Files
mod-playerbots/src/strategy/triggers/GenericTriggers.h
ThePenguinMan96 aa6f8153a1 Tame Chat Action / Pet Chat Action (stances/commands)
Hello everyone,

I am on a quest to make bot's pets completely functional, focuses on solving issues #1351 , #1230 , and #1137 . This PR achieves the following:

1. Changes the current "pet" chat command to "tame", which is more intuitive that only hunters can use it. The modes are "tame name (name)", "tame id (id)", "tame family (family)", "tame rename (new name)", and "tame abandon". Tame abandon is new - it simply abandons the current pet. Also, now, if you type in "tame family" by itself, it will list the available families. See pictures below for examples.
2. Added new "pet" chat command, with the following modes: "pet passive", "pet aggressive", "pet defensive", "pet stance" (shows current pet stance), "pet attack", "pet follow", and "pet stay". Previously, the pet's stance was not changeable, and there were some less than desired effects from summonable pets - see the issues above.
3. New config option: AiPlayerbot.DefaultPetStance, which changes the stance that all bot's pets are summoned as. This makes sure when feral spirits or treants are summoned by shamans and druids, they are immediately set to this configured stance. Set as 1 as default, which is defensive. (0 = Passive, 1 = Defensive, 2 = Aggressive)
4. New config option: AiPlayerbot.PetChatCommandDebug, which enables debug messages for the "pet" chat command. By default it is set to 0, which is disabled, but if you would like to see when pet's stances are changed, or when you tell the pet to attack/follow/stay, and when pet spells are auto-toggled, this is an option. I made this for myself mainly to test the command - if anyone notices any wierd pet behavior, this will be an option to help them report it as well.
5. Modified FollowActions to not constantly execute the petfollow action, overriding any stay or attack commands issued.
6. Modified GenericActions to have TogglePetSpellAutoCastAction optionally log when spells are toggled based on AiPlayerbot.PetChatCommandDebug.
7. Modified PetAttackAction to not attack if the pet is set to passive, and not override the pet's stance to passive every time it was executed.
8. Modified CombatStrategy.cpp to not constantly issue the petattack command, respecting the "pet stay" and "pet follow" commands. Pets will still automatically attack the enemy if set to aggressive or defensive.
9. Warlocks, Priests, Hunters, Shamans, Mages, Druids, and DKs (all classes that have summons): Added a "new pet" trigger that executes the "set pet stance" action. The "new pet" trigger happens only once, upon summoning a pet. It sets the pet's stance from AiPlayerbot.DefaultPetStance's value.
2025-08-01 01:18:16 -07:00

959 lines
22 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.
*/
#ifndef _PLAYERBOT_GENERICTRIGGERS_H
#define _PLAYERBOT_GENERICTRIGGERS_H
#include <utility>
#include "HealthTriggers.h"
#include "RangeTriggers.h"
#include "Trigger.h"
#include "Player.h"
class PlayerbotAI;
class Unit;
class StatAvailable : public Trigger
{
public:
StatAvailable(PlayerbotAI* botAI, int32 amount, std::string const name = "stat available")
: Trigger(botAI, name), amount(amount)
{
}
protected:
int32 amount;
};
class HighManaTrigger : public Trigger
{
public:
HighManaTrigger(PlayerbotAI* botAI) : Trigger(botAI, "high mana") {}
