mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-19 11:45:42 +00:00
[FIX] Finalized structure! (do not start fixing PR merge structure conflict till this is merged) (#2025)
Finalized
This commit is contained in:
20
src/Bot/Engine/Action/Action.cpp
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20
src/Bot/Engine/Action/Action.cpp
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/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
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* and/or modify it under version 3 of the License, or (at your option), any later version.
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*/
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#include "Action.h"
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#include "Playerbots.h"
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#include "Timer.h"
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Value<Unit*>* Action::GetTargetValue() { return context->GetValue<Unit*>(GetTargetName()); }
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Unit* Action::GetTarget() { return GetTargetValue()->Get(); }
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ActionBasket::ActionBasket(ActionNode* action, float relevance, bool skipPrerequisites, Event event)
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: action(action), relevance(relevance), skipPrerequisites(skipPrerequisites), event(event), created(getMSTime())
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{
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}
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bool ActionBasket::isExpired(uint32_t msecs) { return getMSTime() - created >= msecs; }
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147
src/Bot/Engine/Action/Action.h
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147
src/Bot/Engine/Action/Action.h
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/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
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* and/or modify it under version 3 of the License, or (at your option), any later version.
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*/
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#pragma once
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#include "AiObject.h"
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#include "Common.h"
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#include "Event.h"
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#include "Value.h"
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class PlayerbotAI;
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class Unit;
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class NextAction
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{
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public:
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NextAction(std::string const name, float relevance = 0.0f)
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: relevance(relevance), name(name) {} // name after relevance - whipowill
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NextAction(NextAction const& o) : relevance(o.relevance), name(o.name) {} // name after relevance - whipowill
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std::string const getName() { return name; }
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float getRelevance() { return relevance; }
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static std::vector<NextAction> merge(std::vector<NextAction> const& what, std::vector<NextAction> const& with)
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{
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std::vector<NextAction> result = {};
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for (NextAction const& action : what)
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{
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result.push_back(action);
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}
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for (NextAction const& action : with)
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{
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result.push_back(action);
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}
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return result;
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};
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private:
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float relevance;
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std::string name;
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};
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class Action : public AiNamedObject
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{
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public:
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enum class ActionThreatType
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{
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None = 0,
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Single = 1,
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Aoe = 2
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};
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Action(PlayerbotAI* botAI, std::string const name = "action")
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: AiNamedObject(botAI, name), verbose(false) {} // verbose after ainamedobject - whipowill
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virtual ~Action(void) {}
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virtual bool Execute([[maybe_unused]] Event event) { return true; }
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virtual bool isPossible() { return true; }
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virtual bool isUseful() { return true; }
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virtual std::vector<NextAction> getPrerequisites() { return {}; }
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virtual std::vector<NextAction> getAlternatives() { return {}; }
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virtual std::vector<NextAction> getContinuers() { return {}; }
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virtual ActionThreatType getThreatType() { return ActionThreatType::None; }
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void Update() {}
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void Reset() {}
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virtual Unit* GetTarget();
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virtual Value<Unit*>* GetTargetValue();
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virtual std::string const GetTargetName() { return "self target"; }
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void MakeVerbose() { verbose = true; }
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void setRelevance(uint32 relevance1) { relevance = relevance1; };
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virtual float getRelevance() { return relevance; }
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protected:
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bool verbose;
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float relevance = 0;
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};
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class ActionNode
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{
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public:
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ActionNode(
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std::string name,
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std::vector<NextAction> prerequisites = {},
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std::vector<NextAction> alternatives = {},
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std::vector<NextAction> continuers = {}
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) :
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name(std::move(name)),
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action(nullptr),
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continuers(continuers),
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alternatives(alternatives),
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prerequisites(prerequisites)
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{}
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virtual ~ActionNode() = default;
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Action* getAction() { return action; }
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void setAction(Action* action) { this->action = action; }
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const std::string getName() { return name; }
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std::vector<NextAction> getContinuers()
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{
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return NextAction::merge(this->continuers, action->getContinuers());
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}
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std::vector<NextAction> getAlternatives()
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{
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return NextAction::merge(this->alternatives, action->getAlternatives());
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}
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std::vector<NextAction> getPrerequisites()
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{
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return NextAction::merge(this->prerequisites, action->getPrerequisites());
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}
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private:
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const std::string name;
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Action* action;
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std::vector<NextAction> continuers;
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std::vector<NextAction> alternatives;
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std::vector<NextAction> prerequisites;
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};
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class ActionBasket
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{
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public:
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ActionBasket(ActionNode* action, float relevance, bool skipPrerequisites, Event event);
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virtual ~ActionBasket(void) {}
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float getRelevance() { return relevance; }
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ActionNode* getAction() { return action; }
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Event getEvent() { return event; }
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bool isSkipPrerequisites() { return skipPrerequisites; }
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void AmendRelevance(float k) { relevance *= k; }
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void setRelevance(float relevance) { this->relevance = relevance; }
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bool isExpired(uint32_t msecs);
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private:
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ActionNode* action;
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float relevance;
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bool skipPrerequisites;
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Event event;
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uint32_t created;
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};
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