Merge pull request #302 from liyunfan1223/dev-combat-formation

Dev combat formation
This commit is contained in:
Yunfan Li
2024-07-09 19:28:22 +08:00
committed by GitHub
31 changed files with 546 additions and 133 deletions

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@@ -21,18 +21,9 @@ AiPlayerbot.BotAutologin = 0
# Default: 0 (disabled) # Default: 0 (disabled)
AiPlayerbot.AllowPlayerBots = 0 AiPlayerbot.AllowPlayerBots = 0
# Guild Task system
AiPlayerbot.EnableGuildTasks = 0
# Enable LFG for random bots # Enable LFG for random bots
AiPlayerbot.RandomBotJoinLfg = 1 AiPlayerbot.RandomBotJoinLfg = 1
# Enable dungeon suggestions for random bots
AiPlayerbot.RandomBotSuggestDungeons = 1
# Enable dungeon suggestions in lower case randomly
AiPlayerbot.SuggestDungeonsInLowerCaseRandomly = 0
# Enable BG/Arena for random Bots # Enable BG/Arena for random Bots
AiPlayerbot.RandomBotJoinBG = 1 AiPlayerbot.RandomBotJoinBG = 1
@@ -60,12 +51,6 @@ AiPlayerbot.RotationPoolSize = 500
AiPlayerbot.RandomBotAccountPrefix = "rndbot" AiPlayerbot.RandomBotAccountPrefix = "rndbot"
AiPlayerbot.RandomBotAccountCount = 200 AiPlayerbot.RandomBotAccountCount = 200
# Random bot guild count
AiPlayerbot.RandomBotGuildCount = 20
# Delete all random bot guilds
AiPlayerbot.DeleteRandomBotGuilds = 0
# Random bot arena team count # Random bot arena team count
AiPlayerbot.RandomBotArenaTeamCount = 20 AiPlayerbot.RandomBotArenaTeamCount = 20
@@ -78,18 +63,6 @@ AiPlayerbot.RandomGearLoweringChance = 0
# Chance random bot has max level on first randomize (default 0.15) # Chance random bot has max level on first randomize (default 0.15)
AiPlayerbot.RandomBotMaxLevelChance = 0.15 AiPlayerbot.RandomBotMaxLevelChance = 0.15
# Chance bot chooses RPG (Teleport to random camp for their level) instead of grinding
AiPlayerbot.RandomBotRpgChance = 0.20 #unused now
# Set randombots movement speed to walking anywhere
AiPlayerbot.RandombotsWalkingRPG = 0
# Set randombots movement speed to walking only inside buildings
AiPlayerbot.RandombotsWalkingRPG.InDoors = 0
# Bots greet to the players
AiPlayerbot.EnableGreet = 0
# Bots will be summoned to player when accept group invitation # Bots will be summoned to player when accept group invitation
AiPlayerbot.SummonWhenGroup = 1 AiPlayerbot.SummonWhenGroup = 1
@@ -116,10 +89,6 @@ AiPlayerbot.KillXPRate = 1
# Need to reset rndbot after changing the setting (.playerbot rndbot reset) # Need to reset rndbot after changing the setting (.playerbot rndbot reset)
AiPlayerbot.DisableDeathKnightLogin = 0 AiPlayerbot.DisableDeathKnightLogin = 0
# Specify percent of active bots
# The default is 10. With 10% of all bots going active or inactive each minute.
AiPlayerbot.BotActiveAlone = 100
# Set minimum level of randombots where gets enchants on items (Maxlevel + 1 to disable) # Set minimum level of randombots where gets enchants on items (Maxlevel + 1 to disable)
# Default: 60 # Default: 60
AiPlayerbot.MinEnchantingBotLevel = 60 AiPlayerbot.MinEnchantingBotLevel = 60
@@ -224,8 +193,8 @@ AiPlayerbot.SyncQuestForPlayer = 0
AiPlayerbot.SyncLevelWithPlayers = 0 AiPlayerbot.SyncLevelWithPlayers = 0
# Give free food to random bots # Give free food to random bots
# Default: 0 (disabled) # Default: 1 (enabled)
AiPlayerbot.FreeFood = 0 AiPlayerbot.FreeFood = 1
# 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) # 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)
# Only for random bots # Only for random bots
@@ -296,7 +265,7 @@ AiPlayerbot.ReactDelay = 100
AiPlayerbot.PassiveDelay = 10000 AiPlayerbot.PassiveDelay = 10000
# Minimum delay between repeating actions (chat messages, emotes etc) # Minimum delay between repeating actions (chat messages, emotes etc)
AiPlayerbot.RepeatDelay = 5000 AiPlayerbot.RepeatDelay = 2000
# Delay timers # Delay timers
AiPlayerbot.ErrorDelay = 100 AiPlayerbot.ErrorDelay = 100
@@ -359,27 +328,6 @@ AiPlayerbot.RandomBotNonCombatStrategies = ""
AiPlayerbot.CombatStrategies = "" AiPlayerbot.CombatStrategies = ""
AiPlayerbot.NonCombatStrategies = "" AiPlayerbot.NonCombatStrategies = ""
# How often tasks are changed
AiPlayerbot.MinGuildTaskChangeTime = 172800
AiPlayerbot.MaxGuildTaskChangeTime = 432000
# Mail spam interval
AiPlayerbot.MinGuildTaskAdvertisementTime = 300
AiPlayerbot.MaxGuildTaskAdvertisementTime = 28800
# Delay before reward is sent
AiPlayerbot.MinGuildTaskRewardTime = 300
AiPlayerbot.MaxGuildTaskRewardTime = 3600
# Cleanup of guild tasks interval
AiPlayerbot.GuildTaskAdvertCleanupTime = 300
# Specify max distance between victim and bot when creating guild kill task
AiPlayerbot.GuildTaskKillTaskDistance = 200
# Distance margin for facade calculations
AiPlayerbot.TargetPosRecalcDistance = 0.1
# Maps where bots can be teleported to # Maps where bots can be teleported to
AiPlayerbot.RandomBotMaps = 0,1,530,571 AiPlayerbot.RandomBotMaps = 0,1,530,571
@@ -413,12 +361,8 @@ AiPlayerbot.RandomBotCountChangeMaxInterval = 7200
AiPlayerbot.MinRandomBotInWorldTime = 3600 AiPlayerbot.MinRandomBotInWorldTime = 3600
AiPlayerbot.MaxRandomBotInWorldTime = 43200 AiPlayerbot.MaxRandomBotInWorldTime = 43200
AiPlayerbot.MinRandomBotRandomizeTime = 302400 AiPlayerbot.MinRandomBotRandomizeTime = 302400
AiPlayerbot.MaxRandomRandomizeTime = 1209600 AiPlayerbot.MaxRandomBotRandomizeTime = 1209600
AiPlayerbot.RandomBotsPerInterval = 500 AiPlayerbot.RandomBotsPerInterval = 500
AiPlayerbot.MinRandomBotsPriceChangeInterval = 7200
AiPlayerbot.MaxRandomBotsPriceChangeInterval = 172800
AiPlayerbot.MinRandomBotChangeStrategyTime = 180
AiPlayerbot.MaxRandomBotChangeStrategyTime = 720
AiPlayerbot.MinRandomBotReviveTime = 60 AiPlayerbot.MinRandomBotReviveTime = 60
AiPlayerbot.MaxRandomBotReviveTime = 300 AiPlayerbot.MaxRandomBotReviveTime = 300
AiPlayerbot.MinRandomBotTeleportInterval = 3600 AiPlayerbot.MinRandomBotTeleportInterval = 3600
@@ -440,9 +384,6 @@ AiPlayerbot.CommandServerPort = 8888
# Enables/Disables performance monitor # Enables/Disables performance monitor
AiPlayerbot.PerfMonEnabled = 0 AiPlayerbot.PerfMonEnabled = 0
# Allow bots to be summoned near innkeepers
AiPlayerbot.SummonAtInnkeepersEnabled = 1
# Custom config to allow logfiles to be created. # Custom config to allow logfiles to be created.
# Example: AiPlayerbot.AllowedLogFiles = travelNodes.csv,travelPaths.csv,TravelNodeStore.h,bot_movement.csv,bot_location.csv # Example: AiPlayerbot.AllowedLogFiles = travelNodes.csv,travelPaths.csv,TravelNodeStore.h,bot_movement.csv,bot_location.csv
AiPlayerbot.AllowedLogFiles = "" AiPlayerbot.AllowedLogFiles = ""
@@ -744,6 +685,74 @@ AiPlayerbot.RandomClassSpecIndex.11.1 = 1
AiPlayerbot.RandomClassSpecProb.11.2 = 40 AiPlayerbot.RandomClassSpecProb.11.2 = 40
AiPlayerbot.RandomClassSpecIndex.11.2 = 2 AiPlayerbot.RandomClassSpecIndex.11.2 = 2
##############################################
# Deprecated (temporary) #
##############################################
# Guild Task system
AiPlayerbot.EnableGuildTasks = 0
# Enable dungeon suggestions for random bots
AiPlayerbot.RandomBotSuggestDungeons = 1
# Enable dungeon suggestions in lower case randomly
AiPlayerbot.SuggestDungeonsInLowerCaseRandomly = 0
# Random bot guild count
AiPlayerbot.RandomBotGuildCount = 20
# Delete all random bot guilds
AiPlayerbot.DeleteRandomBotGuilds = 0
# Chance bot chooses RPG (Teleport to random camp for their level) instead of grinding
AiPlayerbot.RandomBotRpgChance = 0.20 #unused now
# Set randombots movement speed to walking anywhere
AiPlayerbot.RandombotsWalkingRPG = 0
# Set randombots movement speed to walking only inside buildings
AiPlayerbot.RandombotsWalkingRPG.InDoors = 0
# Bots greet to the players
AiPlayerbot.EnableGreet = 0
# Specify percent of active bots
# The default is 10. With 10% of all bots going active or inactive each minute.
AiPlayerbot.BotActiveAlone = 100
# Premade spell to avoid (undetected spells)
# spellid-radius, ...
AiPlayerbot.PremadeAvoidAoe = 62234-4
AiPlayerbot.MinRandomBotsPriceChangeInterval = 7200
AiPlayerbot.MaxRandomBotsPriceChangeInterval = 172800
AiPlayerbot.MinRandomBotChangeStrategyTime = 180
AiPlayerbot.MaxRandomBotChangeStrategyTime = 720
# How often tasks are changed
AiPlayerbot.MinGuildTaskChangeTime = 172800
AiPlayerbot.MaxGuildTaskChangeTime = 432000
# Mail spam interval
AiPlayerbot.MinGuildTaskAdvertisementTime = 300
AiPlayerbot.MaxGuildTaskAdvertisementTime = 28800
# Delay before reward is sent
AiPlayerbot.MinGuildTaskRewardTime = 300
AiPlayerbot.MaxGuildTaskRewardTime = 3600
# Cleanup of guild tasks interval
AiPlayerbot.GuildTaskAdvertCleanupTime = 300
# Specify max distance between victim and bot when creating guild kill task
AiPlayerbot.GuildTaskKillTaskDistance = 200
# Distance margin for facade calculations
AiPlayerbot.TargetPosRecalcDistance = 0.1
# Allow bots to be summoned near innkeepers
AiPlayerbot.SummonAtInnkeepersEnabled = 1
################################################################################## ##################################################################################
# # # #
# Logging Stuff # # Logging Stuff #

