mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
Ulduar flame leviathan (normal mode)
This commit is contained in:
@@ -9,6 +9,8 @@
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#include "ChatActionContext.h"
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#include "ChatTriggerContext.h"
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#include "Playerbots.h"
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#include "RaidUlduarTriggerContext.h"
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#include "RaidUlduarActionContext.h"
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#include "SharedValueContext.h"
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#include "StrategyContext.h"
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#include "TriggerContext.h"
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@@ -34,12 +36,14 @@ AiObjectContext::AiObjectContext(PlayerbotAI* botAI) : PlayerbotAIAware(botAI)
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actionContexts.Add(new WorldPacketActionContext());
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actionContexts.Add(new RaidActionContext());
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actionContexts.Add(new RaidNaxxActionContext());
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actionContexts.Add(new RaidUlduarActionContext());
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triggerContexts.Add(new TriggerContext());
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triggerContexts.Add(new ChatTriggerContext());
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triggerContexts.Add(new WorldPacketTriggerContext());
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triggerContexts.Add(new RaidTriggerContext());
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triggerContexts.Add(new RaidNaxxTriggerContext());
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triggerContexts.Add(new RaidUlduarTriggerContext());
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valueContexts.Add(new ValueContext());
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@@ -139,6 +139,9 @@ std::vector<std::pair<uint32, std::string>> ListSpellsAction::GetSpellList(std::
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{
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if (itr->second->State == PLAYERSPELL_REMOVED || !itr->second->Active)
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continue;
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if (!(itr->second->specMask & bot->GetActiveSpecMask()))
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continue;
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SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(itr->first);
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if (!spellInfo)
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@@ -881,9 +881,9 @@ bool MovementAction::IsMovingAllowed(Unit* target)
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if (bot->GetMapId() != target->GetMapId())
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return false;
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float distance = sServerFacade->GetDistance2d(bot, target);
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if (!bot->InBattleground() && distance > sPlayerbotAIConfig->reactDistance)
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return false;
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// float distance = sServerFacade->GetDistance2d(bot, target);
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// if (!bot->InBattleground() && distance > sPlayerbotAIConfig->reactDistance)
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// return false;
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return IsMovingAllowed();
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}
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@@ -893,9 +893,10 @@ bool MovementAction::IsMovingAllowed(uint32 mapId, float x, float y, float z)
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// removed sqrt as means distance limit was effectively 22500 (ReactDistance<63>)
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// leaving it commented incase we find ReactDistance limit causes problems
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// float distance = sqrt(bot->GetDistance(x, y, z));
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float distance = bot->GetDistance(x, y, z);
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if (!bot->InBattleground() && distance > sPlayerbotAIConfig->reactDistance)
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return false;
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// Remove react distance limit
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// if (!bot->InBattleground())
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// return false;
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return IsMovingAllowed();
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}
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@@ -923,6 +924,7 @@ bool MovementAction::IsWaitingForLastMove(MovementPriority priority)
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if (lastMove.lastdelayTime + lastMove.msTime > getMSTime())
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return true;
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return false;
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}
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@@ -175,6 +175,12 @@ bool SummonAction::Teleport(Player* summoner, Player* player)
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// }
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// }
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// }
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if (player->GetVehicle())
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{
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botAI->TellError("You cannot summon me while I'm on a vehicle");
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return false;
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}
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if (!summoner->IsBeingTeleported() && !player->IsBeingTeleported())
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{
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float followAngle = GetFollowAngle();
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@@ -222,6 +228,7 @@ bool SummonAction::Teleport(Player* summoner, Player* player)
