mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
target && hunter auto shoot
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@@ -41,7 +41,7 @@ bool CastAutoShotAction::isUseful()
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if (botAI->IsInVehicle() && !botAI->IsInVehicle(false, false, true))
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if (botAI->IsInVehicle() && !botAI->IsInVehicle(false, false, true))
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return false;
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return false;
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if (bot->GetCurrentSpell(CURRENT_AUTOREPEAT_SPELL)) {
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if (bot->GetCurrentSpell(CURRENT_AUTOREPEAT_SPELL) && bot->GetCurrentSpell(CURRENT_AUTOREPEAT_SPELL)->m_targets.GetUnitTargetGUID() == AI_VALUE(Unit*, "current target")->GetGUID()) {
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return false;
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return false;
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}
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}
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return AI_VALUE(uint32, "active spell") != AI_VALUE2(uint32, "spell id", getName());
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return AI_VALUE(uint32, "active spell") != AI_VALUE2(uint32, "spell id", getName());
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@@ -3,6 +3,7 @@
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*/
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*/
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#include "DpsTargetValue.h"
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#include "DpsTargetValue.h"
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#include "PlayerbotAIConfig.h"
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#include "Playerbots.h"
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#include "Playerbots.h"
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class FindLeastHpTargetStrategy : public FindTargetStrategy
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class FindLeastHpTargetStrategy : public FindTargetStrategy
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@@ -85,27 +86,36 @@ class FindTargetSmartStrategy : public FindTargetStrategy
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float new_time = new_unit->GetHealth() / dps_;
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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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float old_time = old_unit->GetHealth() / dps_;
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// [5-20] > (5-0] > (20-inf)
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// [5-20] > (5-0] > (20-inf)
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if (GetIntervalLevel(new_time) > GetIntervalLevel(old_time)) {
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if (GetIntervalLevel(new_unit) > GetIntervalLevel(old_unit)) {
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return true;
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return true;
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}
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}
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int32_t interval = GetIntervalLevel(new_time);
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int32_t level = GetIntervalLevel(new_unit);
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if (interval == 2 || interval == 0) {
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if (level % 10 == 2 || level % 10 == 0) {
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return new_time < old_time;
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return new_time < old_time;
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}
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}
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// dont switch targets when all of them with low health
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// dont switch targets when all of them with low health
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if (botAI->GetAiObjectContext()->GetValue<Unit*>("current target")->Get() == old_unit) {
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Unit* currentTarget = botAI->GetAiObjectContext()->GetValue<Unit*>("current target")->Get();
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if (currentTarget == new_unit) {
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return true;
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}
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if (currentTarget == old_unit) {
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return false;
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return false;
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}
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}
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return new_time > old_time;
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return new_time > old_time;
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}
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}
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int32_t GetIntervalLevel(float time) {
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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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if (time >= 5 && time <= 20) {
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if (time >= 5 && time <= 20) {
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return 2;
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return level + 2;
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}
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}
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if (time < 5) {
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if (time < 5) {
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return 1;
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return level + 1;
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}
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}
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return 0;
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return level;
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}
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}
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protected:
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protected:
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