mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-13 09:07:19 +00:00
Merge pull request #302 from liyunfan1223/dev-combat-formation
Dev combat formation
This commit is contained in:
@@ -21,18 +21,9 @@ AiPlayerbot.BotAutologin = 0
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# Default: 0 (disabled)
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AiPlayerbot.AllowPlayerBots = 0
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# Guild Task system
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AiPlayerbot.EnableGuildTasks = 0
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# Enable LFG for random bots
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AiPlayerbot.RandomBotJoinLfg = 1
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# Enable dungeon suggestions for random bots
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AiPlayerbot.RandomBotSuggestDungeons = 1
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# Enable dungeon suggestions in lower case randomly
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AiPlayerbot.SuggestDungeonsInLowerCaseRandomly = 0
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# Enable BG/Arena for random Bots
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AiPlayerbot.RandomBotJoinBG = 1
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@@ -60,12 +51,6 @@ AiPlayerbot.RotationPoolSize = 500
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AiPlayerbot.RandomBotAccountPrefix = "rndbot"
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AiPlayerbot.RandomBotAccountCount = 200
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# Random bot guild count
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AiPlayerbot.RandomBotGuildCount = 20
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# Delete all random bot guilds
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AiPlayerbot.DeleteRandomBotGuilds = 0
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# Random bot arena team count
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AiPlayerbot.RandomBotArenaTeamCount = 20
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@@ -78,18 +63,6 @@ AiPlayerbot.RandomGearLoweringChance = 0
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# Chance random bot has max level on first randomize (default 0.15)
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AiPlayerbot.RandomBotMaxLevelChance = 0.15
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# Chance bot chooses RPG (Teleport to random camp for their level) instead of grinding
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AiPlayerbot.RandomBotRpgChance = 0.20 #unused now
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# Set randombots movement speed to walking anywhere
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AiPlayerbot.RandombotsWalkingRPG = 0
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# Set randombots movement speed to walking only inside buildings
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AiPlayerbot.RandombotsWalkingRPG.InDoors = 0
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# Bots greet to the players
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AiPlayerbot.EnableGreet = 0
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# Bots will be summoned to player when accept group invitation
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AiPlayerbot.SummonWhenGroup = 1
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@@ -116,10 +89,6 @@ AiPlayerbot.KillXPRate = 1
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# Need to reset rndbot after changing the setting (.playerbot rndbot reset)
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AiPlayerbot.DisableDeathKnightLogin = 0
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# Specify percent of active bots
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# The default is 10. With 10% of all bots going active or inactive each minute.
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AiPlayerbot.BotActiveAlone = 100
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# Set minimum level of randombots where gets enchants on items (Maxlevel + 1 to disable)
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# Default: 60
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AiPlayerbot.MinEnchantingBotLevel = 60
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@@ -224,8 +193,8 @@ AiPlayerbot.SyncQuestForPlayer = 0
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AiPlayerbot.SyncLevelWithPlayers = 0
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# Give free food to random bots
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# Default: 0 (disabled)
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AiPlayerbot.FreeFood = 0
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# Default: 1 (enabled)
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AiPlayerbot.FreeFood = 1
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# Bot automatically trains spells when talking to trainer (yes = train all available spells as long as the bot has the money, free = auto trains with no money cost, no = only list spells)
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# Only for random bots
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@@ -296,7 +265,7 @@ AiPlayerbot.ReactDelay = 100
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AiPlayerbot.PassiveDelay = 10000
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# Minimum delay between repeating actions (chat messages, emotes etc)
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AiPlayerbot.RepeatDelay = 5000
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AiPlayerbot.RepeatDelay = 2000
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# Delay timers
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AiPlayerbot.ErrorDelay = 100
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@@ -359,27 +328,6 @@ AiPlayerbot.RandomBotNonCombatStrategies = ""
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AiPlayerbot.CombatStrategies = ""
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AiPlayerbot.NonCombatStrategies = ""
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# How often tasks are changed
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AiPlayerbot.MinGuildTaskChangeTime = 172800
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AiPlayerbot.MaxGuildTaskChangeTime = 432000
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# Mail spam interval
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AiPlayerbot.MinGuildTaskAdvertisementTime = 300
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AiPlayerbot.MaxGuildTaskAdvertisementTime = 28800
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# Delay before reward is sent
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AiPlayerbot.MinGuildTaskRewardTime = 300
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AiPlayerbot.MaxGuildTaskRewardTime = 3600
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# Cleanup of guild tasks interval
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AiPlayerbot.GuildTaskAdvertCleanupTime = 300
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# Specify max distance between victim and bot when creating guild kill task
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AiPlayerbot.GuildTaskKillTaskDistance = 200
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# Distance margin for facade calculations
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AiPlayerbot.TargetPosRecalcDistance = 0.1
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# Maps where bots can be teleported to
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AiPlayerbot.RandomBotMaps = 0,1,530,571
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@@ -413,12 +361,8 @@ AiPlayerbot.RandomBotCountChangeMaxInterval = 7200
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AiPlayerbot.MinRandomBotInWorldTime = 3600
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AiPlayerbot.MaxRandomBotInWorldTime = 43200
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AiPlayerbot.MinRandomBotRandomizeTime = 302400
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AiPlayerbot.MaxRandomRandomizeTime = 1209600
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AiPlayerbot.MaxRandomBotRandomizeTime = 1209600
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AiPlayerbot.RandomBotsPerInterval = 500
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AiPlayerbot.MinRandomBotsPriceChangeInterval = 7200
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AiPlayerbot.MaxRandomBotsPriceChangeInterval = 172800
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AiPlayerbot.MinRandomBotChangeStrategyTime = 180
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AiPlayerbot.MaxRandomBotChangeStrategyTime = 720
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AiPlayerbot.MinRandomBotReviveTime = 60
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AiPlayerbot.MaxRandomBotReviveTime = 300
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AiPlayerbot.MinRandomBotTeleportInterval = 3600
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@@ -440,9 +384,6 @@ AiPlayerbot.CommandServerPort = 8888
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# Enables/Disables performance monitor
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AiPlayerbot.PerfMonEnabled = 0
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# Allow bots to be summoned near innkeepers
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AiPlayerbot.SummonAtInnkeepersEnabled = 1
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# Custom config to allow logfiles to be created.
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# Example: AiPlayerbot.AllowedLogFiles = travelNodes.csv,travelPaths.csv,TravelNodeStore.h,bot_movement.csv,bot_location.csv
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AiPlayerbot.AllowedLogFiles = ""
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@@ -744,6 +685,74 @@ AiPlayerbot.RandomClassSpecIndex.11.1 = 1
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AiPlayerbot.RandomClassSpecProb.11.2 = 40
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AiPlayerbot.RandomClassSpecIndex.11.2 = 2
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##############################################
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# Deprecated (temporary) #
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##############################################
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# Guild Task system
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AiPlayerbot.EnableGuildTasks = 0
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# Enable dungeon suggestions for random bots
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AiPlayerbot.RandomBotSuggestDungeons = 1
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# Enable dungeon suggestions in lower case randomly
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AiPlayerbot.SuggestDungeonsInLowerCaseRandomly = 0
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# Random bot guild count
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AiPlayerbot.RandomBotGuildCount = 20
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# Delete all random bot guilds
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AiPlayerbot.DeleteRandomBotGuilds = 0
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# Chance bot chooses RPG (Teleport to random camp for their level) instead of grinding
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AiPlayerbot.RandomBotRpgChance = 0.20 #unused now
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# Set randombots movement speed to walking anywhere
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AiPlayerbot.RandombotsWalkingRPG = 0
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# Set randombots movement speed to walking only inside buildings
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AiPlayerbot.RandombotsWalkingRPG.InDoors = 0
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# Bots greet to the players
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AiPlayerbot.EnableGreet = 0
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# Specify percent of active bots
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# The default is 10. With 10% of all bots going active or inactive each minute.
