mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-25 22:46:25 +00:00
[HOT FIX] MS build issues regarding folder / command lenght usage or rc.exe (#2038)
This commit is contained in:
350
src/Ai/Base/Value/DpsTargetValue.cpp
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350
src/Ai/Base/Value/DpsTargetValue.cpp
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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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#include "DpsTargetValue.h"
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#include "PlayerbotAIConfig.h"
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#include "Playerbots.h"
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class FindMaxThreatGapTargetStrategy : public FindTargetStrategy
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{
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public:
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FindMaxThreatGapTargetStrategy(PlayerbotAI* botAI) : FindTargetStrategy(botAI), minThreat(0) {}
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void CheckAttacker(Unit* attacker, ThreatMgr* threatMgr) override
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{
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if (!attacker->IsAlive())
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{
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return;
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}
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if (foundHighPriority)
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{
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return;
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}
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if (IsHighPriority(attacker))
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{
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result = attacker;
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foundHighPriority = true;
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return;
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}
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Unit* victim = attacker->GetVictim();
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if (!result || CalcThreatGap(attacker, threatMgr) > CalcThreatGap(result, &result->GetThreatMgr()))
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result = attacker;
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}
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float CalcThreatGap(Unit* attacker, ThreatMgr* threatMgr)
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{
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Unit* victim = attacker->GetVictim();
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return threatMgr->GetThreat(victim) - threatMgr->GetThreat(attacker);
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}
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protected:
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float minThreat;
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};
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// caster
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class CasterFindTargetSmartStrategy : public FindTargetStrategy
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{
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public:
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CasterFindTargetSmartStrategy(PlayerbotAI* botAI, float dps)
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: FindTargetStrategy(botAI), dps_(dps), targetExpectedLifeTime(1000000)
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{
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result = nullptr;
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}
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void CheckAttacker(Unit* attacker, ThreatMgr* threatMgr) override
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{
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if (Group* group = botAI->GetBot()->GetGroup())
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{
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ObjectGuid guid = group->GetTargetIcon(4);
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if (guid && attacker->GetGUID() == guid)
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return;
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}
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if (!attacker->IsAlive())
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{
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return;
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}
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if (foundHighPriority)
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{
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return;
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}
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if (IsHighPriority(attacker))
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{
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result = attacker;
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foundHighPriority = true;
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return;
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}
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float expectedLifeTime = attacker->GetHealth() / dps_;
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// Unit* victim = attacker->GetVictim();
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if (!result || IsBetter(attacker, result))
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{
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targetExpectedLifeTime = expectedLifeTime;
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result = attacker;
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}
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}
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bool IsBetter(Unit* new_unit, Unit* old_unit)
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{
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float new_time = new_unit->GetHealth() / dps_;
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float old_time = old_unit->GetHealth() / dps_;
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// [5-30] > (5-0] > (20-inf)
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int new_level = GetIntervalLevel(new_unit);
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int old_level = GetIntervalLevel(old_unit);
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if (new_level != old_level)
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{
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return new_level > old_level;
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}
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int32_t level = new_level;
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if (level % 10 == 2 || level % 10 == 0)
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{
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return new_time < old_time;
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}
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// dont switch targets when all of them with low health
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Unit* currentTarget = botAI->GetAiObjectContext()->GetValue<Unit*>("current target")->Get();
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if (currentTarget == new_unit)
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{
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return true;
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}
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if (currentTarget == old_unit)
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{
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return false;
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}
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return new_time > old_time;
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}
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int32_t GetIntervalLevel(Unit* unit)
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{
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float time = unit->GetHealth() / dps_;
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float dis = unit->GetDistance(botAI->GetBot());
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float attackRange =
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botAI->IsRanged(botAI->GetBot()) ? sPlayerbotAIConfig->spellDistance : sPlayerbotAIConfig->meleeDistance;
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attackRange += 5.0f;
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int level = dis < attackRange ? 10 : 0;
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if (time >= 5 && time <= 30)
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{
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return level + 2;
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}
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if (time > 30)
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{
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return level;
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}
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return level + 1;
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}
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protected:
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float dps_;
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float targetExpectedLifeTime;
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};
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// General
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class GeneralFindTargetSmartStrategy : public FindTargetStrategy
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{
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public:
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GeneralFindTargetSmartStrategy(PlayerbotAI* botAI, float dps)
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: FindTargetStrategy(botAI), dps_(dps), targetExpectedLifeTime(1000000)
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{
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}
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void CheckAttacker(Unit* attacker, ThreatMgr* threatMgr) override
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{
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if (Group* group = botAI->GetBot()->GetGroup())
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{
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ObjectGuid guid = group->GetTargetIcon(4);
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if (guid && attacker->GetGUID() == guid)
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return;
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}
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if (!attacker->IsAlive())
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{
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return;
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}
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if (foundHighPriority)
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{
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return;
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}
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if (IsHighPriority(attacker))
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{
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result = attacker;
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foundHighPriority = true;
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return;
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}
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float expectedLifeTime = attacker->GetHealth() / dps_;
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// Unit* victim = attacker->GetVictim();
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if (!result || IsBetter(attacker, result))
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{
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targetExpectedLifeTime = expectedLifeTime;
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result = attacker;
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}
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}
