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https://github.com/mod-playerbots/mod-playerbots
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Merge pull request #75 from qudzy/bug/hunter-bot-auto-shot
Encourage hunter bots to use auto shot
This commit is contained in:
@@ -9,6 +9,5 @@ void RangedCombatStrategy::InitTriggers(std::vector<TriggerNode*> &triggers)
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{
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CombatStrategy::InitTriggers(triggers);
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//triggers.push_back(new TriggerNode("enemy too close for shoot", NextAction::array(0, new NextAction("flee", ACTION_HIGH), nullptr)));
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triggers.push_back(new TriggerNode("enemy too close for spell", NextAction::array(0, new NextAction("flee", ACTION_HIGH), nullptr)));
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triggers.push_back(new TriggerNode("enemy out of spell", NextAction::array(0, new NextAction("reach spell", ACTION_HIGH), nullptr)));
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}
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@@ -69,6 +69,7 @@ void GenericHunterStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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CombatStrategy::InitTriggers(triggers);
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triggers.push_back(new TriggerNode("enemy too close for auto shot", NextAction::array(0, new NextAction("switch to melee", ACTION_HIGH), nullptr)));
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triggers.push_back(new TriggerNode("enemy is close", NextAction::array(0, new NextAction("wing clip", ACTION_HIGH), nullptr)));
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triggers.push_back(new TriggerNode("medium threat", NextAction::array(0, new NextAction("feign death", 35.0f), nullptr)));
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triggers.push_back(new TriggerNode("hunters pet low health", NextAction::array(0, new NextAction("mend pet", ACTION_HIGH + 2), nullptr)));
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@@ -83,6 +83,7 @@ class HunterTriggerFactoryInternal : public NamedObjectContext<Trigger>
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}
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private:
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static Trigger* auto_shot(PlayerbotAI* botAI) { return new AutoShotTrigger(botAI); }
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static Trigger* scare_beast(PlayerbotAI* botAI) { return new ScareBeastTrigger(botAI); }
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static Trigger* concussive_shot_on_snare_target(PlayerbotAI* botAI) { return new ConsussiveShotSnareTrigger(botAI); }
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static Trigger* pet_not_happy(PlayerbotAI* botAI) { return new HunterPetNotHappy(botAI); }
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@@ -12,6 +12,14 @@ class PlayerbotAI;
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BEGIN_TRIGGER(HunterNoStingsActiveTrigger, Trigger)
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END_TRIGGER()
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class AutoShotTrigger : public Trigger
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{
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public:
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AutoShotTrigger(PlayerbotAI* botAI) : Trigger(botAI, "auto shot") { }
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bool IsActive() override;
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};
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class HunterAspectOfTheHawkTrigger : public BuffTrigger
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{
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public:
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@@ -44,6 +44,34 @@ bool EnemyTooCloseForSpellTrigger::IsActive()
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return false;
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}
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bool EnemyTooCloseForAutoShotTrigger::IsActive()
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{
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Unit* target = AI_VALUE(Unit*, "current target");
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if (!target)
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return false;
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if (target->GetTarget() == bot->GetGUID() && !bot->GetGroup() && !target->HasUnitState(UNIT_STATE_ROOT) && GetSpeedInMotion(target) > GetSpeedInMotion(bot) * 0.65f)
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return false;
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bool isBoss = false;
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bool isRaid = false;
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float combatReach = bot->GetCombatReach() + target->GetCombatReach();
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float targetDistance = sServerFacade->GetDistance2d(bot, target) + combatReach;
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if (target->GetTypeId() == TYPEID_UNIT)
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{
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Creature* creature = botAI->GetCreature(target->GetGUID());
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if (creature)
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{
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isBoss = creature->isWorldBoss();
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}
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}
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if (bot->GetMap() && bot->GetMap()->IsRaid())
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isRaid = true;
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return sServerFacade->IsDistanceLessOrEqualThan(targetDistance, 5.0f);
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}
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bool EnemyTooCloseForShootTrigger::IsActive()
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{
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Unit* target = AI_VALUE(Unit*, "current target");
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@@ -26,6 +26,14 @@ class EnemyTooCloseForShootTrigger : public Trigger
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bool IsActive() override;
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};
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class EnemyTooCloseForAutoShotTrigger : public Trigger
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{
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public:
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EnemyTooCloseForAutoShotTrigger(PlayerbotAI* botAI) : Trigger(botAI, "enemy too close for auto shot") { }
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bool IsActive() override;
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};
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class EnemyTooCloseForMeleeTrigger : public Trigger
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{
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public:
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@@ -81,6 +81,7 @@ class TriggerContext : public NamedObjectContext<Trigger>
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creators["enemy out of spell"] = &TriggerContext::EnemyOutOfSpell;
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creators["enemy too close for spell"] = &TriggerContext::enemy_too_close_for_spell;
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creators["enemy too close for shoot"] = &TriggerContext::enemy_too_close_for_shoot;
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creators["enemy too close for auto shot"] = &TriggerContext::enemy_too_close_for_auto_shot;
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creators["enemy too close for melee"] = &TriggerContext::enemy_too_close_for_melee;
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creators["enemy is close"] = &TriggerContext::enemy_is_close;
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creators["party member to heal out of spell range"] = &TriggerContext::party_member_to_heal_out_of_spell_range;
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@@ -256,6 +257,7 @@ class TriggerContext : public NamedObjectContext<Trigger>
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static Trigger* EnemyOutOfMelee(PlayerbotAI* botAI) { return new EnemyOutOfMeleeTrigger(botAI); }
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static Trigger* EnemyOutOfSpell(PlayerbotAI* botAI) { return new EnemyOutOfSpellRangeTrigger(botAI); }
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static Trigger* enemy_too_close_for_spell(PlayerbotAI* botAI) { return new EnemyTooCloseForSpellTrigger(botAI); }
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static Trigger* enemy_too_close_for_auto_shot(PlayerbotAI* botAI) { return new EnemyTooCloseForAutoShotTrigger(botAI); }
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static Trigger* enemy_too_close_for_shoot(PlayerbotAI* botAI) { return new EnemyTooCloseForShootTrigger(botAI); }
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static Trigger* enemy_too_close_for_melee(PlayerbotAI* botAI) { return new EnemyTooCloseForMeleeTrigger(botAI); }
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static Trigger* enemy_is_close(PlayerbotAI* botAI) { return new EnemyIsCloseTrigger(botAI); }
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