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AiPlayerbot.BotActiveAlone = 100
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# Premade spell to avoid (undetected spells)
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# spellid-radius, ...
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AiPlayerbot.PremadeAvoidAoe = 62234-4
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AiPlayerbot.MinRandomBotsPriceChangeInterval = 7200
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AiPlayerbot.MaxRandomBotsPriceChangeInterval = 172800
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AiPlayerbot.MinRandomBotChangeStrategyTime = 180
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AiPlayerbot.MaxRandomBotChangeStrategyTime = 720
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# How often tasks are changed
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AiPlayerbot.MinGuildTaskChangeTime = 172800
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AiPlayerbot.MaxGuildTaskChangeTime = 432000
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# Mail spam interval
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AiPlayerbot.MinGuildTaskAdvertisementTime = 300
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AiPlayerbot.MaxGuildTaskAdvertisementTime = 28800
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# Delay before reward is sent
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AiPlayerbot.MinGuildTaskRewardTime = 300
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AiPlayerbot.MaxGuildTaskRewardTime = 3600
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# Cleanup of guild tasks interval
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AiPlayerbot.GuildTaskAdvertCleanupTime = 300
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# Specify max distance between victim and bot when creating guild kill task
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AiPlayerbot.GuildTaskKillTaskDistance = 200
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# Distance margin for facade calculations
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AiPlayerbot.TargetPosRecalcDistance = 0.1
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# Allow bots to be summoned near innkeepers
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AiPlayerbot.SummonAtInnkeepersEnabled = 1
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##################################################################################
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# #
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# Logging Stuff #
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@@ -274,11 +274,12 @@ void AiFactory::AddDefaultCombatStrategies(Player* player, PlayerbotAI* const fa
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{
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engine->addStrategy("avoid aoe");
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}
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engine->addStrategy("combat formation");
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switch (player->getClass())
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{
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case CLASS_PRIEST:
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if (tab == 2) {
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engine->addStrategies("dps", "shadow debuff", "shadow aoe", "threat", nullptr);
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engine->addStrategies("dps", "shadow debuff", "shadow aoe", nullptr);
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} else if (tab == PRIEST_TAB_DISIPLINE) {
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engine->addStrategies("heal", nullptr);
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} else {
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@@ -289,11 +290,11 @@ void AiFactory::AddDefaultCombatStrategies(Player* player, PlayerbotAI* const fa
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break;
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case CLASS_MAGE:
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if (tab == 0)
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engine->addStrategies("arcane", "arcane aoe", "threat", nullptr);
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engine->addStrategies("arcane", "arcane aoe", nullptr);
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else if (tab == 1)
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engine->addStrategies("fire", "fire aoe", "threat", nullptr);
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engine->addStrategies("fire", "fire aoe", nullptr);
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else
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engine->addStrategies("frost", "frost aoe", "threat", nullptr);
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engine->addStrategies("frost", "frost aoe", nullptr);
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engine->addStrategies("dps", "dps assist", "cure", nullptr);
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break;
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@@ -301,17 +302,17 @@ void AiFactory::AddDefaultCombatStrategies(Player* player, PlayerbotAI* const fa
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if (tab == 2)
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engine->addStrategies("tank", "tank assist", "aoe", "mark rti", nullptr);
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else if (player->getLevel() < 36 || tab == 0)
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engine->addStrategies("arms", "aoe", "dps assist", "threat", /*"behind",*/ nullptr);
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engine->addStrategies("arms", "aoe", "dps assist",/*"behind",*/ nullptr);
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else
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engine->addStrategies("fury", "aoe", "dps assist", "threat", /*"behind",*/ nullptr);
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engine->addStrategies("fury", "aoe", "dps assist",/*"behind",*/ nullptr);
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break;
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case CLASS_SHAMAN:
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if (tab == 0)
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engine->addStrategies("caster", "caster aoe", "bmana", "threat", nullptr);
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engine->addStrategies("caster", "caster aoe", "bmana",nullptr);
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else if (tab == 2)
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engine->addStrategies("heal", "bmana", nullptr);
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else
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engine->addStrategies("melee", "melee aoe", "bdps", "threat", nullptr);
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engine->addStrategies("melee", "melee aoe", "bdps", nullptr);
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engine->addStrategies("dps assist", "cure", "totems", nullptr);
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break;
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@@ -327,38 +328,41 @@ void AiFactory::AddDefaultCombatStrategies(Player* player, PlayerbotAI* const fa
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case CLASS_DRUID:
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if (tab == 0)
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{
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engine->addStrategies("caster", "cure", "caster aoe", "threat", "dps assist", nullptr);
