Rogue stealth spell & Target selection for combo class

This commit is contained in:
Yunfan Li
2024-02-10 22:03:33 +08:00
parent 4091ba3e5a
commit f09d8d72f4
5 changed files with 119 additions and 42 deletions

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@@ -1378,6 +1378,13 @@ bool PlayerbotAI::IsCaster(Player* player)
return IsRanged(player) && player->getClass() != CLASS_HUNTER; return IsRanged(player) && player->getClass() != CLASS_HUNTER;
} }
bool PlayerbotAI::IsCombo(Player* player)
{
int tab = AiFactory::GetPlayerSpecTab(player);
return player->getClass() == CLASS_ROGUE ||
(player->getClass() == CLASS_DRUID && tab == DRUID_TAB_FERAL && !IsTank(bot));
}
bool PlayerbotAI::IsRangedDps(Player* player) bool PlayerbotAI::IsRangedDps(Player* player)
{ {
return IsRanged(player) && IsDps(player); return IsRanged(player) && IsDps(player);

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@@ -333,6 +333,7 @@ class PlayerbotAI : public PlayerbotAIBase
bool IsDps(Player* player); bool IsDps(Player* player);
bool IsRanged(Player* player); bool IsRanged(Player* player);
bool IsCaster(Player* player); bool IsCaster(Player* player);
bool IsCombo(Player* player);
bool IsRangedDps(Player* player); bool IsRangedDps(Player* player);
bool IsMainTank(Player* player); bool IsMainTank(Player* player);
bool IsAssistTank(Player* player); bool IsAssistTank(Player* player);

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@@ -34,9 +34,7 @@ AssassinationRogueStrategy::AssassinationRogueStrategy(PlayerbotAI* ai) : MeleeC
NextAction** AssassinationRogueStrategy::getDefaultActions() NextAction** AssassinationRogueStrategy::getDefaultActions()
{ {
return NextAction::array(0, return NextAction::array(0,
new NextAction("garrote", ACTION_DEFAULT + 0.2f),
new NextAction("ambush", ACTION_DEFAULT + 0.1f),
new NextAction("melee", ACTION_DEFAULT), new NextAction("melee", ACTION_DEFAULT),
NULL); NULL);
} }
@@ -44,6 +42,12 @@ NextAction** AssassinationRogueStrategy::getDefaultActions()
void AssassinationRogueStrategy::InitTriggers(std::vector<TriggerNode*> &triggers) void AssassinationRogueStrategy::InitTriggers(std::vector<TriggerNode*> &triggers)
{ {
MeleeCombatStrategy::InitTriggers(triggers); MeleeCombatStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode(
"high energy available",
NextAction::array(0,
new NextAction("garrote", ACTION_HIGH + 0.3f),
new NextAction("ambush", ACTION_HIGH + 0.2f), nullptr)));
triggers.push_back(new TriggerNode( triggers.push_back(new TriggerNode(
"high energy available", "high energy available",

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@@ -23,51 +23,51 @@ class DpsRogueStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
static ActionNode* melee(PlayerbotAI* botAI) static ActionNode* melee(PlayerbotAI* botAI)
{ {
return new ActionNode ("melee", return new ActionNode ("melee",
/*P*/ NULL, /*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("mutilate"), NULL), /*A*/ NextAction::array(0, new NextAction("mutilate"), nullptr),
/*C*/ NULL); /*C*/ nullptr);
} }
static ActionNode* mutilate(PlayerbotAI* botAI) static ActionNode* mutilate(PlayerbotAI* botAI)
{ {
return new ActionNode ("mutilate", return new ActionNode ("mutilate",
/*P*/ NULL, /*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("sinister strike"), NULL), /*A*/ NextAction::array(0, new NextAction("sinister strike"), nullptr),
/*C*/ NULL); /*C*/ nullptr);
