mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-13 09:07:19 +00:00
229 lines
6.8 KiB
C++
229 lines
6.8 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
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* and/or modify it under version 3 of the License, or (at your option), any later version.
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*/
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#include "GenericActions.h"
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#include "PlayerbotAI.h"
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#include "Player.h"
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#include "Pet.h"
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#include "PlayerbotAIConfig.h"
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#include "CreatureAI.h"
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#include "Playerbots.h"
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#include "CharmInfo.h"
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#include "SharedDefines.h"
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#include "ObjectGuid.h"
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#include "SpellMgr.h"
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#include "SpellInfo.h"
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#include <vector>
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#include <algorithm>
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enum PetSpells
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{
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PET_PROWL_1 = 24450,
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PET_PROWL_2 = 24452,
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PET_PROWL_3 = 24453,
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PET_COWER = 1742,
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PET_LEAP = 47482,
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PET_SPELL_LOCK_1 = 19244,
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PET_SPELL_LOCK_2 = 19647,
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PET_DEVOUR_MAGIC_1 = 19505,
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PET_DEVOUR_MAGIC_2 = 19731,
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PET_DEVOUR_MAGIC_3 = 19734,
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PET_DEVOUR_MAGIC_4 = 19736,
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PET_DEVOUR_MAGIC_5 = 27276,
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PET_DEVOUR_MAGIC_6 = 27277,
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PET_DEVOUR_MAGIC_7 = 48011,
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PET_SPIRIT_WOLF_LEAP = 58867
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};
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static std::vector<uint32> disabledPetSpells = {
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PET_PROWL_1, PET_PROWL_2, PET_PROWL_3,
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PET_COWER, PET_LEAP,
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PET_SPELL_LOCK_1, PET_SPELL_LOCK_2,
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PET_DEVOUR_MAGIC_1, PET_DEVOUR_MAGIC_2, PET_DEVOUR_MAGIC_3,
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PET_DEVOUR_MAGIC_4, PET_DEVOUR_MAGIC_5, PET_DEVOUR_MAGIC_6, PET_DEVOUR_MAGIC_7, PET_SPIRIT_WOLF_LEAP
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};
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bool MeleeAction::isUseful()
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{
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// do not allow if can't attack from vehicle
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if (botAI->IsInVehicle() && !botAI->IsInVehicle(false, false, true))
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return false;
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return true;
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}
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bool TogglePetSpellAutoCastAction::Execute(Event event)
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{
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Pet* pet = bot->GetPet();
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if (!pet)
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{
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return false;
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}
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// hack on high level spell after low level initialization
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std::vector<unsigned int> shouldRemove;
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for (unsigned int& m_autospell : pet->m_autospells)
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{
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if (!pet->HasSpell(m_autospell))
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{
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shouldRemove.push_back(m_autospell);
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}
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}
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for (unsigned int spellId : shouldRemove)
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{
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auto autospellItr = std::find(pet->m_autospells.begin(), pet->m_autospells.end(), spellId);
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if (autospellItr != pet->m_autospells.end())
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pet->m_autospells.erase(autospellItr);
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}
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bool toggled = false;
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for (PetSpellMap::const_iterator itr = pet->m_spells.begin(); itr != pet->m_spells.end(); ++itr)
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{
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if (itr->second.state == PETSPELL_REMOVED)
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continue;
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uint32 spellId = itr->first;
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const SpellInfo* spellInfo = sSpellMgr->GetSpellInfo(spellId);
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if (!spellInfo->IsAutocastable())
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continue;
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bool shouldApply = true;
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for (uint32 disabledSpell : disabledPetSpells)
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{
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if (spellId == disabledSpell)
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{
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shouldApply = false;
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break;
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}
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}
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bool isAutoCast = false;
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for (unsigned int& m_autospell : pet->m_autospells)
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{
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if (m_autospell == spellId)
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{
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isAutoCast = true;
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break;
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}
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}
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if (shouldApply != isAutoCast)
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{
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pet->ToggleAutocast(spellInfo, shouldApply);
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toggled = true;
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}
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}
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// Debug message if pet spells have been toggled and debug is enabled
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if (toggled && sPlayerbotAIConfig->petChatCommandDebug == 1)
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botAI->TellMaster("Pet autocast spells have been toggled.");
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return toggled;
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}
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bool PetAttackAction::Execute(Event event)
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{
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Guardian* pet = bot->GetGuardianPet();
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if (!pet)
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return false;
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// Do not attack if the pet's stance is set to "passive".
