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C++ GetDifficulty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GetDifficulty函数的典型用法代码示例。如果您正苦于以下问题:C++ GetDifficulty函数的具体用法?C++ GetDifficulty怎么用?C++ GetDifficulty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GetDifficulty函数的20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: UpdateEncounterState

void DungeonPersistentState::UpdateEncounterState(EncounterCreditType type, uint32 creditEntry)
{
    DungeonEncounterMapBounds bounds = sObjectMgr.GetDungeonEncounterBounds(creditEntry);

    for (DungeonEncounterMap::const_iterator iter = bounds.first; iter != bounds.second; ++iter)
    {
        DungeonEncounterEntry const* dbcEntry = iter->second->dbcEntry;

        if (iter->second->creditType == type && Difficulty(dbcEntry->Difficulty) == GetDifficulty() && dbcEntry->mapId == GetMapId())
        {
            m_completedEncountersMask |= 1 << dbcEntry->encounterIndex;

            CharacterDatabase.PExecute("UPDATE instance SET encountersMask = '%u' WHERE id = '%u'", m_completedEncountersMask, GetInstanceId());

            DEBUG_LOG("DungeonPersistentState: Dungeon %s (Id %u) completed encounter %s", GetMap()->GetMapName(), GetInstanceId(), dbcEntry->encounterName[sWorld.GetDefaultDbcLocale()]);
            if (/*uint32 dungeonId =*/ iter->second->lastEncounterDungeon)
            {
                DEBUG_LOG("DungeonPersistentState:: Dungeon %s (Instance-Id %u) completed last encounter %s", GetMap()->GetMapName(), GetInstanceId(), dbcEntry->encounterName[sWorld.GetDefaultDbcLocale()]);
                // Place LFG reward here
            }
            return;
        }
    }
}
开发者ID:Adeer,项目名称:server,代码行数:24,代码来源:MapPersistentStateMgr.cpp


示例2: UpdateAI

        void UpdateAI(const uint32 uiDiff)
        {
            if (!UpdateVictim())
                return;

            if (m_uiSummonInfernalEruptionTimer <= uiDiff)
            {
                DoScriptText(EMOTE_INFERNAL_ERUPTION, me);
                DoScriptText(SAY_INFERNAL_ERUPTION, me);
                DoCast(SPELL_INFERNAL_ERUPTION);
                m_uiSummonInfernalEruptionTimer = 2*MINUTE*IN_MILLISECONDS;
            } else m_uiSummonInfernalEruptionTimer -= uiDiff;

            if (m_uiSummonNetherPortalTimer <= uiDiff)
            {
                DoScriptText(EMOTE_NETHER_PORTAL, me);
                DoScriptText(SAY_NETHER_PORTAL, me);
                DoCast(SPELL_NETHER_PORTAL);
                m_uiSummonNetherPortalTimer = 2*MINUTE*IN_MILLISECONDS;
            } else m_uiSummonNetherPortalTimer -= uiDiff;

            if (m_uiFelFireballTimer <= uiDiff)
            {
                DoCastVictim(SPELL_FEL_FIREBALL);
                m_uiFelFireballTimer = urand(10*IN_MILLISECONDS, 15*IN_MILLISECONDS);
            } else m_uiFelFireballTimer -= uiDiff;

            if (m_uiFelLightningTimer <= uiDiff)
            {
                if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM))
                    DoCast(target, SPELL_FEL_LIGHTING);
                m_uiFelLightningTimer = urand(10*IN_MILLISECONDS, 15*IN_MILLISECONDS);
            } else m_uiFelLightningTimer -= uiDiff;

            if (m_uiIncinerateFleshTimer <= uiDiff)
            {
                if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 1, 0, true))
                {
                    DoScriptText(EMOTE_INCINERATE, me, target);
                    DoScriptText(SAY_INCINERATE, me);
                    DoCast(target, SPELL_INCINERATE_FLESH);
                }
                m_uiIncinerateFleshTimer = urand(20*IN_MILLISECONDS, 25*IN_MILLISECONDS);
            } else m_uiIncinerateFleshTimer -= uiDiff;

            if (m_uiNetherPowerTimer <= uiDiff)
            {
                me->CastCustomSpell(SPELL_NETHER_POWER, SPELLVALUE_AURA_STACK, RAID_MODE<uint32>(5,10,5,10), me, true);
                m_uiNetherPowerTimer = 40*IN_MILLISECONDS;
            } else m_uiNetherPowerTimer -= uiDiff;

            if (m_uiLegionFlameTimer <= uiDiff)
            {
                if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 1, 0, true))
                {
                    DoScriptText(EMOTE_LEGION_FLAME, me, target);
                    DoCast(target, SPELL_LEGION_FLAME);
                }
                m_uiLegionFlameTimer = 30*IN_MILLISECONDS;
            } else m_uiLegionFlameTimer -= uiDiff;

            if (GetDifficulty() == RAID_DIFFICULTY_25MAN_HEROIC && m_uiTouchOfJaraxxusTimer <= uiDiff)
            {
                if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0))
                    DoCast(target, SPELL_TOUCH_OF_JARAXXUS);
                m_uiTouchOfJaraxxusTimer = urand(10*IN_MILLISECONDS, 15*IN_MILLISECONDS);
            } else m_uiTouchOfJaraxxusTimer -= uiDiff;

            DoMeleeAttackIfReady();
        }
开发者ID:Bes666,项目名称:TrilliumEMU,代码行数:70,代码来源:boss_lord_jaraxxus.cpp