} }
static ActionNode* sinister_strike(PlayerbotAI* botAI) static ActionNode* sinister_strike(PlayerbotAI* botAI)
{ {
return new ActionNode ("sinister strike", return new ActionNode ("sinister strike",
/*P*/ NULL, /*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("melee"), NULL), /*A*/ NextAction::array(0, new NextAction("melee"), nullptr),
/*C*/ NULL); /*C*/ nullptr);
} }
static ActionNode* kick(PlayerbotAI* botAI) static ActionNode* kick(PlayerbotAI* botAI)
{ {
return new ActionNode ("kick", return new ActionNode ("kick",
/*P*/ NULL, /*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("kidney shot"), NULL), /*A*/ NextAction::array(0, new NextAction("kidney shot"), nullptr),
/*C*/ NULL); /*C*/ nullptr);
} }
static ActionNode* kidney_shot(PlayerbotAI* botAI) static ActionNode* kidney_shot(PlayerbotAI* botAI)
{ {
return new ActionNode ("kidney shot", return new ActionNode ("kidney shot",
/*P*/ NULL, /*P*/ nullptr,
/*A*/ NULL, /*A*/ nullptr,
/*C*/ NULL); /*C*/ nullptr);
} }
static ActionNode* backstab(PlayerbotAI* botAI) static ActionNode* backstab(PlayerbotAI* botAI)
{ {
return new ActionNode ("backstab", return new ActionNode ("backstab",
/*P*/ NULL, /*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("mutilate"), NULL), /*A*/ NextAction::array(0, new NextAction("mutilate"), nullptr),
/*C*/ NULL); /*C*/ nullptr);
} }
static ActionNode* rupture(PlayerbotAI* botAI) static ActionNode* rupture(PlayerbotAI* botAI)
{ {
return new ActionNode ("rupture", return new ActionNode ("rupture",
/*P*/ NULL, /*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("eviscerate"), NULL), /*A*/ NextAction::array(0, new NextAction("eviscerate"), nullptr),
/*C*/ NULL); /*C*/ nullptr);
} }
}; };
@@ -79,11 +79,9 @@ DpsRogueStrategy::DpsRogueStrategy(PlayerbotAI* botAI) : MeleeCombatStrategy(bot
NextAction** DpsRogueStrategy::getDefaultActions() NextAction** DpsRogueStrategy::getDefaultActions()
{ {
return NextAction::array(0, return NextAction::array(0,
new NextAction("garrote", ACTION_DEFAULT + 0.3f),
new NextAction("ambush", ACTION_DEFAULT + 0.2f),
new NextAction("killing spree", ACTION_DEFAULT + 0.1f), new NextAction("killing spree", ACTION_DEFAULT + 0.1f),
new NextAction("melee", ACTION_DEFAULT), NULL); new NextAction("melee", ACTION_DEFAULT), nullptr);
} }
void DpsRogueStrategy::InitTriggers(std::vector<TriggerNode*>& triggers) void DpsRogueStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
@@ -92,45 +90,51 @@ void DpsRogueStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
triggers.push_back(new TriggerNode( triggers.push_back(new TriggerNode(
"high energy available", "high energy available",
NextAction::array(0, new NextAction("sinister strike", ACTION_NORMAL + 3), NULL))); NextAction::array(0,
new NextAction("garrote", ACTION_HIGH + 0.3f),
new NextAction("ambush", ACTION_HIGH + 0.2f), nullptr)));
triggers.push_back(new TriggerNode(
"high energy available",
NextAction::array(0, new NextAction("sinister strike", ACTION_NORMAL + 3), nullptr)));
triggers.push_back(new TriggerNode( triggers.push_back(new TriggerNode(
"slice and dice", "slice and dice",
NextAction::array(0, new NextAction("slice and dice", ACTION_HIGH + 2), NULL))); NextAction::array(0, new NextAction("slice and dice", ACTION_HIGH + 2), nullptr)));
triggers.push_back(new TriggerNode( triggers.push_back(new TriggerNode(
"combo points available", "combo points available",
