Merge pull request #1418 from Boxhead78/bg-tactics-rewrite

Bots Bg Tactics rewrite (WSG, AB, AV, EYE)
This commit is contained in:
kadeshar
2025-07-07 21:45:35 +02:00
committed by GitHub
13 changed files with 1692 additions and 2016 deletions

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@@ -29,6 +29,7 @@
#include "ScriptMgr.h"
#include "cs_playerbots.h"
#include "cmath"
#include "BattleGroundTactics.h"
class PlayerbotsDatabaseScript : public DatabaseScript
{
@@ -389,6 +390,43 @@ public:
}
};
class PlayerBotsBGScript : public BGScript
{
public:
PlayerBotsBGScript() : BGScript("PlayerBotsBGScript") {}
void OnBattlegroundStart(Battleground* bg) override
{
BGStrategyData data;
switch (bg->GetBgTypeID())
{
case BATTLEGROUND_WS:
data.allianceStrategy = urand(0, WS_STRATEGY_MAX - 1);
data.hordeStrategy = urand(0, WS_STRATEGY_MAX - 1);
break;
case BATTLEGROUND_AB:
data.allianceStrategy = urand(0, AB_STRATEGY_MAX - 1);
data.hordeStrategy = urand(0, AB_STRATEGY_MAX - 1);
break;
case BATTLEGROUND_AV:
data.allianceStrategy = urand(0, AV_STRATEGY_MAX - 1);
data.hordeStrategy = urand(0, AV_STRATEGY_MAX - 1);
break;
case BATTLEGROUND_EY:
data.allianceStrategy = urand(0, EY_STRATEGY_MAX - 1);
data.hordeStrategy = urand(0, EY_STRATEGY_MAX - 1);
break;
default:
break;
}
bgStrategies[bg->GetInstanceID()] = data;
}
void OnBattlegroundEnd(Battleground* bg, TeamId /*winnerTeam*/) override { bgStrategies.erase(bg->GetInstanceID()); }
};
void AddPlayerbotsScripts()
{
new PlayerbotsDatabaseScript();
@@ -397,6 +435,7 @@ void AddPlayerbotsScripts()
new PlayerbotsServerScript();
new PlayerbotsWorldScript();
new PlayerbotsScript();
new PlayerBotsBGScript();
AddSC_playerbots_commandscript();
}

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@@ -41,6 +41,7 @@ enum StrategyType : uint32
// };
static float ACTION_IDLE = 0.0f;
static float ACTION_BG = 1.0f;
static float ACTION_DEFAULT = 5.0f;
static float ACTION_NORMAL = 10.0f;
static float ACTION_HIGH = 20.0f;

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@@ -193,6 +193,7 @@ public:
// BG Tactics
creators["bg tactics"] = &ActionContext::bg_tactics;
creators["bg move to start"] = &ActionContext::bg_move_to_start;
creators["bg reset objective force"] = &ActionContext::bg_reset_objective_force;
creators["bg move to objective"] = &ActionContext::bg_move_to_objective;
creators["bg select objective"] = &ActionContext::bg_select_objective;
creators["bg check objective"] = &ActionContext::bg_check_objective;
@@ -376,6 +377,7 @@ private:
// BG Tactics
static Action* bg_tactics(PlayerbotAI* botAI) { return new BGTactics(botAI); }
static Action* bg_move_to_start(PlayerbotAI* botAI) { return new BGTactics(botAI, "move to start"); }
static Action* bg_reset_objective_force(PlayerbotAI* botAI) { return new BGTactics(botAI, "reset objective force"); }
static Action* bg_move_to_objective(PlayerbotAI* botAI) { return new BGTactics(botAI, "move to objective"); }
static Action* bg_select_objective(PlayerbotAI* botAI) { return new BGTactics(botAI, "select objective"); }
static Action* bg_check_objective(PlayerbotAI* botAI) { return new BGTactics(botAI, "check objective"); }