示例3: UpdateAI

        void UpdateAI(const uint32 diff)
        {
            if (!UpdateVictim())
                return;

            events.Update(diff);

            if (Phase == 1)
            {
                while (uint32 eventId = events.GetEvent())
                {
                    switch (eventId)
                    {
                        case EVENT_WASTE:
                            DoSummon(NPC_WASTE, Pos[RAND(0, 3, 6, 9)]);
                            events.RepeatEvent(urand(2000, 5000));
                            break;
                        case EVENT_ABOMIN:
                            if (nAbomination < 8)
                            {
                                DoSummon(NPC_ABOMINATION, Pos[RAND(1, 4, 7, 10)]);
                                nAbomination++;
                                events.RepeatEvent(20000);
                            }
                            else
                                events.PopEvent();
                            break;
                        case EVENT_WEAVER:
                            if (nWeaver < 8)
                            {
                                DoSummon(NPC_WEAVER, Pos[RAND(0, 3, 6, 9)]);
                                nWeaver++;
                                events.RepeatEvent(25000);
                            }
                            else
                                events.PopEvent();
                            break;
                        case EVENT_TRIGGER:
                            if (GameObject* pKTTrigger = me->GetMap()->GetGameObject(KTTriggerGUID))
                                pKTTrigger->SetPhaseMask(2, true);
                            events.PopEvent();
                            break;
                        case EVENT_PHASE:
                            events.Reset();
                            DoScriptText(RAND(SAY_AGGRO_1, SAY_AGGRO_2, SAY_AGGRO_3), me);
                            spawns.DespawnAll();
                            me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_NOT_SELECTABLE);
                            me->CastStop();

                            DoStartMovement(me->getVictim());
                            events.ScheduleEvent(EVENT_BOLT, urand(5000, 10000));
                            events.ScheduleEvent(EVENT_NOVA, 15000);
                            events.ScheduleEvent(EVENT_DETONATE, urand(30000, 40000));
                            events.ScheduleEvent(EVENT_FISSURE, urand(10000, 30000));
                            events.ScheduleEvent(EVENT_BLAST, urand(60000, 120000));
                            if (GetDifficulty() == RAID_DIFFICULTY_25MAN_NORMAL)
                                events.ScheduleEvent(EVENT_CHAIN, urand(30000, 60000));
                            Phase = 2;
                            break;
                        default:
                            events.PopEvent();
                            break;
                    }
                }
            }
            else
            {
                //start phase 3 when we are 45% health
                if (Phase != 3)
                {
                    if (HealthBelowPct(45))
                    {
                        Phase = 3;
                        DoScriptText(SAY_REQUEST_AID, me);
                        //here Lich King should respond to KelThuzad but I don't know which Creature to make talk
                        //so for now just make Kelthuzad says it.
                        DoScriptText(SAY_ANSWER_REQUEST, me);

                        for (uint8 i = 0; i <= 3; ++i)
                        {
                            if (GameObject* pPortal = me->GetMap()->GetGameObject(PortalsGUID[i]))
                            {
                                if (pPortal->getLootState() == GO_READY)
                                    pPortal->UseDoorOrButton();
                            }
                        }
                    }
                }
                else if (nGuardiansOfIcecrownCount < RAID_MODE(2, 4))
                {
                    if (uiGuardiansOfIcecrownTimer <= diff)
                    {
                        // TODO : Add missing text
                        if (Creature* pGuardian = DoSummon(NPC_ICECROWN, Pos[RAND(2, 5, 8, 11)]))
                            pGuardian->SetFloatValue(UNIT_FIELD_COMBATREACH, 2);
                        ++nGuardiansOfIcecrownCount;
                        uiGuardiansOfIcecrownTimer = 5000;
                    }
                    else uiGuardiansOfIcecrownTimer -= diff;
                }
//.........这里部分代码省略.........
开发者ID:Krill156,项目名称:FreyaCore,代码行数:101,代码来源:boss_kelthuzad.cpp


示例4: UpdateAI

            void UpdateAI(uint32 diff) override
            {
                if (!UpdateVictim())
                    return;

                if (me->HasReactState(REACT_AGGRESSIVE) && !_gateIsOpen && !IsOnSameSide(me, me->GetVictim()))
                {
                    // NBD: this should only happen in practice if there is nobody left alive on our side (we should open gate)
                    // thus we only do a cursory check to make sure (edge cases?)
                    if (Player* newTarget = FindEligibleTarget(me, _gateIsOpen))
                    {
                        me->getThreatManager().resetAllAggro();
                        me->AddThreat(newTarget, 1.0f);
                        AttackStart(newTarget);
                    }
                    else
                        OpenGate();
                }

                events.Update(diff);

                if (!_gateIsOpen && HealthBelowPct(30) && events.IsInPhase(PHASE_TWO))
                    OpenGate();

                while (uint32 eventId = events.ExecuteEvent())
                {
                    switch (eventId)
                    {
                        case EVENT_SUMMON:
                        {
                            if (RAID_MODE(waves10,waves25).size() <= _waveCount) // bounds check
                            {
                                TC_LOG_INFO("scripts", "GothikAI: Wave count %d is out of range for difficulty %d.", _waveCount, GetDifficulty());
                                break;
                            }
                            
