Enable new rpg strategy by default (#1192)

* Add RandomBotMinLevelChance

* Save mana only for healer

* Disable addclass dk for low level player

* Target selection and debuff cast with less players in group

* Change default rpg strategy and bots count in config

* Logs clean up

* Improve init=auto

* Remove login logs after initialization

* Rndbots stats for quest

* Prediction chase in reach combat

* Poor & Normal items ensurence for init=auto
This commit is contained in:
Yunfan Li
2025-04-11 20:31:38 +08:00
committed by GitHub
parent 0d19f298da
commit 19447c3914
18 changed files with 175 additions and 73 deletions

View File

@@ -8,6 +8,17 @@
#include "CreatureAI.h"
#include "Playerbots.h"
enum PetSpells
{
PET_PROWL_1 = 24450,
PET_PROWL_2 = 24452,
PET_PROWL_3 = 24453,
PET_COWER = 1742,
PET_LEAP = 47482
};
static std::vector<uint32> disabledPetSpells = {PET_PROWL_1, PET_PROWL_2, PET_PROWL_3, PET_COWER, PET_LEAP};
bool MeleeAction::isUseful()
{
// do not allow if can't attack from vehicle
@@ -44,18 +55,20 @@ bool TogglePetSpellAutoCastAction::Execute(Event event)
{
if (itr->second.state == PETSPELL_REMOVED)
continue;
uint32 spellId = itr->first;
const SpellInfo* spellInfo = sSpellMgr->GetSpellInfo(spellId);
if (!spellInfo->IsAutocastable())
continue;
bool shouldApply = true;
if (spellId == 1742 /*cower*/ || spellId == 24450 /*Prowl*/ ||
spellId == 47482 /*Leap*/ /* || spellId == 47481 Gnaw*/)
for (uint32 disabledSpell : disabledPetSpells)
{
shouldApply = false;
if (spellId == disabledSpell)
{
shouldApply = false;
break;
}
}
bool isAutoCast = false;
for (unsigned int& m_autospell : pet->m_autospells)

View File

@@ -847,6 +847,26 @@ bool MovementAction::ReachCombatTo(Unit* target, float distance)
float tx = target->GetPositionX();
float ty = target->GetPositionY();
float tz = target->GetPositionZ();
float targetOrientation = target->GetOrientation();
float deltaAngle = Position::NormalizeOrientation(targetOrientation - target->GetAngle(bot));
if (deltaAngle > M_PI)
deltaAngle -= 2.0f * M_PI; // -PI..PI
// if target is moving forward and moving far away, predict the position
bool behind = fabs(deltaAngle) > M_PI_2;
if (target->HasUnitMovementFlag(MOVEMENTFLAG_FORWARD) && behind) {
float predictDis = std::min(3.0f, target->GetObjectSize() * 2);
tx += cos(target->GetOrientation()) * predictDis;
ty += sin(target->GetOrientation()) * predictDis;
if (!target->GetMap()->CheckCollisionAndGetValidCoords(target, target->GetPositionX(), target->GetPositionY(), target->GetPositionZ(),
tx, ty, tz))
{
tx = target->GetPositionX();
ty = target->GetPositionY();
tz = target->GetPositionZ();
}
}
float combatDistance = bot->GetCombatReach() + target->GetCombatReach();
distance += combatDistance;
@@ -863,7 +883,7 @@ bool MovementAction::ReachCombatTo(Unit* target, float distance)
// Avoid walking too far when moving towards each other
float disToGo = bot->GetExactDist(tx, ty, tz) - distance;
if (disToGo >= 10.0f)
if (disToGo >= 6.0f)
shortenTo = disToGo / 2 + distance;
// if (bot->GetExactDist(tx, ty, tz) <= shortenTo)

View File

@@ -79,7 +79,8 @@ void FrostMageStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
new TriggerNode("has pet", NextAction::array(0, new NextAction("toggle pet spell", ACTION_HIGH + 1), nullptr)));
triggers.push_back(
new TriggerNode("medium health", NextAction::array(0, new NextAction("ice barrier", ACTION_NORMAL), nullptr)));
triggers.push_back(
new TriggerNode("being attacked", NextAction::array(0, new NextAction("ice barrier", ACTION_HIGH + 1), nullptr)));
triggers.push_back(new TriggerNode(
"brain freeze", NextAction::array(0, new NextAction("frostfire bolt", ACTION_NORMAL + 3), nullptr)));
// Combo cast the last charge of fingers of frost for double crits.

View File

@@ -56,6 +56,8 @@ void GenericPriestStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
triggers.push_back(new TriggerNode("enemy too close for spell",
NextAction::array(0, new NextAction("flee", ACTION_MOVE + 9), nullptr)));
triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("apply oil", 1.0f), nullptr)));
triggers.push_back(new TriggerNode("being attacked",
NextAction::array(0, new NextAction("power word: shield", ACTION_HIGH + 1), nullptr)));
}
PriestCureStrategy::PriestCureStrategy(PlayerbotAI* botAI) : Strategy(botAI)

View File

@@ -135,11 +135,11 @@ protected:
float targetExpectedLifeTime;
};
// non caster
class NonCasterFindTargetSmartStrategy : public FindTargetStrategy
// General
class GeneralFindTargetSmartStrategy : public FindTargetStrategy
{
public:
NonCasterFindTargetSmartStrategy(PlayerbotAI* botAI, float dps)
GeneralFindTargetSmartStrategy(PlayerbotAI* botAI, float dps)
: FindTargetStrategy(botAI), dps_(dps), targetExpectedLifeTime(1000000)
{
}
@@ -178,7 +178,6 @@ public:
{
float new_time = new_unit->GetHealth() / dps_;
float old_time = old_unit->GetHealth() / dps_;
// [5-20] > (5-0] > (20-inf)
int new_level = GetIntervalLevel(new_unit);
int old_level = GetIntervalLevel(old_unit);
if (new_level != old_level)
@@ -297,20 +296,24 @@ Unit* DpsTargetValue::Calculate()
if (rti)
return rti;
// FindLeastHpTargetStrategy strategy(botAI);
Group* group = bot->GetGroup();
float dps = AI_VALUE(float, "estimated group dps");
if (group && botAI->IsCaster(bot))
if (botAI->GetNearGroupMemberCount() > 3)
{
CasterFindTargetSmartStrategy strategy(botAI, dps);
return TargetValue::FindTarget(&strategy);
if (botAI->IsCaster(bot))
{
// Caster find target strategy avoids casting spells on enemies
// with too low health to ensure the effectiveness of casting
CasterFindTargetSmartStrategy strategy(botAI, dps);
return TargetValue::FindTarget(&strategy);
}
else if (botAI->IsCombo(bot))
{
ComboFindTargetSmartStrategy strategy(botAI, dps);
return TargetValue::FindTarget(&strategy);
}
}
else if (botAI->IsCombo(bot))
{
ComboFindTargetSmartStrategy strategy(botAI, dps);
return TargetValue::FindTarget(&strategy);
}
NonCasterFindTargetSmartStrategy strategy(botAI, dps);
GeneralFindTargetSmartStrategy strategy(botAI, dps);
return TargetValue::FindTarget(&strategy);
}

View File

@@ -36,6 +36,10 @@ float EstimatedGroupDpsValue::Calculate()
if (member == bot) // calculated
continue;
// ignore real player as they may not help with damage
if (!GET_PLAYERBOT_AI(member) || GET_PLAYERBOT_AI(member)->IsRealPlayer())
continue;
if (!member || !member->IsInWorld() || !member->IsAlive())
continue;