS_RANGED; } else if (TALENT_RESTO) { m_role = BOT_ROLE_SUPPORT; } else { m_role = BOT_ROLE_DPS_MELEE; } //Unknown build or low level.. Mainly attack // if i am under attack and if i am not tank or offtank: change target if needed if (m_tank->GetGUID() != m_bot->GetGUID() && isUnderAttack() ) { if (pVictim && pVictim->GetGUID() == m_bot->GetGUID() && pDist <= 2) { } // My target is almost up to me, no need to search else //Have to select nearest target { Unit *curAtt = GetNearestAttackerOf(m_bot); if (curAtt && curAtt->GetGUID() != pTarget->GetGUID()) { m_bot->SetSelection(curAtt->GetGUID()); //ai->AddLootGUID(curAtt->GetGUID()); DoNextCombatManeuver(curAtt); //Restart new update to get variables fixed.. return; } } //my target is attacking me } #pragma endregion // Choose Weapon Enchant if (ChangeWeaponEnchants()) return; if (TALENT_ELEMENTAL){ if (!m_bot->HasAura(WATER_SHIELD) && CastSpell(WATER_SHIELD,m_bot)) { return; }} if (TALENT_ENHANCEMENT){ if (!m_bot->HasAura(LIGHTNING_SHIELD) && CastSpell(LIGHTNING_SHIELD,m_bot)) { return; }} if (TALENT_RESTO){ if (!m_bot->HasAura(WATER_SHIELD) && CastSpell(WATER_SHIELD,m_bot)) { return; }} // Choose shield /* if (EARTH_SHIELD && ai->GetHealthPercent() < 80 && isUnderAttack()) { if (CastSpell(EARTH_SHIELD,m_bot)) { return; } } else if (WATER_SHIELD && ai->GetManaPercent() < 40) { if (CastSpell(WATER_SHIELD,m_bot)) { return; } } else if (LIGHTNING_SHIELD && ( isUnderAttack() || m_tank->GetGUID() == m_bot->GetGUID() ) && !(m_bot->HasAura(WATER_SHIELD) && ai->GetManaPercent() < 80) ) { if (CastSpell(LIGHTNING_SHIELD,m_bot)) { return; } } else if (CastSpell(WATER_SHIELD,m_bot)) { return; } */ // If there's a cast stop if(m_bot->HasUnitState(UNIT_STAT_CASTING)) return; switch(m_role) { #pragma region BOT_ROLE_TANK / BOT_ROLE_OFFTANK case BOT_ROLE_TANK: case BOT_ROLE_OFFTANK: if (!TALENT_ELEMENTAL && !TALENT_RESTO) { TakePosition(pTarget); } else { TakePosition(pTarget,BOT_ROLE_DPS_RANGED); } // mob will come to you sooner or later no need to hurry // Do support stuff if (!m_bot->isMoving() && ChangeTotems(m_role)) { return; } if (ai->GetManaPercent() > 70 && DoSupportRaid(m_bot)) { return; } break; #pragma endregion #pragma region BOT_ROLE_DPS_MELEE case BOT_ROLE_DPS_MELEE: TakePosition(pTarget); // Do support stuff if (!m_bot->isMoving() && ChangeTotems(m_role)) { return; } if (ai->GetManaPercent() > 40 && DoSupportRaid(m_bot)) { return; } break; #pragma endregion #pragma region BOT_ROLE_DPS_RANGED case BOT_ROLE_DPS_RANGED: TakePosition(pTarget); // Do support stuff if (!m_bot->isMoving() && ChangeTotems(m_role)) { return; } if (ai->GetManaPercent() > 40 && DoSupportRaid(m_bot)) { return; } break; #pragma endregion #pragma region BOT_ROLE_SUPPORT case BOT_ROLE_SUPPORT: TakePosition(pTarget); // Do support stuff if (!m_bot->isMoving() && ChangeTotems(m_role)) { return; } if (DoSupportRaid(m_bot)) { return; } //heal pets and bots Unit *target = DoSelectLowestHpFriendly(40, 1000); if(target && target->isAlive() && HealTarget(target, target->GetHealth()*100 / target->GetMaxHealth()) ) { return; } break; #pragma endregion } #pragma region ShamanCommon //Defensive Stuff if (m_tank->GetGUID() != m_bot->GetGUID() && pVictim && pVictim->GetGUID() == m_bot->GetGUID() ) { if (pDist > 5 && CastSpell(FROST_SHOCK, pTarget)) { return; } if ((pTarget->GetCreatureType() == (uint32) CREATURE_TYPE_BEAST || pTarget->GetCreatureType() == (uint32) CREATURE_TYPE_HUMANOID) && CastSpell(HEX, pTarget)) { return; } // no gcd if (CastSpell(WIND_SHEAR, pTarget)) { } // no gcd } if (m_bot->getRace() == (uint8) RACE_BLOODELF && pDist < 8 && pTarget->IsNonMeleeSpellCasted(true) && CastSpell(R_ARCANE_TORRENT, pTarget)) { } //no gcd if (pTarget->IsNonMeleeSpellCasted(true) && CastSpell(WIND_SHEAR, pTarget)) { } //no gcd if (m_bot->getRace() == (uint8) RACE_TAUREN && pVictim && pVictim->GetGUID() == m_bot->GetGUID() && pDist < 8 && CastSpell(R_WAR_STOMP, pTarget)) { return; } //Catch if (pTarget->HasUnitMovementFlag(UNIT_FLAG_FLEEING)) { if (CastSpell(FROST_SHOCK,pTarget)) return; } //Buff and restores if ( ( (ai->GetHealthPercent() < 60 && isUnderAttack()) || (ai->GetManaPercent() < 30) ) && CastSpell(SHAMANISTIC_RAGE, m_bot)) { return; } if (m_bot->getRace() == (uint8) RACE_TROLL && CastSpell(R_BERSERKING,m_bot)) {} // no GCD if (m_bot->getRace() == (uint8) RACE_ORC && CastSpell(R_BLOOD_FURY,m_bot)) {} // no GCD if (!m_bot->HasAura(HEROISM) && !m_bot->HasAura(EXHAUSTION) && !m_bot->HasAura(SATED) && CastSpell(HEROISM,m_bot)) { return; } if (m_role != BOT_ROLE_SUPPORT && CastSpell(NATURES_SWIFTNESS, m_bot)) { } //healers keep it for healing no gcd else if (CastSpell(ELEMENTAL_MASTERY, m_bot)) { } //no gcd // If at threat limit, use WIND_SHEAR to reduce threat if (pThreat > threatThreshold && m_tank->GetGUID() != m_bot->GetGUID() && !isUnderAttack()) { if (m_tank->getVictim() && m_tank->getVictim()->GetGUID() != pTarget->GetGUID()) // I am attacking wrong target!! { m_bot->SetSelection(m_tank->getVictim()->GetGUID()); return; } else { if (CastSpell(WIND_SHEAR,pTarget)) { return; } //Lets see if we can manage else { return; } //use no spells and wait threat to be reduced } } if (TALENT_ELEMENTAL) { if (CastSpell(ELEMENTAL_MASTERY, m_bot)) { } //no gcd if (!pTarget->HasAura(FLAME_SHOCK,m_bot->GetGUID()) && CastSpell(FLAME_SHOCK,pTarget)) { return; } if (CastSpell(LAVA_BURST,pTarget)) { return; } if (CastSpell(CHAIN_LIGHTNING,pTarget)) { return; } if (CastSpell(LIGHTNING_BOLT,pTarget)) { return; } } //dps if (MAELSTROM_WEAPON) { Aura *maelaura = m_bot->GetAura(MAELSTROM_WEAPON); if (maelaura && maelaura->GetStackAmount() == 5) { if ((isUnderAttack(m_tank,3) || m_tank->GetGUID() == m_bot->GetGUID()) && CastSpell(CHAIN_LIGHTNING,pTarget,true,true)) { return; } if (CastSpell(LIGHTNING_BOLT,pTarget,true,true)) { return; } } } if (CastSpell(FLAME_SHOCK,pTarget)) { return; } if (CastSpell(STORMSTRIKE,pTarget,true,true)) { return; } //if (!TALENT_ENHANCEMENT && CanCast(LAVA_BURST,pTarget,true) && pTarget->HasAura(FLAME_SHOCK,m_bot->GetGUID()) && CastSpell(LAVA_BURST,pTarget,false)) { return; } if (CastSpell(FERAL_SPIRIT,m_bot)) { return; } if (CanCast(EARTH_SHOCK,pTarget,true) && (pTarget->HasAura(STORMSTRIKE,m_bot->GetGUID()) || pTarget->HasAura(FLAME_SHOCK,m_bot->GetGUID()) ) && CastSpell(EARTH_SHOCK,pTarget)) { return; } //if (CanCast(FLAME_SHOCK,pTarget) && CastSpell(FLAME_SHOCK,pTarget)) { return; } if (CastSpell(LAVA_LASH,pTarget,true,true)) { return; } if (CastSpell(FIRE_NOVA,pTarget)) { return; } //if ((isUnderAttack(m_tank,4) || m_tank->GetGUID() == m_bot->GetGUID()) && CastSpell(FIRE_NOVA,pTarget)) { return; } if (ai->GetManaPercent() > 60 && castDispel(PURGE,pTarget)) { return; } //PURGE but dont overpurge #pragma endregion // drink potion if support / healer (Other builds simply overuse mana and waste mana pots) if(ai->GetManaPercent() < 5 && (m_role == BOT_ROLE_SUPPORT || m_role == BOT_ROLE_HEALER) ) { Item *pItem = ai->FindPotion(); if(pItem != NULL) { if (pItem->GetSpell() && m_bot->HasSpellCooldown(pItem->GetSpell()) ) { return; } //pot is in cooldown ai->UseItem(*pItem); } } } //end DoNextCombatManeuver
void PlayerbotPaladinAI::DoNextCombatManeuver(Unit *pTarget){ PlayerbotAI* ai = GetAI(); if (!ai) return; switch (ai->GetScenarioType()) { case PlayerbotAI::SCENARIO_DUEL: if (HAMMER_OF_JUSTICE > 0) { ai->CastSpell(HAMMER_OF_JUSTICE); } return; } // damage spells ai->SetInFront( pTarget ); Player *m_bot = GetPlayerBot(); //Shield master if low hp. uint32 masterHP = GetMaster()->GetHealth()*100 / GetMaster()->GetMaxHealth(); if (GetMaster()->isAlive()) { if (masterHP < 25 && HAND_OF_PROTECTION > 0 && !GetMaster()->HasAura(HAND_OF_PROTECTION, 0)) { ai->CastSpell(HAND_OF_PROTECTION, *(GetMaster())); } } if (SHADOW_RESISTANCE_AURA > 0 && !m_bot->HasAura(SHADOW_RESISTANCE_AURA, 0) && pTarget->getClass() == CLASS_WARLOCK) { GetAI()->CastSpell (SHADOW_RESISTANCE_AURA, *m_bot); } if (DEVOTION_AURA > 0 && !m_bot->HasAura(DEVOTION_AURA, 0) && pTarget->getClass() == CLASS_WARRIOR) { GetAI()->CastSpell (DEVOTION_AURA, *m_bot); } if (FIRE_RESISTANCE_AURA > 0 && !m_bot->HasAura(FIRE_RESISTANCE_AURA, 0) && pTarget->getClass() == CLASS_MAGE) { GetAI()->CastSpell (FIRE_RESISTANCE_AURA, *m_bot); } if (RETRIBUTION_AURA > 0 && !m_bot->HasAura(RETRIBUTION_AURA, 0) && pTarget->getClass() == CLASS_PRIEST) { GetAI()->CastSpell (RETRIBUTION_AURA, *m_bot); } if (DEVOTION_AURA > 0 && !m_bot->HasAura(DEVOTION_AURA, 0) && pTarget->getClass() == CLASS_SHAMAN) { GetAI()->CastSpell (DEVOTION_AURA, *m_bot); } if (DEVOTION_AURA > 0 && !m_bot->HasAura(DEVOTION_AURA, 0) && pTarget->getClass() == CLASS_ROGUE) { GetAI()->CastSpell (DEVOTION_AURA, *m_bot); } if (DEVOTION_AURA > 0 && !m_bot->HasAura(DEVOTION_AURA, 0) && pTarget->getClass() == CLASS_PALADIN) { GetAI()->CastSpell (DEVOTION_AURA, *m_bot); } if (ai->GetHealthPercent() < 55) { SpellSequence = Healing; } else { SpellSequence = Combat; } switch (SpellSequence) { case Combat: //GetAI()->TellMaster("Combat"); if (JUDGEMENT_OF_LIGHT > 0 && CombatCounter < 1 && ai->GetManaPercent() >=15) { GetAI()->CastSpell (JUDGEMENT_OF_LIGHT, *pTarget); //GetAI()->TellMaster("Judgement"); CombatCounter++; break; } else if (SEAL_OF_COMMAND > 0 && CombatCounter < 2 && ai->GetManaPercent() >= 25) { GetAI()->CastSpell (SEAL_OF_COMMAND, *m_bot); //GetAI()->TellMaster("SealC"); CombatCounter++; break; } else if (HAMMER_OF_JUSTICE > 0 && CombatCounter < 3 && ai->GetManaPercent() >=15) { GetAI()->CastSpell (HAMMER_OF_JUSTICE, *pTarget); //GetAI()->TellMaster("Hammer"); CombatCounter++; break; } else if (CRUSADER_STRIKE > 0 && CombatCounter < 4 && ai->GetManaPercent() >=15) { GetAI()->CastSpell (CRUSADER_STRIKE, *pTarget); GetAI()->TellMaster("CStrike"); CombatCounter++; break; } else if (CombatCounter < 5) { CombatCounter = 0; //GetAI()->TellMaster("CombatCounter Reset"); break; } else { CombatCounter = 0; //GetAI()->TellMaster("Counter = 0"); break; } case Healing: //GetAI()->TellMaster("Healing"); if (HOLY_LIGHT > 0 && HealCounter < 1 && ai->GetHealthPercent() < 45 && ai->GetManaPercent() >= 20) { GetAI()->CastSpell (HOLY_LIGHT); //GetAI()->TellMaster("HLight1"); HealCounter++; break; } else if (HOLY_LIGHT > 0 && HealCounter < 2 && ai->GetHealthPercent() < 75 && ai->GetManaPercent() >= 20) { GetAI()->CastSpell (HOLY_LIGHT); //GetAI()->TellMaster("Hlight2"); HealCounter++; break; } else if (HealCounter < 3) { HealCounter = 0; //GetAI()->TellMaster("HealCounter Reset"); break; } else { HealCounter = 0; //GetAI()->TellMaster("Counter = 0"); break; } } if (HAMMER_OF_WRATH > 0 && pTarget->GetHealth() < pTarget->GetMaxHealth()*0.2 && ai->GetManaPercent() >=15) { ai->CastSpell(HAMMER_OF_WRATH, *pTarget); } if (AVENGING_WRATH > 0 && ai->GetManaPercent() >= 8) { ai->CastSpell(AVENGING_WRATH); } if (DIVINE_SHIELD > 0 && ai->GetHealthPercent() < 30 && ai->GetManaPercent() >= 3) { GetAI()->CastSpell(DIVINE_SHIELD, *m_bot); } }