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}
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player->GetMotionMaster()->Clear();
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AI_VALUE(LastMovement&, "last movement").clear();
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player->TeleportTo(mapId, x, y, z, 0);
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return true;
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}
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@@ -7,8 +7,11 @@
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#include "BattlegroundIC.h"
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#include "ItemVisitors.h"
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#include "ObjectDefines.h"
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#include "Playerbots.h"
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#include "QuestValues.h"
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#include "ServerFacade.h"
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#include "Unit.h"
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#include "Vehicle.h"
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// TODO methods to enter/exit vehicle should be added to BGTactics or MovementAction (so that we can better control
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@@ -20,6 +23,21 @@ bool EnterVehicleAction::Execute(Event event)
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// do not switch vehicles yet
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if (bot->GetVehicle())
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return false;
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Player* master = botAI->GetMaster();
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// Triggered by a chat command
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if (event.getOwner() && master && master->GetTarget())
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{
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Unit* vehicleBase = botAI->GetUnit(master->GetTarget());
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if (!vehicleBase)
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return false;
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Vehicle* veh = vehicleBase->GetVehicleKit();
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if (vehicleBase->IsVehicle() && veh && veh->GetAvailableSeatCount())
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{
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return EnterVehicle(vehicleBase, false);
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}
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return false;
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}
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GuidVector npcs = AI_VALUE(GuidVector, "nearest vehicles");
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for (GuidVector::iterator i = npcs.begin(); i != npcs.end(); i++)
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@@ -27,6 +45,9 @@ bool EnterVehicleAction::Execute(Event event)
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Unit* vehicleBase = botAI->GetUnit(*i);
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if (!vehicleBase)
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continue;
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if (vehicleBase->HasUnitFlag(UNIT_FLAG_NOT_SELECTABLE))
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continue;
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// dont let them get in the cannons as they'll stay forever and do nothing useful
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// dont let them in catapult they cant use them at all
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@@ -44,27 +65,36 @@ bool EnterVehicleAction::Execute(Event event)
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if (vehicleBase->GetVehicleKit()->IsVehicleInUse())
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continue;
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float dist = sServerFacade->GetDistance2d(bot, vehicleBase);
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if (dist > 40.0f)
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continue;
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if (dist > INTERACTION_DISTANCE)
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return MoveTo(vehicleBase);
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bot->EnterVehicle(vehicleBase);
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if (!bot->IsOnVehicle(vehicleBase))
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return false;
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// dismount because bots can enter vehicle on mount
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WorldPacket emptyPacket;
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bot->GetSession()->HandleCancelMountAuraOpcode(emptyPacket);
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return true;
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if (EnterVehicle(vehicleBase, true))
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return true;
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}
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return false;
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}
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bool EnterVehicleAction::EnterVehicle(Unit* vehicleBase, bool moveIfFar)
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{
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float dist = sServerFacade->GetDistance2d(bot, vehicleBase);
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if (dist > 40.0f)
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return false;
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if (dist > INTERACTION_DISTANCE && !moveIfFar)
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return false;
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if (dist > INTERACTION_DISTANCE)
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return MoveTo(vehicleBase);
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// Use HandleSpellClick instead of Unit::EnterVehicle to handle special vehicle script (ulduar)
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vehicleBase->HandleSpellClick(bot);
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if (!bot->IsOnVehicle(vehicleBase))
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return false;
