mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
@@ -313,7 +313,6 @@ AiPlayerbot.AlmostFullHealth = 85
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AiPlayerbot.LowMana = 15
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AiPlayerbot.MediumMana = 40
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# Enable healer bot save mana
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# Default: 1 (enable)
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AiPlayerbot.AutoSaveMana = 1
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@@ -322,6 +321,9 @@ AiPlayerbot.AutoSaveMana = 1
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# Default: 60 (60%)
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AiPlayerbot.SaveManaThreshold = 60
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# Enable auto avoid aoe (experimental)
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# Default: 0 (disable)
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AiPlayerbot.AutoAvoidAoe = 0
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# Random bot default strategies (applied after defaults)
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AiPlayerbot.RandomBotCombatStrategies = "+dps,+dps assist,-threat"
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@@ -266,9 +266,14 @@ void AiFactory::AddDefaultCombatStrategies(Player* player, PlayerbotAI* const fa
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{
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engine->addStrategies("racials", "chat", "default", "cast time", "duel", "boost", nullptr);
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}
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if (sPlayerbotAIConfig->autoSaveMana) {
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if (sPlayerbotAIConfig->autoSaveMana)
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{
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engine->addStrategy("auto save mana");
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}
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if (sPlayerbotAIConfig->autoAvoidAoe && facade->HasRealPlayerMaster())
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{
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engine->addStrategy("avoid aoe");
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}
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switch (player->getClass())
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{
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case CLASS_PRIEST:
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@@ -91,6 +91,7 @@ bool PlayerbotAIConfig::Initialize()
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mediumMana = sConfigMgr->GetOption<int32>("AiPlayerbot.MediumMana", 40);
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autoSaveMana = sConfigMgr->GetOption<bool>("AiPlayerbot.AutoSaveMana", true);
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saveManaThreshold = sConfigMgr->GetOption<int32>("AiPlayerbot.SaveManaThreshold", 60);
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autoAvoidAoe = sConfigMgr->GetOption<bool>("AiPlayerbot.AutoAvoidAoe", false);
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randomGearLoweringChance = sConfigMgr->GetOption<float>("AiPlayerbot.RandomGearLoweringChance", 0.15f);
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randomBotMaxLevelChance = sConfigMgr->GetOption<float>("AiPlayerbot.RandomBotMaxLevelChance", 0.15f);
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@@ -64,7 +64,8 @@ class PlayerbotAIConfig
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uint32 lowMana, mediumMana;
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bool autoSaveMana;
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uint32 saveManaThreshold;
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bool autoAvoidAoe;
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uint32 openGoSpell;
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bool randomBotAutologin;
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bool botAutologin;
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@@ -88,6 +88,7 @@ class ActionContext : public NamedObjectContext<Action>
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creators["reach party member to resurrect"] = &ActionContext::reach_party_member_to_resurrect;
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creators["flee"] = &ActionContext::flee;
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creators["flee with pet"] = &ActionContext::flee_with_pet;
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creators["avoid aoe"] = &ActionContext::avoid_aoe;
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creators["gift of the naaru"] = &ActionContext::gift_of_the_naaru;
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creators["shoot"] = &ActionContext::shoot;
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creators["lifeblood"] = &ActionContext::lifeblood;
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@@ -263,6 +264,7 @@ class ActionContext : public NamedObjectContext<Action>
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static Action* reach_party_member_to_resurrect(PlayerbotAI* botAI) { return new ReachPartyMemberToResurrectAction(botAI); }
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static Action* flee(PlayerbotAI* botAI) { return new FleeAction(botAI); }
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static Action* flee_with_pet(PlayerbotAI* botAI) { return new FleeWithPetAction(botAI); }
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static Action* avoid_aoe(PlayerbotAI* botAI) { return new AvoidAoeAction(botAI); }
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static Action* gift_of_the_naaru(PlayerbotAI* botAI) { return new CastGiftOfTheNaaruAction(botAI); }
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static Action* lifeblood(PlayerbotAI* botAI) { return new CastLifeBloodAction(botAI); }
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static Action* arcane_torrent(PlayerbotAI* botAI) { return new CastArcaneTorrentAction(botAI); }
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@@ -3,6 +3,7 @@
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*/
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#include "MovementActions.h"
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#include "GameObject.h"
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#include "Map.h"
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#include "MotionMaster.h"
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#include "MoveSplineInitArgs.h"
