Files
mod-playerbots/src/strategy/triggers/GenericTriggers.cpp
kadeshar bc737ecc68 - Changed standalone config on cheat (#1585)
- Changed drink condition
2025-08-26 18:28:42 +02:00

733 lines
20 KiB
C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it
* and/or modify it under version 2 of the License, or (at your option), any later version.
*/
#include "GenericTriggers.h"
#include <string>
#include "BattlegroundWS.h"
#include "CreatureAI.h"
#include "GameTime.h"
#include "ItemVisitors.h"
#include "LastSpellCastValue.h"
#include "ObjectGuid.h"
#include "PlayerbotAIConfig.h"
#include "Playerbots.h"
#include "PositionValue.h"
#include "SharedDefines.h"
#include "TemporarySummon.h"
#include "ThreatMgr.h"
#include "Timer.h"
#include "PlayerbotAI.h"
#include "Player.h"
bool LowManaTrigger::IsActive()
{
return AI_VALUE2(bool, "has mana", "self target") &&
AI_VALUE2(uint8, "mana", "self target") < sPlayerbotAIConfig->lowMana;
}
bool MediumManaTrigger::IsActive()
{
return AI_VALUE2(bool, "has mana", "self target") &&
AI_VALUE2(uint8, "mana", "self target") < sPlayerbotAIConfig->mediumMana;
}
bool NoPetTrigger::IsActive()
{
return (bot->GetMinionGUID().IsEmpty()) && (!AI_VALUE(Unit*, "pet target")) && (!bot->GetGuardianPet()) &&
(!bot->GetFirstControlled()) && (!AI_VALUE2(bool, "mounted", "self target"));
}
bool HasPetTrigger::IsActive()
{
return (AI_VALUE(Unit*, "pet target")) && !AI_VALUE2(bool, "mounted", "self target");
;
}
bool PetAttackTrigger::IsActive()
{
Guardian* pet = bot->GetGuardianPet();
if (!pet)
{
return false;
}
Unit* target = AI_VALUE(Unit*, "current target");
if (!target)
{
return false;
}
if (pet->GetVictim() == target && pet->GetCharmInfo()->IsCommandAttack())
{
return false;
}
if (bot->GetMap()->IsDungeon() && bot->GetGroup() && !target->IsInCombat())
{
return false;
}
return true;
}
bool HighManaTrigger::IsActive()
{
return AI_VALUE2(bool, "has mana", "self target") && AI_VALUE2(uint8, "mana", "self target") < sPlayerbotAIConfig->highMana;
}
bool AlmostFullManaTrigger::IsActive()
{
return AI_VALUE2(bool, "has mana", "self target") && AI_VALUE2(uint8, "mana", "self target") > 85;
}
bool EnoughManaTrigger::IsActive()
{
return AI_VALUE2(bool, "has mana", "self target") && AI_VALUE2(uint8, "mana", "self target") > sPlayerbotAIConfig->highMana;
}
bool RageAvailable::IsActive() { return AI_VALUE2(uint8, "rage", "self target") >= amount; }
bool EnergyAvailable::IsActive() { return AI_VALUE2(uint8, "energy", "self target") >= amount; }
bool ComboPointsAvailableTrigger::IsActive() { return AI_VALUE2(uint8, "combo", "current target") >= amount; }
bool ComboPointsNotFullTrigger::IsActive() { return AI_VALUE2(uint8, "combo", "current target") < amount; }
bool TargetWithComboPointsLowerHealTrigger::IsActive()
{
Unit* target = AI_VALUE(Unit*, "current target");
if (!target || !target->IsAlive() || !target->IsInWorld())
{
return false;
}
return ComboPointsAvailableTrigger::IsActive() &&
(target->GetHealth() / AI_VALUE(float, "estimated group dps")) <= lifeTime;
}