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// dismount because bots can enter vehicle on mount
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WorldPacket emptyPacket;
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bot->GetSession()->HandleCancelMountAuraOpcode(emptyPacket);
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return true;
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}
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bool LeaveVehicleAction::Execute(Event event)
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{
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Vehicle* myVehicle = bot->GetVehicle();
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@@ -17,6 +17,8 @@ public:
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EnterVehicleAction(PlayerbotAI* botAI, std::string const& name = "enter vehicle") : MovementAction(botAI, name) {}
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bool Execute(Event event) override;
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protected:
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bool EnterVehicle(Unit* vehicleBase, bool moveIfFar);
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};
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class LeaveVehicleAction : public MovementAction
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@@ -60,6 +60,10 @@ void ChatCommandHandlerStrategy::InitTriggers(std::vector<TriggerNode*>& trigger
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triggers.push_back(
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new TriggerNode("talk", NextAction::array(0, new NextAction("gossip hello", relevance),
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new NextAction("talk to quest giver", relevance), nullptr)));
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triggers.push_back(
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new TriggerNode("enter vehicle", NextAction::array(0, new NextAction("enter vehicle", relevance), nullptr)));
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triggers.push_back(
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new TriggerNode("leave vehicle", NextAction::array(0, new NextAction("leave vehicle", relevance), nullptr)));
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triggers.push_back(
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new TriggerNode("cast", NextAction::array(0, new NextAction("cast custom spell", relevance), nullptr)));
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triggers.push_back(
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@@ -1,9 +1,10 @@
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#ifndef _PLAYERBOT_RAIDSTRATEGYCONTEXT_H_
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#define _PLAYERBOT_RAIDSTRATEGYCONTEXT_H_
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#include "RaidUlduarStrategy.h"
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#include "Strategy.h"
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#include "raids/blackwinglair/RaidBwlStrategy.h"
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#include "raids/naxxramas/RaidNaxxStrategy.h"
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#include "RaidBwlStrategy.h"
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#include "RaidNaxxStrategy.h"
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class RaidStrategyContext : public NamedObjectContext<Strategy>
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{
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@@ -12,11 +13,13 @@ public:
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{
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creators["naxx"] = &RaidStrategyContext::naxx;
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creators["bwl"] = &RaidStrategyContext::bwl;
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creators["uld"] = &RaidStrategyContext::uld;
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}
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private:
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static Strategy* naxx(PlayerbotAI* botAI) { return new RaidNaxxStrategy(botAI); }
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static Strategy* bwl(PlayerbotAI* botAI) { return new RaidBwlStrategy(botAI); }
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static Strategy* uld(PlayerbotAI* botAI) { return new RaidUlduarStrategy(botAI); }
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};
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#endif
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@@ -13,9 +13,15 @@
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class RaidUlduarActionContext : public NamedObjectContext<Action>
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{
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public:
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RaidUlduarActionContext() {}
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RaidUlduarActionContext()
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{
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creators["flame leviathan vehicle"] = &RaidUlduarActionContext::flame_leviathan_vehicle;
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creators["flame leviathan enter vehicle"] = &RaidUlduarActionContext::flame_leviathan_enter_vehicle;
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}
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private:
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static Action* flame_leviathan_vehicle(PlayerbotAI* ai) { return new FlameLeviathanVehicleAction(ai); }
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static Action* flame_leviathan_enter_vehicle(PlayerbotAI* ai) { return new FlameLeviathanEnterVehicleAction(ai); }
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};
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#endif
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@@ -1,27 +1,376 @@
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#include "RaidUlduarActions.h"
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#include <cmath>
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#include "DBCEnums.h"
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#include "GameObject.h"
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#include "LastMovementValue.h"
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#include "ObjectDefines.h"
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#include "ObjectGuid.h"