void PlayerbotMageAI::DoNextCombatManeuver(Unit *pTarget) { PlayerbotAI* ai = GetAI(); if (!ai) return; switch (ai->GetScenarioType()) { case PlayerbotAI::SCENARIO_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) ai->SetInFront(pTarget); Player *m_bot = GetPlayerBot(); Unit* pVictim = pTarget->getVictim(); float dist = m_bot->GetDistance(pTarget); 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 && dist <= ATTACK_DISTANCE && !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 && dist <= ATTACK_DISTANCE && !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 && dist <= ATTACK_DISTANCE && ai->GetManaPercent() >= 34) { ai->CastSpell(BLAST_WAVE, *pTarget); SpellSequence = SPELL_ARCANE; LastSpellFire = LastSpellFire + 1; break; } else if (DRAGONS_BREATH > 0 && LastSpellFire < 9 && dist <= ATTACK_DISTANCE && 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 && dist <= ATTACK_DISTANCE && 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
void PlayerbotShamanAI::DoNextCombatManeuver(Unit *pTarget) { PlayerbotAI* ai = GetAI(); if (!ai) return; switch (ai->GetScenarioType()) { case PlayerbotAI::SCENARIO_DUEL: ai->CastSpell(LIGHTNING_BOLT); return; default: break; } // ------- Non Duel combat ---------- Player *m_bot = GetPlayerBot(); Group *m_group = m_bot->GetGroup(); // Heal myself if (ai->GetHealthPercent() < 30 && ai->GetManaPercent() >= 32) ai->CastSpell(HEALING_WAVE); else if (ai->GetHealthPercent() < 50 && ai->GetManaPercent() >= 19) ai->CastSpell(LESSER_HEALING_WAVE); else if (ai->GetHealthPercent() < 70) HealTarget (*m_bot, ai->GetHealthPercent()); // Heal master uint32 masterHP = GetMaster()->GetHealth() * 100 / GetMaster()->GetMaxHealth(); if (GetMaster()->isAlive()) { if (masterHP < 30 && ai->GetManaPercent() >= 32) ai->CastSpell(HEALING_WAVE, *(GetMaster())); else if (masterHP < 70) HealTarget (*GetMaster(), masterHP); } // 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 < 30) HealTarget(*m_groupMember, memberHP); } } // Damage Spells switch (SpellSequence) { case SPELL_ENHANCEMENT: if (STRENGTH_OF_EARTH_TOTEM > 0 && LastSpellEnhancement == 1 && (!m_bot->HasAura(STRENGTH_OF_EARTH_TOTEM, EFFECT_INDEX_0)) && ai->GetManaPercent() >= 13) { ai->CastSpell(STRENGTH_OF_EARTH_TOTEM); SpellSequence = SPELL_RESTORATION; LastSpellEnhancement = LastSpellEnhancement + 1; break; } else if (STONESKIN_TOTEM > 0 && LastSpellEnhancement == 5 && (!m_bot->HasAura(STONESKIN_TOTEM, EFFECT_INDEX_0)) && (!m_bot->HasAura(STRENGTH_OF_EARTH_TOTEM, EFFECT_INDEX_0)) && ai->GetManaPercent() >= 13) { ai->CastSpell(STONESKIN_TOTEM); SpellSequence = SPELL_RESTORATION; LastSpellEnhancement = LastSpellEnhancement + 1; break; } else if (FOCUSED > 0 && LastSpellEnhancement == 2) { ai->CastSpell(FOCUSED, *pTarget); SpellSequence = SPELL_RESTORATION; LastSpellEnhancement = LastSpellEnhancement + 1; break; } else if (FROST_RESISTANCE_TOTEM > 0 && LastSpellEnhancement == 10 && (!m_bot->HasAura(FROST_RESISTANCE_TOTEM, EFFECT_INDEX_0)) && (!m_bot->HasAura(TOTEM_OF_WRATH, EFFECT_INDEX_0)) && (!m_bot->HasAura(FLAMETONGUE_TOTEM, EFFECT_INDEX_0)) && ai->GetManaPercent() >= 10) { ai->CastSpell(FROST_RESISTANCE_TOTEM); SpellSequence = SPELL_RESTORATION; LastSpellEnhancement = LastSpellEnhancement + 1; break; } else if (FLAMETONGUE_TOTEM > 0 && LastSpellEnhancement == 15 && (!m_bot->HasAura(FLAMETONGUE_TOTEM, EFFECT_INDEX_0)) && (!m_bot->HasAura(TOTEM_OF_WRATH, EFFECT_INDEX_0)) && (!m_bot->HasAura(FROST_RESISTANCE_TOTEM, EFFECT_INDEX_0)) && ai->GetManaPercent() >= 14) { ai->CastSpell(FLAMETONGUE_TOTEM); SpellSequence = SPELL_RESTORATION; LastSpellEnhancement = LastSpellEnhancement + 1; break; } else if (FIRE_RESISTANCE_TOTEM > 0 && LastSpellEnhancement == 20 && (!m_bot->HasAura(FIRE_RESISTANCE_TOTEM, EFFECT_INDEX_0)) && (!m_bot->HasAura(HEALING_STREAM_TOTEM, EFFECT_INDEX_0)) && (!m_bot->HasAura(MANA_SPRING_TOTEM, EFFECT_INDEX_0)) && ai->GetManaPercent() >= 10) { ai->CastSpell(FIRE_RESISTANCE_TOTEM); SpellSequence = SPELL_RESTORATION; LastSpellEnhancement = LastSpellEnhancement + 1; break; } else if (GROUNDING_TOTEM > 0 && LastSpellEnhancement == 25 && (!m_bot->HasAura(GROUNDING_TOTEM, EFFECT_INDEX_0)) && (!m_bot->HasAura(WRATH_OF_AIR_TOTEM, EFFECT_INDEX_0)) && (!m_bot->HasAura(WIND_FURY_TOTEM, EFFECT_INDEX_0)) && ai->GetManaPercent() >= 5) { ai->CastSpell(GROUNDING_TOTEM); SpellSequence = SPELL_RESTORATION; LastSpellEnhancement = LastSpellEnhancement + 1; break; } else if (NATURE_RESISTANCE_TOTEM > 0 && LastSpellEnhancement == 30 && (!m_bot->HasAura(NATURE_RESISTANCE_TOTEM, EFFECT_INDEX_0)) && (!m_bot->HasAura(WRATH_OF_AIR_TOTEM, EFFECT_INDEX_0)) && (!m_bot->HasAura(GROUNDING_TOTEM, EFFECT_INDEX_0)) && (!m_bot->HasAura(WIND_FURY_TOTEM, EFFECT_INDEX_0)) && ai->GetManaPercent() >= 10) { ai->CastSpell(NATURE_RESISTANCE_TOTEM); SpellSequence = SPELL_RESTORATION; LastSpellEnhancement = LastSpellEnhancement + 1; break; } else if (WIND_FURY_TOTEM > 0 && LastSpellEnhancement == 35 && (!m_bot->HasAura(WIND_FURY_TOTEM, EFFECT_INDEX_0)) && (!m_bot->HasAura(WRATH_OF_AIR_TOTEM, EFFECT_INDEX_0)) && (!m_bot->HasAura(GROUNDING_TOTEM, EFFECT_INDEX_0)) && ai->GetManaPercent() >= 11) { ai->CastSpell(WIND_FURY_TOTEM); SpellSequence = SPELL_RESTORATION; LastSpellEnhancement = LastSpellEnhancement + 1; break; } else if (STORMSTRIKE > 0 && LastSpellEnhancement == 4 && (!pTarget->HasAura(STORMSTRIKE, EFFECT_INDEX_0)) && ai->GetManaPercent() >= 8) { ai->CastSpell(STORMSTRIKE, *pTarget); SpellSequence = SPELL_RESTORATION; LastSpellEnhancement = LastSpellEnhancement + 1; break; } else if (LAVA_LASH > 0 && LastSpellEnhancement == 6 && ai->GetManaPercent() >= 4) { ai->CastSpell(LAVA_LASH, *pTarget); SpellSequence = SPELL_RESTORATION; LastSpellEnhancement = LastSpellEnhancement + 1; break; } else if (FERAL_SPIRIT > 0 && LastSpellEnhancement == 7 && ai->GetManaPercent() >= 12) { ai->CastSpell(FERAL_SPIRIT); SpellSequence = SPELL_RESTORATION; LastSpellEnhancement = LastSpellEnhancement + 1; break; } else if (WRATH_OF_AIR_TOTEM > 0 && (!m_bot->HasAura(WRATH_OF_AIR_TOTEM, EFFECT_INDEX_0)) && (!m_bot->HasAura(GROUNDING_TOTEM, EFFECT_INDEX_0)) && LastSpellEnhancement == 40) { ai->CastSpell(WRATH_OF_AIR_TOTEM); SpellSequence = SPELL_RESTORATION; LastSpellEnhancement = LastSpellEnhancement + 1; break; } else if (EARTH_ELEMENTAL_TOTEM > 0 && LastSpellEnhancement == 45 && ai->GetManaPercent() >= 24) { ai->CastSpell(EARTH_ELEMENTAL_TOTEM); SpellSequence = SPELL_RESTORATION; LastSpellEnhancement = LastSpellEnhancement + 1; break; } else if (BLOODLUST > 0 && LastSpellEnhancement == 8 && (!GetMaster()->HasAura(BLOODLUST, EFFECT_INDEX_0)) && ai->GetManaPercent() >= 26) { ai->CastSpell(BLOODLUST); SpellSequence = SPELL_RESTORATION; LastSpellEnhancement = LastSpellEnhancement + 1; break; } else if (HEROISM > 0 && LastSpellEnhancement == 10 && (!GetMaster()->HasAura(HEROISM, EFFECT_INDEX_0)) && ai->GetManaPercent() >= 26) { ai->CastSpell(HEROISM); SpellSequence = SPELL_RESTORATION; LastSpellEnhancement = LastSpellEnhancement + 1; break; } else if (SHAMANISTIC_RAGE > 0 && (!m_bot->HasAura(SHAMANISTIC_RAGE, EFFECT_INDEX_0)) && LastSpellEnhancement == 11) { ai->CastSpell(SHAMANISTIC_RAGE, *m_bot); SpellSequence = SPELL_RESTORATION; LastSpellEnhancement = LastSpellEnhancement + 1; break; } else if (LastSpellEnhancement > 50) { LastSpellEnhancement = 1; SpellSequence = SPELL_RESTORATION; break; } LastSpellEnhancement = LastSpellEnhancement + 1; //SpellSequence = SPELL_RESTORATION; /* no break */ case SPELL_RESTORATION: if (HEALING_STREAM_TOTEM > 0 && LastSpellRestoration < 3 && ai->GetHealthPercent() < 50 && (!m_bot->HasAura(HEALING_STREAM_TOTEM, EFFECT_INDEX_0)) && (!m_bot->HasAura(MANA_SPRING_TOTEM, EFFECT_INDEX_0)) && ai->GetManaPercent() >= 4) { ai->CastSpell(HEALING_STREAM_TOTEM); SpellSequence = SPELL_ELEMENTAL; LastSpellRestoration = LastSpellRestoration + 1; break; } else if (MANA_SPRING_TOTEM > 0 && LastSpellRestoration < 4 && (!m_bot->HasAura(MANA_SPRING_TOTEM, EFFECT_INDEX_0)) && (!m_bot->HasAura(HEALING_STREAM_TOTEM, EFFECT_INDEX_0)) && ai->GetManaPercent() >= 5) { ai->CastSpell(MANA_SPRING_TOTEM); SpellSequence = SPELL_ELEMENTAL; LastSpellRestoration = LastSpellRestoration + 1; break; } else if (MANA_TIDE_TOTEM > 0 && LastSpellRestoration < 5 && ai->GetManaPercent() < 50 && ai->GetManaPercent() >= 3) { ai->CastSpell(MANA_TIDE_TOTEM); SpellSequence = SPELL_ELEMENTAL; LastSpellRestoration = LastSpellRestoration + 1; break; } /*else if (TREMOR_TOTEM > 0 && LastSpellRestoration < 6 && (!m_bot->HasAura(STRENGTH_OF_EARTH_TOTEM, EFFECT_INDEX_0)) && ai->GetManaPercent() >= 2) { ai->CastSpell(TREMOR_TOTEM); SpellSequence = SPELL_ELEMENTAL; LastSpellRestoration = LastSpellRestoration +1; break; }*/ else if (LastSpellRestoration > 6) { LastSpellRestoration = 0; SpellSequence = SPELL_ELEMENTAL; break; } LastSpellRestoration = LastSpellRestoration + 1; //SpellSequence = SPELL_ELEMENTAL; /* no break */ case SPELL_ELEMENTAL: if (LIGHTNING_BOLT > 0 && LastSpellElemental == 1 && ai->GetManaPercent() >= 13) { ai->CastSpell(LIGHTNING_BOLT, *pTarget); SpellSequence = SPELL_ENHANCEMENT; LastSpellElemental = LastSpellElemental + 1; break; } else if (SEARING_TOTEM > 0 && LastSpellElemental == 2 && (!pTarget->HasAura(SEARING_TOTEM, EFFECT_INDEX_0)) && (!m_bot->HasAura(TOTEM_OF_WRATH, EFFECT_INDEX_0)) && ai->GetManaPercent() >= 9) { ai->CastSpell(SEARING_TOTEM); SpellSequence = SPELL_ENHANCEMENT; LastSpellElemental = LastSpellElemental + 1; break; } else if (STONECLAW_TOTEM > 0 && ai->GetHealthPercent() < 51 && LastSpellElemental == 3 && (!pTarget->HasAura(STONECLAW_TOTEM, EFFECT_INDEX_0)) && (!pTarget->HasAura(EARTHBIND_TOTEM, EFFECT_INDEX_0)) && (!m_bot->HasAura(STRENGTH_OF_EARTH_TOTEM, EFFECT_INDEX_0)) && ai->GetManaPercent() >= 8) { ai->CastSpell(STONECLAW_TOTEM); SpellSequence = SPELL_ENHANCEMENT; LastSpellElemental = LastSpellElemental + 1; break; } else if (FLAME_SHOCK > 0 && LastSpellElemental == 4 && (!pTarget->HasAura(FLAME_SHOCK, EFFECT_INDEX_0)) && ai->GetManaPercent() >= 22) { ai->CastSpell(FLAME_SHOCK, *pTarget); SpellSequence = SPELL_ENHANCEMENT; LastSpellElemental = LastSpellElemental + 1; break; } else if (LAVA_BURST > 0 && LastSpellElemental == 5 && (pTarget->HasAura(FLAME_SHOCK, EFFECT_INDEX_0)) && ai->GetManaPercent() >= 10) { ai->CastSpell(LAVA_BURST, *pTarget); SpellSequence = SPELL_ENHANCEMENT; LastSpellElemental = LastSpellElemental + 1; break; } else if (MAGMA_TOTEM > 0 && LastSpellElemental == 6 && (!m_bot->HasAura(TOTEM_OF_WRATH, EFFECT_INDEX_0)) && ai->GetManaPercent() >= 35) { ai->CastSpell(MAGMA_TOTEM); SpellSequence = SPELL_ENHANCEMENT; LastSpellElemental = LastSpellElemental + 1; break; } else if (EARTHBIND_TOTEM > 0 && LastSpellElemental == 7 && (!pTarget->HasAura(EARTHBIND_TOTEM, EFFECT_INDEX_0)) && (!m_bot->HasAura(STRENGTH_OF_EARTH_TOTEM, EFFECT_INDEX_0)) && ai->GetManaPercent() >= 5) { ai->CastSpell(EARTHBIND_TOTEM); SpellSequence = SPELL_ENHANCEMENT; LastSpellElemental = LastSpellElemental + 1; break; } else if (EARTH_SHOCK > 0 && LastSpellElemental == 8 && ai->GetManaPercent() >= 23) { ai->CastSpell(EARTH_SHOCK, *pTarget); SpellSequence = SPELL_ENHANCEMENT; LastSpellElemental = LastSpellElemental + 1; break; } else if (PURGE > 0 && LastSpellElemental == 9 && ai->GetManaPercent() >= 8) { ai->CastSpell(PURGE, *pTarget); SpellSequence = SPELL_ENHANCEMENT; LastSpellElemental = LastSpellElemental + 1; break; } else if (WIND_SHOCK > 0 && LastSpellElemental == 10 && ai->GetManaPercent() >= 8) { ai->CastSpell(WIND_SHOCK, *pTarget); SpellSequence = SPELL_ENHANCEMENT; LastSpellElemental = LastSpellElemental + 1; break; } else if (FIRE_NOVA_TOTEM > 0 && LastSpellElemental == 11 && ai->GetManaPercent() >= 33) { ai->CastSpell(FIRE_NOVA_TOTEM); SpellSequence = SPELL_ENHANCEMENT; LastSpellElemental = LastSpellElemental + 1; break; } else if (FROST_SHOCK > 0 && LastSpellElemental == 12 && (!pTarget->HasAura(FROST_SHOCK, EFFECT_INDEX_0)) && ai->GetManaPercent() >= 23) { ai->CastSpell(FROST_SHOCK, *pTarget); SpellSequence = SPELL_ENHANCEMENT; LastSpellElemental = LastSpellElemental + 1; break; } else if (CHAIN_LIGHTNING > 0 && LastSpellElemental == 13 && ai->GetManaPercent() >= 33) { ai->CastSpell(CHAIN_LIGHTNING, *pTarget); SpellSequence = SPELL_ENHANCEMENT; LastSpellElemental = LastSpellElemental + 1; break; } else if (TOTEM_OF_WRATH > 0 && LastSpellElemental == 14 && (!m_bot->HasAura(TOTEM_OF_WRATH, EFFECT_INDEX_0)) && ai->GetManaPercent() >= 5) { ai->CastSpell(TOTEM_OF_WRATH); SpellSequence = SPELL_ENHANCEMENT; LastSpellElemental = LastSpellElemental + 1; break; } else if (FIRE_ELEMENTAL_TOTEM > 0 && LastSpellElemental == 15 && ai->GetManaPercent() >= 23) { ai->CastSpell(FIRE_ELEMENTAL_TOTEM); SpellSequence = SPELL_ENHANCEMENT; LastSpellElemental = LastSpellElemental + 1; break; } /*else if (HEX > 0 && LastSpellElemental == 16 && (!pTarget->HasAura(HEX, EFFECT_INDEX_0)) && ai->GetManaPercent() >= 3) { ai->CastSpell(HEX); SpellSequence = SPELL_ENHANCEMENT; LastSpellElemental = LastSpellElemental + 1; break; }*/ else if (LastSpellElemental > 16) { LastSpellElemental = 1; SpellSequence = SPELL_ENHANCEMENT; break; } else { LastSpellElemental = LastSpellElemental + 1; SpellSequence = SPELL_ENHANCEMENT; } break; default: break; } } // end DoNextCombatManeuver
void PlayerbotDruidAI::DoNextCombatManeuver(Unit *pTarget) { PlayerbotAI* ai = GetAI(); if (!ai) return; switch (ai->GetScenarioType()) { case PlayerbotAI::SCENARIO_DUEL: ai->CastSpell(MOONFIRE); return; default: break; } uint32 masterHP = GetMaster()->GetHealth() * 100 / GetMaster()->GetMaxHealth(); Player *m_bot = GetPlayerBot(); Unit* pVictim = pTarget->getVictim(); if (ai->GetCombatOrder() == PlayerbotAI::ORDERS_HEAL) // && ai->GetMovementOrder() == PlayerbotAI::MOVEMENT_STAY) SpellSequence = DruidHeal; else if (IsFeral() && ai->GetCombatOrder() == PlayerbotAI::ORDERS_ASSIST) // && ai->GetMovementOrder() == PlayerbotAI::MOVEMENT_STAY) SpellSequence = DruidCombat; else if (IsFeral() && ai->GetCombatOrder() == PlayerbotAI::ORDERS_TANK) SpellSequence = DruidTank; else SpellSequence = DruidSpell; switch (SpellSequence) { case DruidTank: // Its now a tank druid! //ai->TellMaster("DruidTank"); if (!m_bot->HasInArc(M_PI_F, pTarget)) { m_bot->SetFacingTo(m_bot->GetAngle(pTarget)); if (pVictim) pVictim->Attack(pTarget, true); } if (m_bot->HasAura(CAT_FORM, EFFECT_INDEX_0)) m_bot->RemoveAurasDueToSpell(768); //ai->TellMaster("FormClearCat"); if (MOONKIN_FORM > 0 && !m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0)) ai->CastSpell (MOONKIN_FORM); else if (DIRE_BEAR_FORM > 0 && !m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0) && !m_bot->HasAura(DIRE_BEAR_FORM, EFFECT_INDEX_0)) ai->CastSpell (DIRE_BEAR_FORM); else if (BEAR_FORM > 0 && !m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0) && !m_bot->HasAura(DIRE_BEAR_FORM, EFFECT_INDEX_0) && !m_bot->HasAura(BEAR_FORM, EFFECT_INDEX_0)) ai->CastSpell (BEAR_FORM); else if (DEMORALIZING_ROAR > 0 && (m_bot->HasAura(DIRE_BEAR_FORM, EFFECT_INDEX_0) || m_bot->HasAura(BEAR_FORM, EFFECT_INDEX_0)) && !m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0) && !pTarget->HasAura(DEMORALIZING_ROAR, EFFECT_INDEX_0) && ai->GetRageAmount() >= 10) ai->CastSpell(DEMORALIZING_ROAR, *pTarget); if (FAERIE_FIRE > 0 && DruidSpellCombat < 1 && !pTarget->HasAura(FAERIE_FIRE, EFFECT_INDEX_0)) { ai->CastSpell(FAERIE_FIRE, *pTarget); DruidSpellCombat++; break; } else if (MOONFIRE > 0 && m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0) && DruidSpellCombat < 2 && !pTarget->HasAura(MOONFIRE, EFFECT_INDEX_0) && ai->GetManaPercent() >= 24) { ai->CastSpell(MOONFIRE, *pTarget); DruidSpellCombat++; break; } else if (ROOTS > 0 && m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0) && DruidSpellCombat < 3 && !pTarget->HasAura(ROOTS, EFFECT_INDEX_0) && ai->GetManaPercent() >= 8) { ai->CastSpell(ROOTS, *pTarget); DruidSpellCombat++; break; } else if (HURRICANE > 0 && m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0) && ai->GetAttackerCount() >= 5 && DruidSpellCombat < 4 && ai->GetManaPercent() >= 91) { //ai->TellMaster("casting hurricane!"); ai->CastSpell(HURRICANE, *pTarget); ai->SetIgnoreUpdateTime(10); DruidSpellCombat++; break; } else if (WRATH > 0 && m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0) && DruidSpellCombat < 5 && ai->GetManaPercent() >= 13) { ai->CastSpell(WRATH, *pTarget); DruidSpellCombat++; break; } else if (INSECT_SWARM > 0 && m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0) && DruidSpellCombat < 6 && !pTarget->HasAura(INSECT_SWARM, EFFECT_INDEX_0) && ai->GetManaPercent() >= 9) { ai->CastSpell(INSECT_SWARM, *pTarget); DruidSpellCombat++; break; } else if (STARFIRE > 0 && m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0) && DruidSpellCombat < 7 && ai->GetManaPercent() >= 18) { ai->CastSpell(STARFIRE, *pTarget); DruidSpellCombat++; break; } else if (FORCE_OF_NATURE > 0 && m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0) && DruidSpellCombat < 8 && ai->GetManaPercent() >= 12) { //ai->TellMaster("summoning treants."); ai->CastSpell(FORCE_OF_NATURE); DruidSpellCombat++; break; } else if (STARFALL > 0 && m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0) && !m_bot->HasAura(STARFALL, EFFECT_INDEX_0) && ai->GetAttackerCount() >= 3 && DruidSpellCombat < 9 && ai->GetManaPercent() >= 39) { ai->CastSpell(STARFALL, *pTarget); DruidSpellCombat++; break; } else if (BARKSKIN > 0 && pVictim == m_bot && m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0) && ai->GetHealthPercent() < 75 && DruidSpellCombat < 10 && !m_bot->HasAura(BARKSKIN, EFFECT_INDEX_0)) { ai->CastSpell(BARKSKIN, *m_bot); DruidSpellCombat++; break; } else if (INNERVATE > 0 && m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0) && ai->GetManaPercent() < 50 && DruidSpellCombat < 11 && !m_bot->HasAura(INNERVATE, EFFECT_INDEX_0)) { ai->CastSpell(INNERVATE, *m_bot); DruidSpellCombat++; break; } else if (ENRAGE > 0 && (m_bot->HasAura(DIRE_BEAR_FORM, EFFECT_INDEX_0) || m_bot->HasAura(BEAR_FORM, EFFECT_INDEX_0)) && DruidSpellCombat < 2 && !m_bot->HasAura(ENRAGE, EFFECT_INDEX_0)) { ai->CastSpell(ENRAGE, *m_bot); DruidSpellCombat = DruidSpellCombat + 2; break; } else if (SWIPE > 0 && (m_bot->HasAura(DIRE_BEAR_FORM, EFFECT_INDEX_0) || m_bot->HasAura(BEAR_FORM, EFFECT_INDEX_0)) && DruidSpellCombat < 4 && ai->GetRageAmount() >= 20) { ai->CastSpell(SWIPE, *pTarget); DruidSpellCombat = DruidSpellCombat + 2; break; } else if (MAUL > 0 && (m_bot->HasAura(DIRE_BEAR_FORM, EFFECT_INDEX_0) || m_bot->HasAura(BEAR_FORM, EFFECT_INDEX_0)) && DruidSpellCombat < 6 && ai->GetRageAmount() >= 15) { ai->CastSpell(MAUL, *pTarget); DruidSpellCombat = DruidSpellCombat + 2; break; } else if (BASH > 0 && (m_bot->HasAura(DIRE_BEAR_FORM, EFFECT_INDEX_0) || m_bot->HasAura(BEAR_FORM, EFFECT_INDEX_0)) && !pTarget->HasAura(BASH, EFFECT_INDEX_0) && DruidSpellCombat < 8 && ai->GetRageAmount() >= 10) { ai->CastSpell(BASH, *pTarget); DruidSpellCombat = DruidSpellCombat + 2; break; } else if (CHALLENGING_ROAR > 0 && (m_bot->HasAura(DIRE_BEAR_FORM, EFFECT_INDEX_0) || m_bot->HasAura(BEAR_FORM, EFFECT_INDEX_0)) && pVictim != m_bot && DruidSpellCombat < 10 && !pTarget->HasAura(CHALLENGING_ROAR, EFFECT_INDEX_0) && !pTarget->HasAura(GROWL, EFFECT_INDEX_0) && ai->GetRageAmount() >= 15) { ai->CastSpell(CHALLENGING_ROAR, *pTarget); DruidSpellCombat = DruidSpellCombat + 2; break; } else if (GROWL > 0 && (m_bot->HasAura(DIRE_BEAR_FORM, EFFECT_INDEX_0) || m_bot->HasAura(BEAR_FORM, EFFECT_INDEX_0)) && pVictim != m_bot && DruidSpellCombat < 12 && !pTarget->HasAura(CHALLENGING_ROAR, EFFECT_INDEX_0) && !pTarget->HasAura(GROWL, EFFECT_INDEX_0)) { ai->CastSpell(GROWL, *pTarget); DruidSpellCombat = DruidSpellCombat + 2; break; } else if (DruidSpellCombat > 13) { DruidSpellCombat = 0; break; } else { DruidSpellCombat = 0; break; } break; case DruidSpell: //ai->TellMaster("DruidSpell"); if (m_bot->HasAura(CAT_FORM, EFFECT_INDEX_0)) { m_bot->RemoveAurasDueToSpell(768); //ai->TellMaster("FormClearCat"); break; } if (m_bot->HasAura(BEAR_FORM, EFFECT_INDEX_0)) { m_bot->RemoveAurasDueToSpell(5487); //ai->TellMaster("FormClearBear"); break; } if (m_bot->HasAura(DIRE_BEAR_FORM, EFFECT_INDEX_0)) { m_bot->RemoveAurasDueToSpell(9634); //ai->TellMaster("FormClearDireBear"); break; } if (m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0)) { m_bot->RemoveAurasDueToSpell(24858); //ai->TellMaster("FormClearMoonkin"); break; } if (FAERIE_FIRE > 0 && DruidSpellCombat < 1 && !pTarget->HasAura(FAERIE_FIRE, EFFECT_INDEX_0) && ai->GetManaPercent() >= 8) { ai->CastSpell(FAERIE_FIRE, *pTarget); DruidSpellCombat++; break; } else if (MOONFIRE > 0 && DruidSpellCombat < 2 && !pTarget->HasAura(MOONFIRE, EFFECT_INDEX_0) && ai->GetManaPercent() >= 24) { ai->CastSpell(MOONFIRE, *pTarget); DruidSpellCombat++; break; } else if (ROOTS > 0 && DruidSpellCombat < 3 && !pTarget->HasAura(ROOTS, EFFECT_INDEX_0) && ai->GetManaPercent() >= 8) { ai->CastSpell(ROOTS, *pTarget); DruidSpellCombat++; break; } else if (HURRICANE > 0 && ai->GetAttackerCount() >= 5 && DruidSpellCombat < 4 && ai->GetManaPercent() >= 91) { //ai->TellMaster("casting hurricane!"); ai->CastSpell(HURRICANE, *pTarget); ai->SetIgnoreUpdateTime(10); DruidSpellCombat++; break; } else if (WRATH > 0 && DruidSpellCombat < 5 && ai->GetManaPercent() >= 13) { ai->CastSpell(WRATH, *pTarget); DruidSpellCombat++; break; } else if (INSECT_SWARM > 0 && DruidSpellCombat < 6 && !pTarget->HasAura(INSECT_SWARM, EFFECT_INDEX_0) && ai->GetManaPercent() >= 9) { ai->CastSpell(INSECT_SWARM, *pTarget); DruidSpellCombat++; break; } else if (STARFIRE > 0 && DruidSpellCombat < 7 && ai->GetManaPercent() >= 18) { ai->CastSpell(STARFIRE, *pTarget); DruidSpellCombat++; break; } else if (FORCE_OF_NATURE > 0 && DruidSpellCombat < 8 && ai->GetManaPercent() >= 12) { //ai->TellMaster("summoning treants."); ai->CastSpell(FORCE_OF_NATURE); DruidSpellCombat++; break; } else if (STARFALL > 0 && !m_bot->HasAura(STARFALL, EFFECT_INDEX_0) && ai->GetAttackerCount() >= 3 && DruidSpellCombat < 9 && ai->GetManaPercent() >= 39) { ai->CastSpell(STARFALL, *pTarget); DruidSpellCombat++; break; } else if (BARKSKIN > 0 && pVictim == m_bot && ai->GetHealthPercent() < 75 && DruidSpellCombat < 10 && !m_bot->HasAura(BARKSKIN, EFFECT_INDEX_0)) { ai->CastSpell(BARKSKIN, *m_bot); DruidSpellCombat++; break; } else if (INNERVATE > 0 && ai->GetManaPercent() < 50 && DruidSpellCombat < 11 && !m_bot->HasAura(INNERVATE, EFFECT_INDEX_0)) { ai->CastSpell(INNERVATE, *m_bot); DruidSpellCombat++; break; } else if (DruidSpellCombat > 13) { DruidSpellCombat = 0; break; } else { DruidSpellCombat = 0; break; } break; case DruidHeal: //ai->TellMaster("DruidHeal"); if (m_bot->HasAura(CAT_FORM, EFFECT_INDEX_0)) { m_bot->RemoveAurasDueToSpell(768); //ai->TellMaster("FormClearCat"); break; } if (m_bot->HasAura(BEAR_FORM, EFFECT_INDEX_0)) { m_bot->RemoveAurasDueToSpell(5487); //ai->TellMaster("FormClearBear"); break; } if (m_bot->HasAura(DIRE_BEAR_FORM, EFFECT_INDEX_0)) { m_bot->RemoveAurasDueToSpell(9634); //ai->TellMaster("FormClearDireBear"); break; } if (m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0)) { m_bot->RemoveAurasDueToSpell(24858); //ai->TellMaster("FormClearMoonkin"); break; } if (ai->GetHealthPercent() <= 40) { HealTarget (m_bot); break; } if (masterHP <= 40) { HealTarget (GetMaster()); break; } else { DruidSpellCombat = 0; break; } break; case DruidCombat: //ai->TellMaster("DruidCombat"); if (!m_bot->HasInArc(M_PI_F, pTarget)) { m_bot->SetFacingTo(m_bot->GetAngle(pTarget)); if (pVictim) pVictim->Attack(pTarget, true); } if (m_bot->HasAura(BEAR_FORM, EFFECT_INDEX_0)) { m_bot->RemoveAurasDueToSpell(5487); //ai->TellMaster("FormClearBear"); break; } if (m_bot->HasAura(DIRE_BEAR_FORM, EFFECT_INDEX_0)) { m_bot->RemoveAurasDueToSpell(9634); //ai->TellMaster("FormClearDireBear"); break; } if (m_bot->HasAura(MOONKIN_FORM, EFFECT_INDEX_0)) { m_bot->RemoveAurasDueToSpell(24858); //ai->TellMaster("FormClearMoonkin"); break; } if (CAT_FORM > 0 && !m_bot->HasAura(CAT_FORM, EFFECT_INDEX_0)) ai->CastSpell (CAT_FORM); /* if (COWER > 0 && m_bot->GetComboPoints() == 1 && ai->GetEnergyAmount() >= 20) { ai->CastSpell(COWER); //ai->TellMaster("Cower"); }*/ if (MAIM > 0 && m_bot->GetComboPoints() >= 1 && pTarget->IsNonMeleeSpellCasted(true)) { ai->CastSpell(MAIM, *pTarget); //ai->TellMaster("SpellPreventing Maim"); break; } if (RAKE > 0 && m_bot->GetComboPoints() <= 1 && ai->GetEnergyAmount() >= 40) { ai->CastSpell (RAKE, *pTarget); //ai->TellMaster("Rake"); break; } else if (CLAW > 0 && m_bot->GetComboPoints() <= 2 && ai->GetEnergyAmount() >= 45) { ai->CastSpell (CLAW, *pTarget); //ai->TellMaster("Claw"); break; } else if (MANGLE > 0 && m_bot->GetComboPoints() <= 3 && ai->GetEnergyAmount() >= 45) { ai->CastSpell (MANGLE, *pTarget); //ai->TellMaster("Mangle"); break; } else if (CLAW > 0 && m_bot->GetComboPoints() <= 4 && ai->GetEnergyAmount() >= 45) { ai->CastSpell (CLAW, *pTarget); //ai->TellMaster("Claw2"); break; } if (m_bot->GetComboPoints() == 5) { if (RIP > 0 && pTarget->getClass() == CLASS_ROGUE && ai->GetEnergyAmount() >= 30) ai->CastSpell(RIP, *pTarget); //ai->TellMaster("Rogue Rip"); else if (MAIM > 0 && pTarget->getClass() == CLASS_DRUID && ai->GetEnergyAmount() >= 35) ai->CastSpell(MAIM, *pTarget); //ai->TellMaster("Druid Maim"); else if (MAIM > 0 && pTarget->getClass() == CLASS_SHAMAN && ai->GetEnergyAmount() >= 35) ai->CastSpell(MAIM, *pTarget); //ai->TellMaster("Shaman Maim"); else if (MAIM > 0 && pTarget->getClass() == CLASS_WARLOCK && ai->GetEnergyAmount() >= 35) ai->CastSpell(MAIM, *pTarget); //ai->TellMaster("Warlock Maim"); else if (FEROCIOUS_BITE > 0 && pTarget->getClass() == CLASS_HUNTER && ai->GetEnergyAmount() >= 35) ai->CastSpell(FEROCIOUS_BITE, *pTarget); //ai->TellMaster("Hunter Ferocious Bite"); else if (FEROCIOUS_BITE > 0 && pTarget->getClass() == CLASS_WARRIOR && ai->GetEnergyAmount() >= 35) ai->CastSpell(FEROCIOUS_BITE, *pTarget); //ai->TellMaster("Warrior Ferocious Bite"); else if (FEROCIOUS_BITE > 0 && pTarget->getClass() == CLASS_PALADIN && ai->GetEnergyAmount() >= 35) ai->CastSpell(FEROCIOUS_BITE, *pTarget); //ai->TellMaster("Paladin Ferocious Bite"); else if (MAIM > 0 && pTarget->getClass() == CLASS_MAGE && ai->GetEnergyAmount() >= 35) ai->CastSpell(MAIM, *pTarget); //ai->TellMaster("Mage Maim"); else if (MAIM > 0 && pTarget->getClass() == CLASS_PRIEST && ai->GetEnergyAmount() >= 35) ai->CastSpell(MAIM, *pTarget); //ai->TellMaster("Priest Maim"); else if (MAIM > 0 && ai->GetEnergyAmount() >= 35) ai->CastSpell(MAIM, *pTarget); //ai->TellMaster("Else Maim"); break; } else { DruidSpellCombat = 0; break; } break; } } // end DoNextCombatManeuver
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
