mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
[Combat formation] Combat formation set up
This commit is contained in:
@@ -274,6 +274,7 @@ void AiFactory::AddDefaultCombatStrategies(Player* player, PlayerbotAI* const fa
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{
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engine->addStrategy("avoid aoe");
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}
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engine->addStrategy("combat formation");
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switch (player->getClass())
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{
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case CLASS_PRIEST:
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@@ -112,6 +112,7 @@ class StrategyContext : public NamedObjectContext<Strategy>
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creators["grind"] = &StrategyContext::grind;
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creators["avoid aoe"] = &StrategyContext::avoid_aoe;
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creators["move random"] = &StrategyContext::move_random;
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creators["combat formation"] = &StrategyContext::combat_formation;
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}
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private:
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@@ -174,6 +175,7 @@ class StrategyContext : public NamedObjectContext<Strategy>
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static Strategy* grind(PlayerbotAI* botAI) { return new GrindingStrategy(botAI); }
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static Strategy* avoid_aoe(PlayerbotAI* botAI) { return new AvoidAoeStrategy(botAI); }
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static Strategy* move_random(PlayerbotAI* ai) { return new MoveRandomStrategy(ai); }
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static Strategy* combat_formation(PlayerbotAI* ai) { return new CombatFormationStrategy(ai); }
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};
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class MovementStrategyContext : public NamedObjectContext<Strategy>
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@@ -326,4 +326,10 @@ class UnitManualSetValue : public ManualSetValue<Unit*>
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Unit* Get() override;
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};
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class DisperseDistanceValue : public ManualSetValue<float>
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{
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public:
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DisperseDistanceValue(PlayerbotAI* botAI, float defaultValue = -1.0f, std::string const name = "disperse value") :
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ManualSetValue<float>(botAI, defaultValue, name) { }
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};
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#endif
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@@ -89,6 +89,8 @@ class ActionContext : public NamedObjectContext<Action>
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creators["flee"] = &ActionContext::flee;
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creators["flee with pet"] = &ActionContext::flee_with_pet;
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creators["avoid aoe"] = &ActionContext::avoid_aoe;
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creators["combat formation move"] = &ActionContext::combat_formation_move;
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creators["disperse set"] = &ActionContext::disperse_set;
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creators["gift of the naaru"] = &ActionContext::gift_of_the_naaru;
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creators["shoot"] = &ActionContext::shoot;
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creators["lifeblood"] = &ActionContext::lifeblood;
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@@ -265,6 +267,8 @@ class ActionContext : public NamedObjectContext<Action>
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static Action* flee(PlayerbotAI* botAI) { return new FleeAction(botAI); }
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static Action* flee_with_pet(PlayerbotAI* botAI) { return new FleeWithPetAction(botAI); }
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static Action* avoid_aoe(PlayerbotAI* botAI) { return new AvoidAoeAction(botAI); }
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static Action* combat_formation_move(PlayerbotAI* botAI) { return new CombatFormationMoveAction(botAI); }
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static Action* disperse_set(PlayerbotAI* botAI) { return new DisperseSetAction(botAI); }
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static Action* gift_of_the_naaru(PlayerbotAI* botAI) { return new CastGiftOfTheNaaruAction(botAI); }
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static Action* lifeblood(PlayerbotAI* botAI) { return new CastLifeBloodAction(botAI); }
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static Action* arcane_torrent(PlayerbotAI* botAI) { return new CastArcaneTorrentAction(botAI); }
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@@ -12,6 +12,7 @@
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#include "ObjectGuid.h"
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#include "PathGenerator.h"
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#include "PlayerbotAIConfig.h"
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#include "Position.h"
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#include "Random.h"
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#include "SharedDefines.h"
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#include "SpellAuraEffects.h"
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@@ -25,10 +26,13 @@
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#include "LootObjectStack.h"
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#include "Playerbots.h"
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#include "ServerFacade.h"
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#include "Timer.h"
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#include "Transport.h"
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#include "Unit.h"