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@@ -274,11 +274,12 @@ void AiFactory::AddDefaultCombatStrategies(Player* player, PlayerbotAI* const fa
{ {
engine->addStrategy("avoid aoe"); engine->addStrategy("avoid aoe");
} }
engine->addStrategy("combat formation");
switch (player->getClass()) switch (player->getClass())
{ {
case CLASS_PRIEST: case CLASS_PRIEST:
if (tab == 2) { if (tab == 2) {
engine->addStrategies("dps", "shadow debuff", "shadow aoe", "threat", nullptr); engine->addStrategies("dps", "shadow debuff", "shadow aoe", nullptr);
} else if (tab == PRIEST_TAB_DISIPLINE) { } else if (tab == PRIEST_TAB_DISIPLINE) {
engine->addStrategies("heal", nullptr); engine->addStrategies("heal", nullptr);
} else { } else {
@@ -289,11 +290,11 @@ void AiFactory::AddDefaultCombatStrategies(Player* player, PlayerbotAI* const fa
break; break;
case CLASS_MAGE: case CLASS_MAGE:
if (tab == 0) if (tab == 0)
engine->addStrategies("arcane", "arcane aoe", "threat", nullptr); engine->addStrategies("arcane", "arcane aoe", nullptr);
else if (tab == 1) else if (tab == 1)
engine->addStrategies("fire", "fire aoe", "threat", nullptr); engine->addStrategies("fire", "fire aoe", nullptr);
else else
engine->addStrategies("frost", "frost aoe", "threat", nullptr); engine->addStrategies("frost", "frost aoe", nullptr);
engine->addStrategies("dps", "dps assist", "cure", nullptr); engine->addStrategies("dps", "dps assist", "cure", nullptr);
break; break;
@@ -301,17 +302,17 @@ void AiFactory::AddDefaultCombatStrategies(Player* player, PlayerbotAI* const fa
if (tab == 2) if (tab == 2)
engine->addStrategies("tank", "tank assist", "aoe", "mark rti", nullptr); engine->addStrategies("tank", "tank assist", "aoe", "mark rti", nullptr);
else if (player->getLevel() < 36 || tab == 0) else if (player->getLevel() < 36 || tab == 0)
engine->addStrategies("arms", "aoe", "dps assist", "threat", /*"behind",*/ nullptr); engine->addStrategies("arms", "aoe", "dps assist",/*"behind",*/ nullptr);
else else
engine->addStrategies("fury", "aoe", "dps assist", "threat", /*"behind",*/ nullptr); engine->addStrategies("fury", "aoe", "dps assist",/*"behind",*/ nullptr);
break; break;
case CLASS_SHAMAN: case CLASS_SHAMAN:
if (tab == 0) if (tab == 0)
engine->addStrategies("caster", "caster aoe", "bmana", "threat", nullptr); engine->addStrategies("caster", "caster aoe", "bmana",nullptr);
else if (tab == 2) else if (tab == 2)
engine->addStrategies("heal", "bmana", nullptr); engine->addStrategies("heal", "bmana", nullptr);
else else
engine->addStrategies("melee", "melee aoe", "bdps", "threat", nullptr); engine->addStrategies("melee", "melee aoe", "bdps", nullptr);
engine->addStrategies("dps assist", "cure", "totems", nullptr); engine->addStrategies("dps assist", "cure", "totems", nullptr);
break; break;
@@ -327,38 +328,41 @@ void AiFactory::AddDefaultCombatStrategies(Player* player, PlayerbotAI* const fa
case CLASS_DRUID: case CLASS_DRUID:
if (tab == 0) if (tab == 0)
{ {
engine->addStrategies("caster", "cure", "caster aoe", "threat", "dps assist", nullptr); engine->addStrategies("caster", "cure", "caster aoe", "dps assist", nullptr);
engine->addStrategy("caster debuff"); engine->addStrategy("caster debuff");
} }
else if (tab == 2) else if (tab == 2)
engine->addStrategies("heal", "cure", "dps assist", nullptr); engine->addStrategies("heal", "cure", "dps assist", nullptr);
else else
{ {
engine->removeStrategy("flee"); if (player->GetLevel() >= 20 && !player->HasAura(16931)/*thick hide*/) {
engine->addStrategies("bear", "tank assist", nullptr); engine->addStrategies("cat", "dps assist", nullptr);
} else {
engine->addStrategies("bear", "tank assist", nullptr);
}
} }
break; break;
case CLASS_HUNTER: case CLASS_HUNTER:
engine->addStrategies("dps", "aoe", "bdps", "threat", "dps assist", nullptr); engine->addStrategies("dps", "aoe", "bdps", "dps assist", nullptr);
engine->addStrategy("dps debuff"); engine->addStrategy("dps debuff");
break; break;
case CLASS_ROGUE: case CLASS_ROGUE:
if (tab == ROGUE_TAB_ASSASSINATION) { if (tab == ROGUE_TAB_ASSASSINATION) {
engine->addStrategies("melee", "threat", "dps assist", "aoe", /*"behind",*/ nullptr); engine->addStrategies("melee", "dps assist", "aoe", /*"behind",*/ nullptr);
} else { } else {
engine->addStrategies("dps", "threat", "dps assist", "aoe", /*"behind",*/ nullptr); engine->addStrategies("dps", "dps assist", "aoe", /*"behind",*/ nullptr);
} }
break; break;
case CLASS_WARLOCK: case CLASS_WARLOCK:
engine->addStrategies("dps assist", "dps", "dps debuff", "aoe", "threat", nullptr); engine->addStrategies("dps assist", "dps", "dps debuff", "aoe", nullptr);
break; break;
case CLASS_DEATH_KNIGHT: case CLASS_DEATH_KNIGHT:
if (tab == 0) if (tab == 0)
engine->addStrategies("blood", "tank assist", nullptr); engine->addStrategies("blood", "tank assist", nullptr);
else if (tab == 1) else if (tab == 1)
engine->addStrategies("frost", "frost aoe", "dps assist", "threat", nullptr); engine->addStrategies("frost", "frost aoe", "dps assist", nullptr);
else else
engine->addStrategies("unholy", "unholy aoe", "dps assist", "threat", nullptr); engine->addStrategies("unholy", "unholy aoe", "dps assist", nullptr);
break; break;
} }
@@ -504,8 +508,13 @@ void AiFactory::AddDefaultNonCombatStrategies(Player* player, PlayerbotAI* const
nonCombatEngine->addStrategies("dps assist", "cure", nullptr); nonCombatEngine->addStrategies("dps assist", "cure", nullptr);
break; break;
case CLASS_DRUID: case CLASS_DRUID:
if (tab == 1) if (tab == 1) {
nonCombatEngine->addStrategy("tank assist"); if (player->GetLevel() >= 20 && !player->HasAura(16931)/*thick hide*/) {
nonCombatEngine->addStrategy("dps assist");
} else {
nonCombatEngine->addStrategy("tank assist");
}
}
else else
nonCombatEngine->addStrategies("dps assist", "cure", nullptr); nonCombatEngine->addStrategies("dps assist", "cure", nullptr);
break; break;