void PlayerbotWarlockAI::DoNextCombatManeuver(Unit *pTarget) { PlayerbotAI* ai = GetAI(); if (!ai) return; switch (ai->GetScenarioType()) { case PlayerbotAI::SCENARIO_DUEL: if (SHADOW_BOLT > 0) ai->CastSpell(SHADOW_BOLT); return; } // ------- Non Duel combat ---------- //ai->SetMovementOrder( PlayerbotAI::MOVEMENT_FOLLOW, GetMaster() ); // dont want to melee mob ai->SetInFront( pTarget ); Player *m_bot = GetPlayerBot(); Unit* pVictim = pTarget->getVictim(); Pet *pet = m_bot->GetPet(); // Damage Spells ai->SetInFront( pTarget ); switch (SpellSequence) { case SPELL_CURSES: if (CURSE_OF_AGONY > 0 && !pTarget->HasAura(CURSE_OF_AGONY, EFFECT_INDEX_0) && !pTarget->HasAura(SHADOWFLAME, EFFECT_INDEX_0) && LastSpellCurse < 1 && ai->GetManaPercent() >= 14) { ai->CastSpell(CURSE_OF_AGONY, *pTarget); SpellSequence = SPELL_AFFLICTION; LastSpellCurse = LastSpellCurse +1; break; } else if (CURSE_OF_THE_ELEMENTS > 0 && !pTarget->HasAura(CURSE_OF_THE_ELEMENTS, EFFECT_INDEX_0) && !pTarget->HasAura(SHADOWFLAME, EFFECT_INDEX_0) && !pTarget->HasAura(CURSE_OF_AGONY, EFFECT_INDEX_0) && !pTarget->HasAura(CURSE_OF_WEAKNESS, EFFECT_INDEX_0) && LastSpellCurse < 2 && ai->GetManaPercent() >= 10) { ai->CastSpell(CURSE_OF_THE_ELEMENTS, *pTarget); SpellSequence = SPELL_AFFLICTION; LastSpellCurse = LastSpellCurse +1; break; } else if (CURSE_OF_EXHAUSTION > 0 && !pTarget->HasAura(CURSE_OF_EXHAUSTION, EFFECT_INDEX_0) && !pTarget->HasAura(SHADOWFLAME, EFFECT_INDEX_0) && !pTarget->HasAura(CURSE_OF_WEAKNESS, EFFECT_INDEX_0) && !pTarget->HasAura(CURSE_OF_AGONY, EFFECT_INDEX_0) && !pTarget->HasAura(CURSE_OF_THE_ELEMENTS, EFFECT_INDEX_0) && LastSpellCurse < 3 && ai->GetManaPercent() >= 6) { ai->CastSpell(CURSE_OF_EXHAUSTION, *pTarget); SpellSequence = SPELL_AFFLICTION; LastSpellCurse = LastSpellCurse +1; break; } else if (CURSE_OF_WEAKNESS > 0 && !pTarget->HasAura(CURSE_OF_WEAKNESS, EFFECT_INDEX_0) && !pTarget->HasAura(SHADOWFLAME, EFFECT_INDEX_0) && !pTarget->HasAura(CURSE_OF_EXHAUSTION, EFFECT_INDEX_0) && !pTarget->HasAura(CURSE_OF_AGONY, EFFECT_INDEX_0) && !pTarget->HasAura(CURSE_OF_THE_ELEMENTS, EFFECT_INDEX_0) && LastSpellCurse < 4 && ai->GetManaPercent() >= 14) { ai->CastSpell(CURSE_OF_WEAKNESS, *pTarget); SpellSequence = SPELL_AFFLICTION; LastSpellCurse = LastSpellCurse +1; break; } else if (CURSE_OF_TONGUES > 0 && !pTarget->HasAura(CURSE_OF_TONGUES, EFFECT_INDEX_0) && !pTarget->HasAura(SHADOWFLAME, EFFECT_INDEX_0) && !pTarget->HasAura(CURSE_OF_WEAKNESS, EFFECT_INDEX_0) && !pTarget->HasAura(CURSE_OF_EXHAUSTION, EFFECT_INDEX_0) && !pTarget->HasAura(CURSE_OF_AGONY, EFFECT_INDEX_0) && !pTarget->HasAura(CURSE_OF_THE_ELEMENTS, EFFECT_INDEX_0) && LastSpellCurse < 5 && ai->GetManaPercent() >= 4) { ai->CastSpell(CURSE_OF_TONGUES, *pTarget); SpellSequence = SPELL_AFFLICTION; LastSpellCurse = LastSpellCurse +1; break; } LastSpellCurse = 0; //SpellSequence = SPELL_AFFLICTION; //break; case SPELL_AFFLICTION: if (LIFE_TAP > 0 && LastSpellAffliction < 1 && ai->GetManaPercent() <= 50) { ai->CastSpell(LIFE_TAP, *m_bot); SpellSequence = SPELL_DESTRUCTION; LastSpellAffliction = LastSpellAffliction +1; break; } else if (CORRUPTION > 0 && !pTarget->HasAura(CORRUPTION, EFFECT_INDEX_0) && !pTarget->HasAura(SHADOWFLAME, EFFECT_INDEX_0) && !pTarget->HasAura(SEED_OF_CORRUPTION, EFFECT_INDEX_0) && LastSpellAffliction < 2 && ai->GetManaPercent() >= 19) { ai->CastSpell(CORRUPTION, *pTarget); SpellSequence = SPELL_DESTRUCTION; LastSpellAffliction = LastSpellAffliction +1; break; } else if (DRAIN_SOUL > 0 && pTarget->GetHealth() < pTarget->GetMaxHealth()*0.40 && !pTarget->HasAura(DRAIN_SOUL, EFFECT_INDEX_0) && LastSpellAffliction < 3 && ai->GetManaPercent() >= 19) { ai->CastSpell(DRAIN_SOUL, *pTarget); ai->SetIgnoreUpdateTime(15); SpellSequence = SPELL_DESTRUCTION; LastSpellAffliction = LastSpellAffliction +1; break; } else if (DRAIN_LIFE > 0 && LastSpellAffliction < 4 && !pTarget->HasAura(DRAIN_SOUL, EFFECT_INDEX_0) && !pTarget->HasAura(SEED_OF_CORRUPTION, EFFECT_INDEX_0) && !pTarget->HasAura(DRAIN_LIFE, EFFECT_INDEX_0) && !pTarget->HasAura(DRAIN_MANA, EFFECT_INDEX_0) && ai->GetHealthPercent() <= 70 && ai->GetManaPercent() >= 23) { ai->CastSpell(DRAIN_LIFE, *pTarget); ai->SetIgnoreUpdateTime(5); SpellSequence = SPELL_DESTRUCTION; LastSpellAffliction = LastSpellAffliction +1; break; } else if (DRAIN_MANA > 0 && pTarget->GetPower(POWER_MANA) > 0 && !pTarget->HasAura(DRAIN_SOUL, EFFECT_INDEX_0) && !pTarget->HasAura(DRAIN_MANA, EFFECT_INDEX_0) && !pTarget->HasAura(SEED_OF_CORRUPTION, EFFECT_INDEX_0) && !pTarget->HasAura(DRAIN_LIFE, EFFECT_INDEX_0) && LastSpellAffliction < 5 && ai->GetManaPercent() < 70 && ai->GetManaPercent() >= 17) { ai->CastSpell(DRAIN_MANA, *pTarget); ai->SetIgnoreUpdateTime(5); SpellSequence = SPELL_DESTRUCTION; LastSpellAffliction = LastSpellAffliction +1; break; } else if (UNSTABLE_AFFLICTION > 0 && LastSpellAffliction < 6 && !pTarget->HasAura(UNSTABLE_AFFLICTION, EFFECT_INDEX_0) && !pTarget->HasAura(SHADOWFLAME, EFFECT_INDEX_0) && ai->GetManaPercent() >= 20) { ai->CastSpell(UNSTABLE_AFFLICTION, *pTarget); SpellSequence = SPELL_DESTRUCTION; LastSpellAffliction = LastSpellAffliction +1; break; } else if (HAUNT > 0 && LastSpellAffliction < 7 && !pTarget->HasAura(HAUNT, EFFECT_INDEX_0) && ai->GetManaPercent() >= 12) { ai->CastSpell(HAUNT, *pTarget); SpellSequence = SPELL_DESTRUCTION; LastSpellAffliction = LastSpellAffliction +1; break; } else if (ATROCITY > 0 && !pTarget->HasAura(ATROCITY, EFFECT_INDEX_0) && LastSpellAffliction < 8 && ai->GetManaPercent() >= 21) { ai->CastSpell(ATROCITY, *pTarget); SpellSequence = SPELL_DESTRUCTION; LastSpellAffliction = LastSpellAffliction +1; break; } else if (SEED_OF_CORRUPTION > 0 && !pTarget->HasAura(SEED_OF_CORRUPTION, EFFECT_INDEX_0) && LastSpellAffliction < 9 && ai->GetManaPercent() >= 34) { ai->CastSpell(SEED_OF_CORRUPTION, *pTarget); SpellSequence = SPELL_DESTRUCTION; LastSpellAffliction = LastSpellAffliction +1; break; } else if (HOWL_OF_TERROR > 0 && !pTarget->HasAura(HOWL_OF_TERROR, EFFECT_INDEX_0) && ai->GetAttackerCount()>3 && LastSpellAffliction < 10 && ai->GetManaPercent() >= 11) { ai->CastSpell(HOWL_OF_TERROR, *pTarget); ai->TellMaster("casting howl of terror!"); SpellSequence = SPELL_DESTRUCTION; LastSpellAffliction = LastSpellAffliction +1; break; } else if (FEAR > 0 && !pTarget->HasAura(FEAR, EFFECT_INDEX_0) && pVictim==m_bot && ai->GetAttackerCount()>=2 && LastSpellAffliction < 11 && ai->GetManaPercent() >= 12) { ai->CastSpell(FEAR, *pTarget); //ai->TellMaster("casting fear!"); ai->SetIgnoreUpdateTime(1.5); SpellSequence = SPELL_DESTRUCTION; LastSpellAffliction = LastSpellAffliction +1; break; } else if(( pet ) && (DARK_PACT > 0 && ai->GetManaPercent() <= 50 && LastSpellAffliction < 12 && pet->GetPower(POWER_MANA) > 0)) { ai->CastSpell(DARK_PACT, *m_bot); SpellSequence = SPELL_DESTRUCTION; LastSpellAffliction = LastSpellAffliction +1; break; } LastSpellAffliction = 0; //SpellSequence = SPELL_DESTRUCTION; //break; case SPELL_DESTRUCTION: if (SHADOWFURY > 0 && LastSpellDestruction < 1 && !pTarget->HasAura(SHADOWFURY, EFFECT_INDEX_0) && ai->GetManaPercent() >= 37) { ai->CastSpell(SHADOWFURY, *pTarget); SpellSequence = SPELL_CURSES; LastSpellDestruction = LastSpellDestruction + 1; break; } else if (SHADOW_BOLT > 0 && LastSpellDestruction < 2 && ai->GetManaPercent() >= 23) { ai->CastSpell(SHADOW_BOLT, *pTarget); SpellSequence = SPELL_CURSES; LastSpellDestruction = LastSpellDestruction + 1; break; } else if (RAIN_OF_FIRE > 0 && LastSpellDestruction < 3 && ai->GetAttackerCount()>=3 && ai->GetManaPercent() >= 77) { ai->CastSpell(RAIN_OF_FIRE, *pTarget); //ai->TellMaster("casting rain of fire!"); ai->SetIgnoreUpdateTime(8); SpellSequence = SPELL_CURSES; LastSpellDestruction = LastSpellDestruction + 1; break; } else if (SHADOWFLAME > 0 && !pTarget->HasAura(SHADOWFLAME, EFFECT_INDEX_0) && LastSpellDestruction < 4 && ai->GetManaPercent() >= 25) { ai->CastSpell(SHADOWFLAME, *pTarget); SpellSequence = SPELL_CURSES; LastSpellDestruction = LastSpellDestruction + 1; break; } else if (IMMOLATE > 0 && !pTarget->HasAura(IMMOLATE, EFFECT_INDEX_0) && !pTarget->HasAura(SHADOWFLAME, EFFECT_INDEX_0) && LastSpellDestruction < 5 && ai->GetManaPercent() >= 23) { ai->CastSpell(IMMOLATE, *pTarget); SpellSequence = SPELL_CURSES; LastSpellDestruction = LastSpellDestruction + 1; break; } else if (CONFLAGRATE > 0 && LastSpellDestruction < 6 && ai->GetManaPercent() >= 16) { ai->CastSpell(CONFLAGRATE, *pTarget); SpellSequence = SPELL_CURSES; LastSpellDestruction = LastSpellDestruction + 1; break; } else if (INCINERATE > 0 && LastSpellDestruction < 7 && ai->GetManaPercent() >= 19) { ai->CastSpell(INCINERATE, *pTarget); SpellSequence = SPELL_CURSES; LastSpellDestruction = LastSpellDestruction + 1; break; } else if (SEARING_PAIN > 0 && LastSpellDestruction < 8 && ai->GetManaPercent() >= 11) { ai->CastSpell(SEARING_PAIN, *pTarget); SpellSequence = SPELL_CURSES; LastSpellDestruction = LastSpellDestruction + 1; break; } else if (SOUL_FIRE > 0 && LastSpellDestruction < 9 && ai->GetManaPercent() >= 13) { ai->CastSpell(SOUL_FIRE, *pTarget); ai->SetIgnoreUpdateTime(6); SpellSequence = SPELL_CURSES; LastSpellDestruction = LastSpellDestruction + 1; break; } else if (CHAOS_BOLT > 0 && LastSpellDestruction < 10 && ai->GetManaPercent() >= 9) { ai->CastSpell(CHAOS_BOLT, *pTarget); SpellSequence = SPELL_CURSES; LastSpellDestruction = LastSpellDestruction + 1; break; } else if (SHADOWBURN > 0 && LastSpellDestruction < 11 && pTarget->GetHealth() < pTarget->GetMaxHealth()*0.20 && !pTarget->HasAura(SHADOWBURN, EFFECT_INDEX_0) && ai->GetManaPercent() >= 27) { ai->CastSpell(SHADOWBURN, *pTarget); SpellSequence = SPELL_CURSES; LastSpellDestruction = LastSpellDestruction + 1; break; } else if (HELLFIRE > 0 && LastSpellDestruction < 12 && !m_bot->HasAura(HELLFIRE, EFFECT_INDEX_0) && ai->GetAttackerCount()>=5 && ai->GetHealthPercent() >= 10 && ai->GetManaPercent() >= 87) { ai->CastSpell(HELLFIRE); ai->TellMaster("casting hellfire!"); ai->SetIgnoreUpdateTime(15); SpellSequence = SPELL_CURSES; LastSpellDestruction = LastSpellDestruction + 1; break; } else { LastSpellDestruction = 0; SpellSequence = SPELL_CURSES; } } } // end DoNextCombatManeuver
