Run clang-format

This commit is contained in:
Yunfan Li
2024-08-04 10:23:36 +08:00
parent 44da167492
commit 53611c9040
835 changed files with 35085 additions and 31861 deletions

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@@ -1,8 +1,10 @@
/*
* 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.
* 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 "Action.h"
#include "Playerbots.h"
#include "Timer.h"
@@ -66,8 +68,7 @@ NextAction** NextAction::array(uint32 nil, ...)
{
cur = va_arg(vl, NextAction*);
++size;
}
while (cur);
} while (cur);
va_end(vl);
@@ -85,28 +86,19 @@ void NextAction::destroy(NextAction** actions)
if (!actions)
return;
for (uint32 i=0; actions[i]; i++)
for (uint32 i = 0; actions[i]; i++)
delete actions[i];
delete[] actions;
}
Value<Unit*>* Action::GetTargetValue()
{
return context->GetValue<Unit*>(GetTargetName());
}
Value<Unit*>* Action::GetTargetValue() { return context->GetValue<Unit*>(GetTargetName()); }
Unit* Action::GetTarget()
{
return GetTargetValue()->Get();
}
Unit* Action::GetTarget() { return GetTargetValue()->Get(); }
ActionBasket::ActionBasket(ActionNode* action, float relevance, bool skipPrerequisites, Event event) :
action(action), relevance(relevance), skipPrerequisites(skipPrerequisites), event(event), created(getMSTime())
ActionBasket::ActionBasket(ActionNode* action, float relevance, bool skipPrerequisites, Event event)
: action(action), relevance(relevance), skipPrerequisites(skipPrerequisites), event(event), created(getMSTime())
{
}
bool ActionBasket::isExpired(uint32 msecs)
{
return getMSTime() - created >= msecs;
}
bool ActionBasket::isExpired(uint32 msecs) { return getMSTime() - created >= msecs; }

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@@ -1,5 +1,6 @@
/*
* 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.
* 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_ACTION_H
@@ -15,108 +16,119 @@ class Unit;
class NextAction
{
public:
NextAction(std::string const name, float relevance = 0.0f) : relevance(relevance), name(name) { } // name after relevance - whipowill
NextAction(NextAction const& o) : relevance(o.relevance), name(o.name) { } // name after relevance - whipowill
public:
NextAction(std::string const name, float relevance = 0.0f)
: relevance(relevance), name(name) {} // name after relevance - whipowill
NextAction(NextAction const& o) : relevance(o.relevance), name(o.name) {} // name after relevance - whipowill
std::string const getName() { return name; }
float getRelevance() {return relevance;}
std::string const getName() { return name; }
float getRelevance() { return relevance; }
static uint32 size(NextAction** actions);
static NextAction** clone(NextAction** actions);
static NextAction** merge(NextAction** what, NextAction** with);
static NextAction** array(uint32 nil,...);
static void destroy(NextAction** actions);
static uint32 size(NextAction** actions);
static NextAction** clone(NextAction** actions);
static NextAction** merge(NextAction** what, NextAction** with);
static NextAction** array(uint32 nil, ...);
static void destroy(NextAction** actions);
private:
float relevance;
std::string const name;
private:
float relevance;
std::string const name;
};
class Action : public AiNamedObject
{
public:
enum class ActionThreatType
{
None = 0,
Single = 1,
Aoe = 2
};
public:
enum class ActionThreatType
{
None = 0,
Single = 1,
Aoe = 2
};
Action(PlayerbotAI* botAI, std::string const name = "action") : AiNamedObject(botAI, name), verbose(false) { } // verbose after ainamedobject - whipowill
virtual ~Action(void) { }
Action(PlayerbotAI* botAI, std::string const name = "action")
: AiNamedObject(botAI, name), verbose(false) {} // verbose after ainamedobject - whipowill
virtual ~Action(void) {}
virtual bool Execute([[maybe_unused]] Event event) { return true; }
virtual bool isPossible() { return true; }
virtual bool isUseful() { return true; }
virtual NextAction** getPrerequisites() { return nullptr; }
virtual NextAction** getAlternatives() { return nullptr; }
virtual NextAction** getContinuers() { return nullptr; }
virtual ActionThreatType getThreatType() { return ActionThreatType::None; }
void Update() { }
void Reset() { }
virtual Unit* GetTarget();
virtual Value<Unit*>* GetTargetValue();
virtual std::string const GetTargetName() { return "self target"; }
void MakeVerbose() { verbose = true; }
void setRelevance(uint32 relevance1) { relevance = relevance1; };
virtual float getRelevance() { return relevance; }
virtual bool Execute([[maybe_unused]] Event event) { return true; }
virtual bool isPossible() { return true; }
virtual bool isUseful() { return true; }
virtual NextAction** getPrerequisites() { return nullptr; }
virtual NextAction** getAlternatives() { return nullptr; }
virtual NextAction** getContinuers() { return nullptr; }
virtual ActionThreatType getThreatType() { return ActionThreatType::None; }
void Update() {}
void Reset() {}
virtual Unit* GetTarget();
virtual Value<Unit*>* GetTargetValue();
virtual std::string const GetTargetName() { return "self target"; }
void MakeVerbose() { verbose = true; }
void setRelevance(uint32 relevance1) { relevance = relevance1; };
virtual float getRelevance() { return relevance; }
protected:
bool verbose;
float relevance = 0;
protected:
bool verbose;
float relevance = 0;
};
class ActionNode
{
public:
ActionNode(std::string const name, NextAction** prerequisites = nullptr, NextAction** alternatives = nullptr, NextAction** continuers = nullptr) :
name(name), action(nullptr), continuers(continuers), alternatives(alternatives), prerequisites(prerequisites) { } // reorder arguments - whipowill
public:
ActionNode(std::string const name, NextAction** prerequisites = nullptr, NextAction** alternatives = nullptr,
NextAction** continuers = nullptr)
: name(name), action(nullptr), continuers(continuers), alternatives(alternatives), prerequisites(prerequisites)
{
} // reorder arguments - whipowill
virtual ~ActionNode()
{
NextAction::destroy(prerequisites);
NextAction::destroy(alternatives);
NextAction::destroy(continuers);
}
virtual ~ActionNode()
{
NextAction::destroy(prerequisites);
NextAction::destroy(alternatives);
NextAction::destroy(continuers);
}
Action* getAction() { return action; }
void setAction(Action* action) { this->action = action; }
std::string const getName() { return name; }
Action* getAction() { return action; }
void setAction(Action* action) { this->action = action; }
std::string const getName() { return name; }
NextAction** getContinuers() { return NextAction::merge(NextAction::clone(continuers), action->getContinuers()); }
NextAction** getAlternatives() { return NextAction::merge(NextAction::clone(alternatives), action->getAlternatives()); }
NextAction** getPrerequisites() { return NextAction::merge(NextAction::clone(prerequisites), action->getPrerequisites()); }
NextAction** getContinuers() { return NextAction::merge(NextAction::clone(continuers), action->getContinuers()); }
NextAction** getAlternatives()
{
return NextAction::merge(NextAction::clone(alternatives), action->getAlternatives());
}
NextAction** getPrerequisites()
{
return NextAction::merge(NextAction::clone(prerequisites), action->getPrerequisites());
}
private:
std::string const name;
Action* action;
NextAction** continuers;
NextAction** alternatives;
NextAction** prerequisites;
private:
std::string const name;
Action* action;
NextAction** continuers;
NextAction** alternatives;
NextAction** prerequisites;
};
class ActionBasket
{
public:
ActionBasket(ActionNode* action, float relevance, bool skipPrerequisites, Event event);
public:
ActionBasket(ActionNode* action, float relevance, bool skipPrerequisites, Event event);
virtual ~ActionBasket(void) { }
virtual ~ActionBasket(void) {}
float getRelevance() {return relevance;}
ActionNode* getAction() {return action;}
Event getEvent() { return event; }
bool isSkipPrerequisites() { return skipPrerequisites; }
void AmendRelevance(float k) { relevance *= k; }
void setRelevance(float relevance) { this->relevance = relevance; }
bool isExpired(uint32 msecs);
float getRelevance() { return relevance; }
ActionNode* getAction() { return action; }
Event getEvent() { return event; }
bool isSkipPrerequisites() { return skipPrerequisites; }
void AmendRelevance(float k) { relevance *= k; }
void setRelevance(float relevance) { this->relevance = relevance; }
bool isExpired(uint32 msecs);
private:
ActionNode* action;
float relevance;
bool skipPrerequisites;
Event event;
uint32 created;
private:
ActionNode* action;
float relevance;
bool skipPrerequisites;
Event event;
uint32 created;
};
#endif

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@@ -1,15 +1,15 @@
/*
* 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.
* 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 "AiObject.h"
#include "Playerbots.h"
AiObject::AiObject(PlayerbotAI* botAI) : PlayerbotAIAware(botAI), bot(botAI->GetBot()), context(botAI->GetAiObjectContext()), chat(botAI->GetChatHelper())
AiObject::AiObject(PlayerbotAI* botAI)
: PlayerbotAIAware(botAI), bot(botAI->GetBot()), context(botAI->GetAiObjectContext()), chat(botAI->GetChatHelper())
{
}
Player* AiObject::GetMaster()
{
return botAI->GetMaster();
}
Player* AiObject::GetMaster() { return botAI->GetMaster(); }

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@@ -1,5 +1,6 @@
/*
* 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.
* 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_AIOBJECT_H
@@ -15,26 +16,26 @@ class PlayerbotAI;
class AiObject : public PlayerbotAIAware
{
public:
AiObject(PlayerbotAI* botAI);
public:
AiObject(PlayerbotAI* botAI);
protected:
Player* bot;
Player* GetMaster();
AiObjectContext* context;
ChatHelper* chat;
protected:
Player* bot;
Player* GetMaster();
AiObjectContext* context;
ChatHelper* chat;
};
class AiNamedObject : public AiObject
{
public:
AiNamedObject(PlayerbotAI* botAI, std::string const name) : AiObject(botAI), name(name) { }
public:
AiNamedObject(PlayerbotAI* botAI, std::string const name) : AiObject(botAI), name(name) {}
public:
virtual std::string const getName() { return name; }
public:
virtual std::string const getName() { return name; }
protected:
std::string const name;
protected:
std::string const name;
};
//
@@ -44,475 +45,469 @@ class AiNamedObject : public AiObject
#define NEXT_TRIGGERS(name, relevance) \
virtual NextAction* getNextAction() { return new NextAction(name, relevance); }
#define BEGIN_TRIGGER(clazz, super) \
class clazz : public super \
{ \
public: \
clazz(PlayerbotAI* botAI) : super(botAI) { } \
bool IsActive() override; \
#define BEGIN_TRIGGER(clazz, super) \
class clazz : public super \
{ \
public: \
clazz(PlayerbotAI* botAI) : super(botAI) {} \
bool IsActive() override;
#define END_TRIGGER() \
};
} \
;
#define BUFF_TRIGGER(clazz, spell) \
class clazz : public BuffTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : BuffTrigger(botAI, spell) { } \
}
#define BUFF_TRIGGER(clazz, spell) \
class clazz : public BuffTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : BuffTrigger(botAI, spell) {} \
}
#define BUFF_TRIGGER_A(clazz, spell) \
class clazz : public BuffTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : BuffTrigger(botAI, spell) { } \
bool IsActive() override; \
}
#define BUFF_TRIGGER_A(clazz, spell) \
class clazz : public BuffTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : BuffTrigger(botAI, spell) {} \
bool IsActive() override; \
}
#define BUFF_PARTY_TRIGGER(clazz, spell) \
class clazz : public BuffOnPartyTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : BuffOnPartyTrigger(botAI, spell) { } \
}
#define BUFF_PARTY_TRIGGER(clazz, spell) \
class clazz : public BuffOnPartyTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : BuffOnPartyTrigger(botAI, spell) {} \
}
#define BUFF_PARTY_TRIGGER_A(clazz, spell) \
class clazz : public BuffOnPartyTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : BuffOnPartyTrigger(botAI, spell) { } \
bool IsActive() override; \
}
#define BUFF_PARTY_TRIGGER_A(clazz, spell) \
class clazz : public BuffOnPartyTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : BuffOnPartyTrigger(botAI, spell) {} \
bool IsActive() override; \
}
#define DEBUFF_TRIGGER(clazz, spell) \
class clazz : public DebuffTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : DebuffTrigger(botAI, spell) { } \
}
#define DEBUFF_TRIGGER(clazz, spell) \
class clazz : public DebuffTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : DebuffTrigger(botAI, spell) {} \
}
#define DEBUFF_CHECKISOWNER_TRIGGER(clazz, spell) \
class clazz : public DebuffTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : DebuffTrigger(botAI, spell, 1, true) { } \
}
#define DEBUFF_CHECKISOWNER_TRIGGER(clazz, spell) \
class clazz : public DebuffTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : DebuffTrigger(botAI, spell, 1, true) {} \
}
#define DEBUFF_TRIGGER_A(clazz, spell) \
class clazz : public DebuffTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : DebuffTrigger(botAI, spell) { } \
bool IsActive() override; \
}
#define DEBUFF_TRIGGER_A(clazz, spell) \
class clazz : public DebuffTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : DebuffTrigger(botAI, spell) {} \
bool IsActive() override; \
}
#define DEBUFF_ENEMY_TRIGGER(clazz, spell) \
class clazz : public DebuffOnAttackerTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : DebuffOnAttackerTrigger(botAI, spell) { } \
}
#define DEBUFF_ENEMY_TRIGGER(clazz, spell) \
class clazz : public DebuffOnAttackerTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : DebuffOnAttackerTrigger(botAI, spell) {} \
}
#define DEBUFF_ENEMY_TRIGGER_A(clazz, spell) \
class clazz : public DebuffOnAttackerTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : DebuffOnAttackerTrigger(botAI, spell) { } \
bool IsActive() override; \
}
#define DEBUFF_ENEMY_TRIGGER_A(clazz, spell) \
class clazz : public DebuffOnAttackerTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : DebuffOnAttackerTrigger(botAI, spell) {} \
bool IsActive() override; \
}
#define CURE_TRIGGER(clazz, spell, dispel) \
class clazz : public NeedCureTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : NeedCureTrigger(botAI, spell, dispel) { } \
}
#define CURE_TRIGGER(clazz, spell, dispel) \
class clazz : public NeedCureTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : NeedCureTrigger(botAI, spell, dispel) {} \
}
#define CURE_PARTY_TRIGGER(clazz, spell, dispel) \
class clazz : public PartyMemberNeedCureTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : PartyMemberNeedCureTrigger(botAI, spell, dispel) { } \
}
#define CURE_PARTY_TRIGGER(clazz, spell, dispel) \
class clazz : public PartyMemberNeedCureTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : PartyMemberNeedCureTrigger(botAI, spell, dispel) {} \
}
#define CAN_CAST_TRIGGER(clazz, spell) \
class clazz : public SpellCanBeCastTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : SpellCanBeCastTrigger(botAI, spell) { } \
}
#define CAN_CAST_TRIGGER(clazz, spell) \
class clazz : public SpellCanBeCastTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : SpellCanBeCastTrigger(botAI, spell) {} \
}
#define CAN_CAST_TRIGGER_A(clazz, spell) \
class clazz : public SpellCanBeCastTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : SpellCanBeCastTrigger(botAI, spell) { } \
bool IsActive() override; \
}
#define CAN_CAST_TRIGGER_A(clazz, spell) \
class clazz : public SpellCanBeCastTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : SpellCanBeCastTrigger(botAI, spell) {} \
bool IsActive() override; \
}
#define CD_TRIGGER(clazz, spell) \
class clazz : public SpellNoCooldownTrigger \
{ \
public: \
#define CD_TRIGGER(clazz, spell) \
class clazz : public SpellNoCooldownTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : SpellNoCooldownTrigger(botAI, spell) {} \
}
}
#define INTERRUPT_TRIGGER(clazz, spell) \
class clazz : public InterruptSpellTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : InterruptSpellTrigger(botAI, spell) { } \
}
#define INTERRUPT_TRIGGER(clazz, spell) \
class clazz : public InterruptSpellTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : InterruptSpellTrigger(botAI, spell) {} \
}
#define INTERRUPT_TRIGGER_A(clazz, spell) \
class clazz : public InterruptSpellTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : InterruptSpellTrigger(botAI, spell) { } \
bool IsActive() override; \
}
#define INTERRUPT_TRIGGER_A(clazz, spell) \
class clazz : public InterruptSpellTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : InterruptSpellTrigger(botAI, spell) {} \
bool IsActive() override; \
}
#define HAS_AURA_TRIGGER(clazz, spell) \
class clazz : public HasAuraTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : HasAuraTrigger(botAI, spell) { } \
}
#define HAS_AURA_TRIGGER(clazz, spell) \
class clazz : public HasAuraTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : HasAuraTrigger(botAI, spell) {} \
}
#define HAS_AURA_TRIGGER_A(clazz, spell) \
class clazz : public HasAuraTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : HasAuraTrigger(botAI, spell) { } \
bool IsActive() override; \
}
#define HAS_AURA_TRIGGER_A(clazz, spell) \
class clazz : public HasAuraTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : HasAuraTrigger(botAI, spell) {} \
bool IsActive() override; \
}
#define SNARE_TRIGGER(clazz, spell) \
class clazz : public SnareTargetTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : SnareTargetTrigger(botAI, spell) { } \
}
#define SNARE_TRIGGER(clazz, spell) \
class clazz : public SnareTargetTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : SnareTargetTrigger(botAI, spell) {} \
}
#define SNARE_TRIGGER_A(clazz, spell) \
class clazz : public SnareTargetTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : SnareTargetTrigger(botAI, spell) { } \
bool IsActive() override; \
}
#define SNARE_TRIGGER_A(clazz, spell) \
class clazz : public SnareTargetTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : SnareTargetTrigger(botAI, spell) {} \
bool IsActive() override; \
}
#define PROTECT_TRIGGER(clazz, spell) \
class clazz : public ProtectPartyMemberTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : ProtectPartyMemberTrigger(botAI) { } \
}
#define PROTECT_TRIGGER(clazz, spell) \
class clazz : public ProtectPartyMemberTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : ProtectPartyMemberTrigger(botAI) {} \
}
#define DEFLECT_TRIGGER(clazz, spell) \
class clazz : public DeflectSpellTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : DeflectSpellTrigger(botAI, spell) { } \
}
#define DEFLECT_TRIGGER(clazz, spell) \
class clazz : public DeflectSpellTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : DeflectSpellTrigger(botAI, spell) {} \
}
#define BOOST_TRIGGER(clazz, spell) \
class clazz : public BoostTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : BoostTrigger(botAI, spell) { } \
}
#define BOOST_TRIGGER(clazz, spell) \
class clazz : public BoostTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : BoostTrigger(botAI, spell) {} \
}
#define BOOST_TRIGGER_A(clazz, spell) \
class clazz : public BoostTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : BoostTrigger(botAI, spell) { } \
bool IsActive() override; \
}
#define BOOST_TRIGGER_A(clazz, spell) \
class clazz : public BoostTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : BoostTrigger(botAI, spell) {} \
bool IsActive() override; \
}
#define INTERRUPT_HEALER_TRIGGER(clazz, spell) \
class clazz : public InterruptEnemyHealerTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : InterruptEnemyHealerTrigger(botAI, spell) { } \
}
#define INTERRUPT_HEALER_TRIGGER(clazz, spell) \
class clazz : public InterruptEnemyHealerTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : InterruptEnemyHealerTrigger(botAI, spell) {} \
}
#define INTERRUPT_HEALER_TRIGGER_A(clazz, spell) \
class clazz : public InterruptEnemyHealerTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : InterruptEnemyHealerTrigger(botAI, spell) { } \
bool IsActive() override; \
}
#define INTERRUPT_HEALER_TRIGGER_A(clazz, spell) \
class clazz : public InterruptEnemyHealerTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : InterruptEnemyHealerTrigger(botAI, spell) {} \
bool IsActive() override; \
}
#define CC_TRIGGER(clazz, spell) \
class clazz : public HasCcTargetTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : HasCcTargetTrigger(botAI, spell) { } \
}
#define CC_TRIGGER(clazz, spell) \
class clazz : public HasCcTargetTrigger \
{ \
public: \
clazz(PlayerbotAI* botAI) : HasCcTargetTrigger(botAI, spell) {} \
}
//
// ACTIONS
//
#define MELEE_ACTION(clazz, spell) \
class clazz : public CastMeleeSpellAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, spell) { } \
}
#define MELEE_ACTION(clazz, spell) \
class clazz : public CastMeleeSpellAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, spell) {} \
}
#define MELEE_ACTION_U(clazz, spell, useful) \
class clazz : public CastMeleeSpellAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, spell) { } \
bool isUseful() override { return useful; } \
}
#define MELEE_ACTION_U(clazz, spell, useful) \
class clazz : public CastMeleeSpellAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, spell) {} \
bool isUseful() override { return useful; } \
}
#define SPELL_ACTION(clazz, spell) \
class clazz : public CastSpellAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CastSpellAction(botAI, spell) { } \
}
#define SPELL_ACTION(clazz, spell) \
class clazz : public CastSpellAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CastSpellAction(botAI, spell) {} \
}
#define SPELL_ACTION_U(clazz, spell, useful) \
class clazz : public CastSpellAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CastSpellAction(botAI, spell) { } \
bool isUseful() override { return useful; } \
}
#define SPELL_ACTION_U(clazz, spell, useful) \
class clazz : public CastSpellAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CastSpellAction(botAI, spell) {} \
bool isUseful() override { return useful; } \
}
#define HEAL_ACTION(clazz, spell) \
class clazz : public CastHealingSpellAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CastHealingSpellAction(botAI, spell) { } \
}
#define HEAL_ACTION(clazz, spell) \
class clazz : public CastHealingSpellAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CastHealingSpellAction(botAI, spell) {} \
}
#define HEAL_ACTION_U(clazz, spell, useful) \
class clazz : public CastHealingSpellAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CastHealingSpellAction(botAI, spell) { } \
bool isUseful() override { return useful; } \
}
#define HEAL_ACTION_U(clazz, spell, useful) \
class clazz : public CastHealingSpellAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CastHealingSpellAction(botAI, spell) {} \
bool isUseful() override { return useful; } \
}
#define HEAL_PARTY_ACTION(clazz, spell, estAmount, manaEfficiency) \
class clazz : public HealPartyMemberAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : HealPartyMemberAction(botAI, spell, estAmount, manaEfficiency) { } \
}
#define HEAL_PARTY_ACTION(clazz, spell, estAmount, manaEfficiency) \
class clazz : public HealPartyMemberAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : HealPartyMemberAction(botAI, spell, estAmount, manaEfficiency) {} \
}
#define AOE_HEAL_ACTION(clazz, spell, estAmount, manaEfficiency) \
class clazz : public CastAoeHealSpellAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CastAoeHealSpellAction(botAI, spell) { } \
}
#define AOE_HEAL_ACTION(clazz, spell, estAmount, manaEfficiency) \
class clazz : public CastAoeHealSpellAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CastAoeHealSpellAction(botAI, spell) {} \
}
#define BUFF_ACTION(clazz, spell) \
class clazz : public CastBuffSpellAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, spell) { } \
}
#define BUFF_ACTION(clazz, spell) \
class clazz : public CastBuffSpellAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, spell) {} \
}
#define BUFF_ACTION_U(clazz, spell, useful) \
class clazz : public CastBuffSpellAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, spell) { } \
bool isUseful() override { return useful; } \
}
#define BUFF_ACTION_U(clazz, spell, useful) \
class clazz : public CastBuffSpellAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, spell) {} \
bool isUseful() override { return useful; } \
}
#define BUFF_PARTY_ACTION(clazz, spell) \
class clazz : public BuffOnPartyAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : BuffOnPartyAction(botAI, spell) { } \
}
#define BUFF_PARTY_ACTION(clazz, spell) \
class clazz : public BuffOnPartyAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : BuffOnPartyAction(botAI, spell) {} \
}
#define CURE_ACTION(clazz, spell) \
class clazz : public CastCureSpellAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CastCureSpellAction(botAI, spell) { } \
}
#define CURE_ACTION(clazz, spell) \
class clazz : public CastCureSpellAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CastCureSpellAction(botAI, spell) {} \
}
#define CURE_PARTY_ACTION(clazz, spell, dispel) \
class clazz : public CurePartyMemberAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CurePartyMemberAction(botAI, spell, dispel) { } \
}
#define CURE_PARTY_ACTION(clazz, spell, dispel) \
class clazz : public CurePartyMemberAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CurePartyMemberAction(botAI, spell, dispel) {} \
}
#define RESS_ACTION(clazz, spell) \
class clazz : public ResurrectPartyMemberAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : ResurrectPartyMemberAction(botAI, spell) { } \
}
#define RESS_ACTION(clazz, spell) \
class clazz : public ResurrectPartyMemberAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : ResurrectPartyMemberAction(botAI, spell) {} \
}
#define DEBUFF_ACTION(clazz, spell) \
class clazz : public CastDebuffSpellAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, spell) { } \
}
#define DEBUFF_ACTION(clazz, spell) \
class clazz : public CastDebuffSpellAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, spell) {} \
}
#define DEBUFF_CHECKISOWNER_ACTION(clazz, spell) \
class clazz : public CastDebuffSpellAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, spell, true) { } \
}
#define DEBUFF_CHECKISOWNER_ACTION(clazz, spell) \
class clazz : public CastDebuffSpellAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, spell, true) {} \
}
#define DEBUFF_ACTION_U(clazz, spell, useful) \
class clazz : public CastDebuffSpellAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, spell) { } \
bool isUseful() override { return useful; } \
}
#define DEBUFF_ACTION_U(clazz, spell, useful) \
class clazz : public CastDebuffSpellAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, spell) {} \
bool isUseful() override { return useful; } \
}
#define DEBUFF_ACTION_R(clazz, spell, distance) \
class clazz : public CastDebuffSpellAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, spell) \
{ \
range = distance; \
} \
}
#define DEBUFF_ACTION_R(clazz, spell, distance) \
class clazz : public CastDebuffSpellAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, spell) { range = distance; } \
}
#define DEBUFF_ENEMY_ACTION(clazz, spell) \
class clazz : public CastDebuffSpellOnAttackerAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CastDebuffSpellOnAttackerAction(botAI, spell) { } \
}
#define DEBUFF_ENEMY_ACTION(clazz, spell) \
class clazz : public CastDebuffSpellOnAttackerAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CastDebuffSpellOnAttackerAction(botAI, spell) {} \
}
#define REACH_ACTION(clazz, spell, range) \
class clazz : public CastReachTargetSpellAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CastReachTargetSpellAction(botAI, spell, range) { } \
}
#define REACH_ACTION(clazz, spell, range) \
class clazz : public CastReachTargetSpellAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CastReachTargetSpellAction(botAI, spell, range) {} \
}
#define REACH_ACTION_U(clazz, spell, range, useful) \
class clazz : public CastReachTargetSpellAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CastReachTargetSpellAction(botAI, spell, range) { } \
bool isUseful() override { return useful; } \
}
#define REACH_ACTION_U(clazz, spell, range, useful) \
class clazz : public CastReachTargetSpellAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CastReachTargetSpellAction(botAI, spell, range) {} \
bool isUseful() override { return useful; } \
}
#define ENEMY_HEALER_ACTION(clazz, spell) \
class clazz : public CastSpellOnEnemyHealerAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CastSpellOnEnemyHealerAction(botAI, spell) { } \
}
#define ENEMY_HEALER_ACTION(clazz, spell) \
class clazz : public CastSpellOnEnemyHealerAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CastSpellOnEnemyHealerAction(botAI, spell) {} \
}
#define SNARE_ACTION(clazz, spell) \
class clazz : public CastSnareSpellAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CastSnareSpellAction(botAI, spell) {} \
}
#define SNARE_ACTION(clazz, spell) \
class clazz : public CastSnareSpellAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CastSnareSpellAction(botAI, spell) { } \
}
#define CC_ACTION(clazz, spell) \
class clazz : public CastCrowdControlSpellAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CastCrowdControlSpellAction(botAI, spell) {} \
}
#define CC_ACTION(clazz, spell) \
class clazz : public CastCrowdControlSpellAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CastCrowdControlSpellAction(botAI, spell) { } \
}
#define PROTECT_ACTION(clazz, spell) \
class clazz : public CastProtectSpellAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CastProtectSpellAction(botAI, spell) { } \
}
#define PROTECT_ACTION(clazz, spell) \
class clazz : public CastProtectSpellAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CastProtectSpellAction(botAI, spell) {} \
}
#define END_RANGED_SPELL_ACTION() \
};
} \
;
#define BEGIN_SPELL_ACTION(clazz, name) \
class clazz : public CastSpellAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CastSpellAction(botAI, name) { } \
#define BEGIN_SPELL_ACTION(clazz, name) \
class clazz : public CastSpellAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CastSpellAction(botAI, name) {}
#define END_SPELL_ACTION() \
};
} \
;
#define BEGIN_DEBUFF_ACTION(clazz, name) \
class clazz : public CastDebuffSpellAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, name) { } \
#define BEGIN_DEBUFF_ACTION(clazz, name) \
class clazz : public CastDebuffSpellAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, name) {}
#define BEGIN_RANGED_SPELL_ACTION(clazz, name) \
class clazz : public CastSpellAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CastSpellAction(botAI, name) { } \
class clazz : public CastSpellAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CastSpellAction(botAI, name) {}
#define BEGIN_MELEE_SPELL_ACTION(clazz, name) \
class clazz : public CastMeleeSpellAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, name) { } \
class clazz : public CastMeleeSpellAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, name) {}
#define END_RANGED_SPELL_ACTION() \
};
} \
;
#define BEGIN_BUFF_ON_PARTY_ACTION(clazz, name) \
class clazz : public BuffOnPartyAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : BuffOnPartyAction(botAI, name) { }
class clazz : public BuffOnPartyAction \
{ \
public: \
clazz(PlayerbotAI* botAI) : BuffOnPartyAction(botAI, name) {}
//
// Action node
//
// node_name , action, prerequisite
#define ACTION_NODE_P(name, spell, pre) \
static ActionNode* name(PlayerbotAI* botAI) \
{ \
return new ActionNode(spell, \
/*P*/ NextAction::array(0, new NextAction(pre), nullptr), \
/*A*/ nullptr, \
/*C*/ nullptr); \
}
#define ACTION_NODE_P(name, spell, pre) \
static ActionNode* name(PlayerbotAI* botAI) \
{ \
return new ActionNode(spell, /*P*/ NextAction::array(0, new NextAction(pre), nullptr), /*A*/ nullptr, \
/*C*/ nullptr); \
}
// node_name , action, alternative
#define ACTION_NODE_A(name, spell, alt) \
static ActionNode* name(PlayerbotAI* botAI) \
{ \
return new ActionNode(spell, \
/*P*/ nullptr, \
/*A*/ NextAction::array(0, new NextAction(alt), nullptr), \
/*C*/ nullptr); \
}
#define ACTION_NODE_A(name, spell, alt) \
static ActionNode* name(PlayerbotAI* botAI) \
{ \
return new ActionNode(spell, /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction(alt), nullptr), \
/*C*/ nullptr); \
}
// node_name , action, continuer
#define ACTION_NODE_C(name, spell, con) \
static ActionNode* name(PlayerbotAI* botAI) \
{ \
return new ActionNode(spell, \
/*P*/ nullptr, \
/*A*/ nullptr, \
/*C*/ NextAction::array(0, new NextAction(con), nullptr)); \
}
#define ACTION_NODE_C(name, spell, con) \
static ActionNode* name(PlayerbotAI* botAI) \
{ \
return new ActionNode(spell, /*P*/ nullptr, /*A*/ nullptr, \
/*C*/ NextAction::array(0, new NextAction(con), nullptr)); \
}
#endif

View File

@@ -1,21 +1,23 @@
/*
* 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.
* 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 "AiObjectContext.h"
#include "StrategyContext.h"
#include "ActionContext.h"
#include "ChatActionContext.h"
#include "WorldPacketActionContext.h"
#include "ChatTriggerContext.h"
#include "TriggerContext.h"
#include "SharedValueContext.h"
#include "WorldPacketTriggerContext.h"
#include "ValueContext.h"
#include "Playerbots.h"
#include "raids/RaidTriggerContext.h"
#include "SharedValueContext.h"
#include "StrategyContext.h"
#include "TriggerContext.h"
#include "ValueContext.h"
#include "WorldPacketActionContext.h"
#include "WorldPacketTriggerContext.h"
#include "raids/RaidActionContext.h"
#include "raids/RaidStrategyContext.h"
#include "raids/RaidTriggerContext.h"
#include "raids/naxxramas/RaidNaxxActionContext.h"
#include "raids/naxxramas/RaidNaxxTriggerContext.h"
@@ -26,7 +28,7 @@ AiObjectContext::AiObjectContext(PlayerbotAI* botAI) : PlayerbotAIAware(botAI)
strategyContexts.Add(new AssistStrategyContext());
strategyContexts.Add(new QuestStrategyContext());
strategyContexts.Add(new RaidStrategyContext());
actionContexts.Add(new ActionContext());
actionContexts.Add(new ChatActionContext());
actionContexts.Add(new WorldPacketActionContext());
@@ -116,35 +118,20 @@ std::set<std::string> AiObjectContext::GetSiblingStrategy(std::string const name
return strategyContexts.GetSiblings(name);
}
Trigger* AiObjectContext::GetTrigger(std::string const name)
{
return triggerContexts.GetContextObject(name, botAI);
}
Trigger* AiObjectContext::GetTrigger(std::string const name) { return triggerContexts.GetContextObject(name, botAI); }
Action* AiObjectContext::GetAction(std::string const name)
{
return actionContexts.GetContextObject(name, botAI);
}
Action* AiObjectContext::GetAction(std::string const name) { return actionContexts.GetContextObject(name, botAI); }
UntypedValue* AiObjectContext::GetUntypedValue(std::string const name)
{
return valueContexts.GetContextObject(name, botAI);
}
std::set<std::string> AiObjectContext::GetValues()
{
return valueContexts.GetCreated();
}
std::set<std::string> AiObjectContext::GetValues() { return valueContexts.GetCreated(); }
std::set<std::string> AiObjectContext::GetSupportedStrategies()
{
return strategyContexts.supports();
}
std::set<std::string> AiObjectContext::GetSupportedStrategies() { return strategyContexts.supports(); }
std::set<std::string> AiObjectContext::GetSupportedActions()
{
return actionContexts.supports();
}
std::set<std::string> AiObjectContext::GetSupportedActions() { return actionContexts.supports(); }
std::string const AiObjectContext::FormatValues()
{
@@ -166,7 +153,4 @@ std::string const AiObjectContext::FormatValues()
return out.str();
}
void AiObjectContext::AddShared(NamedObjectContext<UntypedValue>* sharedValues)
{
valueContexts.Add(sharedValues);
}
void AiObjectContext::AddShared(NamedObjectContext<UntypedValue>* sharedValues) { valueContexts.Add(sharedValues); }

View File

@@ -1,10 +1,14 @@
/*
* 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.
* 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_AIOBJECTCONTEXT_H
#define _PLAYERBOT_AIOBJECTCONTEXT_H
#include <sstream>
#include <string>
#include "Common.h"
#include "NamedObjectContext.h"
#include "PlayerbotAIAware.h"
@@ -12,62 +16,59 @@
#include "Trigger.h"
#include "Value.h"
#include <sstream>
#include <string>
class PlayerbotAI;
class AiObjectContext : public PlayerbotAIAware
{
public:
AiObjectContext(PlayerbotAI* botAI);
virtual ~AiObjectContext() { }
public:
AiObjectContext(PlayerbotAI* botAI);
virtual ~AiObjectContext() {}
virtual Strategy* GetStrategy(std::string const name);
virtual std::set<std::string> GetSiblingStrategy(std::string const name);
virtual Trigger* GetTrigger(std::string const name);
virtual Action* GetAction(std::string const name);
virtual UntypedValue* GetUntypedValue(std::string const name);
virtual Strategy* GetStrategy(std::string const name);
virtual std::set<std::string> GetSiblingStrategy(std::string const name);
virtual Trigger* GetTrigger(std::string const name);
virtual Action* GetAction(std::string const name);
virtual UntypedValue* GetUntypedValue(std::string const name);
template<class T>
Value<T>* GetValue(std::string const name)
{
return dynamic_cast<Value<T>*>(GetUntypedValue(name));
}
template <class T>
Value<T>* GetValue(std::string const name)
{
return dynamic_cast<Value<T>*>(GetUntypedValue(name));
}
template<class T>
Value<T>* GetValue(std::string const name, std::string const param)
{
return GetValue<T>((std::string(name) + "::" + param));
}
template <class T>
Value<T>* GetValue(std::string const name, std::string const param)
{
return GetValue<T>((std::string(name) + "::" + param));
}
template<class T>
Value<T>* GetValue(std::string const name, int32 param)
{
std::ostringstream out;
out << param;
return GetValue<T>(name, out.str());
}
template <class T>
Value<T>* GetValue(std::string const name, int32 param)
{
std::ostringstream out;
out << param;
return GetValue<T>(name, out.str());
}
std::set<std::string> GetValues();
std::set<std::string> GetSupportedStrategies();
std::set<std::string> GetSupportedActions();
std::string const FormatValues();
std::set<std::string> GetValues();
std::set<std::string> GetSupportedStrategies();
std::set<std::string> GetSupportedActions();
std::string const FormatValues();
virtual void Update();
virtual void Reset();
virtual void AddShared(NamedObjectContext<UntypedValue>* sharedValues);
virtual void Update();
virtual void Reset();
virtual void AddShared(NamedObjectContext<UntypedValue>* sharedValues);
std::vector<std::string> Save();
void Load(std::vector<std::string> data);
std::vector<std::string> Save();
void Load(std::vector<std::string> data);
std::vector<std::string> performanceStack;
std::vector<std::string> performanceStack;
protected:
NamedObjectContextList<Strategy> strategyContexts;
NamedObjectContextList<Action> actionContexts;
NamedObjectContextList<Trigger> triggerContexts;
NamedObjectContextList<UntypedValue> valueContexts;
protected:
NamedObjectContextList<Strategy> strategyContexts;
NamedObjectContextList<Action> actionContexts;
NamedObjectContextList<Trigger> triggerContexts;
NamedObjectContextList<UntypedValue> valueContexts;
};
#endif

View File

@@ -1,12 +1,14 @@
/*
* 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.
* 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 "CustomStrategy.h"
#include "Playerbots.h"
#include <regex>
#include "Playerbots.h"
std::map<std::string, std::string> CustomStrategy::actionLinesCache;
NextAction* toNextAction(std::string const action)
@@ -33,7 +35,7 @@ NextAction** toNextActionArray(std::string const actions)
res[index++] = na;
}
res[index++] = nullptr;
res[index++] = nullptr;
return res;
}
@@ -47,11 +49,9 @@ TriggerNode* toTriggerNode(std::string const actionLine)
return nullptr;
}
CustomStrategy::CustomStrategy(PlayerbotAI* botAI) : Strategy(botAI), Qualified()
{
}
CustomStrategy::CustomStrategy(PlayerbotAI* botAI) : Strategy(botAI), Qualified() {}
void CustomStrategy::InitTriggers(std::vector<TriggerNode*> &triggers)
void CustomStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
if (actionLines.empty())
{
@@ -68,7 +68,8 @@ void CustomStrategy::InitTriggers(std::vector<TriggerNode*> &triggers)
for (std::vector<std::string>::iterator i = tokens.begin(); i != tokens.end(); ++i)
{
std::string const line = *i;
for (std::sregex_iterator j = std::sregex_iterator(line.begin(), line.end(), tpl); j != std::sregex_iterator(); ++j)
for (std::sregex_iterator j = std::sregex_iterator(line.begin(), line.end(), tpl);
j != std::sregex_iterator(); ++j)
{
std::smatch match = *j;
std::string const actionLine = match[1].str();
@@ -88,7 +89,8 @@ void CustomStrategy::InitTriggers(std::vector<TriggerNode*> &triggers)
void CustomStrategy::LoadActionLines(uint32 owner)
{
PlayerbotsDatabasePreparedStatement* stmt = PlayerbotsDatabase.GetPreparedStatement(PLAYERBOTS_SEL_CUSTOM_STRATEGY_BY_OWNER_AND_NAME);
PlayerbotsDatabasePreparedStatement* stmt =
PlayerbotsDatabase.GetPreparedStatement(PLAYERBOTS_SEL_CUSTOM_STRATEGY_BY_OWNER_AND_NAME);
stmt->SetData(0, owner);
stmt->SetData(1, qualifier);
PreparedQueryResult result = PlayerbotsDatabase.Query(stmt);
@@ -99,8 +101,7 @@ void CustomStrategy::LoadActionLines(uint32 owner)
Field* fields = result->Fetch();
std::string const action = fields[1].Get<std::string>();
actionLines.push_back(action);
}
while (result->NextRow());
} while (result->NextRow());
}
}

View File

@@ -1,30 +1,31 @@
/*
* 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.
* 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_CUSTOMSTRATEGY_H
#define _PLAYERBOT_CUSTOMSTRATEGY_H
#include "Strategy.h"
#include <map>
#include "Strategy.h"
class PlayerbotAI;
class CustomStrategy : public Strategy, public Qualified
{
public:
CustomStrategy(PlayerbotAI* botAI);
public:
CustomStrategy(PlayerbotAI* botAI);
void InitTriggers(std::vector<TriggerNode*> &triggers) override;
std::string const getName() override { return std::string("custom::" + qualifier); }
void Reset();
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
std::string const getName() override { return std::string("custom::" + qualifier); }
void Reset();
static std::map<std::string, std::string> actionLinesCache;
static std::map<std::string, std::string> actionLinesCache;
private:
std::vector<std::string> actionLines;
void LoadActionLines(uint32 owner);
private:
std::vector<std::string> actionLines;
void LoadActionLines(uint32 owner);
};
#endif

View File

@@ -1,13 +1,15 @@
/*
* 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.
* 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 "Engine.h"
#include "Action.h"
#include "Event.h"
#include "Queue.h"
#include "PerformanceMonitor.h"
#include "Playerbots.h"
#include "Queue.h"
#include "Strategy.h"
Engine::Engine(PlayerbotAI* botAI, AiObjectContext* factory) : PlayerbotAIAware(botAI), aiObjectContext(factory)
@@ -125,12 +127,12 @@ void Engine::Init()
MultiplyAndPush(strategy->getDefaultActions(), 0.0f, false, emptyEvent, "default");
}
if (testMode)
{
if (testMode)
{
FILE* file = fopen("test.log", "w");
fprintf(file, "\n");
fclose(file);
}
}
}
bool Engine::DoNextAction(Unit* unit, uint32 depth, bool minimal)
@@ -147,7 +149,7 @@ bool Engine::DoNextAction(Unit* unit, uint32 depth, bool minimal)
// aiObjectContext->Update();
ProcessTriggers(minimal);
PushDefaultActions();
uint32 iterations = 0;
uint32 iterationsPerTick = queue.Size() * (minimal ? 2 : sPlayerbotAIConfig->iterationsPerTick);
do
@@ -156,7 +158,7 @@ bool Engine::DoNextAction(Unit* unit, uint32 depth, bool minimal)
if (basket)
{
float relevance = basket->getRelevance(); // just for reference
float relevance = basket->getRelevance(); // just for reference
bool skipPrerequisites = basket->isSkipPrerequisites();
if (minimal && (relevance < 100))
@@ -172,12 +174,13 @@ bool Engine::DoNextAction(Unit* unit, uint32 depth, bool minimal)
if (!action)
{
//LOG_ERROR("playerbots", "Action: {} - is UNKNOWN - c:{} l:{}", actionNode->getName().c_str(), botAI->GetBot()->getClass(), botAI->GetBot()->GetLevel());
// LOG_ERROR("playerbots", "Action: {} - is UNKNOWN - c:{} l:{}", actionNode->getName().c_str(),
// botAI->GetBot()->getClass(), botAI->GetBot()->GetLevel());
LogAction("A:%s - UNKNOWN", actionNode->getName().c_str());
}
else if (action->isUseful())
{
for (std::vector<Multiplier*>::iterator i = multipliers.begin(); i!= multipliers.end(); i++)
for (std::vector<Multiplier*>::iterator i = multipliers.begin(); i != multipliers.end(); i++)
{
Multiplier* multiplier = *i;
relevance *= multiplier->GetValue(action);
@@ -185,7 +188,8 @@ bool Engine::DoNextAction(Unit* unit, uint32 depth, bool minimal)
if (!relevance)
{
LogAction("Multiplier %s made action %s useless", multiplier->getName().c_str(), action->getName().c_str());
LogAction("Multiplier %s made action %s useless", multiplier->getName().c_str(),
action->getName().c_str());
break;
}
}
@@ -203,7 +207,8 @@ bool Engine::DoNextAction(Unit* unit, uint32 depth, bool minimal)
}
}
PerformanceMonitorOperation* pmo = sPerformanceMonitor->start(PERF_MON_ACTION, action->getName(), &aiObjectContext->performanceStack);
PerformanceMonitorOperation* pmo = sPerformanceMonitor->start(PERF_MON_ACTION, action->getName(),
&aiObjectContext->performanceStack);
actionExecuted = ListenAndExecute(action, event);
if (pmo)
pmo->finish();
@@ -264,8 +269,7 @@ bool Engine::DoNextAction(Unit* unit, uint32 depth, bool minimal)
delete actionNode;
}
}
while (basket && ++iterations <= iterationsPerTick);
} while (basket && ++iterations <= iterationsPerTick);
// if (!basket)
// {
@@ -312,13 +316,14 @@ ActionNode* Engine::CreateActionNode(std::string const name)
return node;
}
return new ActionNode (name,
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
return new ActionNode(name,
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
bool Engine::MultiplyAndPush(NextAction** actions, float forceRelevance, bool skipPrerequisites, Event event, char const* pushType)
bool Engine::MultiplyAndPush(NextAction** actions, float forceRelevance, bool skipPrerequisites, Event event,
char const* pushType)
{
bool pushed = false;
if (actions)
@@ -361,7 +366,7 @@ bool Engine::MultiplyAndPush(NextAction** actions, float forceRelevance, bool sk
ActionResult Engine::ExecuteAction(std::string const name, Event event, std::string const qualifier)
{
bool result = false;
bool result = false;
ActionNode* actionNode = CreateActionNode(name);
if (!actionNode)
@@ -399,7 +404,7 @@ ActionResult Engine::ExecuteAction(std::string const name, Event event, std::str
delete actionNode;
return result ? ACTION_RESULT_OK : ACTION_RESULT_FAILED;
return result ? ACTION_RESULT_OK : ACTION_RESULT_FAILED;
}
void Engine::addStrategy(std::string const name)
@@ -421,21 +426,20 @@ void Engine::addStrategy(std::string const name)
void Engine::addStrategies(std::string first, ...)
{
addStrategy(first);
addStrategy(first);
va_list vl;
va_start(vl, first);
va_list vl;
va_start(vl, first);
const char* cur;
do
{
cur = va_arg(vl, const char*);
if (cur)
addStrategy(cur);
}
while (cur);
const char* cur;
do
{
cur = va_arg(vl, const char*);
if (cur)
addStrategy(cur);
} while (cur);
va_end(vl);
va_end(vl);
}
bool Engine::removeStrategy(std::string const name)
@@ -463,10 +467,7 @@ void Engine::toggleStrategy(std::string const name)
addStrategy(name);
}
bool Engine::HasStrategy(std::string const name)
{
return strategies.find(name) != strategies.end();
}
bool Engine::HasStrategy(std::string const name) { return strategies.find(name) != strategies.end(); }
void Engine::ProcessTriggers(bool minimal)
{
@@ -486,16 +487,17 @@ void Engine::ProcessTriggers(bool minimal)
if (!trigger)
continue;
if (fires.find(trigger) != fires.end())
continue;
if (testMode || trigger->needCheck())
{
if (minimal && node->getFirstRelevance() < 100)
continue;
PerformanceMonitorOperation* pmo = sPerformanceMonitor->start(PERF_MON_TRIGGER, trigger->getName(), &aiObjectContext->performanceStack);
PerformanceMonitorOperation* pmo =
sPerformanceMonitor->start(PERF_MON_TRIGGER, trigger->getName(), &aiObjectContext->performanceStack);
Event event = trigger->Check();
if (pmo)
pmo->finish();
@@ -574,12 +576,12 @@ void Engine::PushAgain(ActionNode* actionNode, float relevance, Event event)
bool Engine::ContainsStrategy(StrategyType type)
{
for (std::map<std::string, Strategy*>::iterator i = strategies.begin(); i != strategies.end(); i++)
{
if (i->second->GetType() & type)
return true;
}
return false;
for (std::map<std::string, Strategy*>::iterator i = strategies.begin(); i != strategies.end(); i++)
{
if (i->second->GetType() & type)
return true;
}
return false;
}
Action* Engine::InitializeAction(ActionNode* actionNode)
@@ -658,7 +660,7 @@ void Engine::LogAction(char const* format, ...)
}
else
{
LOG_DEBUG("playerbots", "{} {}", bot->GetName().c_str(), buf);
LOG_DEBUG("playerbots", "{} {}", bot->GetName().c_str(), buf);
}
}
@@ -671,13 +673,13 @@ void Engine::ChangeStrategy(std::string const names)
switch (name[0])
{
case '+':
addStrategy(name+1);
addStrategy(name + 1);
break;
case '-':
removeStrategy(name+1);
removeStrategy(name + 1);
break;
case '~':
toggleStrategy(name+1);
toggleStrategy(name + 1);
break;
case '?':
botAI->TellMaster(ListStrategies());
@@ -696,5 +698,5 @@ void Engine::LogValues()
return;
std::string const text = botAI->GetAiObjectContext()->FormatValues();
LOG_DEBUG("playerbots", "Values for {}: {}", bot->GetName().c_str(), text.c_str());
LOG_DEBUG("playerbots", "Values for {}: {}", bot->GetName().c_str(), text.c_str());
}

View File

@@ -1,18 +1,19 @@
/*
* 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.
* 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_ENGINE_H
#define _PLAYERBOT_ENGINE_H
#include <map>
#include "Multiplier.h"
#include "Queue.h"
#include "PlayerbotAIAware.h"
#include "Queue.h"
#include "Strategy.h"
#include "Trigger.h"
#include <map>
class Action;
class ActionNode;
class AiObjectContext;
@@ -31,97 +32,86 @@ enum ActionResult
class ActionExecutionListener
{
public:
virtual ~ActionExecutionListener() { };
public:
virtual ~ActionExecutionListener(){};
virtual bool Before(Action* action, Event event) = 0;
virtual bool AllowExecution(Action* action, Event event) = 0;
virtual void After(Action* action, bool executed, Event event) = 0;
virtual bool OverrideResult(Action* action, bool executed, Event event) = 0;
virtual bool Before(Action* action, Event event) = 0;
virtual bool AllowExecution(Action* action, Event event) = 0;
virtual void After(Action* action, bool executed, Event event) = 0;
virtual bool OverrideResult(Action* action, bool executed, Event event) = 0;
};
class ActionExecutionListeners : public ActionExecutionListener
{
public:
virtual ~ActionExecutionListeners();
public:
virtual ~ActionExecutionListeners();
bool Before(Action* action, Event event) override;
bool AllowExecution(Action* action, Event event) override;
void After(Action* action, bool executed, Event event) override;
bool OverrideResult(Action* action, bool executed, Event event) override;
bool Before(Action* action, Event event) override;
bool AllowExecution(Action* action, Event event) override;
void After(Action* action, bool executed, Event event) override;
bool OverrideResult(Action* action, bool executed, Event event) override;
void Add(ActionExecutionListener* listener)
{
listeners.push_back(listener);
}
void Add(ActionExecutionListener* listener) { listeners.push_back(listener); }
void Remove(ActionExecutionListener* listener)
{
listeners.remove(listener);
}
void Remove(ActionExecutionListener* listener) { listeners.remove(listener); }
private:
std::list<ActionExecutionListener*> listeners;
private:
std::list<ActionExecutionListener*> listeners;
};
class Engine : public PlayerbotAIAware
{
public:
Engine(PlayerbotAI* botAI, AiObjectContext* factory);
public:
Engine(PlayerbotAI* botAI, AiObjectContext* factory);
void Init();
void addStrategy(std::string const name);
void addStrategies(std::string first, ...);
bool removeStrategy(std::string const name);
bool HasStrategy(std::string const name);
void removeAllStrategies();
void toggleStrategy(std::string const name);
std::string const ListStrategies();
std::vector<std::string> GetStrategies();
bool ContainsStrategy(StrategyType type);
void ChangeStrategy(std::string const names);
std::string const GetLastAction() { return lastAction; }
void Init();
void addStrategy(std::string const name);
void addStrategies(std::string first, ...);
bool removeStrategy(std::string const name);
bool HasStrategy(std::string const name);
void removeAllStrategies();
void toggleStrategy(std::string const name);
std::string const ListStrategies();
std::vector<std::string> GetStrategies();
bool ContainsStrategy(StrategyType type);
void ChangeStrategy(std::string const names);
std::string const GetLastAction() { return lastAction; }
virtual bool DoNextAction(Unit*, uint32 depth = 0, bool minimal = false);
ActionResult ExecuteAction(std::string const name, Event event = Event(), std::string const qualifier = "");
virtual bool DoNextAction(Unit*, uint32 depth = 0, bool minimal = false);
ActionResult ExecuteAction(std::string const name, Event event = Event(), std::string const qualifier = "");
void AddActionExecutionListener(ActionExecutionListener* listener)
{
actionExecutionListeners.Add(listener);
}
void AddActionExecutionListener(ActionExecutionListener* listener) { actionExecutionListeners.Add(listener); }
void removeActionExecutionListener(ActionExecutionListener* listener)
{
actionExecutionListeners.Remove(listener);
}
void removeActionExecutionListener(ActionExecutionListener* listener) { actionExecutionListeners.Remove(listener); }
virtual ~Engine(void);
virtual ~Engine(void);
bool testMode;
bool testMode;
private:
bool MultiplyAndPush(NextAction** actions, float forceRelevance, bool skipPrerequisites, Event event, const char* pushType);
void Reset();
void ProcessTriggers(bool minimal);
void PushDefaultActions();
void PushAgain(ActionNode* actionNode, float relevance, Event event);
ActionNode* CreateActionNode(std::string const name);
Action* InitializeAction(ActionNode* actionNode);
bool ListenAndExecute(Action* action, Event event);
private:
bool MultiplyAndPush(NextAction** actions, float forceRelevance, bool skipPrerequisites, Event event,
const char* pushType);
void Reset();
void ProcessTriggers(bool minimal);
void PushDefaultActions();
void PushAgain(ActionNode* actionNode, float relevance, Event event);
ActionNode* CreateActionNode(std::string const name);
Action* InitializeAction(ActionNode* actionNode);
bool ListenAndExecute(Action* action, Event event);
void LogAction(char const* format, ...);
void LogValues();
void LogAction(char const* format, ...);
void LogValues();
ActionExecutionListeners actionExecutionListeners;
ActionExecutionListeners actionExecutionListeners;
protected:
Queue queue;
std::vector<TriggerNode*> triggers;
std::vector<Multiplier*> multipliers;
AiObjectContext* aiObjectContext;
std::map<std::string, Strategy*> strategies;
float lastRelevance;
std::string lastAction;
protected:
Queue queue;
std::vector<TriggerNode*> triggers;
std::vector<Multiplier*> multipliers;
AiObjectContext* aiObjectContext;
std::map<std::string, Strategy*> strategies;
float lastRelevance;
std::string lastAction;
};
#endif

View File

@@ -1,8 +1,10 @@
/*
* 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.
* 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 "Event.h"
#include "Playerbots.h"
Event::Event(std::string const source, ObjectGuid object, Player* owner) : source(source), owner(owner)

