mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-27 15:36:22 +00:00
[FIX] Finalized structure! (do not start fixing PR merge structure conflict till this is merged) (#2025)
Finalized
This commit is contained in:
116
src/Bot/Engine/Strategy/CustomStrategy.cpp
Normal file
116
src/Bot/Engine/Strategy/CustomStrategy.cpp
Normal file
@@ -0,0 +1,116 @@
|
||||
/*
|
||||
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
|
||||
* and/or modify it under version 3 of the License, or (at your option), any later version.
|
||||
*/
|
||||
|
||||
#include "CustomStrategy.h"
|
||||
|
||||
#include <regex>
|
||||
#include <stdexcept>
|
||||
|
||||
#include "Playerbots.h"
|
||||
|
||||
std::map<std::string, std::string> CustomStrategy::actionLinesCache;
|
||||
|
||||
NextAction toNextAction(std::string const action)
|
||||
{
|
||||
std::vector<std::string> tokens = split(action, '!');
|
||||
|
||||
if (tokens[0].empty())
|
||||
throw std::invalid_argument("Invalid action");
|
||||
|
||||
if (tokens.size() == 2)
|
||||
return NextAction(tokens[0], atof(tokens[1].c_str()));
|
||||
|
||||
if (tokens.size() == 1)
|
||||
return NextAction(tokens[0], ACTION_NORMAL);
|
||||
|
||||
LOG_ERROR("playerbots", "Invalid action {}", action.c_str());
|
||||
|
||||
throw std::invalid_argument("Invalid action");
|
||||
}
|
||||
|
||||
std::vector<NextAction> toNextActionArray(const std::string actions)
|
||||
{
|
||||
const std::vector<std::string> tokens = split(actions, ',');
|
||||
std::vector<NextAction> res = {};
|
||||
|
||||
for (const std::string token : tokens)
|
||||
{
|
||||
res.push_back(toNextAction(token));
|
||||
}
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
TriggerNode* toTriggerNode(std::string const actionLine)
|
||||
{
|
||||
std::vector<std::string> tokens = split(actionLine, '>');
|
||||
if (tokens.size() == 2)
|
||||
return new TriggerNode(tokens[0], toNextActionArray(tokens[1]));
|
||||
|
||||
LOG_ERROR("playerbots", "Invalid action line {}", actionLine.c_str());
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
CustomStrategy::CustomStrategy(PlayerbotAI* botAI) : Strategy(botAI), Qualified() {}
|
||||
|
||||
void CustomStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
if (actionLines.empty())
|
||||
{
|
||||
if (actionLinesCache[qualifier].empty())
|
||||
{
|
||||
LoadActionLines((uint32)botAI->GetBot()->GetGUID().GetCounter());
|
||||
if (actionLines.empty())
|
||||
LoadActionLines(0);
|
||||
}
|
||||
else
|
||||
{
|
||||
std::vector<std::string> tokens = split(actionLinesCache[qualifier], '\n');
|
||||
std::regex tpl("\\(nullptr,\\s*'.+',\\s*'(.+)'\\)(,|;)");
|
||||
for (std::vector<std::string>::iterator i = tokens.begin(); i != tokens.end(); ++i)
|
||||
{
|
||||
std::string const line = *i;
|
||||
for (std::sregex_iterator j = std::sregex_iterator(line.begin(), line.end(), tpl);
|
||||
j != std::sregex_iterator(); ++j)
|
||||
{
|
||||
std::smatch match = *j;
|
||||
std::string const actionLine = match[1].str();
|
||||
if (!actionLine.empty())
|
||||
actionLines.push_back(actionLine);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (std::vector<std::string>::iterator i = actionLines.begin(); i != actionLines.end(); ++i)
|
||||
{
|
||||
if (TriggerNode* tn = toTriggerNode(*i))
|
||||
triggers.push_back(tn);
|
||||
}
|
||||
}
|
||||
|
||||
void CustomStrategy::LoadActionLines(uint32 owner)
|
||||
{
|
||||
PlayerbotsDatabasePreparedStatement* stmt =
|
||||
PlayerbotsDatabase.GetPreparedStatement(PLAYERBOTS_SEL_CUSTOM_STRATEGY_BY_OWNER_AND_NAME);
|
||||
stmt->SetData(0, owner);
|
||||
stmt->SetData(1, qualifier);
|
||||
PreparedQueryResult result = PlayerbotsDatabase.Query(stmt);
|
||||
if (result)
|
||||
{
|
||||
do
|
||||
{
|
||||
Field* fields = result->Fetch();
|
||||
std::string const action = fields[1].Get<std::string>();
|
||||
actionLines.push_back(action);
|
||||
} while (result->NextRow());
|
||||
}
|
||||
}
|
||||
|
||||
void CustomStrategy::Reset()
|
||||
{
|
||||
actionLines.clear();
|
||||
actionLinesCache[qualifier].clear();
|
||||
}
|
||||
31
src/Bot/Engine/Strategy/CustomStrategy.h
Normal file
31
src/Bot/Engine/Strategy/CustomStrategy.h
Normal file
@@ -0,0 +1,31 @@
|
||||
/*
|
||||
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
|
||||
* and/or modify it under version 3 of the License, or (at your option), any later version.
