miscs(spell): paladin, rogue poison, shaman totem

This commit is contained in:
Yunfan Li
2023-06-11 18:21:45 +08:00
parent 33576bd969
commit e7ad355396
10 changed files with 48 additions and 24 deletions

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@@ -1882,7 +1882,7 @@ bool PlayerbotAI::CanCastSpell(uint32 spellid, Unit* target, bool checkHasSpell,
} }
} }
ObjectGuid oldSel = bot->GetSelectedUnit()->GetGUID(); Unit* oldSel = bot->GetSelectedUnit();
Spell* spell = new Spell(bot, spellInfo, TRIGGERED_NONE); Spell* spell = new Spell(bot, spellInfo, TRIGGERED_NONE);
spell->m_targets.SetUnitTarget(target); spell->m_targets.SetUnitTarget(target);
@@ -1901,7 +1901,7 @@ bool PlayerbotAI::CanCastSpell(uint32 spellid, Unit* target, bool checkHasSpell,
} }
if (oldSel) if (oldSel)
bot->SetSelection(oldSel); bot->SetSelection(oldSel->GetGUID());
switch (result) switch (result)
{ {

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@@ -137,15 +137,16 @@ CastEnchantItemAction::CastEnchantItemAction(PlayerbotAI* botAI, std::string con
bool CastEnchantItemAction::isPossible() bool CastEnchantItemAction::isPossible()
{ {
if (!CastSpellAction::isPossible()) { // if (!CastSpellAction::isPossible()) {
botAI->TellMasterNoFacing("Impossible: " + spell); // botAI->TellMasterNoFacing("Impossible: " + spell);
return false; // return false;
} // }
uint32 spellId = AI_VALUE2(uint32, "spell id", spell); uint32 spellId = AI_VALUE2(uint32, "spell id", spell);
bool ok = AI_VALUE2(Item*, "item for spell", spellId); bool ok = AI_VALUE2(Item*, "item for spell", spellId);
Item* item = AI_VALUE2(Item*, "item for spell", spellId);
botAI->TellMasterNoFacing("spell: " + spell + ", spell id: " + std::to_string(spellId) + " item for spell: " + std::to_string(ok)); botAI->TellMasterNoFacing("spell: " + spell + ", spell id: " + std::to_string(spellId) + " item for spell: " + std::to_string(ok));
return spellId && AI_VALUE2(Item*, "item for spell", spellId); return spellId && AI_VALUE2(Item*, "item for spell", spellId);
} }

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@@ -81,7 +81,10 @@ void DpsPaladinStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{ {
GenericPaladinStrategy::InitTriggers(triggers); GenericPaladinStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode("seal", NextAction::array(0, new NextAction("seal of command", 90.0f), nullptr))); triggers.push_back(new TriggerNode(
"seal",
NextAction::array(0, new NextAction("seal of vengeance", 89.0f), NULL)));
// triggers.push_back(new TriggerNode("seal", NextAction::array(0, new NextAction("seal of command", 90.0f), nullptr)));
triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("seal of wisdom", 91.0f), nullptr))); triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("seal of wisdom", 91.0f), nullptr)));
triggers.push_back(new TriggerNode("sanctity aura", NextAction::array(0, new NextAction("sanctity aura", 90.0f), nullptr))); triggers.push_back(new TriggerNode("sanctity aura", NextAction::array(0, new NextAction("sanctity aura", 90.0f), nullptr)));
// triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("repentance or shield", ACTION_CRITICAL_HEAL + 3), new NextAction("holy light", ACTION_CRITICAL_HEAL + 2), nullptr))); // triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("repentance or shield", ACTION_CRITICAL_HEAL + 3), new NextAction("holy light", ACTION_CRITICAL_HEAL + 2), nullptr)));