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@@ -13,6 +14,7 @@
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#include "PlayerbotAIConfig.h"
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#include "Random.h"
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#include "SharedDefines.h"
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#include "SpellInfo.h"
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#include "TargetedMovementGenerator.h"
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#include "Event.h"
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#include "LastMovementValue.h"
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@@ -155,22 +157,24 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
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!bot->IsFlying() && !bot->HasUnitMovementFlag(MOVEMENTFLAG_SWIMMING) && !bot->IsInWater();
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if (!generatePath) {
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float distance = bot->GetExactDist(x, y, z);
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WaitForReach(distance);
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if (bot->IsSitState())
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bot->SetStandState(UNIT_STAND_STATE_STAND);
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if (bot->IsNonMeleeSpellCast(true))
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if (distance > sPlayerbotAIConfig->contactDistance)
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{
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bot->CastStop();
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botAI->InterruptSpell();
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WaitForReach(distance);
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if (bot->IsSitState())
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bot->SetStandState(UNIT_STAND_STATE_STAND);
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if (bot->IsNonMeleeSpellCast(true))
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{
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bot->CastStop();
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botAI->InterruptSpell();
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}
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MotionMaster &mm = *bot->GetMotionMaster();
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mm.Clear();
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mm.MovePoint(mapId, x, y, z, generatePath);
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AI_VALUE(LastMovement&, "last movement").Set(mapId, x, y, z, bot->GetOrientation());
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return true;
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}
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MotionMaster &mm = *bot->GetMotionMaster();
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mm.Clear();
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mm.MovePoint(mapId, x, y, z, generatePath);
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AI_VALUE(LastMovement&, "last movement").Set(mapId, x, y, z, bot->GetOrientation());
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return true;
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} else {
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float modifiedZ;
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Movement::PointsArray path = SearchForBestPath(x, y, z, modifiedZ, sPlayerbotAIConfig->maxMovementSearchTime);
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@@ -197,7 +201,6 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
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AI_VALUE(LastMovement&, "last movement").Set(mapId, x, y, z, bot->GetOrientation());
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return true;
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}
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}
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return false;
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@@ -1482,6 +1485,145 @@ bool FleeWithPetAction::Execute(Event event)
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return Flee(AI_VALUE(Unit*, "current target"));
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}
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bool AvoidAoeAction::isUseful()
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{
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GuidVector traps = AI_VALUE(GuidVector, "nearest trap with damage");
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return AI_VALUE(Aura*, "area debuff") || !traps.empty();
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}
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bool AvoidAoeAction::Execute(Event event)
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{
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// Case #1: Aura with dynamic object (e.g. rain of fire)
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if (AvoidAuraWithDynamicObj()) {
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return true;
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}
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// Case #2: Trap game object with spell (e.g. lava bomb)
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if (AvoidGameObjectWithDamage()) {
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return true;
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}
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// Case #3: Trigger npc (e.g. Lesser shadow fissure)
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return false;
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}
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bool AvoidAoeAction::AvoidAuraWithDynamicObj()
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{
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Aura* aura = AI_VALUE(Aura*, "area debuff");
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if (!aura) {
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return false;
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}
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const SpellInfo* spellInfo = aura->GetSpellInfo();
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if (!spellInfo) {
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return false;
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}
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if (!bot->HasAura(spellInfo->Id)) {
