mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-13 09:07:19 +00:00
431 lines
13 KiB
C++
431 lines
13 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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#ifndef _PLAYERBOT_GENERICSPELLACTIONS_H
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#define _PLAYERBOT_GENERICSPELLACTIONS_H
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#include "Action.h"
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#include "PlayerbotAI.h"
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#include "PlayerbotAIConfig.h"
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#include "UseItemAction.h"
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#include "Value.h"
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class PlayerbotAI;
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class Unit;
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class WorldObject;
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class CastSpellAction : public Action
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{
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public:
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CastSpellAction(PlayerbotAI* botAI, std::string const spell);
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std::string const GetTargetName() override { return "current target"; };
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bool Execute(Event event) override;
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bool isPossible() override;
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bool isUseful() override;
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ActionThreatType getThreatType() override { return ActionThreatType::Single; }
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NextAction** getPrerequisites() override;
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protected:
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std::string spell;
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float range;
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};
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class CastAuraSpellAction : public CastSpellAction
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{
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public:
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CastAuraSpellAction(PlayerbotAI* botAI, std::string const spell, bool isOwner = false, bool checkDuration = false, uint32 beforeDuration = 0)
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: CastSpellAction(botAI, spell)
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{
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this->isOwner = isOwner;
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this->beforeDuration = beforeDuration;
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this->checkDuration = checkDuration;
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}
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bool isUseful() override;
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protected:
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bool isOwner;
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bool checkDuration;
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uint32 beforeDuration;
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};
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class CastMeleeSpellAction : public CastSpellAction
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{
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public:
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CastMeleeSpellAction(PlayerbotAI* botAI, std::string const spell);
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bool isUseful() override;
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};
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class CastDebuffSpellAction : public CastAuraSpellAction
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{
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public:
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CastDebuffSpellAction(PlayerbotAI* botAI, std::string const spell, bool isOwner = false, float needLifeTime = 8.0f)
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: CastAuraSpellAction(botAI, spell, isOwner), needLifeTime(needLifeTime)
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{
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}
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bool isUseful() override;
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private:
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float needLifeTime;
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};
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class CastMeleeDebuffSpellAction : public CastDebuffSpellAction
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{
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public:
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CastMeleeDebuffSpellAction(PlayerbotAI* botAI, std::string const spell, bool isOwner = false, float needLifeTime = 8.0f);
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bool isUseful() override;
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};
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class CastDebuffSpellOnAttackerAction : public CastDebuffSpellAction
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{
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public:
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CastDebuffSpellOnAttackerAction(PlayerbotAI* botAI, std::string const spell, bool isOwner = true,
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float needLifeTime = 8.0f)
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: CastDebuffSpellAction(botAI, spell, isOwner, needLifeTime)
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{
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}
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Value<Unit*>* GetTargetValue() override;
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std::string const getName() override { return spell + " on attacker"; }
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// ActionThreatType getThreatType() override { return ActionThreatType::Aoe; }
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};
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class CastDebuffSpellOnMeleeAttackerAction : public CastDebuffSpellAction
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{
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public:
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CastDebuffSpellOnMeleeAttackerAction(PlayerbotAI* botAI, std::string const spell, bool isOwner = true,
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float needLifeTime = 8.0f)
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: CastDebuffSpellAction(botAI, spell, isOwner, needLifeTime)
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{
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}
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Value<Unit*>* GetTargetValue() override;
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std::string const getName() override { return spell + " on attacker"; }
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// ActionThreatType getThreatType() override { return ActionThreatType::Aoe; }
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};
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class CastBuffSpellAction : public CastAuraSpellAction
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{
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public:
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CastBuffSpellAction(PlayerbotAI* botAI, std::string const spell, bool checkIsOwner = false, uint32 beforeDuration = 0);
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std::string const GetTargetName() override { return "self target"; }
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};
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class CastEnchantItemAction : public CastSpellAction
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{
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public:
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CastEnchantItemAction(PlayerbotAI* botAI, std::string const spell);
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bool isPossible() override;
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std::string const GetTargetName() override { return "self target"; }
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};
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class CastHealingSpellAction : public CastAuraSpellAction
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{
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public:
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CastHealingSpellAction(PlayerbotAI* botAI, std::string const spell, uint8 estAmount = 15.0f,
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HealingManaEfficiency manaEfficiency = HealingManaEfficiency::MEDIUM, bool isOwner = true);
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std::string const GetTargetName() override { return "self target"; }
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bool isUseful() override;
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ActionThreatType getThreatType() override { return ActionThreatType::Aoe; }
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// Yunfan: Mana efficiency tell the bot how to save mana. The higher the better.
