added mc/moltencore strat (just for baron geddon's inferno and living-bomb)

This commit is contained in:
Fuzz
2024-08-26 22:43:13 +10:00
parent d29569e9ea
commit 37a2721ff5
11 changed files with 198 additions and 0 deletions

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@@ -1504,6 +1504,9 @@ void PlayerbotAI::ApplyInstanceStrategies(uint32 mapId, bool tellMaster)
case 469:
strategyName = "bwl";
break;
case 409:
strategyName = "mc";
break;
default:
break;
}

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@@ -22,6 +22,8 @@
#include "raids/RaidTriggerContext.h"
#include "raids/naxxramas/RaidNaxxActionContext.h"
#include "raids/naxxramas/RaidNaxxTriggerContext.h"
#include "raids/moltencore/RaidMcActionContext.h"
#include "raids/moltencore/RaidMcTriggerContext.h"
AiObjectContext::AiObjectContext(PlayerbotAI* botAI) : PlayerbotAIAware(botAI)
{
@@ -37,6 +39,7 @@ AiObjectContext::AiObjectContext(PlayerbotAI* botAI) : PlayerbotAIAware(botAI)
actionContexts.Add(new RaidActionContext());
actionContexts.Add(new RaidNaxxActionContext());
actionContexts.Add(new RaidUlduarActionContext());
actionContexts.Add(new RaidMcActionContext());
triggerContexts.Add(new TriggerContext());
triggerContexts.Add(new ChatTriggerContext());
@@ -44,6 +47,7 @@ AiObjectContext::AiObjectContext(PlayerbotAI* botAI) : PlayerbotAIAware(botAI)
triggerContexts.Add(new RaidTriggerContext());
triggerContexts.Add(new RaidNaxxTriggerContext());
triggerContexts.Add(new RaidUlduarTriggerContext());
triggerContexts.Add(new RaidMcTriggerContext());
valueContexts.Add(new ValueContext());

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@@ -5,21 +5,27 @@
#include "Strategy.h"
#include "RaidBwlStrategy.h"
#include "RaidNaxxStrategy.h"
#include "RaidMcStrategy.h"
class RaidStrategyContext : public NamedObjectContext<Strategy>
{
public:
RaidStrategyContext() : NamedObjectContext<Strategy>(false, true)
{
// TODO should we give these prefixes (eg: "naxx" -> "raid naxx")? because if we don't it's going to end up
// very crowded (with possible conflicts) once we have strats for all raids and some dungeons
// (mc already very similiar to nc)
creators["naxx"] = &RaidStrategyContext::naxx;
creators["bwl"] = &RaidStrategyContext::bwl;
creators["uld"] = &RaidStrategyContext::uld;
creators["mc"] = &RaidStrategyContext::mc;
}
private:
static Strategy* naxx(PlayerbotAI* botAI) { return new RaidNaxxStrategy(botAI); }
static Strategy* bwl(PlayerbotAI* botAI) { return new RaidBwlStrategy(botAI); }
static Strategy* uld(PlayerbotAI* botAI) { return new RaidUlduarStrategy(botAI); }
static Strategy* mc(PlayerbotAI* botAI) { return new RaidMcStrategy(botAI); }
};
#endif

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@@ -0,0 +1,22 @@
#ifndef _PLAYERBOT_RAIDMCACTIONCONTEXT_H
#define _PLAYERBOT_RAIDMCACTIONCONTEXT_H
#include "Action.h"
#include "NamedObjectContext.h"
#include "RaidMcActions.h"
class RaidMcActionContext : public NamedObjectContext<Action>
{
public:
RaidMcActionContext()
{
creators["mc check should move from group"] = &RaidMcActionContext::check_should_move_from_group;
creators["mc move from baron geddon"] = &RaidMcActionContext::move_from_baron_geddon;
}
private:
static Action* check_should_move_from_group(PlayerbotAI* ai) { return new McCheckShouldMoveFromGroupAction(ai); }
static Action* move_from_baron_geddon(PlayerbotAI* ai) { return new McMoveFromBaronGeddonAction(ai); }
};
#endif

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@@ -0,0 +1,43 @@
#include "RaidMcActions.h"
#include "Playerbots.h"
bool McCheckShouldMoveFromGroupAction::Execute(Event event)
{
if (bot->HasAura(20475)) // barron geddon's living bomb
{
if (!botAI->HasStrategy("move from group", BotState::BOT_STATE_COMBAT))
{
// add/remove from both for now as it will make it more obvious to
// player if this strat remains on after fight somehow
botAI->ChangeStrategy("+move from group", BOT_STATE_NON_COMBAT);
botAI->ChangeStrategy("+move from group", BOT_STATE_COMBAT);
return true;
}
}
else if (botAI->HasStrategy("move from group", BotState::BOT_STATE_COMBAT))
{
// add/remove from both for now as it will make it more obvious to
// player if this strat remains on after fight somehow
botAI->ChangeStrategy("-move from group", BOT_STATE_NON_COMBAT);
botAI->ChangeStrategy("-move from group", BOT_STATE_COMBAT);
return true;
}
return false;
}
bool McMoveFromBaronGeddonAction::Execute(Event event)
{
const float radius = 25.0f; // more than should be needed but bots keep trying to run back in
if (Unit* boss = AI_VALUE2(Unit*, "find target", "baron geddon"))
{
long distToTravel = radius - bot->GetDistance(boss);
if (distToTravel > 0)
{
// float angle = bot->GetAngle(boss) + M_PI;
// return Move(angle, distToTravel);
return MoveAway(boss, distToTravel);
}
}
return false;
}