File diff suppressed because it is too large Load Diff

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@@ -6,6 +6,7 @@
#ifndef _PLAYERBOT_BATTLEGROUNDTACTICSACTION_H
#define _PLAYERBOT_BATTLEGROUNDTACTICSACTION_H
#include "BattlegroundAV.h"
#include "MovementActions.h"
class ChatHandler;
@@ -15,8 +16,49 @@ struct Position;
#define SPELL_CAPTURE_BANNER 21651
enum WSBotStrategy : uint8
{
WS_STRATEGY_BALANCED = 0,
WS_STRATEGY_OFFENSIVE = 1,
WS_STRATEGY_DEFENSIVE = 2,
WS_STRATEGY_MAX = 3,
};
enum ABBotStrategy : uint8
{
AB_STRATEGY_BALANCED = 0,
AB_STRATEGY_OFFENSIVE = 1,
AB_STRATEGY_DEFENSIVE = 2,
AB_STRATEGY_MAX = 3,
};
enum AVBotStrategy : uint8
{
AV_STRATEGY_BALANCED = 0,
AV_STRATEGY_OFFENSIVE = 1,
AV_STRATEGY_DEFENSIVE = 2,
AV_STRATEGY_MAX = 3,
};
enum EYBotStrategy : uint8
{
EY_STRATEGY_BALANCED = 0,
EY_STRATEGY_FRONT_FOCUS = 1,
EY_STRATEGY_BACK_FOCUS = 2,
EY_STRATEGY_FLAG_FOCUS = 3,
EY_STRATEGY_MAX = 4
};
typedef void (*BattleBotWaypointFunc)();
struct BGStrategyData
{
uint8 allianceStrategy = 0;
uint8 hordeStrategy = 0;
};
extern std::unordered_map<uint32, BGStrategyData> bgStrategies;
struct BattleBotWaypoint
{
BattleBotWaypoint(float x_, float y_, float z_, BattleBotWaypointFunc func) : x(x_), y(y_), z(z_), pFunc(func){};
@@ -27,6 +69,31 @@ struct BattleBotWaypoint
BattleBotWaypointFunc pFunc = nullptr;
};
struct AVNodePositionData
{
Position pos;
float maxRadius;
};
// Added to fix bot stuck at objectives
static std::unordered_map<uint8, AVNodePositionData> AVNodeMovementTargets = {
{BG_AV_NODES_FIRSTAID_STATION, {Position(640.364f, -36.535f, 45.625f), 15.0f}},
{BG_AV_NODES_STORMPIKE_GRAVE, {Position(665.598f, -292.976f, 30.291f), 15.0f}},
{BG_AV_NODES_STONEHEART_GRAVE, {Position(76.108f, -399.602f, 45.730f), 15.0f}},
{BG_AV_NODES_SNOWFALL_GRAVE, {Position(-201.298f, -119.661f, 78.291f), 15.0f}},
{BG_AV_NODES_ICEBLOOD_GRAVE, {Position(-617.858f, -400.654f, 59.692f), 15.0f}},
{BG_AV_NODES_FROSTWOLF_GRAVE, {Position(-1083.803f, -341.520f, 55.304f), 15.0f}},
{BG_AV_NODES_FROSTWOLF_HUT, {Position(-1405.678f, -309.108f, 89.377f, 0.392f), 10.0f}},
{BG_AV_NODES_DUNBALDAR_SOUTH, {Position(556.551f, -77.240f, 51.931f), 0.0f}},
{BG_AV_NODES_DUNBALDAR_NORTH, {Position(670.664f, -142.031f, 63.666f), 0.0f}},
{BG_AV_NODES_ICEWING_BUNKER, {Position(200.310f, -361.232f, 56.387f), 0.0f}},
{BG_AV_NODES_STONEHEART_BUNKER, {Position(-156.302f, -440.032f, 40.403f), 0.0f}},
{BG_AV_NODES_ICEBLOOD_TOWER, {Position(-569.702f, -265.362f, 75.009f), 0.0f}},
{BG_AV_NODES_TOWER_POINT, {Position(-767.439f, -360.200f, 90.895f), 0.0f}},
{BG_AV_NODES_FROSTWOLF_ETOWER, {Position(-1303.737f, -314.070f, 113.868f), 0.0f}},
{BG_AV_NODES_FROSTWOLF_WTOWER, {Position(-1300.648f, -267.356f, 114.151f), 0.0f}},
};
typedef std::vector<BattleBotWaypoint> BattleBotPath;
extern std::vector<BattleBotPath*> const vPaths_WS;
@@ -39,6 +106,7 @@ class BGTactics : public MovementAction
{
public:
static bool HandleConsoleCommand(ChatHandler* handler, char const* args);
uint8 static GetBotStrategyForTeam(Battleground* bg, TeamId teamId);
BGTactics(PlayerbotAI* botAI, std::string const name = "bg tactics") : MovementAction(botAI, name) {}
@@ -48,13 +116,13 @@ private:
static std::string const HandleConsoleCommandPrivate(WorldSession* session, char const* args);
bool moveToStart(bool force = false);
bool selectObjective(bool reset = false);
bool moveToObjective();
bool moveToObjective(bool ignoreDist);
bool selectObjectiveWp(std::vector<BattleBotPath*> const& vPaths);
bool moveToObjectiveWp(BattleBotPath* const& currentPath, uint32 currentPoint, bool reverse = false);
bool startNewPathBegin(std::vector<BattleBotPath*> const& vPaths);
bool startNewPathFree(std::vector<BattleBotPath*> const& vPaths);
bool resetObjective();
bool wsgPaths();
bool wsJumpDown();
bool eyJumpDown();
bool atFlag(std::vector<BattleBotPath*> const& vPaths, std::vector<uint32> const& vFlagIds);
bool flagTaken();