bool LoseAggroTrigger::IsActive() { return !AI_VALUE2(bool, "has aggro", "current target"); }
bool HasAggroTrigger::IsActive() { return AI_VALUE2(bool, "has aggro", "current target"); }
bool PanicTrigger::IsActive()
{
return AI_VALUE2(uint8, "health", "self target") < sPlayerbotAIConfig->criticalHealth &&
(!AI_VALUE2(bool, "has mana", "self target") ||
AI_VALUE2(uint8, "mana", "self target") < sPlayerbotAIConfig->lowMana);
}
bool OutNumberedTrigger::IsActive()
{
if (bot->GetMap() && (bot->GetMap()->IsDungeon() || bot->GetMap()->IsRaid()))
return false;
if (bot->GetGroup() && bot->GetGroup()->isRaidGroup())
return false;
int32 botLevel = bot->GetLevel();
uint32 friendPower = 200;
uint32 foePower = 0;
for (auto& attacker : botAI->GetAiObjectContext()->GetValue<GuidVector>("attackers")->Get())
{
Creature* creature = botAI->GetCreature(attacker);
if (!creature)
continue;
int32 dLevel = creature->GetLevel() - botLevel;
if (dLevel > -10)
foePower = std::max(100 + 10 * dLevel, dLevel * 200);
}
if (!foePower)
return false;
for (auto& helper : botAI->GetAiObjectContext()->GetValue<GuidVector>("nearest friendly players")->Get())
{
Unit* player = botAI->GetUnit(helper);
if (!player || player == bot)
continue;
int32 dLevel = player->GetLevel() - botLevel;
if (dLevel > -10 && bot->GetDistance(player) < 10.0f)
friendPower += std::max(200 + 20 * dLevel, dLevel * 200);
}
return friendPower < foePower;
}
bool BuffTrigger::IsActive()
{
Unit* target = GetTarget();
if (!target)
return false;
if (!SpellTrigger::IsActive())
return false;
Aura* aura = botAI->GetAura(spell, target, checkIsOwner, checkDuration);
if (!aura)
return true;
if (beforeDuration && aura->GetDuration() < beforeDuration)
return true;
return false;
}
Value<Unit*>* BuffOnPartyTrigger::GetTargetValue()
{
return context->GetValue<Unit*>("party member without aura", spell);
}
bool ProtectPartyMemberTrigger::IsActive() { return AI_VALUE(Unit*, "party member to protect"); }
Value<Unit*>* DebuffOnAttackerTrigger::GetTargetValue()
{
return context->GetValue<Unit*>("attacker without aura", spell);
}
Value<Unit*>* DebuffOnMeleeAttackerTrigger::GetTargetValue()
{
return context->GetValue<Unit*>("melee attacker without aura", spell);
}
bool NoAttackersTrigger::IsActive()
{
return !AI_VALUE(Unit*, "current target") && AI_VALUE(uint8, "my attacker count") > 0;
}
bool InvalidTargetTrigger::IsActive() { return AI_VALUE2(bool, "invalid target", "current target"); }
bool NoTargetTrigger::IsActive() { return !AI_VALUE(Unit*, "current target"); }
bool MyAttackerCountTrigger::IsActive()
{
return AI_VALUE2(bool, "combat", "self target") && AI_VALUE(uint8, "my attacker count") >= amount;
}
bool MediumThreatTrigger::IsActive()
{
if (!AI_VALUE(Unit*, "main tank"))
return false;
return MyAttackerCountTrigger::IsActive();
}
bool LowTankThreatTrigger::IsActive()
{
Unit* mt = AI_VALUE(Unit*, "main tank");
if (!mt)
return false;
Unit* current_target = AI_VALUE(Unit*, "current target");
if (!current_target)
return false;
ThreatMgr& mgr = current_target->GetThreatMgr();
float threat = mgr.GetThreat(bot);
