Worldbuff feral druid bear/cat logic (#816)

* Add logic to separate cat and bear druid buffs

Check for Thick Hide (16929) talent, use regular buffs if found, use new fourth row if not.

* Added cat druid buffs (ArP food, AP flask)

* Update playerbots.conf.dist

* Refined logic for feral druids

* Use rank 3 of Thick Hide and GetActiveSpec

* Update WorldBuffAction.cpp

* Added DK Blood DPS buffs

AP Flask, STR food

* Added logic for DPS Blood DKs
This commit is contained in:
avirar
2024-12-29 01:27:31 +11:00
committed by GitHub
parent 1ed6645119
commit adc0d6e72c
2 changed files with 58 additions and 16 deletions

View File

@@ -26,36 +26,76 @@ std::vector<uint32> WorldBuffAction::NeedWorldBuffs(Unit* unit)
std::vector<uint32> retVec;
if (sPlayerbotAIConfig->worldBuffs.empty())
return std::move(retVec);
return retVec;
FactionTemplateEntry const* humanFaction = sFactionTemplateStore.LookupEntry(1);
uint32 factionId =
(Unit::GetFactionReactionTo(unit->GetFactionTemplateEntry(), humanFaction) >= REP_NEUTRAL) ? 1 : 2;
for (auto& wb : sPlayerbotAIConfig->worldBuffs)
Player* bot = unit->ToPlayer();
if (!bot)
return retVec;
uint8 botClass = bot->getClass();
uint8 botLevel = bot->GetLevel();
uint8 tab = AiFactory::GetPlayerSpecTab(bot);
// We'll store the final "effective" spec ID here.
// For non-Feral druids (and all other classes),
// effectiveSpec = tab by default.
uint8 effectiveSpec = tab;
// If this is a druid in the Feral tab, decide Bear vs. Cat
if (botClass == CLASS_DRUID && tab == 1) // 1 = feral
{
bool isBear = bot->HasTalent(16931, bot->GetActiveSpec()); // Thick Hide rank 3
if (!isBear)
{
// If not bear, then treat it as "cat" spec = 3
effectiveSpec = 3;
}
// If bear, effectiveSpec remains 1
}
// If this is a Death Knight in the Blood tab, decide Tank vs. DPS
if (botClass == CLASS_DEATH_KNIGHT && tab == 0) // 0 = Blood
{
bool isTank = bot->HasTalent(55226, bot->GetActiveSpec()); // Blade Barrier rank 5
if (!isTank)
{
// If not tank, then treat it as DPS spec = 3
effectiveSpec = 3;
}
// If tank, effectiveSpec remains unchanged
}
for (auto const& wb : sPlayerbotAIConfig->worldBuffs)
{
// Faction check
if (wb.factionId != 0 && wb.factionId != factionId)
continue;
if (wb.classId != 0 && wb.classId != unit->getClass())
// Class check
if (wb.classId != 0 && wb.classId != botClass)
continue;
uint8 tab = AiFactory::GetPlayerSpecTab(unit->ToPlayer());
if (wb.specId != tab)
// Level check
if (wb.minLevel != 0 && wb.minLevel > botLevel)
continue;
if (wb.maxLevel != 0 && wb.maxLevel < botLevel)
continue;
if (wb.minLevel != 0 && wb.minLevel > unit->GetLevel())
// Already has aura?
if (bot->HasAura(wb.spellId))
continue;
if (wb.maxLevel != 0 && wb.maxLevel < unit->GetLevel())
continue;
if (unit->HasAura(wb.spellId))
continue;
retVec.push_back(wb.spellId);
// Final check: does the world-buff spec ID match our effective spec?
if (wb.specId == effectiveSpec)
retVec.push_back(wb.spellId);
}
return std::move(retVec);
return retVec;
}