Files
mod-playerbots/src/strategy/generic/CombatStrategy.cpp
ThePenguinMan96 aa6f8153a1 Tame Chat Action / Pet Chat Action (stances/commands)
Hello everyone,

I am on a quest to make bot's pets completely functional, focuses on solving issues #1351 , #1230 , and #1137 . This PR achieves the following:

1. Changes the current "pet" chat command to "tame", which is more intuitive that only hunters can use it. The modes are "tame name (name)", "tame id (id)", "tame family (family)", "tame rename (new name)", and "tame abandon". Tame abandon is new - it simply abandons the current pet. Also, now, if you type in "tame family" by itself, it will list the available families. See pictures below for examples.
2. Added new "pet" chat command, with the following modes: "pet passive", "pet aggressive", "pet defensive", "pet stance" (shows current pet stance), "pet attack", "pet follow", and "pet stay". Previously, the pet's stance was not changeable, and there were some less than desired effects from summonable pets - see the issues above.
3. New config option: AiPlayerbot.DefaultPetStance, which changes the stance that all bot's pets are summoned as. This makes sure when feral spirits or treants are summoned by shamans and druids, they are immediately set to this configured stance. Set as 1 as default, which is defensive. (0 = Passive, 1 = Defensive, 2 = Aggressive)
4. New config option: AiPlayerbot.PetChatCommandDebug, which enables debug messages for the "pet" chat command. By default it is set to 0, which is disabled, but if you would like to see when pet's stances are changed, or when you tell the pet to attack/follow/stay, and when pet spells are auto-toggled, this is an option. I made this for myself mainly to test the command - if anyone notices any wierd pet behavior, this will be an option to help them report it as well.
5. Modified FollowActions to not constantly execute the petfollow action, overriding any stay or attack commands issued.
6. Modified GenericActions to have TogglePetSpellAutoCastAction optionally log when spells are toggled based on AiPlayerbot.PetChatCommandDebug.
7. Modified PetAttackAction to not attack if the pet is set to passive, and not override the pet's stance to passive every time it was executed.
8. Modified CombatStrategy.cpp to not constantly issue the petattack command, respecting the "pet stay" and "pet follow" commands. Pets will still automatically attack the enemy if set to aggressive or defensive.
9. Warlocks, Priests, Hunters, Shamans, Mages, Druids, and DKs (all classes that have summons): Added a "new pet" trigger that executes the "set pet stance" action. The "new pet" trigger happens only once, upon summoning a pet. It sets the pet's stance from AiPlayerbot.DefaultPetStance's value.
2025-08-01 01:18:16 -07:00

103 lines
3.8 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 "CombatStrategy.h"
#include "Playerbots.h"
#include "Strategy.h"
void CombatStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("enemy out of spell",
NextAction::array(0, new NextAction("reach spell", ACTION_HIGH), nullptr)));
// drop target relevance 99 (lower than Worldpacket triggers)
triggers.push_back(
new TriggerNode("invalid target", NextAction::array(0, new NextAction("drop target", 99), nullptr)));
triggers.push_back(
new TriggerNode("mounted", NextAction::array(0, new NextAction("check mount state", 54), nullptr)));
// triggers.push_back(new TriggerNode("out of react range", NextAction::array(0, new NextAction("flee to master",
// 55), nullptr)));
triggers.push_back(new TriggerNode("combat stuck", NextAction::array(0, new NextAction("reset", 1.0f), nullptr)));
triggers.push_back(new TriggerNode("not facing target",
NextAction::array(0, new NextAction("set facing", ACTION_MOVE + 7), nullptr)));
// triggers.push_back(new TriggerNode("pet attack", NextAction::array(0, new NextAction("pet attack", 40.0f), nullptr)));
// The pet-attack trigger is commented out because it was forcing the bot's pet to attack, overriding stay and follow commands.
// Pets will automatically attack the bot's enemy if they are in "defensive" or "aggressive"
// stance, or if the master issues an attack command.
// triggers.push_back(new TriggerNode("combat long stuck", NextAction::array(0, new NextAction("hearthstone", 0.9f),
// new NextAction("repop", 0.8f), nullptr)));
}
AvoidAoeStrategy::AvoidAoeStrategy(PlayerbotAI* botAI) : Strategy(botAI) {}
// class AvoidAoeStrategyMultiplier : public Multiplier
// {
// public:
// AvoidAoeStrategyMultiplier(PlayerbotAI* botAI) : Multiplier(botAI, "run away on area debuff") {}
// public:
// virtual float GetValue(Action* action);
// private:
// };
// float AvoidAoeStrategyMultiplier::GetValue(Action* action)
// {
// if (!action)
// return 1.0f;
// std::string name = action->getName();
// if (name == "follow" || name == "co" || name == "nc" || name == "drop target")
// return 1.0f;
// uint32 spellId = AI_VALUE2(uint32, "spell id", name);
// const SpellInfo* const pSpellInfo = sSpellMgr->GetSpellInfo(spellId);
// if (!pSpellInfo) return 1.0f;
// if (spellId && pSpellInfo->Targets & TARGET_FLAG_DEST_LOCATION)
// return 1.0f;
// else if (spellId && pSpellInfo->Targets & TARGET_FLAG_SOURCE_LOCATION)
// return 1.0f;
// uint32 castTime = pSpellInfo->CalcCastTime(bot);
// if (AI_VALUE2(bool, "has area debuff", "self target") && spellId && castTime > 0)
// {
// return 0.0f;
// }
// return 1.0f;
// }
NextAction** AvoidAoeStrategy::getDefaultActions()
{
return NextAction::array(0, new NextAction("avoid aoe", ACTION_EMERGENCY), nullptr);
}
void AvoidAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
}
void AvoidAoeStrategy::InitMultipliers(std::vector<Multiplier*>& multipliers)
{
// multipliers.push_back(new AvoidAoeStrategyMultiplier(botAI));
}
TankFaceStrategy::TankFaceStrategy(PlayerbotAI* botAI) : Strategy(botAI) {}
NextAction** TankFaceStrategy::getDefaultActions()
{
return NextAction::array(0, new NextAction("tank face", ACTION_MOVE), nullptr);
}
void TankFaceStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
}
NextAction** CombatFormationStrategy::getDefaultActions()
{
return NextAction::array(0, new NextAction("combat formation move", ACTION_NORMAL), nullptr);
}