Merge pull request #183 from liyunfan1223/avoid_aoe

Avoid aoe
This commit is contained in:
Yunfan Li
2024-04-15 23:34:28 +08:00
committed by GitHub
21 changed files with 343 additions and 28 deletions

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@@ -313,7 +313,6 @@ AiPlayerbot.AlmostFullHealth = 85
AiPlayerbot.LowMana = 15 AiPlayerbot.LowMana = 15
AiPlayerbot.MediumMana = 40 AiPlayerbot.MediumMana = 40
# Enable healer bot save mana # Enable healer bot save mana
# Default: 1 (enable) # Default: 1 (enable)
AiPlayerbot.AutoSaveMana = 1 AiPlayerbot.AutoSaveMana = 1
@@ -322,6 +321,9 @@ AiPlayerbot.AutoSaveMana = 1
# Default: 60 (60%) # Default: 60 (60%)
AiPlayerbot.SaveManaThreshold = 60 AiPlayerbot.SaveManaThreshold = 60
# Enable auto avoid aoe (experimental)
# Default: 0 (disable)
AiPlayerbot.AutoAvoidAoe = 0
# Random bot default strategies (applied after defaults) # Random bot default strategies (applied after defaults)
AiPlayerbot.RandomBotCombatStrategies = "+dps,+dps assist,-threat" AiPlayerbot.RandomBotCombatStrategies = "+dps,+dps assist,-threat"

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@@ -266,9 +266,14 @@ void AiFactory::AddDefaultCombatStrategies(Player* player, PlayerbotAI* const fa
{ {
engine->addStrategies("racials", "chat", "default", "cast time", "duel", "boost", nullptr); engine->addStrategies("racials", "chat", "default", "cast time", "duel", "boost", nullptr);
} }
if (sPlayerbotAIConfig->autoSaveMana) { if (sPlayerbotAIConfig->autoSaveMana)
{
engine->addStrategy("auto save mana"); engine->addStrategy("auto save mana");
} }
if (sPlayerbotAIConfig->autoAvoidAoe && facade->HasRealPlayerMaster())
{
engine->addStrategy("avoid aoe");
}
switch (player->getClass()) switch (player->getClass())
{ {
case CLASS_PRIEST: case CLASS_PRIEST:

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@@ -91,6 +91,7 @@ bool PlayerbotAIConfig::Initialize()
mediumMana = sConfigMgr->GetOption<int32>("AiPlayerbot.MediumMana", 40); mediumMana = sConfigMgr->GetOption<int32>("AiPlayerbot.MediumMana", 40);
autoSaveMana = sConfigMgr->GetOption<bool>("AiPlayerbot.AutoSaveMana", true); autoSaveMana = sConfigMgr->GetOption<bool>("AiPlayerbot.AutoSaveMana", true);
saveManaThreshold = sConfigMgr->GetOption<int32>("AiPlayerbot.SaveManaThreshold", 60); saveManaThreshold = sConfigMgr->GetOption<int32>("AiPlayerbot.SaveManaThreshold", 60);
autoAvoidAoe = sConfigMgr->GetOption<bool>("AiPlayerbot.AutoAvoidAoe", false);
randomGearLoweringChance = sConfigMgr->GetOption<float>("AiPlayerbot.RandomGearLoweringChance", 0.15f); randomGearLoweringChance = sConfigMgr->GetOption<float>("AiPlayerbot.RandomGearLoweringChance", 0.15f);
randomBotMaxLevelChance = sConfigMgr->GetOption<float>("AiPlayerbot.RandomBotMaxLevelChance", 0.15f); randomBotMaxLevelChance = sConfigMgr->GetOption<float>("AiPlayerbot.RandomBotMaxLevelChance", 0.15f);

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@@ -64,7 +64,8 @@ class PlayerbotAIConfig
uint32 lowMana, mediumMana; uint32 lowMana, mediumMana;
bool autoSaveMana; bool autoSaveMana;
uint32 saveManaThreshold; uint32 saveManaThreshold;
bool autoAvoidAoe;
uint32 openGoSpell; uint32 openGoSpell;
bool randomBotAutologin; bool randomBotAutologin;
bool botAutologin; bool botAutologin;

