refactor raid naxx related

This commit is contained in:
Yunfan Li
2023-07-14 23:13:46 +08:00
parent 86f7a6e9d1
commit d183d285b6
18 changed files with 389 additions and 298 deletions

View File

@@ -1,430 +0,0 @@
#include "RaidStrategy.h"
#include "MovementActions.h"
#include "ScriptedCreature.h"
#include "RaidNaxxAction.h"
#include "GenericSpellActions.h"
#include "ChooseTargetActions.h"
#include "ReachTargetActions.h"
#include "UseMeetingStoneAction.h"
#include "FollowActions.h"
#include "ShamanActions.h"
#include "PriestActions.h"
#include "DKActions.h"
#include "HunterActions.h"
#include "MageActions.h"
#include "RogueActions.h"
#include "DruidActions.h"
#include "PaladinActions.h"
#include "WarriorActions.h"
#include <string>
#include "../../../../src/server/scripts/Northrend/Naxxramas/boss_heigan.h"
#include "../../../../src/server/scripts/Northrend/Naxxramas/boss_anubrekhan.h"
float HeiganDanceMultiplier::GetValue(Action* action)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "heigan the unclean");
if (!boss) {
return 1.0f;
}
boss_heigan::boss_heiganAI* boss_ai = dynamic_cast<boss_heigan::boss_heiganAI*>(boss->GetAI());
EventMap* eventMap = &boss_ai->events;
uint32 curr_phase = boss_ai->currentPhase;
uint32 curr_dance = eventMap->GetNextEventTime(4);
uint32 curr_timer = eventMap->GetTimer();
uint32 curr_erupt = eventMap->GetNextEventTime(3);
if (dynamic_cast<SetBehindTargetAction*>(action)) {
return 0.0f;
}
if (curr_phase != 1 && (int32)curr_dance - curr_timer >= 3000) {
return 1.0f;
}
if (dynamic_cast<HeiganDanceAction*>(action) || dynamic_cast<CurePartyMemberAction*>(action)) {
return 1.0f;
}
if (dynamic_cast<CastSpellAction*>(action) && !dynamic_cast<CastMeleeSpellAction*>(action))
{
uint32 spellId = AI_VALUE2(uint32, "spell id", action->getName());
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
if (!spellInfo) {
return 0.0f;
}
uint32 castTime = spellInfo->CalcCastTime();
if (castTime == 0 && !spellInfo->IsChanneled()) {
return 1.0f;
}
}
return 0.0f;
}
// float LoathebGenericMultiplier::GetValue(Action* action)
// {
// Unit* boss = AI_VALUE2(Unit*, "find target", "loatheb");
// if (!boss) {
// // bot->Yell("Can\'t find Loatheb...", LANG_UNIVERSAL);
// return 1.0f;
// }
// context->GetValue<bool>("neglect threat")->Set(true);
// if (botAI->GetCurrentState() == BOT_STATE_COMBAT &&
// (dynamic_cast<AttackLeastHpTargetAction*>(action) ||
// dynamic_cast<TankAssistAction*>(action) ||
// dynamic_cast<CastDebuffSpellOnAttackerAction*>(action) ||
// dynamic_cast<FleeAction*>(action))) {
// return 0.0f;
// }
// if (!dynamic_cast<CastHealingSpellAction*>(action)) {
// return 1.0f;
// }
// // bot->Yell("It\'s a healing spell!", LANG_UNIVERSAL);
// Aura* aura = botAI->GetAura("necrotic aura", bot);
// if (!aura || aura->GetDuration() <= 1500) {
// return 1.0f;
// }
// return 0.0f;
// }
// float ThaddiusGenericMultiplier::GetValue(Action* action)
// {
// Unit* boss = AI_VALUE2(Unit*, "find target", "thaddius");
// if (!boss) {
// return 1.0f;
// }
// BossAI* boss_ai = dynamic_cast<BossAI*>(boss->GetAI());
// EventMap* eventMap = boss_botAI->GetEvents();
// uint32 curr_phase = eventMap->GetPhaseMask();
// // pet phase
// if (curr_phase == 2 &&
// ( dynamic_cast<AttackLeastHpTargetAction*>(action) ||
// dynamic_cast<TankAssistAction*>(action) ||
// dynamic_cast<CastDebuffSpellOnAttackerAction*>(action) ||
// dynamic_cast<ReachPartyMemberToHealAction*>(action) ||