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@@ -4,6 +4,8 @@
*/
#include "CheckMountStateAction.h"
#include "BattleGroundTactics.h"
#include "BattlegroundEY.h"
#include "BattlegroundWS.h"
#include "Event.h"
#include "PlayerbotAI.h"
@@ -98,7 +100,7 @@ bool CheckMountStateAction::isUseful()
if (bot->InBattleground())
{
// Do not use when carrying BG Flags
if (bot->HasAura(23333) || bot->HasAura(23335) || bot->HasAura(34976))
if (bot->HasAura(BG_WS_SPELL_WARSONG_FLAG) || bot->HasAura(BG_WS_SPELL_SILVERWING_FLAG) || bot->HasAura(BG_EY_NETHERSTORM_FLAG_SPELL))
return false;
// Only mount if BG starts in less than 30 sec

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@@ -25,7 +25,7 @@ bool AttackEnemyPlayerAction::isUseful()
bool AttackEnemyFlagCarrierAction::isUseful()
{
Unit* target = context->GetValue<Unit*>("enemy flag carrier")->Get();
return target && sServerFacade->IsDistanceLessOrEqualThan(sServerFacade->GetDistance2d(bot, target), 75.0f) &&
return target && sServerFacade->IsDistanceLessOrEqualThan(sServerFacade->GetDistance2d(bot, target), 100.0f) &&
PlayerHasFlag::IsCapturingFlag(bot);
}