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engine->addStrategies("caster", "cure", "caster aoe", "dps assist", nullptr);
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engine->addStrategy("caster debuff");
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}
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else if (tab == 2)
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engine->addStrategies("heal", "cure", "dps assist", nullptr);
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else
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{
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engine->removeStrategy("flee");
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engine->addStrategies("bear", "tank assist", nullptr);
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if (player->GetLevel() >= 20 && !player->HasAura(16931)/*thick hide*/) {
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engine->addStrategies("cat", "dps assist", nullptr);
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} else {
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engine->addStrategies("bear", "tank assist", nullptr);
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}
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}
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break;
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case CLASS_HUNTER:
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engine->addStrategies("dps", "aoe", "bdps", "threat", "dps assist", nullptr);
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engine->addStrategies("dps", "aoe", "bdps", "dps assist", nullptr);
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engine->addStrategy("dps debuff");
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break;
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case CLASS_ROGUE:
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if (tab == ROGUE_TAB_ASSASSINATION) {
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engine->addStrategies("melee", "threat", "dps assist", "aoe", /*"behind",*/ nullptr);
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engine->addStrategies("melee", "dps assist", "aoe", /*"behind",*/ nullptr);
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} else {
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engine->addStrategies("dps", "threat", "dps assist", "aoe", /*"behind",*/ nullptr);
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engine->addStrategies("dps", "dps assist", "aoe", /*"behind",*/ nullptr);
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}
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break;
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case CLASS_WARLOCK:
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engine->addStrategies("dps assist", "dps", "dps debuff", "aoe", "threat", nullptr);
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engine->addStrategies("dps assist", "dps", "dps debuff", "aoe", nullptr);
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break;
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case CLASS_DEATH_KNIGHT:
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if (tab == 0)
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engine->addStrategies("blood", "tank assist", nullptr);
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else if (tab == 1)
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engine->addStrategies("frost", "frost aoe", "dps assist", "threat", nullptr);
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engine->addStrategies("frost", "frost aoe", "dps assist", nullptr);
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else
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engine->addStrategies("unholy", "unholy aoe", "dps assist", "threat", nullptr);
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engine->addStrategies("unholy", "unholy aoe", "dps assist", nullptr);
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break;
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}
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@@ -504,8 +508,13 @@ void AiFactory::AddDefaultNonCombatStrategies(Player* player, PlayerbotAI* const
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nonCombatEngine->addStrategies("dps assist", "cure", nullptr);
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break;
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case CLASS_DRUID:
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if (tab == 1)
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nonCombatEngine->addStrategy("tank assist");
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if (tab == 1) {
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if (player->GetLevel() >= 20 && !player->HasAura(16931)/*thick hide*/) {
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nonCombatEngine->addStrategy("dps assist");
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} else {
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nonCombatEngine->addStrategy("tank assist");
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}
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}
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else
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nonCombatEngine->addStrategies("dps assist", "cure", nullptr);
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break;
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@@ -1900,19 +1900,19 @@ bool PlayerbotAI::TellMasterNoFacing(std::string const text, PlayerbotSecurityLe
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return false;
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time_t lastSaid = whispers[text];
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// Yunfan: Remove tell cooldown
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// if (!lastSaid || (time(nullptr) - lastSaid) >= sPlayerbotAIConfig->repeatDelay / 1000)
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// {
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whispers[text] = time(nullptr);
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if (!lastSaid || (time(nullptr) - lastSaid) >= sPlayerbotAIConfig->repeatDelay / 1000)
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{
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whispers[text] = time(nullptr);
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ChatMsg type = CHAT_MSG_WHISPER;
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if (currentChat.second - time(nullptr) >= 1)
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type = currentChat.first;
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ChatMsg type = CHAT_MSG_WHISPER;
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if (currentChat.second - time(nullptr) >= 1)
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type = currentChat.first;
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WorldPacket data;
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ChatHandler::BuildChatPacket(data, type == CHAT_MSG_ADDON ? CHAT_MSG_PARTY : type, type == CHAT_MSG_ADDON ? LANG_ADDON : LANG_UNIVERSAL, bot, nullptr, text.c_str());
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master->SendDirectMessage(&data);
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// }
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WorldPacket data;
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ChatHandler::BuildChatPacket(data, type == CHAT_MSG_ADDON ? CHAT_MSG_PARTY : type, type == CHAT_MSG_ADDON ? LANG_ADDON : LANG_UNIVERSAL, bot, nullptr, text.c_str());
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master->SendDirectMessage(&data);