bool IsActive() override;
};
class EnoughManaTrigger : public Trigger
{
public:
EnoughManaTrigger(PlayerbotAI* botAI) : Trigger(botAI, "enough mana") {}
bool IsActive() override;
};
class AlmostFullManaTrigger : public Trigger
{
public:
AlmostFullManaTrigger(PlayerbotAI* botAI) : Trigger(botAI, "almost full mana") {}
bool IsActive() override;
};
class RageAvailable : public StatAvailable
{
public:
RageAvailable(PlayerbotAI* botAI, int32 amount) : StatAvailable(botAI, amount, "rage available") {}
bool IsActive() override;
};
class LightRageAvailableTrigger : public RageAvailable
{
public:
LightRageAvailableTrigger(PlayerbotAI* botAI) : RageAvailable(botAI, 20) {}
};
class MediumRageAvailableTrigger : public RageAvailable
{
public:
MediumRageAvailableTrigger(PlayerbotAI* botAI) : RageAvailable(botAI, 40) {}
};
class HighRageAvailableTrigger : public RageAvailable
{
public:
HighRageAvailableTrigger(PlayerbotAI* botAI) : RageAvailable(botAI, 60) {}
};
class EnergyAvailable : public StatAvailable
{
public:
EnergyAvailable(PlayerbotAI* botAI, int32 amount) : StatAvailable(botAI, amount, "energy available") {}
bool IsActive() override;
};
class LightEnergyAvailableTrigger : public EnergyAvailable
{
public:
LightEnergyAvailableTrigger(PlayerbotAI* botAI) : EnergyAvailable(botAI, 20) {}
};
class MediumEnergyAvailableTrigger : public EnergyAvailable
{
public:
MediumEnergyAvailableTrigger(PlayerbotAI* botAI) : EnergyAvailable(botAI, 40) {}
};
class HighEnergyAvailableTrigger : public EnergyAvailable
{
public:
HighEnergyAvailableTrigger(PlayerbotAI* botAI) : EnergyAvailable(botAI, 60) {}
};
class ComboPointsAvailableTrigger : public StatAvailable
{
public:
ComboPointsAvailableTrigger(PlayerbotAI* botAI, int32 amount = 5)
: StatAvailable(botAI, amount, "combo points available")
{
}
bool IsActive() override;
};
class TargetWithComboPointsLowerHealTrigger : public ComboPointsAvailableTrigger
{
public:
TargetWithComboPointsLowerHealTrigger(PlayerbotAI* ai, int32 combo_point = 5, float lifeTime = 8.0f)
: ComboPointsAvailableTrigger(ai, combo_point), lifeTime(lifeTime)
{
}
bool IsActive() override;
private:
float lifeTime;
};
class ComboPointsNotFullTrigger : public StatAvailable
{
public:
ComboPointsNotFullTrigger(PlayerbotAI* botAI, int32 amount = 5, std::string const name = "combo points not full")
: StatAvailable(botAI, amount, name)
{
}
bool IsActive() override;
};
class LoseAggroTrigger : public Trigger
{
public:
LoseAggroTrigger(PlayerbotAI* botAI) : Trigger(botAI, "lose aggro") {}
bool IsActive() override;
};
class HasAggroTrigger : public Trigger
{
public:
HasAggroTrigger(PlayerbotAI* botAI) : Trigger(botAI, "have aggro") {}
bool IsActive() override;
};
class SpellTrigger : public Trigger
{
public:
SpellTrigger(PlayerbotAI* botAI, std::string const spell, int32 checkInterval = 1)
: Trigger(botAI, spell, checkInterval), spell(spell)
{
}
std::string const GetTargetName() override { return "current target"; }
std::string const getName() override { return spell; }
bool IsActive() override;
protected:
std::string spell;
};
class SpellCanBeCastTrigger : public SpellTrigger
{
public:
SpellCanBeCastTrigger(PlayerbotAI* botAI, std::string const spell) : SpellTrigger(botAI, spell) {}
bool IsActive() override;
};
class SpellNoCooldownTrigger : public SpellTrigger
{
public:
SpellNoCooldownTrigger(PlayerbotAI* botAI, std::string const spell) : SpellTrigger(botAI, spell) {}