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@@ -10,106 +10,82 @@
void BGStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("bg join", relevance), nullptr)));
triggers.push_back(new TriggerNode("bg invite active",
NextAction::array(0, new NextAction("bg status check", relevance), nullptr)));
triggers.push_back(
new TriggerNode("timer", NextAction::array(0, new NextAction("bg strategy check", relevance), nullptr)));
triggers.push_back(new TriggerNode("bg invite active", NextAction::array(0, new NextAction("bg status check", relevance), nullptr)));
triggers.push_back(new TriggerNode("timer", NextAction::array(0, new NextAction("bg strategy check", relevance), nullptr)));
}
BGStrategy::BGStrategy(PlayerbotAI* botAI) : PassTroughStrategy(botAI) {}
void WarsongStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(
new TriggerNode("bg active", NextAction::array(0, new NextAction("bg check flag", 70.0f), nullptr)));
triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("bg use buff", 30.0f), nullptr)));
triggers.push_back(
new TriggerNode("low health", NextAction::array(0, new NextAction("bg use buff", 30.0f), nullptr)));
triggers.push_back(
new TriggerNode("low mana", NextAction::array(0, new NextAction("bg use buff", 30.0f), nullptr)));
triggers.push_back(new TriggerNode(
"enemy flagcarrier near", NextAction::array(0, new NextAction("attack enemy flag carrier", 80.0f), nullptr)));
triggers.push_back(new TriggerNode(
"team has flag", NextAction::array(0, new NextAction("bg protect fc", 75.0f), nullptr)));
triggers.push_back(new TriggerNode("player has flag",
NextAction::array(0, new NextAction("bg move to objective", 90.0f), nullptr)));
}
void AlteracStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{ /* placeholder */
}
void ArathiStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(
new TriggerNode("bg active", NextAction::array(0, new NextAction("bg check flag", 70.0f), nullptr)));
triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("bg use buff", 30.0f), nullptr)));
triggers.push_back(
new TriggerNode("low health", NextAction::array(0, new NextAction("bg use buff", 30.0f), nullptr)));
triggers.push_back(
new TriggerNode("low mana", NextAction::array(0, new NextAction("bg use buff", 30.0f), nullptr)));
}
void BattlegroundStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(
new TriggerNode("bg waiting", NextAction::array(0, new NextAction("bg move to start", 1.0f), nullptr)));
triggers.push_back(
new TriggerNode("bg active", NextAction::array(0, new NextAction("bg move to objective", 1.0f), nullptr)));
triggers.push_back(
new TriggerNode("often", NextAction::array(0, new NextAction("bg check objective", 10.0f), nullptr)));
triggers.push_back(new TriggerNode("bg waiting", NextAction::array(0, new NextAction("bg move to start", ACTION_BG), nullptr)));
triggers.push_back(new TriggerNode("bg active", NextAction::array(0, new NextAction("bg move to objective", ACTION_BG), nullptr)));
triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("bg check objective", ACTION_BG + 1), nullptr)));
triggers.push_back(new TriggerNode("dead", NextAction::array(0, new NextAction("bg reset objective force", ACTION_EMERGENCY), nullptr)));
// triggers.push_back(new TriggerNode("enemy flagcarrier near", NextAction::array(0, new NextAction("attack enemy
// flag carrier", 80.0f), nullptr))); triggers.push_back(new TriggerNode("team flagcarrier near",
// NextAction::array(0, new NextAction("bg protect fc", 40.0f), nullptr))); triggers.push_back(new
// TriggerNode("player has flag", NextAction::array(0, new NextAction("bg move to objective", 90.0f), nullptr)));
}
void EyeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
void WarsongStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(
new TriggerNode("bg active", NextAction::array(0, new NextAction("bg check flag", ACTION_MOVE + 7.0f), nullptr)));
triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("bg use buff", ACTION_MOVE), nullptr)));
triggers.push_back(
new TriggerNode("low health", NextAction::array(0, new NextAction("bg use buff", ACTION_MOVE), nullptr)));
triggers.push_back(
new TriggerNode("low mana", NextAction::array(0, new NextAction("bg use buff", ACTION_MOVE), nullptr)));
triggers.push_back(new TriggerNode(
"enemy flagcarrier near", NextAction::array(0, new NextAction("attack enemy flag carrier", ACTION_MOVE + 8.0f), nullptr)));
triggers.push_back(new TriggerNode("player has flag",
NextAction::array(0, new NextAction("bg move to objective", ACTION_MOVE + 9.0f), nullptr)));
triggers.push_back(new TriggerNode("bg active", NextAction::array(0, new NextAction("bg check flag", ACTION_EMERGENCY ), nullptr)));
triggers.push_back(new TriggerNode("enemy flagcarrier near", NextAction::array(0, new NextAction("attack enemy flag carrier", ACTION_RAID + 1.0f), nullptr)));
triggers.push_back(new TriggerNode("team flagcarrier near", NextAction::array(0, new NextAction("bg protect fc", ACTION_RAID), nullptr)));
triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("bg use buff", ACTION_BG), nullptr)));
triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("bg use buff", ACTION_MOVE), nullptr)));
triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("bg use buff", ACTION_MOVE), nullptr)));
triggers.push_back(new TriggerNode("player has flag", NextAction::array(0, new NextAction("bg move to objective", ACTION_EMERGENCY), nullptr)));
triggers.push_back(new TriggerNode("timer bg", NextAction::array(0, new NextAction("bg reset objective force", ACTION_EMERGENCY), nullptr)));
}
void AlteracStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("alliance no snowfall gy", NextAction::array(0, new NextAction("bg move to objective", ACTION_EMERGENCY), nullptr)));
triggers.push_back(new TriggerNode("timer bg", NextAction::array(0, new NextAction("bg reset objective force", ACTION_EMERGENCY), nullptr)));
}
void ArathiStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("bg active", NextAction::array(0, new NextAction("bg check flag", ACTION_EMERGENCY), nullptr)));
triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("bg use buff", ACTION_BG), nullptr)));
triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("bg use buff", ACTION_MOVE), nullptr)));
triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("bg use buff", ACTION_MOVE), nullptr)));
}
void EyeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("bg active", NextAction::array(0, new NextAction("bg check flag", ACTION_EMERGENCY), nullptr)));
triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("bg use buff", ACTION_BG), nullptr)));
triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("bg use buff", ACTION_MOVE), nullptr)));
triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("bg use buff", ACTION_MOVE), nullptr)));
triggers.push_back(new TriggerNode("enemy flagcarrier near", NextAction::array(0, new NextAction("attack enemy flag carrier", ACTION_RAID), nullptr)));
triggers.push_back(new TriggerNode("player has flag",NextAction::array(0, new NextAction("bg move to objective", ACTION_EMERGENCY), nullptr)));
}
//TODO: Do Priorities
void IsleStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(
new TriggerNode("bg active", NextAction::array(0, new NextAction("bg check flag", 70.0f), nullptr)));
triggers.push_back(new TriggerNode("timer", NextAction::array(0, new NextAction("enter vehicle", 85.0f), nullptr)));
triggers.push_back(
new TriggerNode("random", NextAction::array(0, new NextAction("leave vehicle", 80.0f), nullptr)));
triggers.push_back(
new TriggerNode("in vehicle", NextAction::array(0, new NextAction("hurl boulder", 70.0f), nullptr)));
triggers.push_back(
new TriggerNode("in vehicle", NextAction::array(0, new NextAction("fire cannon", 70.0f), nullptr)));
triggers.push_back(new TriggerNode("in vehicle", NextAction::array(0, new NextAction("napalm", 70.0f), nullptr)));
triggers.push_back(
new TriggerNode("enemy is close", NextAction::array(0, new NextAction("steam blast", 80.0f), nullptr)));
triggers.push_back(new TriggerNode("in vehicle", NextAction::array(0, new NextAction("ram", 70.0f), nullptr)));
triggers.push_back(new TriggerNode("enemy is close", NextAction::array(0, new NextAction("ram", 79.0f), nullptr)));
triggers.push_back(
new TriggerNode("enemy out of melee", NextAction::array(0, new NextAction("steam rush", 81.0f), nullptr)));
triggers.push_back(
new TriggerNode("in vehicle", NextAction::array(0, new NextAction("incendiary rocket", 70.0f), nullptr)));
triggers.push_back(
new TriggerNode("in vehicle", NextAction::array(0, new NextAction("rocket blast", 70.0f), nullptr)));
triggers.push_back(new TriggerNode("bg active", NextAction::array(0, new NextAction("bg check flag", ACTION_MOVE), nullptr)));
triggers.push_back(new TriggerNode("timer", NextAction::array(0, new NextAction("enter vehicle", ACTION_MOVE + 8.0f), nullptr)));
triggers.push_back(new TriggerNode("random", NextAction::array(0, new NextAction("leave vehicle", ACTION_MOVE + 7.0f), nullptr)));
triggers.push_back(new TriggerNode("in vehicle", NextAction::array(0, new NextAction("hurl boulder", ACTION_MOVE + 9.0f), nullptr)));
triggers.push_back(new TriggerNode("in vehicle", NextAction::array(0, new NextAction("fire cannon", ACTION_MOVE + 9.0f), nullptr)));
triggers.push_back(new TriggerNode("in vehicle", NextAction::array(0, new NextAction("napalm", ACTION_MOVE + 9.0f), nullptr)));
triggers.push_back(new TriggerNode("enemy is close", NextAction::array(0, new NextAction("steam blast", ACTION_MOVE + 9.0f), nullptr)));
triggers.push_back(new TriggerNode("in vehicle", NextAction::array(0, new NextAction("ram", ACTION_MOVE + 9.0f), nullptr)));
triggers.push_back(new TriggerNode("enemy is close", NextAction::array(0, new NextAction("ram", ACTION_MOVE + 9.1f), nullptr)));
triggers.push_back(new TriggerNode("enemy out of melee", NextAction::array(0, new NextAction("steam rush", ACTION_MOVE + 9.2f), nullptr)));
triggers.push_back(new TriggerNode("in vehicle", NextAction::array(0, new NextAction("incendiary rocket", ACTION_MOVE + 9.0f), nullptr)));
triggers.push_back(new TriggerNode("in vehicle", NextAction::array(0, new NextAction("rocket blast", ACTION_MOVE + 9.0f), nullptr)));
// this is bugged: it doesn't work, and stops glaive throw working (which is needed to take down gate)
// triggers.push_back(
// new TriggerNode("in vehicle", NextAction::array(0, new NextAction("blade salvo", 71.0f), nullptr)));
triggers.push_back(
new TriggerNode("in vehicle", NextAction::array(0, new NextAction("glaive throw", 70.0f), nullptr)));
// triggers.push_back(new TriggerNode("in vehicle", NextAction::array(0, new NextAction("blade salvo", ACTION_MOVE + 9.0f), nullptr)));
triggers.push_back(new TriggerNode("in vehicle", NextAction::array(0, new NextAction("glaive throw", ACTION_MOVE + 9.0f), nullptr)));
}
void ArenaStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(
new TriggerNode("no possible targets", NextAction::array(0, new NextAction("arena tactics", 1.0f), nullptr)));
new TriggerNode("no possible targets", NextAction::array(0, new NextAction("arena tactics", ACTION_BG), nullptr)));
}