View File

@@ -1,5 +1,6 @@
/*
* 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.
* 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_EVENT_H
@@ -12,27 +13,33 @@ class Player;
class Event
{
public:
Event(Event const& other) : source(other.source), param(other.param), packet(other.packet), owner(other.owner) { }
Event() { }
Event(std::string const source) : source(source) { }
Event(std::string const source, std::string const param, Player* owner = nullptr) : source(source), param(param), owner(owner) { }
Event(std::string const source, WorldPacket& packet, Player* owner = nullptr) : source(source), packet(packet), owner(owner) { }
Event(std::string const source, ObjectGuid object, Player* owner = nullptr);
virtual ~Event() { }
public:
Event(Event const& other) : source(other.source), param(other.param), packet(other.packet), owner(other.owner) {}
Event() {}
Event(std::string const source) : source(source) {}
Event(std::string const source, std::string const param, Player* owner = nullptr)
: source(source), param(param), owner(owner)
{
}
Event(std::string const source, WorldPacket& packet, Player* owner = nullptr)
: source(source), packet(packet), owner(owner)
{
}
Event(std::string const source, ObjectGuid object, Player* owner = nullptr);
virtual ~Event() {}
std::string const GetSource() { return source; }
std::string const getParam() { return param; }
WorldPacket& getPacket() { return packet; }
ObjectGuid getObject();
Player* getOwner() { return owner; }
bool operator! () const { return source.empty(); }
std::string const GetSource() { return source; }
std::string const getParam() { return param; }
WorldPacket& getPacket() { return packet; }
ObjectGuid getObject();
Player* getOwner() { return owner; }
bool operator!() const { return source.empty(); }
protected:
std::string source;
std::string param;
WorldPacket packet;
Player* owner = nullptr;
protected:
std::string source;
std::string param;
WorldPacket packet;
Player* owner = nullptr;
};
#endif

View File

@@ -1,11 +1,13 @@
/*
* 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.
* 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 "ExternalEventHelper.h"
#include "Trigger.h"
#include "ChatHelper.h"
#include "Playerbots.h"
#include "Trigger.h"
bool ExternalEventHelper::ParseChatCommand(std::string const command, Player* owner)
{
@@ -37,7 +39,8 @@ bool ExternalEventHelper::ParseChatCommand(std::string const command, Player* ow
return true;
}
void ExternalEventHelper::HandlePacket(std::map<uint16, std::string>& handlers, WorldPacket const& packet, Player* owner)
void ExternalEventHelper::HandlePacket(std::map<uint16, std::string>& handlers, WorldPacket const& packet,
Player* owner)
{
uint16 opcode = packet.GetOpcode();
std::string const name = handlers[opcode];

View File

@@ -1,29 +1,30 @@
/*
* 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.
* 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_EXTERNALEVENTHELPER_H
#define _PLAYERBOT_EXTERNALEVENTHELPER_H
#include "Common.h"
#include <map>
#include "Common.h"
class AiObjectContext;
class Player;
class WorldPacket;
class ExternalEventHelper
{
public:
ExternalEventHelper(AiObjectContext* aiObjectContext) : aiObjectContext(aiObjectContext) { }
public:
ExternalEventHelper(AiObjectContext* aiObjectContext) : aiObjectContext(aiObjectContext) {}
bool ParseChatCommand(std::string const command, Player* owner = nullptr);
void HandlePacket(std::map<uint16, std::string>& handlers, WorldPacket const& packet, Player* owner = nullptr);
bool HandleCommand(std::string const name, std::string const param, Player* owner = nullptr);
bool ParseChatCommand(std::string const command, Player* owner = nullptr);
void HandlePacket(std::map<uint16, std::string>& handlers, WorldPacket const& packet, Player* owner = nullptr);
bool HandleCommand(std::string const name, std::string const param, Player* owner = nullptr);
private:
AiObjectContext* aiObjectContext;
private:
AiObjectContext* aiObjectContext;
};
#endif

View File

@@ -1,8 +1,10 @@
/*
* 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.
* 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 "ItemVisitors.h"
#include "Playerbots.h"
bool FindUsableItemVisitor::Visit(Item* item)
@@ -15,7 +17,8 @@ bool FindUsableItemVisitor::Visit(Item* item)
bool FindPotionVisitor::Accept(ItemTemplate const* proto)
{
if (proto->Class == ITEM_CLASS_CONSUMABLE && (proto->SubClass == ITEM_SUBCLASS_POTION || proto->SubClass == ITEM_SUBCLASS_FLASK))
if (proto->Class == ITEM_CLASS_CONSUMABLE &&
(proto->SubClass == ITEM_SUBCLASS_POTION || proto->SubClass == ITEM_SUBCLASS_FLASK))
{
for (uint8 j = 0; j < MAX_ITEM_PROTO_SPELLS; j++)
{

View File

@@ -1,5 +1,6 @@
/*
* 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.
* 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_ITEMVISITORS_H
@@ -17,407 +18,401 @@ char* strstri(char const* str1, char const* str2);
enum IterateItemsMask : uint32
{
ITERATE_ITEMS_IN_BAGS = 1,
ITERATE_ITEMS_IN_EQUIP = 2,
ITERATE_ITEMS_IN_BANK = 4,
ITERATE_ALL_ITEMS = 255
ITERATE_ITEMS_IN_BAGS = 1,
ITERATE_ITEMS_IN_EQUIP = 2,
ITERATE_ITEMS_IN_BANK = 4,
ITERATE_ALL_ITEMS = 255
};
class IterateItemsVisitor
{
public:
IterateItemsVisitor() { }
public:
IterateItemsVisitor() {}
virtual bool Visit(Item* item) = 0;
virtual bool Visit(Item* item) = 0;
};
class FindItemVisitor : public IterateItemsVisitor
{
public:
FindItemVisitor() : IterateItemsVisitor(), result() { }
public:
FindItemVisitor() : IterateItemsVisitor(), result() {}
bool Visit(Item* item) override
{
if (!Accept(item->GetTemplate()))
return true;
result.push_back(item);
bool Visit(Item* item) override
{
if (!Accept(item->GetTemplate()))
return true;
}
std::vector<Item*>& GetResult() { return result; }
result.push_back(item);
return true;
}
protected:
virtual bool Accept(ItemTemplate const* proto) = 0;
std::vector<Item*>& GetResult() { return result; }
private:
std::vector<Item*> result;
protected:
virtual bool Accept(ItemTemplate const* proto) = 0;
private:
std::vector<Item*> result;
};
class FindUsableItemVisitor : public FindItemVisitor
{
public:
FindUsableItemVisitor(Player* bot) : FindItemVisitor(), bot(bot) { }
public:
FindUsableItemVisitor(Player* bot) : FindItemVisitor(), bot(bot) {}
bool Visit(Item* item) override;
bool Visit(Item* item) override;
private:
Player* bot;
private:
Player* bot;
};
class FindItemsByQualityVisitor : public IterateItemsVisitor
{
public:
FindItemsByQualityVisitor(uint32 quality, uint32 count) : IterateItemsVisitor(), quality(quality), count(count) { }
public:
FindItemsByQualityVisitor(uint32 quality, uint32 count) : IterateItemsVisitor(), quality(quality), count(count) {}
bool Visit(Item* item) override
{
if (item->GetTemplate()->Quality != quality)
return true;
if (result.size() >= (size_t)count)
return false;
result.push_back(item);
bool Visit(Item* item) override
{
if (item->GetTemplate()->Quality != quality)
return true;
}
std::vector<Item*>& GetResult()
{
return result;
}
if (result.size() >= (size_t)count)
return false;
private:
uint32 quality;
uint32 count;
std::vector<Item*> result;
result.push_back(item);
return true;
}
std::vector<Item*>& GetResult() { return result; }
private:
uint32 quality;
uint32 count;
std::vector<Item*> result;
};
class FindItemsToTradeByQualityVisitor : public FindItemsByQualityVisitor
{
public:
FindItemsToTradeByQualityVisitor(uint32 quality, uint32 count) : FindItemsByQualityVisitor(quality, count) { }
public:
FindItemsToTradeByQualityVisitor(uint32 quality, uint32 count) : FindItemsByQualityVisitor(quality, count) {}
bool Visit(Item* item) override
{
if (item->IsSoulBound())
return true;
bool Visit(Item* item) override
{
if (item->IsSoulBound())
return true;
return FindItemsByQualityVisitor::Visit(item);
}
return FindItemsByQualityVisitor::Visit(item);
}
};
class FindItemsToTradeByClassVisitor : public IterateItemsVisitor
{
public:
FindItemsToTradeByClassVisitor(uint32 itemClass, uint32 itemSubClass, uint32 count)
: IterateItemsVisitor(), itemClass(itemClass), itemSubClass(itemSubClass), count(count) { } // reorder args - whipowill
public:
FindItemsToTradeByClassVisitor(uint32 itemClass, uint32 itemSubClass, uint32 count)
: IterateItemsVisitor(), itemClass(itemClass), itemSubClass(itemSubClass), count(count)
{
} // reorder args - whipowill
bool Visit(Item* item) override
{
if (item->IsSoulBound())
return true;
if (item->GetTemplate()->Class != itemClass || item->GetTemplate()->SubClass != itemSubClass)
return true;
if (result.size() >= (size_t)count)
return false;
result.push_back(item);
bool Visit(Item* item) override
{
if (item->IsSoulBound())
return true;
}
std::vector<Item*>& GetResult()
{
return result;
}
if (item->GetTemplate()->Class != itemClass || item->GetTemplate()->SubClass != itemSubClass)
return true;
private:
uint32 itemClass;
uint32 itemSubClass;
uint32 count;
std::vector<Item*> result;
if (result.size() >= (size_t)count)
return false;
result.push_back(item);
return true;
}
std::vector<Item*>& GetResult() { return result; }
private:
uint32 itemClass;
uint32 itemSubClass;
uint32 count;
std::vector<Item*> result;
};
class QueryItemCountVisitor : public IterateItemsVisitor
{
public:
QueryItemCountVisitor(uint32 itemId) : count(0), itemId(itemId) { }
public:
QueryItemCountVisitor(uint32 itemId) : count(0), itemId(itemId) {}
bool Visit(Item* item) override
{
if (item->GetTemplate()->ItemId == itemId)
count += item->GetCount();
bool Visit(Item* item) override
{
if (item->GetTemplate()->ItemId == itemId)
count += item->GetCount();
return true;
}
return true;
}
uint32 GetCount() { return count; }
uint32 GetCount() { return count; }
protected:
uint32 count;
uint32 itemId;
protected:
uint32 count;
uint32 itemId;
};
class QueryNamedItemCountVisitor : public QueryItemCountVisitor
{
public:
QueryNamedItemCountVisitor(std::string const name) : QueryItemCountVisitor(0), name(name) { }
public:
QueryNamedItemCountVisitor(std::string const name) : QueryItemCountVisitor(0), name(name) {}
bool Visit(Item* item) override
{
ItemTemplate const* proto = item->GetTemplate();
if (proto && proto->Name1.c_str() && strstri(proto->Name1.c_str(), name.c_str()))
count += item->GetCount();
bool Visit(Item* item) override
{
ItemTemplate const* proto = item->GetTemplate();
if (proto && proto->Name1.c_str() && strstri(proto->Name1.c_str(), name.c_str()))
count += item->GetCount();
return true;
}
return true;
}
private:
std::string const name;
private:
std::string const name;
};
class FindNamedItemVisitor : public FindItemVisitor
{
public:
FindNamedItemVisitor([[maybe_unused]] Player* bot, std::string const name) : FindItemVisitor(), name(name) { }
public:
FindNamedItemVisitor([[maybe_unused]] Player* bot, std::string const name) : FindItemVisitor(), name(name) {}
bool Accept(ItemTemplate const* proto) override
{
return proto && proto->Name1.c_str() && strstri(proto->Name1.c_str(), name.c_str());
}
bool Accept(ItemTemplate const* proto) override
{
return proto && proto->Name1.c_str() && strstri(proto->Name1.c_str(), name.c_str());
}
private:
std::string const name;
private:
std::string const name;
};
class FindItemByIdVisitor : public FindItemVisitor
{
public:
FindItemByIdVisitor(uint32 id) : FindItemVisitor(), id(id) { }
public:
FindItemByIdVisitor(uint32 id) : FindItemVisitor(), id(id) {}
bool Accept(ItemTemplate const* proto) override
{
return proto->ItemId == id;
}
bool Accept(ItemTemplate const* proto) override { return proto->ItemId == id; }
private:
uint32 id;
private:
uint32 id;
};
class FindItemByIdsVisitor : public FindItemVisitor
{
public:
FindItemByIdsVisitor(ItemIds ids) : FindItemVisitor(), ids(ids) { }
public:
FindItemByIdsVisitor(ItemIds ids) : FindItemVisitor(), ids(ids) {}
bool Accept(ItemTemplate const* proto) override
{
return ids.find(proto->ItemId) != ids.end();
}
bool Accept(ItemTemplate const* proto) override { return ids.find(proto->ItemId) != ids.end(); }
private:
ItemIds ids;
private:
ItemIds ids;
};
class ListItemsVisitor : public IterateItemsVisitor
{
public:
ListItemsVisitor() : IterateItemsVisitor() { }
public:
ListItemsVisitor() : IterateItemsVisitor() {}
std::map<uint32, uint32> items;
std::map<uint32, bool> soulbound;
std::map<uint32, uint32> items;
std::map<uint32, bool> soulbound;
bool Visit(Item* item) override
{
uint32 id = item->GetTemplate()->ItemId;
bool Visit(Item* item) override
{
uint32 id = item->GetTemplate()->ItemId;
if (items.find(id) == items.end())
items[id] = 0;
if (items.find(id) == items.end())
items[id] = 0;
items[id] += item->GetCount();
soulbound[id] = item->IsSoulBound();
return true;
}
items[id] += item->GetCount();
soulbound[id] = item->IsSoulBound();
return true;
}
};
class ItemCountByQuality : public IterateItemsVisitor
{
public:
ItemCountByQuality() : IterateItemsVisitor()
{
for (uint32 i = 0; i < MAX_ITEM_QUALITY; ++i)
count[i] = 0;
}
public:
ItemCountByQuality() : IterateItemsVisitor()
{
for (uint32 i = 0; i < MAX_ITEM_QUALITY; ++i)
count[i] = 0;
}
bool Visit(Item* item) override
{
++count[item->GetTemplate()->Quality];
return true;
}
bool Visit(Item* item) override
{
++count[item->GetTemplate()->Quality];
return true;
}
public:
std::map<uint32, uint32> count;
public:
std::map<uint32, uint32> count;
};
class FindPotionVisitor : public FindUsableItemVisitor
{
public:
FindPotionVisitor(Player* bot, uint32 effectId) : FindUsableItemVisitor(bot), effectId(effectId) { }
public:
FindPotionVisitor(Player* bot, uint32 effectId) : FindUsableItemVisitor(bot), effectId(effectId) {}
bool Accept(ItemTemplate const* proto) override;
bool Accept(ItemTemplate const* proto) override;
private:
uint32 effectId;
private:
uint32 effectId;
};
class FindFoodVisitor : public FindUsableItemVisitor
{
public:
FindFoodVisitor(Player* bot, uint32 spellCategory, bool conjured = false) : FindUsableItemVisitor(bot),
spellCategory(spellCategory), conjured(conjured) { }
public:
FindFoodVisitor(Player* bot, uint32 spellCategory, bool conjured = false)
: FindUsableItemVisitor(bot), spellCategory(spellCategory), conjured(conjured)
{
}
bool Accept(ItemTemplate const* proto) override
{
return proto->Class == ITEM_CLASS_CONSUMABLE && (proto->SubClass == ITEM_SUBCLASS_CONSUMABLE || proto->SubClass == ITEM_SUBCLASS_FOOD) &&
proto->Spells[0].SpellCategory == spellCategory && (!conjured || proto->IsConjuredConsumable());
}
bool Accept(ItemTemplate const* proto) override
{
return proto->Class == ITEM_CLASS_CONSUMABLE &&
(proto->SubClass == ITEM_SUBCLASS_CONSUMABLE || proto->SubClass == ITEM_SUBCLASS_FOOD) &&
proto->Spells[0].SpellCategory == spellCategory && (!conjured || proto->IsConjuredConsumable());
}
private:
uint32 spellCategory;
bool conjured;
private:
uint32 spellCategory;
bool conjured;
};
class FindMountVisitor : public FindUsableItemVisitor
{
public:
FindMountVisitor(Player* bot) : FindUsableItemVisitor(bot) { }
public:
FindMountVisitor(Player* bot) : FindUsableItemVisitor(bot) {}
bool Accept(ItemTemplate const* proto) override;
bool Accept(ItemTemplate const* proto) override;
private:
uint32 effectId;
private:
uint32 effectId;
};
class FindPetVisitor : public FindUsableItemVisitor
{
public:
FindPetVisitor(Player* bot) : FindUsableItemVisitor(bot) { }
public:
FindPetVisitor(Player* bot) : FindUsableItemVisitor(bot) {}
bool Accept(ItemTemplate const* proto) override;
bool Accept(ItemTemplate const* proto) override;
};
class FindAmmoVisitor : public FindUsableItemVisitor
{
public:
FindAmmoVisitor(Player* bot, uint32 weaponType) : FindUsableItemVisitor(bot), weaponType(weaponType) { }
public:
FindAmmoVisitor(Player* bot, uint32 weaponType) : FindUsableItemVisitor(bot), weaponType(weaponType) {}
bool Accept(ItemTemplate const* proto)override
bool Accept(ItemTemplate const* proto) override
{
if (proto->Class == ITEM_CLASS_PROJECTILE)
{
if (proto->Class == ITEM_CLASS_PROJECTILE)
uint32 subClass = 0;
switch (weaponType)
{
uint32 subClass = 0;
switch (weaponType)
{
case ITEM_SUBCLASS_WEAPON_GUN:
subClass = ITEM_SUBCLASS_BULLET;
break;
case ITEM_SUBCLASS_WEAPON_BOW:
case ITEM_SUBCLASS_WEAPON_CROSSBOW:
subClass = ITEM_SUBCLASS_ARROW;
break;
}
if (!subClass)
return false;
if (proto->SubClass == subClass)
return true;
case ITEM_SUBCLASS_WEAPON_GUN:
subClass = ITEM_SUBCLASS_BULLET;
break;
case ITEM_SUBCLASS_WEAPON_BOW:
case ITEM_SUBCLASS_WEAPON_CROSSBOW:
subClass = ITEM_SUBCLASS_ARROW;
break;
}
return false;
if (!subClass)
return false;
if (proto->SubClass == subClass)
return true;
}
private:
uint32 weaponType;
return false;
}
private:
uint32 weaponType;
};
class FindQuestItemVisitor : public FindUsableItemVisitor
{
public:
FindQuestItemVisitor(Player* bot) : FindUsableItemVisitor(bot) { }
public:
FindQuestItemVisitor(Player* bot) : FindUsableItemVisitor(bot) {}
bool Accept(ItemTemplate const* proto) override
bool Accept(ItemTemplate const* proto) override
{
if (proto->Class == ITEM_CLASS_QUEST)
{
if (proto->Class == ITEM_CLASS_QUEST)
{
return true;
}
return false;
return true;
}
return false;
}
};
class FindRecipeVisitor : public FindUsableItemVisitor
{
public:
FindRecipeVisitor(Player* bot, SkillType skill = SKILL_NONE) : FindUsableItemVisitor(bot), skill(skill) { };
public:
FindRecipeVisitor(Player* bot, SkillType skill = SKILL_NONE) : FindUsableItemVisitor(bot), skill(skill){};
bool Accept(ItemTemplate const* proto) override
bool Accept(ItemTemplate const* proto) override
{
if (proto->Class == ITEM_CLASS_RECIPE)
{
if (proto->Class == ITEM_CLASS_RECIPE)
if (skill == SKILL_NONE)
return true;
switch (proto->SubClass)
{
if (skill == SKILL_NONE)
return true;
switch (proto->SubClass)
{
case ITEM_SUBCLASS_LEATHERWORKING_PATTERN:
return skill == SKILL_LEATHERWORKING;
case ITEM_SUBCLASS_TAILORING_PATTERN:
return skill == SKILL_TAILORING;
case ITEM_SUBCLASS_ENGINEERING_SCHEMATIC:
return skill == SKILL_ENGINEERING;
case ITEM_SUBCLASS_BLACKSMITHING:
return skill == SKILL_BLACKSMITHING;
case ITEM_SUBCLASS_COOKING_RECIPE:
return skill == SKILL_COOKING;
case ITEM_SUBCLASS_ALCHEMY_RECIPE:
return skill == SKILL_ALCHEMY;
case ITEM_SUBCLASS_FIRST_AID_MANUAL:
return skill == SKILL_FIRST_AID;
case ITEM_SUBCLASS_ENCHANTING_FORMULA:
return skill == SKILL_ENCHANTING;
case ITEM_SUBCLASS_FISHING_MANUAL:
return skill == SKILL_FISHING;
}
case ITEM_SUBCLASS_LEATHERWORKING_PATTERN:
return skill == SKILL_LEATHERWORKING;
case ITEM_SUBCLASS_TAILORING_PATTERN:
return skill == SKILL_TAILORING;
case ITEM_SUBCLASS_ENGINEERING_SCHEMATIC:
return skill == SKILL_ENGINEERING;
case ITEM_SUBCLASS_BLACKSMITHING:
return skill == SKILL_BLACKSMITHING;
case ITEM_SUBCLASS_COOKING_RECIPE:
return skill == SKILL_COOKING;
case ITEM_SUBCLASS_ALCHEMY_RECIPE:
return skill == SKILL_ALCHEMY;
case ITEM_SUBCLASS_FIRST_AID_MANUAL:
return skill == SKILL_FIRST_AID;
case ITEM_SUBCLASS_ENCHANTING_FORMULA:
return skill == SKILL_ENCHANTING;
case ITEM_SUBCLASS_FISHING_MANUAL:
return skill == SKILL_FISHING;
}
return false;
}
private:
SkillType skill;
return false;
}
private:
SkillType skill;
};
class FindItemUsageVisitor : public FindUsableItemVisitor
{
public:
FindItemUsageVisitor(Player* bot, ItemUsage usage = ITEM_USAGE_NONE);
public:
FindItemUsageVisitor(Player* bot, ItemUsage usage = ITEM_USAGE_NONE);
bool Accept(ItemTemplate const* proto) override;
bool Accept(ItemTemplate const* proto) override;
private:
AiObjectContext* context;
ItemUsage usage;
private:
AiObjectContext* context;
ItemUsage usage;
};
class FindUsableNamedItemVisitor : public FindUsableItemVisitor
{
public:
FindUsableNamedItemVisitor(Player* bot, std::string name): FindUsableItemVisitor(bot), name(name) {}
public:
FindUsableNamedItemVisitor(Player* bot, std::string name) : FindUsableItemVisitor(bot), name(name) {}
bool Accept(ItemTemplate const* proto) override;
private:
std::string name;
bool Accept(ItemTemplate const* proto) override;
private:
std::string name;
};
#endif

View File

@@ -1,5 +1,6 @@
/*
* 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.
* 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_MULTIPLIER_H
@@ -12,11 +13,11 @@ class PlayerbotAI;
class Multiplier : public AiNamedObject
{
public:
Multiplier(PlayerbotAI* botAI, std::string const name) : AiNamedObject(botAI, name) {}
virtual ~Multiplier() { }
public:
Multiplier(PlayerbotAI* botAI, std::string const name) : AiNamedObject(botAI, name) {}
virtual ~Multiplier() {}
virtual float GetValue([[maybe_unused]] Action* action) { return 1.0f; }
virtual float GetValue([[maybe_unused]] Action* action) { return 1.0f; }
};
#endif

View File

@@ -1,8 +1,10 @@
/*
* 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.
* 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 "NamedObjectContext.h"
#include "Playerbots.h"
void Qualified::Qualify(int qual)
@@ -24,7 +26,7 @@ std::string const Qualified::MultiQualify(std::vector<std::string> qualifiers)
std::vector<std::string> Qualified::getMultiQualifiers(std::string const qualifier1)
{
std::istringstream iss(qualifier1);
return { std::istream_iterator<std::string>{iss}, std::istream_iterator<std::string>{} };
return {std::istream_iterator<std::string>{iss}, std::istream_iterator<std::string>{}};
}
int32 Qualified::getMultiQualifier(std::string const qualifier1, uint32 pos)

View File

@@ -1,283 +1,272 @@
/*
* 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.
* 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_NAMEDOBJECTCONEXT_H
#define _PLAYERBOT_NAMEDOBJECTCONEXT_H
#include "Common.h"
#include <unordered_map>
#include <set>
#include <unordered_set>
#include <list>
#include <set>
#include <unordered_map>
#include <unordered_set>
#include <vector>
#include "Common.h"
class PlayerbotAI;
class Qualified
{
public:
Qualified() { };
Qualified(std::string const qualifier) : qualifier(qualifier) { }
Qualified(int32 qualifier1)
{
Qualify(qualifier1);
}
public:
Qualified(){};
Qualified(std::string const qualifier) : qualifier(qualifier) {}
Qualified(int32 qualifier1) { Qualify(qualifier1); }
virtual void Qualify(int qual);
virtual void Qualify(int qual);
virtual void Qualify(std::string const qual)
{
qualifier = qual;
}
virtual void Qualify(std::string const qual) { qualifier = qual; }
std::string const getQualifier() { return qualifier; }
std::string const getQualifier() { return qualifier; }
static std::string const MultiQualify(std::vector<std::string> qualifiers);
static std::vector<std::string> getMultiQualifiers(std::string const qualifier1);
static int32 getMultiQualifier(std::string const qualifier1, uint32 pos);
static std::string const MultiQualify(std::vector<std::string> qualifiers);
static std::vector<std::string> getMultiQualifiers(std::string const qualifier1);
static int32 getMultiQualifier(std::string const qualifier1, uint32 pos);
protected:
std::string qualifier;
protected:
std::string qualifier;
};
template <class T>
class NamedObjectFactory
{
protected:
typedef T*(*ActionCreator)(PlayerbotAI* botAI);
std::unordered_map<std::string, ActionCreator> creators;
protected:
typedef T* (*ActionCreator)(PlayerbotAI* botAI);
std::unordered_map<std::string, ActionCreator> creators;
public:
T* create(std::string name, PlayerbotAI* botAI)
public:
T* create(std::string name, PlayerbotAI* botAI)
{
size_t found = name.find("::");
std::string qualifier;
if (found != std::string::npos)
{
size_t found = name.find("::");
std::string qualifier;
if (found != std::string::npos)
{
qualifier = name.substr(found + 2);
name = name.substr(0, found);
}
if (creators.find(name) == creators.end())
return nullptr;
ActionCreator creator = creators[name];
if (!creator)
return nullptr;
T* object = (*creator)(botAI);
Qualified* q = dynamic_cast<Qualified*>(object);
if (q && found != std::string::npos)
q->Qualify(qualifier);
return object;
qualifier = name.substr(found + 2);
name = name.substr(0, found);
}
std::set<std::string> supports()
{
std::set<std::string> keys;
for (typename std::unordered_map<std::string, ActionCreator>::iterator it = creators.begin(); it != creators.end(); it++)
keys.insert(it->first);
if (creators.find(name) == creators.end())
return nullptr;
return keys;
}
ActionCreator creator = creators[name];
if (!creator)
return nullptr;
T* object = (*creator)(botAI);
Qualified* q = dynamic_cast<Qualified*>(object);
if (q && found != std::string::npos)
q->Qualify(qualifier);
return object;
}
std::set<std::string> supports()
{
std::set<std::string> keys;
for (typename std::unordered_map<std::string, ActionCreator>::iterator it = creators.begin();
it != creators.end(); it++)
keys.insert(it->first);
return keys;
}
};
template <class T>
class NamedObjectContext : public NamedObjectFactory<T>
{
public:
NamedObjectContext(bool shared = false, bool supportsSiblings = false) :
NamedObjectFactory<T>(), shared(shared), supportsSiblings(supportsSiblings) { }
public:
NamedObjectContext(bool shared = false, bool supportsSiblings = false)
: NamedObjectFactory<T>(), shared(shared), supportsSiblings(supportsSiblings)
{
}
virtual ~NamedObjectContext()
virtual ~NamedObjectContext() { Clear(); }
T* create(std::string const name, PlayerbotAI* botAI)
{
if (created.find(name) == created.end())
return created[name] = NamedObjectFactory<T>::create(name, botAI);
return created[name];
}
void Clear()
{
for (typename std::unordered_map<std::string, T*>::iterator i = created.begin(); i != created.end(); i++)
{
Clear();
if (i->second)
delete i->second;
}
T* create(std::string const name, PlayerbotAI* botAI)
created.clear();
}
void Update()
{
for (typename std::unordered_map<std::string, T*>::iterator i = created.begin(); i != created.end(); i++)
{
if (created.find(name) == created.end())
return created[name] = NamedObjectFactory<T>::create(name, botAI);
return created[name];
if (i->second)
i->second->Update();
}
}
void Clear()
void Reset()
{
for (typename std::unordered_map<std::string, T*>::iterator i = created.begin(); i != created.end(); i++)
{
for (typename std::unordered_map<std::string, T*>::iterator i = created.begin(); i != created.end(); i++)
{
if (i->second)
delete i->second;
}
created.clear();
if (i->second)
i->second->Reset();
}
}
void Update()
{
for (typename std::unordered_map<std::string, T*>::iterator i = created.begin(); i != created.end(); i++)
{
if (i->second)
i->second->Update();
}
}
bool IsShared() { return shared; }
bool IsSupportsSiblings() { return supportsSiblings; }
void Reset()
{
for (typename std::unordered_map<std::string, T*>::iterator i = created.begin(); i != created.end(); i++)
{
if (i->second)
i->second->Reset();
}
}
std::set<std::string> GetCreated()
{
std::set<std::string> keys;
for (typename std::unordered_map<std::string, T*>::iterator it = created.begin(); it != created.end(); it++)
keys.insert(it->first);
bool IsShared() { return shared; }
bool IsSupportsSiblings() { return supportsSiblings; }
return keys;
}
std::set<std::string> GetCreated()
{
std::set<std::string> keys;
for (typename std::unordered_map<std::string, T*>::iterator it = created.begin(); it != created.end(); it++)
keys.insert(it->first);
return keys;
}
protected:
std::unordered_map<std::string, T*> created;
bool shared;
bool supportsSiblings;
protected:
std::unordered_map<std::string, T*> created;
bool shared;
bool supportsSiblings;
};
template <class T>
class NamedObjectContextList
{
public:
virtual ~NamedObjectContextList()
public:
virtual ~NamedObjectContextList()
{
for (typename std::vector<NamedObjectContext<T>*>::iterator i = contexts.begin(); i != contexts.end(); i++)
{
for (typename std::vector<NamedObjectContext<T>*>::iterator i = contexts.begin(); i != contexts.end(); i++)
{
NamedObjectContext<T>* context = *i;
if (!context->IsShared())
delete context;
}
NamedObjectContext<T>* context = *i;
if (!context->IsShared())
delete context;
}
}
void Add(NamedObjectContext<T>* context) { contexts.push_back(context); }
T* GetContextObject(std::string const name, PlayerbotAI* botAI)
{
for (typename std::vector<NamedObjectContext<T>*>::iterator i = contexts.begin(); i != contexts.end(); i++)
{
if (T* object = (*i)->create(name, botAI))
return object;
}
void Add(NamedObjectContext<T>* context)
return nullptr;
}
void Update()
{
for (typename std::vector<NamedObjectContext<T>*>::iterator i = contexts.begin(); i != contexts.end(); i++)
{
contexts.push_back(context);
if (!(*i)->IsShared())
(*i)->Update();
}
}
void Reset()
{
for (typename std::vector<NamedObjectContext<T>*>::iterator i = contexts.begin(); i != contexts.end(); i++)
{
(*i)->Reset();
}
}
std::set<std::string> GetSiblings(std::string const name)
{
for (typename std::vector<NamedObjectContext<T>*>::iterator i = contexts.begin(); i != contexts.end(); i++)
{
if (!(*i)->IsSupportsSiblings())
continue;
std::set<std::string> supported = (*i)->supports();
std::set<std::string>::iterator found = supported.find(name);
if (found == supported.end())
continue;
supported.erase(found);
return supported;
}
T* GetContextObject(std::string const name, PlayerbotAI* botAI)
{
for (typename std::vector<NamedObjectContext<T>*>::iterator i = contexts.begin(); i != contexts.end(); i++)
{
if (T* object = (*i)->create(name, botAI))
return object;
}
return std::set<std::string>();
}
return nullptr;
std::set<std::string> supports()
{
std::set<std::string> result;
for (typename std::vector<NamedObjectContext<T>*>::iterator i = contexts.begin(); i != contexts.end(); i++)
{
std::set<std::string> supported = (*i)->supports();
for (std::set<std::string>::iterator j = supported.begin(); j != supported.end(); j++)
result.insert(*j);
}
void Update()
return result;
}
std::set<std::string> GetCreated()
{
std::set<std::string> result;
for (typename std::vector<NamedObjectContext<T>*>::iterator i = contexts.begin(); i != contexts.end(); i++)
{
for (typename std::vector<NamedObjectContext<T>*>::iterator i = contexts.begin(); i != contexts.end(); i++)
{
if (!(*i)->IsShared())
(*i)->Update();
}
std::set<std::string> createdKeys = (*i)->GetCreated();
for (std::set<std::string>::iterator j = createdKeys.begin(); j != createdKeys.end(); j++)
result.insert(*j);
}
void Reset()
{
for (typename std::vector<NamedObjectContext<T>*>::iterator i = contexts.begin(); i != contexts.end(); i++)
{
(*i)->Reset();
}
}
return result;
}
std::set<std::string> GetSiblings(std::string const name)
{
for (typename std::vector<NamedObjectContext<T>*>::iterator i = contexts.begin(); i != contexts.end(); i++)
{
if (!(*i)->IsSupportsSiblings())
continue;
std::set<std::string> supported = (*i)->supports();
std::set<std::string>::iterator found = supported.find(name);
if (found == supported.end())
continue;
supported.erase(found);
return supported;
}
return std::set<std::string>();
}
std::set<std::string> supports()
{
std::set<std::string> result;
for (typename std::vector<NamedObjectContext<T>*>::iterator i = contexts.begin(); i != contexts.end(); i++)
{
std::set<std::string> supported = (*i)->supports();
for (std::set<std::string>::iterator j = supported.begin(); j != supported.end(); j++)
result.insert(*j);
}
return result;
}
std::set<std::string> GetCreated()
{
std::set<std::string> result;
for (typename std::vector<NamedObjectContext<T>*>::iterator i = contexts.begin(); i != contexts.end(); i++)
{
std::set<std::string> createdKeys = (*i)->GetCreated();
for (std::set<std::string>::iterator j = createdKeys.begin(); j != createdKeys.end(); j++)
result.insert(*j);
}
return result;
}
private:
std::vector<NamedObjectContext<T>*> contexts;
private:
std::vector<NamedObjectContext<T>*> contexts;
};
template <class T>
class NamedObjectFactoryList
{
public:
virtual ~NamedObjectFactoryList()
public:
virtual ~NamedObjectFactoryList()
{
for (typename std::list<NamedObjectFactory<T>*>::iterator i = factories.begin(); i != factories.end(); i++)
delete *i;
}
void Add(NamedObjectFactory<T>* context) { factories.push_front(context); }
T* GetContextObject(std::string const& name, PlayerbotAI* botAI)
{
for (typename std::list<NamedObjectFactory<T>*>::iterator i = factories.begin(); i != factories.end(); i++)
{
for (typename std::list<NamedObjectFactory<T>*>::iterator i = factories.begin(); i != factories.end(); i++)
delete *i;
if (T* object = (*i)->create(name, botAI))
return object;
}
void Add(NamedObjectFactory<T>* context)
{
factories.push_front(context);
}
return nullptr;
}
T* GetContextObject(std::string const &name, PlayerbotAI* botAI)
{
for (typename std::list<NamedObjectFactory<T>*>::iterator i = factories.begin(); i != factories.end(); i++)
{
if (T* object = (*i)->create(name, botAI))
return object;
}
return nullptr;
}
private:
std::list<NamedObjectFactory<T>*> factories;
private:
std::list<NamedObjectFactory<T>*> factories;
};
#endif

View File

@@ -1,8 +1,10 @@
/*
* 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.
* 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 "PassiveMultiplier.h"
#include "Action.h"
#include "AiObjectContext.h"
@@ -30,7 +32,7 @@ PassiveMultiplier::PassiveMultiplier(PlayerbotAI* botAI) : Multiplier(botAI, "pa
float PassiveMultiplier::GetValue(Action* action)
{
if (!action)
return 1.0f;
return 1.0f;
std::string const name = action->getName();

View File

@@ -1,27 +1,28 @@
/*
* 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.
* 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_PASSIVEMULTIPLIER_H
#define _PLAYERBOT_PASSIVEMULTIPLIER_H
#include "Multiplier.h"
#include <vector>
#include "Multiplier.h"
class Action;
class PlayerbotAI;
class PassiveMultiplier : public Multiplier
{
public:
PassiveMultiplier(PlayerbotAI* botAI);
public:
PassiveMultiplier(PlayerbotAI* botAI);
float GetValue(Action* action) override;
float GetValue(Action* action) override;
private:
static std::vector<std::string> allowedActions;
static std::vector<std::string> allowedParts;
private:
static std::vector<std::string> allowedActions;
static std::vector<std::string> allowedParts;
};
#endif

View File

@@ -1,26 +1,28 @@
/*
* 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.
* 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 "Queue.h"
#include "AiObjectContext.h"
#include "Log.h"
#include "PlayerbotAIConfig.h"
void Queue::Push(ActionBasket *action)
void Queue::Push(ActionBasket* action)
{
if (action)
if (action)
{
for (std::list<ActionBasket*>::iterator iter = actions.begin(); iter != actions.end(); iter++)
{
ActionBasket* basket = *iter;
if (action->getAction()->getName() == basket->getAction()->getName())
{
if (basket->getRelevance() < action->getRelevance())
basket->setRelevance(action->getRelevance());
if (basket->getRelevance() < action->getRelevance())
basket->setRelevance(action->getRelevance());
if (ActionNode* actionNode = action->getAction())
delete actionNode;
if (ActionNode* actionNode = action->getAction())
delete actionNode;
delete action;
@@ -28,34 +30,34 @@ void Queue::Push(ActionBasket *action)
}
}
actions.push_back(action);
actions.push_back(action);
}
}
ActionNode* Queue::Pop()
{
float max = -1;
ActionBasket* selection = nullptr;
float max = -1;
ActionBasket* selection = nullptr;
for (std::list<ActionBasket*>::iterator iter = actions.begin(); iter != actions.end(); iter++)
{
ActionBasket* basket = *iter;
if (basket->getRelevance() > max)
{
max = basket->getRelevance();
selection = basket;
}
}
for (std::list<ActionBasket*>::iterator iter = actions.begin(); iter != actions.end(); iter++)
{
ActionBasket* basket = *iter;
if (basket->getRelevance() > max)
{
max = basket->getRelevance();
selection = basket;
}
}
if (selection != nullptr)
{
ActionNode* action = selection->getAction();
actions.remove(selection);
delete selection;
return action;
}
if (selection != nullptr)
{
ActionNode* action = selection->getAction();
actions.remove(selection);
delete selection;
return action;
}
return nullptr;
return nullptr;
}
ActionBasket* Queue::Peek()
@@ -75,10 +77,7 @@ ActionBasket* Queue::Peek()
return selection;
}
uint32 Queue::Size()
{
return actions.size();
}
uint32 Queue::Size() { return actions.size(); }
void Queue::RemoveExpired()
{

View File

@@ -1,27 +1,28 @@
/*
* 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.
* 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_QUEUE_H
#define _PLAYERBOT_QUEUE_H
#include "Common.h"
#include "Action.h"
#include "Common.h"
class Queue
{
public:
Queue(void) { }
~Queue(void) { }
public:
Queue(void) {}
~Queue(void) {}
void Push(ActionBasket *action);
ActionNode* Pop();
ActionBasket* Peek();
uint32 Size();
void RemoveExpired();
void Push(ActionBasket* action);
ActionNode* Pop();
ActionBasket* Peek();
uint32 Size();
void RemoveExpired();
private:
std::list<ActionBasket*> actions;
private:
std::list<ActionBasket*> actions;
};
#endif

View File

@@ -1,116 +1,118 @@
/*
* 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.
* 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 "Strategy.h"
#include "Playerbots.h"
class ActionNodeFactoryInternal : public NamedObjectFactory<ActionNode>
{
public:
ActionNodeFactoryInternal()
{
creators["melee"] = &melee;
creators["healthstone"] = &healthstone;
creators["be near"] = &follow_master_random;
creators["attack anything"] = &attack_anything;
creators["move random"] = &move_random;
creators["move to loot"] = &move_to_loot;
creators["food"] = &food;
creators["drink"] = &drink;
creators["mana potion"] = &mana_potion;
creators["healing potion"] = &healing_potion;
creators["flee"] = &flee;
}
public:
ActionNodeFactoryInternal()
{
creators["melee"] = &melee;
creators["healthstone"] = &healthstone;
creators["be near"] = &follow_master_random;
creators["attack anything"] = &attack_anything;
creators["move random"] = &move_random;
creators["move to loot"] = &move_to_loot;
creators["food"] = &food;
creators["drink"] = &drink;
creators["mana potion"] = &mana_potion;
creators["healing potion"] = &healing_potion;
creators["flee"] = &flee;
}
private:
static ActionNode* melee([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("melee",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
private:
static ActionNode* melee([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("melee",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* healthstone([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("healthstone",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("healing potion"), nullptr),
/*C*/ nullptr);
}
static ActionNode* healthstone([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("healthstone",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("healing potion"), nullptr),
/*C*/ nullptr);
}
static ActionNode* follow_master_random([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("be near",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("follow"), nullptr),
/*C*/ nullptr);
}
static ActionNode* follow_master_random([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("be near",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("follow"), nullptr),
/*C*/ nullptr);
}
static ActionNode* attack_anything([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("attack anything",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* attack_anything([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("attack anything",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* move_random([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("move random",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("stay line"), nullptr),
/*C*/ nullptr);
}
static ActionNode* move_random([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("move random",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("stay line"), nullptr),
/*C*/ nullptr);
}
static ActionNode* move_to_loot([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("move to loot",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* move_to_loot([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("move to loot",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* food([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("food",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* food([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("food",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* drink([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("drink",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* drink([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("drink",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* mana_potion([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("mana potion",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("drink"), nullptr),
/*C*/ nullptr);
}
static ActionNode* mana_potion([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("mana potion",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("drink"), nullptr),
/*C*/ nullptr);
}
static ActionNode* healing_potion([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("healing potion",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("food"), nullptr),
/*C*/ nullptr);
}
static ActionNode* healing_potion([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("healing potion",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("food"), nullptr),
/*C*/ nullptr);
}
static ActionNode* flee([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("flee",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* flee([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("flee",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
};
Strategy::Strategy(PlayerbotAI* botAI) : PlayerbotAIAware(botAI)
@@ -118,8 +120,4 @@ Strategy::Strategy(PlayerbotAI* botAI) : PlayerbotAIAware(botAI)
actionNodeFactories.Add(new ActionNodeFactoryInternal());
}
ActionNode* Strategy::GetAction(std::string const name)
{
return actionNodeFactories.GetContextObject(name, botAI);
}
ActionNode* Strategy::GetAction(std::string const name) { return actionNodeFactories.GetContextObject(name, botAI); }

View File

@@ -1,26 +1,27 @@
/*
* 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.
* 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_STRATEGY_H
#define _PLAYERBOT_STRATEGY_H
#include "Action.h"
#include "NamedObjectContext.h"
#include "Multiplier.h"
#include "Trigger.h"
#include "NamedObjectContext.h"
#include "PlayerbotAIAware.h"
#include "Trigger.h"
enum StrategyType : uint32
{
STRATEGY_TYPE_GENERIC = 0,
STRATEGY_TYPE_COMBAT = 1,
STRATEGY_TYPE_NONCOMBAT = 2,
STRATEGY_TYPE_TANK = 4,
STRATEGY_TYPE_DPS = 8,
STRATEGY_TYPE_HEAL = 16,
STRATEGY_TYPE_RANGED = 32,
STRATEGY_TYPE_MELEE = 64
STRATEGY_TYPE_GENERIC = 0,
STRATEGY_TYPE_COMBAT = 1,
STRATEGY_TYPE_NONCOMBAT = 2,
STRATEGY_TYPE_TANK = 4,
STRATEGY_TYPE_DPS = 8,
STRATEGY_TYPE_HEAL = 16,
STRATEGY_TYPE_RANGED = 32,
STRATEGY_TYPE_MELEE = 64
};
// enum ActionPriority
@@ -54,21 +55,21 @@ static float ACTION_EMERGENCY = 90.0f;
class Strategy : public PlayerbotAIAware
{
public:
Strategy(PlayerbotAI* botAI);
virtual ~Strategy() { }
public:
Strategy(PlayerbotAI* botAI);
virtual ~Strategy() {}
virtual NextAction** getDefaultActions() { return nullptr; }
virtual void InitTriggers([[maybe_unused]] std::vector<TriggerNode*> &triggers) { }
virtual void InitMultipliers([[maybe_unused]] std::vector<Multiplier*> &multipliers) { }
virtual std::string const getName() = 0;
virtual uint32 GetType() const { return STRATEGY_TYPE_GENERIC; }
virtual ActionNode* GetAction(std::string const name);
void Update() { }
void Reset() { }
virtual NextAction** getDefaultActions() { return nullptr; }
virtual void InitTriggers([[maybe_unused]] std::vector<TriggerNode*>& triggers) {}
virtual void InitMultipliers([[maybe_unused]] std::vector<Multiplier*>& multipliers) {}
virtual std::string const getName() = 0;
virtual uint32 GetType() const { return STRATEGY_TYPE_GENERIC; }
virtual ActionNode* GetAction(std::string const name);
void Update() {}
void Reset() {}
protected:
NamedObjectFactoryList<ActionNode> actionNodeFactories;
protected:
NamedObjectFactoryList<ActionNode> actionNodeFactories;
};
#endif