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}
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return true;
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}
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@@ -58,7 +58,7 @@ bool PlayerbotAIConfig::Initialize()
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dispelAuraDuration = sConfigMgr->GetOption<int32>("AiPlayerbot.DispelAuraDuration", 7000);
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reactDelay = sConfigMgr->GetOption<int32>("AiPlayerbot.ReactDelay", 500);
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passiveDelay = sConfigMgr->GetOption<int32>("AiPlayerbot.PassiveDelay", 10000);
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repeatDelay = sConfigMgr->GetOption<int32>("AiPlayerbot.RepeatDelay", 5000);
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repeatDelay = sConfigMgr->GetOption<int32>("AiPlayerbot.RepeatDelay", 2000);
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errorDelay = sConfigMgr->GetOption<int32>("AiPlayerbot.ErrorDelay", 5000);
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rpgDelay = sConfigMgr->GetOption<int32>("AiPlayerbot.RpgDelay", 10000);
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sitDelay = sConfigMgr->GetOption<int32>("AiPlayerbot.SitDelay", 30000);
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@@ -123,7 +123,7 @@ bool PlayerbotAIConfig::Initialize()
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minRandomBotInWorldTime = sConfigMgr->GetOption<int32>("AiPlayerbot.MinRandomBotInWorldTime", 2 * HOUR);
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maxRandomBotInWorldTime = sConfigMgr->GetOption<int32>("AiPlayerbot.MaxRandomBotInWorldTime", 12 * HOUR);
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minRandomBotRandomizeTime = sConfigMgr->GetOption<int32>("AiPlayerbot.MinRandomBotRandomizeTime", 2 * HOUR);
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maxRandomBotRandomizeTime = sConfigMgr->GetOption<int32>("AiPlayerbot.MaxRandomRandomizeTime", 14 * 24 * HOUR);
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maxRandomBotRandomizeTime = sConfigMgr->GetOption<int32>("AiPlayerbot.MaxRandomBotRandomizeTime", 14 * 24 * HOUR);
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minRandomBotChangeStrategyTime = sConfigMgr->GetOption<int32>("AiPlayerbot.MinRandomBotChangeStrategyTime", 30 * MINUTE);
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maxRandomBotChangeStrategyTime = sConfigMgr->GetOption<int32>("AiPlayerbot.MaxRandomBotChangeStrategyTime", 2 * HOUR);
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minRandomBotReviveTime = sConfigMgr->GetOption<int32>("AiPlayerbot.MinRandomBotReviveTime", MINUTE);
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@@ -327,6 +327,9 @@ bool PlayerbotAIConfig::Initialize()
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selfBotLevel = sConfigMgr->GetOption<int32>("AiPlayerbot.SelfBotLevel", 1);
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RandomPlayerbotFactory::CreateRandomBots();
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if (World::IsStopped()) {
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return true;
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}
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PlayerbotFactory::Init();
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sRandomItemMgr->Init();
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sRandomItemMgr->InitAfterAhBot();
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@@ -363,6 +363,11 @@ Player* PlayerbotHolder::GetPlayerBot(ObjectGuid::LowType lowGuid) const
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void PlayerbotHolder::OnBotLogin(Player* const bot)
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{
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// Prevent duplicate login
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if (playerBots.find(bot->GetGUID()) != playerBots.end()) {
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return;
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}
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sPlayerbotsMgr->AddPlayerbotData(bot, true);
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playerBots[bot->GetGUID()] = bot;
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OnBotLoginInternal(bot);
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@@ -34,6 +34,8 @@ int strcmpi(char const* s1, char const* s2);
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#define AI_VALUE_LAZY(type, name) context->GetValue<type>(name)->LazyGet()
|
||||
#define AI_VALUE2_LAZY(type, name, param) context->GetValue<type>(name, param)->LazyGet()
|
||||
|
||||
#define AI_VALUE_REF(type, name) context->GetValue<type>(name)->RefGet()
|
||||
|
||||
#define SET_AI_VALUE(type, name, value) context->GetValue<type>(name)->Set(value)
|
||||
#define SET_AI_VALUE2(type, name, param, value) context->GetValue<type>(name, param)->Set(value)
|
||||
#define RESET_AI_VALUE(type, name) context->GetValue<type>(name)->Reset()
|
||||
|
||||
@@ -112,6 +112,7 @@ class StrategyContext : public NamedObjectContext<Strategy>
|
||||
creators["grind"] = &StrategyContext::grind;
|
||||
creators["avoid aoe"] = &StrategyContext::avoid_aoe;
|
||||
creators["move random"] = &StrategyContext::move_random;
|
||||
creators["combat formation"] = &StrategyContext::combat_formation;
|
||||
}
|
||||
|
||||
private:
|
||||
@@ -174,6 +175,7 @@ class StrategyContext : public NamedObjectContext<Strategy>
|
||||
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>
|
||||
|
||||
@@ -16,6 +16,16 @@
|
||||
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)
|
||||
};
|
||||
|
||||
struct CreatureData;
|
||||
|
||||
class UntypedValue : public AiNamedObject
|
||||
@@ -37,6 +47,7 @@ class Value
|
||||
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(); }
|
||||
@@ -79,7 +90,26 @@ class CalculatedValue : public UntypedValue, public Value<T>
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
T& RefGet() override
|
||||
{
|
||||
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 {
|
||||
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; }
|
||||
@@ -304,6 +334,7 @@ class ManualSetValue : public UntypedValue, public Value<T>
|
||||
|
||||
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
|
||||
@@ -326,4 +357,32 @@ class UnitManualSetValue : public ManualSetValue<Unit*>
|
||||
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) { }
|
||||
};
|
||||
|
||||
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) { }
|
||||
};
|
||||
|
||||
class LastFleeTimestampValue : public ManualSetValue<uint32>
|
||||
{
|
||||
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) { }
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -89,6 +89,8 @@ class ActionContext : public NamedObjectContext<Action>
|
||||
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;
|
||||
@@ -265,6 +267,8 @@ class ActionContext : public NamedObjectContext<Action>
|
||||
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); }
|
||||
|
||||
@@ -44,9 +44,11 @@ bool ChangeTalentsAction::Execute(Event event)
|
||||
} 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) {
|
||||
param = param.substr(6);
|
||||
out << SpecApply(param);
|
||||
botAI->ResetStrategies();
|
||||
} else {
|
||||
out << "Unknown command.";
|
||||
}
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
|
||||
#include "MovementActions.h"
|
||||
#include "GameObject.h"
|
||||
#include "Geometry.h"
|
||||
#include "Map.h"
|
||||
#include "MotionMaster.h"
|
||||
#include "MoveSplineInitArgs.h"
|
||||
@@ -12,6 +13,7 @@
|
||||
#include "ObjectGuid.h"
|
||||
#include "PathGenerator.h"
|
||||
