Warrior strategy update (#838)

* Enraged regen at critial health

* Enraged regen action context

* Enraged regen on critical health trigger

* Enraged regen on critical health trigger

* Added logic for Arms to use Retaliation

* Added logic for Arms to use Retaliation

* Used correct class enums for !players

* Retaliation on medium health

* Removed temp line

* Added check for attacker->GetVictim() != bot

* Adjusted triggers for emergency actions

* Added Shattering Throw logic

* Added Shattering Throw logic

* Added Shattering Throw logic

* Added Shattering Throw logic

* Added Shattering Throw logic

* Added Shattering Throw logic

* Fixed ActionNode for Shattering Throw

* Added debug logging

* More debug logs

* Better debug logs

* Adjusted range on action

* Adjusted priorities

* More logging

* Update WarriorActions.cpp

* Update WarriorActions.h

* Changed trigger name for differentiation

* Updated to new shattering throw trigger name

* Update WarriorTriggers.h with new ST name

* Update ArmsWarriorStrategy.cpp

* Changed priority

* Shattering Throw and Retaliation stance reqs

Battlestance needed for Shattering Throw and Retaliation

* Created isUseful for Shattering Throw

* Created isUseful for Shattering Throw

* GetTarget instead of GetTargetValue

* Changed to GetTarget instead of GetTargetValue

* Commented out Execute function

* Commented out Execute function

* isPossible was failing, created basic isPossible

IsImmuneToSpell was returning true for Shattering Throw

2 DAYS! :(

* isPossible was failing, created basic isPossible

* Added some more isPossible checks

* Update WarriorActions.cpp

* Missing )

* Missing !

* Removed logging

* Removed logging

* Clean up

* Cleanup

* Corrected logic for Rogue's Expose Armor trigger

Logic was checking the Rogue, not the Rogue's target, for Sunder Armor before casting Expose Armor.
This commit is contained in:
avirar
2025-01-04 02:06:47 +11:00
committed by GitHub
parent c59c0cc802
commit 739a0df44c
10 changed files with 279 additions and 7 deletions

View File

@@ -101,3 +101,144 @@ bool CastVigilanceAction::Execute(Event event)
return botAI->CastSpell("vigilance", target);
}
bool CastRetaliationAction::isUseful()
{
// Spell cooldown check
if (!bot->HasSpell(20230))
{
return false;
}
// Spell cooldown check
if (bot->HasSpellCooldown(20230))
{
return false;
}
uint8 meleeAttackers = 0;
GuidVector attackers = AI_VALUE(GuidVector, "attackers");
for (ObjectGuid const& guid : attackers)
{
Unit* attacker = botAI->GetUnit(guid);
if (!attacker || !attacker->IsAlive() || attacker->GetVictim() != bot)
continue;
// Check if the attacker is melee-based using unit_class
if (attacker->GetTypeId() == TYPEID_UNIT)
{
Creature* creature = attacker->ToCreature();
if (creature && (creature->IsClass(CLASS_WARRIOR)
|| creature->IsClass(CLASS_ROGUE)
|| creature->IsClass(CLASS_PALADIN)))
{
++meleeAttackers;
}
}
else if (attacker->GetTypeId() == TYPEID_PLAYER)
{
Player* playerAttacker = attacker->ToPlayer();
if (playerAttacker && botAI->IsMelee(playerAttacker)) // Reuse existing Player melee check
{
++meleeAttackers;
}
}
// Early exit if we already have enough melee attackers
if (meleeAttackers >= 2)
break;
}
// Only cast Retaliation if there are at least 2 melee attackers and the buff is not active
return meleeAttackers >= 2 && !botAI->HasAura("retaliation", bot);
}
Unit* CastShatteringThrowAction::GetTarget()
{
GuidVector enemies = AI_VALUE(GuidVector, "possible targets");
for (ObjectGuid const& guid : enemies)
{
Unit* enemy = botAI->GetUnit(guid);
if (!enemy || !enemy->IsAlive() || enemy->IsFriendlyTo(bot))
continue;
if (bot->IsWithinDistInMap(enemy, 25.0f) &&
(enemy->HasAura(642) || // Divine Shield
enemy->HasAura(45438) || // Ice Block
enemy->HasAura(41450))) // Blessing of Protection
{
return enemy;
}
}
return nullptr; // No valid target
}
bool CastShatteringThrowAction::isUseful()
{
// Spell cooldown check
if (!bot->HasSpell(64382))
{
return false;
}
// Spell cooldown check
if (bot->HasSpellCooldown(64382))
{
return false;
}
GuidVector enemies = AI_VALUE(GuidVector, "possible targets");
for (ObjectGuid const& guid : enemies)
{
Unit* enemy = botAI->GetUnit(guid);
if (!enemy || !enemy->IsAlive() || enemy->IsFriendlyTo(bot))
continue;
// Check if the enemy is within 25 yards and has the specific auras
if (bot->IsWithinDistInMap(enemy, 25.0f) &&
(enemy->HasAura(642) || // Divine Shield
enemy->HasAura(45438) || // Ice Block
enemy->HasAura(41450))) // Blessing of Protection
{
return true;
}
}
return false; // No valid targets within range
}
bool CastShatteringThrowAction::isPossible()
{
Unit* target = GetTarget();
if (!target)
return false;
// Range check: Shattering Throw is 30 yards
if (!bot->IsWithinDistInMap(target, 30.0f))
{
return false;
}
// Check line of sight
if (!bot->IsWithinLOSInMap(target))
{
return false;
}
// If the minimal checks above pass, simply return true.
return true;
}
bool CastShatteringThrowAction::Execute(Event event)
{
Unit* target = GetTarget();
if (!target)
return false;
return botAI->CastSpell("shattering throw", target);
}