• 设为首页
  • 点击收藏
  • 手机版
    手机扫一扫访问
    迪恩网络手机版
  • 关注官方公众号
    微信扫一扫关注
    公众号

C++ HandleReturnMovement函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中HandleReturnMovement函数的典型用法代码示例。如果您正苦于以下问题:C++ HandleReturnMovement函数的具体用法?C++ HandleReturnMovement怎么用?C++ HandleReturnMovement使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了HandleReturnMovement函数的11个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: SelectNextTarget

void PetAI::KilledUnit(Unit *victim) {
	// Called from Unit::Kill() in case where pet or owner kills something
	// if owner killed this victim, pet may still be attacking something else
	if (me->getVictim() && me->getVictim() != victim)
		return;

	// Clear target just in case. May help problem where health / focus / mana
	// regen gets stuck. Also resets attack command.
	// Can't use _stopAttack() because that activates movement handlers and ignores
	// next target selection
	me->AttackStop();
	me->GetCharmInfo()->SetIsCommandAttack(false);

	Unit *nextTarget = SelectNextTarget();

	if (nextTarget)
		AttackStart(nextTarget);
	else
		HandleReturnMovement(); // Return
}
开发者ID:dsstest,项目名称:ArkCORE,代码行数:20,代码来源:PetAI.cpp


示例2: ClearCharmInfoFlags

void PetAI::_stopAttack()
{
    if (!me->isAlive())
    {
        sLog->outDebug(LOG_FILTER_GENERAL, "Creature stoped attacking cuz his dead [guid=%u]", me->GetGUIDLow());
        me->GetMotionMaster()->Clear();
        me->GetMotionMaster()->MoveIdle();
        me->CombatStop();
        me->getHostileRefManager().deleteReferences();

        return;
    }

    me->AttackStop();
    me->InterruptNonMeleeSpells(false);
    me->SendMeleeAttackStop(); // Should stop pet's attack button from flashing
    me->GetCharmInfo()->SetIsCommandAttack(false);
    ClearCharmInfoFlags();
    HandleReturnMovement();
}
开发者ID:Arphenion-Dev,项目名称:Source,代码行数:20,代码来源:PetAI.cpp


示例3: AttackStart

void PetAI::KilledUnit(Unit* victim)
{
    // Called from Unit::Kill() in case where pet or owner kills something
    // if owner killed this victim, pet may still be attacking something else
    if (me->getVictim() && me->getVictim() != victim)
        return;

    // Clear target just in case. May help problem where health / focus / mana
    // regen gets stuck. Also resets attack command.
    // Can't use _stopAttack() because that activates movement handlers and ignores
    // next target selection
    me->AttackStop();
    me->InterruptNonMeleeSpells(false);
    me->SendMeleeAttackStop();  // Stops the pet's 'Attack' button from flashing

    // Before returning to owner, see if there are more things to attack
    if (Unit* nextTarget = SelectNextTarget(false))
        AttackStart(nextTarget);
    else
        HandleReturnMovement(); // Return
}
开发者ID:Ne3x,项目名称:TrinityCore,代码行数:21,代码来源:PetAI.cpp


示例4: AttackStart

void PetAI::KilledUnit(Unit* victim)
{
    // Called from Unit::Kill() in case where pet or owner kills something
    // if owner killed this victim, pet may still be attacking something else
    if (me->GetVictim() && me->GetVictim() != victim)
        return;

    // Xinef: if pet is channeling a spell and owner killed something different, dont interrupt it
    if (me->HasUnitState(UNIT_STATE_CASTING) && me->GetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT) && me->GetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT) != victim->GetGUID())
        return;

    // Clear target just in case. May help problem where health / focus / mana
    // regen gets stuck. Also resets attack command.
    // Can't use _stopAttack() because that activates movement handlers and ignores
    // next target selection
    me->AttackStop();
    me->InterruptNonMeleeSpells(false);

    // Before returning to owner, see if there are more things to attack
    if (Unit* nextTarget = SelectNextTarget(false))
        AttackStart(nextTarget);
    else
        HandleReturnMovement(); // Return
}
开发者ID:rynnokung,项目名称:azerothcore-wotlk,代码行数:24,代码来源:PetAI.cpp


示例5: UpdateAllies

void PetAI::UpdateAI(const uint32 diff)
{
    if (!me->isAlive() || !me->GetCharmInfo())
        return;

