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https://github.com/mod-playerbots/mod-playerbots
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Merge pull request #1467 from ThePenguinMan96/Warlock-Pet-Re-Summon-on-Strategy-Change
Warlock Pet Re-Summon on Strategy Change
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@@ -88,6 +88,9 @@ uint8 AiFactory::GetPlayerSpecTab(Player* bot)
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case CLASS_PRIEST:
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tab = PRIEST_TAB_HOLY;
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break;
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case CLASS_WARLOCK:
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tab = WARLOCK_TAB_DEMONOLOGY;
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break;
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}
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return tab;
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@@ -98,6 +98,7 @@ SummonImpStrategy::SummonImpStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {}
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void SummonImpStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon imp", 29.0f), NULL)));
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triggers.push_back(new TriggerNode("wrong pet", NextAction::array(0, new NextAction("summon imp", 29.0f), NULL)));
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}
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// Non-combat strategy for summoning a Voidwalker
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@@ -109,6 +110,7 @@ SummonVoidwalkerStrategy::SummonVoidwalkerStrategy(PlayerbotAI* ai) : NonCombatS
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void SummonVoidwalkerStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon voidwalker", 29.0f), NULL)));
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triggers.push_back(new TriggerNode("wrong pet", NextAction::array(0, new NextAction("summon voidwalker", 29.0f), NULL)));
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}
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// Non-combat strategy for summoning a Succubus
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@@ -120,6 +122,7 @@ SummonSuccubusStrategy::SummonSuccubusStrategy(PlayerbotAI* ai) : NonCombatStrat
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void SummonSuccubusStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon succubus", 29.0f), NULL)));
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triggers.push_back(new TriggerNode("wrong pet", NextAction::array(0, new NextAction("summon succubus", 29.0f), NULL)));
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}
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// Non-combat strategy for summoning a Felhunter
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@@ -131,6 +134,7 @@ SummonFelhunterStrategy::SummonFelhunterStrategy(PlayerbotAI* ai) : NonCombatStr
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void SummonFelhunterStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon felhunter", 29.0f), NULL)));
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triggers.push_back(new TriggerNode("wrong pet", NextAction::array(0, new NextAction("summon felhunter", 29.0f), NULL)));
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}
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// Non-combat strategy for summoning a Felguard
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@@ -142,6 +146,7 @@ SummonFelguardStrategy::SummonFelguardStrategy(PlayerbotAI* ai) : NonCombatStrat
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void SummonFelguardStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon felguard", 29.0f), NULL)));
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triggers.push_back(new TriggerNode("wrong pet", NextAction::array(0, new NextAction("summon felguard", 29.0f), NULL)));
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}
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// Non-combat strategy for selecting themselves to receive soulstone
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@@ -171,6 +171,7 @@ public:
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creators["curse of exhaustion"] = &WarlockTriggerFactoryInternal::curse_of_exhaustion;
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creators["curse of tongues"] = &WarlockTriggerFactoryInternal::curse_of_tongues;
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creators["curse of weakness"] = &WarlockTriggerFactoryInternal::curse_of_weakness;
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creators["wrong pet"] = &WarlockTriggerFactoryInternal::wrong_pet;
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}
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private:
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@@ -197,10 +198,7 @@ private:
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static Trigger* immolate(PlayerbotAI* botAI) { return new ImmolateTrigger(botAI); }
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static Trigger* immolate_on_attacker(PlayerbotAI* ai) { return new ImmolateOnAttackerTrigger(ai); }
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static Trigger* unstable_affliction(PlayerbotAI* ai) { return new UnstableAfflictionTrigger(ai); }
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static Trigger* unstable_affliction_on_attacker(PlayerbotAI* ai)
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{
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return new UnstableAfflictionOnAttackerTrigger(ai);
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}
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static Trigger* unstable_affliction_on_attacker(PlayerbotAI* ai) { return new UnstableAfflictionOnAttackerTrigger(ai); }
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static Trigger* haunt(PlayerbotAI* ai) { return new HauntTrigger(ai); }
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static Trigger* decimation(PlayerbotAI* ai) { return new DecimationTrigger(ai); }
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static Trigger* life_tap(PlayerbotAI* ai) { return new LifeTapTrigger(ai); }
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@@ -218,6 +216,7 @@ private:
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static Trigger* curse_of_exhaustion(PlayerbotAI* ai) { return new CurseOfExhaustionTrigger(ai); }
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static Trigger* curse_of_tongues(PlayerbotAI* ai) { return new CurseOfTonguesTrigger(ai); }