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
void PlayerbotDruidAI::DoNextCombatManeuver(Unit *pTarget) { PlayerbotAI* ai = GetAI(); if (!ai) return; switch (ai->GetScenarioType()) { case PlayerbotAI::SCENARIO_DUEL: ai->CastSpell(MOONFIRE); return; } uint32 masterHP = GetMaster()->GetHealth()*100 / GetMaster()->GetMaxHealth(); ai->SetInFront( pTarget ); Player *m_bot = GetPlayerBot(); Unit* pVictim = pTarget->getVictim(); if (pVictim && ai->GetHealthPercent() >= 40) { if (pVictim == m_bot) SpellSequence = DruidTank; } else if (pTarget->GetHealth() > pTarget->GetMaxHealth()*0.8 && pVictim) { if (pVictim != m_bot) SpellSequence = DruidSpell; } else if (ai->GetHealthPercent() <= 40 || GetMaster()->GetHealth() < GetMaster()->GetMaxHealth()*0.8) SpellSequence = DruidHeal; else SpellSequence = DruidCombat; switch (SpellSequence) { case DruidTank: // Its not a tank druid, only self protecting from heavy damage if got aggro. ai->TellMaster("DruidTank"); if( !m_bot->HasInArc(M_PI, pTarget)) { m_bot->SetInFront(pTarget); if (pVictim) pVictim->Attack(pTarget, true); } if(m_bot->HasAura(CAT_FORM, 0)) { m_bot->RemoveAurasDueToSpell(768); //ai->TellMaster("FormClearCat"); } if (MOONKIN_FORM > 0 && !m_bot->HasAura(MOONKIN_FORM, 0)) { ai->CastSpell (MOONKIN_FORM); } else if (DIRE_BEAR_FORM > 0 && !m_bot->HasAura(MOONKIN_FORM, 0) && !m_bot->HasAura(DIRE_BEAR_FORM, 0)) { ai->CastSpell (DIRE_BEAR_FORM); } else if (BEAR_FORM > 0 && !m_bot->HasAura(MOONKIN_FORM, 0) && !m_bot->HasAura(DIRE_BEAR_FORM, 0) && !m_bot->HasAura(BEAR_FORM, 0)) { ai->CastSpell (BEAR_FORM); } else if (DEMORALIZING_ROAR > 0 && m_bot->HasAura(DIRE_BEAR_FORM, 0) || m_bot->HasAura(BEAR_FORM, 0) && !m_bot->HasAura(MOONKIN_FORM, 0) && !pTarget->HasAura(DEMORALIZING_ROAR, 0) && ai->GetRageAmount() >= 10) { ai->CastSpell(DEMORALIZING_ROAR, *pTarget); } if (FAERIE_FIRE > 0 && DruidSpellCombat < 1 && !pTarget->HasAura(FAERIE_FIRE, 0)) { ai->CastSpell(FAERIE_FIRE, *pTarget); DruidSpellCombat++; break; } else if (MOONFIRE > 0 && m_bot->HasAura(MOONKIN_FORM, 0) && DruidSpellCombat < 2 && !pTarget->HasAura(MOONFIRE, 0) && ai->GetManaPercent() >= 24) { ai->CastSpell(MOONFIRE, *pTarget); DruidSpellCombat++; break; } else if (ROOTS > 0 && m_bot->HasAura(MOONKIN_FORM, 0) && DruidSpellCombat < 3 && !pTarget->HasAura(ROOTS, 0) && ai->GetManaPercent() >= 8) { ai->CastSpell(ROOTS, *pTarget); DruidSpellCombat++; break; } else if (HURRICANE > 0 && m_bot->HasAura(MOONKIN_FORM, 0) && ai->GetAttackerCount()>=5 && DruidSpellCombat < 4 && ai->GetManaPercent() >= 91) { //ai->TellMaster("casting hurricane!"); ai->CastSpell(HURRICANE, *pTarget); ai->SetIgnoreUpdateTime(10); DruidSpellCombat++; break; } else if (WRATH > 0 && m_bot->HasAura(MOONKIN_FORM, 0) && DruidSpellCombat < 5 && ai->GetManaPercent() >= 13) { ai->CastSpell(WRATH, *pTarget); DruidSpellCombat++; break; } else if (INSECT_SWARM > 0 && m_bot->HasAura(MOONKIN_FORM, 0) && DruidSpellCombat < 6 && !pTarget->HasAura(INSECT_SWARM, 0) && ai->GetManaPercent() >= 9) { ai->CastSpell(INSECT_SWARM , *pTarget); DruidSpellCombat++; break; } else if (STARFIRE > 0 && m_bot->HasAura(MOONKIN_FORM, 0) && DruidSpellCombat < 7 && ai->GetManaPercent() >= 18) { ai->CastSpell(STARFIRE, *pTarget); DruidSpellCombat++; break; } else if (FORCE_OF_NATURE > 0 && m_bot->HasAura(MOONKIN_FORM, 0) && DruidSpellCombat < 8 && ai->GetManaPercent() >= 12) { //ai->TellMaster("summoning treants."); ai->CastSpell(FORCE_OF_NATURE); DruidSpellCombat++; break; } else if (STARFALL > 0 && m_bot->HasAura(MOONKIN_FORM, 0) && ai->GetAttackerCount()>=3 && DruidSpellCombat < 9 && ai->GetManaPercent() >= 39) { ai->CastSpell(STARFALL, *pTarget); DruidSpellCombat++; break; } else if (BARKSKIN > 0 && m_bot->HasAura(MOONKIN_FORM, 0) && ai->GetHealthPercent() < 50 && DruidSpellCombat < 10 && !m_bot->HasAura(BARKSKIN, 0)) { ai->CastSpell(BARKSKIN, *m_bot); DruidSpellCombat++; break; } else if (INNERVATE > 0 && m_bot->HasAura(MOONKIN_FORM, 0) && ai->GetManaPercent() < 50 && DruidSpellCombat < 11 && !m_bot->HasAura(INNERVATE, 0)) { ai->CastSpell(INNERVATE, *m_bot); DruidSpellCombat++; break; } else if (THORNS > 0 && m_bot->HasAura(MOONKIN_FORM, 0) && ai->GetManaPercent() >= 19 && DruidSpellCombat < 12 && !m_bot->HasAura(THORNS, 0)) { ai->CastSpell(THORNS, *m_bot); DruidSpellCombat++; break; } else if (DruidSpellCombat > 13) { DruidSpellCombat = 0; break; } else { DruidSpellCombat = 0; break; } break; case DruidSpell: //ai->TellMaster("DruidSpell"); if(m_bot->HasAura(CAT_FORM, 0)) { m_bot->RemoveAurasDueToSpell(768); //ai->TellMaster("FormClearCat"); break; } if(m_bot->HasAura(BEAR_FORM, 0)) { m_bot->RemoveAurasDueToSpell(5487); //ai->TellMaster("FormClearBear"); break; } if(m_bot->HasAura(DIRE_BEAR_FORM, 0)) { m_bot->RemoveAurasDueToSpell(9634); //ai->TellMaster("FormClearDireBear"); break; } if(m_bot->HasAura(MOONKIN_FORM, 0)) { m_bot->RemoveAurasDueToSpell(24858); //ai->TellMaster("FormClearMoonkin"); break; } if (FAERIE_FIRE > 0 && DruidSpellCombat < 1 && !pTarget->HasAura(FAERIE_FIRE, 0) && ai->GetManaPercent() >= 8) { ai->CastSpell(FAERIE_FIRE, *pTarget); DruidSpellCombat++; break; } else if (MOONFIRE > 0 && DruidSpellCombat < 2 && (!pTarget->HasAura(MOONFIRE, 0)) && ai->GetManaPercent() >= 24) { ai->CastSpell(MOONFIRE, *pTarget); DruidSpellCombat++; break; } else if (ROOTS > 0 && DruidSpellCombat < 3 && (!pTarget->HasAura(ROOTS, 0)) && ai->GetManaPercent() >= 8) { ai->CastSpell(ROOTS, *pTarget); DruidSpellCombat++; break; } else if (HURRICANE > 0 && ai->GetAttackerCount()>=5 && DruidSpellCombat < 4 && ai->GetManaPercent() >= 91) { //ai->TellMaster("casting hurricane!"); ai->CastSpell(HURRICANE, *pTarget); ai->SetIgnoreUpdateTime(10); DruidSpellCombat++; break; } else if (INNERVATE > 0 && ai->GetManaPercent() < 50 && DruidSpellCombat < 5 && !m_bot->HasAura(INNERVATE, 0)) { ai->CastSpell(INNERVATE, *m_bot); DruidSpellCombat++; break; } else if (WRATH > 0 && DruidSpellCombat < 6 && ai->GetManaPercent() >= 13) { ai->CastSpell(WRATH, *pTarget); DruidSpellCombat++; break; } else if (INSECT_SWARM > 0 && DruidSpellCombat < 7 && !pTarget->HasAura(INSECT_SWARM, 0) && ai->GetManaPercent() >= 9) { ai->CastSpell(INSECT_SWARM , *pTarget); DruidSpellCombat++; break; } else if (STARFIRE > 0 && DruidSpellCombat < 8 && ai->GetManaPercent() >= 18) { ai->CastSpell(STARFIRE, *pTarget); DruidSpellCombat++; break; } else if (FORCE_OF_NATURE > 0 && DruidSpellCombat < 9 && ai->GetManaPercent() >= 12) { //ai->TellMaster("summoning treants."); ai->CastSpell(FORCE_OF_NATURE); DruidSpellCombat++; break; } else if (STARFALL > 0 && ai->GetAttackerCount()>=3 && DruidSpellCombat < 10 && ai->GetManaPercent() >= 39) { ai->CastSpell(STARFALL, *pTarget); DruidSpellCombat++; break; } else if (BARKSKIN > 0 && ai->GetHealthPercent() < 50 && DruidSpellCombat < 11 && !m_bot->HasAura(BARKSKIN, 0)) { ai->CastSpell(BARKSKIN, *m_bot); DruidSpellCombat++; break; } else if (MANA_REJUVENATION > 0 && ai->GetManaPercent() < 50 && DruidSpellCombat < 12 && !m_bot->HasAura(MANA_REJUVENATION, 0)) { ai->CastSpell(MANA_REJUVENATION, *m_bot); DruidSpellCombat++; break; } else if (DruidSpellCombat > 13) { DruidSpellCombat = 0; break; } else { DruidSpellCombat = 0; break; } break; case DruidHeal: //ai->TellMaster("DruidHeal"); if(m_bot->HasAura(CAT_FORM, 0)) { m_bot->RemoveAurasDueToSpell(768); //ai->TellMaster("FormClearCat"); break; } if(m_bot->HasAura(BEAR_FORM, 0)) { m_bot->RemoveAurasDueToSpell(5487); //ai->TellMaster("FormClearBear"); break; } if(m_bot->HasAura(DIRE_BEAR_FORM, 0)) { m_bot->RemoveAurasDueToSpell(9634); //ai->TellMaster("FormClearDireBear"); break; } if(m_bot->HasAura(MOONKIN_FORM, 0)) { m_bot->RemoveAurasDueToSpell(24858); //ai->TellMaster("FormClearMoonkin"); break; } if (ai->GetHealthPercent() < 70) { HealTarget (*GetPlayerBot(), ai->GetHealthPercent()); break; } if (masterHP < 70) { HealTarget (*GetMaster(), masterHP); break; } else { DruidSpellCombat = 0; break; } break; case DruidCombat: //ai->TellMaster("DruidCombat"); if( !m_bot->HasInArc(M_PI, pTarget)) { m_bot->SetInFront(pTarget); if (pVictim) pVictim->Attack(pTarget, true); } if(m_bot->HasAura(BEAR_FORM, 0)) { m_bot->RemoveAurasDueToSpell(5487); //ai->TellMaster("FormClearBear"); break; } if(m_bot->HasAura(DIRE_BEAR_FORM, 0)) { m_bot->RemoveAurasDueToSpell(9634); //ai->TellMaster("FormClearDireBear"); break; } if(m_bot->HasAura(MOONKIN_FORM, 0)) { m_bot->RemoveAurasDueToSpell(24858); //ai->TellMaster("FormClearMoonkin"); break; } if (CAT_FORM > 0 && !m_bot->HasAura(CAT_FORM, 0)) ai->CastSpell (CAT_FORM); /* if (COWER > 0 && m_bot->GetComboPoints() == 1 && ai->GetEnergyAmount() >= 20) { ai->CastSpell(COWER); //ai->TellMaster("Cower"); }*/ if (MAIM > 0 && m_bot->GetComboPoints() >= 1 && pTarget->IsNonMeleeSpellCasted(true)) { ai->CastSpell(MAIM, *pTarget); //ai->TellMaster("SpellPreventing Maim"); break; } if (RAKE > 0 && m_bot->GetComboPoints() <= 1 && ai->GetEnergyAmount() >= 40) { ai->CastSpell (RAKE, *pTarget); //ai->TellMaster("Rake"); break; } else if (CLAW > 0 && m_bot->GetComboPoints() <= 2 && ai->GetEnergyAmount() >= 45) { ai->CastSpell (CLAW, *pTarget); //ai->TellMaster("Claw"); break; } else if (MANGLE > 0 && m_bot->GetComboPoints() <= 3 && ai->GetEnergyAmount() >= 45) { ai->CastSpell (MANGLE, *pTarget); //ai->TellMaster("Mangle"); break; } else if (CLAW > 0 && m_bot->GetComboPoints() <= 4 && ai->GetEnergyAmount() >= 45) { ai->CastSpell (CLAW, *pTarget); //ai->TellMaster("Claw2"); break; } if (m_bot->GetComboPoints() == 5) { if (RIP > 0 && pTarget->getClass() == CLASS_ROGUE && ai->GetEnergyAmount() >= 30) { ai->CastSpell(RIP, *pTarget); //ai->TellMaster("Rogue Rip"); } else if (MAIM > 0 && pTarget->getClass() == CLASS_DRUID && ai->GetEnergyAmount() >= 35) { ai->CastSpell(MAIM, *pTarget); //ai->TellMaster("Druid Maim"); } else if (MAIM > 0 && pTarget->getClass() == CLASS_SHAMAN && ai->GetEnergyAmount() >= 35) { ai->CastSpell(MAIM, *pTarget); //ai->TellMaster("Shaman Maim"); } else if (MAIM > 0 && pTarget->getClass() == CLASS_WARLOCK && ai->GetEnergyAmount() >= 35) { ai->CastSpell(MAIM, *pTarget); //ai->TellMaster("Warlock Maim"); } else if (FEROCIOUS_BITE > 0 && pTarget->getClass() == CLASS_HUNTER && ai->GetEnergyAmount() >= 35) { ai->CastSpell(FEROCIOUS_BITE, *pTarget); //ai->TellMaster("Hunter Ferocious Bite"); } else if (FEROCIOUS_BITE > 0 && pTarget->getClass() == CLASS_WARRIOR && ai->GetEnergyAmount() >= 35) { ai->CastSpell(FEROCIOUS_BITE, *pTarget); //ai->TellMaster("Warrior Ferocious Bite"); } else if (FEROCIOUS_BITE > 0 && pTarget->getClass() == CLASS_PALADIN && ai->GetEnergyAmount() >= 35) { ai->CastSpell(FEROCIOUS_BITE, *pTarget); //ai->TellMaster("Paladin Ferocious Bite"); } else if (FEROCIOUS_BITE > 0 && pTarget->getClass() == CLASS_DEATH_KNIGHT && ai->GetEnergyAmount() >= 25) { ai->CastSpell(FEROCIOUS_BITE, *pTarget); //ai->TellMaster("DK Ferocious Bite"); } else if (MAIM > 0 && pTarget->getClass() == CLASS_MAGE && ai->GetEnergyAmount() >= 35) { ai->CastSpell(MAIM, *pTarget); //ai->TellMaster("Mage Maim"); } else if (MAIM > 0 && pTarget->getClass() == CLASS_PRIEST && ai->GetEnergyAmount() >= 35) { ai->CastSpell(MAIM, *pTarget); //ai->TellMaster("Priest Maim"); } else if (MAIM > 0 && ai->GetEnergyAmount() >= 35) { ai->CastSpell(MAIM, *pTarget); //ai->TellMaster("Else Maim"); } break; } else { DruidSpellCombat = 0; break; } break; } } // end DoNextCombatManeuver
void PlayerbotWarlockAI::DoNextCombatManeuver(Unit *pTarget) { PlayerbotAI* ai = GetAI(); if (!ai) return; switch (ai->GetScenarioType()) { case PlayerbotAI::SCENARIO_DUEL: { if (SHADOW_BOLT > 0) ai->CastSpell(SHADOW_BOLT); return; } default: break; } // ------- Non Duel combat ---------- //ai->SetMovementOrder( PlayerbotAI::MOVEMENT_FOLLOW, GetMaster() ); // dont want to melee mob ai->SetInFront(pTarget); Player *m_bot = GetPlayerBot(); Unit* pVictim = pTarget->getVictim(); Pet *pet = m_bot->GetPet(); // Empower demon if (pet && DEMONIC_EMPOWERMENT && !m_bot->HasSpellCooldown(DEMONIC_EMPOWERMENT)) ai->CastSpell(DEMONIC_EMPOWERMENT); // Use voidwalker sacrifice on low health if possible if (ai->GetHealthPercent() < 50) if (pet && pet->GetEntry() == DEMON_VOIDWALKER && SACRIFICE && !m_bot->HasAura(SACRIFICE)) ai->CastPetSpell(SACRIFICE); // Use healthstone if (ai->GetHealthPercent() < 30) { Item* healthStone = ai->FindConsumable(HEALTHSTONE_DISPLAYID); if (healthStone) ai->UseItem(healthStone); } // Damage Spells switch (SpellSequence) { case SPELL_CURSES: if (CURSE_OF_AGONY && !pTarget->HasAura(CURSE_OF_AGONY) && !pTarget->HasAura(SHADOWFLAME) && LastSpellCurse < 1) { ai->CastSpell(CURSE_OF_AGONY, *pTarget); SpellSequence = SPELL_AFFLICTION; ++LastSpellCurse; break; } else if (CURSE_OF_THE_ELEMENTS && !pTarget->HasAura(CURSE_OF_THE_ELEMENTS) && !pTarget->HasAura(SHADOWFLAME) && !pTarget->HasAura(CURSE_OF_AGONY) && !pTarget->HasAura(CURSE_OF_WEAKNESS) && LastSpellCurse < 2) { ai->CastSpell(CURSE_OF_THE_ELEMENTS, *pTarget); SpellSequence = SPELL_AFFLICTION; ++LastSpellCurse; break; } else if (CURSE_OF_WEAKNESS && !pTarget->HasAura(CURSE_OF_WEAKNESS) && !pTarget->HasAura(SHADOWFLAME) && !pTarget->HasAura(CURSE_OF_AGONY) && !pTarget->HasAura(CURSE_OF_THE_ELEMENTS) && LastSpellCurse < 3) { ai->CastSpell(CURSE_OF_WEAKNESS, *pTarget); SpellSequence = SPELL_AFFLICTION; ++LastSpellCurse; break; } else if (CURSE_OF_TONGUES && !pTarget->HasAura(CURSE_OF_TONGUES) && !pTarget->HasAura(SHADOWFLAME) && !pTarget->HasAura(CURSE_OF_WEAKNESS) && !pTarget->HasAura(CURSE_OF_AGONY) && !pTarget->HasAura(CURSE_OF_THE_ELEMENTS) && LastSpellCurse < 4) { ai->CastSpell(CURSE_OF_TONGUES, *pTarget); SpellSequence = SPELL_AFFLICTION; ++LastSpellCurse; break; } LastSpellCurse = 0; //SpellSequence = SPELL_AFFLICTION; //break; case SPELL_AFFLICTION: if (LIFE_TAP && LastSpellAffliction < 1 && ai->GetManaPercent() <= 50 && ai->GetHealthPercent() > 50) { ai->CastSpell(LIFE_TAP, *m_bot); SpellSequence = SPELL_DESTRUCTION; ++LastSpellAffliction; break; } else if (CORRUPTION && !pTarget->HasAura(CORRUPTION) && !pTarget->HasAura(SHADOWFLAME) && !pTarget->HasAura(SEED_OF_CORRUPTION) && LastSpellAffliction < 2) { ai->CastSpell(CORRUPTION, *pTarget); SpellSequence = SPELL_DESTRUCTION; ++LastSpellAffliction; break; } else if (DRAIN_SOUL && pTarget->GetHealth() < pTarget->GetMaxHealth() * 0.40 && !pTarget->HasAura(DRAIN_SOUL) && LastSpellAffliction < 3) { ai->CastSpell(DRAIN_SOUL, *pTarget); //ai->SetIgnoreUpdateTime(15); SpellSequence = SPELL_DESTRUCTION; ++LastSpellAffliction; break; } else if (DRAIN_LIFE && LastSpellAffliction < 4 && !pTarget->HasAura(DRAIN_SOUL) && !pTarget->HasAura(SEED_OF_CORRUPTION) && !pTarget->HasAura(DRAIN_LIFE) && !pTarget->HasAura(DRAIN_MANA) && ai->GetHealthPercent() <= 70) { ai->CastSpell(DRAIN_LIFE, *pTarget); //ai->SetIgnoreUpdateTime(5); SpellSequence = SPELL_DESTRUCTION; ++LastSpellAffliction; break; } else if (UNSTABLE_AFFLICTION && LastSpellAffliction < 5 && !pTarget->HasAura(UNSTABLE_AFFLICTION) && !pTarget->HasAura(SHADOWFLAME)) { ai->CastSpell(UNSTABLE_AFFLICTION, *pTarget); SpellSequence = SPELL_DESTRUCTION; ++LastSpellAffliction; break; } else if (HAUNT && LastSpellAffliction < 6 && !pTarget->HasAura(HAUNT)) { ai->CastSpell(HAUNT, *pTarget); SpellSequence = SPELL_DESTRUCTION; ++LastSpellAffliction; break; } else if (SEED_OF_CORRUPTION && !pTarget->HasAura(SEED_OF_CORRUPTION) && LastSpellAffliction < 7) { ai->CastSpell(SEED_OF_CORRUPTION, *pTarget); SpellSequence = SPELL_DESTRUCTION; ++LastSpellAffliction; break; } else if (HOWL_OF_TERROR && !pTarget->HasAura(HOWL_OF_TERROR) && ai->GetAttackerCount() > 3 && LastSpellAffliction < 8) { ai->CastSpell(HOWL_OF_TERROR, *pTarget); ai->TellMaster("casting howl of terror!"); SpellSequence = SPELL_DESTRUCTION; ++LastSpellAffliction; break; } else if (FEAR && !pTarget->HasAura(FEAR) && pVictim == m_bot && ai->GetAttackerCount() >= 2 && LastSpellAffliction < 9) { ai->CastSpell(FEAR, *pTarget); //ai->TellMaster("casting fear!"); //ai->SetIgnoreUpdateTime(1.5); SpellSequence = SPELL_DESTRUCTION; ++LastSpellAffliction; break; } else if ((pet) && (DARK_PACT > 0 && ai->GetManaPercent() <= 50 && LastSpellAffliction < 10 && pet->GetPower(POWER_MANA) > 0)) { ai->CastSpell(DARK_PACT, *m_bot); SpellSequence = SPELL_DESTRUCTION; ++LastSpellAffliction; break; } LastSpellAffliction = 0; //SpellSequence = SPELL_DESTRUCTION; //break; case SPELL_DESTRUCTION: if (SHADOWFURY && LastSpellDestruction < 1 && !pTarget->HasAura(SHADOWFURY)) { ai->CastSpell(SHADOWFURY, *pTarget); SpellSequence = SPELL_CURSES; ++LastSpellDestruction; break; } else if (SHADOW_BOLT && LastSpellDestruction < 2) { ai->CastSpell(SHADOW_BOLT, *pTarget); SpellSequence = SPELL_CURSES; ++LastSpellDestruction; break; } else if (RAIN_OF_FIRE && LastSpellDestruction < 3 && ai->GetAttackerCount() >= 3) { ai->CastSpell(RAIN_OF_FIRE, *pTarget); //ai->TellMaster("casting rain of fire!"); //ai->SetIgnoreUpdateTime(8); SpellSequence = SPELL_CURSES; ++LastSpellDestruction; break; } else if (SHADOWFLAME && !pTarget->HasAura(SHADOWFLAME) && LastSpellDestruction < 4) { ai->CastSpell(SHADOWFLAME, *pTarget); SpellSequence = SPELL_CURSES; ++LastSpellDestruction; break; } else if (IMMOLATE && !pTarget->HasAura(IMMOLATE) && !pTarget->HasAura(SHADOWFLAME) && LastSpellDestruction < 5) { ai->CastSpell(IMMOLATE, *pTarget); SpellSequence = SPELL_CURSES; ++LastSpellDestruction; break; } else if (CONFLAGRATE && LastSpellDestruction < 6) { ai->CastSpell(CONFLAGRATE, *pTarget); SpellSequence = SPELL_CURSES; ++LastSpellDestruction; break; } else if (INCINERATE && LastSpellDestruction < 7) { ai->CastSpell(INCINERATE, *pTarget); SpellSequence = SPELL_CURSES; ++LastSpellDestruction; break; } else if (SEARING_PAIN && LastSpellDestruction < 8) { ai->CastSpell(SEARING_PAIN, *pTarget); SpellSequence = SPELL_CURSES; ++LastSpellDestruction; break; } else if (SOUL_FIRE && LastSpellDestruction < 9) { ai->CastSpell(SOUL_FIRE, *pTarget); //ai->SetIgnoreUpdateTime(6); SpellSequence = SPELL_CURSES; ++LastSpellDestruction; break; } else if (CHAOS_BOLT && LastSpellDestruction < 10) { ai->CastSpell(CHAOS_BOLT, *pTarget); SpellSequence = SPELL_CURSES; ++LastSpellDestruction; break; } else if (SHADOWBURN && LastSpellDestruction < 11 && pTarget->GetHealth() < pTarget->GetMaxHealth() * 0.20 && !pTarget->HasAura(SHADOWBURN)) { ai->CastSpell(SHADOWBURN, *pTarget); SpellSequence = SPELL_CURSES; ++LastSpellDestruction; break; } else if (HELLFIRE && LastSpellDestruction < 12 && !m_bot->HasAura(HELLFIRE) && ai->GetAttackerCount() >= 5 && ai->GetHealthPercent() >= 50) { ai->CastSpell(HELLFIRE); ai->TellMaster("casting hellfire!"); //ai->SetIgnoreUpdateTime(15); SpellSequence = SPELL_CURSES; ++LastSpellDestruction; break; } else { LastSpellDestruction = 0; SpellSequence = SPELL_CURSES; } } } // end DoNextCombatManeuver