float tankThreat = mgr.GetThreat(mt);
return tankThreat == 0.0f || threat > tankThreat * 0.5f;
}
bool AoeTrigger::IsActive()
{
Unit* current_target = AI_VALUE(Unit*, "current target");
if (!current_target)
{
return false;
}
GuidVector attackers = context->GetValue<GuidVector>("attackers")->Get();
int attackers_count = 0;
for (ObjectGuid const guid : attackers)
{
Unit* unit = botAI->GetUnit(guid);
if (!unit || !unit->IsAlive())
continue;
if (unit->GetDistance(current_target->GetPosition()) <= range)
{
attackers_count++;
}
}
return attackers_count >= amount;
}
bool NoFoodTrigger::IsActive()
{
bool isRandomBot = sRandomPlayerbotMgr->IsRandomBot(bot);
if (isRandomBot && botAI->HasCheat(BotCheatMask::food))
return false;
return AI_VALUE2(std::vector<Item*>, "inventory items", "conjured food").empty();
}
bool NoDrinkTrigger::IsActive()
{
bool isRandomBot = sRandomPlayerbotMgr->IsRandomBot(bot);
if (isRandomBot && botAI->HasCheat(BotCheatMask::food))
return false;
return AI_VALUE2(std::vector<Item*>, "inventory items", "conjured water").empty();
}
bool TargetInSightTrigger::IsActive() { return AI_VALUE(Unit*, "grind target"); }
bool DebuffTrigger::IsActive()
{
Unit* target = GetTarget();
if (!target || !target->IsAlive() || !target->IsInWorld())
{
return false;
}
return BuffTrigger::IsActive() && (target->GetHealth() / AI_VALUE(float, "estimated group dps")) >= needLifeTime;
}
bool DebuffOnBossTrigger::IsActive()
{
if (!DebuffTrigger::IsActive())
{
return false;
}
Creature* c = GetTarget()->ToCreature();
return c && ((c->IsDungeonBoss()) || (c->isWorldBoss()));
}
bool SpellTrigger::IsActive() { return GetTarget(); }
bool SpellCanBeCastTrigger::IsActive()
{
Unit* target = GetTarget();
return target && botAI->CanCastSpell(spell, target);
}
bool SpellNoCooldownTrigger::IsActive()
{
uint32 spellId = AI_VALUE2(uint32, "spell id", name);
if (!spellId)
return false;
return !bot->HasSpellCooldown(spellId);
}
bool SpellCooldownTrigger::IsActive()
{
uint32 spellId = AI_VALUE2(uint32, "spell id", name);
if (!spellId)
return false;
return bot->HasSpellCooldown(spellId);
}
RandomTrigger::RandomTrigger(PlayerbotAI* botAI, std::string const name, int32 probability)
: Trigger(botAI, name), probability(probability), lastCheck(getMSTime())
{
}
bool RandomTrigger::IsActive()
{
if (getMSTime() - lastCheck < sPlayerbotAIConfig->repeatDelay)
return false;
lastCheck = getMSTime();
int32 k = (int32)(probability / sPlayerbotAIConfig->randomChangeMultiplier);
if (k < 1)
k = 1;
return (rand() % k) == 0;
}
bool AndTrigger::IsActive() { return ls && rs && ls->IsActive() && rs->IsActive(); }
std::string const AndTrigger::getName()
{
std::string name(ls->getName());
name = name + " and ";
name = name + rs->getName();
return name;
}
bool TwoTriggers::IsActive()
{
if (name1.empty() || name2.empty())
return false;
Trigger* trigger1 = botAI->GetAiObjectContext()->GetTrigger(name1);
Trigger* trigger2 = botAI->GetAiObjectContext()->GetTrigger(name2);
if (!trigger1 || !trigger2)
return false;
return trigger1->IsActive() && trigger2->IsActive();