    Unit* owner = me->GetCharmerOrOwner();

    if (m_updateAlliesTimer <= diff)
        // UpdateAllies self set update timer
        UpdateAllies();
    else
        m_updateAlliesTimer -= diff;

    if (me->getVictim() && me->getVictim()->isAlive())
    {
        // is only necessary to stop casting, the pet must not exit combat
        if (me->getVictim()->HasBreakableByDamageCrowdControlAura(me))
        {
            me->InterruptNonMeleeSpells(false);
            return;
        }

        if (_needToStop())
        {
            sLog->outDebug(LOG_FILTER_GENERAL, "Pet AI stopped attacking [guid=%u]", me->GetGUIDLow());
            _stopAttack();
            return;
        }

        // Check before attacking to prevent pets from leaving stay position
        if (me->GetCharmInfo()->HasCommandState(COMMAND_STAY))
        {
            if (me->GetCharmInfo()->IsCommandAttack() || (me->GetCharmInfo()->IsAtStay() && me->IsWithinMeleeRange(me->getVictim())))
                DoMeleeAttackIfReady();
        }
        else
            DoMeleeAttackIfReady();
    }
    else
    {
        if (me->HasReactState(REACT_AGGRESSIVE) || me->GetCharmInfo()->IsAtStay())
        {
            // Every update we need to check targets only in certain cases
            // Aggressive - Allow auto select if owner or pet don't have a target
            // Stay - Only pick from pet or owner targets / attackers so targets won't run by
            //   while chasing our owner. Don't do auto select.
            // All other cases (ie: defensive) - Targets are assigned by AttackedBy(), OwnerAttackedBy(), OwnerAttacked(), etc.
            Unit* nextTarget = SelectNextTarget(me->HasReactState(REACT_AGGRESSIVE));

            if (nextTarget)
                AttackStart(nextTarget);
            else
                HandleReturnMovement();
        }
        else
            HandleReturnMovement();
    }

    // Autocast (casted only in combat or persistent spells in any state)
    if (!me->HasUnitState(UNIT_STATE_CASTING))
    {
        typedef std::vector<std::pair<Unit*, Spell*> > TargetSpellList;
        TargetSpellList targetSpellStore;

        for (uint8 i = 0; i < me->GetPetAutoSpellSize(); ++i)
        {
            uint32 spellID = me->GetPetAutoSpellOnPos(i);
            if (!spellID)
                continue;

            SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellID);
            if (!spellInfo)
                continue;

            if (me->GetCharmInfo() && me->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo))
                continue;

            if (spellInfo->IsPositive())
            {
                if (spellInfo->CanBeUsedInCombat())
                {
                    // check spell cooldown
                    if (me->HasSpellCooldown(spellInfo->Id))
                        continue;

                    // Check if we're in combat or commanded to attack
                    if (!me->isInCombat() && !me->GetCharmInfo()->IsCommandAttack())
                        continue;
                }

                Spell* spell = new Spell(me, spellInfo, TRIGGERED_NONE, 0);
                bool spellUsed = false;

                // Some spells can target enemy or friendly (DK Ghoul's Leap)
                // Check for enemy first (pet then owner)
                Unit* target = me->getAttackerForHelper();
                if (!target && owner)
                    target = owner->getAttackerForHelper();

                if (target)
//.........这里部分代码省略.........
开发者ID:Ne3x,项目名称:TrinityCore,代码行数:101,代码来源:PetAI.cpp


示例6: UpdateAllies

void PetAI::UpdateAI(const uint32 diff)
{
    if (!me->isAlive())
        return;

    Unit* owner = me->GetCharmerOrOwner();

    if (m_updateAlliesTimer <= diff)
        // UpdateAllies self set update timer
        UpdateAllies();
    else
        m_updateAlliesTimer -= diff;

    // me->getVictim() can't be used for check in case stop fighting, me->getVictim() clear at Unit death etc.
    // Must also check if victim is alive
    if (me->getVictim() && me->getVictim()->isAlive())
    {
        // is only necessary to stop casting, the pet must not exit combat
        if (me->getVictim()->HasBreakableByDamageCrowdControlAura(me))
        {
            me->InterruptNonMeleeSpells(false);
            return;
        }

        if (_needToStop())
        {
            sLog->outDebug(LOG_FILTER_GENERAL, "Pet AI stopped attacking [guid=%u]", me->GetGUIDLow());
            _stopAttack();
            return;
        }

