date: 2024-11-3 bronjahm strategy

This commit is contained in:
姜耀
2024-11-03 21:50:27 +08:00
10 changed files with 56 additions and 14 deletions

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@@ -41,6 +41,7 @@
#include "Unit.h"
#include "Vehicle.h"
#include "WaypointMovementGenerator.h"
#include "Corpse.h"
MovementAction::MovementAction(PlayerbotAI* botAI, std::string const name) : Action(botAI, name)
{

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@@ -15,9 +15,13 @@
bool QuestAction::Execute(Event event)
{
ObjectGuid guid = event.getObject();
Player* master = GetMaster();
// Checks if the bot and botAI are valid
if (!bot || !botAI)
return false;
// Sets guid based on bot or master target
if (!guid)
{
if (!master)
@@ -36,19 +40,27 @@ bool QuestAction::Execute(Event event)
}
bool result = false;
// Check the nearest NPCs
GuidVector npcs = AI_VALUE(GuidVector, "nearest npcs");
for (const auto npc : npcs)
for (const auto& npc : npcs)
{
Unit* unit = botAI->GetUnit(npc);
if (unit && bot->GetDistance(unit) <= INTERACTION_DISTANCE)
{
result |= ProcessQuests(unit);
}
}
// Checks the nearest game objects
std::list<ObjectGuid> gos = AI_VALUE(std::list<ObjectGuid>, "nearest game objects");
for (const auto go : gos)
for (const auto& go : gos)
{
GameObject* gameobj = botAI->GetGameObject(go);
if (gameobj && bot->GetDistance(gameobj) <= INTERACTION_DISTANCE)
{
result |= ProcessQuests(gameobj);
}
}
return result;

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@@ -11,6 +11,7 @@
#include "ObjectGuid.h"
#include "Playerbots.h"
#include "ServerFacade.h"
#include "Corpse.h"
bool ReleaseSpiritAction::Execute(Event event)
{

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@@ -13,6 +13,7 @@
#include "Playerbots.h"
#include "RandomPlayerbotMgr.h"
#include "ServerFacade.h"
#include "Corpse.h"
bool ReviveFromCorpseAction::Execute(Event event)
{

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@@ -8,15 +8,17 @@
float KrikthirMultiplier::GetValue(Action* action)
{
if (!botAI->IsDps(bot)) { return 1.0f; }
// Target is not findable from threat table using AI_VALUE2(),
// therefore need to search manually for the unit name
Unit* boss = nullptr;
Unit* watcher = nullptr;
GuidVector targets = AI_VALUE(GuidVector, "possible targets no los");
for (auto i = targets.begin(); i != targets.end(); ++i)
GuidVector targets = AI_VALUE(GuidVector, "possible targets no los");
for (auto& target : targets)
{
Unit* unit = botAI->GetUnit(*i);
Unit* unit = botAI->GetUnit(target);
if (!unit) { continue; }
switch (unit->GetEntry())

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@@ -15,6 +15,8 @@ float MountingDrakeMultiplier::GetValue(Action* action)
// It seems like this is due to moving/other actions being processed during the 0.5 secs.
// If we suppress everything, they seem to mount properly. A bit of a ham-fisted solution but it works
Player* master = botAI->GetMaster();
if (!master) { return 1.0f; }
if (bot->GetMapId() != OCULUS_MAP_ID || !master->GetVehicleBase() || bot->GetVehicleBase()) { return 1.0f; }
if (!dynamic_cast<MountDrakeAction*>(action))