mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
Rogue stealth spell & Target selection for combo class
This commit is contained in:
@@ -1378,6 +1378,13 @@ bool PlayerbotAI::IsCaster(Player* player)
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return IsRanged(player) && player->getClass() != CLASS_HUNTER;
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}
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bool PlayerbotAI::IsCombo(Player* player)
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{
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int tab = AiFactory::GetPlayerSpecTab(player);
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return player->getClass() == CLASS_ROGUE ||
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(player->getClass() == CLASS_DRUID && tab == DRUID_TAB_FERAL && !IsTank(bot));
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}
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bool PlayerbotAI::IsRangedDps(Player* player)
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{
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return IsRanged(player) && IsDps(player);
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@@ -333,6 +333,7 @@ class PlayerbotAI : public PlayerbotAIBase
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bool IsDps(Player* player);
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bool IsRanged(Player* player);
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bool IsCaster(Player* player);
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bool IsCombo(Player* player);
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bool IsRangedDps(Player* player);
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bool IsMainTank(Player* player);
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bool IsAssistTank(Player* player);
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@@ -34,9 +34,7 @@ AssassinationRogueStrategy::AssassinationRogueStrategy(PlayerbotAI* ai) : MeleeC
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NextAction** AssassinationRogueStrategy::getDefaultActions()
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{
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return NextAction::array(0,
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new NextAction("garrote", ACTION_DEFAULT + 0.2f),
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new NextAction("ambush", ACTION_DEFAULT + 0.1f),
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return NextAction::array(0,
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new NextAction("melee", ACTION_DEFAULT),
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NULL);
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}
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@@ -44,6 +42,12 @@ NextAction** AssassinationRogueStrategy::getDefaultActions()
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void AssassinationRogueStrategy::InitTriggers(std::vector<TriggerNode*> &triggers)
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{
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MeleeCombatStrategy::InitTriggers(triggers);
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triggers.push_back(new TriggerNode(
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"high energy available",
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NextAction::array(0,
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new NextAction("garrote", ACTION_HIGH + 0.3f),
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new NextAction("ambush", ACTION_HIGH + 0.2f), nullptr)));
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triggers.push_back(new TriggerNode(
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"high energy available",
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@@ -23,51 +23,51 @@ class DpsRogueStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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static ActionNode* melee(PlayerbotAI* botAI)
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{
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return new ActionNode ("melee",
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/*P*/ NULL,
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/*A*/ NextAction::array(0, new NextAction("mutilate"), NULL),
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/*C*/ NULL);
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("mutilate"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* mutilate(PlayerbotAI* botAI)
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{
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return new ActionNode ("mutilate",
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/*P*/ NULL,
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/*A*/ NextAction::array(0, new NextAction("sinister strike"), NULL),
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/*C*/ NULL);
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("sinister strike"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* sinister_strike(PlayerbotAI* botAI)
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{
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return new ActionNode ("sinister strike",
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/*P*/ NULL,
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/*A*/ NextAction::array(0, new NextAction("melee"), NULL),
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/*C*/ NULL);
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("melee"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* kick(PlayerbotAI* botAI)
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{
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return new ActionNode ("kick",
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/*P*/ NULL,
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/*A*/ NextAction::array(0, new NextAction("kidney shot"), NULL),
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/*C*/ NULL);
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("kidney shot"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* kidney_shot(PlayerbotAI* botAI)
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{
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return new ActionNode ("kidney shot",
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/*P*/ NULL,
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/*A*/ NULL,
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/*C*/ NULL);
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* backstab(PlayerbotAI* botAI)
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{
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return new ActionNode ("backstab",
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/*P*/ NULL,
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/*A*/ NextAction::array(0, new NextAction("mutilate"), NULL),
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/*C*/ NULL);
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("mutilate"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* rupture(PlayerbotAI* botAI)
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{
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return new ActionNode ("rupture",
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/*P*/ NULL,
