mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
318 lines
10 KiB
C++
318 lines
10 KiB
C++
#ifndef _PLAYERBOT_RAIDNAXXACTION_H
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#define _PLAYERBOT_RAIDNAXXACTION_H
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#include "Action.h"
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#include "MovementActions.h"
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#include "AttackAction.h"
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#include "GenericActions.h"
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// just for test
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// class TryToGetBossAIAction : public Action
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// {
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// public:
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// TryToGetBossAIAction(PlayerbotAI* ai) : Action(ai, "try to get boss ai") {}
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// public:
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// virtual bool Execute(Event event);
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// };
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class GoBehindTheBossAction : public MovementAction
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{
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public:
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GoBehindTheBossAction(PlayerbotAI* ai, float distance = 24.0f, float delta_angle = M_PI / 8) : MovementAction(ai, "grobbulus go behind the boss") {
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this->distance = distance;
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this->delta_angle = delta_angle;
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}
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virtual bool Execute(Event event);
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protected:
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float distance, delta_angle;
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};
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// class MoveToPointForceAction : public MovementAction
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// {
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// public:
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// MoveToPointForceAction(PlayerbotAI* ai, float x, float y) : MovementAction(ai, "move to point force") {
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// this->x = x;
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// this->y = y;
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// }
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// virtual bool Execute(Event event);
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// protected:
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// float x, y;
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// };
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class MoveInsideAction : public MovementAction
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{
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public:
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MoveInsideAction(PlayerbotAI* ai, float x, float y, float distance = 5.0f) : MovementAction(ai, "move inside") {
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this->x = x;
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this->y = y;
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this->distance = distance;
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}
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virtual bool Execute(Event event);
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protected:
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float x, y, distance;
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};
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class RotateAroundTheCenterPointAction : public MovementAction
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{
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public:
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RotateAroundTheCenterPointAction(PlayerbotAI* ai, std::string name,
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float center_x, float center_y, float radius = 40.0f,
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uint32 intervals = 16, bool clockwise = true, float start_angle = 0) : MovementAction(ai, name) {
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this->center_x = center_x;
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this->center_y = center_y;
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this->radius = radius;
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this->intervals = intervals;
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this->clockwise = clockwise;
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this->call_counters = 0;
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for (int i = 0; i < intervals; i++) {
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float angle = start_angle + 2 * M_PI * i / intervals;
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waypoints.push_back(std::make_pair(center_x + cos(angle) * radius, center_y + sin(angle) * radius));
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}
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}
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virtual bool Execute(Event event);
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protected:
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virtual uint32 GetCurrWaypoint() { return 0; }
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uint32 FindNearestWaypoint();
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float center_x, center_y, radius;
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uint32 intervals, call_counters;
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bool clockwise;
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std::vector<std::pair<float, float>> waypoints;
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};
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class RotateGrobbulusAction : public RotateAroundTheCenterPointAction
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{
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public:
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RotateGrobbulusAction(PlayerbotAI* botAI): RotateAroundTheCenterPointAction(botAI, "rotate grobbulus", 3281.23f, -3310.38f, 35.0f, 8, true, M_PI) {}
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virtual bool isUseful() {
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return RotateAroundTheCenterPointAction::isUseful() && botAI->IsMainTank(bot) && AI_VALUE2(bool, "has aggro", "boss target");
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}
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virtual uint32 GetCurrWaypoint();
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protected:
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};
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class GrobblulusMoveCenterAction : public MoveInsideAction
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{
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public:
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GrobblulusMoveCenterAction(PlayerbotAI* ai) : MoveInsideAction(ai, 3281.23f, -3310.38f, 5.0f) {}
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};
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class HeiganDanceAction : public MovementAction
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{
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public:
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HeiganDanceAction(PlayerbotAI* ai) : MovementAction(ai, "heigan dance") {
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this->prev_phase = 0;
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this->prev_erupt = 0;
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this->prev_timer = 0;