// dynamic_cast<BuffOnMainTankAction*>(action) )) {
// return 0.0f;
// }
// // die at the same time
// Unit* target = AI_VALUE(Unit*, "current target");
// Unit* feugen = AI_VALUE2(Unit*, "find target", "feugen");
// Unit* stalagg = AI_VALUE2(Unit*, "find target", "stalagg");
// if (curr_phase == 2 && target && feugen && stalagg &&
// target->GetHealthPct() <= 40 &&
// (feugen->GetHealthPct() >= target->GetHealthPct() + 3 || stalagg->GetHealthPct() >= target->GetHealthPct() + 3)) {
// if (dynamic_cast<CastSpellAction*>(action) && !dynamic_cast<CastHealingSpellAction*>(action)) {
// return 0.0f;
// }
// }
// // magnetic pull
// // uint32 curr_timer = eventMap->GetTimer();
// // // if (curr_phase == 2 && bot->GetPositionZ() > 312.5f && dynamic_cast<MovementAction*>(action)) {
// // if (curr_phase == 2 && (curr_timer % 20000 >= 18000 || curr_timer % 20000 <= 2000) && dynamic_cast<MovementAction*>(action)) {
// // // MotionMaster *mm = bot->GetMotionMaster();
// // // mm->Clear();
// // return 0.0f;
// // }
// // thaddius phase
// if (curr_phase == 8 && dynamic_cast<FleeAction*>(action)) {
// return 0.0f;
// }
// return 1.0f;
// }
// float SapphironGenericMultiplier::GetValue(Action* action)
// {
// Unit* boss = AI_VALUE2(Unit*, "find target", "sapphiron");
// if (!boss) {
// return 1.0f;
// }
// if (dynamic_cast<FollowAction*>(action) ||
// dynamic_cast<CastDeathGripAction*>(action)) {
// return 0.0f;
// }
// BossAI* boss_ai = dynamic_cast<BossAI*>(boss->GetAI());
// EventMap* eventMap = boss_botAI->GetEvents();
// uint32 curr_phase = eventMap->GetPhaseMask();
// uint32 timer = eventMap->GetTimer();
// uint32 explosion = eventMap->GetNextEventTime(10);
// if (curr_phase == 4 && explosion > timer &&
// (dynamic_cast<MovementAction*>(action) &&
// !dynamic_cast<SapphironFlightPositionAction*>(action) &&
// !dynamic_cast<SummonAction*>(action))) {
// return 0.0f;
// }
// return 1.0f;
// }
// float InstructorRazuviousGenericMultiplier::GetValue(Action* action)
// {
// Unit* boss = AI_VALUE2(Unit*, "find target", "instructor razuvious");
// if (!boss) {
// return 1.0f;
// }
// context->GetValue<bool>("neglect threat")->Set(true);
// if (botAI->GetCurrentState() == BOT_STATE_COMBAT &&
// (dynamic_cast<AttackLeastHpTargetAction*>(action) ||
// dynamic_cast<TankAssistAction*>(action) ||
// dynamic_cast<CastTauntAction*>(action) ||
// dynamic_cast<CastDarkCommandAction*>(action) ||
// dynamic_cast<CastHandOfReckoningAction*>(action) ||
// dynamic_cast<CastGrowlAction*>(action))) {
// return 0.0f;
// }
// return 1.0f;
// }
// float KelthuzadGenericMultiplier::GetValue(Action* action)
// {
// Unit* boss = AI_VALUE2(Unit*, "find target", "kel'thuzad");
// if (!boss) {
// return 1.0f;
// }
// if ((dynamic_cast<AttackLeastHpTargetAction*>(action) ||
// dynamic_cast<TankAssistAction*>(action) ||
// dynamic_cast<CastDebuffSpellOnAttackerAction*>(action) ||
// dynamic_cast<FollowAction*>(action) ||
// dynamic_cast<FleeAction*>(action))) {
// return 0.0f;
// }
// BossAI* boss_ai = dynamic_cast<BossAI*>(boss->GetAI());
// EventMap* eventMap = boss_botAI->GetEvents();
// uint32 curr_phase = eventMap->GetPhaseMask();
// if (curr_phase == 1) {
// if (dynamic_cast<CastTotemAction*>(action) ||
// dynamic_cast<CastShadowfiendAction*>(action) ||
// dynamic_cast<CastRaiseDeadAction*>(action) ||
// dynamic_cast<CastFeignDeathAction*>(action) ||