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#include "Vehicle.h"
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#include "WaypointMovementGenerator.h"
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#include <iomanip>
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#include <string>
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MovementAction::MovementAction(PlayerbotAI* botAI, std::string const name) : Action(botAI, name)
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{
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@@ -1495,6 +1499,9 @@ bool FleeWithPetAction::Execute(Event event)
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bool AvoidAoeAction::isUseful()
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{
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if (getMSTime() - moveInterval < lastMoveTimer) {
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return false;
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}
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GuidVector traps = AI_VALUE(GuidVector, "nearest trap with damage");
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GuidVector triggers = AI_VALUE(GuidVector, "possible triggers");
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return AI_VALUE(Aura*, "area debuff") || !traps.empty() || !triggers.empty();
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@@ -1504,14 +1511,17 @@ bool AvoidAoeAction::Execute(Event event)
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{
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// Case #1: Aura with dynamic object (e.g. rain of fire)
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if (AvoidAuraWithDynamicObj()) {
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lastMoveTimer = getMSTime();
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return true;
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}
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// Case #2: Trap game object with spell (e.g. lava bomb)
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if (AvoidGameObjectWithDamage()) {
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lastMoveTimer = getMSTime();
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return true;
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}
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// Case #3: Trigger npc (e.g. Lesser shadow fissure)
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if (AvoidUnitWithDamageAura()) {
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lastMoveTimer = getMSTime();
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return true;
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}
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return false;
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@@ -1541,7 +1551,13 @@ bool AvoidAoeAction::AvoidAuraWithDynamicObj()
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}
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std::ostringstream name;
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name << spellInfo->SpellName[0]; // << "] (aura)";
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if (FleePosition(dynOwner->GetPosition(), radius, name.str())) {
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if (FleePosition(dynOwner->GetPosition(), radius)) {
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if (sPlayerbotAIConfig->tellWhenAvoidAoe && lastTellTimer < time(NULL) - 10) {
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lastTellTimer = time(NULL);
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std::ostringstream out;
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out << "I'm avoiding " << name.str() << "...";
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bot->Say(out.str(), LANG_UNIVERSAL);
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}
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return true;
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}
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return false;
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@@ -1592,7 +1608,13 @@ bool AvoidAoeAction::AvoidGameObjectWithDamage()
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}
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std::ostringstream name;
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name << spellInfo->SpellName[0]; // << "] (object)";
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if (FleePosition(go->GetPosition(), radius, name.str())) {
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if (FleePosition(go->GetPosition(), radius)) {
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if (sPlayerbotAIConfig->tellWhenAvoidAoe && lastTellTimer < time(NULL) - 10) {
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lastTellTimer = time(NULL);
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std::ostringstream out;
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out << "I'm avoiding " << name.str() << "...";
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bot->Say(out.str(), LANG_UNIVERSAL);
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}
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return true;
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}
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@@ -1634,8 +1656,13 @@ bool AvoidAoeAction::AvoidUnitWithDamageAura()
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}
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std::ostringstream name;
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name << triggerSpellInfo->SpellName[0]; //<< "] (unit)";
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if (FleePosition(unit->GetPosition(), radius, name.str())) {
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return true;
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if (FleePosition(unit->GetPosition(), radius)) {
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if (sPlayerbotAIConfig->tellWhenAvoidAoe && lastTellTimer < time(NULL) - 10) {
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lastTellTimer = time(NULL);
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std::ostringstream out;
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out << "I'm avoiding " << name.str() << "...";
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bot->Say(out.str(), LANG_UNIVERSAL);
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}
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}
