101 lines
3.6 KiB
C++
101 lines
3.6 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it
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* 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 "CombatStrategy.h"
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#include "Playerbots.h"
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#include "Strategy.h"
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void CombatStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("enemy out of spell",
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NextAction::array(0, new NextAction("reach spell", ACTION_HIGH), nullptr)));
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// drop target relevance 99 (lower than Worldpacket triggers)
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triggers.push_back(
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new TriggerNode("invalid target", NextAction::array(0, new NextAction("drop target", 99), nullptr)));
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triggers.push_back(
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new TriggerNode("mounted", NextAction::array(0, new NextAction("check mount state", 54), nullptr)));
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// triggers.push_back(new TriggerNode("out of react range", NextAction::array(0, new NextAction("flee to master",
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// 55), nullptr)));
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triggers.push_back(new TriggerNode("combat stuck", NextAction::array(0, new NextAction("reset", 1.0f), nullptr)));
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triggers.push_back(new TriggerNode("not facing target",
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NextAction::array(0, new NextAction("set facing", ACTION_MOVE + 7), nullptr)));
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triggers.push_back(
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new TriggerNode("pet attack", NextAction::array(0, new NextAction("pet attack", 40.0f), nullptr)));
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// triggers.push_back(new TriggerNode("combat long stuck", NextAction::array(0, new NextAction("hearthstone", 0.9f),
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// new NextAction("repop", 0.8f), nullptr)));
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}
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AvoidAoeStrategy::AvoidAoeStrategy(PlayerbotAI* botAI) : Strategy(botAI) {}
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// class AvoidAoeStrategyMultiplier : public Multiplier
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// {
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// public:
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// AvoidAoeStrategyMultiplier(PlayerbotAI* botAI) : Multiplier(botAI, "run away on area debuff") {}
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// public:
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// virtual float GetValue(Action* action);
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// private:
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// };
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// float AvoidAoeStrategyMultiplier::GetValue(Action* action)
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// {
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// if (!action)
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// return 1.0f;
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// std::string name = action->getName();
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// if (name == "follow" || name == "co" || name == "nc" || name == "drop target")
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// return 1.0f;
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// uint32 spellId = AI_VALUE2(uint32, "spell id", name);
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// const SpellInfo* const pSpellInfo = sSpellMgr->GetSpellInfo(spellId);
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// if (!pSpellInfo) return 1.0f;
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// if (spellId && pSpellInfo->Targets & TARGET_FLAG_DEST_LOCATION)
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// return 1.0f;
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// else if (spellId && pSpellInfo->Targets & TARGET_FLAG_SOURCE_LOCATION)
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// return 1.0f;
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// uint32 castTime = pSpellInfo->CalcCastTime(bot);
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// if (AI_VALUE2(bool, "has area debuff", "self target") && spellId && castTime > 0)
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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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NextAction** AvoidAoeStrategy::getDefaultActions()
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{
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return NextAction::array(0, new NextAction("avoid aoe", ACTION_EMERGENCY), nullptr);
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}
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void AvoidAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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}
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void AvoidAoeStrategy::InitMultipliers(std::vector<Multiplier*>& multipliers)
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{
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// multipliers.push_back(new AvoidAoeStrategyMultiplier(botAI));
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}
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TankFaceStrategy::TankFaceStrategy(PlayerbotAI* botAI) : Strategy(botAI) {}
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NextAction** TankFaceStrategy::getDefaultActions()
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{
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return NextAction::array(0, new NextAction("tank face", ACTION_MOVE), nullptr);
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}
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void TankFaceStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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}
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NextAction** CombatFormationStrategy::getDefaultActions()
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{
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return NextAction::array(0, new NextAction("combat formation move", ACTION_NORMAL), nullptr);
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}
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