bool IsActive() override;
};
class SpellCooldownTrigger : public SpellTrigger
{
public:
SpellCooldownTrigger(PlayerbotAI* botAI, std::string const spell) : SpellTrigger(botAI, spell) {}
std::string const GetTargetName() override { return "self target"; }
bool IsActive() override;
};
// TODO: check other targets
class InterruptSpellTrigger : public SpellTrigger
{
public:
InterruptSpellTrigger(PlayerbotAI* botAI, std::string const spell) : SpellTrigger(botAI, spell) {}
bool IsActive() override;
};
class DeflectSpellTrigger : public SpellTrigger
{
public:
DeflectSpellTrigger(PlayerbotAI* botAI, std::string const spell) : SpellTrigger(botAI, spell) {}
bool IsActive() override;
};
class AttackerCountTrigger : public Trigger
{
public:
AttackerCountTrigger(PlayerbotAI* botAI, int32 amount, float distance = sPlayerbotAIConfig->sightDistance)
: Trigger(botAI), amount(amount), distance(distance)
{
}
bool IsActive() override;
std::string const getName() override { return "attacker count"; }
protected:
int32 amount;
float distance;
};
class HasAttackersTrigger : public AttackerCountTrigger
{
public:
HasAttackersTrigger(PlayerbotAI* botAI) : AttackerCountTrigger(botAI, 1) {}
};
class MyAttackerCountTrigger : public AttackerCountTrigger
{
public:
MyAttackerCountTrigger(PlayerbotAI* botAI, int32 amount) : AttackerCountTrigger(botAI, amount) {}
bool IsActive() override;
std::string const getName() override { return "my attacker count"; }
};
class BeingAttackedTrigger : public MyAttackerCountTrigger
{
public:
BeingAttackedTrigger(PlayerbotAI* botAI) : MyAttackerCountTrigger(botAI, 1) {}
std::string const getName() override { return "being attacked"; }
};
class MediumThreatTrigger : public MyAttackerCountTrigger
{
public:
MediumThreatTrigger(PlayerbotAI* botAI) : MyAttackerCountTrigger(botAI, 2) {}
bool IsActive() override;
};
class LowTankThreatTrigger : public Trigger
{
public:
LowTankThreatTrigger(PlayerbotAI* botAI) : Trigger(botAI, "low tank threat") {}
bool IsActive() override;
};
class AoeTrigger : public AttackerCountTrigger
{
public:
AoeTrigger(PlayerbotAI* botAI, int32 amount = 3, float range = 15.0f)
: AttackerCountTrigger(botAI, amount), range(range)
{
}
bool IsActive() override;
std::string const getName() override { return "aoe"; }
private:
float range;
};
class NoFoodTrigger : public Trigger
{
public:
NoFoodTrigger(PlayerbotAI* botAI) : Trigger(botAI, "no food trigger") {}
bool IsActive() override;
};
class NoDrinkTrigger : public Trigger
{
public:
NoDrinkTrigger(PlayerbotAI* botAI) : Trigger(botAI, "no drink trigger") {}
bool IsActive() override;
};
class LightAoeTrigger : public AoeTrigger
{
public:
LightAoeTrigger(PlayerbotAI* botAI) : AoeTrigger(botAI, 2, 8.0f) {}
};
class MediumAoeTrigger : public AoeTrigger
{
public:
MediumAoeTrigger(PlayerbotAI* botAI) : AoeTrigger(botAI, 3, 8.0f) {}
};
class HighAoeTrigger : public AoeTrigger
{
public:
HighAoeTrigger(PlayerbotAI* botAI) : AoeTrigger(botAI, 4, 8.0f) {}
};
class BuffTrigger : public SpellTrigger
{
public:
BuffTrigger(PlayerbotAI* botAI, std::string const spell, int32 checkInterval = 1, bool checkIsOwner = false, bool checkDuration = false, uint32 beforeDuration = 0)
: SpellTrigger(botAI, spell, checkInterval)
{
this->checkIsOwner = checkIsOwner;
this->checkDuration = checkDuration;
this->beforeDuration = beforeDuration;
}
public:
std::string const GetTargetName() override { return "self target"; }