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#include "PlayerbotAIConfig.h"
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#include "Playerbots.h"
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#include "Position.h"
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#include "RaidUlduarBossHelper.h"
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#include "RaidUlduarScripts.h"
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#include "RaidUlduarStrategy.h"
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#include "ScriptedCreature.h"
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#include "ServerFacade.h"
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#include "SharedDefines.h"
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#include "Unit.h"
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#include "Vehicle.h"
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uint32 RotateAroundTheCenterPointAction::FindNearestWaypoint()
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const std::vector<uint32> availableVehicles = {NPC_VEHICLE_CHOPPER, NPC_SALVAGED_DEMOLISHER,
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NPC_SALVAGED_DEMOLISHER_TURRET, NPC_SALVAGED_SIEGE_ENGINE,
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NPC_SALVAGED_SIEGE_ENGINE_TURRET};
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const std::vector<Position> corners = {
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{183.53f, 66.53f, 409.80f}, {383.03f, 75.10f, 411.71f}, {379.74f, -133.05f, 410.88f}, {158.67f, -137.54f, 409.80f}};
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bool FlameLeviathanVehicleAction::Execute(Event event)
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{
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float minDistance = 0;
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int ret = -1;
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for (int i = 0; i < intervals; i++)
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vehicleBase_ = bot->GetVehicleBase();
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vehicle_ = bot->GetVehicle();
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if (!vehicleBase_ || !vehicle_)
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return false;
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GuidVector attackers = context->GetValue<GuidVector>("attackers")->Get();
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Unit* target = nullptr;
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Unit* flame = nullptr;
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for (auto i = attackers.begin(); i != attackers.end(); ++i)
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{
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float w_x = waypoints[i].first, w_y = waypoints[i].second;
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float dis = bot->GetDistance2d(w_x, w_y);
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if (ret == -1 || dis < minDistance)
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Unit* unit = botAI->GetUnit(*i);
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if (!unit)
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continue;
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if (unit->GetEntry() == 33139) // Flame Leviathan Turret
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continue;
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if (unit->GetEntry() == 33142) // Leviathan Defense Turret
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continue;
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if (unit->GetEntry() == 33133) // Flame Leviathan
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flame = unit;
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if (!target || bot->GetExactDist(target) > bot->GetExactDist(unit))
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{
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ret = i;
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minDistance = dis;
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target = unit;
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}
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}
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return ret;
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if (!target)
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return false;
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// Flame Leviathan is chasing me
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if (flame && flame->GetVictim() == vehicleBase_)
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if (MoveAvoidChasing(target))
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return true;
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uint32 entry = vehicleBase_->GetEntry();
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switch (entry)
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{
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case NPC_SALVAGED_DEMOLISHER:
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return DemolisherAction(target);
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case NPC_SALVAGED_DEMOLISHER_TURRET:
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return DemolisherTurretAction(target);
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case NPC_SALVAGED_SIEGE_ENGINE:
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return SiegeEngineAction(target);
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case NPC_SALVAGED_SIEGE_ENGINE_TURRET:
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return SiegeEngineTurretAction(target);
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case NPC_VEHICLE_CHOPPER:
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return ChopperAction(target);
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default:
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break;
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}
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return false;
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}
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bool FlameLeviathanVehicleAction::MoveAvoidChasing(Unit* target)
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{
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if (avoidChaseIdx == -1)
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{
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for (int i = 0; i < corners.size(); i++)