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 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 PlayerbotPriestAI::DoNextCombatManeuver(Unit *pTarget) { PlayerbotAI* ai = GetAI(); if (!ai) return; switch (ai->GetScenarioType()) { case PlayerbotAI::SCENARIO_DUEL: (ai->HasAura(SCREAM,*pTarget) && ai->GetHealthPercent() < 60 && ai->CastSpell(HEAL)) || ai->CastSpell(PAIN) || (ai->GetHealthPercent() < 80 && ai->CastSpell(RENEW)) || (ai->GetPlayerBot()->GetDistance(pTarget) <= 5 && ai->CastSpell(SCREAM)) || ai->CastSpell(MIND_BLAST) || (ai->GetHealthPercent() < 20 && ai->CastSpell(FLASH_HEAL)) || ai->CastSpell(SMITE); return; } // ------- Non Duel combat ---------- ai->Follow(*GetMaster()); // dont want to melee mob Player *m_bot = GetPlayerBot(); Group *m_group = m_bot->GetGroup(); // Heal myself if (ai->GetHealthPercent() < 15 && FADE > 0 && !m_bot->HasAura(FADE, 0)) { GetAI()->TellMaster("I'm casting fade"); ai->CastSpell(FADE); } else if (ai->GetHealthPercent() < 25 && PWS > 0 && !m_bot->HasAura(PWS, 0)) { GetAI()->TellMaster("I'm casting pws on myself."); ai->CastSpell(PWS); } else if (ai->GetHealthPercent() < 80) HealTarget (*m_bot, ai->GetHealthPercent()); // Heal master uint32 masterHP = GetMaster()->GetHealth()*100 / GetMaster()->GetMaxHealth(); if (GetMaster()->isAlive()) { if (masterHP < 25 && PWS > 0 && !GetMaster()->HasAura(PWS, 0)) ai->CastSpell(PWS, *(GetMaster())); else if (masterHP < 80) HealTarget (*GetMaster(), masterHP); } // 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 = objmgr.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, memberHP ); } } // Damage Spells ai->SetInFront( pTarget ); switch (SpellSequence) { case SPELL_HOLY: if (SMITE > 0 && LastSpellHoly <= 1 && ai->GetManaPercent() >= 60) { ai->CastSpell(SMITE); SpellSequence = SPELL_SHADOWMAGIC; LastSpellHoly = LastSpellHoly +1; break; } else if (CLEARCASTING > 0 && LastSpellHoly <2 && ai->GetManaPercent() >= 60) { GetAI()->TellMaster("I'm casting clearcasting"); ai->CastSpell(CLEARCASTING, *pTarget); SpellSequence = SPELL_SHADOWMAGIC; LastSpellHoly = LastSpellHoly +1; break; } else if (HOLY_NOVA > 0 && LastSpellHoly <3 && ai->GetManaPercent() >= 60) { GetAI()->TellMaster("I'm casting holy nova"); ai->CastSpell(HOLY_NOVA); SpellSequence = SPELL_SHADOWMAGIC; LastSpellHoly = LastSpellHoly +1; break; } else if (HOLY_FIRE > 0 && LastSpellHoly <4 && ai->GetManaPercent() >= 60) { GetAI()->TellMaster("I'm casting holy fire"); ai->CastSpell(HOLY_FIRE, *pTarget); SpellSequence = SPELL_SHADOWMAGIC; LastSpellHoly = LastSpellHoly +1; break; } else if (LastSpellHoly > 5) { LastSpellHoly = 0; SpellSequence = SPELL_SHADOWMAGIC; break; } LastSpellHoly = LastSpellHoly + 1; //SpellSequence = SPELL_SHADOWMAGIC; //break; case SPELL_SHADOWMAGIC: if (PAIN > 0 && LastSpellShadowMagic <1 && ai->GetManaPercent() >= 60) { GetAI()->TellMaster("I'm casting pain"); ai->CastSpell(PAIN, *pTarget); SpellSequence = SPELL_DISCIPLINE; LastSpellShadowMagic = LastSpellShadowMagic +1; break; } else if (MIND_BLAST > 0 && LastSpellShadowMagic <2 && ai->GetManaPercent() >= 60) { GetAI()->TellMaster("I'm casting mind blast"); ai->CastSpell(MIND_BLAST, *pTarget); SpellSequence = SPELL_DISCIPLINE; LastSpellShadowMagic = LastSpellShadowMagic +1; break; } /* else if (SCREAM > 0 && LastSpellShadowMagic <3 && ai->GetManaPercent() >= 60) { GetAI()->TellMaster("I'm casting scream."); ai->CastSpell(SCREAM); SpellSequence = SPELL_DISCIPLINE; (LastSpellShadowMagic = LastSpellShadowMagic +1); break; } */ else if (MIND_FLAY > 0 && LastSpellShadowMagic <4 && ai->GetManaPercent() >= 60) { GetAI()->TellMaster("I'm casting mind flay."); ai->CastSpell(MIND_FLAY, *pTarget); SpellSequence = SPELL_DISCIPLINE; LastSpellShadowMagic = LastSpellShadowMagic +1; break; } else if (DEVOURING_PLAGUE > 0 && LastSpellShadowMagic <5 && ai->GetManaPercent() >= 60) { ai->CastSpell(DEVOURING_PLAGUE, *pTarget); SpellSequence = SPELL_DISCIPLINE; LastSpellShadowMagic = LastSpellShadowMagic +1; break; } else if (SHADOW_PROTECTION > 0 && LastSpellShadowMagic <6 && ai->GetManaPercent() >= 60) { ai->CastSpell(SHADOW_PROTECTION, *pTarget); SpellSequence = SPELL_DISCIPLINE; LastSpellShadowMagic = LastSpellShadowMagic +1; break; } else if (VAMPIRIC_TOUCH > 0 && LastSpellShadowMagic <7 && ai->GetManaPercent() >= 60) { ai->CastSpell(VAMPIRIC_TOUCH, *pTarget); SpellSequence = SPELL_DISCIPLINE; LastSpellShadowMagic = LastSpellShadowMagic +1; break; } else if (PRAYER_OF_SHADOW_PROTECTION > 0 && LastSpellShadowMagic <8 && ai->GetManaPercent() >= 60) { ai->CastSpell(PRAYER_OF_SHADOW_PROTECTION, *pTarget); SpellSequence = SPELL_DISCIPLINE; LastSpellShadowMagic = LastSpellShadowMagic +1; break; } else if (SHADOWFIEND > 0 && LastSpellShadowMagic <9 && ai->GetManaPercent() >= 60) { ai->CastSpell(SHADOWFIEND, *pTarget); SpellSequence = SPELL_DISCIPLINE; LastSpellShadowMagic = LastSpellShadowMagic +1; break; } else if (MIND_SEAR > 0 && LastSpellShadowMagic <10 && ai->GetManaPercent() >= 60) { ai->CastSpell(MIND_SEAR, *pTarget); 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 && LastSpellDiscipline <1 && ai->GetManaPercent() >= 60) { GetAI()->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() >= 60) { GetAI()->TellMaster("I'm casting power infusion"); ai->CastSpell(POWER_INFUSION, *(GetMaster())); SpellSequence = SPELL_HOLY; LastSpellDiscipline = LastSpellDiscipline + 1; break; } else if (MASS_DISPEL > 0 && LastSpellDiscipline <3 && ai->GetManaPercent() >= 60) { GetAI()->TellMaster("I'm casting mass dispel"); ai->CastSpell(MASS_DISPEL); SpellSequence = SPELL_HOLY; LastSpellDiscipline = LastSpellDiscipline + 1; break; } else if (LastSpellDiscipline > 4) { LastSpellDiscipline = 0; SpellSequence = SPELL_HOLY; break; } else { LastSpellDiscipline = LastSpellDiscipline + 1; SpellSequence = SPELL_HOLY; } } } // end DoNextCombatManeuver
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 ---------- //ai->Follow(*GetMaster()); // dont want to melee mob // Damage Attacks Player *m_bot = GetPlayerBot(); Unit* pVictim = pTarget->getVictim(); if( !m_bot->HasInArc(M_PI, pTarget)) m_bot->SetInFront(pTarget); if (SHIELD_WALL > 0 && ai->GetHealthPercent() < 20) ai->CastSpell (SHIELD_WALL, *m_bot); if (DEVASTATE > 0 && ai->GetRageAmount() >= 15) ai->CastSpell (DEVASTATE); else if (SUNDER_ARMOR > 0 && ai->GetRageAmount() >= 15) ai->CastSpell (SUNDER_ARMOR); if (pTarget->IsNonMeleeSpellCasted(true)) SpellSequence = SpellPreventing; if (pTarget->GetHealth() < pTarget->GetMaxHealth()*0.2 && pTarget->getLevel() <= m_bot->getLevel() ) SpellSequence = Berserker; else SpellSequence = Tanking; switch (SpellSequence) { case Tanking: //ai->TellMaster("Tanking"); if (DEFENSIVE_STANCE > 0 && !m_bot->HasAura(DEFENSIVE_STANCE, 0)) ai->CastSpell (DEFENSIVE_STANCE); if (DEMORALIZING_SHOUT > 0 && !pTarget->HasAura(DEMORALIZING_SHOUT, 0) && ai->GetRageAmount() >= 10) ai->CastSpell (DEMORALIZING_SHOUT); else if (SHIELD_BLOCK > 0 && TankCounter < 1 && pVictim) { if (pVictim == m_bot) { ai->CastSpell (SHIELD_BLOCK); TankCounter++; break; } } else if (SHIELD_SLAM > 0 && TankCounter < 2 && ai->GetRageAmount() >= 20) { ai->CastSpell (SHIELD_SLAM, *pTarget); TankCounter++; break; } else if (CONCUSSION_BLOW > 0 && TankCounter < 3 && ai->GetRageAmount() >= 20) { ai->CastSpell (CONCUSSION_BLOW, *pTarget); TankCounter++; break; } else if (SHOCKWAVE > 0 && TankCounter < 4 && ai->GetRageAmount() >= 15) { ai->CastSpell (SHOCKWAVE); TankCounter++; break; } else if (REVENGE > 0 && TankCounter < 5 && ai->GetRageAmount() >= 5) { ai->CastSpell (REVENGE, *pTarget); TankCounter++; break; } else if (THUNDER_CLAP > 0 && TankCounter < 6 && ai->GetRageAmount() >= 5) { ai->CastSpell (THUNDER_CLAP, *pTarget); TankCounter++; break; } else if (SHIELD_BLOCK > 0 && TankCounter < 7 && pVictim) { if (pVictim == m_bot) { ai->CastSpell (SHIELD_BLOCK); TankCounter++; break; } } else if (HEROIC_STRIKE > 0 && TankCounter < 8 && ai->GetRageAmount() >= 15) { ai->CastSpell (HEROIC_STRIKE, *pTarget); TankCounter++; break; } else if (TAUNT > 0 && TankCounter < 9) { ai->CastSpell (TAUNT, *pTarget); TankCounter++; break; } else if (COMMANDING_SHOUT > 0 && TankCounter < 10 && !m_bot->HasAura(COMMANDING_SHOUT, 0) && ai->GetRageAmount() >= 10) { ai->CastSpell (COMMANDING_SHOUT); TankCounter++; break; } else if (TankCounter < 11) { TankCounter = 0; //ai->TellMaster("TankCounterReseter"); break; } else { TankCounter = 0; //ai->TellMaster("TankCounterReseter"); break; } break; case Berserker: //ai->TellMaster("Berserker"); if (BERSERKER_STANCE > 0 && !m_bot->HasAura(BERSERKER_STANCE, 0)) ai->CastSpell (BERSERKER_STANCE); else if (EXECUTE > 0 && BerserkerCounter < 1 && pTarget->GetHealth() < pTarget->GetMaxHealth()*0.2 && ai->GetRageAmount() >= 15) { ai->CastSpell (EXECUTE, *pTarget); BerserkerCounter++; break; } else if (WHIRLWIND > 0 && BerserkerCounter < 2 && ai->GetRageAmount() >= 15) { ai->CastSpell (WHIRLWIND, *pTarget); BerserkerCounter++; break; } else if (BerserkerCounter < 3) { BerserkerCounter = 0; //ai->TellMaster("BerserkerCounterReseter"); break; } else { BerserkerCounter = 0; //ai->TellMaster("BerserkerCounterReseter"); break; } break; case SpellPreventing: //ai->TellMaster("Case SpellPreventing"); if (SPELL_REFLECTION > 0 && m_bot->HasAura(DEFENSIVE_STANCE, 0) && pVictim && pTarget->IsNonMeleeSpellCasted(true) && ai->GetRageAmount() >= 15) { if (pVictim == m_bot) { ai->CastSpell (SPELL_REFLECTION, *m_bot); //ai->TellMaster("SpellRef"); } } else if (PUMMEL > 0 && m_bot->HasAura(BERSERKER_STANCE, 0) && pTarget->IsNonMeleeSpellCasted(true) && ai->GetRageAmount() >= 10) { ai->CastSpell (PUMMEL, *pTarget); //ai->TellMaster("PUMMEL"); } else { ai->CastSpell (SHIELD_BASH, *pTarget); //ai->TellMaster("SHBash"); } break; } }