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@@ -482,6 +482,19 @@ bool TimerTrigger::IsActive()
return false;
}
bool TimerBGTrigger::IsActive()
{
time_t now = time(nullptr);
if (now - lastCheck >= 60)
{
lastCheck = now;
return true;
}
return false;
}
bool HasNoAuraTrigger::IsActive() { return !botAI->HasAura(getName(), GetTarget()); }
bool TankAssistTrigger::IsActive()

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@@ -655,6 +655,17 @@ private:
time_t lastCheck;
};
class TimerBGTrigger : public Trigger
{
public:
TimerBGTrigger(PlayerbotAI* botAI) : Trigger(botAI, "timer bg"), lastCheck(0) {}
bool IsActive() override;
private:
time_t lastCheck;
};
class TankAssistTrigger : public NoAttackersTrigger
{
public:

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@@ -5,11 +5,14 @@
#include "PvpTriggers.h"
#include "BattleGroundTactics.h"
#include "BattlegroundEY.h"
#include "BattlegroundMgr.h"
#include "BattlegroundWS.h"
#include "Playerbots.h"
#include "ServerFacade.h"
#include "BattlegroundAV.h"
#include "BattlegroundEY.h"
bool EnemyPlayerNear::IsActive() { return AI_VALUE(Unit*, "enemy player target"); }
@@ -161,10 +164,26 @@ bool PlayerHasFlag::IsCapturingFlag(Player* bot)
if (bot->GetBattlegroundTypeId() == BATTLEGROUND_EY)
{
// TODO we should probably add similiar logic as WSG to allow combat
// when bot has flag but no bases are available to take it to
BattlegroundEY* bg = (BattlegroundEY*)bot->GetBattleground();
return bot->GetGUID() == bg->GetFlagPickerGUID();
// Check if bot has the flag
if (bot->GetGUID() == bg->GetFlagPickerGUID())
{
// Count how many bases the bot's team owns
uint32 controlledBases = 0;
for (uint8 point = 0; point < EY_POINTS_MAX; ++point)
{
if (bg->GetCapturePointInfo(point)._ownerTeamId == bot->GetTeamId())
controlledBases++;
}
// If no bases are controlled, bot should go aggressive
if (controlledBases == 0)
return false; // bot has flag but no place to take it
// Otherwise, return false and stay defensive / move to base
return bot->GetGUID() == bg->GetFlagPickerGUID();
}
}
return false;
@@ -175,28 +194,30 @@ bool PlayerHasFlag::IsCapturingFlag(Player* bot)
bool TeamHasFlag::IsActive()
{
if (botAI->GetBot()->InBattleground())
{
if (botAI->GetBot()->GetBattlegroundTypeId() == BattlegroundTypeId::BATTLEGROUND_WS)
{
BattlegroundWS* bg = (BattlegroundWS*)botAI->GetBot()->GetBattleground();
if (bot->GetGUID() == bg->GetFlagPickerGUID(TEAM_ALLIANCE) ||
bot->GetGUID() == bg->GetFlagPickerGUID(TEAM_HORDE))
{
return false;
}
if (bg->GetFlagState(bg->GetOtherTeamId(bot->GetTeamId())) == BG_WS_FLAG_STATE_ON_PLAYER)
return true;
}
if (!botAI->GetBot()->InBattleground())
return false;
}
return false;
if (botAI->GetBot()->GetBattlegroundTypeId() != BattlegroundTypeId::BATTLEGROUND_WS)
return false;
