mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-14 17:39:09 +00:00
166 lines
5.1 KiB
C++
166 lines
5.1 KiB
C++
#include "Playerbots.h"
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#include "NexusActions.h"
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#include "NexusStrategy.h"
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bool MoveFromWhirlwindAction::Execute(Event event)
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{
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Unit* boss = nullptr;
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uint8 faction = bot->GetTeamId();
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float targetDist = 10.0f; // Whirlwind has range of 8, add a couple for safety buffer
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switch (bot->GetMap()->GetDifficulty())
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{
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case DUNGEON_DIFFICULTY_NORMAL:
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if (faction == TEAM_ALLIANCE)
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{
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boss = AI_VALUE2(Unit*, "find target", "horde commander");
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}
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else //if (faction == TEAM_HORDE)
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{
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boss = AI_VALUE2(Unit*, "find target", "alliance commander");
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}
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break;
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case DUNGEON_DIFFICULTY_HEROIC:
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if (faction == TEAM_ALLIANCE)
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{
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boss = AI_VALUE2(Unit*, "find target", "commander kolurg");
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}
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else //if (faction == TEAM_HORDE)
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{
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boss = AI_VALUE2(Unit*, "find target", "commander stoutbeard");
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}
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break;
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default:
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break;
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}
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float bossDistance = bot->GetExactDist2d(boss->GetPosition());
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if (!boss || bossDistance > targetDist)
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{
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return false;
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}
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return MoveAway(boss, targetDist - bossDistance);
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}
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bool FirebombSpreadAction::Execute(Event event)
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{
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Unit* boss = AI_VALUE2(Unit*, "find target", "grand magus telestra");
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float radius = 5.0f;
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float targetDist = radius + 1.0f;
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if (!boss) { return false; }
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GuidVector members = AI_VALUE(GuidVector, "group members");
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for (auto& member : members)
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{
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Unit* unit = botAI->GetUnit(member);
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if (!unit || bot->GetGUID() == member)
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{
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continue;
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}
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if (bot->GetExactDist2d(unit) < targetDist)
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{
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float bossDistance = bot->GetExactDist2d(boss->GetPosition());
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return MoveAway(unit, targetDist - bossDistance);
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}
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}
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return false;
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}
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bool TelestraSplitTargetAction::isUseful() { return !botAI->IsHeal(bot); }
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bool TelestraSplitTargetAction::Execute(Event event)
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{
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GuidVector attackers = AI_VALUE(GuidVector, "attackers");
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Unit* splitTargets[3] = {nullptr, nullptr, nullptr};
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for (auto& attacker : attackers)
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{
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Unit* unit = botAI->GetUnit(attacker);
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if (!unit) { continue; }
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switch (unit->GetEntry())
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{
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// Focus arcane clone first
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case NPC_ARCANE_MAGUS:
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splitTargets[0] = unit;
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break;
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// Then the frost clone
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case NPC_FROST_MAGUS:
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splitTargets[1] = unit;
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break;
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// Fire clone last
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case NPC_FIRE_MAGUS:
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splitTargets[2] = unit;
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break;
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}
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}
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for (Unit* target : splitTargets)
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{
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// Attack the first valid split target in the priority list
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if (target)
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{
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if (AI_VALUE(Unit*, "current target") != target)
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{
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return Attack(target);
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}
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// Don't continue loop here, the target exists so we don't
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// want to move down the prio list. We just don't need to send attack
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// command again, just return false and exit the loop that way
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return false;
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}
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}
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return false;
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}
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bool ChaoticRiftTargetAction::isUseful() { return !botAI->IsHeal(bot); }
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bool ChaoticRiftTargetAction::Execute(Event event)
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{
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Unit* chaoticRift = nullptr;
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// Target is not findable from threat table using AI_VALUE2(),
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// therefore need to search manually for the unit name
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GuidVector targets = AI_VALUE(GuidVector, "possible targets no los");
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for (auto i = targets.begin(); i != targets.end(); ++i)
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{
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Unit* unit = botAI->GetUnit(*i);
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if (unit && unit->GetName() == "Chaotic Rift")
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{
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chaoticRift = unit;
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break;
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}
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}
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if (!chaoticRift || AI_VALUE(Unit*, "current target") == chaoticRift)
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{
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return false;
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}
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return Attack(chaoticRift);
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}
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bool DodgeSpikesAction::isUseful()
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{
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Unit* boss = AI_VALUE2(Unit*, "find target", "ormorok the tree-shaper");
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if (!boss) { return false; }
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return bot->GetExactDist2d(boss) > 0.5f;
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}
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bool DodgeSpikesAction::Execute(Event event)
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{
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Unit* boss = AI_VALUE2(Unit*, "find target", "ormorok the tree-shaper");
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if (!boss) { return false; }
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return Move(bot->GetAngle(boss), bot->GetExactDist2d(boss) - 0.3f);
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}
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bool IntenseColdJumpAction::Execute(Event event)
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{
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// This needs improving but maybe it should be done in the playerbot core.
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// Jump doesn't seem to support zero offset (eg. jump on the spot) so need to add a tiny delta.
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// This does a tiny bunnyhop that takes a couple of ms, it doesn't do a natural jump.
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// Adding extra Z offset causes floating, and appears to scale the jump speed based on Z difference.
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// Probably best to revisit once bot movement is improved
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return JumpTo(bot->GetMap()->GetId(), bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ() + 0.01f);
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// bot->GetMotionMaster()->MoveFall();
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}
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