Druid Overhaul (#2392)

<img width="1274" height="952" alt="druids"
src="https://github.com/user-attachments/assets/7390d7e5-ed99-4eb3-8802-8c2f457d7c86"
/>


Hello playerbots community!! After my pvp gear update, I was itching to
get back to class strategies. I was testing raids, and noticed that
druids... Well, they kinda sucked.

They had glaring issues, would randomly die from bugs, and overall felt
bad. Looking at issues discussed on github/discord, I decided to start
working on a druid update. I started with the boomkin, and made a
boomkin PR, but there were some technical issues with the storing of the
eclipse mapping not clearing, and it was not good...

I closed that PR, and went back to the drawing board, with one goal in
mind: Make the druid class function as best as possible WHILST keeping
the code consistent with what already exists. There is a TON of _yoink
and twist_ (copy and paste with or without slight edits), and anything
that is custom/new is discussed in the section below. I am very proud
and excited to release this though - after 45 days of coding and
testing, the druid finally feels good to have in the group.

Disclaimer - this PR aims to address bugs, utility, and overall
performance of Druids. It will not magically make them top DPS. I have
done hours of testing, and druids can occasionally top the charts - but
inconsistently. Boomkins are inconsistent due to Eclipse (until later
gear phases), and Feral Cats are incredibly dependent on positioning,
timing, combo points, energy, clearcasting procs... The stars have to
align for things to go right for the Cat (It doesn't help that all
movement, targeting, and actions are ran through the same engine, so
cats really suffer in boss fights with scripted movement) But the
changes I have made help those situations occur a fair bit more
frequently. Let's dive in!

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## Pull Request Description
<!-- Describe what this change does and why it is needed -->

A druid overhaul across all four specs — new Cat stealth and CC systems,
Eclipse tracking and rotation fixes for Balance, a Bear threat rotation
rework, a Resto healing priority overhaul, and a restructured CC and AoE
strategy architecture.

---

## Talent & Glyph Config

- **Balance:** Moved points out of Improved Moonfire and into Nature's
Reach for threat reduction and extended cast range.
- **Bear:** Moved points out of King of the Jungle (15% enrage damage)
and into Feral Instinct for increased Swipe damage and AoE threat.
- **Cat:** Swapped the Glyph of Typhoon (useless for feral) for Glyph of
Dash, which benefits the cat a ton in prowl.
- **Resto:** Swapped Glyph of Rejuvenation for Glyph of Nourish (better
HPS for difficult content), and Glyph of Typhoon (useless for resto) for
Glyph of Dash. Moved one point from Nature's Bounty to Empowered Touch.

---

## Balance

- **New skill - Typhoon:** Added Typhoon, triggered by "enemy within
melee," using cone targeting logic ported from Cone of Cold. Typhoon is
from the "balance pvp" spec only, and is housed in the shared AoE
strategy.

- **New skill - Cyclone:** Added Cyclone targeting the RTI CC-marked
target (default moon). Incapacitates for 6 seconds with full damage
immunity — cannot be broken by AoE. Priority 24.0f > Hibernate (23.0f) >
Entangling Roots (22.0f). *(See CC Implementation in the code notes
below.)*

- **Bug fix - Eclipse cooldown tracking:** Eclipse procs referenced a
cooldown not registered in the database, so boomkins immediately
reverted to the wrong filler after an Eclipse buff fell off. Fixed with
manual timestamp tracking. *(See Eclipse Cooldown Tracking in the code
notes below.)*

- **Bug fix — Starfall no longer pulls out-of-combat hostile enemies:**
Previously fired on cooldown regardless of surroundings — its 36-yard
radius (the largest AoE in the game) could silently pull entire
unengaged packs. Now suppressed if any non-combat hostile NPC is within
40 yards. *(See Starfall Pull Safety in the code notes below.)*

- **Filler changed to Starfire:** Starfire is now the filler (priority
5.4) over Wrath (5.3). Starfire has a 100% spellpower coefficient vs.
Wrath's 12%, is more mana-efficient per point of damage, and has a 100%
eclipse proc chance on crit vs. Wrath's 40%. In practice this
significantly reduced mana consumption, especially before level 40 when
Moonkin Form's mana-on-crit passive isn't available.

- **Moonfire / Insect Swarm on Attacker rework:** Previously tied to the
light AoE trigger (2+ enemies, 13.0f), causing low-level boomkins to
multi-dot instead of casting fillers — mana-inefficient at low levels
where targets rarely live long enough to tick the full DoT. Re-added as
dedicated on-attacker triggers at lower priority than the fillers, so
they fire only as a movement fallback. The triggers have been changed to
override the TTL check (time to life), similar to the warlocks DoTs.

- **Hurricane channel check rework:** Previously cancelled based on
distance from the bot — enemies could leave the AoE but remain within 30
yards, keeping the channel alive. Now reads the Hurricane
DynamicObject's actual radius and counts only attackers physically
inside it. *(See Hurricane Channel Cancel in the code notes below.)*

---

## Cat

- **Prowl (Stealth):** Implemented using the same logic as the existing
Rogue stealth system. The bot enters Prowl when out of combat and a
target is within range. Engagement distances are:
  - 30 yards baseline
  - −10 yards if the target already has a victim (engaged in combat)
  - −10 more yards if the target is also moving (minimum 10 yards)
  - +15 yards in Battlegrounds or Arenas
- Enemy player targets take priority over grind/DPS targets when
evaluating distance.

- **Prowl openers:** The bot approaches the target in Prowl and opens
based on approach angle and level:
- **From behind:** Ravage (learned at level 32). Before Ravage is
learned, Shred is used as the opener.
- **From the front:** Pounce (stun + bleed, learned at level 36). Before
Pounce is learned, Claw is used as the opener.

- **New skill - Maim:** Added Maim as a 5 second stun-finisher at 5
combo points, but only against player targets. It will only fire when
Rip and Savage Roar are already active.

- **Innervate on healer:** Cats now cast Innervate when a healer drops
below the low mana threshold (`AiPlayerbot.LowMana`, default 15%). *(See
Healer Low Mana Framework in the code notes below for the shared
value/trigger infrastructure backing this.)*

- **Predator's Swiftness with CC spells:** Added a twotrigger pairing
Predator's Swiftness (the instant-cast proc from finishing moves) with
the existing CC triggers (Cyclone, Hibernate, Entangling Roots). Feral
cats can now instant-cast CC the RTI CC-marked target (default moon)
after a finisher using the Predator's Swiftness proc.

- **Predator's Swiftness with Rebirth:** Added a twotrigger pairing
Predator's Swiftness with the combat resurrection trigger. Cats can now
use a Predator's Swiftness proc to instantly cast Rebirth on a dead
party member.

- **Bug fix - Autoattack no longer breaks prowl:**
`MeleeAction::isUseful()` now returns false while the bot has the Prowl
aura, preventing autoattack from breaking stealth before an opener spell
fires. The code comment notes this pattern should be reused for a future
Rogue autoattack in stealth fix.

- **Bug fix - Non-prowl skills no longer break prowl:** `isUseful()`
overrides were added to Feral Charge (Cat), Mangle (Cat), Swipe (Cat),
Rake to return false while Prowl is active, preventing accidental prowl
breaks before the opener fires.

- **Bug fix - Clearcasting proc with energy spells:** Added dedicated
`ClearcastingTrigger` / action pairings to ensure Clearcasting procs are
consumed immediately. On single target, Shred is used; on AoE, Swipe
(Cat) is used. This prevents the cat from using it's valuable
clearcasting proc on a low energy spell (rake, feral charge - cat,
cower, etc). This also fixes a bug where Clearcasting would sometimes
linger for 4+ seconds without being used, as energy-based spells do not
recognize the free cast and would not fire until their energy condition
was met.

- **Tiger's Fury rework:** TF previously fired on cooldown as a default
action, meaning the bot would use it at full or near-full energy and
gain no benefit from the energy it generates. The trigger now requires
energy to be below 30 before firing, ensuring the bot recovers the full
60 energy granted by the King of the Jungle talent.

- **Faerie Fire (Feral) rework for cat:** With Omen of Clarity, spams on
cooldown to fish for Clearcasting procs. Without it, applies as a normal
debuff and does not reapply while active. *(See Faerie Fire (Feral)
Trigger in the code notes below.)*

- **Feral Charge toggleable strategy:** Feral Charge (Cat) is now housed
in a dedicated `feral charge` strategy, enabled by default for Cat
druids. It can be disabled with `co -feral charge` and re-enabled with
`co +feral charge`. Disabling this strategy can be useful for encounters
where charging in would be unfavorable.

- **Rake on Melee Attackers removed:** The Rake on Melee Attackers
action was removed from the Cat AoE strategy. Applying Rake to multiple
attackers and spreading out combo points produced far lower AoE DPS than
simply continuing the single-target rotation.

- **Antiquated Omen of Clarity framework removed:**
`OmenOfClarityTrigger` and `CastOmenOfClarityAction` were not functional
and have been removed. The `ClearcastingTrigger` appropriately tracks
Omen of Clarity procs. I believe this was from TBC when Omen of Clarity
was a spell.

---

## Bear

- **Berserk tracking for Mangle:** A `berserk active` trigger fires
Mangle (Bear) at priority 25.0f while Berserk is up. Previously, Mangle
sat at 5.5f in the default actions while Swipe (Bear) sat at 25.0f on
the light AoE trigger — meaning in any 2+ enemy encounter, Swipe would
always win regardless of Berserk. Now Mangle (25.0f) sits above the AoE
triggers (24.5f), so it takes priority during Berserk. It's pretty cool
to see a Bear's dps on pull!