BattlegroundWS* bg = (BattlegroundWS*)botAI->GetBot()->GetBattleground();
ObjectGuid botGuid = bot->GetGUID();
TeamId teamId = bot->GetTeamId();
TeamId enemyTeamId = bg->GetOtherTeamId(teamId);
// If the bot is carrying any flag, don't activate
if (botGuid == bg->GetFlagPickerGUID(TEAM_ALLIANCE) || botGuid == bg->GetFlagPickerGUID(TEAM_HORDE))
return false;
// Check: Own team has enemy flag, enemy team does NOT have your flag
bool ownTeamHasFlag = bg->GetFlagState(enemyTeamId) == BG_WS_FLAG_STATE_ON_PLAYER;
bool enemyTeamHasFlag = bg->GetFlagState(teamId) == BG_WS_FLAG_STATE_ON_PLAYER;
return ownTeamHasFlag && !enemyTeamHasFlag;
}
bool EnemyTeamHasFlag::IsActive()
{
if (botAI->GetBot()->InBattleground())
@@ -226,11 +247,42 @@ bool EnemyTeamHasFlag::IsActive()
bool EnemyFlagCarrierNear::IsActive()
{
Unit* carrier = AI_VALUE(Unit*, "enemy flag carrier");
return carrier && sServerFacade->IsDistanceLessOrEqualThan(sServerFacade->GetDistance2d(bot, carrier), 200.f);
if (!carrier || !sServerFacade->IsDistanceLessOrEqualThan(sServerFacade->GetDistance2d(bot, carrier), 100.f))
return false;
// Check if there is another enemy player target closer than the FC
Unit* nearbyEnemy = AI_VALUE(Unit*, "enemy player target");
if (nearbyEnemy)
{
float distToFC = sServerFacade->GetDistance2d(bot, carrier);
float distToEnemy = sServerFacade->GetDistance2d(bot, nearbyEnemy);
// If the other enemy is significantly closer, don't pursue FC
if (distToEnemy + 15.0f < distToFC) // Add small buffer
return false;
}
return true;
}
bool TeamFlagCarrierNear::IsActive()
{
if (bot->GetBattlegroundTypeId() == BATTLEGROUND_WS)
{
BattlegroundWS* bg = dynamic_cast<BattlegroundWS*>(bot->GetBattleground());
if (bg)
{
bool bothFlagsNotAtBase =
bg->GetFlagState(TEAM_ALLIANCE) != BG_WS_FLAG_STATE_ON_BASE &&
bg->GetFlagState(TEAM_HORDE) != BG_WS_FLAG_STATE_ON_BASE;
if (bothFlagsNotAtBase)
return false;
}
}
Unit* carrier = AI_VALUE(Unit*, "team flag carrier");
return carrier && sServerFacade->IsDistanceLessOrEqualThan(sServerFacade->GetDistance2d(bot, carrier), 200.f);
}
@@ -259,3 +311,28 @@ bool VehicleNearTrigger::IsActive()
}
bool InVehicleTrigger::IsActive() { return botAI->IsInVehicle(); }
bool AllianceNoSnowfallGY::IsActive()
{
if (!bot || bot->GetTeamId() != TEAM_ALLIANCE)
return false;
Battleground* bg = bot->GetBattleground();
if (bg && BGTactics::GetBotStrategyForTeam(bg, TEAM_ALLIANCE) != AV_STRATEGY_BALANCED)
return false;
float botX = bot->GetPositionX();
if (botX <= -562.0f)
return false;
if (bot->GetBattlegroundTypeId() != BATTLEGROUND_AV)
return false;
if (BattlegroundAV* av = dynamic_cast<BattlegroundAV*>(bg))
{
const BG_AV_NodeInfo& snowfall = av->GetAVNodeInfo(BG_AV_NODES_SNOWFALL_GRAVE);
return snowfall.OwnerId != TEAM_ALLIANCE; // Active if the Snowfall Graveyard is NOT fully controlled by the Alliance
}
return false;
}

