/* * 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 "ChatShortcutActions.h" #include "Event.h" #include "Formations.h" #include "PositionValue.h" #include "Playerbots.h" void ReturnPositionResetAction::ResetReturnPosition() { PositionMap& posMap = context->GetValue("position")->Get(); PositionInfo pos = posMap["return"]; pos.Reset(); posMap["return"] = pos; } void ReturnPositionResetAction::SetReturnPosition(float x, float y, float z) { PositionMap& posMap = context->GetValue("position")->Get(); PositionInfo pos = posMap["return"]; pos.Set(x, y, z, botAI->GetBot()->GetMapId()); posMap["return"] = pos; } bool FollowChatShortcutAction::Execute(Event event) { Player* master = GetMaster(); if (!master) return false; botAI->Reset(); botAI->ChangeStrategy("+follow,-passive,-grind", BOT_STATE_NON_COMBAT); botAI->ChangeStrategy("-follow,-passive,-grind", BOT_STATE_COMBAT); botAI->GetAiObjectContext()->GetValue("prioritized targets")->Set({}); PositionMap& posMap = context->GetValue("position")->Get(); PositionInfo pos = posMap["return"]; pos.Reset(); posMap["return"] = pos; if (bot->IsInCombat()) { Formation* formation = AI_VALUE(Formation*, "formation"); std::string const target = formation->GetTargetName(); bool moved = false; if (!target.empty()) { moved = Follow(AI_VALUE(Unit*, target)); } else { WorldLocation loc = formation->GetLocation(); if (Formation::IsNullLocation(loc) || loc.GetMapId() == -1) return false; moved = MoveTo(loc.GetMapId(), loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ()); } if (moved) { botAI->TellMaster("Following"); return true; } } /* Default mechanics takes care of this now. if (bot->GetMapId() != master->GetMapId() || (master && bot->GetDistance(master) > sPlayerbotAIConfig->sightDistance)) { if (bot->isDead()) { bot->ResurrectPlayer(1.0f, false); botAI->TellMasterNoFacing("Back from the grave!"); } else botAI->TellMaster("You are too far away from me! I will there soon."); bot->TeleportTo(master->GetMapId(), master->GetPositionX(), master->GetPositionY(), master->GetPositionZ(), master->GetOrientation()); return true; } */ botAI->TellMaster("Following"); return true; } bool StayChatShortcutAction::Execute(Event event) { Player* master = GetMaster(); if (!master) return false; botAI->Reset(); botAI->ChangeStrategy("+stay,-passive", BOT_STATE_NON_COMBAT); botAI->ChangeStrategy("-follow,-passive", BOT_STATE_COMBAT); SetReturnPosition(bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ()); botAI->TellMaster("Staying"); return true; } bool FleeChatShortcutAction::Execute(Event event) { Player* master = GetMaster(); if (!master) return false; botAI->Reset(); botAI->ChangeStrategy("+follow,+passive", BOT_STATE_NON_COMBAT); botAI->ChangeStrategy("+follow,+passive", BOT_STATE_COMBAT); ResetReturnPosition(); if (bot->GetMapId() != master->GetMapId() || bot->GetDistance(master) > sPlayerbotAIConfig->sightDistance) { botAI->TellError("I will not flee with you - too far away"); return true; } botAI->TellMaster("Fleeing"); return true; } bool GoawayChatShortcutAction::Execute(Event event) { Player* master = GetMaster(); if (!master) return false; botAI->Reset(); botAI->ChangeStrategy("+runaway", BOT_STATE_NON_COMBAT); botAI->ChangeStrategy("+runaway", BOT_STATE_COMBAT); ResetReturnPosition(); botAI->TellMaster("Running away"); return true; } bool GrindChatShortcutAction::Execute(Event event) { Player* master = GetMaster(); if (!master) return false; botAI->Reset(); botAI->ChangeStrategy("+grind,-passive", BOT_STATE_NON_COMBAT); ResetReturnPosition(); botAI->TellMaster("Grinding"); return true; } bool TankAttackChatShortcutAction::Execute(Event event) { Player* master = GetMaster(); if (!master) return false; if (!botAI->IsTank(bot)) return false; botAI->Reset(); botAI->ChangeStrategy("-passive", BOT_STATE_NON_COMBAT); botAI->ChangeStrategy("-passive", BOT_STATE_COMBAT); ResetReturnPosition(); botAI->TellMaster("Attacking"); return true; } bool MaxDpsChatShortcutAction::Execute(Event event) { Player* master = GetMaster(); if (!master) return false; if (!botAI->ContainsStrategy(STRATEGY_TYPE_DPS)) return false; botAI->Reset(); botAI->ChangeStrategy("-threat,-conserve mana,-cast time,+dps debuff,+boost", BOT_STATE_COMBAT); botAI->TellMaster("Max DPS!"); return true; } bool NaxxChatShortcutAction::Execute(Event event) { Player* master = GetMaster(); if (!master) return false; botAI->Reset(); botAI->ChangeStrategy("+naxx", BOT_STATE_NON_COMBAT); botAI->ChangeStrategy("+naxx", BOT_STATE_COMBAT); botAI->TellMasterNoFacing("Add Naxx Strategies!"); // bot->Say("Add Naxx Strategies!", LANG_UNIVERSAL); return true; } bool BwlChatShortcutAction::Execute(Event event) { Player* master = GetMaster(); if (!master) return false; botAI->Reset(); botAI->ChangeStrategy("+bwl", BOT_STATE_NON_COMBAT); botAI->ChangeStrategy("+bwl", BOT_STATE_COMBAT); botAI->TellMasterNoFacing("Add Bwl Strategies!"); return true; }