mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
Estimated dps calculation
This commit is contained in:
@@ -172,7 +172,7 @@ public:
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creators["rtsc"] = &ChatActionContext::rtsc;
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creators["naxx chat shortcut"] = &ChatActionContext::naxx_chat_shortcut;
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creators["bwl chat shortcut"] = &ChatActionContext::bwl_chat_shortcut;
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creators["tell expected dps"] = &ChatActionContext::tell_expected_dps;
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creators["tell estimated dps"] = &ChatActionContext::tell_estimated_dps;
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creators["join"] = &ChatActionContext::join;
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creators["calc"] = &ChatActionContext::calc;
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}
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@@ -271,7 +271,7 @@ private:
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static Action* rtsc(PlayerbotAI* botAI) { return new RTSCAction(botAI); }
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static Action* naxx_chat_shortcut(PlayerbotAI* ai) { return new NaxxChatShortcutAction(ai); }
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static Action* bwl_chat_shortcut(PlayerbotAI* ai) { return new BwlChatShortcutAction(ai); }
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static Action* tell_expected_dps(PlayerbotAI* ai) { return new TellExpectedDpsAction(ai); }
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static Action* tell_estimated_dps(PlayerbotAI* ai) { return new TellEstimatedDpsAction(ai); }
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static Action* join(PlayerbotAI* ai) { return new JoinGroupAction(ai); }
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static Action* calc(PlayerbotAI* ai) { return new TellCalculateItemAction(ai); }
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};
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@@ -364,5 +364,5 @@ bool CastDebuffSpellAction::isUseful()
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return false;
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}
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return CastAuraSpellAction::isUseful() &&
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(target->GetHealth() / AI_VALUE(float, "expected group dps")) >= needLifeTime;
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(target->GetHealth() / AI_VALUE(float, "estimated group dps")) >= needLifeTime;
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}
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@@ -130,10 +130,10 @@ bool TellAuraAction::Execute(Event event)
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return true;
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}
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bool TellExpectedDpsAction::Execute(Event event)
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bool TellEstimatedDpsAction::Execute(Event event)
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{
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float dps = AI_VALUE(float, "expected group dps");
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botAI->TellMaster("Expected Group DPS: " + std::to_string(dps));
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float dps = AI_VALUE(float, "estimated group dps");
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botAI->TellMaster("Estimated Group DPS: " + std::to_string(dps));
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return true;
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}
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@@ -30,10 +30,10 @@ public:
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virtual bool Execute(Event event);
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};
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class TellExpectedDpsAction : public Action
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class TellEstimatedDpsAction : public Action
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{
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public:
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TellExpectedDpsAction(PlayerbotAI* ai) : Action(ai, "tell expected dps") {}
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TellEstimatedDpsAction(PlayerbotAI* ai) : Action(ai, "tell estimated dps") {}
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virtual bool Execute(Event event);
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};
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@@ -47,7 +47,7 @@ float CastTimeMultiplier::GetValue(Action* action)
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return 1.0f;
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}
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if (castTime > (1000 * target->GetHealth() / AI_VALUE(float, "expected group dps")))
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if (castTime > (1000 * target->GetHealth() / AI_VALUE(float, "estimated group dps")))
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{
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return 0.1f;
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}
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@@ -89,7 +89,7 @@ void ChatCommandHandlerStrategy::InitTriggers(std::vector<TriggerNode*>& trigger
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triggers.push_back(
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new TriggerNode("bwl", NextAction::array(0, new NextAction("bwl chat shortcut", relevance), NULL)));
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triggers.push_back(
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new TriggerNode("dps", NextAction::array(0, new NextAction("tell expected dps", relevance), NULL)));
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new TriggerNode("dps", NextAction::array(0, new NextAction("tell estimated dps", relevance), NULL)));
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triggers.push_back(
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new TriggerNode("disperse", NextAction::array(0, new NextAction("disperse set", relevance), NULL)));
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}
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@@ -133,5 +133,5 @@ bool TargetWithComboPointsLowerHealTrigger::IsActive()
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return false;
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}
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return ComboPointsAvailableTrigger::IsActive() &&
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(target->GetHealth() / AI_VALUE(float, "expected group dps")) <= lifeTime;
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(target->GetHealth() / AI_VALUE(float, "estimated group dps")) <= lifeTime;
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}
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@@ -17,7 +17,7 @@ bool CastTotemAction::isUseful()
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{
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return false;
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}
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float dps = AI_VALUE(float, "expected group dps");
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float dps = AI_VALUE(float, "estimated group dps");
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if (target->GetHealth() / dps < needLifeTime)
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{
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return false;
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@@ -221,7 +221,7 @@ bool DebuffTrigger::IsActive()
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{
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return false;
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}
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return BuffTrigger::IsActive() && (target->GetHealth() / AI_VALUE(float, "expected group dps")) >= needLifeTime;