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}
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}
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@@ -1645,7 +1672,7 @@ bool AvoidAoeAction::AvoidUnitWithDamageAura()
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return false;
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}
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Position AvoidAoeAction::BestPositionForMelee(Position pos, float radius)
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Position MovementAction::BestPositionForMeleeToFlee(Position pos, float radius)
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{
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Unit* currentTarget = AI_VALUE(Unit*, "current target");
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std::vector<CheckAngle> possibleAngles;
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@@ -1671,7 +1698,7 @@ Position AvoidAoeAction::BestPositionForMelee(Position pos, float radius)
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for (CheckAngle &checkAngle : possibleAngles) {
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float angle = checkAngle.angle;
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bool strict = checkAngle.strict;
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float fleeDis = sPlayerbotAIConfig->fleeDistance;
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float fleeDis = std::min(radius + 1.0f, sPlayerbotAIConfig->fleeDistance);
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Position fleePos{bot->GetPositionX() + cos(angle) * fleeDis,
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bot->GetPositionY() + sin(angle) * fleeDis,
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bot->GetPositionZ()};
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@@ -1690,7 +1717,7 @@ Position AvoidAoeAction::BestPositionForMelee(Position pos, float radius)
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return Position();
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}
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Position AvoidAoeAction::BestPositionForRanged(Position pos, float radius)
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Position MovementAction::BestPositionForRangedToFlee(Position pos, float radius)
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{
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Unit* currentTarget = AI_VALUE(Unit*, "current target");
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std::vector<CheckAngle> possibleAngles;
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@@ -1714,7 +1741,7 @@ Position AvoidAoeAction::BestPositionForRanged(Position pos, float radius)
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for (CheckAngle &checkAngle : possibleAngles) {
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float angle = checkAngle.angle;
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bool strict = checkAngle.strict;
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float fleeDis = sPlayerbotAIConfig->fleeDistance;
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float fleeDis = std::min(radius + 1.0f, sPlayerbotAIConfig->fleeDistance);
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Position fleePos{bot->GetPositionX() + cos(angle) * fleeDis,
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bot->GetPositionY() + sin(angle) * fleeDis,
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bot->GetPositionZ()};
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@@ -1737,28 +1764,162 @@ Position AvoidAoeAction::BestPositionForRanged(Position pos, float radius)
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return Position();
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}
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bool AvoidAoeAction::FleePosition(Position pos, float radius, std::string name)
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bool MovementAction::FleePosition(Position pos, float radius)
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{
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Position bestPos;
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if (botAI->IsMelee(bot)) {
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bestPos = BestPositionForMelee(pos, radius);
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bestPos = BestPositionForMeleeToFlee(pos, radius);
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} else {
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bestPos = BestPositionForRanged(pos, radius);
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bestPos = BestPositionForRangedToFlee(pos, radius);
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}
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if (bestPos != Position()) {
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if (MoveTo(bot->GetMapId(), bestPos.GetPositionX(), bestPos.GetPositionY(), bestPos.GetPositionZ(), false, false, true)) {
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if (sPlayerbotAIConfig->tellWhenAvoidAoe && lastTellTimer < time(NULL) - 10) {
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lastTellTimer = time(NULL);
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std::ostringstream out;
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out << "I'm avoiding " << name << "...";
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bot->Say(out.str(), LANG_UNIVERSAL);
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}
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return true;
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}
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}
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return false;
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}
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bool CombatFormationMoveAction::isUseful()
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{
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if (getMSTime() - moveInterval < lastMoveTimer) {
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return false;
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}
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if (bot->GetCurrentSpell(CURRENT_CHANNELED_SPELL) != nullptr) {
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return false;
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}
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float dis = AI_VALUE(float, "disperse distance");