View File

@@ -1,17 +1,17 @@
/*
* 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.
* 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_STRATEGYCONTEXT_H
#define _PLAYERBOT_STRATEGYCONTEXT_H
#include "CustomStrategy.h"
#include "NamedObjectContext.h"
#include "AttackEnemyPlayersStrategy.h"
#include "BattlegroundStrategy.h"
#include "CastTimeStrategy.h"
#include "ChatCommandHandlerStrategy.h"
#include "ConserveManaStrategy.h"
#include "CustomStrategy.h"
#include "DeadStrategy.h"
#include "DebugStrategy.h"
#include "DpsAssistStrategy.h"
@@ -29,15 +29,16 @@
#include "MaintenanceStrategy.h"
#include "MarkRtiStrategy.h"
#include "MeleeCombatStrategy.h"
#include "NamedObjectContext.h"
#include "NonCombatStrategy.h"
#include "QuestStrategies.h"
#include "PassiveStrategy.h"
#include "PullStrategy.h"
#include "QuestStrategies.h"
#include "RTSCStrategy.h"
#include "RacialsStrategy.h"
#include "RangedCombatStrategy.h"
#include "ReturnStrategy.h"
#include "RpgStrategy.h"
#include "RTSCStrategy.h"
#include "RunawayStrategy.h"
#include "StayStrategy.h"
#include "TankAssistStrategy.h"
@@ -50,184 +51,182 @@
class StrategyContext : public NamedObjectContext<Strategy>
{
public:
StrategyContext()
{
creators["racials"] = &StrategyContext::racials;
creators["loot"] = &StrategyContext::loot;
creators["gather"] = &StrategyContext::gather;
creators["emote"] = &StrategyContext::emote;
creators["passive"] = &StrategyContext::passive;
// creators["conserve mana"] = &StrategyContext::conserve_mana;
creators["auto save mana"] = &StrategyContext::auto_save_mana;
creators["food"] = &StrategyContext::food;
creators["chat"] = &StrategyContext::chat;
creators["default"] = &StrategyContext::world_packet;
creators["ready check"] = &StrategyContext::ready_check;
creators["dead"] = &StrategyContext::dead;
creators["flee"] = &StrategyContext::flee;
creators["duel"] = &StrategyContext::duel;
creators["start duel"] = &StrategyContext::start_duel;
creators["kite"] = &StrategyContext::kite;
creators["potions"] = &StrategyContext::potions;
creators["cast time"] = &StrategyContext::cast_time;
creators["threat"] = &StrategyContext::threat;
creators["focus"] = &StrategyContext::focus;
creators["tell target"] = &StrategyContext::tell_target;
creators["pvp"] = &StrategyContext::pvp;
creators["return"] = &StrategyContext::_return;
creators["lfg"] = &StrategyContext::lfg;
creators["custom"] = &StrategyContext::custom;
creators["reveal"] = &StrategyContext::reveal;
creators["collision"] = &StrategyContext::collision;
creators["rpg"] = &StrategyContext::rpg;
creators["travel"] = &StrategyContext::travel;
creators["explore"] = &StrategyContext::explore;
creators["map"] = &StrategyContext::map;
creators["map full"] = &StrategyContext::map_full;
creators["sit"] = &StrategyContext::sit;
creators["mark rti"] = &StrategyContext::mark_rti;
creators["adds"] = &StrategyContext::possible_adds;
creators["close"] = &StrategyContext::close;
creators["ranged"] = &StrategyContext::ranged;
creators["behind"] = &StrategyContext::behind;
creators["bg"] = &StrategyContext::bg;
creators["battleground"] = &StrategyContext::battleground;
creators["warsong"] = &StrategyContext::warsong;
creators["alterac"] = &StrategyContext::alterac;
creators["arathi"] = &StrategyContext::arathi;
creators["eye"] = &StrategyContext::eye;
creators["isle"] = &StrategyContext::isle;
creators["arena"] = &StrategyContext::arena;
creators["mount"] = &StrategyContext::mount;
creators["rtsc"] = &StrategyContext::rtsc;
creators["attack tagged"] = &StrategyContext::attack_tagged;
creators["debug"] = &StrategyContext::debug;
creators["debug move"] = &StrategyContext::debug_move;
creators["debug rpg"] = &StrategyContext::debug_rpg;
creators["debug spell"] = &StrategyContext::debug_spell;
creators["maintenance"] = &StrategyContext::maintenance;
creators["group"] = &StrategyContext::group;
creators["guild"] = &StrategyContext::guild;
creators["grind"] = &StrategyContext::grind;
creators["avoid aoe"] = &StrategyContext::avoid_aoe;
creators["move random"] = &StrategyContext::move_random;
creators["combat formation"] = &StrategyContext::combat_formation;
}
public:
StrategyContext()
{
creators["racials"] = &StrategyContext::racials;
creators["loot"] = &StrategyContext::loot;
creators["gather"] = &StrategyContext::gather;
creators["emote"] = &StrategyContext::emote;
creators["passive"] = &StrategyContext::passive;
// creators["conserve mana"] = &StrategyContext::conserve_mana;
creators["auto save mana"] = &StrategyContext::auto_save_mana;
creators["food"] = &StrategyContext::food;
creators["chat"] = &StrategyContext::chat;
creators["default"] = &StrategyContext::world_packet;
creators["ready check"] = &StrategyContext::ready_check;
creators["dead"] = &StrategyContext::dead;
creators["flee"] = &StrategyContext::flee;
creators["duel"] = &StrategyContext::duel;
creators["start duel"] = &StrategyContext::start_duel;
creators["kite"] = &StrategyContext::kite;
creators["potions"] = &StrategyContext::potions;
creators["cast time"] = &StrategyContext::cast_time;
creators["threat"] = &StrategyContext::threat;
creators["focus"] = &StrategyContext::focus;
creators["tell target"] = &StrategyContext::tell_target;
creators["pvp"] = &StrategyContext::pvp;
creators["return"] = &StrategyContext::_return;
creators["lfg"] = &StrategyContext::lfg;
creators["custom"] = &StrategyContext::custom;
creators["reveal"] = &StrategyContext::reveal;
creators["collision"] = &StrategyContext::collision;
creators["rpg"] = &StrategyContext::rpg;
creators["travel"] = &StrategyContext::travel;
creators["explore"] = &StrategyContext::explore;
creators["map"] = &StrategyContext::map;
creators["map full"] = &StrategyContext::map_full;
creators["sit"] = &StrategyContext::sit;
creators["mark rti"] = &StrategyContext::mark_rti;
creators["adds"] = &StrategyContext::possible_adds;
creators["close"] = &StrategyContext::close;
creators["ranged"] = &StrategyContext::ranged;
creators["behind"] = &StrategyContext::behind;
creators["bg"] = &StrategyContext::bg;
creators["battleground"] = &StrategyContext::battleground;
creators["warsong"] = &StrategyContext::warsong;
creators["alterac"] = &StrategyContext::alterac;
creators["arathi"] = &StrategyContext::arathi;
creators["eye"] = &StrategyContext::eye;
creators["isle"] = &StrategyContext::isle;
creators["arena"] = &StrategyContext::arena;
creators["mount"] = &StrategyContext::mount;
creators["rtsc"] = &StrategyContext::rtsc;
creators["attack tagged"] = &StrategyContext::attack_tagged;
creators["debug"] = &StrategyContext::debug;
creators["debug move"] = &StrategyContext::debug_move;
creators["debug rpg"] = &StrategyContext::debug_rpg;
creators["debug spell"] = &StrategyContext::debug_spell;
creators["maintenance"] = &StrategyContext::maintenance;
creators["group"] = &StrategyContext::group;
creators["guild"] = &StrategyContext::guild;
creators["grind"] = &StrategyContext::grind;
creators["avoid aoe"] = &StrategyContext::avoid_aoe;
creators["move random"] = &StrategyContext::move_random;
creators["combat formation"] = &StrategyContext::combat_formation;
}
private:
static Strategy* behind(PlayerbotAI* botAI) { return new SetBehindCombatStrategy(botAI); }
static Strategy* ranged(PlayerbotAI* botAI) { return new RangedCombatStrategy(botAI); }
static Strategy* close(PlayerbotAI* botAI) { return new MeleeCombatStrategy(botAI); }
static Strategy* mark_rti(PlayerbotAI* botAI) { return new MarkRtiStrategy(botAI); }
static Strategy* tell_target(PlayerbotAI* botAI) { return new TellTargetStrategy(botAI); }
static Strategy* threat(PlayerbotAI* botAI) { return new ThreatStrategy(botAI); }
static Strategy* focus(PlayerbotAI* botAI) { return new FocusStrategy(botAI); }
static Strategy* cast_time(PlayerbotAI* botAI) { return new CastTimeStrategy(botAI); }
static Strategy* potions(PlayerbotAI* botAI) { return new UsePotionsStrategy(botAI); }
static Strategy* kite(PlayerbotAI* botAI) { return new KiteStrategy(botAI); }
static Strategy* duel(PlayerbotAI* botAI) { return new DuelStrategy(botAI); }
static Strategy* start_duel(PlayerbotAI* botAI) { return new StartDuelStrategy(botAI); }
static Strategy* flee(PlayerbotAI* botAI) { return new FleeStrategy(botAI); }
static Strategy* dead(PlayerbotAI* botAI) { return new DeadStrategy(botAI); }
static Strategy* racials(PlayerbotAI* botAI) { return new RacialsStrategy(botAI); }
static Strategy* loot(PlayerbotAI* botAI) { return new LootNonCombatStrategy(botAI); }
static Strategy* gather(PlayerbotAI* botAI) { return new GatherStrategy(botAI); }
static Strategy* emote(PlayerbotAI* botAI) { return new EmoteStrategy(botAI); }
static Strategy* passive(PlayerbotAI* botAI) { return new PassiveStrategy(botAI); }
// static Strategy* conserve_mana(PlayerbotAI* botAI) { return new ConserveManaStrategy(botAI); }
static Strategy* auto_save_mana(PlayerbotAI* botAI) { return new HealerAutoSaveManaStrategy(botAI); }
static Strategy* food(PlayerbotAI* botAI) { return new UseFoodStrategy(botAI); }
static Strategy* chat(PlayerbotAI* botAI) { return new ChatCommandHandlerStrategy(botAI); }
static Strategy* world_packet(PlayerbotAI* botAI) { return new WorldPacketHandlerStrategy(botAI); }
static Strategy* ready_check(PlayerbotAI* botAI) { return new ReadyCheckStrategy(botAI); }
static Strategy* pvp(PlayerbotAI* botAI) { return new AttackEnemyPlayersStrategy(botAI); }
static Strategy* _return(PlayerbotAI* botAI) { return new ReturnStrategy(botAI); }
static Strategy* lfg(PlayerbotAI* botAI) { return new LfgStrategy(botAI); }
static Strategy* custom(PlayerbotAI* botAI) { return new CustomStrategy(botAI); }
static Strategy* reveal(PlayerbotAI* botAI) { return new RevealStrategy(botAI); }
static Strategy* collision(PlayerbotAI* botAI) { return new CollisionStrategy(botAI); }
static Strategy* rpg(PlayerbotAI* botAI) { return new RpgStrategy(botAI); }
static Strategy* travel(PlayerbotAI* botAI) { return new TravelStrategy(botAI); }
static Strategy* explore(PlayerbotAI* botAI) { return new ExploreStrategy(botAI); }
static Strategy* map(PlayerbotAI* botAI) { return new MapStrategy(botAI); }
static Strategy* map_full(PlayerbotAI* botAI) { return new MapFullStrategy(botAI); }
static Strategy* sit(PlayerbotAI* botAI) { return new SitStrategy(botAI); }
static Strategy* possible_adds(PlayerbotAI* botAI) { return new PossibleAddsStrategy(botAI); }
static Strategy* mount(PlayerbotAI* botAI) { return new MountStrategy(botAI); }
static Strategy* bg(PlayerbotAI* botAI) { return new BGStrategy(botAI); }
static Strategy* battleground(PlayerbotAI* botAI) { return new BattlegroundStrategy(botAI); }
static Strategy* warsong(PlayerbotAI* botAI) { return new WarsongStrategy(botAI); }
static Strategy* alterac(PlayerbotAI* botAI) { return new AlteracStrategy(botAI); }
static Strategy* arathi(PlayerbotAI* botAI) { return new ArathiStrategy(botAI); }
static Strategy* eye(PlayerbotAI* botAI) { return new EyeStrategy(botAI); }
static Strategy* isle(PlayerbotAI* botAI) { return new IsleStrategy(botAI); }
static Strategy* arena(PlayerbotAI* botAI) { return new ArenaStrategy(botAI); }
static Strategy* rtsc(PlayerbotAI* botAI) { return new RTSCStrategy(botAI); }
static Strategy* attack_tagged(PlayerbotAI* botAI) { return new AttackTaggedStrategy(botAI); }
static Strategy* debug(PlayerbotAI* botAI) { return new DebugStrategy(botAI); }
static Strategy* debug_move(PlayerbotAI* botAI) { return new DebugMoveStrategy(botAI); }
static Strategy* debug_rpg(PlayerbotAI* botAI) { return new DebugRpgStrategy(botAI); }
static Strategy* debug_spell(PlayerbotAI* botAI) { return new DebugSpellStrategy(botAI); }
static Strategy* maintenance(PlayerbotAI* botAI) { return new MaintenanceStrategy(botAI); }
static Strategy* group(PlayerbotAI* botAI) { return new GroupStrategy(botAI); }
static Strategy* guild (PlayerbotAI* botAI) { return new GuildStrategy(botAI); }
static Strategy* grind(PlayerbotAI* botAI) { return new GrindingStrategy(botAI); }
static Strategy* avoid_aoe(PlayerbotAI* botAI) { return new AvoidAoeStrategy(botAI); }
static Strategy* move_random(PlayerbotAI* ai) { return new MoveRandomStrategy(ai); }
static Strategy* combat_formation(PlayerbotAI* ai) { return new CombatFormationStrategy(ai); }
private:
static Strategy* behind(PlayerbotAI* botAI) { return new SetBehindCombatStrategy(botAI); }
static Strategy* ranged(PlayerbotAI* botAI) { return new RangedCombatStrategy(botAI); }
static Strategy* close(PlayerbotAI* botAI) { return new MeleeCombatStrategy(botAI); }
static Strategy* mark_rti(PlayerbotAI* botAI) { return new MarkRtiStrategy(botAI); }
static Strategy* tell_target(PlayerbotAI* botAI) { return new TellTargetStrategy(botAI); }
static Strategy* threat(PlayerbotAI* botAI) { return new ThreatStrategy(botAI); }
static Strategy* focus(PlayerbotAI* botAI) { return new FocusStrategy(botAI); }
static Strategy* cast_time(PlayerbotAI* botAI) { return new CastTimeStrategy(botAI); }
static Strategy* potions(PlayerbotAI* botAI) { return new UsePotionsStrategy(botAI); }
static Strategy* kite(PlayerbotAI* botAI) { return new KiteStrategy(botAI); }
static Strategy* duel(PlayerbotAI* botAI) { return new DuelStrategy(botAI); }
static Strategy* start_duel(PlayerbotAI* botAI) { return new StartDuelStrategy(botAI); }
static Strategy* flee(PlayerbotAI* botAI) { return new FleeStrategy(botAI); }
static Strategy* dead(PlayerbotAI* botAI) { return new DeadStrategy(botAI); }
static Strategy* racials(PlayerbotAI* botAI) { return new RacialsStrategy(botAI); }
static Strategy* loot(PlayerbotAI* botAI) { return new LootNonCombatStrategy(botAI); }
static Strategy* gather(PlayerbotAI* botAI) { return new GatherStrategy(botAI); }
static Strategy* emote(PlayerbotAI* botAI) { return new EmoteStrategy(botAI); }
static Strategy* passive(PlayerbotAI* botAI) { return new PassiveStrategy(botAI); }
// static Strategy* conserve_mana(PlayerbotAI* botAI) { return new ConserveManaStrategy(botAI); }
static Strategy* auto_save_mana(PlayerbotAI* botAI) { return new HealerAutoSaveManaStrategy(botAI); }
static Strategy* food(PlayerbotAI* botAI) { return new UseFoodStrategy(botAI); }
static Strategy* chat(PlayerbotAI* botAI) { return new ChatCommandHandlerStrategy(botAI); }
static Strategy* world_packet(PlayerbotAI* botAI) { return new WorldPacketHandlerStrategy(botAI); }
static Strategy* ready_check(PlayerbotAI* botAI) { return new ReadyCheckStrategy(botAI); }
static Strategy* pvp(PlayerbotAI* botAI) { return new AttackEnemyPlayersStrategy(botAI); }
static Strategy* _return(PlayerbotAI* botAI) { return new ReturnStrategy(botAI); }
static Strategy* lfg(PlayerbotAI* botAI) { return new LfgStrategy(botAI); }
static Strategy* custom(PlayerbotAI* botAI) { return new CustomStrategy(botAI); }
static Strategy* reveal(PlayerbotAI* botAI) { return new RevealStrategy(botAI); }
static Strategy* collision(PlayerbotAI* botAI) { return new CollisionStrategy(botAI); }
static Strategy* rpg(PlayerbotAI* botAI) { return new RpgStrategy(botAI); }
static Strategy* travel(PlayerbotAI* botAI) { return new TravelStrategy(botAI); }
static Strategy* explore(PlayerbotAI* botAI) { return new ExploreStrategy(botAI); }
static Strategy* map(PlayerbotAI* botAI) { return new MapStrategy(botAI); }
static Strategy* map_full(PlayerbotAI* botAI) { return new MapFullStrategy(botAI); }
static Strategy* sit(PlayerbotAI* botAI) { return new SitStrategy(botAI); }
static Strategy* possible_adds(PlayerbotAI* botAI) { return new PossibleAddsStrategy(botAI); }
static Strategy* mount(PlayerbotAI* botAI) { return new MountStrategy(botAI); }
static Strategy* bg(PlayerbotAI* botAI) { return new BGStrategy(botAI); }
static Strategy* battleground(PlayerbotAI* botAI) { return new BattlegroundStrategy(botAI); }
static Strategy* warsong(PlayerbotAI* botAI) { return new WarsongStrategy(botAI); }
static Strategy* alterac(PlayerbotAI* botAI) { return new AlteracStrategy(botAI); }
static Strategy* arathi(PlayerbotAI* botAI) { return new ArathiStrategy(botAI); }
static Strategy* eye(PlayerbotAI* botAI) { return new EyeStrategy(botAI); }
static Strategy* isle(PlayerbotAI* botAI) { return new IsleStrategy(botAI); }
static Strategy* arena(PlayerbotAI* botAI) { return new ArenaStrategy(botAI); }
static Strategy* rtsc(PlayerbotAI* botAI) { return new RTSCStrategy(botAI); }
static Strategy* attack_tagged(PlayerbotAI* botAI) { return new AttackTaggedStrategy(botAI); }
static Strategy* debug(PlayerbotAI* botAI) { return new DebugStrategy(botAI); }
static Strategy* debug_move(PlayerbotAI* botAI) { return new DebugMoveStrategy(botAI); }
static Strategy* debug_rpg(PlayerbotAI* botAI) { return new DebugRpgStrategy(botAI); }
static Strategy* debug_spell(PlayerbotAI* botAI) { return new DebugSpellStrategy(botAI); }
static Strategy* maintenance(PlayerbotAI* botAI) { return new MaintenanceStrategy(botAI); }
static Strategy* group(PlayerbotAI* botAI) { return new GroupStrategy(botAI); }
static Strategy* guild(PlayerbotAI* botAI) { return new GuildStrategy(botAI); }
static Strategy* grind(PlayerbotAI* botAI) { return new GrindingStrategy(botAI); }
static Strategy* avoid_aoe(PlayerbotAI* botAI) { return new AvoidAoeStrategy(botAI); }
static Strategy* move_random(PlayerbotAI* ai) { return new MoveRandomStrategy(ai); }
static Strategy* combat_formation(PlayerbotAI* ai) { return new CombatFormationStrategy(ai); }
};
class MovementStrategyContext : public NamedObjectContext<Strategy>
{
public:
MovementStrategyContext() : NamedObjectContext<Strategy>(false, true)
{
creators["follow"] = &MovementStrategyContext::follow_master;
creators["stay"] = &MovementStrategyContext::stay;
creators["runaway"] = &MovementStrategyContext::runaway;
creators["flee from adds"] = &MovementStrategyContext::flee_from_adds;
creators["guard"] = &MovementStrategyContext::guard;
}
private:
static Strategy* guard(PlayerbotAI* botAI) { return new GuardStrategy(botAI); }
static Strategy* follow_master(PlayerbotAI* botAI) { return new FollowMasterStrategy(botAI); }
static Strategy* stay(PlayerbotAI* botAI) { return new StayStrategy(botAI); }
static Strategy* runaway(PlayerbotAI* botAI) { return new RunawayStrategy(botAI); }
static Strategy* flee_from_adds(PlayerbotAI* botAI) { return new FleeFromAddsStrategy(botAI); }
};
class AssistStrategyContext : public NamedObjectContext<Strategy>
public:
MovementStrategyContext() : NamedObjectContext<Strategy>(false, true)
{
public:
AssistStrategyContext() : NamedObjectContext<Strategy>(false, true)
{
creators["dps assist"] = &AssistStrategyContext::dps_assist;
creators["dps aoe"] = &AssistStrategyContext::dps_aoe;
creators["tank assist"] = &AssistStrategyContext::tank_assist;
}
creators["follow"] = &MovementStrategyContext::follow_master;
creators["stay"] = &MovementStrategyContext::stay;
creators["runaway"] = &MovementStrategyContext::runaway;
creators["flee from adds"] = &MovementStrategyContext::flee_from_adds;
creators["guard"] = &MovementStrategyContext::guard;
}
private:
static Strategy* dps_assist(PlayerbotAI* botAI) { return new DpsAssistStrategy(botAI); }
static Strategy* dps_aoe(PlayerbotAI* botAI) { return new DpsAoeStrategy(botAI); }
static Strategy* tank_assist(PlayerbotAI* botAI) { return new TankAssistStrategy(botAI); }
private:
static Strategy* guard(PlayerbotAI* botAI) { return new GuardStrategy(botAI); }
static Strategy* follow_master(PlayerbotAI* botAI) { return new FollowMasterStrategy(botAI); }
static Strategy* stay(PlayerbotAI* botAI) { return new StayStrategy(botAI); }
static Strategy* runaway(PlayerbotAI* botAI) { return new RunawayStrategy(botAI); }
static Strategy* flee_from_adds(PlayerbotAI* botAI) { return new FleeFromAddsStrategy(botAI); }
};
class AssistStrategyContext : public NamedObjectContext<Strategy>
{
public:
AssistStrategyContext() : NamedObjectContext<Strategy>(false, true)
{
creators["dps assist"] = &AssistStrategyContext::dps_assist;
creators["dps aoe"] = &AssistStrategyContext::dps_aoe;
creators["tank assist"] = &AssistStrategyContext::tank_assist;
}
private:
static Strategy* dps_assist(PlayerbotAI* botAI) { return new DpsAssistStrategy(botAI); }
static Strategy* dps_aoe(PlayerbotAI* botAI) { return new DpsAoeStrategy(botAI); }
static Strategy* tank_assist(PlayerbotAI* botAI) { return new TankAssistStrategy(botAI); }
};
class QuestStrategyContext : public NamedObjectContext<Strategy>
{
public:
QuestStrategyContext() : NamedObjectContext<Strategy>(false, true)
{
creators["quest"] = &QuestStrategyContext::quest;
creators["accept all quests"] = &QuestStrategyContext::accept_all_quests;
}
public:
QuestStrategyContext() : NamedObjectContext<Strategy>(false, true)
{
creators["quest"] = &QuestStrategyContext::quest;
creators["accept all quests"] = &QuestStrategyContext::accept_all_quests;
}
private:
static Strategy* quest(PlayerbotAI* botAI) { return new DefaultQuestStrategy(botAI); }
static Strategy* accept_all_quests(PlayerbotAI* botAI) { return new AcceptAllQuestsStrategy(botAI); }
private:
static Strategy* quest(PlayerbotAI* botAI) { return new DefaultQuestStrategy(botAI); }
static Strategy* accept_all_quests(PlayerbotAI* botAI) { return new AcceptAllQuestsStrategy(botAI); }
};
#endif

View File

@@ -1,38 +1,36 @@
/*
* 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.
* 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 "Trigger.h"
#include "Event.h"
#include "Playerbots.h"
#include "Timer.h"
Trigger::Trigger(PlayerbotAI* botAI, std::string const name, int32 checkInterval) :
AiNamedObject(botAI, name), checkInterval(checkInterval == 1 ? 1 : (checkInterval < 100 ? checkInterval * 1000 : checkInterval)), lastCheckTime(0)
Trigger::Trigger(PlayerbotAI* botAI, std::string const name, int32 checkInterval)
: AiNamedObject(botAI, name),
checkInterval(checkInterval == 1 ? 1 : (checkInterval < 100 ? checkInterval * 1000 : checkInterval)),
lastCheckTime(0)
{
}
Event Trigger::Check()
{
if (IsActive())
{
Event event(getName());
return event;
}
if (IsActive())
{
Event event(getName());
return event;
}
Event event;
return event;
Event event;
return event;
}
Value<Unit*>* Trigger::GetTargetValue()
{
return context->GetValue<Unit*>(GetTargetName());
}
Value<Unit*>* Trigger::GetTargetValue() { return context->GetValue<Unit*>(GetTargetName()); }
Unit* Trigger::GetTarget()
{
return GetTargetValue()->Get();
}
Unit* Trigger::GetTarget() { return GetTargetValue()->Get(); }
bool Trigger::needCheck()
{

View File

@@ -1,69 +1,64 @@
/*
* 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.
* 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_TRIGGER_H
#define _PLAYERBOT_TRIGGER_H
#include "Common.h"
#include "Action.h"
#include "Common.h"
class PlayerbotAI;
class Unit;
class Trigger : public AiNamedObject
{
public:
Trigger(PlayerbotAI* botAI, std::string const name = "trigger", int32 checkInterval = 1);
public:
Trigger(PlayerbotAI* botAI, std::string const name = "trigger", int32 checkInterval = 1);
virtual ~Trigger() { }
virtual ~Trigger() {}
virtual Event Check();
virtual void ExternalEvent([[maybe_unused]] std::string const param, [[maybe_unused]] Player* owner = nullptr) { }
virtual void ExternalEvent([[maybe_unused]] WorldPacket& packet, [[maybe_unused]] Player* owner = nullptr) { }
virtual bool IsActive() { return false; }
virtual NextAction** getHandlers() { return nullptr; }
void Update() { }
virtual void Reset() { }
virtual Unit* GetTarget();
virtual Value<Unit*>* GetTargetValue();
virtual std::string const GetTargetName() { return "self target"; }
virtual Event Check();
virtual void ExternalEvent([[maybe_unused]] std::string const param, [[maybe_unused]] Player* owner = nullptr) {}
virtual void ExternalEvent([[maybe_unused]] WorldPacket& packet, [[maybe_unused]] Player* owner = nullptr) {}
virtual bool IsActive() { return false; }
virtual NextAction** getHandlers() { return nullptr; }
void Update() {}
virtual void Reset() {}
virtual Unit* GetTarget();
virtual Value<Unit*>* GetTargetValue();
virtual std::string const GetTargetName() { return "self target"; }
bool needCheck();
bool needCheck();
protected:
int32 checkInterval;
uint32 lastCheckTime;
protected:
int32 checkInterval;
uint32 lastCheckTime;
};
class TriggerNode
{
public:
TriggerNode(std::string const name, NextAction** handlers = nullptr) : trigger(nullptr), handlers(handlers), name(name) { } // reorder args - whipowill
public:
TriggerNode(std::string const name, NextAction** handlers = nullptr)
: trigger(nullptr), handlers(handlers), name(name)
{
} // reorder args - whipowill
virtual ~TriggerNode()
{
NextAction::destroy(handlers);
}
virtual ~TriggerNode() { NextAction::destroy(handlers); }
Trigger* getTrigger() { return trigger; }
void setTrigger(Trigger* trigger) { this->trigger = trigger; }
std::string const getName() { return name; }
Trigger* getTrigger() { return trigger; }
void setTrigger(Trigger* trigger) { this->trigger = trigger; }
std::string const getName() { return name; }
NextAction** getHandlers()
{
return NextAction::merge(NextAction::clone(handlers), trigger->getHandlers());
}
NextAction** getHandlers() { return NextAction::merge(NextAction::clone(handlers), trigger->getHandlers()); }
float getFirstRelevance()
{
return handlers[0] ? handlers[0]->getRelevance() : -1;
}
float getFirstRelevance() { return handlers[0] ? handlers[0]->getRelevance() : -1; }
private:
Trigger* trigger;
NextAction** handlers;
std::string const name;
private:
Trigger* trigger;
NextAction** handlers;
std::string const name;
};
#endif

View File

@@ -1,13 +1,16 @@
/*
* 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.
* 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 "Value.h"
#include "PerformanceMonitor.h"
#include "Playerbots.h"
#include "Timer.h"
UnitCalculatedValue::UnitCalculatedValue(PlayerbotAI* botAI, std::string const name, int32 checkInterval) : CalculatedValue<Unit*>(botAI, name, checkInterval)
UnitCalculatedValue::UnitCalculatedValue(PlayerbotAI* botAI, std::string const name, int32 checkInterval)
: CalculatedValue<Unit*>(botAI, name, checkInterval)
{
}
@@ -44,8 +47,8 @@ std::string const FloatCalculatedValue::Format()
return out.str();
}
CDPairCalculatedValue::CDPairCalculatedValue(PlayerbotAI* botAI, std::string const name, int32 checkInterval) :
CalculatedValue<CreatureData const*>(botAI, name, checkInterval)
CDPairCalculatedValue::CDPairCalculatedValue(PlayerbotAI* botAI, std::string const name, int32 checkInterval)
: CalculatedValue<CreatureData const*>(botAI, name, checkInterval)
{
// lastCheckTime = getMSTime() - checkInterval / 2;
}
@@ -62,15 +65,16 @@ std::string const CDPairCalculatedValue::Format()
return "<none>";
}
CDPairListCalculatedValue::CDPairListCalculatedValue(PlayerbotAI* botAI, std::string const name, int32 checkInterval) :
CalculatedValue<std::vector<CreatureData const*>>(botAI, name, checkInterval)
CDPairListCalculatedValue::CDPairListCalculatedValue(PlayerbotAI* botAI, std::string const name, int32 checkInterval)
: CalculatedValue<std::vector<CreatureData const*>>(botAI, name, checkInterval)
{
// lastCheckTime = time(nullptr) - checkInterval / 2;
}
std::string const CDPairListCalculatedValue::Format()
{
std::ostringstream out; out << "{";
std::ostringstream out;
out << "{";
std::vector<CreatureData const*> cdPairs = Calculate();
for (CreatureData const* cdPair : cdPairs)
{
@@ -81,8 +85,8 @@ std::string const CDPairListCalculatedValue::Format()
return out.str();
}
ObjectGuidCalculatedValue::ObjectGuidCalculatedValue(PlayerbotAI* botAI, std::string const name, int32 checkInterval) :
CalculatedValue<ObjectGuid>(botAI, name, checkInterval)
ObjectGuidCalculatedValue::ObjectGuidCalculatedValue(PlayerbotAI* botAI, std::string const name, int32 checkInterval)
: CalculatedValue<ObjectGuid>(botAI, name, checkInterval)
{
// lastCheckTime = time(nullptr) - checkInterval / 2;
}
@@ -93,8 +97,9 @@ std::string const ObjectGuidCalculatedValue::Format()
return guid ? std::to_string(guid.GetRawValue()) : "<none>";
}
ObjectGuidListCalculatedValue::ObjectGuidListCalculatedValue(PlayerbotAI* botAI, std::string const name, int32 checkInterval) :
CalculatedValue<GuidVector>(botAI, name, checkInterval)
ObjectGuidListCalculatedValue::ObjectGuidListCalculatedValue(PlayerbotAI* botAI, std::string const name,
int32 checkInterval)
: CalculatedValue<GuidVector>(botAI, name, checkInterval)
{
}
@@ -116,17 +121,22 @@ std::string const ObjectGuidListCalculatedValue::Format()
Unit* UnitCalculatedValue::Get()
{
if (checkInterval < 2) {
PerformanceMonitorOperation* pmo = sPerformanceMonitor->start(PERF_MON_VALUE, this->getName(), this->context ? &this->context->performanceStack : nullptr);
if (checkInterval < 2)
{
PerformanceMonitorOperation* pmo = sPerformanceMonitor->start(
PERF_MON_VALUE, this->getName(), this->context ? &this->context->performanceStack : nullptr);
value = Calculate();
if (pmo)
pmo->finish();
} else {
}
else
{
time_t now = getMSTime();
if (!lastCheckTime || now - lastCheckTime >= checkInterval)
{
lastCheckTime = now;
PerformanceMonitorOperation* pmo = sPerformanceMonitor->start(PERF_MON_VALUE, this->getName(), this->context ? &this->context->performanceStack : nullptr);
PerformanceMonitorOperation* pmo = sPerformanceMonitor->start(
PERF_MON_VALUE, this->getName(), this->context ? &this->context->performanceStack : nullptr);
value = Calculate();
if (pmo)
pmo->finish();

View File

@@ -1,388 +1,418 @@
/*
* 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.
* 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_VALUE_H
#define _PLAYERBOT_VALUE_H
#include <time.h>
#include "AiObject.h"
#include "ObjectGuid.h"
#include "PerformanceMonitor.h"
#include "Timer.h"
#include "Unit.h"
#include <time.h>
class PlayerbotAI;
class Unit;
class FleeInfo
{
public:
Position fromPos;
float radius;
float angle;
uint32 timestamp;
int GetAngleRangeIndex() { return (angle + 2 * M_PI) / (M_PI / 2); } // [0, 7)
public:
Position fromPos;
float radius;
float angle;
uint32 timestamp;
int GetAngleRangeIndex() { return (angle + 2 * M_PI) / (M_PI / 2); } // [0, 7)
};
struct CreatureData;
class UntypedValue : public AiNamedObject
{
public:
UntypedValue(PlayerbotAI* botAI, std::string const name) : AiNamedObject(botAI, name) { }
virtual ~UntypedValue() { }
virtual void Update() { }
virtual void Reset() { }
virtual std::string const Format() { return "?"; }
virtual std::string const Save() { return "?"; }
virtual bool Load([[maybe_unused]] std::string const value) { return false; }
public:
UntypedValue(PlayerbotAI* botAI, std::string const name) : AiNamedObject(botAI, name) {}
virtual ~UntypedValue() {}
virtual void Update() {}
virtual void Reset() {}
virtual std::string const Format() { return "?"; }
virtual std::string const Save() { return "?"; }
virtual bool Load([[maybe_unused]] std::string const value) { return false; }
};
template<class T>
template <class T>
class Value
{
public:
virtual ~Value() { }
virtual T Get() = 0;
virtual T LazyGet() = 0;
virtual T& RefGet() = 0;
virtual void Reset() { }
virtual void Set(T value) = 0;
operator T() { return Get(); }
public:
virtual ~Value() {}
virtual T Get() = 0;
virtual T LazyGet() = 0;
virtual T& RefGet() = 0;
virtual void Reset() {}
virtual void Set(T value) = 0;
operator T() { return Get(); }
};
template<class T>
template <class T>
class CalculatedValue : public UntypedValue, public Value<T>
{
public:
CalculatedValue(PlayerbotAI* botAI, std::string const name = "value", uint32 checkInterval = 1) : UntypedValue(botAI, name),
checkInterval(checkInterval == 1 ? 1 : (checkInterval < 100 ? checkInterval * 1000 : checkInterval)) /*turn s -> ms?*/, lastCheckTime(0) { }
public:
CalculatedValue(PlayerbotAI* botAI, std::string const name = "value", uint32 checkInterval = 1)
: UntypedValue(botAI, name),
checkInterval(
checkInterval == 1 ? 1 : (checkInterval < 100 ? checkInterval * 1000 : checkInterval)) /*turn s -> ms?*/,
lastCheckTime(0)
{
}
virtual ~CalculatedValue() { }
virtual ~CalculatedValue() {}
T Get() override
T Get() override
{
if (checkInterval < 2)
{
if (checkInterval < 2) {
// PerformanceMonitorOperation* pmo = sPerformanceMonitor->start(PERF_MON_VALUE, this->getName(), this->context ? &this->context->performanceStack : nullptr);
// PerformanceMonitorOperation* pmo = sPerformanceMonitor->start(PERF_MON_VALUE, this->getName(),
// this->context ? &this->context->performanceStack : nullptr);
value = Calculate();
// if (pmo)
// pmo->finish();
}
else
{
time_t now = getMSTime();
if (!lastCheckTime || now - lastCheckTime >= checkInterval)
{
lastCheckTime = now;
// PerformanceMonitorOperation* pmo = sPerformanceMonitor->start(PERF_MON_VALUE, this->getName(),
// this->context ? &this->context->performanceStack : nullptr);
value = Calculate();
// if (pmo)
// pmo->finish();
} else {
time_t now = getMSTime();
if (!lastCheckTime || now - lastCheckTime >= checkInterval)
{
lastCheckTime = now;
// PerformanceMonitorOperation* pmo = sPerformanceMonitor->start(PERF_MON_VALUE, this->getName(), this->context ? &this->context->performanceStack : nullptr);
value = Calculate();
// if (pmo)
// pmo->finish();
}
}
return value;
}
return value;
}
T LazyGet() override
T LazyGet() override
{
if (!lastCheckTime)
return Get();
return value;
}
T& RefGet() override
{
if (checkInterval < 2)
{
if (!lastCheckTime)
return Get();
return value;
// PerformanceMonitorOperation* pmo = sPerformanceMonitor->start(PERF_MON_VALUE, this->getName(),
// this->context ? &this->context->performanceStack : nullptr);
value = Calculate();
// if (pmo)
// pmo->finish();
}
T& RefGet() override
else
{
if (checkInterval < 2) {
// PerformanceMonitorOperation* pmo = sPerformanceMonitor->start(PERF_MON_VALUE, this->getName(), this->context ? &this->context->performanceStack : nullptr);
time_t now = getMSTime();
if (!lastCheckTime || now - lastCheckTime >= checkInterval)
{
lastCheckTime = now;
// PerformanceMonitorOperation* pmo = sPerformanceMonitor->start(PERF_MON_VALUE, this->getName(),
// this->context ? &this->context->performanceStack : nullptr);
value = Calculate();
// if (pmo)
// pmo->finish();
} else {
time_t now = getMSTime();
if (!lastCheckTime || now - lastCheckTime >= checkInterval)
{
lastCheckTime = now;
// PerformanceMonitorOperation* pmo = sPerformanceMonitor->start(PERF_MON_VALUE, this->getName(), this->context ? &this->context->performanceStack : nullptr);
value = Calculate();
// if (pmo)
// pmo->finish();
}
}
return value;
}
void Set(T val) override { value = val; }
void Update() override {}
void Reset() override { lastCheckTime = 0; }
return value;
}
void Set(T val) override { value = val; }
void Update() override {}
void Reset() override { lastCheckTime = 0; }
protected:
virtual T Calculate() = 0;
protected:
virtual T Calculate() = 0;
uint32 checkInterval;
uint32 lastCheckTime;
T value;
uint32 checkInterval;
uint32 lastCheckTime;
T value;
};
template <class T>
class SingleCalculatedValue : public CalculatedValue<T>
{
public:
SingleCalculatedValue(PlayerbotAI* botAI, std::string const name = "value") : CalculatedValue<T>(botAI, name)
public:
SingleCalculatedValue(PlayerbotAI* botAI, std::string const name = "value") : CalculatedValue<T>(botAI, name)
{
this->Reset();
}
T Get() override
{
time_t now = time(0);
if (!this->lastCheckTime)
{
this->Reset();
this->lastCheckTime = now;
PerformanceMonitorOperation* pmo = sPerformanceMonitor->start(
PERF_MON_VALUE, this->getName(), this->context ? &this->context->performanceStack : nullptr);
this->value = this->Calculate();
if (pmo)
pmo->finish();
}
T Get() override
{
time_t now = time(0);
if (!this->lastCheckTime)
{
this->lastCheckTime = now;
PerformanceMonitorOperation* pmo = sPerformanceMonitor->start(PERF_MON_VALUE, this->getName(), this->context ? &this->context->performanceStack : nullptr);
this->value = this->Calculate();
if (pmo)
pmo->finish();
}
return this->value;
}
return this->value;
}
};
template<class T>
template <class T>
class MemoryCalculatedValue : public CalculatedValue<T>
{
public:
MemoryCalculatedValue(PlayerbotAI* botAI, std::string const name = "value", int32 checkInterval = 1) : CalculatedValue<T>(botAI, name, checkInterval)
{
lastChangeTime = time(0);
}
public:
MemoryCalculatedValue(PlayerbotAI* botAI, std::string const name = "value", int32 checkInterval = 1)
: CalculatedValue<T>(botAI, name, checkInterval)
{
lastChangeTime = time(0);
}
virtual bool EqualToLast(T value) = 0;
virtual bool CanCheckChange()
{
return time(0) - lastChangeTime < minChangeInterval || EqualToLast(this->value);
}
virtual bool EqualToLast(T value) = 0;
virtual bool CanCheckChange() { return time(0) - lastChangeTime < minChangeInterval || EqualToLast(this->value); }
virtual bool UpdateChange()
{
if (CanCheckChange())
return false;
virtual bool UpdateChange()
{
if (CanCheckChange())
return false;
lastChangeTime = time(0);
lastValue = this->value;
return true;
}
lastChangeTime = time(0);
lastValue = this->value;
return true;
}
void Set([[maybe_unused]] T value) override
{
CalculatedValue<T>::Set(this->value);
UpdateChange();
}
void Set([[maybe_unused]] T value) override
{
CalculatedValue<T>::Set(this->value);
UpdateChange();
}
T Get() override
{
this->value = CalculatedValue<T>::Get();
UpdateChange();
return this->value;
}
T Get() override
{
this->value = CalculatedValue<T>::Get();
UpdateChange();
return this->value;
}
T LazyGet() override
{
return this->value;
}
T LazyGet() override { return this->value; }
time_t LastChangeOn()
{
Get();
UpdateChange();
return lastChangeTime;
}
time_t LastChangeOn()
{
Get();
UpdateChange();
return lastChangeTime;
}
uint32 LastChangeDelay() { return time(0) - LastChangeOn(); }
uint32 LastChangeDelay() { return time(0) - LastChangeOn(); }
void Reset() override
{
CalculatedValue<T>::Reset();
lastChangeTime = time(0);
}
void Reset() override
{
CalculatedValue<T>::Reset();
lastChangeTime = time(0);
}
protected:
T lastValue;
uint32 minChangeInterval = 0;
time_t lastChangeTime;
protected:
T lastValue;
uint32 minChangeInterval = 0;
time_t lastChangeTime;
};
template<class T>
template <class T>
class LogCalculatedValue : public MemoryCalculatedValue<T>
{
public:
LogCalculatedValue(PlayerbotAI* botAI, std::string const name = "value", int32 checkInterval = 1) : MemoryCalculatedValue<T>(botAI, name, checkInterval) { }
public:
LogCalculatedValue(PlayerbotAI* botAI, std::string const name = "value", int32 checkInterval = 1)
: MemoryCalculatedValue<T>(botAI, name, checkInterval)
{
}
bool UpdateChange() override
{
if (MemoryCalculatedValue<T>::UpdateChange())
return false;
bool UpdateChange() override
{
if (MemoryCalculatedValue<T>::UpdateChange())
return false;
valueLog.push_back(std::make_pair(this->value, time(0)));
valueLog.push_back(std::make_pair(this->value, time(0)));
if (valueLog.size() > logLength)
valueLog.pop_front();
return true;
}
if (valueLog.size() > logLength)
valueLog.pop_front();
return true;
}
std::list<std::pair<T, time_t>> ValueLog() { return valueLog; }
std::list<std::pair<T, time_t>> ValueLog() { return valueLog; }
void Reset() override
{
MemoryCalculatedValue<T>::Reset();
valueLog.clear();
}
void Reset() override
{
MemoryCalculatedValue<T>::Reset();
valueLog.clear();
}
protected:
std::list<std::pair<T, time_t>> valueLog;
uint8 logLength = 10;
};
protected:
std::list<std::pair<T, time_t>> valueLog;
uint8 logLength = 10;
};
class Uint8CalculatedValue : public CalculatedValue<uint8>
{
public:
Uint8CalculatedValue(PlayerbotAI* botAI, std::string const name = "value", uint32 checkInterval = 1) :
CalculatedValue<uint8>(botAI, name, checkInterval) { }
public:
Uint8CalculatedValue(PlayerbotAI* botAI, std::string const name = "value", uint32 checkInterval = 1)
: CalculatedValue<uint8>(botAI, name, checkInterval)
{
}
std::string const Format() override;
std::string const Format() override;
};
class Uint32CalculatedValue : public CalculatedValue<uint32>
{
public:
Uint32CalculatedValue(PlayerbotAI* botAI, std::string const name = "value", int checkInterval = 1) :
CalculatedValue<uint32>(botAI, name, checkInterval) { }
public:
Uint32CalculatedValue(PlayerbotAI* botAI, std::string const name = "value", int checkInterval = 1)
: CalculatedValue<uint32>(botAI, name, checkInterval)
{
}
std::string const Format() override;
std::string const Format() override;
};
class FloatCalculatedValue : public CalculatedValue<float>
{
public:
FloatCalculatedValue(PlayerbotAI* botAI, std::string const name = "value", int checkInterval = 1) :
CalculatedValue<float>(botAI, name, checkInterval) { }
public:
FloatCalculatedValue(PlayerbotAI* botAI, std::string const name = "value", int checkInterval = 1)
: CalculatedValue<float>(botAI, name, checkInterval)
{
}
std::string const Format() override;
std::string const Format() override;
};
class BoolCalculatedValue : public CalculatedValue<bool>
{
public:
BoolCalculatedValue(PlayerbotAI* botAI, std::string const name = "value", int checkInterval = 1) :
CalculatedValue<bool>(botAI, name, checkInterval) { }
public:
BoolCalculatedValue(PlayerbotAI* botAI, std::string const name = "value", int checkInterval = 1)
: CalculatedValue<bool>(botAI, name, checkInterval)
{
}
std::string const Format() override
{
return Calculate() ? "true" : "false";
}
std::string const Format() override { return Calculate() ? "true" : "false"; }
};
class UnitCalculatedValue : public CalculatedValue<Unit*>
{
public:
UnitCalculatedValue(PlayerbotAI* botAI, std::string const name = "value", int32 checkInterval = 1);
public:
UnitCalculatedValue(PlayerbotAI* botAI, std::string const name = "value", int32 checkInterval = 1);
std::string const Format() override;
Unit* Get() override;
std::string const Format() override;
Unit* Get() override;
};
class CDPairCalculatedValue : public CalculatedValue<CreatureData const*>
{
public:
CDPairCalculatedValue(PlayerbotAI* botAI, std::string const name = "value", int32 checkInterval = 1);
public:
CDPairCalculatedValue(PlayerbotAI* botAI, std::string const name = "value", int32 checkInterval = 1);
std::string const Format() override;
std::string const Format() override;
};
class CDPairListCalculatedValue : public CalculatedValue<std::vector<CreatureData const*>>
{
public:
CDPairListCalculatedValue(PlayerbotAI* botAI, std::string const name = "value", int32 checkInterval = 1);
public:
CDPairListCalculatedValue(PlayerbotAI* botAI, std::string const name = "value", int32 checkInterval = 1);
std::string const Format() override;
std::string const Format() override;
};
class ObjectGuidCalculatedValue : public CalculatedValue<ObjectGuid>
{
public:
ObjectGuidCalculatedValue(PlayerbotAI* botAI, std::string const name = "value", int32 checkInterval = 1);
public:
ObjectGuidCalculatedValue(PlayerbotAI* botAI, std::string const name = "value", int32 checkInterval = 1);
std::string const Format() override;
std::string const Format() override;
};
class ObjectGuidListCalculatedValue : public CalculatedValue<GuidVector>
{
public:
ObjectGuidListCalculatedValue(PlayerbotAI* botAI, std::string const name = "value", int32 checkInterval = 1);
public:
ObjectGuidListCalculatedValue(PlayerbotAI* botAI, std::string const name = "value", int32 checkInterval = 1);
std::string const Format() override;
std::string const Format() override;
};
template<class T>
template <class T>
class ManualSetValue : public UntypedValue, public Value<T>
{
public:
ManualSetValue(PlayerbotAI* botAI, T defaultValue, std::string const name = "value") :
UntypedValue(botAI, name), value(defaultValue), defaultValue(defaultValue) { }
public:
ManualSetValue(PlayerbotAI* botAI, T defaultValue, std::string const name = "value")
: UntypedValue(botAI, name), value(defaultValue), defaultValue(defaultValue)
{
}
virtual ~ManualSetValue() { }
virtual ~ManualSetValue() {}
T Get() override { return value; }
T LazyGet() override { return value; }
T& RefGet() override { return value; }
void Set(T val) override { value = val; }
void Update() override {}
void Reset() override
{
value = defaultValue;
}
T Get() override { return value; }
T LazyGet() override { return value; }
T& RefGet() override { return value; }
void Set(T val) override { value = val; }
void Update() override {}
void Reset() override { value = defaultValue; }
protected:
T value;
T defaultValue;
protected:
T value;
T defaultValue;
};
class UnitManualSetValue : public ManualSetValue<Unit*>
{
public:
UnitManualSetValue(PlayerbotAI* botAI, Unit* defaultValue, std::string const name = "value") :
ManualSetValue<Unit*>(botAI, defaultValue, name) { }
public:
UnitManualSetValue(PlayerbotAI* botAI, Unit* defaultValue, std::string const name = "value")
: ManualSetValue<Unit*>(botAI, defaultValue, name)
{
}
std::string const Format() override;
Unit* Get() override;
std::string const Format() override;
Unit* Get() override;
};
class DisperseDistanceValue : public ManualSetValue<float>
{
public:
DisperseDistanceValue(PlayerbotAI* botAI, float defaultValue = -1.0f, std::string const name = "disperse distance") :
ManualSetValue<float>(botAI, defaultValue, name) { }
public:
DisperseDistanceValue(PlayerbotAI* botAI, float defaultValue = -1.0f, std::string const name = "disperse distance")
: ManualSetValue<float>(botAI, defaultValue, name)
{
}
};
class LastFleeAngleValue : public ManualSetValue<float>
{
public:
LastFleeAngleValue(PlayerbotAI* botAI, float defaultValue = 0.0f, std::string const name = "last flee angle") :
ManualSetValue<float>(botAI, defaultValue, name) { }
public:
LastFleeAngleValue(PlayerbotAI* botAI, float defaultValue = 0.0f, std::string const name = "last flee angle")
: ManualSetValue<float>(botAI, defaultValue, name)
{
}
};
class LastFleeTimestampValue : public ManualSetValue<uint32>
{
public:
LastFleeTimestampValue(PlayerbotAI* botAI, uint32 defaultValue = 0, std::string const name = "last flee timestamp") :
ManualSetValue<uint32>(botAI, defaultValue, name) { }
public:
LastFleeTimestampValue(PlayerbotAI* botAI, uint32 defaultValue = 0, std::string const name = "last flee timestamp")
: ManualSetValue<uint32>(botAI, defaultValue, name)
{
}
};
class RecentlyFleeInfo : public ManualSetValue<std::list<FleeInfo>>
{
public:
RecentlyFleeInfo(PlayerbotAI* botAI, std::list<FleeInfo> defaultValue = {}, std::string const name = "recently flee info") :
ManualSetValue<std::list<FleeInfo>>(botAI, defaultValue, name) { }
public:
RecentlyFleeInfo(PlayerbotAI* botAI, std::list<FleeInfo> defaultValue = {},
std::string const name = "recently flee info")
: ManualSetValue<std::list<FleeInfo>>(botAI, defaultValue, name)
{
}
};
#endif

View File

@@ -1,22 +1,24 @@
/*
* 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.
* 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 "AcceptBattlegroundInvitationAction.h"
#include "Event.h"
#include "Playerbots.h"
bool AcceptBgInvitationAction::Execute(Event event)
{
uint8 type = 0; // arenatype if arena
uint8 unk2 = 0; // unk, can be 0x0 (may be if was invited?) and 0x1
uint32 bgTypeId_ = BATTLEGROUND_WS; // type id from dbc
uint16 unk = 0x1F90; // 0x1F90 constant?*/
uint8 type = 0; // arenatype if arena
uint8 unk2 = 0; // unk, can be 0x0 (may be if was invited?) and 0x1
uint32 bgTypeId_ = BATTLEGROUND_WS; // type id from dbc
uint16 unk = 0x1F90; // 0x1F90 constant?*/
uint8 action = 1;
WorldPacket packet(CMSG_BATTLEFIELD_PORT, 20);
packet << type << unk2 << (uint32)bgTypeId_ << unk << action;
//packet << bgTypeId_ << action;
// packet << bgTypeId_ << action;
bot->GetSession()->HandleBattleFieldPortOpcode(packet);
botAI->ResetStrategies();

View File

@@ -1,5 +1,6 @@
/*
* 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.
* 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_ACCEPTBATTLEGROUNDINVITATIONACTION_H
@@ -11,10 +12,10 @@ class PlayerbotAI;
class AcceptBgInvitationAction : public Action
{
public:
AcceptBgInvitationAction(PlayerbotAI* botAI) : Action(botAI, "accept bg invitatio") { }
public:
AcceptBgInvitationAction(PlayerbotAI* botAI) : Action(botAI, "accept bg invitatio") {}
bool Execute(Event event) override;
bool Execute(Event event) override;
};
#endif

View File

@@ -1,8 +1,10 @@
/*
* 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.
* 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 "AcceptDuelAction.h"
#include "Event.h"
#include "Playerbots.h"
@@ -16,7 +18,8 @@ bool AcceptDuelAction::Execute(Event event)
p >> playerGuid;
// do not auto duel with low hp
if ((!botAI->HasRealPlayerMaster() || (botAI->GetMaster() && botAI->GetMaster()->GetGUID() != playerGuid)) && AI_VALUE2(uint8, "health", "self target") < 90)
if ((!botAI->HasRealPlayerMaster() || (botAI->GetMaster() && botAI->GetMaster()->GetGUID() != playerGuid)) &&
AI_VALUE2(uint8, "health", "self target") < 90)
{
WorldPacket packet(CMSG_DUEL_CANCELLED, 8);
packet << flagGuid;

View File

@@ -1,5 +1,6 @@
/*
* 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.
* 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_ACCEPTDUELACTION_H
@@ -11,10 +12,10 @@ class PlayerbotAI;
class AcceptDuelAction : public Action
{
public:
AcceptDuelAction(PlayerbotAI* botAI) : Action(botAI, "accept duel") { }
public:
AcceptDuelAction(PlayerbotAI* botAI) : Action(botAI, "accept duel") {}
bool Execute(Event event) override;
bool Execute(Event event) override;
};
#endif

View File

@@ -1,13 +1,15 @@
/*
* 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.
* 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 "AcceptInvitationAction.h"
#include "Event.h"
#include "ObjectAccessor.h"
#include "PlayerbotAIConfig.h"
#include "Playerbots.h"
#include "PlayerbotSecurity.h"
#include "Playerbots.h"
#include "WorldPacket.h"
bool AcceptInvitationAction::Execute(Event event)
@@ -41,8 +43,8 @@ bool AcceptInvitationAction::Execute(Event event)
if (sRandomPlayerbotMgr->IsRandomBot(bot))
botAI->SetMaster(inviter);
//else
//sPlayerbotDbStore->Save(botAI);
// else
// sPlayerbotDbStore->Save(botAI);
botAI->ResetStrategies();
botAI->ChangeStrategy("+follow,-lfg,-bg", BOT_STATE_NON_COMBAT);
@@ -50,7 +52,8 @@ bool AcceptInvitationAction::Execute(Event event)
botAI->TellMaster("Hello");
if (sPlayerbotAIConfig->summonWhenGroup && bot->GetDistance(inviter) > sPlayerbotAIConfig->sightDistance) {
if (sPlayerbotAIConfig->summonWhenGroup && bot->GetDistance(inviter) > sPlayerbotAIConfig->sightDistance)
{
Teleport(inviter, bot);
}
return true;

View File

@@ -1,5 +1,6 @@
/*
* 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.
* 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_ACCEPTINVITATIONACTION_H
@@ -12,10 +13,10 @@ class PlayerbotAI;
class AcceptInvitationAction : public SummonAction
{
public:
AcceptInvitationAction(PlayerbotAI* botAI) : SummonAction(botAI, "accept invitation") { }
public:
AcceptInvitationAction(PlayerbotAI* botAI) : SummonAction(botAI, "accept invitation") {}
bool Execute(Event event) override;
bool Execute(Event event) override;
};
#endif

View File

@@ -1,8 +1,10 @@
/*
* 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.
* 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 "AcceptQuestAction.h"
#include "Event.h"
#include "Playerbots.h"
@@ -112,7 +114,7 @@ bool AcceptQuestShareAction::Execute(Event event)
bot->SetDivider(ObjectGuid::Empty);
}
if (bot->CanAddQuest( qInfo, false))
if (bot->CanAddQuest(qInfo, false))
{
bot->AddQuest(qInfo, master);
@@ -125,7 +127,7 @@ bool AcceptQuestShareAction::Execute(Event event)
if (qInfo->GetSrcSpell() > 0)
{
bot->CastSpell( bot, qInfo->GetSrcSpell(), true);
bot->CastSpell(bot, qInfo->GetSrcSpell(), true);
}
botAI->TellMaster("Quest accepted");

View File

@@ -1,5 +1,6 @@
/*
* 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.
* 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_ACCEPTQUESTACTION_H
@@ -13,25 +14,27 @@ class WorldObject;
class AcceptAllQuestsAction : public QuestAction
{
public:
AcceptAllQuestsAction(PlayerbotAI* botAI, std::string const name = "accept all quests") : QuestAction(botAI, name) { }
public:
AcceptAllQuestsAction(PlayerbotAI* botAI, std::string const name = "accept all quests") : QuestAction(botAI, name)
{
}
protected:
void ProcessQuest(Quest const* quest, Object* questGiver) override;
protected:
void ProcessQuest(Quest const* quest, Object* questGiver) override;
};
class AcceptQuestAction : public AcceptAllQuestsAction
{
public:
AcceptQuestAction(PlayerbotAI* botAI) : AcceptAllQuestsAction(botAI, "accept quest") { }
bool Execute(Event event) override;
public:
AcceptQuestAction(PlayerbotAI* botAI) : AcceptAllQuestsAction(botAI, "accept quest") {}
bool Execute(Event event) override;
};
class AcceptQuestShareAction : public Action
{
public:
AcceptQuestShareAction(PlayerbotAI* botAI) : Action(botAI, "accept quest share") { }
bool Execute(Event event) override;
public:
AcceptQuestShareAction(PlayerbotAI* botAI) : Action(botAI, "accept quest share") {}
bool Execute(Event event) override;
};
#endif

View File

@@ -1,8 +1,10 @@
/*
* 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.
* 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 "AcceptResurrectAction.h"
#include "Event.h"
#include "Playerbots.h"
@@ -18,8 +20,8 @@ bool AcceptResurrectAction::Execute(Event event)
WorldPacket packet(CMSG_RESURRECT_RESPONSE, 8 + 1);
packet << guid;
packet << uint8(1); // accept
bot->GetSession()->HandleResurrectResponseOpcode(packet); // queue the packet to get around race condition
packet << uint8(1); // accept
bot->GetSession()->HandleResurrectResponseOpcode(packet); // queue the packet to get around race condition
botAI->ChangeEngine(BOT_STATE_NON_COMBAT);

View File

@@ -1,5 +1,6 @@
/*
* 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.
* 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_ACCEPTRESURRECTACTION_H
@@ -11,10 +12,10 @@ class PlayerbotAI;
class AcceptResurrectAction : public Action
{
public:
AcceptResurrectAction(PlayerbotAI* botAI) : Action(botAI, "accept resurrect") { }
public:
AcceptResurrectAction(PlayerbotAI* botAI) : Action(botAI, "accept resurrect") {}
bool Execute(Event event) override;
bool Execute(Event event) override;
};
#endif

