mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-02-01 01:43:48 +00:00
[Class spell] Reduce reach spell relevance
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@@ -8,7 +8,7 @@
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void CombatStrategy::InitTriggers(std::vector<TriggerNode*> &triggers)
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void CombatStrategy::InitTriggers(std::vector<TriggerNode*> &triggers)
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{
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{
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triggers.push_back(new TriggerNode("enemy out of spell", NextAction::array(0, new NextAction("reach spell", ACTION_MOVE + 11), nullptr)));
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triggers.push_back(new TriggerNode("enemy out of spell", NextAction::array(0, new NextAction("reach spell", ACTION_HIGH), nullptr)));
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triggers.push_back(new TriggerNode("invalid target", NextAction::array(0, new NextAction("drop target", 100), nullptr)));
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triggers.push_back(new TriggerNode("invalid target", NextAction::array(0, new NextAction("drop target", 100), nullptr)));
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triggers.push_back(new TriggerNode("mounted", NextAction::array(0, new NextAction("check mount state", 54), nullptr)));
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triggers.push_back(new TriggerNode("mounted", NextAction::array(0, new NextAction("check mount state", 54), nullptr)));
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// triggers.push_back(new TriggerNode("out of react range", NextAction::array(0, new NextAction("flee to master", 55), nullptr)));
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// triggers.push_back(new TriggerNode("out of react range", NextAction::array(0, new NextAction("flee to master", 55), nullptr)));
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@@ -24,44 +24,44 @@ AvoidAoeStrategy::AvoidAoeStrategy(PlayerbotAI* botAI) : Strategy(botAI)
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}
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}
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class AvoidAoeStrategyMultiplier : public Multiplier
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// class AvoidAoeStrategyMultiplier : public Multiplier
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{
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// {
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public:
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// public:
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AvoidAoeStrategyMultiplier(PlayerbotAI* botAI) : Multiplier(botAI, "run away on area debuff") {}
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// AvoidAoeStrategyMultiplier(PlayerbotAI* botAI) : Multiplier(botAI, "run away on area debuff") {}
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public:
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// public:
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virtual float GetValue(Action* action);
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// virtual float GetValue(Action* action);
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private:
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// private:
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};
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// };
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float AvoidAoeStrategyMultiplier::GetValue(Action* action)
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// float AvoidAoeStrategyMultiplier::GetValue(Action* action)
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{
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// {
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if (!action)
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// if (!action)
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return 1.0f;
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// return 1.0f;
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std::string name = action->getName();
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// std::string name = action->getName();
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if (name == "follow" || name == "co" || name == "nc" || name == "drop target")
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// if (name == "follow" || name == "co" || name == "nc" || name == "drop target")
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return 1.0f;
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// return 1.0f;
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uint32 spellId = AI_VALUE2(uint32, "spell id", name);
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// uint32 spellId = AI_VALUE2(uint32, "spell id", name);
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const SpellInfo* const pSpellInfo = sSpellMgr->GetSpellInfo(spellId);
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// const SpellInfo* const pSpellInfo = sSpellMgr->GetSpellInfo(spellId);
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if (!pSpellInfo) return 1.0f;
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// if (!pSpellInfo) return 1.0f;
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if (spellId && pSpellInfo->Targets & TARGET_FLAG_DEST_LOCATION)
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// if (spellId && pSpellInfo->Targets & TARGET_FLAG_DEST_LOCATION)
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return 1.0f;
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// return 1.0f;
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else if (spellId && pSpellInfo->Targets & TARGET_FLAG_SOURCE_LOCATION)
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// else if (spellId && pSpellInfo->Targets & TARGET_FLAG_SOURCE_LOCATION)
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return 1.0f;
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// return 1.0f;
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uint32 castTime = pSpellInfo->CalcCastTime(bot);
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// uint32 castTime = pSpellInfo->CalcCastTime(bot);
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if (AI_VALUE2(bool, "has area debuff", "self target") && spellId && castTime > 0)
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// if (AI_VALUE2(bool, "has area debuff", "self target") && spellId && castTime > 0)
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{
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// {
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return 0.0f;
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// return 0.0f;
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}
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// }
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return 1.0f;
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// return 1.0f;
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}
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// }
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NextAction** AvoidAoeStrategy::getDefaultActions()
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NextAction** AvoidAoeStrategy::getDefaultActions()
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{
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{
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@@ -86,6 +86,6 @@ void AvoidAoeStrategy::InitMultipliers(std::vector<Multiplier*>& multipliers)
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NextAction** CombatFormationStrategy::getDefaultActions()
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NextAction** CombatFormationStrategy::getDefaultActions()
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{
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{
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return NextAction::array(0,
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return NextAction::array(0,
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new NextAction("combat formation move", ACTION_EMERGENCY),
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new NextAction("combat formation move", ACTION_NORMAL),
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nullptr);
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nullptr);
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}
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}
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@@ -14,7 +14,7 @@ class Unit;
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class PartyMemberToDispel : public PartyMemberValue, public Qualified
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class PartyMemberToDispel : public PartyMemberValue, public Qualified
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{
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{
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public:
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public:
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PartyMemberToDispel(PlayerbotAI* botAI, std::string const name = "party member to dispel") : PartyMemberValue(botAI, name, 2 * 1000), Qualified() { }
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PartyMemberToDispel(PlayerbotAI* botAI, std::string const name = "party member to dispel") : PartyMemberValue(botAI, name, 1000), Qualified() { }
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protected:
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protected:
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Unit* Calculate() override;
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Unit* Calculate() override;
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