                            std::list<Creature*> triggers;
                            me->GetCreatureListWithEntryInGrid(triggers, NPC_TRIGGER, 150.0f);
                            for (GothikWaveEntry entry : RAID_MODE(waves10, waves25)[_waveCount].first)
                                for (uint8 i = 0; i < entry.second; ++i)
                                {
                                    // GUID layout is as follows:
                                    // CGUID+4: center (back of platform) - primary rider spawn
                                    // CGUID+5: north (back of platform) - primary knight spawn
                                    // CGUID+6: center (front of platform) - second spawn
                                    // CGUID+7: south (front of platform) - primary trainee spawn
                                    uint32 targetDBGuid;
                                    switch (entry.first)
                                    {
                                        case NPC_LIVE_RIDER: // only spawns from center (back) > north
                                            targetDBGuid = (CGUID_TRIGGER + 4) + (i % 2);
                                            break;
                                        case NPC_LIVE_KNIGHT: // spawns north > center (front) > south
                                            targetDBGuid = (CGUID_TRIGGER + 5) + (i % 3);
                                            break;
                                        case NPC_LIVE_TRAINEE: // spawns south > center (front) > north
                                            targetDBGuid = (CGUID_TRIGGER + 7) - (i % 3);
                                            break;
                                        default:
                                            targetDBGuid = 0;
                                    }
                                
                                    for (Creature* trigger : triggers)
                                        if (trigger && trigger->GetSpawnId() == targetDBGuid)
                                        {
                                            DoSummon(entry.first, trigger, 1.0f, 15 * IN_MILLISECONDS, TEMPSUMMON_CORPSE_TIMED_DESPAWN);
                                            break;
                                        }
                                }

                            if (uint8 timeToNext = RAID_MODE(waves10, waves25)[_waveCount].second)
                                events.ScheduleEvent(EVENT_SUMMON, timeToNext * IN_MILLISECONDS, 0, PHASE_ONE);

                            ++_waveCount;
                            break;
                        }
                        case EVENT_DOORS_UNLOCK:
                            _gateCanOpen = true;
                            for (ObjectGuid summonGuid : summons)
                                if (Creature* summon = ObjectAccessor::GetCreature(*me, summonGuid))
                                    if (summon->IsAlive() && (!summon->IsInCombat() || summon->IsInEvadeMode()))
                                    {
                                        OpenGate();
                                        break;
                                    }
                            break;
                        case EVENT_PHASE_TWO:
                            events.SetPhase(PHASE_TWO);
                            events.ScheduleEvent(EVENT_TELEPORT, 20 * IN_MILLISECONDS, 0, PHASE_TWO);
                            events.ScheduleEvent(EVENT_HARVEST, 15 * IN_MILLISECONDS, 0, PHASE_TWO);
                            events.ScheduleEvent(EVENT_RESUME_ATTACK, 2 * IN_MILLISECONDS, 0, PHASE_TWO);
                            Talk(SAY_PHASE_TWO);
                            Talk(EMOTE_PHASE_TWO);
                            me->SetReactState(REACT_PASSIVE);
                            me->getThreatManager().resetAllAggro();
                            DoCastAOE(SPELL_TELEPORT_LIVE);
                            break;
                        case EVENT_TELEPORT:
                            if (!HealthBelowPct(30))
                            {
//.........这里部分代码省略.........
开发者ID:AwkwardDev,项目名称:RE,代码行数:101,代码来源:boss_gothik.cpp


示例5: GetDifficulty

bool DungeonPersistentState::IsCompleted()
{
    DungeonEncounterList const* encounterList = sObjectMgr.GetDungeonEncounterList(GetMapId(), GetDifficulty());

    if (!encounterList)
        return false;

    for (DungeonEncounterList::const_iterator itr = encounterList->begin(); itr != encounterList->end(); ++itr)
    {
        if (!(m_completedEncountersMask & ( 1 << (*itr)->dbcEntry->encounterIndex)))
            return false;
    }
    return true;
}
开发者ID:AwkwardDev,项目名称:mangos,代码行数:14,代码来源:MapPersistentStateMgr.cpp


示例6: ASSERT

/*
    Called from AddInstanceSave
*/
void InstanceSave::SaveToDB()
{
    // save instance data too
    std::string data;

    Map *map = MapManager::Instance().FindMap(GetMapId(),m_instanceid);
    if (map)
    {
        ASSERT(map->IsDungeon());
        if (InstanceData *iData = ((InstanceMap*)map)->GetInstanceData())
        {
            data = iData->GetSaveData();
            if (!data.empty())
                CharacterDatabase.escape_string(data);
        }
    }

    CharacterDatabase.PExecute("INSERT INTO instance VALUES ('%u', '%u', '" UI64FMTD "', '%u', '%s')", m_instanceid, GetMapId(), (uint64)GetResetTimeForDB(), GetDifficulty(), data.c_str());
}
开发者ID:Amara1231,项目名称:blizzlikecore,代码行数:22,代码来源:InstanceSaveMgr.cpp


