2025-03-24 23:53:45 -04:00

101 lines
3.6 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 "CombatStrategy.h"
#include "Playerbots.h"
#include "Strategy.h"
void CombatStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("enemy out of spell",
NextAction::array(0, new NextAction("reach spell", ACTION_HIGH), nullptr)));
// drop target relevance 99 (lower than Worldpacket triggers)
triggers.push_back(
new TriggerNode("invalid target", NextAction::array(0, new NextAction("drop target", 99), nullptr)));
triggers.push_back(
new TriggerNode("mounted", NextAction::array(0, new NextAction("check mount state", 54), nullptr)));
// triggers.push_back(new TriggerNode("out of react range", NextAction::array(0, new NextAction("flee to master",
// 55), nullptr)));
triggers.push_back(new TriggerNode("combat stuck", NextAction::array(0, new NextAction("reset", 1.0f), nullptr)));
triggers.push_back(new TriggerNode("not facing target",
NextAction::array(0, new NextAction("set facing", ACTION_MOVE + 7), nullptr)));
triggers.push_back(
new TriggerNode("pet attack", NextAction::array(0, new NextAction("pet attack", 40.0f), nullptr)));
// triggers.push_back(new TriggerNode("combat long stuck", NextAction::array(0, new NextAction("hearthstone", 0.9f),
// new NextAction("repop", 0.8f), nullptr)));
}
AvoidAoeStrategy::AvoidAoeStrategy(PlayerbotAI* botAI) : Strategy(botAI) {}
// class AvoidAoeStrategyMultiplier : public Multiplier
// {
// public:
// AvoidAoeStrategyMultiplier(PlayerbotAI* botAI) : Multiplier(botAI, "run away on area debuff") {}
// public:
// virtual float GetValue(Action* action);
// private:
// };
// float AvoidAoeStrategyMultiplier::GetValue(Action* action)
// {
// if (!action)
// return 1.0f;
// std::string name = action->getName();
// if (name == "follow" || name == "co" || name == "nc" || name == "drop target")
// return 1.0f;
// uint32 spellId = AI_VALUE2(uint32, "spell id", name);
// const SpellInfo* const pSpellInfo = sSpellMgr->GetSpellInfo(spellId);
// if (!pSpellInfo) return 1.0f;
// if (spellId && pSpellInfo->Targets & TARGET_FLAG_DEST_LOCATION)
// return 1.0f;
// else if (spellId && pSpellInfo->Targets & TARGET_FLAG_SOURCE_LOCATION)
// return 1.0f;
// uint32 castTime = pSpellInfo->CalcCastTime(bot);
// if (AI_VALUE2(bool, "has area debuff", "self target") && spellId && castTime > 0)
// {
// return 0.0f;
// }
// return 1.0f;
// }
NextAction** AvoidAoeStrategy::getDefaultActions()
{
return NextAction::array(0, new NextAction("avoid aoe", ACTION_EMERGENCY), nullptr);
}
void AvoidAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
}
void AvoidAoeStrategy::InitMultipliers(std::vector<Multiplier*>& multipliers)
{
// multipliers.push_back(new AvoidAoeStrategyMultiplier(botAI));
}
TankFaceStrategy::TankFaceStrategy(PlayerbotAI* botAI) : Strategy(botAI) {}
NextAction** TankFaceStrategy::getDefaultActions()
{
return NextAction::array(0, new NextAction("tank face", ACTION_MOVE), nullptr);
}
void TankFaceStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
}
NextAction** CombatFormationStrategy::getDefaultActions()
{
return NextAction::array(0, new NextAction("combat formation move", ACTION_NORMAL), nullptr);
}