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https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
Dps target
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@@ -1372,6 +1372,11 @@ bool PlayerbotAI::IsRanged(Player* player)
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return true;
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}
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bool PlayerbotAI::IsCaster(Player* player)
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{
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return IsRanged(player) && player->getClass() != CLASS_HUNTER;
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}
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bool PlayerbotAI::IsRangedDps(Player* player)
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{
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return IsRanged(player) && IsDps(player);
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@@ -332,6 +332,7 @@ class PlayerbotAI : public PlayerbotAIBase
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bool IsHeal(Player* player);
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bool IsDps(Player* player);
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bool IsRanged(Player* player);
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bool IsCaster(Player* player);
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bool IsRangedDps(Player* player);
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bool IsMainTank(Player* player);
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bool IsAssistTank(Player* player);
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@@ -59,10 +59,11 @@ class FindMaxThreatGapTargetStrategy : public FindTargetStrategy
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float minThreat;
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};
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class FindTargetSmartStrategy : public FindTargetStrategy
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// caster
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class CasterFindTargetSmartStrategy : public FindTargetStrategy
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{
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public:
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FindTargetSmartStrategy(PlayerbotAI* botAI, float dps) : FindTargetStrategy(botAI), dps_(dps), targetExpectedLifeTime(1000000) { }
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CasterFindTargetSmartStrategy(PlayerbotAI* botAI, float dps) : FindTargetStrategy(botAI), dps_(dps), targetExpectedLifeTime(1000000) { }
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void CheckAttacker(Unit* attacker, ThreatMgr* threatMgr) override
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{
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@@ -123,6 +124,59 @@ class FindTargetSmartStrategy : public FindTargetStrategy
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float targetExpectedLifeTime;
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};
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// non caster
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class NonCasterFindTargetSmartStrategy : public FindTargetStrategy
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{
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public:
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NonCasterFindTargetSmartStrategy(PlayerbotAI* botAI, float dps) : FindTargetStrategy(botAI), dps_(dps), targetExpectedLifeTime(1000000) { }
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void CheckAttacker(Unit* attacker, ThreatMgr* threatMgr) override
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{
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if (Group* group = botAI->GetBot()->GetGroup())
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{
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ObjectGuid guid = group->GetTargetIcon(4);
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if (guid && attacker->GetGUID() == guid)
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return;
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}
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if (!attacker->IsAlive()) {
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return;
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}
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float expectedLifeTime = attacker->GetHealth() / dps_;
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// Unit* victim = attacker->GetVictim();
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if (!result || IsBetter(attacker, result)) {
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targetExpectedLifeTime = expectedLifeTime;
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result = attacker;
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}
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}
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bool IsBetter(Unit* new_unit, Unit* old_unit) {
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float new_time = new_unit->GetHealth() / dps_;
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float old_time = old_unit->GetHealth() / dps_;
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// [5-20] > (5-0] > (20-inf)
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if (GetIntervalLevel(new_unit) > GetIntervalLevel(old_unit)) {
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return true;
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}
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// attack enemy in range and with lowest health
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int level = GetIntervalLevel(new_unit);
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if (level == 0) {
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return new_time < old_time;
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}
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// all targets are far away, choose the closest one
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return botAI->GetBot()->GetDistance(new_unit) < botAI->GetBot()->GetDistance(old_unit);
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}
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int32_t GetIntervalLevel(Unit* unit) {
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float time = unit->GetHealth() / dps_;
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float dis = unit->GetDistance(botAI->GetBot());
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float attackRange = botAI->IsRanged(botAI->GetBot()) ? sPlayerbotAIConfig->spellDistance : sPlayerbotAIConfig->meleeDistance;
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attackRange += 5.0f;
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int level = dis < attackRange ? 10 : 0;
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return level;
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}
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protected:
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float dps_;
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float targetExpectedLifeTime;
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};
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Unit* DpsTargetValue::Calculate()
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{
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Unit* rti = RtiTargetValue::Calculate();
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@@ -131,8 +185,11 @@ Unit* DpsTargetValue::Calculate()
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// FindLeastHpTargetStrategy strategy(botAI);
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float dps = AI_VALUE(float, "expected group dps");
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FindTargetSmartStrategy strategy(botAI, dps);
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// FindMaxThreatGapTargetStrategy strategy(botAI);
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if (botAI->IsCaster(bot)) {
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CasterFindTargetSmartStrategy strategy(botAI, dps);
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return TargetValue::FindTarget(&strategy);
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}
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NonCasterFindTargetSmartStrategy strategy(botAI, dps);
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return TargetValue::FindTarget(&strategy);
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}
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