mirror of
https://github.com/mod-playerbots/mod-playerbots.git
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Merge pull request #759 from liyunfan1223/new_rpg_strats
New rpg strategy
This commit is contained in:
@@ -31,6 +31,7 @@
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#include "MeleeCombatStrategy.h"
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#include "MoveFromGroupStrategy.h"
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#include "NamedObjectContext.h"
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#include "NewRpgStrategy.h"
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#include "NonCombatStrategy.h"
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#include "PassiveStrategy.h"
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#include "PullStrategy.h"
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@@ -82,6 +83,7 @@ public:
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creators["reveal"] = &StrategyContext::reveal;
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creators["collision"] = &StrategyContext::collision;
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creators["rpg"] = &StrategyContext::rpg;
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creators["new rpg"] = &StrategyContext::new_rpg;
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creators["travel"] = &StrategyContext::travel;
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creators["explore"] = &StrategyContext::explore;
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creators["map"] = &StrategyContext::map;
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@@ -152,6 +154,7 @@ private:
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static Strategy* reveal(PlayerbotAI* botAI) { return new RevealStrategy(botAI); }
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static Strategy* collision(PlayerbotAI* botAI) { return new CollisionStrategy(botAI); }
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static Strategy* rpg(PlayerbotAI* botAI) { return new RpgStrategy(botAI); }
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static Strategy* new_rpg(PlayerbotAI* botAI) { return new NewRpgStrategy(botAI); }
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static Strategy* travel(PlayerbotAI* botAI) { return new TravelStrategy(botAI); }
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static Strategy* explore(PlayerbotAI* botAI) { return new ExploreStrategy(botAI); }
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static Strategy* map(PlayerbotAI* botAI) { return new MapStrategy(botAI); }
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@@ -62,6 +62,7 @@
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#include "VehicleActions.h"
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#include "WorldBuffAction.h"
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#include "XpGainAction.h"
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#include "NewRpgAction.h"
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class PlayerbotAI;
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@@ -240,6 +241,12 @@ public:
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creators["toggle pet spell"] = &ActionContext::toggle_pet_spell;
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creators["pet attack"] = &ActionContext::pet_attack;
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creators["new rpg status update"] = &ActionContext::new_rpg_status_update;
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creators["new rpg go grind"] = &ActionContext::new_rpg_go_grind;
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creators["new rpg go innkeeper"] = &ActionContext::new_rpg_go_innkeeper;
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creators["new rpg move random"] = &ActionContext::new_rpg_move_random;
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creators["new rpg move npc"] = &ActionContext::new_rpg_move_npc;
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}
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private:
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@@ -415,6 +422,12 @@ private:
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static Action* toggle_pet_spell(PlayerbotAI* ai) { return new TogglePetSpellAutoCastAction(ai); }
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static Action* pet_attack(PlayerbotAI* ai) { return new PetAttackAction(ai); }
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static Action* new_rpg_status_update(PlayerbotAI* ai) { return new NewRpgStatusUpdateAction(ai); }
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static Action* new_rpg_go_grind(PlayerbotAI* ai) { return new NewRpgGoGrindAction(ai); }
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static Action* new_rpg_go_innkeeper(PlayerbotAI* ai) { return new NewRpgGoInnKeeperAction(ai); }
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static Action* new_rpg_move_random(PlayerbotAI* ai) { return new NewRpgMoveRandomAction(ai); }
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static Action* new_rpg_move_npc(PlayerbotAI* ai) { return new NewRpgMoveNpcAction(ai); }
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};
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#endif
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@@ -38,6 +38,7 @@
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#include "LootStrategyAction.h"
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#include "MailAction.h"
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#include "NamedObjectContext.h"
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#include "NewRpgAction.h"
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#include "PassLeadershipToMasterAction.h"
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#include "PositionAction.h"
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#include "QueryItemUsageAction.h"
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@@ -88,6 +89,7 @@ public:
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creators["reputation"] = &ChatActionContext::reputation;
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creators["log"] = &ChatActionContext::log;
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creators["los"] = &ChatActionContext::los;
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creators["rpg status"] = &ChatActionContext::rpg_status;
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creators["aura"] = &ChatActionContext::aura;
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creators["drop"] = &ChatActionContext::drop;
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creators["clean quest log"] = &ChatActionContext::clean_quest_log;
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@@ -258,6 +260,7 @@ private:
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static Action* reputation(PlayerbotAI* botAI) { return new TellReputationAction(botAI); }
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static Action* log(PlayerbotAI* botAI) { return new LogLevelAction(botAI); }
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static Action* los(PlayerbotAI* botAI) { return new TellLosAction(botAI); }
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static Action* rpg_status(PlayerbotAI* botAI) { return new TellRpgStatusAction(botAI); }
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static Action* aura(PlayerbotAI* ai) { return new TellAuraAction(ai); }
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static Action* ll(PlayerbotAI* botAI) { return new LootStrategyAction(botAI); }
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static Action* ss(PlayerbotAI* botAI) { return new SkipSpellsListAction(botAI); }
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@@ -177,7 +177,7 @@ bool MovementAction::MoveToLOS(WorldObject* target, bool ranged)
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}
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bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle, bool react, bool normal_only,
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bool exact_waypoint, MovementPriority priority)
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bool exact_waypoint, MovementPriority priority, bool lessDelay)
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{
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UpdateMovementState();
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if (!IsMovingAllowed(mapId, x, y, z))