示例7: getinfo

/**
 * @note Do not add or change anything in the information returned by this
 * method. `getinfo` exists for backwards-compatibility only. It combines
 * information from wildly different sources in the program, which is a mess,
 * and is thus planned to be deprecated eventually.
 *
 * Based on the source of the information, new information should be added to:
 * - `getblockchaininfo`,
 * - `getnetworkinfo` or
 * - `getwalletinfo`
 *
 * Or alternatively, create a specific query method for the information.
 **/
UniValue getinfo(const JSONRPCRequest& request)
{
    if (request.fHelp || request.params.size() != 0)
        throw std::runtime_error(
            "getinfo\n"
            "\nDEPRECATED. Returns an object containing various state info.\n"
            "\nResult:\n"
            "{\n"
            "  \"deprecation-warning\": \"...\" (string) warning that the getinfo command is deprecated and will be removed in 0.16\n"
            "  \"version\": xxxxx,           (numeric) the server version\n"
            "  \"protocolversion\": xxxxx,   (numeric) the protocol version\n"
            "  \"walletversion\": xxxxx,     (numeric) the wallet version\n"
            "  \"balance\": xxxxxxx,         (numeric) the total bitcoin balance of the wallet\n"
            "  \"blocks\": xxxxxx,           (numeric) the current number of blocks processed in the server\n"
            "  \"timeoffset\": xxxxx,        (numeric) the time offset\n"
            "  \"connections\": xxxxx,       (numeric) the number of connections\n"
            "  \"proxy\": \"host:port\",       (string, optional) the proxy used by the server\n"
            "  \"difficulty\": xxxxxx,       (numeric) the current difficulty\n"
            "  \"testnet\": true|false,      (boolean) if the server is using testnet or not\n"
            "  \"keypoololdest\": xxxxxx,    (numeric) the timestamp (seconds since Unix epoch) of the oldest pre-generated key in the key pool\n"
            "  \"keypoolsize\": xxxx,        (numeric) how many new keys are pre-generated\n"
            "  \"unlocked_until\": ttt,      (numeric) the timestamp in seconds since epoch (midnight Jan 1 1970 GMT) that the wallet is unlocked for transfers, or 0 if the wallet is locked\n"
            "  \"paytxfee\": x.xxxx,         (numeric) the transaction fee set in " + CURRENCY_UNIT + "/kB\n"
            "  \"relayfee\": x.xxxx,         (numeric) minimum relay fee for transactions in " + CURRENCY_UNIT + "/kB\n"
            "  \"errors\": \"...\"             (string) any error messages\n"
            "}\n"
            "\nExamples:\n"
            + HelpExampleCli("getinfo", "")
            + HelpExampleRpc("getinfo", "")
        );

#ifdef ENABLE_WALLET
    CWallet * const pwallet = GetWalletForJSONRPCRequest(request);

    LOCK2(cs_main, pwallet ? &pwallet->cs_wallet : NULL);
#else
    LOCK(cs_main);
#endif

    proxyType proxy;
    GetProxy(NET_IPV4, proxy);

    UniValue obj(UniValue::VOBJ);
    obj.push_back(Pair("deprecation-warning", "WARNING: getinfo is deprecated and will be fully removed in 0.16."
        " Projects should transition to using getblockchaininfo, getnetworkinfo, and getwalletinfo before upgrading to 0.16"));
    obj.push_back(Pair("version", CLIENT_VERSION));
    obj.push_back(Pair("protocolversion", PROTOCOL_VERSION));
#ifdef ENABLE_WALLET
    if (pwallet) {
        obj.push_back(Pair("walletversion", pwallet->GetVersion()));
        obj.push_back(Pair("balance",       ValueFromAmount(pwallet->GetBalance())));
    }
#endif
    obj.push_back(Pair("blocks",        (int)chainActive.Height()));
    obj.push_back(Pair("timeoffset",    GetTimeOffset()));
    if(g_connman)
        obj.push_back(Pair("connections",   (int)g_connman->GetNodeCount(CConnman::CONNECTIONS_ALL)));
    obj.push_back(Pair("proxy",         (proxy.IsValid() ? proxy.proxy.ToStringIPPort() : std::string())));
    obj.push_back(Pair("difficulty",    (double)GetDifficulty()));
    obj.push_back(Pair("testnet",       Params().NetworkIDString() == CBaseChainParams::TESTNET));
#ifdef ENABLE_WALLET
    if (pwallet) {
        obj.push_back(Pair("keypoololdest", pwallet->GetOldestKeyPoolTime()));
        obj.push_back(Pair("keypoolsize",   (int)pwallet->GetKeyPoolSize()));
    }
    if (pwallet && pwallet->IsCrypted()) {
        obj.push_back(Pair("unlocked_until", pwallet->nRelockTime));
    }
    obj.push_back(Pair("paytxfee",      ValueFromAmount(payTxFee.GetFeePerK())));
#endif
    obj.push_back(Pair("relayfee",      ValueFromAmount(::minRelayTxFee.GetFeePerK())));
    obj.push_back(Pair("errors",        GetWarnings("statusbar")));
    return obj;
}
开发者ID:fametrano,项目名称:bitcoin,代码行数:87,代码来源:misc.cpp


示例8: UpdateAI

            void UpdateAI(uint32 diff) override
            {
                if (!UpdateVictim() || !CheckInRoom())
                    return;

                events.Update(diff);

                if (!thirtyPercentReached && HealthBelowPct(30) && phaseTwo)
                {
                    thirtyPercentReached = true;
                    instance->SetData(DATA_GOTHIK_GATE, GO_STATE_ACTIVE);
                }

                if (me->HasUnitState(UNIT_STATE_CASTING))
                    return;

                while (uint32 eventId = events.ExecuteEvent())
                {
                    switch (eventId)
                    {
                        case EVENT_SUMMON:
                            if (waves[waveCount].entry)
                            {
                                if ((waves[waveCount].mode == 2) && (GetDifficulty() == RAID_DIFFICULTY_25MAN_NORMAL))
                                   DoGothikSummon(waves[waveCount].entry);
                                else if ((waves[waveCount].mode == 0) && (GetDifficulty() == RAID_DIFFICULTY_10MAN_NORMAL))
                                    DoGothikSummon(waves[waveCount].entry);
                                else if (waves[waveCount].mode == 1)
                                    DoGothikSummon(waves[waveCount].entry);