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@@ -88,6 +88,7 @@ class ActionContext : public NamedObjectContext<Action>
creators["reach party member to resurrect"] = &ActionContext::reach_party_member_to_resurrect; creators["reach party member to resurrect"] = &ActionContext::reach_party_member_to_resurrect;
creators["flee"] = &ActionContext::flee; creators["flee"] = &ActionContext::flee;
creators["flee with pet"] = &ActionContext::flee_with_pet; creators["flee with pet"] = &ActionContext::flee_with_pet;
creators["avoid aoe"] = &ActionContext::avoid_aoe;
creators["gift of the naaru"] = &ActionContext::gift_of_the_naaru; creators["gift of the naaru"] = &ActionContext::gift_of_the_naaru;
creators["shoot"] = &ActionContext::shoot; creators["shoot"] = &ActionContext::shoot;
creators["lifeblood"] = &ActionContext::lifeblood; creators["lifeblood"] = &ActionContext::lifeblood;
@@ -263,6 +264,7 @@ class ActionContext : public NamedObjectContext<Action>
static Action* reach_party_member_to_resurrect(PlayerbotAI* botAI) { return new ReachPartyMemberToResurrectAction(botAI); } static Action* reach_party_member_to_resurrect(PlayerbotAI* botAI) { return new ReachPartyMemberToResurrectAction(botAI); }
static Action* flee(PlayerbotAI* botAI) { return new FleeAction(botAI); } static Action* flee(PlayerbotAI* botAI) { return new FleeAction(botAI); }
static Action* flee_with_pet(PlayerbotAI* botAI) { return new FleeWithPetAction(botAI); } static Action* flee_with_pet(PlayerbotAI* botAI) { return new FleeWithPetAction(botAI); }
static Action* avoid_aoe(PlayerbotAI* botAI) { return new AvoidAoeAction(botAI); }
static Action* gift_of_the_naaru(PlayerbotAI* botAI) { return new CastGiftOfTheNaaruAction(botAI); } static Action* gift_of_the_naaru(PlayerbotAI* botAI) { return new CastGiftOfTheNaaruAction(botAI); }
static Action* lifeblood(PlayerbotAI* botAI) { return new CastLifeBloodAction(botAI); } static Action* lifeblood(PlayerbotAI* botAI) { return new CastLifeBloodAction(botAI); }
static Action* arcane_torrent(PlayerbotAI* botAI) { return new CastArcaneTorrentAction(botAI); } static Action* arcane_torrent(PlayerbotAI* botAI) { return new CastArcaneTorrentAction(botAI); }

