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Hello everyone, I am on a quest to make bot's pets completely functional, focuses on solving issues #1351 , #1230 , and #1137 . This PR achieves the following: 1. Changes the current "pet" chat command to "tame", which is more intuitive that only hunters can use it. The modes are "tame name (name)", "tame id (id)", "tame family (family)", "tame rename (new name)", and "tame abandon". Tame abandon is new - it simply abandons the current pet. Also, now, if you type in "tame family" by itself, it will list the available families. See pictures below for examples. 2. Added new "pet" chat command, with the following modes: "pet passive", "pet aggressive", "pet defensive", "pet stance" (shows current pet stance), "pet attack", "pet follow", and "pet stay". Previously, the pet's stance was not changeable, and there were some less than desired effects from summonable pets - see the issues above. 3. New config option: AiPlayerbot.DefaultPetStance, which changes the stance that all bot's pets are summoned as. This makes sure when feral spirits or treants are summoned by shamans and druids, they are immediately set to this configured stance. Set as 1 as default, which is defensive. (0 = Passive, 1 = Defensive, 2 = Aggressive) 4. New config option: AiPlayerbot.PetChatCommandDebug, which enables debug messages for the "pet" chat command. By default it is set to 0, which is disabled, but if you would like to see when pet's stances are changed, or when you tell the pet to attack/follow/stay, and when pet spells are auto-toggled, this is an option. I made this for myself mainly to test the command - if anyone notices any wierd pet behavior, this will be an option to help them report it as well. 5. Modified FollowActions to not constantly execute the petfollow action, overriding any stay or attack commands issued. 6. Modified GenericActions to have TogglePetSpellAutoCastAction optionally log when spells are toggled based on AiPlayerbot.PetChatCommandDebug. 7. Modified PetAttackAction to not attack if the pet is set to passive, and not override the pet's stance to passive every time it was executed. 8. Modified CombatStrategy.cpp to not constantly issue the petattack command, respecting the "pet stay" and "pet follow" commands. Pets will still automatically attack the enemy if set to aggressive or defensive. 9. Warlocks, Priests, Hunters, Shamans, Mages, Druids, and DKs (all classes that have summons): Added a "new pet" trigger that executes the "set pet stance" action. The "new pet" trigger happens only once, upon summoning a pet. It sets the pet's stance from AiPlayerbot.DefaultPetStance's value.
177 lines
7.5 KiB
C++
177 lines
7.5 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it
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* and/or modify it under version 2 of the License, or (at your option), any later version.
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*/
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#include "GenericDruidStrategy.h"
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#include "Playerbots.h"
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class GenericDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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GenericDruidStrategyActionNodeFactory()
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{
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creators["melee"] = &melee;
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creators["caster form"] = &caster_form;
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creators["cure poison"] = &cure_poison;
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creators["cure poison on party"] = &cure_poison_on_party;
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creators["abolish poison"] = &abolish_poison;
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creators["abolish poison on party"] = &abolish_poison_on_party;
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creators["rebirth"] = &rebirth;
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creators["entangling roots on cc"] = &entangling_roots_on_cc;
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creators["innervate"] = &innervate;
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}
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private:
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static ActionNode* melee([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("melee",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* caster_form([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("caster form",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* cure_poison([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("cure poison",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* cure_poison_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("cure poison on party",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* abolish_poison([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("abolish poison",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* abolish_poison_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("abolish poison on party",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* rebirth([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("rebirth",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* entangling_roots_on_cc([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("entangling roots on cc",
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/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* innervate([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("innervate",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("mana potion"), nullptr),
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/*C*/ nullptr);
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}
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};
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GenericDruidStrategy::GenericDruidStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI)
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{
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actionNodeFactories.Add(new GenericDruidStrategyActionNodeFactory());
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}
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void GenericDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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CombatStrategy::InitTriggers(triggers);
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triggers.push_back(
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new TriggerNode("low health", NextAction::array(0, new NextAction("barkskin", ACTION_HIGH + 7), nullptr)));
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// triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("regrowth",
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// ACTION_MEDIUM_HEAL + 2), nullptr))); triggers.push_back(new TriggerNode("party member low health",
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// NextAction::array(0, new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 1), nullptr)));
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// triggers.push_back(new TriggerNode("critical health", NextAction::array(0, new NextAction("regrowth",
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// ACTION_CRITICAL_HEAL + 2), new NextAction("healing touch", ACTION_CRITICAL_HEAL + 2), nullptr)));
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// triggers.push_back(new TriggerNode("party member critical health", NextAction::array(0, new NextAction("regrowth
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// on party", ACTION_CRITICAL_HEAL + 1), new NextAction("healing touch on party", ACTION_CRITICAL_HEAL + 1),
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// nullptr))); triggers.push_back(new TriggerNode("party member dead", NextAction::array(0, new
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// NextAction("rebirth", ACTION_HIGH + 1), nullptr))); triggers.push_back(new TriggerNode("low mana",
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// NextAction::array(0, new NextAction("innervate", ACTION_EMERGENCY + 5), nullptr)));
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triggers.push_back(new TriggerNode("combat party member dead",
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NextAction::array(0, new NextAction("rebirth", ACTION_HIGH + 9), NULL)));
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triggers.push_back(new TriggerNode("being attacked",
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NextAction::array(0, new NextAction("nature's grasp", ACTION_HIGH + 1), nullptr)));
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triggers.push_back(new TriggerNode("new pet", NextAction::array(0, new NextAction("set pet stance", 60.0f), nullptr)));
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}
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void DruidCureStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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// triggers.push_back(new TriggerNode("cure poison", NextAction::array(0, new NextAction("abolish poison",
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// ACTION_DISPEL + 2), nullptr)));
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triggers.push_back(
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new TriggerNode("party member cure poison",
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NextAction::array(0, new NextAction("abolish poison on party", ACTION_DISPEL + 1), nullptr)));
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triggers.push_back(
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new TriggerNode("party member remove curse",
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NextAction::array(0, new NextAction("remove curse on party", ACTION_DISPEL + 7), NULL)));
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}
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void DruidBoostStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode(
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"nature's swiftness", NextAction::array(0, new NextAction("nature's swiftness", ACTION_HIGH + 9), nullptr)));
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}
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void DruidCcStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode(
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"entangling roots", NextAction::array(0, new NextAction("entangling roots on cc", ACTION_HIGH + 2), nullptr)));
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triggers.push_back(new TriggerNode(
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"entangling roots kite", NextAction::array(0, new NextAction("entangling roots", ACTION_HIGH + 2), nullptr)));
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triggers.push_back(new TriggerNode(
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"hibernate", NextAction::array(0, new NextAction("hibernate on cc", ACTION_HIGH + 3), nullptr)));
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}
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void DruidHealerDpsStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(
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new TriggerNode("healer should attack",
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NextAction::array(0,
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new NextAction("cancel tree form", ACTION_DEFAULT + 0.3f),
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new NextAction("moonfire", ACTION_DEFAULT + 0.2f),
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new NextAction("wrath", ACTION_DEFAULT + 0.1f),
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new NextAction("starfire", ACTION_DEFAULT),
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nullptr)));
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// long cast time
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// triggers.push_back(
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// new TriggerNode("medium aoe and healer should attack",
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// NextAction::array(0,
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// new NextAction("hurricane", ACTION_DEFAULT + 0.7f),
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// nullptr)));
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}
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