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return false;
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}
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DynamicObject* dynOwner = aura->GetDynobjOwner();
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if (!dynOwner || !dynOwner->IsInWorld()) {
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return false;
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}
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float radius = dynOwner->GetRadius();
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if (bot->GetDistance(dynOwner) > radius) {
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return false;
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}
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std::ostringstream name;
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name << "[" << spellInfo->SpellName[0] << "] (aura)";
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if (FleePostion(dynOwner->GetPosition(), radius, name.str())) {
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return true;
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}
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return false;
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}
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bool AvoidAoeAction::AvoidGameObjectWithDamage()
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{
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GuidVector traps = AI_VALUE(GuidVector, "nearest trap with damage");
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if (traps.empty()) {
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return false;
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}
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for (ObjectGuid &guid : traps) {
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GameObject* go = botAI->GetGameObject(guid);
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if (!go || !go->IsInWorld()) {
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continue;
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}
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if (go->GetGoType() != GAMEOBJECT_TYPE_TRAP)
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{
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continue;
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}
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const GameObjectTemplate* goInfo = go->GetGOInfo();
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if (!goInfo)
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{
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continue;
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}
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uint32 spellId = goInfo->trap.spellId;
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if (!spellId)
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{
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continue;
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}
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const SpellInfo* spellInfo = sSpellMgr->GetSpellInfo(spellId);
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if (spellInfo->IsPositive()) {
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continue;
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}
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float radius = (float)goInfo->trap.diameter / 2;
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// for (int i = 0; i < MAX_SPELL_EFFECTS; i++) {
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// if (spellInfo->Effects[i].Effect == SPELL_EFFECT_APPLY_AURA) {
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// if (spellInfo->Effects[i].ApplyAuraName == SPELL_AURA_PERIODIC_DAMAGE) {
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// radius = spellInfo->Effects[i].CalcRadius();
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// break;
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// }
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// } else if (spellInfo->Effects[i].Effect == SPELL_EFFECT_SCHOOL_DAMAGE) {
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// break;
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// }
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// }
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if (bot->GetDistance(go) > radius) {
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return false;
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}
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std::ostringstream name;
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name << "[" << spellInfo->SpellName[0] << "] (object)";
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if (FleePostion(go->GetPosition(), radius, name.str())) {
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return true;
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}
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}
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return false;
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}
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bool AvoidAoeAction::FleePostion(Position pos, float radius, std::string name)
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{
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Unit* currentTarget = AI_VALUE(Unit*, "current target");
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std::vector<float> possibleAngles;
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if (currentTarget) {
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float angleLeft = bot->GetAngle(currentTarget) + M_PI / 2;
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float angleRight = bot->GetAngle(currentTarget) - M_PI / 2;
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possibleAngles.push_back(angleLeft);
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possibleAngles.push_back(angleRight);
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} else {
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float angleTo = bot->GetAngle(&pos) - M_PI;
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possibleAngles.push_back(angleTo);
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}
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float farestDis = 0.0f;
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Position bestPos;
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for (float &angle : possibleAngles) {
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float fleeDis = sPlayerbotAIConfig->fleeDistance;