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return BuffTrigger::IsActive() && (target->GetHealth() / AI_VALUE(float, "estimated group dps")) >= needLifeTime;
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}
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bool DebuffOnBossTrigger::IsActive()
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@@ -52,7 +52,7 @@ Unit* MeleeAttackerWithoutAuraTargetValue::Calculate()
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if (!bot->IsWithinMeleeRange(unit))
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continue;
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if (checkArc && !bot->HasInArc(CAST_ANGLE_IN_FRONT, unit))
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if (checkArc && !bot->HasInArc(M_PI, unit))
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continue;
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if (unit->GetHealth() < max_health)
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@@ -291,7 +291,7 @@ Unit* DpsTargetValue::Calculate()
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return rti;
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// FindLeastHpTargetStrategy strategy(botAI);
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float dps = AI_VALUE(float, "expected group dps");
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float dps = AI_VALUE(float, "estimated group dps");
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if (botAI->IsCaster(bot))
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{
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CasterFindTargetSmartStrategy strategy(botAI, dps);
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135
src/strategy/values/EstimatedLifetimeValue.cpp
Normal file
135
src/strategy/values/EstimatedLifetimeValue.cpp
Normal file
@@ -0,0 +1,135 @@
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#include "EstimatedLifetimeValue.h"
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#include "AiFactory.h"
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#include "PlayerbotAI.h"
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#include "PlayerbotAIConfig.h"
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#include "Playerbots.h"
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#include "SharedDefines.h"
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float EstimatedLifetimeValue::Calculate()
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{
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Unit* target = AI_VALUE(Unit*, qualifier);
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if (!target || !target->IsAlive())
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{
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return 0.0f;
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}
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float dps = AI_VALUE(float, "estimated group dps");
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bool aoePenalty = AI_VALUE(uint8, "attacker count") >= 3;
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if (aoePenalty)
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dps *= 0.75;
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float res = target->GetHealth() / dps;
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// bot->Say(target->GetName() + " lifetime: " + std::to_string(res), LANG_UNIVERSAL);
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return res;
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}
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float EstimatedGroupDpsValue::Calculate()
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{
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float totalDps;
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std::vector<Player*> groupPlayer={bot};
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if (Group* group = bot->GetGroup())
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{
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for (GroupReference* gref = group->GetFirstMember(); gref; gref = gref->next())
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{
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Player* member = gref->GetSource();
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if (member == bot) // calculated
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continue;
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if (!member || !member->IsInWorld())
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continue;
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if (member->GetMapId() != bot->GetMapId())
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continue;
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if (member->GetExactDist(bot) > sPlayerbotAIConfig->sightDistance)
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continue;
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groupPlayer.push_back(member);
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}
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}
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for (Player* player : groupPlayer)
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{
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float roleMultiplier;
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if (botAI->IsTank(player))
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roleMultiplier = 0.3f;
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else if (botAI->IsHeal(player))
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roleMultiplier = 0.1f;
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else
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roleMultiplier = 1.0f;
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float basicDps = GetBasicDps(player->GetLevel());
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float basicGs = GetBasicGs(player->GetLevel());
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uint32 mixedGearScore = PlayerbotAI::GetMixedGearScore(player, true, false, 12);
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float gap = (float)mixedGearScore / basicGs - 1;
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float gs_modifier = gap * 3 + 1;
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if (gs_modifier < 0.75)
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gs_modifier = 0.75;
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if (gs_modifier > 4)
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gs_modifier = 4;
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totalDps += basicDps * roleMultiplier * gs_modifier;
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}
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return totalDps;
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}
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float EstimatedGroupDpsValue::GetBasicDps(uint32 level)
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{
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float basic_dps;
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if (level <= 15)
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{
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basic_dps = 5 + level * 1;
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}
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else if (level <= 25)
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{
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basic_dps = 20 + (level - 15) * 2;
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}
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else if (level <= 45)
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{
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basic_dps = 40 + (level - 25) * 3;
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}
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else if (level <= 55)
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{
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basic_dps = 100 + (level - 45) * 20;
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}
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else if (level <= 60)
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{
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basic_dps = 300 + (level - 55) * 50;
