Battleground Rewrite

- Refactored BattleGroundTactics.cpp
- Bots choose strategies to determine if they are more aggressive or defensive in objectives
- Largely improved bots tactics in WSG, AB, AV and EY
- Improved how bots chase flag carriers
- Fixed some bots stuck in action loops - especially in WSG and AV
- Fixed several other Bugs
This commit is contained in:
Boxhead78
2025-07-03 08:25:55 +02:00
parent 36fd5b8f15
commit 309d177dd8
12 changed files with 1598 additions and 2016 deletions

View File

@@ -10,106 +10,82 @@
void BGStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("bg join", relevance), nullptr)));
triggers.push_back(new TriggerNode("bg invite active",
NextAction::array(0, new NextAction("bg status check", relevance), nullptr)));
triggers.push_back(
new TriggerNode("timer", NextAction::array(0, new NextAction("bg strategy check", relevance), nullptr)));
triggers.push_back(new TriggerNode("bg invite active", NextAction::array(0, new NextAction("bg status check", relevance), nullptr)));
triggers.push_back(new TriggerNode("timer", NextAction::array(0, new NextAction("bg strategy check", relevance), nullptr)));
}
BGStrategy::BGStrategy(PlayerbotAI* botAI) : PassTroughStrategy(botAI) {}
void WarsongStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(
new TriggerNode("bg active", NextAction::array(0, new NextAction("bg check flag", 70.0f), nullptr)));
triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("bg use buff", 30.0f), nullptr)));
triggers.push_back(
new TriggerNode("low health", NextAction::array(0, new NextAction("bg use buff", 30.0f), nullptr)));
triggers.push_back(
new TriggerNode("low mana", NextAction::array(0, new NextAction("bg use buff", 30.0f), nullptr)));
triggers.push_back(new TriggerNode(
"enemy flagcarrier near", NextAction::array(0, new NextAction("attack enemy flag carrier", 80.0f), nullptr)));
triggers.push_back(new TriggerNode(
"team has flag", NextAction::array(0, new NextAction("bg protect fc", 75.0f), nullptr)));
triggers.push_back(new TriggerNode("player has flag",
NextAction::array(0, new NextAction("bg move to objective", 90.0f), nullptr)));
}
void AlteracStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{ /* placeholder */
}
void ArathiStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(
new TriggerNode("bg active", NextAction::array(0, new NextAction("bg check flag", 70.0f), nullptr)));
triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("bg use buff", 30.0f), nullptr)));
triggers.push_back(
new TriggerNode("low health", NextAction::array(0, new NextAction("bg use buff", 30.0f), nullptr)));
triggers.push_back(
new TriggerNode("low mana", NextAction::array(0, new NextAction("bg use buff", 30.0f), nullptr)));
}
void BattlegroundStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(
new TriggerNode("bg waiting", NextAction::array(0, new NextAction("bg move to start", 1.0f), nullptr)));
triggers.push_back(
new TriggerNode("bg active", NextAction::array(0, new NextAction("bg move to objective", 1.0f), nullptr)));
triggers.push_back(
new TriggerNode("often", NextAction::array(0, new NextAction("bg check objective", 10.0f), nullptr)));
triggers.push_back(new TriggerNode("bg waiting", NextAction::array(0, new NextAction("bg move to start", ACTION_BG), nullptr)));
triggers.push_back(new TriggerNode("bg active", NextAction::array(0, new NextAction("bg move to objective", ACTION_BG), nullptr)));
triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("bg check objective", ACTION_BG + 1), nullptr)));
triggers.push_back(new TriggerNode("dead", NextAction::array(0, new NextAction("bg reset objective force", ACTION_EMERGENCY), nullptr)));
// triggers.push_back(new TriggerNode("enemy flagcarrier near", NextAction::array(0, new NextAction("attack enemy
// flag carrier", 80.0f), nullptr))); triggers.push_back(new TriggerNode("team flagcarrier near",