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@@ -210,6 +210,10 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
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mm.Clear();
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mm.MovePoint(0, x, y, z, generatePath);
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float delay = 1000.0f * (distance / vehicleBase->GetSpeed(MOVE_RUN));
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if (lessDelay)
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{
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delay -= botAI->GetReactDelay();
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}
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delay = std::max(.0f, delay);
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delay = std::min((float)sPlayerbotAIConfig->maxWaitForMove, delay);
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AI_VALUE(LastMovement&, "last movement").Set(mapId, x, y, z, bot->GetOrientation(), delay, priority);
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@@ -233,6 +237,10 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
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mm.Clear();
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mm.MovePoint(0, x, y, z, generatePath);
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float delay = 1000.0f * MoveDelay(distance);
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if (lessDelay)
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{
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delay -= botAI->GetReactDelay();
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}
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delay = std::max(.0f, delay);
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delay = std::min((float)sPlayerbotAIConfig->maxWaitForMove, delay);
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AI_VALUE(LastMovement&, "last movement").Set(mapId, x, y, z, bot->GetOrientation(), delay, priority);
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@@ -264,6 +272,10 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
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mm.Clear();
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mm.MovePoint(0, endP.x, endP.y, endP.z, generatePath);
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float delay = 1000.0f * MoveDelay(distance);
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if (lessDelay)
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{
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delay -= botAI->GetReactDelay();
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}
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delay = std::max(.0f, delay);
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delay = std::min((float)sPlayerbotAIConfig->maxWaitForMove, delay);
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AI_VALUE(LastMovement&, "last movement").Set(mapId, x, y, z, bot->GetOrientation(), delay, priority);
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@@ -822,7 +834,7 @@ bool MovementAction::ReachCombatTo(Unit* target, float distance)
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PathGenerator path(bot);
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path.CalculatePath(tx, ty, tz, false);
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PathType type = path.GetPathType();
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int typeOk = PATHFIND_NORMAL | PATHFIND_INCOMPLETE;
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int typeOk = PATHFIND_NORMAL | PATHFIND_INCOMPLETE | PATHFIND_SHORTCUT;
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if (!(type & typeOk))
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return false;
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float shortenTo = distance;
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@@ -838,7 +850,7 @@ bool MovementAction::ReachCombatTo(Unit* target, float distance)
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path.ShortenPathUntilDist(G3D::Vector3(tx, ty, tz), shortenTo);
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G3D::Vector3 endPos = path.GetPath().back();
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return MoveTo(target->GetMapId(), endPos.x, endPos.y, endPos.z, false, false, false, false,
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MovementPriority::MOVEMENT_COMBAT);
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MovementPriority::MOVEMENT_COMBAT, true);
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}
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float MovementAction::GetFollowAngle()
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@@ -2013,8 +2025,15 @@ Position MovementAction::BestPositionForMeleeToFlee(Position pos, float radius)
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}
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bool strict = checkAngle.strict;
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float fleeDis = std::min(radius + 1.0f, sPlayerbotAIConfig->fleeDistance);
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Position fleePos{bot->GetPositionX() + cos(angle) * fleeDis, bot->GetPositionY() + sin(angle) * fleeDis,
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bot->GetPositionZ()};
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float dx = bot->GetPositionX() + cos(angle) * fleeDis;
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float dy = bot->GetPositionY() + sin(angle) * fleeDis;
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float dz = bot->GetPositionZ();
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if (!bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(),
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bot->GetPositionZ(), dx, dy, dz))
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{
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continue;
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}
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Position fleePos{dx, dy, dz};
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if (strict && currentTarget &&
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fleePos.GetExactDist(currentTarget) - currentTarget->GetCombatReach() >
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sPlayerbotAIConfig->tooCloseDistance &&
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@@ -2069,8 +2088,15 @@ Position MovementAction::BestPositionForRangedToFlee(Position pos, float radius)
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}
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bool strict = checkAngle.strict;
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float fleeDis = std::min(radius + 1.0f, sPlayerbotAIConfig->fleeDistance);
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Position fleePos{bot->GetPositionX() + cos(angle) * fleeDis, bot->GetPositionY() + sin(angle) * fleeDis,
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bot->GetPositionZ()};
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float dx = bot->GetPositionX() + cos(angle) * fleeDis;
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float dy = bot->GetPositionY() + sin(angle) * fleeDis;
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float dz = bot->GetPositionZ();
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if (!bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(),
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bot->GetPositionZ(), dx, dy, dz))
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{
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continue;
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}
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Position fleePos{dx, dy, dz};
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if (strict && currentTarget &&
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fleePos.GetExactDist(currentTarget) - currentTarget->GetCombatReach() > sPlayerbotAIConfig->spellDistance)
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{
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@@ -2082,6 +2108,7 @@ Position MovementAction::BestPositionForRangedToFlee(Position pos, float radius)
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{
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continue;
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}
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if (pos.GetExactDist(fleePos) > farestDis)
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{
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farestDis = pos.GetExactDist(fleePos);