}
std::string const TwoTriggers::getName()
{
std::string name;
name = name1 + " and " + name2;
return name;
}
bool BoostTrigger::IsActive()
{
if (!BuffTrigger::IsActive())
return false;
Unit* target = AI_VALUE(Unit*, "current target");
if (target && target->ToPlayer())
return true;
return AI_VALUE(uint8, "balance") <= balance;
}
bool GenericBoostTrigger::IsActive()
{
Unit* target = AI_VALUE(Unit*, "current target");
if (target && target->ToPlayer())
return true;
return AI_VALUE(uint8, "balance") <= balance;
}
bool HealerShouldAttackTrigger::IsActive()
{
// nobody can help me
if (botAI->GetNearGroupMemberCount(sPlayerbotAIConfig->sightDistance) <= 1)
return true;
if (AI_VALUE2(uint8, "health", "party member to heal") < sPlayerbotAIConfig->almostFullHealth)
return false;
// special check for resto druid (dont remove tree of life frequently)
if (bot->GetAura(33891))
{
LastSpellCast& lastSpell = botAI->GetAiObjectContext()->GetValue<LastSpellCast&>("last spell cast")->Get();
if (lastSpell.timer + 5 > time(nullptr))
return false;
}
int manaThreshold;
int balance = AI_VALUE(uint8, "balance");
// higher threshold in higher pressure
if (balance <= 50)
manaThreshold = 85;
else if (balance <= 100)
manaThreshold = sPlayerbotAIConfig->highMana;
else
manaThreshold = sPlayerbotAIConfig->mediumMana;
if (AI_VALUE2(bool, "has mana", "self target") && AI_VALUE2(uint8, "mana", "self target") < manaThreshold)
return false;
return true;
}
bool ItemCountTrigger::IsActive() { return AI_VALUE2(uint32, "item count", item) < count; }
bool InterruptSpellTrigger::IsActive()
{
return SpellTrigger::IsActive() && botAI->IsInterruptableSpellCasting(GetTarget(), getName());
}
bool DeflectSpellTrigger::IsActive()
{
Unit* target = GetTarget();
if (!target)
return false;
if (!target->IsNonMeleeSpellCast(true))
return false;
if (target->GetTarget() != bot->GetGUID())
return false;
uint32 spellid = context->GetValue<uint32>("spell id", spell)->Get();
if (!spellid)
return false;
SpellInfo const* deflectSpell = sSpellMgr->GetSpellInfo(spellid);
if (!deflectSpell)
return false;
// warrior deflects all
if (spell == "spell reflection")
return true;
// human priest feedback
if (spell == "feedback")
return true;
SpellSchoolMask deflectSchool = SpellSchoolMask(deflectSpell->Effects[EFFECT_0].MiscValue);
SpellSchoolMask attackSchool = SPELL_SCHOOL_MASK_NONE;
if (Spell* spell = target->GetCurrentSpell(CURRENT_GENERIC_SPELL))
{
if (SpellInfo const* tarSpellInfo = spell->GetSpellInfo())
{
attackSchool = tarSpellInfo->GetSchoolMask();
if (deflectSchool == attackSchool)
return true;
}
}
return false;
}
bool AttackerCountTrigger::IsActive() { return AI_VALUE(uint8, "attacker count") >= amount; }
bool HasAuraTrigger::IsActive() { return botAI->HasAura(getName(), GetTarget(), false, false, -1, true); }
bool HasAuraStackTrigger::IsActive()
{
Aura* aura = botAI->GetAura(getName(), GetTarget(), false, true, stack);
// sLog->outMessage("playerbot", LOG_LEVEL_DEBUG, "HasAuraStackTrigger::IsActive %s %d", getName(), aura ?
