Revise bot logic for initializing and using consumables (#1483)

Bots will now add level- and spec-appropriate oils and stones when maintaining and, with respect to randombots, leveling. All bots (other than those with class-specific temporary weapon enchants) will apply oils and stones to their weapons. General clean-ups to associated code were made.
This commit is contained in:
brighton-chi
2025-08-01 12:28:13 -05:00
committed by GitHub
parent baa1aa9e9d
commit 938872564a
10 changed files with 591 additions and 454 deletions

View File

@@ -157,16 +157,23 @@ void AutoMaintenanceOnLevelupAction::LearnSpell(uint32 spellId, std::ostringstre
void AutoMaintenanceOnLevelupAction::AutoUpgradeEquip()
{
if (!sPlayerbotAIConfig->autoUpgradeEquip || !sRandomPlayerbotMgr->IsRandomBot(bot))
{
return;
}
PlayerbotFactory factory(bot, bot->GetLevel());
// Clean up old consumables before adding new ones
factory.CleanupConsumables();
factory.InitAmmo();
factory.InitReagents();
factory.InitFood();
factory.InitConsumables();
factory.InitPotions();
if (!sPlayerbotAIConfig->equipmentPersistence || bot->GetLevel() < sPlayerbotAIConfig->equipmentPersistenceLevel)
{
if (sPlayerbotAIConfig->incrementalGearInit)
factory.InitEquipment(true);
}
factory.InitAmmo();
return;
}

View File

@@ -19,22 +19,51 @@ bool ImbueWithPoisonAction::Execute(Event event)
if (bot->HasAura(SPELL_AURA_MOD_STEALTH))
bot->RemoveAurasByType(SPELL_AURA_MOD_STEALTH);
// hp check
if (bot->getStandState() != UNIT_STAND_STATE_STAND)
bot->SetStandState(UNIT_STAND_STATE_STAND);
// Search and apply poison to weapons
// Mainhand ...
static const std::vector<uint32_t> prioritizedInstantPoisons = {
INSTANT_POISON_IX, INSTANT_POISON_VIII, INSTANT_POISON_VII, INSTANT_POISON_VI, INSTANT_POISON_V, INSTANT_POISON_IV,
INSTANT_POISON_III, INSTANT_POISON_II, INSTANT_POISON
};
static const std::vector<uint32_t> prioritizedDeadlyPoisons = {
DEADLY_POISON_IX, DEADLY_POISON_VIII, DEADLY_POISON_VII, DEADLY_POISON_VI, DEADLY_POISON_V, DEADLY_POISON_IV,
DEADLY_POISON_III, DEADLY_POISON_II, DEADLY_POISON
};
// Check if we have any deadly or instant poisons
Item* deadlyPoison = nullptr;
for (auto id : prioritizedDeadlyPoisons)
{
deadlyPoison = botAI->FindConsumable(id);
if (deadlyPoison) break;
}
Item* instantPoison = nullptr;
for (auto id : prioritizedInstantPoisons)
{
instantPoison = botAI->FindConsumable(id);
if (instantPoison) break;
}
// Mainhand
Item* poison = nullptr;
Item* weapon = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
if (weapon && weapon->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT) == 0)
{
poison = botAI->FindConsumable(INSTANT_POISON_DISPLAYID);
if (!poison)
poison = botAI->FindConsumable(DEADLY_POISON_DISPLAYID);
if (!poison)
poison = botAI->FindConsumable(WOUND_POISON_DISPLAYID);
if (instantPoison && deadlyPoison)
{
poison = instantPoison;
}
else if (deadlyPoison)
{
poison = deadlyPoison;
}
else if (instantPoison)
{
poison = instantPoison;
}
if (poison)
{
@@ -43,16 +72,23 @@ bool ImbueWithPoisonAction::Execute(Event event)
}
}
//... and offhand
// Offhand
poison = nullptr;
weapon = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
if (weapon && weapon->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT) == 0)
{
poison = botAI->FindConsumable(DEADLY_POISON_DISPLAYID);
if (!poison)
poison = botAI->FindConsumable(WOUND_POISON_DISPLAYID);
if (!poison)
poison = botAI->FindConsumable(INSTANT_POISON_DISPLAYID);
if (deadlyPoison && instantPoison)
{
poison = deadlyPoison;
}
else if (instantPoison)
{
poison = instantPoison;
}
else if (deadlyPoison)
{
poison = deadlyPoison;
}
if (poison)
{
@@ -141,8 +177,8 @@ bool ImbueWithOilAction::Execute(Event event)
return true;
}
static const uint32 uPriorizedHealingItemIds[19] = {
HEALTHSTONE_DISPLAYID,
static const uint32 uPrioritizedHealingItemIds[19] = {
HEALTHSTONE,
FEL_REGENERATION_POTION,
SUPER_HEALING_POTION,
CRYSTAL_HEALING_POTION,
@@ -182,9 +218,9 @@ bool TryEmergencyAction::Execute(Event event)
}
// Else loop over the list of health consumable to pick one
for (uint8 i = 0; i < std::size(uPriorizedHealingItemIds); ++i)
for (uint8 i = 0; i < std::size(uPrioritizedHealingItemIds); ++i)
{
if (Item* healthItem = botAI->FindConsumable(uPriorizedHealingItemIds[i]))
if (Item* healthItem = botAI->FindConsumable(uPrioritizedHealingItemIds[i]))
{
botAI->ImbueItem(healthItem);
}