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@@ -32,7 +32,7 @@ protected:
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bool MoveNear(uint32 mapId, float x, float y, float z, float distance = sPlayerbotAIConfig->contactDistance, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL);
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bool MoveToLOS(WorldObject* target, bool ranged = false);
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bool MoveTo(uint32 mapId, float x, float y, float z, bool idle = false, bool react = false,
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bool normal_only = false, bool exact_waypoint = false, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL);
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bool normal_only = false, bool exact_waypoint = false, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL, bool lessDelay = false);
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bool MoveTo(WorldObject* target, float distance = 0.0f, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL);
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bool MoveNear(WorldObject* target, float distance = sPlayerbotAIConfig->contactDistance, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL);
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float GetFollowAngle();
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@@ -188,7 +188,7 @@ bool FindCorpseAction::Execute(Event event)
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if (!moved)
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{
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moved = botAI->DoSpecificAction("spirit healer");
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moved = botAI->DoSpecificAction("spirit healer", Event(), true);
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}
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}
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}
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@@ -347,16 +347,16 @@ bool SpiritHealerAction::Execute(Event event)
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if (moved)
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return true;
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if (!botAI->HasActivePlayerMaster())
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{
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context->GetValue<uint32>("death count")->Set(dCount + 1);
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return bot->TeleportTo(ClosestGrave->Map, ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, 0.f);
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}
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// if (!botAI->HasActivePlayerMaster())
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// {
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context->GetValue<uint32>("death count")->Set(dCount + 1);
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return bot->TeleportTo(ClosestGrave->Map, ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, 0.f);
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// }
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LOG_INFO("playerbots", "Bot {} {}:{} <{}> can't find a spirit healer", bot->GetGUID().ToString().c_str(),
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bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(), bot->GetName().c_str());
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// LOG_INFO("playerbots", "Bot {} {}:{} <{}> can't find a spirit healer", bot->GetGUID().ToString().c_str(),
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// bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(), bot->GetName().c_str());
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botAI->TellError("Cannot find any spirit healer nearby");
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// botAI->TellError("Cannot find any spirit healer nearby");
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return false;
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}
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@@ -101,7 +101,7 @@ void FeralDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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// triggers.push_back(new TriggerNode("not facing target", NextAction::array(0, new NextAction("set facing",
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// ACTION_NORMAL + 7), nullptr)));
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triggers.push_back(new TriggerNode(
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"enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_NORMAL + 8), nullptr)));
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"enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_HIGH + 1), nullptr)));
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// triggers.push_back(new TriggerNode("enemy too close for melee", NextAction::array(0, new NextAction("move out of
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// enemy contact", ACTION_NORMAL + 8), nullptr)));
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triggers.push_back(new TriggerNode(
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@@ -106,6 +106,7 @@ ChatCommandHandlerStrategy::ChatCommandHandlerStrategy(PlayerbotAI* botAI) : Pas
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supported.push_back("reputation");
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supported.push_back("log");
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supported.push_back("los");
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supported.push_back("rpg status");
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supported.push_back("aura");
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supported.push_back("drop");
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supported.push_back("share");
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@@ -22,7 +22,7 @@ void CombatStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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triggers.push_back(new TriggerNode("not facing target",
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NextAction::array(0, new NextAction("set facing", ACTION_MOVE + 7), nullptr)));
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triggers.push_back(
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new TriggerNode("pet attack", NextAction::array(0, new NextAction("pet attack", ACTION_NORMAL), nullptr)));
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new TriggerNode("pet attack", NextAction::array(0, new NextAction("pet attack", 40.0f), nullptr)));
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// triggers.push_back(new TriggerNode("combat long stuck", NextAction::array(0, new NextAction("hearthstone", 0.9f),
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// new NextAction("repop", 0.8f), nullptr)));
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}
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@@ -11,10 +11,10 @@ NextAction** GrindingStrategy::getDefaultActions() { return nullptr; }
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void GrindingStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("timer", NextAction::array(0, new NextAction("drink", 4.2f), nullptr)));
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triggers.push_back(new TriggerNode("timer", NextAction::array(0, new NextAction("food", 4.1f), nullptr)));
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triggers.push_back(new TriggerNode("timer", NextAction::array(0, new NextAction("drink", 10.2f), nullptr)));
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triggers.push_back(new TriggerNode("timer", NextAction::array(0, new NextAction("food", 10.1f), nullptr)));
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triggers.push_back(
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new TriggerNode("no target", NextAction::array(0, new NextAction("attack anything", 4.0f), nullptr)));
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new TriggerNode("no target", NextAction::array(0, new NextAction("attack anything", 10.0f), nullptr)));
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}
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void MoveRandomStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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@@ -14,7 +14,7 @@ void MeleeCombatStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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// triggers.push_back(new TriggerNode("not facing target", NextAction::array(0, new NextAction("set facing",
