mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
Enchant paladin divine sacrifice
This commit is contained in:
@@ -305,7 +305,6 @@ AiPlayerbot.AlmostFullHealth = 85
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AiPlayerbot.LowMana = 15
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AiPlayerbot.MediumMana = 40
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# Random bot default strategies (applied after defaults)
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# Enable healer bot save mana
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# Default: 1 (enable)
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@@ -316,6 +315,7 @@ AiPlayerbot.AutoSaveMana = 1
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AiPlayerbot.SaveManaThreshold = 60
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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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# AiPlayerbot.RandomBotNonCombatStrategies = "+grind,+loot,+rpg,+custom::say"
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AiPlayerbot.RandomBotNonCombatStrategies = ""
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@@ -43,6 +43,7 @@ class GenericPaladinStrategyActionNodeFactory : public NamedObjectFactory<Action
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creators["taunt spell"] = &hand_of_reckoning;
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creators["righteous defense"] = &righteous_defense;
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creators["avenger's shield"] = &avengers_shield;
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creators["divine sacrifice"] = &divine_sacrifice;
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}
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private:
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static ActionNode* blessing_of_sanctuary(PlayerbotAI* ai)
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@@ -84,7 +85,7 @@ class GenericPaladinStrategyActionNodeFactory : public NamedObjectFactory<Action
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{
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return new ActionNode ("retribution aura",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("devotion aura"), NULL),
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/*A*/ NextAction::array(0, new NextAction("devotion aura"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* lay_on_hands(PlayerbotAI* ai)
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@@ -112,7 +113,7 @@ class GenericPaladinStrategyActionNodeFactory : public NamedObjectFactory<Action
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{
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return new ActionNode ("cleanse poison",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("purify poison"), NULL),
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/*A*/ NextAction::array(0, new NextAction("purify poison"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* cleanse_magic(PlayerbotAI* ai)
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@@ -126,21 +127,21 @@ class GenericPaladinStrategyActionNodeFactory : public NamedObjectFactory<Action
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{
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return new ActionNode ("cleanse disease",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("purify disease"), NULL),
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/*A*/ NextAction::array(0, new NextAction("purify disease"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* cleanse_poison_on_party(PlayerbotAI* ai)
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{
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return new ActionNode ("cleanse poison on party",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("purify poison on party"), NULL),
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/*A*/ NextAction::array(0, new NextAction("purify poison on party"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* cleanse_disease_on_party(PlayerbotAI* ai)
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{
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return new ActionNode ("cleanse disease on party",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("purify disease on party"), NULL),
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/*A*/ NextAction::array(0, new NextAction("purify disease on party"), nullptr),
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/*C*/ nullptr);
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}
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// static ActionNode* seal_of_wisdom(PlayerbotAI* ai)
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@@ -154,35 +155,42 @@ class GenericPaladinStrategyActionNodeFactory : public NamedObjectFactory<Action
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{
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return new ActionNode ("seal of justice",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("seal of righteousness"), NULL),
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/*A*/ NextAction::array(0, new NextAction("seal of righteousness"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* hand_of_reckoning(PlayerbotAI* ai)
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{
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return new ActionNode ("hand of reckoning",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("righteous defense"), NULL),
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/*A*/ NextAction::array(0, new NextAction("righteous defense"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* righteous_defense(PlayerbotAI* ai)
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{
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return new ActionNode ("righteous defense",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("avenger's shield"), NULL),
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/*A*/ NextAction::array(0, new NextAction("avenger's shield"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* avengers_shield(PlayerbotAI* ai)
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{
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return new ActionNode ("avenger's shield",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("judgement of wisdom"), NULL),
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/*A*/ NextAction::array(0, new NextAction("judgement of wisdom"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* divine_sacrifice(PlayerbotAI* ai)
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{
