Fix stuck on knockback, enhance movement & flee and trap weave strats (#980)

* Hunter trap weave strats

* Do not allow actions to stack

* Remove trap weave by default

* Refactor on Engine

Co-authored-by: SaW <swerkhoven@outlook.com>

* Remove unused funcs in Queue

* Remove ExpireActionTime config

---------

Co-authored-by: SaW <swerkhoven@outlook.com>
This commit is contained in:
Yunfan Li
2025-02-18 22:55:44 +08:00
committed by GitHub
parent 6353c86b53
commit bb729e35b9
23 changed files with 173 additions and 81 deletions

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@@ -6,6 +6,7 @@
#include "GenericHunterStrategy.h"
#include "Playerbots.h"
#include "Strategy.h"
class GenericHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
@@ -19,6 +20,7 @@ public:
creators["wing clip"] = &wing_clip;
creators["mongoose bite"] = &mongoose_bite;
creators["raptor strike"] = &raptor_strike;
creators["explosive trap"] = &explosive_trap;
}
private:
@@ -70,6 +72,15 @@ private:
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* explosive_trap([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("explosive trap",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("immolation trap"), nullptr),
/*C*/ nullptr);
}
};
GenericHunterStrategy::GenericHunterStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI)
@@ -82,8 +93,11 @@ void GenericHunterStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
CombatStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode("enemy within melee",
NextAction::array(0, new NextAction("wing clip", ACTION_HIGH + 1),
new NextAction("mongoose bite", ACTION_HIGH), nullptr)));
NextAction::array(0,
new NextAction("explosive trap", ACTION_MOVE + 7),
new NextAction("mongoose bite", ACTION_HIGH + 2),
new NextAction("wing clip", ACTION_HIGH + 1),
nullptr)));
triggers.push_back(
new TriggerNode("medium threat", NextAction::array(0, new NextAction("feign death", 35.0f), nullptr)));
triggers.push_back(new TriggerNode("hunters pet medium health",
@@ -93,7 +107,10 @@ void GenericHunterStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
triggers.push_back(new TriggerNode("aspect of the viper",
NextAction::array(0, new NextAction("aspect of the viper", ACTION_HIGH), NULL)));
triggers.push_back(new TriggerNode("enemy too close for auto shot",
NextAction::array(0, new NextAction("flee", ACTION_MOVE + 9), nullptr)));
NextAction::array(0,
new NextAction("disengage", ACTION_MOVE + 5),
new NextAction("flee", ACTION_MOVE + 4),
nullptr)));
triggers.push_back(
new TriggerNode("low tank threat",
NextAction::array(0, new NextAction("misdirection on main tank", ACTION_HIGH + 7), NULL)));
@@ -124,3 +141,14 @@ void HunterCcStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
triggers.push_back(new TriggerNode(
"freezing trap", NextAction::array(0, new NextAction("freezing trap on cc", ACTION_HIGH + 3), nullptr)));
}
void HunterTrapWeaveStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode(
"immolation trap no cd", NextAction::array(0, new NextAction("reach melee", ACTION_HIGH + 3), nullptr)));
// triggers.push_back(new TriggerNode(
// "scare beast", NextAction::array(0, new NextAction("scare beast on cc", ACTION_HIGH + 3), nullptr)));
// triggers.push_back(new TriggerNode(
// "freezing trap", NextAction::array(0, new NextAction("freezing trap on cc", ACTION_HIGH + 3), nullptr)));
}

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@@ -40,4 +40,14 @@ public:
std::string const getName() override { return "cc"; }
};
class HunterTrapWeaveStrategy : public Strategy
{
public:
HunterTrapWeaveStrategy(PlayerbotAI* botAI) : Strategy(botAI) {}
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
std::string const getName() override { return "trap weave"; }
};
#endif

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@@ -7,6 +7,7 @@
#include "Event.h"
#include "GenericSpellActions.h"
#include "PlayerbotAI.h"
#include "Playerbots.h"
bool CastHuntersMarkAction::isUseful() { return CastDebuffSpellAction::isUseful(); }
@@ -46,6 +47,22 @@ bool CastAutoShotAction::isUseful()
return AI_VALUE(uint32, "active spell") != AI_VALUE2(uint32, "spell id", getName());
}
bool CastDisengageAction::Execute(Event event)
{
Unit* target = AI_VALUE(Unit*, "current target");
if (!target)
return false;
// can cast spell check passed in isUseful()
bot->SetOrientation(bot->GetAngle(target));
return CastSpellAction::Execute(event);
}
bool CastDisengageAction::isUseful()
{
return !botAI->HasStrategy("trap weave", BOT_STATE_COMBAT);
}
Value<Unit*>* CastScareBeastCcAction::GetTargetValue() { return context->GetValue<Unit*>("cc target", "scare beast"); }
bool CastScareBeastCcAction::Execute(Event event) { return botAI->CastSpell("scare beast", GetTarget()); }

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@@ -7,6 +7,7 @@
#define _PLAYERBOT_HUNTERACTIONS_H
#include "AiObject.h"
#include "Event.h"
#include "GenericSpellActions.h"
class PlayerbotAI;
@@ -84,6 +85,27 @@ END_SPELL_ACTION()
BEGIN_RANGED_SPELL_ACTION(CastTranquilizingShotAction, "tranquilizing shot")
END_SPELL_ACTION()
class CastDisengageAction : public CastSpellAction
{
public:
CastDisengageAction(PlayerbotAI* botAI): CastSpellAction(botAI, "disengage") {}
bool Execute(Event event) override;
bool isUseful() override;
};
class CastImmolationTrapAction : public CastSpellAction
{
public:
CastImmolationTrapAction(PlayerbotAI* botAI): CastSpellAction(botAI, "immolation trap") {}
};
class CastExplosiveTrapAction : public CastSpellAction
{
public:
CastExplosiveTrapAction(PlayerbotAI* botAI): CastSpellAction(botAI, "explosive trap") {}
};
class CastAspectOfTheHawkAction : public CastBuffSpellAction
{
public:

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@@ -25,6 +25,7 @@ public:
creators["boost"] = &HunterStrategyFactoryInternal::boost;
creators["pet"] = &HunterStrategyFactoryInternal::pet;
creators["cc"] = &HunterStrategyFactoryInternal::cc;
creators["trap weave"] = &HunterStrategyFactoryInternal::trap_weave;
}
private:
@@ -35,6 +36,7 @@ private:
static Strategy* boost(PlayerbotAI* botAI) { return new HunterBoostStrategy(botAI); }
static Strategy* pet(PlayerbotAI* botAI) { return new HunterPetStrategy(botAI); }
static Strategy* cc(PlayerbotAI* botAI) { return new HunterCcStrategy(botAI); }
static Strategy* trap_weave(PlayerbotAI* botAI) { return new HunterTrapWeaveStrategy(botAI); }
};
class HunterBuffStrategyFactoryInternal : public NamedObjectContext<Strategy>
@@ -88,6 +90,7 @@ public:
creators["misdirection on main tank"] = &HunterTriggerFactoryInternal::misdirection_on_main_tank;
creators["tranquilizing shot enrage"] = &HunterTriggerFactoryInternal::remove_enrage;
creators["tranquilizing shot magic"] = &HunterTriggerFactoryInternal::remove_magic;
creators["immolation trap no cd"] = &HunterTriggerFactoryInternal::immolation_trap_no_cd;
}
private:
@@ -122,6 +125,7 @@ private:
static Trigger* misdirection_on_main_tank(PlayerbotAI* ai) { return new MisdirectionOnMainTankTrigger(ai); }
static Trigger* remove_enrage(PlayerbotAI* ai) { return new TargetRemoveEnrageTrigger(ai); }
static Trigger* remove_magic(PlayerbotAI* ai) { return new TargetRemoveMagicTrigger(ai); }
static Trigger* immolation_trap_no_cd(PlayerbotAI* ai) { return new ImmolationTrapNoCdTrigger(ai); }
};
class HunterAiObjectContextInternal : public NamedObjectContext<Action>
@@ -176,6 +180,9 @@ public:
creators["kill shot"] = &HunterAiObjectContextInternal::kill_shot;
creators["misdirection on main tank"] = &HunterAiObjectContextInternal::misdirection_on_main_tank;
creators["silencing shot"] = &HunterAiObjectContextInternal::silencing_shot;
creators["disengage"] = &HunterAiObjectContextInternal::disengage;
creators["immolation trap"] = &HunterAiObjectContextInternal::immolation_trap;
creators["explosive trap"] = &HunterAiObjectContextInternal::explosive_trap;
}
private:
@@ -225,7 +232,9 @@ private:
static Action* kill_shot(PlayerbotAI* ai) { return new CastKillShotAction(ai); }
static Action* misdirection_on_main_tank(PlayerbotAI* ai) { return new CastMisdirectionOnMainTankAction(ai); }
static Action* silencing_shot(PlayerbotAI* ai) { return new CastSilencingShotAction(ai); }
static Action* disengage(PlayerbotAI* ai) { return new CastDisengageAction(ai); }
static Action* immolation_trap(PlayerbotAI* ai) { return new CastImmolationTrapAction(ai); }
static Action* explosive_trap(PlayerbotAI* ai) { return new CastExplosiveTrapAction(ai); }
};
HunterAiObjectContext::HunterAiObjectContext(PlayerbotAI* botAI) : AiObjectContext(botAI)

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@@ -5,13 +5,23 @@
#include "HunterTriggers.h"
#include "GenericSpellActions.h"
#include "GenericTriggers.h"
#include "HunterActions.h"
#include "PlayerbotAI.h"
#include "PlayerbotAIConfig.h"
#include "Playerbots.h"
#include "ServerFacade.h"
#include "SharedDefines.h"
bool BlackArrowTrigger::IsActive()
{
if (botAI->HasStrategy("trap weave", BOT_STATE_COMBAT))
return false;
return DebuffTrigger::IsActive();
}
bool HunterAspectOfTheHawkTrigger::IsActive()
{
Unit* target = GetTarget();

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@@ -75,6 +75,7 @@ class BlackArrowTrigger : public DebuffTrigger
{
public:
BlackArrowTrigger(PlayerbotAI* botAI) : DebuffTrigger(botAI, "black arrow", 1, true) {}
bool IsActive() override;
};
class HuntersMarkTrigger : public DebuffTrigger
@@ -185,4 +186,11 @@ class TargetRemoveMagicTrigger : public TargetAuraDispelTrigger
public:
TargetRemoveMagicTrigger(PlayerbotAI* ai) : TargetAuraDispelTrigger(ai, "tranquilizing shot", DISPEL_MAGIC) {}
};
class ImmolationTrapNoCdTrigger : public SpellNoCooldownTrigger
{
public:
ImmolationTrapNoCdTrigger(PlayerbotAI* ai) : SpellNoCooldownTrigger(ai, "immolation trap") {}
};
#endif