- **Faerie Fire (Feral) rework:** Previously applied once and stopped.
Now spams on cooldown for continuous threat generation (~3.5k threat per
cast at level 80), and serves as a ranged soft-taunt fallback on the
`lose aggro` trigger when Growl is on cooldown. *(See Faerie Fire
(Feral) Trigger in the code notes below.)*

- **Lacerate rework:** Previously, lacerate was a low priority default
action and bears had no duration awareness. They would occasionally let
5 stacks of Lacerate fall off, resulting in pretty significant threat
loss. Now, `LacerateTrigger` fires when the target has no Lacerate
debuff, the stack count is below 5, or the remaining duration is ≤ 6
seconds.

- **Demoralizing Roar on single target:** Previously, Demoralizing Roar
only fired on the medium AoE trigger (3+ enemies, skipped on bosses). A
dedicated trigger now applies it in any encounter, provided Vindication,
Demoralizing Shout, or Curse of Weakness are not already present, as
they don't stack with Demoralizing Roar.

- **Bug fix - Rebirth on bears:** Bears no longer attempt to cast
Rebirth in combat. The generic combat resurrection trigger was firing
for all druid specs, causing bears to shift out of Dire Bear Form
mid-fight to cast Rebirth — dropping their armor and HP while still
holding aggro. Lots of sudden tank deaths...

- **Feral Charge toggleable strategy:** Feral Charge (Bear) is now
housed in a dedicated `feral charge` strategy, enabled by default for
Bear druids. It can be disabled with `co -feral charge` and re-enabled
with `co +feral charge`. Disabling this strategy can be useful for
encounters where charging in would be unfavorable.

---

## Resto

- **Blanketing strategy:** Added a `blanketing` strategy (enabled by
default, `co -blanketing` to disable) that pre-HoTs group members with
Wild Growth and Rejuvenation regardless of current health, prioritizing
tanks → melee → ranged to maximize Revitalize uptime. *(See Blanketing
Strategy in the code notes below.)*

- **Nature's Swiftness → instant Healing Touch combo:** Nature's
Swiftness was previously included in the boost strategy, where it would
fire proactively on cooldown regardless of context. This wasted the proc
on situations where it provided no benefit. It is now exclusively
reactive — triggered at high priority (56.0f) when a party member hits
critical health. A paired `nature's swiftness active` trigger then
immediately fires Healing Touch (55.0f) on the lowest-health party
member, consuming the proc as an instant-cast emergency heal.

- **Lifebloom priority lowered (29.0f → 13.0f):** Lifebloom on the main
tank is cast on Omen of Clarity procs. At 29.0f it previously
outprioritised all low health reactive healing (21.4f), meaning a
Clearcasting proc while a party member was at 25–44% HP would cause the
bot to cast Lifebloom on the tank instead of Swiftmend or Nourish on the
injured target. Lowered to 13.0f so it fires only when no reactive
healing is queued.

- **Healing spell priority order reworked:** All three reactive
categories (critical, low, medium) now follow the same sequence:
Swiftmend → Wild Growth → Nourish → Regrowth → Healing Touch.

- **Tranquility toggleable strategy:** Tranquility is now housed in a
dedicated `tranquility` strategy, enabled by default for Resto druids.
It can be disabled with `co -tranquility`. In raids, Tranquility only
heals the druid's own group — not the full raid — making it
situationally poor during raid-wide damage or heavy movement phases.
Disabling this strategy lets players suppress the cast on those
encounters without affecting the rest of the healing rotation.

---

## CC & Strategy

- **Boost strategy:** The boost strategy is assigned to all druid specs
by default. It is spec-gated internally — Balance druids use it for
Force of Nature (treants on cooldown), and Feral druids (both cat and
bear) use it for Berserk.

- **CC strategy enabled by default:** The CC strategy was previously not
assigned to druids by default. It is now enabled for Balance and Feral
Cat, with behavior gated by spec:
- Balance receives the full RTI CC trigger set (Cyclone, Hibernate,
Entangling Roots).
- Feral cats only receive RTI CC triggers when Predator's Swiftness is
active (see above).

- **AoE strategy reorganized:** All AoE spells — Hurricane, Starfall,
Typhoon, Swipe (Cat), and DoTs on attackers (Moonfire, Insect Swarm) —
are now handled by the shared AoE strategy, consistent with how the rest
of the playerbot project structures AoE logic. This does not affect Bear
druids.

- **Aquatic Form while submerged:** The non-combat strategy now shifts
into Aquatic Form when the bot is fully submerged out of combat
(`LIQUID_MAP_UNDER_WATER`). If the bot is in another shapeshift (Bear,
Cat, Moonkin, Tree), it first shifts to caster form as a prerequisite
before entering Aquatic Form. The trigger intentionally does not fire at
the water surface (`LIQUID_MAP_IN_WATER`), or use the "swimming"
trigger, because it caused the druid to loop caster form and aquatic
form endlessly while surfaced.

---

## Code Consolidation & Refactoring

- The Bear, Cat, Heal, and Caster strategy files have been renamed to
Bear, Cat, Balance, and Resto respectively, to match the naming
conventions used elsewhere in the project.
- The Melee and Offheal strategy files have been deleted. The offheal
healing logic is preserved in full — it now lives as an optional
strategy (`CatOffhealStrategy`) inside `CatDruidStrategy`, sharing the
same action node factories as the base cat strategy rather than
duplicating them.
- All action relevance values across the druid strategies have been
converted from named constants (e.g. `ACTION_NORMAL`, `ACTION_HIGH + 4`)
to explicit numerical floats (e.g. `10.0f`, `24.0f`). This makes
priority ordering immediately visible in the source without needing to
cross-reference the constant definitions.

---

## New Code & Project References

### Eclipse Cooldown Tracking (`DruidActions.cpp`)

The previous implementation tracked the Eclipse cooldown using
`EclipseSolarCooldownTrigger` and `EclipseLunarCooldownTrigger`, both of
which extended `SpellCooldownTrigger` and called
`bot->HasSpellCooldown(48517/48518)`. `SpellCooldownTrigger` is the
standard project pattern for this — it works correctly for spells whose
cooldowns are registered in the database. However, Eclipse (Solar) and
Eclipse (Lunar) both have **Cooldown: n/a** in the DB.
`HasSpellCooldown` always returned false, so boomkins never respected
the cooldown and would revert to the wrong filler immediately after an
Eclipse buff fell off.

Since the cooldown can't be read from the DB, the fix tracks it
manually. When `CastWrathAction::isUseful()` or
`CastStarfireAction::isUseful()` detects that the corresponding Eclipse
aura has become active, it records the current timestamp and suppresses
the opposing filler for 30 seconds — the actual in-game cooldown
duration.

The timestamps are stored using `ManualSetValue<time_t>`, the same
pattern as `LastSpellCastTimeValue`
(`src/Ai/Base/Value/LastSpellCastTimeValue.h`), which is already used
throughout the project to record when spells were last cast. Two new
value classes — `EclipseSolarProcTimeValue` and
`EclipseLunarProcTimeValue` — are registered in a new
`DruidValueContextInternal` factory inside `DruidAiObjectContext.cpp`,
following the same factory pattern as `DruidTriggerFactoryInternal` and
`DruidAiObjectContextInternal` in the same file. Because these values
live in the per-bot `AiObjectContext`, they are automatically destroyed
when the bot logs out — no manual cleanup needed, and no shared state
between bots.

---

### Healer Low Mana Framework (`PartyMemberToHeal.h/.cpp`,
`HealthTriggers.h/.cpp`, `ValueContext.h`, `TriggerContext.h`)

`HealerLowMana` and `HealerLowManaTrigger` are added to the shared base
framework rather than the druid-specific code. Currently used by the Cat
Innervate trigger; designed so Mana Tide Totem, Hymn of Hope, and
similar spells from other classes can hook into the same trigger without
duplicating the group-scanning logic.

The pair follows the same pattern as the existing `PartyMemberToHeal` /
`PartyMemberLowHealthTrigger` — the project's standard design for "scan
the group for the most in-need member, then trigger when that member
crosses a threshold."

**Value** (`HealerLowMana : PartyMemberValue`): `Calculate()` walks the
group reference list, skips non-healers via the existing `IsHeal()`
check, and uses `MinValueCalculator` to return the lowest-mana healer as
a `Unit*`. Registered in `ValueContext.h` under the key `"healer low
mana"`.

**Trigger** (`HealerLowManaTrigger : Trigger`): `GetTargetName()`
returns `"healer low mana"`, which the base `Trigger::GetTarget()`
resolves against the value context — exactly how
`PartyMemberLowHealthTrigger::GetTargetName()` returns `"party member to
heal"`. `IsActive()` calls `GetTarget()` and checks
`GetPowerPct(POWER_MANA) < sPlayerbotAIConfig.lowMana`.

The trigger doesn't extend `HealthInRangeTrigger` because that class is
specifically for health (it reads the `"health"` value). Mana requires a
direct `GetPowerPct(POWER_MANA)` call, so a plain `Trigger` with a
custom `IsActive()` is used instead.

Both are registered in the global `ValueContext.h` and
`TriggerContext.h` rather than a class-specific factory, consistent with
how all other `PartyMemberValue` subclasses are registered in the
project.

---

### Blanketing Strategy (`RestoDruidStrategy.h/.cpp`,
`DruidActions.h/.cpp`, `DruidAiObjectContext.cpp`)

**Strategy structure:** `DruidBlanketStrategy` is a standalone
`Strategy` overlay, not embedded inside `RestoDruidStrategy`. This is
the same pattern as `DruidTranquilityStrategy`, `DruidBoostStrategy`,
and `DruidCcStrategy` — additive overlays that layer behavior on top of
the base strategy and can be toggled independently via `co
+/-blanketing`.

