mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
[Spell] Handle tree of life and assist dps
This commit is contained in:
@@ -484,8 +484,8 @@ void AiFactory::AddDefaultCombatStrategies(Player* player, PlayerbotAI* const fa
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engine->removeStrategy("threat", false);
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engine->addStrategy("boost", false);
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if ((player->getClass() == CLASS_DRUID && tab == 2) || (player->getClass() == CLASS_SHAMAN && tab == 2))
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engine->addStrategiesNoInit("caster", "caster aoe", nullptr);
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// if ((player->getClass() == CLASS_DRUID && tab == 2) || (player->getClass() == CLASS_SHAMAN && tab == 2))
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// engine->addStrategiesNoInit("caster", "caster aoe", nullptr);
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// if (player->getClass() == CLASS_DRUID && tab == 1)
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// engine->addStrategiesNoInit(/*"behind",*/ "dps", nullptr);
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@@ -150,7 +150,7 @@ void CasterDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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void CasterDruidAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(
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new TriggerNode("high aoe", NextAction::array(0, new NextAction("hurricane", ACTION_HIGH + 1), nullptr)));
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new TriggerNode("medium aoe", NextAction::array(0, new NextAction("hurricane", ACTION_HIGH + 1), nullptr)));
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triggers.push_back(new TriggerNode(
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"light aoe", NextAction::array(0, new NextAction("starfall", ACTION_NORMAL + 5),
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new NextAction("insect swarm on attacker", ACTION_NORMAL + 3),
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@@ -164,6 +164,7 @@ public:
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creators["travel form"] = &DruidAiObjectContextInternal::travel_form;
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creators["aquatic form"] = &DruidAiObjectContextInternal::aquatic_form;
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creators["caster form"] = &DruidAiObjectContextInternal::caster_form;
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creators["cancel tree form"] = &DruidAiObjectContextInternal::cancel_tree_form;
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creators["mangle (bear)"] = &DruidAiObjectContextInternal::mangle_bear;
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creators["maul"] = &DruidAiObjectContextInternal::maul;
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creators["bash"] = &DruidAiObjectContextInternal::bash;
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@@ -249,6 +250,7 @@ private:
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static Action* travel_form(PlayerbotAI* botAI) { return new CastTravelFormAction(botAI); }
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static Action* aquatic_form(PlayerbotAI* botAI) { return new CastAquaticFormAction(botAI); }
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static Action* caster_form(PlayerbotAI* botAI) { return new CastCasterFormAction(botAI); }
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static Action* cancel_tree_form(PlayerbotAI* botAI) { return new CastCancelTreeFormAction(botAI); }
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static Action* mangle_bear(PlayerbotAI* botAI) { return new CastMangleBearAction(botAI); }
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static Action* maul(PlayerbotAI* botAI) { return new CastMaulAction(botAI); }
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static Action* bash(PlayerbotAI* botAI) { return new CastBashAction(botAI); }
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@@ -45,6 +45,17 @@ bool CastCasterFormAction::Execute(Event event)
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return true;
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}
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bool CastCancelTreeFormAction::isUseful()
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{
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return botAI->HasAura(33891, bot);
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}
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bool CastCancelTreeFormAction::Execute(Event event)
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{
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botAI->RemoveAura("tree of life");
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return true;
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}
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bool CastTreeFormAction::isUseful()
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{
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return GetTarget() && CastSpellAction::isUseful() && !botAI->HasAura(33891, bot);
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@@ -70,4 +70,14 @@ public:
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bool Execute(Event event) override;
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};
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class CastCancelTreeFormAction : public CastBuffSpellAction
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{
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public:
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CastCancelTreeFormAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "cancel tree form") {}
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bool isUseful() override;
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bool isPossible() override { return true; }
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bool Execute(Event event) override;
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};
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#endif
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@@ -125,26 +125,34 @@ void GenericDruidNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& trig
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triggers.push_back(
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new TriggerNode("party member critical health",
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NextAction::array(0, new NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 5),
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new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 6), NULL)));
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NextAction::array(0,
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new NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 7),
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new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 6),
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new NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 5),
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nullptr)));
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triggers.push_back(
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new TriggerNode("party member low health",