bool IsActive() override;
protected:
bool checkIsOwner;
bool checkDuration;
uint32 beforeDuration;
};
class BuffOnPartyTrigger : public BuffTrigger
{
public:
BuffOnPartyTrigger(PlayerbotAI* botAI, std::string const spell, int32 checkInterval = 1)
: BuffTrigger(botAI, spell, checkInterval)
{
}
Value<Unit*>* GetTargetValue() override;
std::string const getName() override { return spell + " on party"; }
};
class ProtectPartyMemberTrigger : public Trigger
{
public:
ProtectPartyMemberTrigger(PlayerbotAI* botAI) : Trigger(botAI, "protect party member") {}
std::string const GetTargetName() override { return "party member to protect"; }
bool IsActive() override;
};
class NoAttackersTrigger : public Trigger
{
public:
NoAttackersTrigger(PlayerbotAI* botAI) : Trigger(botAI, "no attackers") {}
bool IsActive() override;
};
class NoTargetTrigger : public Trigger
{
public:
NoTargetTrigger(PlayerbotAI* botAI) : Trigger(botAI, "no target") {}
bool IsActive() override;
};
class InvalidTargetTrigger : public Trigger
{
public:
InvalidTargetTrigger(PlayerbotAI* botAI) : Trigger(botAI, "invalid target") {}
bool IsActive() override;
};
class TargetInSightTrigger : public Trigger
{
public:
TargetInSightTrigger(PlayerbotAI* botAI) : Trigger(botAI, "target in sight") {}
bool IsActive() override;
};
class DebuffTrigger : public BuffTrigger
{
public:
DebuffTrigger(PlayerbotAI* botAI, std::string const spell, int32 checkInterval = 1, bool checkIsOwner = false,
float needLifeTime = 8.0f, uint32 beforeDuration = 0)
: BuffTrigger(botAI, spell, checkInterval, checkIsOwner, false, beforeDuration), needLifeTime(needLifeTime)
{
}
std::string const GetTargetName() override { return "current target"; }
bool IsActive() override;
protected:
float needLifeTime;
};
class DebuffOnBossTrigger : public DebuffTrigger
{
public:
DebuffOnBossTrigger(PlayerbotAI* botAI, std::string const spell, int32 checkInterval = 1, bool checkIsOwner = false)
: DebuffTrigger(botAI, spell, checkInterval, checkIsOwner)
{
}
bool IsActive() override;
};
class DebuffOnAttackerTrigger : public DebuffTrigger
{
public:
DebuffOnAttackerTrigger(PlayerbotAI* botAI, std::string const spell, bool checkIsOwner = true,
float needLifeTime = 8.0f)
: DebuffTrigger(botAI, spell, 1, checkIsOwner, needLifeTime)
{
}
Value<Unit*>* GetTargetValue() override;
std::string const getName() override { return spell + " on attacker"; }
};
class DebuffOnMeleeAttackerTrigger : public DebuffTrigger
{
public:
DebuffOnMeleeAttackerTrigger(PlayerbotAI* botAI, std::string const spell, bool checkIsOwner = true,
float needLifeTime = 8.0f)
: DebuffTrigger(botAI, spell, 1, checkIsOwner, needLifeTime)
{
}
Value<Unit*>* GetTargetValue() override;
std::string const getName() override { return spell + " on attacker"; }
};
class BoostTrigger : public BuffTrigger
{
public:
BoostTrigger(PlayerbotAI* botAI, std::string const spell, float balance = 50.f)
: BuffTrigger(botAI, spell, 1), balance(balance)
{
}
bool IsActive() override;
protected:
float balance;
};
class GenericBoostTrigger : public Trigger
{
public:
GenericBoostTrigger(PlayerbotAI* botAI, float balance = 50.f)
: Trigger(botAI, "generic boost", 1), balance(balance)
{
}
bool IsActive() override;
protected:
float balance;
};
class HealerShouldAttackTrigger : public Trigger
{
public:
HealerShouldAttackTrigger(PlayerbotAI* botAI)
: Trigger(botAI, "healer should attack", 1)