// dynamic_cast<CastInvisibilityAction*>(action) ||
// dynamic_cast<CastVanishAction*>(action)) {
// return 0.0f;
// }
// }
// if (curr_phase == 2) {
// if (dynamic_cast<CastBlizzardAction*>(action) ||
// dynamic_cast<CastFrostNovaAction*>(action)) {
// return 0.0f;
// }
// }
// return 1.0f;
// }
float AnubrekhanGenericMultiplier::GetValue(Action* action)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "anub'rekhan");
if (!boss) {
return 1.0f;
}
if (
// (dynamic_cast<AttackLeastHpTargetAction*>(action) ||
// dynamic_cast<DpsAssistAction*>(action) ||
// dynamic_cast<TankAssistAction*>(action) ||
dynamic_cast<FollowAction*>(action)) {
return 0.0f;
}
// BossAI* boss_ai = dynamic_cast<BossAI*>(boss->GetAI());
// EventMap* eventMap = boss_ai->GetEvents();
// uint32 curr_phase = eventMap->GetPhaseMask();
if (botAI->HasAura("locust swarm", boss)) {
if (dynamic_cast<FleeAction*>(action)) {
return 0.0f;
}
}
return 1.0f;
}
// float FourhorsemanGenericMultiplier::GetValue(Action* action)
// {
// Unit* boss = AI_VALUE2(Unit*, "find target", "sir zeliek");
// if (!boss) {
// return 1.0f;
// }
// if ((dynamic_cast<AttackLeastHpTargetAction*>(action) ||
// dynamic_cast<TankAssistAction*>(action))) {
// return 0.0f;
// }
// return 1.0f;
// }
// float GothikGenericMultiplier::GetValue(Action* action)
// {
// Unit* boss = AI_VALUE2(Unit*, "find target", "gothik the harvester");
// if (!boss) {
// return 1.0f;
// }
// BossAI* boss_ai = dynamic_cast<BossAI*>(boss->GetAI());
// EventMap* eventMap = boss_botAI->GetEvents();
// uint32 curr_phase = eventMap->GetPhaseMask();
// if (curr_phase == 1 && (dynamic_cast<FollowAction*>(action))) {
// return 0.0f;
// }
// if (curr_phase == 1 && (dynamic_cast<AttackAction*>(action))) {
// Unit* target = action->GetTarget();
// if (target == boss) {
// return 0.0f;
// }
// }
// return 1.0f;
// }
// float GluthGenericMultiplier::GetValue(Action* action)
// {
// Unit* boss = AI_VALUE2(Unit*, "find target", "gluth");
// if (!boss) {
// return 1.0f;
// }
// if ((dynamic_cast<AttackLeastHpTargetAction*>(action) ||
// dynamic_cast<TankAssistAction*>(action) ||
// dynamic_cast<FleeAction*>(action) ||
// dynamic_cast<CastDebuffSpellOnAttackerAction*>(action) ||
// dynamic_cast<CastStarfallAction*>(action))) {
// return 0.0f;
// }
// if (botAI->IsMainTank(bot)) {
// Aura* aura = botAI->GetAuraWithDuration("mortal wound", bot);
// if (aura && aura->GetStackAmount() >= 5) {
// if (dynamic_cast<CastTauntAction*>(action) ||
// dynamic_cast<CastDarkCommandAction*>(action) ||
// dynamic_cast<CastHandOfReckoningAction*>(action) ||
// dynamic_cast<CastGrowlAction*>(action)) {
// return 0.0f;
// }
// }
// }
// return 1.0f;
// }
void RaidNaxxGenericStrategy::InitTriggers(std::vector<TriggerNode*> &triggers)
{
// triggers.push_back(new TriggerNode(
// "often",
// NextAction::array(0, new NextAction("try to get boss ai", ACTION_RAID), NULL)));
// Grobbulus
triggers.push_back(new TriggerNode(
"mutating injection",
NextAction::array(0, new NextAction("grobbulus go behind the boss", ACTION_RAID + 2), NULL)));
triggers.push_back(new TriggerNode(
"mutating injection removed",
NextAction::array(0, new NextAction("grobbulus move center", ACTION_RAID + 1), NULL)));
triggers.push_back(new TriggerNode(
"grobbulus cloud",
NextAction::array(0, new NextAction("rotate grobbulus", ACTION_RAID + 1), NULL)));
// Heigan the Unclean
triggers.push_back(new TriggerNode(
