mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
date: 2024-11-06
This commit is contained in:
@@ -62,7 +62,7 @@ AiObjectContext::AiObjectContext(PlayerbotAI* botAI) : PlayerbotAIAware(botAI)
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actionContexts.Add(new WotlkDungeonOccActionContext());
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actionContexts.Add(new WotlkDungeonUPActionContext());
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actionContexts.Add(new WotlkDungeonCoSActionContext());
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actionContexts.Add(new WotlkDungeonFosActionContext());
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actionContexts.Add(new WotlkDungeonFoSActionContext());
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triggerContexts.Add(new TriggerContext());
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triggerContexts.Add(new ChatTriggerContext());
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@@ -14,7 +14,7 @@
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#include "wotlk/oculus/OculusStrategy.h"
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#include "wotlk/utgardepinnacle/UtgardePinnacleStrategy.h"
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#include "wotlk/cullingofstratholme/CullingOfStratholmeStrategy.h"
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#include "wotlk/forgeofsouls/FosStrategy.h"
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#include "wotlk/forgeofsouls/ForgeOfSoulsStrategy.h"
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/*
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Full list/TODO:
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@@ -77,7 +77,7 @@ class DungeonStrategyContext : public NamedObjectContext<Strategy>
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static Strategy* wotlk_occ(PlayerbotAI* botAI) { return new WotlkDungeonOccStrategy(botAI); }
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static Strategy* wotlk_up(PlayerbotAI* botAI) { return new WotlkDungeonUPStrategy(botAI); }
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static Strategy* wotlk_cos(PlayerbotAI* botAI) { return new WotlkDungeonCoSStrategy(botAI); }
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static Strategy* wotlk_fos(PlayerbotAI* botAI) { return new WotlkDungeonFosStrategy(botAI); }
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static Strategy* wotlk_fos(PlayerbotAI* botAI) { return new WotlkDungeonFoSStrategy(botAI); }
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// NYI from here down
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static Strategy* wotlk_toc(PlayerbotAI* botAI) { return new WotlkDungeonUKStrategy(botAI); }
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static Strategy* wotlk_hor(PlayerbotAI* botAI) { return new WotlkDungeonUKStrategy(botAI); }
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@@ -1,6 +1,5 @@
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#ifndef _PLAYERBOT_DUNGEONUTILS_H
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#define _PLAYERBOT_DUNGEONUTILS_H
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#include "Player.h"
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template<class T> inline
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const T& DUNGEON_MODE(Player* bot, const T& normal5, const T& heroic10)
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@@ -13,7 +13,7 @@
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#include "oculus/OculusActionContext.h"
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#include "utgardepinnacle/UtgardePinnacleActionContext.h"
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#include "cullingofstratholme/CullingOfStratholmeActionContext.h"
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#include "forgeofsouls/FosActionContext.h"
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#include "forgeofsouls/ForgeOfSoulsActionContext.h"
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// #include "trialofthechampion/TrialOfTheChampionActionContext.h"
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// #include "hallsofreflection/HallsOfReflectionActionContext.h"
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// #include "pitofsaron/PitOfSaronActionContext.h"
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@@ -13,7 +13,7 @@
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#include "oculus/OculusTriggerContext.h"
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#include "utgardepinnacle/UtgardePinnacleTriggerContext.h"
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#include "cullingofstratholme/CullingOfStratholmeTriggerContext.h"
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#include "forgeofsouls/FosTriggerContext.h"
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#include "forgeofsouls/ForgeOfSoulsTriggerContext.h"
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// #include "trialofthechampion/TrialOfTheChampionTriggerContext.h"
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// #include "hallsofreflection/HallsOfReflectionTriggerContext.h"
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// #include "pitofsaron/PitOfSaronTriggerContext.h"
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@@ -0,0 +1,23 @@
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#ifndef _PLAYERBOT_WOTLKDUNGEONFOSACTIONCONTEXT_H
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#define _PLAYERBOT_WOTLKDUNGEONFOSACTIONCONTEXT_H
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#include "Action.h"
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#include "NamedObjectContext.h"
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#include "ForgeOfSoulsActions.h"
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class WotlkDungeonFoSActionContext : public NamedObjectContext<Action>
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{
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public:
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WotlkDungeonFoSActionContext()
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{
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creators["move from bronjahm"] = &WotlkDungeonFoSActionContext::move_from_bronjahm;
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creators["attack corrupted soul fragment"] = &WotlkDungeonFoSActionContext::attack_corrupted_soul_fragment;
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creators["bronjahm group position"] = &WotlkDungeonFoSActionContext::bronjahm_group_position;
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}
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private:
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static Action* move_from_bronjahm(PlayerbotAI* ai) { return new MoveFromBronjahmAction(ai); }
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static Action* attack_corrupted_soul_fragment(PlayerbotAI* ai) { return new AttackCorruptedSoulFragmentAction(ai); }