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@@ -15,7 +15,7 @@ void GenericPaladinStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{ {
CombatStrategy::InitTriggers(triggers); CombatStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("divine shield", ACTION_CRITICAL_HEAL + 2), new NextAction("holy light", ACTION_CRITICAL_HEAL + 2), nullptr))); // triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("divine shield", ACTION_CRITICAL_HEAL + 2), new NextAction("holy light", ACTION_CRITICAL_HEAL + 2), nullptr)));
triggers.push_back(new TriggerNode("hammer of justice interrupt", NextAction::array(0, new NextAction("hammer of justice", ACTION_INTERRUPT), nullptr))); triggers.push_back(new TriggerNode("hammer of justice interrupt", NextAction::array(0, new NextAction("hammer of justice", ACTION_INTERRUPT), nullptr)));
triggers.push_back(new TriggerNode("hammer of justice on enemy healer", NextAction::array(0, new NextAction("hammer of justice on enemy healer", ACTION_INTERRUPT), nullptr))); triggers.push_back(new TriggerNode("hammer of justice on enemy healer", NextAction::array(0, new NextAction("hammer of justice on enemy healer", ACTION_INTERRUPT), nullptr)));
triggers.push_back(new TriggerNode("hammer of justice on snare target", NextAction::array(0, new NextAction("hammer of justice on snare target", ACTION_INTERRUPT), nullptr))); triggers.push_back(new TriggerNode("hammer of justice on snare target", NextAction::array(0, new NextAction("hammer of justice on snare target", ACTION_INTERRUPT), nullptr)));

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@@ -47,8 +47,12 @@ void TankPaladinStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{ {
GenericPaladinStrategy::InitTriggers(triggers); GenericPaladinStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode("seal", NextAction::array(0, new NextAction("seal of vengeance", 90.0f), NULL))); triggers.push_back(new TriggerNode("seal", NextAction::array(0, new NextAction("seal of command", 90.0f), NULL)));
triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("seal of wisdom", 91.0f), nullptr))); triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("seal of wisdom", 91.0f), nullptr)));
triggers.push_back(new TriggerNode(
"devotion aura",
NextAction::array(0, new NextAction("devotion aura", 90.0f), NULL)));
// triggers.push_back(new TriggerNode("judgement of light", NextAction::array(0, new NextAction("judgement of light", ACTION_HIGH + 6), nullptr))); // triggers.push_back(new TriggerNode("judgement of light", NextAction::array(0, new NextAction("judgement of light", ACTION_HIGH + 6), nullptr)));
// triggers.push_back(new TriggerNode("medium mana", NextAction::array(0, new NextAction("judgement of wisdom", ACTION_HIGH + 6), nullptr))); // triggers.push_back(new TriggerNode("medium mana", NextAction::array(0, new NextAction("judgement of wisdom", ACTION_HIGH + 6), nullptr)));
// triggers.push_back(new TriggerNode("judgement", NextAction::array(0, new NextAction("judgement", ACTION_HIGH + 6), nullptr))); // triggers.push_back(new TriggerNode("judgement", NextAction::array(0, new NextAction("judgement", ACTION_HIGH + 6), nullptr)));

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@@ -16,15 +16,15 @@ void GenericRogueNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& trig
triggers.push_back(new TriggerNode( triggers.push_back(new TriggerNode(
"main hand weapon no enchant", "main hand weapon no enchant",
NextAction::array(0, new NextAction("use instant poison", 20.0f), NULL))); NextAction::array(0, new NextAction("use instant poison on main hand", 20.0f), NULL)));
triggers.push_back(new TriggerNode( triggers.push_back(new TriggerNode(
"off hand weapon no enchant", "off hand weapon no enchant",
NextAction::array(0, new NextAction("use deadly poison", 19.0f), NULL))); NextAction::array(0, new NextAction("use deadly poison on off hand", 19.0f), NULL)));
triggers.push_back(new TriggerNode( // triggers.push_back(new TriggerNode(
"off hand weapon no enchant", // "off hand weapon no enchant",
NextAction::array(0, new NextAction("use instant poison", 18.0f), NULL))); // NextAction::array(0, new NextAction("use instant poison", 18.0f), NULL)));
triggers.push_back(new TriggerNode( triggers.push_back(new TriggerNode(
"often", "often",