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return dis > 0.0f;
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}
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bool CombatFormationMoveAction::Execute(Event event)
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{
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float dis = AI_VALUE(float, "disperse distance");
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Player* playerToLeave = NearestGroupMember(dis);
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if (playerToLeave && bot->GetExactDist(playerToLeave) < dis) {
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if (FleePosition(playerToLeave->GetPosition(), dis)) {
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lastMoveTimer = getMSTime();
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}
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}
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return false;
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}
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Position CombatFormationMoveAction::AverageGroupPos(float dis)
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{
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float averageX = 0, averageY = 0, averageZ = 0;
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int cnt = 0;
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Group* group = bot->GetGroup();
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if (!group) {
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return Position();
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}
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Group::MemberSlotList const& groupSlot = group->GetMemberSlots();
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for (Group::member_citerator itr = groupSlot.begin(); itr != groupSlot.end(); itr++)
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{
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Player *member = ObjectAccessor::FindPlayer(itr->guid);
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if (!member || !member->IsAlive() || member->GetMapId() != bot->GetMapId() || member->IsCharmed() || sServerFacade->GetDistance2d(bot, member) > dis)
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continue;
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cnt++;
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averageX += member->GetPositionX();
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averageY += member->GetPositionY();
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averageZ += member->GetPositionZ();
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}
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averageX /= cnt;
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averageY /= cnt;
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averageZ /= cnt;
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return Position(averageX, averageY, averageZ);
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}
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Player* CombatFormationMoveAction::NearestGroupMember(float dis)
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{
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float nearestDis = 10000.0f;
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Player* result = nullptr;
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Group* group = bot->GetGroup();
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if (!group) {
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return result;
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}
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Group::MemberSlotList const& groupSlot = group->GetMemberSlots();
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for (Group::member_citerator itr = groupSlot.begin(); itr != groupSlot.end(); itr++)
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{
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Player *member = ObjectAccessor::FindPlayer(itr->guid);
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if (!member || !member->IsAlive() || member == bot || member->GetMapId() != bot->GetMapId() || member->IsCharmed() || sServerFacade->GetDistance2d(bot, member) > dis)
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continue;
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if (nearestDis > bot->GetExactDist(member)) {
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result = member;
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nearestDis = bot->GetExactDist(member);
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}
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}
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return result;
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}
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bool DisperseSetAction::Execute(Event event)
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{
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std::string const text = event.getParam();
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if (text == "disable") {
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RESET_AI_VALUE(float, "disperse distance");
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botAI->TellMasterNoFacing("Disable disperse");
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return true;
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}
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if (text == "enable" || text == "reset") {
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if (botAI->IsMelee(bot)) {
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SET_AI_VALUE(float, "disperse distance", DEFAULT_DISPERSE_DISTANCE_MELEE);
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} else {
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SET_AI_VALUE(float, "disperse distance", DEFAULT_DISPERSE_DISTANCE_RANGED);
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}
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float dis = AI_VALUE(float, "disperse distance");
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std::ostringstream out;
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out << "Enable disperse distance " << std::setprecision(2) << dis;
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botAI->TellMasterNoFacing(out.str());
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return true;
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}
