mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-13 09:07:19 +00:00
- Refactored BattleGroundTactics.cpp - Bots choose strategies to determine if they are more aggressive or defensive in objectives - Largely improved bots tactics in WSG, AB, AV and EY - Improved how bots chase flag carriers - Fixed some bots stuck in action loops - especially in WSG and AV - Fixed several other Bugs
92 lines
7.1 KiB
C++
92 lines
7.1 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 "BattlegroundStrategy.h"
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#include "Playerbots.h"
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void BGStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("bg join", relevance), nullptr)));
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triggers.push_back(new TriggerNode("bg invite active", NextAction::array(0, new NextAction("bg status check", relevance), nullptr)));
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triggers.push_back(new TriggerNode("timer", NextAction::array(0, new NextAction("bg strategy check", relevance), nullptr)));
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}
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BGStrategy::BGStrategy(PlayerbotAI* botAI) : PassTroughStrategy(botAI) {}
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void BattlegroundStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("bg waiting", NextAction::array(0, new NextAction("bg move to start", ACTION_BG), nullptr)));
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triggers.push_back(new TriggerNode("bg active", NextAction::array(0, new NextAction("bg move to objective", ACTION_BG), nullptr)));
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triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("bg check objective", ACTION_BG + 1), nullptr)));
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triggers.push_back(new TriggerNode("dead", NextAction::array(0, new NextAction("bg reset objective force", ACTION_EMERGENCY), nullptr)));
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// triggers.push_back(new TriggerNode("enemy flagcarrier near", NextAction::array(0, new NextAction("attack enemy
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// flag carrier", 80.0f), nullptr))); triggers.push_back(new TriggerNode("team flagcarrier near",
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// NextAction::array(0, new NextAction("bg protect fc", 40.0f), nullptr))); triggers.push_back(new
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// TriggerNode("player has flag", NextAction::array(0, new NextAction("bg move to objective", 90.0f), nullptr)));
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}
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void WarsongStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("bg active", NextAction::array(0, new NextAction("bg check flag", ACTION_EMERGENCY ), nullptr)));
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triggers.push_back(new TriggerNode("enemy flagcarrier near", NextAction::array(0, new NextAction("attack enemy flag carrier", ACTION_RAID + 1.0f), nullptr)));
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triggers.push_back(new TriggerNode("team flagcarrier near", NextAction::array(0, new NextAction("bg protect fc", ACTION_RAID), nullptr)));
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triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("bg use buff", ACTION_BG), nullptr)));
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triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("bg use buff", ACTION_MOVE), nullptr)));
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triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("bg use buff", ACTION_MOVE), nullptr)));
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triggers.push_back(new TriggerNode("player has flag", NextAction::array(0, new NextAction("bg move to objective", ACTION_EMERGENCY), nullptr)));
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triggers.push_back(new TriggerNode("timer bg", NextAction::array(0, new NextAction("bg reset objective force", ACTION_EMERGENCY), nullptr)));
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}
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void AlteracStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("alliance no snowfall gy", NextAction::array(0, new NextAction("bg move to objective", ACTION_EMERGENCY), nullptr)));
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triggers.push_back(new TriggerNode("timer bg", NextAction::array(0, new NextAction("bg reset objective force", ACTION_EMERGENCY), nullptr)));
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}
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void ArathiStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("bg active", NextAction::array(0, new NextAction("bg check flag", ACTION_EMERGENCY), nullptr)));
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triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("bg use buff", ACTION_BG), nullptr)));
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triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("bg use buff", ACTION_MOVE), nullptr)));
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triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("bg use buff", ACTION_MOVE), nullptr)));
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}
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void EyeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("bg active", NextAction::array(0, new NextAction("bg check flag", ACTION_EMERGENCY), nullptr)));
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triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("bg use buff", ACTION_BG), nullptr)));
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triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("bg use buff", ACTION_MOVE), nullptr)));
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triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("bg use buff", ACTION_MOVE), nullptr)));
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triggers.push_back(new TriggerNode("enemy flagcarrier near", NextAction::array(0, new NextAction("attack enemy flag carrier", ACTION_RAID), nullptr)));
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triggers.push_back(new TriggerNode("player has flag",NextAction::array(0, new NextAction("bg move to objective", ACTION_EMERGENCY), nullptr)));
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}
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//TODO: Do Priorities
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void IsleStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("bg active", NextAction::array(0, new NextAction("bg check flag", ACTION_MOVE), nullptr)));
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triggers.push_back(new TriggerNode("timer", NextAction::array(0, new NextAction("enter vehicle", ACTION_MOVE + 8.0f), nullptr)));
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triggers.push_back(new TriggerNode("random", NextAction::array(0, new NextAction("leave vehicle", ACTION_MOVE + 7.0f), nullptr)));
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triggers.push_back(new TriggerNode("in vehicle", NextAction::array(0, new NextAction("hurl boulder", ACTION_MOVE + 9.0f), nullptr)));
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triggers.push_back(new TriggerNode("in vehicle", NextAction::array(0, new NextAction("fire cannon", ACTION_MOVE + 9.0f), nullptr)));
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triggers.push_back(new TriggerNode("in vehicle", NextAction::array(0, new NextAction("napalm", ACTION_MOVE + 9.0f), nullptr)));
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triggers.push_back(new TriggerNode("enemy is close", NextAction::array(0, new NextAction("steam blast", ACTION_MOVE + 9.0f), nullptr)));
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triggers.push_back(new TriggerNode("in vehicle", NextAction::array(0, new NextAction("ram", ACTION_MOVE + 9.0f), nullptr)));
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triggers.push_back(new TriggerNode("enemy is close", NextAction::array(0, new NextAction("ram", ACTION_MOVE + 9.1f), nullptr)));
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triggers.push_back(new TriggerNode("enemy out of melee", NextAction::array(0, new NextAction("steam rush", ACTION_MOVE + 9.2f), nullptr)));
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triggers.push_back(new TriggerNode("in vehicle", NextAction::array(0, new NextAction("incendiary rocket", ACTION_MOVE + 9.0f), nullptr)));
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triggers.push_back(new TriggerNode("in vehicle", NextAction::array(0, new NextAction("rocket blast", ACTION_MOVE + 9.0f), nullptr)));
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// this is bugged: it doesn't work, and stops glaive throw working (which is needed to take down gate)
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// triggers.push_back(new TriggerNode("in vehicle", NextAction::array(0, new NextAction("blade salvo", ACTION_MOVE + 9.0f), nullptr)));
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triggers.push_back(new TriggerNode("in vehicle", NextAction::array(0, new NextAction("glaive throw", ACTION_MOVE + 9.0f), nullptr)));
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}
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void ArenaStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(
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new TriggerNode("no possible targets", NextAction::array(0, new NextAction("arena tactics", ACTION_BG), nullptr)));
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}
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