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HealingManaEfficiency manaEfficiency;
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uint8 estAmount;
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// protected:
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};
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class CastAoeHealSpellAction : public CastHealingSpellAction
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{
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public:
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CastAoeHealSpellAction(PlayerbotAI* botAI, std::string const spell, uint8 estAmount = 15.0f,
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HealingManaEfficiency manaEfficiency = HealingManaEfficiency::MEDIUM)
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: CastHealingSpellAction(botAI, spell, estAmount, manaEfficiency)
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{
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}
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std::string const GetTargetName() override { return "party member to heal"; }
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bool isUseful() override;
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};
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class CastCureSpellAction : public CastSpellAction
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{
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public:
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CastCureSpellAction(PlayerbotAI* botAI, std::string const spell);
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std::string const GetTargetName() override { return "self target"; }
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};
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class PartyMemberActionNameSupport
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{
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public:
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PartyMemberActionNameSupport(std::string const spell) { name = std::string(spell + " on party"); }
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std::string const getName() { return name; }
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private:
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std::string name;
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};
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class HealPartyMemberAction : public CastHealingSpellAction, public PartyMemberActionNameSupport
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{
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public:
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HealPartyMemberAction(PlayerbotAI* botAI, std::string const spell, uint8 estAmount = 15.0f,
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HealingManaEfficiency manaEfficiency = HealingManaEfficiency::MEDIUM, bool isOwner = true)
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: CastHealingSpellAction(botAI, spell, estAmount, manaEfficiency, isOwner), PartyMemberActionNameSupport(spell)
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{
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}
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std::string const GetTargetName() override { return "party member to heal"; }
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std::string const getName() override { return PartyMemberActionNameSupport::getName(); }
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};
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class ResurrectPartyMemberAction : public CastSpellAction
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{
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public:
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ResurrectPartyMemberAction(PlayerbotAI* botAI, std::string const spell) : CastSpellAction(botAI, spell) {}
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std::string const GetTargetName() override { return "party member to resurrect"; }
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NextAction** getPrerequisites() override
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{
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return NextAction::merge(NextAction::array(0, new NextAction("reach party member to resurrect"), NULL),
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Action::getPrerequisites());
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}
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};
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class CurePartyMemberAction : public CastSpellAction, public PartyMemberActionNameSupport
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{
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public:
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CurePartyMemberAction(PlayerbotAI* botAI, std::string const spell, uint32 dispelType)
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: CastSpellAction(botAI, spell), PartyMemberActionNameSupport(spell), dispelType(dispelType)
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{
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}
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Value<Unit*>* GetTargetValue() override;
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std::string const getName() override { return PartyMemberActionNameSupport::getName(); }
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protected:
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uint32 dispelType;
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};
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class BuffOnPartyAction : public CastBuffSpellAction, public PartyMemberActionNameSupport
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{
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public:
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BuffOnPartyAction(PlayerbotAI* botAI, std::string const spell)
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: CastBuffSpellAction(botAI, spell), PartyMemberActionNameSupport(spell)
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{
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}
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Value<Unit*>* GetTargetValue() override;
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std::string const getName() override { return PartyMemberActionNameSupport::getName(); }
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};
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class CastShootAction : public CastSpellAction
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{
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public:
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CastShootAction(PlayerbotAI* botAI);
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ActionThreatType getThreatType() override { return ActionThreatType::None; }
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};
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class CastLifeBloodAction : public CastHealingSpellAction
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{
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public:
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CastLifeBloodAction(PlayerbotAI* botAI) : CastHealingSpellAction(botAI, "lifeblood") {}
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};
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class CastGiftOfTheNaaruAction : public CastHealingSpellAction
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{
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public:
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CastGiftOfTheNaaruAction(PlayerbotAI* botAI) : CastHealingSpellAction(botAI, "gift of the naaru") {}
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};
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class CastArcaneTorrentAction : public CastBuffSpellAction
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{
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public:
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CastArcaneTorrentAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "arcane torrent") {}
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};
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class CastManaTapAction : public CastBuffSpellAction
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{
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public:
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CastManaTapAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "mana tap") {}
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};
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class CastWarStompAction : public CastMeleeSpellAction
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{
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public:
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CastWarStompAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "war stomp") {}
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};
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class CastBloodFuryAction : public CastBuffSpellAction
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{
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public:
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CastBloodFuryAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "blood fury") {}
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};
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class CastBerserkingAction : public CastBuffSpellAction
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{
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public:
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CastBerserkingAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "berserking") {}
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};
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class UseTrinketAction : public Action
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{
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public:
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UseTrinketAction(PlayerbotAI* botAI) : Action(botAI, "use trinket") {}
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bool Execute(Event event) override;
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protected:
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bool UseTrinket(Item* trinket);
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};
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class CastSpellOnEnemyHealerAction : public CastSpellAction
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{
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public:
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CastSpellOnEnemyHealerAction(PlayerbotAI* botAI, std::string const spell) : CastSpellAction(botAI, spell) {}
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Value<Unit*>* GetTargetValue() override;
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std::string const getName() override { return spell + " on enemy healer"; }
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};
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class CastSnareSpellAction : public CastDebuffSpellAction
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{
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public:
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CastSnareSpellAction(PlayerbotAI* botAI, std::string const spell) : CastDebuffSpellAction(botAI, spell) {}
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Value<Unit*>* GetTargetValue() override;
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std::string const getName() override { return spell + " on snare target"; }
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ActionThreatType getThreatType() override { return ActionThreatType::None; }
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};
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class CastCrowdControlSpellAction : public CastBuffSpellAction
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{
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public:
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CastCrowdControlSpellAction(PlayerbotAI* botAI, std::string const spell) : CastBuffSpellAction(botAI, spell) {}
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Value<Unit*>* GetTargetValue() override;
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bool Execute(Event event) override;
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bool isPossible() override;
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bool isUseful() override;
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ActionThreatType getThreatType() override { return ActionThreatType::None; }
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};
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class CastProtectSpellAction : public CastSpellAction
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{
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public:
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CastProtectSpellAction(PlayerbotAI* botAI, std::string const spell) : CastSpellAction(botAI, spell) {}
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std::string const GetTargetName() override;
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bool isUseful() override;
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ActionThreatType getThreatType() override { return ActionThreatType::None; }
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};
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class CastVehicleSpellAction : public CastSpellAction
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{
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public:
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CastVehicleSpellAction(PlayerbotAI* botAI, std::string const& spell) : CastSpellAction(botAI, spell)
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{
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range = 120.0f;
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}
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std::string const GetTargetName() override { return "current target"; }
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bool Execute(Event event) override;
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bool isUseful() override;
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bool isPossible() override;
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ActionThreatType getThreatType() override { return ActionThreatType::None; }
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protected:
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WorldObject* spellTarget;
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};
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class CastHurlBoulderAction : public CastVehicleSpellAction
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{
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public:
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CastHurlBoulderAction(PlayerbotAI* botAI) : CastVehicleSpellAction(botAI, "hurl boulder") {}
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};
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class CastSteamRushAction : public CastVehicleSpellAction
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{
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public:
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CastSteamRushAction(PlayerbotAI* botAI) : CastVehicleSpellAction(botAI, "steam rush") {}
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};
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class CastRamAction : public CastVehicleSpellAction
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{
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public:
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CastRamAction(PlayerbotAI* botAI) : CastVehicleSpellAction(botAI, "ram") {}
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};
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class CastNapalmAction : public CastVehicleSpellAction
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{
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public:
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CastNapalmAction(PlayerbotAI* botAI) : CastVehicleSpellAction(botAI, "napalm") {}
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};
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class CastFireCannonAction : public CastVehicleSpellAction
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{
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public:
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CastFireCannonAction(PlayerbotAI* botAI) : CastVehicleSpellAction(botAI, "fire cannon") {}
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};
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class CastSteamBlastAction : public CastVehicleSpellAction
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{
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public:
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CastSteamBlastAction(PlayerbotAI* botAI) : CastVehicleSpellAction(botAI, "steam blast") {}
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};
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class CastIncendiaryRocketAction : public CastVehicleSpellAction
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{
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public:
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CastIncendiaryRocketAction(PlayerbotAI* botAI) : CastVehicleSpellAction(botAI, "incendiary rocket") {}
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};
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class CastRocketBlastAction : public CastVehicleSpellAction
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{
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public:
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CastRocketBlastAction(PlayerbotAI* botAI) : CastVehicleSpellAction(botAI, "rocket blast") {}
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};
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class CastGlaiveThrowAction : public CastVehicleSpellAction
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{
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public:
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CastGlaiveThrowAction(PlayerbotAI* botAI) : CastVehicleSpellAction(botAI, "glaive throw") {}
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};
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class CastBladeSalvoAction : public CastVehicleSpellAction
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{
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public:
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CastBladeSalvoAction(PlayerbotAI* botAI) : CastVehicleSpellAction(botAI, "blade salvo") {}
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};
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class MainTankActionNameSupport
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{
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public:
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MainTankActionNameSupport(std::string spell) { name = std::string(spell) + " on main tank"; }
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virtual std::string const getName() { return name; }
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private:
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std::string name;
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};
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class BuffOnMainTankAction : public CastBuffSpellAction, public MainTankActionNameSupport
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{
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public:
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BuffOnMainTankAction(PlayerbotAI* ai, std::string spell, bool checkIsOwner = false)
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: CastBuffSpellAction(ai, spell, checkIsOwner), MainTankActionNameSupport(spell)
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{
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}
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public:
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virtual Value<Unit*>* GetTargetValue();
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virtual std::string const getName() { return MainTankActionNameSupport::getName(); }
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};
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#endif
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