// NextAction::array(0, new NextAction("bg protect fc", 40.0f), nullptr))); triggers.push_back(new
// TriggerNode("player has flag", NextAction::array(0, new NextAction("bg move to objective", 90.0f), nullptr)));
}
void EyeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
void WarsongStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(
new TriggerNode("bg active", NextAction::array(0, new NextAction("bg check flag", ACTION_MOVE + 7.0f), nullptr)));
triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("bg use buff", ACTION_MOVE), nullptr)));
triggers.push_back(
new TriggerNode("low health", NextAction::array(0, new NextAction("bg use buff", ACTION_MOVE), nullptr)));
triggers.push_back(
new TriggerNode("low mana", NextAction::array(0, new NextAction("bg use buff", ACTION_MOVE), nullptr)));
triggers.push_back(new TriggerNode(
"enemy flagcarrier near", NextAction::array(0, new NextAction("attack enemy flag carrier", ACTION_MOVE + 8.0f), nullptr)));
triggers.push_back(new TriggerNode("player has flag",
NextAction::array(0, new NextAction("bg move to objective", ACTION_MOVE + 9.0f), nullptr)));
triggers.push_back(new TriggerNode("bg active", NextAction::array(0, new NextAction("bg check flag", ACTION_EMERGENCY ), nullptr)));
triggers.push_back(new TriggerNode("enemy flagcarrier near", NextAction::array(0, new NextAction("attack enemy flag carrier", ACTION_RAID + 1.0f), nullptr)));
triggers.push_back(new TriggerNode("team flagcarrier near", NextAction::array(0, new NextAction("bg protect fc", ACTION_RAID), nullptr)));
triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("bg use buff", ACTION_BG), nullptr)));
triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("bg use buff", ACTION_MOVE), nullptr)));
triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("bg use buff", ACTION_MOVE), nullptr)));
triggers.push_back(new TriggerNode("player has flag", NextAction::array(0, new NextAction("bg move to objective", ACTION_EMERGENCY), nullptr)));
triggers.push_back(new TriggerNode("timer bg", NextAction::array(0, new NextAction("bg reset objective force", ACTION_EMERGENCY), nullptr)));
}
void AlteracStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("alliance no snowfall gy", NextAction::array(0, new NextAction("bg move to objective", ACTION_EMERGENCY), nullptr)));
triggers.push_back(new TriggerNode("timer bg", NextAction::array(0, new NextAction("bg reset objective force", ACTION_EMERGENCY), nullptr)));
}
void ArathiStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("bg active", NextAction::array(0, new NextAction("bg check flag", ACTION_EMERGENCY), nullptr)));
triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("bg use buff", ACTION_BG), nullptr)));
triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("bg use buff", ACTION_MOVE), nullptr)));
triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("bg use buff", ACTION_MOVE), nullptr)));
}
void EyeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("bg active", NextAction::array(0, new NextAction("bg check flag", ACTION_EMERGENCY), nullptr)));
triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("bg use buff", ACTION_BG), nullptr)));
triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("bg use buff", ACTION_MOVE), nullptr)));
triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("bg use buff", ACTION_MOVE), nullptr)));
triggers.push_back(new TriggerNode("enemy flagcarrier near", NextAction::array(0, new NextAction("attack enemy flag carrier", ACTION_RAID), nullptr)));
triggers.push_back(new TriggerNode("player has flag",NextAction::array(0, new NextAction("bg move to objective", ACTION_EMERGENCY), nullptr)));
}
//TODO: Do Priorities
void IsleStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(
new TriggerNode("bg active", NextAction::array(0, new NextAction("bg check flag", 70.0f), nullptr)));