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Position fleePos{bot->GetPositionX() + cos(angle) * fleeDis,
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bot->GetPositionY() + sin(angle) * fleeDis,
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bot->GetPositionZ()};
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// todo (Yunfan): check carefully
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if (pos.GetExactDist(fleePos) > farestDis) {
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farestDis = pos.GetExactDist(fleePos);
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bestPos = fleePos;
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}
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}
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if (farestDis > 0.0f) {
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if (MoveTo(bot->GetMapId(), bestPos.GetPositionX(), bestPos.GetPositionY(), bestPos.GetPositionZ(), false, false, true)) {
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std::ostringstream out;
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out << "Avoiding spell " << name << "...";
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bot->Say(out.str(), LANG_UNIVERSAL);
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return true;
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}
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}
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return false;
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}
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bool RunAwayAction::Execute(Event event)
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{
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return Flee(AI_VALUE(Unit*, "master target"));
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@@ -66,11 +66,25 @@ class FleeWithPetAction : public MovementAction
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bool Execute(Event event) override;
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};
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class AvoidAoeAction : public MovementAction
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{
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public:
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AvoidAoeAction(PlayerbotAI* botAI) : MovementAction(botAI, "avoid aoe") { }
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bool isUseful() override;
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bool Execute(Event event) override;
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protected:
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bool AvoidAuraWithDynamicObj();
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bool AvoidGameObjectWithDamage();
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bool FleePostion(Position pos, float radius, std::string name);
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};
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class RunAwayAction : public MovementAction
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{
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public:
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RunAwayAction(PlayerbotAI* botAI) : MovementAction(botAI, "runaway") { }
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bool Execute(Event event) override;
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};
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@@ -37,6 +37,11 @@ bool TellLosAction::Execute(Event event)
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ListUnits("--- Friendly players ---", *context->GetValue<GuidVector>("nearest friendly players"));
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}
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if (param.empty() || param == "triggers")
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{
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ListUnits("--- Triggers ---", *context->GetValue<GuidVector>("possible triggers"));
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}
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return true;
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}
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@@ -46,8 +51,9 @@ void TellLosAction::ListUnits(std::string const title, GuidVector units)
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for (ObjectGuid const guid : units)
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{
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if (Unit* unit = botAI->GetUnit(guid))
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if (Unit* unit = botAI->GetUnit(guid)) {
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botAI->TellMaster(unit->GetName());
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}
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}
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}
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@@ -4,6 +4,7 @@
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#include "CombatStrategy.h"
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#include "Playerbots.h"
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#include "Strategy.h"
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void CombatStrategy::InitTriggers(std::vector<TriggerNode*> &triggers)
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{
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@@ -62,15 +63,22 @@ float AvoidAoeStrategyMultiplier::GetValue(Action* action)
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return 1.0f;
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}
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NextAction** AvoidAoeStrategy::getDefaultActions()
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{
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return NextAction::array(0,
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new NextAction("avoid aoe", ACTION_EMERGENCY),
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nullptr);
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}
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void AvoidAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode(
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"has area debuff",
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NextAction::array(0, new NextAction("flee", ACTION_EMERGENCY + 5), NULL)));
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// triggers.push_back(new TriggerNode(
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// "has area debuff",