#include "PlayerbotAIConfig.h"
|
||||
#include "Position.h"
|
||||
#include "Random.h"
|
||||
#include "SharedDefines.h"
|
||||
#include "SpellAuraEffects.h"
|
||||
@@ -25,10 +27,15 @@
|
||||
#include "LootObjectStack.h"
|
||||
#include "Playerbots.h"
|
||||
#include "ServerFacade.h"
|
||||
#include "Timer.h"
|
||||
#include "Transport.h"
|
||||
#include "Unit.h"
|
||||
#include "Vehicle.h"
|
||||
#include "WaypointMovementGenerator.h"
|
||||
#include <cmath>
|
||||
#include <cstdlib>
|
||||
#include <iomanip>
|
||||
#include <string>
|
||||
|
||||
MovementAction::MovementAction(PlayerbotAI* botAI, std::string const name) : Action(botAI, name)
|
||||
{
|
||||
@@ -1495,6 +1502,9 @@ bool FleeWithPetAction::Execute(Event event)
|
||||
|
||||
bool AvoidAoeAction::isUseful()
|
||||
{
|
||||
if (getMSTime() - moveInterval < lastMoveTimer) {
|
||||
return false;
|
||||
}
|
||||
GuidVector traps = AI_VALUE(GuidVector, "nearest trap with damage");
|
||||
GuidVector triggers = AI_VALUE(GuidVector, "possible triggers");
|
||||
return AI_VALUE(Aura*, "area debuff") || !traps.empty() || !triggers.empty();
|
||||
@@ -1540,8 +1550,15 @@ bool AvoidAoeAction::AvoidAuraWithDynamicObj()
|
||||
return false;
|
||||
}
|
||||
std::ostringstream name;
|
||||
name << spellInfo->SpellName[0]; // << "] (aura)";
|
||||
if (FleePosition(dynOwner->GetPosition(), radius, name.str())) {
|
||||
name << spellInfo->SpellName[sWorld->GetDefaultDbcLocale()]; // << "] (aura)";
|
||||
if (FleePosition(dynOwner->GetPosition(), radius)) {
|
||||
if (sPlayerbotAIConfig->tellWhenAvoidAoe && lastTellTimer < time(NULL) - 10) {
|
||||
lastTellTimer = time(NULL);
|
||||
lastMoveTimer = getMSTime();
|
||||
std::ostringstream out;
|
||||
out << "I'm avoiding " << name.str() << "...";
|
||||
bot->Say(out.str(), LANG_UNIVERSAL);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
@@ -1591,8 +1608,15 @@ bool AvoidAoeAction::AvoidGameObjectWithDamage()
|
||||
continue;
|
||||
}
|
||||
std::ostringstream name;
|
||||
name << spellInfo->SpellName[0]; // << "] (object)";
|
||||
if (FleePosition(go->GetPosition(), radius, name.str())) {
|
||||
name << spellInfo->SpellName[sWorld->GetDefaultDbcLocale()]; // << "] (object)";
|
||||
if (FleePosition(go->GetPosition(), radius)) {
|
||||
if (sPlayerbotAIConfig->tellWhenAvoidAoe && lastTellTimer < time(NULL) - 10) {
|
||||
lastTellTimer = time(NULL);
|
||||
lastMoveTimer = getMSTime();
|
||||
std::ostringstream out;
|
||||
out << "I'm avoiding " << name.str() << "...";
|
||||
bot->Say(out.str(), LANG_UNIVERSAL);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -1633,9 +1657,15 @@ bool AvoidAoeAction::AvoidUnitWithDamageAura()
|
||||
break;
|
||||
}
|
||||
std::ostringstream name;
|
||||
name << triggerSpellInfo->SpellName[0]; //<< "] (unit)";
|
||||
if (FleePosition(unit->GetPosition(), radius, name.str())) {
|
||||
return true;
|
||||
name << triggerSpellInfo->SpellName[sWorld->GetDefaultDbcLocale()]; //<< "] (unit)";
|
||||
if (FleePosition(unit->GetPosition(), radius)) {
|
||||
if (sPlayerbotAIConfig->tellWhenAvoidAoe && lastTellTimer < time(NULL) - 10) {
|
||||
lastTellTimer = time(NULL);
|
||||
lastMoveTimer = getMSTime();
|
||||
std::ostringstream out;
|
||||
out << "I'm avoiding " << name.str() << "...";
|
||||
bot->Say(out.str(), LANG_UNIVERSAL);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1645,7 +1675,7 @@ bool AvoidAoeAction::AvoidUnitWithDamageAura()
|
||||
return false;
|
||||
}
|
||||
|
||||
Position AvoidAoeAction::BestPositionForMelee(Position pos, float radius)
|
||||
Position MovementAction::BestPositionForMeleeToFlee(Position pos, float radius)
|
||||
{
|
||||
Unit* currentTarget = AI_VALUE(Unit*, "current target");
|
||||
std::vector<CheckAngle> possibleAngles;
|
||||
@@ -1670,13 +1700,18 @@ Position AvoidAoeAction::BestPositionForMelee(Position pos, float radius)
|
||||
Position bestPos;
|
||||
for (CheckAngle &checkAngle : possibleAngles) {
|
||||
float angle = checkAngle.angle;
|
||||
auto& infoList = AI_VALUE_REF(std::list<FleeInfo>, "recently flee info");
|
||||
if (!CheckLastFlee(angle, infoList)) {
|
||||
continue;
|
||||
}
|
||||
bool strict = checkAngle.strict;
|
||||
float fleeDis = sPlayerbotAIConfig->fleeDistance;
|
||||
float fleeDis = std::min(radius + 1.0f, sPlayerbotAIConfig->fleeDistance);
|
||||
Position fleePos{bot->GetPositionX() + cos(angle) * fleeDis,
|
||||
bot->GetPositionY() + sin(angle) * fleeDis,
|
||||
bot->GetPositionZ()};
|
||||
if (strict && currentTarget
|
||||
&& fleePos.GetExactDist(currentTarget) - currentTarget->GetCombatReach() > sPlayerbotAIConfig->tooCloseDistance) {
|
||||
&& fleePos.GetExactDist(currentTarget) - currentTarget->GetCombatReach() > sPlayerbotAIConfig->tooCloseDistance
|
||||
&& bot->IsWithinMeleeRange(currentTarget)) {
|
||||
continue;
|
||||
}
|
||||
if (pos.GetExactDist(fleePos) > farestDis) {
|
||||
@@ -1690,7 +1725,7 @@ Position AvoidAoeAction::BestPositionForMelee(Position pos, float radius)
|
||||
return Position();
|
||||
}
|
||||
|
||||
Position AvoidAoeAction::BestPositionForRanged(Position pos, float radius)
|
||||
Position MovementAction::BestPositionForRangedToFlee(Position pos, float radius)
|
||||
{
|
||||
Unit* currentTarget = AI_VALUE(Unit*, "current target");
|
||||
std::vector<CheckAngle> possibleAngles;
|
||||
@@ -1713,8 +1748,12 @@ Position AvoidAoeAction::BestPositionForRanged(Position pos, float radius)
|
||||
Position bestPos;
|
||||
for (CheckAngle &checkAngle : possibleAngles) {
|
||||
float angle = checkAngle.angle;
|
||||
auto& infoList = AI_VALUE_REF(std::list<FleeInfo>, "recently flee info");
|
||||
if (!CheckLastFlee(angle, infoList)) {
|
||||
continue;
|
||||
}
|
||||
bool strict = checkAngle.strict;
|
||||
float fleeDis = sPlayerbotAIConfig->fleeDistance;
|
||||
float fleeDis = std::min(radius + 1.0f, sPlayerbotAIConfig->fleeDistance);
|
||||
Position fleePos{bot->GetPositionX() + cos(angle) * fleeDis,
|
||||
bot->GetPositionY() + sin(angle) * fleeDis,
|
||||
bot->GetPositionZ()};
|
||||
@@ -1737,28 +1776,197 @@ Position AvoidAoeAction::BestPositionForRanged(Position pos, float radius)
|
||||
return Position();
|
||||
}
|
||||
|
||||
bool AvoidAoeAction::FleePosition(Position pos, float radius, std::string name)
|
||||
bool MovementAction::FleePosition(Position pos, float radius)
|
||||
{
|
||||
Position bestPos;
|
||||
if (botAI->IsMelee(bot)) {
|
||||
bestPos = BestPositionForMelee(pos, radius);
|
||||
bestPos = BestPositionForMeleeToFlee(pos, radius);
|
||||
} else {
|
||||
bestPos = BestPositionForRanged(pos, radius);
|
||||
bestPos = BestPositionForRangedToFlee(pos, radius);
|
||||
}
|
||||
if (bestPos != Position()) {
|
||||
if (MoveTo(bot->GetMapId(), bestPos.GetPositionX(), bestPos.GetPositionY(), bestPos.GetPositionZ(), false, false, true)) {
|
||||
if (sPlayerbotAIConfig->tellWhenAvoidAoe && lastTellTimer < time(NULL) - 10) {
|
||||
lastTellTimer = time(NULL);
|
||||
std::ostringstream out;
|
||||
out << "I'm avoiding " << name << "...";
|
||||
bot->Say(out.str(), LANG_UNIVERSAL);
|
||||
auto& infoList = AI_VALUE_REF(std::list<FleeInfo>, "recently flee info");
|
||||
uint32 curTS = getMSTime();
|
||||
while (!infoList.empty()) {
|
||||
if (infoList.size() > 10 || infoList.front().timestamp + 5000 < curTS) {
|
||||
infoList.pop_front();
|
||||
} else {
|
||||
break;
|
||||
}
|
||||
}
|
||||
infoList.push_back({pos, radius, bot->GetAngle(&bestPos), curTS});
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool MovementAction::CheckLastFlee(float curAngle, std::list<FleeInfo>& infoList)
|
||||
{
|
||||
uint32 curTS = getMSTime();
|
||||
curAngle = fmod(curAngle, 2 * M_PI);
|
||||
while (!infoList.empty()) {
|
||||
if (infoList.size() > 10 || infoList.front().timestamp + 5000 < curTS) {
|
||||
infoList.pop_front();
|
||||