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bool IsBetter(Unit* new_unit, Unit* old_unit)
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{
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float new_time = new_unit->GetHealth() / dps_;
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float old_time = old_unit->GetHealth() / dps_;
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int new_level = GetIntervalLevel(new_unit);
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int old_level = GetIntervalLevel(old_unit);
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if (new_level != old_level)
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{
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return new_level > old_level;
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}
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// attack enemy in range and with lowest health
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int level = new_level;
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if (level == 10)
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{
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return new_time < old_time;
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}
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// all targets are far away, choose the closest one
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return botAI->GetBot()->GetDistance(new_unit) < botAI->GetBot()->GetDistance(old_unit);
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}
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int32_t GetIntervalLevel(Unit* unit)
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{
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float time = unit->GetHealth() / dps_;
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float dis = unit->GetDistance(botAI->GetBot());
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float attackRange =
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botAI->IsRanged(botAI->GetBot()) ? sPlayerbotAIConfig->spellDistance : sPlayerbotAIConfig->meleeDistance;
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attackRange += 5.0f;
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int level = dis < attackRange ? 10 : 0;
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return level;
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}
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protected:
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float dps_;
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float targetExpectedLifeTime;
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};
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// combo
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class ComboFindTargetSmartStrategy : public FindTargetStrategy
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{
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public:
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ComboFindTargetSmartStrategy(PlayerbotAI* botAI, float dps)
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: FindTargetStrategy(botAI), dps_(dps), targetExpectedLifeTime(1000000)
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{
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}
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void CheckAttacker(Unit* attacker, ThreatMgr* threatMgr) override
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{
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if (Group* group = botAI->GetBot()->GetGroup())
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{
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ObjectGuid guid = group->GetTargetIcon(4);
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if (guid && attacker->GetGUID() == guid)
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return;
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}
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if (!attacker->IsAlive())
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{
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return;
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}
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if (foundHighPriority)
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{
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return;
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}
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if (IsHighPriority(attacker))
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{
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result = attacker;
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foundHighPriority = true;
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return;
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}
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float expectedLifeTime = attacker->GetHealth() / dps_;
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// Unit* victim = attacker->GetVictim();
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if (!result || IsBetter(attacker, result))
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{
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targetExpectedLifeTime = expectedLifeTime;
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result = attacker;
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}
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}
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bool IsBetter(Unit* new_unit, Unit* old_unit)
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{
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float new_time = new_unit->GetHealth() / dps_;
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float old_time = old_unit->GetHealth() / dps_;
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// [5-20] > (5-0] > (20-inf)
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int new_level = GetIntervalLevel(new_unit);
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int old_level = GetIntervalLevel(old_unit);
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if (new_level != old_level)
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{
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return new_level > old_level;
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}
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// attack enemy in range and with lowest health
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int level = new_level;
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Player* bot = botAI->GetBot();
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if (level == 10)
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{
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Unit* combo_unit = bot->GetComboTarget();
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if (new_unit == combo_unit)
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{
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return true;
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}
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return new_time < old_time;
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}
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// all targets are far away, choose the closest one
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return bot->GetDistance(new_unit) < bot->GetDistance(old_unit);
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}
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int32_t GetIntervalLevel(Unit* unit)
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{
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float time = unit->GetHealth() / dps_;
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float dis = unit->GetDistance(botAI->GetBot());
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float attackRange =
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botAI->IsRanged(botAI->GetBot()) ? sPlayerbotAIConfig->spellDistance : sPlayerbotAIConfig->meleeDistance;
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attackRange += 5.0f;
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int level = dis < attackRange ? 10 : 0;
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return level;
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}
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protected:
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float dps_;
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float targetExpectedLifeTime;
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};
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Unit* DpsTargetValue::Calculate()
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{
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Unit* rti = RtiTargetValue::Calculate();
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if (rti)
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return rti;
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float dps = AI_VALUE(float, "estimated group dps");
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if (botAI->GetNearGroupMemberCount() > 3)
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{
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if (botAI->IsCaster(bot))
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{
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// Caster find target strategy avoids casting spells on enemies
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// with too low health to ensure the effectiveness of casting
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CasterFindTargetSmartStrategy strategy(botAI, dps);
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return TargetValue::FindTarget(&strategy);
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}
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else if (botAI->IsCombo(bot))
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{
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ComboFindTargetSmartStrategy strategy(botAI, dps);
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return TargetValue::FindTarget(&strategy);
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}
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}
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GeneralFindTargetSmartStrategy strategy(botAI, dps);
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return TargetValue::FindTarget(&strategy);
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}
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class FindMaxHpTargetStrategy : public FindTargetStrategy
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{
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public:
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FindMaxHpTargetStrategy(PlayerbotAI* botAI) : FindTargetStrategy(botAI), maxHealth(0) {}
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void CheckAttacker(Unit* attacker, ThreatMgr* threatMgr) override
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{
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if (Group* group = botAI->GetBot()->GetGroup())
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{
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ObjectGuid guid = group->GetTargetIcon(4);
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if (guid && attacker->GetGUID() == guid)
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return;
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}
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if (!result || result->GetHealth() < attacker->GetHealth())
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result = attacker;
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}
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protected:
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float maxHealth;
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};
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Unit* DpsAoeTargetValue::Calculate()
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{
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Unit* rti = RtiTargetValue::Calculate();
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if (rti)
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return rti;
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FindMaxHpTargetStrategy strategy(botAI);
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return TargetValue::FindTarget(&strategy);
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}
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