Avoie aoe strategy

This commit is contained in:
Yunfan Li
2024-04-14 00:00:41 +08:00
parent 10799e689c
commit df1b280b14
8 changed files with 135 additions and 26 deletions

View File

@@ -116,4 +116,27 @@ bool HasAreaDebuffValue::Calculate()
}
return false;
}
Aura* AreaDebuffValue::Calculate()
{
Unit::AuraApplicationMap& map = bot->GetAppliedAuras();
for (Unit::AuraApplicationMap::iterator i = map.begin(); i != map.end(); ++i)
{
Aura *aura = i->second->GetBase();
if (!aura)
continue;
AuraObjectType type = aura->GetType();
// bool is_area = aura->IsArea();
bool isPositive = aura->GetSpellInfo()->IsPositive();
if (type == DYNOBJ_AURA_TYPE && !isPositive) {
DynamicObject* dynOwner = aura->GetDynobjOwner();
if (!dynOwner) {
continue;
}
return aura;
}
}
return nullptr;
}

View File

@@ -41,4 +41,13 @@ class HasAreaDebuffValue : public BoolCalculatedValue, public Qualified
virtual bool Calculate();
};
class AreaDebuffValue : public CalculatedValue<Aura*>
{
public:
AreaDebuffValue(PlayerbotAI* botAI) :
CalculatedValue<Aura*>(botAI, "area debuff", 1 * 1000) { }
Aura* Calculate() override;
};
#endif

View File

@@ -34,13 +34,4 @@ class ExpectedGroupDpsValue : public FloatCalculatedValue
float Calculate() override;
};
class AreaDebuffValue : public CalculatedValue<Aura*>
{
public:
AreaDebuffValue(PlayerbotAI* botAI) :
CalculatedValue<Aura*>(botAI, "area debuff", 20 * 1000) { }
Aura* Calculate() override;
};
#endif

View File

@@ -8,6 +8,7 @@
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "Playerbots.h"
#include "Unit.h"
void PossibleTargetsValue::FindUnits(std::list<Unit*>& targets)
{
@@ -20,3 +21,17 @@ bool PossibleTargetsValue::AcceptUnit(Unit* unit)
{
return AttackersValue::IsPossibleTarget(unit, bot, range);
}
void PossibleTriggersValue::FindUnits(std::list<Unit*>& targets)
{
Acore::AnyUnfriendlyUnitInObjectRangeCheck u_check(bot, bot, range);
Acore::UnitListSearcher<Acore::AnyUnfriendlyUnitInObjectRangeCheck> searcher(bot, targets, u_check);
Cell::VisitAllObjects(bot, searcher, range);
}
bool PossibleTriggersValue::AcceptUnit(Unit* unit)
{
return unit->HasUnitFlag(UNIT_FLAG_NON_ATTACKABLE) && unit->HasUnitFlag(UNIT_FLAG_NOT_SELECTABLE);
return true; // AttackersValue::IsPossibleTarget(unit, bot, range);
}

View File

@@ -27,4 +27,14 @@ class AllTargetsValue : public PossibleTargetsValue
AllTargetsValue(PlayerbotAI* botAI, float range = sPlayerbotAIConfig->sightDistance) : PossibleTargetsValue(botAI, "all targets", range, true) { }
};
class PossibleTriggersValue : public NearestUnitsValue
{
public:
PossibleTriggersValue(PlayerbotAI* botAI, std::string const name = "possible targets", float range = sPlayerbotAIConfig->sightDistance, bool ignoreLos = true):
NearestUnitsValue(botAI, name, range, ignoreLos) { }
protected:
void FindUnits(std::list<Unit*>& targets) override;
bool AcceptUnit(Unit* unit) override;
};
#endif

View File

@@ -110,6 +110,7 @@ class ValueContext : public NamedObjectContext<UntypedValue>
creators["nearest enemy players"] = &ValueContext::nearest_enemy_players;
creators["possible targets"] = &ValueContext::possible_targets;
creators["possible targets no los"] = &ValueContext::possible_targets_no_los;
creators["possible triggers"] = &ValueContext::possible_triggers;
creators["possible adds"] = &ValueContext::possible_adds;
creators["all targets"] = &ValueContext::all_targets;
creators["possible rpg targets"] = &ValueContext::possible_rpg_targets;
@@ -377,6 +378,7 @@ class ValueContext : public NamedObjectContext<UntypedValue>
static UntypedValue* nearest_corpses(PlayerbotAI* botAI) { return new NearestCorpsesValue(botAI); }
static UntypedValue* possible_rpg_targets(PlayerbotAI* botAI) { return new PossibleRpgTargetsValue(botAI); }
static UntypedValue* possible_targets(PlayerbotAI* botAI) { return new PossibleTargetsValue(botAI); }
static UntypedValue* possible_triggers(PlayerbotAI* botAI) { return new PossibleTriggersValue(botAI); }
static UntypedValue* possible_targets_no_los(PlayerbotAI* botAI) { return new PossibleTargetsValue(botAI, "possible targets", sPlayerbotAIConfig->sightDistance, true); }
static UntypedValue* possible_adds(PlayerbotAI* botAI) { return new PossibleAddsValue(botAI); }
static UntypedValue* all_targets(PlayerbotAI* botAI) { return new AllTargetsValue(botAI); }