**Triggers:** Both `"wild growth blanket"` and `"rejuvenation blanket"`
are instantiated as `BuffOnPartyTrigger(ai, spellName)` — the project's
existing class from `GenericTriggers.h` for party-wide buff maintenance,
used throughout the codebase for things like Blessings and Mark of the
Wild. `BuffOnPartyTrigger` extends `BuffTrigger` and fires when any
party member is missing the named aura. No custom trigger class was
needed.

**Actions:** Both actions inherit from a shared `CastBlanketHotAction`
base that itself extends `CastSpellAction`. Inheriting from
`CastSpellAction` means `isPossible()` is handled for free — spell
known, off cooldown, target reachable, resources available. The
constructor sets `range = botAI->GetRange("heal")` to use the standard
healing range.

**`GetBlanketTarget(auraName)`:** The custom part of the implementation.
Walks the group in three prioritized passes — tanks first, then melee
non-tanks, then ranged — returning the first eligible member found.
Eligible is defined as: alive, not a GM, within `spellDistance`, and
`!botAI->HasAura(auraName, member, false, true)` (not already carrying
the HoT). Returns nullptr if every member is already covered.

**`isUseful()`:** On both actions simply returns `GetTarget() !=
nullptr` — fires as long as `GetBlanketTarget` finds someone without the
HoT, and suppresses itself the moment all targets are covered.

---

### CC Implementation — Cyclone, Hibernate, Entangling Roots
(`DruidTriggers.h/.cpp`, `DruidActions.h/.cpp`,
`GenericDruidStrategy.cpp`)

The druid CC spells use the project's strict RTI-only pattern rather
than the fallback "best candidate" pattern used by other classes (e.g.,
Mage Polymorph).

**`"rti cc target"` value:** A direct raid icon lookup. Reads the `"rti
cc"` string value (default `"moon"`, configurable per-bot via `rti cc
<icon>`), converts it to a raid icon index, and returns the live `Unit*`
for that GUID. If no CC icon is set, it returns `nullptr`. There is no
fallback to a best-candidate scan.

**Triggers** (`CycloneTrigger`, `HibernateTrigger`,
`EntanglingRootsTrigger`): All three extend `HasCcTargetTrigger` and
override `IsActive()`. The first check is always `"rti cc target"` — if
it returns `nullptr`, the trigger is immediately silent. If an icon is
set, it checks `"cc target"` (with the spell name as a qualifier) to
verify the RTI target matches and delegates to
`HasCcTargetTrigger::IsActive()`, which handles the "don't re-cast while
already CC'd" check.

**Actions** (`CastCycloneCcAction`, `CastHibernateCcAction`,
`CastEntanglingRootsCcAction`): All three extend
`CastCrowdControlSpellAction` rather than plain `CastSpellAction`. The
action names are `"cyclone on cc"`, `"hibernate on cc"`, `"entangling
roots on cc"` — not the raw spell names. This matters because
`CastSpellAction` stores its constructor argument as both the action
name and the spell name, and `isPossible()` calls `CanCastSpell(spell,
target)` using that string. Passing `"cyclone on cc"` to
`CastSpellAction` would resolve to spell ID 0 and silently return false
forever. `CastCrowdControlSpellAction` keeps the spell name separate
from the action name, avoiding this. `GetTargetValue()` on all three
returns `context->GetValue<Unit*>("rti cc target")` directly.

**Form prerequisite:** The action nodes for `"cyclone on cc"` and
`"hibernate on cc"` have `NextAction("caster form")` as a prerequisite,
so the bot automatically shifts out of Bear, Cat, or Moonkin form before
casting. Entangling Roots has the same prerequisite.

**Priority order:** Cyclone (24.0f) > Hibernate (23.0f) > Entangling
Roots (22.0f). Cyclone is preferred because it works on any target type
and the target is immune to all damage and healing while cycloned — it
cannot be broken by AoE. Hibernate is beast/dragonkin only. Entangling
Roots can be broken by damage.

**Feral Cat CC:** Wired through `TwoTrigger` pairings with `"predator's
swiftness"` (see Cat section above). Because the Predator's Swiftness
proc makes the spell instant-cast, no form shift is needed — the cat
casts directly from Cat Form after a finisher.

---

### Ferocious Bite Execute (`DruidTriggers.h`, `DruidCatActions.h`,
`CatDruidStrategy.cpp`)

Two separate triggers fire the same `CastFerociousBiteAction`, which is
a plain `CastMeleeSpellAction` with no custom logic — all the
intelligence lives in the triggers.

**`FerociousBiteTimeTrigger`** ("ferocious bite time", 22.5f) — the
normal rotation path. Requires 5 combo points, Savage Roar active with
>10 seconds remaining, and Rip active on the target with >10 seconds
remaining. The duration checks prevent spending combo points on
Ferocious Bite when either buff is about to fall off and needs to be
refreshed first.

**`FerociousBiteExecuteTrigger`** ("ferocious bite execute", 24.0f) —
the execute window, higher priority than the time trigger. Requires only
1 combo point, and fires when the target is below **both** 25% HP and
20,000 absolute HP. The dual condition is the key design detail: the 25%
threshold alone would trigger on a raid boss at 25% health — which could
still be millions of HP remaining. The 20,000 HP cap ensures the execute
behavior only activates when the target is genuinely close to death, at
which point dumping even a partial combo point buildup into Ferocious
Bite is better than continuing a normal builder-spender cycle.

---

### Faerie Fire (Feral) Trigger (`DruidTriggers.h`)

A single `FaerieFireFeralTrigger` class handles both Bear and Cat with
spec-branched behavior inside `IsActive()`. It extends `DebuffTrigger` —
the project's standard class for debuff maintenance on the current
target — but overrides `IsActive()` to produce three distinct behaviors
depending on form and talent state:

**Bear:** Bypasses `DebuffTrigger::IsActive()` entirely. Returns true
whenever the target is alive and in world, regardless of whether the
debuff is already present. Every cast generates immediate threat and
damage, so there is no reason to wait for it to fall off before
recasting.

**Cat with Omen of Clarity (talent aura 16864):** Same bypass — spams on
cooldown to fish for Clearcasting procs. Faerie Fire (Feral) has no
energy cost, making it a free input that can proc Omen of Clarity on any
hit.

**Cat without Omen of Clarity:** Falls through to
`DebuffTrigger::IsActive()` — the standard base class behavior, which
checks: target alive and in world, debuff not already present
(`!botAI->HasAura("faerie fire (feral)", target)`), and estimated
remaining lifetime of the target is at least `needLifeTime` seconds
(default 8.0f — no point applying a 30-second debuff to something about
to die). Applied as a normal debuff; does not reapply while active.

Both spam paths additionally guard against Prowl — `IsActive()` returns
false while the bot has the Prowl aura to prevent casting from breaking
stealth.

**Strategy wiring:**
- Bear: standard rotation slot at 17.0f, plus wired into the `"lose
aggro"` trigger at 25.5f as a soft-taunt fallback when Growl is on
cooldown.
- Cat: low-priority filler at 5.0f.

---

### Starfall Pull Safety (`DruidActions.cpp`)

Starfall's 36-yard AoE radius is the largest in the game. A single cast
near an unengaged patrol or mob pack would silently pull everything in
that area. The previous implementation fired on cooldown with no
awareness of the surrounding area.

`CastStarfallAction::isUseful()` now applies two guards before allowing
the cast:

**CC safety check** (standard project pattern): reads `"current cc
target"` and `"aoe position"`; suppresses the cast if the CC'd target is
within `aoeRadius` of the bot's AoE position.

**Unengaged hostile NPC scan (custom)**: reads `"nearest hostile npcs"`
(`NearestHostileNpcsValue`), which uses the project's standard
`Acore::AnyUnitInObjectRangeCheck` + `Cell::VisitObjects` grid searcher
at `sightDistance` (~50 yards). The value pre-filters via
`AcceptUnit()`: non-players only, and `unit->IsHostileTo(bot)` must be
true — this excludes neutral-faction trigger creatures, dummies, and
invisible spawns that would otherwise appear in a raw range scan. The
loop then applies four additional filters:

- Skip null / dead / out-of-world units (standard guard).
- Skip the current target — it is the reason we're in combat; its
in-combat flag is already covered.
- Skip `!bot->IsValidAttackTarget(unit)` — safety net for
hostile-faction trigger creatures carrying `UNIT_FLAG_NON_ATTACKABLE`
that `IsHostileTo` alone doesn't filter.
- Skip units beyond 40 yards — Starfall's listed radius is 36; 40 adds a
small buffer for patrols about to enter range.

If any remaining unit is `!unit->IsInCombat()`, the cast is suppressed —
that mob is unengaged and would be pulled.

**Why `"nearest hostile npcs"` and not `"attackers"`:** `attackers` only
contains units currently targeting the bot. We need to scan all hostile
units in the area, not just those already aggro'd.

---

### Hurricane Channel Cancel (`DruidTriggers.h/.cpp`,
`GenericDruidStrategy.cpp`)

The previous cancel condition checked whether fewer than 3 enemies were
within 30 yards of the bot. This is a poor proxy — enemies could scatter
laterally but still sit within that radius, keeping the channel alive
while none of them were taking damage.

The replacement is `HurricaneChannelCheckTrigger`, which locates the
actual Hurricane `DynamicObject` on the field and measures from it
directly.

**`IsActive()` logic:**

1. Checks `bot->GetCurrentSpell(CURRENT_CHANNELED_SPELL)` — if the bot
isn't channeling at all, returns false immediately. If it is channeling
but the spell isn't a Hurricane rank, also returns false. This check is
necessary because `CURRENT_CHANNELED_SPELL` is a slot, not a specific
spell — the same cancel action is reused for other channeled spells in
the codebase, so the trigger must verify it's specifically Hurricane
before acting.