                                // if group is not splitted, open gate and merge both sides at ~ 2 minutes (wave 11)
                                if (waveCount == 11)
                                {
                                    if (!CheckGroupSplitted())
                                    {
                                        instance->SetData(DATA_GOTHIK_GATE, GO_STATE_ACTIVE);
                                        DummyEntryCheckPredicate pred;
                                        summons.DoAction(0, pred);  //! Magic numbers fail
                                        summons.DoZoneInCombat();
                                        mergedSides = true;
                                    }
                                }

                                if (waves[waveCount].mode == 1)
                                    events.ScheduleEvent(EVENT_SUMMON, waves[waveCount].time);
                                else if ((waves[waveCount].mode == 2) && (GetDifficulty() == RAID_DIFFICULTY_25MAN_NORMAL))
                                    events.ScheduleEvent(EVENT_SUMMON, waves[waveCount].time);
                                else if ((waves[waveCount].mode == 0) && (GetDifficulty() == RAID_DIFFICULTY_10MAN_NORMAL))
                                    events.ScheduleEvent(EVENT_SUMMON, waves[waveCount].time);
                                else
                                    events.ScheduleEvent(EVENT_SUMMON, 0);

                                ++waveCount;
                            }
                            else
                            {
                                phaseTwo = true;
                                Talk(SAY_TELEPORT);
                                DoTeleportTo(PosGroundLiveSide);
                                me->SetReactState(REACT_AGGRESSIVE);
                                DummyEntryCheckPredicate pred;
                                summons.DoAction(0, pred);  //! Magic numbers fail
                                summons.DoZoneInCombat();
                                events.ScheduleEvent(EVENT_BOLT, 1000);
                                events.ScheduleEvent(EVENT_HARVEST, urand(3000, 15000));
                                events.ScheduleEvent(EVENT_TELEPORT, 20000);
                            }
                            break;
                        case EVENT_BOLT:
                            DoCastVictim(SPELL_SHADOW_BOLT);
                            events.ScheduleEvent(EVENT_BOLT, 1000);
                            break;
                        case EVENT_HARVEST:
                            DoCastVictim(SPELL_HARVEST_SOUL, true);
                            events.ScheduleEvent(EVENT_HARVEST, urand(20000, 25000));
                            break;
                        case EVENT_TELEPORT:
                            if (!thirtyPercentReached)
                            {
                                me->AttackStop();
                                if (IN_LIVE_SIDE(me))
                                    DoTeleportTo(PosGroundDeadSide);
                                else
                                    DoTeleportTo(PosGroundLiveSide);

                                me->getThreatManager().resetAggro(NotOnSameSide(me));
                                if (Unit* target = SelectTarget(SELECT_TARGET_NEAREST, 0))
                                {
                                    me->getThreatManager().addThreat(target, 100.0f);
                                    AttackStart(target);
                                }

                                events.ScheduleEvent(EVENT_TELEPORT, 20000);
                            }
                            break;
                    }
                }

                if (!phaseTwo)
                    DoMeleeAttackIfReady();
//.........这里部分代码省略.........
开发者ID:AllThing,项目名称:TrinityCore,代码行数:101,代码来源:boss_gothik.cpp


示例9: GetDifficulty

void DungeonPersistentState::UpdateEncounterState(EncounterCreditType type, uint32 creditEntry, Player* player)
{
    DungeonEncounterList const* encounterList = sObjectMgr.GetDungeonEncounterList(GetMapId(), GetDifficulty());

    if (!encounterList)
        return;

    for (DungeonEncounterList::const_iterator itr = encounterList->begin(); itr != encounterList->end(); ++itr)
    {
        if ((*itr)->creditType == type && (*itr)->creditEntry == creditEntry)
        {
            uint32 oldMask = m_completedEncountersMask;
            m_completedEncountersMask |= 1 << (*itr)->dbcEntry->encounterIndex;
            if ( m_completedEncountersMask != oldMask)
            {
                CharacterDatabase.PExecute("UPDATE instance SET encountersMask = '%u' WHERE id = '%u'", m_completedEncountersMask, GetInstanceId());

                DEBUG_LOG("DungeonPersistentState: Dungeon %s (Id %u) completed encounter %s", GetMap()->GetMapName(), GetInstanceId(), (*itr)->dbcEntry->encounterName[sWorld.GetDefaultDbcLocale()]);

                if (uint32 dungeonId = (*itr)->lastEncounterDungeon)
                {
                    DEBUG_LOG("DungeonPersistentState:: Dungeon %s (Id %u) completed last encounter %s", GetMap()->GetMapName(), GetInstanceId(), (*itr)->dbcEntry->encounterName[sWorld.GetDefaultDbcLocale()]);
                    // Place LFG reward there!
                }

                DungeonMap* dungeon = (DungeonMap*)GetMap();

                if (dungeon && player)
                    dungeon->PermBindAllPlayers(player, dungeon->IsRaidOrHeroicDungeon());
                SaveToDB();
            }
            return;
        }
    }
}
开发者ID:GlassFace,项目名称:core-1,代码行数:35,代码来源:MapPersistentStateMgr.cpp


示例10: BlockToString

std::string BlockToString(CBlockIndex* pBlock)
{
    if (!pBlock)
        return "";

    CBlock block;
    ReadBlockFromDisk(block, pBlock);