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static Action* bronjahm_group_position(PlayerbotAI* ai) { return new BronjahmGroupPositionAction(ai); }
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};
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#endif
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@@ -1,11 +1,10 @@
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#include "Playerbots.h"
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#include "FosActions.h"
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#include "FosStrategy.h"
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#include "ForgeOfSoulsActions.h"
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#include "ForgeOfSoulsStrategy.h"
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bool MoveFromBronjahmAction::Execute(Event event)
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{
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Unit* boss = nullptr;
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boss = AI_VALUE2(Unit*, "find target", "bronjahm");
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Unit* boss = AI_VALUE2(Unit*, "find target", "bronjahm");
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if (!boss)
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return false;
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@@ -17,7 +16,6 @@ bool MoveFromBronjahmAction::Execute(Event event)
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return MoveAway(boss, targetDis - distance);
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}
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bool MoveFromBronjahmAction::isUseful() { return bot->HasAura(SPELL_CORRUPT_SOUL); }
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bool AttackCorruptedSoulFragmentAction::Execute(Event event)
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{
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@@ -25,9 +23,9 @@ bool AttackCorruptedSoulFragmentAction::Execute(Event event)
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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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for (auto &target : targets)
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{
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Unit* unit = botAI->GetUnit(*i);
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Unit* unit = botAI->GetUnit(target);
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if (unit && unit->GetEntry() == NPC_CORRUPTED_SOUL_FRAGMENT)
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{
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fragment = unit;
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@@ -35,40 +33,45 @@ bool AttackCorruptedSoulFragmentAction::Execute(Event event)
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}
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}
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if (!fragment)
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return false;
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if (botAI->IsDps(bot))
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{
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if (AI_VALUE(Unit*, "current target") == fragment)
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return false;
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if (fragment && AI_VALUE(Unit*, "current target") != fragment)
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return Attack(fragment);
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}
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else
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return false;
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return false;
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}
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bool AttackCorruptedSoulFragmentAction::isUseful() { return botAI->IsDps(bot); }
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bool BronjahmTankPositionAction::Execute(Event event)
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bool BronjahmGroupPositionAction::Execute(Event event)
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{
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return MoveTo(bot->GetMapId(), BRONJAHM_TANK_POSITION.GetPositionX(), BRONJAHM_TANK_POSITION.GetPositionY(),
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BRONJAHM_TANK_POSITION.GetPositionZ(), false, false, false, true, MovementPriority::MOVEMENT_COMBAT);
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if (botAI->IsTank(bot))
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if (bot->GetExactDist2d(BRONJAHM_TANK_POSITION) > 5.0f)
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return MoveTo(bot->GetMapId(), BRONJAHM_TANK_POSITION.GetPositionX(), BRONJAHM_TANK_POSITION.GetPositionY(),
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BRONJAHM_TANK_POSITION.GetPositionZ(), false, false, false, true,
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MovementPriority::MOVEMENT_COMBAT);
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else
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return false;
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else
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{
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Unit* boss = AI_VALUE2(Unit*, "find target", "bronjahm");
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if (boss)
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{
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}
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}
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}
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bool BronjahmTankPositionAction::isUseful() { return bot->GetExactDist2d(BRONJAHM_TANK_POSITION) > 5.0f; }
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bool BronjahmGroupPositionAction::isUseful() { return bot->GetExactDist2d(BRONJAHM_TANK_POSITION) > 5.0f; }
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bool BronjahmTankTargetAction::Execute(Event event)
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{
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if (botAI->IsTank(bot))
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{
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Unit* boss = AI_VALUE2(Unit*, "find target", "bronjahm");
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if (AI_VALUE(Unit*, "current target") == boss)
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if (boss && AI_VALUE(Unit*, "current target") != boss)
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return Attack(boss);
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else
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return false;
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return Attack(boss);
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}