2. Iterates through `HURRICANE_SPELL_IDS` (all five ranks: 16914, 17401,
17402, 27012, 48467) calling `bot->GetDynObject(spellId)` until a
non-null result is found. Hurricane places a `DynamicObject` on the
field that the server uses as the actual AoE cylinder — each damage tick
queries which units are inside it. The DynamicObject is keyed by spell
ID, so the trigger must try each rank to find whichever one the bot
currently has learned and placed.

3. Reads `dynObj->GetRadius()` — the actual radius stored on the
DynamicObject itself rather than a hardcoded constant. This matches
exactly what the server uses to calculate damage, so the trigger's
cancel condition is spatially identical to the server's hit detection.

4. Walks the `"attackers"` GuidVector and counts how many live attackers
are within `dynObj->GetRadius()` of the DynamicObject's position using
`unit->GetDistance(dynObj->GetPosition()) <= radius`.

5. Returns `count < minEnemies` (default 3). The trigger fires —
cancelling the channel — when fewer than 3 attackers are physically
inside the Hurricane AoE.

**Why `"attackers"` and not a full area scan:** Hurricane only deals
damage to units that are attacking the bot (or in its threat list).
Scanning all nearby hostile units would cause premature cancellation if
non-aggro'd enemies happened to be standing outside the AoE. Attackers
is the right scope.

**Strategy wiring:** The trigger is paired with `NextAction("cancel
channel", 22.0f)` in the AoE strategy for both Balance and Resto druids.
The cancel priority (22.0f) sits below the Hurricane cast priority
(23.0f), so if the medium AoE trigger re-activates on the same tick the
cancel fires — meaning enemies came back into range — the new cast wins
over the cancel.

---

## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.

Most new triggers are simple aura or cooldown checks. The heavier ones
are the group scans (for the blanketing HoTs and the healer mana check),
but these are identical in cost to group scans already running
throughout the project (all of the party member health checks). The
Starfall safety check is the only genuinely new scan — it looks for
nearby hostile NPCs before allowing a cast, using the same grid search
the project already uses elsewhere. That being said, it's loaded on the
end of the trigger/action pairing - so in the StarfallNoCDTrigger, the
bot has to already have learned starfall, already be in combat, and have
Starfall off of cooldown and ready to use. The Hurricane cancel check
only runs while the bot is actively channeling, so it's tightly gated.

- Describe the **processing cost** when this logic executes across many
bots.

Negligible for almost everything in this PR. The vast majority of new
logic is aura/buff/debuff lookups and cooldown checks that cost nothing
at scale. The group scans for blanketing and healer mana follow the same
pattern as existing party scans that already run on every healer bot
every tick. No new unbounded operations, no shared state between bots.

## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->

All druids perform a bit better now - I'd say test the branch out with
the druids y'all currently use. JUST REMEMBER TO DO reset botAI or
talents spec "x" again, since there have been some strategies changed!!
The big one being the blanketing strategy for resto druids. They heal so
much better now. Also being able to control when they pre-hot is really
great.

## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)

Tested before an after with the same performance logs. I tested it with
a 25 man group of only druids versus my normal 25 man group on several
raid bosses - no difference in pmon.

- Does this change modify default bot behavior?
    - - [ ] No
    - - [x] Yes (**explain why**)

Druid bots currently have several bugs/issues with them. This doesn't
exactly change the skills they were already using - just refines the
scenarios in which they should be used. For example, a boomkin won't use
starfall when there is a pack within range but not aggro'd. You can turn
off feral charge for cat druids now, so they don't fly into a bosses aoe
(locust swarm on anub, overload on iron council). Bear druids don't
battle rez anymore. They just feel less clunky and heal/hold aggro
better.

- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)

There are only 2 changes to files outside of the druid strategy, which
is the healer low mana framework and the modification to autoattack not
being used while in prowl.

## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [ ] No
- - [x] Yes (**explain below**)
<!--

If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->

AI was used heavily in the process to make this PR. First in the
research necessary into how systems work, to the initial code
implementation, to the testing results (explaining the outcome/why it
sucks), to the fix, and then to the review of the code at the end. I
will say that after I started researching how to use AI, use .md files
for context, clearing sessions, I got a lot better results.

I'll be the first to admit that it is 10 times easier to introduce a bug
with AI than it is to solve one or implement something new. That is why
every time it proposed a change, I asked it if the code was consistent
with the project (Already present somewhere else) and if it wasn't, it
was heavily scrutinized.

It was written with Claude Code with Sonnet 4.6 (high), and peer
reviewed by Github copilot. AI also made the description part of the PR,
in which I modified myself.

<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

**Wiki commands**

@Dreathean 

While this PR does add strategies, they are all enabled by default:

co +feral charge (feral druids, both cat and bear) - enabled by default,
allows/prevents the use of feral charge
co +tranquility (resto druids) - enabled by default, allows/prevents the
use of tranquility
co +blanketing (resto druids) - enabled by default, allows the druid to
pre-hot with wild growth and rejuvenation

But it would be worth a mention on the wiki - there are scenarios where
having these strategies disabled would be beneficial.

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->

@kadeshar 
@Celandriel 
@brighton-chi 

Thank you for taking the time to look this over. There is a lot of
copied code, a bit of new code (which is explained in the code
explanation part of it, but please still ask questions), and a lot of
refactoring. Please remember to reset the bot strategies before/after
you test this branch, due to the several changes (blanketing, feral
charge strategies). Reset with reset botAI or "talents spec balance pve"
for any testers out there that didn't know. If/When this PR goes to the
master branch, it will need to be noted to the people this same thing
about resetting strategies.
This commit is contained in:
ThePenguinMan96 2026-05-23 11:42:08 -07:00 committed by GitHub
parent 6294199343
commit 8ca6e42f10
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
44 changed files with 1740 additions and 1267 deletions

View File

@ -1786,18 +1786,18 @@ AiPlayerbot.PremadeSpecLink.9.5.80 = -2032003311302-05230015220331351005031051
AiPlayerbot.PremadeSpecName.11.0 = balance pve
AiPlayerbot.PremadeSpecGlyph.11.0 = 40916,43331,40921,43335,44922,40919
AiPlayerbot.PremadeSpecLink.11.0.60 = 5022203105331003213005301231
AiPlayerbot.PremadeSpecLink.11.0.80 = 5032203105331303213305301231--205003012
AiPlayerbot.PremadeSpecLink.11.0.60 = 5032003125031003213304301231
AiPlayerbot.PremadeSpecLink.11.0.80 = 5032003125331303213305301231--205003012
AiPlayerbot.PremadeSpecName.11.1 = bear pve
AiPlayerbot.PremadeSpecGlyph.11.1 = 40897,43331,46372,43335,43332,40899
AiPlayerbot.PremadeSpecLink.11.1.60 = -500232130322110353100301310501
AiPlayerbot.PremadeSpecLink.11.1.60 = -503232132322010303120300013501
AiPlayerbot.PremadeSpecLink.11.1.80 = -503232132322010353120303013511-20350001
AiPlayerbot.PremadeSpecName.11.2 = resto pve
AiPlayerbot.PremadeSpecGlyph.11.2 = 40913,43331,40906,43335,43674,45602
AiPlayerbot.PremadeSpecLink.11.2.60 = --230033312031500531050113051
AiPlayerbot.PremadeSpecLink.11.2.80 = 05320131003--230023312131500531050313051
AiPlayerbot.PremadeSpecGlyph.11.2 = 40906,43331,45602,43335,43674,45603
AiPlayerbot.PremadeSpecLink.11.2.60 = --230033312031502331050313031
AiPlayerbot.PremadeSpecLink.11.2.80 = 05320031--230033312031502431053313051
AiPlayerbot.PremadeSpecName.11.3 = cat pve
AiPlayerbot.PremadeSpecGlyph.11.3 = 40902,43331,40901,43335,43674,45604
AiPlayerbot.PremadeSpecGlyph.11.3 = 40902,43331,40901,43674,43335,45604
AiPlayerbot.PremadeSpecLink.11.3.60 = -552202032322010053100030310501
AiPlayerbot.PremadeSpecLink.11.3.80 = -553202032322010053120030310511-203503012
AiPlayerbot.PremadeSpecName.11.4 = balance pvp

View File

@ -50,7 +50,10 @@ bool MeleeAction::isUseful()
if (botAI->IsInVehicle() && !botAI->IsInVehicle(false, false, true))
return false;
return true;
// Do not start autoattack while prowled — let opener spells break stealth intentionally.
// Future rogue stealth implementation should use this instead:
// return !(botAI->HasAura("stealth", bot) || botAI->HasAura("prowl", bot));
return !botAI->HasAura("prowl", bot);
}
bool TogglePetSpellAutoCastAction::Execute(Event /*event*/)

View File

@ -34,6 +34,11 @@ bool MediumManaTrigger::IsActive()
AI_VALUE2(uint8, "mana", "self target") < sPlayerbotAIConfig.mediumMana;
}
bool LowEnergyTrigger::IsActive()
{
return AI_VALUE2(uint8, "energy", "self target") < threshold;
}
bool NoPetTrigger::IsActive()
{
return (bot->GetMinionGUID().IsEmpty()) && (!AI_VALUE(Unit*, "pet target")) && (!bot->GetGuardianPet()) &&