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if (pet->GetReactState() == REACT_PASSIVE)
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return false;
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Unit* target = AI_VALUE(Unit*, "current target");
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if (!target)
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return false;
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if (!bot->IsValidAttackTarget(target))
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return false;
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// This section has been commented because it was overriding the
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// pet's stance to "passive" every time the attack action was executed.
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// pet->SetReactState(REACT_PASSIVE);
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pet->ClearUnitState(UNIT_STATE_FOLLOW);
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pet->AttackStop();
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pet->SetTarget(target->GetGUID());
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pet->GetCharmInfo()->SetIsCommandAttack(true);
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pet->GetCharmInfo()->SetIsAtStay(false);
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pet->GetCharmInfo()->SetIsFollowing(false);
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pet->GetCharmInfo()->SetIsCommandFollow(false);
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pet->GetCharmInfo()->SetIsReturning(false);
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pet->ToCreature()->AI()->AttackStart(target);
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return true;
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}
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bool SetPetStanceAction::Execute(Event /*event*/)
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{
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// Prepare a list to hold all controlled pet and guardian creatures
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std::vector<Creature*> targets;
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// Add the bot's main pet (if it exists) to the target list
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Pet* pet = bot->GetPet();
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if (pet)
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targets.push_back(pet);
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// Loop through all units controlled by the bot (could be pets, guardians, etc.)
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for (Unit::ControlSet::const_iterator itr = bot->m_Controlled.begin(); itr != bot->m_Controlled.end(); ++itr)
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{
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// Only add creatures (skip players, vehicles, etc.)
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Creature* creature = dynamic_cast<Creature*>(*itr);
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if (!creature)
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continue;
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// Avoid adding the main pet twice
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if (pet && creature == pet)
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continue;
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targets.push_back(creature);
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}
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// If there are no controlled pets or guardians, notify the player and exit
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if (targets.empty())
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{
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botAI->TellError("You have no pet or guardian pet.");
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return false;
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}
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// Get the default pet stance from the configuration
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int32 stance = sPlayerbotAIConfig->defaultPetStance;
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ReactStates react = REACT_DEFENSIVE;
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std::string stanceText = "defensive (from config, fallback)";
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// Map the config stance integer to a ReactStates value and a message
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switch (stance)
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{
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case 0:
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react = REACT_PASSIVE;
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stanceText = "passive (from config)";
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break;
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case 1:
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react = REACT_DEFENSIVE;
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stanceText = "defensive (from config)";
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break;
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case 2:
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react = REACT_AGGRESSIVE;
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stanceText = "aggressive (from config)";
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break;
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default:
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react = REACT_DEFENSIVE;
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stanceText = "defensive (from config, fallback)";
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break;
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}
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// Apply the stance to all target creatures (pets/guardians)
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for (Creature* target : targets)
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{
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target->SetReactState(react);
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CharmInfo* charmInfo = target->GetCharmInfo();
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// If the creature has a CharmInfo, set the player-visible stance as well
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if (charmInfo)
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charmInfo->SetPlayerReactState(react);
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}
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// If debug is enabled in config, inform the master of the new stance
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if (sPlayerbotAIConfig->petChatCommandDebug == 1)
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botAI->TellMaster("Pet stance set to " + stanceText + " (applied to all pets/guardians).");
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return true;
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}
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