{
}
bool IsActive() override;
};
class RandomTrigger : public Trigger
{
public:
RandomTrigger(PlayerbotAI* botAI, std::string const name, int32 probability = 7);
bool IsActive() override;
protected:
int32 probability;
uint32 lastCheck;
};
class AndTrigger : public Trigger
{
public:
AndTrigger(PlayerbotAI* botAI, Trigger* ls, Trigger* rs) : Trigger(botAI), ls(ls), rs(rs) {}
virtual ~AndTrigger()
{
delete ls;
delete rs;
}
bool IsActive() override;
std::string const getName() override;
protected:
Trigger* ls;
Trigger* rs;
};
class TwoTriggers : public Trigger
{
public:
explicit TwoTriggers(PlayerbotAI* botAI, std::string name1 = "", std::string name2 = "") : Trigger(botAI)
{
this->name1 = std::move(name1);
this->name2 = std::move(name2);
}
bool IsActive() override;
std::string const getName() override;
protected:
std::string name1;
std::string name2;
};
class SnareTargetTrigger : public DebuffTrigger
{
public:
SnareTargetTrigger(PlayerbotAI* botAI, std::string const spell) : DebuffTrigger(botAI, spell) {}
Value<Unit*>* GetTargetValue() override;
std::string const getName() override { return spell + " on snare target"; }
};
class LowManaTrigger : public Trigger
{
public:
LowManaTrigger(PlayerbotAI* botAI) : Trigger(botAI, "low mana") {}
bool IsActive() override;
};
class MediumManaTrigger : public Trigger
{
public:
MediumManaTrigger(PlayerbotAI* botAI) : Trigger(botAI, "medium mana") {}
bool IsActive() override;
};
BEGIN_TRIGGER(PanicTrigger, Trigger)
std::string const getName() override { return "panic"; }
END_TRIGGER()
BEGIN_TRIGGER(OutNumberedTrigger, Trigger)
std::string const getName() override { return "outnumbered"; }
END_TRIGGER()
class NoPetTrigger : public Trigger
{
public:
NoPetTrigger(PlayerbotAI* botAI) : Trigger(botAI, "no pet", 5 * 1000) {}
virtual bool IsActive() override;
};
class HasPetTrigger : public Trigger
{
public:
HasPetTrigger(PlayerbotAI* ai) : Trigger(ai, "has pet", 5 * 1000) {}
virtual bool IsActive() override;
};
class PetAttackTrigger : public Trigger
{
public:
PetAttackTrigger(PlayerbotAI* ai) : Trigger(ai, "pet attack") {}
virtual bool IsActive() override;
};
class ItemCountTrigger : public Trigger
{
public:
ItemCountTrigger(PlayerbotAI* botAI, std::string const item, int32 count, int32 interval = 30 * 1000)
: Trigger(botAI, item, interval), item(item), count(count)
{
}
bool IsActive() override;
std::string const getName() override { return "item count"; }
protected:
std::string const item;
int32 count;
};
class AmmoCountTrigger : public ItemCountTrigger
{
public:
AmmoCountTrigger(PlayerbotAI* botAI, std::string const item, uint32 count = 1, int32 interval = 30 * 1000)
: ItemCountTrigger(botAI, item, count, interval)
{
}
bool IsActive() override;
};
class HasAuraTrigger : public Trigger
{
public:
HasAuraTrigger(PlayerbotAI* botAI, std::string const spell, int32 checkInterval = 1)
: Trigger(botAI, spell, checkInterval)
{
}
std::string const GetTargetName() override { return "self target"; }
bool IsActive() override;
};
class HasAuraStackTrigger : public Trigger
{
public:
HasAuraStackTrigger(PlayerbotAI* ai, std::string spell, int stack, int checkInterval = 1)
: Trigger(ai, spell, checkInterval), stack(stack)
{
}
std::string const GetTargetName() override { return "self target"; }
bool IsActive() override;
private:
int stack;
};
class HasNoAuraTrigger : public Trigger
{
public:
HasNoAuraTrigger(PlayerbotAI* botAI, std::string const spell) : Trigger(botAI, spell) {}
std::string const GetTargetName() override { return "self target"; }
bool IsActive() override;
};
class TimerTrigger : public Trigger
{
public:
TimerTrigger(PlayerbotAI* botAI) : Trigger(botAI, "timer"), lastCheck(0) {}
bool IsActive() override;
private:
time_t lastCheck;
};
class TimerBGTrigger : public Trigger
{
public:
TimerBGTrigger(PlayerbotAI* botAI) : Trigger(botAI, "timer bg"), lastCheck(0) {}
bool IsActive() override;
private:
time_t lastCheck;
};
class TankAssistTrigger : public NoAttackersTrigger
{
public:
TankAssistTrigger(PlayerbotAI* botAI) : NoAttackersTrigger(botAI) {}
bool IsActive() override;
};
class IsBehindTargetTrigger : public Trigger
{
public:
IsBehindTargetTrigger(PlayerbotAI* botAI) : Trigger(botAI, "behind target") {}
bool IsActive() override;
};
class IsNotBehindTargetTrigger : public Trigger
{
public:
IsNotBehindTargetTrigger(PlayerbotAI* botAI) : Trigger(botAI, "is not behind target") {}
bool IsActive() override;
};
class IsNotFacingTargetTrigger : public Trigger
{
public:
IsNotFacingTargetTrigger(PlayerbotAI* botAI) : Trigger(botAI, "not facing target") {}
bool IsActive() override;
};
class HasCcTargetTrigger : public Trigger
{
public:
HasCcTargetTrigger(PlayerbotAI* botAI, std::string const name) : Trigger(botAI, name) {}
bool IsActive() override;
};
class NoMovementTrigger : public Trigger
{
public:
NoMovementTrigger(PlayerbotAI* botAI, std::string const name) : Trigger(botAI, name) {}
bool IsActive() override;
};
class NoPossibleTargetsTrigger : public Trigger
{
public:
NoPossibleTargetsTrigger(PlayerbotAI* botAI) : Trigger(botAI, "no possible targets") {}
bool IsActive() override;
};
class NotDpsTargetActiveTrigger : public Trigger
{
public:
NotDpsTargetActiveTrigger(PlayerbotAI* botAI) : Trigger(botAI, "not dps target active") {}
bool IsActive() override;
};
class NotDpsAoeTargetActiveTrigger : public Trigger
{
public:
NotDpsAoeTargetActiveTrigger(PlayerbotAI* botAI) : Trigger(botAI, "not dps aoe target active") {}
bool IsActive() override;
};
class PossibleAddsTrigger : public Trigger
{
public:
PossibleAddsTrigger(PlayerbotAI* botAI) : Trigger(botAI, "possible adds") {}
bool IsActive() override;
};
class IsSwimmingTrigger : public Trigger
{
public:
IsSwimmingTrigger(PlayerbotAI* botAI) : Trigger(botAI, "swimming") {}
bool IsActive() override;
};
class HasNearestAddsTrigger : public Trigger
{
public:
HasNearestAddsTrigger(PlayerbotAI* botAI) : Trigger(botAI, "has nearest adds") {}
bool IsActive() override;
};
class HasItemForSpellTrigger : public Trigger
{
public:
HasItemForSpellTrigger(PlayerbotAI* botAI, std::string const spell) : Trigger(botAI, spell) {}
bool IsActive() override;
};
class TargetChangedTrigger : public Trigger
{
public:
TargetChangedTrigger(PlayerbotAI* botAI) : Trigger(botAI, "target changed") {}
bool IsActive() override;
};
class InterruptEnemyHealerTrigger : public SpellTrigger
{
public:
InterruptEnemyHealerTrigger(PlayerbotAI* botAI, std::string const spell) : SpellTrigger(botAI, spell) {}
Value<Unit*>* GetTargetValue() override;
std::string const getName() override { return spell + " on enemy healer"; }
};
class RandomBotUpdateTrigger : public RandomTrigger
{
public:
RandomBotUpdateTrigger(PlayerbotAI* botAI) : RandomTrigger(botAI, "random bot update", 30 * 1000) {}
bool IsActive() override;
};
class NoNonBotPlayersAroundTrigger : public Trigger