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@@ -1900,19 +1900,19 @@ bool PlayerbotAI::TellMasterNoFacing(std::string const text, PlayerbotSecurityLe
return false; return false;
time_t lastSaid = whispers[text]; time_t lastSaid = whispers[text];
// Yunfan: Remove tell cooldown
// if (!lastSaid || (time(nullptr) - lastSaid) >= sPlayerbotAIConfig->repeatDelay / 1000)
// {
whispers[text] = time(nullptr);
ChatMsg type = CHAT_MSG_WHISPER; if (!lastSaid || (time(nullptr) - lastSaid) >= sPlayerbotAIConfig->repeatDelay / 1000)
if (currentChat.second - time(nullptr) >= 1) {
type = currentChat.first; whispers[text] = time(nullptr);
WorldPacket data; ChatMsg type = CHAT_MSG_WHISPER;
ChatHandler::BuildChatPacket(data, type == CHAT_MSG_ADDON ? CHAT_MSG_PARTY : type, type == CHAT_MSG_ADDON ? LANG_ADDON : LANG_UNIVERSAL, bot, nullptr, text.c_str()); if (currentChat.second - time(nullptr) >= 1)
master->SendDirectMessage(&data); type = currentChat.first;
// }
WorldPacket data;
ChatHandler::BuildChatPacket(data, type == CHAT_MSG_ADDON ? CHAT_MSG_PARTY : type, type == CHAT_MSG_ADDON ? LANG_ADDON : LANG_UNIVERSAL, bot, nullptr, text.c_str());
master->SendDirectMessage(&data);
}
return true; return true;
} }