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{
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if (bot->GetExactDist(corners[i]) > target->GetExactDist(corners[i]))
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continue;
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if (avoidChaseIdx == -1 || bot->GetExactDist(corners[i]) > bot->GetExactDist(corners[avoidChaseIdx]))
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avoidChaseIdx = i;
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}
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if (avoidChaseIdx == -1)
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avoidChaseIdx = 0;
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}
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else
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{
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if (bot->GetExactDist(corners[avoidChaseIdx]) < 5.0f && target->GetExactDist(bot) < 50.0f)
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avoidChaseIdx = (avoidChaseIdx + 1) % corners.size();
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}
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const Position& to = corners[avoidChaseIdx];
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return MoveTo(bot->GetMap()->GetId(), to.GetPositionX(), to.GetPositionY(), to.GetPositionZ(), false, false, false,
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false, MovementPriority::MOVEMENT_COMBAT);
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}
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bool FlameLeviathanVehicleAction::DemolisherAction(Unit* target)
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{
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Aura* bluePyrite = target->GetAura(68605);
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if (!bluePyrite || (bluePyrite->GetStackAmount() <= 6 && vehicleBase_->GetPower(POWER_ENERGY) > 25) || bluePyrite->GetDuration() <= 5000)
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{
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uint32 spellId = 62490;
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if (botAI->CanCastVehicleSpell(spellId, target))
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if (botAI->CastVehicleSpell(spellId, target))
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{
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vehicleBase_->AddSpellCooldown(spellId, 0, 1000);
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return true;
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}
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}
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uint32 spellId = 62306;
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if (botAI->CanCastVehicleSpell(spellId, target))
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if (botAI->CastVehicleSpell(spellId, target))
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{
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vehicleBase_->AddSpellCooldown(spellId, 0, 1000);
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return true;
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}
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return false;
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}
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bool FlameLeviathanVehicleAction::DemolisherTurretAction(Unit* target)
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{
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{
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GuidVector npcs = AI_VALUE(GuidVector, "nearest npcs");
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for (auto i = npcs.begin(); i != npcs.end(); i++)
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{
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Unit* unit = botAI->GetUnit(*i);
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if (!unit)
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continue;
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if (unit->GetEntry() == 33189 && vehicleBase_->GetPower(POWER_ENERGY) <= 25) // Liquid Pyrite
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{
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uint32 spellId = 62479;
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if (botAI->CanCastVehicleSpell(spellId, unit))
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if (botAI->CastVehicleSpell(spellId, unit))
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{
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vehicleBase_->AddSpellCooldown(spellId, 0, 1000);
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return true;
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}
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}
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}
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}
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{
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GuidVector targets = AI_VALUE(GuidVector, "possible targets");
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for (auto i = targets.begin(); i != targets.end(); i++)
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{
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Unit* unit = botAI->GetUnit(*i);
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if (!unit)
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continue;
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if (unit->GetEntry() == 33214) // Mechanolift 304-A
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{
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uint32 spellId = 64979;
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if (botAI->CanCastVehicleSpell(spellId, unit))
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if (botAI->CastVehicleSpell(spellId, unit))
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{
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vehicleBase_->AddSpellCooldown(spellId, 0, 1000);
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return true;
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}
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}
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}
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}
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uint32 spellId = 62634;
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if (botAI->CanCastVehicleSpell(spellId, target))