View File

@@ -1,5 +1,6 @@
/*
* 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.
* 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_ACTIONCONTEXT_H
@@ -8,21 +9,23 @@
#include "AddLootAction.h"
#include "AttackAction.h"
#include "AutoLearnSpellAction.h"
#include "BattleGroundTactics.h"
#include "AutoTeleportForLevelAction.h"
#include "BattleGroundJoinAction.h"
#include "BattleGroundTactics.h"
#include "BuyAction.h"
#include "CastCustomSpellAction.h"
#include "ChangeStrategyAction.h"
#include "ChangeTalentsAction.h"
#include "CheckMailAction.h"
#include "CheckValuesAction.h"
#include "ChooseRpgTargetAction.h"
#include "ChooseTargetActions.h"
#include "ChooseTravelTargetAction.h"
#include "ChooseRpgTargetAction.h"
#include "CombatActions.h"
#include "DelayAction.h"
#include "DestroyItemAction.h"
#include "EmoteAction.h"
#include "FollowActions.h"
#include "GenericActions.h"
#include "GenericSpellActions.h"
#include "GiveItemAction.h"
@@ -33,14 +36,14 @@
#include "ImbueAction.h"
#include "InviteToGroupAction.h"
#include "LeaveGroupAction.h"
#include "FollowActions.h"
#include "LootAction.h"
#include "MovementActions.h"
#include "MoveToRpgTargetAction.h"
#include "MoveToTravelTargetAction.h"
#include "MovementActions.h"
#include "NonCombatActions.h"
#include "OutfitAction.h"
#include "PositionAction.h"
#include "RaidNaxxActions.h"
#include "RandomBotUpdateAction.h"
#include "ReachTargetActions.h"
#include "ReleaseSpiritAction.h"
@@ -54,354 +57,353 @@
#include "StayActions.h"
#include "SuggestWhatToDoAction.h"
#include "TravelAction.h"
#include "XpGainAction.h"
#include "VehicleActions.h"
#include "WorldBuffAction.h"
#include "RaidNaxxActions.h"
#include "AutoTeleportForLevelAction.h"
#include "XpGainAction.h"
class PlayerbotAI;
class ActionContext : public NamedObjectContext<Action>
{
public:
ActionContext()
{
creators["mark rti"] = &ActionContext::mark_rti;
creators["set return position"] = &ActionContext::set_return_position;
creators["rpg"] = &ActionContext::rpg;
creators["crpg"] = &ActionContext::crpg;
creators["choose rpg target"] = &ActionContext::choose_rpg_target;
creators["move to rpg target"] = &ActionContext::move_to_rpg_target;
creators["travel"] = &ActionContext::travel;
creators["choose travel target"] = &ActionContext::choose_travel_target;
creators["move to travel target"] = &ActionContext::move_to_travel_target;
creators["move out of collision"] = &ActionContext::move_out_of_collision;
creators["move random"] = &ActionContext::move_random;
creators["attack"] = &ActionContext::melee;
creators["melee"] = &ActionContext::melee;
creators["switch to melee"] = &ActionContext::switch_to_melee;
creators["switch to ranged"] = &ActionContext::switch_to_ranged;
creators["reach spell"] = &ActionContext::ReachSpell;
creators["reach melee"] = &ActionContext::ReachMelee;
creators["reach party member to heal"] = &ActionContext::reach_party_member_to_heal;
creators["reach party member to resurrect"] = &ActionContext::reach_party_member_to_resurrect;
creators["flee"] = &ActionContext::flee;
creators["flee with pet"] = &ActionContext::flee_with_pet;
creators["avoid aoe"] = &ActionContext::avoid_aoe;
creators["combat formation move"] = &ActionContext::combat_formation_move;
creators["disperse set"] = &ActionContext::disperse_set;
creators["gift of the naaru"] = &ActionContext::gift_of_the_naaru;
creators["shoot"] = &ActionContext::shoot;
creators["lifeblood"] = &ActionContext::lifeblood;
creators["arcane torrent"] = &ActionContext::arcane_torrent;
creators["end pull"] = &ActionContext::end_pull;
creators["healthstone"] = &ActionContext::healthstone;
creators["healing potion"] = &ActionContext::healing_potion;
creators["mana potion"] = &ActionContext::mana_potion;
creators["food"] = &ActionContext::food;
creators["drink"] = &ActionContext::drink;
creators["tank assist"] = &ActionContext::tank_assist;
creators["dps assist"] = &ActionContext::dps_assist;
creators["dps aoe"] = &ActionContext::dps_aoe;
creators["attack rti target"] = &ActionContext::attack_rti_target;
creators["loot"] = &ActionContext::loot;
creators["add loot"] = &ActionContext::add_loot;
creators["add gathering loot"] = &ActionContext::add_gathering_loot;
creators["add all loot"] = &ActionContext::add_all_loot;
creators["release loot"] = &ActionContext::release_loot;
creators["shoot"] = &ActionContext::shoot;
creators["follow"] = &ActionContext::follow;
creators["flee to master"] = &ActionContext::flee_to_master;
creators["runaway"] = &ActionContext::runaway;
creators["stay"] = &ActionContext::stay;
creators["sit"] = &ActionContext::sit;
creators["attack anything"] = &ActionContext::attack_anything;
creators["attack least hp target"] = &ActionContext::attack_least_hp_target;
creators["attack enemy player"] = &ActionContext::attack_enemy_player;
creators["emote"] = &ActionContext::emote;
creators["talk"] = &ActionContext::talk;
creators["suggest what to do"] = &ActionContext::suggest_what_to_do;
creators["suggest trade"] = &ActionContext::suggest_trade;
creators["suggest dungeon"] = &ActionContext::suggest_dungeon;
creators["return"] = &ActionContext::_return;
creators["move to loot"] = &ActionContext::move_to_loot;
creators["open loot"] = &ActionContext::open_loot;
creators["guard"] = &ActionContext::guard;
creators["move out of enemy contact"] = &ActionContext::move_out_of_enemy_contact;
creators["set facing"] = &ActionContext::set_facing;
creators["set behind"] = &ActionContext::set_behind;
creators["attack duel opponent"] = &ActionContext::attack_duel_opponent;
creators["drop target"] = &ActionContext::drop_target;
creators["check mail"] = &ActionContext::check_mail;
creators["say"] = &ActionContext::say;
creators["reveal gathering item"] = &ActionContext::reveal_gathering_item;
creators["outfit"] = &ActionContext::outfit;
creators["random bot update"] = &ActionContext::random_bot_update;
creators["delay"] = &ActionContext::delay;
creators["greet"] = &ActionContext::greet;
creators["check values"] = &ActionContext::check_values;
creators["ra"] = &ActionContext::ra;
creators["apply poison"] = &ActionContext::apply_poison;
creators["apply stone"] = &ActionContext::apply_stone;
creators["apply oil"] = &ActionContext::apply_oil;
creators["try emergency"] = &ActionContext::try_emergency;
creators["give food"] = &ActionContext::give_food;
creators["give water"] = &ActionContext::give_water;
creators["mount"] = &ActionContext::mount;
creators["war stomp"] = &ActionContext::war_stomp;
creators["auto talents"] = &ActionContext::auto_talents;
creators["auto learn spell"] = &ActionContext::auto_learn_spell;
creators["auto teleport for level"] = &ActionContext::auto_teleport_for_level;
creators["auto upgrade equip"] = &ActionContext::auto_upgrade_equip;
creators["xp gain"] = &ActionContext::xp_gain;
creators["invite nearby"] = &ActionContext::invite_nearby;
creators["invite guild"] = &ActionContext::invite_guild;
creators["leave far away"] = &ActionContext::leave_far_away;
creators["move to dark portal"] = &ActionContext::move_to_dark_portal;
creators["move from dark portal"] = &ActionContext::move_from_dark_portal;
creators["use dark portal azeroth"] = &ActionContext::use_dark_portal_azeroth;
creators["world buff"] = &ActionContext::world_buff;
creators["hearthstone"] = &ActionContext::hearthstone;
creators["cast random spell"] = &ActionContext::cast_random_spell;
creators["free bg join"] = &ActionContext::free_bg_join;
creators["use random recipe"] = &ActionContext::use_random_recipe;
creators["use random quest item"] = &ActionContext::use_random_quest_item;
creators["craft random item"] = &ActionContext::craft_random_item;
creators["smart destroy item"] = &ActionContext::smart_destroy_item;
creators["disenchant random item"] = &ActionContext::disenchant_random_item;
creators["enchant random item"] = &ActionContext::enchant_random_item;
creators["reset instances"] = &ActionContext::reset_instances;
creators["buy petition"] = &ActionContext::buy_petition;
creators["offer petition"] = &ActionContext::offer_petition;
creators["offer petition nearby"] = &ActionContext::offer_petition_nearby;
creators["turn in petition"] = &ActionContext::turn_in_petition;
creators["buy tabard"] = &ActionContext::buy_tabard;
creators["guild manage nearby"] = &ActionContext::guild_manage_nearby;
// BG Tactics
creators["bg tactics"] = &ActionContext::bg_tactics;
creators["bg move to start"] = &ActionContext::bg_move_to_start;
creators["bg move to objective"] = &ActionContext::bg_move_to_objective;
creators["bg select objective"] = &ActionContext::bg_select_objective;
creators["bg check objective"] = &ActionContext::bg_check_objective;
creators["bg attack fc"] = &ActionContext::bg_attack_fc;
creators["bg protect fc"] = &ActionContext::bg_protect_fc;
creators["bg use buff"] = &ActionContext::bg_use_buff;
creators["attack enemy flag carrier"] = &ActionContext::attack_enemy_fc;
creators["bg check flag"] = &ActionContext::bg_check_flag;
// Vehicles
creators["enter vehicle"] = &ActionContext::enter_vehicle;
creators["leave vehicle"] = &ActionContext::leave_vehicle;
creators["hurl boulder"] = &ActionContext::hurl_boulder;
creators["ram"] = &ActionContext::ram;
creators["steam rush"] = &ActionContext::steam_rush;
creators["steam blast"] = &ActionContext::steam_blast;
creators["napalm"] = &ActionContext::napalm;
creators["fire cannon"] = &ActionContext::fire_cannon;
creators["incendiary rocket"] = &ActionContext::incendiary_rocket;
creators["rocket blast"] = &ActionContext::rocket_blast;
creators["blade salvo"] = &ActionContext::blade_salvo;
creators["glaive throw"] = &ActionContext::glaive_throw;
//Rpg
creators["rpg stay"] = &ActionContext::rpg_stay;
creators["rpg work"] = &ActionContext::rpg_work;
creators["rpg emote"] = &ActionContext::rpg_emote;
creators["rpg cancel"] = &ActionContext::rpg_cancel;
creators["rpg taxi"] = &ActionContext::rpg_taxi;
creators["rpg discover"] = &ActionContext::rpg_discover;
creators["rpg start quest"] = &ActionContext::rpg_start_quest;
creators["rpg end quest"] = &ActionContext::rpg_end_quest;
creators["rpg buy"] = &ActionContext::rpg_buy;
creators["rpg sell"] = &ActionContext::rpg_sell;
creators["rpg repair"] = &ActionContext::rpg_repair;
creators["rpg train"] = &ActionContext::rpg_train;
creators["rpg heal"] = &ActionContext::rpg_heal;
creators["rpg home bind"] = &ActionContext::rpg_home_bind;
creators["rpg queue bg"] = &ActionContext::rpg_queue_bg;
creators["rpg buy petition"] = &ActionContext::rpg_buy_petition;
creators["rpg use"] = &ActionContext::rpg_use;
creators["rpg spell"] = &ActionContext::rpg_spell;
creators["rpg craft"] = &ActionContext::rpg_craft;
creators["rpg trade useful"] = &ActionContext::rpg_trade_useful;
creators["rpg duel"] = &ActionContext::rpg_duel;
creators["rpg mount anim"] = &ActionContext::rpg_mount_anim;
creators["toggle pet spell"] = &ActionContext::toggle_pet_spell;
creators["pet attack"] = &ActionContext::pet_attack;
}
private:
static Action* give_water(PlayerbotAI* botAI) { return new GiveWaterAction(botAI); }
static Action* give_food(PlayerbotAI* botAI) { return new GiveFoodAction(botAI); }
static Action* ra(PlayerbotAI* botAI) { return new RemoveAuraAction(botAI); }
static Action* mark_rti(PlayerbotAI* botAI) { return new MarkRtiAction(botAI); }
static Action* set_return_position(PlayerbotAI* botAI) { return new SetReturnPositionAction(botAI); }
static Action* rpg(PlayerbotAI* botAI) { return new RpgAction(botAI); }
static Action* crpg(PlayerbotAI* botAI) { return new CRpgAction(botAI); }
static Action* choose_rpg_target(PlayerbotAI* botAI) { return new ChooseRpgTargetAction(botAI); }
static Action* move_to_rpg_target(PlayerbotAI* botAI) { return new MoveToRpgTargetAction(botAI); }
static Action* travel(PlayerbotAI* botAI) { return new TravelAction(botAI); }
static Action* choose_travel_target(PlayerbotAI* botAI) { return new ChooseTravelTargetAction(botAI); }
static Action* move_to_travel_target(PlayerbotAI* botAI) { return new MoveToTravelTargetAction(botAI); }
static Action* move_out_of_collision(PlayerbotAI* botAI) { return new MoveOutOfCollisionAction(botAI); }
static Action* move_random(PlayerbotAI* botAI) { return new MoveRandomAction(botAI); }
static Action* check_values(PlayerbotAI* botAI) { return new CheckValuesAction(botAI); }
static Action* greet(PlayerbotAI* botAI) { return new GreetAction(botAI); }
static Action* check_mail(PlayerbotAI* botAI) { return new CheckMailAction(botAI); }
static Action* drop_target(PlayerbotAI* botAI) { return new DropTargetAction(botAI); }
static Action* attack_duel_opponent(PlayerbotAI* botAI) { return new AttackDuelOpponentAction(botAI); }
static Action* guard(PlayerbotAI* botAI) { return new GuardAction(botAI); }
static Action* open_loot(PlayerbotAI* botAI) { return new OpenLootAction(botAI); }
static Action* move_to_loot(PlayerbotAI* botAI) { return new MoveToLootAction(botAI); }
static Action* _return(PlayerbotAI* botAI) { return new ReturnAction(botAI); }
static Action* shoot(PlayerbotAI* botAI) { return new CastShootAction(botAI); }
static Action* melee(PlayerbotAI* botAI) { return new MeleeAction(botAI); }
static Action* switch_to_melee(PlayerbotAI* botAI) { return new SwitchToMeleeAction(botAI); }
static Action* switch_to_ranged(PlayerbotAI* botAI) { return new SwitchToRangedAction(botAI); }
static Action* ReachSpell(PlayerbotAI* botAI) { return new ReachSpellAction(botAI); }
static Action* ReachMelee(PlayerbotAI* botAI) { return new ReachMeleeAction(botAI); }
static Action* reach_party_member_to_heal(PlayerbotAI* botAI) { return new ReachPartyMemberToHealAction(botAI); }
static Action* reach_party_member_to_resurrect(PlayerbotAI* botAI) { return new ReachPartyMemberToResurrectAction(botAI); }
static Action* flee(PlayerbotAI* botAI) { return new FleeAction(botAI); }
static Action* flee_with_pet(PlayerbotAI* botAI) { return new FleeWithPetAction(botAI); }
static Action* avoid_aoe(PlayerbotAI* botAI) { return new AvoidAoeAction(botAI); }
static Action* combat_formation_move(PlayerbotAI* botAI) { return new CombatFormationMoveAction(botAI); }
static Action* disperse_set(PlayerbotAI* botAI) { return new DisperseSetAction(botAI); }
static Action* gift_of_the_naaru(PlayerbotAI* botAI) { return new CastGiftOfTheNaaruAction(botAI); }
static Action* lifeblood(PlayerbotAI* botAI) { return new CastLifeBloodAction(botAI); }
static Action* arcane_torrent(PlayerbotAI* botAI) { return new CastArcaneTorrentAction(botAI); }
static Action* mana_tap(PlayerbotAI* botAI) { return new CastManaTapAction(botAI); }
static Action* end_pull(PlayerbotAI* botAI) { return new ChangeCombatStrategyAction(botAI, "-pull"); }
static Action* emote(PlayerbotAI* botAI) { return new EmoteAction(botAI); }
static Action* talk(PlayerbotAI* botAI) { return new TalkAction(botAI); }
static Action* suggest_what_to_do(PlayerbotAI* botAI) { return new SuggestWhatToDoAction(botAI); }
static Action* suggest_trade(PlayerbotAI* botAI) { return new SuggestTradeAction(botAI); }
static Action* suggest_dungeon(PlayerbotAI* botAI) { return new SuggestDungeonAction(botAI); }
static Action* attack_anything(PlayerbotAI* botAI) { return new AttackAnythingAction(botAI); }
static Action* attack_least_hp_target(PlayerbotAI* botAI) { return new AttackLeastHpTargetAction(botAI); }
static Action* attack_enemy_player(PlayerbotAI* botAI) { return new AttackEnemyPlayerAction(botAI); }
static Action* stay(PlayerbotAI* botAI) { return new StayAction(botAI); }
static Action* sit(PlayerbotAI* botAI) { return new SitAction(botAI); }
static Action* runaway(PlayerbotAI* botAI) { return new RunAwayAction(botAI); }
static Action* follow(PlayerbotAI* botAI) { return new FollowAction(botAI); }
static Action* flee_to_master(PlayerbotAI* botAI) { return new FleeToMasterAction(botAI); }
static Action* add_gathering_loot(PlayerbotAI* botAI) { return new AddGatheringLootAction(botAI); }
static Action* add_loot(PlayerbotAI* botAI) { return new AddLootAction(botAI); }
static Action* add_all_loot(PlayerbotAI* botAI) { return new AddAllLootAction(botAI); }
static Action* loot(PlayerbotAI* botAI) { return new LootAction(botAI); }
static Action* release_loot(PlayerbotAI* botAI) { return new ReleaseLootAction(botAI); }
static Action* dps_assist(PlayerbotAI* botAI) { return new DpsAssistAction(botAI); }
static Action* dps_aoe(PlayerbotAI* botAI) { return new DpsAoeAction(botAI); }
static Action* attack_rti_target(PlayerbotAI* botAI) { return new AttackRtiTargetAction(botAI); }
static Action* tank_assist(PlayerbotAI* botAI) { return new TankAssistAction(botAI); }
static Action* drink(PlayerbotAI* botAI) { return new DrinkAction(botAI); }
static Action* food(PlayerbotAI* botAI) { return new EatAction(botAI); }
static Action* mana_potion(PlayerbotAI* botAI) { return new UseManaPotion(botAI); }
static Action* healing_potion(PlayerbotAI* botAI) { return new UseHealingPotion(botAI); }
static Action* healthstone(PlayerbotAI* botAI) { return new UseItemAction(botAI, "healthstone"); }
static Action* move_out_of_enemy_contact(PlayerbotAI* botAI) { return new MoveOutOfEnemyContactAction(botAI); }
static Action* set_facing(PlayerbotAI* botAI) { return new SetFacingTargetAction(botAI); }
static Action* set_behind(PlayerbotAI* botAI) { return new SetBehindTargetAction(botAI); }
static Action* say(PlayerbotAI* botAI) { return new SayAction(botAI); }
static Action* reveal_gathering_item(PlayerbotAI* botAI) { return new RevealGatheringItemAction(botAI); }
static Action* outfit(PlayerbotAI* botAI) { return new OutfitAction(botAI); }
static Action* random_bot_update(PlayerbotAI* botAI) { return new RandomBotUpdateAction(botAI); }
static Action* delay(PlayerbotAI* botAI) { return new DelayAction(botAI); }
static Action* apply_poison(PlayerbotAI* botAI) { return new ImbueWithPoisonAction(botAI); }
static Action* apply_oil(PlayerbotAI* botAI) { return new ImbueWithOilAction(botAI); }
static Action* apply_stone(PlayerbotAI* botAI) { return new ImbueWithStoneAction(botAI); }
static Action* try_emergency(PlayerbotAI* botAI) { return new TryEmergencyAction(botAI); }
static Action* mount(PlayerbotAI* botAI) { return new CastSpellAction(botAI, "mount"); }
static Action* war_stomp(PlayerbotAI* botAI) { return new CastWarStompAction(botAI); }
static Action* auto_talents(PlayerbotAI* botAI) { return new AutoSetTalentsAction(botAI); }
static Action* auto_learn_spell(PlayerbotAI* botAI) { return new AutoLearnSpellAction(botAI); }
static Action* auto_teleport_for_level(PlayerbotAI* botAI) { return new AutoTeleportForLevelAction(botAI); }
static Action* auto_upgrade_equip(PlayerbotAI* botAI) { return new AutoUpgradeEquipAction(botAI); }
static Action* xp_gain(PlayerbotAI* botAI) { return new XpGainAction(botAI); }
static Action* invite_nearby(PlayerbotAI* botAI) { return new InviteNearbyToGroupAction(botAI); }
static Action* invite_guild(PlayerbotAI* botAI) { return new InviteGuildToGroupAction(botAI); }
static Action* leave_far_away(PlayerbotAI* botAI) { return new LeaveFarAwayAction(botAI); }
static Action* move_to_dark_portal(PlayerbotAI* botAI) { return new MoveToDarkPortalAction(botAI); }
static Action* use_dark_portal_azeroth(PlayerbotAI* botAI) { return new DarkPortalAzerothAction(botAI); }
static Action* move_from_dark_portal(PlayerbotAI* botAI) { return new MoveFromDarkPortalAction(botAI); }
static Action* world_buff(PlayerbotAI* botAI) { return new WorldBuffAction(botAI); }
static Action* hearthstone(PlayerbotAI* botAI) { return new UseHearthStone(botAI); }
static Action* cast_random_spell(PlayerbotAI* botAI) { return new CastRandomSpellAction(botAI); }
static Action* free_bg_join(PlayerbotAI* botAI) { return new FreeBGJoinAction(botAI); }
static Action* use_random_recipe(PlayerbotAI* botAI) { return new UseRandomRecipe(botAI); }
static Action* use_random_quest_item(PlayerbotAI* botAI) { return new UseRandomQuestItem(botAI); }
static Action* craft_random_item(PlayerbotAI* botAI) { return new CraftRandomItemAction(botAI); }
static Action* smart_destroy_item(PlayerbotAI* botAI) { return new SmartDestroyItemAction(botAI); }
static Action* disenchant_random_item(PlayerbotAI* botAI) { return new DisEnchantRandomItemAction(botAI); }
static Action* enchant_random_item(PlayerbotAI* botAI) { return new EnchantRandomItemAction(botAI); }
static Action* reset_instances(PlayerbotAI* botAI) { return new ResetInstancesAction(botAI); }
static Action* buy_petition(PlayerbotAI* botAI) { return new BuyPetitionAction(botAI); }
static Action* offer_petition(PlayerbotAI* botAI) { return new PetitionOfferAction(botAI); }
static Action* offer_petition_nearby(PlayerbotAI* botAI) { return new PetitionOfferNearbyAction(botAI); }
static Action* turn_in_petition(PlayerbotAI* botAI) { return new PetitionTurnInAction(botAI); }
static Action* buy_tabard(PlayerbotAI* botAI) { return new BuyTabardAction(botAI); }
static Action* guild_manage_nearby(PlayerbotAI* botAI) { return new GuildManageNearbyAction(botAI); }
public:
ActionContext()
{
creators["mark rti"] = &ActionContext::mark_rti;
creators["set return position"] = &ActionContext::set_return_position;
creators["rpg"] = &ActionContext::rpg;
creators["crpg"] = &ActionContext::crpg;
creators["choose rpg target"] = &ActionContext::choose_rpg_target;
creators["move to rpg target"] = &ActionContext::move_to_rpg_target;
creators["travel"] = &ActionContext::travel;
creators["choose travel target"] = &ActionContext::choose_travel_target;
creators["move to travel target"] = &ActionContext::move_to_travel_target;
creators["move out of collision"] = &ActionContext::move_out_of_collision;
creators["move random"] = &ActionContext::move_random;
creators["attack"] = &ActionContext::melee;
creators["melee"] = &ActionContext::melee;
creators["switch to melee"] = &ActionContext::switch_to_melee;
creators["switch to ranged"] = &ActionContext::switch_to_ranged;
creators["reach spell"] = &ActionContext::ReachSpell;
creators["reach melee"] = &ActionContext::ReachMelee;
creators["reach party member to heal"] = &ActionContext::reach_party_member_to_heal;
creators["reach party member to resurrect"] = &ActionContext::reach_party_member_to_resurrect;
creators["flee"] = &ActionContext::flee;
creators["flee with pet"] = &ActionContext::flee_with_pet;
creators["avoid aoe"] = &ActionContext::avoid_aoe;
creators["combat formation move"] = &ActionContext::combat_formation_move;
creators["disperse set"] = &ActionContext::disperse_set;
creators["gift of the naaru"] = &ActionContext::gift_of_the_naaru;
creators["shoot"] = &ActionContext::shoot;
creators["lifeblood"] = &ActionContext::lifeblood;
creators["arcane torrent"] = &ActionContext::arcane_torrent;
creators["end pull"] = &ActionContext::end_pull;
creators["healthstone"] = &ActionContext::healthstone;
creators["healing potion"] = &ActionContext::healing_potion;
creators["mana potion"] = &ActionContext::mana_potion;
creators["food"] = &ActionContext::food;
creators["drink"] = &ActionContext::drink;
creators["tank assist"] = &ActionContext::tank_assist;
creators["dps assist"] = &ActionContext::dps_assist;
creators["dps aoe"] = &ActionContext::dps_aoe;
creators["attack rti target"] = &ActionContext::attack_rti_target;
creators["loot"] = &ActionContext::loot;
creators["add loot"] = &ActionContext::add_loot;
creators["add gathering loot"] = &ActionContext::add_gathering_loot;
creators["add all loot"] = &ActionContext::add_all_loot;
creators["release loot"] = &ActionContext::release_loot;
creators["shoot"] = &ActionContext::shoot;
creators["follow"] = &ActionContext::follow;
creators["flee to master"] = &ActionContext::flee_to_master;
creators["runaway"] = &ActionContext::runaway;
creators["stay"] = &ActionContext::stay;
creators["sit"] = &ActionContext::sit;
creators["attack anything"] = &ActionContext::attack_anything;
creators["attack least hp target"] = &ActionContext::attack_least_hp_target;
creators["attack enemy player"] = &ActionContext::attack_enemy_player;
creators["emote"] = &ActionContext::emote;
creators["talk"] = &ActionContext::talk;
creators["suggest what to do"] = &ActionContext::suggest_what_to_do;
creators["suggest trade"] = &ActionContext::suggest_trade;
creators["suggest dungeon"] = &ActionContext::suggest_dungeon;
creators["return"] = &ActionContext::_return;
creators["move to loot"] = &ActionContext::move_to_loot;
creators["open loot"] = &ActionContext::open_loot;
creators["guard"] = &ActionContext::guard;
creators["move out of enemy contact"] = &ActionContext::move_out_of_enemy_contact;
creators["set facing"] = &ActionContext::set_facing;
creators["set behind"] = &ActionContext::set_behind;
creators["attack duel opponent"] = &ActionContext::attack_duel_opponent;
creators["drop target"] = &ActionContext::drop_target;
creators["check mail"] = &ActionContext::check_mail;
creators["say"] = &ActionContext::say;
creators["reveal gathering item"] = &ActionContext::reveal_gathering_item;
creators["outfit"] = &ActionContext::outfit;
creators["random bot update"] = &ActionContext::random_bot_update;
creators["delay"] = &ActionContext::delay;
creators["greet"] = &ActionContext::greet;
creators["check values"] = &ActionContext::check_values;
creators["ra"] = &ActionContext::ra;
creators["apply poison"] = &ActionContext::apply_poison;
creators["apply stone"] = &ActionContext::apply_stone;
creators["apply oil"] = &ActionContext::apply_oil;
creators["try emergency"] = &ActionContext::try_emergency;
creators["give food"] = &ActionContext::give_food;
creators["give water"] = &ActionContext::give_water;
creators["mount"] = &ActionContext::mount;
creators["war stomp"] = &ActionContext::war_stomp;
creators["auto talents"] = &ActionContext::auto_talents;
creators["auto learn spell"] = &ActionContext::auto_learn_spell;
creators["auto teleport for level"] = &ActionContext::auto_teleport_for_level;
creators["auto upgrade equip"] = &ActionContext::auto_upgrade_equip;
creators["xp gain"] = &ActionContext::xp_gain;
creators["invite nearby"] = &ActionContext::invite_nearby;
creators["invite guild"] = &ActionContext::invite_guild;
creators["leave far away"] = &ActionContext::leave_far_away;
creators["move to dark portal"] = &ActionContext::move_to_dark_portal;
creators["move from dark portal"] = &ActionContext::move_from_dark_portal;
creators["use dark portal azeroth"] = &ActionContext::use_dark_portal_azeroth;
creators["world buff"] = &ActionContext::world_buff;
creators["hearthstone"] = &ActionContext::hearthstone;
creators["cast random spell"] = &ActionContext::cast_random_spell;
creators["free bg join"] = &ActionContext::free_bg_join;
creators["use random recipe"] = &ActionContext::use_random_recipe;
creators["use random quest item"] = &ActionContext::use_random_quest_item;
creators["craft random item"] = &ActionContext::craft_random_item;
creators["smart destroy item"] = &ActionContext::smart_destroy_item;
creators["disenchant random item"] = &ActionContext::disenchant_random_item;
creators["enchant random item"] = &ActionContext::enchant_random_item;
creators["reset instances"] = &ActionContext::reset_instances;
creators["buy petition"] = &ActionContext::buy_petition;
creators["offer petition"] = &ActionContext::offer_petition;
creators["offer petition nearby"] = &ActionContext::offer_petition_nearby;
creators["turn in petition"] = &ActionContext::turn_in_petition;
creators["buy tabard"] = &ActionContext::buy_tabard;
creators["guild manage nearby"] = &ActionContext::guild_manage_nearby;
// BG Tactics
static Action* bg_tactics(PlayerbotAI* botAI) { return new BGTactics(botAI); }
static Action* bg_move_to_start(PlayerbotAI* botAI) { return new BGTactics(botAI, "move to start"); }
static Action* bg_move_to_objective(PlayerbotAI* botAI) { return new BGTactics(botAI, "move to objective"); }
static Action* bg_select_objective(PlayerbotAI* botAI) { return new BGTactics(botAI, "select objective"); }
static Action* bg_check_objective(PlayerbotAI* botAI) { return new BGTactics(botAI, "check objective"); }
static Action* bg_attack_fc(PlayerbotAI* botAI) { return new BGTactics(botAI, "attack fc"); }
static Action* bg_protect_fc(PlayerbotAI* botAI) { return new BGTactics(botAI, "protect fc"); }
static Action* attack_enemy_fc(PlayerbotAI* botAI) { return new AttackEnemyFlagCarrierAction(botAI); }
static Action* bg_use_buff(PlayerbotAI* botAI) { return new BGTactics(botAI, "use buff"); }
static Action* bg_check_flag(PlayerbotAI* botAI) { return new BGTactics(botAI, "check flag"); }
creators["bg tactics"] = &ActionContext::bg_tactics;
creators["bg move to start"] = &ActionContext::bg_move_to_start;
creators["bg move to objective"] = &ActionContext::bg_move_to_objective;
creators["bg select objective"] = &ActionContext::bg_select_objective;
creators["bg check objective"] = &ActionContext::bg_check_objective;
creators["bg attack fc"] = &ActionContext::bg_attack_fc;
creators["bg protect fc"] = &ActionContext::bg_protect_fc;
creators["bg use buff"] = &ActionContext::bg_use_buff;
creators["attack enemy flag carrier"] = &ActionContext::attack_enemy_fc;
creators["bg check flag"] = &ActionContext::bg_check_flag;
// Vehicles
static Action* enter_vehicle(PlayerbotAI* botAI) { return new EnterVehicleAction(botAI); }
static Action* leave_vehicle(PlayerbotAI* botAI) { return new LeaveVehicleAction(botAI); }
static Action* hurl_boulder(PlayerbotAI* botAI) { return new CastHurlBoulderAction(botAI); }
static Action* ram(PlayerbotAI* botAI) { return new CastRamAction(botAI); }
static Action* steam_blast(PlayerbotAI* botAI) { return new CastSteamBlastAction(botAI); }
static Action* steam_rush(PlayerbotAI* botAI) { return new CastSteamRushAction(botAI); }
static Action* napalm(PlayerbotAI* botAI) { return new CastNapalmAction(botAI); }
static Action* fire_cannon(PlayerbotAI* botAI) { return new CastFireCannonAction(botAI); }
static Action* incendiary_rocket(PlayerbotAI* botAI) { return new CastIncendiaryRocketAction(botAI); }
static Action* rocket_blast(PlayerbotAI* botAI) { return new CastRocketBlastAction(botAI); }
static Action* glaive_throw(PlayerbotAI* botAI) { return new CastGlaiveThrowAction(botAI); }
static Action* blade_salvo(PlayerbotAI* botAI) { return new CastBladeSalvoAction(botAI); }
creators["enter vehicle"] = &ActionContext::enter_vehicle;
creators["leave vehicle"] = &ActionContext::leave_vehicle;
creators["hurl boulder"] = &ActionContext::hurl_boulder;
creators["ram"] = &ActionContext::ram;
creators["steam rush"] = &ActionContext::steam_rush;
creators["steam blast"] = &ActionContext::steam_blast;
creators["napalm"] = &ActionContext::napalm;
creators["fire cannon"] = &ActionContext::fire_cannon;
creators["incendiary rocket"] = &ActionContext::incendiary_rocket;
creators["rocket blast"] = &ActionContext::rocket_blast;
creators["blade salvo"] = &ActionContext::blade_salvo;
creators["glaive throw"] = &ActionContext::glaive_throw;
//Rpg
static Action* rpg_stay(PlayerbotAI* botAI) { return new RpgStayAction(botAI); }
static Action* rpg_work(PlayerbotAI* botAI) { return new RpgWorkAction(botAI); }
static Action* rpg_emote(PlayerbotAI* botAI) { return new RpgEmoteAction(botAI); }
static Action* rpg_cancel(PlayerbotAI* botAI) { return new RpgCancelAction(botAI); }
static Action* rpg_taxi(PlayerbotAI* botAI) { return new RpgTaxiAction(botAI); }
static Action* rpg_discover(PlayerbotAI* botAI) { return new RpgDiscoverAction(botAI); }
static Action* rpg_start_quest(PlayerbotAI* botAI) { return new RpgStartQuestAction(botAI); }
static Action* rpg_end_quest(PlayerbotAI* botAI) { return new RpgEndQuestAction(botAI); }
static Action* rpg_buy(PlayerbotAI* botAI) { return new RpgBuyAction(botAI); }
static Action* rpg_sell(PlayerbotAI* botAI) { return new RpgSellAction(botAI); }
static Action* rpg_repair(PlayerbotAI* botAI) { return new RpgRepairAction(botAI); }
static Action* rpg_train(PlayerbotAI* botAI) { return new RpgTrainAction(botAI); }
static Action* rpg_heal(PlayerbotAI* botAI) { return new RpgHealAction(botAI); }
static Action* rpg_home_bind(PlayerbotAI* botAI) { return new RpgHomeBindAction(botAI); }
static Action* rpg_queue_bg(PlayerbotAI* botAI) { return new RpgQueueBgAction(botAI); }
static Action* rpg_buy_petition(PlayerbotAI* botAI) { return new RpgBuyPetitionAction(botAI); }
static Action* rpg_use(PlayerbotAI* botAI) { return new RpgUseAction(botAI); }
static Action* rpg_spell(PlayerbotAI* botAI) { return new RpgSpellAction(botAI); }
static Action* rpg_craft(PlayerbotAI* botAI) { return new RpgCraftAction(botAI); }
static Action* rpg_trade_useful(PlayerbotAI* botAI) { return new RpgTradeUsefulAction(botAI); }
static Action* rpg_duel(PlayerbotAI* botAI) { return new RpgDuelAction(botAI); }
static Action* rpg_mount_anim(PlayerbotAI* botAI) { return new RpgMountAnimAction(botAI); }
// Rpg
creators["rpg stay"] = &ActionContext::rpg_stay;
creators["rpg work"] = &ActionContext::rpg_work;
creators["rpg emote"] = &ActionContext::rpg_emote;
creators["rpg cancel"] = &ActionContext::rpg_cancel;
creators["rpg taxi"] = &ActionContext::rpg_taxi;
creators["rpg discover"] = &ActionContext::rpg_discover;
creators["rpg start quest"] = &ActionContext::rpg_start_quest;
creators["rpg end quest"] = &ActionContext::rpg_end_quest;
creators["rpg buy"] = &ActionContext::rpg_buy;
creators["rpg sell"] = &ActionContext::rpg_sell;
creators["rpg repair"] = &ActionContext::rpg_repair;
creators["rpg train"] = &ActionContext::rpg_train;
creators["rpg heal"] = &ActionContext::rpg_heal;
creators["rpg home bind"] = &ActionContext::rpg_home_bind;
creators["rpg queue bg"] = &ActionContext::rpg_queue_bg;
creators["rpg buy petition"] = &ActionContext::rpg_buy_petition;
creators["rpg use"] = &ActionContext::rpg_use;
creators["rpg spell"] = &ActionContext::rpg_spell;
creators["rpg craft"] = &ActionContext::rpg_craft;
creators["rpg trade useful"] = &ActionContext::rpg_trade_useful;
creators["rpg duel"] = &ActionContext::rpg_duel;
creators["rpg mount anim"] = &ActionContext::rpg_mount_anim;
static Action* toggle_pet_spell(PlayerbotAI* ai) { return new TogglePetSpellAutoCastAction(ai); }
static Action* pet_attack(PlayerbotAI* ai) { return new PetAttackAction(ai); }
creators["toggle pet spell"] = &ActionContext::toggle_pet_spell;
creators["pet attack"] = &ActionContext::pet_attack;
}
private:
static Action* give_water(PlayerbotAI* botAI) { return new GiveWaterAction(botAI); }
static Action* give_food(PlayerbotAI* botAI) { return new GiveFoodAction(botAI); }
static Action* ra(PlayerbotAI* botAI) { return new RemoveAuraAction(botAI); }
static Action* mark_rti(PlayerbotAI* botAI) { return new MarkRtiAction(botAI); }
static Action* set_return_position(PlayerbotAI* botAI) { return new SetReturnPositionAction(botAI); }
static Action* rpg(PlayerbotAI* botAI) { return new RpgAction(botAI); }
static Action* crpg(PlayerbotAI* botAI) { return new CRpgAction(botAI); }
static Action* choose_rpg_target(PlayerbotAI* botAI) { return new ChooseRpgTargetAction(botAI); }
static Action* move_to_rpg_target(PlayerbotAI* botAI) { return new MoveToRpgTargetAction(botAI); }
static Action* travel(PlayerbotAI* botAI) { return new TravelAction(botAI); }
static Action* choose_travel_target(PlayerbotAI* botAI) { return new ChooseTravelTargetAction(botAI); }
static Action* move_to_travel_target(PlayerbotAI* botAI) { return new MoveToTravelTargetAction(botAI); }
static Action* move_out_of_collision(PlayerbotAI* botAI) { return new MoveOutOfCollisionAction(botAI); }
static Action* move_random(PlayerbotAI* botAI) { return new MoveRandomAction(botAI); }
static Action* check_values(PlayerbotAI* botAI) { return new CheckValuesAction(botAI); }
static Action* greet(PlayerbotAI* botAI) { return new GreetAction(botAI); }
static Action* check_mail(PlayerbotAI* botAI) { return new CheckMailAction(botAI); }
static Action* drop_target(PlayerbotAI* botAI) { return new DropTargetAction(botAI); }
static Action* attack_duel_opponent(PlayerbotAI* botAI) { return new AttackDuelOpponentAction(botAI); }
static Action* guard(PlayerbotAI* botAI) { return new GuardAction(botAI); }
static Action* open_loot(PlayerbotAI* botAI) { return new OpenLootAction(botAI); }
static Action* move_to_loot(PlayerbotAI* botAI) { return new MoveToLootAction(botAI); }
static Action* _return(PlayerbotAI* botAI) { return new ReturnAction(botAI); }
static Action* shoot(PlayerbotAI* botAI) { return new CastShootAction(botAI); }
static Action* melee(PlayerbotAI* botAI) { return new MeleeAction(botAI); }
static Action* switch_to_melee(PlayerbotAI* botAI) { return new SwitchToMeleeAction(botAI); }
static Action* switch_to_ranged(PlayerbotAI* botAI) { return new SwitchToRangedAction(botAI); }
static Action* ReachSpell(PlayerbotAI* botAI) { return new ReachSpellAction(botAI); }
static Action* ReachMelee(PlayerbotAI* botAI) { return new ReachMeleeAction(botAI); }
static Action* reach_party_member_to_heal(PlayerbotAI* botAI) { return new ReachPartyMemberToHealAction(botAI); }
static Action* reach_party_member_to_resurrect(PlayerbotAI* botAI)
{
return new ReachPartyMemberToResurrectAction(botAI);
}
static Action* flee(PlayerbotAI* botAI) { return new FleeAction(botAI); }
static Action* flee_with_pet(PlayerbotAI* botAI) { return new FleeWithPetAction(botAI); }
static Action* avoid_aoe(PlayerbotAI* botAI) { return new AvoidAoeAction(botAI); }
static Action* combat_formation_move(PlayerbotAI* botAI) { return new CombatFormationMoveAction(botAI); }
static Action* disperse_set(PlayerbotAI* botAI) { return new DisperseSetAction(botAI); }
static Action* gift_of_the_naaru(PlayerbotAI* botAI) { return new CastGiftOfTheNaaruAction(botAI); }
static Action* lifeblood(PlayerbotAI* botAI) { return new CastLifeBloodAction(botAI); }
static Action* arcane_torrent(PlayerbotAI* botAI) { return new CastArcaneTorrentAction(botAI); }
static Action* mana_tap(PlayerbotAI* botAI) { return new CastManaTapAction(botAI); }
static Action* end_pull(PlayerbotAI* botAI) { return new ChangeCombatStrategyAction(botAI, "-pull"); }
static Action* emote(PlayerbotAI* botAI) { return new EmoteAction(botAI); }
static Action* talk(PlayerbotAI* botAI) { return new TalkAction(botAI); }
static Action* suggest_what_to_do(PlayerbotAI* botAI) { return new SuggestWhatToDoAction(botAI); }
static Action* suggest_trade(PlayerbotAI* botAI) { return new SuggestTradeAction(botAI); }
static Action* suggest_dungeon(PlayerbotAI* botAI) { return new SuggestDungeonAction(botAI); }
static Action* attack_anything(PlayerbotAI* botAI) { return new AttackAnythingAction(botAI); }
static Action* attack_least_hp_target(PlayerbotAI* botAI) { return new AttackLeastHpTargetAction(botAI); }
static Action* attack_enemy_player(PlayerbotAI* botAI) { return new AttackEnemyPlayerAction(botAI); }
static Action* stay(PlayerbotAI* botAI) { return new StayAction(botAI); }
static Action* sit(PlayerbotAI* botAI) { return new SitAction(botAI); }
static Action* runaway(PlayerbotAI* botAI) { return new RunAwayAction(botAI); }
static Action* follow(PlayerbotAI* botAI) { return new FollowAction(botAI); }
static Action* flee_to_master(PlayerbotAI* botAI) { return new FleeToMasterAction(botAI); }
static Action* add_gathering_loot(PlayerbotAI* botAI) { return new AddGatheringLootAction(botAI); }
static Action* add_loot(PlayerbotAI* botAI) { return new AddLootAction(botAI); }
static Action* add_all_loot(PlayerbotAI* botAI) { return new AddAllLootAction(botAI); }
static Action* loot(PlayerbotAI* botAI) { return new LootAction(botAI); }
static Action* release_loot(PlayerbotAI* botAI) { return new ReleaseLootAction(botAI); }
static Action* dps_assist(PlayerbotAI* botAI) { return new DpsAssistAction(botAI); }
static Action* dps_aoe(PlayerbotAI* botAI) { return new DpsAoeAction(botAI); }
static Action* attack_rti_target(PlayerbotAI* botAI) { return new AttackRtiTargetAction(botAI); }
static Action* tank_assist(PlayerbotAI* botAI) { return new TankAssistAction(botAI); }
static Action* drink(PlayerbotAI* botAI) { return new DrinkAction(botAI); }
static Action* food(PlayerbotAI* botAI) { return new EatAction(botAI); }
static Action* mana_potion(PlayerbotAI* botAI) { return new UseManaPotion(botAI); }
static Action* healing_potion(PlayerbotAI* botAI) { return new UseHealingPotion(botAI); }
static Action* healthstone(PlayerbotAI* botAI) { return new UseItemAction(botAI, "healthstone"); }
static Action* move_out_of_enemy_contact(PlayerbotAI* botAI) { return new MoveOutOfEnemyContactAction(botAI); }
static Action* set_facing(PlayerbotAI* botAI) { return new SetFacingTargetAction(botAI); }
static Action* set_behind(PlayerbotAI* botAI) { return new SetBehindTargetAction(botAI); }
static Action* say(PlayerbotAI* botAI) { return new SayAction(botAI); }
static Action* reveal_gathering_item(PlayerbotAI* botAI) { return new RevealGatheringItemAction(botAI); }
static Action* outfit(PlayerbotAI* botAI) { return new OutfitAction(botAI); }
static Action* random_bot_update(PlayerbotAI* botAI) { return new RandomBotUpdateAction(botAI); }
static Action* delay(PlayerbotAI* botAI) { return new DelayAction(botAI); }
static Action* apply_poison(PlayerbotAI* botAI) { return new ImbueWithPoisonAction(botAI); }
static Action* apply_oil(PlayerbotAI* botAI) { return new ImbueWithOilAction(botAI); }
static Action* apply_stone(PlayerbotAI* botAI) { return new ImbueWithStoneAction(botAI); }
static Action* try_emergency(PlayerbotAI* botAI) { return new TryEmergencyAction(botAI); }
static Action* mount(PlayerbotAI* botAI) { return new CastSpellAction(botAI, "mount"); }
static Action* war_stomp(PlayerbotAI* botAI) { return new CastWarStompAction(botAI); }
static Action* auto_talents(PlayerbotAI* botAI) { return new AutoSetTalentsAction(botAI); }
static Action* auto_learn_spell(PlayerbotAI* botAI) { return new AutoLearnSpellAction(botAI); }
static Action* auto_teleport_for_level(PlayerbotAI* botAI) { return new AutoTeleportForLevelAction(botAI); }
static Action* auto_upgrade_equip(PlayerbotAI* botAI) { return new AutoUpgradeEquipAction(botAI); }
static Action* xp_gain(PlayerbotAI* botAI) { return new XpGainAction(botAI); }
static Action* invite_nearby(PlayerbotAI* botAI) { return new InviteNearbyToGroupAction(botAI); }
static Action* invite_guild(PlayerbotAI* botAI) { return new InviteGuildToGroupAction(botAI); }
static Action* leave_far_away(PlayerbotAI* botAI) { return new LeaveFarAwayAction(botAI); }
static Action* move_to_dark_portal(PlayerbotAI* botAI) { return new MoveToDarkPortalAction(botAI); }
static Action* use_dark_portal_azeroth(PlayerbotAI* botAI) { return new DarkPortalAzerothAction(botAI); }
static Action* move_from_dark_portal(PlayerbotAI* botAI) { return new MoveFromDarkPortalAction(botAI); }
static Action* world_buff(PlayerbotAI* botAI) { return new WorldBuffAction(botAI); }
static Action* hearthstone(PlayerbotAI* botAI) { return new UseHearthStone(botAI); }
static Action* cast_random_spell(PlayerbotAI* botAI) { return new CastRandomSpellAction(botAI); }
static Action* free_bg_join(PlayerbotAI* botAI) { return new FreeBGJoinAction(botAI); }
static Action* use_random_recipe(PlayerbotAI* botAI) { return new UseRandomRecipe(botAI); }
static Action* use_random_quest_item(PlayerbotAI* botAI) { return new UseRandomQuestItem(botAI); }
static Action* craft_random_item(PlayerbotAI* botAI) { return new CraftRandomItemAction(botAI); }
static Action* smart_destroy_item(PlayerbotAI* botAI) { return new SmartDestroyItemAction(botAI); }
static Action* disenchant_random_item(PlayerbotAI* botAI) { return new DisEnchantRandomItemAction(botAI); }
static Action* enchant_random_item(PlayerbotAI* botAI) { return new EnchantRandomItemAction(botAI); }
static Action* reset_instances(PlayerbotAI* botAI) { return new ResetInstancesAction(botAI); }
static Action* buy_petition(PlayerbotAI* botAI) { return new BuyPetitionAction(botAI); }
static Action* offer_petition(PlayerbotAI* botAI) { return new PetitionOfferAction(botAI); }
static Action* offer_petition_nearby(PlayerbotAI* botAI) { return new PetitionOfferNearbyAction(botAI); }
static Action* turn_in_petition(PlayerbotAI* botAI) { return new PetitionTurnInAction(botAI); }
static Action* buy_tabard(PlayerbotAI* botAI) { return new BuyTabardAction(botAI); }
static Action* guild_manage_nearby(PlayerbotAI* botAI) { return new GuildManageNearbyAction(botAI); }
// BG Tactics
static Action* bg_tactics(PlayerbotAI* botAI) { return new BGTactics(botAI); }
static Action* bg_move_to_start(PlayerbotAI* botAI) { return new BGTactics(botAI, "move to start"); }
static Action* bg_move_to_objective(PlayerbotAI* botAI) { return new BGTactics(botAI, "move to objective"); }
static Action* bg_select_objective(PlayerbotAI* botAI) { return new BGTactics(botAI, "select objective"); }
static Action* bg_check_objective(PlayerbotAI* botAI) { return new BGTactics(botAI, "check objective"); }
static Action* bg_attack_fc(PlayerbotAI* botAI) { return new BGTactics(botAI, "attack fc"); }
static Action* bg_protect_fc(PlayerbotAI* botAI) { return new BGTactics(botAI, "protect fc"); }
static Action* attack_enemy_fc(PlayerbotAI* botAI) { return new AttackEnemyFlagCarrierAction(botAI); }
static Action* bg_use_buff(PlayerbotAI* botAI) { return new BGTactics(botAI, "use buff"); }
static Action* bg_check_flag(PlayerbotAI* botAI) { return new BGTactics(botAI, "check flag"); }
// Vehicles
static Action* enter_vehicle(PlayerbotAI* botAI) { return new EnterVehicleAction(botAI); }
static Action* leave_vehicle(PlayerbotAI* botAI) { return new LeaveVehicleAction(botAI); }
static Action* hurl_boulder(PlayerbotAI* botAI) { return new CastHurlBoulderAction(botAI); }
static Action* ram(PlayerbotAI* botAI) { return new CastRamAction(botAI); }
static Action* steam_blast(PlayerbotAI* botAI) { return new CastSteamBlastAction(botAI); }
static Action* steam_rush(PlayerbotAI* botAI) { return new CastSteamRushAction(botAI); }
static Action* napalm(PlayerbotAI* botAI) { return new CastNapalmAction(botAI); }
static Action* fire_cannon(PlayerbotAI* botAI) { return new CastFireCannonAction(botAI); }
static Action* incendiary_rocket(PlayerbotAI* botAI) { return new CastIncendiaryRocketAction(botAI); }
static Action* rocket_blast(PlayerbotAI* botAI) { return new CastRocketBlastAction(botAI); }
static Action* glaive_throw(PlayerbotAI* botAI) { return new CastGlaiveThrowAction(botAI); }
static Action* blade_salvo(PlayerbotAI* botAI) { return new CastBladeSalvoAction(botAI); }
// Rpg
static Action* rpg_stay(PlayerbotAI* botAI) { return new RpgStayAction(botAI); }
static Action* rpg_work(PlayerbotAI* botAI) { return new RpgWorkAction(botAI); }
static Action* rpg_emote(PlayerbotAI* botAI) { return new RpgEmoteAction(botAI); }
static Action* rpg_cancel(PlayerbotAI* botAI) { return new RpgCancelAction(botAI); }
static Action* rpg_taxi(PlayerbotAI* botAI) { return new RpgTaxiAction(botAI); }
static Action* rpg_discover(PlayerbotAI* botAI) { return new RpgDiscoverAction(botAI); }
static Action* rpg_start_quest(PlayerbotAI* botAI) { return new RpgStartQuestAction(botAI); }
static Action* rpg_end_quest(PlayerbotAI* botAI) { return new RpgEndQuestAction(botAI); }
static Action* rpg_buy(PlayerbotAI* botAI) { return new RpgBuyAction(botAI); }
static Action* rpg_sell(PlayerbotAI* botAI) { return new RpgSellAction(botAI); }
static Action* rpg_repair(PlayerbotAI* botAI) { return new RpgRepairAction(botAI); }
static Action* rpg_train(PlayerbotAI* botAI) { return new RpgTrainAction(botAI); }
static Action* rpg_heal(PlayerbotAI* botAI) { return new RpgHealAction(botAI); }
static Action* rpg_home_bind(PlayerbotAI* botAI) { return new RpgHomeBindAction(botAI); }
static Action* rpg_queue_bg(PlayerbotAI* botAI) { return new RpgQueueBgAction(botAI); }
static Action* rpg_buy_petition(PlayerbotAI* botAI) { return new RpgBuyPetitionAction(botAI); }
static Action* rpg_use(PlayerbotAI* botAI) { return new RpgUseAction(botAI); }
static Action* rpg_spell(PlayerbotAI* botAI) { return new RpgSpellAction(botAI); }
static Action* rpg_craft(PlayerbotAI* botAI) { return new RpgCraftAction(botAI); }
static Action* rpg_trade_useful(PlayerbotAI* botAI) { return new RpgTradeUsefulAction(botAI); }
static Action* rpg_duel(PlayerbotAI* botAI) { return new RpgDuelAction(botAI); }
static Action* rpg_mount_anim(PlayerbotAI* botAI) { return new RpgMountAnimAction(botAI); }
static Action* toggle_pet_spell(PlayerbotAI* ai) { return new TogglePetSpellAutoCastAction(ai); }
static Action* pet_attack(PlayerbotAI* ai) { return new PetAttackAction(ai); }
};
#endif

View File

@@ -1,8 +1,10 @@
/*
* 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.
* 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 "AddLootAction.h"
#include "CellImpl.h"
#include "Event.h"
#include "GridNotifiers.h"
@@ -35,20 +37,11 @@ bool AddAllLootAction::Execute(Event event)
return added;
}
bool AddLootAction::isUseful()
{
return true;
}
bool AddLootAction::isUseful() { return true; }
bool AddAllLootAction::isUseful()
{
return true;
}
bool AddAllLootAction::isUseful() { return true; }
bool AddAllLootAction::AddLoot(ObjectGuid guid)
{
return AI_VALUE(LootObjectStack*, "available loot")->Add(guid);
}
bool AddAllLootAction::AddLoot(ObjectGuid guid) { return AI_VALUE(LootObjectStack*, "available loot")->Add(guid); }
bool AddGatheringLootAction::AddLoot(ObjectGuid guid)
{

View File

@@ -1,5 +1,6 @@
/*
* 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.
* 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_ADDLOOTACTION_H
@@ -12,30 +13,30 @@ class PlayerbotAI;
class AddLootAction : public Action
{
public:
AddLootAction(PlayerbotAI* botAI) : Action(botAI, "add loot") { }
bool Execute(Event event) override;
bool isUseful() override;
public:
AddLootAction(PlayerbotAI* botAI) : Action(botAI, "add loot") {}
bool Execute(Event event) override;
bool isUseful() override;
};
class AddAllLootAction : public Action
{
public:
AddAllLootAction(PlayerbotAI* botAI, std::string const name = "add all loot") : Action(botAI, name) { }
bool Execute(Event event) override;
bool isUseful() override;
public:
AddAllLootAction(PlayerbotAI* botAI, std::string const name = "add all loot") : Action(botAI, name) {}
bool Execute(Event event) override;
bool isUseful() override;
protected:
virtual bool AddLoot(ObjectGuid guid);
protected:
virtual bool AddLoot(ObjectGuid guid);
};
class AddGatheringLootAction : public AddAllLootAction
{
public:
AddGatheringLootAction(PlayerbotAI* botAI) : AddAllLootAction(botAI, "add gathering loot") { }
public:
AddGatheringLootAction(PlayerbotAI* botAI) : AddAllLootAction(botAI, "add gathering loot") {}
protected:
bool AddLoot(ObjectGuid guid) override;
protected:
bool AddLoot(ObjectGuid guid) override;
};
#endif

View File

@@ -1,8 +1,10 @@
/*
* 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.
* 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 "AreaTriggerAction.h"
#include "Event.h"
#include "LastMovementValue.h"
#include "Playerbots.h"
@@ -10,7 +12,7 @@
bool ReachAreaTriggerAction::Execute(Event event)
{
if (botAI->IsRealPlayer()) //Do not trigger own area trigger.
if (botAI->IsRealPlayer()) // Do not trigger own area trigger.
return false;
uint32 triggerId;

View File

@@ -1,5 +1,6 @@
/*
* 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.
* 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_AREATRIGGERACTION_H
@@ -11,18 +12,18 @@ class PlayerbotAI;
class ReachAreaTriggerAction : public MovementAction
{
public:
ReachAreaTriggerAction(PlayerbotAI* botAI) : MovementAction(botAI, "reach area trigger") { }
public:
ReachAreaTriggerAction(PlayerbotAI* botAI) : MovementAction(botAI, "reach area trigger") {}
bool Execute(Event event) override;
bool Execute(Event event) override;
};
class AreaTriggerAction : public MovementAction
{
public:
AreaTriggerAction(PlayerbotAI* botAI) : MovementAction(botAI, "area trigger") { }
public:
AreaTriggerAction(PlayerbotAI* botAI) : MovementAction(botAI, "area trigger") {}
bool Execute(Event event) override;
bool Execute(Event event) override;
};
#endif

View File

@@ -1,8 +1,10 @@
/*
* 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.
* 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 "ArenaTeamActions.h"
#include "ArenaTeamMgr.h"
#include "Playerbots.h"
@@ -38,14 +40,16 @@ bool ArenaTeamAcceptAction::Execute(Event event)
WorldPacket data(CMSG_ARENA_TEAM_ACCEPT);
bot->GetSession()->HandleArenaTeamAcceptOpcode(data);
bot->Say("Thanks for the invite!", LANG_UNIVERSAL);
LOG_INFO("playerbots", "Bot {} <{}> accepts Arena Team invite", bot->GetGUID().ToString().c_str(), bot->GetName().c_str());
LOG_INFO("playerbots", "Bot {} <{}> accepts Arena Team invite", bot->GetGUID().ToString().c_str(),
bot->GetName().c_str());
return true;
}
else
{
WorldPacket data(CMSG_ARENA_TEAM_DECLINE);
bot->GetSession()->HandleArenaTeamDeclineOpcode(data);
LOG_INFO("playerbots", "Bot {} <{}> declines Arena Team invite", bot->GetGUID().ToString().c_str(), bot->GetName().c_str());
LOG_INFO("playerbots", "Bot {} <{}> declines Arena Team invite", bot->GetGUID().ToString().c_str(),
bot->GetName().c_str());
return false;
}

View File

@@ -1,5 +1,6 @@
/*
* 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.
* 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_ARENATEAMACTION_H
@@ -11,10 +12,10 @@ class PlayerbotAI;
class ArenaTeamAcceptAction : public Action
{
public:
ArenaTeamAcceptAction(PlayerbotAI* botAI) : Action(botAI, "arena team accept") { }
public:
ArenaTeamAcceptAction(PlayerbotAI* botAI) : Action(botAI, "arena team accept") {}
bool Execute(Event event) override;
bool Execute(Event event) override;
};
#endif