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@@ -58,7 +58,7 @@ bool PlayerbotAIConfig::Initialize()
dispelAuraDuration = sConfigMgr->GetOption<int32>("AiPlayerbot.DispelAuraDuration", 7000); dispelAuraDuration = sConfigMgr->GetOption<int32>("AiPlayerbot.DispelAuraDuration", 7000);
reactDelay = sConfigMgr->GetOption<int32>("AiPlayerbot.ReactDelay", 500); reactDelay = sConfigMgr->GetOption<int32>("AiPlayerbot.ReactDelay", 500);
passiveDelay = sConfigMgr->GetOption<int32>("AiPlayerbot.PassiveDelay", 10000); passiveDelay = sConfigMgr->GetOption<int32>("AiPlayerbot.PassiveDelay", 10000);
repeatDelay = sConfigMgr->GetOption<int32>("AiPlayerbot.RepeatDelay", 5000); repeatDelay = sConfigMgr->GetOption<int32>("AiPlayerbot.RepeatDelay", 2000);
errorDelay = sConfigMgr->GetOption<int32>("AiPlayerbot.ErrorDelay", 5000); errorDelay = sConfigMgr->GetOption<int32>("AiPlayerbot.ErrorDelay", 5000);
rpgDelay = sConfigMgr->GetOption<int32>("AiPlayerbot.RpgDelay", 10000); rpgDelay = sConfigMgr->GetOption<int32>("AiPlayerbot.RpgDelay", 10000);
sitDelay = sConfigMgr->GetOption<int32>("AiPlayerbot.SitDelay", 30000); sitDelay = sConfigMgr->GetOption<int32>("AiPlayerbot.SitDelay", 30000);
@@ -123,7 +123,7 @@ bool PlayerbotAIConfig::Initialize()
minRandomBotInWorldTime = sConfigMgr->GetOption<int32>("AiPlayerbot.MinRandomBotInWorldTime", 2 * HOUR); minRandomBotInWorldTime = sConfigMgr->GetOption<int32>("AiPlayerbot.MinRandomBotInWorldTime", 2 * HOUR);
maxRandomBotInWorldTime = sConfigMgr->GetOption<int32>("AiPlayerbot.MaxRandomBotInWorldTime", 12 * HOUR); maxRandomBotInWorldTime = sConfigMgr->GetOption<int32>("AiPlayerbot.MaxRandomBotInWorldTime", 12 * HOUR);
minRandomBotRandomizeTime = sConfigMgr->GetOption<int32>("AiPlayerbot.MinRandomBotRandomizeTime", 2 * HOUR); minRandomBotRandomizeTime = sConfigMgr->GetOption<int32>("AiPlayerbot.MinRandomBotRandomizeTime", 2 * HOUR);
maxRandomBotRandomizeTime = sConfigMgr->GetOption<int32>("AiPlayerbot.MaxRandomRandomizeTime", 14 * 24 * HOUR); maxRandomBotRandomizeTime = sConfigMgr->GetOption<int32>("AiPlayerbot.MaxRandomBotRandomizeTime", 14 * 24 * HOUR);
minRandomBotChangeStrategyTime = sConfigMgr->GetOption<int32>("AiPlayerbot.MinRandomBotChangeStrategyTime", 30 * MINUTE); minRandomBotChangeStrategyTime = sConfigMgr->GetOption<int32>("AiPlayerbot.MinRandomBotChangeStrategyTime", 30 * MINUTE);
maxRandomBotChangeStrategyTime = sConfigMgr->GetOption<int32>("AiPlayerbot.MaxRandomBotChangeStrategyTime", 2 * HOUR); maxRandomBotChangeStrategyTime = sConfigMgr->GetOption<int32>("AiPlayerbot.MaxRandomBotChangeStrategyTime", 2 * HOUR);
minRandomBotReviveTime = sConfigMgr->GetOption<int32>("AiPlayerbot.MinRandomBotReviveTime", MINUTE); minRandomBotReviveTime = sConfigMgr->GetOption<int32>("AiPlayerbot.MinRandomBotReviveTime", MINUTE);
@@ -327,6 +327,9 @@ bool PlayerbotAIConfig::Initialize()
selfBotLevel = sConfigMgr->GetOption<int32>("AiPlayerbot.SelfBotLevel", 1); selfBotLevel = sConfigMgr->GetOption<int32>("AiPlayerbot.SelfBotLevel", 1);
RandomPlayerbotFactory::CreateRandomBots(); RandomPlayerbotFactory::CreateRandomBots();
if (World::IsStopped()) {
return true;
}
PlayerbotFactory::Init(); PlayerbotFactory::Init();
sRandomItemMgr->Init(); sRandomItemMgr->Init();
sRandomItemMgr->InitAfterAhBot(); sRandomItemMgr->InitAfterAhBot();

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@@ -363,6 +363,11 @@ Player* PlayerbotHolder::GetPlayerBot(ObjectGuid::LowType lowGuid) const
void PlayerbotHolder::OnBotLogin(Player* const bot) void PlayerbotHolder::OnBotLogin(Player* const bot)
{ {
// Prevent duplicate login
if (playerBots.find(bot->GetGUID()) != playerBots.end()) {
return;
}
sPlayerbotsMgr->AddPlayerbotData(bot, true); sPlayerbotsMgr->AddPlayerbotData(bot, true);
playerBots[bot->GetGUID()] = bot; playerBots[bot->GetGUID()] = bot;
OnBotLoginInternal(bot); OnBotLoginInternal(bot);

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@@ -34,6 +34,8 @@ int strcmpi(char const* s1, char const* s2);
#define AI_VALUE_LAZY(type, name) context->GetValue<type>(name)->LazyGet() #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_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_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 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() #define RESET_AI_VALUE(type, name) context->GetValue<type>(name)->Reset()

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@@ -112,6 +112,7 @@ class StrategyContext : public NamedObjectContext<Strategy>
creators["grind"] = &StrategyContext::grind; creators["grind"] = &StrategyContext::grind;
creators["avoid aoe"] = &StrategyContext::avoid_aoe; creators["avoid aoe"] = &StrategyContext::avoid_aoe;
creators["move random"] = &StrategyContext::move_random; creators["move random"] = &StrategyContext::move_random;
creators["combat formation"] = &StrategyContext::combat_formation;
} }
private: private:
@@ -174,6 +175,7 @@ class StrategyContext : public NamedObjectContext<Strategy>
static Strategy* grind(PlayerbotAI* botAI) { return new GrindingStrategy(botAI); } static Strategy* grind(PlayerbotAI* botAI) { return new GrindingStrategy(botAI); }
static Strategy* avoid_aoe(PlayerbotAI* botAI) { return new AvoidAoeStrategy(botAI); } static Strategy* avoid_aoe(PlayerbotAI* botAI) { return new AvoidAoeStrategy(botAI); }
static Strategy* move_random(PlayerbotAI* ai) { return new MoveRandomStrategy(ai); } 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> class MovementStrategyContext : public NamedObjectContext<Strategy>