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@@ -0,0 +1,24 @@
#ifndef _PLAYERBOT_RAIDMCACTIONS_H
#define _PLAYERBOT_RAIDMCACTIONS_H
#include "MovementActions.h"
#include "PlayerbotAI.h"
#include "Playerbots.h"
class McCheckShouldMoveFromGroupAction : public Action
{
public:
McCheckShouldMoveFromGroupAction(PlayerbotAI* botAI, std::string const name = "mc check should move from group")
: Action(botAI, name) {}
bool Execute(Event event) override;
};
class McMoveFromBaronGeddonAction : public MovementAction
{
public:
McMoveFromBaronGeddonAction(PlayerbotAI* botAI, std::string const name = "mc move from baron geddon")
: MovementAction(botAI, name) {}
bool Execute(Event event) override;
};
#endif

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@@ -0,0 +1,13 @@
#include "RaidMcStrategy.h"
#include "Strategy.h"
void RaidMcStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(
new TriggerNode("mc living bomb debuff",
NextAction::array(0, new NextAction("mc check should move from group", ACTION_RAID), nullptr)));
triggers.push_back(
new TriggerNode("mc baron geddon inferno",
NextAction::array(0, new NextAction("mc move from baron geddon", ACTION_RAID), nullptr)));
}

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@@ -0,0 +1,17 @@
#ifndef _PLAYERBOT_RAIDMCSTRATEGY_H
#define _PLAYERBOT_RAIDMCSTRATEGY_H
#include "AiObjectContext.h"
#include "Multiplier.h"
#include "Strategy.h"
class RaidMcStrategy : public Strategy
{
public:
RaidMcStrategy(PlayerbotAI* ai) : Strategy(ai) {}
virtual std::string const getName() override { return "mc"; }
virtual void InitTriggers(std::vector<TriggerNode*>& triggers) override;
// virtual void InitMultipliers(std::vector<Multiplier*> &multipliers) override;
};
#endif

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@@ -0,0 +1,22 @@
#ifndef _PLAYERBOT_RAIDMCTRIGGERCONTEXT_H
#define _PLAYERBOT_RAIDMCTRIGGERCONTEXT_H
#include "AiObjectContext.h"
#include "NamedObjectContext.h"
#include "RaidMcTriggers.h"
class RaidMcTriggerContext : public NamedObjectContext<Trigger>
{
public:
RaidMcTriggerContext()
{
creators["mc living bomb debuff"] = &RaidMcTriggerContext::living_bomb_debuff;
creators["mc baron geddon inferno"] = &RaidMcTriggerContext::baron_geddon_inferno;
}
private:
static Trigger* living_bomb_debuff(PlayerbotAI* ai) { return new McLivingBombDebuffTrigger(ai); }
static Trigger* baron_geddon_inferno(PlayerbotAI* ai) { return new McBaronGeddonInfernoTrigger(ai); }
};
#endif

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@@ -0,0 +1,22 @@
#include "RaidMcTriggers.h"
#include "SharedDefines.h"
bool McLivingBombDebuffTrigger::IsActive()
{
// if bot has barron geddon's living bomb, we need to add strat, otherwise we need to remove
// only do when fighting baron geddon (to avoid modifying strat set by player outside this fight)
if (Unit* boss = AI_VALUE2(Unit*, "find target", "baron geddon"))
{
if (boss->IsInCombat())
return bot->HasAura(20475) != botAI->HasStrategy("move from group", BotState::BOT_STATE_COMBAT);
}
return false;
}
bool McBaronGeddonInfernoTrigger::IsActive()
{
if (Unit* boss = AI_VALUE2(Unit*, "find target", "baron geddon"))
return boss->HasAura(19695);
return false;
}

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@@ -0,0 +1,22 @@
#ifndef _PLAYERBOT_RAIDMCTRIGGERS_H
#define _PLAYERBOT_RAIDMCTRIGGERS_H
#include "PlayerbotAI.h"
#include "Playerbots.h"
#include "Trigger.h"
class McLivingBombDebuffTrigger : public Trigger
{
public:
McLivingBombDebuffTrigger(PlayerbotAI* botAI) : Trigger(botAI, "mc living bomb debuff") {}
bool IsActive() override;
};
class McBaronGeddonInfernoTrigger : public Trigger
{
public:
McBaronGeddonInfernoTrigger(PlayerbotAI* botAI) : Trigger(botAI, "mc baron geddon inferno") {}
bool IsActive() override;
};
#endif