Yogg-Saron strategy (#1565)

* - wip

* - Added Yogg-Saron strategy

* - Added Yogg-Saron sanity strategy

* - WIP

* - WIP

* - WIP

* - WIP

* - Added Yogg-Saron strategy

* - code refactoring

* - Code fix after pr
This commit is contained in:
kadeshar
2025-08-18 12:02:19 +02:00
committed by GitHub
parent b369b1f9ae
commit 77c2354c3f
17 changed files with 2320 additions and 48 deletions

View File

@@ -22,6 +22,7 @@ bool BossFireResistanceAction::Execute(Event event)
{
PaladinFireResistanceStrategy paladinFireResistanceStrategy(botAI);
botAI->ChangeStrategy(ADD_STRATEGY_CHAR + paladinFireResistanceStrategy.getName(), BotState::BOT_STATE_COMBAT);
botAI->DoSpecificAction("fire resistance aura", Event(), true);
return true;
}
@@ -35,6 +36,7 @@ bool BossFrostResistanceAction::Execute(Event event)
{
PaladinFrostResistanceStrategy paladinFrostResistanceStrategy(botAI);
botAI->ChangeStrategy(ADD_STRATEGY_CHAR + paladinFrostResistanceStrategy.getName(), BotState::BOT_STATE_COMBAT);
botAI->DoSpecificAction("frost resistance aura", Event(), true);
return true;
}
@@ -48,6 +50,7 @@ bool BossNatureResistanceAction::Execute(Event event)
{
HunterNatureResistanceStrategy hunterNatureResistanceStrategy(botAI);
botAI->ChangeStrategy(ADD_STRATEGY_CHAR + hunterNatureResistanceStrategy.getName(), BotState::BOT_STATE_COMBAT);
botAI->DoSpecificAction("aspect of the wild", Event(), true);
return true;
}
@@ -61,5 +64,6 @@ bool BossShadowResistanceAction::Execute(Event event)
{
PaladinShadowResistanceStrategy paladinShadowResistanceStrategy(botAI);
botAI->ChangeStrategy(ADD_STRATEGY_CHAR + paladinShadowResistanceStrategy.getName(), BotState::BOT_STATE_COMBAT);
botAI->DoSpecificAction("shadow resistance aura", Event(), true);
return true;
}