    CAmount Fees = 0;
    CAmount OutVolume = 0;
    CAmount Reward = 0;

    std::string TxLabels[] = {_("Hash"), _("From"), _("Amount"), _("To"), _("Amount")};

    std::string TxContent = table + makeHTMLTableRow(TxLabels, sizeof(TxLabels) / sizeof(std::string));
    for (unsigned int i = 0; i < block.vtx.size(); i++) {
        const CTransaction& tx = block.vtx[i];
        TxContent += TxToRow(tx);

        CAmount In = getTxIn(tx);
        CAmount Out = tx.GetValueOut();
        if (tx.IsCoinBase())
            Reward += Out;
        else if (In < 0)
            Fees = -Params().MaxMoneyOut();
        else {
            Fees += In - Out;
            OutVolume += Out;
        }
    }
    TxContent += "</table>";

    CAmount Generated;
    if (pBlock->nHeight == 0)
        Generated = OutVolume;
    else
        Generated = GetBlockValue(pBlock->nHeight - 1);

    std::string BlockContentCells[] =
        {
            _("Height"), itostr(pBlock->nHeight),
            _("Size"), itostr(GetSerializeSize(block, SER_NETWORK, PROTOCOL_VERSION)),
            _("Number of Transactions"), itostr(block.vtx.size()),
            _("Value Out"), ValueToString(OutVolume),
            _("Fees"), ValueToString(Fees),
            _("Generated"), ValueToString(Generated),
            _("Timestamp"), TimeToString(block.nTime),
            _("Difficulty"), strprintf("%.4f", GetDifficulty(pBlock)),
            _("Bits"), utostr(block.nBits),
            _("Nonce"), utostr(block.nNonce),
            _("Version"), itostr(block.nVersion),
            _("Hash"), "<pre>" + block.GetHash().GetHex() + "</pre>",
            _("Merkle Root"), "<pre>" + block.hashMerkleRoot.GetHex() + "</pre>",
            // _("Hash Whole Block"), "<pre>" + block.hashWholeBlock.GetHex() + "</pre>"
            // _("Miner Signature"), "<pre>" + block.MinerSignature.ToString() + "</pre>"
        };

    std::string BlockContent = makeHTMLTable(BlockContentCells, sizeof(BlockContentCells) / (2 * sizeof(std::string)), 2);

    std::string Content;
    Content += "<h2><a class=\"nav\" href=";
    Content += itostr(pBlock->nHeight - 1);
    Content += ">◄&nbsp;</a>";
    Content += _("Block");
    Content += " ";
    Content += itostr(pBlock->nHeight);
    Content += "<a class=\"nav\" href=";
    Content += itostr(pBlock->nHeight + 1);
    Content += ">&nbsp;►</a></h2>";
    Content += BlockContent;
    Content += "</br>";
    /*
    if (block.nHeight > getThirdHardforkBlock())
    {
        std::vector<std::string> votes[2];
        for (int i = 0; i < 2; i++)
        {
            for (unsigned int j = 0; j < block.vvotes[i].size(); j++)
            {
                votes[i].push_back(block.vvotes[i][j].hash.ToString() + ':' + itostr(block.vvotes[i][j].n));
            }
        }
        Content += "<h3>" + _("Votes +") + "</h3>";
        Content += makeHTMLTable(&votes[1][0], votes[1].size(), 1);
        Content += "</br>";
        Content += "<h3>" + _("Votes -") + "</h3>";
        Content += makeHTMLTable(&votes[0][0], votes[0].size(), 1);
        Content += "</br>";
    }
    */
    Content += "<h2>" + _("Transactions") + "</h2>";
    Content += TxContent;

    return Content;
}
开发者ID:michaili,项目名称:PIVX,代码行数:95,代码来源:blockexplorer.cpp


示例11: UpdateAI

            void UpdateAI(uint32 diff)
            {
                if (killtimer>=diff)
                killtimer -= diff;

                if (!UpdateVictim())
                    return;

                events.Update(diff);

                while (uint32 eventid = events.ExecuteEvent())
                {
                    switch (eventid)
                    {
                        case EVENT_BLAZE_OF_GLORY:
			                me->CastSpell(me->getVictim(), SPELL_BLAZE_OF_GLORY, false);
                            me->CastSpell(me, SPELL_INCENDIARY_SOUL, false);
			                events.ScheduleEvent(EVENT_BLAZE_OF_GLORY, urand(8000, 14000));
			                break;
                        case EVENT_SHARDS_OF_TORMENT:
                            if (roll_chance_i(33))
                            {
                                me->MonsterYell(SAY_SHARD, 0, 0);
                                DoPlaySoundToSet(me, SOU_SHARD);
                            }
                            if(Unit* targetFirst = SelectTarget(SELECT_TARGET_RANDOM, 0))
                                me->CastSpell(targetFirst, SPELL_SUMMON_SHARDS_OF_TORMENT, false);

                            if(GetDifficulty() == RAID_DIFFICULTY_25MAN_NORMAL || GetDifficulty() == RAID_DIFFICULTY_25MAN_HEROIC)
                                if(Unit* targetSecond = SelectTarget(SELECT_TARGET_RANDOM, 0))
                                    me->CastSpell(targetSecond, SPELL_SUMMON_SHARDS_OF_TORMENT, false);

