mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-13 00:58:33 +00:00
Prot warriors cast vigilance when in a group (#825)
* Add Vigilance * Vigilance * Update WarriorTriggers.h * Update TankWarriorStrategy.cpp * Update WarriorAiObjectContext.cpp * Update WarriorTriggers.cpp * Update WarriorTriggers.h * Update WarriorTriggers.cpp Check for existence of Vigilance in raid already * Update WarriorActions.cpp Check for existence of Vigilance in raid already Apply to tanks, then highest gearscore DPS. * Update WarriorActions.cpp * Update WarriorActions.cpp * Update WarriorActions.cpp * Update WarriorActions.cpp * Added logout Bots keep assigning it to me and not maintank? Added logging to clarify * Update WarriorActions.cpp * Update WarriorActions.cpp * Update WarriorActions.cpp * Update WarriorActions.cpp * Update WarriorTriggers.cpp * Update WarriorTriggers.cpp * Update WarriorTriggers.cpp * Update WarriorActions.cpp * Update WarriorActions.cpp * Update WarriorTriggers.cpp * Update WarriorActions.cpp * Update WarriorActions.cpp * Removed Logs * Removed logs * Added check for spell in trigger * Update WarriorTriggers.cpp * !member->IsAlive() * !member->IsAlive()
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@@ -22,6 +22,7 @@ public:
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creators["heroic throw taunt"] = &heroic_throw_taunt;
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creators["taunt"] = &taunt;
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creators["taunt spell"] = &taunt;
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creators["vigilance"] = &vigilance;
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}
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private:
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@@ -41,6 +42,14 @@ private:
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/*A*/ NextAction::array(0, new NextAction("heroic throw taunt"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* vigilance(PlayerbotAI* botAI)
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{
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return new ActionNode("vigilance",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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};
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TankWarriorStrategy::TankWarriorStrategy(PlayerbotAI* botAI) : GenericWarriorStrategy(botAI)
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@@ -59,6 +68,9 @@ void TankWarriorStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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GenericWarriorStrategy::InitTriggers(triggers);
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triggers.push_back(new TriggerNode(
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"vigilance",
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NextAction::array(0, new NextAction("vigilance", ACTION_HIGH + 7), nullptr)));
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triggers.push_back(
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new TriggerNode("enemy out of melee", NextAction::array(0, new NextAction("heroic throw", ACTION_MOVE + 11),
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new NextAction("charge", ACTION_MOVE + 10), nullptr)));
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@@ -12,3 +12,92 @@ bool CastSunderArmorAction::isUseful()
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Aura* aura = botAI->GetAura("sunder armor", GetTarget(), false, true);
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return !aura || aura->GetStackAmount() < 5 || aura->GetDuration() <= 6000;
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}
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Value<Unit*>* CastVigilanceAction::GetTargetValue()
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{
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Group* group = bot->GetGroup();
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if (!group)
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{
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return new ManualSetValue<Unit*>(botAI, nullptr);
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}
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Player* currentVigilanceTarget = nullptr;
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Player* mainTank = nullptr;
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Player* assistTank1 = nullptr;
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Player* assistTank2 = nullptr;
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Player* highestGearScorePlayer = nullptr;
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uint32 highestGearScore = 0;
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// Iterate once through the group to gather all necessary information
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for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
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{
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Player* member = ref->GetSource();
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if (!member || member == bot || !member->IsAlive())
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continue;
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// Check if member has Vigilance applied by the bot
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if (!currentVigilanceTarget && botAI->HasAura("vigilance", member, false, true))
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{
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currentVigilanceTarget = member;
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}
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// Identify Main Tank
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if (!mainTank && botAI->IsMainTank(member))
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{
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mainTank = member;
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}
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// Identify Assist Tanks
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if (assistTank1 == nullptr && botAI->IsAssistTankOfIndex(member, 0))
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{
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assistTank1 = member;
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}
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else if (assistTank2 == nullptr && botAI->IsAssistTankOfIndex(member, 1))
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{
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assistTank2 = member;
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}
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// Determine Highest Gear Score
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uint32 gearScore = botAI->GetEquipGearScore(member, false, false);
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if (gearScore > highestGearScore)
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{
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highestGearScore = gearScore;
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highestGearScorePlayer = member;
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}
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}
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// Determine the highest-priority target
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Player* highestPriorityTarget = mainTank ? mainTank :
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(assistTank1 ? assistTank1 :
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(assistTank2 ? assistTank2 : highestGearScorePlayer));
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// If no valid target, return nullptr
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if (!highestPriorityTarget)
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{
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return new ManualSetValue<Unit*>(botAI, nullptr);
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}
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// If the current target is already the highest-priority target, do nothing
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if (currentVigilanceTarget == highestPriorityTarget)
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{
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return new ManualSetValue<Unit*>(botAI, nullptr);
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}
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// Assign the new target
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Unit* targetUnit = highestPriorityTarget->ToUnit();
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if (targetUnit)
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{
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return new ManualSetValue<Unit*>(botAI, targetUnit);
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}
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return new ManualSetValue<Unit*>(botAI, nullptr);
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}
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bool CastVigilanceAction::Execute(Event event)
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{
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Unit* target = GetTarget();
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if (!target || target == bot)
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return false;
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return botAI->CastSpell("vigilance", target);
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}
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@@ -135,4 +135,13 @@ public:
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bool isUseful() override;
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};
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class CastVigilanceAction : public BuffOnPartyAction