View File

@@ -1,13 +1,15 @@
/*
* 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.
* 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 "AttackAction.h"
#include "CreatureAI.h"
#include "Event.h"
#include "LootObjectStack.h"
#include "Playerbots.h"
#include "ServerFacade.h"
#include "CreatureAI.h"
#include "Unit.h"
bool AttackAction::Execute(Event event)
@@ -15,8 +17,9 @@ bool AttackAction::Execute(Event event)
Unit* target = GetTarget();
if (!target)
return false;
if (!target->IsInWorld()) {
if (!target->IsInWorld())
{
return false;
}
return Attack(target);
@@ -36,7 +39,7 @@ bool AttackMyTargetAction::Execute(Event event)
return false;
}
botAI->GetAiObjectContext()->GetValue<GuidVector>("prioritized targets")->Set({guid});
bool result = Attack(botAI->GetUnit(guid));
if (result)
@@ -47,7 +50,8 @@ bool AttackMyTargetAction::Execute(Event event)
bool AttackAction::Attack(Unit* target, bool with_pet /*true*/)
{
if (bot->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE || bot->HasUnitState(UNIT_STATE_IN_FLIGHT))
if (bot->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE ||
bot->HasUnitState(UNIT_STATE_IN_FLIGHT))
{
if (verbose)
botAI->TellError("I cannot attack in flight");
@@ -109,16 +113,18 @@ bool AttackAction::Attack(Unit* target, bool with_pet /*true*/)
context->GetValue<Unit*>("current target")->Set(target);
context->GetValue<LootObjectStack*>("available loot")->Get()->Add(guid);
bool melee = bot->IsWithinMeleeRange(target) || botAI->IsMelee(bot);
bot->Attack(target, melee);
if (IsMovingAllowed() && !bot->HasInArc(CAST_ANGLE_IN_FRONT, target)) {
if (IsMovingAllowed() && !bot->HasInArc(CAST_ANGLE_IN_FRONT, target))
{
sServerFacade->SetFacingTo(bot, target);
}
botAI->ChangeEngine(BOT_STATE_COMBAT);
if (!bot->GetVictim()) {
if (!bot->GetVictim())
{
return false;
}
/* prevent pet dead immediately in group */
@@ -141,12 +147,6 @@ bool AttackAction::Attack(Unit* target, bool with_pet /*true*/)
return true;
}
bool AttackDuelOpponentAction::isUseful()
{
return AI_VALUE(Unit*, "duel target");
}
bool AttackDuelOpponentAction::isUseful() { return AI_VALUE(Unit*, "duel target"); }
bool AttackDuelOpponentAction::Execute(Event event)
{
return Attack(AI_VALUE(Unit*, "duel target"));
}
bool AttackDuelOpponentAction::Execute(Event event) { return Attack(AI_VALUE(Unit*, "duel target")); }

View File

@@ -1,5 +1,6 @@
/*
* 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.
* 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_ATTACKACTION_H
@@ -11,31 +12,34 @@ class PlayerbotAI;
class AttackAction : public MovementAction
{
public:
AttackAction(PlayerbotAI* botAI, std::string const name) : MovementAction(botAI, name) { }
public:
AttackAction(PlayerbotAI* botAI, std::string const name) : MovementAction(botAI, name) {}
bool Execute(Event event) override;
bool Execute(Event event) override;
protected:
bool Attack(Unit* target, bool with_pet = true);
protected:
bool Attack(Unit* target, bool with_pet = true);
};
class AttackMyTargetAction : public AttackAction
{
public:
AttackMyTargetAction(PlayerbotAI* botAI, std::string const name = "attack my target") : AttackAction(botAI, name) { }
public:
AttackMyTargetAction(PlayerbotAI* botAI, std::string const name = "attack my target") : AttackAction(botAI, name) {}
bool Execute(Event event) override;
bool Execute(Event event) override;
};
class AttackDuelOpponentAction : public AttackAction
{
public:
AttackDuelOpponentAction(PlayerbotAI* botAI, std::string const name = "attack duel opponent")
: AttackAction(botAI, name)
{
public:
AttackDuelOpponentAction(PlayerbotAI* botAI, std::string const name = "attack duel opponent") : AttackAction(botAI, name) { }
}
public:
bool Execute(Event event) override;
bool isUseful() override;
public:
bool Execute(Event event) override;
bool isUseful() override;
};
#endif

View File

@@ -1,12 +1,14 @@
/*
* 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.
* 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 "AutoLearnSpellAction.h"
#include "Event.h"
#include "GuildMgr.h"
#include "PlayerbotFactory.h"
#include "Playerbots.h"
#include "GuildMgr.h"
bool AutoLearnSpellAction::Execute(Event event)
{
@@ -30,10 +32,12 @@ bool AutoLearnSpellAction::Execute(Event event)
void AutoLearnSpellAction::LearnSpells(std::ostringstream* out)
{
if (sPlayerbotAIConfig->autoLearnTrainerSpells && sRandomPlayerbotMgr->IsRandomBot(bot))// || (!botAI->GetMaster() && sRandomPlayerbotMgr->IsRandomBot(bot)))
if (sPlayerbotAIConfig->autoLearnTrainerSpells &&
sRandomPlayerbotMgr->IsRandomBot(bot)) // || (!botAI->GetMaster() && sRandomPlayerbotMgr->IsRandomBot(bot)))
LearnTrainerSpells(out);
if (sPlayerbotAIConfig->autoLearnQuestSpells && sRandomPlayerbotMgr->IsRandomBot(bot))// || (!botAI->GetMaster() && sRandomPlayerbotMgr->IsRandomBot(bot)))
if (sPlayerbotAIConfig->autoLearnQuestSpells &&
sRandomPlayerbotMgr->IsRandomBot(bot)) // || (!botAI->GetMaster() && sRandomPlayerbotMgr->IsRandomBot(bot)))
LearnQuestSpells(out);
if (sPlayerbotAIConfig->randomBotGuildTalk)
@@ -63,7 +67,8 @@ void AutoLearnSpellAction::LearnTrainerSpells(std::ostringstream* out)
// bot->LearnDefaultSkills();
// CreatureTemplateContainer const* creatureTemplateContainer = sObjectMgr->GetCreatureTemplates();
// for (CreatureTemplateContainer::const_iterator i = creatureTemplateContainer->begin(); i != creatureTemplateContainer->end(); ++i)
// for (CreatureTemplateContainer::const_iterator i = creatureTemplateContainer->begin(); i !=
// creatureTemplateContainer->end(); ++i)
// {
// CreatureTemplate const& co = i->second;
// if (co.trainer_type != TRAINER_TYPE_TRADESKILLS && co.trainer_type != TRAINER_TYPE_CLASS)
@@ -72,16 +77,17 @@ void AutoLearnSpellAction::LearnTrainerSpells(std::ostringstream* out)
// if (co.trainer_type == TRAINER_TYPE_CLASS && co.trainer_class != bot->getClass())
// continue;
// uint32 trainerId = co.Entry;
// uint32 trainerId = co.Entry;
// TrainerSpellData const* trainer_spells = sObjectMgr->GetNpcTrainerSpells(trainerId);
// TrainerSpellData const* trainer_spells = sObjectMgr->GetNpcTrainerSpells(trainerId);
// if (!trainer_spells)
// trainer_spells = sObjectMgr->GetNpcTrainerSpells(trainerId);
// if (!trainer_spells)
// continue;
// for (TrainerSpellMap::const_iterator itr = trainer_spells->spellList.begin(); itr != trainer_spells->spellList.end(); ++itr)
// for (TrainerSpellMap::const_iterator itr = trainer_spells->spellList.begin(); itr !=
// trainer_spells->spellList.end(); ++itr)
// {
// TrainerSpell const* tSpell = &itr->second;
@@ -127,7 +133,7 @@ void AutoLearnSpellAction::LearnTrainerSpells(std::ostringstream* out)
void AutoLearnSpellAction::LearnQuestSpells(std::ostringstream* out)
{
//CreatureTemplate const* co = sCreatureStorage.LookupEntry<CreatureTemplate>(id);
// CreatureTemplate const* co = sCreatureStorage.LookupEntry<CreatureTemplate>(id);
ObjectMgr::QuestMap const& questTemplates = sObjectMgr->GetQuestTemplates();
for (ObjectMgr::QuestMap::const_iterator i = questTemplates.begin(); i != questTemplates.end(); ++i)
{
@@ -137,7 +143,8 @@ void AutoLearnSpellAction::LearnQuestSpells(std::ostringstream* out)
if (!quest->GetRequiredClasses() || quest->IsRepeatable() || quest->GetMinLevel() < 10)
continue;
if (!bot->SatisfyQuestClass(quest, false) || quest->GetMinLevel() > bot->GetLevel() || !bot->SatisfyQuestRace(quest, false))
if (!bot->SatisfyQuestClass(quest, false) || quest->GetMinLevel() > bot->GetLevel() ||
!bot->SatisfyQuestRace(quest, false))
continue;
if (quest->GetRewSpellCast() > 0)
@@ -197,12 +204,15 @@ void AutoLearnSpellAction::LearnSpell(uint32 spellId, std::ostringstream* out)
}
}
bool AutoUpgradeEquipAction::Execute(Event event) {
if (!sPlayerbotAIConfig->autoUpgradeEquip || !sRandomPlayerbotMgr->IsRandomBot(bot)) {
bool AutoUpgradeEquipAction::Execute(Event event)
{
if (!sPlayerbotAIConfig->autoUpgradeEquip || !sRandomPlayerbotMgr->IsRandomBot(bot))
{
return false;
}
PlayerbotFactory factory(bot, bot->GetLevel(), ITEM_QUALITY_RARE);
if (!sPlayerbotAIConfig->equipmentPersistence || bot->GetLevel() < sPlayerbotAIConfig->equipmentPersistenceLevel) {
if (!sPlayerbotAIConfig->equipmentPersistence || bot->GetLevel() < sPlayerbotAIConfig->equipmentPersistenceLevel)
{
factory.InitEquipment(true);
}
factory.InitAmmo();

View File

@@ -1,5 +1,6 @@
/*
* 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.
* 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_AUTOLEARNSPELLACTION_H
@@ -11,24 +12,24 @@ class PlayerbotAI;
class AutoLearnSpellAction : public Action
{
public:
AutoLearnSpellAction(PlayerbotAI* botAI, std::string const name = "auto learn spell") : Action(botAI, name) { }
public:
AutoLearnSpellAction(PlayerbotAI* botAI, std::string const name = "auto learn spell") : Action(botAI, name) {}
bool Execute(Event event);
bool Execute(Event event);
private:
void LearnSpells(std::ostringstream* out);
void LearnTrainerSpells(std::ostringstream* out);
void LearnQuestSpells(std::ostringstream* out);
void LearnSpell(uint32 spellId, std::ostringstream* out);
private:
void LearnSpells(std::ostringstream* out);
void LearnTrainerSpells(std::ostringstream* out);
void LearnQuestSpells(std::ostringstream* out);
void LearnSpell(uint32 spellId, std::ostringstream* out);
};
class AutoUpgradeEquipAction : public Action
{
public:
AutoUpgradeEquipAction(PlayerbotAI* botAI, std::string const name = "auto upgrade equip") : Action(botAI, name) { }
public:
AutoUpgradeEquipAction(PlayerbotAI* botAI, std::string const name = "auto upgrade equip") : Action(botAI, name) {}
bool Execute(Event event);
bool Execute(Event event);
};
#endif

View File

@@ -1,15 +1,19 @@
#include "AutoTeleportForLevelAction.h"
#include "PlayerbotAIConfig.h"
#include "PlayerbotFactory.h"
#include "RandomPlayerbotMgr.h"
#include "Playerbots.h"
#include "RandomPlayerbotMgr.h"
#include "SharedDefines.h"
bool AutoTeleportForLevelAction::Execute(Event event) {
if (!sPlayerbotAIConfig->autoTeleportForLevel || !sRandomPlayerbotMgr->IsRandomBot(bot)) {
bool AutoTeleportForLevelAction::Execute(Event event)
{
if (!sPlayerbotAIConfig->autoTeleportForLevel || !sRandomPlayerbotMgr->IsRandomBot(bot))
{
return false;
}
if (botAI->HasRealPlayerMaster()) {
if (botAI->HasRealPlayerMaster())
{
return false;
}
sRandomPlayerbotMgr->RandomTeleportForLevel(bot);

View File

@@ -1,5 +1,6 @@
/*
* 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.
* 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_AUTOTELEPORTFORLEVELACTION_H
@@ -11,10 +12,13 @@ class PlayerbotAI;
class AutoTeleportForLevelAction : public Action
{
public:
AutoTeleportForLevelAction(PlayerbotAI* botAI, std::string const name = "auto teleport for level") : Action(botAI, name) { }
public:
AutoTeleportForLevelAction(PlayerbotAI* botAI, std::string const name = "auto teleport for level")
: Action(botAI, name)
{
}
bool Execute(Event event);
bool Execute(Event event);
};
#endif

View File

@@ -1,8 +1,10 @@
/*
* 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.
* 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 "BankAction.h"
#include "Event.h"
#include "ItemCountValue.h"
#include "Playerbots.h"
@@ -102,7 +104,7 @@ bool BankAction::Deposit(Item* pItem)
out << "put " << chat->FormatItem(pItem->GetTemplate(), pItem->GetCount()) << " to bank";
botAI->TellMaster(out.str());
return true;
return true;
}
void BankAction::ListItems()
@@ -143,14 +145,14 @@ Item* BankAction::FindItemInBank(uint32 ItemId)
if (!pItemProto)
continue;
if (pItemProto->ItemId == ItemId) // have required item
if (pItemProto->ItemId == ItemId) // have required item
return pItem;
}
}
for (uint8 bag = BANK_SLOT_BAG_START; bag < BANK_SLOT_BAG_END; ++bag)
{
Bag const* const pBag = (Bag *) bot->GetItemByPos(INVENTORY_SLOT_BAG_0, bag);
Bag const* const pBag = (Bag*)bot->GetItemByPos(INVENTORY_SLOT_BAG_0, bag);
if (pBag)
for (uint8 slot = 0; slot < pBag->GetBagSize(); ++slot)
{

View File

@@ -1,5 +1,6 @@
/*
* 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.
* 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_BANKACTION_H
@@ -12,17 +13,17 @@ class PlayerbotAI;
class BankAction : public InventoryAction
{
public:
BankAction(PlayerbotAI* botAI) : InventoryAction(botAI, "bank") { }
public:
BankAction(PlayerbotAI* botAI) : InventoryAction(botAI, "bank") {}
bool Execute(Event event) override;
bool Execute(Event event) override;
private:
bool ExecuteBank(std::string const text, Unit* bank);
void ListItems();
bool Withdraw(uint32 itemid);
bool Deposit(Item* pItem);
Item* FindItemInBank(uint32 ItemId);
private:
bool ExecuteBank(std::string const text, Unit* bank);
void ListItems();
bool Withdraw(uint32 itemid);
bool Deposit(Item* pItem);
Item* FindItemInBank(uint32 ItemId);
};
#endif

View File

@@ -1,8 +1,10 @@
/*
* 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.
* 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 "BattleGroundJoinAction.h"
#include "ArenaTeam.h"
#include "ArenaTeamMgr.h"
#include "BattlegroundMgr.h"
@@ -16,7 +18,7 @@
bool BGJoinAction::Execute(Event event)
{
uint32 queueType = AI_VALUE(uint32, "bg type");
if (!queueType) // force join to fill bg
if (!queueType) // force join to fill bg
{
if (bgList.empty())
return false;
@@ -53,7 +55,7 @@ bool BGJoinAction::Execute(Event event)
}
// set bg type and bm guid
//botAI->GetAiObjectContext()->GetValue<ObjectGuid>("bg master")->Set(bmGUID);
// botAI->GetAiObjectContext()->GetValue<ObjectGuid>("bg master")->Set(bmGUID);
botAI->GetAiObjectContext()->GetValue<uint32>("bg type")->Set(queueTypeId);
queueType = queueTypeId;
}
@@ -63,19 +65,19 @@ bool BGJoinAction::Execute(Event event)
bool BGJoinAction::gatherArenaTeam(ArenaType type)
{
ArenaTeam* arenateam = sArenaTeamMgr->GetArenaTeamByCaptain(bot->GetGUID(), type);
if (!arenateam)
return false;
if (arenateam->GetMembersSize() < ((uint32) arenateam->GetType()))
if (arenateam->GetMembersSize() < ((uint32)arenateam->GetType()))
return false;
GuidVector members;
// search for arena team members and make them online
for (ArenaTeam::MemberList::iterator itr = arenateam->GetMembers().begin(); itr != arenateam->GetMembers().end(); ++itr)
for (ArenaTeam::MemberList::iterator itr = arenateam->GetMembers().begin(); itr != arenateam->GetMembers().end();
++itr)
{
bool offline = false;
Player* member = ObjectAccessor::FindConnectedPlayer(itr->Guid);
@@ -83,8 +85,8 @@ bool BGJoinAction::gatherArenaTeam(ArenaType type)
{
offline = true;
}
//if (!member && !sObjectMgr->GetPlayerAccountIdByGUID(itr->guid))
// continue;
// if (!member && !sObjectMgr->GetPlayerAccountIdByGUID(itr->guid))
// continue;
if (offline)
sRandomPlayerbotMgr->AddPlayerBot(itr->Guid, 0);
@@ -107,10 +109,10 @@ bool BGJoinAction::gatherArenaTeam(ArenaType type)
if (member->GetGUID() == bot->GetGUID())
continue;
if(member->InBattleground())
if (member->InBattleground())
continue;
if(member->InBattlegroundQueue())
if (member->InBattlegroundQueue())
continue;
if (member->GetGroup())
@@ -125,7 +127,8 @@ bool BGJoinAction::gatherArenaTeam(ArenaType type)
if (!members.size() || (int)members.size() < (int)(arenateam->GetType() - 1))
{
LOG_INFO("playerbots", "Team #{} <{}> has not enough members for match", arenateam->GetId(), arenateam->GetName().c_str());
LOG_INFO("playerbots", "Team #{} <{}> has not enough members for match", arenateam->GetId(),
arenateam->GetName().c_str());
return false;
}
@@ -137,24 +140,25 @@ bool BGJoinAction::gatherArenaTeam(ArenaType type)
if (!group->Create(bot))
{
LOG_INFO("playerbots", "Team #{} <{}>: Can't create group for arena queue", arenateam->GetId(), arenateam->GetName());
LOG_INFO("playerbots", "Team #{} <{}>: Can't create group for arena queue", arenateam->GetId(),
arenateam->GetName());
return false;
}
else
sGroupMgr->AddGroup(group);
LOG_INFO("playerbots", "Bot {} <{}>: Leader of <{}>", bot->GetGUID().ToString().c_str(), bot->GetName(), arenateam->GetName());
LOG_INFO("playerbots", "Bot {} <{}>: Leader of <{}>", bot->GetGUID().ToString().c_str(), bot->GetName(),
arenateam->GetName());
for (auto i = begin(members); i != end(members); ++i)
{
if (*i == bot->GetGUID())
continue;
//if (count >= (int)arenateam->GetType())
//break;
// if (count >= (int)arenateam->GetType())
// break;
if (group->GetMembersCount() >= (uint32) arenateam->GetType())
if (group->GetMembersCount() >= (uint32)arenateam->GetType())
break;
Player* member = ObjectAccessor::FindConnectedPlayer(*i);
@@ -174,19 +178,20 @@ bool BGJoinAction::gatherArenaTeam(ArenaType type)
memberBotAI->Reset();
member->TeleportTo(bot->GetMapId(), bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(), 0);
LOG_INFO("playerbots", "Bot {} <{}>: Member of <{}>", member->GetGUID().ToString().c_str(), member->GetName().c_str(), arenateam->GetName().c_str());
LOG_INFO("playerbots", "Bot {} <{}>: Member of <{}>", member->GetGUID().ToString().c_str(),
member->GetName().c_str(), arenateam->GetName().c_str());
}
if (group && group->GetMembersCount() >= (uint32)arenateam->GetType())
{
LOG_INFO("playerbots", "Team #{} <{}> Group is ready for match", arenateam->GetId(), arenateam->GetName().c_str());
LOG_INFO("playerbots", "Team #{} <{}> Group is ready for match", arenateam->GetId(),
arenateam->GetName().c_str());
return true;
}
else
{
LOG_INFO("playerbots", "Team #{} <{}> Group is not ready for match (not enough members)", arenateam->GetId(), arenateam->GetName().c_str());
LOG_INFO("playerbots", "Team #{} <{}> Group is not ready for match (not enough members)", arenateam->GetId(),
arenateam->GetName().c_str());
group->Disband();
}
@@ -229,7 +234,10 @@ bool BGJoinAction::shouldJoinBg(BattlegroundQueueTypeId queueTypeId, Battlegroun
return false;
TeamId teamId = bot->GetTeamId();
bool noLag = sWorldUpdateTime.GetAverageUpdateTime() < (sRandomPlayerbotMgr->GetPlayers().empty() ? sPlayerbotAIConfig->diffEmpty : sPlayerbotAIConfig->diffWithPlayer) * 1.1;
bool noLag = sWorldUpdateTime.GetAverageUpdateTime() < (sRandomPlayerbotMgr->GetPlayers().empty()
? sPlayerbotAIConfig->diffEmpty
: sPlayerbotAIConfig->diffWithPlayer) *
1.1;
uint32 BracketSize = bg->GetMaxPlayersPerTeam() * 2;
uint32 TeamSize = bg->GetMaxPlayersPerTeam();
@@ -251,11 +259,15 @@ bool BGJoinAction::shouldJoinBg(BattlegroundQueueTypeId queueTypeId, Battlegroun
// Check if bots should join Rated Arena (Only captains can queue)
uint32 ratedArenaBotCount = sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].ratedArenaBotCount;
uint32 ratedArenaPlayerCount = sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].ratedArenaPlayerCount;
uint32 ratedArenaInstanceCount = sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].ratedArenaInstanceCount;
uint32 activeRatedArenaQueue = sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].activeRatedArenaQueue;
uint32 ratedArenaPlayerCount =
sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].ratedArenaPlayerCount;
uint32 ratedArenaInstanceCount =
sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].ratedArenaInstanceCount;
uint32 activeRatedArenaQueue =
sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].activeRatedArenaQueue;
bool isRated = (ratedArenaBotCount + ratedArenaPlayerCount) < (BracketSize * (activeRatedArenaQueue + ratedArenaInstanceCount));
bool isRated = (ratedArenaBotCount + ratedArenaPlayerCount) <
(BracketSize * (activeRatedArenaQueue + ratedArenaInstanceCount));
if (isRated)
{
@@ -269,10 +281,14 @@ bool BGJoinAction::shouldJoinBg(BattlegroundQueueTypeId queueTypeId, Battlegroun
// Check if bots should join Skirmish Arena
// We have extra bots queue because same faction can vs each other but can't be in the same group.
uint32 skirmishArenaBotCount = sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].skirmishArenaBotCount;
uint32 skirmishArenaPlayerCount = sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].skirmishArenaPlayerCount;
uint32 skirmishArenaInstanceCount = sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].skirmishArenaInstanceCount;
uint32 activeSkirmishArenaQueue = sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].activeSkirmishArenaQueue;
uint32 skirmishArenaBotCount =
sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].skirmishArenaBotCount;
uint32 skirmishArenaPlayerCount =
sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].skirmishArenaPlayerCount;
uint32 skirmishArenaInstanceCount =
sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].skirmishArenaInstanceCount;
uint32 activeSkirmishArenaQueue =
sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].activeSkirmishArenaQueue;
uint32 maxRequiredSkirmishBots = BracketSize * (activeSkirmishArenaQueue + skirmishArenaInstanceCount);
if (maxRequiredSkirmishBots != 0)
maxRequiredSkirmishBots = maxRequiredSkirmishBots + TeamSize;
@@ -293,14 +309,14 @@ bool BGJoinAction::shouldJoinBg(BattlegroundQueueTypeId queueTypeId, Battlegroun
uint32 activeBgQueue = sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].activeBgQueue;
uint32 bgInstanceCount = sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].bgInstanceCount;
if(teamId == TEAM_ALLIANCE)
if (teamId == TEAM_ALLIANCE)
{
if((bgAllianceBotCount + bgAlliancePlayerCount) < TeamSize * (activeBgQueue + bgInstanceCount))
if ((bgAllianceBotCount + bgAlliancePlayerCount) < TeamSize * (activeBgQueue + bgInstanceCount))
return true;
}
else
{
if((bgHordeBotCount + bgHordePlayerCount) < TeamSize * (activeBgQueue + bgInstanceCount))
if ((bgHordeBotCount + bgHordePlayerCount) < TeamSize * (activeBgQueue + bgInstanceCount))
return true;
}
@@ -351,9 +367,9 @@ bool BGJoinAction::isUseful()
return false;
// do not try if in dungeon
//Map* map = bot->GetMap();
//if (map && map->Instanceable())
// return false;
// Map* map = bot->GetMap();
// if (map && map->Instanceable())
// return false;
bgList.clear();
ratedList.clear();
@@ -415,8 +431,8 @@ bool BGJoinAction::JoinQueue(uint32 type)
// get BG MapId
uint32 bgTypeId_ = bgTypeId;
uint32 instanceId = 0; // 0 = First Available
uint32 instanceId = 0; // 0 = First Available
bool isPremade = false;
bool isArena = false;
bool isRated = false;
@@ -431,7 +447,7 @@ bool BGJoinAction::JoinQueue(uint32 type)
isArena = true;
// get battlemaster
//Unit* unit = botAI->GetUnit(AI_VALUE2(CreatureData const*, "bg master", bgTypeId));
// Unit* unit = botAI->GetUnit(AI_VALUE2(CreatureData const*, "bg master", bgTypeId));
Unit* unit = botAI->GetUnit(sRandomPlayerbotMgr->GetBattleMasterGUID(bot, bgTypeId));
if (!unit && isArena)
{
@@ -442,10 +458,10 @@ bool BGJoinAction::JoinQueue(uint32 type)
// This breaks groups as refresh includes a remove from group function call.
// refresh food/regs
//sRandomPlayerbotMgr->Refresh(bot);
// sRandomPlayerbotMgr->Refresh(bot);
bool joinAsGroup = bot->GetGroup() && bot->GetGroup()->GetLeaderGUID() == bot->GetGUID();
// in wotlk only arena requires battlemaster guid
ObjectGuid guid = isArena ? unit->GetGUID() : bot->GetGUID();
@@ -459,7 +475,7 @@ bool BGJoinAction::JoinQueue(uint32 type)
break;
case BATTLEGROUND_AB:
_bgType = "AB";
break;
break;
case BATTLEGROUND_EY:
_bgType = "EotS";
break;
@@ -505,10 +521,11 @@ bool BGJoinAction::JoinQueue(uint32 type)
}
}
LOG_INFO("playerbots", "Bot {} {}:{} <{}> queued {} {}",
bot->GetGUID().ToString().c_str(), bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(), bot->GetName().c_str(), _bgType.c_str(),
isRated ? "Rated Arena" : isArena ? "Arena" : "");
LOG_INFO("playerbots", "Bot {} {}:{} <{}> queued {} {}", bot->GetGUID().ToString().c_str(),
bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(), bot->GetName().c_str(), _bgType.c_str(),
isRated ? "Rated Arena"
: isArena ? "Arena"
: "");
if (isArena)
{
@@ -519,17 +536,19 @@ bool BGJoinAction::JoinQueue(uint32 type)
}
else if (!joinAsGroup)
{
if(teamId == TEAM_ALLIANCE)
if (teamId == TEAM_ALLIANCE)
sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].bgAllianceBotCount++;
else
sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].bgHordeBotCount++;
}
else
{
if(teamId == TEAM_ALLIANCE)
sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].bgAllianceBotCount += bot->GetGroup()->GetMembersCount();
if (teamId == TEAM_ALLIANCE)
sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].bgAllianceBotCount +=
bot->GetGroup()->GetMembersCount();
else
sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].bgHordeBotCount += bot->GetGroup()->GetMembersCount();
sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].bgHordeBotCount +=
bot->GetGroup()->GetMembersCount();
}
botAI->GetAiObjectContext()->GetValue<uint32>("bg type")->Set(0);
@@ -559,7 +578,10 @@ bool FreeBGJoinAction::shouldJoinBg(BattlegroundQueueTypeId queueTypeId, Battleg
return false;
TeamId teamId = bot->GetTeamId();
bool noLag = sWorldUpdateTime.GetAverageUpdateTime() < (sRandomPlayerbotMgr->GetPlayers().empty() ? sPlayerbotAIConfig->diffEmpty : sPlayerbotAIConfig->diffWithPlayer) * 1.1;
bool noLag = sWorldUpdateTime.GetAverageUpdateTime() < (sRandomPlayerbotMgr->GetPlayers().empty()
? sPlayerbotAIConfig->diffEmpty
: sPlayerbotAIConfig->diffWithPlayer) *
1.1;
uint32 BracketSize = bg->GetMaxPlayersPerTeam() * 2;
uint32 TeamSize = bg->GetMaxPlayersPerTeam();
@@ -581,11 +603,15 @@ bool FreeBGJoinAction::shouldJoinBg(BattlegroundQueueTypeId queueTypeId, Battleg
// Check if bots should join Rated Arena (Only captains can queue)
uint32 ratedArenaBotCount = sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].ratedArenaBotCount;
uint32 ratedArenaPlayerCount = sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].ratedArenaPlayerCount;
uint32 ratedArenaInstanceCount = sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].ratedArenaInstanceCount;
uint32 activeRatedArenaQueue = sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].activeRatedArenaQueue;
uint32 ratedArenaPlayerCount =
sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].ratedArenaPlayerCount;
uint32 ratedArenaInstanceCount =
sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].ratedArenaInstanceCount;
uint32 activeRatedArenaQueue =
sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].activeRatedArenaQueue;
bool isRated = (ratedArenaBotCount + ratedArenaPlayerCount) < (BracketSize * (activeRatedArenaQueue + ratedArenaInstanceCount));
bool isRated = (ratedArenaBotCount + ratedArenaPlayerCount) <
(BracketSize * (activeRatedArenaQueue + ratedArenaInstanceCount));
if (isRated)
{
@@ -599,10 +625,14 @@ bool FreeBGJoinAction::shouldJoinBg(BattlegroundQueueTypeId queueTypeId, Battleg
// Check if bots should join Skirmish Arena
// We have extra bots queue because same faction can vs each other but can't be in the same group.
uint32 skirmishArenaBotCount = sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].skirmishArenaBotCount;
uint32 skirmishArenaPlayerCount = sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].skirmishArenaPlayerCount;
uint32 skirmishArenaInstanceCount = sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].skirmishArenaInstanceCount;
uint32 activeSkirmishArenaQueue = sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].activeSkirmishArenaQueue;
uint32 skirmishArenaBotCount =
sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].skirmishArenaBotCount;
uint32 skirmishArenaPlayerCount =
sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].skirmishArenaPlayerCount;
uint32 skirmishArenaInstanceCount =
sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].skirmishArenaInstanceCount;
uint32 activeSkirmishArenaQueue =
sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].activeSkirmishArenaQueue;
uint32 maxRequiredSkirmishBots = BracketSize * (activeSkirmishArenaQueue + skirmishArenaInstanceCount);
if (maxRequiredSkirmishBots != 0)
maxRequiredSkirmishBots = maxRequiredSkirmishBots + TeamSize;
@@ -623,14 +653,14 @@ bool FreeBGJoinAction::shouldJoinBg(BattlegroundQueueTypeId queueTypeId, Battleg
uint32 activeBgQueue = sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].activeBgQueue;
uint32 bgInstanceCount = sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].bgInstanceCount;
if(teamId == TEAM_ALLIANCE)
if (teamId == TEAM_ALLIANCE)
{
if((bgAllianceBotCount + bgAlliancePlayerCount) < TeamSize * (activeBgQueue + bgInstanceCount))
if ((bgAllianceBotCount + bgAlliancePlayerCount) < TeamSize * (activeBgQueue + bgInstanceCount))
return true;
}
else
{
if((bgHordeBotCount + bgHordePlayerCount) < TeamSize * (activeBgQueue + bgInstanceCount))
if ((bgHordeBotCount + bgHordePlayerCount) < TeamSize * (activeBgQueue + bgInstanceCount))
return true;
}
@@ -642,7 +672,7 @@ bool BGLeaveAction::Execute(Event event)
if (!(bot->InBattlegroundQueue() || bot->InBattleground()))
return false;
//botAI->ChangeStrategy("-bg", BOT_STATE_NON_COMBAT);
// botAI->ChangeStrategy("-bg", BOT_STATE_NON_COMBAT);
BattlegroundQueueTypeId queueTypeId = bot->GetBattlegroundQueueTypeId(0);
BattlegroundTypeId _bgTypeId = BattlegroundMgr::BGTemplateId(queueTypeId);
@@ -661,8 +691,9 @@ bool BGLeaveAction::Execute(Event event)
if (bot->InBattleground())
{
LOG_INFO("playerbots", "Bot {} {}:{} <{}> leaves {}",
bot->GetGUID().ToString().c_str(), bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(), bot->GetName(), isArena ? "Arena" : "BG");
LOG_INFO("playerbots", "Bot {} {}:{} <{}> leaves {}", bot->GetGUID().ToString().c_str(),
bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(), bot->GetName(),
isArena ? "Arena" : "BG");
WorldPacket leave(CMSG_LEAVE_BATTLEFIELD);
leave << uint8(0) << uint8(0) << uint32(0) << uint16(0);
@@ -683,8 +714,9 @@ bool BGLeaveAction::Execute(Event event)
if (!queueType)
return false;
LOG_INFO("playerbots", "Bot {} {}:{} <{}> leaves {} queue",
bot->GetGUID().ToString().c_str(), bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(), bot->GetName().c_str(), isArena ? "Arena" : "BG");
LOG_INFO("playerbots", "Bot {} {}:{} <{}> leaves {} queue", bot->GetGUID().ToString().c_str(),
bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(), bot->GetName().c_str(),
isArena ? "Arena" : "BG");
WorldPacket packet(CMSG_BATTLEFIELD_PORT, 20);
packet << type << unk2 << (uint32)_bgTypeId << unk << uint8(0);
@@ -701,10 +733,7 @@ bool BGLeaveAction::Execute(Event event)
return true;
}
bool BGStatusAction::isUseful()
{
return bot->InBattlegroundQueue();
}
bool BGStatusAction::isUseful() { return bot->InBattlegroundQueue(); }
bool BGStatusAction::Execute(Event event)
{
@@ -725,7 +754,7 @@ bool BGStatusAction::Execute(Event event)
WorldPacket p(event.getPacket());
statusid = 0;
p >> QueueSlot; // queue id (0...2) - player can be in 3 queues in time
p >> QueueSlot; // queue id (0...2) - player can be in 3 queues in time
p >> arenaByte;
if (arenaByte == 0)
return false;
@@ -738,20 +767,20 @@ bool BGStatusAction::Execute(Event event)
// check status
switch (statusid)
{
case STATUS_WAIT_QUEUE: // status_in_queue
p >> Time1; // average wait time, milliseconds
p >> Time2; // time in queue, updated every minute!, milliseconds
case STATUS_WAIT_QUEUE: // status_in_queue
p >> Time1; // average wait time, milliseconds
p >> Time2; // time in queue, updated every minute!, milliseconds
break;
case STATUS_WAIT_JOIN: // status_invite
p >> mapId; // map id
case STATUS_WAIT_JOIN: // status_invite
p >> mapId; // map id
p >> unk0;
p >> Time1; // time to remove from queue, milliseconds
p >> Time1; // time to remove from queue, milliseconds
break;
case STATUS_IN_PROGRESS: // status_in_progress
p >> mapId; // map id
case STATUS_IN_PROGRESS: // status_in_progress
p >> mapId; // map id
p >> unk0;
p >> Time1; // time to bg auto leave, 0 at bg start, 120000 after bg end, milliseconds
p >> Time2; // time from bg start, milliseconds
p >> Time1; // time to bg auto leave, 0 at bg start, 120000 after bg end, milliseconds
p >> Time2; // time from bg start, milliseconds
p >> arenaTeam;
break;
default:
@@ -773,7 +802,7 @@ bool BGStatusAction::Execute(Event event)
bracketId = pvpDiff->GetBracketId();
bool isArena = false;
uint8 type = false; // arenatype if arena
uint8 type = false; // arenatype if arena
uint16 unk = 0x1F90;
uint8 unk2 = 0x0;
uint8 action = 0x1;
@@ -829,10 +858,11 @@ bool BGStatusAction::Execute(Event event)
TeamId teamId = bot->GetTeamId();
if (Time1 == TIME_TO_AUTOREMOVE) //Battleground is over, bot needs to leave
if (Time1 == TIME_TO_AUTOREMOVE) // Battleground is over, bot needs to leave
{
LOG_INFO("playerbots", "Bot {} <{}> ({} {}): Received BG status TIME_REMOVE for {} {}",
bot->GetGUID().ToString().c_str(), bot->GetName(), bot->GetLevel(), bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", isArena ? "Arena" : "BG", _bgType);
bot->GetGUID().ToString().c_str(), bot->GetName(), bot->GetLevel(),
bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", isArena ? "Arena" : "BG", _bgType);
// remove warsong strategy
if (IsRandomBot)
@@ -851,12 +881,13 @@ bool BGStatusAction::Execute(Event event)
botAI->ChangeStrategy("-arena", BOT_STATE_COMBAT);
botAI->ChangeStrategy("-arena", BOT_STATE_NON_COMBAT);
LOG_INFO("playerbots", "Bot {} {}:{} <{}> leaves {} - {}",
bot->GetGUID().ToString().c_str(), bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(), bot->GetName(), isArena ? "Arena" : "BG", _bgType);
LOG_INFO("playerbots", "Bot {} {}:{} <{}> leaves {} - {}", bot->GetGUID().ToString().c_str(),
bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(), bot->GetName(),
isArena ? "Arena" : "BG", _bgType);
WorldPacket packet(CMSG_LEAVE_BATTLEFIELD);
packet << uint8(0);
packet << uint8(0); // BattlegroundTypeId-1 ?
packet << uint8(0); // BattlegroundTypeId-1 ?
packet << uint32(0);
packet << uint16(0);
@@ -872,12 +903,13 @@ bool BGStatusAction::Execute(Event event)
posMap["bg objective"] = pos;
}
if (statusid == STATUS_WAIT_QUEUE) // bot is in queue
if (statusid == STATUS_WAIT_QUEUE) // bot is in queue
{
LOG_INFO("playerbots", "Bot {} {}:{} <{}>: Received BG status WAIT_QUEUE (wait time: {}) for {} {}",
bot->GetGUID().ToString().c_str(), bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(), bot->GetName(), Time2, isArena ? "Arena" : "BG", _bgType);
bot->GetGUID().ToString().c_str(), bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(),
bot->GetName(), Time2, isArena ? "Arena" : "BG", _bgType);
// temp fix for crash
//return true;
// return true;
BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(queueTypeId);
GroupQueueInfo ginfo;
@@ -886,7 +918,8 @@ bool BGStatusAction::Execute(Event event)
if (ginfo.IsInvitedToBGInstanceGUID && !bot->InBattleground())
{
// BattlegroundMgr::GetBattleground() does not return battleground if bgTypeId==BATTLEGROUND_AA
Battleground* bg = sBattlegroundMgr->GetBattleground(ginfo.IsInvitedToBGInstanceGUID, _bgTypeId == BATTLEGROUND_AA ? BATTLEGROUND_TYPE_NONE : _bgTypeId);
Battleground* bg = sBattlegroundMgr->GetBattleground(
ginfo.IsInvitedToBGInstanceGUID, _bgTypeId == BATTLEGROUND_AA ? BATTLEGROUND_TYPE_NONE : _bgTypeId);
if (bg)
{
if (isArena)
@@ -894,8 +927,9 @@ bool BGStatusAction::Execute(Event event)
_bgTypeId = bg->GetBgTypeID();
}
LOG_INFO("playerbots", "Bot {} {}:{} <{}>: Force join {} {}",
bot->GetGUID().ToString().c_str(), bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(), bot->GetName(), isArena ? "Arena" : "BG", _bgType);
LOG_INFO("playerbots", "Bot {} {}:{} <{}>: Force join {} {}", bot->GetGUID().ToString().c_str(),
bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(), bot->GetName(),
isArena ? "Arena" : "BG", _bgType);
WorldPacket emptyPacket;
bot->GetSession()->HandleCancelMountAuraOpcode(emptyPacket);
action = 0x1;
@@ -905,8 +939,10 @@ bool BGStatusAction::Execute(Event event)
bot->GetSession()->HandleBattleFieldPortOpcode(packet);
botAI->ResetStrategies(false);
if (!bot->GetBattleground()) {
// first bot to join wont have battleground and PlayerbotAI::ResetStrategies() wont set them up properly, set bg for "bg strategy check" to fix that
if (!bot->GetBattleground())
{
// first bot to join wont have battleground and PlayerbotAI::ResetStrategies() wont set them up
// properly, set bg for "bg strategy check" to fix that
botAI->ChangeStrategy("+bg", BOT_STATE_NON_COMBAT);
}
context->GetValue<uint32>("bg role")->Set(urand(0, 9));
@@ -931,23 +967,26 @@ bool BGStatusAction::Execute(Event event)
else
timer = TIME_TO_AUTOREMOVE + 1000 * (bg->GetMaxPlayersPerTeam() * 8);
if (Time2 > timer && isArena) // disabled for BG
if (Time2 > timer && isArena) // disabled for BG
leaveQ = true;
if (leaveQ && ((bot->GetGroup() && bot->GetGroup()->IsLeader(bot->GetGUID())) || !(bot->GetGroup() || botAI->GetMaster())))
if (leaveQ && ((bot->GetGroup() && bot->GetGroup()->IsLeader(bot->GetGUID())) ||
!(bot->GetGroup() || botAI->GetMaster())))
{
TeamId teamId = bot->GetTeamId();
bool realPlayers = false;
if (isRated)
realPlayers = sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].ratedArenaPlayerCount > 0;
else
realPlayers = sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].skirmishArenaPlayerCount > 0;
realPlayers =
sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].skirmishArenaPlayerCount > 0;
if (realPlayers)
return false;
LOG_INFO("playerbots", "Bot {} {}:{} <{}> waited too long and leaves queue ({} {}).",
bot->GetGUID().ToString().c_str(), bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(), bot->GetName(), isArena ? "Arena" : "BG", _bgType);
bot->GetGUID().ToString().c_str(), bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(),
bot->GetName(), isArena ? "Arena" : "BG", _bgType);
WorldPacket packet(CMSG_BATTLEFIELD_PORT, 20);
action = 0;
@@ -963,17 +1002,19 @@ bool BGStatusAction::Execute(Event event)
}
}
if (statusid == STATUS_IN_PROGRESS) // placeholder for Leave BG if it takes too long
if (statusid == STATUS_IN_PROGRESS) // placeholder for Leave BG if it takes too long
{
LOG_INFO("playerbots", "Bot {} {}:{} <{}>: Received BG status IN_PROGRESS for {} {}",
bot->GetGUID().ToString().c_str(), bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(), bot->GetName(), isArena ? "Arena" : "BG", _bgType);
bot->GetGUID().ToString().c_str(), bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(),
bot->GetName(), isArena ? "Arena" : "BG", _bgType);
return false;
}
if (statusid == STATUS_WAIT_JOIN) //bot may join
if (statusid == STATUS_WAIT_JOIN) // bot may join
{
LOG_INFO("playerbots", "Bot {} {}:{} <{}>: Received BG status WAIT_JOIN for {} {}",
bot->GetGUID().ToString().c_str(), bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(), bot->GetName(), isArena ? "Arena" : "BG", _bgType);
bot->GetGUID().ToString().c_str(), bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(),
bot->GetName(), isArena ? "Arena" : "BG", _bgType);
if (isArena)
{
@@ -984,18 +1025,21 @@ bool BGStatusAction::Execute(Event event)
if (!bgQueue.GetPlayerGroupInfoData(bot->GetGUID(), &ginfo))
{
LOG_ERROR("playerbots", "Bot {} {}:{} <{}>: Missing QueueInfo for {} {}",
bot->GetGUID().ToString().c_str(), bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(), bot->GetName(), isArena ? "Arena" : "BG", _bgType);
bot->GetGUID().ToString().c_str(), bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H",
bot->GetLevel(), bot->GetName(), isArena ? "Arena" : "BG", _bgType);
return false;
}
if (ginfo.IsInvitedToBGInstanceGUID)
{
// BattlegroundMgr::GetBattleground() does not return battleground if bgTypeId==BATTLEGROUND_AA
Battleground* bg = sBattlegroundMgr->GetBattleground(ginfo.IsInvitedToBGInstanceGUID, _bgTypeId == BATTLEGROUND_AA ? BATTLEGROUND_TYPE_NONE : _bgTypeId);
Battleground* bg = sBattlegroundMgr->GetBattleground(
ginfo.IsInvitedToBGInstanceGUID, _bgTypeId == BATTLEGROUND_AA ? BATTLEGROUND_TYPE_NONE : _bgTypeId);
if (!bg)
{
LOG_ERROR("playerbots", "Bot {} {}:{} <{}>: Missing QueueInfo for {} {}",
bot->GetGUID().ToString().c_str(), bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(), bot->GetName(), isArena ? "Arena" : "BG", _bgType);
bot->GetGUID().ToString().c_str(), bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H",
bot->GetLevel(), bot->GetName(), isArena ? "Arena" : "BG", _bgType);
return false;
}
@@ -1003,8 +1047,9 @@ bool BGStatusAction::Execute(Event event)
}
}
LOG_INFO("playerbots", "Bot {} {}:{} <{}> joined {} - {}",
bot->GetGUID().ToString().c_str(), bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(), bot->GetName(), isArena ? "Arena" : "BG", _bgType);
LOG_INFO("playerbots", "Bot {} {}:{} <{}> joined {} - {}", bot->GetGUID().ToString().c_str(),
bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(), bot->GetName(),
isArena ? "Arena" : "BG", _bgType);
WorldPacket emptyPacket;
bot->GetSession()->HandleCancelMountAuraOpcode(emptyPacket);
@@ -1016,8 +1061,10 @@ bool BGStatusAction::Execute(Event event)
bot->GetSession()->HandleBattleFieldPortOpcode(packet);
botAI->ResetStrategies(false);
if (!bot->GetBattleground()) {
// first bot to join wont have battleground and PlayerbotAI::ResetStrategies() wont set them up properly, set bg for "bg strategy check" to fix that
if (!bot->GetBattleground())
{
// first bot to join wont have battleground and PlayerbotAI::ResetStrategies() wont set them up properly,
// set bg for "bg strategy check" to fix that
botAI->ChangeStrategy("+bg", BOT_STATE_NON_COMBAT);
}
context->GetValue<uint32>("bg role")->Set(urand(0, 9));
@@ -1043,25 +1090,25 @@ bool BGStatusCheckAction::Execute(Event event)
WorldPacket packet(CMSG_BATTLEFIELD_STATUS);
bot->GetSession()->HandleBattlefieldStatusOpcode(packet);
LOG_INFO("playerbots", "Bot {} <{}> ({} {}) : Checking BG invite status",
bot->GetGUID().ToString().c_str(), bot->GetName(), bot->GetLevel(), bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H");
LOG_INFO("playerbots", "Bot {} <{}> ({} {}) : Checking BG invite status", bot->GetGUID().ToString().c_str(),
bot->GetName(), bot->GetLevel(), bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H");
return true;
}
bool BGStatusCheckAction::isUseful()
{
return bot->InBattlegroundQueue();
}
bool BGStatusCheckAction::isUseful() { return bot->InBattlegroundQueue(); }
bool BGStrategyCheckAction::Execute(Event event)
{
bool inside_bg = bot->InBattleground() && bot->GetBattleground();;
if (!inside_bg && botAI->HasStrategy("battleground", BOT_STATE_NON_COMBAT)) {
bool inside_bg = bot->InBattleground() && bot->GetBattleground();
;
if (!inside_bg && botAI->HasStrategy("battleground", BOT_STATE_NON_COMBAT))
{
botAI->ResetStrategies();
return true;
}
if (inside_bg && !botAI->HasStrategy("battleground", BOT_STATE_NON_COMBAT)) {
if (inside_bg && !botAI->HasStrategy("battleground", BOT_STATE_NON_COMBAT))
{
botAI->ResetStrategies();
return false;
}

View File

@@ -1,5 +1,6 @@
/*
* 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.
* 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_BATTLEGROUNDJOINACTION_H
@@ -18,60 +19,60 @@ enum BattlegroundBracketId : uint8;
class BGJoinAction : public Action
{
public:
BGJoinAction(PlayerbotAI* botAI, std::string const name = "bg join") : Action(botAI, name) { }
public:
BGJoinAction(PlayerbotAI* botAI, std::string const name = "bg join") : Action(botAI, name) {}
bool isUseful() override;
bool canJoinBg(BattlegroundQueueTypeId queueTypeId, BattlegroundBracketId bracketId);
virtual bool shouldJoinBg(BattlegroundQueueTypeId queueTypeId, BattlegroundBracketId bracketId);
bool Execute(Event event) override;
virtual bool gatherArenaTeam(ArenaType type);
bool isUseful() override;
bool canJoinBg(BattlegroundQueueTypeId queueTypeId, BattlegroundBracketId bracketId);
virtual bool shouldJoinBg(BattlegroundQueueTypeId queueTypeId, BattlegroundBracketId bracketId);
bool Execute(Event event) override;
virtual bool gatherArenaTeam(ArenaType type);
protected:
bool JoinQueue(uint32 type);
std::vector<uint32> bgList;
std::vector<uint32> ratedList;
protected:
bool JoinQueue(uint32 type);
std::vector<uint32> bgList;
std::vector<uint32> ratedList;
};
class FreeBGJoinAction : public BGJoinAction
{
public:
FreeBGJoinAction(PlayerbotAI* botAI, std::string const name = "free bg join") : BGJoinAction(botAI, name) { }
public:
FreeBGJoinAction(PlayerbotAI* botAI, std::string const name = "free bg join") : BGJoinAction(botAI, name) {}
bool shouldJoinBg(BattlegroundQueueTypeId queueTypeId, BattlegroundBracketId bracketId) override;
bool shouldJoinBg(BattlegroundQueueTypeId queueTypeId, BattlegroundBracketId bracketId) override;
};
class BGLeaveAction : public Action
{
public:
BGLeaveAction(PlayerbotAI* botAI, std::string const name = "bg leave") : Action(botAI, name) { }
BGLeaveAction(PlayerbotAI* botAI, std::string const name = "bg leave") : Action(botAI, name) {}
bool Execute(Event event) override;
bool Execute(Event event) override;
};
class BGStatusAction : public Action
{
public:
BGStatusAction(PlayerbotAI* botAI) : Action(botAI, "bg status") { }
BGStatusAction(PlayerbotAI* botAI) : Action(botAI, "bg status") {}
bool Execute(Event event) override;
bool isUseful() override;
bool Execute(Event event) override;
bool isUseful() override;
};
class BGStatusCheckAction : public Action
{
public:
BGStatusCheckAction(PlayerbotAI* botAI, std::string const name = "bg status check") : Action(botAI, name) { }
public:
BGStatusCheckAction(PlayerbotAI* botAI, std::string const name = "bg status check") : Action(botAI, name) {}
bool Execute(Event event) override;
bool isUseful() override;
bool Execute(Event event) override;
bool isUseful() override;
};
class BGStrategyCheckAction : public Action
{
public:
BGStrategyCheckAction(PlayerbotAI* botAI, std::string const name = "bg strategy check") : Action(botAI, name) { }
public:
BGStrategyCheckAction(PlayerbotAI* botAI, std::string const name = "bg strategy check") : Action(botAI, name) {}
bool Execute(Event event) override;
bool Execute(Event event) override;
};
#endif

File diff suppressed because it is too large Load Diff

View File

@@ -1,5 +1,6 @@
/*
* 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.
* 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_BATTLEGROUNDTACTICSACTION_H
@@ -14,11 +15,11 @@ struct Position;
#define SPELL_CAPTURE_BANNER 21651
typedef void(*BattleBotWaypointFunc)();
typedef void (*BattleBotWaypointFunc)();
struct BattleBotWaypoint
{
BattleBotWaypoint(float x_, float y_, float z_, BattleBotWaypointFunc func) : x(x_), y(y_), z(z_), pFunc(func) { };
BattleBotWaypoint(float x_, float y_, float z_, BattleBotWaypointFunc func) : x(x_), y(y_), z(z_), pFunc(func){};
float x = 0.0f;
float y = 0.0f;
@@ -36,43 +37,43 @@ extern std::vector<BattleBotPath*> const vPaths_IC;
class BGTactics : public MovementAction
{
public:
static bool HandleConsoleCommand(ChatHandler* handler, char const* args);
public:
static bool HandleConsoleCommand(ChatHandler* handler, char const* args);
BGTactics(PlayerbotAI* botAI, std::string const name = "bg tactics") : MovementAction(botAI, name) { }
BGTactics(PlayerbotAI* botAI, std::string const name = "bg tactics") : MovementAction(botAI, name) {}
bool Execute(Event event) override;
bool Execute(Event event) override;
private:
static std::string const HandleConsoleCommandPrivate(WorldSession* session, char const* args);
bool moveToStart(bool force = false);
bool selectObjective(bool reset = false);
bool moveToObjective();
bool selectObjectiveWp(std::vector<BattleBotPath*> const& vPaths);
bool moveToObjectiveWp(BattleBotPath* const& currentPath, uint32 currentPoint, bool reverse = false);
bool startNewPathBegin(std::vector<BattleBotPath*> const& vPaths);
bool startNewPathFree(std::vector<BattleBotPath*> const& vPaths);
bool resetObjective();
bool wsgPaths();
bool eyJumpDown();
bool atFlag(std::vector<BattleBotPath*> const& vPaths, std::vector<uint32> const& vFlagIds);
bool flagTaken();
bool teamFlagTaken();
bool protectFC();
bool useBuff();
uint32 getPlayersInArea(TeamId teamId, Position point, float range, bool combat = true);
bool IsLockedInsideKeep();
private:
static std::string const HandleConsoleCommandPrivate(WorldSession* session, char const* args);
bool moveToStart(bool force = false);
bool selectObjective(bool reset = false);
bool moveToObjective();
bool selectObjectiveWp(std::vector<BattleBotPath*> const& vPaths);
bool moveToObjectiveWp(BattleBotPath* const& currentPath, uint32 currentPoint, bool reverse = false);
bool startNewPathBegin(std::vector<BattleBotPath*> const& vPaths);
bool startNewPathFree(std::vector<BattleBotPath*> const& vPaths);
bool resetObjective();
bool wsgPaths();
bool eyJumpDown();
bool atFlag(std::vector<BattleBotPath*> const& vPaths, std::vector<uint32> const& vFlagIds);
bool flagTaken();
bool teamFlagTaken();
bool protectFC();
bool useBuff();
uint32 getPlayersInArea(TeamId teamId, Position point, float range, bool combat = true);
bool IsLockedInsideKeep();
};
class ArenaTactics : public MovementAction
{
public:
ArenaTactics(PlayerbotAI* botAI, std::string const name = "arena tactics") : MovementAction(botAI, name) { }
public:
ArenaTactics(PlayerbotAI* botAI, std::string const name = "arena tactics") : MovementAction(botAI, name) {}
bool Execute(Event event) override;
bool Execute(Event event) override;
private:
bool moveToCenter(Battleground *bg);
private:
bool moveToCenter(Battleground* bg);
};
#endif