                            me->CastSpell(me, SPELL_SHARDS_OF_TORMENT, false);
                            events.ScheduleEvent(EVENT_SHARDS_OF_TORMENT, 35000);
			                break;
		                case EVENT_INFERNO_BLADE:
                            me->MonsterYell(SAY_INFER, 0, 0);
                            DoPlaySoundToSet(me, SOU_INFER);
			                me->CastSpell(me, SPELL_INFERNO_BLADE, false);
			                events.ScheduleEvent(EVENT_DECIMATION_BLADE, 45000);
			                break;
		                case EVENT_DECIMATION_BLADE:
                            me->MonsterYell(SAY_DECIM, 0, 0);
                            DoPlaySoundToSet(me, SOU_DECIM);
			                me->CastSpell(me, SPELL_DECIMATION_BLADE, false);
                            events.ScheduleEvent(EVENT_DECIMATING_STRIKE, 4000);
			                events.ScheduleEvent(EVENT_INFERNO_BLADE, 45000);
                            break;
                        case EVENT_DECIMATING_STRIKE:
                            if(me->HasAura(SPELL_DECIMATION_BLADE))
                            {
                                me->CastSpell(me->getVictim(), SPELL_DECIMATING_STRIKE, false);
                                events.ScheduleEvent(EVENT_DECIMATING_STRIKE, 5000);
                            }
                            else
                                events.CancelEvent(EVENT_DECIMATING_STRIKE);
                            break;
                        case EVENT_COUNTDOWN:
                            if(Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 0, true))
                            {
                                
                                me->CastSpell(target, SPELL_COUNTDOWN, false);
                                target->CastSpell(target, SPELL_COUNTDOWN_LINK, false);

                                if(Unit* targetLink = SelectTarget(SELECT_TARGET_RANDOM, 0, 0, true, -SPELL_COUNTDOWN))
                                {
                                    me->CastSpell(targetLink, SPELL_COUNTDOWN, false);
                                    target->CastSpell(targetLink, SPELL_COUNTDOWN_LINK, false);
                                }
                            }
                            events.ScheduleEvent(EVENT_COUNTDOWN, 45000);
                            break;
                        case EVENT_BERSERK:
                            me->CastSpell(me, SPELL_BERSERK, false);
                            me->MonsterYell(SAY_ENRAG, 0, 0);
                            DoPlaySoundToSet(me, SOU_ENRAG);
                            break;
                    }
                }

                DoMeleeAttackIfReady();
            }
开发者ID:AtVirus,项目名称:Forgotten-Lands-Source,代码行数:82,代码来源:boss_baleroc.cpp


示例12: UpdateAI

        void UpdateAI(const uint32 uiDiff)
        {
            if (!UpdateVictim())
                return;

            if (m_uiSummonInfernalEruptionTimer <= uiDiff)
            {
                DoScriptText(EMOTE_INFERNAL_ERUPTION, me);
                DoScriptText(SAY_INFERNAL_ERUPTION, me);
                uint8 i = urand(2, 3);
                me->SummonCreature(NPC_INFERNAL_VOLCANO, JaraxxusLoc[i].GetPositionX(), JaraxxusLoc[i].GetPositionY(), JaraxxusLoc[i].GetPositionZ(), TEMPSUMMON_CORPSE_DESPAWN);
                m_uiSummonInfernalEruptionTimer = 2*MINUTE*IN_MILLISECONDS;
            } else m_uiSummonInfernalEruptionTimer -= uiDiff;

            if (m_uiSummonNetherPortalTimer <= uiDiff)
            {
                DoScriptText(EMOTE_NETHER_PORTAL, me);
                DoScriptText(SAY_NETHER_PORTAL, me);
                uint8 i = urand(2, 3);
                me->SummonCreature(NPC_NETHER_PORTAL, JaraxxusLoc[i].GetPositionX(), JaraxxusLoc[i].GetPositionY(), JaraxxusLoc[i].GetPositionZ(), TEMPSUMMON_CORPSE_DESPAWN);
                m_uiSummonNetherPortalTimer = 2*MINUTE*IN_MILLISECONDS;
            } else m_uiSummonNetherPortalTimer -= uiDiff;

            if (m_uiFelFireballTimer <= uiDiff)
            {
                DoCastVictim(SPELL_FEL_FIREBALL);
                m_uiFelFireballTimer = urand(10*IN_MILLISECONDS, 15*IN_MILLISECONDS);
            } else m_uiFelFireballTimer -= uiDiff;

            if (m_uiFelLightningTimer <= uiDiff)
            {
                if (Unit* pTarget = SelectTarget(SELECT_TARGET_RANDOM))
                    DoCast(pTarget, SPELL_FEL_LIGHTING);
                m_uiFelLightningTimer = urand(10*IN_MILLISECONDS, 15*IN_MILLISECONDS);
            } else m_uiFelLightningTimer -= uiDiff;

            if (m_uiIncinerateFleshTimer <= uiDiff)
            {
                if (Unit* pTarget = SelectTarget(SELECT_TARGET_RANDOM, 1, 0, true))
                {
                    DoScriptText(EMOTE_INCINERATE, me, pTarget);
                    DoScriptText(SAY_INCINERATE, me);
                    DoCast(pTarget, SPELL_INCINERATE_FLESH);
                }
                m_uiIncinerateFleshTimer = urand(20*IN_MILLISECONDS, 25*IN_MILLISECONDS);
            } else m_uiIncinerateFleshTimer -= uiDiff;

            if (m_uiNetherPowerTimer <= uiDiff)
            {
                DoCast(me, SPELL_NETHER_POWER);
                m_uiNetherPowerTimer = 40*IN_MILLISECONDS;
            } else m_uiNetherPowerTimer -= uiDiff;

