mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
104 lines
2.8 KiB
C++
104 lines
2.8 KiB
C++
#include "HallsOfLightningMultipliers.h"
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#include "HallsOfLightningActions.h"
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#include "GenericSpellActions.h"
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#include "ChooseTargetActions.h"
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#include "MovementActions.h"
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#include "HallsOfLightningTriggers.h"
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#include "Action.h"
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float BjarngrimMultiplier::GetValue(Action* action)
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{
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Unit* boss = AI_VALUE2(Unit*, "find target", "general bjarngrim");
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if (!boss || botAI->IsHeal(bot)) { return 1.0f; }
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if (boss->HasUnitState(UNIT_STATE_CASTING) && boss->FindCurrentSpellBySpellId(SPELL_WHIRLWIND_BJARNGRIM))
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{
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if (dynamic_cast<MovementAction*>(action) && !dynamic_cast<AvoidWhirlwindAction*>(action))
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{
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return 0.0f;
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}
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}
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// Detect boss adds this way as sometimes they don't get added to threat table on dps bots,
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// and some dps just stand at range and don't engage the boss at all as they can't find the adds
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// Unit* boss_add = AI_VALUE2(Unit*, "find target", "stormforged lieutenant");
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Unit* boss_add = nullptr;
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GuidVector targets = AI_VALUE(GuidVector, "possible targets no los");
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for (auto i = targets.begin(); i != targets.end(); ++i)
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{
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Unit* unit = botAI->GetUnit(*i);
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if (unit && unit->GetEntry() == NPC_STORMFORGED_LIEUTENANT)
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{
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boss_add = unit;
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break;
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}
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}
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if (!boss_add || botAI->IsTank(bot)) { return 1.0f; }
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if (dynamic_cast<DpsAssistAction*>(action))
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{
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return 0.0f;
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}
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if (action->getThreatType() == Action::ActionThreatType::Aoe)
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{
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return 0.0f;
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}
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return 1.0f;
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}
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float VolkhanMultiplier::GetValue(Action* action)
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{
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Unit* boss = AI_VALUE2(Unit*, "find target", "volkhan");
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if (!boss || botAI->IsTank(bot) || botAI->IsHeal(bot)) { return 1.0f; }
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if (dynamic_cast<DpsAssistAction*>(action))
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{
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return 0.0f;
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}
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if (action->getThreatType() == Action::ActionThreatType::Aoe)
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{
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return 0.0f;
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}
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return 1.0f;
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}
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float IonarMultiplier::GetValue(Action* action)
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{
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Unit* boss = AI_VALUE2(Unit*, "find target", "ionar");
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if (!boss) { return 1.0f; }
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if(!bot->CanSeeOrDetect(boss))
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{
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if (dynamic_cast<MovementAction*>(action)
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&& !dynamic_cast<DispersePositionAction*>(action)
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&& !dynamic_cast<StaticOverloadSpreadAction*>(action))
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{
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return 0.0f;
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}
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}
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return 1.0f;
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}
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float LokenMultiplier::GetValue(Action* action)
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{
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Unit* boss = AI_VALUE2(Unit*, "find target", "loken");
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if (!boss) { return 1.0f; }
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if (dynamic_cast<FleeAction*>(action)) { return 0.0f; }
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if (boss->FindCurrentSpellBySpellId(SPELL_LIGHTNING_NOVA)
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&& dynamic_cast<MovementAction*>(action)
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&& !dynamic_cast<AvoidLightningNovaAction*>(action))
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{
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return 0.0f;
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}
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return 1.0f;
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}
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