View File

@ -550,6 +550,17 @@ public:
bool IsActive() override;
};
class LowEnergyTrigger : public Trigger
{
public:
LowEnergyTrigger(PlayerbotAI* botAI, uint8 threshold = 30) : Trigger(botAI, "low energy"), threshold(threshold) {}
bool IsActive() override;
private:
uint8 threshold;
};
BEGIN_TRIGGER(PanicTrigger, Trigger) // cppcheck-suppress unknownMacro
std::string const getName() override { return "panic"; }
END_TRIGGER()

View File

@ -22,6 +22,15 @@ bool DeadTrigger::IsActive() { return AI_VALUE2(bool, "dead", GetTargetName());
bool AoeHealTrigger::IsActive() { return AI_VALUE2(uint8, "aoe heal", type) >= count; }
bool HealerLowManaTrigger::IsActive()
{
Unit* target = GetTarget();
if (!target)
return false;
return target->GetPowerPct(POWER_MANA) < sPlayerbotAIConfig.lowMana;
}
bool AoeInGroupTrigger::IsActive()
{
int32 member = botAI->GetNearGroupMemberCount();

View File

@ -143,6 +143,15 @@ public:
TargetCriticalHealthTrigger(PlayerbotAI* botAI) : TargetLowHealthTrigger(botAI, 20) {}
};
class HealerLowManaTrigger : public Trigger
{
public:
HealerLowManaTrigger(PlayerbotAI* botAI) : Trigger(botAI, "healer low mana") {}
std::string const GetTargetName() override { return "healer low mana"; }
bool IsActive() override;
};
class PartyMemberDeadTrigger : public Trigger
{
public:

View File

@ -18,3 +18,19 @@ bool NoRtiTrigger::IsActive()
Unit* target = AI_VALUE(Unit*, "rti target");
return target == nullptr;
}
// Fires when the RTI CC target should be crowd controlled by this spell.
// Standard path: the target is already in the attackers list and "cc target" matches the RTI
// mark — delegates to HasCcTargetTrigger to confirm no one else is already CCing it.
bool RtiCcTrigger::IsActive()
{
Unit* rtiCcTarget = AI_VALUE(Unit*, "rti cc target");
if (!rtiCcTarget)
return false;
Unit* ccTarget = AI_VALUE2(Unit*, "cc target", getName());
if (ccTarget && ccTarget == rtiCcTarget)
return HasCcTargetTrigger::IsActive();
return botAI->CanCastSpell(getName(), rtiCcTarget);
}

View File

@ -6,6 +6,7 @@
#ifndef _PLAYERBOT_RTITRIGGERS_H
#define _PLAYERBOT_RTITRIGGERS_H
#include "GenericTriggers.h"
#include "Trigger.h"
class PlayerbotAI;
@ -18,4 +19,12 @@ public:
bool IsActive() override;
};
class RtiCcTrigger : public HasCcTargetTrigger
{
public:
RtiCcTrigger(PlayerbotAI* botAI, std::string const name) : HasCcTargetTrigger(botAI, name) {}
bool IsActive() override;
};
#endif

View File

@ -51,6 +51,7 @@ public:
creators["low mana"] = &TriggerContext::LowMana;
creators["medium mana"] = &TriggerContext::MediumMana;
creators["low energy"] = &TriggerContext::LowEnergy;
creators["high mana"] = &TriggerContext::HighMana;
creators["almost full mana"] = &TriggerContext::AlmostFullMana;
creators["enough mana"] = &TriggerContext::EnoughMana;
@ -59,6 +60,7 @@ public:
creators["party member low health"] = &TriggerContext::PartyMemberLowHealth;
creators["party member medium health"] = &TriggerContext::PartyMemberMediumHealth;
creators["party member almost full health"] = &TriggerContext::PartyMemberAlmostFullHealth;
creators["healer low mana"] = &TriggerContext::HealerLowMana;
creators["generic boost"] = &TriggerContext::generic_boost;
creators["loss of control"] = &TriggerContext::loss_of_control;
@ -312,6 +314,7 @@ private:
static Trigger* TargetCriticalHealth(PlayerbotAI* botAI) { return new TargetCriticalHealthTrigger(botAI); }
static Trigger* LowMana(PlayerbotAI* botAI) { return new LowManaTrigger(botAI); }
static Trigger* MediumMana(PlayerbotAI* botAI) { return new MediumManaTrigger(botAI); }
static Trigger* LowEnergy(PlayerbotAI* botAI) { return new LowEnergyTrigger(botAI); }
static Trigger* HighMana(PlayerbotAI* botAI) { return new HighManaTrigger(botAI); }
static Trigger* AlmostFullMana(PlayerbotAI* botAI) { return new AlmostFullManaTrigger(botAI); }
static Trigger* EnoughMana(PlayerbotAI* botAI) { return new EnoughManaTrigger(botAI); }
@ -383,6 +386,7 @@ private:
{
return new PartyMemberCriticalHealthTrigger(botAI);
}
static Trigger* HealerLowMana(PlayerbotAI* botAI) { return new HealerLowManaTrigger(botAI); }
static Trigger* protect_party_member(PlayerbotAI* botAI) { return new ProtectPartyMemberTrigger(botAI); }
static Trigger* no_pet(PlayerbotAI* botAI) { return new NoPetTrigger(botAI); }
static Trigger* has_pet(PlayerbotAI* botAI) { return new HasPetTrigger(botAI); }

View File

@ -135,6 +135,32 @@ bool PartyMemberToHeal::Check(Unit* player)
bot->GetDistance2d(player) < sPlayerbotAIConfig.healDistance * 2 && bot->IsWithinLOSInMap(player);
}
Unit* HealerLowMana::Calculate()
{
Group* group = bot->GetGroup();
if (!group)
return nullptr;
MinValueCalculator calc(100);
for (GroupReference* gref = group->GetFirstMember(); gref; gref = gref->next())
{
Player* player = gref->GetSource();
if (!player || player == bot)
continue;
if (player->IsGameMaster() || !player->IsAlive())
continue;
if (!botAI->IsHeal(player))
continue;
float mana = player->GetPowerPct(POWER_MANA);
if (mana < calc.minValue)
calc.probe(mana, player);
}
return (Unit*)calc.param;
}
Unit* PartyMemberToProtect::Calculate()
{
return nullptr;

View File

@ -37,4 +37,13 @@ protected:
Unit* Calculate() override;
};
class HealerLowMana : public PartyMemberValue
{
public:
HealerLowMana(PlayerbotAI* botAI) : PartyMemberValue(botAI, "healer low mana") {}
protected:
Unit* Calculate() override;
};
#endif

View File

@ -132,6 +132,7 @@ public:
creators["attacker without aura"] = &ValueContext::attacker_without_aura;
creators["melee attacker without aura"] = &ValueContext::melee_attacker_without_aura;
creators["party member to heal"] = &ValueContext::party_member_to_heal;
creators["healer low mana"] = &ValueContext::healer_low_mana;
creators["party member to resurrect"] = &ValueContext::party_member_to_resurrect;
creators["current target"] = &ValueContext::current_target;
creators["self target"] = &ValueContext::self_target;
@ -451,6 +452,7 @@ private:
return new MeleeAttackerWithoutAuraTargetValue(botAI);
}
static UntypedValue* party_member_to_heal(PlayerbotAI* botAI) { return new PartyMemberToHeal(botAI); }
static UntypedValue* healer_low_mana(PlayerbotAI* botAI) { return new HealerLowMana(botAI); }
static UntypedValue* party_member_to_resurrect(PlayerbotAI* botAI) { return new PartyMemberToResurrect(botAI); }
static UntypedValue* party_member_to_dispel(PlayerbotAI* botAI) { return new PartyMemberToDispel(botAI); }
static UntypedValue* party_member_to_protect(PlayerbotAI* botAI) { return new PartyMemberToProtect(botAI); }