NextAction::array(0, NextAction::array(0,
new NextAction("rupture", ACTION_HIGH + 1), NULL))); new NextAction("rupture", ACTION_HIGH + 1), nullptr)));
triggers.push_back(new TriggerNode( triggers.push_back(new TriggerNode(
"target with combo points almost dead", "target with combo points almost dead",
NextAction::array(0, NextAction::array(0,
new NextAction("eviscerate", ACTION_HIGH + 1), NULL))); new NextAction("eviscerate", ACTION_HIGH + 1), nullptr)));
triggers.push_back(new TriggerNode( triggers.push_back(new TriggerNode(
"medium threat", "medium threat",
NextAction::array(0, new NextAction("vanish", ACTION_HIGH), NULL))); NextAction::array(0, new NextAction("vanish", ACTION_HIGH), nullptr)));
triggers.push_back(new TriggerNode( triggers.push_back(new TriggerNode(
"low health", "low health",
NextAction::array(0, new NextAction("evasion", ACTION_EMERGENCY), new NextAction("feint", ACTION_EMERGENCY), NULL))); NextAction::array(0, new NextAction("evasion", ACTION_EMERGENCY), new NextAction("feint", ACTION_EMERGENCY), nullptr)));
triggers.push_back(new TriggerNode( triggers.push_back(new TriggerNode(
"kick", "kick",
NextAction::array(0, new NextAction("kick", ACTION_INTERRUPT + 2), NULL))); NextAction::array(0, new NextAction("kick", ACTION_INTERRUPT + 2), nullptr)));
triggers.push_back(new TriggerNode( triggers.push_back(new TriggerNode(
"kick on enemy healer", "kick on enemy healer",
NextAction::array(0, new NextAction("kick on enemy healer", ACTION_INTERRUPT + 1), NULL))); NextAction::array(0, new NextAction("kick on enemy healer", ACTION_INTERRUPT + 1), nullptr)));
// triggers.push_back(new TriggerNode( // triggers.push_back(new TriggerNode(
// "behind target", // "behind target",
// NextAction::array(0, new NextAction("backstab", ACTION_NORMAL), NULL))); // NextAction::array(0, new NextAction("backstab", ACTION_NORMAL), nullptr)));
triggers.push_back(new TriggerNode( triggers.push_back(new TriggerNode(
"light aoe", "light aoe",
NextAction::array(0, new NextAction("blade flurry", ACTION_HIGH + 3), NULL))); NextAction::array(0, new NextAction("blade flurry", ACTION_HIGH + 3), nullptr)));
triggers.push_back(new TriggerNode( triggers.push_back(new TriggerNode(
"enemy out of melee", "enemy out of melee",
@@ -138,15 +142,15 @@ void DpsRogueStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
new NextAction("stealth", ACTION_NORMAL + 9), new NextAction("stealth", ACTION_NORMAL + 9),
new NextAction("sprint", ACTION_NORMAL + 8), new NextAction("sprint", ACTION_NORMAL + 8),
new NextAction("reach melee", ACTION_NORMAL + 7), new NextAction("reach melee", ACTION_NORMAL + 7),
NULL))); nullptr)));
triggers.push_back(new TriggerNode( triggers.push_back(new TriggerNode(
"expose armor", "expose armor",
NextAction::array(0, new NextAction("expose armor", ACTION_HIGH + 3), NULL))); NextAction::array(0, new NextAction("expose armor", ACTION_HIGH + 3), nullptr)));
triggers.push_back(new TriggerNode( triggers.push_back(new TriggerNode(
"tricks of the trade on main tank", "tricks of the trade on main tank",
NextAction::array(0, new NextAction("tricks of the trade on main tank", ACTION_HIGH + 7), NULL))); NextAction::array(0, new NextAction("tricks of the trade on main tank", ACTION_HIGH + 7), nullptr)));
} }
class StealthedRogueStrategyActionNodeFactory : public NamedObjectFactory<ActionNode> class StealthedRogueStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