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@@ -3,6 +3,7 @@
*/ */
#include "MovementActions.h" #include "MovementActions.h"
#include "GameObject.h"
#include "Map.h" #include "Map.h"
#include "MotionMaster.h" #include "MotionMaster.h"
#include "MoveSplineInitArgs.h" #include "MoveSplineInitArgs.h"
@@ -13,6 +14,7 @@
#include "PlayerbotAIConfig.h" #include "PlayerbotAIConfig.h"
#include "Random.h" #include "Random.h"
#include "SharedDefines.h" #include "SharedDefines.h"
#include "SpellInfo.h"
#include "TargetedMovementGenerator.h" #include "TargetedMovementGenerator.h"
#include "Event.h" #include "Event.h"
#include "LastMovementValue.h" #include "LastMovementValue.h"
@@ -155,22 +157,24 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
!bot->IsFlying() && !bot->HasUnitMovementFlag(MOVEMENTFLAG_SWIMMING) && !bot->IsInWater(); !bot->IsFlying() && !bot->HasUnitMovementFlag(MOVEMENTFLAG_SWIMMING) && !bot->IsInWater();
if (!generatePath) { if (!generatePath) {
float distance = bot->GetExactDist(x, y, z); float distance = bot->GetExactDist(x, y, z);
WaitForReach(distance); if (distance > sPlayerbotAIConfig->contactDistance)
if (bot->IsSitState())
bot->SetStandState(UNIT_STAND_STATE_STAND);
if (bot->IsNonMeleeSpellCast(true))
{ {
bot->CastStop(); WaitForReach(distance);
botAI->InterruptSpell();
if (bot->IsSitState())
bot->SetStandState(UNIT_STAND_STATE_STAND);
if (bot->IsNonMeleeSpellCast(true))
{
bot->CastStop();
botAI->InterruptSpell();
}
MotionMaster &mm = *bot->GetMotionMaster();
mm.Clear();
mm.MovePoint(mapId, x, y, z, generatePath);
AI_VALUE(LastMovement&, "last movement").Set(mapId, x, y, z, bot->GetOrientation());
return true;
} }
MotionMaster &mm = *bot->GetMotionMaster();
mm.Clear();
mm.MovePoint(mapId, x, y, z, generatePath);
AI_VALUE(LastMovement&, "last movement").Set(mapId, x, y, z, bot->GetOrientation());
return true;
} else { } else {
float modifiedZ; float modifiedZ;
Movement::PointsArray path = SearchForBestPath(x, y, z, modifiedZ, sPlayerbotAIConfig->maxMovementSearchTime); Movement::PointsArray path = SearchForBestPath(x, y, z, modifiedZ, sPlayerbotAIConfig->maxMovementSearchTime);
@@ -197,7 +201,6 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
AI_VALUE(LastMovement&, "last movement").Set(mapId, x, y, z, bot->GetOrientation()); AI_VALUE(LastMovement&, "last movement").Set(mapId, x, y, z, bot->GetOrientation());
return true; return true;
} }
} }
return false; return false;
@@ -1482,6 +1485,145 @@ bool FleeWithPetAction::Execute(Event event)
return Flee(AI_VALUE(Unit*, "current target")); return Flee(AI_VALUE(Unit*, "current target"));
} }
bool AvoidAoeAction::isUseful()
{
GuidVector traps = AI_VALUE(GuidVector, "nearest trap with damage");
return AI_VALUE(Aura*, "area debuff") || !traps.empty();
}
bool AvoidAoeAction::Execute(Event event)
{
// Case #1: Aura with dynamic object (e.g. rain of fire)
if (AvoidAuraWithDynamicObj()) {
return true;
}
// Case #2: Trap game object with spell (e.g. lava bomb)
if (AvoidGameObjectWithDamage()) {
return true;
}
// Case #3: Trigger npc (e.g. Lesser shadow fissure)
return false;
}
bool AvoidAoeAction::AvoidAuraWithDynamicObj()
{
Aura* aura = AI_VALUE(Aura*, "area debuff");
if (!aura) {
return false;
}
const SpellInfo* spellInfo = aura->GetSpellInfo();
if (!spellInfo) {
return false;
}
if (!bot->HasAura(spellInfo->Id)) {
return false;
}
DynamicObject* dynOwner = aura->GetDynobjOwner();
if (!dynOwner || !dynOwner->IsInWorld()) {
return false;
}
float radius = dynOwner->GetRadius();
if (bot->GetDistance(dynOwner) > radius) {
return false;
}
std::ostringstream name;
name << "[" << spellInfo->SpellName[0] << "] (aura)";
if (FleePostion(dynOwner->GetPosition(), radius, name.str())) {
return true;
}
return false;
}
bool AvoidAoeAction::AvoidGameObjectWithDamage()
{
GuidVector traps = AI_VALUE(GuidVector, "nearest trap with damage");
if (traps.empty()) {
return false;
}
for (ObjectGuid &guid : traps) {
GameObject* go = botAI->GetGameObject(guid);
if (!go || !go->IsInWorld()) {
continue;
}
if (go->GetGoType() != GAMEOBJECT_TYPE_TRAP)
{
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;
}
float radius = (float)goInfo->trap.diameter / 2;
// 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) {
// radius = spellInfo->Effects[i].CalcRadius();
// break;
// }
// } else if (spellInfo->Effects[i].Effect == SPELL_EFFECT_SCHOOL_DAMAGE) {
// break;
// }
// }
if (bot->GetDistance(go) > radius) {
return false;
}
std::ostringstream name;
name << "[" << spellInfo->SpellName[0] << "] (object)";
if (FleePostion(go->GetPosition(), radius, name.str())) {
return true;
}
}
return false;
}
bool AvoidAoeAction::FleePostion(Position pos, float radius, std::string name)
{
Unit* currentTarget = AI_VALUE(Unit*, "current target");
std::vector<float> possibleAngles;
if (currentTarget) {
float angleLeft = bot->GetAngle(currentTarget) + M_PI / 2;
float angleRight = bot->GetAngle(currentTarget) - M_PI / 2;
possibleAngles.push_back(angleLeft);
possibleAngles.push_back(angleRight);
} else {
float angleTo = bot->GetAngle(&pos) - M_PI;
possibleAngles.push_back(angleTo);
}
float farestDis = 0.0f;
Position bestPos;
for (float &angle : possibleAngles) {
float fleeDis = sPlayerbotAIConfig->fleeDistance;
Position fleePos{bot->GetPositionX() + cos(angle) * fleeDis,
bot->GetPositionY() + sin(angle) * fleeDis,
bot->GetPositionZ()};
// todo (Yunfan): check carefully
if (pos.GetExactDist(fleePos) > farestDis) {
farestDis = pos.GetExactDist(fleePos);
bestPos = fleePos;
}
}
if (farestDis > 0.0f) {
if (MoveTo(bot->GetMapId(), bestPos.GetPositionX(), bestPos.GetPositionY(), bestPos.GetPositionZ(), false, false, true)) {
std::ostringstream out;
out << "Avoiding spell " << name << "...";
bot->Say(out.str(), LANG_UNIVERSAL);
return true;
}
}
return false;
}
bool RunAwayAction::Execute(Event event) bool RunAwayAction::Execute(Event event)
{ {
return Flee(AI_VALUE(Unit*, "master target")); return Flee(AI_VALUE(Unit*, "master target"));

