Files
mod-playerbots/src/strategy/actions/RpgAction.cpp
2025-09-30 15:19:44 +02:00

204 lines
5.6 KiB
C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#include "RpgAction.h"
#include <random>
#include "BattlegroundMgr.h"
#include "ChatHelper.h"
#include "EmoteAction.h"
#include "Event.h"
#include "Formations.h"
#include "Playerbots.h"
#include "ServerFacade.h"
#include "RpgSubActions.h"
bool RpgAction::Execute(Event event)
{
GuidPosition guidP = AI_VALUE(GuidPosition, "rpg target");
if (!guidP && botAI->GetMaster())
{
if (WorldObject* target = ObjectAccessor::GetWorldObject(*bot, botAI->GetMaster()->GetTarget()))
{
guidP = GuidPosition(target);
if (guidP)
{
RemIgnore(guidP);
SET_AI_VALUE(GuidPosition, "rpg target", guidP);
}
}
}
if (bot->GetShapeshiftForm() > 0)
bot->SetShapeshiftForm(FORM_NONE);
if (!SetNextRpgAction())
RESET_AI_VALUE(GuidPosition, "rpg target");
return true;
}
bool RpgAction::isUseful() { return AI_VALUE(GuidPosition, "rpg target"); }
bool RpgAction::SetNextRpgAction()
{
Strategy* rpgStrategy;
std::vector<Action*> actions;
std::vector<uint32> relevances;
std::vector<TriggerNode*> triggerNodes;
for (auto& strategy : botAI->GetAiObjectContext()->GetSupportedStrategies())
{
if (strategy.find("rpg") == std::string::npos)
continue;
rpgStrategy = botAI->GetAiObjectContext()->GetStrategy(strategy);
rpgStrategy->InitTriggers(triggerNodes);
for (auto& triggerNode : triggerNodes)
{
Trigger* trigger = context->GetTrigger(triggerNode->getName());
if (trigger)
{
triggerNode->setTrigger(trigger);
NextAction** nextActions = triggerNode->getHandlers();
Trigger* trigger = triggerNode->getTrigger();
bool isChecked = false;
for (int32 i = 0; i < NextAction::size(nextActions); i++)
{
NextAction* nextAction = nextActions[i];
if (nextAction->getRelevance() > 5.0f)
continue;
if (!isChecked && !trigger->IsActive())
break;
isChecked = true;
Action* action = botAI->GetAiObjectContext()->GetAction(nextAction->getName());
if (!dynamic_cast<RpgEnabled*>(action) || !action->isPossible() || !action->isUseful())
continue;
actions.push_back(action);
relevances.push_back((nextAction->getRelevance() - 1) * 500);
}
NextAction::destroy(nextActions);
}
}
for (const auto i : triggerNodes)
{
delete i;
}
triggerNodes.clear();
}
if (actions.empty())
return false;
if (botAI->HasStrategy("debug rpg", BotState::BOT_STATE_NON_COMBAT))
{
std::vector<std::pair<Action*, uint32>> sortedActions;
for (int i = 0; i < actions.size(); i++)
sortedActions.push_back(std::make_pair(actions[i], relevances[i]));
std::sort(sortedActions.begin(), sortedActions.end(), [](std::pair<Action*, uint32>i, std::pair<Action*, uint32> j) {return i.second > j.second; });
std::stringstream ss;
ss << "------" << chat->FormatWorldobject(AI_VALUE(GuidPosition, "rpg target").GetWorldObject()) << "------";
bot->Say(ss.str(), LANG_UNIVERSAL);
botAI->TellMasterNoFacing(ss.str());
for (auto action : sortedActions)
{
std::ostringstream out;
out << " " << action.first->getName() << " " << action.second;
botAI->TellMasterNoFacing(out);
}
}
std::mt19937 gen(time(0));
sTravelMgr->weighted_shuffle(actions.begin(), actions.end(), relevances.begin(), relevances.end(), gen);
Action* action = actions.front();
if ((botAI->HasStrategy("debug", BotState::BOT_STATE_NON_COMBAT) || botAI->HasStrategy("debug rpg", BotState::BOT_STATE_NON_COMBAT)))
{
std::ostringstream out;
out << "do: ";
out << chat->FormatWorldobject(AI_VALUE(GuidPosition, "rpg target").GetWorldObject());
out << " " << action->getName();
botAI->TellMasterNoFacing(out);
}
SET_AI_VALUE(std::string, "next rpg action", action->getName());
return true;
}
bool RpgAction::AddIgnore(ObjectGuid guid)
{
if (HasIgnore(guid))
{
return false;
}
GuidSet& ignoreList = context->GetValue<GuidSet&>("ignore rpg target")->Get();
ignoreList.insert(guid);
if (ignoreList.size() > 50)
ignoreList.erase(ignoreList.begin());
context->GetValue<GuidSet&>("ignore rpg target")->Set(ignoreList);
return true;
}
bool RpgAction::RemIgnore(ObjectGuid guid)
{
if (!HasIgnore(guid))
return false;
GuidSet& ignoreList = context->GetValue<GuidSet&>("ignore rpg target")->Get();
ignoreList.erase(ignoreList.find(guid));
context->GetValue<GuidSet&>("ignore rpg target")->Set(ignoreList);
return true;
}
bool RpgAction::HasIgnore(ObjectGuid guid)
{
GuidSet& ignoreList = context->GetValue<GuidSet&>("ignore rpg target")->Get();
if (ignoreList.empty())
return false;
if (ignoreList.find(guid) == ignoreList.end())
return false;
return true;
}
bool CRpgAction::isUseful()
{
RESET_AI_VALUE(GuidPosition, "rpg target");
return true;
};