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return new ActionNode ("divine sacrifice",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ NextAction::array(0, new NextAction("cancel divine sacrifice"), nullptr));
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}
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static ActionNode* judgement_of_wisdom(PlayerbotAI* ai)
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{
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return new ActionNode ("judgement of wisdom",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("judgement of light"), NULL),
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/*A*/ NextAction::array(0, new NextAction("judgement of light"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* judgement(PlayerbotAI* ai)
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@@ -196,21 +204,21 @@ class GenericPaladinStrategyActionNodeFactory : public NamedObjectFactory<Action
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{
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return new ActionNode ("divine shield",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("divine protection"), NULL),
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/*A*/ NextAction::array(0, new NextAction("divine protection"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* flash_of_light(PlayerbotAI* ai)
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{
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return new ActionNode ("flash of light",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("holy light"), NULL),
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/*A*/ NextAction::array(0, new NextAction("holy light"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* flash_of_light_on_party(PlayerbotAI* ai)
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{
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return new ActionNode ("flash of light on party",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("holy light on party"), NULL),
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/*A*/ NextAction::array(0, new NextAction("holy light on party"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* holy_wrath(PlayerbotAI* ai)
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@@ -231,7 +239,7 @@ class GenericPaladinStrategyActionNodeFactory : public NamedObjectFactory<Action
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{
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return new ActionNode ("seal of command",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("seal of righteousness"), NULL),
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/*A*/ NextAction::array(0, new NextAction("seal of righteousness"), nullptr),
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/*C*/ nullptr);
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}
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};
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@@ -34,42 +34,48 @@ void HealPaladinStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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// triggers.push_back(new TriggerNode("concentration aura", NextAction::array(0, new NextAction("concentration aura", ACTION_NORMAL), nullptr)));
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triggers.push_back(new TriggerNode("seal", NextAction::array(0, new NextAction("seal of wisdom", ACTION_HIGH), nullptr)));
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triggers.push_back(new TriggerNode("medium mana", NextAction::array(0, new NextAction("divine illumination", ACTION_HIGH + 2), nullptr)));
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triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("divine favor", ACTION_HIGH + 1), nullptr)));
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// triggers.push_back(new TriggerNode("blessing", NextAction::array(0, new NextAction("blessing of sanctuary", ACTION_HIGH + 9), nullptr)));
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triggers.push_back(new TriggerNode("party member to heal out of spell range", NextAction::array(0, new NextAction("reach party member to heal", ACTION_EMERGENCY + 3), nullptr)));
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triggers.push_back(new TriggerNode(
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"medium group heal occasion",
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NextAction::array(0, new NextAction("divine sacrifice", ACTION_CRITICAL_HEAL + 5), nullptr)));
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triggers.push_back(new TriggerNode(
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"party member critical health",
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NextAction::array(0,
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new NextAction("holy shock on party", ACTION_CRITICAL_HEAL + 5),
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new NextAction("holy shock on party", ACTION_CRITICAL_HEAL + 6),
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new NextAction("divine sacrifice", ACTION_CRITICAL_HEAL + 5),
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new NextAction("holy light on party", ACTION_CRITICAL_HEAL + 4),
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NULL)));
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nullptr)));
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triggers.push_back(new TriggerNode(
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"party member low health",
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NextAction::array(0,
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new NextAction("holy light on party", ACTION_MEDIUM_HEAL + 5),
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NULL)));
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nullptr)));
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triggers.push_back(new TriggerNode(
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"party member medium health",
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NextAction::array(0,
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new NextAction("holy light on party", ACTION_LIGHT_HEAL + 9),
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new NextAction("flash of light on party", ACTION_LIGHT_HEAL + 8),
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NULL)));
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nullptr)));
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triggers.push_back(new TriggerNode(
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"party member almost full health",
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NextAction::array(0,
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new NextAction("flash of light on party", ACTION_LIGHT_HEAL + 3),