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// ACTION_MOVE + 7), nullptr)));
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triggers.push_back(new TriggerNode(
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"enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_NORMAL + 8), nullptr)));
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"enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_HIGH + 1), nullptr)));
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// triggers.push_back(new TriggerNode("enemy too close for melee", NextAction::array(0, new NextAction("move out of
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// enemy contact", ACTION_NORMAL + 8), nullptr)));
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}
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@@ -59,8 +59,9 @@ FrostMageStrategy::FrostMageStrategy(PlayerbotAI* botAI) : GenericMageStrategy(b
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NextAction** FrostMageStrategy::getDefaultActions()
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{
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return NextAction::array(0, new NextAction("frostbolt", ACTION_DEFAULT + 0.1f),
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new NextAction("shoot", ACTION_DEFAULT), nullptr);
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return NextAction::array(0, new NextAction("frostbolt", ACTION_DEFAULT + 0.2f),
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new NextAction("shoot", ACTION_DEFAULT + 0.1f),
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new NextAction("fireball", ACTION_DEFAULT), nullptr);
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}
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void FrostMageStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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@@ -131,5 +131,5 @@ void DpsPaladinStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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// NextAction::array(0, new NextAction("set facing", ACTION_NORMAL + 7), NULL)));
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triggers.push_back(new TriggerNode("enemy out of melee",
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NextAction::array(0, new NextAction("reach melee", ACTION_NORMAL + 8), NULL)));
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NextAction::array(0, new NextAction("reach melee", ACTION_HIGH + 1), NULL)));
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}
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@@ -113,5 +113,5 @@ void TankPaladinStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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triggers.push_back(new TriggerNode("not facing target",
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NextAction::array(0, new NextAction("set facing", ACTION_NORMAL + 7), nullptr)));
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triggers.push_back(new TriggerNode(
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"enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_NORMAL + 8), nullptr)));
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"enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_HIGH + 1), nullptr)));
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}
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@@ -88,6 +88,6 @@ void AssassinationRogueStrategy::InitTriggers(std::vector<TriggerNode*>& trigger
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triggers.push_back(new TriggerNode(
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"enemy out of melee",
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NextAction::array(0, new NextAction("stealth", ACTION_NORMAL + 9), new NextAction("sprint", ACTION_NORMAL + 8),
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new NextAction("reach melee", ACTION_NORMAL + 7), NULL)));
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NextAction::array(0, new NextAction("stealth", ACTION_HIGH + 3), new NextAction("sprint", ACTION_HIGH + 2),
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new NextAction("reach melee", ACTION_HIGH + 1), NULL)));
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}
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@@ -134,8 +134,8 @@ void DpsRogueStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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triggers.push_back(new TriggerNode(
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"enemy out of melee",
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NextAction::array(0, new NextAction("stealth", ACTION_NORMAL + 9), new NextAction("sprint", ACTION_NORMAL + 8),
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new NextAction("reach melee", ACTION_NORMAL + 7), nullptr)));
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NextAction::array(0, new NextAction("stealth", ACTION_HIGH + 3), new NextAction("sprint", ACTION_HIGH + 2),
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new NextAction("reach melee", ACTION_HIGH + 1), nullptr)));
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triggers.push_back(new TriggerNode("expose armor",
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NextAction::array(0, new NextAction("expose armor", ACTION_HIGH + 3), nullptr)));
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380
src/strategy/rpg/NewRpgAction.cpp
Normal file
380
src/strategy/rpg/NewRpgAction.cpp
Normal file
@@ -0,0 +1,380 @@
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#include "NewRpgAction.h"
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#include <cmath>
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#include <cstdint>
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#include "NewRpgStrategy.h"
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||||
#include "ObjectDefines.h"
|
||||
#include "ObjectGuid.h"
|
||||
#include "PathGenerator.h"
|
||||
#include "Player.h"
|
||||
#include "PlayerbotAI.h"
|
||||
#include "Playerbots.h"
|
||||
#include "Random.h"
|
||||
#include "RandomPlayerbotMgr.h"
|
||||
#include "Timer.h"
|
||||
#include "TravelMgr.h"
|
||||
#include "World.h"
|
||||
|
||||
bool TellRpgStatusAction::Execute(Event event)
|
||||
{
|
||||
std::string out = botAI->rpgInfo.ToString();
|
||||
botAI->TellMasterNoFacing(out);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool NewRpgStatusUpdateAction::Execute(Event event)
|
||||
{
|
||||
NewRpgInfo& info = botAI->rpgInfo;
|
||||
switch (info.status)
|
||||
{
|
||||
case NewRpgStatus::IDLE:
|
||||
{
|
||||
uint32 roll = urand(1, 100);
|
||||
// IDLE -> NEAR_NPC
|
||||
// if ((!info.lastNearNpc || info.lastNearNpc + setNpcInterval < getMSTime()) && roll <= 30)
|
||||
if (roll <= 30)
|
||||
{
|
||||
info.lastNearNpc = getMSTime();
|
||||
GuidVector possibleTargets = AI_VALUE(GuidVector, "possible rpg targets");
|
||||
if (!possibleTargets.empty())
|
||||
{
|
||||
info.status = NewRpgStatus::NEAR_NPC;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
// IDLE -> GO_INNKEEPER
|
||||
else if (bot->GetLevel() >= 6 && roll <= 40)
|
||||
{
|
||||
WorldPosition pos = SelectRandomInnKeeperPos();
|
||||
if (pos != WorldPosition() && bot->GetExactDist(pos) > 50.0f)
|
||||
{
|
||||
info.lastGoInnKeeper = getMSTime();
|
||||
info.status = NewRpgStatus::GO_INNKEEPER;
|
||||
info.innKeeperPos = pos;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
// IDLE -> GO_GRIND
|
||||
else if (roll <= 90)
|
||||
{
|
||||
WorldPosition pos = SelectRandomGrindPos();
|
||||
if (pos != WorldPosition())
|
||||
{
|
||||
info.lastGoGrind = getMSTime();
|
||||
info.status = NewRpgStatus::GO_GRIND;
|
||||
info.grindPos = pos;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
// IDLE -> REST
|
||||
info.status = NewRpgStatus::REST;
|
||||
info.lastRest = getMSTime();
|
||||
bot->SetStandState(UNIT_STAND_STATE_SIT);
|
||||
return true;
|
||||
}
|
||||
case NewRpgStatus::GO_GRIND:
|
||||
{
|
||||
WorldPosition& originalPos = info.grindPos;
|
||||
assert(info.grindPos != WorldPosition());
|
||||
// GO_GRIND -> NEAR_RANDOM
|
||||
if (bot->GetExactDist(originalPos) < 10.0f)
|
||||
{
|
||||
info.status = NewRpgStatus::NEAR_RANDOM;
|
||||
info.lastNearRandom = getMSTime();
|
||||
info.grindPos = WorldPosition();
|
||||
return true;
|
||||
}
|
||||
// // just choose another grindPos
|
||||
// if (!info.lastGoGrind || info.lastGoGrind + setGrindInterval < getMSTime())
|
||||
// {
|
||||
// WorldPosition pos = SelectRandomGrindPos();
|
||||