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static Trigger* curse_of_weakness(PlayerbotAI* ai) { return new CurseOfWeaknessTrigger(ai); }
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static Trigger* wrong_pet(PlayerbotAI* ai) { return new WrongPetTrigger(ai); }
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};
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class WarlockAiObjectContextInternal : public NamedObjectContext<Action>
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@@ -165,3 +165,66 @@ bool CurseOfWeaknessTrigger::IsActive()
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// Use default BuffTrigger logic for the rest (only trigger if debuff is missing or expiring)
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return BuffTrigger::IsActive();
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}
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struct WarlockPetDef
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{
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const char* strategy; // The strategy string as recognized by the AI (e.g., "imp", "voidwalker", etc.)
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uint32 spellId; // The spell ID required to summon this pet
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uint32 npcEntry; // The NPC entry ID for the summoned pet creature
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};
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// Static array with all relevant Warlock pets and their data
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static const WarlockPetDef pets[] = {{"imp", 688, 416},
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{"voidwalker", 697, 1860},
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{"succubus", 712, 1863},
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{"felhunter", 691, 417},
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{"felguard", 30146, 17252}};
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bool WrongPetTrigger::IsActive()
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{
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// Retrieve the bot player and its current pet (if any)
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Player* bot = botAI->GetBot();
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Pet* pet = bot->GetPet();
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// Step 1: Count how many pet strategies are currently enabled for this bot.
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// While doing so, also remember which pet strategy is the only enabled one (if that's the case).
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int enabledCount = 0;
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const WarlockPetDef* enabledPet =
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nullptr; // Pointer to the pet definition of the enabled strategy, if only one is enabled
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for (const WarlockPetDef& pd : pets)
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{
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if (botAI->HasStrategy(pd.strategy, BOT_STATE_NON_COMBAT))
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{
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enabledCount++;
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enabledPet = &pd; // Save the pointer to last enabled pet
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}
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}
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// Step 2: If not exactly one pet strategy is enabled, we should not trigger.
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// This prevents ambiguous or conflicting situations.
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if (enabledCount != 1)
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return false;
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// Step 3: At this point, we know only one pet strategy is enabled.
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// We check if the currently summoned pet matches the enabled strategy.
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bool correctPet = false;
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if (pet)
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{
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CreatureTemplate const* ct = pet->GetCreatureTemplate();
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// Check if the pet's NPC entry matches the expected one for the enabled strategy
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if (ct && ct->Entry == enabledPet->npcEntry)
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correctPet = true;
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}
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// Step 4: If the correct pet is already summoned, the trigger should not activate.
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if (correctPet)
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return false;
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// Step 5: Finally, check if the bot actually knows the spell to summon the desired pet.
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// If so, the trigger is active (bot should summon the correct pet).
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if (bot->HasSpell(enabledPet->spellId))
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return true;
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// Step 6: If we get here, the bot doesn't know the spell required to support the active pet strategy
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return false;
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}
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@@ -112,6 +112,14 @@ public:
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HasHealthstoneTrigger(PlayerbotAI* botAI) : WarlockConjuredItemTrigger(botAI, "healthstone") {}
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};
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class WrongPetTrigger : public Trigger
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{
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public:
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WrongPetTrigger(PlayerbotAI* botAI) : Trigger(botAI, "wrong pet") {}
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bool IsActive() override;
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};
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// CC and Pet Triggers
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class BanishTrigger : public HasCcTargetTrigger
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