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NextAction::array(0, new NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 3),
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new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 4), NULL)));
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NextAction::array(0,
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new NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 5),
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new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 4),
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new NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 3),
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nullptr)));
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triggers.push_back(
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new TriggerNode("party member medium health",
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NextAction::array(0, new NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 1),
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new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 2), NULL)));
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NextAction::array(0, new NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 3),
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new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 2),
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new NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 1),
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nullptr)));
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triggers.push_back(
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new TriggerNode("party member almost full health",
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NextAction::array(0, new NextAction("rejuvenation on party", ACTION_LIGHT_HEAL + 2), NULL)));
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NextAction::array(0, new NextAction("wild growth on party", ACTION_LIGHT_HEAL + 3), new NextAction("rejuvenation on party", ACTION_LIGHT_HEAL + 2), NULL)));
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triggers.push_back(
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new TriggerNode("party member remove curse",
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NextAction::array(0, new NextAction("remove curse on party", ACTION_DISPEL + 7), NULL)));
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NextAction::array(0, new NextAction("remove curse on party", ACTION_DISPEL + 7), nullptr)));
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}
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GenericDruidBuffStrategy::GenericDruidBuffStrategy(PlayerbotAI* botAI) : NonCombatStrategy(botAI)
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@@ -158,7 +158,15 @@ void DruidAssistDpsStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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triggers.push_back(
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new TriggerNode("healer should attack",
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NextAction::array(0,
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new NextAction("cancel tree form", ACTION_DEFAULT + 0.3f),
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new NextAction("moonfire", ACTION_DEFAULT + 0.2f),
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new NextAction("wrath", ACTION_DEFAULT + 0.1f),
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new NextAction("starfire", ACTION_DEFAULT),
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nullptr)));
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triggers.push_back(
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new TriggerNode("medium aoe and healer should attack",
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NextAction::array(0,
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new NextAction("hurricane", ACTION_DEFAULT + 0.7f),
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nullptr)));
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}
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@@ -12,9 +12,9 @@ class HealDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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public:
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HealDruidStrategyActionNodeFactory() {
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creators["nourish on party"] = &nourtish_on_party;
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creators["wild growth on party"] = &wild_growth_on_party;
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creators["rejuvenation on party"] = &rejuvenation_on_party;
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creators["regrowth on party"] = ®rowth_on_party;
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// creators["wild growth on party"] = &wild_growth_on_party;
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// creators["rejuvenation on party"] = &rejuvenation_on_party;
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// creators["regrowth on party"] = ®rowth_on_party;
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}
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private:
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@@ -25,27 +25,27 @@ private:
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/*A*/ NextAction::array(0, new NextAction("healing touch on party"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* wild_growth_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("wild growth on party",
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/*P*/ NextAction::array(0, new NextAction("tree form"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* rejuvenation_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("rejuvenation on party",
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/*P*/ NextAction::array(0, new NextAction("tree form"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* regrowth_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("regrowth on party",
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/*P*/ NextAction::array(0, new NextAction("tree form"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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// static ActionNode* wild_growth_on_party([[maybe_unused]] PlayerbotAI* botAI)
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// {
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// return new ActionNode("wild growth on party",
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// /*P*/ NextAction::array(0, new NextAction("tree form"), nullptr),
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// /*A*/ nullptr,
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// /*C*/ nullptr);
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// }
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// static ActionNode* rejuvenation_on_party([[maybe_unused]] PlayerbotAI* botAI)
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// {
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// return new ActionNode("rejuvenation on party",
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// /*P*/ NextAction::array(0, new NextAction("tree form"), nullptr),
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// /*A*/ nullptr,
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// /*C*/ nullptr);
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// }
