[Class spell] Hunter auto shot

This commit is contained in:
Yunfan Li
2024-06-23 16:29:46 +08:00
parent d4c0390a2e
commit 51a88063f8
4 changed files with 37 additions and 21 deletions

View File

@@ -79,7 +79,7 @@ void GenericHunterStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
CombatStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode("enemy is close",
triggers.push_back(new TriggerNode("enemy within melee",
NextAction::array(0,
new NextAction("wing clip", ACTION_HIGH + 1),
new NextAction("mongoose bite", ACTION_HIGH),
@@ -88,7 +88,7 @@ void GenericHunterStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
triggers.push_back(new TriggerNode("hunters pet medium health", NextAction::array(0, new NextAction("mend pet", ACTION_HIGH + 2), nullptr)));
// triggers.push_back(new TriggerNode("no ammo", NextAction::array(0, new NextAction("switch to melee", ACTION_HIGH + 1), new NextAction("say::no ammo", ACTION_HIGH), nullptr)));
triggers.push_back(new TriggerNode("aspect of the viper", NextAction::array(0, new NextAction("aspect of the viper", ACTION_HIGH), NULL)));
triggers.push_back(new TriggerNode("enemy too close for shoot", NextAction::array(0, new NextAction("flee", ACTION_MOVE + 9), nullptr)));
triggers.push_back(new TriggerNode("enemy too close for auto shot", NextAction::array(0, new NextAction("flee", ACTION_MOVE + 9), nullptr)));
triggers.push_back(new TriggerNode("misdirection on main tank", NextAction::array(0, new NextAction("misdirection on main tank", ACTION_HIGH + 7), NULL)));
triggers.push_back(new TriggerNode("tranquilizing shot", NextAction::array(0, new NextAction("tranquilizing shot", 61.0f), NULL)));

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@@ -52,29 +52,29 @@ bool EnemyTooCloseForSpellTrigger::IsActive()
bool EnemyTooCloseForAutoShotTrigger::IsActive()
{
Unit* target = AI_VALUE(Unit*, "current target");
if (!target)
return false;
return target && (target->GetVictim() != bot || target->isFrozen() || !target->CanFreeMove()) && bot->IsWithinMeleeRange(target);
if (target->GetTarget() == bot->GetGUID() && !bot->GetGroup() && !target->HasUnitState(UNIT_STATE_ROOT) && GetSpeedInMotion(target) > GetSpeedInMotion(bot) * 0.65f)
return false;
// if (target->GetTarget() == bot->GetGUID() && !bot->GetGroup() && !target->HasUnitState(UNIT_STATE_ROOT) && GetSpeedInMotion(target) > GetSpeedInMotion(bot) * 0.65f)
// return false;
bool isBoss = false;
bool isRaid = false;
float combatReach = bot->GetCombatReach() + target->GetCombatReach();
float targetDistance = sServerFacade->GetDistance2d(bot, target) + combatReach;
if (target->GetTypeId() == TYPEID_UNIT)
{
Creature* creature = botAI->GetCreature(target->GetGUID());
if (creature)
{
isBoss = creature->isWorldBoss();
}
}
// bool isBoss = false;
// bool isRaid = false;
// float combatReach = bot->GetCombatReach() + target->GetCombatReach();
// float targetDistance = sServerFacade->GetDistance2d(bot, target) + combatReach;
// if (target->GetTypeId() == TYPEID_UNIT)
// {
// Creature* creature = botAI->GetCreature(target->GetGUID());
// if (creature)
// {
// isBoss = creature->isWorldBoss();
// }
// }
if (bot->GetMap() && bot->GetMap()->IsRaid())
isRaid = true;
// if (bot->GetMap() && bot->GetMap()->IsRaid())
// isRaid = true;
return sServerFacade->IsDistanceLessOrEqualThan(targetDistance, 5.0f);
// return sServerFacade->IsDistanceLessOrEqualThan(targetDistance, 5.0f);
}
bool EnemyTooCloseForShootTrigger::IsActive()
@@ -128,6 +128,12 @@ bool EnemyIsCloseTrigger::IsActive()
return target && sServerFacade->IsDistanceLessOrEqualThan(AI_VALUE2(float, "distance", "current target"), sPlayerbotAIConfig->tooCloseDistance);
}
bool EnemyWithinMeleeTrigger::IsActive()
{
Unit* target = AI_VALUE(Unit*, "current target");
return target && bot->IsWithinMeleeRange(target);
}
bool OutOfRangeTrigger::IsActive()
{
Unit* target = AI_VALUE(Unit*, GetTargetName());

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@@ -50,6 +50,14 @@ class EnemyIsCloseTrigger : public Trigger
bool IsActive() override;
};
class EnemyWithinMeleeTrigger : public Trigger
{
public:
EnemyWithinMeleeTrigger(PlayerbotAI* botAI) : Trigger(botAI, "enemy within melee") { }
bool IsActive() override;
};
class OutOfRangeTrigger : public Trigger
{
public:

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@@ -87,6 +87,7 @@ class TriggerContext : public NamedObjectContext<Trigger>
creators["enemy too close for auto shot"] = &TriggerContext::enemy_too_close_for_auto_shot;
creators["enemy too close for melee"] = &TriggerContext::enemy_too_close_for_melee;
creators["enemy is close"] = &TriggerContext::enemy_is_close;
creators["enemy within melee"] = &TriggerContext::enemy_within_melee;
creators["party member to heal out of spell range"] = &TriggerContext::party_member_to_heal_out_of_spell_range;
creators["combo points available"] = &TriggerContext::ComboPointsAvailable;
@@ -278,6 +279,7 @@ class TriggerContext : public NamedObjectContext<Trigger>
static Trigger* enemy_too_close_for_shoot(PlayerbotAI* botAI) { return new EnemyTooCloseForShootTrigger(botAI); }
static Trigger* enemy_too_close_for_melee(PlayerbotAI* botAI) { return new EnemyTooCloseForMeleeTrigger(botAI); }
static Trigger* enemy_is_close(PlayerbotAI* botAI) { return new EnemyIsCloseTrigger(botAI); }
static Trigger* enemy_within_melee(PlayerbotAI* botAI) { return new EnemyWithinMeleeTrigger(botAI); }
static Trigger* party_member_to_heal_out_of_spell_range(PlayerbotAI* botAI) { return new PartyMemberToHealOutOfSpellRangeTrigger(botAI); }
static Trigger* ComboPointsAvailable(PlayerbotAI* botAI) { return new ComboPointsAvailableTrigger(botAI); }
static Trigger* ComboPoints3Available(PlayerbotAI* botAI) { return new ComboPointsAvailableTrigger(botAI, 3); }