} else {
|
||||
break;
|
||||
}
|
||||
}
|
||||
for (FleeInfo& info : infoList) {
|
||||
// more than 5 sec
|
||||
if (info.timestamp + 5000 < curTS) {
|
||||
continue;
|
||||
}
|
||||
float revAngle = fmod(info.angle + M_PI, 2 * M_PI);
|
||||
// angle too close
|
||||
if (fabs(revAngle - curAngle) < M_PI / 4) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool CombatFormationMoveAction::isUseful()
|
||||
{
|
||||
if (getMSTime() - moveInterval < lastMoveTimer) {
|
||||
return false;
|
||||
}
|
||||
if (bot->GetCurrentSpell(CURRENT_CHANNELED_SPELL) != nullptr) {
|
||||
return false;
|
||||
}
|
||||
float dis = AI_VALUE(float, "disperse distance");
|
||||
return dis > 0.0f;
|
||||
}
|
||||
|
||||
bool CombatFormationMoveAction::Execute(Event event)
|
||||
{
|
||||
float dis = AI_VALUE(float, "disperse distance");
|
||||
Player* playerToLeave = NearestGroupMember(dis);
|
||||
if (playerToLeave && bot->GetExactDist(playerToLeave) < dis) {
|
||||
if (FleePosition(playerToLeave->GetPosition(), dis)) {
|
||||
lastMoveTimer = getMSTime();
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
Position CombatFormationMoveAction::AverageGroupPos(float dis)
|
||||
{
|
||||
float averageX = 0, averageY = 0, averageZ = 0;
|
||||
int cnt = 0;
|
||||
Group* group = bot->GetGroup();
|
||||
if (!group) {
|
||||
return Position();
|
||||
}
|
||||
Group::MemberSlotList const& groupSlot = group->GetMemberSlots();
|
||||
for (Group::member_citerator itr = groupSlot.begin(); itr != groupSlot.end(); itr++)
|
||||
{
|
||||
Player *member = ObjectAccessor::FindPlayer(itr->guid);
|
||||
if (!member || !member->IsAlive() || member->GetMapId() != bot->GetMapId() || member->IsCharmed() || sServerFacade->GetDistance2d(bot, member) > dis)
|
||||
continue;
|
||||
cnt++;
|
||||
averageX += member->GetPositionX();
|
||||
averageY += member->GetPositionY();
|
||||
averageZ += member->GetPositionZ();
|
||||
}
|
||||
averageX /= cnt;
|
||||
averageY /= cnt;
|
||||
averageZ /= cnt;
|
||||
return Position(averageX, averageY, averageZ);
|
||||
}
|
||||
|
||||
Player* CombatFormationMoveAction::NearestGroupMember(float dis)
|
||||
{
|
||||
float nearestDis = 10000.0f;
|
||||
Player* result = nullptr;
|
||||
Group* group = bot->GetGroup();
|
||||
if (!group) {
|
||||
return result;
|
||||
}
|
||||
Group::MemberSlotList const& groupSlot = group->GetMemberSlots();
|
||||
for (Group::member_citerator itr = groupSlot.begin(); itr != groupSlot.end(); itr++)
|
||||
{
|
||||
Player *member = ObjectAccessor::FindPlayer(itr->guid);
|
||||
if (!member || !member->IsAlive() || member == bot || member->GetMapId() != bot->GetMapId() || member->IsCharmed() || sServerFacade->GetDistance2d(bot, member) > dis)
|
||||
continue;
|
||||
if (nearestDis > bot->GetExactDist(member)) {
|
||||
result = member;
|
||||
nearestDis = bot->GetExactDist(member);
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
bool DisperseSetAction::Execute(Event event)
|
||||
{
|
||||
std::string const text = event.getParam();
|
||||
if (text == "disable") {
|
||||
RESET_AI_VALUE(float, "disperse distance");
|
||||
botAI->TellMasterNoFacing("Disable disperse");
|
||||
return true;
|
||||
}
|
||||
if (text == "enable" || text == "reset") {
|
||||
if (botAI->IsMelee(bot)) {
|
||||
SET_AI_VALUE(float, "disperse distance", DEFAULT_DISPERSE_DISTANCE_MELEE);
|
||||
} else {
|
||||
SET_AI_VALUE(float, "disperse distance", DEFAULT_DISPERSE_DISTANCE_RANGED);
|
||||
}
|
||||
float dis = AI_VALUE(float, "disperse distance");
|
||||
std::ostringstream out;
|
||||
out << "Enable disperse distance " << std::setprecision(2) << dis;
|
||||
botAI->TellMasterNoFacing(out.str());
|
||||
return true;
|
||||
}
|
||||
if (text == "increase") {
|
||||
float dis = AI_VALUE(float, "disperse distance");
|
||||
std::ostringstream out;
|
||||
if (dis <= 0.0f) {
|
||||
out << "Enable disperse first";
|
||||
botAI->TellMasterNoFacing(out.str());
|
||||
return true;
|
||||
}
|
||||
dis += 1.0f;
|
||||
SET_AI_VALUE(float, "disperse distance", dis);
|
||||
out << "Increase disperse distance to " << std::setprecision(2) << dis;
|
||||
botAI->TellMasterNoFacing(out.str());
|
||||
return true;
|
||||
}
|
||||
if (text == "decrease") {
|
||||
float dis = AI_VALUE(float, "disperse distance");
|
||||
dis -= 1.0f;
|
||||
if (dis <= 0.0f) {
|
||||
dis += 1.0f;
|
||||
}
|
||||
SET_AI_VALUE(float, "disperse distance", dis);
|
||||
std::ostringstream out;
|
||||
out << "Increase disperse distance to " << std::setprecision(2) << dis;
|
||||
botAI->TellMasterNoFacing(out.str());
|
||||
return true;
|
||||
}
|
||||
if (text.starts_with("set")) {
|
||||
float dis = -1.0f;;
|
||||
sscanf(text.c_str(), "set %f", &dis);
|
||||
std::ostringstream out;
|
||||
if (dis < 0 || dis > 100.0f) {
|
||||
out << "Invalid disperse distance " << std::setprecision(2) << dis;
|
||||
} else {
|
||||
SET_AI_VALUE(float, "disperse distance", dis);
|
||||
out << "Set disperse distance to " << std::setprecision(2) << dis;
|
||||
}
|
||||
botAI->TellMasterNoFacing(out.str());
|
||||
return true;
|
||||
}
|
||||
std::ostringstream out;
|
||||
out << "Usage: disperse [enable | disable | increase | decrease | set {distance}]";
|
||||
float dis = AI_VALUE(float, "disperse distance");
|
||||
if (dis > 0.0f) {
|
||||
out << "(Current disperse distance: " << std::setprecision(2) << dis << ")";
|
||||
}
|
||||
botAI->TellMasterNoFacing(out.str());
|
||||
return true;
|
||||
}
|
||||
|
||||
bool RunAwayAction::Execute(Event event)
|
||||
{
|
||||
return Flee(AI_VALUE(Unit*, "master target"));
|
||||
|
||||
@@ -13,6 +13,7 @@ class Player;
|
||||
class PlayerbotAI;
|
||||
class Unit;
|
||||
class WorldObject;
|
||||
class Position;
|
||||
|
||||
class MovementAction : public Action
|
||||
{
|
||||
@@ -41,6 +42,15 @@ class MovementAction : public Action
|
||||
bool MoveAway(Unit* target);
|
||||
bool MoveInside(uint32 mapId, float x, float y, float z, float distance = sPlayerbotAIConfig->followDistance);
|
||||
void CreateWp(Player* wpOwner, float x, float y, float z, float o, uint32 entry, bool important = false);
|
||||
Position BestPositionForMeleeToFlee(Position pos, float radius);
|
||||
Position BestPositionForRangedToFlee(Position pos, float radius);
|
||||
bool FleePosition(Position pos, float radius);
|
||||
bool CheckLastFlee(float curAngle, std::list<FleeInfo>& infoList);
|
||||
protected:
|
||||
struct CheckAngle {
|
||||
float angle;
|
||||
bool strict;
|
||||
};
|
||||
private:
|
||||
// float SearchBestGroundZForPath(float x, float y, float z, bool generatePath, float range = 20.0f, bool normal_only = false, float step = 8.0f);
|
||||
const Movement::PointsArray SearchForBestPath(float x, float y, float z, float &modified_z, int maxSearchCount = 5, bool normal_only = false, float step = 8.0f);
|
||||
@@ -69,7 +79,8 @@ class FleeWithPetAction : public MovementAction
|
||||
class AvoidAoeAction : public MovementAction
|
||||
{
|
||||
public:
|
||||
AvoidAoeAction(PlayerbotAI* botAI) : MovementAction(botAI, "avoid aoe") { }
|
||||
AvoidAoeAction(PlayerbotAI* botAI, int moveInterval = 1000) : MovementAction(botAI, "avoid aoe"),
|
||||
moveInterval(moveInterval) { }
|
||||
|
||||
bool isUseful() override;
|
||||
bool Execute(Event event) override;
|
||||
@@ -78,14 +89,36 @@ class AvoidAoeAction : public MovementAction
|
||||
bool AvoidAuraWithDynamicObj();
|
||||
bool AvoidGameObjectWithDamage();
|
||||
bool AvoidUnitWithDamageAura();
|
||||
Position BestPositionForMelee(Position pos, float radius);
|
||||
Position BestPositionForRanged(Position pos, float radius);
|
||||
bool FleePosition(Position pos, float radius, std::string name);
|
||||
time_t lastTellTimer = 0;
|
||||
struct CheckAngle {
|
||||
float angle;
|
||||
bool strict;
|
||||
};
|
||||
int lastMoveTimer = 0;
|
||||
int moveInterval;