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{
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public:
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CastVigilanceAction(PlayerbotAI* botAI) : BuffOnPartyAction(botAI, "vigilance") {}
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Value<Unit*>* GetTargetValue() override;
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bool Execute(Event event) override;
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};
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#endif
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@@ -98,6 +98,8 @@ public:
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creators["intercept and far enemy"] = &WarriorTriggerFactoryInternal::intercept_and_far_enemy;
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creators["intercept and rage"] = &WarriorTriggerFactoryInternal::intercept_and_rage;
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// creators["slam"] = &WarriorTriggerFactoryInternal::slam;
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creators["vigilance"] = &WarriorTriggerFactoryInternal::vigilance;
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}
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private:
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@@ -166,6 +168,8 @@ private:
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static Trigger* revenge(PlayerbotAI* botAI) { return new RevengeAvailableTrigger(botAI); }
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static Trigger* sunder_armor(PlayerbotAI* botAI) { return new SunderArmorDebuffTrigger(botAI); }
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// static Trigger* slam(PlayerbotAI* ai) { return new SlamTrigger(ai); }
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static Trigger* vigilance(PlayerbotAI* botAI) { return new VigilanceTrigger(botAI); }
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};
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class WarriorAiObjectContextInternal : public NamedObjectContext<Action>
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@@ -235,6 +239,7 @@ public:
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creators["heroic throw"] = &WarriorAiObjectContextInternal::heroic_throw;
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creators["heroic throw on snare target"] = &WarriorAiObjectContextInternal::heroic_throw_on_snare_target;
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creators["shattering throw"] = &WarriorAiObjectContextInternal::shattering_throw;
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creators["vigilance"] = &WarriorAiObjectContextInternal::vigilance;
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}
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private:
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@@ -304,6 +309,7 @@ private:
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static Action* heroic_throw_on_snare_target(PlayerbotAI* botAI) { return new CastHeroicThrowSnareAction(botAI); }
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static Action* heroic_throw(PlayerbotAI* botAI) { return new CastHeroicThrowAction(botAI); }
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static Action* bladestorm(PlayerbotAI* botAI) { return new CastBladestormAction(botAI); }
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static Action* vigilance(PlayerbotAI* botAI) { return new CastVigilanceAction(botAI); }
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};
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WarriorAiObjectContext::WarriorAiObjectContext(PlayerbotAI* botAI) : AiObjectContext(botAI)
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@@ -12,3 +12,75 @@ bool BloodrageBuffTrigger::IsActive()
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return AI_VALUE2(uint8, "health", "self target") >= sPlayerbotAIConfig->mediumHealth &&
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AI_VALUE2(uint8, "rage", "self target") < 20;
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}
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bool VigilanceTrigger::IsActive()
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{
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if (!bot->HasSpell(50720))
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{
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return false;
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}
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Group* group = bot->GetGroup();
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if (!group)
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{
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return false;
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}
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Player* currentVigilanceTarget = nullptr;
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Player* mainTank = nullptr;
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Player* assistTank1 = nullptr;
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Player* assistTank2 = nullptr;
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Player* highestGearScorePlayer = nullptr;
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uint32 highestGearScore = 0;
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// Iterate once through the group to gather all necessary information
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for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
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{
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Player* member = ref->GetSource();
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if (!member || member == bot || !member->IsAlive())
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continue;
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// Check if member has Vigilance applied by the bot
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if (!currentVigilanceTarget && botAI->HasAura("vigilance", member, false, true))
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{
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currentVigilanceTarget = member;
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}
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// Identify Main Tank
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if (!mainTank && botAI->IsMainTank(member))
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{
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mainTank = member;
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}
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// Identify Assist Tanks
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if (assistTank1 == nullptr && botAI->IsAssistTankOfIndex(member, 0))
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{
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assistTank1 = member;
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}
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else if (assistTank2 == nullptr && botAI->IsAssistTankOfIndex(member, 1))
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{
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assistTank2 = member;
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}
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// Determine Highest Gear Score
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uint32 gearScore = botAI->GetEquipGearScore(member, false, false);
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if (gearScore > highestGearScore)
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{
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highestGearScore = gearScore;
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highestGearScorePlayer = member;
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}
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}
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// Determine the highest-priority target
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Player* highestPriorityTarget = mainTank ? mainTank :
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(assistTank1 ? assistTank1 :
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(assistTank2 ? assistTank2 : highestGearScorePlayer));
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// Trigger if no Vigilance is active or the current target is not the highest-priority target
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if (!currentVigilanceTarget || currentVigilanceTarget != highestPriorityTarget)
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{
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return true;
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}
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return false; // No need to reassign Vigilance
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}
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@@ -63,6 +63,14 @@ public:
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RendDebuffTrigger(PlayerbotAI* botAI) : DebuffTrigger(botAI, "rend", 1, true) {}
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};
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class VigilanceTrigger : public BuffOnPartyTrigger
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{
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public:
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VigilanceTrigger(PlayerbotAI* botAI) : BuffOnPartyTrigger(botAI, "vigilance") {}
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bool IsActive() override;
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};
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// class SlamTrigger : public HasAuraTrigger
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// {
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// public:
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