        DoMeleeAttackIfReady();
    }
    else if (owner && me->GetCharmInfo()) //no victim
    {
        // Only aggressive pets do target search every update.
        // Defensive pets do target search only in these cases:
        //  * Owner attacks something - handled by OwnerAttacked()
        //  * Owner receives damage - handled by OwnerDamagedBy()
        //  * Pet is in combat and current target dies - handled by KilledUnit()
        if (me->HasReactState(REACT_AGGRESSIVE))
        {
            Unit* nextTarget = SelectNextTarget();

            if (nextTarget)
                AttackStart(nextTarget);
            else
            {
                me->GetCharmInfo()->SetIsCommandAttack(false);
                HandleReturnMovement();
            }
        }
        else
        {
            me->GetCharmInfo()->SetIsCommandAttack(false);
            HandleReturnMovement();
        }
    }
    else if (owner && !me->HasUnitState(UNIT_STATE_FOLLOW)) // no charm info and no victim
        HandleReturnMovement();

    if (!me->GetCharmInfo())
        return;

    // Autocast (casted only in combat or persistent spells in any state)
    if (!me->HasUnitState(UNIT_STATE_CASTING))
    {
        typedef std::vector<std::pair<Unit*, Spell*> > TargetSpellList;
        TargetSpellList targetSpellStore;

        for (uint8 i = 0; i < me->GetPetAutoSpellSize(); ++i)
        {
            uint32 spellID = me->GetPetAutoSpellOnPos(i);
            if (!spellID)
                continue;

            SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellID);
            if (!spellInfo)
                continue;

            if (me->GetCharmInfo() && me->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo))
                continue;

            if (spellInfo->IsPositive())
            {
                if (spellInfo->CanBeUsedInCombat())
                {
                    // check spell cooldown
                    if (me->HasSpellCooldown(spellInfo->Id))
                        continue;

                    // Check if we're in combat or commanded to attack
                    if (!me->isInCombat() && !me->GetCharmInfo()->IsCommandAttack())
                        continue;
                }

                Spell* spell = new Spell(me, spellInfo, TRIGGERED_NONE, 0);
                bool spellUsed = false;

                // Some spells can target enemy or friendly (DK Ghoul's Leap)
//.........这里部分代码省略.........
开发者ID:AlmasServer,项目名称:TrinityCore,代码行数:101,代码来源:PetAI.cpp


示例7: UpdateAllies

void PetAI::UpdateAI(const uint32 diff)
{
    if (!me->isAlive())
        return;

    Unit* owner = me->GetCharmerOrOwner();

    if (m_updateAlliesTimer <= diff)
        // UpdateAllies self set update timer
        UpdateAllies();
    else
        m_updateAlliesTimer -= diff;

    // me->getVictim() can't be used for check in case stop fighting, me->getVictim() clear at Unit death etc.
    if (me->getVictim())
    {
        // is only necessary to stop casting, the pet must not exit combat
        if (me->getVictim()->HasBreakableByDamageCrowdControlAura())
        {
            me->InterruptNonMeleeSpells(false);
            return;
        }

        if (_needToStop())
        {
            sLog->outStaticDebug("Pet AI stopped attacking [guid=%u]", me->GetGUIDLow());
            _stopAttack();
            return;
        }

        DoMeleeAttackIfReady();
    }
    else if (owner && me->GetCharmInfo()) //no victim
    {
        Unit* nextTarget = SelectNextTarget();

        if (me->HasReactState(REACT_PASSIVE))
            _stopAttack();
        else if (nextTarget)
            AttackStart(nextTarget);
        else
            HandleReturnMovement();
    }
    else if (owner && !me->HasUnitState(UNIT_STATE_FOLLOW)) // no charm info and no victim
        me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, me->GetFollowAngle());

    if (!me->GetCharmInfo())
        return;

    // Autocast (casted only in combat or persistent spells in any state)
    if (!me->HasUnitState(UNIT_STATE_CASTING))
    {
        typedef std::vector<std::pair<Unit*, Spell*> > TargetSpellList;
        TargetSpellList targetSpellStore;

        for (uint8 i = 0; i < me->GetPetAutoSpellSize(); ++i)
        {
            uint32 spellID = me->GetPetAutoSpellOnPos(i);
            if (!spellID)
                continue;

            SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellID);
            if (!spellInfo)
                continue;

            if (me->GetCharmInfo() && me->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo))
                continue;

            if (spellInfo->IsPositive())
            {
                // non combat spells allowed
                // only pet spells have IsNonCombatSpell and not fit this reqs:
                // Consume Shadows, Lesser Invisibility, so ignore checks for its
                if (spellInfo->CanBeUsedInCombat())
                {
                    // allow only spell without spell cost or with spell cost but not duration limit
                    int32 duration = spellInfo->GetDuration();
                    if ((spellInfo->ManaCost || spellInfo->ManaCostPercentage || spellInfo->ManaPerSecond) && duration > 0)
                        continue;

                    // allow only spell without cooldown > duration
                    int32 cooldown = spellInfo->GetRecoveryTime();
                    if (cooldown >= 0 && duration >= 0 && cooldown > duration)
                        continue;
                }

                Spell* spell = new Spell(me, spellInfo, TRIGGERED_NONE, 0);

                bool spellUsed = false;
                for (std::set<uint64>::const_iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar)
                {
                    Unit* target = ObjectAccessor::GetUnit(*me, *tar);

                    //only buff targets that are in combat, unless the spell can only be cast while out of combat
                    if (!target)
                        continue;

                    if (spell->CanAutoCast(target))
                    {
                        targetSpellStore.push_back(std::make_pair<Unit*, Spell*>(target, spell));
//.........这里部分代码省略.........
开发者ID:Asdcrew,项目名称:TrinityCore,代码行数:101,代码来源:PetAI.cpp


示例8: UpdateAllies

void PetAI::UpdateAI(const uint32 diff)
{
    if (!me->isAlive())
        return;

    Unit* owner = me->GetCharmerOrOwner();

    if (m_updateAlliesTimer <= diff)
        // UpdateAllies self set update timer
        UpdateAllies();
    else
        m_updateAlliesTimer -= diff;

    // me->getVictim() can't be used for check in case stop fighting, me->getVictim() clear at Unit death etc.
    if (me->getVictim())
    {
        // is only necessary to stop casting, the pet must not exit combat
        if (me->getVictim()->HasBreakableByDamageCrowdControlAura(me))
        {
            me->InterruptNonMeleeSpells(false);
            return;
        }

        if (_needToStop())
        {
            sLog->outStaticDebug("Pet AI stopped attacking [guid=%u]", me->GetGUIDLow());
            _stopAttack();
            return;
        }

        DoMeleeAttackIfReady();
    }
    else if (owner && me->GetCharmInfo()) //no victim
    {
        Unit* nextTarget = SelectNextTarget();

        if (me->HasReactState(REACT_PASSIVE))
            _stopAttack();
        else if (nextTarget)
            AttackStart(nextTarget);
        else
            HandleReturnMovement();
    }
    else if (owner && !me->HasUnitState(UNIT_STATE_FOLLOW)) // no charm info and no victim
        me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, me->GetFollowAngle());

    if (!me->GetCharmInfo())
        return;

    // Autocast (casted only in combat or persistent spells in any state)
    if (!me->HasUnitState(UNIT_STATE_CASTING))
    {
        typedef std::vector<std::pair<Unit*, Spell*> > TargetSpellList;
        TargetSpellList targetSpellStore;

        for (uint8 i = 0; i < me->GetPetAutoSpellSize(); ++i)
        {
            uint32 spellID = me->GetPetAutoSpellOnPos(i);
            if (!spellID)
                continue;

            SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellID);
            if (!spellInfo)
                continue;

            // Check global cooldown
            if (me->GetCharmInfo() && me->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo))
                continue;

            // Check spell cooldown
            if (me->HasSpellCooldown(spellInfo->Id))
                continue;

            // Check if pet is in combat and if spell can be cast
            if (me->isInCombat() && !spellInfo->CanBeUsedInCombat())
                continue;

            // Prevent spells like Furious Howl from constantly casting out of
            //  combat when the cooldown is up
            if (!me->isInCombat() && !spellInfo->NeedsToBeTriggeredByCaster())
                continue;