View File

@@ -175,6 +175,8 @@ bool MaintenanceAction::Execute(Event event)
factory.InitAmmo();
factory.InitFood();
factory.InitReagents();
factory.InitConsumables();
factory.InitPotions();
factory.InitTalentsTree(true);
factory.InitPet();
factory.InitPetTalents();
@@ -186,7 +188,6 @@ bool MaintenanceAction::Execute(Event event)
factory.InitMounts();
factory.InitGlyphs(false);
factory.InitKeyring();
factory.InitPotions();
if (bot->GetLevel() >= sPlayerbotAIConfig->minEnchantingBotLevel)
factory.ApplyEnchantAndGemsNew();

View File

@@ -6,6 +6,7 @@
#include "GenericDruidNonCombatStrategy.h"
#include "Playerbots.h"
#include "AiFactory.h"
class GenericDruidNonCombatStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
@@ -109,50 +110,43 @@ void GenericDruidNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& trig
{
NonCombatStrategy::InitTriggers(triggers);
triggers.push_back(
new TriggerNode("mark of the wild", NextAction::array(0, new NextAction("mark of the wild", 14.0f), nullptr)));
triggers.push_back(new TriggerNode("mark of the wild", NextAction::array(0, new NextAction("mark of the wild", 14.0f), nullptr)));
// triggers.push_back(new TriggerNode("thorns", NextAction::array(0, new NextAction("thorns", 12.0f), nullptr)));
// triggers.push_back(new TriggerNode("cure poison", NextAction::array(0, new NextAction("abolish poison", 21.0f),
// nullptr)));
triggers.push_back(new TriggerNode(
"party member cure poison", NextAction::array(0, new NextAction("abolish poison on party", 20.0f), nullptr)));
triggers.push_back(new TriggerNode(
"party member dead", NextAction::array(0, new NextAction("revive", ACTION_CRITICAL_HEAL + 10), nullptr)));
triggers.push_back(new TriggerNode("party member cure poison", NextAction::array(0, new NextAction("abolish poison on party", 20.0f), nullptr)));
triggers.push_back(new TriggerNode("party member dead", NextAction::array(0, new NextAction("revive", ACTION_CRITICAL_HEAL + 10), nullptr)));
// triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("innervate", ACTION_EMERGENCY
// + 5), nullptr))); triggers.push_back(new TriggerNode("swimming", NextAction::array(0, new NextAction("aquatic
// form", 1.0f), nullptr)));
triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("apply oil", 1.0f), nullptr)));
triggers.push_back(new TriggerNode("party member critical health", NextAction::array(0,
new NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 7),
new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 6),
new NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 5),
nullptr)));
triggers.push_back(new TriggerNode("party member low health", NextAction::array(0,
new NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 5),
new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 4),
new NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 3),
nullptr)));
triggers.push_back(new TriggerNode("party member medium health", NextAction::array(0,
new NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 3),
new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 2),
new NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 1),
nullptr)));
triggers.push_back(new TriggerNode("party member almost full health", NextAction::array(0,
new NextAction("wild growth on party", ACTION_LIGHT_HEAL + 3),
new NextAction("rejuvenation on party", ACTION_LIGHT_HEAL + 2),
nullptr)));
triggers.push_back(new TriggerNode("party member remove curse", NextAction::array(0,
new NextAction("remove curse on party", ACTION_DISPEL + 7),
nullptr)));
triggers.push_back(
new TriggerNode("party member critical health",
NextAction::array(0,
new NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 7),
new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 6),
new NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 5),
nullptr)));
triggers.push_back(
new TriggerNode("party member low health",
NextAction::array(0,
new NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 5),
new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 4),
new NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 3),
nullptr)));
triggers.push_back(
new TriggerNode("party member medium health",
NextAction::array(0, new NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 3),
new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 2),
new NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 1),
nullptr)));
triggers.push_back(
new TriggerNode("party member almost full health",
NextAction::array(0, new NextAction("wild growth on party", ACTION_LIGHT_HEAL + 3), new NextAction("rejuvenation on party", ACTION_LIGHT_HEAL + 2), NULL)));
triggers.push_back(
new TriggerNode("party member remove curse",
NextAction::array(0, new NextAction("remove curse on party", ACTION_DISPEL + 7), nullptr)));
int specTab = AiFactory::GetPlayerSpecTab(botAI->GetBot());
if (specTab == 0 || specTab == 2) // Balance or Restoration
triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("apply oil", 1.0f), nullptr)));
if (specTab == 1) // Feral
triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("apply stone", 1.0f), nullptr)));
}
GenericDruidBuffStrategy::GenericDruidBuffStrategy(PlayerbotAI* botAI) : NonCombatStrategy(botAI)
@@ -164,11 +158,13 @@ void GenericDruidBuffStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
NonCombatStrategy::InitTriggers(triggers);
triggers.push_back(
new TriggerNode("mark of the wild on party",
NextAction::array(0, new NextAction("mark of the wild on party", 13.0f), nullptr)));
triggers.push_back(new TriggerNode("thorns on main tank",
NextAction::array(0, new NextAction("thorns on main tank", 11.0f), nullptr)));
triggers.push_back(new TriggerNode("thorns",
NextAction::array(0, new NextAction("thorns", 10.0f), nullptr)));
triggers.push_back(new TriggerNode("mark of the wild on party", NextAction::array(0,
new NextAction("mark of the wild on party", 13.0f),
nullptr)));
triggers.push_back(new TriggerNode("thorns on main tank", NextAction::array(0,
new NextAction("thorns on main tank", 11.0f),
nullptr)));
triggers.push_back(new TriggerNode("thorns", NextAction::array(0,
new NextAction("thorns", 10.0f),
nullptr)));
}