@@ -239,7 +243,7 @@ void RogueAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
triggers.push_back(new TriggerNode("light aoe", NextAction::array(0, new NextAction("blade flurry", ACTION_HIGH), nullptr))); triggers.push_back(new TriggerNode("light aoe", NextAction::array(0, new NextAction("blade flurry", ACTION_HIGH), nullptr)));
triggers.push_back(new TriggerNode( triggers.push_back(new TriggerNode(
"medium aoe", "medium aoe",
NextAction::array(0, new NextAction("fan of knives", ACTION_NORMAL + 5), NULL))); NextAction::array(0, new NextAction("fan of knives", ACTION_NORMAL + 5), nullptr)));
} }
void RogueBoostStrategy::InitTriggers(std::vector<TriggerNode*>& triggers) void RogueBoostStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)

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@@ -177,6 +177,64 @@ class NonCasterFindTargetSmartStrategy : public FindTargetStrategy
float targetExpectedLifeTime; float targetExpectedLifeTime;
}; };
// combo
class ComboFindTargetSmartStrategy : public FindTargetStrategy
{
public:
ComboFindTargetSmartStrategy(PlayerbotAI* botAI, float dps) : FindTargetStrategy(botAI), dps_(dps), targetExpectedLifeTime(1000000) { }
void CheckAttacker(Unit* attacker, ThreatMgr* threatMgr) override
{
if (Group* group = botAI->GetBot()->GetGroup())
{
ObjectGuid guid = group->GetTargetIcon(4);
if (guid && attacker->GetGUID() == guid)
return;
}
if (!attacker->IsAlive()) {
return;
}
float expectedLifeTime = attacker->GetHealth() / dps_;
// Unit* victim = attacker->GetVictim();
if (!result || IsBetter(attacker, result)) {
targetExpectedLifeTime = expectedLifeTime;
result = attacker;
}
}
bool IsBetter(Unit* new_unit, Unit* old_unit) {
float new_time = new_unit->GetHealth() / dps_;
float old_time = old_unit->GetHealth() / dps_;
// [5-20] > (5-0] > (20-inf)
if (GetIntervalLevel(new_unit) > GetIntervalLevel(old_unit)) {
return true;
}
// attack enemy in range and with lowest health
int level = GetIntervalLevel(new_unit);
Player* bot = botAI->GetBot();
if (level == 10) {
Unit* combo_unit = bot->GetComboTarget();
if (new_unit == combo_unit) {
return true;
}
return new_time < old_time;
}
// all targets are far away, choose the closest one
return bot->GetDistance(new_unit) < bot->GetDistance(old_unit);
}
int32_t GetIntervalLevel(Unit* unit) {
float time = unit->GetHealth() / dps_;
float dis = unit->GetDistance(botAI->GetBot());
float attackRange = botAI->IsRanged(botAI->GetBot()) ? sPlayerbotAIConfig->spellDistance : sPlayerbotAIConfig->meleeDistance;
attackRange += 5.0f;
int level = dis < attackRange ? 10 : 0;
return level;
}
protected:
float dps_;
float targetExpectedLifeTime;
};
Unit* DpsTargetValue::Calculate() Unit* DpsTargetValue::Calculate()
{ {
Unit* rti = RtiTargetValue::Calculate(); Unit* rti = RtiTargetValue::Calculate();
@@ -188,6 +246,9 @@ Unit* DpsTargetValue::Calculate()
if (botAI->IsCaster(bot)) { if (botAI->IsCaster(bot)) {
CasterFindTargetSmartStrategy strategy(botAI, dps); CasterFindTargetSmartStrategy strategy(botAI, dps);
return TargetValue::FindTarget(&strategy); return TargetValue::FindTarget(&strategy);
} else if (botAI->IsCombo(bot)) {
ComboFindTargetSmartStrategy strategy(botAI, dps);
return TargetValue::FindTarget(&strategy);
} }
NonCasterFindTargetSmartStrategy strategy(botAI, dps); NonCasterFindTargetSmartStrategy strategy(botAI, dps);
return TargetValue::FindTarget(&strategy); return TargetValue::FindTarget(&strategy);