|
||||
*/
|
||||
|
||||
#ifndef _PLAYERBOT_CUSTOMSTRATEGY_H
|
||||
#define _PLAYERBOT_CUSTOMSTRATEGY_H
|
||||
|
||||
#include <map>
|
||||
|
||||
#include "Strategy.h"
|
||||
|
||||
class PlayerbotAI;
|
||||
|
||||
class CustomStrategy : public Strategy, public Qualified
|
||||
{
|
||||
public:
|
||||
CustomStrategy(PlayerbotAI* botAI);
|
||||
|
||||
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
|
||||
std::string const getName() override { return std::string("custom::" + qualifier); }
|
||||
void Reset();
|
||||
|
||||
static std::map<std::string, std::string> actionLinesCache;
|
||||
|
||||
private:
|
||||
std::vector<std::string> actionLines;
|
||||
void LoadActionLines(uint32 owner);
|
||||
};
|
||||
|
||||
#endif
|
||||
145
src/Bot/Engine/Strategy/Strategy.cpp
Normal file
145
src/Bot/Engine/Strategy/Strategy.cpp
Normal file
@@ -0,0 +1,145 @@
|
||||
/*
|
||||
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
|
||||
* and/or modify it under version 3 of the License, or (at your option), any later version.
|
||||
*/
|
||||
|
||||
#include "Strategy.h"
|
||||
|
||||
#include "Playerbots.h"
|
||||
|
||||
class ActionNodeFactoryInternal : public NamedObjectFactory<ActionNode>
|
||||
{
|
||||
public:
|
||||
ActionNodeFactoryInternal()
|
||||
{
|
||||
creators["melee"] = &melee;
|
||||
creators["healthstone"] = &healthstone;
|
||||
creators["be near"] = &follow_master_random;
|
||||
creators["attack anything"] = &attack_anything;
|
||||
creators["move random"] = &move_random;
|
||||
creators["move to loot"] = &move_to_loot;
|
||||
creators["food"] = &food;
|
||||
creators["drink"] = &drink;
|
||||
creators["mana potion"] = &mana_potion;
|
||||
creators["healing potion"] = &healing_potion;
|
||||
creators["flee"] = &flee;
|
||||
}
|
||||
|
||||
private:
|
||||
static ActionNode* melee([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode(
|
||||
"melee",
|
||||
/*P*/ {},
|
||||
/*A*/ {},
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
|
||||
static ActionNode* healthstone([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode(
|
||||
"healthstone",
|
||||
/*P*/ {},
|
||||
/*A*/ { NextAction("healing potion") },
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
|
||||
static ActionNode* follow_master_random([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode(
|
||||
"be near",
|
||||
/*P*/ {},
|
||||
/*A*/ { NextAction("follow") },
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
|
||||
static ActionNode* attack_anything([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode(
|
||||
"attack anything",
|
||||
/*P*/ {},
|
||||
/*A*/ {},
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
|
||||
static ActionNode* move_random([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode(
|
||||
"move random",
|
||||
/*P*/ {},
|
||||
/*A*/ { NextAction("stay line") },
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
|
||||
static ActionNode* move_to_loot([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode(
|
||||
"move to loot",
|
||||
/*P*/ {},
|
||||
/*A*/ {},
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
|
||||
static ActionNode* food([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode(
|
||||
"food",
|
||||
/*P*/ {},
|
||||
/*A*/ {},
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
|
||||
static ActionNode* drink([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode(
|
||||
"drink",
|
||||
/*P*/ {},
|
||||
/*A*/ {},
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
|
||||
static ActionNode* mana_potion([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode(
|
||||
"mana potion",
|
||||
/*P*/ {},
|
||||
/*A*/ {},
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
|
||||
static ActionNode* healing_potion([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode(
|
||||
"healing potion",
|
||||
/*P*/ {},
|
||||
/*A*/ { NextAction("food") },
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
|
||||
static ActionNode* flee([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode(
|
||||
"flee",
|
||||
/*P*/ {},
|
||||
/*A*/ {},
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
};
|
||||
|
||||
Strategy::Strategy(PlayerbotAI* botAI) : PlayerbotAIAware(botAI)
|
||||
{
|
||||
actionNodeFactories.Add(new ActionNodeFactoryInternal());
|
||||
}
|
||||
|
||||
ActionNode* Strategy::GetAction(std::string const name) { return actionNodeFactories.GetContextObject(name, botAI); }
|
||||
76
src/Bot/Engine/Strategy/Strategy.h
Normal file
76
src/Bot/Engine/Strategy/Strategy.h
Normal file
@@ -0,0 +1,76 @@
|
||||
/*
|
||||
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
|
||||
* and/or modify it under version 3 of the License, or (at your option), any later version.
