mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
207 lines
6.8 KiB
C++
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 subtracing 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());
|
|
}
|