View File

@@ -44,15 +44,14 @@ void GenericHunterNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& tri
{
NonCombatStrategy::InitTriggers(triggers);
triggers.push_back(
new TriggerNode("trueshot aura", NextAction::array(0, new NextAction("trueshot aura", 2.0f), nullptr)));
triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("apply oil", 1.0f), nullptr)));
triggers.push_back(
new TriggerNode("low ammo", NextAction::array(0, new NextAction("say::low ammo", ACTION_NORMAL), nullptr)));
triggers.push_back(
new TriggerNode("no track", NextAction::array(0, new NextAction("track humanoids", ACTION_NORMAL), nullptr)));
triggers.push_back(new TriggerNode("no ammo",
NextAction::array(0, new NextAction("equip upgrades", ACTION_HIGH + 1), nullptr)));
triggers.push_back(new TriggerNode("trueshot aura", NextAction::array(0, new NextAction("trueshot aura", 2.0f), nullptr)));
triggers.push_back(new TriggerNode("often", NextAction::array(0,
new NextAction("apply stone", 1.0f),
new NextAction("apply oil", 1.0f),
nullptr)));
triggers.push_back(new TriggerNode("low ammo", NextAction::array(0, new NextAction("say::low ammo", ACTION_NORMAL), nullptr)));
triggers.push_back(new TriggerNode("no track", NextAction::array(0, new NextAction("track humanoids", ACTION_NORMAL), nullptr)));
triggers.push_back(new TriggerNode("no ammo", NextAction::array(0, new NextAction("equip upgrades", ACTION_HIGH + 1), nullptr)));
// triggers.push_back(new TriggerNode("no ammo", NextAction::array(0, new NextAction("switch to melee",
// ACTION_NORMAL + 1), new NextAction("say::no ammo", ACTION_NORMAL), nullptr))); triggers.push_back(new
// TriggerNode("has ammo", NextAction::array(0, new NextAction("switch to ranged", ACTION_NORMAL), nullptr)));
@@ -61,12 +60,8 @@ void GenericHunterNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& tri
void HunterPetStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("call pet", 60.0f), nullptr)));
triggers.push_back(
new TriggerNode("has pet", NextAction::array(0, new NextAction("toggle pet spell", 60.0f), nullptr)));
triggers.push_back(
new TriggerNode("pet not happy", NextAction::array(0, new NextAction("feed pet", 60.0f), nullptr)));
triggers.push_back(
new TriggerNode("hunters pet medium health", NextAction::array(0, new NextAction("mend pet", 60.0f), nullptr)));
triggers.push_back(
new TriggerNode("hunters pet dead", NextAction::array(0, new NextAction("revive pet", 60.0f), nullptr)));
triggers.push_back(new TriggerNode("has pet", NextAction::array(0, new NextAction("toggle pet spell", 60.0f), nullptr)));
triggers.push_back(new TriggerNode("pet not happy", NextAction::array(0, new NextAction("feed pet", 60.0f), nullptr)));
triggers.push_back(new TriggerNode("hunters pet medium health", NextAction::array(0, new NextAction("mend pet", 60.0f), nullptr)));
triggers.push_back(new TriggerNode("hunters pet dead", NextAction::array(0, new NextAction("revive pet", 60.0f), nullptr)));
}

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@@ -7,6 +7,7 @@
#include "GenericPaladinStrategyActionNodeFactory.h"
#include "Playerbots.h"
#include "AiFactory.h"
GenericPaladinNonCombatStrategy::GenericPaladinNonCombatStrategy(PlayerbotAI* botAI) : NonCombatStrategy(botAI)
{
@@ -17,14 +18,15 @@ void GenericPaladinNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& tr
{
NonCombatStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode(
"party member dead", NextAction::array(0, new NextAction("redemption", ACTION_CRITICAL_HEAL + 10), nullptr)));
triggers.push_back(new TriggerNode("party member almost full health",
NextAction::array(0, new NextAction("flash of light on party", 25.0f), NULL)));
triggers.push_back(new TriggerNode("party member medium health",
NextAction::array(0, new NextAction("flash of light on party", 26.0f), NULL)));
triggers.push_back(new TriggerNode("party member low health",
NextAction::array(0, new NextAction("holy light on party", 27.0f), NULL)));
triggers.push_back(new TriggerNode("party member critical health",
NextAction::array(0, new NextAction("holy light on party", 28.0f), NULL)));
triggers.push_back(new TriggerNode("party member dead", NextAction::array(0, new NextAction("redemption", ACTION_CRITICAL_HEAL + 10), nullptr)));
triggers.push_back(new TriggerNode("party member almost full health", NextAction::array(0, new NextAction("flash of light on party", 25.0f), nullptr)));
triggers.push_back(new TriggerNode("party member medium health", NextAction::array(0, new NextAction("flash of light on party", 26.0f), nullptr)));
triggers.push_back(new TriggerNode("party member low health", NextAction::array(0, new NextAction("holy light on party", 27.0f), nullptr)));
triggers.push_back(new TriggerNode("party member critical health", NextAction::array(0, new NextAction("holy light on party", 28.0f), nullptr)));
int specTab = AiFactory::GetPlayerSpecTab(botAI->GetBot());
if (specTab == 0 || specTab == 1) // Holy or Protection
triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("apply oil", 1.0f), nullptr)));
if (specTab == 2) // Retribution
triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("apply stone", 1.0f), nullptr)));
}