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/*A*/ NextAction::array(0, new NextAction("eviscerate"), NULL),
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/*C*/ NULL);
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("eviscerate"), nullptr),
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/*C*/ nullptr);
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}
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};
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@@ -79,11 +79,9 @@ DpsRogueStrategy::DpsRogueStrategy(PlayerbotAI* botAI) : MeleeCombatStrategy(bot
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NextAction** DpsRogueStrategy::getDefaultActions()
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{
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return NextAction::array(0,
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new NextAction("garrote", ACTION_DEFAULT + 0.3f),
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new NextAction("ambush", ACTION_DEFAULT + 0.2f),
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return NextAction::array(0,
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new NextAction("killing spree", ACTION_DEFAULT + 0.1f),
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new NextAction("melee", ACTION_DEFAULT), NULL);
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new NextAction("melee", ACTION_DEFAULT), nullptr);
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}
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void DpsRogueStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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@@ -92,45 +90,51 @@ void DpsRogueStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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triggers.push_back(new TriggerNode(
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"high energy available",
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NextAction::array(0, new NextAction("sinister strike", ACTION_NORMAL + 3), NULL)));
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NextAction::array(0,
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new NextAction("garrote", ACTION_HIGH + 0.3f),
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new NextAction("ambush", ACTION_HIGH + 0.2f), nullptr)));
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triggers.push_back(new TriggerNode(
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"high energy available",
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NextAction::array(0, new NextAction("sinister strike", ACTION_NORMAL + 3), nullptr)));
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triggers.push_back(new TriggerNode(
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"slice and dice",
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NextAction::array(0, new NextAction("slice and dice", ACTION_HIGH + 2), NULL)));
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NextAction::array(0, new NextAction("slice and dice", ACTION_HIGH + 2), nullptr)));
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triggers.push_back(new TriggerNode(
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"combo points available",
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NextAction::array(0,
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new NextAction("rupture", ACTION_HIGH + 1), NULL)));
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new NextAction("rupture", ACTION_HIGH + 1), nullptr)));
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triggers.push_back(new TriggerNode(
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"target with combo points almost dead",
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NextAction::array(0,
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new NextAction("eviscerate", ACTION_HIGH + 1), NULL)));
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new NextAction("eviscerate", ACTION_HIGH + 1), nullptr)));
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triggers.push_back(new TriggerNode(
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"medium threat",
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NextAction::array(0, new NextAction("vanish", ACTION_HIGH), NULL)));
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NextAction::array(0, new NextAction("vanish", ACTION_HIGH), nullptr)));
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triggers.push_back(new TriggerNode(
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"low health",
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NextAction::array(0, new NextAction("evasion", ACTION_EMERGENCY), new NextAction("feint", ACTION_EMERGENCY), NULL)));
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NextAction::array(0, new NextAction("evasion", ACTION_EMERGENCY), new NextAction("feint", ACTION_EMERGENCY), nullptr)));
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triggers.push_back(new TriggerNode(
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"kick",
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NextAction::array(0, new NextAction("kick", ACTION_INTERRUPT + 2), NULL)));
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NextAction::array(0, new NextAction("kick", ACTION_INTERRUPT + 2), nullptr)));
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triggers.push_back(new TriggerNode(
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"kick on enemy healer",
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NextAction::array(0, new NextAction("kick on enemy healer", ACTION_INTERRUPT + 1), NULL)));
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NextAction::array(0, new NextAction("kick on enemy healer", ACTION_INTERRUPT + 1), nullptr)));
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// triggers.push_back(new TriggerNode(
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// "behind target",
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// NextAction::array(0, new NextAction("backstab", ACTION_NORMAL), NULL)));
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// NextAction::array(0, new NextAction("backstab", ACTION_NORMAL), nullptr)));
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triggers.push_back(new TriggerNode(
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"light aoe",
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NextAction::array(0, new NextAction("blade flurry", ACTION_HIGH + 3), NULL)));
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NextAction::array(0, new NextAction("blade flurry", ACTION_HIGH + 3), nullptr)));
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triggers.push_back(new TriggerNode(
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"enemy out of melee",
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@@ -138,15 +142,15 @@ void DpsRogueStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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new NextAction("stealth", ACTION_NORMAL + 9),
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new NextAction("sprint", ACTION_NORMAL + 8),
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new NextAction("reach melee", ACTION_NORMAL + 7),
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NULL)));
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nullptr)));
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triggers.push_back(new TriggerNode(