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waypoints.push_back(std::make_pair(2793.58f, -3665.93f));
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waypoints.push_back(std::make_pair(2775.49f, -3674.43f));
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waypoints.push_back(std::make_pair(2762.30f, -3684.59f));
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waypoints.push_back(std::make_pair(2755.99f, -3703.96f));
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}
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protected:
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bool CalculateSafe();
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void ResetSafe() { curr_safe = 0; curr_dir = 1; }
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void NextSafe() { curr_safe += curr_dir; if (curr_safe == 3 || curr_safe == 0) { curr_dir = -curr_dir; } }
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uint32 prev_phase, prev_erupt, prev_timer;
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uint32 curr_safe, curr_dir;
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std::vector<std::pair<float, float>> waypoints;
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};
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class HeiganDanceMeleeAction : public HeiganDanceAction
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{
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public:
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HeiganDanceMeleeAction(PlayerbotAI* ai) : HeiganDanceAction(ai) {}
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virtual bool Execute(Event event);
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};
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class HeiganDanceRangedAction : public HeiganDanceAction
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{
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public:
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HeiganDanceRangedAction(PlayerbotAI* ai) : HeiganDanceAction(ai) {
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platform = std::make_pair(2794.26f, -3706.67f);
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}
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virtual bool Execute(Event event);
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protected:
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std::pair<float, float> platform;
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};
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// class ThaddiusAttackNearestPetAction : public AttackAction
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// {
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// public:
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// ThaddiusAttackNearestPetAction(PlayerbotAI* ai) : AttackAction(ai, "thaddius attack nearest pet") {}
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// virtual bool Execute(Event event);
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// virtual bool isUseful();
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// };
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// class ThaddiusMeleeToPlaceAction : public MovementAction
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// {
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// public:
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// ThaddiusMeleeToPlaceAction(PlayerbotAI* ai) : MovementAction(ai, "thaddius melee to place") {}
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// virtual bool Execute(Event event);
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// virtual bool isUseful();
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// };
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// class ThaddiusRangedToPlaceAction : public MovementAction
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// {
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// public:
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// ThaddiusRangedToPlaceAction(PlayerbotAI* ai) : MovementAction(ai, "thaddius ranged to place") {}
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// virtual bool Execute(Event event);
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// virtual bool isUseful();
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// };
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// class ThaddiusMoveToPlatformAction : public MovementAction
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// {
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// public:
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// ThaddiusMoveToPlatformAction(PlayerbotAI* ai) : MovementAction(ai, "thaddius move to platform") {}
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// virtual bool Execute(Event event);
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// virtual bool isUseful();
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// };
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// class ThaddiusMovePolarityAction : public MovementAction
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// {
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// public:
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// ThaddiusMovePolarityAction(PlayerbotAI* ai) : MovementAction(ai, "thaddius move polarity") {}
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// virtual bool Execute(Event event);
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// virtual bool isUseful();
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// };
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// class RazuviousUseObedienceCrystalAction : public MovementAction
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// {
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// public:
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// RazuviousUseObedienceCrystalAction(PlayerbotAI* ai) : MovementAction(ai, "razuvious use obedience crystal") {}
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// virtual bool Execute(Event event);
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// };
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// class RazuviousTargetAction : public AttackAction
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// {
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// public:
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// RazuviousTargetAction(PlayerbotAI* ai) : AttackAction(ai, "razuvious target") {}
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// virtual bool Execute(Event event);
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// };
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// class HorsemanAttractAlternativelyAction : public AttackAction
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// {
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// public:
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// HorsemanAttractAlternativelyAction(PlayerbotAI* ai) : AttackAction(ai, "horseman attract alternatively") {
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// this->last_voidzone = 0;
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// this->voidzone_counter = 0;
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// }
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// virtual bool Execute(Event event);
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// protected:
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// uint32 last_voidzone, voidzone_counter;
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// };
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// class HorsemanAttactInOrderAction : public AttackAction
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// {
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// public:
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// HorsemanAttactInOrderAction(PlayerbotAI* ai) : AttackAction(ai, "horseman attact in order") {}
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// virtual bool Execute(Event event);
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// };