View File

@@ -1,60 +1,62 @@
/*
* 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.
* 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 "BuffAction.h"
#include "Event.h"
#include "ItemCountValue.h"
#include "Playerbots.h"
class FindBuffVisitor : public IterateItemsVisitor
{
public:
FindBuffVisitor(Player* bot) : IterateItemsVisitor(), bot(bot)
{
}
bool Visit(Item* item) override
{
if (bot->CanUseItem(item->GetTemplate()) != EQUIP_ERR_OK)
return true;
ItemTemplate const* proto = item->GetTemplate();
if (proto->Class != ITEM_CLASS_CONSUMABLE)
return true;
if (proto->SubClass != ITEM_SUBCLASS_ELIXIR && proto->SubClass != ITEM_SUBCLASS_FLASK && proto->SubClass != ITEM_SUBCLASS_SCROLL &&
proto->SubClass != ITEM_SUBCLASS_FOOD && proto->SubClass != ITEM_SUBCLASS_CONSUMABLE_OTHER && proto->SubClass != ITEM_SUBCLASS_ITEM_ENHANCEMENT)
return true;
for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; i++)
{
uint32 spellId = proto->Spells[i].SpellId;
if (!spellId)
continue;
if (bot->HasAura(spellId))
return true;
Item* itemForSpell = *GET_PLAYERBOT_AI(bot)->GetAiObjectContext()->GetValue<Item*>("item for spell", spellId);
if (itemForSpell && itemForSpell->IsInWorld() && itemForSpell->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT))
return true;
if (items.find(proto->SubClass) == items.end())
items[proto->SubClass] = std::vector<Item*>();
items[proto->SubClass].push_back(item);
break;
}
public:
FindBuffVisitor(Player* bot) : IterateItemsVisitor(), bot(bot) {}
bool Visit(Item* item) override
{
if (bot->CanUseItem(item->GetTemplate()) != EQUIP_ERR_OK)
return true;
ItemTemplate const* proto = item->GetTemplate();
if (proto->Class != ITEM_CLASS_CONSUMABLE)
return true;
if (proto->SubClass != ITEM_SUBCLASS_ELIXIR && proto->SubClass != ITEM_SUBCLASS_FLASK &&
proto->SubClass != ITEM_SUBCLASS_SCROLL && proto->SubClass != ITEM_SUBCLASS_FOOD &&
proto->SubClass != ITEM_SUBCLASS_CONSUMABLE_OTHER && proto->SubClass != ITEM_SUBCLASS_ITEM_ENHANCEMENT)
return true;
for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; i++)
{
uint32 spellId = proto->Spells[i].SpellId;
if (!spellId)
continue;
if (bot->HasAura(spellId))
return true;
Item* itemForSpell =
*GET_PLAYERBOT_AI(bot)->GetAiObjectContext()->GetValue<Item*>("item for spell", spellId);
if (itemForSpell && itemForSpell->IsInWorld() && itemForSpell->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT))
return true;
if (items.find(proto->SubClass) == items.end())
items[proto->SubClass] = std::vector<Item*>();
items[proto->SubClass].push_back(item);
break;
}
std::map<uint32, std::vector<Item*> > items;
return true;
}
private:
Player* bot;
std::map<uint32, std::vector<Item*> > items;
private:
Player* bot;
};
void BuffAction::TellHeader(uint32 subClass)

View File

@@ -1,5 +1,6 @@
/*
* 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.
* 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_BUFFACTION_H
@@ -11,13 +12,13 @@ class PlayerbotAI;
class BuffAction : public InventoryAction
{
public:
BuffAction(PlayerbotAI* botAI) : InventoryAction(botAI, "buff") { }
public:
BuffAction(PlayerbotAI* botAI) : InventoryAction(botAI, "buff") {}
bool Execute(Event event) override;
bool Execute(Event event) override;
private:
void TellHeader(uint32 subClass);
private:
void TellHeader(uint32 subClass);
};
#endif

View File

@@ -1,13 +1,15 @@
/*
* 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.
* 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 "BuyAction.h"
#include "BudgetValues.h"
#include "Event.h"
#include "ItemVisitors.h"
#include "ItemCountValue.h"
#include "ItemUsageValue.h"
#include "ItemVisitors.h"
#include "Playerbots.h"
bool BuyAction::Execute(Event event)
@@ -48,20 +50,26 @@ bool BuyAction::Execute(Event event)
VendorItemList m_items_sorted = tItems->m_items;
m_items_sorted.erase(std::remove_if(m_items_sorted.begin(), m_items_sorted.end(), [](VendorItem* i)
{
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(i->item);
return !proto;
}), m_items_sorted.end());
m_items_sorted.erase(std::remove_if(m_items_sorted.begin(), m_items_sorted.end(),
[](VendorItem* i)
{
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(i->item);
return !proto;
}),
m_items_sorted.end());
if (m_items_sorted.empty())
continue;
std::sort(m_items_sorted.begin(), m_items_sorted.end(), [](VendorItem* i, VendorItem* j) { return sObjectMgr->GetItemTemplate(i->item)->ItemLevel > sObjectMgr->GetItemTemplate(j->item)->ItemLevel; });
std::sort(m_items_sorted.begin(), m_items_sorted.end(),
[](VendorItem* i, VendorItem* j) {
return sObjectMgr->GetItemTemplate(i->item)->ItemLevel >
sObjectMgr->GetItemTemplate(j->item)->ItemLevel;
});
for (auto& tItem : m_items_sorted)
{
for (uint32 i = 0; i < 10; i++) // Buy 10 times or until no longer usefull/possible
for (uint32 i = 0; i < 10; i++) // Buy 10 times or until no longer usefull/possible
{
ItemUsage usage = AI_VALUE2(ItemUsage, "item usage", tItem->item);
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(tItem->item);
@@ -104,7 +112,8 @@ bool BuyAction::Execute(Event event)
if (!BuyItem(tItems, vendorguid, proto))
break;
if (usage == ITEM_USAGE_REPLACE || usage == ITEM_USAGE_EQUIP) // Equip upgrades and stop buying this time.
if (usage == ITEM_USAGE_REPLACE ||
usage == ITEM_USAGE_EQUIP) // Equip upgrades and stop buying this time.
{
botAI->DoSpecificAction("equip upgrades");
break;
@@ -120,7 +129,7 @@ bool BuyAction::Execute(Event event)
for (ItemIds::iterator i = itemIds.begin(); i != itemIds.end(); i++)
{
uint32 itemId = *i;
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
if (!proto)
continue;
@@ -170,7 +179,10 @@ bool BuyAction::BuyItem(VendorItemData const* tItems, ObjectGuid vendorguid, Ite
bot->SetMoney(botMoney);
}
if (oldCount < AI_VALUE2(uint32, "item count", proto->Name1)) // BuyItem Always returns false (unless unique) so we have to check the item counts.
if (oldCount <
AI_VALUE2(
uint32, "item count",
proto->Name1)) // BuyItem Always returns false (unless unique) so we have to check the item counts.
{
std::ostringstream out;
out << "Buying " << ChatHelper::FormatItem(proto);

View File

@@ -1,5 +1,6 @@
/*
* 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.
* 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_BUYACTION_H
@@ -18,16 +19,15 @@ struct VendorItemData;
class BuyAction : public InventoryAction
{
public:
BuyAction(PlayerbotAI* botAI) : InventoryAction(botAI, "buy") { }
public:
BuyAction(PlayerbotAI* botAI) : InventoryAction(botAI, "buy") {}
bool Execute(Event event) override;
private:
bool BuyItem(VendorItemData const* tItems, ObjectGuid vendorguid, ItemTemplate const* proto);
bool TradeItem(FindItemVisitor* visitor, int8 slot);
bool TradeItem(Item const* item, int8 slot);
bool Execute(Event event) override;
private:
bool BuyItem(VendorItemData const* tItems, ObjectGuid vendorguid, ItemTemplate const* proto);
bool TradeItem(FindItemVisitor* visitor, int8 slot);
bool TradeItem(Item const* item, int8 slot);
};
#endif

View File

@@ -1,8 +1,10 @@
/*
* 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.
* 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 "CastCustomSpellAction.h"
#include "ChatHelper.h"
#include "Event.h"
#include "ItemUsageValue.h"
@@ -56,10 +58,10 @@ bool CastCustomSpellAction::Execute(Event event)
if (master && master->GetTarget())
target = botAI->GetUnit(master->GetTarget());
if (!target)
if (!target)
target = bot;
if (!master) // Use self as master for permissions.
if (!master) // Use self as master for permissions.
master = bot;
Item* itemTarget = nullptr;
@@ -136,7 +138,7 @@ bool CastCustomSpellAction::Execute(Event event)
std::ostringstream cmd;
cmd << castString(target) << " " << text << " " << (castCount - 1);
botAI->HandleCommand(CHAT_MSG_WHISPER, cmd.str(), master);
msg << "|cffffff00(x" << (castCount-1) << " left)|r";
msg << "|cffffff00(x" << (castCount - 1) << " left)|r";
}
botAI->TellMasterNoFacing(msg.str());
@@ -150,10 +152,7 @@ bool CastCustomSpellAction::Execute(Event event)
return result;
}
bool CastCustomNcSpellAction::isUseful()
{
return !bot->IsInCombat();
}
bool CastCustomNcSpellAction::isUseful() { return !bot->IsInCombat(); }
std::string const CastCustomNcSpellAction::castString(WorldObject* target)
{
@@ -162,7 +161,8 @@ std::string const CastCustomNcSpellAction::castString(WorldObject* target)
bool CastRandomSpellAction::AcceptSpell(SpellInfo const* spellInfo)
{
bool isTradeSkill = spellInfo->Effects[EFFECT_0].Effect == SPELL_EFFECT_CREATE_ITEM && spellInfo->ReagentCount[EFFECT_0] > 0 && spellInfo->SchoolMask == 1;
bool isTradeSkill = spellInfo->Effects[EFFECT_0].Effect == SPELL_EFFECT_CREATE_ITEM &&
spellInfo->ReagentCount[EFFECT_0] > 0 && spellInfo->SchoolMask == 1;
return !isTradeSkill && spellInfo->GetRecoveryTime() < MINUTE * IN_MILLISECONDS;
}
@@ -220,7 +220,8 @@ bool CastRandomSpellAction::Execute(Event event)
if (target && botAI->CanCastSpell(spellId, target, true))
spellList.push_back(std::make_pair(spellId, std::make_pair(spellPriority, target)));
if (got && botAI->CanCastSpell(spellId, got->GetPositionX(), got->GetPositionY(), got->GetPositionZ(), true))
if (got &&
botAI->CanCastSpell(spellId, got->GetPositionX(), got->GetPositionY(), got->GetPositionZ(), true))
spellList.push_back(std::make_pair(spellId, std::make_pair(spellPriority, got)));
if (botAI->CanCastSpell(spellId, bot, true))
spellList.push_back(std::make_pair(spellId, std::make_pair(spellPriority, bot)));
@@ -232,10 +233,9 @@ bool CastRandomSpellAction::Execute(Event event)
bool isCast = false;
std::sort(spellList.begin(), spellList.end(), [](std::pair<uint32, std::pair<uint32, WorldObject*>> i, std::pair<uint32, std::pair<uint32, WorldObject*>> j)
{
return i.first > j.first;
});
std::sort(spellList.begin(), spellList.end(),
[](std::pair<uint32, std::pair<uint32, WorldObject*>> i,
std::pair<uint32, std::pair<uint32, WorldObject*>> j) { return i.first > j.first; });
uint32 rndBound = spellList.size() / 4;
@@ -270,7 +270,8 @@ bool CastRandomSpellAction::Execute(Event event)
bool CraftRandomItemAction::AcceptSpell(SpellInfo const* spellInfo)
{
return spellInfo->Effects[EFFECT_0].Effect == SPELL_EFFECT_CREATE_ITEM && spellInfo->ReagentCount[EFFECT_0] > 0 && spellInfo->SchoolMask == 0;
return spellInfo->Effects[EFFECT_0].Effect == SPELL_EFFECT_CREATE_ITEM && spellInfo->ReagentCount[EFFECT_0] > 0 &&
spellInfo->SchoolMask == 0;
}
uint32 CraftRandomItemAction::GetSpellPriority(SpellInfo const* spellInfo)
@@ -282,7 +283,8 @@ uint32 CraftRandomItemAction::GetSpellPriority(SpellInfo const* spellInfo)
{
ItemUsage usage = AI_VALUE2(ItemUsage, "item usage", newItemId);
if (usage == ITEM_USAGE_REPLACE || usage == ITEM_USAGE_EQUIP || usage == ITEM_USAGE_AMMO || usage == ITEM_USAGE_QUEST || usage == ITEM_USAGE_SKILL || usage == ITEM_USAGE_USE)
if (usage == ITEM_USAGE_REPLACE || usage == ITEM_USAGE_EQUIP || usage == ITEM_USAGE_AMMO ||
usage == ITEM_USAGE_QUEST || usage == ITEM_USAGE_SKILL || usage == ITEM_USAGE_USE)
return 10;
}
@@ -295,7 +297,6 @@ uint32 CraftRandomItemAction::GetSpellPriority(SpellInfo const* spellInfo)
bool CastRandomSpellAction::castSpell(uint32 spellId, WorldObject* wo)
{
if (wo->GetGUID().IsUnit())
return botAI->CastSpell(spellId, (Unit*)(wo));
else
@@ -304,16 +305,19 @@ bool CastRandomSpellAction::castSpell(uint32 spellId, WorldObject* wo)
bool DisEnchantRandomItemAction::Execute(Event event)
{
std::vector<Item*> items = AI_VALUE2(std::vector<Item*>, "inventory items", "usage " + std::to_string(ITEM_USAGE_DISENCHANT));
std::vector<Item*> items =
AI_VALUE2(std::vector<Item*>, "inventory items", "usage " + std::to_string(ITEM_USAGE_DISENCHANT));
std::reverse(items.begin(), items.end());
for (auto& item: items)
for (auto& item : items)
{
// don't touch rare+ items if with real player/guild
if ((botAI->HasRealPlayerMaster() || botAI->IsInRealGuild()) && item->GetTemplate()->Quality > ITEM_QUALITY_UNCOMMON)
if ((botAI->HasRealPlayerMaster() || botAI->IsInRealGuild()) &&
item->GetTemplate()->Quality > ITEM_QUALITY_UNCOMMON)
return false;
if(CastCustomSpellAction::Execute(Event("disenchant random item", "13262 "+ chat->FormatQItem(item->GetEntry()))))
if (CastCustomSpellAction::Execute(
Event("disenchant random item", "13262 " + chat->FormatQItem(item->GetEntry()))))
return true;
}
@@ -322,13 +326,11 @@ bool DisEnchantRandomItemAction::Execute(Event event)
bool DisEnchantRandomItemAction::isUseful()
{
return botAI->HasSkill(SKILL_ENCHANTING) && !bot->IsInCombat() && AI_VALUE2(uint32, "item count", "usage " + std::to_string(ITEM_USAGE_DISENCHANT)) > 0;
return botAI->HasSkill(SKILL_ENCHANTING) && !bot->IsInCombat() &&
AI_VALUE2(uint32, "item count", "usage " + std::to_string(ITEM_USAGE_DISENCHANT)) > 0;
}
bool EnchantRandomItemAction::isUseful()
{
return botAI->HasSkill(SKILL_ENCHANTING) && !bot->IsInCombat();
}
bool EnchantRandomItemAction::isUseful() { return botAI->HasSkill(SKILL_ENCHANTING) && !bot->IsInCombat(); }
bool EnchantRandomItemAction::AcceptSpell(SpellInfo const* spellInfo)
{

View File

@@ -1,5 +1,6 @@
/*
* 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.
* 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_CASTCUSTOMSPELLACTION_H
@@ -13,11 +14,14 @@ class WorldObject;
class CastCustomSpellAction : public InventoryAction
{
public:
CastCustomSpellAction(PlayerbotAI* botAI, std::string const name = "cast custom spell") : InventoryAction(botAI, name) { }
public:
CastCustomSpellAction(PlayerbotAI* botAI, std::string const name = "cast custom spell")
: InventoryAction(botAI, name)
{
}
bool Execute(Event event) override;
virtual std::string const castString(WorldObject* target) { return "cast"; }
bool Execute(Event event) override;
virtual std::string const castString(WorldObject* target) { return "cast"; }
protected:
bool ncCast = false;
@@ -25,57 +29,60 @@ protected:
class CastCustomNcSpellAction : public CastCustomSpellAction
{
public:
CastCustomNcSpellAction(PlayerbotAI* botAI, std::string const name = "cast custom nc spell") : CastCustomSpellAction(botAI, name) { }
public:
CastCustomNcSpellAction(PlayerbotAI* botAI, std::string const name = "cast custom nc spell")
: CastCustomSpellAction(botAI, name)
{
}
bool isUseful() override;
std::string const castString(WorldObject* target) override;
bool isUseful() override;
std::string const castString(WorldObject* target) override;
};
class CastRandomSpellAction : public ListSpellsAction
{
public:
CastRandomSpellAction(PlayerbotAI* botAI, std::string const name = "cast random spell") : ListSpellsAction(botAI, name) { }
public:
CastRandomSpellAction(PlayerbotAI* botAI, std::string const name = "cast random spell")
: ListSpellsAction(botAI, name)
{
}
bool isUseful() override { return false; }
virtual bool AcceptSpell(SpellInfo const* spellInfo);
virtual uint32 GetSpellPriority(SpellInfo const* spellInfo) { return 1; }
virtual bool castSpell(uint32 spellId, WorldObject* wo);
bool Execute(Event event) override;
bool isUseful() override { return false; }
virtual bool AcceptSpell(SpellInfo const* spellInfo);
virtual uint32 GetSpellPriority(SpellInfo const* spellInfo) { return 1; }
virtual bool castSpell(uint32 spellId, WorldObject* wo);
bool Execute(Event event) override;
protected:
bool MultiCast = false;
protected:
bool MultiCast = false;
};
class CraftRandomItemAction : public CastRandomSpellAction
{
public:
CraftRandomItemAction(PlayerbotAI* botAI) : CastRandomSpellAction(botAI, "craft random item")
{
MultiCast = true;
}
public:
CraftRandomItemAction(PlayerbotAI* botAI) : CastRandomSpellAction(botAI, "craft random item") { MultiCast = true; }
bool AcceptSpell(SpellInfo const* spellInfo) override;
uint32 GetSpellPriority(SpellInfo const* spellInfo) override;
bool AcceptSpell(SpellInfo const* spellInfo) override;
uint32 GetSpellPriority(SpellInfo const* spellInfo) override;
};
class DisEnchantRandomItemAction : public CastCustomSpellAction
{
public:
DisEnchantRandomItemAction(PlayerbotAI* botAI) : CastCustomSpellAction(botAI, "disenchant random item") {}
public:
DisEnchantRandomItemAction(PlayerbotAI* botAI) : CastCustomSpellAction(botAI, "disenchant random item") {}
bool isUseful() override;
bool Execute(Event event) override;
bool isUseful() override;
bool Execute(Event event) override;
};
class EnchantRandomItemAction : public CastRandomSpellAction
{
public:
EnchantRandomItemAction(PlayerbotAI* botAI) : CastRandomSpellAction(botAI, "enchant random item") { }
public:
EnchantRandomItemAction(PlayerbotAI* botAI) : CastRandomSpellAction(botAI, "enchant random item") {}
bool isUseful() override;
bool AcceptSpell(SpellInfo const* spellInfo) override;
uint32 GetSpellPriority(SpellInfo const* spellInfo) override;
bool isUseful() override;
bool AcceptSpell(SpellInfo const* spellInfo) override;
uint32 GetSpellPriority(SpellInfo const* spellInfo) override;
};
#endif

View File

@@ -1,8 +1,10 @@
/*
* 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.
* 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 "ChangeChatAction.h"
#include "Event.h"
#include "Playerbots.h"

View File

@@ -1,5 +1,6 @@
/*
* 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.
* 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_CHANGECHATACTION_H
@@ -11,10 +12,10 @@ class PlayerbotAI;
class ChangeChatAction : public Action
{
public:
ChangeChatAction(PlayerbotAI* botAI) : Action(botAI, "chat") { }
public:
ChangeChatAction(PlayerbotAI* botAI) : Action(botAI, "chat") {}
bool Execute(Event event) override;
bool Execute(Event event) override;
};
#endif

View File

@@ -1,11 +1,13 @@
/*
* 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.
* 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 "ChangeStrategyAction.h"
#include "Event.h"
#include "Playerbots.h"
#include "PlayerbotDbStore.h"
#include "Playerbots.h"
bool ChangeCombatStrategyAction::Execute(Event event)
{
@@ -38,7 +40,8 @@ bool ChangeNonCombatStrategyAction::Execute(Event event)
std::string const text = event.getParam();
uint32 account = bot->GetSession()->GetAccountId();
if (sPlayerbotAIConfig->IsInRandomAccountList(account) && botAI->GetMaster() && botAI->GetMaster()->GetSession()->GetSecurity() < SEC_GAMEMASTER)
if (sPlayerbotAIConfig->IsInRandomAccountList(account) && botAI->GetMaster() &&
botAI->GetMaster()->GetSession()->GetSecurity() < SEC_GAMEMASTER)
{
if (text.find("loot") != std::string::npos || text.find("gather") != std::string::npos)
{

View File

@@ -1,5 +1,6 @@
/*
* 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.
* 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_CHANGESTRATEGYACTION_H
@@ -11,26 +12,26 @@ class PlayerbotAI;
class ChangeCombatStrategyAction : public Action
{
public:
ChangeCombatStrategyAction(PlayerbotAI* botAI, std::string const name = "co") : Action(botAI, name) { }
public:
ChangeCombatStrategyAction(PlayerbotAI* botAI, std::string const name = "co") : Action(botAI, name) {}
bool Execute(Event event) override;
bool Execute(Event event) override;
};
class ChangeNonCombatStrategyAction : public Action
{
public:
ChangeNonCombatStrategyAction(PlayerbotAI* botAI) : Action(botAI, "nc") { }
public:
ChangeNonCombatStrategyAction(PlayerbotAI* botAI) : Action(botAI, "nc") {}
bool Execute(Event event) override;
bool Execute(Event event) override;
};
class ChangeDeadStrategyAction : public Action
{
public:
ChangeDeadStrategyAction(PlayerbotAI* botAI) : Action(botAI, "de") { }
public:
ChangeDeadStrategyAction(PlayerbotAI* botAI) : Action(botAI, "de") {}
bool Execute(Event event) override;
bool Execute(Event event) override;
};
#endif

View File

@@ -1,8 +1,10 @@
/*
* 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.
* 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 "ChangeTalentsAction.h"
#include "AiFactory.h"
#include "ChatHelper.h"
#include "Event.h"
@@ -17,16 +19,22 @@ bool ChangeTalentsAction::Execute(Event event)
std::ostringstream out;
TalentSpec botSpec(bot);
if (!param.empty())
{
if (param.find("help") != std::string::npos) {
if (param.find("help") != std::string::npos)
{
out << TalentsHelp();
} else if (param.find("switch") != std::string::npos) {
if (param.find("switch 1") != std::string::npos) {
}
else if (param.find("switch") != std::string::npos)
{
if (param.find("switch 1") != std::string::npos)
{
bot->ActivateSpec(0);
out << "Active first talent";
} else if (param.find("switch 2") != std::string::npos) {
}
else if (param.find("switch 2") != std::string::npos)
{
if (bot->GetSpecsCount() == 1 && bot->GetLevel() >= sWorld->getIntConfig(CONFIG_MIN_DUALSPEC_LEVEL))
{
bot->CastSpell(bot, 63680, true, nullptr, nullptr, bot->GetGUID());
@@ -35,28 +43,39 @@ bool ChangeTalentsAction::Execute(Event event)
bot->ActivateSpec(1);
out << "Active second talent";
}
} else if (param.find("autopick") != std::string::npos) {
}
else if (param.find("autopick") != std::string::npos)
{
PlayerbotFactory factory(bot, bot->GetLevel());
factory.InitTalentsTree(true);
out << "Auto pick talents";
} else if (param.find("spec list") != std::string::npos) {
}
else if (param.find("spec list") != std::string::npos)
{
out << SpecList();
} else if (param.find("spec ") != std::string::npos) {
}
else if (param.find("spec ") != std::string::npos)
{
param = param.substr(5);
out << SpecPick(param);
botAI->ResetStrategies();
} else if (param.find("apply ") != std::string::npos) {
}
else if (param.find("apply ") != std::string::npos)
{
param = param.substr(6);
out << SpecApply(param);
botAI->ResetStrategies();
} else {
}
else
{
out << "Unknown command.";
}
}
else
{
uint32 tab = AiFactory::GetPlayerSpecTab(bot);
out << "My current talent spec is: " << "|h|cffffffff";
out << "My current talent spec is: "
<< "|h|cffffffff";
out << chat->FormatClass(bot, tab) << "\n";
out << TalentsHelp();
}
@@ -70,7 +89,7 @@ std::string ChangeTalentsAction::TalentsHelp()
{
std::ostringstream out;
out << "Talents usage: talents switch <1/2>, talents autopick, talents spec list, "
"talents spec <specName>, talents apply <link>.";
"talents spec <specName>, talents apply <link>.";
return out.str();
}
@@ -79,8 +98,10 @@ std::string ChangeTalentsAction::SpecList()
int cls = bot->getClass();
int specFound = 0;
std::ostringstream out;
for (int specNo = 0; specNo < MAX_SPECNO; ++specNo) {
if (sPlayerbotAIConfig->premadeSpecName[cls][specNo].size() == 0) {
for (int specNo = 0; specNo < MAX_SPECNO; ++specNo)
{
if (sPlayerbotAIConfig->premadeSpecName[cls][specNo].size() == 0)
{
break;
}
specFound++;
@@ -88,7 +109,8 @@ std::string ChangeTalentsAction::SpecList()
std::vector<std::vector<uint32>> parsed = sPlayerbotAIConfig->parsedSpecLinkOrder[cls][specNo][80];
std::unordered_map<int, int> tabCount;
tabCount[0] = tabCount[1] = tabCount[2] = 0;
for (auto &item : parsed) {
for (auto& item : parsed)
{
tabCount[item[0]] += item[3];
}
out << specFound << ". " << sPlayerbotAIConfig->premadeSpecName[cls][specNo] << " (";
@@ -103,11 +125,14 @@ std::string ChangeTalentsAction::SpecPick(std::string param)
{
int cls = bot->getClass();
int specFound = 0;
for (int specNo = 0; specNo < MAX_SPECNO; ++specNo) {
if (sPlayerbotAIConfig->premadeSpecName[cls][specNo].size() == 0) {
for (int specNo = 0; specNo < MAX_SPECNO; ++specNo)
{
if (sPlayerbotAIConfig->premadeSpecName[cls][specNo].size() == 0)
{
break;
}
if (sPlayerbotAIConfig->premadeSpecName[cls][specNo] == param) {
if (sPlayerbotAIConfig->premadeSpecName[cls][specNo] == param)
{
PlayerbotFactory::InitTalentsBySpecNo(bot, specNo, true);
std::ostringstream out;
out << "Picking " << sPlayerbotAIConfig->premadeSpecName[cls][specNo];
@@ -119,13 +144,13 @@ std::string ChangeTalentsAction::SpecPick(std::string param)
return out.str();
}
std::string ChangeTalentsAction::SpecApply(std::string param)
{
int cls = bot->getClass();
std::ostringstream out;
std::vector<std::vector<uint32>> parsedSpecLink = PlayerbotAIConfig::ParseTempTalentsOrder(cls, param);
if (parsedSpecLink.size() == 0) {
if (parsedSpecLink.size() == 0)
{
out << "Invalid link " << param;
return out.str();
}
@@ -243,7 +268,8 @@ std::string ChangeTalentsAction::SpecApply(std::string param)
// newSpec.ApplyTalents(bot, out);
// if (newSpec.GetTalentPoints() > 0)
// {
// *out << "Upgrading spec " << "|h|cffffffff" << getPremadePath(specId)->name << "" << newSpec.FormatSpec(bot);
// *out << "Upgrading spec " << "|h|cffffffff" << getPremadePath(specId)->name << "" <<
// newSpec.FormatSpec(bot);
// }
// }
// else if (!specLink.empty())
@@ -254,7 +280,8 @@ std::string ChangeTalentsAction::SpecApply(std::string param)
// if (newSpec.GetTalentPoints() > 0)
// {
// *out << "Upgrading saved spec "
// << "|h|cffffffff" << chat->FormatClass(bot, newSpec.highestTree()) << " (" << newSpec.FormatSpec(bot) << ")";
// << "|h|cffffffff" << chat->FormatClass(bot, newSpec.highestTree()) << " (" <<
// newSpec.FormatSpec(bot) << ")";
// }
// }
@@ -278,7 +305,8 @@ std::string ChangeTalentsAction::SpecApply(std::string param)
// specId = -1;
// // specLink = "";
// }
// else if (paths.size() > 1 && false/*!sPlayerbotAIConfig->autoPickTalents*/ && !sRandomPlayerbotMgr->IsRandomBot(bot))
// else if (paths.size() > 1 && false/*!sPlayerbotAIConfig->autoPickTalents*/ &&
// !sRandomPlayerbotMgr->IsRandomBot(bot))
// {
// *out << "Found multiple specs: ";
// listPremadePaths(paths, out);
@@ -294,7 +322,8 @@ std::string ChangeTalentsAction::SpecApply(std::string param)
// if (paths.size() > 1)
// *out << "Found " << paths.size() << " possible specs to choose from. ";
// *out << "Apply spec " << "|h|cffffffff" << getPremadePath(specId)->name << " " << newSpec.FormatSpec(bot);
// *out << "Apply spec " << "|h|cffffffff" << getPremadePath(specId)->name << " " <<
// newSpec.FormatSpec(bot);
// }
// }

View File

@@ -1,5 +1,6 @@
/*
* 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.
* 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_CHANGETALENTSACTION_H
@@ -12,31 +13,31 @@ class PlayerbotAI;
class ChangeTalentsAction : public Action
{
public:
ChangeTalentsAction(PlayerbotAI* botAI, std::string const name = "talents") : Action(botAI, name) { }
public:
ChangeTalentsAction(PlayerbotAI* botAI, std::string const name = "talents") : Action(botAI, name) {}
bool Execute(Event event);
// bool AutoSelectTalents(std::ostringstream* out);
bool Execute(Event event);
// bool AutoSelectTalents(std::ostringstream* out);
private:
// std::vector<TalentPath*> getPremadePaths(std::string const findName);
// std::vector<TalentPath*> getPremadePaths(TalentSpec* oldSpec);
// TalentPath* getPremadePath(uint32 id);
// void listPremadePaths(std::vector<TalentPath*> paths, std::ostringstream* out);
// TalentPath* PickPremadePath(std::vector<TalentPath*> paths, bool useProbability);
// TalentSpec* GetBestPremadeSpec(uint32 spec);
std::string TalentsHelp();
std::string SpecList();
std::string SpecPick(std::string param);
std::string SpecApply(std::string param);
private:
// std::vector<TalentPath*> getPremadePaths(std::string const findName);
// std::vector<TalentPath*> getPremadePaths(TalentSpec* oldSpec);
// TalentPath* getPremadePath(uint32 id);
// void listPremadePaths(std::vector<TalentPath*> paths, std::ostringstream* out);
// TalentPath* PickPremadePath(std::vector<TalentPath*> paths, bool useProbability);
// TalentSpec* GetBestPremadeSpec(uint32 spec);
std::string TalentsHelp();
std::string SpecList();
std::string SpecPick(std::string param);
std::string SpecApply(std::string param);
};
class AutoSetTalentsAction : public ChangeTalentsAction
{
public:
AutoSetTalentsAction(PlayerbotAI* botAI) : ChangeTalentsAction(botAI, "auto talents") { }
public:
AutoSetTalentsAction(PlayerbotAI* botAI) : ChangeTalentsAction(botAI, "auto talents") {}
bool Execute(Event event) override;
bool Execute(Event event) override;
};
#endif

View File

@@ -1,5 +1,6 @@
/*
* 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.
* 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_CHATACTIONCONTEXTACTION_H
@@ -12,8 +13,8 @@
#include "BuyAction.h"
#include "CastCustomSpellAction.h"
#include "ChangeChatAction.h"
#include "ChangeTalentsAction.h"
#include "ChangeStrategyAction.h"
#include "ChangeTalentsAction.h"
#include "ChatShortcutActions.h"
#include "CheatAction.h"
#include "CustomStrategyEditAction.h"
@@ -22,6 +23,7 @@
#include "DropQuestAction.h"
#include "EquipAction.h"
#include "FlagAction.h"
#include "Formations.h"
#include "GoAction.h"
#include "GossipHelloAction.h"
#include "GuildBankAction.h"
@@ -35,10 +37,11 @@
#include "LogLevelAction.h"
#include "LootStrategyAction.h"
#include "MailAction.h"
#include "QueryItemUsageAction.h"
#include "QueryQuestAction.h"
#include "NamedObjectContext.h"
#include "PassLeadershipToMasterAction.h"
#include "PositionAction.h"
#include "QueryItemUsageAction.h"
#include "QueryQuestAction.h"
#include "RangeAction.h"
#include "ReleaseSpiritAction.h"
#include "RepairAllAction.h"
@@ -49,11 +52,12 @@
#include "RtscAction.h"
#include "SaveManaAction.h"
#include "SellAction.h"
#include "SetCraftAction.h"
#include "SendMailAction.h"
#include "SetCraftAction.h"
#include "SetHomeAction.h"
#include "ShareQuestAction.h"
#include "SkipSpellsListAction.h"
#include "Stances.h"
#include "StatsAction.h"
#include "TaxiAction.h"
#include "TeleportAction.h"
@@ -69,205 +73,201 @@
#include "UseMeetingStoneAction.h"
#include "WhoAction.h"
#include "WtsAction.h"
#include "NamedObjectContext.h"
#include "Formations.h"
#include "Stances.h"
class ChatActionContext : public NamedObjectContext<Action>
{
public:
ChatActionContext()
{
creators["range"] = &ChatActionContext::range;
creators["stats"] = &ChatActionContext::stats;
creators["quests"] = &ChatActionContext::quests;
creators["leave"] = &ChatActionContext::leave;
creators["reputation"] = &ChatActionContext::reputation;
creators["log"] = &ChatActionContext::log;
creators["los"] = &ChatActionContext::los;
creators["aura"] = &ChatActionContext::aura;
creators["drop"] = &ChatActionContext::drop;
creators["clean quest log"] = &ChatActionContext::clean_quest_log;
creators["share"] = &ChatActionContext::share;
creators["query quest"] = &ChatActionContext::query_quest;
creators["query item usage"] = &ChatActionContext::query_item_usage;
creators["ll"] = &ChatActionContext::ll;
creators["ss"] = &ChatActionContext::ss;
creators["add all loot"] = &ChatActionContext::add_all_loot;
creators["release"] = &ChatActionContext::release;
creators["repop"] = &ChatActionContext::repop;
creators["teleport"] = &ChatActionContext::teleport;
creators["taxi"] = &ChatActionContext::taxi;
creators["repair"] = &ChatActionContext::repair;
creators["use"] = &ChatActionContext::use;
creators["item count"] = &ChatActionContext::item_count;
creators["equip"] = &ChatActionContext::equip;
creators["equip upgrades"] = &ChatActionContext::equip_upgrades;
creators["unequip"] = &ChatActionContext::unequip;
creators["sell"] = &ChatActionContext::sell;
creators["buy"] = &ChatActionContext::buy;
creators["reward"] = &ChatActionContext::reward;
creators["trade"] = &ChatActionContext::trade;
creators["talents"] = &ChatActionContext::talents;
creators["spells"] = &ChatActionContext::spells;
creators["co"] = &ChatActionContext::co;
creators["nc"] = &ChatActionContext::nc;
creators["de"] = &ChatActionContext::dead;
creators["trainer"] = &ChatActionContext::trainer;
creators["maintenance"] = &ChatActionContext::maintenance;
creators["remove glyph"] = &ChatActionContext::remove_glyph;
creators["autogear"] = &ChatActionContext::autogear;
creators["equip upgrade"] = &ChatActionContext::equip_upgrade;
creators["attack my target"] = &ChatActionContext::attack_my_target;
creators["chat"] = &ChatActionContext::chat;
creators["home"] = &ChatActionContext::home;
creators["destroy"] = &ChatActionContext::destroy;
creators["reset botAI"] = &ChatActionContext::reset_ai;
creators["buff"] = &ChatActionContext::buff;
creators["help"] = &ChatActionContext::help;
creators["gb"] = &ChatActionContext::gb;
creators["bank"] = &ChatActionContext::bank;
creators["follow chat shortcut"] = &ChatActionContext::follow_chat_shortcut;
creators["stay chat shortcut"] = &ChatActionContext::stay_chat_shortcut;
creators["flee chat shortcut"] = &ChatActionContext::flee_chat_shortcut;
creators["runaway chat shortcut"] = &ChatActionContext::runaway_chat_shortcut;
creators["grind chat shortcut"] = &ChatActionContext::grind_chat_shortcut;
creators["tank attack chat shortcut"] = &ChatActionContext::tank_attack_chat_shortcut;
creators["gossip hello"] = &ChatActionContext::gossip_hello;
creators["cast custom spell"] = &ChatActionContext::cast_custom_spell;
creators["cast custom nc spell"] = &ChatActionContext::cast_custom_nc_spell;
creators["invite"] = &ChatActionContext::invite;
creators["spell"] = &ChatActionContext::spell;
creators["rti"] = &ChatActionContext::rti;
creators["spirit healer"] = &ChatActionContext::spirit_healer;
creators["position"] = &ChatActionContext::position;
creators["tell target"] = &ChatActionContext::tell_target;
creators["summon"] = &ChatActionContext::summon;
creators["who"] = &ChatActionContext::who;
creators["save mana"] = &ChatActionContext::save_mana;
creators["max dps chat shortcut"] = &ChatActionContext::max_dps_chat_shortcut;
creators["tell attackers"] = &ChatActionContext::tell_attackers;
creators["tell target"] = &ChatActionContext::tell_target;
creators["formation"] = &ChatActionContext::formation;
creators["stance"] = &ChatActionContext::stance;
creators["sendmail"] = &ChatActionContext::sendmail;
creators["mail"] = &ChatActionContext::mail;
creators["go"] = &ChatActionContext::go;
creators["debug"] = &ChatActionContext::debug;
creators["cdebug"] = &ChatActionContext::debug;
creators["cs"] = &ChatActionContext::cs;
creators["wts"] = &ChatActionContext::wts;
creators["hire"] = &ChatActionContext::hire;
creators["craft"] = &ChatActionContext::craft;
creators["flag"] = &ChatActionContext::flag;
creators["give leader"] = &ChatActionContext::give_leader;
creators["cheat"] = &ChatActionContext::cheat;
creators["ginvite"] = &ChatActionContext::ginvite;
creators["guild promote"] = &ChatActionContext::guild_promote;
creators["guild demote"] = &ChatActionContext::guild_demote;
creators["guild remove"] = &ChatActionContext::guild_remove;
creators["guild leave"] = &ChatActionContext::guild_leave;
creators["rtsc"] = &ChatActionContext::rtsc;
creators["naxx chat shortcut"] = &ChatActionContext::naxx_chat_shortcut;
creators["bwl chat shortcut"] = &ChatActionContext::bwl_chat_shortcut;
creators["tell expected dps"] = &ChatActionContext::tell_expected_dps;
}
public:
ChatActionContext()
{
creators["range"] = &ChatActionContext::range;
creators["stats"] = &ChatActionContext::stats;
creators["quests"] = &ChatActionContext::quests;
creators["leave"] = &ChatActionContext::leave;
creators["reputation"] = &ChatActionContext::reputation;
creators["log"] = &ChatActionContext::log;
creators["los"] = &ChatActionContext::los;
creators["aura"] = &ChatActionContext::aura;
creators["drop"] = &ChatActionContext::drop;
creators["clean quest log"] = &ChatActionContext::clean_quest_log;
creators["share"] = &ChatActionContext::share;
creators["query quest"] = &ChatActionContext::query_quest;
creators["query item usage"] = &ChatActionContext::query_item_usage;
creators["ll"] = &ChatActionContext::ll;
creators["ss"] = &ChatActionContext::ss;
creators["add all loot"] = &ChatActionContext::add_all_loot;
creators["release"] = &ChatActionContext::release;
creators["repop"] = &ChatActionContext::repop;
creators["teleport"] = &ChatActionContext::teleport;
creators["taxi"] = &ChatActionContext::taxi;
creators["repair"] = &ChatActionContext::repair;
creators["use"] = &ChatActionContext::use;
creators["item count"] = &ChatActionContext::item_count;
creators["equip"] = &ChatActionContext::equip;
creators["equip upgrades"] = &ChatActionContext::equip_upgrades;
creators["unequip"] = &ChatActionContext::unequip;
creators["sell"] = &ChatActionContext::sell;
creators["buy"] = &ChatActionContext::buy;
creators["reward"] = &ChatActionContext::reward;
creators["trade"] = &ChatActionContext::trade;
creators["talents"] = &ChatActionContext::talents;
creators["spells"] = &ChatActionContext::spells;
creators["co"] = &ChatActionContext::co;
creators["nc"] = &ChatActionContext::nc;
creators["de"] = &ChatActionContext::dead;
creators["trainer"] = &ChatActionContext::trainer;
creators["maintenance"] = &ChatActionContext::maintenance;
creators["remove glyph"] = &ChatActionContext::remove_glyph;
creators["autogear"] = &ChatActionContext::autogear;
creators["equip upgrade"] = &ChatActionContext::equip_upgrade;
creators["attack my target"] = &ChatActionContext::attack_my_target;
creators["chat"] = &ChatActionContext::chat;
creators["home"] = &ChatActionContext::home;
creators["destroy"] = &ChatActionContext::destroy;
creators["reset botAI"] = &ChatActionContext::reset_ai;
creators["buff"] = &ChatActionContext::buff;
creators["help"] = &ChatActionContext::help;
creators["gb"] = &ChatActionContext::gb;
creators["bank"] = &ChatActionContext::bank;
creators["follow chat shortcut"] = &ChatActionContext::follow_chat_shortcut;
creators["stay chat shortcut"] = &ChatActionContext::stay_chat_shortcut;
creators["flee chat shortcut"] = &ChatActionContext::flee_chat_shortcut;
creators["runaway chat shortcut"] = &ChatActionContext::runaway_chat_shortcut;
creators["grind chat shortcut"] = &ChatActionContext::grind_chat_shortcut;
creators["tank attack chat shortcut"] = &ChatActionContext::tank_attack_chat_shortcut;
creators["gossip hello"] = &ChatActionContext::gossip_hello;
creators["cast custom spell"] = &ChatActionContext::cast_custom_spell;
creators["cast custom nc spell"] = &ChatActionContext::cast_custom_nc_spell;
creators["invite"] = &ChatActionContext::invite;
creators["spell"] = &ChatActionContext::spell;
creators["rti"] = &ChatActionContext::rti;
creators["spirit healer"] = &ChatActionContext::spirit_healer;
creators["position"] = &ChatActionContext::position;
creators["tell target"] = &ChatActionContext::tell_target;
creators["summon"] = &ChatActionContext::summon;
creators["who"] = &ChatActionContext::who;
creators["save mana"] = &ChatActionContext::save_mana;
creators["max dps chat shortcut"] = &ChatActionContext::max_dps_chat_shortcut;
creators["tell attackers"] = &ChatActionContext::tell_attackers;
creators["tell target"] = &ChatActionContext::tell_target;
creators["formation"] = &ChatActionContext::formation;
creators["stance"] = &ChatActionContext::stance;
creators["sendmail"] = &ChatActionContext::sendmail;
creators["mail"] = &ChatActionContext::mail;
creators["go"] = &ChatActionContext::go;
creators["debug"] = &ChatActionContext::debug;
creators["cdebug"] = &ChatActionContext::debug;
creators["cs"] = &ChatActionContext::cs;
creators["wts"] = &ChatActionContext::wts;
creators["hire"] = &ChatActionContext::hire;
creators["craft"] = &ChatActionContext::craft;
creators["flag"] = &ChatActionContext::flag;
creators["give leader"] = &ChatActionContext::give_leader;
creators["cheat"] = &ChatActionContext::cheat;
creators["ginvite"] = &ChatActionContext::ginvite;
creators["guild promote"] = &ChatActionContext::guild_promote;
creators["guild demote"] = &ChatActionContext::guild_demote;
creators["guild remove"] = &ChatActionContext::guild_remove;
creators["guild leave"] = &ChatActionContext::guild_leave;
creators["rtsc"] = &ChatActionContext::rtsc;
creators["naxx chat shortcut"] = &ChatActionContext::naxx_chat_shortcut;
creators["bwl chat shortcut"] = &ChatActionContext::bwl_chat_shortcut;
creators["tell expected dps"] = &ChatActionContext::tell_expected_dps;
}
private:
static Action* range(PlayerbotAI* botAI) { return new RangeAction(botAI); }
static Action* flag(PlayerbotAI* botAI) { return new FlagAction(botAI); }
static Action* craft(PlayerbotAI* botAI) { return new SetCraftAction(botAI); }
static Action* hire(PlayerbotAI* botAI) { return new HireAction(botAI); }
static Action* wts(PlayerbotAI* botAI) { return new WtsAction(botAI); }
static Action* cs(PlayerbotAI* botAI) { return new CustomStrategyEditAction(botAI); }
static Action* debug(PlayerbotAI* botAI) { return new DebugAction(botAI); }
static Action* mail(PlayerbotAI* botAI) { return new MailAction(botAI); }
static Action* go(PlayerbotAI* botAI) { return new GoAction(botAI); }
static Action* sendmail(PlayerbotAI* botAI) { return new SendMailAction(botAI); }
static Action* formation(PlayerbotAI* botAI) { return new SetFormationAction(botAI); }
static Action* stance(PlayerbotAI* botAI) { return new SetStanceAction(botAI); }
static Action* tell_attackers(PlayerbotAI* botAI) { return new TellAttackersAction(botAI); }
static Action* max_dps_chat_shortcut(PlayerbotAI* botAI) { return new MaxDpsChatShortcutAction(botAI); }
static Action* save_mana(PlayerbotAI* botAI) { return new SaveManaAction(botAI); }
static Action* who(PlayerbotAI* botAI) { return new WhoAction(botAI); }
static Action* summon(PlayerbotAI* botAI) { return new SummonAction(botAI); }
static Action* tell_target(PlayerbotAI* botAI) { return new TellTargetAction(botAI); }
static Action* position(PlayerbotAI* botAI) { return new PositionAction(botAI); }
static Action* spirit_healer(PlayerbotAI* botAI) { return new SpiritHealerAction(botAI); }
static Action* rti(PlayerbotAI* botAI) { return new RtiAction(botAI); }
static Action* invite(PlayerbotAI* botAI) { return new InviteToGroupAction(botAI); }
static Action* spell(PlayerbotAI* botAI) { return new TellSpellAction(botAI); }
static Action* cast_custom_spell(PlayerbotAI* botAI) { return new CastCustomSpellAction(botAI); }
static Action* cast_custom_nc_spell(PlayerbotAI* botAI) { return new CastCustomNcSpellAction(botAI); }
static Action* tank_attack_chat_shortcut(PlayerbotAI* botAI) { return new TankAttackChatShortcutAction(botAI); }
static Action* grind_chat_shortcut(PlayerbotAI* botAI) { return new GrindChatShortcutAction(botAI); }
static Action* flee_chat_shortcut(PlayerbotAI* botAI) { return new FleeChatShortcutAction(botAI); }
static Action* runaway_chat_shortcut(PlayerbotAI* botAI) { return new GoawayChatShortcutAction(botAI); }
static Action* stay_chat_shortcut(PlayerbotAI* botAI) { return new StayChatShortcutAction(botAI); }
static Action* follow_chat_shortcut(PlayerbotAI* botAI) { return new FollowChatShortcutAction(botAI); }
static Action* gb(PlayerbotAI* botAI) { return new GuildBankAction(botAI); }
static Action* bank(PlayerbotAI* botAI) { return new BankAction(botAI); }
static Action* help(PlayerbotAI* botAI) { return new HelpAction(botAI); }
static Action* buff(PlayerbotAI* botAI) { return new BuffAction(botAI); }
static Action* destroy(PlayerbotAI* botAI) { return new DestroyItemAction(botAI); }
static Action* home(PlayerbotAI* botAI) { return new SetHomeAction(botAI); }
static Action* chat(PlayerbotAI* botAI) { return new ChangeChatAction(botAI); }
static Action* attack_my_target(PlayerbotAI* botAI) { return new AttackMyTargetAction(botAI); }
static Action* trainer(PlayerbotAI* botAI) { return new TrainerAction(botAI); }
static Action* maintenance(PlayerbotAI* botAI) { return new MaintenanceAction(botAI); }
static Action* remove_glyph(PlayerbotAI* botAI) { return new RemoveGlyphAction(botAI); }
static Action* autogear(PlayerbotAI* botAI) { return new AutoGearAction(botAI); }
static Action* equip_upgrade(PlayerbotAI* botAI) { return new EquipUpgradeAction(botAI); }
static Action* co(PlayerbotAI* botAI) { return new ChangeCombatStrategyAction(botAI); }
static Action* nc(PlayerbotAI* botAI) { return new ChangeNonCombatStrategyAction(botAI); }
static Action* dead(PlayerbotAI* botAI) { return new ChangeDeadStrategyAction(botAI); }
static Action* spells(PlayerbotAI* botAI) { return new ListSpellsAction(botAI); }
static Action* talents(PlayerbotAI* botAI) { return new ChangeTalentsAction(botAI); }
private:
static Action* range(PlayerbotAI* botAI) { return new RangeAction(botAI); }
static Action* flag(PlayerbotAI* botAI) { return new FlagAction(botAI); }
static Action* craft(PlayerbotAI* botAI) { return new SetCraftAction(botAI); }
static Action* hire(PlayerbotAI* botAI) { return new HireAction(botAI); }
static Action* wts(PlayerbotAI* botAI) { return new WtsAction(botAI); }
static Action* cs(PlayerbotAI* botAI) { return new CustomStrategyEditAction(botAI); }
static Action* debug(PlayerbotAI* botAI) { return new DebugAction(botAI); }
static Action* mail(PlayerbotAI* botAI) { return new MailAction(botAI); }
static Action* go(PlayerbotAI* botAI) { return new GoAction(botAI); }
static Action* sendmail(PlayerbotAI* botAI) { return new SendMailAction(botAI); }
static Action* formation(PlayerbotAI* botAI) { return new SetFormationAction(botAI); }
static Action* stance(PlayerbotAI* botAI) { return new SetStanceAction(botAI); }
static Action* tell_attackers(PlayerbotAI* botAI) { return new TellAttackersAction(botAI); }
static Action* max_dps_chat_shortcut(PlayerbotAI* botAI) { return new MaxDpsChatShortcutAction(botAI); }
static Action* save_mana(PlayerbotAI* botAI) { return new SaveManaAction(botAI); }
static Action* who(PlayerbotAI* botAI) { return new WhoAction(botAI); }
static Action* summon(PlayerbotAI* botAI) { return new SummonAction(botAI); }
static Action* tell_target(PlayerbotAI* botAI) { return new TellTargetAction(botAI); }
static Action* position(PlayerbotAI* botAI) { return new PositionAction(botAI); }
static Action* spirit_healer(PlayerbotAI* botAI) { return new SpiritHealerAction(botAI); }
static Action* rti(PlayerbotAI* botAI) { return new RtiAction(botAI); }
static Action* invite(PlayerbotAI* botAI) { return new InviteToGroupAction(botAI); }
static Action* spell(PlayerbotAI* botAI) { return new TellSpellAction(botAI); }
static Action* cast_custom_spell(PlayerbotAI* botAI) { return new CastCustomSpellAction(botAI); }
static Action* cast_custom_nc_spell(PlayerbotAI* botAI) { return new CastCustomNcSpellAction(botAI); }
static Action* tank_attack_chat_shortcut(PlayerbotAI* botAI) { return new TankAttackChatShortcutAction(botAI); }
static Action* grind_chat_shortcut(PlayerbotAI* botAI) { return new GrindChatShortcutAction(botAI); }
static Action* flee_chat_shortcut(PlayerbotAI* botAI) { return new FleeChatShortcutAction(botAI); }
static Action* runaway_chat_shortcut(PlayerbotAI* botAI) { return new GoawayChatShortcutAction(botAI); }
static Action* stay_chat_shortcut(PlayerbotAI* botAI) { return new StayChatShortcutAction(botAI); }
static Action* follow_chat_shortcut(PlayerbotAI* botAI) { return new FollowChatShortcutAction(botAI); }
static Action* gb(PlayerbotAI* botAI) { return new GuildBankAction(botAI); }
static Action* bank(PlayerbotAI* botAI) { return new BankAction(botAI); }
static Action* help(PlayerbotAI* botAI) { return new HelpAction(botAI); }
static Action* buff(PlayerbotAI* botAI) { return new BuffAction(botAI); }
static Action* destroy(PlayerbotAI* botAI) { return new DestroyItemAction(botAI); }
static Action* home(PlayerbotAI* botAI) { return new SetHomeAction(botAI); }
static Action* chat(PlayerbotAI* botAI) { return new ChangeChatAction(botAI); }
static Action* attack_my_target(PlayerbotAI* botAI) { return new AttackMyTargetAction(botAI); }
static Action* trainer(PlayerbotAI* botAI) { return new TrainerAction(botAI); }
static Action* maintenance(PlayerbotAI* botAI) { return new MaintenanceAction(botAI); }
static Action* remove_glyph(PlayerbotAI* botAI) { return new RemoveGlyphAction(botAI); }
static Action* autogear(PlayerbotAI* botAI) { return new AutoGearAction(botAI); }
static Action* equip_upgrade(PlayerbotAI* botAI) { return new EquipUpgradeAction(botAI); }
static Action* co(PlayerbotAI* botAI) { return new ChangeCombatStrategyAction(botAI); }
static Action* nc(PlayerbotAI* botAI) { return new ChangeNonCombatStrategyAction(botAI); }
static Action* dead(PlayerbotAI* botAI) { return new ChangeDeadStrategyAction(botAI); }
static Action* spells(PlayerbotAI* botAI) { return new ListSpellsAction(botAI); }
static Action* talents(PlayerbotAI* botAI) { return new ChangeTalentsAction(botAI); }
static Action* equip(PlayerbotAI* botAI) { return new EquipAction(botAI); }
static Action* equip_upgrades(PlayerbotAI* botAI) { return new EquipUpgradesAction(botAI); }
static Action* unequip(PlayerbotAI* botAI) { return new UnequipAction(botAI); }
static Action* sell(PlayerbotAI* botAI) { return new SellAction(botAI); }
static Action* buy(PlayerbotAI* botAI) { return new BuyAction(botAI); }
static Action* reward(PlayerbotAI* botAI) { return new RewardAction(botAI); }
static Action* trade(PlayerbotAI* botAI) { return new TradeAction(botAI); }
static Action* equip(PlayerbotAI* botAI) { return new EquipAction(botAI); }
static Action* equip_upgrades(PlayerbotAI* botAI) { return new EquipUpgradesAction(botAI); }
static Action* unequip(PlayerbotAI* botAI) { return new UnequipAction(botAI); }
static Action* sell(PlayerbotAI* botAI) { return new SellAction(botAI); }
static Action* buy(PlayerbotAI* botAI) { return new BuyAction(botAI); }
static Action* reward(PlayerbotAI* botAI) { return new RewardAction(botAI); }
static Action* trade(PlayerbotAI* botAI) { return new TradeAction(botAI); }
static Action* item_count(PlayerbotAI* botAI) { return new TellItemCountAction(botAI); }
static Action* use(PlayerbotAI* botAI) { return new UseItemAction(botAI); }
static Action* repair(PlayerbotAI* botAI) { return new RepairAllAction(botAI); }
static Action* taxi(PlayerbotAI* botAI) { return new TaxiAction(botAI); }
static Action* teleport(PlayerbotAI* botAI) { return new TeleportAction(botAI); }
static Action* release(PlayerbotAI* botAI) { return new ReleaseSpiritAction(botAI); }
static Action* repop(PlayerbotAI* botAI) { return new RepopAction(botAI); }
static Action* query_item_usage(PlayerbotAI* botAI) { return new QueryItemUsageAction(botAI); }
static Action* query_quest(PlayerbotAI* botAI) { return new QueryQuestAction(botAI); }
static Action* drop(PlayerbotAI* botAI) { return new DropQuestAction(botAI); }
static Action* clean_quest_log(PlayerbotAI* botAI) { return new CleanQuestLogAction(botAI); }
static Action* share(PlayerbotAI* botAI) { return new ShareQuestAction(botAI); }
static Action* stats(PlayerbotAI* botAI) { return new StatsAction(botAI); }
static Action* quests(PlayerbotAI* botAI) { return new ListQuestsAction(botAI); }
static Action* leave(PlayerbotAI* botAI) { return new LeaveGroupAction(botAI); }
static Action* reputation(PlayerbotAI* botAI) { return new TellReputationAction(botAI); }
static Action* log(PlayerbotAI* botAI) { return new LogLevelAction(botAI); }
static Action* los(PlayerbotAI* botAI) { return new TellLosAction(botAI); }
static Action* aura(PlayerbotAI* ai) { return new TellAuraAction(ai); }
static Action* ll(PlayerbotAI* botAI) { return new LootStrategyAction(botAI); }
static Action* ss(PlayerbotAI* botAI) { return new SkipSpellsListAction(botAI); }
static Action* add_all_loot(PlayerbotAI* botAI) { return new AddAllLootAction(botAI); }
static Action* reset_ai(PlayerbotAI* botAI) { return new ResetAiAction(botAI); }
static Action* gossip_hello(PlayerbotAI* botAI) { return new GossipHelloAction(botAI); }
static Action* give_leader(PlayerbotAI* botAI) { return new GiveLeaderAction(botAI); }
static Action* cheat(PlayerbotAI* botAI) { return new CheatAction(botAI); }
static Action* ginvite(PlayerbotAI* botAI) { return new GuildInviteAction(botAI); }
static Action* guild_promote(PlayerbotAI* botAI) { return new GuildPromoteAction(botAI); }
static Action* guild_demote(PlayerbotAI* botAI) { return new GuildDemoteAction(botAI); }
static Action* guild_remove(PlayerbotAI* botAI) { return new GuildRemoveAction(botAI); }
static Action* guild_leave(PlayerbotAI* botAI) { return new GuildLeaveAction(botAI); }
static Action* rtsc(PlayerbotAI* botAI) { return new RTSCAction(botAI); }
static Action* naxx_chat_shortcut(PlayerbotAI* ai) { return new NaxxChatShortcutAction(ai); }
static Action* bwl_chat_shortcut(PlayerbotAI* ai) { return new BwlChatShortcutAction(ai); }
static Action* tell_expected_dps(PlayerbotAI* ai) { return new TellExpectedDpsAction(ai); }
static Action* item_count(PlayerbotAI* botAI) { return new TellItemCountAction(botAI); }
static Action* use(PlayerbotAI* botAI) { return new UseItemAction(botAI); }
static Action* repair(PlayerbotAI* botAI) { return new RepairAllAction(botAI); }
static Action* taxi(PlayerbotAI* botAI) { return new TaxiAction(botAI); }
static Action* teleport(PlayerbotAI* botAI) { return new TeleportAction(botAI); }
static Action* release(PlayerbotAI* botAI) { return new ReleaseSpiritAction(botAI); }
static Action* repop(PlayerbotAI* botAI) { return new RepopAction(botAI); }
static Action* query_item_usage(PlayerbotAI* botAI) { return new QueryItemUsageAction(botAI); }
static Action* query_quest(PlayerbotAI* botAI) { return new QueryQuestAction(botAI); }
static Action* drop(PlayerbotAI* botAI) { return new DropQuestAction(botAI); }
static Action* clean_quest_log(PlayerbotAI* botAI) { return new CleanQuestLogAction(botAI); }
static Action* share(PlayerbotAI* botAI) { return new ShareQuestAction(botAI); }
static Action* stats(PlayerbotAI* botAI) { return new StatsAction(botAI); }
static Action* quests(PlayerbotAI* botAI) { return new ListQuestsAction(botAI); }
static Action* leave(PlayerbotAI* botAI) { return new LeaveGroupAction(botAI); }
static Action* reputation(PlayerbotAI* botAI) { return new TellReputationAction(botAI); }
static Action* log(PlayerbotAI* botAI) { return new LogLevelAction(botAI); }
static Action* los(PlayerbotAI* botAI) { return new TellLosAction(botAI); }
static Action* aura(PlayerbotAI* ai) { return new TellAuraAction(ai); }
static Action* ll(PlayerbotAI* botAI) { return new LootStrategyAction(botAI); }
static Action* ss(PlayerbotAI* botAI) { return new SkipSpellsListAction(botAI); }
static Action* add_all_loot(PlayerbotAI* botAI) { return new AddAllLootAction(botAI); }
static Action* reset_ai(PlayerbotAI* botAI) { return new ResetAiAction(botAI); }
static Action* gossip_hello(PlayerbotAI* botAI) { return new GossipHelloAction(botAI); }
static Action* give_leader(PlayerbotAI* botAI) { return new GiveLeaderAction(botAI); }
static Action* cheat(PlayerbotAI* botAI) { return new CheatAction(botAI); }
static Action* ginvite(PlayerbotAI* botAI) { return new GuildInviteAction(botAI); }
static Action* guild_promote(PlayerbotAI* botAI) { return new GuildPromoteAction(botAI); }
static Action* guild_demote(PlayerbotAI* botAI) { return new GuildDemoteAction(botAI); }
static Action* guild_remove(PlayerbotAI* botAI) { return new GuildRemoveAction(botAI); }
static Action* guild_leave(PlayerbotAI* botAI) { return new GuildLeaveAction(botAI); }
static Action* rtsc(PlayerbotAI* botAI) { return new RTSCAction(botAI); }
static Action* naxx_chat_shortcut(PlayerbotAI* ai) { return new NaxxChatShortcutAction(ai); }
static Action* bwl_chat_shortcut(PlayerbotAI* ai) { return new BwlChatShortcutAction(ai); }
static Action* tell_expected_dps(PlayerbotAI* ai) { return new TellExpectedDpsAction(ai); }
};
#endif