|
||||
*/
|
||||
|
||||
#ifndef _PLAYERBOT_STRATEGY_H
|
||||
#define _PLAYERBOT_STRATEGY_H
|
||||
|
||||
#include "Action.h"
|
||||
#include "Multiplier.h"
|
||||
#include "NamedObjectContext.h"
|
||||
#include "PlayerbotAIAware.h"
|
||||
#include "Trigger.h"
|
||||
|
||||
enum StrategyType : uint32
|
||||
{
|
||||
STRATEGY_TYPE_GENERIC = 0,
|
||||
STRATEGY_TYPE_COMBAT = 1,
|
||||
STRATEGY_TYPE_NONCOMBAT = 2,
|
||||
STRATEGY_TYPE_TANK = 4,
|
||||
STRATEGY_TYPE_DPS = 8,
|
||||
STRATEGY_TYPE_HEAL = 16,
|
||||
STRATEGY_TYPE_RANGED = 32,
|
||||
STRATEGY_TYPE_MELEE = 64
|
||||
};
|
||||
|
||||
// enum ActionPriority
|
||||
// {
|
||||
// ACTION_IDLE = 0,
|
||||
// ACTION_DEFAULT = 5,
|
||||
// ACTION_NORMAL = 10,
|
||||
// ACTION_HIGH = 20,
|
||||
// ACTION_MOVE = 30,
|
||||
// ACTION_INTERRUPT = 40,
|
||||
// ACTION_DISPEL = 50,
|
||||
// ACTION_RAID = 60,
|
||||
// ACTION_LIGHT_HEAL = 10,
|
||||
// ACTION_MEDIUM_HEAL = 20,
|
||||
// ACTION_CRITICAL_HEAL = 30,
|
||||
// ACTION_EMERGENCY = 90
|
||||
// };
|
||||
|
||||
static float ACTION_IDLE = 0.0f;
|
||||
static float ACTION_BG = 1.0f;
|
||||
static float ACTION_DEFAULT = 5.0f;
|
||||
static float ACTION_NORMAL = 10.0f;
|
||||
static float ACTION_HIGH = 20.0f;
|
||||
static float ACTION_MOVE = 30.0f;
|
||||
static float ACTION_INTERRUPT = 40.0f;
|
||||
static float ACTION_DISPEL = 50.0f;
|
||||
static float ACTION_RAID = 60.0f;
|
||||
static float ACTION_LIGHT_HEAL = 10.0f;
|
||||
static float ACTION_MEDIUM_HEAL = 20.0f;
|
||||
static float ACTION_CRITICAL_HEAL = 30.0f;
|
||||
static float ACTION_EMERGENCY = 90.0f;
|
||||
|
||||
class Strategy : public PlayerbotAIAware
|
||||
{
|
||||
public:
|
||||
Strategy(PlayerbotAI* botAI);
|
||||
virtual ~Strategy() {}
|
||||
|
||||
virtual std::vector<NextAction> getDefaultActions() { return {}; }
|
||||
virtual void InitTriggers([[maybe_unused]] std::vector<TriggerNode*>& triggers) {}
|
||||
virtual void InitMultipliers([[maybe_unused]] std::vector<Multiplier*>& multipliers) {}
|
||||
virtual std::string const getName() = 0;
|
||||
virtual uint32 GetType() const { return STRATEGY_TYPE_GENERIC; }
|
||||
virtual ActionNode* GetAction(std::string const name);
|
||||
void Update() {}
|
||||
void Reset() {}
|
||||
|
||||
public:
|
||||
NamedObjectFactoryList<ActionNode> actionNodeFactories;
|
||||
};
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user