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"expose armor",
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NextAction::array(0, new NextAction("expose armor", ACTION_HIGH + 3), NULL)));
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NextAction::array(0, new NextAction("expose armor", ACTION_HIGH + 3), nullptr)));
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triggers.push_back(new TriggerNode(
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"tricks of the trade on main tank",
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NextAction::array(0, new NextAction("tricks of the trade on main tank", ACTION_HIGH + 7), NULL)));
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NextAction::array(0, new NextAction("tricks of the trade on main tank", ACTION_HIGH + 7), nullptr)));
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}
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class StealthedRogueStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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@@ -239,7 +243,7 @@ void RogueAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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triggers.push_back(new TriggerNode("light aoe", NextAction::array(0, new NextAction("blade flurry", ACTION_HIGH), nullptr)));
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triggers.push_back(new TriggerNode(
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"medium aoe",
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NextAction::array(0, new NextAction("fan of knives", ACTION_NORMAL + 5), NULL)));
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NextAction::array(0, new NextAction("fan of knives", ACTION_NORMAL + 5), nullptr)));
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}
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void RogueBoostStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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@@ -177,6 +177,64 @@ class NonCasterFindTargetSmartStrategy : public FindTargetStrategy
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float targetExpectedLifeTime;
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};
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// combo
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class ComboFindTargetSmartStrategy : public FindTargetStrategy
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{
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public:
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ComboFindTargetSmartStrategy(PlayerbotAI* botAI, float dps) : FindTargetStrategy(botAI), dps_(dps), targetExpectedLifeTime(1000000) { }
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void CheckAttacker(Unit* attacker, ThreatMgr* threatMgr) override
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{
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if (Group* group = botAI->GetBot()->GetGroup())
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{
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ObjectGuid guid = group->GetTargetIcon(4);
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if (guid && attacker->GetGUID() == guid)
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return;
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}
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if (!attacker->IsAlive()) {
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return;
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}
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float expectedLifeTime = attacker->GetHealth() / dps_;
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// Unit* victim = attacker->GetVictim();
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if (!result || IsBetter(attacker, result)) {
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targetExpectedLifeTime = expectedLifeTime;
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result = attacker;
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}
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}
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bool IsBetter(Unit* new_unit, Unit* old_unit) {
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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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// [5-20] > (5-0] > (20-inf)
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if (GetIntervalLevel(new_unit) > GetIntervalLevel(old_unit)) {
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return true;
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}
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// attack enemy in range and with lowest health
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int level = GetIntervalLevel(new_unit);
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Player* bot = botAI->GetBot();
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if (level == 10) {
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Unit* combo_unit = bot->GetComboTarget();
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if (new_unit == combo_unit) {
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return true;
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}
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return new_time < old_time;
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}
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// all targets are far away, choose the closest one
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return bot->GetDistance(new_unit) < bot->GetDistance(old_unit);
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}
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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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return level;
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}
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protected:
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float dps_;
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float targetExpectedLifeTime;
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};
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Unit* DpsTargetValue::Calculate()
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{
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Unit* rti = RtiTargetValue::Calculate();
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@@ -188,6 +246,9 @@ Unit* DpsTargetValue::Calculate()
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if (botAI->IsCaster(bot)) {
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CasterFindTargetSmartStrategy strategy(botAI, dps);
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return TargetValue::FindTarget(&strategy);
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} else if (botAI->IsCombo(bot)) {
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ComboFindTargetSmartStrategy strategy(botAI, dps);
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return TargetValue::FindTarget(&strategy);
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}
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NonCasterFindTargetSmartStrategy strategy(botAI, dps);
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return TargetValue::FindTarget(&strategy);
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