// aura->GetStackAmount() : -1);
return aura;
}
bool TimerTrigger::IsActive()
{
if (time(nullptr) != lastCheck)
{
lastCheck = time(nullptr);
return true;
}
return false;
}
bool TimerBGTrigger::IsActive()
{
time_t now = time(nullptr);
if (now - lastCheck >= 60)
{
lastCheck = now;
return true;
}
return false;
}
bool HasNoAuraTrigger::IsActive() { return !botAI->HasAura(getName(), GetTarget()); }
bool TankAssistTrigger::IsActive()
{
if (!AI_VALUE(uint8, "attacker count"))
return false;
Unit* currentTarget = AI_VALUE(Unit*, "current target");
if (!currentTarget)
return true;
Unit* tankTarget = AI_VALUE(Unit*, "tank target");
if (!tankTarget || currentTarget == tankTarget)
return false;
return AI_VALUE2(bool, "has aggro", "current target");
}
bool IsBehindTargetTrigger::IsActive()
{
Unit* target = AI_VALUE(Unit*, "current target");
return target && AI_VALUE2(bool, "behind", "current target");
}
bool IsNotBehindTargetTrigger::IsActive()
{
if (botAI->HasStrategy("stay", botAI->GetState()))
{
return false;
}
Unit* target = AI_VALUE(Unit*, "current target");
return target && !AI_VALUE2(bool, "behind", "current target");
}
bool IsNotFacingTargetTrigger::IsActive()
{
if (botAI->HasStrategy("stay", botAI->GetState()))
{
return false;
}
return !AI_VALUE2(bool, "facing", "current target");
}
bool HasCcTargetTrigger::IsActive()
{
return AI_VALUE2(Unit*, "cc target", getName()) && !AI_VALUE2(Unit*, "current cc target", getName());
}
bool NoMovementTrigger::IsActive() { return !AI_VALUE2(bool, "moving", "self target"); }
bool NoPossibleTargetsTrigger::IsActive()
{
GuidVector targets = AI_VALUE(GuidVector, "possible targets");
return !targets.size();
}
bool PossibleAddsTrigger::IsActive() { return AI_VALUE(bool, "possible adds") && !AI_VALUE(ObjectGuid, "pull target"); }
bool NotDpsTargetActiveTrigger::IsActive()
{
Unit* target = AI_VALUE(Unit*, "current target");
// do not switch if enemy target
if (target && target->IsAlive())
{
Unit* enemy = AI_VALUE(Unit*, "enemy player target");
if (target == enemy)
return false;
}
Unit* dps = AI_VALUE(Unit*, "dps target");
return dps && target != dps;
}
bool NotDpsAoeTargetActiveTrigger::IsActive()
{
Unit* dps = AI_VALUE(Unit*, "dps aoe target");
Unit* target = AI_VALUE(Unit*, "current target");
Unit* enemy = AI_VALUE(Unit*, "enemy player target");
// do not switch if enemy target
if (target && target == enemy && target->IsAlive())
return false;
return dps && target != dps;
}
bool IsSwimmingTrigger::IsActive() { return AI_VALUE2(bool, "swimming", "self target"); }
bool HasNearestAddsTrigger::IsActive()
{
GuidVector targets = AI_VALUE(GuidVector, "nearest adds");
return targets.size();
}
bool HasItemForSpellTrigger::IsActive()
{
std::string const spell = getName();
uint32 spellId = AI_VALUE2(uint32, "spell id", spell);
return spellId && AI_VALUE2(Item*, "item for spell", spellId);
}
bool TargetChangedTrigger::IsActive()
{
Unit* oldTarget = context->GetValue<Unit*>("old target")->Get();
Unit* target = context->GetValue<Unit*>("current target")->Get();
return target && oldTarget != target;
}
Value<Unit*>* InterruptEnemyHealerTrigger::GetTargetValue()
{
return context->GetValue<Unit*>("enemy healer target", spell);
}
bool RandomBotUpdateTrigger::IsActive() { return RandomTrigger::IsActive() && AI_VALUE(bool, "random bot update"); }
