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mod-playerbots/src/strategy/hunter/HunterTriggers.cpp
ThePenguinMan96 8ca4ab1344 Hunter Overhaul
Hello everybody,

I saw that the hunter class had one strategy for all 3 specs, and decided to create specialized strategies for each one. Here is a list of the changes:

conf\playerbots.conf.dist: Redid the talent trees and glyphs slightly, for more consistent dps

src\AiFactory.cpp: Changed the default strategies assigned for each spec.

src\strategy\hunter\BeastMasteryHunterStrategy.cpp and src\strategy\hunter\BeastMasteryHunterStrategy.h: Strategy for BM hunters. Includes all of the original logic from DpsHunterStrategy, with the addition of kill command, bestial wrath, and intimidation.

src\strategy\hunter\DpsHunterStrategy.cpp and src\strategy\hunter\DpsHunterStrategy.h: Old Dps strategy used for all 3 specs - removed.

src\strategy\hunter\GenericHunterStrategy.cpp and src\strategy\hunter\GenericHunterStrategy.h: Tidied up code, added Dragonhawk passthrough to hawk, moved rapid fire to inittriggers for generichunterstrategy and increased its priority (it is still a boost trigger, so it will function the same).

src\strategy\hunter\HunterActions.cpp:
Added isuseful check for aspect of the hawk, to ensure it is never cast if the bot knows aspect of the dragonhawk.
Added isuseful check for arcane shot to never use it after explosive shot is learned (so the hunter can use it as it levels survival, but drops it after that). Also added a check for arcane shot, so it won't use it above 435 armor pen rating (steady shot is superior after this arp).
Added isuseful check for immolation trap so it won't use it after explosive shot is learned.

src\strategy\hunter\HunterActions.h:
General cleanup/alignment of actions based on type.
Added TTL checks to all DoTs and debuffs - hunters weren't using hunter's mark, serpent sting, black arrow, explosive shot on enemies that it thought would die too soon.
Black Arrow - added a strategy check here as well so the bot won't use it at all if trap weave is enabled. There was already a check in the trigger, but it was still getting cast, so I added this check.
Explosive Shot Rank 4, 3, 2, 1 actions- Added these so the hunter can downrank explosive shot dynamically based on the level when lock and load procs. So if the hunter is level 70, and a lock and load proc happens, it will fire rank 2 - rank 1 - rank 2, similar to how the level 80 version will fire 4-3-4.

src\strategy\hunter\HunterAiObjectContext.cpp:
Added strategy support for bm, mm, and surv (and their aoes)
Added trigger support for kill command, explosive shot, lock and load, silencing shot (as an spellcasting interrupt), and intimidation
Added action support for the 4 ranks of explosive shot and intimidation.

src\strategy\hunter\HunterTriggers.cpp: Kill command was completely non-functional because there was no buff trigger associated with it. Adding this will correct that, and the hunter will use kill command.

src\strategy\hunter\HunterTriggers.h: Added Kill command, silencing shot, intimidation, lock and load, and explosive shot triggers.

src\strategy\hunter\MarksmanshipHunterStrategy.cpp and src\strategy\hunter\MarksmanshipHunterStrategy.h: Strategy for MM hunters. Includes all of the original logic from DpsHunterStrategy, with the addition of kill command, silencing shot, chimera shot, and aimed shot.

src\strategy\hunter\SurvivalHunterStrategy.cpp and src\strategy\hunter\SurvivalHunterStrategy.h: Strategy for Survival hunters. Includes all of the original logic from DpsHunterStrategy, with the addition of kill command, explosive shot, black arrow, aimed shot, lock and load triggers + downranking explosive shot.
2025-07-11 17:10:03 -07:00