// if (pos == WorldPosition())
|
||||
// break;
|
||||
// info.status = NewRpgStatus::GO_GRIND;
|
||||
// info.lastGoGrind = getMSTime();
|
||||
// info.grindPos = pos;
|
||||
// return true;
|
||||
// }
|
||||
break;
|
||||
}
|
||||
case NewRpgStatus::GO_INNKEEPER:
|
||||
{
|
||||
WorldPosition& originalPos = info.innKeeperPos;
|
||||
assert(info.innKeeperPos != WorldPosition());
|
||||
// GO_INNKEEPER -> NEAR_NPC
|
||||
if (bot->GetExactDist(originalPos) < 10.0f)
|
||||
{
|
||||
info.lastNearNpc = getMSTime();
|
||||
info.status = NewRpgStatus::NEAR_NPC;
|
||||
info.innKeeperPos = WorldPosition();
|
||||
return true;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case NewRpgStatus::NEAR_RANDOM:
|
||||
{
|
||||
// NEAR_RANDOM -> IDLE
|
||||
if (info.lastNearRandom + statusNearRandomDuration < getMSTime())
|
||||
{
|
||||
info.status = NewRpgStatus::IDLE;
|
||||
return true;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case NewRpgStatus::NEAR_NPC:
|
||||
{
|
||||
if (info.lastNearNpc + statusNearNpcDuration < getMSTime())
|
||||
{
|
||||
info.status = NewRpgStatus::IDLE;
|
||||
return true;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case NewRpgStatus::REST:
|
||||
{
|
||||
// REST -> IDLE
|
||||
if (info.lastRest + statusRestDuration < getMSTime())
|
||||
{
|
||||
info.status = NewRpgStatus::IDLE;
|
||||
return true;
|
||||
}
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
WorldPosition NewRpgStatusUpdateAction::SelectRandomGrindPos()
|
||||
{
|
||||
const std::vector<WorldLocation>& locs = sRandomPlayerbotMgr->locsPerLevelCache[bot->GetLevel()];
|
||||
std::vector<WorldLocation> lo_prepared_locs, hi_prepared_locs;
|
||||
for (auto& loc : locs)
|
||||
{
|
||||
if (bot->GetMapId() != loc.GetMapId())
|
||||
continue;
|
||||
|
||||
if (bot->GetMap()->GetZoneId(bot->GetPhaseMask(), loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ()) !=
|
||||
bot->GetZoneId())
|
||||
continue;
|
||||
|
||||
if (bot->GetExactDist(loc) < 500.0f)
|
||||
{
|
||||
hi_prepared_locs.push_back(loc);
|
||||
}
|
||||
|
||||
if (bot->GetExactDist(loc) < 2500.0f)
|
||||
{
|
||||
lo_prepared_locs.push_back(loc);
|
||||
}
|
||||
}
|
||||
WorldPosition dest;
|
||||
if (urand(1, 100) <= 50 && !hi_prepared_locs.empty())
|
||||
{
|
||||
uint32 idx = urand(0, hi_prepared_locs.size() - 1);
|
||||
dest = hi_prepared_locs[idx];
|
||||
}
|
||||
else if (!lo_prepared_locs.empty())
|
||||
{
|
||||
uint32 idx = urand(0, lo_prepared_locs.size() - 1);
|
||||
dest = lo_prepared_locs[idx];
|
||||
}
|
||||
LOG_DEBUG("playerbots", "[New Rpg] Bot {} select random grind pos Map:{} X:{} Y:{} Z:{} ({}+{} available in {})",
|
||||
bot->GetName(), dest.GetMapId(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(),
|
||||
hi_prepared_locs.size(), lo_prepared_locs.size() - hi_prepared_locs.size(), locs.size());
|
||||
return dest;
|
||||
}
|
||||
|
||||
WorldPosition NewRpgStatusUpdateAction::SelectRandomInnKeeperPos()
|
||||
{
|
||||
const std::vector<WorldLocation>& locs = IsAlliance(bot->getRace())
|
||||
? sRandomPlayerbotMgr->allianceStarterPerLevelCache[bot->GetLevel()]
|
||||
: sRandomPlayerbotMgr->hordeStarterPerLevelCache[bot->GetLevel()];
|
||||
std::vector<WorldLocation> prepared_locs;
|
||||
for (auto& loc : locs)
|
||||
{
|
||||
if (bot->GetMapId() != loc.GetMapId())
|
||||
continue;
|
||||
|
||||
float range = bot->GetLevel() <= 5 ? 500.0f : 2500.0f;
|
||||
if (bot->GetExactDist(loc) < range)
|
||||
{
|
||||
prepared_locs.push_back(loc);
|
||||
}
|
||||
}
|
||||
WorldPosition dest;
|
||||
if (!prepared_locs.empty())
|
||||
{
|
||||
uint32 idx = urand(0, prepared_locs.size() - 1);
|
||||
dest = prepared_locs[idx];
|
||||
}
|
||||
LOG_DEBUG("playerbots", "[New Rpg] Bot {} select random inn keeper pos Map:{} X:{} Y:{} Z:{} ({} available in {})",
|
||||
bot->GetName(), dest.GetMapId(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(),
|
||||
prepared_locs.size(), locs.size());
|
||||
return dest;
|
||||
}
|
||||
|
||||
bool NewRpgGoFarAwayPosAction::MoveFarTo(WorldPosition dest)
|
||||
{
|
||||
float dis = bot->GetExactDist(dest);
|
||||
if (dis < pathFinderDis)
|
||||
{
|
||||
return MoveTo(dest.getMapId(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(), false, false,
|
||||
false, true);
|
||||
}
|
||||
|
||||
// performance optimization
|
||||
if (IsWaitingForLastMove(MovementPriority::MOVEMENT_NORMAL))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
float minDelta = M_PI;
|
||||
const float x = bot->GetPositionX();
|
||||
const float y = bot->GetPositionY();
|
||||
const float z = bot->GetPositionZ();
|
||||
float rx, ry, rz;
|
||||
bool found = false;
|
||||
int attempt = 10;
|
||||
while (--attempt)
|
||||
{
|
||||
float angle = bot->GetAngle(&dest);
|
||||
float delta = (rand_norm() - 0.5) * M_PI * 2;
|
||||
angle += delta;
|
||||
float dis = rand_norm() * pathFinderDis;
|
||||
float dx = x + cos(angle) * dis;
|
||||
float dy = y + sin(angle) * dis;
|
||||
float dz = z + 5.0f;
|
||||
bot->UpdateAllowedPositionZ(dx, dy, dz);
|
||||
PathGenerator path(bot);
|
||||
path.CalculatePath(dx, dy, dz);
|
||||
PathType type = path.GetPathType();
|
||||
|
||||
bool canReach = type == PATHFIND_INCOMPLETE || type == PATHFIND_NORMAL;
|
||||
|
||||
if (canReach && fabs(delta) <= minDelta)
|
||||
{
|
||||
found = true;
|
||||
const G3D::Vector3& endPos = path.GetActualEndPosition();
|
||||
rx = endPos.x;
|
||||
ry = endPos.y;
|
||||
rz = endPos.z;
|
||||
minDelta = fabs(delta);
|
||||
}
|
||||
}
|
||||
if (found)
|
||||
{
|
||||
return MoveTo(bot->GetMapId(), rx, ry, rz, false, false, false, true);
|
||||
}
|
||||
// don't fallback to direct move
|
||||
// float angle = bot->GetAngle(&dest);
|
||||
// return MoveTo(bot->GetMapId(), x + cos(angle) * pathFinderDis, y + sin(angle) * pathFinderDis, z);
|
||||
return false;
|
||||
}
|
||||
|
||||
bool NewRpgGoGrindAction::Execute(Event event) { return MoveFarTo(botAI->rpgInfo.grindPos); }
|
||||
|
||||
bool NewRpgGoInnKeeperAction::Execute(Event event) { return MoveFarTo(botAI->rpgInfo.innKeeperPos); }
|
||||
|
||||
bool NewRpgMoveRandomAction::Execute(Event event)
|
||||
{
|
||||
float distance = rand_norm() * moveStep;
|
||||
Map* map = bot->GetMap();
|
||||
const float x = bot->GetPositionX();
|
||||
const float y = bot->GetPositionY();
|
||||
const float z = bot->GetPositionZ();
|
||||
int attempts = 5;
|
||||
while (--attempts)
|
||||
{
|
||||
float angle = (float)rand_norm() * 2 * static_cast<float>(M_PI);
|
||||
float dx = x + distance * cos(angle);
|
||||
float dy = y + distance * sin(angle);
|
||||
float dz = z;
|
||||
if (!map->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(),
|
||||
dx, dy, dz))
|
||||
continue;
|
||||
|
||||
if (map->IsInWater(bot->GetPhaseMask(), dx, dy, dz, bot->GetCollisionHeight()))
|
||||
continue;
|
||||
|
||||
bool moved = MoveTo(bot->GetMapId(), dx, dy, dz, false, false, false, true);
|
||||
if (moved)
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool NewRpgMoveNpcAction::Execute(Event event)
|
||||
{
|
||||
NewRpgInfo& info = botAI->rpgInfo;
|
||||
if (!info.npcPos)
|
||||
{
|
||||
GuidVector possibleTargets = AI_VALUE(GuidVector, "possible rpg targets");
|
||||
if (possibleTargets.empty())
|
||||
return false;
|
||||
int idx = urand(0, possibleTargets.size() - 1);
|
||||
ObjectGuid guid = possibleTargets[idx];
|
||||
Unit* unit = botAI->GetUnit(guid);
|
||||
if (unit)
|
||||
{
|
||||
info.npcPos = GuidPosition(unit);
|
||||
info.lastReachNpc = 0;
|
||||
}
|
||||
else
|
||||
return false;
|
||||
}
|
||||
|
||||
if (bot->GetDistance(info.npcPos) <= INTERACTION_DISTANCE)
|
||||
{
|
||||
if (!info.lastReachNpc)
|
||||
{
|
||||
info.lastReachNpc = getMSTime();
|
||||
return true;
|
||||
}
|
||||
|
||||
if (info.lastReachNpc && info.lastReachNpc + stayTime > getMSTime())
|
||||
return false;
|
||||
|
||||
info.npcPos = GuidPosition();
|
||||
info.lastReachNpc = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
assert(info.npcPos);
|
||||
Unit* unit = botAI->GetUnit(info.npcPos);
|
||||
if (!unit)
|
||||
return false;
|
||||
float x = unit->GetPositionX();
|
||||
float y = unit->GetPositionY();
|
||||
float z = unit->GetPositionZ();
|
||||
float mapId = unit->GetMapId();
|
||||
float angle = 0.f;
|
||||
if (bot->IsWithinLOS(x, y, z))
|
||||
{
|
||||
if (!unit->isMoving())
|
||||
angle = unit->GetAngle(bot) + (M_PI * irand(-25, 25) / 100.0); // Closest 45 degrees towards the target
|
||||
else
|
||||
angle = unit->GetOrientation() +
|
||||
(M_PI * irand(-25, 25) / 100.0); // 45 degrees infront of target (leading it's movement)
|
||||
}
|
||||
else
|
||||
angle = 2 * M_PI * rand_norm(); // A circle around the target.
