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[HOT FIX] MS build issues regarding folder / command lenght usage or rc.exe (#2038)
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147
src/Ai/Base/Actions/BattleGroundTactics.h
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147
src/Ai/Base/Actions/BattleGroundTactics.h
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/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
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* and/or modify it under version 3 of the License, or (at your option), any later version.
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*/
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#ifndef _PLAYERBOT_BATTLEGROUNDTACTICSACTION_H
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#define _PLAYERBOT_BATTLEGROUNDTACTICSACTION_H
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#include "BattlegroundAV.h"
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#include "MovementActions.h"
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class ChatHandler;
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class Battleground;
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class PlayerbotAI;
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struct Position;
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#define SPELL_CAPTURE_BANNER 21651
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enum WSBotStrategy : uint8
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{
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WS_STRATEGY_BALANCED = 0,
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WS_STRATEGY_OFFENSIVE = 1,
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WS_STRATEGY_DEFENSIVE = 2,
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WS_STRATEGY_MAX = 3,
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};
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enum ABBotStrategy : uint8
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{
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AB_STRATEGY_BALANCED = 0,
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AB_STRATEGY_OFFENSIVE = 1,
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AB_STRATEGY_DEFENSIVE = 2,
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AB_STRATEGY_MAX = 3,
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};
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enum AVBotStrategy : uint8
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{
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AV_STRATEGY_BALANCED = 0,
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AV_STRATEGY_OFFENSIVE = 1,
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AV_STRATEGY_DEFENSIVE = 2,
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AV_STRATEGY_MAX = 3,
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};
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enum EYBotStrategy : uint8
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{
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EY_STRATEGY_BALANCED = 0,
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EY_STRATEGY_FRONT_FOCUS = 1,
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EY_STRATEGY_BACK_FOCUS = 2,
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EY_STRATEGY_FLAG_FOCUS = 3,
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EY_STRATEGY_MAX = 4
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};
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typedef void (*BattleBotWaypointFunc)();
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struct BGStrategyData
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{
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uint8 allianceStrategy = 0;
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uint8 hordeStrategy = 0;
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};
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extern std::unordered_map<uint32, BGStrategyData> bgStrategies;
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struct BattleBotWaypoint
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{
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BattleBotWaypoint(float x_, float y_, float z_, BattleBotWaypointFunc func) : x(x_), y(y_), z(z_), pFunc(func){};
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float x = 0.0f;
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float y = 0.0f;
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float z = 0.0f;
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BattleBotWaypointFunc pFunc = nullptr;
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};
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struct AVNodePositionData
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{
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Position pos;
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float maxRadius;
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};
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// Added to fix bot stuck at objectives
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static std::unordered_map<uint8, AVNodePositionData> AVNodeMovementTargets = {
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{BG_AV_NODES_FIRSTAID_STATION, {Position(640.364f, -36.535f, 45.625f), 15.0f}},
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{BG_AV_NODES_STORMPIKE_GRAVE, {Position(665.598f, -292.976f, 30.291f), 15.0f}},
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{BG_AV_NODES_STONEHEART_GRAVE, {Position(76.108f, -399.602f, 45.730f), 15.0f}},
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{BG_AV_NODES_SNOWFALL_GRAVE, {Position(-201.298f, -119.661f, 78.291f), 15.0f}},
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{BG_AV_NODES_ICEBLOOD_GRAVE, {Position(-617.858f, -400.654f, 59.692f), 15.0f}},
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{BG_AV_NODES_FROSTWOLF_GRAVE, {Position(-1083.803f, -341.520f, 55.304f), 15.0f}},
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{BG_AV_NODES_FROSTWOLF_HUT, {Position(-1405.678f, -309.108f, 89.377f, 0.392f), 10.0f}},
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{BG_AV_NODES_DUNBALDAR_SOUTH, {Position(556.551f, -77.240f, 51.931f), 0.0f}},
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{BG_AV_NODES_DUNBALDAR_NORTH, {Position(670.664f, -142.031f, 63.666f), 0.0f}},
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{BG_AV_NODES_ICEWING_BUNKER, {Position(200.310f, -361.232f, 56.387f), 0.0f}},
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{BG_AV_NODES_STONEHEART_BUNKER, {Position(-156.302f, -440.032f, 40.403f), 0.0f}},
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{BG_AV_NODES_ICEBLOOD_TOWER, {Position(-569.702f, -265.362f, 75.009f), 0.0f}},
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{BG_AV_NODES_TOWER_POINT, {Position(-767.439f, -360.200f, 90.895f), 0.0f}},
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{BG_AV_NODES_FROSTWOLF_ETOWER, {Position(-1303.737f, -314.070f, 113.868f), 0.0f}},
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{BG_AV_NODES_FROSTWOLF_WTOWER, {Position(-1300.648f, -267.356f, 114.151f), 0.0f}},
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};
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typedef std::vector<BattleBotWaypoint> BattleBotPath;
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extern std::vector<BattleBotPath*> const vPaths_WS;
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extern std::vector<BattleBotPath*> const vPaths_AB;
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extern std::vector<BattleBotPath*> const vPaths_AV;
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extern std::vector<BattleBotPath*> const vPaths_EY;
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extern std::vector<BattleBotPath*> const vPaths_IC;
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class BGTactics : public MovementAction
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{
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public:
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static bool HandleConsoleCommand(ChatHandler* handler, char const* args);
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uint8 static GetBotStrategyForTeam(Battleground* bg, TeamId teamId);
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BGTactics(PlayerbotAI* botAI, std::string const name = "bg tactics") : MovementAction(botAI, name) {}
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bool Execute(Event event) override;
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private:
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static std::string const HandleConsoleCommandPrivate(WorldSession* session, char const* args);
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bool moveToStart(bool force = false);
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bool selectObjective(bool reset = false);
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bool moveToObjective(bool ignoreDist);
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bool selectObjectiveWp(std::vector<BattleBotPath*> const& vPaths);
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bool moveToObjectiveWp(BattleBotPath* const& currentPath, uint32 currentPoint, bool reverse = false);
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bool startNewPathBegin(std::vector<BattleBotPath*> const& vPaths);
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bool startNewPathFree(std::vector<BattleBotPath*> const& vPaths);
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bool resetObjective();
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bool wsJumpDown();
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bool eyJumpDown();
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bool atFlag(std::vector<BattleBotPath*> const& vPaths, std::vector<uint32> const& vFlagIds);
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bool flagTaken();
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bool teamFlagTaken();
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bool protectFC();
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bool useBuff();
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uint32 getPlayersInArea(TeamId teamId, Position point, float range, bool combat = true);
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bool IsLockedInsideKeep();
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};
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class ArenaTactics : public MovementAction
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{
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public:
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ArenaTactics(PlayerbotAI* botAI, std::string const name = "arena tactics") : MovementAction(botAI, name) {}
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bool Execute(Event event) override;
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private:
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bool moveToCenter(Battleground* bg);
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};
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#endif
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