            if (m_uiLegionFlameTimer <= uiDiff)
            {
                if (Unit* pTarget = SelectTarget(SELECT_TARGET_RANDOM, 1, 0, true))
                {
                    DoScriptText(EMOTE_LEGION_FLAME, me, pTarget);
                    DoCast(pTarget, SPELL_LEGION_FLAME);
                }
                m_uiLegionFlameTimer = 30*IN_MILLISECONDS;
            } else m_uiLegionFlameTimer -= uiDiff;

            if (GetDifficulty() == RAID_DIFFICULTY_25MAN_HEROIC && m_uiTouchOfJaraxxusTimer <= uiDiff)
            {
                if (Unit* pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0))
                    DoCast(pTarget, SPELL_TOUCH_OF_JARAXXUS);
                m_uiTouchOfJaraxxusTimer = urand(10*IN_MILLISECONDS, 15*IN_MILLISECONDS);
            } else m_uiTouchOfJaraxxusTimer -= uiDiff;

            DoMeleeAttackIfReady();
        }
开发者ID:Bootz,项目名称:OpenStage-Project,代码行数:72,代码来源:boss_lord_jaraxxus.cpp


示例13: GetHealth

bool CBaseBot::FindEnemy()
{
   // check if the health is decreased
   bool fHealthDecreased = m_iPrevHealth > GetHealth();
   m_iPrevHealth = GetHealth(); // store away the current health value

   float cur_dist;

   if (m_pEnemy && (!m_pEnemy->IsValid() || !m_pEnemy->IsAlive()))
      m_pEnemy = NULL; // null out the enemy pointer as it's no longer valid

   Vector                vecHisPos;
   unsigned char         cHit;

   // see if we can still see the current enemy...
   if (m_pEnemy) {
      if (FBoxVisible(m_pEnemy, &vecHisPos, &cHit)) {
         m_vecEnemy = vecHisPos;
         m_ucVisibility = cHit;
      } else {
         m_pEnemy = NULL; // we can no longer see this enemy
      }
   }

   // if we already have an enemy...
   if (m_pEnemy) {
      // don't discard important enemies (bomb/flag/hostage carrier, VIP, etc)
      if (g_pServer->ClientIsImportant(EnemyClient()))
         return false;
      // calculate the distance to the enemy
      cur_dist = (m_pEnemy->GetOrigin() - GetOrigin()).Length();
   } else {
      cur_dist = FLT_MAX; // just some crazy value
   }

   // loop through all the clients...
   for (int i = 0; i < g_pServer->GetMaxClients(); i++) {
      if (i == entindex() - 1 || (m_pEnemy && i == m_pEnemy->entindex() - 1))
         continue; // skip myself and the current enemy

      CClient *pClient = g_pServer->m_rgpClients[i];
      if (!pClient || !pClient->IsValid() || !pClient->IsAlive())
         continue;

      float dist = (pClient->GetOrigin() - GetOrigin()).Length();

      // if this enemy is further away than the current one...
      if (dist > cur_dist && !g_pServer->ClientIsImportant(pClient))
         continue; // skip it

      if (dist > 900 + 4000 * ((GetDifficulty() - 1) / 4.0))
         continue; // enemy is too far

      if (g_pServer->IsTeamplay() && GetTeam() == g_pServer->GetTeam(pClient))
         continue; // skip our teammates

      float fov;

      // if the bot's health decreased or the enemy is shooting
      if (!m_pEnemy && (fHealthDecreased || pClient->IsShooting()))
         fov = 360;
      else
         fov = GetFov() * 2 - (GetFov() - (dist > GetFov() * 9 ? GetFov() * 9 : dist) / 9);

      // check if enemy is in the view cone
      if (!FInViewCone(pClient, fov))
         continue; // enemy isn't in bot's view cone

      // check if enemy is visible
      if (!FBoxVisible(pClient, &vecHisPos, &cHit)) {
         continue; // skip this enemy
      }

      // if the enemy is quite far away, not shooting and the bot is not damaged
      if (!m_pEnemy && dist > 200 && !fHealthDecreased && !pClient->IsShooting()) {
         // if the bot isn't in the fov of the enemy and the bot doesn't really want to fight
         if (!pClient->FInViewCone(this, 120) /*&& BotWantsToRetreat()*/)
            continue; // skip this enemy
      }

      m_pEnemy = pClient; // found a new enemy
      m_vecEnemy = vecHisPos;
      m_ucVisibility = cHit;

      DebugMsg(DEBUG_BOTCOMBAT, "Found new enemy: %s", m_pEnemy->GetNetName());

      return true;
   }

   return false; // no new enemy is found
}
开发者ID:CecilHarvey,项目名称:gina,代码行数:91,代码来源:bot_combat.cpp


示例14: VALUES

/*
    Called from AddPersistentState
*/
void DungeonPersistentState::SaveToDB()
{
    // state instance data too
    std::string data;

    if (Map* map = GetMap())
    {
        InstanceData* iData = map->GetInstanceData();
        if (iData && iData->Save())
        {
            data = iData->Save();
            CharacterDatabase.escape_string(data);
        }
    }

    CharacterDatabase.PExecute("INSERT INTO instance VALUES ('%u', '%u', '" UI64FMTD "', '%u', '%u', '%s')", GetInstanceId(), GetMapId(), (uint64)GetResetTimeForDB(), GetDifficulty(), GetCompletedEncountersMask(), data.c_str());
}
开发者ID:krullgor,项目名称:mangos-tbc,代码行数:20,代码来源:MapPersistentStateMgr.cpp


示例15: while

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