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if (botAI->CastVehicleSpell(spellId, target))
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{
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vehicleBase_->AddSpellCooldown(spellId, 0, 1000);
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return true;
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}
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return false;
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}
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bool FlameLeviathanVehicleAction::SiegeEngineAction(Unit* target)
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{
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if (target->GetCurrentSpell(CURRENT_CHANNELED_SPELL) || target->HasAura(62396))
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{
|
||||
uint32 spellId = 62522;
|
||||
if (botAI->CanCastVehicleSpell(spellId, target))
|
||||
if (botAI->CastVehicleSpell(spellId, target))
|
||||
{
|
||||
vehicleBase_->AddSpellCooldown(spellId, 0, 10000);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
uint32 spellId = 62345;
|
||||
if (vehicleBase_->GetPower(POWER_ENERGY) >= 80 && botAI->CanCastVehicleSpell(spellId, target))
|
||||
if (botAI->CastVehicleSpell(spellId, target))
|
||||
{
|
||||
vehicleBase_->AddSpellCooldown(spellId, 0, 1000);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool FlameLeviathanVehicleAction::SiegeEngineTurretAction(Unit* target)
|
||||
{
|
||||
uint32 spellId = 62358;
|
||||
if (botAI->CanCastVehicleSpell(spellId, target))
|
||||
if (botAI->CastVehicleSpell(spellId, target))
|
||||
{
|
||||
vehicleBase_->AddSpellCooldown(spellId, 0, 1000);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool FlameLeviathanVehicleAction::ChopperAction(Unit* target)
|
||||
{
|
||||
uint32 spellId = 62286;
|
||||
if (botAI->CanCastVehicleSpell(spellId, target))
|
||||
if (botAI->CastVehicleSpell(spellId, target))
|
||||
{
|
||||
vehicleBase_->AddSpellCooldown(spellId, 0, 15000);
|
||||
return true;
|
||||
}
|
||||
spellId = 62974;
|
||||
if (botAI->CanCastVehicleSpell(spellId, target))
|
||||
if (botAI->CastVehicleSpell(spellId, target))
|
||||
{
|
||||
vehicleBase_->AddSpellCooldown(spellId, 0, 1000);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool FlameLeviathanEnterVehicleAction::Execute(Event event)
|
||||
{
|
||||
// do not switch vehicles yet
|
||||
if (bot->GetVehicle())
|
||||
return false;
|
||||
Unit* vehicleToEnter = nullptr;
|
||||
GuidVector npcs = AI_VALUE(GuidVector, "nearest vehicles far");
|
||||
for (GuidVector::iterator i = npcs.begin(); i != npcs.end(); i++)
|
||||
{
|
||||
Unit* vehicleBase = botAI->GetUnit(*i);
|
||||
if (!vehicleBase)
|
||||
continue;
|
||||
|
||||
if (vehicleBase->HasUnitFlag(UNIT_FLAG_NOT_SELECTABLE))
|
||||
continue;
|
||||
|
||||
if (!ShouldEnter(vehicleBase))
|
||||
continue;
|
||||
|
||||
if (!vehicleToEnter || bot->GetExactDist(vehicleToEnter) > bot->GetExactDist(vehicleBase))
|
||||
vehicleToEnter = vehicleBase;
|
||||
}
|
||||
|
||||
if (!vehicleToEnter)
|
||||
return false;
|
||||
|
||||
if (EnterVehicle(vehicleToEnter, true))
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool FlameLeviathanEnterVehicleAction::EnterVehicle(Unit* vehicleBase, bool moveIfFar)
|
||||
{
|
||||
float dist = bot->GetDistance(vehicleBase);
|
||||
|
||||
if (dist > INTERACTION_DISTANCE && !moveIfFar)
|
||||
return false;
|
||||
|
||||
if (dist > INTERACTION_DISTANCE)
|
||||
return MoveTo(vehicleBase);
|
||||
|
||||
botAI->RemoveShapeshift();
|
||||
// Use HandleSpellClick instead of Unit::EnterVehicle to handle special vehicle script (ulduar)
|
||||
vehicleBase->HandleSpellClick(bot);
|
||||
|
||||
if (!bot->IsOnVehicle(vehicleBase))
|
||||
return false;
|
||||
|
||||
// dismount because bots can enter vehicle on mount
|
||||
WorldPacket emptyPacket;
|
||||
bot->GetSession()->HandleCancelMountAuraOpcode(emptyPacket);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool FlameLeviathanEnterVehicleAction::ShouldEnter(Unit* target)
|
||||
{
|
||||
Vehicle* vehicleKit = target->GetVehicleKit();
|
||||
if (!vehicleKit)
|
||||
return false;
|
||||
|
||||
bool isMelee = botAI->IsMelee(bot);
|
||||
bool allMain = AllMainVehiclesOnUse();
|
||||
bool inUse = vehicleKit->IsVehicleInUse();
|
||||
int32 entry = target->GetEntry();
|
||||
if (entry != NPC_SALVAGED_DEMOLISHER && entry != NPC_SALVAGED_SIEGE_ENGINE && entry != NPC_VEHICLE_CHOPPER)
|
||||
return false;
|
||||
// two phase enter (make all main vehicles in use -> next player enter)
|
||||
if (!allMain)
|
||||
{
|
||||
if (inUse)
|
||||
return false;
|
||||
if (entry != NPC_SALVAGED_DEMOLISHER && entry != NPC_SALVAGED_SIEGE_ENGINE)
|
||||
return false;
|
||||
if (entry == NPC_SALVAGED_DEMOLISHER && isMelee)
|
||||
return false;
|
||||
if (entry == NPC_SALVAGED_SIEGE_ENGINE && !isMelee)
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
if (!vehicleKit->GetAvailableSeatCount())
|
||||
return false;
|
||||
|
||||
// do not enter useless seat
|
||||
if (entry == NPC_SALVAGED_SIEGE_ENGINE)
|
||||
{
|
||||
Unit* turret = vehicleKit->GetPassenger(7);
|
||||
if (!turret)
|
||||
return false;
|
||||
Vehicle* turretVehicle = turret->GetVehicleKit();
|
||||
if (!turretVehicle)
|
||||
return false;
|
||||
if (turretVehicle->IsVehicleInUse())
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
if (entry == NPC_SALVAGED_DEMOLISHER)
|
||||
{
|
||||
if (vehicleKit->GetPassenger(0))
|
||||
{
|
||||
Unit* target2 = vehicleKit->GetPassenger(1);
|
||||
if (!target2)
|
||||
return false;
|
||||
Vehicle* vehicle2 = target2->GetVehicleKit();
|
||||
if (!vehicle2)
|
||||
return false;
|
||||
if (vehicle2->GetPassenger(0))
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
if (entry == NPC_VEHICLE_CHOPPER && vehicleKit->GetAvailableSeatCount() <= 1)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool FlameLeviathanEnterVehicleAction::AllMainVehiclesOnUse()
|
||||
{
|
||||
Group* group = bot->GetGroup();
|
||||
if (!group)
|
||||
return false;
|
||||
int demolisher = 0;
|
||||
int siege = 0;
|
||||
for (GroupReference* gref = group->GetFirstMember(); gref; gref = gref->next())
|
||||
{
|
||||
Player* player = gref->GetSource();
|
||||
if (!player)
|
||||
continue;
|
||||
Unit* vehicleBase = player->GetVehicleBase();
|
||||
if (!vehicleBase)
|
||||
continue;
|
||||
if (vehicleBase->GetEntry() == NPC_SALVAGED_DEMOLISHER)
|
||||
++demolisher;
|
||||
else if (vehicleBase->GetEntry() == NPC_SALVAGED_SIEGE_ENGINE)
|
||||
++siege;
|
||||
}
|
||||
Difficulty diff = bot->GetRaidDifficulty();