|
||||
float rnd = rand_norm();
|
||||
x += cos(angle) * INTERACTION_DISTANCE * rnd;
|
||||
y += sin(angle) * INTERACTION_DISTANCE * rnd;
|
||||
// bool exact = true;
|
||||
if (!unit->GetMap()->CheckCollisionAndGetValidCoords(unit, unit->GetPositionX(), unit->GetPositionY(),
|
||||
unit->GetPositionZ(), x, y, z))
|
||||
{
|
||||
x = unit->GetPositionX();
|
||||
y = unit->GetPositionY();
|
||||
z = unit->GetPositionZ();
|
||||
// exact = false;
|
||||
}
|
||||
return MoveTo(mapId, x, y, z, false, false, false, true);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
78
src/strategy/rpg/NewRpgAction.h
Normal file
78
src/strategy/rpg/NewRpgAction.h
Normal file
@@ -0,0 +1,78 @@
|
||||
#ifndef _PLAYERBOT_NEWRPGACTION_H
|
||||
#define _PLAYERBOT_NEWRPGACTION_H
|
||||
|
||||
#include "Duration.h"
|
||||
#include "MovementActions.h"
|
||||
#include "NewRpgStrategy.h"
|
||||
#include "TravelMgr.h"
|
||||
#include "PlayerbotAI.h"
|
||||
|
||||
class TellRpgStatusAction : public Action
|
||||
{
|
||||
public:
|
||||
TellRpgStatusAction(PlayerbotAI* botAI) : Action(botAI, "rpg status") {}
|
||||
|
||||
bool Execute(Event event) override;
|
||||
};
|
||||
|
||||
class NewRpgStatusUpdateAction : public Action
|
||||
{
|
||||
public:
|
||||
NewRpgStatusUpdateAction(PlayerbotAI* botAI) : Action(botAI, "new rpg status update") {}
|
||||
bool Execute(Event event) override;
|
||||
protected:
|
||||
// const int32 setGrindInterval = 5 * 60 * 1000;
|
||||
// const int32 setNpcInterval = 1 * 60 * 1000;
|
||||
const int32 statusNearNpcDuration = 2 * 60 * 1000;
|
||||
const int32 statusNearRandomDuration = 2 * 60 * 1000;
|
||||
const int32 statusRestDuration = 30 * 1000;
|
||||
WorldPosition SelectRandomGrindPos();
|
||||
WorldPosition SelectRandomInnKeeperPos();
|
||||
};
|
||||
|
||||
class NewRpgGoFarAwayPosAction : public MovementAction
|
||||
{
|
||||
public:
|
||||
NewRpgGoFarAwayPosAction(PlayerbotAI* botAI, std::string name) : MovementAction(botAI, name) {}
|
||||
// bool Execute(Event event) override;
|
||||
bool MoveFarTo(WorldPosition dest);
|
||||
|
||||
protected:
|
||||
// WorldPosition dest;
|
||||
float pathFinderDis = 70.0f; // path finder
|
||||
};
|
||||
|
||||
class NewRpgGoGrindAction : public NewRpgGoFarAwayPosAction
|
||||
{
|
||||
public:
|
||||
NewRpgGoGrindAction(PlayerbotAI* botAI) : NewRpgGoFarAwayPosAction(botAI, "new rpg go grind") {}
|
||||
bool Execute(Event event) override;
|
||||
};
|
||||
|
||||
class NewRpgGoInnKeeperAction : public NewRpgGoFarAwayPosAction
|
||||
{
|
||||
public:
|
||||
NewRpgGoInnKeeperAction(PlayerbotAI* botAI) : NewRpgGoFarAwayPosAction(botAI, "new rpg go innkeeper") {}
|
||||
bool Execute(Event event) override;
|
||||
};
|
||||
|
||||
|
||||
class NewRpgMoveRandomAction : public MovementAction
|
||||
{
|
||||
public:
|
||||
NewRpgMoveRandomAction(PlayerbotAI* botAI) : MovementAction(botAI, "new rpg move random") {}
|
||||
bool Execute(Event event) override;
|
||||
protected:
|
||||
const float moveStep = 50.0f;
|
||||
};
|
||||
|
||||
class NewRpgMoveNpcAction : public MovementAction
|
||||
{
|
||||
public:
|
||||
NewRpgMoveNpcAction(PlayerbotAI* botAI) : MovementAction(botAI, "new rpg move npcs") {}
|
||||
bool Execute(Event event) override;
|
||||
protected:
|
||||
const uint32 stayTime = 8 * 1000;
|
||||
};
|
||||
|
||||
#endif
|
||||
35
src/strategy/rpg/NewRpgStrategy.cpp
Normal file
35
src/strategy/rpg/NewRpgStrategy.cpp
Normal file
@@ -0,0 +1,35 @@
|
||||
/*
|
||||
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it
|
||||
* and/or modify it under version 2 of the License, or (at your option), any later version.
|
||||
*/
|
||||
|
||||
#include "NewRpgStrategy.h"
|
||||
|
||||
#include "Playerbots.h"
|
||||
|
||||
NewRpgStrategy::NewRpgStrategy(PlayerbotAI* botAI) : Strategy(botAI) {}
|
||||
|
||||
NextAction** NewRpgStrategy::getDefaultActions()
|
||||
{
|
||||
return NextAction::array(0, new NextAction("new rpg status update", 5.0f), nullptr);
|
||||
}
|
||||
|
||||
void NewRpgStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
triggers.push_back(
|
||||
new TriggerNode("go grind status", NextAction::array(0, new NextAction("new rpg go grind", 1.0f), nullptr)));
|
||||
|
||||
triggers.push_back(
|
||||
new TriggerNode("go innkeeper status", NextAction::array(0, new NextAction("new rpg go innkeeper", 1.0f), nullptr)));
|
||||
|
||||
triggers.push_back(
|
||||
new TriggerNode("near random status", NextAction::array(0, new NextAction("new rpg move random", 1.0f), nullptr)));
|
||||
|
||||
triggers.push_back(
|
||||
new TriggerNode("near npc status", NextAction::array(0, new NextAction("new rpg move npc", 1.0f), nullptr)));
|
||||
}
|
||||
|
||||
void NewRpgStrategy::InitMultipliers(std::vector<Multiplier*>& multipliers)
|
||||
{
|
||||
// multipliers.push_back(new RpgActionMultiplier(botAI));
|
||||
}
|
||||
98
src/strategy/rpg/NewRpgStrategy.h
Normal file
98
src/strategy/rpg/NewRpgStrategy.h
Normal file
@@ -0,0 +1,98 @@
|
||||
/*
|
||||
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it
|
||||
* and/or modify it under version 2 of the License, or (at your option), any later version.
