Merge pull request #1418 from Boxhead78/bg-tactics-rewrite

Bots Bg Tactics rewrite (WSG, AB, AV, EYE)
This commit is contained in:
kadeshar
2025-07-07 21:45:35 +02:00
committed by GitHub
13 changed files with 1692 additions and 2016 deletions

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@@ -482,6 +482,19 @@ bool TimerTrigger::IsActive()
return false;
}
bool TimerBGTrigger::IsActive()
{
time_t now = time(nullptr);
if (now - lastCheck >= 60)
{
lastCheck = now;
return true;
}
return false;
}
bool HasNoAuraTrigger::IsActive() { return !botAI->HasAura(getName(), GetTarget()); }
bool TankAssistTrigger::IsActive()

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@@ -655,6 +655,17 @@ private:
time_t lastCheck;
};
class TimerBGTrigger : public Trigger
{
public:
TimerBGTrigger(PlayerbotAI* botAI) : Trigger(botAI, "timer bg"), lastCheck(0) {}
bool IsActive() override;
private:
time_t lastCheck;
};
class TankAssistTrigger : public NoAttackersTrigger
{
public:

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@@ -5,11 +5,14 @@
#include "PvpTriggers.h"
#include "BattleGroundTactics.h"
#include "BattlegroundEY.h"
#include "BattlegroundMgr.h"
#include "BattlegroundWS.h"
#include "Playerbots.h"
#include "ServerFacade.h"
#include "BattlegroundAV.h"
#include "BattlegroundEY.h"
bool EnemyPlayerNear::IsActive() { return AI_VALUE(Unit*, "enemy player target"); }
@@ -161,10 +164,26 @@ bool PlayerHasFlag::IsCapturingFlag(Player* bot)
if (bot->GetBattlegroundTypeId() == BATTLEGROUND_EY)
{
// TODO we should probably add similiar logic as WSG to allow combat
// when bot has flag but no bases are available to take it to
BattlegroundEY* bg = (BattlegroundEY*)bot->GetBattleground();
return bot->GetGUID() == bg->GetFlagPickerGUID();
// Check if bot has the flag
if (bot->GetGUID() == bg->GetFlagPickerGUID())
{
// Count how many bases the bot's team owns
uint32 controlledBases = 0;
for (uint8 point = 0; point < EY_POINTS_MAX; ++point)
{
if (bg->GetCapturePointInfo(point)._ownerTeamId == bot->GetTeamId())
controlledBases++;
}
// If no bases are controlled, bot should go aggressive
if (controlledBases == 0)
return false; // bot has flag but no place to take it
// Otherwise, return false and stay defensive / move to base
return bot->GetGUID() == bg->GetFlagPickerGUID();
}
}
return false;
@@ -175,28 +194,30 @@ bool PlayerHasFlag::IsCapturingFlag(Player* bot)
bool TeamHasFlag::IsActive()
{
if (botAI->GetBot()->InBattleground())
{
if (botAI->GetBot()->GetBattlegroundTypeId() == BattlegroundTypeId::BATTLEGROUND_WS)
{
BattlegroundWS* bg = (BattlegroundWS*)botAI->GetBot()->GetBattleground();
if (bot->GetGUID() == bg->GetFlagPickerGUID(TEAM_ALLIANCE) ||
bot->GetGUID() == bg->GetFlagPickerGUID(TEAM_HORDE))
{
return false;
}
if (bg->GetFlagState(bg->GetOtherTeamId(bot->GetTeamId())) == BG_WS_FLAG_STATE_ON_PLAYER)
return true;
}
if (!botAI->GetBot()->InBattleground())
return false;
}
return false;
if (botAI->GetBot()->GetBattlegroundTypeId() != BattlegroundTypeId::BATTLEGROUND_WS)
return false;
BattlegroundWS* bg = (BattlegroundWS*)botAI->GetBot()->GetBattleground();
ObjectGuid botGuid = bot->GetGUID();
TeamId teamId = bot->GetTeamId();
TeamId enemyTeamId = bg->GetOtherTeamId(teamId);
// If the bot is carrying any flag, don't activate
if (botGuid == bg->GetFlagPickerGUID(TEAM_ALLIANCE) || botGuid == bg->GetFlagPickerGUID(TEAM_HORDE))
return false;
// Check: Own team has enemy flag, enemy team does NOT have your flag
bool ownTeamHasFlag = bg->GetFlagState(enemyTeamId) == BG_WS_FLAG_STATE_ON_PLAYER;
bool enemyTeamHasFlag = bg->GetFlagState(teamId) == BG_WS_FLAG_STATE_ON_PLAYER;
return ownTeamHasFlag && !enemyTeamHasFlag;
}
bool EnemyTeamHasFlag::IsActive()
{
if (botAI->GetBot()->InBattleground())
@@ -226,11 +247,42 @@ bool EnemyTeamHasFlag::IsActive()
bool EnemyFlagCarrierNear::IsActive()
{
Unit* carrier = AI_VALUE(Unit*, "enemy flag carrier");
return carrier && sServerFacade->IsDistanceLessOrEqualThan(sServerFacade->GetDistance2d(bot, carrier), 200.f);
if (!carrier || !sServerFacade->IsDistanceLessOrEqualThan(sServerFacade->GetDistance2d(bot, carrier), 100.f))
return false;
// Check if there is another enemy player target closer than the FC
Unit* nearbyEnemy = AI_VALUE(Unit*, "enemy player target");
if (nearbyEnemy)
{
float distToFC = sServerFacade->GetDistance2d(bot, carrier);
float distToEnemy = sServerFacade->GetDistance2d(bot, nearbyEnemy);
// If the other enemy is significantly closer, don't pursue FC
if (distToEnemy + 15.0f < distToFC) // Add small buffer
return false;
}
return true;
}
bool TeamFlagCarrierNear::IsActive()
{
if (bot->GetBattlegroundTypeId() == BATTLEGROUND_WS)
{
BattlegroundWS* bg = dynamic_cast<BattlegroundWS*>(bot->GetBattleground());
if (bg)
{
bool bothFlagsNotAtBase =
bg->GetFlagState(TEAM_ALLIANCE) != BG_WS_FLAG_STATE_ON_BASE &&
bg->GetFlagState(TEAM_HORDE) != BG_WS_FLAG_STATE_ON_BASE;
if (bothFlagsNotAtBase)
return false;
}
}
Unit* carrier = AI_VALUE(Unit*, "team flag carrier");
return carrier && sServerFacade->IsDistanceLessOrEqualThan(sServerFacade->GetDistance2d(bot, carrier), 200.f);
}
@@ -259,3 +311,28 @@ bool VehicleNearTrigger::IsActive()
}
bool InVehicleTrigger::IsActive() { return botAI->IsInVehicle(); }
bool AllianceNoSnowfallGY::IsActive()
{
if (!bot || bot->GetTeamId() != TEAM_ALLIANCE)
return false;
Battleground* bg = bot->GetBattleground();
if (bg && BGTactics::GetBotStrategyForTeam(bg, TEAM_ALLIANCE) != AV_STRATEGY_BALANCED)
return false;
float botX = bot->GetPositionX();
if (botX <= -562.0f)
return false;
if (bot->GetBattlegroundTypeId() != BATTLEGROUND_AV)
return false;
if (BattlegroundAV* av = dynamic_cast<BattlegroundAV*>(bg))
{
const BG_AV_NodeInfo& snowfall = av->GetAVNodeInfo(BG_AV_NODES_SNOWFALL_GRAVE);
return snowfall.OwnerId != TEAM_ALLIANCE; // Active if the Snowfall Graveyard is NOT fully controlled by the Alliance
}
return false;
}