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// static ActionNode* regrowth_on_party([[maybe_unused]] PlayerbotAI* botAI)
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// {
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// return new ActionNode("regrowth on party",
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// /*P*/ NextAction::array(0, new NextAction("tree form"), nullptr),
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// /*A*/ nullptr,
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// /*C*/ nullptr);
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// }
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};
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HealDruidStrategy::HealDruidStrategy(PlayerbotAI* botAI) : GenericDruidStrategy(botAI)
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@@ -57,8 +57,6 @@ void HealDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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GenericDruidStrategy::InitTriggers(triggers);
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// triggers.push_back(new TriggerNode("enemy out of spell", NextAction::array(0, new NextAction("reach spell",
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// ACTION_NORMAL + 9), nullptr)));
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// triggers.push_back(
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// new TriggerNode("tree form", NextAction::array(0, new NextAction("tree form", ACTION_HIGH + 1), nullptr)));
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@@ -69,12 +67,14 @@ void HealDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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// CRITICAL
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triggers.push_back(
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new TriggerNode("party member critical health",
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NextAction::array(0, new NextAction("swiftmend on party", ACTION_CRITICAL_HEAL + 4),
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NextAction::array(0,
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new NextAction("tree form", ACTION_CRITICAL_HEAL + 4.1f),
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new NextAction("swiftmend on party", ACTION_CRITICAL_HEAL + 4),
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new NextAction("wild growth on party", ACTION_CRITICAL_HEAL + 3),
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new NextAction("regrowth on party", ACTION_CRITICAL_HEAL + 2),
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new NextAction("nourish on party", ACTION_CRITICAL_HEAL + 1),
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// new NextAction("healing touch on party", ACTION_CRITICAL_HEAL + 0),
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NULL)));
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nullptr)));
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triggers.push_back(
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new TriggerNode("party member critical health",
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@@ -87,29 +87,32 @@ void HealDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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// LOW
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triggers.push_back(
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new TriggerNode("party member low health",
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NextAction::array(0, new NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 9),
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NextAction::array(0, new NextAction("tree form", ACTION_MEDIUM_HEAL + 9.1f),
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new NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 9),
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new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 8),
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new NextAction("swiftmend on party", ACTION_MEDIUM_HEAL + 7),
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new NextAction("nourish on party", ACTION_MEDIUM_HEAL + 6),
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NULL)));
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nullptr)));
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// MEDIUM
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triggers.push_back(
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new TriggerNode("party member medium health",
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NextAction::array(0, new NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 4),
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NextAction::array(0,
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new NextAction("tree form", ACTION_MEDIUM_HEAL + 4.1f),
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new NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 4),
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new NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 3),
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new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 2),
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new NextAction("nourish on party", ACTION_MEDIUM_HEAL + 1), NULL)));
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new NextAction("nourish on party", ACTION_MEDIUM_HEAL + 1), nullptr)));
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// almost full
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triggers.push_back(
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new TriggerNode("party member almost full health",
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NextAction::array(0, new NextAction("wild growth on party", ACTION_LIGHT_HEAL + 3),
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new NextAction("rejuvenation on party", ACTION_LIGHT_HEAL + 2),
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new NextAction("regrowth on party", ACTION_LIGHT_HEAL + 1), NULL)));
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new NextAction("regrowth on party", ACTION_LIGHT_HEAL + 1), nullptr)));
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triggers.push_back(
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new TriggerNode("medium mana", NextAction::array(0, new NextAction("innervate", ACTION_HIGH + 5), NULL)));
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new TriggerNode("medium mana", NextAction::array(0, new NextAction("innervate", ACTION_HIGH + 5), nullptr)));
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triggers.push_back(new TriggerNode("enemy too close for spell",
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NextAction::array(0, new NextAction("flee", ACTION_MOVE + 9), nullptr)));
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@@ -22,7 +22,7 @@ void GenericPaladinNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& tr
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triggers.push_back(new TriggerNode("party member almost full health",
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NextAction::array(0, new NextAction("flash of light on party", 25.0f), NULL)));
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triggers.push_back(new TriggerNode("party member medium health",
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NextAction::array(0, new NextAction("holy light on party", 26.0f), NULL)));