bool NoNonBotPlayersAroundTrigger::IsActive()
{
return !botAI->HasPlayerNearby();
/*if (!bot->InBattleground())
return AI_VALUE(GuidVector, "nearest non bot players").empty();
return false;
*/
}
bool NewPlayerNearbyTrigger::IsActive() { return AI_VALUE(ObjectGuid, "new player nearby"); }
bool CollisionTrigger::IsActive() { return AI_VALUE2(bool, "collision", "self target"); }
bool ReturnToStayPositionTrigger::IsActive()
{
PositionInfo stayPosition = AI_VALUE(PositionMap&, "position")["stay"];
if (stayPosition.isSet())
{
const float distance = bot->GetDistance(stayPosition.x, stayPosition.y, stayPosition.z);
return distance > sPlayerbotAIConfig->followDistance;
}
return false;
}
bool GiveItemTrigger::IsActive()
{
return AI_VALUE2(Unit*, "party member without item", item) && AI_VALUE2(uint32, "item count", item);
}
bool GiveFoodTrigger::IsActive()
{
return AI_VALUE(Unit*, "party member without food") && AI_VALUE2(uint32, "item count", item);
}
bool GiveWaterTrigger::IsActive()
{
return AI_VALUE(Unit*, "party member without water") && AI_VALUE2(uint32, "item count", item);
}
Value<Unit*>* SnareTargetTrigger::GetTargetValue() { return context->GetValue<Unit*>("snare target", spell); }
bool StayTimeTrigger::IsActive()
{
time_t stayTime = AI_VALUE(time_t, "stay time");
time_t now = time(nullptr);
return delay && stayTime && now > stayTime + 2 * delay / 1000;
}
bool IsMountedTrigger::IsActive() { return AI_VALUE2(bool, "mounted", "self target"); }
bool CorpseNearTrigger::IsActive()
{
return bot->GetCorpse() && bot->GetCorpse()->IsWithinDistInMap(bot, CORPSE_RECLAIM_RADIUS, true);
}
bool IsFallingTrigger::IsActive() { return bot->HasUnitMovementFlag(MOVEMENTFLAG_FALLING); }
bool IsFallingFarTrigger::IsActive() { return bot->HasUnitMovementFlag(MOVEMENTFLAG_FALLING_FAR); }
bool HasAreaDebuffTrigger::IsActive() { return AI_VALUE2(bool, "has area debuff", "self target"); }
Value<Unit*>* BuffOnMainTankTrigger::GetTargetValue() { return context->GetValue<Unit*>("main tank", spell); }
bool AmmoCountTrigger::IsActive()
{
if (bot->GetUInt32Value(PLAYER_AMMO_ID) != 0)
return ItemCountTrigger::IsActive(); // Ammo already equipped
if (botAI->FindAmmo())
return true; // Found ammo in inventory but not equipped
return ItemCountTrigger::IsActive();
}
bool NewPetTrigger::IsActive()
{
// Get the bot player object from the AI
Player* bot = botAI->GetBot();
if (!bot)
return false;
// Try to get the current pet; initialize guardian and GUID to null/empty
Pet* pet = bot->GetPet();
Guardian* guardian = nullptr;
ObjectGuid currentPetGuid = ObjectGuid::Empty;
// If bot has a pet, get its GUID
if (pet)
{
currentPetGuid = pet->GetGUID();
}
else
{
// If no pet, try to get a guardian pet and its GUID
guardian = bot->GetGuardianPet();
if (guardian)
currentPetGuid = guardian->GetGUID();
}
// If the current pet or guardian GUID has changed (including becoming empty), reset the trigger state
if (currentPetGuid != lastPetGuid)
{
triggered = false;
lastPetGuid = currentPetGuid;
}
// If there's a valid current pet/guardian (non-empty GUID) and we haven't triggered yet, activate trigger
if (currentPetGuid != ObjectGuid::Empty && !triggered)
{
triggered = true;
return true;
}
// Otherwise, do not activate
return false;
}