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@@ -140,4 +140,12 @@ public:
bool IsActive() override;
};
class AllianceNoSnowfallGY : public Trigger
{
public:
AllianceNoSnowfallGY(PlayerbotAI* botAI) : Trigger(botAI, "alliance no snowfall gy") {}
bool IsActive() override;
};
#endif

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@@ -34,6 +34,7 @@ public:
creators["collision"] = &TriggerContext::collision;
creators["timer"] = &TriggerContext::Timer;
creators["timer bg"] = &TriggerContext::TimerBG;
creators["random"] = &TriggerContext::Random;
creators["seldom"] = &TriggerContext::seldom;
creators["often"] = &TriggerContext::often;
@@ -177,6 +178,7 @@ public:
creators["in Battleground"] = &TriggerContext::player_is_in_BATTLEGROUND;
creators["in Battleground without flag"] = &TriggerContext::player_is_in_BATTLEGROUND_no_flag;
creators["wants in bg"] = &TriggerContext::player_wants_in_bg;
creators["alliance no snowfall gy"] = &TriggerContext::alliance_no_snowfall_gy;
creators["mounted"] = &TriggerContext::mounted;
@@ -307,6 +309,7 @@ private:
static Trigger* NoAttackers(PlayerbotAI* botAI) { return new NoAttackersTrigger(botAI); }
static Trigger* TankAssist(PlayerbotAI* botAI) { return new TankAssistTrigger(botAI); }
static Trigger* Timer(PlayerbotAI* botAI) { return new TimerTrigger(botAI); }
static Trigger* TimerBG(PlayerbotAI* botAI) { return new TimerBGTrigger(botAI); }
static Trigger* NoTarget(PlayerbotAI* botAI) { return new NoTargetTrigger(botAI); }
static Trigger* TargetInSight(PlayerbotAI* botAI) { return new TargetInSightTrigger(botAI); }
static Trigger* not_dps_target_active(PlayerbotAI* botAI) { return new NotDpsTargetActiveTrigger(botAI); }
@@ -377,10 +380,8 @@ private:
static Trigger* enemy_team_has_flag(PlayerbotAI* botAI) { return new EnemyTeamHasFlag(botAI); }
static Trigger* enemy_flagcarrier_near(PlayerbotAI* botAI) { return new EnemyFlagCarrierNear(botAI); }
static Trigger* player_is_in_BATTLEGROUND(PlayerbotAI* botAI) { return new PlayerIsInBattleground(botAI); }
static Trigger* player_is_in_BATTLEGROUND_no_flag(PlayerbotAI* botAI)
{
return new PlayerIsInBattlegroundWithoutFlag(botAI);
}
static Trigger* player_is_in_BATTLEGROUND_no_flag(PlayerbotAI* botAI) { return new PlayerIsInBattlegroundWithoutFlag(botAI); }
static Trigger* alliance_no_snowfall_gy(PlayerbotAI* botAI) { return new AllianceNoSnowfallGY(botAI); }
static Trigger* mounted(PlayerbotAI* botAI) { return new IsMountedTrigger(botAI); }
static Trigger* at_dark_portal_outland(PlayerbotAI* botAI) { return new AtDarkPortalOutlandTrigger(botAI); }
static Trigger* at_dark_portal_azeroth(PlayerbotAI* botAI) { return new AtDarkPortalAzerothTrigger(botAI); }