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@@ -66,11 +66,25 @@ class FleeWithPetAction : public MovementAction
bool Execute(Event event) override; bool Execute(Event event) override;
}; };
class AvoidAoeAction : public MovementAction
{
public:
AvoidAoeAction(PlayerbotAI* botAI) : MovementAction(botAI, "avoid aoe") { }
bool isUseful() override;
bool Execute(Event event) override;
protected:
bool AvoidAuraWithDynamicObj();
bool AvoidGameObjectWithDamage();
bool FleePostion(Position pos, float radius, std::string name);
};
class RunAwayAction : public MovementAction class RunAwayAction : public MovementAction
{ {
public: public:
RunAwayAction(PlayerbotAI* botAI) : MovementAction(botAI, "runaway") { } RunAwayAction(PlayerbotAI* botAI) : MovementAction(botAI, "runaway") { }
bool Execute(Event event) override; bool Execute(Event event) override;
}; };

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@@ -37,6 +37,11 @@ bool TellLosAction::Execute(Event event)
ListUnits("--- Friendly players ---", *context->GetValue<GuidVector>("nearest friendly players")); ListUnits("--- Friendly players ---", *context->GetValue<GuidVector>("nearest friendly players"));
} }
if (param.empty() || param == "triggers")
{
ListUnits("--- Triggers ---", *context->GetValue<GuidVector>("possible triggers"));
}
return true; return true;
} }
@@ -46,8 +51,9 @@ void TellLosAction::ListUnits(std::string const title, GuidVector units)
for (ObjectGuid const guid : units) for (ObjectGuid const guid : units)
{ {
if (Unit* unit = botAI->GetUnit(guid)) if (Unit* unit = botAI->GetUnit(guid)) {
botAI->TellMaster(unit->GetName()); botAI->TellMaster(unit->GetName());
}
} }
} }

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@@ -4,6 +4,7 @@
#include "CombatStrategy.h" #include "CombatStrategy.h"
#include "Playerbots.h" #include "Playerbots.h"
#include "Strategy.h"
void CombatStrategy::InitTriggers(std::vector<TriggerNode*> &triggers) void CombatStrategy::InitTriggers(std::vector<TriggerNode*> &triggers)
{ {
@@ -62,15 +63,22 @@ float AvoidAoeStrategyMultiplier::GetValue(Action* action)
return 1.0f; return 1.0f;
} }
NextAction** AvoidAoeStrategy::getDefaultActions()
{
return NextAction::array(0,
new NextAction("avoid aoe", ACTION_EMERGENCY),
nullptr);
}
void AvoidAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers) void AvoidAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{ {
triggers.push_back(new TriggerNode( // triggers.push_back(new TriggerNode(
"has area debuff", // "has area debuff",
NextAction::array(0, new NextAction("flee", ACTION_EMERGENCY + 5), NULL))); // NextAction::array(0, new NextAction("flee", ACTION_EMERGENCY + 5), NULL)));
} }
void AvoidAoeStrategy::InitMultipliers(std::vector<Multiplier*>& multipliers) void AvoidAoeStrategy::InitMultipliers(std::vector<Multiplier*>& multipliers)
{ {
multipliers.push_back(new AvoidAoeStrategyMultiplier(botAI)); // multipliers.push_back(new AvoidAoeStrategyMultiplier(botAI));
} }