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else
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return false;
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@@ -5,7 +5,7 @@
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#include "AttackAction.h"
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#include "PlayerbotAI.h"
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#include "Playerbots.h"
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#include "FosTriggers.h"
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#include "ForgeOfSoulsTriggers.h"
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const Position BRONJAHM_TANK_POSITION = Position(5297.9204f, 2506.698f, 686.06793f);
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@@ -14,7 +14,6 @@ class MoveFromBronjahmAction : public MovementAction
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public:
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MoveFromBronjahmAction(PlayerbotAI* ai) : MovementAction(ai, "move from bronjahm") {}
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bool Execute(Event event) override;
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bool isUseful() override;
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};
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class AttackCorruptedSoulFragmentAction : public AttackAction
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@@ -22,13 +21,12 @@ class AttackCorruptedSoulFragmentAction : public AttackAction
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public:
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AttackCorruptedSoulFragmentAction(PlayerbotAI* ai) : AttackAction(ai, "attack corrupted soul fragment") {}
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bool Execute(Event event) override;
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bool isUseful() override;
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};
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class BronjahmTankPositionAction : public MovementAction
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class BronjahmGroupPositionAction : public MovementAction
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{
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public:
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BronjahmTankPositionAction(PlayerbotAI* ai) : MovementAction(ai, "bronjahm tank position") {}
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BronjahmGroupPositionAction(PlayerbotAI* ai) : MovementAction(ai, "bronjahm group position") {}
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bool Execute(Event event) override;
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@@ -1,10 +1,10 @@
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#include "FosMultipliers.h"
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#include "FosActions.h"
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#include "ForgeOfSoulsMultipliers.h"
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#include "ForgeOfSoulsActions.h"
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#include "GenericSpellActions.h"
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#include "ChooseTargetActions.h"
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#include "MovementActions.h"
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#include "FosTriggers.h"
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#include "FosActions.h"
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#include "ForgeOfSoulsTriggers.h"
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#include "ForgeOfSoulsActions.h"
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float BronjahmMultiplier::GetValue(Action* action) {
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@@ -35,9 +35,9 @@ float AttackFragmentMultiplier::GetValue(Action* action)
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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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for (auto& target : targets)
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{
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Unit* unit = botAI->GetUnit(*i);
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Unit* unit = botAI->GetUnit(target);
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if (unit && unit->GetEntry() == NPC_CORRUPTED_SOUL_FRAGMENT)
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{
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fragment = unit;
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@@ -1,20 +1,17 @@
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#include "FosStrategy.h"
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#include "FosMultipliers.h"
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#include "ForgeOfSoulsStrategy.h"
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#include "ForgeOfSoulsMultipliers.h"
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void WotlkDungeonFosStrategy::InitTriggers(std::vector<TriggerNode*>& triggers) {
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void WotlkDungeonFoSStrategy::InitTriggers(std::vector<TriggerNode*>& triggers) {
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triggers.push_back(
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new TriggerNode("move from bronjahm",
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NextAction::array(0, new NextAction("move from bronjahm", ACTION_MOVE + 5), nullptr)));
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triggers.push_back(new TriggerNode(
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"switch to soul fragment", NextAction::array(0, new NextAction("attack corrupted soul fragment", ACTION_RAID + 1), nullptr)));
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triggers.push_back(new TriggerNode("bronjahm position",
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NextAction::array(0, new NextAction("bronjahm tank position", ACTION_RAID + 1),
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new NextAction("bronjahm tank target", ACTION_RAID),
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new NextAction("bronjahm dps position", ACTION_RAID + 2),
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nullptr)));
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NextAction::array(0, new NextAction("bronjahm position", ACTION_RAID + 1), nullptr)));
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}
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void WotlkDungeonFosStrategy::InitMultipliers(std::vector<Multiplier*>& multipliers)
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void WotlkDungeonFoSStrategy::InitMultipliers(std::vector<Multiplier*>& multipliers)
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{
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multipliers.push_back(new BronjahmMultiplier(botAI));
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multipliers.push_back(new AttackFragmentMultiplier(botAI));