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// class SapphironGroundMainTankPositionAction : public MovementAction
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// {
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// public:
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// SapphironGroundMainTankPositionAction(PlayerbotAI* ai) : MovementAction(ai, "sapphiron ground main tank position") {}
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// virtual bool Execute(Event event);
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// };
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// class SapphironGroundPositionAction : public MovementAction
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// {
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// public:
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// SapphironGroundPositionAction(PlayerbotAI* ai) : MovementAction(ai, "sapphiron ground position") {
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// this->reset = 1;
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// this->last_flight = 0;
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// this->reset_timer = 0;
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// }
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// virtual bool Execute(Event event);
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// protected:
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// bool reset;
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// uint32 last_flight, reset_timer;
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// };
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// class SapphironFlightPositionAction : public MovementAction
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// {
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// public:
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// SapphironFlightPositionAction(PlayerbotAI* ai) : MovementAction(ai, "sapphiron flight position") {
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// this->last_explosion = 0;
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// this->move_ice_bolt = 0;
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// }
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// virtual bool Execute(Event event);
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// protected:
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// uint32 last_explosion;
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// bool move_ice_bolt;
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// bool MoveToNearestIcebolt();
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// };
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// class SapphironAvoidChillAction : public MovementAction
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// {
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// public:
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// SapphironAvoidChillAction(PlayerbotAI* ai) : MovementAction(ai, "sapphiron avoid chill") {}
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// virtual bool Execute(Event event);
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// };
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// class KelthuzadChooseTargetAction : public AttackAction
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// {
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// public:
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// KelthuzadChooseTargetAction(PlayerbotAI* ai) : AttackAction(ai, "kel'thuzad choose target") {}
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// virtual bool Execute(Event event);
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// };
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// class KelthuzadPositionAction : public MovementAction
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// {
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// public:
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// KelthuzadPositionAction(PlayerbotAI* ai) : MovementAction(ai, "kel'thuzad position") {}
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// virtual bool Execute(Event event);
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// };
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// class AnubrekhanChooseTargetAction : public AttackAction
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// {
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// public:
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// AnubrekhanChooseTargetAction(PlayerbotAI* ai) : AttackAction(ai, "anub'rekhan choose target") {}
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// virtual bool Execute(Event event);
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// };
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// class AnubrekhanPositionAction : public RotateAroundTheCenterPointAction
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// {
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// public:
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// AnubrekhanPositionAction(PlayerbotAI* ai) : RotateAroundTheCenterPointAction(ai, "anub'rekhan position", 3272.49f, -3476.27f, 45.0f, 16) {}
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// virtual bool Execute(Event event);
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// };
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// class GluthChooseTargetAction : public AttackAction
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// {
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// public:
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// GluthChooseTargetAction(PlayerbotAI* ai) : AttackAction(ai, "gluth choose target") {}
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// virtual bool Execute(Event event);
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// };
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// class GluthPositionAction : public RotateAroundTheCenterPointAction
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// {
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// public:
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// GluthPositionAction(PlayerbotAI* ai) : RotateAroundTheCenterPointAction(ai, "gluth position", 3293.61f, -3149.01f, 12.0f, 12) {}
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// virtual bool Execute(Event event);
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// };
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// class GluthSlowdownAction : public Action
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// {
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// public:
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// GluthSlowdownAction(PlayerbotAI* ai) : Action(ai, "slowdown") {}
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// virtual bool Execute(Event event);
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// };
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// class LoathebPositionAction : public MovementAction
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// {
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// public:
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// LoathebPositionAction(PlayerbotAI* ai) : MovementAction(ai, "loatheb position") {}
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// virtual bool Execute(Event event);
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// };
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// class LoathebChooseTargetAction : public AttackAction
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// {
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// public:
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// LoathebChooseTargetAction(PlayerbotAI* ai) : AttackAction(ai, "loatheb choose target") {}
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// virtual bool Execute(Event event);
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// };
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#endif |