View File

@@ -140,4 +140,12 @@ public:
bool IsActive() override;
};
class AllianceNoSnowfallGY : public Trigger
{
public:
AllianceNoSnowfallGY(PlayerbotAI* botAI) : Trigger(botAI, "alliance no snowfall gy") {}
bool IsActive() override;
};
#endif

View File

@@ -34,6 +34,7 @@ public:
creators["collision"] = &TriggerContext::collision;
creators["timer"] = &TriggerContext::Timer;
creators["timer bg"] = &TriggerContext::TimerBG;
creators["random"] = &TriggerContext::Random;
creators["seldom"] = &TriggerContext::seldom;
creators["often"] = &TriggerContext::often;
@@ -177,6 +178,7 @@ public:
creators["in Battleground"] = &TriggerContext::player_is_in_BATTLEGROUND;
creators["in Battleground without flag"] = &TriggerContext::player_is_in_BATTLEGROUND_no_flag;
creators["wants in bg"] = &TriggerContext::player_wants_in_bg;
creators["alliance no snowfall gy"] = &TriggerContext::alliance_no_snowfall_gy;
creators["mounted"] = &TriggerContext::mounted;
@@ -307,6 +309,7 @@ private:
static Trigger* NoAttackers(PlayerbotAI* botAI) { return new NoAttackersTrigger(botAI); }
static Trigger* TankAssist(PlayerbotAI* botAI) { return new TankAssistTrigger(botAI); }
static Trigger* Timer(PlayerbotAI* botAI) { return new TimerTrigger(botAI); }
static Trigger* TimerBG(PlayerbotAI* botAI) { return new TimerBGTrigger(botAI); }
static Trigger* NoTarget(PlayerbotAI* botAI) { return new NoTargetTrigger(botAI); }
static Trigger* TargetInSight(PlayerbotAI* botAI) { return new TargetInSightTrigger(botAI); }
static Trigger* not_dps_target_active(PlayerbotAI* botAI) { return new NotDpsTargetActiveTrigger(botAI); }
@@ -377,10 +380,8 @@ private:
static Trigger* enemy_team_has_flag(PlayerbotAI* botAI) { return new EnemyTeamHasFlag(botAI); }
static Trigger* enemy_flagcarrier_near(PlayerbotAI* botAI) { return new EnemyFlagCarrierNear(botAI); }
static Trigger* player_is_in_BATTLEGROUND(PlayerbotAI* botAI) { return new PlayerIsInBattleground(botAI); }
static Trigger* player_is_in_BATTLEGROUND_no_flag(PlayerbotAI* botAI)
{
return new PlayerIsInBattlegroundWithoutFlag(botAI);
}
static Trigger* player_is_in_BATTLEGROUND_no_flag(PlayerbotAI* botAI) { return new PlayerIsInBattlegroundWithoutFlag(botAI); }
static Trigger* alliance_no_snowfall_gy(PlayerbotAI* botAI) { return new AllianceNoSnowfallGY(botAI); }
static Trigger* mounted(PlayerbotAI* botAI) { return new IsMountedTrigger(botAI); }
static Trigger* at_dark_portal_outland(PlayerbotAI* botAI) { return new AtDarkPortalOutlandTrigger(botAI); }
static Trigger* at_dark_portal_azeroth(PlayerbotAI* botAI) { return new AtDarkPortalAzerothTrigger(botAI); }