/* * Copyright (C) 2016+ AzerothCore , released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version. */ #include "AiFactory.h" #include "BattlegroundMgr.h" #include "Item.h" #include "PlayerbotAI.h" #include "Playerbots.h" #include "Engine.h" #include "Group.h" #include "DKAiObjectContext.h" #include "PriestAiObjectContext.h" #include "MageAiObjectContext.h" #include "SharedDefines.h" #include "WarlockAiObjectContext.h" #include "WarriorAiObjectContext.h" #include "ShamanAiObjectContext.h" #include "PaladinAiObjectContext.h" #include "DruidAiObjectContext.h" #include "HunterAiObjectContext.h" #include "RogueAiObjectContext.h" AiObjectContext* AiFactory::createAiObjectContext(Player* player, PlayerbotAI* botAI) { switch (player->getClass()) { case CLASS_PRIEST: return new PriestAiObjectContext(botAI); case CLASS_MAGE: return new MageAiObjectContext(botAI); case CLASS_WARLOCK: return new WarlockAiObjectContext(botAI); case CLASS_WARRIOR: return new WarriorAiObjectContext(botAI); case CLASS_SHAMAN: return new ShamanAiObjectContext(botAI); case CLASS_PALADIN: return new PaladinAiObjectContext(botAI); case CLASS_DRUID: return new DruidAiObjectContext(botAI); case CLASS_HUNTER: return new HunterAiObjectContext(botAI); case CLASS_ROGUE: return new RogueAiObjectContext(botAI); case CLASS_DEATH_KNIGHT: return new DKAiObjectContext(botAI); } return new AiObjectContext(botAI); } uint8 AiFactory::GetPlayerSpecTab(Player* bot) { std::map tabs = GetPlayerSpecTabs(bot); if (bot->getLevel() >= 10 && ((tabs[0] + tabs[1] + tabs[2]) > 0)) { int8 tab = -1; uint32 max = 0; for (uint32 i = 0; i < uint32(3); i++) { if (tab == -1 || max < tabs[i]) { tab = i; max = tabs[i]; } } return tab; } else { uint8 tab = 0; switch (bot->getClass()) { case CLASS_MAGE: tab = 1; break; case CLASS_PALADIN: tab = 2; break; case CLASS_PRIEST: tab = 1; break; } return tab; } } std::map AiFactory::GetPlayerSpecTabs(Player* bot) { std::map tabs = {{0, 0}, {0, 0}, {0, 0}}; const PlayerTalentMap& talentMap = bot->GetTalentMap(); for (PlayerTalentMap::const_iterator i = talentMap.begin(); i != talentMap.end(); ++i) { uint32 spellId = i->first; if ((bot->GetActiveSpecMask() & i->second->specMask) == 0) { continue; } TalentSpellPos const* talentPos = GetTalentSpellPos(spellId); if(!talentPos) continue; TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentPos->talent_id); if (!talentInfo) continue; uint32 const* talentTabIds = GetTalentTabPages(bot->getClass()); if (talentInfo->TalentTab == talentTabIds[0]) tabs[0]++; if (talentInfo->TalentTab == talentTabIds[1]) tabs[1]++; if (talentInfo->TalentTab == talentTabIds[2]) tabs[2]++; } return tabs; } BotRoles AiFactory::GetPlayerRoles(Player* player) { BotRoles role = BOT_ROLE_NONE; uint8 tab = GetPlayerSpecTab(player); switch (player->getClass()) { case CLASS_PRIEST: if (tab == 2) role = BOT_ROLE_DPS; else role = BOT_ROLE_HEALER; break; case CLASS_SHAMAN: if (tab == 2) role = BOT_ROLE_HEALER; else role = BOT_ROLE_DPS; break; case CLASS_WARRIOR: if (tab == 2) role = BOT_ROLE_TANK; else role = BOT_ROLE_DPS; break; case CLASS_PALADIN: if (tab == 0) role = BOT_ROLE_HEALER; else if (tab == 1) role = BOT_ROLE_TANK; else if (tab == 2) role = BOT_ROLE_DPS; break; case CLASS_DRUID: if (tab == 0) role = BOT_ROLE_DPS; else if (tab == 1) role = (BotRoles)(BOT_ROLE_TANK | BOT_ROLE_DPS); else if (tab == 2) role = BOT_ROLE_HEALER; break; default: role = BOT_ROLE_DPS; break; } return role; } std::string AiFactory::GetPlayerSpecName(Player* player) { std::string specName; int tab = GetPlayerSpecTab(player); switch (player->getClass()) { case CLASS_PRIEST: if (tab == 2) specName = "shadow"; else if (tab == 1) specName = "holy"; else specName = "disc"; ; break; case CLASS_SHAMAN: if (tab == 2) specName = "resto"; else if (tab == 1) specName = "enhance"; else specName = "elem"; break; case CLASS_WARRIOR: if (tab == 2) specName = "prot"; else if (tab == 1) specName = "fury"; else specName = "arms"; break; case CLASS_PALADIN: if (tab == 0) specName = "holy"; else if (tab == 1) specName = "prot"; else if (tab == 2) specName = "retrib"; break; case CLASS_DRUID: if (tab == 0) specName = "balance"; else if (tab == 1) specName = "feraldps"; else if (tab == 2) specName = "resto"; break; case CLASS_ROGUE: if (tab == 0) specName = "assas"; else if (tab == 1) specName = "combat"; else if (tab == 2) specName = "subtle"; break; case CLASS_HUNTER: if (tab == 0) specName = "beast"; else if (tab == 1) specName = "marks"; else if (tab == 2) specName = "surv"; break; case CLASS_DEATH_KNIGHT: if (tab == 0) specName = "blooddps"; else if (tab == 1) specName = "frostdps"; else if (tab == 2) specName = "unholydps"; break; case CLASS_MAGE: if (tab == 0) specName = "arcane"; else if (tab == 1) specName = "fire"; else if (tab == 2) specName = "frost"; break; case CLASS_WARLOCK: if (tab == 0) specName = "afflic"; else if (tab == 1) specName = "demo"; else if (tab == 2) specName = "destro"; break; default: break; } return specName; } void AiFactory::AddDefaultCombatStrategies(Player* player, PlayerbotAI* const facade, Engine* engine) { uint8 tab = GetPlayerSpecTab(player); if (!player->InBattleground()) { engine->addStrategies("racials", "chat", "default", "cast time", "duel", "boost", nullptr); } switch (player->getClass()) { case CLASS_PRIEST: if (tab == 2) { engine->addStrategies("dps", "shadow debuff", "shadow aoe", "threat", nullptr); } else engine->addStrategies("heal", "threat", nullptr); engine->addStrategies("dps assist", "cure", nullptr); break; case CLASS_MAGE: if (tab == 0) engine->addStrategies("arcane", "arcane aoe", "threat", nullptr); else if (tab == 1) engine->addStrategies("fire", "fire aoe", "threat", nullptr); else engine->addStrategies("frost", "frost aoe", "threat", nullptr); engine->addStrategies("dps", "dps assist", "cure", nullptr); break; case CLASS_WARRIOR: if (tab == 2) engine->addStrategies("tank", "tank assist", "aoe", "mark rti", nullptr); else if (player->getLevel() < 36 || tab == 0) engine->addStrategies("arms", "aoe", "dps assist", "threat", /*"behind",*/ nullptr); else engine->addStrategies("fury", "aoe", "dps assist", "threat", /*"behind",*/ nullptr); break; case CLASS_SHAMAN: if (tab == 0) engine->addStrategies("caster", "caster aoe", "bmana", "threat", nullptr); else if (tab == 2) engine->addStrategies("heal", "bmana", nullptr); else engine->addStrategies("melee", "melee aoe", "bdps", "threat", nullptr); engine->addStrategies("dps assist", "cure", "totems", nullptr); break; case CLASS_PALADIN: if (tab == 1) engine->addStrategies("tank", "tank assist", "bthreat", "barmor", "cure", nullptr); else if (tab == 0) engine->addStrategies("heal", "dps assist", "cure", "bcast", nullptr); else engine->addStrategies("dps", "dps assist", "cure", "baoe", nullptr); break; case CLASS_DRUID: if (tab == 0) { engine->addStrategies("caster", "cure", "caster aoe", "threat", "dps assist", nullptr); engine->addStrategy("caster debuff"); } else if (tab == 2) engine->addStrategies("heal", "cure", "dps assist", nullptr); else { engine->removeStrategy("flee"); engine->addStrategies("bear", "tank assist", nullptr); } break; case CLASS_HUNTER: engine->addStrategies("dps", "aoe", "bdps", "threat", "dps assist", nullptr); engine->addStrategy("dps debuff"); break; case CLASS_ROGUE: if (tab == ROGUE_TAB_ASSASSINATION) { engine->addStrategies("melee", "threat", "dps assist", "aoe", /*"behind",*/ nullptr); } else { engine->addStrategies("dps", "threat", "dps assist", "aoe", /*"behind",*/ nullptr); } break; case CLASS_WARLOCK: engine->addStrategies("dps assist", "dps", "dps debuff", "aoe", "threat", nullptr); break; case CLASS_DEATH_KNIGHT: if (tab == 0) engine->addStrategies("blood", "tank assist", nullptr); else if (tab == 1) engine->addStrategies("frost", "frost aoe", "dps assist", "threat", nullptr); else engine->addStrategies("unholy", "unholy aoe", "dps assist", "threat", nullptr); break; } if (facade->IsRealPlayer() || sRandomPlayerbotMgr->IsRandomBot(player)) { if (!player->GetGroup()) { // change for heal spec engine->addStrategy("boost"); engine->addStrategy("dps assist"); engine->removeStrategy("threat"); // engine- switch (player->getClass()) { case CLASS_PRIEST: { if (tab != PRIEST_TAB_SHADOW) { engine->addStrategies("holy", "shadow debuff", "shadow aoe", nullptr); } break; } case CLASS_DRUID: { if (tab == DRUID_TAB_RESTORATION) { engine->addStrategies("caster", "caster aoe", nullptr); engine->addStrategy("caster debuff"); } break; } case CLASS_SHAMAN: { if (tab == SHAMAN_TAB_RESTORATION) { engine->addStrategies("caster", "caster aoe", "bmana", nullptr); } break; } case CLASS_PALADIN: { if (tab == PALADIN_TAB_HOLY) { engine->addStrategies("dps", "dps assist", "baoe", nullptr); } break; } default: break; } } } else { engine->ChangeStrategy(sPlayerbotAIConfig->combatStrategies); } // Battleground switch if (player->InBattleground() && player->GetBattleground()) { BattlegroundTypeId bgType = player->GetBattlegroundTypeId(); if (bgType == BATTLEGROUND_RB) bgType = player->GetBattleground()->GetBgTypeID(true); if (bgType == BATTLEGROUND_WS) engine->addStrategy("warsong"); if (bgType == BATTLEGROUND_AB) engine->addStrategy("arathi"); if (bgType == BATTLEGROUND_AV) engine->addStrategy("alterac"); if (bgType == BATTLEGROUND_EY) engine->addStrategy("eye"); if (bgType == BATTLEGROUND_IC) engine->addStrategy("isle"); if (player->InArena()) { engine->addStrategy("arena"); } engine->addStrategies("boost", "racials", "chat", "default", "aoe", "potions", "conserve mana", "cast time", "dps assist", nullptr); engine->removeStrategy("custom::say"); engine->removeStrategy("flee"); engine->removeStrategy("threat"); engine->addStrategy("boost"); if ((player->getClass() == CLASS_DRUID && tab == 2) || (player->getClass() == CLASS_SHAMAN && tab == 2)) engine->addStrategies("caster", "caster aoe", nullptr); if (player->getClass() == CLASS_DRUID && tab == 1) engine->addStrategies(/*"behind",*/ "dps", nullptr); if (player->getClass() == CLASS_ROGUE) engine->addStrategies(/*"behind",*/ "stealth", nullptr); } } Engine* AiFactory::createCombatEngine(Player* player, PlayerbotAI* const facade, AiObjectContext* aiObjectContext) { Engine* engine = new Engine(facade, aiObjectContext); AddDefaultCombatStrategies(player, facade, engine); return engine; } void AiFactory::AddDefaultNonCombatStrategies(Player* player, PlayerbotAI* const facade, Engine* nonCombatEngine) { uint8 tab = GetPlayerSpecTab(player); switch (player->getClass()) { case CLASS_PRIEST: nonCombatEngine->addStrategies("dps assist", "cure", nullptr); break; case CLASS_PALADIN: if (tab == 1) { nonCombatEngine->addStrategies("bthreat", "tank assist", "barmor", nullptr); if (player->GetLevel() >= 20) { nonCombatEngine->addStrategy("bstats"); } else { nonCombatEngine->addStrategy("bdps"); } } else if (tab == 0) nonCombatEngine->addStrategies("dps assist", "bmana", "bcast", nullptr); else nonCombatEngine->addStrategies("dps assist", "bdps", "baoe",nullptr); nonCombatEngine->addStrategies("cure", nullptr); break; case CLASS_HUNTER: nonCombatEngine->addStrategies("bdps", "dps assist", "pet", nullptr); break; case CLASS_SHAMAN: if (tab == 0 || tab == 2) nonCombatEngine->addStrategy("bmana"); else nonCombatEngine->addStrategy("bdps"); nonCombatEngine->addStrategies("dps assist", "cure", nullptr); break; case CLASS_MAGE: if (tab == MAGE_TAB_ARCANE || tab == MAGE_TAB_FIRE) nonCombatEngine->addStrategy("bdps"); else nonCombatEngine->addStrategy("bmana"); nonCombatEngine->addStrategies("dps assist", "cure", nullptr); break; case CLASS_DRUID: if (tab == 1) nonCombatEngine->addStrategy("tank assist"); else nonCombatEngine->addStrategies("dps assist", "cure", nullptr); break; case CLASS_WARRIOR: if (tab == 2) nonCombatEngine->addStrategy("tank assist"); else nonCombatEngine->addStrategy("dps assist"); break; case CLASS_WARLOCK: if (tab == WARLOCK_TAB_AFFLICATION) { nonCombatEngine->addStrategies("bmana", nullptr); } else if (tab == WARLOCK_TAB_DEMONOLOGY) { nonCombatEngine->addStrategies("bdps", nullptr); } else if (tab == WARLOCK_TAB_DESTRUCTION) { nonCombatEngine->addStrategies("bhealth", nullptr); } nonCombatEngine->addStrategies("dps assist", nullptr); break; case CLASS_DEATH_KNIGHT: if (tab == 0) nonCombatEngine->addStrategy("tank assist"); else nonCombatEngine->addStrategy("dps assist"); break; default: nonCombatEngine->addStrategy("dps assist"); break; } if (!player->InBattleground()) { nonCombatEngine->addStrategies("nc", "food", "chat", "follow", "default", "quest", "loot", "gather", "duel", "buff", "mount", nullptr); } if ((facade->IsRealPlayer() || sRandomPlayerbotMgr->IsRandomBot(player)) && !player->InBattleground()) { Player* master = facade->GetMaster(); // let 25% of free bots start duels. if (!urand(0, 3)) nonCombatEngine->addStrategy("start duel"); if (sPlayerbotAIConfig->randomBotJoinLfg) nonCombatEngine->addStrategy("lfg"); if (!player->GetGroup() || player->GetGroup()->GetLeaderGUID() == player->GetGUID()) { // let 25% of random not grouped (or grp leader) bots help other players // if (!urand(0, 3)) // nonCombatEngine->addStrategy("attack tagged"); nonCombatEngine->addStrategy("pvp"); // nonCombatEngine->addStrategy("collision"); nonCombatEngine->addStrategy("grind"); // nonCombatEngine->addStrategy("group"); // nonCombatEngine->addStrategy("guild"); if (sPlayerbotAIConfig->autoDoQuests) { // nonCombatEngine->addStrategy("travel"); nonCombatEngine->addStrategy("rpg"); } else { nonCombatEngine->addStrategy("move random"); } if (sPlayerbotAIConfig->randomBotJoinBG) nonCombatEngine->addStrategy("bg"); // if (!master || GET_PLAYERBOT_AI(master)) // nonCombatEngine->addStrategy("maintenance"); nonCombatEngine->ChangeStrategy(sPlayerbotAIConfig->randomBotNonCombatStrategies); } else { if (facade) { if (master) { PlayerbotAI* masterBotAI = GET_PLAYERBOT_AI(master); if (masterBotAI || sRandomPlayerbotMgr->IsRandomBot(player)) { nonCombatEngine->addStrategy("pvp"); // nonCombatEngine->addStrategy("collision"); // nonCombatEngine->addStrategy("group"); // nonCombatEngine->addStrategy("guild"); // if (sPlayerbotAIConfig->autoDoQuests) // { // // nonCombatEngine->addStrategy("travel"); // nonCombatEngine->addStrategy("rpg"); // } else { // nonCombatEngine->addStrategy("move random"); // } // if (masterBotAI) // nonCombatEngine->addStrategy("maintenance"); nonCombatEngine->ChangeStrategy(sPlayerbotAIConfig->randomBotNonCombatStrategies); } else { nonCombatEngine->addStrategy("pvp"); nonCombatEngine->ChangeStrategy(sPlayerbotAIConfig->nonCombatStrategies); } } } } } else { nonCombatEngine->ChangeStrategy(sPlayerbotAIConfig->nonCombatStrategies); } // nonCombatEngine->addStrategy("battleground"); // nonCombatEngine->addStrategy("warsong"); // Battleground switch if (player->InBattleground() && player->GetBattleground()) { nonCombatEngine->addStrategies("nc", "chat", "default", "buff", "food", "mount", "pvp", "dps assist", "attack tagged", nullptr); nonCombatEngine->removeStrategy("custom::say"); nonCombatEngine->removeStrategy("travel"); nonCombatEngine->removeStrategy("rpg"); nonCombatEngine->removeStrategy("grind"); BattlegroundTypeId bgType = player->GetBattlegroundTypeId(); if (bgType == BATTLEGROUND_RB) bgType = player->GetBattleground()->GetBgTypeID(true); if (bgType <= BATTLEGROUND_EY || bgType == BATTLEGROUND_IC) // do not add for not supported bg nonCombatEngine->addStrategy("battleground"); if (bgType == BATTLEGROUND_WS) nonCombatEngine->addStrategy("warsong"); if (bgType == BATTLEGROUND_AV) nonCombatEngine->addStrategy("alterac"); if (bgType == BATTLEGROUND_AB) nonCombatEngine->addStrategy("arathi"); if (bgType == BATTLEGROUND_EY) nonCombatEngine->addStrategy("eye"); if (bgType == BATTLEGROUND_IC) nonCombatEngine->addStrategy("isle"); if (player->InArena()) { nonCombatEngine->addStrategy("arena"); nonCombatEngine->removeStrategy("mount"); } } } Engine* AiFactory::createNonCombatEngine(Player* player, PlayerbotAI* const facade, AiObjectContext* aiObjectContext) { Engine* nonCombatEngine = new Engine(facade, aiObjectContext); AddDefaultNonCombatStrategies(player, facade, nonCombatEngine); return nonCombatEngine; } void AiFactory::AddDefaultDeadStrategies(Player* player, PlayerbotAI* const facade, Engine* deadEngine) { deadEngine->addStrategies("dead", "stay", "chat", "default", "follow", nullptr); if (sRandomPlayerbotMgr->IsRandomBot(player) && !player->GetGroup()) { deadEngine->removeStrategy("follow"); } } Engine* AiFactory::createDeadEngine(Player* player, PlayerbotAI* const facade, AiObjectContext* AiObjectContext) { Engine* deadEngine = new Engine(facade, AiObjectContext); AddDefaultDeadStrategies(player, facade, deadEngine); return deadEngine; }