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}
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else if (level <= 70)
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{
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basic_dps = 450 + (level - 60) * 40;
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}
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else
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{
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basic_dps = 750 + (level - 70) * 175;
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}
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return basic_dps;
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}
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float EstimatedGroupDpsValue::GetBasicGs(uint32 level)
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{
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float basic_gs;
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if (level <= 8)
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{
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basic_gs = (level + 5) * 2;
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}
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else if (level <= 15)
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{
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basic_gs = (level + 5) * 3;
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}
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else if (level <= 60)
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{
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basic_gs = (level + 5) * 4;
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}
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else if (level <= 70)
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{
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basic_gs = (85 + (level - 60) * 3) * 4;
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}
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else
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{
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basic_gs = (155 + (level - 70) * 4) * 4;
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}
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return basic_gs;
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}
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@@ -3,8 +3,8 @@
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* and/or modify it under version 2 of the License, or (at your option), any later version.
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*/
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#ifndef _PLAYERBOT_EXPECTEDLIFETIMEVALUE_H
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#define _PLAYERBOT_EXPECTEDLIFETIMEVALUE_H
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#ifndef _PLAYERBOT_EstimatedLifetimeValue_H
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#define _PLAYERBOT_EstimatedLifetimeValue_H
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#include "NamedObjectContext.h"
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#include "PossibleTargetsValue.h"
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@@ -15,22 +15,26 @@ class PlayerbotAI;
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class Unit;
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// [target health] / [expected group single target dps] = [expected lifetime]
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class ExpectedLifetimeValue : public FloatCalculatedValue, public Qualified
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class EstimatedLifetimeValue : public FloatCalculatedValue, public Qualified
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{
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public:
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ExpectedLifetimeValue(PlayerbotAI* botAI) : FloatCalculatedValue(botAI, "expected lifetime") {}
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EstimatedLifetimeValue(PlayerbotAI* botAI) : FloatCalculatedValue(botAI, "estimated lifetime") {}
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public:
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float Calculate() override;
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};
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class ExpectedGroupDpsValue : public FloatCalculatedValue
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class EstimatedGroupDpsValue : public FloatCalculatedValue
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{
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public:
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ExpectedGroupDpsValue(PlayerbotAI* botAI) : FloatCalculatedValue(botAI, "expected group dps", 20 * 1000) {}
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EstimatedGroupDpsValue(PlayerbotAI* botAI) : FloatCalculatedValue(botAI, "estimated group dps", 20 * 1000) {}
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public:
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float Calculate() override;
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protected:
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float GetBasicDps(uint32 level);
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float GetBasicGs(uint32 level);
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};
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#endif
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@@ -1,102 +0,0 @@
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#include "ExpectedLifetimeValue.h"
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#include "AiFactory.h"
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#include "PlayerbotAI.h"
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#include "Playerbots.h"
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#include "SharedDefines.h"
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float ExpectedLifetimeValue::Calculate()
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{
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Unit* target = AI_VALUE(Unit*, qualifier);
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if (!target || !target->IsAlive())
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{
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return 0.0f;
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}
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float dps = AI_VALUE(float, "expected group dps");
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bool aoePenalty = AI_VALUE(uint8, "attacker count") >= 3;
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if (aoePenalty)
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dps *= 0.75;
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float res = target->GetHealth() / dps;
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// bot->Say(target->GetName() + " lifetime: " + std::to_string(res), LANG_UNIVERSAL);
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return res;
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}
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float ExpectedGroupDpsValue::Calculate()
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{
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float dps_num;
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Group* group = bot->GetGroup();
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if (!group)
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{
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dps_num = 0.7;
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}
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else
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{
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dps_num = botAI->GetNearGroupMemberCount() * 0.7;
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}
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uint32 mixedGearScore = PlayerbotAI::GetMixedGearScore(bot, true, false, 12);
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// efficiency record based on rare gear level, is there better calculation method?