|
||||
|
||||
};
|
||||
|
||||
class CombatFormationMoveAction : public MovementAction
|
||||
{
|
||||
public:
|
||||
CombatFormationMoveAction(PlayerbotAI* botAI, int moveInterval = 1000) : MovementAction(botAI, "combat formation move"),
|
||||
moveInterval(moveInterval) { }
|
||||
|
||||
bool isUseful() override;
|
||||
bool Execute(Event event) override;
|
||||
|
||||
protected:
|
||||
Position AverageGroupPos(float dis = sPlayerbotAIConfig->sightDistance);
|
||||
Player* NearestGroupMember(float dis = sPlayerbotAIConfig->sightDistance);
|
||||
int lastMoveTimer = 0;
|
||||
int moveInterval;
|
||||
};
|
||||
|
||||
class DisperseSetAction : public Action
|
||||
{
|
||||
public:
|
||||
DisperseSetAction(PlayerbotAI* botAI, std::string const name = "disperse set") : Action(botAI, name) { }
|
||||
|
||||
bool Execute(Event event) override;
|
||||
float DEFAULT_DISPERSE_DISTANCE_RANGED = 5.0f;
|
||||
float DEFAULT_DISPERSE_DISTANCE_MELEE = 2.0f;
|
||||
};
|
||||
|
||||
class RunAwayAction : public MovementAction
|
||||
|
||||
@@ -198,6 +198,7 @@ bool AutoGearAction::Execute(Event event)
|
||||
sPlayerbotAIConfig->autoGearQualityLimit,
|
||||
gs);
|
||||
factory.InitEquipment(true);
|
||||
factory.InitAmmo();
|
||||
if (bot->getLevel() >= sPlayerbotAIConfig->minEnchantingBotLevel) {
|
||||
factory.ApplyEnchantAndGemsNew();
|
||||
}
|
||||
|
||||
@@ -82,7 +82,8 @@ bool SummonAction::Execute(Event event)
|
||||
}
|
||||
|
||||
if (master->GetSession()->GetSecurity() >= SEC_PLAYER) {
|
||||
botAI->GetAiObjectContext()->GetValue<GuidVector>("prioritized targets")->Set({});
|
||||
// botAI->GetAiObjectContext()->GetValue<GuidVector>("prioritized targets")->Set({});
|
||||
SET_AI_VALUE(std::list<FleeInfo>, "recently flee info", {});
|
||||
return Teleport(master, bot);
|
||||
}
|
||||
|
||||
|
||||
@@ -234,8 +234,6 @@ class CastDeathAndDecayAction : public CastSpellAction
|
||||
{
|
||||
public:
|
||||
CastDeathAndDecayAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "death and decay") { }
|
||||
|
||||
ActionThreatType getThreatType() override { return ActionThreatType::Aoe; }
|
||||
};
|
||||
|
||||
class CastHornOfWinterAction : public CastSpellAction
|
||||
|
||||
@@ -69,7 +69,7 @@ class BearTankDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionN
|
||||
static ActionNode* dire_bear_form([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode ("dire bear form",
|
||||
/*P*/ nullptr,
|
||||
/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
|
||||
/*A*/ NextAction::array(0, new NextAction("bear form"), nullptr),
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
@@ -20,6 +20,7 @@ class CasterDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
|
||||
creators["insect swarm"] = &insect_swarm;
|
||||
creators["moonfire"] = &moonfire;
|
||||
creators["starfire"] = &starfire;
|
||||
creators["moonkin form"] = &moonkin_form;
|
||||
}
|
||||
|
||||
private:
|
||||
@@ -94,6 +95,15 @@ class CasterDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
|
||||
/*A*/ nullptr,
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* moonkin_form([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode ("moonkin form",
|
||||
/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
|
||||
/*A*/ nullptr,
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
CasterDruidStrategy::CasterDruidStrategy(PlayerbotAI* botAI) : GenericDruidStrategy(botAI)
|
||||
|
||||
@@ -51,7 +51,7 @@ class CatDpsDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
|
||||
static ActionNode* cat_form([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode ("cat form",
|
||||
/*P*/ nullptr,
|
||||
/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
|
||||
/*A*/ nullptr,
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
@@ -61,6 +61,7 @@ void ChatCommandHandlerStrategy::InitTriggers(std::vector<TriggerNode*>& trigger
|
||||
triggers.push_back(new TriggerNode("naxx", NextAction::array(0, new NextAction("naxx chat shortcut", relevance), NULL)));
|
||||
triggers.push_back(new TriggerNode("bwl", NextAction::array(0, new NextAction("bwl chat shortcut", relevance), NULL)));
|
||||
triggers.push_back(new TriggerNode("dps", NextAction::array(0, new NextAction("tell expected dps", relevance), NULL)));
|
||||
triggers.push_back(new TriggerNode("disperse", NextAction::array(0, new NextAction("disperse set", relevance), NULL)));
|
||||
}
|
||||
|
||||
ChatCommandHandlerStrategy::ChatCommandHandlerStrategy(PlayerbotAI* botAI) : PassTroughStrategy(botAI)
|
||||
|
||||
@@ -81,4 +81,11 @@ void AvoidAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
void AvoidAoeStrategy::InitMultipliers(std::vector<Multiplier*>& multipliers)
|
||||
{
|
||||
// multipliers.push_back(new AvoidAoeStrategyMultiplier(botAI));
|
||||
}
|
||||
}
|
||||
|
||||
NextAction** CombatFormationStrategy::getDefaultActions()
|
||||
{
|
||||
return NextAction::array(0,
|
||||
new NextAction("combat formation move", ACTION_EMERGENCY),
|
||||
nullptr);
|
||||
}
|
||||
|
||||
@@ -28,4 +28,12 @@ public:
|
||||
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
|
||||
};
|
||||
|
||||
class CombatFormationStrategy : public Strategy
|
||||
{
|
||||
public:
|
||||
CombatFormationStrategy(PlayerbotAI* ai): Strategy(ai) {}
|
||||
const std::string getName() override { return "combat formation"; }
|
||||
NextAction** getDefaultActions() override;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -203,12 +203,14 @@ class CastDragonsBreathAction : public CastSpellAction
|
||||
{
|
||||
public:
|
||||
CastDragonsBreathAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "dragon's breath") { }
|
||||
ActionThreatType getThreatType() override { return ActionThreatType::Aoe; }
|
||||
};
|
||||
|
||||
class CastBlastWaveAction : public CastSpellAction
|
||||
{
|
||||
public:
|
||||
CastBlastWaveAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "blast wave") { }
|
||||
ActionThreatType getThreatType() override { return ActionThreatType::Aoe; }
|
||||
};
|
||||
|
||||
class CastInvisibilityAction : public CastBuffSpellAction
|
||||
|
||||
@@ -161,5 +161,6 @@ class CastMindSearAction : public CastSpellAction
|
||||
{
|
||||
public:
|
||||
CastMindSearAction(PlayerbotAI* ai) : CastSpellAction(ai, "mind sear") {}
|
||||
ActionThreatType getThreatType() override { return ActionThreatType::Aoe; }
|
||||
};
|
||||
#endif
|
||||
|
||||
@@ -323,6 +323,7 @@ class CastChainLightningAction : public CastSpellAction
|
||||
{
|
||||
public:
|
||||
CastChainLightningAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "chain lightning") { }
|
||||
ActionThreatType getThreatType() override { return ActionThreatType::Aoe; }
|
||||
};
|
||||
|
||||
class CastLightningBoltAction : public CastSpellAction
|
||||
|
||||
@@ -119,6 +119,7 @@ class ChatTriggerContext : public NamedObjectContext<Trigger>
|
||||
creators["naxx"] = &ChatTriggerContext::naxx;
|
||||
creators["bwl"] = &ChatTriggerContext::bwl;
|
||||
creators["dps"] = &ChatTriggerContext::dps;
|
||||
creators["disperse"] = &ChatTriggerContext::disperse;
|
||||
}
|
||||
|
||||
private:
|
||||
@@ -218,6 +219,7 @@ class ChatTriggerContext : public NamedObjectContext<Trigger>
|
||||
static Trigger* naxx(PlayerbotAI* ai) { return new ChatCommandTrigger(ai, "naxx"); }
|
||||
static Trigger* bwl(PlayerbotAI* ai) { return new ChatCommandTrigger(ai, "bwl"); }
|
||||
static Trigger* dps(PlayerbotAI* ai) { return new ChatCommandTrigger(ai, "dps"); }
|
||||
static Trigger* disperse(PlayerbotAI* ai) { return new ChatCommandTrigger(ai, "disperse"); }
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -74,7 +74,7 @@ bool PartyMemberToHeal::Check(Unit* player)
|
||||
{
|
||||
// return player && player != bot && player->GetMapId() == bot->GetMapId() && player->IsInWorld() &&