            // We have a spell we can cast, let's pick a target
            if (spellInfo->IsPositive())
            {
                // These would be buff spells like Furious Howl, Consume Shadows, etc.
                Spell* spell = new Spell(me, spellInfo, TRIGGERED_NONE, 0);

                bool spellUsed = false;
                for (std::set<uint64>::const_iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar)
                {
                    Unit* target = ObjectAccessor::GetUnit(*me, *tar);

                    if (!target)
                        continue;

                    if (spell->CanAutoCast(target))
                    {
                        targetSpellStore.push_back(std::make_pair<Unit*, Spell*>(target, spell));
                        spellUsed = true;
//.........这里部分代码省略.........
开发者ID:HkLuna,项目名称:ArkCORE2,代码行数:101,代码来源:PetAI.cpp


示例9: UpdateAllies

void PetAI::UpdateAI(uint32 diff)
{
    if (!me->IsAlive() || !me->GetCharmInfo())
        return;

    Unit* owner = me->GetCharmerOrOwner();

    if (m_updateAlliesTimer <= diff)
        // UpdateAllies self set update timer
        UpdateAllies();
    else
        m_updateAlliesTimer -= diff;

    if (me->GetVictim() && me->GetVictim()->IsAlive())
    {
        // is only necessary to stop casting, the pet must not exit combat
        if (me->GetVictim()->HasBreakableByDamageCrowdControlAura(me))
        {
            me->InterruptNonMeleeSpells(false);
            return;
        }

        if (_needToStop())
        {
            ;//sLog->outStaticDebug("Pet AI stopped attacking [guid=%u]", me->GetGUIDLow());
            _stopAttack();
            return;
        }

        // Check before attacking to prevent pets from leaving stay position
        if (me->GetCharmInfo()->HasCommandState(COMMAND_STAY))
        {
            if (me->GetCharmInfo()->IsCommandAttack() || (me->GetCharmInfo()->IsAtStay() && me->IsWithinMeleeRange(me->GetVictim())))
                _doMeleeAttack();
        }
        else
            _doMeleeAttack();
    }
    else if (!me->GetCharmInfo() || (!me->GetCharmInfo()->GetForcedSpell() && !me->HasUnitState(UNIT_STATE_CASTING)))
    {
        if (me->HasReactState(REACT_AGGRESSIVE) || me->GetCharmInfo()->IsAtStay())
        {
            // Every update we need to check targets only in certain cases
            // Aggressive - Allow auto select if owner or pet don't have a target
            // Stay - Only pick from pet or owner targets / attackers so targets won't run by
            //   while chasing our owner. Don't do auto select.
            // All other cases (ie: defensive) - Targets are assigned by AttackedBy(), OwnerAttackedBy(), OwnerAttacked(), etc.
            Unit* nextTarget = SelectNextTarget(me->HasReactState(REACT_AGGRESSIVE));

            if (nextTarget)
                AttackStart(nextTarget);
            else
                HandleReturnMovement();
        }
        else
            HandleReturnMovement();
    }

    // xinef: charm info must be always available
    if (!me->GetCharmInfo())
        return;

    // Autocast (casted only in combat or persistent spells in any state)
    if (!me->HasUnitState(UNIT_STATE_CASTING))
    {
        if (owner && owner->GetTypeId() == TYPEID_PLAYER && me->GetCharmInfo()->GetForcedSpell() && me->GetCharmInfo()->GetForcedTarget())
        {
            owner->ToPlayer()->GetSession()->HandlePetActionHelper(me, me->GetGUID(), abs(me->GetCharmInfo()->GetForcedSpell()), ACT_ENABLED, me->GetCharmInfo()->GetForcedTarget());

            // xinef: if spell was casted properly and we are in passive mode, handle return
            if (!me->GetCharmInfo()->GetForcedSpell() && me->HasReactState(REACT_PASSIVE))
            {
                if (me->HasUnitState(UNIT_STATE_CASTING))
                {
                    me->GetMotionMaster()->Clear(false);
                    me->StopMoving();
                }
                else
                    _stopAttack();
            }
            return;
        }