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4.4 KiB
C++

/*
* 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.
*/
#include "HunterTriggers.h"
#include "GenericSpellActions.h"
#include "GenericTriggers.h"
#include "HunterActions.h"
#include "PlayerbotAI.h"
#include "PlayerbotAIConfig.h"
#include "Playerbots.h"
#include "ServerFacade.h"
#include "SharedDefines.h"
bool KillCommandTrigger::IsActive()
{
Unit* target = GetTarget();
return !botAI->HasAura("kill command", target);
}
bool BlackArrowTrigger::IsActive()
{
if (botAI->HasStrategy("trap weave", BOT_STATE_COMBAT))
return false;
return DebuffTrigger::IsActive();
return BuffTrigger::IsActive();
}
bool HunterAspectOfTheHawkTrigger::IsActive()
{
Unit* target = GetTarget();
return SpellTrigger::IsActive() && !botAI->HasAura("aspect of the hawk", target) &&
!botAI->HasAura("aspect of the dragonhawk", target) &&
(!AI_VALUE2(bool, "has mana", "self target") || AI_VALUE2(uint8, "mana", "self target") > 70);
}
bool HunterNoStingsActiveTrigger::IsActive()
{
Unit* target = AI_VALUE(Unit*, "current target");
return DebuffTrigger::IsActive() && target && !botAI->HasAura("serpent sting", target, false, true) &&
!botAI->HasAura("scorpid sting", target, false, true) && !botAI->HasAura("viper sting", target, false, true);
return BuffTrigger::IsActive();
}
bool HuntersPetDeadTrigger::IsActive()
{
// Unit* pet = AI_VALUE(Unit*, "pet target");
// return pet && AI_VALUE2(bool, "dead", "pet target") && !AI_VALUE2(bool, "mounted", "self target");
return AI_VALUE(bool, "pet dead") && !AI_VALUE2(bool, "mounted", "self target");
}
bool HuntersPetLowHealthTrigger::IsActive()
{
Unit* pet = AI_VALUE(Unit*, "pet target");
return pet && AI_VALUE2(uint8, "health", "pet target") < 40 && !AI_VALUE2(bool, "dead", "pet target") &&
!AI_VALUE2(bool, "mounted", "self target");
}
bool HuntersPetMediumHealthTrigger::IsActive()
{
Unit* pet = AI_VALUE(Unit*, "pet target");
return pet && AI_VALUE2(uint8, "health", "pet target") < sPlayerbotAIConfig->mediumHealth &&
!AI_VALUE2(bool, "dead", "pet target") && !AI_VALUE2(bool, "mounted", "self target");
}
bool HunterPetNotHappy::IsActive()
{
return !AI_VALUE(bool, "pet happy") && !AI_VALUE2(bool, "mounted", "self target");
}
bool HunterAspectOfTheViperTrigger::IsActive()
{
return SpellTrigger::IsActive() && !botAI->HasAura(spell, GetTarget()) &&
AI_VALUE2(uint8, "mana", "self target") < (sPlayerbotAIConfig->lowMana / 2);
;
}
bool HunterAspectOfThePackTrigger::IsActive()
{
return BuffTrigger::IsActive() && !botAI->HasAura("aspect of the cheetah", GetTarget());
};
bool HunterLowAmmoTrigger::IsActive()
{
return bot->GetGroup() && (AI_VALUE2(uint32, "item count", "ammo") < 100) &&
(AI_VALUE2(uint32, "item count", "ammo") > 0);
}
bool HunterHasAmmoTrigger::IsActive() { return !AmmoCountTrigger::IsActive(); }
bool SwitchToRangedTrigger::IsActive()
{
Unit* target = AI_VALUE(Unit*, "current target");
return botAI->HasStrategy("close", BOT_STATE_COMBAT) && target &&
(target->GetVictim() != bot &&
sServerFacade->IsDistanceGreaterThan(AI_VALUE2(float, "distance", "current target"), 8.0f));
}
bool SwitchToMeleeTrigger::IsActive()
{
Unit* target = AI_VALUE(Unit*, "current target");
return botAI->HasStrategy("ranged", BOT_STATE_COMBAT) && target &&
(target->GetVictim() == bot &&
sServerFacade->IsDistanceLessOrEqualThan(AI_VALUE2(float, "distance", "current target"), 8.0f));
}
bool NoTrackTrigger::IsActive()
{
std::vector<std::string> track_list = {
"track beasts",
"track demons",
"track dragonkin",
"track elementals",
"track giants",
"track hidden",
"track humanoids"
};
for (auto &track: track_list)
{
if (botAI->HasAura(track, bot))
return false;
}
return true;
}
bool SerpentStingOnAttackerTrigger::IsActive()
{
if (!DebuffOnAttackerTrigger::IsActive())
return false;
Unit* target = GetTarget();
if (!target)
{
return false;
}
return !botAI->HasAura("scorpid sting", target, false, true) &&
!botAI->HasAura("viper sting", target, false, true);
return BuffTrigger::IsActive();
}