|
||||
// sServerFacade->GetDistance2d(bot, player) < (player->IsPlayer() && botAI->IsTank((Player*)player) ? 50.0f : 40.0f);
|
||||
return player->GetMapId() == bot->GetMapId() &&
|
||||
return player->GetMapId() == bot->GetMapId() && !player->IsCharmed() &&
|
||||
bot->GetDistance2d(player) < sPlayerbotAIConfig->healDistance * 2 &&
|
||||
bot->IsWithinLOS(player->GetPositionX(), player->GetPositionY(), player->GetPositionZ());
|
||||
}
|
||||
|
||||
@@ -301,6 +301,10 @@ class ValueContext : public NamedObjectContext<UntypedValue>
|
||||
creators["expected group dps"] = &ValueContext::expected_group_dps;
|
||||
creators["area debuff"] = &ValueContext::area_debuff;
|
||||
creators["nearest trap with damage"] = &ValueContext::nearest_trap_with_damange;
|
||||
creators["disperse distance"] = &ValueContext::disperse_distance;
|
||||
creators["last flee angle"] = &ValueContext::last_flee_angle;
|
||||
creators["last flee timestamp"] = &ValueContext::last_flee_timestamp;
|
||||
creators["recently flee info"] = &ValueContext::recently_flee_info;
|
||||
}
|
||||
|
||||
private:
|
||||
@@ -505,6 +509,10 @@ class ValueContext : public NamedObjectContext<UntypedValue>
|
||||
static UntypedValue* expected_group_dps(PlayerbotAI* ai) { return new ExpectedGroupDpsValue(ai); }
|
||||
static UntypedValue* area_debuff(PlayerbotAI* ai) { return new AreaDebuffValue(ai); }
|
||||
static UntypedValue* nearest_trap_with_damange(PlayerbotAI* ai) { return new NearestTrapWithDamageValue(ai); }
|
||||
static UntypedValue* disperse_distance(PlayerbotAI* ai) { return new DisperseDistanceValue(ai); }
|
||||
static UntypedValue* last_flee_angle(PlayerbotAI* ai) { return new LastFleeAngleValue(ai); }
|
||||
static UntypedValue* last_flee_timestamp(PlayerbotAI* ai) { return new LastFleeTimestampValue(ai); }
|
||||
static UntypedValue* recently_flee_info(PlayerbotAI* ai) { return new RecentlyFleeInfo(ai); }
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -87,7 +87,10 @@ void DpsWarlockStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
|
||||
void DpsAoeWarlockStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0, new NextAction("rain of fire", 37.0f), nullptr)));
|
||||
triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0,
|
||||
new NextAction("seed of corruption", 39.0f),
|
||||
new NextAction("seed of corruption on attacker", 38.0f),
|
||||
new NextAction("rain of fire", 37.0f), nullptr)));
|
||||
triggers.push_back(new TriggerNode("corruption on attacker", NextAction::array(0, new NextAction("corruption on attacker", 27.0f), nullptr)));
|
||||
triggers.push_back(new TriggerNode("unstable affliction on attacker", NextAction::array(0, new NextAction("unstable affliction on attacker", 26.0f), NULL)));
|
||||
triggers.push_back(new TriggerNode("curse of agony on attacker", NextAction::array(0, new NextAction("curse of agony on attacker", 25.0f), nullptr)));
|
||||
|
||||
@@ -67,12 +67,18 @@ class CastCorruptionAction : public CastDebuffSpellAction
|
||||
{
|
||||
public:
|
||||
CastCorruptionAction(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, "corruption", true) { }
|
||||
bool isUseful() override {
|
||||
return CastDebuffSpellAction::isUseful() && !botAI->HasAura("seed of corruption", GetTarget(), false, true) ;
|
||||
}
|
||||
};
|
||||
|
||||
class CastCorruptionOnAttackerAction : public CastDebuffSpellOnAttackerAction
|
||||
{
|
||||
public:
|
||||
CastCorruptionOnAttackerAction(PlayerbotAI* botAI) : CastDebuffSpellOnAttackerAction(botAI, "corruption", true) { }
|
||||
bool isUseful() override {
|
||||
return CastDebuffSpellOnAttackerAction::isUseful() && !botAI->HasAura("seed of corruption", GetTarget(), false, true) ;
|
||||
}
|
||||
};
|
||||
|
||||
class CastCurseOfAgonyOnAttackerAction : public CastDebuffSpellOnAttackerAction
|
||||
@@ -142,6 +148,20 @@ class CastSeedOfCorruptionAction : public CastDebuffSpellAction
|
||||
{
|
||||
public:
|
||||
CastSeedOfCorruptionAction(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, "seed of corruption", true, 0) { }
|
||||
bool isUseful() override {
|
||||
return CastDebuffSpellAction::isUseful() && !botAI->HasAura("corruption", GetTarget(), false, true) ;
|
||||
}
|
||||
ActionThreatType getThreatType() override { return ActionThreatType::Aoe; }
|
||||
};
|
||||
|
||||
class CastSeedOfCorruptionOnAttackerAction : public CastDebuffSpellOnAttackerAction
|
||||
{
|
||||
public:
|
||||
CastSeedOfCorruptionOnAttackerAction(PlayerbotAI* botAI) : CastDebuffSpellOnAttackerAction(botAI, "seed of corruption", true, 0) { }
|
||||
bool isUseful() override {
|
||||
return CastDebuffSpellOnAttackerAction::isUseful() && !botAI->HasAura("corruption", GetTarget(), false, true) ;
|
||||
}
|
||||
ActionThreatType getThreatType() override { return ActionThreatType::Aoe; }
|
||||
};
|
||||
|
||||
class CastRainOfFireAction : public CastSpellAction
|
||||
|
||||
@@ -158,6 +158,7 @@ class WarlockAiObjectContextInternal : public NamedObjectContext<Action>
|
||||
creators["banish"] = &WarlockAiObjectContextInternal::banish;
|
||||
creators["banish on cc"] = &WarlockAiObjectContextInternal::banish_on_cc;
|
||||
creators["seed of corruption"] = &WarlockAiObjectContextInternal::seed_of_corruption;
|
||||
creators["seed of corruption on attacker"] = &WarlockAiObjectContextInternal::seed_of_corruption_on_attacker;
|
||||
creators["rain of fire"] = &WarlockAiObjectContextInternal::rain_of_fire;
|
||||
creators["shadowfury"] = &WarlockAiObjectContextInternal::shadowfury;
|
||||
creators["life tap"] = &WarlockAiObjectContextInternal::life_tap;
|
||||
@@ -209,6 +210,7 @@ class WarlockAiObjectContextInternal : public NamedObjectContext<Action>
|
||||
static Action* banish(PlayerbotAI* botAI) { return new CastBanishAction(botAI); }
|
||||
static Action* banish_on_cc(PlayerbotAI* botAI) { return new CastBanishAction(botAI); }
|
||||
static Action* seed_of_corruption(PlayerbotAI* botAI) { return new CastSeedOfCorruptionAction(botAI); }
|
||||
static Action* seed_of_corruption_on_attacker(PlayerbotAI* botAI) { return new CastSeedOfCorruptionOnAttackerAction(botAI); }
|
||||
static Action* rain_of_fire(PlayerbotAI* botAI) { return new CastRainOfFireAction(botAI); }
|
||||
static Action* shadowfury(PlayerbotAI* botAI) { return new CastShadowfuryAction(botAI); }
|
||||
static Action* life_tap(PlayerbotAI* botAI) { return new CastLifeTapAction(botAI); }
|
||||
|
||||
@@ -6,6 +6,7 @@
|
||||
#define _PLAYERBOT_WARLOCKTRIGGERS_H
|
||||
|
||||
#include "GenericTriggers.h"
|
||||
#include "PlayerbotAI.h"
|
||||
|
||||
class PlayerbotAI;
|
||||
|
||||
@@ -32,13 +33,24 @@ class CurseOfAgonyTrigger : public DebuffTrigger
|
||||
CurseOfAgonyTrigger(PlayerbotAI* botAI) : DebuffTrigger(botAI, "curse of agony", 1, true, 20.0f) { }
|
||||
};
|
||||
|
||||
DEBUFF_CHECKISOWNER_TRIGGER(CorruptionTrigger, "corruption");
|
||||
class CorruptionTrigger : public DebuffTrigger
|
||||
{
|
||||
public:
|
||||
CorruptionTrigger(PlayerbotAI* botAI) : DebuffTrigger(botAI, "corruption", 1, true) { } \
|
||||
bool IsActive() override {
|
||||
return DebuffTrigger::IsActive() && !botAI->HasAura("seed of corruption", GetTarget(), false, true) ;
|
||||
}
|
||||
};
|
||||
|
||||
DEBUFF_CHECKISOWNER_TRIGGER(SiphonLifeTrigger, "siphon life");
|
||||
|
||||
class CorruptionOnAttackerTrigger : public DebuffOnAttackerTrigger
|
||||
{
|
||||
public:
|
||||
CorruptionOnAttackerTrigger(PlayerbotAI* botAI) : DebuffOnAttackerTrigger(botAI, "corruption", true) { }
|
||||
bool IsActive() override {
|
||||
return DebuffOnAttackerTrigger::IsActive() && !botAI->HasAura("seed of corruption", GetTarget(), false, true) ;
|
||||
}
|
||||
};
|
||||
|
||||
class CastCurseOfAgonyOnAttackerTrigger : public DebuffOnAttackerTrigger
|
||||
|
||||
Reference in New Issue
Block a user