|
||||
int maxC = (diff == RAID_DIFFICULTY_10MAN_NORMAL || diff == RAID_DIFFICULTY_10MAN_HEROIC) ? 2 : 5;
|
||||
return demolisher >= maxC && siege >= maxC;
|
||||
}
|
||||
@@ -4,20 +4,42 @@
|
||||
#include "Action.h"
|
||||
#include "AttackAction.h"
|
||||
#include "GenericActions.h"
|
||||
#include "GenericSpellActions.h"
|
||||
#include "MovementActions.h"
|
||||
#include "PlayerbotAI.h"
|
||||
#include "Playerbots.h"
|
||||
#include "RaidUlduarBossHelper.h"
|
||||
#include "RaidUlduarScripts.h"
|
||||
#include "Vehicle.h"
|
||||
|
||||
// just for test
|
||||
// class TryToGetBossAIAction : public Action
|
||||
// {
|
||||
// public:
|
||||
// TryToGetBossAIAction(PlayerbotAI* ai) : Action(ai, "try to get boss ai") {}
|
||||
class FlameLeviathanVehicleAction : public MovementAction
|
||||
{
|
||||
public:
|
||||
FlameLeviathanVehicleAction(PlayerbotAI* botAI) : MovementAction(botAI, "flame leviathan vehicle") {}
|
||||
bool Execute(Event event) override;
|
||||
|
||||
// public:
|
||||
// virtual bool Execute(Event event);
|
||||
// };
|
||||
protected:
|
||||
bool MoveAvoidChasing(Unit* target);
|
||||
bool DemolisherAction(Unit* target);
|
||||
bool DemolisherTurretAction(Unit* target);
|
||||
bool SiegeEngineAction(Unit* target);
|
||||
bool SiegeEngineTurretAction(Unit* target);
|
||||
bool ChopperAction(Unit* target);
|
||||
Unit* GetAttacker();
|
||||
Unit* vehicleBase_;
|
||||
Vehicle* vehicle_;
|
||||
int avoidChaseIdx = -1;
|
||||
};
|
||||
|
||||
class FlameLeviathanEnterVehicleAction : public MovementAction
|
||||
{
|
||||
public:
|
||||
FlameLeviathanEnterVehicleAction(PlayerbotAI* botAI) : MovementAction(botAI, "flame leviathan enter vehicle") {}
|
||||
bool Execute(Event event);
|
||||
|
||||
protected:
|
||||
bool EnterVehicle(Unit* vehicleBase, bool moveIfFar);
|
||||
bool ShouldEnter(Unit* vehicleBase);
|
||||
bool AllMainVehiclesOnUse();
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -11,73 +11,72 @@
|
||||
#include "Player.h"
|
||||
#include "PlayerbotAI.h"
|
||||
#include "Playerbots.h"
|
||||
#include "RaidUlduarScripts.h"
|
||||
#include "ScriptedCreature.h"
|
||||
#include "SharedDefines.h"
|
||||
|
||||
const uint32 ULDUAR_MAP_ID = 603;
|
||||
|
||||
template <class BossAiType>
|
||||
class GenericBossHelper : public AiObject
|
||||
{
|
||||
public:
|
||||
GenericBossHelper(PlayerbotAI* botAI, std::string name) : AiObject(botAI), _name(name) {}
|
||||
virtual bool UpdateBossAI()
|
||||
{
|
||||
if (!bot->IsInCombat())
|
||||
{
|
||||
_unit = nullptr;
|
||||
}
|
||||
if (_unit && (!_unit->IsInWorld() || !_unit->IsAlive()))
|
||||
{
|
||||
_unit = nullptr;
|
||||
}
|
||||
if (!_unit)
|
||||
{
|
||||
_unit = AI_VALUE2(Unit*, "find target", _name);
|
||||
if (!_unit)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
_target = _unit->ToCreature();
|
||||
if (!_target)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
_ai = dynamic_cast<BossAiType*>(_target->GetAI());
|
||||
if (!_ai)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
_event_map = &_ai->events;
|
||||
if (!_event_map)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
if (!_event_map)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
_timer = _event_map->GetTimer();
|
||||
return true;
|
||||
}
|
||||
virtual void Reset()
|
||||
{
|
||||
_unit = nullptr;
|
||||
_target = nullptr;
|
||||
_ai = nullptr;
|
||||
_event_map = nullptr;
|
||||
_timer = 0;
|
||||
}
|
||||
// template <class BossAiType>
|
||||
// class GenericBossHelper : public AiObject
|
||||
// {
|
||||
// public:
|
||||
// GenericBossHelper(PlayerbotAI* botAI, std::string name) : AiObject(botAI), _name(name) {}
|
||||
// virtual bool UpdateBossAI()
|
||||
// {
|
||||
// if (!bot->IsInCombat())
|
||||
// {
|
||||
// _unit = nullptr;
|
||||
// }
|
||||
// if (_unit && (!_unit->IsInWorld() || !_unit->IsAlive()))
|
||||
// {
|
||||
// _unit = nullptr;
|
||||
// }
|
||||
// if (!_unit)
|
||||
// {
|
||||
// _unit = AI_VALUE2(Unit*, "find target", _name);
|
||||
// if (!_unit)
|
||||
// {
|
||||
// return false;
|
||||
// }
|
||||
// _target = _unit->ToCreature();
|
||||
// if (!_target)
|
||||
// {
|
||||
// return false;
|
||||
// }
|
||||
// _ai = dynamic_cast<BossAiType*>(_target->GetAI());
|
||||
// if (!_ai)
|
||||
// {
|
||||
// return false;
|
||||
// }
|
||||
// _event_map = &_ai->events;
|
||||
// if (!_event_map)
|
||||
// {
|
||||
// return false;
|
||||
// }
|
||||
// }
|
||||
// if (!_event_map)
|
||||
// {
|
||||
// return false;
|
||||
// }
|
||||
// _timer = _event_map->GetTimer();
|
||||
// return true;
|
||||
// }
|
||||
// virtual void Reset()
|
||||
// {
|
||||
// _unit = nullptr;
|
||||
// _target = nullptr;
|
||||
// _ai = nullptr;
|
||||
// _event_map = nullptr;
|
||||
// _timer = 0;
|
||||
// }
|
||||
|
||||
protected:
|
||||
std::string _name;
|
||||
Unit* _unit = nullptr;
|
||||
Creature* _target = nullptr;
|
||||
BossAiType* _ai = nullptr;
|
||||
EventMap* _event_map = nullptr;
|
||||
uint32 _timer = 0;
|
||||
};
|
||||
// protected:
|
||||
// std::string _name;
|
||||
// Unit* _unit = nullptr;
|
||||
// Creature* _target = nullptr;
|
||||
// BossAiType* _ai = nullptr;
|
||||
// EventMap* _event_map = nullptr;
|
||||
// uint32 _timer = 0;
|
||||
// };
|
||||
|
||||
#endif
|
||||
|
||||
@@ -19,3 +19,10 @@
|
||||
#include "ShamanActions.h"
|
||||
#include "UseMeetingStoneAction.h"
|
||||
#include "WarriorActions.h"
|
||||
|
||||
float FlameLeviathanMultiplier::GetValue(Action* action)
|
||||
{
|
||||
// if (dynamic_cast<FleeAction*>(action))
|
||||
// return 0.0f;
|
||||
return 1.0f;
|
||||
}
|
||||
@@ -5,4 +5,13 @@
|
||||
#include "Multiplier.h"
|
||||
#include "raids/ulduar/RaidUlduarBossHelper.h"
|
||||
|
||||
class FlameLeviathanMultiplier : public Multiplier
|
||||
{
|
||||
public:
|
||||
FlameLeviathanMultiplier(PlayerbotAI* ai) : Multiplier(ai, "flame leviathan") {}
|
||||
|
||||
public:
|
||||
virtual float GetValue(Action* action);
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -3,5 +3,6 @@
|
||||
|
||||
// There are no header files for bosses in Ulduar directory
|
||||
//#include "../../../../src/server/scripts/Northrend/Ulduar/Ulduar/"
|
||||
#include "../../../../src/server/scripts/Northrend/Ulduar/Ulduar/ulduar.h"
|
||||
|
||||
#endif
|
||||
|
||||
@@ -2,6 +2,20 @@
|
||||
|
||||
#include "RaidUlduarMultipliers.h"
|
||||
|
||||
void RaidUlduarStrategy::InitTriggers(std::vector<TriggerNode*>& triggers) {}
|
||||
void RaidUlduarStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
// Flame Leviathan
|
||||
triggers.push_back(new TriggerNode(
|
||||
