mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
219 lines
5.8 KiB
C++
219 lines
5.8 KiB
C++
/*
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* 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.
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*/
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#include "ChatShortcutActions.h"
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#include "Event.h"
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#include "Formations.h"
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#include "PositionValue.h"
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#include "Playerbots.h"
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void ReturnPositionResetAction::ResetReturnPosition()
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{
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PositionMap& posMap = context->GetValue<PositionMap&>("position")->Get();
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PositionInfo pos = posMap["return"];
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pos.Reset();
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posMap["return"] = pos;
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}
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void ReturnPositionResetAction::SetReturnPosition(float x, float y, float z)
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{
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PositionMap& posMap = context->GetValue<PositionMap&>("position")->Get();
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PositionInfo pos = posMap["return"];
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pos.Set(x, y, z, botAI->GetBot()->GetMapId());
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posMap["return"] = pos;
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}
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bool FollowChatShortcutAction::Execute(Event event)
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{
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Player* master = GetMaster();
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if (!master)
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return false;
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botAI->Reset();
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botAI->ChangeStrategy("+follow,-passive,-grind", BOT_STATE_NON_COMBAT);
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botAI->ChangeStrategy("-follow,-passive,-grind", BOT_STATE_COMBAT);
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botAI->GetAiObjectContext()->GetValue<GuidVector>("prioritized targets")->Set({});
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PositionMap& posMap = context->GetValue<PositionMap&>("position")->Get();
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PositionInfo pos = posMap["return"];
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pos.Reset();
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posMap["return"] = pos;
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if (bot->IsInCombat())
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{
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Formation* formation = AI_VALUE(Formation*, "formation");
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std::string const target = formation->GetTargetName();
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bool moved = false;
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if (!target.empty())
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{
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moved = Follow(AI_VALUE(Unit*, target));
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}
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else
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{
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WorldLocation loc = formation->GetLocation();
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if (Formation::IsNullLocation(loc) || loc.GetMapId() == -1)
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return false;
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moved = MoveTo(loc.GetMapId(), loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ());
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}
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if (moved)
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{
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botAI->TellMaster("Following");
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return true;
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}
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}
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/* Default mechanics takes care of this now.
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if (bot->GetMapId() != master->GetMapId() || (master && bot->GetDistance(master) > sPlayerbotAIConfig->sightDistance))
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{
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if (bot->isDead())
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{
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bot->ResurrectPlayer(1.0f, false);
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botAI->TellMasterNoFacing("Back from the grave!");
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}
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else
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botAI->TellMaster("You are too far away from me! I will there soon.");
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bot->TeleportTo(master->GetMapId(), master->GetPositionX(), master->GetPositionY(), master->GetPositionZ(), master->GetOrientation());
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return true;
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}
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*/
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botAI->TellMaster("Following");
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return true;
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}
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bool StayChatShortcutAction::Execute(Event event)
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{
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Player* master = GetMaster();
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if (!master)
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return false;
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botAI->Reset();
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botAI->ChangeStrategy("+stay,-passive", BOT_STATE_NON_COMBAT);
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botAI->ChangeStrategy("-follow,-passive", BOT_STATE_COMBAT);
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SetReturnPosition(bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ());
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botAI->TellMaster("Staying");
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return true;
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}
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bool FleeChatShortcutAction::Execute(Event event)
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{
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Player* master = GetMaster();
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if (!master)
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return false;
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botAI->Reset();
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botAI->ChangeStrategy("+follow,+passive", BOT_STATE_NON_COMBAT);
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botAI->ChangeStrategy("+follow,+passive", BOT_STATE_COMBAT);
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ResetReturnPosition();
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if (bot->GetMapId() != master->GetMapId() || bot->GetDistance(master) > sPlayerbotAIConfig->sightDistance)
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{
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botAI->TellError("I will not flee with you - too far away");
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return true;
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}
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botAI->TellMaster("Fleeing");
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return true;
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}
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bool GoawayChatShortcutAction::Execute(Event event)
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{
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Player* master = GetMaster();
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if (!master)
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return false;
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botAI->Reset();
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botAI->ChangeStrategy("+runaway", BOT_STATE_NON_COMBAT);
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botAI->ChangeStrategy("+runaway", BOT_STATE_COMBAT);
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ResetReturnPosition();
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botAI->TellMaster("Running away");
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return true;
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}
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bool GrindChatShortcutAction::Execute(Event event)
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{
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Player* master = GetMaster();
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if (!master)
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return false;
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botAI->Reset();
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botAI->ChangeStrategy("+grind,-passive", BOT_STATE_NON_COMBAT);
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ResetReturnPosition();
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botAI->TellMaster("Grinding");
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return true;
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}
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bool TankAttackChatShortcutAction::Execute(Event event)
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{
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Player* master = GetMaster();
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if (!master)
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return false;
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if (!botAI->IsTank(bot))
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return false;
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botAI->Reset();
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botAI->ChangeStrategy("-passive", BOT_STATE_NON_COMBAT);
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botAI->ChangeStrategy("-passive", BOT_STATE_COMBAT);
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ResetReturnPosition();
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botAI->TellMaster("Attacking");
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return true;
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}
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bool MaxDpsChatShortcutAction::Execute(Event event)
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{
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Player* master = GetMaster();
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if (!master)
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return false;
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if (!botAI->ContainsStrategy(STRATEGY_TYPE_DPS))
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return false;
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botAI->Reset();
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botAI->ChangeStrategy("-threat,-conserve mana,-cast time,+dps debuff,+boost", BOT_STATE_COMBAT);
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botAI->TellMaster("Max DPS!");
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return true;
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}
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bool NaxxChatShortcutAction::Execute(Event event)
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{
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Player* master = GetMaster();
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if (!master)
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return false;
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botAI->Reset();
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botAI->ChangeStrategy("+naxx", BOT_STATE_NON_COMBAT);
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botAI->ChangeStrategy("+naxx", BOT_STATE_COMBAT);
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botAI->TellMasterNoFacing("Add Naxx Strategies!");
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// bot->Say("Add Naxx Strategies!", LANG_UNIVERSAL);
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return true;
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}
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bool BwlChatShortcutAction::Execute(Event event)
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{
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Player* master = GetMaster();
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if (!master)
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return false;
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botAI->Reset();
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botAI->ChangeStrategy("+bwl", BOT_STATE_NON_COMBAT);
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botAI->ChangeStrategy("+bwl", BOT_STATE_COMBAT);
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botAI->TellMasterNoFacing("Add Bwl Strategies!");
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return true;
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}
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