Files
mod-playerbots/src/strategy/dungeons/wotlk/nexus/NexusActions.cpp
Bobblybook 4021387387 Typo
2024-10-06 04:31:37 +11:00

207 lines
6.8 KiB
C++

#include "Playerbots.h"
#include "NexusActions.h"
#include "NexusStrategy.h"
bool MoveFromWhirlwindAction::Execute(Event event)
{
Unit* boss = nullptr;
uint8 faction = bot->GetTeamId();
float targetDist = 10.0f; // Whirlwind has range of 8, add a couple for safety buffer
switch (bot->GetMap()->GetDifficulty())
{
case DUNGEON_DIFFICULTY_NORMAL:
if (faction == TEAM_ALLIANCE)
{
boss = AI_VALUE2(Unit*, "find target", "horde commander");
}
else //if (faction == TEAM_HORDE)
{
boss = AI_VALUE2(Unit*, "find target", "alliance commander");
}
break;
case DUNGEON_DIFFICULTY_HEROIC:
if (faction == TEAM_ALLIANCE)
{
boss = AI_VALUE2(Unit*, "find target", "commander kolurg");
}
else //if (faction == TEAM_HORDE)
{
boss = AI_VALUE2(Unit*, "find target", "commander stoutbeard");
}
break;
default:
break;
}
if (!boss || bot->GetExactDist2d(boss->GetPosition()) > targetDist)
{
return false;
}
return MoveAway(boss, targetDist - bot->GetExactDist2d(boss->GetPosition()));
}
bool FirebombSpreadAction::Execute(Event event)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "grand magus telestra");
float radius = 5.0f;
float targetDist = radius + 1.0f;
if (!boss) { return false; }
GuidVector members = AI_VALUE(GuidVector, "group members");
for (auto& member : members)
{
if (bot->GetGUID() == member)
{
continue;
}
if (bot->GetExactDist2d(botAI->GetUnit(member)) < targetDist)
{
return MoveAway(botAI->GetUnit(member), targetDist);
}
}
return false;
}
bool TelestraSplitTargetAction::isUseful() { return !botAI->IsHeal(bot); }
bool TelestraSplitTargetAction::Execute(Event event)
{
GuidVector attackers = AI_VALUE(GuidVector, "attackers");
Unit* splitTargets[3] = {nullptr, nullptr, nullptr};
for (auto& attacker : attackers)
{
Unit* npc = botAI->GetUnit(attacker);
if (!npc)
{
continue;
}
switch (npc->GetEntry())
{
// Focus arcane clone first
case NPC_ARCANE_MAGUS:
splitTargets[0] = npc;
break;
// Then the frost clone
case NPC_FROST_MAGUS:
splitTargets[1] = npc;
break;
// Fire clone last
case NPC_FIRE_MAGUS:
splitTargets[2] = npc;
break;
}
}
for (Unit* target : splitTargets)
{
// Attack the first valid split target in the priority list
if (target)
{
if (AI_VALUE(Unit*, "current target") != target)
{
return Attack(target);
}
// Don't continue loop here, the target exists so we don't
// want to move down the prio list. We just don't need to send attack
// command again, just return false and exit the loop that way
return false;
}
}
return false;
}
bool ChaoticRiftTargetAction::isUseful() { return !botAI->IsHeal(bot); }
bool ChaoticRiftTargetAction::Execute(Event event)
{
Unit* chaoticRift = nullptr;
// Target is not findable from threat table using AI_VALUE2(),
// therefore need to search manually for the unit name
GuidVector targets = AI_VALUE(GuidVector, "possible targets no los");
for (auto i = targets.begin(); i != targets.end(); ++i)
{
Unit* unit = botAI->GetUnit(*i);
if (unit && unit->GetName() == "Chaotic Rift")
{
chaoticRift = unit;
break;
}
}
if (!chaoticRift || AI_VALUE(Unit*, "current target") == chaoticRift)
{
return false;
}
return Attack(chaoticRift);
}
bool DodgeSpikesAction::isUseful()
{
Unit* boss = AI_VALUE2(Unit*, "find target", "ormorok the tree-shaper");
return bot->GetExactDist2d(boss) > 0.5f;
}
bool DodgeSpikesAction::Execute(Event event)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "ormorok the tree-shaper");
return Move(bot->GetAngle(boss), bot->GetExactDist2d(boss) - 0.3f);
}
bool IntenseColdJumpAction::Execute(Event event)
{
// This needs improving but maybe it should be done in the playerbot core.
// Jump doesn't seem to support zero offset (eg. jump on the spot) so need to add a tiny delta.
// This does a tiny bunnyhop that takes a couple of ms, it doesn't do a natural jump.
// Adding extra Z offset causes floating, and appears to scale the jump speed based on Z difference.
// Probably best to revisit once bot movement is improved
return JumpTo(bot->GetMap()->GetId(), bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ() + 0.01f);
// bot->GetMotionMaster()->MoveFall();
}
bool RearFlankPositionAction::isUseful()
{
Unit* boss = AI_VALUE2(Unit*, "find target", "keristrasza");
if (!boss) { return false; }
// Need to double the front angle check to account for mirrored angle.
// Total 180 degrees (whole front half)
bool inFront = boss->HasInArc(2.f * DRAGON_MELEE_MIN_ANGLE, bot);
// Rear check does not need to double this angle as the logic is inverted
// and we are subtracting from 2pi.
bool inBack = !boss->HasInArc((2.f * M_PI) - DRAGON_MELEE_MAX_ANGLE, bot);
return inFront || inBack;
}
bool RearFlankPositionAction::Execute(Event event)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "keristrasza");
if (!boss) { return false; }
// float angleToMove = minAngle + rand_norm() * (maxAngle - minAngle);
float angle = frand(DRAGON_MELEE_MIN_ANGLE, DRAGON_MELEE_MAX_ANGLE);
// Need to reduce this value very slightly, or the bots get the jitters -
// may be due to rounding errors. Need to bring them just inside their attack range.
// This boss has a big hitbox so we can reduce by 50% and it's still fine and looks better.
float distance = bot->GetMeleeRange(boss) * 0.5f;
// Alternatively, summing both unit's melee ranges seems to give a fairly natural range.
// Use whichever gives the best results..
// float distanceOffset = bot->GetMeleeReach() + boss->GetMeleeReach();
Position leftFlank = boss->GetPosition();
Position rightFlank = boss->GetPosition();
Position* destination = nullptr;
leftFlank.RelocatePolarOffset(angle, distance);
rightFlank.RelocatePolarOffset(-angle, distance);
if (bot->GetExactDist2d(leftFlank) < bot->GetExactDist2d(rightFlank))
{
destination = &leftFlank;
}
else
{
destination = &rightFlank;
}
return MoveTo(bot->GetMapId(), destination->GetPositionX(), destination->GetPositionY(), destination->GetPositionZ());
}