View File

@ -11,6 +11,9 @@
#include "AoeValues.h"
#include "TargetValue.h"
constexpr uint32 SPELL_ECLIPSE_SOLAR = 48517;
constexpr uint32 SPELL_ECLIPSE_LUNAR = 48518;
namespace
{
bool PrepareThornsTarget(PlayerbotAI* botAI, Unit* target)
@ -64,16 +67,89 @@ bool CastThornsOnMainTankAction::Execute(Event event)
return PrepareThornsTarget(botAI, GetTarget()) && BuffOnMainTankAction::Execute(event);
}
Value<Unit*>* CastEntanglingRootsCcAction::GetTargetValue()
bool CastWrathAction::isUseful()
{
return context->GetValue<Unit*>("cc target", "entangling roots");
time_t now = time(nullptr);
time_t solarTime = context->GetValue<time_t>("eclipse solar proc time")->Get();
time_t lunarTime = context->GetValue<time_t>("eclipse lunar proc time")->Get();
// --- Update Solar Eclipse tracking ---
// Wrath is selected during Solar Eclipse (eclipse trigger at 20.0f), so we reliably see it here.
if (bot->HasAura(SPELL_ECLIPSE_SOLAR) && !solarTime)
context->GetValue<time_t>("eclipse solar proc time")->Set(now);
// Lunar procced — Solar fishing window is over, new cycle begins
if (bot->HasAura(SPELL_ECLIPSE_LUNAR) && solarTime)
context->GetValue<time_t>("eclipse solar proc time")->Set(0);
// 30 s cooldown window expired
if (solarTime && (now - solarTime) >= 30)
context->GetValue<time_t>("eclipse solar proc time")->Set(0);
// --- Update Lunar Eclipse tracking (belt-and-suspenders in case Starfire isn't evaluated) ---
if (bot->HasAura(SPELL_ECLIPSE_LUNAR) && !lunarTime)
context->GetValue<time_t>("eclipse lunar proc time")->Set(now);
// Solar procced — Lunar fishing window is over
if (bot->HasAura(SPELL_ECLIPSE_SOLAR) && lunarTime)
context->GetValue<time_t>("eclipse lunar proc time")->Set(0);
if (lunarTime && (now - lunarTime) >= 30)
context->GetValue<time_t>("eclipse lunar proc time")->Set(0);
// Block Wrath while in Lunar Eclipse / post-Lunar fishing window
if (context->GetValue<time_t>("eclipse lunar proc time")->Get())
return false;
return CastSpellAction::isUseful();
}
bool CastEntanglingRootsCcAction::Execute(Event /*event*/) { return botAI->CastSpell("entangling roots", GetTarget()); }
bool CastStarfireAction::isUseful()
{
time_t now = time(nullptr);
time_t solarTime = context->GetValue<time_t>("eclipse solar proc time")->Get();
time_t lunarTime = context->GetValue<time_t>("eclipse lunar proc time")->Get();
Value<Unit*>* CastHibernateCcAction::GetTargetValue() { return context->GetValue<Unit*>("cc target", "hibernate"); }
// --- Update Lunar Eclipse tracking ---
// Starfire is selected during Lunar Eclipse (eclipse trigger at 20.0f), so we reliably see it here.
if (bot->HasAura(SPELL_ECLIPSE_LUNAR) && !lunarTime)
context->GetValue<time_t>("eclipse lunar proc time")->Set(now);
// Solar procced — Lunar fishing window is over, new cycle begins
if (bot->HasAura(SPELL_ECLIPSE_SOLAR) && lunarTime)
context->GetValue<time_t>("eclipse lunar proc time")->Set(0);
// 30 s cooldown window expired
if (lunarTime && (now - lunarTime) >= 30)
context->GetValue<time_t>("eclipse lunar proc time")->Set(0);
// --- Update Solar Eclipse tracking (belt-and-suspenders in case Wrath isn't evaluated) ---
if (bot->HasAura(SPELL_ECLIPSE_SOLAR) && !solarTime)
context->GetValue<time_t>("eclipse solar proc time")->Set(now);
// Lunar procced — Solar fishing window is over
if (bot->HasAura(SPELL_ECLIPSE_LUNAR) && solarTime)
context->GetValue<time_t>("eclipse solar proc time")->Set(0);
if (solarTime && (now - solarTime) >= 30)
context->GetValue<time_t>("eclipse solar proc time")->Set(0);
// Block Starfire while in Solar Eclipse / post-Solar fishing window
if (context->GetValue<time_t>("eclipse solar proc time")->Get())
return false;
return CastSpellAction::isUseful();
}
Value<Unit*>* CastEntanglingRootsCcAction::GetTargetValue()
{
return context->GetValue<Unit*>("rti cc target");
}
Value<Unit*>* CastHibernateCcAction::GetTargetValue() { return context->GetValue<Unit*>("rti cc target"); }
Value<Unit*>* CastCycloneCcAction::GetTargetValue() { return context->GetValue<Unit*>("rti cc target"); }
bool CastTyphoonAction::isUseful()
{
bool facingTarget = AI_VALUE2(bool, "facing", "current target");
bool targetClose = ServerFacade::instance().IsDistanceLessOrEqualThan(
AI_VALUE2(float, "distance", GetTargetName()), 15.f);
return facingTarget && targetClose;
}
bool CastHibernateCcAction::Execute(Event /*event*/) { return botAI->CastSpell("hibernate", GetTarget()); }
bool CastStarfallAction::isUseful()
{
if (!CastSpellAction::isUseful())
@ -89,12 +165,26 @@ bool CastStarfallAction::isUseful()
return false;
}
// Avoid single-target usage on initial pull
uint8 aoeCount = *context->GetValue<uint8>("aoe count");
if (aoeCount < 2)
// Suppress if any unengaged hostile unit is within 40 yards — Starfall's 36-yard radius would pull them.
Unit* currentTarget = AI_VALUE(Unit*, "current target");
GuidVector const& nearbyNpcs = AI_VALUE(GuidVector, "possible targets");
for (ObjectGuid const& guid : nearbyNpcs)
{
Unit* target = context->GetValue<Unit*>("current target")->Get();
if (!target || (!botAI->HasAura("moonfire", target) && !botAI->HasAura("insect swarm", target)))
Unit* unit = botAI->GetUnit(guid);
// Standard null/world-state guard before touching the unit.
if (!unit || !unit->IsAlive() || !unit->IsInWorld())
continue;
// Already our target — its in-combat flag covers it.
if (unit == currentTarget)
continue;
// Safety net for any hostile-faction trigger creature that carries NON_ATTACKABLE flags.
if (!bot->IsValidAttackTarget(unit))
continue;
// Outside Starfall's actual radius; no pull risk.
if (ServerFacade::instance().GetDistance2d(bot, unit) > 40.0f)
continue;
// Unengaged mob within range — casting would pull it.
if (!unit->IsInCombat())
return false;
}
@ -119,6 +209,24 @@ bool CastRebirthAction::isUseful()
AI_VALUE2(float, "distance", GetTargetName()) <= sPlayerbotAIConfig.spellDistance;
}
bool CastInnervateOnHealerAction::isPossible()
{
Unit* target = GetTarget();
if (!target || !target->IsInWorld())
return false;
if (botAI->HasAura("innervate", target))
return false;
uint32 spellId = AI_VALUE2(uint32, "spell id", "innervate");
return spellId && !bot->HasSpellCooldown(spellId);
}
std::vector<NextAction> CastInnervateOnHealerAction::getPrerequisites()
{
return { NextAction("caster form") };
}
Unit* CastRejuvenationOnNotFullAction::GetTarget()
{
Group* group = bot->GetGroup();
@ -149,3 +257,63 @@ bool CastRejuvenationOnNotFullAction::isUseful()
{
return GetTarget();
}
// --- Blanket HoT actions ---
Unit* CastBlanketHotAction::GetBlanketTarget(std::string const& auraName)
{
Group* group = bot->GetGroup();
if (!group)
return nullptr;
auto eligible = [&](Player* member) -> bool
{
return member && member->IsAlive() &&
!member->IsGameMaster() &&
bot->GetDistance2d(member) <= sPlayerbotAIConfig.spellDistance &&
!botAI->HasAura(auraName, member, false, true);
};
Player* firstMelee = nullptr;
Player* firstRanged = nullptr;
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (!eligible(member))
continue;
if (PlayerbotAI::IsTank(member))
return member;
else if (!firstMelee && PlayerbotAI::IsMelee(member) && !PlayerbotAI::IsTank(member))
firstMelee = member;
else if (!firstRanged && PlayerbotAI::IsRanged(member))
firstRanged = member;
if (firstMelee && firstRanged)
break;
}
if (firstMelee) return firstMelee;
return firstRanged;
}
Unit* CastRejuvenationBlanketAction::GetTarget()
{
return GetBlanketTarget("rejuvenation");
}
bool CastRejuvenationBlanketAction::isUseful()
{
return GetTarget() != nullptr;
}
Unit* CastWildGrowthBlanketAction::GetTarget()
{
return GetBlanketTarget("wild growth");
}
bool CastWildGrowthBlanketAction::isUseful()
{
return GetTarget() != nullptr;
}