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@@ -4,6 +4,8 @@
#include "RogueActions.h" #include "RogueActions.h"
#include "Event.h" #include "Event.h"
#include "ObjectGuid.h"
#include "Player.h"
#include "Playerbots.h" #include "Playerbots.h"
bool CastStealthAction::isPossible() bool CastStealthAction::isPossible()
@@ -68,7 +70,9 @@ bool UseDeadlyPoisonAction::Execute(Event event) {
if (items.empty()) { if (items.empty()) {
return false; return false;
} }
return UseItemAuto(*items.begin()); Item* const itemForSpell = bot->GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND );
return UseItem(*items.begin(), ObjectGuid::Empty, itemForSpell);
// return UseItemAuto(*items.begin());
} }
bool UseDeadlyPoisonAction::isPossible() { bool UseDeadlyPoisonAction::isPossible() {
@@ -99,7 +103,8 @@ bool UseInstantPoisonAction::Execute(Event event) {
if (items.empty()) { if (items.empty()) {
return false; return false;
} }
return UseItemAuto(*items.begin()); Item* const itemForSpell = bot->GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND );
return UseItem(*items.begin(), ObjectGuid::Empty, itemForSpell);
} }
bool UseInstantPoisonAction::isPossible() { bool UseInstantPoisonAction::isPossible() {