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NULL)));
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nullptr)));
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triggers.push_back(new TriggerNode(
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"beacon of light on main tank",
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NextAction::array(0, new NextAction("beacon of light on main tank", ACTION_CRITICAL_HEAL + 7), NULL)));
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NextAction::array(0, new NextAction("beacon of light on main tank", ACTION_CRITICAL_HEAL + 7), nullptr)));
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triggers.push_back(new TriggerNode(
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"sacred shield on main tank",
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NextAction::array(0, new NextAction("sacred shield on main tank", ACTION_CRITICAL_HEAL + 6), NULL)));
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NextAction::array(0, new NextAction("sacred shield on main tank", ACTION_CRITICAL_HEAL + 6), nullptr)));
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}
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@@ -154,4 +154,20 @@ bool CastMeleeConsecrationAction::isUseful()
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Unit* target = GetTarget();
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// float dis = distance + CONTACT_DISTANCE;
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return target && bot->IsWithinCombatRange(target, sPlayerbotAIConfig->meleeDistance); // sServerFacade->IsDistanceGreaterThan(AI_VALUE2(float, "distance", GetTargetName()), distance);
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}
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bool CastDivineSacrificeAction::isUseful()
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{
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return GetTarget() && (GetTarget() != nullptr) && CastSpellAction::isUseful() && !botAI->HasAura("divine guardian", GetTarget(), false, false, -1, true);
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}
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bool CastCancelDivineSacrificeAction::Execute(Event event)
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{
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botAI->RemoveAura("divine sacrifice");
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return true;
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}
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bool CastCancelDivineSacrificeAction::isUseful()
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{
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return botAI->HasAura("divine sacrifice", GetTarget(), false, true, -1, true);
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}
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@@ -170,13 +170,13 @@ class CastHolyLightAction : public CastHealingSpellAction
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class CastHolyShockOnPartyAction : public HealPartyMemberAction
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{
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public:
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CastHolyShockOnPartyAction(PlayerbotAI* botAI) : HealPartyMemberAction(botAI, "holy shock", 25.0f, HealingManaEfficiency::MEDIUM) { }
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CastHolyShockOnPartyAction(PlayerbotAI* botAI) : HealPartyMemberAction(botAI, "holy shock", 25.0f, HealingManaEfficiency::LOW) { }
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};
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class CastHolyLightOnPartyAction : public HealPartyMemberAction
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{
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public:
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CastHolyLightOnPartyAction(PlayerbotAI* botAI) : HealPartyMemberAction(botAI, "holy light", 50.0f, HealingManaEfficiency::HIGH) { }
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CastHolyLightOnPartyAction(PlayerbotAI* botAI) : HealPartyMemberAction(botAI, "holy light", 50.0f, HealingManaEfficiency::MEDIUM) { }
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};
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class CastFlashOfLightAction : public CastHealingSpellAction
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@@ -188,7 +188,7 @@ class CastFlashOfLightAction : public CastHealingSpellAction
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class CastFlashOfLightOnPartyAction : public HealPartyMemberAction
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{
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public:
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CastFlashOfLightOnPartyAction(PlayerbotAI* botAI) : HealPartyMemberAction(botAI, "flash of light", 15.0f, HealingManaEfficiency::LOW) { }
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CastFlashOfLightOnPartyAction(PlayerbotAI* botAI) : HealPartyMemberAction(botAI, "flash of light", 15.0f, HealingManaEfficiency::HIGH) { }
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};
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class CastLayOnHandsAction : public CastHealingSpellAction
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@@ -393,4 +393,25 @@ class CastAvengingWrathAction : public CastBuffSpellAction
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public:
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CastAvengingWrathAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "avenging wrath") {}
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};
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class CastDivineIlluminationAction : public CastBuffSpellAction
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{
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public:
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CastDivineIlluminationAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "divine illumination") {}
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};
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class CastDivineSacrificeAction : public CastBuffSpellAction
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{
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public:
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CastDivineSacrificeAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "divine sacrifice") {}
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bool isUseful() override;
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};