|
||||
*/
|
||||
|
||||
#ifndef _PLAYERBOT_NEWRPGSTRATEGY_H
|
||||
#define _PLAYERBOT_NEWRPGSTRATEGY_H
|
||||
|
||||
#include <cstdint>
|
||||
#include "Strategy.h"
|
||||
#include "TravelMgr.h"
|
||||
|
||||
class PlayerbotAI;
|
||||
|
||||
enum class NewRpgStatus
|
||||
{
|
||||
// Going to far away place
|
||||
GO_GRIND,
|
||||
GO_INNKEEPER,
|
||||
// Exploring nearby
|
||||
NEAR_RANDOM,
|
||||
NEAR_NPC,
|
||||
// Taking a break
|
||||
REST,
|
||||
// Initial status
|
||||
IDLE
|
||||
};
|
||||
|
||||
struct NewRpgInfo
|
||||
{
|
||||
NewRpgStatus status{NewRpgStatus::IDLE};
|
||||
// NewRpgStatus::GO_GRIND
|
||||
WorldPosition grindPos{};
|
||||
uint32 lastGoGrind{0};
|
||||
// NewRpgStatus::GO_INNKEEPER
|
||||
WorldPosition innKeeperPos{};
|
||||
uint32 lastGoInnKeeper{0};
|
||||
// NewRpgStatus::NEAR_NPC
|
||||
GuidPosition npcPos{};
|
||||
uint32 lastNearNpc{0};
|
||||
uint32 lastReachNpc{0};
|
||||
// NewRpgStatus::NEAR_RANDOM
|
||||
uint32 lastNearRandom{0};
|
||||
// NewRpgStatus::REST
|
||||
uint32 lastRest{0};
|
||||
|
||||
std::string ToString()
|
||||
{
|
||||
std::stringstream out;
|
||||
out << "Status: ";
|
||||
switch (status)
|
||||
{
|
||||
case NewRpgStatus::GO_GRIND:
|
||||
out << "GO_GRIND";
|
||||
out << "\nGrindPos: " << grindPos.GetMapId() << " " << grindPos.GetPositionX() << " " << grindPos.GetPositionY() << " " << grindPos.GetPositionZ();
|
||||
out << "\nlastGoGrind: " << lastGoGrind;
|
||||
break;
|
||||
case NewRpgStatus::GO_INNKEEPER:
|
||||
out << "GO_INNKEEPER";
|
||||
out << "\nInnKeeperPos: " << innKeeperPos.GetMapId() << " " << innKeeperPos.GetPositionX() << " " << innKeeperPos.GetPositionY() << " " << innKeeperPos.GetPositionZ();
|
||||
out << "\nlastGoInnKeeper: " << lastGoInnKeeper;
|
||||
break;
|
||||
case NewRpgStatus::NEAR_NPC:
|
||||
out << "NEAR_NPC";
|
||||
out << "\nNpcPos: " << npcPos.GetMapId() << " " << npcPos.GetPositionX() << " " << npcPos.GetPositionY() << " " << npcPos.GetPositionZ();
|
||||
out << "\nlastNearNpc: " << lastNearNpc;
|
||||
out << "\nlastReachNpc: " << lastReachNpc;
|
||||
break;
|
||||
case NewRpgStatus::NEAR_RANDOM:
|
||||
out << "NEAR_RANDOM";
|
||||
out << "\nlastNearRandom: " << lastNearRandom;
|
||||
break;
|
||||
case NewRpgStatus::IDLE:
|
||||
out << "IDLE";
|
||||
break;
|
||||
case NewRpgStatus::REST:
|
||||
out << "REST";
|
||||
out << "\nlastRest: " << lastRest;
|
||||
break;
|
||||
default:
|
||||
out << "UNKNOWN";
|
||||
}
|
||||
return out.str();
|
||||
}
|
||||
};
|
||||
|
||||
class NewRpgStrategy : public Strategy
|
||||
{
|
||||
public:
|
||||
NewRpgStrategy(PlayerbotAI* botAI);
|
||||
|
||||
std::string const getName() override { return "new rpg"; }
|
||||
NextAction** getDefaultActions() override;
|
||||
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
|
||||
void InitMultipliers(std::vector<Multiplier*>& multipliers) override;
|
||||
};
|
||||
|
||||
#endif
|
||||
4
src/strategy/rpg/NewRpgTrigger.cpp
Normal file
4
src/strategy/rpg/NewRpgTrigger.cpp
Normal file
@@ -0,0 +1,4 @@
|
||||
#include "NewRpgTriggers.h"
|
||||
#include "PlayerbotAI.h"
|
||||
|
||||
bool NewRpgStatusTrigger::IsActive() { return status == botAI->rpgInfo.status; }
|
||||
20
src/strategy/rpg/NewRpgTriggers.h
Normal file
20
src/strategy/rpg/NewRpgTriggers.h
Normal file
@@ -0,0 +1,20 @@
|
||||
#ifndef _PLAYERBOT_NEWRPGTRIGGERS_H
|
||||
#define _PLAYERBOT_NEWRPGTRIGGERS_H
|
||||
|
||||
#include "NewRpgStrategy.h"
|
||||
#include "Trigger.h"
|
||||
|
||||
class NewRpgStatusTrigger : public Trigger
|
||||
{
|
||||
public:
|
||||
NewRpgStatusTrigger(PlayerbotAI* botAI, NewRpgStatus status = NewRpgStatus::IDLE)
|
||||
: Trigger(botAI, "new rpg status"), status(status)
|
||||
{
|
||||
}
|
||||
bool IsActive() override;
|
||||
|
||||
protected:
|
||||
NewRpgStatus status;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -50,7 +50,7 @@ void HealShamanStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
NextAction::array(0, new NextAction("earthliving weapon", 22.0f), nullptr)));
|
||||
triggers.push_back(new TriggerNode(
|
||||
"group heal setting",
|
||||
NextAction::array(0, new NextAction("riptide on party", 23.0f), new NextAction("chain heal on party", 22.0f), NULL)));
|
||||
NextAction::array(0, new NextAction("riptide on party", 27.0f), new NextAction("chain heal on party", 26.0f), NULL)));
|
||||
|
||||
triggers.push_back(new TriggerNode(
|
||||
"party member critical health",
|
||||
|
||||
@@ -77,7 +77,7 @@ void MeleeShamanStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
triggers.push_back(new TriggerNode(
|
||||
"medium aoe", NextAction::array(0, new NextAction("strength of earth totem", ACTION_LIGHT_HEAL), nullptr)));
|
||||
triggers.push_back(new TriggerNode(
|
||||
"enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_NORMAL + 8), nullptr)));
|
||||
"enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_HIGH + 1), nullptr)));
|
||||
|
||||
triggers.push_back(new TriggerNode(
|
||||
"no fire totem",
|
||||
|
||||
@@ -24,6 +24,7 @@ public:
|
||||
creators["reputation"] = &ChatTriggerContext::reputation;
|
||||
creators["log"] = &ChatTriggerContext::log;
|
||||
creators["los"] = &ChatTriggerContext::los;
|
||||
creators["rpg status"] = &ChatTriggerContext::rpg_status;
|
||||
creators["aura"] = &ChatTriggerContext::aura;
|
||||
creators["drop"] = &ChatTriggerContext::drop;
|
||||
creators["share"] = &ChatTriggerContext::share;
|
||||
@@ -211,6 +212,7 @@ private:
|
||||
static Trigger* reputation(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "reputation"); }
|
||||
static Trigger* log(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "log"); }
|
||||
static Trigger* los(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "los"); }
|
||||
static Trigger* rpg_status(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "rpg status"); }
|
||||
static Trigger* aura(PlayerbotAI* ai) { return new ChatCommandTrigger(ai, "aura"); }
|
||||
static Trigger* loot_all(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "add all loot"); }
|
||||
static Trigger* release(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "release"); }
|
||||
|
||||
@@ -12,6 +12,8 @@
|
||||
#include "LfgTriggers.h"
|
||||
#include "LootTriggers.h"
|
||||
#include "NamedObjectContext.h"
|
||||
#include "NewRpgStrategy.h"
|
||||
#include "NewRpgTriggers.h"
|
||||
#include "PvpTriggers.h"
|
||||
#include "RaidNaxxTriggers.h"
|
||||
#include "RpgTriggers.h"
|
||||
@@ -213,6 +215,10 @@ public:
|
||||
creators["rpg craft"] = &TriggerContext::rpg_craft;
|
||||
creators["rpg trade useful"] = &TriggerContext::rpg_trade_useful;
|
||||
creators["rpg duel"] = &TriggerContext::rpg_duel;
|
||||
creators["go grind status"] = &TriggerContext::go_grind_status;
|
||||
creators["go innkeeper status"] = &TriggerContext::go_innkeeper_status;
|
||||
creators["near random status"] = &TriggerContext::near_random_status;
|
||||
creators["near npc status"] = &TriggerContext::near_npc_status;
|
||||
}
|
||||
|
||||
private:
|
||||
@@ -402,6 +408,10 @@ private:
|
||||
static Trigger* rpg_craft(PlayerbotAI* botAI) { return new RpgCraftTrigger(botAI); }
|
||||
static Trigger* rpg_trade_useful(PlayerbotAI* botAI) { return new RpgTradeUsefulTrigger(botAI); }
|
||||
static Trigger* rpg_duel(PlayerbotAI* botAI) { return new RpgDuelTrigger(botAI); }
|
||||
static Trigger* go_grind_status(PlayerbotAI* botAI) { return new NewRpgStatusTrigger(botAI, NewRpgStatus::GO_GRIND); }
|
||||
static Trigger* go_innkeeper_status(PlayerbotAI* botAI) { return new NewRpgStatusTrigger(botAI, NewRpgStatus::GO_INNKEEPER); }
|
||||
static Trigger* near_random_status(PlayerbotAI* botAI) { return new NewRpgStatusTrigger(botAI, NewRpgStatus::NEAR_RANDOM); }
|
||||
static Trigger* near_npc_status(PlayerbotAI* botAI) { return new NewRpgStatusTrigger(botAI, NewRpgStatus::NEAR_NPC); }
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -298,8 +298,9 @@ Unit* DpsTargetValue::Calculate()
|
||||
return rti;
|
||||
|
||||
// FindLeastHpTargetStrategy strategy(botAI);
|
||||
Group* group = bot->GetGroup();
|
||||
float dps = AI_VALUE(float, "estimated group dps");
|
||||
if (botAI->IsCaster(bot))
|
||||
if (group && botAI->IsCaster(bot))
|
||||
{
|
||||
CasterFindTargetSmartStrategy strategy(botAI, dps);
|
||||
return TargetValue::FindTarget(&strategy);
|
||||
|
||||
@@ -52,7 +52,7 @@ Unit* GrindTargetValue::FindTargetForGrinding(uint32 assistCount)
|
||||
|
||||
float distance = 0;
|
||||
Unit* result = nullptr;
|
||||
std::unordered_map<uint32, bool> needForQuestMap;
|
||||
// std::unordered_map<uint32, bool> needForQuestMap;
|
||||
|
||||
for (ObjectGuid const guid : targets)
|
||||
{
|
||||
@@ -99,18 +99,18 @@ Unit* GrindTargetValue::FindTargetForGrinding(uint32 assistCount)
|
||||
if (!bot->InBattleground() && (int)unit->GetLevel() - (int)bot->GetLevel() > 4 && !unit->GetGUID().IsPlayer())
|
||||
continue;
|
||||
|
||||
if (needForQuestMap.find(unit->GetEntry()) == needForQuestMap.end())
|
||||
needForQuestMap[unit->GetEntry()] = needForQuest(unit);
|
||||
// if (needForQuestMap.find(unit->GetEntry()) == needForQuestMap.end())
|
||||
// needForQuestMap[unit->GetEntry()] = needForQuest(unit);
|
||||
|
||||
if (!needForQuestMap[unit->GetEntry()])
|
||||
{
|
||||
Creature* creature = dynamic_cast<Creature*>(unit);
|
||||
if ((urand(0, 100) < 60 || (context->GetValue<TravelTarget*>("travel target")->Get()->isWorking() &&
|
||||
context->GetValue<TravelTarget*>("travel target")->Get()->getDestination()->getName() != "GrindTravelDestination")))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
// if (!needForQuestMap[unit->GetEntry()])
|
||||
// {
|
||||
// Creature* creature = dynamic_cast<Creature*>(unit);
|
||||
// if ((urand(0, 100) < 60 || (context->GetValue<TravelTarget*>("travel target")->Get()->isWorking() &&
|
||||
// context->GetValue<TravelTarget*>("travel target")->Get()->getDestination()->getName() != "GrindTravelDestination")))
|
||||
// {
|
||||
// continue;
|
||||
// }
|
||||
// }
|
||||
|
||||
if (Creature* creature = unit->ToCreature())
|
||||
if (CreatureTemplate const* CreatureTemplate = creature->GetCreatureTemplate())
|
||||
@@ -142,8 +142,7 @@ Unit* GrindTargetValue::FindTargetForGrinding(uint32 assistCount)
|
||||
else
|
||||
{
|
||||
float newdistance = bot->GetDistance(unit);
|
||||
if (!result || (newdistance < distance &&
|
||||
urand(0, abs(distance - newdistance)) > sPlayerbotAIConfig->sightDistance * 0.1))
|
||||
if (!result || (newdistance < distance))
|
||||
{
|
||||
distance = newdistance;
|
||||
result = unit;
|
||||
|
||||
@@ -14,7 +14,7 @@ class PlayerbotAI;
|
||||
class PossibleRpgTargetsValue : public NearestUnitsValue
|
||||
{
|
||||
public:
|
||||
PossibleRpgTargetsValue(PlayerbotAI* botAI, float range = sPlayerbotAIConfig->rpgDistance);
|
||||
PossibleRpgTargetsValue(PlayerbotAI* botAI, float range = 70.0f);
|
||||
|
||||
static std::vector<uint32> allowedNpcFlags;
|
||||
|
||||
|
||||
@@ -48,7 +48,7 @@ private:
|
||||
{
|
||||
return new ActionNode("summon succubus",
|
||||
/*P*/ nullptr,
|
||||
/*A*/ NextAction::array(0, new NextAction("summon imp"), nullptr),
|
||||
/*A*/ NextAction::array(0, new NextAction("summon voidwalker"), nullptr),
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
static ActionNode* summon_felhunter([[maybe_unused]] PlayerbotAI* botAI)
|
||||
|
||||
@@ -16,7 +16,7 @@ void GenericWarriorStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
CombatStrategy::InitTriggers(triggers);
|
||||
triggers.push_back(new TriggerNode(
|
||||
"enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_NORMAL + 8), nullptr)));
|
||||
"enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_HIGH + 1), nullptr)));
|
||||
/*triggers.push_back(new TriggerNode("bloodrage", NextAction::array(0, new NextAction("bloodrage", ACTION_HIGH + 1),
|
||||
nullptr))); triggers.push_back(new TriggerNode("shield bash", NextAction::array(0, new NextAction("shield bash",
|
||||
ACTION_INTERRUPT + 4), nullptr))); triggers.push_back(new TriggerNode("shield bash on enemy healer",
|
||||
|
||||
Reference in New Issue
Block a user