triggers.push_back(new TriggerNode("timer", NextAction::array(0, new NextAction("enter vehicle", 85.0f), nullptr)));
triggers.push_back(
new TriggerNode("random", NextAction::array(0, new NextAction("leave vehicle", 80.0f), nullptr)));
triggers.push_back(
new TriggerNode("in vehicle", NextAction::array(0, new NextAction("hurl boulder", 70.0f), nullptr)));
triggers.push_back(
new TriggerNode("in vehicle", NextAction::array(0, new NextAction("fire cannon", 70.0f), nullptr)));
triggers.push_back(new TriggerNode("in vehicle", NextAction::array(0, new NextAction("napalm", 70.0f), nullptr)));
triggers.push_back(
new TriggerNode("enemy is close", NextAction::array(0, new NextAction("steam blast", 80.0f), nullptr)));
triggers.push_back(new TriggerNode("in vehicle", NextAction::array(0, new NextAction("ram", 70.0f), nullptr)));
triggers.push_back(new TriggerNode("enemy is close", NextAction::array(0, new NextAction("ram", 79.0f), nullptr)));
triggers.push_back(
new TriggerNode("enemy out of melee", NextAction::array(0, new NextAction("steam rush", 81.0f), nullptr)));
triggers.push_back(
new TriggerNode("in vehicle", NextAction::array(0, new NextAction("incendiary rocket", 70.0f), nullptr)));
triggers.push_back(
new TriggerNode("in vehicle", NextAction::array(0, new NextAction("rocket blast", 70.0f), nullptr)));
triggers.push_back(new TriggerNode("bg active", NextAction::array(0, new NextAction("bg check flag", ACTION_MOVE), nullptr)));
triggers.push_back(new TriggerNode("timer", NextAction::array(0, new NextAction("enter vehicle", ACTION_MOVE + 8.0f), nullptr)));
triggers.push_back(new TriggerNode("random", NextAction::array(0, new NextAction("leave vehicle", ACTION_MOVE + 7.0f), nullptr)));
triggers.push_back(new TriggerNode("in vehicle", NextAction::array(0, new NextAction("hurl boulder", ACTION_MOVE + 9.0f), nullptr)));
triggers.push_back(new TriggerNode("in vehicle", NextAction::array(0, new NextAction("fire cannon", ACTION_MOVE + 9.0f), nullptr)));
triggers.push_back(new TriggerNode("in vehicle", NextAction::array(0, new NextAction("napalm", ACTION_MOVE + 9.0f), nullptr)));
triggers.push_back(new TriggerNode("enemy is close", NextAction::array(0, new NextAction("steam blast", ACTION_MOVE + 9.0f), nullptr)));
triggers.push_back(new TriggerNode("in vehicle", NextAction::array(0, new NextAction("ram", ACTION_MOVE + 9.0f), nullptr)));
triggers.push_back(new TriggerNode("enemy is close", NextAction::array(0, new NextAction("ram", ACTION_MOVE + 9.1f), nullptr)));
triggers.push_back(new TriggerNode("enemy out of melee", NextAction::array(0, new NextAction("steam rush", ACTION_MOVE + 9.2f), nullptr)));
triggers.push_back(new TriggerNode("in vehicle", NextAction::array(0, new NextAction("incendiary rocket", ACTION_MOVE + 9.0f), nullptr)));
triggers.push_back(new TriggerNode("in vehicle", NextAction::array(0, new NextAction("rocket blast", ACTION_MOVE + 9.0f), nullptr)));
// this is bugged: it doesn't work, and stops glaive throw working (which is needed to take down gate)
// triggers.push_back(
// new TriggerNode("in vehicle", NextAction::array(0, new NextAction("blade salvo", 71.0f), nullptr)));
triggers.push_back(
new TriggerNode("in vehicle", NextAction::array(0, new NextAction("glaive throw", 70.0f), nullptr)));
// triggers.push_back(new TriggerNode("in vehicle", NextAction::array(0, new NextAction("blade salvo", ACTION_MOVE + 9.0f), nullptr)));
triggers.push_back(new TriggerNode("in vehicle", NextAction::array(0, new NextAction("glaive throw", ACTION_MOVE + 9.0f), nullptr)));
}
void ArenaStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(
new TriggerNode("no possible targets", NextAction::array(0, new NextAction("arena tactics", 1.0f), nullptr)));
new TriggerNode("no possible targets", NextAction::array(0, new NextAction("arena tactics", ACTION_BG), nullptr)));
}