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@@ -23,6 +23,7 @@ class AvoidAoeStrategy : public Strategy
public: public:
explicit AvoidAoeStrategy(PlayerbotAI* ai); explicit AvoidAoeStrategy(PlayerbotAI* ai);
const std::string getName() override { return "avoid aoe"; } const std::string getName() override { return "avoid aoe"; }
NextAction** getDefaultActions() override;
void InitMultipliers(std::vector<Multiplier*>& multipliers) override; void InitMultipliers(std::vector<Multiplier*>& multipliers) override;
void InitTriggers(std::vector<TriggerNode*>& triggers) override; void InitTriggers(std::vector<TriggerNode*>& triggers) override;
}; };

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@@ -80,7 +80,6 @@ class TriggerContext : public NamedObjectContext<Trigger>
creators["has area debuff"] = &TriggerContext::HasAreaDebuff; creators["has area debuff"] = &TriggerContext::HasAreaDebuff;
creators["enemy out of melee"] = &TriggerContext::EnemyOutOfMelee; creators["enemy out of melee"] = &TriggerContext::EnemyOutOfMelee;
creators["enemy out of spell"] = &TriggerContext::EnemyOutOfSpell; creators["enemy out of spell"] = &TriggerContext::EnemyOutOfSpell;
creators["enemy too close for spell"] = &TriggerContext::enemy_too_close_for_spell; creators["enemy too close for spell"] = &TriggerContext::enemy_too_close_for_spell;

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@@ -116,4 +116,27 @@ bool HasAreaDebuffValue::Calculate()
} }
return false; return false;
}
Aura* AreaDebuffValue::Calculate()
{
Unit::AuraApplicationMap& map = bot->GetAppliedAuras();
for (Unit::AuraApplicationMap::iterator i = map.begin(); i != map.end(); ++i)
{
Aura *aura = i->second->GetBase();
if (!aura)
continue;
AuraObjectType type = aura->GetType();
// bool is_area = aura->IsArea();
bool isPositive = aura->GetSpellInfo()->IsPositive();
if (type == DYNOBJ_AURA_TYPE && !isPositive) {
DynamicObject* dynOwner = aura->GetDynobjOwner();
if (!dynOwner) {
continue;
}
return aura;
}
}
return nullptr;
} }

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@@ -5,6 +5,7 @@
#ifndef _PLAYERBOT_AOEVALUES_H #ifndef _PLAYERBOT_AOEVALUES_H
#define _PLAYERBOT_AOEVALUES_H #define _PLAYERBOT_AOEVALUES_H
#include "GameObject.h"
#include "Object.h" #include "Object.h"
#include "Value.h" #include "Value.h"
#include "AiObjectContext.h" #include "AiObjectContext.h"
@@ -41,4 +42,13 @@ class HasAreaDebuffValue : public BoolCalculatedValue, public Qualified
virtual bool Calculate(); virtual bool Calculate();
}; };
class AreaDebuffValue : public CalculatedValue<Aura*>
{
public:
AreaDebuffValue(PlayerbotAI* botAI) :
CalculatedValue<Aura*>(botAI, "area debuff", 1 * 1000) { }
Aura* Calculate() override;
};
#endif #endif

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@@ -33,4 +33,5 @@ class ExpectedGroupDpsValue : public FloatCalculatedValue
public: public:
float Calculate() override; float Calculate() override;
}; };
#endif #endif

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@@ -7,6 +7,8 @@
#include "GridNotifiers.h" #include "GridNotifiers.h"
#include "GridNotifiersImpl.h" #include "GridNotifiersImpl.h"
#include "Playerbots.h" #include "Playerbots.h"
#include "SharedDefines.h"
#include "SpellMgr.h"
class AnyGameObjectInObjectRangeCheck class AnyGameObjectInObjectRangeCheck
{ {
@@ -42,3 +44,52 @@ GuidVector NearestGameObjects::Calculate()
return result; 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;
}

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@@ -24,4 +24,17 @@ class NearestGameObjects : public ObjectGuidListCalculatedValue
bool ignoreLos; 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 #endif