View File

@@ -1,12 +1,14 @@
/*
* 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.
* 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 "ChatShortcutActions.h"
#include "Event.h"
#include "Formations.h"
#include "PositionValue.h"
#include "Playerbots.h"
#include "PositionValue.h"
void ReturnPositionResetAction::ResetReturnPosition()
{
@@ -66,7 +68,8 @@ bool FollowChatShortcutAction::Execute(Event event)
}
/* Default mechanics takes care of this now.
if (bot->GetMapId() != master->GetMapId() || (master && bot->GetDistance(master) > sPlayerbotAIConfig->sightDistance))
if (bot->GetMapId() != master->GetMapId() || (master && bot->GetDistance(master) >
sPlayerbotAIConfig->sightDistance))
{
if (bot->isDead())
{
@@ -76,8 +79,8 @@ bool FollowChatShortcutAction::Execute(Event event)
else
botAI->TellMaster("You are too far away from me! I will there soon.");
bot->TeleportTo(master->GetMapId(), master->GetPositionX(), master->GetPositionY(), master->GetPositionZ(), master->GetOrientation());
return true;
bot->TeleportTo(master->GetMapId(), master->GetPositionX(), master->GetPositionY(), master->GetPositionZ(),
master->GetOrientation()); return true;
}
*/

View File

@@ -1,5 +1,6 @@
/*
* 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.
* 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_CHATSHORTCUTACTION_H
@@ -11,80 +12,80 @@ class PlayerbotAI;
class ReturnPositionResetAction : public Action
{
public:
ReturnPositionResetAction(PlayerbotAI* botAI, std::string const name) : Action(botAI, name) { }
public:
ReturnPositionResetAction(PlayerbotAI* botAI, std::string const name) : Action(botAI, name) {}
void ResetReturnPosition();
void SetReturnPosition(float x, float y, float z);
void ResetReturnPosition();
void SetReturnPosition(float x, float y, float z);
};
class FollowChatShortcutAction : public MovementAction
{
public:
FollowChatShortcutAction(PlayerbotAI* botAI) : MovementAction(botAI, "follow chat shortcut") { }
public:
FollowChatShortcutAction(PlayerbotAI* botAI) : MovementAction(botAI, "follow chat shortcut") {}
bool Execute(Event event) override;
bool Execute(Event event) override;
};
class StayChatShortcutAction : public ReturnPositionResetAction
{
public:
StayChatShortcutAction(PlayerbotAI* botAI) : ReturnPositionResetAction(botAI, "stay chat shortcut") { }
public:
StayChatShortcutAction(PlayerbotAI* botAI) : ReturnPositionResetAction(botAI, "stay chat shortcut") {}
bool Execute(Event event) override;
bool Execute(Event event) override;
};
class FleeChatShortcutAction : public ReturnPositionResetAction
{
public:
FleeChatShortcutAction(PlayerbotAI* botAI) : ReturnPositionResetAction(botAI, "flee chat shortcut") { }
public:
FleeChatShortcutAction(PlayerbotAI* botAI) : ReturnPositionResetAction(botAI, "flee chat shortcut") {}
bool Execute(Event event) override;
bool Execute(Event event) override;
};
class GoawayChatShortcutAction : public ReturnPositionResetAction
{
public:
GoawayChatShortcutAction(PlayerbotAI* botAI) : ReturnPositionResetAction(botAI, "runaway chat shortcut") { }
public:
GoawayChatShortcutAction(PlayerbotAI* botAI) : ReturnPositionResetAction(botAI, "runaway chat shortcut") {}
bool Execute(Event event) override;
bool Execute(Event event) override;
};
class GrindChatShortcutAction : public ReturnPositionResetAction
{
public:
GrindChatShortcutAction(PlayerbotAI* botAI) : ReturnPositionResetAction(botAI, "grind chat shortcut") { }
public:
GrindChatShortcutAction(PlayerbotAI* botAI) : ReturnPositionResetAction(botAI, "grind chat shortcut") {}
bool Execute(Event event) override;
bool Execute(Event event) override;
};
class TankAttackChatShortcutAction : public ReturnPositionResetAction
{
public:
TankAttackChatShortcutAction(PlayerbotAI* botAI) : ReturnPositionResetAction(botAI, "tank attack chat shortcut") { }
public:
TankAttackChatShortcutAction(PlayerbotAI* botAI) : ReturnPositionResetAction(botAI, "tank attack chat shortcut") {}
bool Execute(Event event) override;
bool Execute(Event event) override;
};
class MaxDpsChatShortcutAction : public Action
{
public:
MaxDpsChatShortcutAction(PlayerbotAI* botAI) : Action(botAI, "max dps chat shortcut") { }
public:
MaxDpsChatShortcutAction(PlayerbotAI* botAI) : Action(botAI, "max dps chat shortcut") {}
bool Execute(Event event) override;
bool Execute(Event event) override;
};
class NaxxChatShortcutAction : public Action
{
public:
NaxxChatShortcutAction(PlayerbotAI* ai) : Action(ai, "naxx chat shortcut") {}
virtual bool Execute(Event event);
public:
NaxxChatShortcutAction(PlayerbotAI* ai) : Action(ai, "naxx chat shortcut") {}
virtual bool Execute(Event event);
};
class BwlChatShortcutAction : public Action
{
public:
BwlChatShortcutAction(PlayerbotAI* ai) : Action(ai, "bwl chat shortcut") {}
virtual bool Execute(Event event);
public:
BwlChatShortcutAction(PlayerbotAI* ai) : Action(ai, "bwl chat shortcut") {}
virtual bool Execute(Event event);
};
#endif

View File

@@ -1,8 +1,10 @@
/*
* 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.
* 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 "CheatAction.h"
#include "Playerbots.h"
bool CheatAction::Execute(Event event)
@@ -36,7 +38,7 @@ bool CheatAction::Execute(Event event)
BotCheatMask CheatAction::GetCheatMask(std::string const cheat)
{
if (cheat=="taxi")
if (cheat == "taxi")
return BotCheatMask::taxi;
if (cheat == "gold")
@@ -59,7 +61,7 @@ std::string const CheatAction::GetCheatName(BotCheatMask cheatMask)
switch (cheatMask)
{
case BotCheatMask::taxi:
return "taxi";
return "taxi";
case BotCheatMask::gold:
return "gold";
case BotCheatMask::health:
@@ -80,9 +82,9 @@ void CheatAction::ListCheats()
{
BotCheatMask cheatMask = BotCheatMask(1 << i);
if ((uint32)cheatMask & (uint32)sPlayerbotAIConfig->botCheatMask)
out << "[conf:" << GetCheatName(BotCheatMask(cheatMask)) << "]";
out << "[conf:" << GetCheatName(BotCheatMask(cheatMask)) << "]";
else if (botAI->HasCheat(cheatMask))
out << "[" << GetCheatName(BotCheatMask(cheatMask)) << "]";
out << "[" << GetCheatName(BotCheatMask(cheatMask)) << "]";
}
botAI->TellMasterNoFacing(out);

View File

@@ -1,5 +1,6 @@
/*
* 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.
* 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 "Action.h"
@@ -10,13 +11,13 @@ enum class BotCheatMask : uint32;
class CheatAction : public Action
{
public:
CheatAction(PlayerbotAI* botAI) : Action(botAI, "cheat") { }
public:
CheatAction(PlayerbotAI* botAI) : Action(botAI, "cheat") {}
bool Execute(Event event) override;
bool Execute(Event event) override;
private:
static BotCheatMask GetCheatMask(std::string const cheat);
static std::string const GetCheatName(BotCheatMask cheatMask);
void ListCheats();
private:
static BotCheatMask GetCheatMask(std::string const cheat);
static std::string const GetCheatName(BotCheatMask cheatMask);
void ListCheats();
};

View File

@@ -1,8 +1,10 @@
/*
* 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.
* 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 "CheckMailAction.h"
#include "Event.h"
#include "GuildTaskMgr.h"
#include "Playerbots.h"
@@ -74,7 +76,7 @@ void CheckMailAction::ProcessMail(Mail* mail, Player* owner, CharacterDatabaseTr
for (MailItemInfoVec::iterator i = mail->items.begin(); i != mail->items.end(); ++i)
{
Item *item = bot->GetMItem(i->item_guid);
Item* item = bot->GetMItem(i->item_guid);
if (!item)
continue;

View File

@@ -1,5 +1,6 @@
/*
* 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.
* 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_CHECKMAILACTION_H
@@ -14,14 +15,14 @@ struct Mail;
class CheckMailAction : public Action
{
public:
CheckMailAction(PlayerbotAI* botAI) : Action(botAI, "check mail") { }
public:
CheckMailAction(PlayerbotAI* botAI) : Action(botAI, "check mail") {}
bool Execute(Event event) override;
bool isUseful() override;
bool Execute(Event event) override;
bool isUseful() override;
private:
void ProcessMail(Mail* mail, Player* owner, CharacterDatabaseTransaction trans);
private:
void ProcessMail(Mail* mail, Player* owner, CharacterDatabaseTransaction trans);
};
#endif

View File

@@ -1,8 +1,10 @@
/*
* 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.
* 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 "CheckMountStateAction.h"
#include "BattlegroundWS.h"
#include "Event.h"
#include "PlayerbotAI.h"
@@ -12,18 +14,23 @@
bool CheckMountStateAction::Execute(Event event)
{
bool noattackers = AI_VALUE2(bool, "combat", "self target") ? (AI_VALUE(uint8, "attacker count") > 0 ? false : true) : true;
bool noattackers =
AI_VALUE2(bool, "combat", "self target") ? (AI_VALUE(uint8, "attacker count") > 0 ? false : true) : true;
bool enemy = AI_VALUE(Unit*, "enemy player target");
// ignore grind target in BG or bots will dismount near any creature (eg: the rams in AV)
bool dps = (AI_VALUE(Unit*, "dps target") || (!bot->InBattleground() && AI_VALUE(Unit*, "grind target")));
bool fartarget = (enemy && sServerFacade->IsDistanceGreaterThan(AI_VALUE2(float, "distance", "enemy player target"), 40.0f)) ||
bool fartarget =
(enemy && sServerFacade->IsDistanceGreaterThan(AI_VALUE2(float, "distance", "enemy player target"), 40.0f)) ||
(dps && sServerFacade->IsDistanceGreaterThan(AI_VALUE2(float, "distance", "dps target"), 50.0f));
bool attackdistance = false;
bool chasedistance = false;
float attack_distance = 35.0f;
if (PlayerbotAI::IsMelee(bot)) {
if (PlayerbotAI::IsMelee(bot))
{
attack_distance = 10.0f;
} else {
}
else
{
attack_distance = 40.0f;
}
if (enemy)
@@ -31,11 +38,15 @@ bool CheckMountStateAction::Execute(Event event)
if (dps || enemy)
{
attackdistance = (enemy || dps) && sServerFacade->IsDistanceLessThan(AI_VALUE2(float, "distance", "current target"), attack_distance);
chasedistance = enemy && sServerFacade->IsDistanceGreaterThan(AI_VALUE2(float, "distance", "enemy player target"), 45.0f) && AI_VALUE2(bool, "moving", "enemy player target");
attackdistance = (enemy || dps) && sServerFacade->IsDistanceLessThan(
AI_VALUE2(float, "distance", "current target"), attack_distance);
chasedistance =
enemy && sServerFacade->IsDistanceGreaterThan(AI_VALUE2(float, "distance", "enemy player target"), 45.0f) &&
AI_VALUE2(bool, "moving", "enemy player target");
}
if (bot->IsMounted() && attackdistance) {
if (bot->IsMounted() && attackdistance)
{
WorldPacket emptyPacket;
bot->GetSession()->HandleCancelMountAuraOpcode(emptyPacket);
return true;
@@ -48,7 +59,8 @@ bool CheckMountStateAction::Execute(Event event)
return false;
// bool farFromMaster = sServerFacade->GetDistance2d(bot, master) > sPlayerbotAIConfig->sightDistance;
if (master->IsMounted() && !bot->IsMounted() && noattackers && !attackdistance && !bot->IsInCombat() && botAI->GetState() != BOT_STATE_COMBAT)
if (master->IsMounted() && !bot->IsMounted() && noattackers && !attackdistance && !bot->IsInCombat() &&
botAI->GetState() != BOT_STATE_COMBAT)
{
return Mount();
}
@@ -59,7 +71,8 @@ bool CheckMountStateAction::Execute(Event event)
bot->GetSession()->HandleCancelMountAuraOpcode(emptyPacket);
return true;
}
// if (!bot->IsMounted() && (chasedistance || (farFromMaster && botAI->HasStrategy("follow", BOT_STATE_NON_COMBAT))) && !bot->IsInCombat() && !dps)
// if (!bot->IsMounted() && (chasedistance || (farFromMaster && botAI->HasStrategy("follow",
// BOT_STATE_NON_COMBAT))) && !bot->IsInCombat() && !dps)
// return Mount();
// if (!bot->IsFlying() && ((!farFromMaster && !master->IsMounted()) || attackdistance) && bot->IsMounted())
@@ -73,17 +86,20 @@ bool CheckMountStateAction::Execute(Event event)
}
// For random bots
if (!bot->InBattleground() && !master) {
if (!bot->IsMounted() && noattackers && !attackdistance && !bot->IsInCombat()) {
if (!bot->InBattleground() && !master)
{
if (!bot->IsMounted() && noattackers && !attackdistance && !bot->IsInCombat())
{
return Mount();
}
}
if (bot->InBattleground() && !attackdistance && (noattackers || fartarget) && !bot->IsInCombat() && !bot->IsMounted())
if (bot->InBattleground() && !attackdistance && (noattackers || fartarget) && !bot->IsInCombat() &&
!bot->IsMounted())
{
if (bot->GetBattlegroundTypeId() == BATTLEGROUND_WS)
{
BattlegroundWS *bg = (BattlegroundWS*)botAI->GetBot()->GetBattleground();
BattlegroundWS* bg = (BattlegroundWS*)botAI->GetBot()->GetBattleground();
if (bot->HasAura(23333) || bot->HasAura(23335))
{
return false;
@@ -97,11 +113,13 @@ bool CheckMountStateAction::Execute(Event event)
// {
// if (AI_VALUE(GuidPosition, "rpg target"))
// {
// if (sServerFacade->IsDistanceGreaterThan(AI_VALUE2(float, "distance", "rpg target"), sPlayerbotAIConfig->farDistance) && noattackers && !dps && !enemy)
// if (sServerFacade->IsDistanceGreaterThan(AI_VALUE2(float, "distance", "rpg target"),
// sPlayerbotAIConfig->farDistance) && noattackers && !dps && !enemy)
// return Mount();
// }
// if (((!AI_VALUE(GuidVector, "possible rpg targets").empty()) && noattackers && !dps && !enemy) && urand(0, 100) > 50)
// if (((!AI_VALUE(GuidVector, "possible rpg targets").empty()) && noattackers && !dps && !enemy) && urand(0,
// 100) > 50)
// return Mount();
// }
@@ -175,8 +193,8 @@ bool CheckMountStateAction::Mount()
// bot->GetMotionMaster()->MoveIdle();
}
Player* master = GetMaster();
botAI->RemoveShapeshift();
Player* master = GetMaster();
botAI->RemoveShapeshift();
botAI->RemoveAura("tree of life");
int32 masterSpeed = 59;
SpellInfo const* masterSpell = nullptr;
@@ -213,7 +231,7 @@ bool CheckMountStateAction::Mount()
bool hasSwiftMount = false;
//std::map<int32, std::vector<uint32> > spells;
// std::map<int32, std::vector<uint32> > spells;
std::map<uint32, std::map<int32, std::vector<uint32>>> allSpells;
for (PlayerSpellMap::iterator itr = bot->GetSpellMap().begin(); itr != bot->GetSpellMap().end(); ++itr)
{
@@ -226,16 +244,20 @@ bool CheckMountStateAction::Mount()
continue;
int32 effect = std::max(spellInfo->Effects[1].BasePoints, spellInfo->Effects[2].BasePoints);
//if (effect < masterSpeed)
//continue;
// if (effect < masterSpeed)
// continue;
uint32 index = (spellInfo->Effects[1].ApplyAuraName == SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED ||
spellInfo->Effects[2].ApplyAuraName == SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED) ? 1 : 0;
spellInfo->Effects[2].ApplyAuraName == SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED)
? 1
: 0;
if (index == 0 && std::max(spellInfo->Effects[EFFECT_1].BasePoints, spellInfo->Effects[EFFECT_2].BasePoints) > 59)
if (index == 0 &&
std::max(spellInfo->Effects[EFFECT_1].BasePoints, spellInfo->Effects[EFFECT_2].BasePoints) > 59)
hasSwiftMount = true;
if (index == 1 && std::max(spellInfo->Effects[EFFECT_1].BasePoints, spellInfo->Effects[EFFECT_2].BasePoints) > 149)
if (index == 1 &&
std::max(spellInfo->Effects[EFFECT_1].BasePoints, spellInfo->Effects[EFFECT_2].BasePoints) > 149)
hasSwiftMount = true;
allSpells[index][effect].push_back(spellId);
@@ -245,7 +267,9 @@ bool CheckMountStateAction::Mount()
if (masterSpell)
{
masterMountType = (masterSpell->Effects[1].ApplyAuraName == SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED ||
masterSpell->Effects[2].ApplyAuraName == SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED) ? 1 : 0;
masterSpell->Effects[2].ApplyAuraName == SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED)
? 1
: 0;
}
std::map<int32, std::vector<uint32>>& spells = allSpells[masterMountType];
@@ -260,10 +284,12 @@ bool CheckMountStateAction::Mount()
if (!spellInfo)
continue;
if (masterMountType == 0 && masterSpeed > 59 && std::max(spellInfo->Effects[EFFECT_1].BasePoints, spellInfo->Effects[EFFECT_2].BasePoints) < 99)
if (masterMountType == 0 && masterSpeed > 59 &&
std::max(spellInfo->Effects[EFFECT_1].BasePoints, spellInfo->Effects[EFFECT_2].BasePoints) < 99)
spells[59].clear();
if (masterMountType == 1 && masterSpeed > 149 && std::max(spellInfo->Effects[EFFECT_1].BasePoints, spellInfo->Effects[EFFECT_2].BasePoints) < 279)
if (masterMountType == 1 && masterSpeed > 149 &&
std::max(spellInfo->Effects[EFFECT_1].BasePoints, spellInfo->Effects[EFFECT_2].BasePoints) < 279)
spells[149].clear();
}
}
@@ -276,8 +302,8 @@ bool CheckMountStateAction::Mount()
if (index >= ids.size())
continue;
return botAI->CastSpell(ids[index], bot);;
return botAI->CastSpell(ids[index], bot);
;
}
std::vector<Item*> items = AI_VALUE2(std::vector<Item*>, "inventory items", "mount");

View File

@@ -1,5 +1,6 @@
/*
* 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.
* 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_CHECKMOUNTSTATEACTION_H
@@ -11,13 +12,13 @@ class PlayerbotAI;
class CheckMountStateAction : public UseItemAction
{
public:
CheckMountStateAction(PlayerbotAI* botAI) : UseItemAction(botAI, "check mount state", true) { }
public:
CheckMountStateAction(PlayerbotAI* botAI) : UseItemAction(botAI, "check mount state", true) {}
bool Execute(Event event) override;
bool isUseful() override;
bool isPossible() override { return true; }
bool Mount();
bool Execute(Event event) override;
bool isUseful() override;
bool isPossible() override { return true; }
bool Mount();
};
#endif

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@@ -1,15 +1,15 @@
/*
* 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.
* 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 "CheckValuesAction.h"
#include "Event.h"
#include "Playerbots.h"
#include "ServerFacade.h"
CheckValuesAction::CheckValuesAction(PlayerbotAI* botAI) : Action(botAI, "check values")
{
}
CheckValuesAction::CheckValuesAction(PlayerbotAI* botAI) : Action(botAI, "check values") {}
bool CheckValuesAction::Execute(Event event)
{

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@@ -1,5 +1,6 @@
/*
* 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.
* 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_CHECKVALUESACTION_H
@@ -11,10 +12,10 @@ class PlayerbotAI;
class CheckValuesAction : public Action
{
public:
CheckValuesAction(PlayerbotAI* botAI);
public:
CheckValuesAction(PlayerbotAI* botAI);
bool Execute(Event event) override;
bool Execute(Event event) override;
};
#endif

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@@ -1,18 +1,20 @@
/*
* 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.
* 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 "ChooseRpgTargetAction.h"
#include <random>
#include "BattlegroundMgr.h"
#include "BudgetValues.h"
#include "ChatHelper.h"
#include "Event.h"
#include "Formations.h"
#include "GuildCreateActions.h"
#include "PossibleRpgTargetsValue.h"
#include "Playerbots.h"
#include <random>
#include "PossibleRpgTargetsValue.h"
bool ChooseRpgTargetAction::HasSameTarget(ObjectGuid guid, uint32 max, GuidVector const& nearGuids)
{
@@ -117,7 +119,7 @@ bool ChooseRpgTargetAction::Execute(Event event)
if (urand(0, 9))
{
for (auto target : ignoreList)
for (auto target : ignoreList)
targets.erase(target);
}
@@ -188,7 +190,8 @@ bool ChooseRpgTargetAction::Execute(Event event)
if (targets.empty())
{
LOG_DEBUG("playerbots", "{} can't choose RPG target: all {} are not available", bot->GetName().c_str(), possibleTargets.size());
LOG_DEBUG("playerbots", "{} can't choose RPG target: all {} are not available", bot->GetName().c_str(),
possibleTargets.size());
RESET_AI_VALUE(GuidSet&, "ignore rpg target");
RESET_AI_VALUE(GuidPosition, "rpg target");
return false;
@@ -280,7 +283,8 @@ bool ChooseRpgTargetAction::isFollowValid(Player* bot, WorldPosition pos)
if (realMaster->IsInWorld() && realMaster->GetMap()->IsDungeon() && bot->GetMapId() == realMaster->GetMapId())
inDungeon = true;
if (realMaster && realMaster->IsInWorld() && realMaster->GetMap()->IsDungeon() && (realMaster->GetMapId() != pos.getMapId()))
if (realMaster && realMaster->IsInWorld() && realMaster->GetMap()->IsDungeon() &&
(realMaster->GetMapId() != pos.getMapId()))
return false;
}
@@ -299,7 +303,8 @@ bool ChooseRpgTargetAction::isFollowValid(Player* bot, WorldPosition pos)
if (!botAI->HasActivePlayerMaster() && distance < 50.0f)
{
Player* player = master;
if (!master->isMoving() || PAI_VALUE(WorldPosition, "last long move").distance(pos) < sPlayerbotAIConfig->reactDistance)
if (!master->isMoving() ||
PAI_VALUE(WorldPosition, "last long move").distance(pos) < sPlayerbotAIConfig->reactDistance)
return true;
}
@@ -310,7 +315,7 @@ bool ChooseRpgTargetAction::isFollowValid(Player* bot, WorldPosition pos)
return true;
if (distance < formation->GetMaxDistance())
return true;
return true;
return false;
}

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@@ -1,5 +1,6 @@
/*
* 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.
* 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_CHOOSERPGTARGETACTION_H
@@ -16,27 +17,27 @@ class WorldPosition;
class ChooseRpgTargetAction : public Action
{
public:
ChooseRpgTargetAction(PlayerbotAI* botAI, std::string const name = "choose rpg target") : Action(botAI, name) { }
public:
ChooseRpgTargetAction(PlayerbotAI* botAI, std::string const name = "choose rpg target") : Action(botAI, name) {}
bool Execute(Event event) override;
bool isUseful() override;
bool Execute(Event event) override;
bool isUseful() override;
static bool isFollowValid(Player* bot, WorldObject* target);
static bool isFollowValid(Player* bot, WorldPosition pos);
static bool isFollowValid(Player* bot, WorldObject* target);
static bool isFollowValid(Player* bot, WorldPosition pos);
private:
float getMaxRelevance(GuidPosition guidP);
bool HasSameTarget(ObjectGuid guid, uint32 max, GuidVector const& nearGuids);
private:
float getMaxRelevance(GuidPosition guidP);
bool HasSameTarget(ObjectGuid guid, uint32 max, GuidVector const& nearGuids);
};
class ClearRpgTargetAction : public ChooseRpgTargetAction
{
public:
ClearRpgTargetAction(PlayerbotAI* botAI) : ChooseRpgTargetAction(botAI, "clear rpg target") { }
public:
ClearRpgTargetAction(PlayerbotAI* botAI) : ChooseRpgTargetAction(botAI, "clear rpg target") {}
bool Execute(Event event) override;
bool isUseful() override;
bool Execute(Event event) override;
bool isUseful() override;
};
#endif

View File

@@ -1,13 +1,15 @@
/*
* 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.
* 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 "ChooseTargetActions.h"
#include "ChooseRpgTargetAction.h"
#include "Event.h"
#include "LootObjectStack.h"
#include "PossibleRpgTargetsValue.h"
#include "Playerbots.h"
#include "PossibleRpgTargetsValue.h"
#include "ServerFacade.h"
bool AttackEnemyPlayerAction::isUseful()
@@ -22,19 +24,21 @@ bool AttackEnemyPlayerAction::isUseful()
bool AttackEnemyFlagCarrierAction::isUseful()
{
Unit* target = context->GetValue<Unit*>("enemy flag carrier")->Get();
return target && sServerFacade->IsDistanceLessOrEqualThan(sServerFacade->GetDistance2d(bot, target), 75.0f) && (bot->HasAura(23333) || bot->HasAura(23335) || bot->HasAura(34976));
return target && sServerFacade->IsDistanceLessOrEqualThan(sServerFacade->GetDistance2d(bot, target), 75.0f) &&
(bot->HasAura(23333) || bot->HasAura(23335) || bot->HasAura(34976));
}
bool AttackAnythingAction::isUseful()
{
if (!botAI->AllowActivity(GRIND_ACTIVITY)) //Bot not allowed to be active
if (!botAI->AllowActivity(GRIND_ACTIVITY)) // Bot not allowed to be active
return false;
if (!AI_VALUE(bool, "can move around"))
return false;
if (context->GetValue<TravelTarget*>("travel target")->Get()->isTraveling() &&
ChooseRpgTargetAction::isFollowValid(bot, *context->GetValue<TravelTarget*>("travel target")->Get()->getPosition())) //Bot is traveling
if (context->GetValue<TravelTarget*>("travel target")->Get()->isTraveling() &&
ChooseRpgTargetAction::isFollowValid(
bot, *context->GetValue<TravelTarget*>("travel target")->Get()->getPosition())) // Bot is traveling
return false;
// if (bot->IsInCombat()) {
// return false;
@@ -45,10 +49,11 @@ bool AttackAnythingAction::isUseful()
return false;
std::string const name = std::string(target->GetName());
if (!name.empty() && name.find("Dummy") != std::string::npos) // Target is not a targetdummy
if (!name.empty() && name.find("Dummy") != std::string::npos) // Target is not a targetdummy
return false;
// if (!ChooseRpgTargetAction::isFollowValid(bot, target)) //Do not grind mobs far away from master.
// if (!ChooseRpgTargetAction::isFollowValid(bot, target)) //Do not grind mobs far
// away from master.
// return false;
return true;
@@ -115,10 +120,7 @@ bool AttackAnythingAction::Execute(Event event)
return result;
}
bool AttackAnythingAction::isPossible()
{
return AttackAction::isPossible() && GetTarget();
}
bool AttackAnythingAction::isPossible() { return AttackAction::isPossible() && GetTarget(); }
bool DpsAssistAction::isUseful()
{

View File

@@ -1,5 +1,6 @@
/*
* 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.
* 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_CHOOSETARGETACTIONS_H
@@ -11,80 +12,80 @@ class PlayerbotAI;
class DpsAoeAction : public AttackAction
{
public:
DpsAoeAction(PlayerbotAI* botAI) : AttackAction(botAI, "dps aoe") { }
public:
DpsAoeAction(PlayerbotAI* botAI) : AttackAction(botAI, "dps aoe") {}
std::string const GetTargetName() override { return "dps aoe target"; }
std::string const GetTargetName() override { return "dps aoe target"; }
};
class DpsAssistAction : public AttackAction
{
public:
DpsAssistAction(PlayerbotAI* botAI) : AttackAction(botAI, "dps assist") { }
public:
DpsAssistAction(PlayerbotAI* botAI) : AttackAction(botAI, "dps assist") {}
std::string const GetTargetName() override { return "dps target"; }
bool isUseful() override;
std::string const GetTargetName() override { return "dps target"; }
bool isUseful() override;
};
class TankAssistAction : public AttackAction
{
public:
TankAssistAction(PlayerbotAI* botAI) : AttackAction(botAI, "tank assist") { }
public:
TankAssistAction(PlayerbotAI* botAI) : AttackAction(botAI, "tank assist") {}
std::string const GetTargetName() override { return "tank target"; }
std::string const GetTargetName() override { return "tank target"; }
};
class AttackAnythingAction : public AttackAction
{
public:
AttackAnythingAction(PlayerbotAI* botAI) : AttackAction(botAI, "attack anything") { }
public:
AttackAnythingAction(PlayerbotAI* botAI) : AttackAction(botAI, "attack anything") {}
std::string const GetTargetName() override { return "grind target"; }
bool Execute(Event event) override;
bool isUseful() override;
bool isPossible() override;
std::string const GetTargetName() override { return "grind target"; }
bool Execute(Event event) override;
bool isUseful() override;
bool isPossible() override;
};
class AttackLeastHpTargetAction : public AttackAction
{
public:
AttackLeastHpTargetAction(PlayerbotAI* botAI) : AttackAction(botAI, "attack least hp target") { }
public:
AttackLeastHpTargetAction(PlayerbotAI* botAI) : AttackAction(botAI, "attack least hp target") {}
std::string const GetTargetName() override { return "least hp target"; }
std::string const GetTargetName() override { return "least hp target"; }
};
class AttackEnemyPlayerAction : public AttackAction
{
public:
AttackEnemyPlayerAction(PlayerbotAI* botAI) : AttackAction(botAI, "attack enemy player") { }
public:
AttackEnemyPlayerAction(PlayerbotAI* botAI) : AttackAction(botAI, "attack enemy player") {}
std::string const GetTargetName() override { return "enemy player target"; }
bool isUseful() override;
std::string const GetTargetName() override { return "enemy player target"; }
bool isUseful() override;
};
class AttackRtiTargetAction : public AttackAction
{
public:
AttackRtiTargetAction(PlayerbotAI* botAI) : AttackAction(botAI, "attack rti target") { }
public:
AttackRtiTargetAction(PlayerbotAI* botAI) : AttackAction(botAI, "attack rti target") {}
std::string const GetTargetName() override { return "rti target"; }
std::string const GetTargetName() override { return "rti target"; }
};
class AttackEnemyFlagCarrierAction : public AttackAction
{
public:
AttackEnemyFlagCarrierAction(PlayerbotAI* botAI) : AttackAction(botAI, "attack enemy flag carrier") { }
public:
AttackEnemyFlagCarrierAction(PlayerbotAI* botAI) : AttackAction(botAI, "attack enemy flag carrier") {}
std::string const GetTargetName() override { return "enemy flag carrier"; }
bool isUseful() override;
std::string const GetTargetName() override { return "enemy flag carrier"; }
bool isUseful() override;
};
class DropTargetAction : public Action
{
public:
DropTargetAction(PlayerbotAI* botAI) : Action(botAI, "drop target") { }
public:
DropTargetAction(PlayerbotAI* botAI) : Action(botAI, "drop target") {}
bool Execute(Event event) override;
bool Execute(Event event) override;
};
#endif

View File

@@ -1,97 +1,106 @@
/*
* 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.
* 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 "ChooseTravelTargetAction.h"
#include "ChatHelper.h"
#include "LootObjectStack.h"
#include "Playerbots.h"
bool ChooseTravelTargetAction::Execute(Event event)
{
//Get the current travel target. This target is no longer active.
// Get the current travel target. This target is no longer active.
TravelTarget* oldTarget = context->GetValue<TravelTarget*>("travel target")->Get();
//Select a new target to travel to.
// Select a new target to travel to.
TravelTarget newTarget = TravelTarget(botAI);
getNewTarget(&newTarget, oldTarget);
//If the new target is not active we failed.
// If the new target is not active we failed.
if (!newTarget.isActive())
return false;
return false;
setNewTarget(&newTarget, oldTarget);
return true;
}
//Select a new travel target.
//Currently this selectes mostly based on priority (current quest > new quest).
//This works fine because destinations can be full (max 15 bots per quest giver, max 1 bot per quest mob).
// Select a new travel target.
// Currently this selectes mostly based on priority (current quest > new quest).
// This works fine because destinations can be full (max 15 bots per quest giver, max 1 bot per quest mob).
//
//Eventually we want to rewrite this to be more intelligent.
// Eventually we want to rewrite this to be more intelligent.
void ChooseTravelTargetAction::getNewTarget(TravelTarget* newTarget, TravelTarget* oldTarget)
{
bool foundTarget = false;
foundTarget = SetGroupTarget(newTarget); //Join groups members
foundTarget = SetGroupTarget(newTarget); // Join groups members
//Enpty bags/repair
if (!foundTarget && urand(1, 100) > 10) //90% chance
if (AI_VALUE2(bool, "group or", "should sell,can sell,following party,near leader") || AI_VALUE2(bool, "group or", "should repair,can repair,following party,near leader"))
foundTarget = SetRpgTarget(newTarget); //Go to town to sell items or repair
// Enpty bags/repair
if (!foundTarget && urand(1, 100) > 10) // 90% chance
if (AI_VALUE2(bool, "group or", "should sell,can sell,following party,near leader") ||
AI_VALUE2(bool, "group or", "should repair,can repair,following party,near leader"))
foundTarget = SetRpgTarget(newTarget); // Go to town to sell items or repair
//Rpg in city
if (!foundTarget && urand(1, 100) > 90) //10% chance
foundTarget = SetNpcFlagTarget(newTarget, { UNIT_NPC_FLAG_BANKER,UNIT_NPC_FLAG_BATTLEMASTER,UNIT_NPC_FLAG_AUCTIONEER });
// Rpg in city
if (!foundTarget && urand(1, 100) > 90) // 10% chance
foundTarget =
SetNpcFlagTarget(newTarget, {UNIT_NPC_FLAG_BANKER, UNIT_NPC_FLAG_BATTLEMASTER, UNIT_NPC_FLAG_AUCTIONEER});
//Grind for money
if (!foundTarget && AI_VALUE(bool, "should get money")) {
// Grind for money
if (!foundTarget && AI_VALUE(bool, "should get money"))
{
if (urand(1, 100) > 66)
{
foundTarget = SetQuestTarget(newTarget, true); //Turn in quests for money.
foundTarget = SetQuestTarget(newTarget, true); // Turn in quests for money.
if (!foundTarget)
foundTarget = SetQuestTarget(newTarget); //Do low level quests
} else if (urand(1, 100) > 50) {
foundTarget = SetGrindTarget(newTarget); //Go grind mobs for money
} else {
foundTarget = SetNewQuestTarget(newTarget); //Find a low level quest to do
foundTarget = SetQuestTarget(newTarget); // Do low level quests
}
else if (urand(1, 100) > 50)
{
foundTarget = SetGrindTarget(newTarget); // Go grind mobs for money
}
else
{
foundTarget = SetNewQuestTarget(newTarget); // Find a low level quest to do
}
}
//Continue
if (!foundTarget && urand(1, 100) > 10) //90% chance
foundTarget = SetCurrentTarget(newTarget, oldTarget); //Extend current target.
// Continue
if (!foundTarget && urand(1, 100) > 10) // 90% chance
foundTarget = SetCurrentTarget(newTarget, oldTarget); // Extend current target.
//Dungeon in group
if (!foundTarget && urand(1, 100) > 50) //50% chance
// Dungeon in group
if (!foundTarget && urand(1, 100) > 50) // 50% chance
if (AI_VALUE(bool, "can fight boss"))
foundTarget = SetBossTarget(newTarget); //Go fight a (dungeon boss)
foundTarget = SetBossTarget(newTarget); // Go fight a (dungeon boss)
if (!foundTarget && urand(1, 100) > 5) //95% chance
foundTarget = SetQuestTarget(newTarget); //Do a target of an active quest.
if (!foundTarget && urand(1, 100) > 5) // 95% chance
foundTarget = SetQuestTarget(newTarget); // Do a target of an active quest.
if (!foundTarget && urand(1, 100) > 5)
foundTarget = SetNewQuestTarget(newTarget); //Find a new quest to do.
foundTarget = SetNewQuestTarget(newTarget); // Find a new quest to do.
if (!foundTarget && botAI->HasStrategy("explore", BOT_STATE_NON_COMBAT)) //Explore a unexplored sub-zone.
if (!foundTarget && botAI->HasStrategy("explore", BOT_STATE_NON_COMBAT)) // Explore a unexplored sub-zone.
foundTarget = SetExploreTarget(newTarget);
// if (!foundTarget)
//foundTarget = SetRpgTarget(target);
// foundTarget = SetRpgTarget(target);
if (!foundTarget)
SetNullTarget(newTarget); //Idle a bit.
SetNullTarget(newTarget); // Idle a bit.
}
void ChooseTravelTargetAction::setNewTarget(TravelTarget* newTarget, TravelTarget* oldTarget)
{
//Tell the master where we are going.
// Tell the master where we are going.
if (!bot->GetGroup() || (botAI->GetGroupMaster() == bot))
ReportTravelTarget(newTarget, oldTarget);
//If we are heading to a creature/npc clear it from the ignore list.
// If we are heading to a creature/npc clear it from the ignore list.
if (oldTarget && oldTarget == newTarget && newTarget->getEntry())
{
GuidSet& ignoreList = context->GetValue<GuidSet&>("ignore rpg target")->Get();
@@ -107,22 +116,23 @@ void ChooseTravelTargetAction::setNewTarget(TravelTarget* newTarget, TravelTarge
context->GetValue<GuidSet&>("ignore rpg target")->Set(ignoreList);
}
//Actually apply the new target to the travel target used by the bot.
// Actually apply the new target to the travel target used by the bot.
oldTarget->copyTarget(newTarget);
//If we are idling but have a master. Idle only 10 seconds.
if (botAI->GetMaster() && oldTarget->isActive() && oldTarget->getDestination()->getName() == "NullTravelDestination")
// If we are idling but have a master. Idle only 10 seconds.
if (botAI->GetMaster() && oldTarget->isActive() &&
oldTarget->getDestination()->getName() == "NullTravelDestination")
oldTarget->setExpireIn(10 * IN_MILLISECONDS);
else if (oldTarget->isForced()) // Make sure travel goes into cooldown after getting to the destination.
else if (oldTarget->isForced()) // Make sure travel goes into cooldown after getting to the destination.
oldTarget->setExpireIn(HOUR * IN_MILLISECONDS);
//Clear rpg and pull/grind target. We want to travel, not hang around some more.
// Clear rpg and pull/grind target. We want to travel, not hang around some more.
RESET_AI_VALUE(GuidPosition, "rpg target");
RESET_AI_VALUE(ObjectGuid, "pull target");
}
//Tell the master what travel target we are moving towards.
//This should at some point be rewritten to be denser or perhaps logic moved to ->getTitle()
// Tell the master what travel target we are moving towards.
// This should at some point be rewritten to be denser or perhaps logic moved to ->getTitle()
void ChooseTravelTargetAction::ReportTravelTarget(TravelTarget* newTarget, TravelTarget* oldTarget)
{
TravelDestination* destination = newTarget->getDestination();
@@ -133,7 +143,8 @@ void ChooseTravelTargetAction::ReportTravelTarget(TravelTarget* newTarget, Trave
if (newTarget->isForced())
out << "(Forced) ";
if (destination->getName() == "QuestRelationTravelDestination" || destination->getName() == "QuestObjectiveTravelDestination")
if (destination->getName() == "QuestRelationTravelDestination" ||
destination->getName() == "QuestObjectiveTravelDestination")
{
QuestTravelDestination* QuestDestination = (QuestTravelDestination*)destination;
Quest const* quest = QuestDestination->GetQuestTemplate();
@@ -179,7 +190,7 @@ void ChooseTravelTargetAction::ReportTravelTarget(TravelTarget* newTarget, Trave
out << round(newTarget->getDestination()->distanceTo(&botLocation)) << "y";
out << " for ";
out << " for ";
if (AI_VALUE2(bool, "group or", "should sell,can sell"))
out << "selling items";
@@ -264,20 +275,22 @@ void ChooseTravelTargetAction::ReportTravelTarget(TravelTarget* newTarget, Trave
}
}
bool ChooseTravelTargetAction::getBestDestination(std::vector<TravelDestination*>* activeDestinations, std::vector<WorldPosition*>* activePoints)
bool ChooseTravelTargetAction::getBestDestination(std::vector<TravelDestination*>* activeDestinations,
std::vector<WorldPosition*>* activePoints)
{
if (activeDestinations->empty() || activePoints->empty()) //No targets or no points.
if (activeDestinations->empty() || activePoints->empty()) // No targets or no points.
return false;
WorldPosition botLocation(bot);
std::vector<WorldPosition*> availablePoints = sTravelMgr->getNextPoint(&botLocation, *activePoints); //Pick a good point.
std::vector<WorldPosition*> availablePoints =
sTravelMgr->getNextPoint(&botLocation, *activePoints); // Pick a good point.
if (availablePoints.empty()) //No points available.
if (availablePoints.empty()) // No points available.
return false;
TravelDestination* targetDestination;
for (auto activeTarget : *activeDestinations) //Pick the destination that has this point.
for (auto activeTarget : *activeDestinations) // Pick the destination that has this point.
if (activeTarget->distanceTo(availablePoints.front()) == 0)
targetDestination = activeTarget;
@@ -319,7 +332,7 @@ bool ChooseTravelTargetAction::SetGroupTarget(TravelTarget* target)
}
}
//Find targets of the group.
// Find targets of the group.
for (auto& member : groupPlayers)
{
Player* player = ObjectAccessor::FindPlayer(member);
@@ -341,7 +354,8 @@ bool ChooseTravelTargetAction::SetGroupTarget(TravelTarget* target)
if (!groupTarget->isActive())
continue;
if (!groupTarget->getDestination()->isActive(bot) || groupTarget->getDestination()->getName() == "RpgTravelDestination")
if (!groupTarget->getDestination()->isActive(bot) ||
groupTarget->getDestination()->getName() == "RpgTravelDestination")
continue;
activeDestinations.push_back(groupTarget->getDestination());
@@ -363,10 +377,10 @@ bool ChooseTravelTargetAction::SetCurrentTarget(TravelTarget* target, TravelTarg
if (oldTarget->isMaxRetry(false))
return false;
if (!oldDestination) //Does this target have a destination?
if (!oldDestination) // Does this target have a destination?
return false;
if (!oldDestination->isActive(bot)) //Is the destination still valid?
if (!oldDestination->isActive(bot)) // Is the destination still valid?
return false;
WorldPosition botLocation(bot);
@@ -390,7 +404,7 @@ bool ChooseTravelTargetAction::SetQuestTarget(TravelTarget* target, bool onlyCom
WorldPosition botLocation(bot);
//Find destinations related to the active quests.
// Find destinations related to the active quests.
for (auto& quest : questMap)
{
if (bot->IsQuestRewarded(quest.first))
@@ -399,10 +413,12 @@ bool ChooseTravelTargetAction::SetQuestTarget(TravelTarget* target, bool onlyCom
uint32 questId = quest.first;
QuestStatusData* questStatus = &quest.second;
if (onlyCompleted && sObjectMgr->GetQuestTemplate(questId) && !bot->CanRewardQuest(sObjectMgr->GetQuestTemplate(questId), false))
if (onlyCompleted && sObjectMgr->GetQuestTemplate(questId) &&
!bot->CanRewardQuest(sObjectMgr->GetQuestTemplate(questId), false))
continue;
std::vector<TravelDestination*> questDestinations = sTravelMgr->getQuestTravelDestinations(bot, questId, botAI->HasRealPlayerMaster(), false, 5000);
std::vector<TravelDestination*> questDestinations =
sTravelMgr->getQuestTravelDestinations(bot, questId, botAI->HasRealPlayerMaster(), false, 5000);
std::vector<WorldPosition*> questPoints;
for (auto& questDestination : questDestinations)
@@ -417,7 +433,6 @@ bool ChooseTravelTargetAction::SetQuestTarget(TravelTarget* target, bool onlyCom
activeDestinations.push_back(questDestinations.front());
activePoints.push_back(questPoints.front());
}
}
if (!getBestDestination(&activeDestinations, &activePoints))
@@ -435,12 +450,13 @@ bool ChooseTravelTargetAction::SetNewQuestTarget(TravelTarget* target)
WorldPosition botLocation(bot);
//Find quest givers.
std::vector<TravelDestination*> TravelDestinations = sTravelMgr->getQuestTravelDestinations(bot, -1, botAI->HasRealPlayerMaster());
// Find quest givers.
std::vector<TravelDestination*> TravelDestinations =
sTravelMgr->getQuestTravelDestinations(bot, -1, botAI->HasRealPlayerMaster());
activeDestinations.insert(activeDestinations.end(), TravelDestinations.begin(), TravelDestinations.end());
//Pick one good point per destination.
// Pick one good point per destination.
for (auto& activeTarget : activeDestinations)
{
std::vector<WorldPosition*> points = activeTarget->nextPoint(&botLocation);
@@ -463,12 +479,13 @@ bool ChooseTravelTargetAction::SetRpgTarget(TravelTarget* target)
WorldPosition botLocation(bot);
//Find rpg npcs
std::vector<TravelDestination*> TravelDestinations = sTravelMgr->getRpgTravelDestinations(bot, botAI->HasRealPlayerMaster());
// Find rpg npcs
std::vector<TravelDestination*> TravelDestinations =
sTravelMgr->getRpgTravelDestinations(bot, botAI->HasRealPlayerMaster());
activeDestinations.insert(activeDestinations.end(), TravelDestinations.begin(), TravelDestinations.end());
//Pick one good point per destination.
// Pick one good point per destination.
for (auto& activeTarget : activeDestinations)
{
std::vector<WorldPosition*> points = activeTarget->nextPoint(&botLocation);
@@ -491,12 +508,13 @@ bool ChooseTravelTargetAction::SetGrindTarget(TravelTarget* target)
WorldPosition botLocation(bot);
//Find grind mobs.
std::vector<TravelDestination*> TravelDestinations = sTravelMgr->getGrindTravelDestinations(bot, botAI->HasRealPlayerMaster());
// Find grind mobs.
std::vector<TravelDestination*> TravelDestinations =
sTravelMgr->getGrindTravelDestinations(bot, botAI->HasRealPlayerMaster());
activeDestinations.insert(activeDestinations.end(), TravelDestinations.begin(), TravelDestinations.end());
//Pick one good point per destination.
// Pick one good point per destination.
for (auto& activeTarget : activeDestinations)
{
std::vector<WorldPosition*> points = activeTarget->nextPoint(&botLocation);
@@ -519,12 +537,13 @@ bool ChooseTravelTargetAction::SetBossTarget(TravelTarget* target)
WorldPosition botLocation(bot);
//Find boss mobs.
std::vector<TravelDestination*> TravelDestinations = sTravelMgr->getBossTravelDestinations(bot, botAI->HasRealPlayerMaster());
// Find boss mobs.
std::vector<TravelDestination*> TravelDestinations =
sTravelMgr->getBossTravelDestinations(bot, botAI->HasRealPlayerMaster());
activeDestinations.insert(activeDestinations.end(), TravelDestinations.begin(), TravelDestinations.end());
//Pick one good point per destination.
// Pick one good point per destination.
for (auto& activeTarget : activeDestinations)
{
std::vector<WorldPosition*> points = activeTarget->nextPoint(&botLocation);
@@ -547,7 +566,7 @@ bool ChooseTravelTargetAction::SetExploreTarget(TravelTarget* target)
WorldPosition botLocation(bot);
//Find quest givers.
// Find quest givers.
std::vector<TravelDestination*> TravelDestinations = sTravelMgr->getExploreTravelDestinations(bot, true, true);
activeDestinations.insert(activeDestinations.end(), TravelDestinations.begin(), TravelDestinations.end());
@@ -589,7 +608,8 @@ bool ChooseTravelTargetAction::SetExploreTarget(TravelTarget* target)
char* strstri(char const* haystack, char const* needle);
bool ChooseTravelTargetAction::SetNpcFlagTarget(TravelTarget* target, std::vector<NPCFlags> flags, std::string const name, std::vector<uint32> items)
bool ChooseTravelTargetAction::SetNpcFlagTarget(TravelTarget* target, std::vector<NPCFlags> flags,
std::string const name, std::vector<uint32> items)
{
WorldPosition botPos(bot);
@@ -615,7 +635,8 @@ bool ChooseTravelTargetAction::SetNpcFlagTarget(TravelTarget* target, std::vecto
if (!foundFlag)
continue;
if (!name.empty() && !strstri(cInfo->Name.c_str(), name.c_str()) && !strstri(cInfo->SubName.c_str(), name.c_str()))
if (!name.empty() && !strstri(cInfo->Name.c_str(), name.c_str()) &&
!strstri(cInfo->SubName.c_str(), name.c_str()))
continue;
if (!items.empty())
@@ -652,10 +673,11 @@ bool ChooseTravelTargetAction::SetNpcFlagTarget(TravelTarget* target, std::vecto
if (!dests.empty())
{
TravelDestination* dest = *std::min_element(dests.begin(), dests.end(), [botPos](TravelDestination* i, TravelDestination* j)
{
return i->distanceTo(const_cast<WorldPosition*>(&botPos)) < j->distanceTo(const_cast<WorldPosition*>(&botPos));
});
TravelDestination* dest = *std::min_element(dests.begin(), dests.end(),
[botPos](TravelDestination* i, TravelDestination* j) {
return i->distanceTo(const_cast<WorldPosition*>(&botPos)) <
j->distanceTo(const_cast<WorldPosition*>(&botPos));
});
std::vector<WorldPosition*> points = dest->nextPoint(const_cast<WorldPosition*>(&botPos), true);
if (points.empty())
@@ -670,7 +692,8 @@ bool ChooseTravelTargetAction::SetNpcFlagTarget(TravelTarget* target, std::vecto
return false;
}
std::vector<TravelDestination*> TravelMgr::getBossTravelDestinations(Player* bot, bool ignoreFull, bool ignoreInactive, float maxDistance)
std::vector<TravelDestination*> TravelMgr::getBossTravelDestinations(Player* bot, bool ignoreFull, bool ignoreInactive,
float maxDistance)
{
WorldPosition botLocation(bot);
@@ -711,28 +734,28 @@ TravelDestination* ChooseTravelTargetAction::FindDestination(Player* bot, std::s
std::vector<TravelDestination*> dests;
//Zones
// Zones
for (auto& d : sTravelMgr->getExploreTravelDestinations(bot, true, true))
{
if (strstri(d->getTitle().c_str(), name.c_str()))
dests.push_back(d);
}
//Npcs
// Npcs
for (auto& d : sTravelMgr->getRpgTravelDestinations(bot, true, true))
{
if (strstri(d->getTitle().c_str(), name.c_str()))
dests.push_back(d);
}
//Mobs
// Mobs
for (auto& d : sTravelMgr->getGrindTravelDestinations(bot, true, true))
{
if (strstri(d->getTitle().c_str(), name.c_str()))
dests.push_back(d);
}
//Bosses
// Bosses
for (auto& d : sTravelMgr->getBossTravelDestinations(bot, true, true))
{
if (strstri(d->getTitle().c_str(), name.c_str()))
@@ -744,10 +767,11 @@ TravelDestination* ChooseTravelTargetAction::FindDestination(Player* bot, std::s
if (dests.empty())
return nullptr;
TravelDestination* dest = *std::min_element(dests.begin(), dests.end(), [botPos](TravelDestination* i, TravelDestination* j)
{
return i->distanceTo(const_cast<WorldPosition*>(&botPos)) < j->distanceTo(const_cast<WorldPosition*>(&botPos));
});
TravelDestination* dest = *std::min_element(dests.begin(), dests.end(),
[botPos](TravelDestination* i, TravelDestination* j) {
return i->distanceTo(const_cast<WorldPosition*>(&botPos)) <
j->distanceTo(const_cast<WorldPosition*>(&botPos));
});
return dest;
};
@@ -757,7 +781,8 @@ bool ChooseTravelTargetAction::isUseful()
if (!botAI->AllowActivity(TRAVEL_ACTIVITY))
return false;
return !context->GetValue<TravelTarget*>("travel target")->Get()->isActive() && !context->GetValue<LootObject>("loot target")->Get().IsLootPossible(bot) && !bot->IsInCombat();
return !context->GetValue<TravelTarget*>("travel target")->Get()->isActive() &&
!context->GetValue<LootObject>("loot target")->Get().IsLootPossible(bot) && !bot->IsInCombat();
}
bool ChooseTravelTargetAction::needForQuest(Unit* target)
@@ -801,7 +826,7 @@ bool ChooseTravelTargetAction::needForQuest(Unit* target)
int required = questTemplate->RequiredNpcOrGoCount[j];
int available = questStatus.CreatureOrGOCount[j];
if(required && available < required && (target->GetEntry() == entry || justCheck))
if (required && available < required && (target->GetEntry() == entry || justCheck))
return true;
}
@@ -832,12 +857,12 @@ bool ChooseTravelTargetAction::needForQuest(Unit* target)
}
}
}
}
return false;
}
bool ChooseTravelTargetAction::needItemForQuest(uint32 itemId, const Quest* questTemplate, const QuestStatusData* questStatus)
bool ChooseTravelTargetAction::needItemForQuest(uint32 itemId, const Quest* questTemplate,
const QuestStatusData* questStatus)
{
for (uint32 i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
{

