Files
mod-playerbots/src/strategy/dungeons/wotlk/utgardekeep/UtgardeKeepActions.cpp
Bobblybook dd73fe8a90 Dungeon botAI bugfixes
- Utgarde Keep (Keleseth): Bots continue combat correctly after killing a frost tomb
- Utgarde Keep (Dalronn & Skarvald): Bots continue combat correctly after killing Dalronn
- Utgarde Keep (Ingvar): Tank correctly avoids Dark Smash in second phase
- Oculus (Drake combat): Bots more consistently attack the drakes in the air when flying around
- Halls of Lightning (Bjarngrim): Bots no longer acquire priority targets until in combat
2024-11-05 19:11:24 +11:00

89 lines
3.0 KiB
C++

#include "Playerbots.h"
#include "UtgardeKeepActions.h"
#include "UtgardeKeepStrategy.h"
bool AttackFrostTombAction::isUseful() { return !botAI->IsHeal(bot); }
bool AttackFrostTombAction::Execute(Event event)
{
Unit* frostTomb = nullptr;
// Target is not findable from threat table using AI_VALUE2(),
// therefore need to search manually for the unit name
GuidVector targets = AI_VALUE(GuidVector, "possible targets no los");
for (auto& target : targets)
{
Unit* unit = botAI->GetUnit(target);
if (unit && unit->GetEntry() == NPC_FROST_TOMB)
{
frostTomb = unit;
break;
}
}
if (!frostTomb || AI_VALUE(Unit*, "current target") == frostTomb)
{
return false;
}
return Attack(frostTomb);
}
// TODO: Possibly add player stacking behaviour close to tank, to prevent Skarvald charging ranged
bool AttackDalronnAction::Execute(Event event)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "dalronn the controller");
if (!boss) { return false; }
if (AI_VALUE(Unit*, "current target") == boss)
{
return false;
}
return Attack(boss);
}
bool IngvarStopCastingAction::Execute(Event event)
{
// Doesn't work, this action gets queued behind the current spell instead of interrupting it
Unit* boss = AI_VALUE2(Unit*, "find target", "ingvar the plunderer");
if (!boss) { return false; }
int32 my_spell_id = AI_VALUE(uint32, "active spell");
if (!my_spell_id || my_spell_id == 0)
{
return false;
}
Spell* spell = bot->FindCurrentSpellBySpellId(my_spell_id);
if (!spell) { return false; }
// bot->Yell("cancelling spell="+std::to_string(my_spell_id), LANG_UNIVERSAL);
bot->InterruptSpell(spell->GetCurrentContainer(), false, true, true);
// Can slightly optimise by allowing bot to keep casting if they will finish the cast
// before boss spell goes off, however need to hook boss AI for cast remaining.
return true;
}
bool IngvarDodgeSmashAction::isUseful() { return !AI_VALUE2(bool, "behind", "current target"); }
bool IngvarDodgeSmashAction::Execute(Event event)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "ingvar the plunderer");
if (!boss) { return false; }
float distance = bot->GetExactDist2d(boss->GetPosition());
// Extra units to move into the boss, instead of being just 1 pixel past his midpoint.
// Can be adjusted - this value tends to mirror how a human would play,
// and visibly ensures you won't get hit while not creating excessive movements.
float distanceExtra = 2.0f;
return Move(bot->GetAngle(boss), distance + distanceExtra);
}
bool IngvarSmashReturnAction::isUseful() { return AI_VALUE2(bool, "behind", "current target"); }
bool IngvarSmashReturnAction::Execute(Event event)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "ingvar the plunderer");
if (!boss) { return false; }
float distance = bot->GetExactDist2d(boss->GetPosition());
return Move(bot->GetAngle(boss), distance + bot->GetMeleeReach());
}