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@@ -20,7 +20,6 @@ class RogueStrategyFactoryInternal : public NamedObjectContext<Strategy>
public: public:
RogueStrategyFactoryInternal() RogueStrategyFactoryInternal()
{ {
creators["dps"] = &RogueStrategyFactoryInternal::dps;
creators["nc"] = &RogueStrategyFactoryInternal::nc; creators["nc"] = &RogueStrategyFactoryInternal::nc;
creators["pull"] = &RogueStrategyFactoryInternal::pull; creators["pull"] = &RogueStrategyFactoryInternal::pull;
creators["aoe"] = &RogueStrategyFactoryInternal::aoe; creators["aoe"] = &RogueStrategyFactoryInternal::aoe;
@@ -28,18 +27,29 @@ class RogueStrategyFactoryInternal : public NamedObjectContext<Strategy>
creators["stealthed"] = &RogueStrategyFactoryInternal::stealthed; creators["stealthed"] = &RogueStrategyFactoryInternal::stealthed;
creators["stealth"] = &RogueStrategyFactoryInternal::stealth; creators["stealth"] = &RogueStrategyFactoryInternal::stealth;
creators["cc"] = &RogueStrategyFactoryInternal::cc; creators["cc"] = &RogueStrategyFactoryInternal::cc;
creators["melee"] = &RogueStrategyFactoryInternal::melee;
} }
private: private:
static Strategy* boost(PlayerbotAI* botAI) { return new RogueBoostStrategy(botAI); } static Strategy* boost(PlayerbotAI* botAI) { return new RogueBoostStrategy(botAI); }
static Strategy* aoe(PlayerbotAI* botAI) { return new RogueAoeStrategy(botAI); } static Strategy* aoe(PlayerbotAI* botAI) { return new RogueAoeStrategy(botAI); }
static Strategy* dps(PlayerbotAI* botAI) { return new DpsRogueStrategy(botAI); }
static Strategy* nc(PlayerbotAI* botAI) { return new GenericRogueNonCombatStrategy(botAI); } static Strategy* nc(PlayerbotAI* botAI) { return new GenericRogueNonCombatStrategy(botAI); }
static Strategy* pull(PlayerbotAI* botAI) { return new PullStrategy(botAI, "shoot"); } static Strategy* pull(PlayerbotAI* botAI) { return new PullStrategy(botAI, "shoot"); }
static Strategy* stealthed(PlayerbotAI* botAI) { return new StealthedRogueStrategy(botAI); } static Strategy* stealthed(PlayerbotAI* botAI) { return new StealthedRogueStrategy(botAI); }
static Strategy* stealth(PlayerbotAI* botAI) { return new StealthStrategy(botAI); } static Strategy* stealth(PlayerbotAI* botAI) { return new StealthStrategy(botAI); }
static Strategy* cc(PlayerbotAI* botAI) { return new RogueCcStrategy(botAI); } static Strategy* cc(PlayerbotAI* botAI) { return new RogueCcStrategy(botAI); }
};
class RogueCombatStrategyFactoryInternal : public NamedObjectContext<Strategy>
{
public:
RogueCombatStrategyFactoryInternal() : NamedObjectContext<Strategy>(false, true)
{
creators["dps"] = &RogueCombatStrategyFactoryInternal::dps;
creators["melee"] = &RogueCombatStrategyFactoryInternal::melee;
}
private:
static Strategy* dps(PlayerbotAI* botAI) { return new DpsRogueStrategy(botAI); }
static Strategy* melee(PlayerbotAI* botAI) { return new AssassinationRogueStrategy(botAI); } static Strategy* melee(PlayerbotAI* botAI) { return new AssassinationRogueStrategy(botAI); }
}; };
@@ -115,8 +125,8 @@ class RogueAiObjectContextInternal : public NamedObjectContext<Action>
creators["check stealth"] = &RogueAiObjectContextInternal::check_stealth; creators["check stealth"] = &RogueAiObjectContextInternal::check_stealth;
creators["envenom"] = &RogueAiObjectContextInternal::envenom; creators["envenom"] = &RogueAiObjectContextInternal::envenom;
creators["tricks of the trade on main tank"] = &RogueAiObjectContextInternal::tricks_of_the_trade_on_main_tank; creators["tricks of the trade on main tank"] = &RogueAiObjectContextInternal::tricks_of_the_trade_on_main_tank;
creators["use instant poison"] = &RogueAiObjectContextInternal::use_instant_poison; creators["use instant poison on main hand"] = &RogueAiObjectContextInternal::use_instant_poison;
creators["use deadly poison"] = &RogueAiObjectContextInternal::use_deadly_poison; creators["use deadly poison on off hand"] = &RogueAiObjectContextInternal::use_deadly_poison;
} }
private: private:
@@ -155,6 +165,7 @@ class RogueAiObjectContextInternal : public NamedObjectContext<Action>
RogueAiObjectContext::RogueAiObjectContext(PlayerbotAI* botAI) : AiObjectContext(botAI) RogueAiObjectContext::RogueAiObjectContext(PlayerbotAI* botAI) : AiObjectContext(botAI)
{ {
strategyContexts.Add(new RogueStrategyFactoryInternal()); strategyContexts.Add(new RogueStrategyFactoryInternal());
strategyContexts.Add(new RogueCombatStrategyFactoryInternal());
actionContexts.Add(new RogueAiObjectContextInternal()); actionContexts.Add(new RogueAiObjectContextInternal());
triggerContexts.Add(new RogueTriggerFactoryInternal()); triggerContexts.Add(new RogueTriggerFactoryInternal());
} }

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@@ -39,7 +39,7 @@ bool ShockTrigger::IsActive()
bool TotemTrigger::IsActive() bool TotemTrigger::IsActive()
{ {
return AI_VALUE(uint8, "attacker count") >= attackerCount && !AI_VALUE2(bool, "has totem", name); return AI_VALUE(uint8, "attacker count") >= attackerCount && !AI_VALUE2(bool, "has totem", name) && !botAI->HasAura(name, bot);
} }
bool ManaSpringTotemTrigger::IsActive() bool ManaSpringTotemTrigger::IsActive()

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@@ -25,11 +25,11 @@ class WarrirorAoeStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
public: public:
WarrirorAoeStrategyActionNodeFactory() WarrirorAoeStrategyActionNodeFactory()
{ {
creators["whirlwind"] = &whirlwind; // creators["whirlwind"] = &whirlwind;
} }
private: private:
ACTION_NODE_A(whirlwind, "whirlwind", "cleave"); // ACTION_NODE_A(whirlwind, "whirlwind", "cleave");
}; };
WarrirorAoeStrategy::WarrirorAoeStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI) WarrirorAoeStrategy::WarrirorAoeStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI)