Files
mod-playerbots/src/strategy/actions/ChatShortcutActions.cpp
kadeshar 3d6d454337 Stay strategy improvement (#1072)
* - Stay Strategy work in combat and with RTSC

* - Fixed summon with stay strategy

* - Added new stay strategy support for chat commands
2025-03-20 10:53:16 +01:00

269 lines
7.4 KiB
C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, 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 "Playerbots.h"
#include "PositionValue.h"
void PositionsResetAction::ResetReturnPosition()
{
PositionMap& posMap = context->GetValue<PositionMap&>("position")->Get();
PositionInfo pos = posMap["return"];
pos.Reset();
posMap["return"] = pos;
}
void PositionsResetAction::SetReturnPosition(float x, float y, float z)
{
PositionMap& posMap = context->GetValue<PositionMap&>("position")->Get();
PositionInfo pos = posMap["return"];
pos.Set(x, y, z, botAI->GetBot()->GetMapId());
posMap["return"] = pos;
}
void PositionsResetAction::ResetStayPosition()
{
PositionMap& posMap = context->GetValue<PositionMap&>("position")->Get();
PositionInfo pos = posMap["stay"];
pos.Reset();
posMap["stay"] = pos;
}
void PositionsResetAction::SetStayPosition(float x, float y, float z)
{
PositionMap& posMap = context->GetValue<PositionMap&>("position")->Get();
PositionInfo pos = posMap["stay"];
pos.Set(x, y, z, botAI->GetBot()->GetMapId());
posMap["stay"] = pos;
}
bool FollowChatShortcutAction::Execute(Event event)
{
Player* master = GetMaster();
if (!master)
return false;
// botAI->Reset();
botAI->ChangeStrategy("+follow,-passive,-grind,-move from group", BOT_STATE_NON_COMBAT);
botAI->ChangeStrategy("-stay,-follow,-passive,-grind,-move from group", BOT_STATE_COMBAT);
botAI->GetAiObjectContext()->GetValue<GuidVector>("prioritized targets")->Reset();
PositionMap& posMap = context->GetValue<PositionMap&>("position")->Get();
PositionInfo pos = posMap["return"];
pos.Reset();
posMap["return"] = pos;
pos = posMap["stay"];
pos.Reset();
posMap["stay"] = 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;
MovementPriority priority = botAI->GetState() == BOT_STATE_COMBAT ? MovementPriority::MOVEMENT_COMBAT : MovementPriority::MOVEMENT_NORMAL;
moved = MoveTo(loc.GetMapId(), loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ(), false, false, false,
true, priority);
}
if (Pet* pet = bot->GetPet())
{
botAI->PetFollow();
}
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,-move from group", BOT_STATE_NON_COMBAT);
botAI->ChangeStrategy("+stay,-follow,-passive,-move from group", BOT_STATE_COMBAT);
SetReturnPosition(bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ());
SetStayPosition(bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ());
botAI->TellMaster("Staying");
return true;
}
bool MoveFromGroupChatShortcutAction::Execute(Event event)
{
Player* master = GetMaster();
if (!master)
return false;
// dont need to remove stay or follow, move from group takes priority over both
// (see their isUseful() methods)
botAI->ChangeStrategy("+move from group", BOT_STATE_NON_COMBAT);
botAI->ChangeStrategy("+move from group", BOT_STATE_COMBAT);
botAI->TellMaster("Moving away from group");
return true;
}
bool FleeChatShortcutAction::Execute(Event event)
{
Player* master = GetMaster();
if (!master)
return false;
botAI->Reset();
botAI->ChangeStrategy("+follow,-stay,+passive", BOT_STATE_NON_COMBAT);
botAI->ChangeStrategy("+follow,-stay,+passive", BOT_STATE_COMBAT);
ResetReturnPosition();
ResetStayPosition();
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,-stay", BOT_STATE_NON_COMBAT);
botAI->ChangeStrategy("+runaway,-stay", BOT_STATE_COMBAT);
ResetReturnPosition();
ResetStayPosition();
botAI->TellMaster("Running away");
return true;
}
bool GrindChatShortcutAction::Execute(Event event)
{
Player* master = GetMaster();
if (!master)
return false;
botAI->Reset();
botAI->ChangeStrategy("+grind,-passive,-stay", BOT_STATE_NON_COMBAT);
ResetReturnPosition();
ResetStayPosition();
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();
ResetStayPosition();
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;
}