        // xinef: dont allow ghouls to cast spells below 75 energy
        if (me->IsPet() && me->ToPet()->IsPetGhoul() && me->GetPower(POWER_ENERGY) < 75)
            return;

        typedef std::vector<std::pair<Unit*, Spell*> > TargetSpellList;
        TargetSpellList targetSpellStore;

        for (uint8 i = 0; i < me->GetPetAutoSpellSize(); ++i)
        {
            uint32 spellID = me->GetPetAutoSpellOnPos(i);
            if (!spellID)
                continue;

            SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellID);
            if (!spellInfo)
                continue;

//.........这里部分代码省略.........
开发者ID:rynnokung,项目名称:azerothcore-wotlk,代码行数:101,代码来源:PetAI.cpp


示例10: UpdateAllies

void PetAI::UpdateAI(const uint32 diff)
{
    if (!m_creature->isAlive() || !m_creature->GetCharmInfo())
        return;

    Unit* owner = m_creature->GetCharmerOrOwner();

    if (m_updateAlliesTimer <= diff)
        // UpdateAllies self set update timer
        UpdateAllies();
    else
        m_updateAlliesTimer -= diff;

    // First checking if we have some taunt on us
    Unit* tauntTarget = NULL;
    const Unit::AuraList& tauntAuras = m_creature->GetAurasByType(SPELL_AURA_MOD_TAUNT);
    if (!tauntAuras.empty())
    {
        Unit* caster = NULL;

        // Auras are pushed_back, last caster will be on the end
        Unit::AuraList::const_iterator aura = tauntAuras.end();
        while (aura != tauntAuras.begin())
        {
            --aura;
            caster = (*aura)->GetCaster();
            if (caster && caster->isTargetableForAttack())
            {
                tauntTarget = caster;
                break;
            }
        }

        if (tauntTarget)
            DoAttack(tauntTarget, true);
    }

    if (m_creature->getVictim() && m_creature->getVictim()->isAlive())
    {
        
        if (_needToStop())
        {
            _stopAttack();
            return;
        }

        if (hasMelee)
        {
            // Check before attacking to prevent pets from leaving stay position
            bool attacked = false;
            if (m_creature->GetCharmInfo()->HasCommandState(COMMAND_STAY))
            {
                if (m_creature->GetCharmInfo()->IsCommandAttack() || (m_creature->GetCharmInfo()->IsAtStay() && m_creature->CanReachWithMeleeAttack(m_creature->getVictim())))
                    attacked = DoMeleeAttackIfReady();
            }
            else
                attacked = DoMeleeAttackIfReady();

            if (attacked && owner)
                if (Unit* v = m_creature->getVictim()) // Victim may have died between
                    owner->SetInCombatWith(v);
        }
    }
    else
    {
        if (m_creature->HasReactState(REACT_AGGRESSIVE) || m_creature->GetCharmInfo()->IsAtStay())
        {
            // Every update we need to check targets only in certain cases
            // Aggressive - Allow auto select if owner or pet don't have a target
            // Stay - Only pick from pet or owner targets / attackers so targets won't run by
            //   while chasing our owner. Don't do auto select.
            // All other cases (ie: defensive) - Targets are assigned by AttackedBy(), OwnerAttackedBy(), OwnerAttacked(), etc.
            Unit* nextTarget = SelectNextTarget(m_creature->HasReactState(REACT_AGGRESSIVE));

            if (nextTarget)
                AttackStart(nextTarget);
            else
                HandleReturnMovement();
        }
        else
            HandleReturnMovement();
    }

    // Autocast (casted only in combat or persistent spells in any state)
    if (!m_creature->IsNonMeleeSpellCasted(false))
    {
        typedef std::vector<std::pair<Unit*, Spell*> > TargetSpellList;
        TargetSpellList targetSpellStore;

        for (uint8 i = 0; i < m_creature->GetPetAutoSpellSize(); ++i)
        {
            uint32 spellID = m_creature->GetPetAutoSpellOnPos(i);
            if (!spellID)
                continue;

            SpellEntry const *spellInfo = sSpellMgr.GetSpellEntry(spellID);
            if (!spellInfo)
                continue;

            if (m_creature->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo))
//.........这里部分代码省略.........
开发者ID:Maduse,项目名称:server,代码行数:101,代码来源:PetAI.cpp


示例11: UpdateAllies

void PetAI::UpdateAI(uint32 diff)
{
    if (!me->IsAlive() || !me->GetCharmInfo())
        return;

