Files
mod-playerbots/src/strategy/values/GroupValues.cpp
2022-03-12 22:27:09 +01:00

172 lines
4.0 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 "GroupValues.h"
#include "Playerbots.h"
#include "ServerFacade.h"
GuidVector GroupMembersValue::Calculate()
{
GuidVector members;
Group* group = bot->GetGroup();
if (group)
{
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
members.push_back(ref->GetSource()->GetGUID());
}
}
else
members.push_back(bot->GetGUID());
return members;
}
bool IsFollowingPartyValue::Calculate()
{
if (botAI->GetGroupMaster() == bot)
return true;
if (botAI->HasStrategy("follow", BOT_STATE_NON_COMBAT))
return true;
return false;
};
bool IsNearLeaderValue::Calculate()
{
Player* groupMaster = botAI->GetGroupMaster();
if (!groupMaster)
return false;
if (groupMaster == bot)
return true;
return sServerFacade->GetDistance2d(bot, botAI->GetGroupMaster()) < sPlayerbotAIConfig->sightDistance;
}
bool BoolANDValue::Calculate()
{
std::vector<std::string> values = split(getQualifier(), ',');
for (auto value : values)
{
if(!AI_VALUE(bool, value))
return false;
}
return true;
}
uint32 GroupBoolCountValue::Calculate()
{
uint32 count = 0;
for (ObjectGuid guid : AI_VALUE(GuidVector, "group members"))
{
Player* player = ObjectAccessor::FindPlayer(guid);
if (!player)
continue;
if (player->GetMapId() != bot->GetMapId())
continue;
if (!GET_PLAYERBOT_AI(player))
continue;
if (PAI_VALUE2(bool, "and", getQualifier()))
return count++;
}
return count;
};
bool GroupBoolANDValue::Calculate()
{
for (ObjectGuid guid : AI_VALUE(GuidVector, "group members"))
{
Player* player = ObjectAccessor::FindPlayer(guid);
if (!player)
continue;
if (player->GetMapId() != bot->GetMapId())
continue;
if (!GET_PLAYERBOT_AI(player))
continue;
if (!PAI_VALUE2(bool,"and", getQualifier()))
return false;
}
return true;
};
bool GroupBoolORValue::Calculate()
{
for (ObjectGuid guid : AI_VALUE(GuidVector, "group members"))
{
Player* player = ObjectAccessor::FindPlayer(guid);
if (!player)
continue;
if (player->GetMapId() != bot->GetMapId())
continue;
if (!GET_PLAYERBOT_AI(player))
continue;
if (PAI_VALUE2(bool, "and", getQualifier()))
return true;
}
return false;
};
bool GroupReadyValue::Calculate()
{
bool inDungeon = !WorldPosition(bot).isOverworld();
for (ObjectGuid guid : AI_VALUE(GuidVector, "group members"))
{
Player* member = ObjectAccessor::FindPlayer(guid);
if (!member)
continue;
if (inDungeon) //In dungeons all following members need to be alive before continueing.
{
PlayerbotAI* memberAi = GET_PLAYERBOT_AI(member);
bool isFollowing = memberAi ? memberAi->HasStrategy("follow", BOT_STATE_NON_COMBAT) : true;
if (!member->IsAlive() && isFollowing)
return false;
}
//We only wait for members that are in range otherwise we might be waiting for bots stuck in dead loops forever.
if (botAI->GetGroupMaster() && sServerFacade->GetDistance2d(member, botAI->GetGroupMaster()) > sPlayerbotAIConfig->sightDistance)
continue;
if (member->GetHealthPct() < sPlayerbotAIConfig->almostFullHealth)
return false;
if (!member->GetPower(POWER_MANA))
continue;
float mana = (static_cast<float> (member->GetPower(POWER_MANA)) / member->GetMaxPower(POWER_MANA)) * 100;
if (mana < sPlayerbotAIConfig->mediumMana)
return false;
}
return true;
};