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@@ -3,11 +3,11 @@
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#include "Multiplier.h"
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#include "Strategy.h"
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class WotlkDungeonFosStrategy : public Strategy
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class WotlkDungeonFoSStrategy : public Strategy
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{
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public:
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WotlkDungeonFosStrategy(PlayerbotAI* ai) : Strategy(ai) {}
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std::string const getName() override { return "fos"; }
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WotlkDungeonFoSStrategy(PlayerbotAI* ai) : Strategy(ai) {}
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std::string const getName() override { return "forge of souls"; }
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void InitTriggers(std::vector<TriggerNode*> &triggers) override;
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void InitMultipliers(std::vector<Multiplier*> &multipliers) override;
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@@ -3,7 +3,7 @@
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#include "NamedObjectContext.h"
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#include "AiObjectContext.h"
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#include "FosTriggers.h"
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#include "ForgeOfSoulsTriggers.h"
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class WotlkDungeonFosTriggerContext : public NamedObjectContext<Trigger>
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{
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@@ -1,15 +1,14 @@
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#include "FosTriggers.h"
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#include "ForgeOfSoulsTriggers.h"
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#include "Playerbots.h"
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#include "AiObject.h"
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#include "AiObjectContext.h"
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bool MoveFromBronjahmTrigger::IsActive()
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{
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Unit* boss = nullptr;
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boss = AI_VALUE2(Unit*, "find target", "bronjahm");
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Unit* boss = AI_VALUE2(Unit*, "find target", "bronjahm");
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if (boss && boss->HasUnitState(UNIT_STATE_CASTING))
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{
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if (boss->FindCurrentSpellBySpellId(SPELL_CORRUPT_SOUL))
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if (boss->FindCurrentSpellBySpellId(SPELL_CORRUPT_SOUL) && bot->HasAura(SPELL_CORRUPT_SOUL))
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return true;
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}
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return false;
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@@ -20,12 +19,13 @@ bool SwitchToSoulFragment::IsActive()
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Unit* fragment = nullptr;
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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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for (auto& target : targets)
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{
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Unit* unit = botAI->GetUnit(*i);
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Unit* unit = botAI->GetUnit(target);
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if (unit && unit->GetEntry() == NPC_CORRUPTED_SOUL_FRAGMENT)
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{
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return true;
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if (botAI->IsDps(bot))
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return true;
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}
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}
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@@ -1,26 +0,0 @@
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#ifndef _PLAYERBOT_WOTLKDUNGEONFOSACTIONCONTEXT_H
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#define _PLAYERBOT_WOTLKDUNGEONFOSACTIONCONTEXT_H
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#include "Action.h"
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#include "NamedObjectContext.h"
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#include "FosActions.h"
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class WotlkDungeonFosActionContext : public NamedObjectContext<Action>
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{
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public:
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WotlkDungeonFosActionContext() {
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creators["move from bronjahm"] = &WotlkDungeonFosActionContext::move_from_bronjahm;
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creators["attack corrupted soul fragment"] = &WotlkDungeonFosActionContext::attack_corrupted_soul_fragment;
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creators["bronjahm tank position"] = &WotlkDungeonFosActionContext::bronjahm_tank_position;
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creators["bronjahm tank target"] = &WotlkDungeonFosActionContext::bronjahm_tank_target;
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creators["bronjahm dps position"] = &WotlkDungeonFosActionContext::bronjahm_dps_position;
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}
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private:
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static Action* move_from_bronjahm(PlayerbotAI* ai) { return new MoveFromBronjahmAction(ai); }
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static Action* attack_corrupted_soul_fragment(PlayerbotAI* ai) { return new AttackCorruptedSoulFragmentAction(ai); }
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static Action* bronjahm_tank_position(PlayerbotAI* ai) { return new BronjahmTankPositionAction(ai); }
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static Action* bronjahm_tank_target(PlayerbotAI* ai) { return new BronjahmTankTargetAction(ai); }
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static Action* bronjahm_dps_position(PlayerbotAI* ai) { return new BronjahmDpsPositionAction(ai); }
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};
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#endif
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