"heigan melee",
NextAction::array(0, new NextAction("heigan dance melee", ACTION_RAID + 1), NULL)));
triggers.push_back(new TriggerNode(
"heigan ranged",
NextAction::array(0, new NextAction("heigan dance ranged", ACTION_RAID + 1), NULL)));
// Thaddius
// triggers.push_back(new TriggerNode(
// "thaddius phase pet",
// NextAction::array(0,
// new NextAction("thaddius attack nearest pet", ACTION_RAID + 1),
// new NextAction("thaddius melee to place", ACTION_RAID),
// new NextAction("thaddius ranged to place", ACTION_RAID),
// NULL)));
// triggers.push_back(new TriggerNode(
// "thaddius phase pet lose aggro",
// NextAction::array(0, new NextAction("taunt spell", ACTION_RAID + 2), NULL)));
// triggers.push_back(new TriggerNode(
// "thaddius phase transition",
// NextAction::array(0, new NextAction("thaddius move to platform", ACTION_RAID + 1), NULL)));
// triggers.push_back(new TriggerNode(
// "thaddius phase thaddius",
// NextAction::array(0, new NextAction("thaddius move polarity", ACTION_RAID + 1), NULL)));
// // Instructor Razuvious
// triggers.push_back(new TriggerNode(
// "razuvious tank",
// NextAction::array(0, new NextAction("razuvious use obedience crystal", ACTION_RAID + 1), NULL)));
// triggers.push_back(new TriggerNode(
// "razuvious nontank",
// NextAction::array(0, new NextAction("razuvious target", ACTION_RAID + 1), NULL)));
// // four horseman
// triggers.push_back(new TriggerNode(
// "horseman attractors",
// NextAction::array(0, new NextAction("horseman attract alternatively", ACTION_RAID + 1), NULL)));
// triggers.push_back(new TriggerNode(
// "horseman except attractors",
// NextAction::array(0, new NextAction("horseman attack in order", ACTION_RAID + 1), NULL)));
// // sapphiron
// triggers.push_back(new TriggerNode(
// "sapphiron ground main tank",
// NextAction::array(0, new NextAction("sapphiron ground main tank position", ACTION_RAID + 1), NULL)));
// triggers.push_back(new TriggerNode(
// "sapphiron ground except main tank",
// NextAction::array(0, new NextAction("sapphiron ground position", ACTION_RAID + 1), NULL)));
// triggers.push_back(new TriggerNode(
// "sapphiron flight",
// NextAction::array(0, new NextAction("sapphiron flight position", ACTION_RAID + 1), NULL)));
// triggers.push_back(new TriggerNode(
// "sapphiron chill",
// NextAction::array(0, new NextAction("sapphiron avoid chill", ACTION_RAID + 1), NULL)));
// // Kel'Thuzad
// triggers.push_back(new TriggerNode(
// "kel'thuzad",
// NextAction::array(0,
// new NextAction("kel'thuzad choose target", ACTION_RAID + 1),
// new NextAction("kel'thuzad position", ACTION_RAID + 1),
// NULL)));
// Anub'Rekhan
triggers.push_back(new TriggerNode(
"anub'rekhan",
NextAction::array(0,
// new NextAction("anub'rekhan choose target", ACTION_RAID + 1),
new NextAction("anub'rekhan position", ACTION_RAID + 1),
NULL)));
// // Gluth
// triggers.push_back(new TriggerNode(
// "gluth",
// NextAction::array(0,
// new NextAction("gluth choose target", ACTION_RAID + 1),
// new NextAction("gluth position", ACTION_RAID + 1),
// new NextAction("gluth slowdown", ACTION_RAID),
// NULL)));
// triggers.push_back(new TriggerNode(
// "gluth main tank mortal wound",
// NextAction::array(0,
// new NextAction("taunt spell", ACTION_RAID + 1), NULL)));
// // Loatheb
// triggers.push_back(new TriggerNode(
// "loatheb",
// NextAction::array(0,
// new NextAction("loatheb position", ACTION_RAID + 1),