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NextAction::array(0, new NextAction("flash of light on party", 26.0f), NULL)));
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triggers.push_back(new TriggerNode("party member low health",
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NextAction::array(0, new NextAction("holy light on party", 27.0f), NULL)));
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triggers.push_back(new TriggerNode("party member critical health",
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@@ -77,10 +77,11 @@ void PaladinAssistDpsStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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triggers.push_back(
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new TriggerNode("healer should attack",
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NextAction::array(0,
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new NextAction("hammer of wrath", ACTION_DEFAULT + 0.5f),
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new NextAction("holy shock", ACTION_DEFAULT + 0.4f),
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new NextAction("shield of righteousness", ACTION_DEFAULT + 0.3f),
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new NextAction("judgement of light", ACTION_DEFAULT + 0.2f),
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new NextAction("exorcism", ACTION_DEFAULT + 0.1f),
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new NextAction("hammer of wrath", ACTION_DEFAULT + 0.6f),
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new NextAction("holy shock", ACTION_DEFAULT + 0.5f),
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new NextAction("shield of righteousness", ACTION_DEFAULT + 0.4f),
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new NextAction("judgement of light", ACTION_DEFAULT + 0.3f),
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new NextAction("consecration", ACTION_DEFAULT + 0.2f),
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new NextAction("exorcism", ACTION_DEFAULT+ 0.1f),
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nullptr)));
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}
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@@ -95,8 +95,8 @@ void PriestAssistDpsStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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NextAction::array(0,
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new NextAction("shadow word: pain", ACTION_DEFAULT + 0.5f),
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new NextAction("holy fire", ACTION_DEFAULT + 0.4f),
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// new NextAction("mind blast", ACTION_DEFAULT + 0.3f),
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new NextAction("smite", ACTION_DEFAULT + 0.1f),
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new NextAction("smite", ACTION_DEFAULT + 0.3f),
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new NextAction("mind blast", ACTION_DEFAULT + 0.2f),
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new NextAction("shoot", ACTION_DEFAULT),
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nullptr)));
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@@ -9,6 +9,8 @@
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#include "BattlegroundWS.h"
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#include "CreatureAI.h"
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#include "GameTime.h"
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#include "LastSpellCastValue.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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@@ -372,23 +374,28 @@ bool HealerShouldAttackTrigger::IsActive()
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if (botAI->GetNearGroupMemberCount(sPlayerbotAIConfig->sightDistance) <= 1)
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return true;
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bool almostFullMana = AI_VALUE2(bool, "has mana", "self target") &&
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AI_VALUE2(uint8, "mana", "self target") < 85;
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// high pressure
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if (AI_VALUE(uint8, "balance") <= 50 && almostFullMana)
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if (AI_VALUE2(uint8, "health", "party member to heal") < sPlayerbotAIConfig->almostFullHealth)
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return false;
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bool highMana = AI_VALUE2(bool, "has mana", "self target") &&
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AI_VALUE2(uint8, "mana", "self target") < sPlayerbotAIConfig->highMana;
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// special check for resto druid (dont remove tree of life frequently)
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if (bot->GetAura(33891))
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{
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LastSpellCast& lastSpell = botAI->GetAiObjectContext()->GetValue<LastSpellCast&>("last spell cast")->Get();
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if (lastSpell.timer + 5 > time(nullptr))
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return false;
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}
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if (AI_VALUE(uint8, "balance") <= 100 && highMana)
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return false;
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bool mediumMana = AI_VALUE2(bool, "has mana", "self target") &&
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AI_VALUE2(uint8, "mana", "self target") < sPlayerbotAIConfig->mediumMana;
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int manaThreshold;
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int balance = AI_VALUE(uint8, "balance");
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// higher threshold in higher pressure
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if (balance <= 50)
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manaThreshold = 85;
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else if (balance <= 100)
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manaThreshold = sPlayerbotAIConfig->highMana;
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else
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manaThreshold = sPlayerbotAIConfig->mediumMana;
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if (mediumMana)
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if (AI_VALUE2(bool, "has mana", "self target") && AI_VALUE2(uint8, "mana", "self target") < manaThreshold)
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return false;
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return true;
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@@ -55,7 +55,7 @@ private:
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{
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return new ActionNode("summon felhunter",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("summon voidwalker"), nullptr),
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/*A*/ NextAction::array(0, new NextAction("summon succubus"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* summon_felguard([[maybe_unused]] PlayerbotAI* botAI)
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Reference in New Issue
Block a user