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if (text == "increase") {
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float dis = AI_VALUE(float, "disperse distance");
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std::ostringstream out;
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if (dis <= 0.0f) {
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out << "Enable disperse first";
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botAI->TellMasterNoFacing(out.str());
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return true;
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}
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dis += 1.0f;
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SET_AI_VALUE(float, "disperse distance", dis);
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out << "Increase disperse distance to " << std::setprecision(2) << dis;
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botAI->TellMasterNoFacing(out.str());
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return true;
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}
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if (text == "decrease") {
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float dis = AI_VALUE(float, "disperse distance");
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dis -= 1.0f;
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if (dis <= 0.0f) {
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dis += 1.0f;
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}
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SET_AI_VALUE(float, "disperse distance", dis);
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std::ostringstream out;
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out << "Increase disperse distance to " << std::setprecision(2) << dis;
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botAI->TellMasterNoFacing(out.str());
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return true;
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}
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if (text.starts_with("set")) {
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float dis = -1.0f;;
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sscanf(text.c_str(), "set %f", &dis);
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std::ostringstream out;
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if (dis < 0 || dis > 100.0f) {
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out << "Invalid disperse distance " << std::setprecision(2) << dis;
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} else {
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SET_AI_VALUE(float, "disperse distance", dis);
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out << "Set disperse distance to " << std::setprecision(2) << dis;
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}
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botAI->TellMasterNoFacing(out.str());
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return true;
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}
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std::ostringstream out;
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out << "Usage: disperse [enable|disable|increase|decrease|set {distance}]" << "\n";
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float dis = AI_VALUE(float, "disperse distance");
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if (dis > 0.0f) {
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out << "Current disperse distance: " << std::setprecision(2) << dis;
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}
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botAI->TellMasterNoFacing(out.str());
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return true;
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}
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bool RunAwayAction::Execute(Event event)
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{
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return Flee(AI_VALUE(Unit*, "master target"));
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@@ -41,6 +41,14 @@ class MovementAction : public Action
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bool MoveAway(Unit* target);
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bool MoveInside(uint32 mapId, float x, float y, float z, float distance = sPlayerbotAIConfig->followDistance);
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void CreateWp(Player* wpOwner, float x, float y, float z, float o, uint32 entry, bool important = false);
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Position BestPositionForMeleeToFlee(Position pos, float radius);
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Position BestPositionForRangedToFlee(Position pos, float radius);
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bool FleePosition(Position pos, float radius);
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protected:
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struct CheckAngle {
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float angle;
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bool strict;
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};
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private:
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// float SearchBestGroundZForPath(float x, float y, float z, bool generatePath, float range = 20.0f, bool normal_only = false, float step = 8.0f);
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const Movement::PointsArray SearchForBestPath(float x, float y, float z, float &modified_z, int maxSearchCount = 5, bool normal_only = false, float step = 8.0f);
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@@ -69,7 +77,8 @@ class FleeWithPetAction : public MovementAction
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class AvoidAoeAction : public MovementAction
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{
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public:
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AvoidAoeAction(PlayerbotAI* botAI) : MovementAction(botAI, "avoid aoe") { }
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AvoidAoeAction(PlayerbotAI* botAI, int moveInterval = 1000) : MovementAction(botAI, "avoid aoe"),
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moveInterval(moveInterval) { }