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// float dps_efficiency = 1;
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float basic_dps;
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int32 basic_gs;
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int32 level = bot->GetLevel();
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if (level <= 15)
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{
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basic_dps = 5 + level * 1;
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}
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else if (level <= 25)
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{
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basic_dps = 20 + (level - 15) * 2;
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}
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else if (level <= 40)
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{
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basic_dps = 40 + (level - 30) * 4;
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}
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else if (level <= 55)
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{
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basic_dps = 100 + (level - 45) * 20;
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}
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else if (level <= 60)
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{
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basic_dps = 300 + (level - 55) * 50;
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}
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else if (level <= 70)
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{
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basic_dps = 450 + (level - 60) * 40;
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}
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else
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{
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basic_dps = 750 + (level - 70) * 175;
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}
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if (level <= 8)
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{
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basic_gs = (level + 5) * 2;
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}
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else if (level <= 15)
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{
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basic_gs = (level + 5) * 3;
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}
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else if (level <= 60)
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{
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basic_gs = (level + 5) * 4;
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}
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else if (level <= 70)
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{
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basic_gs = (85 + (level - 60) * 3) * 4;
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}
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else
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{
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basic_gs = (155 + (level - 70) * 4) * 4;
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}
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float gap = mixedGearScore - basic_gs;
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float gs_modifier = (float)mixedGearScore / basic_gs - 1;
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gs_modifier = gs_modifier * 3 + 1;
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if (gs_modifier < 0.75)
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gs_modifier = 0.75;
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if (gs_modifier > 4)
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gs_modifier = 4;
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return dps_num * basic_dps * gs_modifier;
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}
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@@ -26,7 +26,7 @@
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#include "DuelTargetValue.h"
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#include "EnemyHealerTargetValue.h"
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#include "EnemyPlayerValue.h"
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#include "ExpectedLifetimeValue.h"
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#include "EstimatedLifetimeValue.h"
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#include "Formations.h"
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#include "GrindTargetValue.h"
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#include "GroupValues.h"
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@@ -299,8 +299,8 @@ public:
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creators["boss target"] = &ValueContext::boss_target;
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creators["nearest triggers"] = &ValueContext::nearest_triggers;
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creators["neglect threat"] = &ValueContext::neglect_threat;
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creators["expected lifetime"] = &ValueContext::expected_lifetime;
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creators["expected group dps"] = &ValueContext::expected_group_dps;
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creators["estimated lifetime"] = &ValueContext::expected_lifetime;
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creators["estimated group dps"] = &ValueContext::expected_group_dps;
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creators["area debuff"] = &ValueContext::area_debuff;
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creators["nearest trap with damage"] = &ValueContext::nearest_trap_with_damange;
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creators["disperse distance"] = &ValueContext::disperse_distance;
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@@ -538,8 +538,8 @@ private:
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static UntypedValue* boss_target(PlayerbotAI* ai) { return new BossTargetValue(ai); }
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static UntypedValue* nearest_triggers(PlayerbotAI* ai) { return new NearestTriggersValue(ai); }
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static UntypedValue* neglect_threat(PlayerbotAI* ai) { return new NeglectThreatResetValue(ai); }
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static UntypedValue* expected_lifetime(PlayerbotAI* ai) { return new ExpectedLifetimeValue(ai); }
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static UntypedValue* expected_group_dps(PlayerbotAI* ai) { return new ExpectedGroupDpsValue(ai); }
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static UntypedValue* expected_lifetime(PlayerbotAI* ai) { return new EstimatedLifetimeValue(ai); }
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static UntypedValue* expected_group_dps(PlayerbotAI* ai) { return new EstimatedGroupDpsValue(ai); }
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static UntypedValue* area_debuff(PlayerbotAI* ai) { return new AreaDebuffValue(ai); }
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static UntypedValue* nearest_trap_with_damange(PlayerbotAI* ai) { return new NearestTrapWithDamageValue(ai); }
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static UntypedValue* disperse_distance(PlayerbotAI* ai) { return new DisperseDistanceValue(ai); }
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