// new NextAction("loatheb choose target", ACTION_RAID + 1),
// NULL)));
}
void RaidNaxxGenericStrategy::InitMultipliers(std::vector<Multiplier*> &multipliers)
{
multipliers.push_back(new HeiganDanceMultiplier(botAI));
// multipliers.push_back(new LoathebGenericMultiplier(ai));
// multipliers.push_back(new ThaddiusGenericMultiplier(ai));
// multipliers.push_back(new SapphironGenericMultiplier(ai));
// multipliers.push_back(new InstructorRazuviousGenericMultiplier(ai));
// multipliers.push_back(new KelthuzadGenericMultiplier(ai));
multipliers.push_back(new AnubrekhanGenericMultiplier(botAI));
// multipliers.push_back(new FourhorsemanGenericMultiplier(ai));
// multipliers.push_back(new GothikGenericMultiplier(ai));
// multipliers.push_back(new GluthGenericMultiplier(ai));
}

View File

@@ -1,108 +0,0 @@
#ifndef _PLAYERBOT_RAIDSTRATEGY_H
#define _PLAYERBOT_RAIDSTRATEGY_H
#include "Multiplier.h"
#include "Strategy.h"
class HeiganDanceMultiplier : public Multiplier
{
public:
HeiganDanceMultiplier(PlayerbotAI* ai) : Multiplier(ai, "helgan dance") {}
public:
virtual float GetValue(Action* action);
};
// class LoathebGenericMultiplier : public Multiplier
// {
// public:
// LoathebGenericMultiplier(PlayerbotAI* ai) : Multiplier(ai, "loatheb generic") {}
// public:
// virtual float GetValue(Action* action);
// };
// class ThaddiusGenericMultiplier : public Multiplier
// {
// public:
// ThaddiusGenericMultiplier(PlayerbotAI* ai) : Multiplier(ai, "thaddius generic") {}
// public:
// virtual float GetValue(Action* action);
// };
// class SapphironGenericMultiplier : public Multiplier
// {
// public:
// SapphironGenericMultiplier(PlayerbotAI* ai) : Multiplier(ai, "sapphiron generic") {}
// public:
// virtual float GetValue(Action* action);
// };
// class InstructorRazuviousGenericMultiplier : public Multiplier
// {
// public:
// InstructorRazuviousGenericMultiplier(PlayerbotAI* ai) : Multiplier(ai, "instructor razuvious generic") {}
// public:
// virtual float GetValue(Action* action);
// };
// class KelthuzadGenericMultiplier : public Multiplier
// {
// public:
// KelthuzadGenericMultiplier(PlayerbotAI* ai) : Multiplier(ai, "kelthuzad generic") {}
// public:
// virtual float GetValue(Action* action);
// };
class AnubrekhanGenericMultiplier : public Multiplier
{
public:
AnubrekhanGenericMultiplier(PlayerbotAI* ai) : Multiplier(ai, "anubrekhan generic") {}
public:
virtual float GetValue(Action* action);
};
// class FourhorsemanGenericMultiplier : public Multiplier
// {
// public:
// FourhorsemanGenericMultiplier(PlayerbotAI* ai) : Multiplier(ai, "fourhorseman generic") {}
// public:
// virtual float GetValue(Action* action);
// };
// class GothikGenericMultiplier : public Multiplier
// {
// public:
// GothikGenericMultiplier(PlayerbotAI* ai) : Multiplier(ai, "gothik generic") {}
// public:
// virtual float GetValue(Action* action);
// };
// class GluthGenericMultiplier : public Multiplier
// {
// public:
// GluthGenericMultiplier(PlayerbotAI* ai) : Multiplier(ai, "gluth generic") {}
// public:
// virtual float GetValue(Action* action);
// };
class RaidNaxxGenericStrategy : public Strategy
{
public:
RaidNaxxGenericStrategy(PlayerbotAI* ai) : Strategy(ai) {}
virtual std::string const getName() override { return "naxx"; }
virtual void InitTriggers(std::vector<TriggerNode*> &triggers) override;
virtual void InitMultipliers(std::vector<Multiplier*> &multipliers) override;
};
#endif