View File

@ -8,6 +8,7 @@
#include "GenericSpellActions.h"
#include "SharedDefines.h"
#include "Value.h"
class PlayerbotAI;
class Unit;
@ -64,7 +65,7 @@ class CastHealingTouchOnPartyAction : public HealPartyMemberAction
{
public:
CastHealingTouchOnPartyAction(PlayerbotAI* botAI)
: HealPartyMemberAction(botAI, "healing touch", 50.0f, HealingManaEfficiency::LOW)
: HealPartyMemberAction(botAI, "healing touch", 50.0f, HealingManaEfficiency::MEDIUM)
{
}
};
@ -142,16 +143,11 @@ public:
bool isUseful() override;
};
class CastOmenOfClarityAction : public CastBuffSpellAction
{
public:
CastOmenOfClarityAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "omen of clarity") {}
};
class CastWrathAction : public CastSpellAction
{
public:
CastWrathAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "wrath") {}
bool isUseful() override;
};
class CastStarfallAction : public CastSpellAction
@ -169,6 +165,14 @@ public:
ActionThreatType getThreatType() override { return ActionThreatType::Aoe; }
};
class CastTyphoonAction : public CastSpellAction
{
public:
CastTyphoonAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "typhoon") {}
ActionThreatType getThreatType() override { return ActionThreatType::Aoe; }
bool isUseful() override;
};
class CastMoonfireAction : public CastDebuffSpellAction
{
public:
@ -185,6 +189,7 @@ class CastStarfireAction : public CastSpellAction
{
public:
CastStarfireAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "starfire") {}
bool isUseful() override;
};
class CastEntanglingRootsAction : public CastSpellAction
@ -193,12 +198,11 @@ public:
CastEntanglingRootsAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "entangling roots") {}
};
class CastEntanglingRootsCcAction : public CastSpellAction
class CastEntanglingRootsCcAction : public CastCrowdControlSpellAction
{
public:
CastEntanglingRootsCcAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "entangling roots on cc") {}
CastEntanglingRootsCcAction(PlayerbotAI* botAI) : CastCrowdControlSpellAction(botAI, "entangling roots") {}
Value<Unit*>* GetTargetValue() override;
bool Execute(Event event) override;
};
class CastHibernateAction : public CastSpellAction
@ -207,12 +211,18 @@ public:
CastHibernateAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "hibernate") {}
};
class CastHibernateCcAction : public CastSpellAction
class CastHibernateCcAction : public CastCrowdControlSpellAction
{
public:
CastHibernateCcAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "hibernate on cc") {}
CastHibernateCcAction(PlayerbotAI* botAI) : CastCrowdControlSpellAction(botAI, "hibernate") {}
Value<Unit*>* GetTargetValue() override;
};
class CastCycloneCcAction : public CastCrowdControlSpellAction
{
public:
CastCycloneCcAction(PlayerbotAI* botAI) : CastCrowdControlSpellAction(botAI, "cyclone") {}
Value<Unit*>* GetTargetValue() override;
bool Execute(Event event) override;
};
class CastNaturesGraspAction : public CastBuffSpellAction
@ -264,6 +274,16 @@ public:
std::string const GetTargetName() override { return "self target"; }
};
class CastInnervateOnHealerAction : public CastSpellAction
{
public:
CastInnervateOnHealerAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "innervate") {}
std::string const GetTargetName() override { return "healer low mana"; }
bool isPossible() override;
std::vector<NextAction> getPrerequisites() override;
};
class CastTranquilityAction : public CastAoeHealSpellAction
{
public:
@ -312,13 +332,15 @@ public:
class CastInsectSwarmOnAttackerAction : public CastDebuffSpellOnAttackerAction
{
public:
CastInsectSwarmOnAttackerAction(PlayerbotAI* ai) : CastDebuffSpellOnAttackerAction(ai, "insect swarm") {}
CastInsectSwarmOnAttackerAction(PlayerbotAI* ai) : CastDebuffSpellOnAttackerAction(ai, "insect swarm", true, 0.0f) {}
bool isUseful() override { return CastAuraSpellAction::isUseful(); }
};
class CastMoonfireOnAttackerAction : public CastDebuffSpellOnAttackerAction
{
public:
CastMoonfireOnAttackerAction(PlayerbotAI* ai) : CastDebuffSpellOnAttackerAction(ai, "moonfire") {}
CastMoonfireOnAttackerAction(PlayerbotAI* ai) : CastDebuffSpellOnAttackerAction(ai, "moonfire", true, 0.0f) {}
bool isUseful() override { return CastAuraSpellAction::isUseful(); }
};
class CastEnrageAction : public CastBuffSpellAction
@ -344,4 +366,48 @@ public:
CastForceOfNatureAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "force of nature") {}
};
// Base for blanket HoT actions. Provides GetBlanketTarget() as a member so
// subclasses can use AI_VALUE and the standard context machinery.
class CastBlanketHotAction : public CastSpellAction
{
public:
CastBlanketHotAction(PlayerbotAI* ai, std::string const& spell) : CastSpellAction(ai, spell)
{
range = botAI->GetRange("heal");
}
protected:
Unit* GetBlanketTarget(std::string const& auraName);
};
class CastRejuvenationBlanketAction : public CastBlanketHotAction
{
public:
CastRejuvenationBlanketAction(PlayerbotAI* ai) : CastBlanketHotAction(ai, "rejuvenation") {}
bool isUseful() override;
Unit* GetTarget() override;
std::string const getName() override { return "rejuvenation blanket"; }
};
class CastWildGrowthBlanketAction : public CastBlanketHotAction
{
public:
CastWildGrowthBlanketAction(PlayerbotAI* ai) : CastBlanketHotAction(ai, "wild growth") {}
bool isUseful() override;
Unit* GetTarget() override;
std::string const getName() override { return "wild growth blanket"; }
};
class EclipseSolarProcTimeValue : public ManualSetValue<time_t>
{
public:
EclipseSolarProcTimeValue(PlayerbotAI* botAI) : ManualSetValue<time_t>(botAI, 0) {}
};
class EclipseLunarProcTimeValue : public ManualSetValue<time_t>
{
public:
EclipseLunarProcTimeValue(PlayerbotAI* botAI) : ManualSetValue<time_t>(botAI, 0) {}
};
#endif

View File

@ -9,12 +9,23 @@
#include "GenericSpellActions.h"
#include "ReachTargetActions.h"
constexpr uint32 SPELL_POUNCE_RANK_1 = 9005;
constexpr uint32 SPELL_RAVAGE_RANK_1 = 6785;
class PlayerbotAI;
class CastFeralChargeCatAction : public CastReachTargetSpellAction
{
public:
CastFeralChargeCatAction(PlayerbotAI* botAI) : CastReachTargetSpellAction(botAI, "feral charge - cat", 1.5f) {}
bool isUseful() override
{
if (botAI->HasAura("prowl", bot))
return false;
return CastReachTargetSpellAction::isUseful();
}
};
class CastCowerAction : public CastBuffSpellAction
@ -48,28 +59,47 @@ public:
CastRakeAction(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, "rake", true, 6.0f) {}
};
class CastRakeOnMeleeAttackersAction : public CastDebuffSpellOnMeleeAttackerAction
{
public:
CastRakeOnMeleeAttackersAction(PlayerbotAI* botAI) : CastDebuffSpellOnMeleeAttackerAction(botAI, "rake", true, 6.0f) {}
};
class CastClawAction : public CastMeleeSpellAction
{
public:
CastClawAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "claw") {}
bool isUseful() override
{
// Block Claw once Pounce is learned; Claw remains available as the stealth opener before then.
if (botAI->HasAura("prowl", bot) && bot->HasSpell(SPELL_POUNCE_RANK_1))
return false;
return CastMeleeSpellAction::isUseful();
}
};
class CastMangleCatAction : public CastMeleeSpellAction
{
public:
CastMangleCatAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "mangle (cat)") {}
bool isUseful() override
{
if (botAI->HasAura("prowl", bot))
return false;
return CastMeleeSpellAction::isUseful();
}
};
class CastSwipeCatAction : public CastMeleeSpellAction
{
public:
CastSwipeCatAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "swipe (cat)") {}
bool isUseful() override
{
if (botAI->HasAura("prowl", bot))
return false;
return CastMeleeSpellAction::isUseful();
}
};
class CastFerociousBiteAction : public CastMeleeSpellAction
@ -78,6 +108,21 @@ public:
CastFerociousBiteAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "ferocious bite") {}
};
class CastMaimAction : public CastMeleeSpellAction
{
public:
CastMaimAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "maim") {}
bool isUseful() override
{
Unit* target = GetTarget();
if (!target || !target->ToPlayer())
return false;
return CastMeleeSpellAction::isUseful();
}
};
class CastRipAction : public CastMeleeDebuffSpellAction
{
public:
@ -88,6 +133,14 @@ class CastShredAction : public CastMeleeSpellAction
{
public:
CastShredAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "shred") {}
bool isUseful() override
{
if (botAI->HasAura("prowl", bot) && bot->HasSpell(SPELL_RAVAGE_RANK_1))
return false;
return CastMeleeSpellAction::isUseful();
}
};
class CastProwlAction : public CastBuffSpellAction
@ -106,12 +159,28 @@ class CastRavageAction : public CastMeleeSpellAction
{
public:
CastRavageAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "ravage") {}
bool isUseful() override
{
if (!botAI->HasAura("prowl", bot))
return false;
return CastMeleeSpellAction::isUseful();
}
};
class CastPounceAction : public CastMeleeSpellAction
{
public:
CastPounceAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "pounce") {}
bool isUseful() override
{
if (!botAI->HasAura("prowl", bot))
return false;
return CastMeleeSpellAction::isUseful();
}
};
#endif