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@@ -8,6 +8,7 @@
#include "GridNotifiers.h" #include "GridNotifiers.h"
#include "GridNotifiersImpl.h" #include "GridNotifiersImpl.h"
#include "Playerbots.h" #include "Playerbots.h"
#include "Unit.h"
void PossibleTargetsValue::FindUnits(std::list<Unit*>& targets) void PossibleTargetsValue::FindUnits(std::list<Unit*>& targets)
{ {
@@ -20,3 +21,17 @@ bool PossibleTargetsValue::AcceptUnit(Unit* unit)
{ {
return AttackersValue::IsPossibleTarget(unit, bot, range); 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);
}

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@@ -27,4 +27,14 @@ class AllTargetsValue : public PossibleTargetsValue
AllTargetsValue(PlayerbotAI* botAI, float range = sPlayerbotAIConfig->sightDistance) : PossibleTargetsValue(botAI, "all targets", range, true) { } 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 #endif

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@@ -110,6 +110,7 @@ class ValueContext : public NamedObjectContext<UntypedValue>
creators["nearest enemy players"] = &ValueContext::nearest_enemy_players; creators["nearest enemy players"] = &ValueContext::nearest_enemy_players;
creators["possible targets"] = &ValueContext::possible_targets; creators["possible targets"] = &ValueContext::possible_targets;
creators["possible targets no los"] = &ValueContext::possible_targets_no_los; creators["possible targets no los"] = &ValueContext::possible_targets_no_los;
creators["possible triggers"] = &ValueContext::possible_triggers;
creators["possible adds"] = &ValueContext::possible_adds; creators["possible adds"] = &ValueContext::possible_adds;
creators["all targets"] = &ValueContext::all_targets; creators["all targets"] = &ValueContext::all_targets;
creators["possible rpg targets"] = &ValueContext::possible_rpg_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["boss target"] = &ValueContext::boss_target;
creators["nearest triggers"] = &ValueContext::nearest_triggers; creators["nearest triggers"] = &ValueContext::nearest_triggers;
creators["neglect threat"] = &ValueContext::neglect_threat; creators["neglect threat"] = &ValueContext::neglect_threat;
creators["expected lifetime"] = &ValueContext::expected_lifetime; creators["expected lifetime"] = &ValueContext::expected_lifetime;
creators["expected group dps"] = &ValueContext::expected_group_dps; 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: private:
@@ -376,6 +379,7 @@ class ValueContext : public NamedObjectContext<UntypedValue>
static UntypedValue* nearest_corpses(PlayerbotAI* botAI) { return new NearestCorpsesValue(botAI); } static UntypedValue* nearest_corpses(PlayerbotAI* botAI) { return new NearestCorpsesValue(botAI); }
static UntypedValue* possible_rpg_targets(PlayerbotAI* botAI) { return new PossibleRpgTargetsValue(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_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_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* possible_adds(PlayerbotAI* botAI) { return new PossibleAddsValue(botAI); }
static UntypedValue* all_targets(PlayerbotAI* botAI) { return new AllTargetsValue(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* neglect_threat(PlayerbotAI* ai) { return new NeglectThreatResetValue(ai); }
static UntypedValue* expected_lifetime(PlayerbotAI* ai) { return new ExpectedLifetimeValue(ai); } static UntypedValue* expected_lifetime(PlayerbotAI* ai) { return new ExpectedLifetimeValue(ai); }
static UntypedValue* expected_group_dps(PlayerbotAI* ai) { return new ExpectedGroupDpsValue(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 #endif

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@@ -42,3 +42,8 @@ bool UnstableAfflictionOnAttackerTrigger::IsActive()
// !botAI->HasAura("unstable affliction", GetTarget(), false, true); // !botAI->HasAura("unstable affliction", GetTarget(), false, true);
} }
bool DecimationTrigger::IsActive()
{
Aura *aura = botAI->GetAura(getName(), GetTarget(), false, true);
return aura && aura->GetDuration() > 3000;
}

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@@ -142,6 +142,7 @@ class DecimationTrigger : public HasAuraTrigger
{ {
public: public:
DecimationTrigger(PlayerbotAI* ai) : HasAuraTrigger(ai, "decimation") {} DecimationTrigger(PlayerbotAI* ai) : HasAuraTrigger(ai, "decimation") {}
bool IsActive() override;
}; };
class MoltenCoreTrigger : public HasAuraTrigger class MoltenCoreTrigger : public HasAuraTrigger