View File

@@ -1,5 +1,6 @@
/*
* 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.
* 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_CHOOSETRAVELTARGETACTION_H
@@ -16,35 +17,40 @@ struct QuestStatusData;
class ChooseTravelTargetAction : public MovementAction
{
public:
ChooseTravelTargetAction(PlayerbotAI* botAI, std::string const name = "choose travel target") : MovementAction(botAI, name) { }
public:
ChooseTravelTargetAction(PlayerbotAI* botAI, std::string const name = "choose travel target")
: MovementAction(botAI, name)
{
}
bool Execute(Event event) override;
bool isUseful() override;
bool Execute(Event event) override;
bool isUseful() override;
static TravelDestination* FindDestination(Player* bot, std::string const name);
static TravelDestination* FindDestination(Player* bot, std::string const name);
protected:
void getNewTarget(TravelTarget* newTarget, TravelTarget* oldTarget);
void setNewTarget(TravelTarget* newTarget, TravelTarget* oldTarget);
void ReportTravelTarget(TravelTarget* newTarget, TravelTarget* oldTarget);
protected:
void getNewTarget(TravelTarget* newTarget, TravelTarget* oldTarget);
void setNewTarget(TravelTarget* newTarget, TravelTarget* oldTarget);
void ReportTravelTarget(TravelTarget* newTarget, TravelTarget* oldTarget);
bool getBestDestination(std::vector<TravelDestination*>* activeDestinations, std::vector<WorldPosition*>* activePoints);
bool getBestDestination(std::vector<TravelDestination*>* activeDestinations,
std::vector<WorldPosition*>* activePoints);
bool SetGroupTarget(TravelTarget* target);
bool SetCurrentTarget(TravelTarget* target, TravelTarget* oldTarget);
bool SetQuestTarget(TravelTarget* target, bool onlyCompleted = false);
bool SetNewQuestTarget(TravelTarget* target);
bool SetRpgTarget(TravelTarget* target);
bool SetGrindTarget(TravelTarget* target);
bool SetBossTarget(TravelTarget* target);
bool SetExploreTarget(TravelTarget* target);
bool SetNpcFlagTarget(TravelTarget* target, std::vector<NPCFlags> flags, std::string const name = "", std::vector<uint32> items = { });
bool SetNullTarget(TravelTarget* target);
bool SetGroupTarget(TravelTarget* target);
bool SetCurrentTarget(TravelTarget* target, TravelTarget* oldTarget);
bool SetQuestTarget(TravelTarget* target, bool onlyCompleted = false);
bool SetNewQuestTarget(TravelTarget* target);
bool SetRpgTarget(TravelTarget* target);
bool SetGrindTarget(TravelTarget* target);
bool SetBossTarget(TravelTarget* target);
bool SetExploreTarget(TravelTarget* target);
bool SetNpcFlagTarget(TravelTarget* target, std::vector<NPCFlags> flags, std::string const name = "",
std::vector<uint32> items = {});
bool SetNullTarget(TravelTarget* target);
private:
virtual bool needForQuest(Unit* target);
virtual bool needItemForQuest(uint32 itemId, Quest const* questTemplate, QuestStatusData const* questStatus);
private:
virtual bool needForQuest(Unit* target);
virtual bool needItemForQuest(uint32 itemId, Quest const* questTemplate, QuestStatusData const* questStatus);
};
#endif

View File

@@ -1,8 +1,10 @@
/*
* 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.
* 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 "CombatActions.h"
#include "Event.h"
#include "LastMovementValue.h"
#include "Playerbots.h"
@@ -10,7 +12,7 @@
bool SwitchToMeleeAction::Execute(Event event)
{
//botAI->TellMasterNoFacing("Switching to melee!");
// botAI->TellMasterNoFacing("Switching to melee!");
return ChangeCombatStrategyAction::Execute(event);
}
@@ -20,8 +22,11 @@ bool SwitchToMeleeAction::isUseful()
{
Unit* target = AI_VALUE(Unit*, "current target");
time_t lastFlee = AI_VALUE(LastMovement&, "last movement").lastFlee;
return botAI->HasStrategy("ranged", BOT_STATE_COMBAT) && ((bot->IsInCombat() && target && (target->GetVictim() == bot && (!bot->GetGroup() || lastFlee) &&
sServerFacade->IsDistanceLessOrEqualThan(AI_VALUE2(float, "distance", "current target"), 8.0f))) || (!bot->IsInCombat()));
return botAI->HasStrategy("ranged", BOT_STATE_COMBAT) &&
((bot->IsInCombat() && target &&
(target->GetVictim() == bot && (!bot->GetGroup() || lastFlee) &&
sServerFacade->IsDistanceLessOrEqualThan(AI_VALUE2(float, "distance", "current target"), 8.0f))) ||
(!bot->IsInCombat()));
}
return botAI->HasStrategy("ranged", BOT_STATE_COMBAT);
@@ -29,7 +34,7 @@ bool SwitchToMeleeAction::isUseful()
bool SwitchToRangedAction::Execute(Event event)
{
//botAI->TellMasterNoFacing("Switching to ranged!");
// botAI->TellMasterNoFacing("Switching to ranged!");
return ChangeCombatStrategyAction::Execute(event);
}
@@ -39,8 +44,11 @@ bool SwitchToRangedAction::isUseful()
{
Unit* target = AI_VALUE(Unit*, "current target");
bool hasAmmo = AI_VALUE2(uint32, "item count", "ammo");
return botAI->HasStrategy("close", BOT_STATE_COMBAT) && hasAmmo && ((bot->IsInCombat() && target && ((target->GetVictim() != bot || target->GetTarget() != bot->GetGUID()) ||
sServerFacade->IsDistanceGreaterThan(AI_VALUE2(float, "distance", "current target"), 8.0f))) || (!bot->IsInCombat()));
return botAI->HasStrategy("close", BOT_STATE_COMBAT) && hasAmmo &&
((bot->IsInCombat() && target &&
((target->GetVictim() != bot || target->GetTarget() != bot->GetGUID()) ||
sServerFacade->IsDistanceGreaterThan(AI_VALUE2(float, "distance", "current target"), 8.0f))) ||
(!bot->IsInCombat()));
}
return botAI->HasStrategy("close", BOT_STATE_COMBAT);

View File

@@ -1,5 +1,6 @@
/*
* 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.
* 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_COMBATACTIONS_H
@@ -11,20 +12,20 @@ class PlayerbotAI;
class SwitchToMeleeAction : public ChangeCombatStrategyAction
{
public:
SwitchToMeleeAction(PlayerbotAI* botAI) : ChangeCombatStrategyAction(botAI, "-ranged,+close") { }
public:
SwitchToMeleeAction(PlayerbotAI* botAI) : ChangeCombatStrategyAction(botAI, "-ranged,+close") {}
bool Execute(Event event) override;
bool isUseful() override;
bool Execute(Event event) override;
bool isUseful() override;
};
class SwitchToRangedAction : public ChangeCombatStrategyAction
{
public:
SwitchToRangedAction(PlayerbotAI* botAI) : ChangeCombatStrategyAction(botAI, "-close,+ranged") { }
public:
SwitchToRangedAction(PlayerbotAI* botAI) : ChangeCombatStrategyAction(botAI, "-close,+ranged") {}
bool Execute(Event event) override;
bool isUseful() override;
bool Execute(Event event) override;
bool isUseful() override;
};
#endif

View File

@@ -1,8 +1,10 @@
/*
* 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.
* 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 "CustomStrategyEditAction.h"
#include "CustomStrategy.h"
#include "Event.h"
#include "Playerbots.h"
@@ -33,7 +35,8 @@ bool CustomStrategyEditAction::PrintHelp()
uint32 owner = botAI->GetBot()->GetGUID().GetCounter();
PlayerbotsDatabasePreparedStatement* stmt = PlayerbotsDatabase.GetPreparedStatement(PLAYERBOTS_SEL_CUSTOM_STRATEGY_BY_OWNER);
PlayerbotsDatabasePreparedStatement* stmt =
PlayerbotsDatabase.GetPreparedStatement(PLAYERBOTS_SEL_CUSTOM_STRATEGY_BY_OWNER);
stmt->SetData(0, owner);
if (PreparedQueryResult result = PlayerbotsDatabase.Query(stmt))
{
@@ -42,8 +45,7 @@ bool CustomStrategyEditAction::PrintHelp()
Field* fields = result->Fetch();
std::string const name = fields[0].Get<std::string>();
botAI->TellMaster(name);
}
while (result->NextRow());
} while (result->NextRow());
}
botAI->TellMaster("Usage: cs <name> <idx> <command>");
@@ -58,7 +60,8 @@ bool CustomStrategyEditAction::Print(std::string const name)
uint32 owner = botAI->GetBot()->GetGUID().GetCounter();
PlayerbotsDatabasePreparedStatement* stmt = PlayerbotsDatabase.GetPreparedStatement(PLAYERBOTS_SEL_CUSTOM_STRATEGY_BY_OWNER_AND_NAME);
PlayerbotsDatabasePreparedStatement* stmt =
PlayerbotsDatabase.GetPreparedStatement(PLAYERBOTS_SEL_CUSTOM_STRATEGY_BY_OWNER_AND_NAME);
stmt->SetData(0, owner);
stmt->SetData(1, name);
if (PreparedQueryResult result = PlayerbotsDatabase.Query(stmt))
@@ -70,8 +73,7 @@ bool CustomStrategyEditAction::Print(std::string const name)
std::string const action = fields[1].Get<std::string>();
PrintActionLine(idx, action);
}
while (result->NextRow());
} while (result->NextRow());
}
return true;
@@ -81,7 +83,8 @@ bool CustomStrategyEditAction::Edit(std::string const name, uint32 idx, std::str
{
uint32 owner = botAI->GetBot()->GetGUID().GetCounter();
PlayerbotsDatabasePreparedStatement* stmt = PlayerbotsDatabase.GetPreparedStatement(PLAYERBOTS_SEL_CUSTOM_STRATEGY_BY_OWNER_AND_NAME_AND_IDX);
PlayerbotsDatabasePreparedStatement* stmt =
PlayerbotsDatabase.GetPreparedStatement(PLAYERBOTS_SEL_CUSTOM_STRATEGY_BY_OWNER_AND_NAME_AND_IDX);
stmt->SetData(0, owner);
stmt->SetData(1, name);
stmt->SetData(2, idx);

View File

@@ -1,5 +1,6 @@
/*
* 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.
* 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_CUSTOMSTRATEGYEDITACTION_H
@@ -11,16 +12,16 @@ class PlayerbotAI;
class CustomStrategyEditAction : public Action
{
public:
CustomStrategyEditAction(PlayerbotAI* botAI) : Action(botAI, "cs") { }
public:
CustomStrategyEditAction(PlayerbotAI* botAI) : Action(botAI, "cs") {}
bool Execute(Event event) override;
bool Execute(Event event) override;
private:
bool PrintHelp();
bool PrintActionLine(uint32 idx, std::string const command);
bool Print(std::string const name);
bool Edit(std::string const name, uint32 idx, std::string const command);
private:
bool PrintHelp();
bool PrintActionLine(uint32 idx, std::string const command);
bool Print(std::string const name);
bool Edit(std::string const name, uint32 idx, std::string const command);
};
#endif

View File

@@ -1,8 +1,10 @@
/*
* 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.
* 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 "DebugAction.h"
#include "ChooseTravelTargetAction.h"
#include "MapMgr.h"
#include "Playerbots.h"
@@ -26,7 +28,8 @@ bool DebugAction::Execute(Event event)
uint32 areaId = 0;
uint32 zoneId = 0;
sMapMgr->GetZoneAndAreaId(PHASEMASK_NORMAL, zoneId, areaId, pos.getMapId(), pos.getX(), pos.getY(), pos.getZ());
sMapMgr->GetZoneAndAreaId(PHASEMASK_NORMAL, zoneId, areaId, pos.getMapId(), pos.getX(), pos.getY(),
pos.getZ());
std::ostringstream out;
out << zoneId << "," << areaId << "," << (pos.getAreaName().empty() ? "none" : pos.getAreaName()) << ",";
@@ -71,7 +74,8 @@ bool DebugAction::Execute(Event event)
std::vector<WorldPosition> beginPath, endPath;
TravelNodeRoute route = sTravelNodeMap->getRoute(botPos, *points.front(), beginPath, bot);
std::ostringstream out; out << "Traveling to " << dest->getTitle() << ": ";
std::ostringstream out;
out << "Traveling to " << dest->getTitle() << ": ";
for (auto node : route.getNodes())
{
@@ -228,18 +232,19 @@ bool DebugAction::Execute(Event event)
}
else if (text.find("reset node") != std::string::npos)
{
for (auto& node : sTravelNodeMap->getNodes()) node->setLinked(false);
for (auto& node : sTravelNodeMap->getNodes())
node->setLinked(false);
return true;
}
else if (text.find("reset path") != std::string::npos)
{
for (auto& node : sTravelNodeMap->getNodes())
for (auto& path : *node->getLinks()) node->removeLinkTo(path.first, true);
for (auto& path : *node->getLinks())
node->removeLinkTo(path.first, true);
return true;
}
else if (text.find("gen node") != std::string::npos)
{
// Pathfinder
sTravelNodeMap->generateNodes();
return true;
@@ -262,11 +267,12 @@ bool DebugAction::Execute(Event event)
}
else if (text.find("load node") != std::string::npos)
{
std::thread t([]
{
sTravelNodeMap->removeNodes();
sTravelNodeMap->loadNodeStore();
});
std::thread t(
[]
{
sTravelNodeMap->removeNodes();
sTravelNodeMap->loadNodeStore();
});
t.detach();
@@ -282,7 +288,7 @@ bool DebugAction::Execute(Event event)
{
for (auto& l : *node->getLinks())
{
Unit* start = nullptr;
Unit* start = nullptr;
GuidVector units;
uint32 time = 60 * IN_MILLISECONDS;
@@ -291,15 +297,16 @@ bool DebugAction::Execute(Event event)
for (auto p : ppath)
{
Creature* wpCreature = bot->SummonCreature(1, p.getX(), p.getY(), p.getZ(), 0, TEMPSUMMON_TIMED_DESPAWN, 20000.0f);
//addAura(246, wpCreature);
Creature* wpCreature =
bot->SummonCreature(1, p.getX(), p.getY(), p.getZ(), 0, TEMPSUMMON_TIMED_DESPAWN, 20000.0f);
// addAura(246, wpCreature);
units.push_back(wpCreature->GetGUID());
if (!start)
start = wpCreature;
}
//FakeSpell(1064, bot, start, units.front(), units, {}, pos, pos);
// FakeSpell(1064, bot, start, units.front(), units, {}, pos, pos);
}
}
return true;
@@ -312,7 +319,7 @@ bool DebugAction::Execute(Event event)
for (float i = 0; i < 60; i++)
{
float ang = i / 60 * static_cast<float>(M_PI) * 4;
float ang = i / 60 * static_cast<float>(M_PI) * 4;
float dist = i / 60 * 30;
WorldPosition botPos(bot);
@@ -322,7 +329,8 @@ bool DebugAction::Execute(Event event)
botPos.setY(botPos.getY() + sin(ang) * dist);
botPos.setZ(botPos.getHeight() + 2);
Creature* wpCreature = bot->SummonCreature(2334, botPos.getX(), botPos.getY(), botPos.getZ(), 0, TEMPSUMMON_TIMED_DESPAWN, 10000.0f);
Creature* wpCreature = bot->SummonCreature(2334, botPos.getX(), botPos.getY(), botPos.getZ(), 0,
TEMPSUMMON_TIMED_DESPAWN, 10000.0f);
FakeSpell(spellEffect, wpCreature, wpCreature, prev->GetGUID(), {}, {}, botPos, botPos);
@@ -338,7 +346,7 @@ bool DebugAction::Execute(Event event)
for (float i = 0; i < 60; i++)
{
float ang = i / 60 * static_cast<float>(M_PI) * 4;
float ang = i / 60 * static_cast<float>(M_PI) * 4;
float dist = i / 60 * 30;
WorldPosition botPos(bot);
@@ -348,13 +356,14 @@ bool DebugAction::Execute(Event event)
botPos.setY(botPos.getY() + sin(ang) * dist);
botPos.setZ(botPos.getHeight() + 2);
Creature* wpCreature = bot->SummonCreature(2334, botPos.getX(), botPos.getY(), botPos.getZ(), 0, TEMPSUMMON_TIMED_DESPAWN, 10000.0f);
Creature* wpCreature = bot->SummonCreature(2334, botPos.getX(), botPos.getY(), botPos.getZ(), 0,
TEMPSUMMON_TIMED_DESPAWN, 10000.0f);
if (wpCreature)
{
WorldPacket data(SMSG_PLAY_SPELL_VISUAL, 8 + 4); // visual effect on guid
WorldPacket data(SMSG_PLAY_SPELL_VISUAL, 8 + 4); // visual effect on guid
data << wpCreature->GetGUID();
data << uint32(spellEffect); // index from SpellVisualKit.dbc
data << uint32(spellEffect); // index from SpellVisualKit.dbc
wpCreature->SendMessageToSet(&data, true);
}
}
@@ -368,7 +377,7 @@ bool DebugAction::Execute(Event event)
for (float i = 0; i < 60; i++)
{
float ang = i / 60 * static_cast<float>(M_PI) * 4;
float ang = i / 60 * static_cast<float>(M_PI) * 4;
float dist = i / 60 * 30;
WorldPosition botPos(bot);
@@ -378,7 +387,8 @@ bool DebugAction::Execute(Event event)
botPos.setY(botPos.getY() + sin(ang) * dist);
botPos.setZ(botPos.getHeight() + 2);
Creature* wpCreature = bot->SummonCreature(2334, botPos.getX(), botPos.getY(), botPos.getZ(), 0, TEMPSUMMON_TIMED_DESPAWN, 5000.0f + i * 100.0f);
Creature* wpCreature = bot->SummonCreature(2334, botPos.getX(), botPos.getY(), botPos.getZ(), 0,
TEMPSUMMON_TIMED_DESPAWN, 5000.0f + i * 100.0f);
wpCreature->SetObjectScale(0.5f);
if (wpCreature)
@@ -396,7 +406,7 @@ bool DebugAction::Execute(Event event)
for (float i = 0; i < 60; i++)
{
float ang = i / 60 * static_cast<float>(M_PI) * 4;
float ang = i / 60 * static_cast<float>(M_PI) * 4;
float dist = i / 60 * 30;
WorldPosition botPos(bot);
@@ -405,7 +415,8 @@ bool DebugAction::Execute(Event event)
botPos.setY(botPos.getY() + sin(ang) * dist);
botPos.setZ(botPos.getHeight() + 2);
Creature* wpCreature = bot->SummonCreature(2334, botPos.getX(), botPos.getY(), botPos.getZ(), 0, TEMPSUMMON_TIMED_DESPAWN, 10000.0f);
Creature* wpCreature = bot->SummonCreature(2334, botPos.getX(), botPos.getY(), botPos.getZ(), 0,
TEMPSUMMON_TIMED_DESPAWN, 10000.0f);
units.push_back(wpCreature->GetGUID());
}
@@ -438,12 +449,12 @@ bool DebugAction::Execute(Event event)
}
{
WorldPacket data(SMSG_SPELL_GO, 53); // guess size
WorldPacket data(SMSG_SPELL_GO, 53); // guess size
data << bot->GetPackGUID();
data << bot->GetPackGUID();
data << uint32(spellEffect); // spellID
data << uint8(0) << uint8(1); // flags
data << uint8(1); // amount of targets
data << uint32(spellEffect); // spellID
data << uint8(0) << uint8(1); // flags
data << uint8(1); // amount of targets
data << master->GetGUID();
data << uint8(0);
data << uint16(2);
@@ -465,15 +476,17 @@ bool DebugAction::Execute(Event event)
{
for (int32 dy = 0; dy < 10; dy++)
{
uint32 spellEffect = stoi(text.substr(10));
uint32 effect = dx + dy * 10 + spellEffect * 100;
uint32 spellEffect = stoi(text.substr(10));
uint32 effect = dx + dy * 10 + spellEffect * 100;
WorldPosition botPos(bot);
botPos.setX(botPos.getX() + (dx - 5) * 5);
botPos.setY(botPos.getY() + (dy - 5) * 5);
botPos.setZ(botPos.getHeight());
Creature* wpCreature = bot->SummonCreature((dy == 0 && (dx == 0 || dx == 2)) ? 6 : 2, botPos.getX(), botPos.getY(), botPos.getZ(), 0, TEMPSUMMON_TIMED_DESPAWN, 10000.0f);
Creature* wpCreature =
bot->SummonCreature((dy == 0 && (dx == 0 || dx == 2)) ? 6 : 2, botPos.getX(), botPos.getY(),
botPos.getZ(), 0, TEMPSUMMON_TIMED_DESPAWN, 10000.0f);
if (wpCreature)
{
@@ -495,15 +508,16 @@ bool DebugAction::Execute(Event event)
{
for (int32 dy = 0; dy < 10; dy++)
{
uint32 spellEffect = stoi(text.substr(10));
uint32 effect = dx + dy * 10 + spellEffect * 100;
uint32 spellEffect = stoi(text.substr(10));
uint32 effect = dx + dy * 10 + spellEffect * 100;
WorldPosition botPos(bot);
botPos.setX(botPos.getX() + (dx - 5) * 5);
botPos.setY(botPos.getY() + (dy - 5) * 5);
botPos.setZ(botPos.getHeight());
Creature* wpCreature = bot->SummonCreature(effect, botPos.getX(), botPos.getY(), botPos.getZ(), 0, TEMPSUMMON_TIMED_DESPAWN, 10000.0f);
Creature* wpCreature = bot->SummonCreature(effect, botPos.getX(), botPos.getY(), botPos.getZ(), 0,
TEMPSUMMON_TIMED_DESPAWN, 10000.0f);
}
}
return true;
@@ -514,8 +528,8 @@ bool DebugAction::Execute(Event event)
{
for (int32 dy = 0; dy < 10; dy++)
{
uint32 spellEffect = stoi(text.substr(10));
uint32 effect = dx + dy * 10 + spellEffect * 100;
uint32 spellEffect = stoi(text.substr(10));
uint32 effect = dx + dy * 10 + spellEffect * 100;
WorldPosition botPos(bot);
botPos.setX(botPos.getX() + (dx - 5) * 5);
@@ -534,26 +548,28 @@ bool DebugAction::Execute(Event event)
{
for (int32 dy = 0; dy < 10; dy++)
{
uint32 spellEffect = stoi(text.substr(10));
uint32 effect = dx + dy * 10 + spellEffect * 100;
uint32 spellEffect = stoi(text.substr(10));
uint32 effect = dx + dy * 10 + spellEffect * 100;
WorldPosition botPos(bot);
botPos.setX(botPos.getX() + (dx - 5) * 5);
botPos.setY(botPos.getY() + (dy - 5) * 5);
botPos.setZ(botPos.getHeight());
Creature* wpCreature = bot->SummonCreature(2334, botPos.getX(), botPos.getY(), botPos.getZ(), 0, TEMPSUMMON_TIMED_DESPAWN, 10000.0f);
Creature* wpCreature = bot->SummonCreature(2334, botPos.getX(), botPos.getY(), botPos.getZ(), 0,
TEMPSUMMON_TIMED_DESPAWN, 10000.0f);
if (wpCreature)
{
WorldPacket data(SMSG_PLAY_SPELL_VISUAL, 8 + 4); // visual effect on guid
WorldPacket data(SMSG_PLAY_SPELL_VISUAL, 8 + 4); // visual effect on guid
data << wpCreature->GetGUID();
data << uint32(effect);
; // index from SpellVisualKit.dbc
; // index from SpellVisualKit.dbc
// wpCreature->SendMessageToSet(&data, true);
datMap.push_back(data);
//wpCreature->MonsterMoveWithSpeed(botPos.getX(), botPos.getY() + 80, botPos.getZ(), 8.0f, true, true);
// wpCreature->MonsterMoveWithSpeed(botPos.getX(), botPos.getY() + 80, botPos.getZ(), 8.0f, true,
// true);
}
}
}
@@ -580,21 +596,23 @@ bool DebugAction::Execute(Event event)
{
for (int32 dy = 0; dy < 10; dy++)
{
uint32 spellEffect = stoi(text.substr(10));
uint32 effect = dx + dy * 10 + spellEffect * 100;
uint32 spellEffect = stoi(text.substr(10));
uint32 effect = dx + dy * 10 + spellEffect * 100;
WorldPosition botPos(bot);
botPos.setX(botPos.getX() + (dx - 5) * 5);
botPos.setY(botPos.getY() + (dy - 5) * 5);
botPos.setZ(botPos.getHeight());
Creature* wpCreature = bot->SummonCreature((dy == 0 && (dx == 0 || dx == 2)) ? 6 : 2, botPos.getX(), botPos.getY(), botPos.getZ(), 0, TEMPSUMMON_TIMED_DESPAWN, 10000.0f);
Creature* wpCreature =
bot->SummonCreature((dy == 0 && (dx == 0 || dx == 2)) ? 6 : 2, botPos.getX(), botPos.getY(),
botPos.getZ(), 0, TEMPSUMMON_TIMED_DESPAWN, 10000.0f);
if (wpCreature)
{
WorldPacket data(SMSG_PLAY_SPELL_IMPACT, 8 + 4); // visual effect on player
WorldPacket data(SMSG_PLAY_SPELL_IMPACT, 8 + 4); // visual effect on player
data << wpCreature->GetGUID();
data << uint32(effect); // index from SpellVisualKit.dbc
data << uint32(effect); // index from SpellVisualKit.dbc
// wpCreature->SendMessageToSet(&data, true);
datMap.push_back(data);
}
@@ -619,20 +637,21 @@ bool DebugAction::Execute(Event event)
else if (text.find("cspellmap") != std::string::npos)
{
Creature* wpCreature = nullptr;
Creature* lCreature = nullptr;
Creature* lCreature = nullptr;
for (int32 dx = 0; dx < 10; dx++)
{
for (int32 dy = 0; dy < 10; dy++)
{
uint32 spellEffect = stoi(text.substr(10));
uint32 effect = dx + dy * 10 + spellEffect * 100;
uint32 spellEffect = stoi(text.substr(10));
uint32 effect = dx + dy * 10 + spellEffect * 100;
WorldPosition botPos(bot);
botPos.setX(botPos.getX() + (dx - 5) * 5);
botPos.setY(botPos.getY() + (dy - 5) * 5);
botPos.setZ(botPos.getHeight());
wpCreature = bot->SummonCreature((dy == 0 && (dx == 0 || dx == 2)) ? 6 : 2, botPos.getX(), botPos.getY(), botPos.getZ(), 0, TEMPSUMMON_TIMED_DESPAWN, 10000.0f);
wpCreature = bot->SummonCreature((dy == 0 && (dx == 0 || dx == 2)) ? 6 : 2, botPos.getX(),
botPos.getY(), botPos.getZ(), 0, TEMPSUMMON_TIMED_DESPAWN, 10000.0f);
if (wpCreature && lCreature)
{
@@ -652,15 +671,16 @@ bool DebugAction::Execute(Event event)
{
for (int32 dy = 0; dy < 10; dy++)
{
uint32 spellEffect = stoi(text.substr(10));
uint32 effect = dx + dy * 10 + spellEffect * 100;
uint32 spellEffect = stoi(text.substr(10));
uint32 effect = dx + dy * 10 + spellEffect * 100;
WorldPosition botPos(bot);
botPos.setX(botPos.getX() + (dx - 5) * 5);
botPos.setY(botPos.getY() + (dy - 5) * 5);
botPos.setZ(botPos.getHeight());
wpCreature = bot->SummonCreature(2334, botPos.getX(), botPos.getY(), botPos.getZ(), 0, TEMPSUMMON_TIMED_DESPAWN, 10000.0f);
wpCreature = bot->SummonCreature(2334, botPos.getX(), botPos.getY(), botPos.getZ(), 0,
TEMPSUMMON_TIMED_DESPAWN, 10000.0f);
if (wpCreature)
{
@@ -672,7 +692,7 @@ bool DebugAction::Execute(Event event)
}
else if (text.find("gspellmap") != std::string::npos)
{
GuidVector all_targets; // = { bot->GetGUID(), master->GetGUID() };
GuidVector all_targets; // = { bot->GetGUID(), master->GetGUID() };
// std::GuidVector all_dummies = { bot->GetGUID(), master->GetGUID() };
/*GuidVector a_targets = *context->GetValue<GuidVector >("all targets");
@@ -692,7 +712,8 @@ bool DebugAction::Execute(Event event)
botPos.setY(botPos.getY() + (dy - 5) * 5);
botPos.setZ(botPos.getHeight());
Creature* wpCreature = bot->SummonCreature(2334, botPos.getX(), botPos.getY(), botPos.getZ(), 0, TEMPSUMMON_TIMED_DESPAWN, 10000.0f);
Creature* wpCreature = bot->SummonCreature(2334, botPos.getX(), botPos.getY(), botPos.getZ(), 0,
TEMPSUMMON_TIMED_DESPAWN, 10000.0f);
all_targets.push_back(wpCreature->GetGUID());
}
@@ -709,9 +730,9 @@ bool DebugAction::Execute(Event event)
for (int32 dy = 0; dy < 10; dy++)
{
uint32 spellEffect = stoi(text.substr(10));
uint32 effect = dx + dy * 10 + spellEffect * 100;
uint32 effect = dx + dy * 10 + spellEffect * 100;
uint32 i = dx + dy * 10;
uint32 i = dx + dy * 10;
GuidVector hits, miss;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(effect);
@@ -722,21 +743,23 @@ bool DebugAction::Execute(Event event)
switch (urand(0, 10))
{
case 0:
hits.push_back(tar);
break;
case 1:
miss.push_back(tar);
break;
case 2:
case 3:
break;
case 0:
hits.push_back(tar);
break;
case 1:
miss.push_back(tar);
break;
case 2:
case 3:
break;
}
}
Unit* realCaster = botAI->GetUnit(all_targets[i]); // botAI->GetUnit(all_targets[urand(0, all_targets.size() - 1)]);
Unit* caster = botAI->GetUnit(all_targets[i]); // botAI->GetUnit(all_targets[urand(0, all_targets.size() - 1)]);
Unit* target = botAI->GetUnit(all_targets[i + 1]);
Unit* realCaster = botAI->GetUnit(
all_targets[i]); // botAI->GetUnit(all_targets[urand(0, all_targets.size() - 1)]);
Unit* caster = botAI->GetUnit(
all_targets[i]); // botAI->GetUnit(all_targets[urand(0, all_targets.size() - 1)]);
Unit* target = botAI->GetUnit(all_targets[i + 1]);
if (!realCaster)
realCaster = bot;
@@ -747,7 +770,8 @@ bool DebugAction::Execute(Event event)
if (!target)
target = master;
FakeSpell(effect, realCaster, caster, target->GetGUID(), hits, miss, WorldPosition(caster), WorldPosition(target));
FakeSpell(effect, realCaster, caster, target->GetGUID(), hits, miss, WorldPosition(caster),
WorldPosition(target));
std::this_thread::sleep_for(std::chrono::milliseconds(20));
}
@@ -768,7 +792,8 @@ bool DebugAction::Execute(Event event)
botPos.setY(botPos.getY() + (dy - 5) * 5);
botPos.setZ(botPos.getHeight());
Creature* wpCreature = bot->SummonCreature(2334, botPos.getX(), botPos.getY(), botPos.getZ(), 0, TEMPSUMMON_TIMED_DESPAWN, 10000.0f);
Creature* wpCreature = bot->SummonCreature(2334, botPos.getX(), botPos.getY(), botPos.getZ(), 0,
TEMPSUMMON_TIMED_DESPAWN, 10000.0f);
all_targets.push_back(wpCreature->GetGUID());
}
@@ -808,8 +833,10 @@ bool DebugAction::Execute(Event event)
}
}
Unit* realCaster = botAI->GetUnit(all_targets[i]);//botAI->GetUnit(all_targets[urand(0, all_targets.size() - 1)]);
Unit* caster = botAI->GetUnit(all_targets[i]);//botAI->GetUnit(all_targets[urand(0, all_targets.size() - 1)]);
Unit* realCaster = botAI->GetUnit(
all_targets[i]); // botAI->GetUnit(all_targets[urand(0, all_targets.size() - 1)]);
Unit* caster = botAI->GetUnit(
all_targets[i]); // botAI->GetUnit(all_targets[urand(0, all_targets.size() - 1)]);
Unit* target = botAI->GetUnit(all_targets[i + 1]);
if (!realCaster)
@@ -822,13 +849,14 @@ bool DebugAction::Execute(Event event)
target = master;
master->SendPlaySpellVisual(caster->GetGUID(), 5036);
FakeSpell(effect, realCaster, caster, target->GetGUID(), hits, miss, WorldPosition(caster), WorldPosition(target));
FakeSpell(effect, realCaster, caster, target->GetGUID(), hits, miss, WorldPosition(caster),
WorldPosition(target));
std::this_thread::sleep_for(std::chrono::milliseconds(20));
}
}
return true;
return true;
}
else if (text.find("soundmap") != std::string::npos)
{
@@ -844,7 +872,9 @@ bool DebugAction::Execute(Event event)
botPos.setY(botPos.getY() + (dy - 5) * 5);
botPos.setZ(botPos.getHeight());
Creature* wpCreature = bot->SummonCreature((dy == 0 && (dx == 0 || dx == 2)) ? 6 : 2, botPos.getX(), botPos.getY(), botPos.getZ(), 0, TEMPSUMMON_TIMED_DESPAWN, 10000.0f);
Creature* wpCreature =
bot->SummonCreature((dy == 0 && (dx == 0 || dx == 2)) ? 6 : 2, botPos.getX(), botPos.getY(),
botPos.getZ(), 0, TEMPSUMMON_TIMED_DESPAWN, 10000.0f);
wpCreature->PlayDistanceSound(effect);
}
@@ -886,33 +916,35 @@ bool DebugAction::Execute(Event event)
return true;
}
void DebugAction::FakeSpell(uint32 spellId, Unit* truecaster, Unit* caster, ObjectGuid target, GuidVector otherTargets, GuidVector missTargets, WorldPosition source, WorldPosition dest, bool forceDest)
void DebugAction::FakeSpell(uint32 spellId, Unit* truecaster, Unit* caster, ObjectGuid target, GuidVector otherTargets,
GuidVector missTargets, WorldPosition source, WorldPosition dest, bool forceDest)
{
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
{
uint32 castFlags = CAST_FLAG_HAS_TRAJECTORY;
if (spellInfo->HasAttribute(SPELL_ATTR0_USES_RANGED_SLOT) || spellInfo->HasAttribute(SPELL_ATTR0_CU_NEEDS_AMMO_DATA))
if (spellInfo->HasAttribute(SPELL_ATTR0_USES_RANGED_SLOT) ||
spellInfo->HasAttribute(SPELL_ATTR0_CU_NEEDS_AMMO_DATA))
castFlags |= CAST_FLAG_PROJECTILE;
WorldPacket data(SMSG_SPELL_START, (8 + 8 + 4 + 2 + 4));
data << truecaster->GetPackGUID(); //truecaster
data << truecaster->GetPackGUID(); // truecaster
if (caster)
data << caster->GetPackGUID(); //m_caster->GetPackGUID();
data << caster->GetPackGUID(); // m_caster->GetPackGUID();
else
data << ObjectGuid::Empty;
data << uint32(spellId); // spellId
data << uint16(castFlags); // cast flags
data << uint32(1000.0f); // delay?
data << uint32(spellId); // spellId
data << uint16(castFlags); // cast flags
data << uint32(1000.0f); // delay?
SpellCastTargets m_targets;
m_targets.Write(data);
//projectile info
// projectile info
if (castFlags & CAST_FLAG_PROJECTILE)
{
data << uint32(5996);
@@ -935,16 +967,18 @@ void DebugAction::FakeSpell(uint32 spellId, Unit* truecaster, Unit* caster, Obje
m_targets.SetSrc(source.getX(), source.getY(), source.getZ());
if (!forceDest && target)
if (!spellInfo || !(spellInfo->Targets & TARGET_FLAG_DEST_LOCATION && spellInfo->Targets & TARGET_FLAG_SOURCE_LOCATION))
if (!spellInfo ||
!(spellInfo->Targets & TARGET_FLAG_DEST_LOCATION && spellInfo->Targets & TARGET_FLAG_SOURCE_LOCATION))
m_targets.SetUnitTarget(botAI->GetUnit(target));
uint32 castFlags = CAST_FLAG_UNKNOWN_9;
if (spellInfo->HasAttribute(SPELL_ATTR0_USES_RANGED_SLOT) || spellInfo->HasAttribute(SPELL_ATTR0_CU_NEEDS_AMMO_DATA))
castFlags |= CAST_FLAG_PROJECTILE; // arrows/bullets visual
if (spellInfo->HasAttribute(SPELL_ATTR0_USES_RANGED_SLOT) ||
spellInfo->HasAttribute(SPELL_ATTR0_CU_NEEDS_AMMO_DATA))
castFlags |= CAST_FLAG_PROJECTILE; // arrows/bullets visual
if (spellInfo->HasEffect(SPELL_EFFECT_ACTIVATE_RUNE))
castFlags |= CAST_FLAG_RUNE_LIST; // rune cooldowns list
castFlags |= CAST_FLAG_RUNE_LIST; // rune cooldowns list
if (m_targets.HasTraj())
castFlags |= CAST_FLAG_ADJUST_MISSILE;
@@ -952,43 +986,43 @@ void DebugAction::FakeSpell(uint32 spellId, Unit* truecaster, Unit* caster, Obje
if (!spellInfo->StartRecoveryTime)
castFlags |= CAST_FLAG_NO_GCD;
WorldPacket data(SMSG_SPELL_GO, 53); // guess size
WorldPacket data(SMSG_SPELL_GO, 53); // guess size
data << truecaster->GetPackGUID(); //truecaster
data << truecaster->GetPackGUID(); // truecaster
if (caster)
data << caster->GetPackGUID(); //m_caster->GetPackGUID();
data << caster->GetPackGUID(); // m_caster->GetPackGUID();
else
data << ObjectGuid::Empty;
data << uint32(spellId); // spellId
data << uint16(castFlags); // cast flags
data << uint32(spellId); // spellId
data << uint16(castFlags); // cast flags
//WriteSpellGoTargets
// WriteSpellGoTargets
uint32 hits = otherTargets.size() + (target ? 1 : 0);
data << uint8(hits); // Hits
data << uint8(hits); // Hits
if (target)
data << target;
//Hit targets here.
// Hit targets here.
for (auto otherTarget : otherTargets)
data << otherTarget;
data << (uint8)missTargets.size(); //miss
data << (uint8)missTargets.size(); // miss
for (auto missTarget : missTargets)
{
data << missTarget;
data << uint8(SPELL_MISS_RESIST); //Miss condition
data << uint8(SPELL_MISS_NONE); //Miss condition
data << uint8(SPELL_MISS_RESIST); // Miss condition
data << uint8(SPELL_MISS_NONE); // Miss condition
}
m_targets.Write(data);
//projectile info
// projectile info
if (castFlags & CAST_FLAG_PROJECTILE)
{
data << uint32(5996);
@@ -1011,7 +1045,8 @@ void DebugAction::addAura(uint32 spellId, Unit* target)
if (!spellInfo)
return;
if (!target->IsAlive() && !spellInfo->HasAttribute(SPELL_ATTR0_PASSIVE) && !spellInfo->HasAttribute(SPELL_ATTR2_ALLOW_DEAD_TARGET))
if (!target->IsAlive() && !spellInfo->HasAttribute(SPELL_ATTR0_PASSIVE) &&
!spellInfo->HasAttribute(SPELL_ATTR2_ALLOW_DEAD_TARGET))
return;
target->AddAura(spellInfo, MAX_EFFECT_MASK, target);

View File

@@ -1,5 +1,6 @@
/*
* 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.
* 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_DEBUGACTION_H
@@ -14,13 +15,15 @@ class Unit;
class DebugAction : public Action
{
public:
DebugAction(PlayerbotAI* botAI) : Action(botAI, "Debug") { }
public:
DebugAction(PlayerbotAI* botAI) : Action(botAI, "Debug") {}
bool Execute(Event event) override;
bool Execute(Event event) override;
void FakeSpell(uint32 spellId, Unit* truecaster, Unit* caster, ObjectGuid target = ObjectGuid::Empty, GuidVector otherTargets = {}, GuidVector missTargets = {}, WorldPosition source = WorldPosition(), WorldPosition dest = WorldPosition(), bool forceDest = false);
void addAura(uint32 spellId, Unit* target);
void FakeSpell(uint32 spellId, Unit* truecaster, Unit* caster, ObjectGuid target = ObjectGuid::Empty,
GuidVector otherTargets = {}, GuidVector missTargets = {}, WorldPosition source = WorldPosition(),
WorldPosition dest = WorldPosition(), bool forceDest = false);
void addAura(uint32 spellId, Unit* target);
};
#endif

View File

@@ -1,8 +1,10 @@
/*
* 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.
* 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 "DelayAction.h"
#include "Event.h"
#include "Playerbots.h"
@@ -15,7 +17,4 @@ bool DelayAction::Execute(Event event)
return true;
}
bool DelayAction::isUseful()
{
return !botAI->AllowActivity(ALL_ACTIVITY);
}
bool DelayAction::isUseful() { return !botAI->AllowActivity(ALL_ACTIVITY); }

View File

@@ -1,5 +1,6 @@
/*
* 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.
* 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_DELAYACTION_H
@@ -11,11 +12,11 @@ class PlayerbotAI;
class DelayAction : public Action
{
public:
DelayAction(PlayerbotAI* botAI) : Action(botAI, "delay") { }
public:
DelayAction(PlayerbotAI* botAI) : Action(botAI, "delay") {}
bool Execute(Event event) override;
bool isUseful() override;
bool Execute(Event event) override;
bool isUseful() override;
};
#endif

View File

@@ -1,8 +1,10 @@
/*
* 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.
* 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 "DestroyItemAction.h"
#include "Event.h"
#include "ItemCountValue.h"
#include "Playerbots.h"
@@ -25,20 +27,17 @@ void DestroyItemAction::DestroyItem(FindItemVisitor* visitor)
{
IterateItems(visitor);
std::vector<Item*> items = visitor->GetResult();
for (Item* item : items)
for (Item* item : items)
{
std::ostringstream out;
out << chat->FormatItem(item->GetTemplate()) << " destroyed";
botAI->TellMaster(out);
bot->DestroyItem(item->GetBagSlot(),item->GetSlot(), true);
bot->DestroyItem(item->GetBagSlot(), item->GetSlot(), true);
}
}
bool SmartDestroyItemAction::isUseful()
{
return !botAI->HasActivePlayerMaster();
}
bool SmartDestroyItemAction::isUseful() { return !botAI->HasActivePlayerMaster(); }
bool SmartDestroyItemAction::Execute(Event event)
{
@@ -68,19 +67,23 @@ bool SmartDestroyItemAction::Execute(Event event)
return true;
}
std::vector<uint32> bestToDestroy = { ITEM_USAGE_NONE }; //First destroy anything useless.
std::vector<uint32> bestToDestroy = {ITEM_USAGE_NONE}; // First destroy anything useless.
if (!AI_VALUE(bool, "can sell") && AI_VALUE(bool, "should get money")) // We need money so quest items are less important since they can't directly be sold.
if (!AI_VALUE(bool, "can sell") &&
AI_VALUE(
bool,
"should get money")) // We need money so quest items are less important since they can't directly be sold.
bestToDestroy.push_back(ITEM_USAGE_QUEST);
else // We don't need money so destroy the cheapest stuff.
else // We don't need money so destroy the cheapest stuff.
{
bestToDestroy.push_back(ITEM_USAGE_VENDOR);
bestToDestroy.push_back(ITEM_USAGE_AH);
}
// If we still need room
bestToDestroy.push_back(ITEM_USAGE_SKILL); // Items that might help tradeskill are more important than above but still expenable.
bestToDestroy.push_back(ITEM_USAGE_USE); // These are more likely to be usefull 'soon' but still expenable.
bestToDestroy.push_back(
ITEM_USAGE_SKILL); // Items that might help tradeskill are more important than above but still expenable.
bestToDestroy.push_back(ITEM_USAGE_USE); // These are more likely to be usefull 'soon' but still expenable.
for (auto& usage : bestToDestroy)
{

View File

@@ -1,5 +1,6 @@
/*
* 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.
* 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_DESTROYITEMACTION_H
@@ -12,22 +13,22 @@ class PlayerbotAI;
class DestroyItemAction : public InventoryAction
{
public:
DestroyItemAction(PlayerbotAI* botAI, std::string const name = "destroy") : InventoryAction(botAI, name) { }
public:
DestroyItemAction(PlayerbotAI* botAI, std::string const name = "destroy") : InventoryAction(botAI, name) {}
bool Execute(Event event) override;
bool Execute(Event event) override;
protected:
void DestroyItem(FindItemVisitor* visitor);
protected:
void DestroyItem(FindItemVisitor* visitor);
};
class SmartDestroyItemAction : public DestroyItemAction
{
public:
SmartDestroyItemAction(PlayerbotAI* botAI) : DestroyItemAction(botAI, "smart destroy") { }
public:
SmartDestroyItemAction(PlayerbotAI* botAI) : DestroyItemAction(botAI, "smart destroy") {}
bool Execute(Event event) override;
bool isUseful() override;
bool Execute(Event event) override;
bool isUseful() override;
};
#endif

View File

@@ -1,8 +1,10 @@
/*
* 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.
* 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 "DropQuestAction.h"
#include "ChatHelper.h"
#include "Event.h"
#include "Playerbots.h"
@@ -56,32 +58,32 @@ bool CleanQuestLogAction::Execute(Event event)
uint8 totalQuests = 0;
DropQuestType(totalQuests); //Count the total quests
DropQuestType(totalQuests); // Count the total quests
if (MAX_QUEST_LOG_SIZE - totalQuests > 6)
return true;
if (AI_VALUE(bool, "can fight equal")) // Only drop gray quests when able to fight proper lvl quests.
if (AI_VALUE(bool, "can fight equal")) // Only drop gray quests when able to fight proper lvl quests.
{
DropQuestType(totalQuests, MAX_QUEST_LOG_SIZE - 6); // Drop gray/red quests.
DropQuestType(totalQuests, MAX_QUEST_LOG_SIZE - 6, false, true); // Drop gray/red quests with progress.
DropQuestType(totalQuests, MAX_QUEST_LOG_SIZE - 6, false, true, true); // Drop gray/red completed quests.
DropQuestType(totalQuests, MAX_QUEST_LOG_SIZE - 6); // Drop gray/red quests.
DropQuestType(totalQuests, MAX_QUEST_LOG_SIZE - 6, false, true); // Drop gray/red quests with progress.
DropQuestType(totalQuests, MAX_QUEST_LOG_SIZE - 6, false, true, true); // Drop gray/red completed quests.
}
if (MAX_QUEST_LOG_SIZE - totalQuests > 4)
return true;
DropQuestType(totalQuests, MAX_QUEST_LOG_SIZE - 4, true); //Drop quests without progress.
DropQuestType(totalQuests, MAX_QUEST_LOG_SIZE - 4, true); // Drop quests without progress.
if (MAX_QUEST_LOG_SIZE - totalQuests > 2)
return true;
DropQuestType(totalQuests, MAX_QUEST_LOG_SIZE - 2, true, true); //Drop quests with progress.
DropQuestType(totalQuests, MAX_QUEST_LOG_SIZE - 2, true, true); // Drop quests with progress.
if (MAX_QUEST_LOG_SIZE - totalQuests > 0)
return true;
DropQuestType(totalQuests, MAX_QUEST_LOG_SIZE - 1, true, true, true); //Drop completed quests.
DropQuestType(totalQuests, MAX_QUEST_LOG_SIZE - 1, true, true, true); // Drop completed quests.
if (MAX_QUEST_LOG_SIZE - totalQuests > 0)
return true;
@@ -101,23 +103,26 @@ void CleanQuestLogAction::DropQuestType(uint8& numQuest, uint8 wantNum, bool isG
if (!quest)
continue;
if (quest->GetRequiredClasses() && (quest->GetRewSpellCast() || quest->GetRewSpell())) //Do not drop class specific quests that learn spells.
if (quest->GetRequiredClasses() &&
(quest->GetRewSpellCast() || quest->GetRewSpell())) // Do not drop class specific quests that learn spells.
continue;
if (quest->GetRequiredClasses() && (quest->GetRewSpellCast() || quest->GetRewSpell())) // Do not drop class specific quests that learn spells.
if (quest->GetRequiredClasses() &&
(quest->GetRewSpellCast() || quest->GetRewSpell())) // Do not drop class specific quests that learn spells.
continue;
if (wantNum == 100)
numQuest++;
int32 lowLevelDiff = sWorld->getIntConfig(CONFIG_QUEST_LOW_LEVEL_HIDE_DIFF);
if (lowLevelDiff < 0 || bot->GetLevel() <= bot->GetQuestLevel(quest) + uint32(lowLevelDiff)) // Quest is not gray
if (lowLevelDiff < 0 ||
bot->GetLevel() <= bot->GetQuestLevel(quest) + uint32(lowLevelDiff)) // Quest is not gray
{
if (bot->GetLevel() + 5 > bot->GetQuestLevel(quest)) // Quest is not red
if (bot->GetLevel() + 5 > bot->GetQuestLevel(quest)) // Quest is not red
if (!isGreen)
continue;
}
else // Quest is gray
else // Quest is gray
{
if (isGreen)
continue;
@@ -129,13 +134,13 @@ void CleanQuestLogAction::DropQuestType(uint8& numQuest, uint8 wantNum, bool isG
if (bot->GetQuestStatus(questId) == QUEST_STATUS_COMPLETE && !isComplete)
continue;
if (numQuest <= wantNum && bot->GetQuestStatus(questId) != QUEST_STATUS_FAILED) // Always drop failed quests
if (numQuest <= wantNum && bot->GetQuestStatus(questId) != QUEST_STATUS_FAILED) // Always drop failed quests
continue;
//Drop quest.
// Drop quest.
bot->SetQuestSlot(slot, 0);
//We ignore unequippable quest items in this case, its' still be equipped
// We ignore unequippable quest items in this case, its' still be equipped
bot->TakeQuestSourceItem(questId, false);
bot->SetQuestStatus(questId, QUEST_STATUS_NONE);
@@ -163,7 +168,7 @@ bool CleanQuestLogAction::HasProgress(Player* bot, Quest const* quest)
if (quest->RequiredItemId[i])
{
int required = quest->RequiredItemCount[i];
int required = quest->RequiredItemCount[i];
int available = questStatus.ItemCount[i];
if (available > 0 && required > 0)
return true;
@@ -171,7 +176,7 @@ bool CleanQuestLogAction::HasProgress(Player* bot, Quest const* quest)
if (quest->RequiredNpcOrGo[i])
{
int required = quest->RequiredNpcOrGoCount[i];
int required = quest->RequiredNpcOrGoCount[i];
int available = questStatus.CreatureOrGOCount[i];
if (available > 0 && required > 0)

View File

@@ -1,5 +1,6 @@
/*
* 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.
* 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_DROPQUESTACTION_H
@@ -13,22 +14,22 @@ class Quest;
class DropQuestAction : public Action
{
public:
DropQuestAction(PlayerbotAI* botAI) : Action(botAI, "drop quest") { }
public:
DropQuestAction(PlayerbotAI* botAI) : Action(botAI, "drop quest") {}
bool Execute(Event event) override;
bool Execute(Event event) override;
};
class CleanQuestLogAction : public Action
{
public:
CleanQuestLogAction(PlayerbotAI* botAI) : Action(botAI, "clean quest log") { }
public:
CleanQuestLogAction(PlayerbotAI* botAI) : Action(botAI, "clean quest log") {}
bool Execute(Event event) override;
void DropQuestType(uint8& numQuest, uint8 wantNum = 100, bool isGreen = false, bool hasProgress = false, bool isComplete = false);
bool Execute(Event event) override;
void DropQuestType(uint8& numQuest, uint8 wantNum = 100, bool isGreen = false, bool hasProgress = false,
bool isComplete = false);
static bool HasProgress(Player* bot, Quest const* quest);
static bool HasProgress(Player* bot, Quest const* quest);
};
#endif

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