"flame leviathan vehicle near",
|
||||
NextAction::array(0, new NextAction("flame leviathan enter vehicle", ACTION_RAID + 2), nullptr)));
|
||||
|
||||
void RaidUlduarStrategy::InitMultipliers(std::vector<Multiplier*>& multipliers) {}
|
||||
triggers.push_back(new TriggerNode(
|
||||
"flame leviathan on vehicle",
|
||||
NextAction::array(0, new NextAction("flame leviathan vehicle", ACTION_RAID + 1), nullptr)));
|
||||
|
||||
}
|
||||
|
||||
void RaidUlduarStrategy::InitMultipliers(std::vector<Multiplier*>& multipliers)
|
||||
{
|
||||
multipliers.push_back(new FlameLeviathanMultiplier(botAI));
|
||||
}
|
||||
|
||||
@@ -4,14 +4,13 @@
|
||||
|
||||
#include "AiObjectContext.h"
|
||||
#include "Multiplier.h"
|
||||
#include "RaidUlduarScripts.h"
|
||||
#include "Strategy.h"
|
||||
|
||||
class RaidUlduarStrategy : public Strategy
|
||||
{
|
||||
public:
|
||||
RaidUlduarStrategy(PlayerbotAI* ai) : Strategy(ai) {}
|
||||
virtual std::string const getName() override { return "ulduar"; }
|
||||
virtual std::string const getName() override { return "uld"; }
|
||||
virtual void InitTriggers(std::vector<TriggerNode*>& triggers) override;
|
||||
virtual void InitMultipliers(std::vector<Multiplier*>& multipliers) override;
|
||||
};
|
||||
|
||||
@@ -13,9 +13,15 @@
|
||||
class RaidUlduarTriggerContext : public NamedObjectContext<Trigger>
|
||||
{
|
||||
public:
|
||||
RaidUlduarTriggerContext() {}
|
||||
RaidUlduarTriggerContext()
|
||||
{
|
||||
creators["flame leviathan on vehicle"] = &RaidUlduarTriggerContext::flame_leviathan_on_vehicle;
|
||||
creators["flame leviathan vehicle near"] = &RaidUlduarTriggerContext::flame_leviathan_vehicle_near;
|
||||
}
|
||||
|
||||
private:
|
||||
static Trigger* flame_leviathan_on_vehicle(PlayerbotAI* ai) { return new FlameLeviathanOnVehicleTrigger(ai); }
|
||||
static Trigger* flame_leviathan_vehicle_near(PlayerbotAI* ai) { return new FlameLeviathanVehicleNearTrigger(ai); }
|
||||
};
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
||||
@@ -1,6 +1,45 @@
|
||||
#include "RaidUlduarTriggers.h"
|
||||
|
||||
#include "EventMap.h"
|
||||
#include "Object.h"
|
||||
#include "Playerbots.h"
|
||||
#include "RaidUlduarScripts.h"
|
||||
#include "ScriptedCreature.h"
|
||||
#include "SharedDefines.h"
|
||||
#include "Trigger.h"
|
||||
#include "Vehicle.h"
|
||||
|
||||
const std::vector<uint32> availableVehicles = {NPC_VEHICLE_CHOPPER, NPC_SALVAGED_DEMOLISHER,
|
||||
NPC_SALVAGED_DEMOLISHER_TURRET, NPC_SALVAGED_SIEGE_ENGINE,
|
||||
NPC_SALVAGED_SIEGE_ENGINE_TURRET};
|
||||
|
||||
bool FlameLeviathanOnVehicleTrigger::IsActive()
|
||||
{
|
||||
Unit* vehicleBase = bot->GetVehicleBase();
|
||||
Vehicle* vehicle = bot->GetVehicle();
|
||||
if (!vehicleBase || !vehicle)
|
||||
return false;
|
||||
|
||||
uint32 entry = vehicleBase->GetEntry();
|
||||
for (uint32 comp : availableVehicles)
|
||||
{
|
||||
if (entry == comp)
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool FlameLeviathanVehicleNearTrigger::IsActive()
|
||||
{
|
||||
if (bot->GetVehicle())
|
||||
return false;
|
||||
|
||||
Player* master = botAI->GetMaster();
|
||||
if (!master)
|
||||
return false;
|
||||
|
||||
if (!master->GetVehicle())
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -5,7 +5,21 @@
|
||||
#include "GenericTriggers.h"
|
||||
#include "PlayerbotAIConfig.h"
|
||||
#include "RaidUlduarBossHelper.h"
|
||||
#include "RaidUlduarScripts.h"
|
||||
#include "Trigger.h"
|
||||
|
||||
|
||||
class FlameLeviathanOnVehicleTrigger : public Trigger
|
||||
{
|
||||
public:
|
||||
FlameLeviathanOnVehicleTrigger(PlayerbotAI* ai) : Trigger(ai, "flame leviathan on vehicle") {}
|
||||
bool IsActive() override;
|
||||
};
|
||||
|
||||
class FlameLeviathanVehicleNearTrigger : public Trigger
|
||||
{
|
||||
public:
|
||||
FlameLeviathanVehicleNearTrigger(PlayerbotAI* ai) : Trigger(ai, "flame leviathan vehicle near") {}
|
||||
bool IsActive() override;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -77,6 +77,8 @@ public:
|
||||
creators["grind"] = &ChatTriggerContext::grind;
|
||||
creators["tank attack"] = &ChatTriggerContext::tank_attack;
|
||||
creators["talk"] = &ChatTriggerContext::talk;
|
||||
creators["enter vehicle"] = &ChatTriggerContext::enter_vehicle;
|
||||
creators["leave vehicle"] = &ChatTriggerContext::leave_vehicle;
|
||||
creators["cast"] = &ChatTriggerContext::cast;
|
||||
creators["castnc"] = &ChatTriggerContext::castnc;
|
||||
creators["invite"] = &ChatTriggerContext::invite;
|
||||
@@ -155,6 +157,8 @@ private:
|
||||
static Trigger* cast(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "cast"); }
|
||||
static Trigger* castnc(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "castnc"); }
|
||||
static Trigger* talk(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "talk"); }
|
||||
static Trigger* enter_vehicle(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "enter vehicle"); }
|
||||
static Trigger* leave_vehicle(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "leave vehicle"); }
|
||||
static Trigger* flee(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "flee"); }
|
||||
static Trigger* grind(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "grind"); }
|
||||
static Trigger* tank_attack(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "tank attack"); }
|
||||
|
||||
@@ -106,6 +106,7 @@ public:
|
||||
creators["nearest npcs"] = &ValueContext::nearest_npcs;
|
||||
creators["nearest totems"] = &ValueContext::nearest_totems;
|
||||
creators["nearest vehicles"] = &ValueContext::nearest_vehicles;
|
||||
creators["nearest vehicles far"] = &ValueContext::nearest_vehicles_far;
|
||||
creators["nearest friendly players"] = &ValueContext::nearest_friendly_players;
|
||||
creators["closest friendly players"] = &ValueContext::closest_friendly_players;
|
||||
creators["nearest enemy players"] = &ValueContext::nearest_enemy_players;
|
||||
@@ -394,6 +395,7 @@ private:
|
||||
static UntypedValue* nearest_npcs(PlayerbotAI* botAI) { return new NearestNpcsValue(botAI); }
|
||||
static UntypedValue* nearest_totems(PlayerbotAI* botAI) { return new NearestTotemsValue(botAI); }
|
||||
static UntypedValue* nearest_vehicles(PlayerbotAI* botAI) { return new NearestVehiclesValue(botAI); }
|
||||
static UntypedValue* nearest_vehicles_far(PlayerbotAI* botAI) { return new NearestVehiclesValue(botAI, 200.0f); }
|
||||
static UntypedValue* nearest_friendly_players(PlayerbotAI* botAI) { return new NearestFriendlyPlayersValue(botAI); }
|
||||
static UntypedValue* closest_friendly_players(PlayerbotAI* botAI)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user