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class CastCancelDivineSacrificeAction : public Action
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{
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public:
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CastCancelDivineSacrificeAction(PlayerbotAI* botAI) : Action(botAI, "cancel divine sacrifice") {}
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bool Execute(Event event) override;
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bool isUseful() override;
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};
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#endif
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@@ -263,6 +263,9 @@ class PaladinAiObjectContextInternal : public NamedObjectContext<Action>
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creators["beacon of light on main tank"] = &PaladinAiObjectContextInternal::beacon_of_light_on_main_tank;
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creators["sacred shield on main tank"] = &PaladinAiObjectContextInternal::sacred_shield_on_main_tank;
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creators["avenging wrath"] = &PaladinAiObjectContextInternal::avenging_wrath;
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creators["divine illumination"] = &PaladinAiObjectContextInternal::divine_illumination;
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creators["divine sacrifice"] = &PaladinAiObjectContextInternal::divine_sacrifice;
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creators["cancel divine sacrifice"] = &PaladinAiObjectContextInternal::cancel_divine_sacrifice;
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}
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private:
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@@ -341,6 +344,9 @@ class PaladinAiObjectContextInternal : public NamedObjectContext<Action>
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static Action* beacon_of_light_on_main_tank(PlayerbotAI* ai) { return new CastBeaconOfLightOnMainTankAction(ai); }
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static Action* sacred_shield_on_main_tank(PlayerbotAI* ai) { return new CastSacredShieldOnMainTankAction(ai); }
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static Action* avenging_wrath(PlayerbotAI* ai) { return new CastAvengingWrathAction(ai); }
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static Action* divine_illumination(PlayerbotAI* ai) { return new CastDivineIlluminationAction(ai); }
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static Action* divine_sacrifice(PlayerbotAI* ai) { return new CastDivineSacrificeAction(ai); }
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static Action* cancel_divine_sacrifice(PlayerbotAI* ai) { return new CastCancelDivineSacrificeAction(ai); }
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};
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PaladinAiObjectContext::PaladinAiObjectContext(PlayerbotAI* botAI) : AiObjectContext(botAI)
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@@ -91,6 +91,9 @@ void TankPaladinStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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triggers.push_back(new TriggerNode(
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"righteous fury",
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NextAction::array(0, new NextAction("righteous fury", ACTION_HIGH + 8), nullptr)));
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triggers.push_back(new TriggerNode(
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"medium group heal occasion",
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NextAction::array(0, new NextAction("divine sacrifice", ACTION_HIGH + 5), nullptr)));
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triggers.push_back(new TriggerNode(
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"not facing target",
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NextAction::array(0, new NextAction("set facing", ACTION_NORMAL + 7), nullptr)));
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@@ -49,19 +49,19 @@ void HealShamanStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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triggers.push_back(new TriggerNode(
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"party member critical health",
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NextAction::array(0, new NextAction("riptide on party", 24.0f), new NextAction("lesser healing wave on party", 23.0f), nullptr)));
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NextAction::array(0, new NextAction("riptide on party", 25.0f), new NextAction("healing wave on party", 24.0f), new NextAction("lesser healing wave on party", 23.0f), nullptr)));
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triggers.push_back(new TriggerNode(
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"party member low health",
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NextAction::array(0, new NextAction("riptide on party", 18.0f), new NextAction("lesser healing wave on party", 17.0f), nullptr)));
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NextAction::array(0, new NextAction("riptide on party", 19.0f), new NextAction("healing wave on party", 18.0f), new NextAction("lesser healing wave on party", 17.0f), nullptr)));
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triggers.push_back(new TriggerNode(
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"party member medium health",
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NextAction::array(0, new NextAction("riptide on party", 15.0f), new NextAction("lesser healing wave on party", 14.0f), nullptr)));
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NextAction::array(0, new NextAction("riptide on party", 16.0f), new NextAction("healing wave on party", 15.0f), new NextAction("lesser healing wave on party", 14.0f), nullptr)));
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triggers.push_back(new TriggerNode(
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"party member almost full health",
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NextAction::array(0, new NextAction("riptide on party", 12.0f), nullptr)));
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NextAction::array(0, new NextAction("riptide on party", 12.0f), new NextAction("lesser healing wave on party", 11.0f), nullptr)));
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triggers.push_back(new TriggerNode(
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"party member cleanse spirit poison",
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