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@@ -16,6 +16,16 @@
class PlayerbotAI; class PlayerbotAI;
class Unit; 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; struct CreatureData;
class UntypedValue : public AiNamedObject class UntypedValue : public AiNamedObject
@@ -37,6 +47,7 @@ class Value
virtual ~Value() { } virtual ~Value() { }
virtual T Get() = 0; virtual T Get() = 0;
virtual T LazyGet() = 0; virtual T LazyGet() = 0;
virtual T& RefGet() = 0;
virtual void Reset() { } virtual void Reset() { }
virtual void Set(T value) = 0; virtual void Set(T value) = 0;
operator T() { return Get(); } operator T() { return Get(); }
@@ -79,7 +90,26 @@ class CalculatedValue : public UntypedValue, public Value<T>
return value; 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 Set(T val) override { value = val; }
void Update() override {} void Update() override {}
void Reset() override { lastCheckTime = 0; } void Reset() override { lastCheckTime = 0; }
@@ -304,6 +334,7 @@ class ManualSetValue : public UntypedValue, public Value<T>
T Get() override { return value; } T Get() override { return value; }
T LazyGet() override { return value; } T LazyGet() override { return value; }
T& RefGet() override { return value; }
void Set(T val) override { value = val; } void Set(T val) override { value = val; }
void Update() override {} void Update() override {}
void Reset() override void Reset() override
@@ -326,4 +357,32 @@ class UnitManualSetValue : public ManualSetValue<Unit*>
Unit* Get() override; Unit* Get() override;
}; };
class DisperseDistanceValue : public ManualSetValue<float>
{
public:
DisperseDistanceValue(PlayerbotAI* botAI, float defaultValue = -1.0f, std::string const name = "disperse distance") :
ManualSetValue<float>(botAI, defaultValue, name) { }
};
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 #endif

View File

@@ -89,6 +89,8 @@ class ActionContext : public NamedObjectContext<Action>
creators["flee"] = &ActionContext::flee; creators["flee"] = &ActionContext::flee;
creators["flee with pet"] = &ActionContext::flee_with_pet; creators["flee with pet"] = &ActionContext::flee_with_pet;
creators["avoid aoe"] = &ActionContext::avoid_aoe; 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["gift of the naaru"] = &ActionContext::gift_of_the_naaru;
creators["shoot"] = &ActionContext::shoot; creators["shoot"] = &ActionContext::shoot;
creators["lifeblood"] = &ActionContext::lifeblood; 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(PlayerbotAI* botAI) { return new FleeAction(botAI); }
static Action* flee_with_pet(PlayerbotAI* botAI) { return new FleeWithPetAction(botAI); } static Action* flee_with_pet(PlayerbotAI* botAI) { return new FleeWithPetAction(botAI); }
static Action* avoid_aoe(PlayerbotAI* botAI) { return new AvoidAoeAction(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* gift_of_the_naaru(PlayerbotAI* botAI) { return new CastGiftOfTheNaaruAction(botAI); }
static Action* lifeblood(PlayerbotAI* botAI) { return new CastLifeBloodAction(botAI); } static Action* lifeblood(PlayerbotAI* botAI) { return new CastLifeBloodAction(botAI); }
static Action* arcane_torrent(PlayerbotAI* botAI) { return new CastArcaneTorrentAction(botAI); } static Action* arcane_torrent(PlayerbotAI* botAI) { return new CastArcaneTorrentAction(botAI); }

View File

@@ -44,9 +44,11 @@ bool ChangeTalentsAction::Execute(Event event)
} else if (param.find("spec ") != std::string::npos) { } else if (param.find("spec ") != std::string::npos) {
param = param.substr(5); param = param.substr(5);
out << SpecPick(param); out << SpecPick(param);
botAI->ResetStrategies();
} else if (param.find("apply ") != std::string::npos) { } else if (param.find("apply ") != std::string::npos) {
param = param.substr(6); param = param.substr(6);
out << SpecApply(param); out << SpecApply(param);
botAI->ResetStrategies();
} else { } else {
out << "Unknown command."; out << "Unknown command.";
} }

View File

@@ -4,6 +4,7 @@
#include "MovementActions.h" #include "MovementActions.h"
#include "GameObject.h" #include "GameObject.h"
#include "Geometry.h"
#include "Map.h" #include "Map.h"
#include "MotionMaster.h" #include "MotionMaster.h"
#include "MoveSplineInitArgs.h" #include "MoveSplineInitArgs.h"
@@ -12,6 +13,7 @@
#include "ObjectGuid.h" #include "ObjectGuid.h"
#include "PathGenerator.h" #include "PathGenerator.h"
#include "PlayerbotAIConfig.h" #include "PlayerbotAIConfig.h"
#include "Position.h"
#include "Random.h" #include "Random.h"
#include "SharedDefines.h" #include "SharedDefines.h"
#include "SpellAuraEffects.h" #include "SpellAuraEffects.h"
@@ -25,10 +27,15 @@
#include "LootObjectStack.h" #include "LootObjectStack.h"
#include "Playerbots.h" #include "Playerbots.h"
#include "ServerFacade.h" #include "ServerFacade.h"
#include "Timer.h"
#include "Transport.h" #include "Transport.h"
#include "Unit.h" #include "Unit.h"
#include "Vehicle.h" #include "Vehicle.h"
#include "WaypointMovementGenerator.h" #include "WaypointMovementGenerator.h"
#include <cmath>
#include <cstdlib>
#include <iomanip>
#include <string>
MovementAction::MovementAction(PlayerbotAI* botAI, std::string const name) : Action(botAI, name) MovementAction::MovementAction(PlayerbotAI* botAI, std::string const name) : Action(botAI, name)
{ {
@@ -1495,6 +1502,9 @@ bool FleeWithPetAction::Execute(Event event)
bool AvoidAoeAction::isUseful() bool AvoidAoeAction::isUseful()
{ {
if (getMSTime() - moveInterval < lastMoveTimer) {
return false;
}
GuidVector traps = AI_VALUE(GuidVector, "nearest trap with damage"); GuidVector traps = AI_VALUE(GuidVector, "nearest trap with damage");
GuidVector triggers = AI_VALUE(GuidVector, "possible triggers"); GuidVector triggers = AI_VALUE(GuidVector, "possible triggers");
return AI_VALUE(Aura*, "area debuff") || !traps.empty() || !triggers.empty(); return AI_VALUE(Aura*, "area debuff") || !traps.empty() || !triggers.empty();
@@ -1540,8 +1550,15 @@ bool AvoidAoeAction::AvoidAuraWithDynamicObj()
return false; return false;
} }
std::ostringstream name; std::ostringstream name;
name << spellInfo->SpellName[0]; // << "] (aura)"; name << spellInfo->SpellName[sWorld->GetDefaultDbcLocale()]; // << "] (aura)";
if (FleePosition(dynOwner->GetPosition(), radius, name.str())) { 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 true;
} }
return false; return false;
@@ -1591,8 +1608,15 @@ bool AvoidAoeAction::AvoidGameObjectWithDamage()
continue; continue;
} }
std::ostringstream name; std::ostringstream name;
name << spellInfo->SpellName[0]; // << "] (object)"; name << spellInfo->SpellName[sWorld->GetDefaultDbcLocale()]; // << "] (object)";
if (FleePosition(go->GetPosition(), radius, name.str())) { 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; return true;
} }
@@ -1633,9 +1657,15 @@ bool AvoidAoeAction::AvoidUnitWithDamageAura()
break; break;
} }
std::ostringstream name; std::ostringstream name;
name << triggerSpellInfo->SpellName[0]; //<< "] (unit)"; name << triggerSpellInfo->SpellName[sWorld->GetDefaultDbcLocale()]; //<< "] (unit)";
if (FleePosition(unit->GetPosition(), radius, name.str())) { if (FleePosition(unit->GetPosition(), radius)) {
return true; 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; return false;
} }
Position AvoidAoeAction::BestPositionForMelee(Position pos, float radius) Position MovementAction::BestPositionForMeleeToFlee(Position pos, float radius)
{ {
Unit* currentTarget = AI_VALUE(Unit*, "current target"); Unit* currentTarget = AI_VALUE(Unit*, "current target");
std::vector<CheckAngle> possibleAngles; std::vector<CheckAngle> possibleAngles;
@@ -1670,13 +1700,18 @@ Position AvoidAoeAction::BestPositionForMelee(Position pos, float radius)
Position bestPos; Position bestPos;
for (CheckAngle &checkAngle : possibleAngles) { for (CheckAngle &checkAngle : possibleAngles) {
float angle = checkAngle.angle; float angle = checkAngle.angle;
auto& infoList = AI_VALUE_REF(std::list<FleeInfo>, "recently flee info");
if (!CheckLastFlee(angle, infoList)) {
continue;
}
bool strict = checkAngle.strict; bool strict = checkAngle.strict;
float fleeDis = sPlayerbotAIConfig->fleeDistance; float fleeDis = std::min(radius + 1.0f, sPlayerbotAIConfig->fleeDistance);
Position fleePos{bot->GetPositionX() + cos(angle) * fleeDis, Position fleePos{bot->GetPositionX() + cos(angle) * fleeDis,
bot->GetPositionY() + sin(angle) * fleeDis, bot->GetPositionY() + sin(angle) * fleeDis,
bot->GetPositionZ()}; bot->GetPositionZ()};
if (strict && currentTarget if (strict && currentTarget
&& fleePos.GetExactDist(currentTarget) - currentTarget->GetCombatReach() > sPlayerbotAIConfig->tooCloseDistance) { && fleePos.GetExactDist(currentTarget) - currentTarget->GetCombatReach() > sPlayerbotAIConfig->tooCloseDistance
&& bot->IsWithinMeleeRange(currentTarget)) {
continue; continue;
} }
if (pos.GetExactDist(fleePos) > farestDis) { if (pos.GetExactDist(fleePos) > farestDis) {
@@ -1690,7 +1725,7 @@ Position AvoidAoeAction::BestPositionForMelee(Position pos, float radius)
return Position(); return Position();
} }
Position AvoidAoeAction::BestPositionForRanged(Position pos, float radius) Position MovementAction::BestPositionForRangedToFlee(Position pos, float radius)
{ {
Unit* currentTarget = AI_VALUE(Unit*, "current target"); Unit* currentTarget = AI_VALUE(Unit*, "current target");
std::vector<CheckAngle> possibleAngles; std::vector<CheckAngle> possibleAngles;
@@ -1713,8 +1748,12 @@ Position AvoidAoeAction::BestPositionForRanged(Position pos, float radius)
Position bestPos; Position bestPos;
for (CheckAngle &checkAngle : possibleAngles) { for (CheckAngle &checkAngle : possibleAngles) {
float angle = checkAngle.angle; float angle = checkAngle.angle;
auto& infoList = AI_VALUE_REF(std::list<FleeInfo>, "recently flee info");
if (!CheckLastFlee(angle, infoList)) {
continue;
}
bool strict = checkAngle.strict; bool strict = checkAngle.strict;
float fleeDis = sPlayerbotAIConfig->fleeDistance; float fleeDis = std::min(radius + 1.0f, sPlayerbotAIConfig->fleeDistance);
Position fleePos{bot->GetPositionX() + cos(angle) * fleeDis, Position fleePos{bot->GetPositionX() + cos(angle) * fleeDis,
bot->GetPositionY() + sin(angle) * fleeDis, bot->GetPositionY() + sin(angle) * fleeDis,
bot->GetPositionZ()}; bot->GetPositionZ()};
@@ -1737,28 +1776,197 @@ Position AvoidAoeAction::BestPositionForRanged(Position pos, float radius)
return Position(); return Position();
} }
bool AvoidAoeAction::FleePosition(Position pos, float radius, std::string name) bool MovementAction::FleePosition(Position pos, float radius)
{ {
Position bestPos; Position bestPos;
if (botAI->IsMelee(bot)) { if (botAI->IsMelee(bot)) {
bestPos = BestPositionForMelee(pos, radius); bestPos = BestPositionForMeleeToFlee(pos, radius);
} else { } else {
bestPos = BestPositionForRanged(pos, radius); bestPos = BestPositionForRangedToFlee(pos, radius);
} }
if (bestPos != Position()) { if (bestPos != Position()) {
if (MoveTo(bot->GetMapId(), bestPos.GetPositionX(), bestPos.GetPositionY(), bestPos.GetPositionZ(), false, false, true)) { if (MoveTo(bot->GetMapId(), bestPos.GetPositionX(), bestPos.GetPositionY(), bestPos.GetPositionZ(), false, false, true)) {
if (sPlayerbotAIConfig->tellWhenAvoidAoe && lastTellTimer < time(NULL) - 10) { auto& infoList = AI_VALUE_REF(std::list<FleeInfo>, "recently flee info");
lastTellTimer = time(NULL); uint32 curTS = getMSTime();
std::ostringstream out; while (!infoList.empty()) {
out << "I'm avoiding " << name << "..."; if (infoList.size() > 10 || infoList.front().timestamp + 5000 < curTS) {
bot->Say(out.str(), LANG_UNIVERSAL); infoList.pop_front();
} else {
break;
}
} }
infoList.push_back({pos, radius, bot->GetAngle(&bestPos), curTS});
return true; return true;
} }
} }
return false; 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) bool RunAwayAction::Execute(Event event)
{ {
return Flee(AI_VALUE(Unit*, "master target")); return Flee(AI_VALUE(Unit*, "master target"));

View File

@@ -13,6 +13,7 @@ class Player;
class PlayerbotAI; class PlayerbotAI;
class Unit; class Unit;
class WorldObject; class WorldObject;
class Position;
class MovementAction : public Action class MovementAction : public Action
{ {
@@ -41,6 +42,15 @@ class MovementAction : public Action
bool MoveAway(Unit* target); bool MoveAway(Unit* target);
bool MoveInside(uint32 mapId, float x, float y, float z, float distance = sPlayerbotAIConfig->followDistance); 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); 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: private:
// float SearchBestGroundZForPath(float x, float y, float z, bool generatePath, float range = 20.0f, bool normal_only = false, float step = 8.0f); // 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); 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 class AvoidAoeAction : public MovementAction
{ {
public: public:
AvoidAoeAction(PlayerbotAI* botAI) : MovementAction(botAI, "avoid aoe") { } AvoidAoeAction(PlayerbotAI* botAI, int moveInterval = 1000) : MovementAction(botAI, "avoid aoe"),
moveInterval(moveInterval) { }
bool isUseful() override; bool isUseful() override;
bool Execute(Event event) override; bool Execute(Event event) override;
@@ -78,14 +89,36 @@ class AvoidAoeAction : public MovementAction
bool AvoidAuraWithDynamicObj(); bool AvoidAuraWithDynamicObj();
bool AvoidGameObjectWithDamage(); bool AvoidGameObjectWithDamage();
bool AvoidUnitWithDamageAura(); 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; time_t lastTellTimer = 0;
struct CheckAngle { int lastMoveTimer = 0;
float angle; int moveInterval;
bool strict;
}; };
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 class RunAwayAction : public MovementAction

View File

@@ -198,6 +198,7 @@ bool AutoGearAction::Execute(Event event)
sPlayerbotAIConfig->autoGearQualityLimit, sPlayerbotAIConfig->autoGearQualityLimit,
gs); gs);
factory.InitEquipment(true); factory.InitEquipment(true);
factory.InitAmmo();
if (bot->getLevel() >= sPlayerbotAIConfig->minEnchantingBotLevel) { if (bot->getLevel() >= sPlayerbotAIConfig->minEnchantingBotLevel) {
factory.ApplyEnchantAndGemsNew(); factory.ApplyEnchantAndGemsNew();
} }

View File

@@ -82,7 +82,8 @@ bool SummonAction::Execute(Event event)
} }
if (master->GetSession()->GetSecurity() >= SEC_PLAYER) { 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); return Teleport(master, bot);
} }

View File

@@ -234,8 +234,6 @@ class CastDeathAndDecayAction : public CastSpellAction
{ {
public: public:
CastDeathAndDecayAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "death and decay") { } CastDeathAndDecayAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "death and decay") { }
ActionThreatType getThreatType() override { return ActionThreatType::Aoe; }
}; };
class CastHornOfWinterAction : public CastSpellAction class CastHornOfWinterAction : public CastSpellAction

View File

@@ -69,7 +69,7 @@ class BearTankDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionN
static ActionNode* dire_bear_form([[maybe_unused]] PlayerbotAI* botAI) static ActionNode* dire_bear_form([[maybe_unused]] PlayerbotAI* botAI)
{ {
return new ActionNode ("dire bear form", 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), /*A*/ NextAction::array(0, new NextAction("bear form"), nullptr),
/*C*/ nullptr); /*C*/ nullptr);
} }

View File

@@ -20,6 +20,7 @@ class CasterDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
creators["insect swarm"] = &insect_swarm; creators["insect swarm"] = &insect_swarm;
creators["moonfire"] = &moonfire; creators["moonfire"] = &moonfire;
creators["starfire"] = &starfire; creators["starfire"] = &starfire;
creators["moonkin form"] = &moonkin_form;
} }
private: private:
@@ -94,6 +95,15 @@ class CasterDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
/*A*/ nullptr, /*A*/ nullptr,
/*C*/ 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) CasterDruidStrategy::CasterDruidStrategy(PlayerbotAI* botAI) : GenericDruidStrategy(botAI)

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@@ -51,7 +51,7 @@ class CatDpsDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
static ActionNode* cat_form([[maybe_unused]] PlayerbotAI* botAI) static ActionNode* cat_form([[maybe_unused]] PlayerbotAI* botAI)
{ {
return new ActionNode ("cat form", return new ActionNode ("cat form",
/*P*/ nullptr, /*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
/*A*/ nullptr, /*A*/ nullptr,
/*C*/ nullptr); /*C*/ nullptr);
} }

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@@ -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("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("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("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) ChatCommandHandlerStrategy::ChatCommandHandlerStrategy(PlayerbotAI* botAI) : PassTroughStrategy(botAI)

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@@ -82,3 +82,10 @@ void AvoidAoeStrategy::InitMultipliers(std::vector<Multiplier*>& multipliers)
{ {
// multipliers.push_back(new AvoidAoeStrategyMultiplier(botAI)); // multipliers.push_back(new AvoidAoeStrategyMultiplier(botAI));
} }
NextAction** CombatFormationStrategy::getDefaultActions()
{
return NextAction::array(0,
new NextAction("combat formation move", ACTION_EMERGENCY),
nullptr);
}

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@@ -28,4 +28,12 @@ public:
void InitTriggers(std::vector<TriggerNode*>& triggers) override; 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 #endif

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@@ -203,12 +203,14 @@ class CastDragonsBreathAction : public CastSpellAction
{ {
public: public:
CastDragonsBreathAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "dragon's breath") { } CastDragonsBreathAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "dragon's breath") { }
ActionThreatType getThreatType() override { return ActionThreatType::Aoe; }
}; };
class CastBlastWaveAction : public CastSpellAction class CastBlastWaveAction : public CastSpellAction
{ {
public: public:
CastBlastWaveAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "blast wave") { } CastBlastWaveAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "blast wave") { }
ActionThreatType getThreatType() override { return ActionThreatType::Aoe; }
}; };
class CastInvisibilityAction : public CastBuffSpellAction class CastInvisibilityAction : public CastBuffSpellAction

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@@ -161,5 +161,6 @@ class CastMindSearAction : public CastSpellAction
{ {
public: public:
CastMindSearAction(PlayerbotAI* ai) : CastSpellAction(ai, "mind sear") {} CastMindSearAction(PlayerbotAI* ai) : CastSpellAction(ai, "mind sear") {}
ActionThreatType getThreatType() override { return ActionThreatType::Aoe; }
}; };
#endif #endif

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@@ -323,6 +323,7 @@ class CastChainLightningAction : public CastSpellAction
{ {
public: public:
CastChainLightningAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "chain lightning") { } CastChainLightningAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "chain lightning") { }
ActionThreatType getThreatType() override { return ActionThreatType::Aoe; }
}; };
class CastLightningBoltAction : public CastSpellAction class CastLightningBoltAction : public CastSpellAction

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@@ -119,6 +119,7 @@ class ChatTriggerContext : public NamedObjectContext<Trigger>
creators["naxx"] = &ChatTriggerContext::naxx; creators["naxx"] = &ChatTriggerContext::naxx;
creators["bwl"] = &ChatTriggerContext::bwl; creators["bwl"] = &ChatTriggerContext::bwl;
creators["dps"] = &ChatTriggerContext::dps; creators["dps"] = &ChatTriggerContext::dps;
creators["disperse"] = &ChatTriggerContext::disperse;
} }
private: private:
@@ -218,6 +219,7 @@ class ChatTriggerContext : public NamedObjectContext<Trigger>
static Trigger* naxx(PlayerbotAI* ai) { return new ChatCommandTrigger(ai, "naxx"); } static Trigger* naxx(PlayerbotAI* ai) { return new ChatCommandTrigger(ai, "naxx"); }
static Trigger* bwl(PlayerbotAI* ai) { return new ChatCommandTrigger(ai, "bwl"); } static Trigger* bwl(PlayerbotAI* ai) { return new ChatCommandTrigger(ai, "bwl"); }
static Trigger* dps(PlayerbotAI* ai) { return new ChatCommandTrigger(ai, "dps"); } static Trigger* dps(PlayerbotAI* ai) { return new ChatCommandTrigger(ai, "dps"); }
static Trigger* disperse(PlayerbotAI* ai) { return new ChatCommandTrigger(ai, "disperse"); }
}; };
#endif #endif

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@@ -74,7 +74,7 @@ bool PartyMemberToHeal::Check(Unit* player)
{ {
// return player && player != bot && player->GetMapId() == bot->GetMapId() && player->IsInWorld() && // return player && player != bot && player->GetMapId() == bot->GetMapId() && player->IsInWorld() &&
// sServerFacade->GetDistance2d(bot, player) < (player->IsPlayer() && botAI->IsTank((Player*)player) ? 50.0f : 40.0f); // 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->GetDistance2d(player) < sPlayerbotAIConfig->healDistance * 2 &&
bot->IsWithinLOS(player->GetPositionX(), player->GetPositionY(), player->GetPositionZ()); bot->IsWithinLOS(player->GetPositionX(), player->GetPositionY(), player->GetPositionZ());
} }

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@@ -301,6 +301,10 @@ class ValueContext : public NamedObjectContext<UntypedValue>
creators["expected group dps"] = &ValueContext::expected_group_dps; creators["expected group dps"] = &ValueContext::expected_group_dps;
creators["area debuff"] = &ValueContext::area_debuff; creators["area debuff"] = &ValueContext::area_debuff;
creators["nearest trap with damage"] = &ValueContext::nearest_trap_with_damange; 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: private:
@@ -505,6 +509,10 @@ class ValueContext : public NamedObjectContext<UntypedValue>
static UntypedValue* expected_group_dps(PlayerbotAI* ai) { return new ExpectedGroupDpsValue(ai); } static UntypedValue* expected_group_dps(PlayerbotAI* ai) { return new ExpectedGroupDpsValue(ai); }
static UntypedValue* area_debuff(PlayerbotAI* ai) { return new AreaDebuffValue(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* 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 #endif

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@@ -87,7 +87,10 @@ void DpsWarlockStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
void DpsAoeWarlockStrategy::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("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("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))); triggers.push_back(new TriggerNode("curse of agony on attacker", NextAction::array(0, new NextAction("curse of agony on attacker", 25.0f), nullptr)));

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@@ -67,12 +67,18 @@ class CastCorruptionAction : public CastDebuffSpellAction
{ {
public: public:
CastCorruptionAction(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, "corruption", true) { } 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 class CastCorruptionOnAttackerAction : public CastDebuffSpellOnAttackerAction
{ {
public: public:
CastCorruptionOnAttackerAction(PlayerbotAI* botAI) : CastDebuffSpellOnAttackerAction(botAI, "corruption", true) { } 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 class CastCurseOfAgonyOnAttackerAction : public CastDebuffSpellOnAttackerAction
@@ -142,6 +148,20 @@ class CastSeedOfCorruptionAction : public CastDebuffSpellAction
{ {
public: public:
CastSeedOfCorruptionAction(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, "seed of corruption", true, 0) { } 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 class CastRainOfFireAction : public CastSpellAction

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@@ -158,6 +158,7 @@ class WarlockAiObjectContextInternal : public NamedObjectContext<Action>
creators["banish"] = &WarlockAiObjectContextInternal::banish; creators["banish"] = &WarlockAiObjectContextInternal::banish;
creators["banish on cc"] = &WarlockAiObjectContextInternal::banish_on_cc; creators["banish on cc"] = &WarlockAiObjectContextInternal::banish_on_cc;
creators["seed of corruption"] = &WarlockAiObjectContextInternal::seed_of_corruption; 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["rain of fire"] = &WarlockAiObjectContextInternal::rain_of_fire;
creators["shadowfury"] = &WarlockAiObjectContextInternal::shadowfury; creators["shadowfury"] = &WarlockAiObjectContextInternal::shadowfury;
creators["life tap"] = &WarlockAiObjectContextInternal::life_tap; 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(PlayerbotAI* botAI) { return new CastBanishAction(botAI); }
static Action* banish_on_cc(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(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* rain_of_fire(PlayerbotAI* botAI) { return new CastRainOfFireAction(botAI); }
static Action* shadowfury(PlayerbotAI* botAI) { return new CastShadowfuryAction(botAI); } static Action* shadowfury(PlayerbotAI* botAI) { return new CastShadowfuryAction(botAI); }
static Action* life_tap(PlayerbotAI* botAI) { return new CastLifeTapAction(botAI); } static Action* life_tap(PlayerbotAI* botAI) { return new CastLifeTapAction(botAI); }

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@@ -6,6 +6,7 @@
#define _PLAYERBOT_WARLOCKTRIGGERS_H #define _PLAYERBOT_WARLOCKTRIGGERS_H
#include "GenericTriggers.h" #include "GenericTriggers.h"
#include "PlayerbotAI.h"
class PlayerbotAI; class PlayerbotAI;
@@ -32,13 +33,24 @@ class CurseOfAgonyTrigger : public DebuffTrigger
CurseOfAgonyTrigger(PlayerbotAI* botAI) : DebuffTrigger(botAI, "curse of agony", 1, true, 20.0f) { } 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"); DEBUFF_CHECKISOWNER_TRIGGER(SiphonLifeTrigger, "siphon life");
class CorruptionOnAttackerTrigger : public DebuffOnAttackerTrigger class CorruptionOnAttackerTrigger : public DebuffOnAttackerTrigger
{ {
public: public:
CorruptionOnAttackerTrigger(PlayerbotAI* botAI) : DebuffOnAttackerTrigger(botAI, "corruption", true) { } 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 class CastCurseOfAgonyOnAttackerTrigger : public DebuffOnAttackerTrigger