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// NextAction::array(0, new NextAction("flee", ACTION_EMERGENCY + 5), NULL)));
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}
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void AvoidAoeStrategy::InitMultipliers(std::vector<Multiplier*>& multipliers)
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{
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multipliers.push_back(new AvoidAoeStrategyMultiplier(botAI));
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// multipliers.push_back(new AvoidAoeStrategyMultiplier(botAI));
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}
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@@ -23,6 +23,7 @@ class AvoidAoeStrategy : public Strategy
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public:
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explicit AvoidAoeStrategy(PlayerbotAI* ai);
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const std::string getName() override { return "avoid aoe"; }
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NextAction** getDefaultActions() override;
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void InitMultipliers(std::vector<Multiplier*>& multipliers) override;
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void InitTriggers(std::vector<TriggerNode*>& triggers) override;
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};
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@@ -80,7 +80,6 @@ class TriggerContext : public NamedObjectContext<Trigger>
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creators["has area debuff"] = &TriggerContext::HasAreaDebuff;
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creators["enemy out of melee"] = &TriggerContext::EnemyOutOfMelee;
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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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@@ -116,4 +116,27 @@ bool HasAreaDebuffValue::Calculate()
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}
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return false;
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}
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Aura* AreaDebuffValue::Calculate()
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{
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Unit::AuraApplicationMap& map = bot->GetAppliedAuras();
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for (Unit::AuraApplicationMap::iterator i = map.begin(); i != map.end(); ++i)
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{
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Aura *aura = i->second->GetBase();
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if (!aura)
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continue;
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|
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AuraObjectType type = aura->GetType();
|
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// bool is_area = aura->IsArea();
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bool isPositive = aura->GetSpellInfo()->IsPositive();
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if (type == DYNOBJ_AURA_TYPE && !isPositive) {
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DynamicObject* dynOwner = aura->GetDynobjOwner();
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if (!dynOwner) {
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continue;
|
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}
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return aura;
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}
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}
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return nullptr;
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}
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@@ -5,6 +5,7 @@
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#ifndef _PLAYERBOT_AOEVALUES_H
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#define _PLAYERBOT_AOEVALUES_H
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#include "GameObject.h"
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#include "Object.h"
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#include "Value.h"
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#include "AiObjectContext.h"
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@@ -41,4 +42,13 @@ class HasAreaDebuffValue : public BoolCalculatedValue, public Qualified
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virtual bool Calculate();
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};
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class AreaDebuffValue : public CalculatedValue<Aura*>
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{
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||||
public:
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AreaDebuffValue(PlayerbotAI* botAI) :
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CalculatedValue<Aura*>(botAI, "area debuff", 1 * 1000) { }
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|
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Aura* Calculate() override;
|
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};
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||||
|
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#endif
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|
||||
@@ -33,4 +33,5 @@ class ExpectedGroupDpsValue : public FloatCalculatedValue
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public:
|
||||
float Calculate() override;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -7,6 +7,8 @@
|
||||
#include "GridNotifiers.h"
|
||||
#include "GridNotifiersImpl.h"
|
||||
#include "Playerbots.h"
|
||||
#include "SharedDefines.h"
|
||||
#include "SpellMgr.h"
|
||||
|
||||
class AnyGameObjectInObjectRangeCheck
|
||||
{
|
||||
@@ -42,3 +44,52 @@ GuidVector NearestGameObjects::Calculate()
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
GuidVector NearestTrapWithDamageValue::Calculate()
|
||||
{
|
||||
std::list<GameObject*> targets;
|
||||
AnyGameObjectInObjectRangeCheck u_check(bot, range);
|
||||
Acore::GameObjectListSearcher<AnyGameObjectInObjectRangeCheck> searcher(bot, targets, u_check);
|
||||
Cell::VisitAllObjects(bot, searcher, range);
|
||||
|
||||
GuidVector result;
|
||||
for (GameObject* go : targets)
|
||||
{
|
||||
if (go->GetGoType() != GAMEOBJECT_TYPE_TRAP)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
Unit* owner = go->GetOwner();
|
||||
if (owner && owner->IsFriendlyTo(bot))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