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bool isUseful() override;
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bool Execute(Event event) override;
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@@ -78,14 +87,36 @@ class AvoidAoeAction : public MovementAction
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bool AvoidAuraWithDynamicObj();
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bool AvoidGameObjectWithDamage();
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bool AvoidUnitWithDamageAura();
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Position BestPositionForMelee(Position pos, float radius);
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Position BestPositionForRanged(Position pos, float radius);
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bool FleePosition(Position pos, float radius, std::string name);
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time_t lastTellTimer = 0;
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struct CheckAngle {
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float angle;
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bool strict;
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};
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int lastMoveTimer = 0;
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int moveInterval;
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};
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class CombatFormationMoveAction : public MovementAction
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{
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public:
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CombatFormationMoveAction(PlayerbotAI* botAI, int moveInterval = 1000) : MovementAction(botAI, "combat formation move"),
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moveInterval(moveInterval) { }
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bool isUseful() override;
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bool Execute(Event event) override;
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||||
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||||
protected:
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Position AverageGroupPos(float dis = sPlayerbotAIConfig->sightDistance);
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Player* NearestGroupMember(float dis = sPlayerbotAIConfig->sightDistance);
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int lastMoveTimer = 0;
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int moveInterval;
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};
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|
||||
class DisperseSetAction : public Action
|
||||
{
|
||||
public:
|
||||
DisperseSetAction(PlayerbotAI* botAI, std::string const name = "disperse set") : Action(botAI, name) { }
|
||||
|
||||
bool Execute(Event event) override;
|
||||
float DEFAULT_DISPERSE_DISTANCE_RANGED = 5.0f;
|
||||
float DEFAULT_DISPERSE_DISTANCE_MELEE = 2.0f;
|
||||
};
|
||||
|
||||
class RunAwayAction : public MovementAction
|
||||
|
||||
@@ -61,6 +61,7 @@ void ChatCommandHandlerStrategy::InitTriggers(std::vector<TriggerNode*>& trigger
|
||||
triggers.push_back(new TriggerNode("naxx", NextAction::array(0, new NextAction("naxx chat shortcut", relevance), NULL)));
|
||||
triggers.push_back(new TriggerNode("bwl", NextAction::array(0, new NextAction("bwl chat shortcut", relevance), NULL)));
|
||||
triggers.push_back(new TriggerNode("dps", NextAction::array(0, new NextAction("tell expected dps", relevance), NULL)));
|
||||
triggers.push_back(new TriggerNode("disperse", NextAction::array(0, new NextAction("disperse set", relevance), NULL)));
|
||||
}
|
||||
|
||||
ChatCommandHandlerStrategy::ChatCommandHandlerStrategy(PlayerbotAI* botAI) : PassTroughStrategy(botAI)
|
||||
|
||||
@@ -81,4 +81,11 @@ void AvoidAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
void AvoidAoeStrategy::InitMultipliers(std::vector<Multiplier*>& multipliers)
|
||||
{
|
||||
// multipliers.push_back(new AvoidAoeStrategyMultiplier(botAI));
|
||||
}
|
||||
}
|
||||
|
||||
NextAction** CombatFormationStrategy::getDefaultActions()
|
||||
{
|
||||
return NextAction::array(0,
|
||||
new NextAction("combat formation move", ACTION_EMERGENCY),
|
||||
nullptr);
|
||||
}
|
||||
|
||||
@@ -28,4 +28,12 @@ public:
|
||||
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
|
||||
};
|
||||
|
||||
class CombatFormationStrategy : public Strategy
|
||||
{
|
||||
public:
|
||||
CombatFormationStrategy(PlayerbotAI* ai): Strategy(ai) {}
|
||||
const std::string getName() override { return "combat formation"; }
|
||||
NextAction** getDefaultActions() override;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -119,6 +119,7 @@ class ChatTriggerContext : public NamedObjectContext<Trigger>
|
||||
creators["naxx"] = &ChatTriggerContext::naxx;
|
||||
creators["bwl"] = &ChatTriggerContext::bwl;
|
||||
creators["dps"] = &ChatTriggerContext::dps;
|
||||
creators["disperse"] = &ChatTriggerContext::disperse;
|
||||
}
|
||||
|
||||
private:
|
||||
@@ -218,6 +219,7 @@ class ChatTriggerContext : public NamedObjectContext<Trigger>
|
||||
static Trigger* naxx(PlayerbotAI* ai) { return new ChatCommandTrigger(ai, "naxx"); }
|
||||
static Trigger* bwl(PlayerbotAI* ai) { return new ChatCommandTrigger(ai, "bwl"); }
|
||||
static Trigger* dps(PlayerbotAI* ai) { return new ChatCommandTrigger(ai, "dps"); }
|
||||
static Trigger* disperse(PlayerbotAI* ai) { return new ChatCommandTrigger(ai, "disperse"); }
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -301,6 +301,7 @@ class ValueContext : public NamedObjectContext<UntypedValue>
|
||||
creators["expected group dps"] = &ValueContext::expected_group_dps;
|
||||
creators["area debuff"] = &ValueContext::area_debuff;
|
||||
creators["nearest trap with damage"] = &ValueContext::nearest_trap_with_damange;
|
||||
creators["disperse distance"] = &ValueContext::disperse_distance;
|
||||
}
|
||||
|
||||
private:
|
||||
@@ -505,6 +506,7 @@ class ValueContext : public NamedObjectContext<UntypedValue>
|
||||
static UntypedValue* expected_group_dps(PlayerbotAI* ai) { return new ExpectedGroupDpsValue(ai); }
|
||||
static UntypedValue* area_debuff(PlayerbotAI* ai) { return new AreaDebuffValue(ai); }
|
||||
static UntypedValue* nearest_trap_with_damange(PlayerbotAI* ai) { return new NearestTrapWithDamageValue(ai); }
|
||||
static UntypedValue* disperse_distance(PlayerbotAI* ai) { return new DisperseDistanceValue(ai); }
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user