View File

@@ -2767,3 +2767,177 @@ bool MoveFromGroupAction::Execute(Event event)
distance = 20.0f; // flee distance from config is too small for this
return MoveFromGroup(distance);
}
bool MoveAwayFromCreatureAction::Execute(Event event)
{
GuidVector targets = AI_VALUE(GuidVector, "nearest npcs");
Creature* nearestCreature = bot->FindNearestCreature(creatureId, range, alive);
// Find all creatures with the specified Id
std::vector<Unit*> creatures;
for (const auto& guid : targets)
{
Unit* unit = botAI->GetUnit(guid);
if (unit && (alive && unit->IsAlive()) && unit->GetEntry() == creatureId)
{
creatures.push_back(unit);
}
}
if (creatures.empty())
{
return false;
}
// Search for a safe position
const int directions = 8;
const float increment = 3.0f;
float bestX = bot->GetPositionX();
float bestY = bot->GetPositionY();
float bestZ = bot->GetPositionZ();
float maxSafetyScore = -1.0f;
for (int i = 0; i < directions; ++i)
{
float angle = (i * 2 * M_PI) / directions;
for (float distance = increment; distance <= 30.0f; distance += increment)
{
float moveX = bot->GetPositionX() + distance * cos(angle);
float moveY = bot->GetPositionY() + distance * sin(angle);
float moveZ = bot->GetPositionZ();
// Check creature distance constraints
bool isSafeFromCreatures = true;
float minCreatureDist = std::numeric_limits<float>::max();
for (Unit* creature : creatures)
{
float dist = creature->GetExactDist2d(moveX, moveY);
if (dist < range)
{
isSafeFromCreatures = false;
break;
}
if (dist < minCreatureDist)
{
minCreatureDist = dist;
}
}
if (isSafeFromCreatures && bot->IsWithinLOS(moveX, moveY, moveZ))
{
// A simple safety score: the minimum distance to any creature. Higher is better.
if (minCreatureDist > maxSafetyScore)
{
maxSafetyScore = minCreatureDist;
bestX = moveX;
bestY = moveY;
bestZ = moveZ;
}
}
}
}
// Move to the best position found
if (maxSafetyScore > 0.0f)
{
return MoveTo(bot->GetMapId(), bestX, bestY, bestZ, false, false, false, false,
MovementPriority::MOVEMENT_COMBAT);
}
return false;
}
bool MoveAwayFromCreatureAction::isPossible()
{
return bot->CanFreeMove();
}
bool MoveAwayFromPlayerWithDebuffAction::Execute(Event event)
{
Player* closestPlayer = nullptr;
float minDistance = 0.0f;
Group* group = bot->GetGroup();
if (!group)
{
return false;
}
std::vector<Player*> debuffedPlayers;
for (GroupReference* gref = group->GetFirstMember(); gref; gref = gref->next())
{
Player* player = gref->GetSource();
if (player && player->IsAlive() && player->HasAura(spellId))
{
debuffedPlayers.push_back(player);
}
}
if (debuffedPlayers.empty())
{
return false;
}
// Search for a safe position
const int directions = 8;
const float increment = 3.0f;
float bestX = bot->GetPositionX();
float bestY = bot->GetPositionY();
float bestZ = bot->GetPositionZ();
float maxSafetyScore = -1.0f;
for (int i = 0; i < directions; ++i)
{
float angle = (i * 2 * M_PI) / directions;
for (float distance = increment; distance <= (range + 5.0f); distance += increment)
{
float moveX = bot->GetPositionX() + distance * cos(angle);
float moveY = bot->GetPositionY() + distance * sin(angle);
float moveZ = bot->GetPositionZ();
// Check creature distance constraints
bool isSafeFromDebuffedPlayer = true;
float minDebuffedPlayerDistance = std::numeric_limits<float>::max();
for (Unit* debuffedPlayer : debuffedPlayers)
{
float dist = debuffedPlayer->GetExactDist2d(moveX, moveY);
if (dist < range)
{
isSafeFromDebuffedPlayer = false;
break;
}
if (dist < minDebuffedPlayerDistance)
{
minDebuffedPlayerDistance = dist;
}
}
if (isSafeFromDebuffedPlayer && bot->IsWithinLOS(moveX, moveY, moveZ))
{
// A simple safety score: the minimum distance to any debuffed player. Higher is better.
if (minDebuffedPlayerDistance > maxSafetyScore)
{
maxSafetyScore = minDebuffedPlayerDistance;
bestX = moveX;
bestY = moveY;
bestZ = moveZ;
}
}
}
}
// Move to the best position found
if (maxSafetyScore > 0.0f)
{
return MoveTo(bot->GetMapId(), bestX, bestY, bestZ, false, false, false, false,
MovementPriority::MOVEMENT_COMBAT, true);
}
return false;
}
bool MoveAwayFromPlayerWithDebuffAction::isPossible()
{
return bot->CanFreeMove();
}

View File

@@ -294,4 +294,34 @@ public:
bool Execute(Event event) override;
};
class MoveAwayFromCreatureAction : public MovementAction
{
public:
MoveAwayFromCreatureAction(PlayerbotAI* botAI, std::string name, uint32 creatureId, float range, bool alive = true)
: MovementAction(botAI, name), creatureId(creatureId), range(range), alive(alive) {}
bool Execute(Event event) override;
bool isPossible() override;
private:
uint32 creatureId;
float range;
bool alive;
};
class MoveAwayFromPlayerWithDebuffAction : public MovementAction
{
public:
MoveAwayFromPlayerWithDebuffAction(PlayerbotAI* botAI, std::string name, uint32 spellId, float range)
: MovementAction(botAI, name), spellId(spellId), range(range) {}
bool Execute(Event event) override;
bool isPossible() override;
private:
uint32 spellId;
float range;
bool alive;
};
#endif