const GameObjectTemplate* goInfo = go->GetGOInfo();
|
||||
if (!goInfo)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
uint32 spellId = goInfo->trap.spellId;
|
||||
if (!spellId)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
const SpellInfo* spellInfo = sSpellMgr->GetSpellInfo(spellId);
|
||||
if (spellInfo->IsPositive()) {
|
||||
continue;
|
||||
}
|
||||
for (int i = 0; i < MAX_SPELL_EFFECTS; i++) {
|
||||
if (spellInfo->Effects[i].Effect == SPELL_EFFECT_APPLY_AURA) {
|
||||
if (spellInfo->Effects[i].ApplyAuraName == SPELL_AURA_PERIODIC_DAMAGE) {
|
||||
result.push_back(go->GetGUID());
|
||||
break;
|
||||
}
|
||||
} else if (spellInfo->Effects[i].Effect == SPELL_EFFECT_SCHOOL_DAMAGE) {
|
||||
result.push_back(go->GetGUID());
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
@@ -24,4 +24,17 @@ class NearestGameObjects : public ObjectGuidListCalculatedValue
|
||||
bool ignoreLos;
|
||||
};
|
||||
|
||||
class NearestTrapWithDamageValue : public ObjectGuidListCalculatedValue
|
||||
{
|
||||
public:
|
||||
NearestTrapWithDamageValue(PlayerbotAI* botAI, float range = 10.0f) :
|
||||
ObjectGuidListCalculatedValue(botAI, "nearest trap with damage", 1 * 1000), range(range) { }
|
||||
|
||||
protected:
|
||||
GuidVector Calculate() override;
|
||||
|
||||
private:
|
||||
float range;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
#include "GridNotifiers.h"
|
||||
#include "GridNotifiersImpl.h"
|
||||
#include "Playerbots.h"
|
||||
#include "Unit.h"
|
||||
|
||||
void PossibleTargetsValue::FindUnits(std::list<Unit*>& targets)
|
||||
{
|
||||
@@ -20,3 +21,17 @@ bool PossibleTargetsValue::AcceptUnit(Unit* unit)
|
||||
{
|
||||
return AttackersValue::IsPossibleTarget(unit, bot, range);
|
||||
}
|
||||
|
||||
void PossibleTriggersValue::FindUnits(std::list<Unit*>& targets)
|
||||
{
|
||||
Acore::AnyUnfriendlyUnitInObjectRangeCheck u_check(bot, bot, range);
|
||||
Acore::UnitListSearcher<Acore::AnyUnfriendlyUnitInObjectRangeCheck> searcher(bot, targets, u_check);
|
||||
Cell::VisitAllObjects(bot, searcher, range);
|
||||
}
|
||||
|
||||
bool PossibleTriggersValue::AcceptUnit(Unit* unit)
|
||||
{
|
||||
return unit->HasUnitFlag(UNIT_FLAG_NON_ATTACKABLE) && unit->HasUnitFlag(UNIT_FLAG_NOT_SELECTABLE);
|
||||
return true; // AttackersValue::IsPossibleTarget(unit, bot, range);
|
||||
}
|
||||
|
||||
|
||||
@@ -27,4 +27,14 @@ class AllTargetsValue : public PossibleTargetsValue
|
||||
AllTargetsValue(PlayerbotAI* botAI, float range = sPlayerbotAIConfig->sightDistance) : PossibleTargetsValue(botAI, "all targets", range, true) { }
|
||||
};
|
||||
|
||||
class PossibleTriggersValue : public NearestUnitsValue
|
||||
{
|
||||
public:
|
||||
PossibleTriggersValue(PlayerbotAI* botAI, std::string const name = "possible targets", float range = sPlayerbotAIConfig->sightDistance, bool ignoreLos = true):
|
||||
NearestUnitsValue(botAI, name, range, ignoreLos) { }
|
||||
|
||||
protected:
|
||||
void FindUnits(std::list<Unit*>& targets) override;
|
||||
bool AcceptUnit(Unit* unit) override;
|
||||
};
|
||||
#endif
|
||||
|
||||
@@ -110,6 +110,7 @@ class ValueContext : public NamedObjectContext<UntypedValue>
|
||||
creators["nearest enemy players"] = &ValueContext::nearest_enemy_players;
|
||||
creators["possible targets"] = &ValueContext::possible_targets;
|
||||
creators["possible targets no los"] = &ValueContext::possible_targets_no_los;
|
||||
creators["possible triggers"] = &ValueContext::possible_triggers;
|
||||
creators["possible adds"] = &ValueContext::possible_adds;
|
||||
creators["all targets"] = &ValueContext::all_targets;
|
||||
creators["possible rpg targets"] = &ValueContext::possible_rpg_targets;
|
||||
@@ -295,8 +296,10 @@ class ValueContext : public NamedObjectContext<UntypedValue>
|
||||
creators["boss target"] = &ValueContext::boss_target;
|
||||
creators["nearest triggers"] = &ValueContext::nearest_triggers;
|
||||
creators["neglect threat"] = &ValueContext::neglect_threat;
|
||||
creators["expected lifetime"] = &ValueContext::expected_lifetime;
|
||||
creators["expected group dps"] = &ValueContext::expected_group_dps;
|
||||
creators["expected lifetime"] = &ValueContext::expected_lifetime;
|
||||
creators["expected group dps"] = &ValueContext::expected_group_dps;
|
||||
creators["area debuff"] = &ValueContext::area_debuff;
|
||||
creators["nearest trap with damage"] = &ValueContext::nearest_trap_with_damange;
|
||||
}
|
||||
|
||||
private:
|
||||
@@ -376,6 +379,7 @@ class ValueContext : public NamedObjectContext<UntypedValue>
|
||||
static UntypedValue* nearest_corpses(PlayerbotAI* botAI) { return new NearestCorpsesValue(botAI); }
|
||||
static UntypedValue* possible_rpg_targets(PlayerbotAI* botAI) { return new PossibleRpgTargetsValue(botAI); }
|
||||
static UntypedValue* possible_targets(PlayerbotAI* botAI) { return new PossibleTargetsValue(botAI); }
|
||||
static UntypedValue* possible_triggers(PlayerbotAI* botAI) { return new PossibleTriggersValue(botAI); }
|
||||
static UntypedValue* possible_targets_no_los(PlayerbotAI* botAI) { return new PossibleTargetsValue(botAI, "possible targets", sPlayerbotAIConfig->sightDistance, true); }
|
||||
static UntypedValue* possible_adds(PlayerbotAI* botAI) { return new PossibleAddsValue(botAI); }
|
||||
static UntypedValue* all_targets(PlayerbotAI* botAI) { return new AllTargetsValue(botAI); }
|
||||
@@ -497,7 +501,8 @@ class ValueContext : public NamedObjectContext<UntypedValue>
|
||||
static UntypedValue* neglect_threat(PlayerbotAI* ai) { return new NeglectThreatResetValue(ai); }
|
||||
static UntypedValue* expected_lifetime(PlayerbotAI* ai) { return new ExpectedLifetimeValue(ai); }
|
||||
static UntypedValue* expected_group_dps(PlayerbotAI* ai) { return new ExpectedGroupDpsValue(ai); }
|
||||
|
||||
static UntypedValue* area_debuff(PlayerbotAI* ai) { return new AreaDebuffValue(ai); }
|
||||
static UntypedValue* nearest_trap_with_damange(PlayerbotAI* ai) { return new NearestTrapWithDamageValue(ai); }
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -42,3 +42,8 @@ bool UnstableAfflictionOnAttackerTrigger::IsActive()
|
||||
// !botAI->HasAura("unstable affliction", GetTarget(), false, true);
|
||||
}
|
||||
|
||||
bool DecimationTrigger::IsActive()
|
||||
{
|
||||
Aura *aura = botAI->GetAura(getName(), GetTarget(), false, true);
|
||||
return aura && aura->GetDuration() > 3000;
|
||||
}
|
||||
@@ -142,6 +142,7 @@ class DecimationTrigger : public HasAuraTrigger
|
||||
{
|
||||
public:
|
||||
DecimationTrigger(PlayerbotAI* ai) : HasAuraTrigger(ai, "decimation") {}
|
||||
bool IsActive() override;
|
||||
};
|
||||
|
||||
class MoltenCoreTrigger : public HasAuraTrigger
|
||||
|
||||
Reference in New Issue
Block a user