{
public:
NoNonBotPlayersAroundTrigger(PlayerbotAI* botAI) : Trigger(botAI, "no non bot players around", 10 * 1000) {}
bool IsActive() override;
};
class NewPlayerNearbyTrigger : public Trigger
{
public:
NewPlayerNearbyTrigger(PlayerbotAI* botAI) : Trigger(botAI, "new player nearby", 10 * 1000) {}
bool IsActive() override;
};
class CollisionTrigger : public Trigger
{
public:
CollisionTrigger(PlayerbotAI* botAI) : Trigger(botAI, "collision", 5 * 1000) {}
bool IsActive() override;
};
class StayTimeTrigger : public Trigger
{
public:
StayTimeTrigger(PlayerbotAI* botAI, uint32 delay, std::string const name)
: Trigger(botAI, name, 5 * 1000), delay(delay)
{
}
bool IsActive() override;
private:
uint32 delay;
};
class SitTrigger : public StayTimeTrigger
{
public:
SitTrigger(PlayerbotAI* botAI) : StayTimeTrigger(botAI, sPlayerbotAIConfig->sitDelay, "sit") {}
};
class ReturnToStayPositionTrigger : public Trigger
{
public:
ReturnToStayPositionTrigger(PlayerbotAI* ai) : Trigger(ai, "return to stay position", 2) {}
virtual bool IsActive() override;
};
class ReturnTrigger : public StayTimeTrigger
{
public:
ReturnTrigger(PlayerbotAI* botAI) : StayTimeTrigger(botAI, sPlayerbotAIConfig->returnDelay, "return") {}
};
class GiveItemTrigger : public Trigger
{
public:
GiveItemTrigger(PlayerbotAI* botAI, std::string const name, std::string const item)
: Trigger(botAI, name, 2 * 1000), item(item)
{
}
bool IsActive() override;
protected:
std::string const item;
};
class GiveFoodTrigger : public GiveItemTrigger
{
public:
GiveFoodTrigger(PlayerbotAI* botAI) : GiveItemTrigger(botAI, "give food", "conjured food") {}
bool IsActive() override;
};
class GiveWaterTrigger : public GiveItemTrigger
{
public:
GiveWaterTrigger(PlayerbotAI* botAI) : GiveItemTrigger(botAI, "give water", "conjured water") {}
bool IsActive() override;
};
class IsMountedTrigger : public Trigger
{
public:
IsMountedTrigger(PlayerbotAI* botAI) : Trigger(botAI, "mounted", 1) {}
bool IsActive() override;
};
class CorpseNearTrigger : public Trigger
{
public:
CorpseNearTrigger(PlayerbotAI* botAI) : Trigger(botAI, "corpse near", 1 * 1000) {}
bool IsActive() override;
};
class IsFallingTrigger : public Trigger
{
public:
IsFallingTrigger(PlayerbotAI* botAI) : Trigger(botAI, "falling", 10 * 1000) {}
bool IsActive() override;
};
class IsFallingFarTrigger : public Trigger
{
public:
IsFallingFarTrigger(PlayerbotAI* botAI) : Trigger(botAI, "falling far", 10 * 1000) {}
bool IsActive() override;
};
class HasAreaDebuffTrigger : public Trigger
{
public:
HasAreaDebuffTrigger(PlayerbotAI* botAI) : Trigger(botAI, "have area debuff") {}
bool IsActive() override;
};
class BuffOnMainTankTrigger : public BuffTrigger
{
public:
BuffOnMainTankTrigger(PlayerbotAI* botAI, std::string spell, bool checkIsOwner = false, int checkInterval = 1)
: BuffTrigger(botAI, spell, checkInterval, checkIsOwner)
{
}
public:
virtual Value<Unit*>* GetTargetValue();
};
class SelfResurrectTrigger : public Trigger
{
public:
SelfResurrectTrigger(PlayerbotAI* ai) : Trigger(ai, "can self resurrect") {}
bool IsActive() override { return !bot->IsAlive() && bot->GetUInt32Value(PLAYER_SELF_RES_SPELL); }
};
class NewPetTrigger : public Trigger
{
public:
NewPetTrigger(PlayerbotAI* ai) : Trigger(ai, "new pet"), lastPetGuid(ObjectGuid::Empty), triggered(false) {}
bool IsActive() override;
private:
ObjectGuid lastPetGuid;
bool triggered;
};
#endif