    Unit* owner = me->GetCharmerOrOwner();

    if (_updateAlliesTimer <= diff)
        // UpdateAllies self set update timer
        UpdateAllies();
    else
        _updateAlliesTimer -= diff;

    if (me->GetVictim() && me->EnsureVictim()->IsAlive())
    {
        // is only necessary to stop casting, the pet must not exit combat
        if (!me->GetCurrentSpell(CURRENT_CHANNELED_SPELL) && // ignore channeled spells (Pin, Seduction)
            me->EnsureVictim()->HasBreakableByDamageCrowdControlAura(me))
        {
            me->InterruptNonMeleeSpells(false);
            return;
        }

        if (NeedToStop())
        {
            TC_LOG_TRACE("scripts.ai.petai", "PetAI::UpdateAI: AI stopped attacking %s", me->GetGUID().ToString().c_str());
            StopAttack();
            return;
        }

        // Check before attacking to prevent pets from leaving stay position
        if (me->GetCharmInfo()->HasCommandState(COMMAND_STAY))
        {
            if (me->GetCharmInfo()->IsCommandAttack() || (me->GetCharmInfo()->IsAtStay() && me->IsWithinMeleeRange(me->GetVictim())))
                DoMeleeAttackIfReady();
        }
        else
            DoMeleeAttackIfReady();
    }
    else
    {
        if (me->HasReactState(REACT_AGGRESSIVE) || me->GetCharmInfo()->IsAtStay())
        {
            // Every update we need to check targets only in certain cases
            // Aggressive - Allow auto select if owner or pet don't have a target
            // Stay - Only pick from pet or owner targets / attackers so targets won't run by
            //   while chasing our owner. Don't do auto select.
            // All other cases (ie: defensive) - Targets are assigned by DamageTaken(), OwnerAttackedBy(), OwnerAttacked(), etc.
            Unit* nextTarget = SelectNextTarget(me->HasReactState(REACT_AGGRESSIVE));

            if (nextTarget)
                AttackStart(nextTarget);
            else
                HandleReturnMovement();
        }
        else
            HandleReturnMovement();
    }

    // Autocast (cast only in combat or persistent spells in any state)
    if (!me->HasUnitState(UNIT_STATE_CASTING))
    {
        TargetSpellList targetSpellStore;

        for (uint8 i = 0; i < me->GetPetAutoSpellSize(); ++i)
        {
            uint32 spellID = me->GetPetAutoSpellOnPos(i);
            if (!spellID)
                continue;

            SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellID);
            if (!spellInfo)
                continue;

            if (me->GetSpellHistory()->HasGlobalCooldown(spellInfo))
                continue;

            // check spell cooldown
            if (!me->GetSpellHistory()->IsReady(spellInfo))
                continue;

            if (spellInfo->IsPositive())
            {
                if (spellInfo->CanBeUsedInCombat())
                {
                    // Check if we're in combat or commanded to attack
                    if (!me->IsInCombat() && !me->GetCharmInfo()->IsCommandAttack())
                        continue;
                }

                Spell* spell = new Spell(me, spellInfo, TRIGGERED_NONE);
                bool spellUsed = false;

                // Some spells can target enemy or friendly (DK Ghoul's Leap)
                // Check for enemy first (pet then owner)
                Unit* target = me->getAttackerForHelper();
                if (!target && owner)
                    target = owner->getAttackerForHelper();

                if (target)
//.........这里部分代码省略.........
开发者ID:ElunaLuaEngine,项目名称:ElunaTrinityWotlk,代码行数:101,代码来源:PetAI.cpp



注:本文中的HandleReturnMovement函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


鲜花

握手

雷人

路过

鸡蛋
该文章已有0人参与评论

请发表评论

全部评论

专题导读
上一篇:
C++ HandleScope函数代码示例发布时间:2022-05-30
下一篇:
C++ HandleRemoveDisables函数代码示例发布时间:2022-05-30
热门推荐
阅读排行榜

扫描微信二维码

查看手机版网站

随时了解更新最新资讯

139-2527-9053

在线客服(服务时间 9:00~18:00)

在线QQ客服
地址:深圳市南山区西丽大学城创智工业园
电邮:jeky_zhao#qq.com
移动电话:139-2527-9053

Powered by 互联科技 X3.4© 2001-2213 极客世界.|Sitemap