View File

@ -5,9 +5,9 @@
#include "DruidAiObjectContext.h"
#include "BearTankDruidStrategy.h"
#include "CasterDruidStrategy.h"
#include "CatDpsDruidStrategy.h"
#include "BalanceDruidStrategy.h"
#include "BearDruidStrategy.h"
#include "CatDruidStrategy.h"
#include "DruidActions.h"
#include "DruidBearActions.h"
#include "DruidCatActions.h"
@ -15,9 +15,7 @@
#include "DruidTriggers.h"
#include "GenericDruidNonCombatStrategy.h"
#include "GenericDruidStrategy.h"
#include "HealDruidStrategy.h"
#include "MeleeDruidStrategy.h"
#include "OffhealDruidCatStrategy.h"
#include "RestoDruidStrategy.h"
#include "Playerbots.h"
#include "DruidPullStrategy.h"
@ -28,30 +26,31 @@ public:
{
creators["nc"] = &DruidStrategyFactoryInternal::nc;
creators["pull"] = &DruidStrategyFactoryInternal::pull;
creators["cat aoe"] = &DruidStrategyFactoryInternal::cat_aoe;
creators["caster aoe"] = &DruidStrategyFactoryInternal::caster_aoe;
creators["caster debuff"] = &DruidStrategyFactoryInternal::caster_debuff;
creators["dps debuff"] = &DruidStrategyFactoryInternal::caster_debuff;
creators["aoe"] = &DruidStrategyFactoryInternal::aoe;
creators["cure"] = &DruidStrategyFactoryInternal::cure;
creators["melee"] = &DruidStrategyFactoryInternal::melee;
creators["buff"] = &DruidStrategyFactoryInternal::buff;
creators["boost"] = &DruidStrategyFactoryInternal::boost;
creators["cc"] = &DruidStrategyFactoryInternal::cc;
creators["healer dps"] = &DruidStrategyFactoryInternal::healer_dps;
creators["offheal"] = &DruidStrategyFactoryInternal::offheal;
creators["blanketing"] = &DruidStrategyFactoryInternal::blanketing;
creators["tranquility"] = &DruidStrategyFactoryInternal::tranquility;
creators["feral charge"] = &DruidStrategyFactoryInternal::feral_charge;
}
private:
static Strategy* nc(PlayerbotAI* botAI) { return new GenericDruidNonCombatStrategy(botAI); }
static Strategy* pull(PlayerbotAI* botAI) { return new DruidPullStrategy(botAI); }
static Strategy* cat_aoe(PlayerbotAI* botAI) { return new CatAoeDruidStrategy(botAI); }
static Strategy* caster_aoe(PlayerbotAI* botAI) { return new CasterDruidAoeStrategy(botAI); }
static Strategy* caster_debuff(PlayerbotAI* botAI) { return new CasterDruidDebuffStrategy(botAI); }
static Strategy* aoe(PlayerbotAI* botAI) { return new DruidAoeStrategy(botAI); }
static Strategy* cure(PlayerbotAI* botAI) { return new DruidCureStrategy(botAI); }
static Strategy* melee(PlayerbotAI* botAI) { return new MeleeDruidStrategy(botAI); }
static Strategy* buff(PlayerbotAI* botAI) { return new GenericDruidBuffStrategy(botAI); }
static Strategy* boost(PlayerbotAI* botAI) { return new DruidBoostStrategy(botAI); }
static Strategy* cc(PlayerbotAI* botAI) { return new DruidCcStrategy(botAI); }
static Strategy* healer_dps(PlayerbotAI* botAI) { return new DruidHealerDpsStrategy(botAI); }
static Strategy* offheal(PlayerbotAI* botAI) { return new CatOffhealStrategy(botAI); }
static Strategy* blanketing(PlayerbotAI* botAI) { return new DruidBlanketStrategy(botAI); }
static Strategy* tranquility(PlayerbotAI* botAI) { return new DruidTranquilityStrategy(botAI); }
static Strategy* feral_charge(PlayerbotAI* botAI) { return new FeralChargeDruidStrategy(botAI); }
};
class DruidDruidStrategyFactoryInternal : public NamedObjectContext<Strategy>
@ -62,18 +61,16 @@ public:
creators["bear"] = &DruidDruidStrategyFactoryInternal::bear;
creators["tank"] = &DruidDruidStrategyFactoryInternal::bear;
creators["cat"] = &DruidDruidStrategyFactoryInternal::cat;
creators["caster"] = &DruidDruidStrategyFactoryInternal::caster;
creators["balance"] = &DruidDruidStrategyFactoryInternal::balance;
creators["dps"] = &DruidDruidStrategyFactoryInternal::cat;
creators["heal"] = &DruidDruidStrategyFactoryInternal::heal;
creators["offheal"] = &DruidDruidStrategyFactoryInternal::offheal;
creators["resto"] = &DruidDruidStrategyFactoryInternal::heal;
}
private:
static Strategy* bear(PlayerbotAI* botAI) { return new BearTankDruidStrategy(botAI); }
static Strategy* cat(PlayerbotAI* botAI) { return new CatDpsDruidStrategy(botAI); }
static Strategy* caster(PlayerbotAI* botAI) { return new CasterDruidStrategy(botAI); }
static Strategy* heal(PlayerbotAI* botAI) { return new HealDruidStrategy(botAI); }
static Strategy* offheal(PlayerbotAI* botAI) { return new OffhealDruidCatStrategy(botAI); }
static Strategy* bear(PlayerbotAI* botAI) { return new BearDruidStrategy(botAI); }
static Strategy* cat(PlayerbotAI* botAI) { return new CatDruidStrategy(botAI); }
static Strategy* balance(PlayerbotAI* botAI) { return new BalanceDruidStrategy(botAI); }
static Strategy* heal(PlayerbotAI* botAI) { return new RestoDruidStrategy(botAI); }
};
class DruidTriggerFactoryInternal : public NamedObjectContext<Trigger>
@ -81,7 +78,6 @@ class DruidTriggerFactoryInternal : public NamedObjectContext<Trigger>
public:
DruidTriggerFactoryInternal()
{
creators["omen of clarity"] = &DruidTriggerFactoryInternal::omen_of_clarity;
creators["clearcasting"] = &DruidTriggerFactoryInternal::clearcasting;
creators["thorns"] = &DruidTriggerFactoryInternal::thorns;
creators["thorns on party"] = &DruidTriggerFactoryInternal::thorns_on_party;
@ -90,10 +86,12 @@ public:
creators["faerie fire (feral)"] = &DruidTriggerFactoryInternal::faerie_fire_feral;
creators["faerie fire"] = &DruidTriggerFactoryInternal::faerie_fire;
creators["insect swarm"] = &DruidTriggerFactoryInternal::insect_swarm;
creators["insect swarm on attacker"] = &DruidTriggerFactoryInternal::insect_swarm_on_attacker;
creators["moonfire"] = &DruidTriggerFactoryInternal::moonfire;
creators["moonfire on attacker"] = &DruidTriggerFactoryInternal::moonfire_on_attacker;
creators["nature's grasp"] = &DruidTriggerFactoryInternal::natures_grasp;
creators["tiger's fury"] = &DruidTriggerFactoryInternal::tigers_fury;
creators["berserk"] = &DruidTriggerFactoryInternal::berserk;
creators["berserk active"] = &DruidTriggerFactoryInternal::berserk_active;
creators["savage roar"] = &DruidTriggerFactoryInternal::savage_roar;
creators["rake"] = &DruidTriggerFactoryInternal::rake;
creators["mark of the wild"] = &DruidTriggerFactoryInternal::mark_of_the_wild;
@ -110,17 +108,34 @@ public:
creators["eclipse (lunar)"] = &DruidTriggerFactoryInternal::eclipse_lunar;
creators["bash on enemy healer"] = &DruidTriggerFactoryInternal::bash_on_enemy_healer;
creators["nature's swiftness"] = &DruidTriggerFactoryInternal::natures_swiftness;
creators["nature's swiftness active"] = &DruidTriggerFactoryInternal::natures_swiftness_active;
creators["party member remove curse"] = &DruidTriggerFactoryInternal::party_member_remove_curse;
creators["eclipse (solar) cooldown"] = &DruidTriggerFactoryInternal::eclipse_solar_cooldown;
creators["eclipse (lunar) cooldown"] = &DruidTriggerFactoryInternal::eclipse_lunar_cooldown;
creators["mangle (bear)"] = &DruidTriggerFactoryInternal::mangle_bear_trigger;
creators["lacerate"] = &DruidTriggerFactoryInternal::lacerate_trigger;
creators["demoralizing roar"] = &DruidTriggerFactoryInternal::demoralize_roar;
creators["mangle (cat)"] = &DruidTriggerFactoryInternal::mangle_cat;
creators["ferocious bite time"] = &DruidTriggerFactoryInternal::ferocious_bite_time;
creators["ferocious bite execute"] = &DruidTriggerFactoryInternal::ferocious_bite_execute;
creators["hurricane channel check"] = &DruidTriggerFactoryInternal::hurricane_channel_check;
creators["no healer dps strategy"] = &DruidTriggerFactoryInternal::no_healer_dps_strategy;
creators["starfall"] = &DruidTriggerFactoryInternal::starfall;
creators["force of nature"] = &DruidTriggerFactoryInternal::force_of_nature;
creators["cyclone"] = &DruidTriggerFactoryInternal::cyclone;
creators["predator's swiftness"] = &DruidTriggerFactoryInternal::predators_swiftness;
creators["predator's swiftness and cyclone"] = &DruidTriggerFactoryInternal::predators_swiftness_and_cyclone;
creators["predator's swiftness and hibernate"] = &DruidTriggerFactoryInternal::predators_swiftness_and_hibernate;
creators["predator's swiftness and entangling roots"] = &DruidTriggerFactoryInternal::predators_swiftness_and_entangling_roots;
creators["predator's swiftness and combat party member dead"] = &DruidTriggerFactoryInternal::predators_swiftness_and_combat_party_member_dead;
creators["clearcasting and medium aoe"] = &DruidTriggerFactoryInternal::clearcasting_and_medium_aoe;
creators["prowl"] = &DruidTriggerFactoryInternal::prowl_trigger;
creators["rejuvenation blanket"] = &DruidTriggerFactoryInternal::rejuvenation_blanket;
creators["wild growth blanket"] = &DruidTriggerFactoryInternal::wild_growth_blanket;
creators["aquatic form"] = &DruidTriggerFactoryInternal::aquatic_form;
}
private:
static Trigger* natures_swiftness(PlayerbotAI* botAI) { return new NaturesSwiftnessTrigger(botAI); }
static Trigger* natures_swiftness_active(PlayerbotAI* botAI) { return new NaturesSwiftnessActiveTrigger(botAI); }
static Trigger* clearcasting(PlayerbotAI* botAI) { return new ClearcastingTrigger(botAI); }
static Trigger* eclipse_solar(PlayerbotAI* botAI) { return new EclipseSolarTrigger(botAI); }
static Trigger* eclipse_lunar(PlayerbotAI* botAI) { return new EclipseLunarTrigger(botAI); }
@ -130,11 +145,13 @@ private:
static Trigger* bash(PlayerbotAI* botAI) { return new BashInterruptSpellTrigger(botAI); }
static Trigger* faerie_fire_feral(PlayerbotAI* botAI) { return new FaerieFireFeralTrigger(botAI); }
static Trigger* insect_swarm(PlayerbotAI* botAI) { return new InsectSwarmTrigger(botAI); }
static Trigger* insect_swarm_on_attacker(PlayerbotAI* botAI) { return new InsectSwarmOnAttackerTrigger(botAI); }
static Trigger* moonfire(PlayerbotAI* botAI) { return new MoonfireTrigger(botAI); }
static Trigger* moonfire_on_attacker(PlayerbotAI* botAI) { return new MoonfireOnAttackerTrigger(botAI); }
static Trigger* faerie_fire(PlayerbotAI* botAI) { return new FaerieFireTrigger(botAI); }
static Trigger* natures_grasp(PlayerbotAI* botAI) { return new NaturesGraspTrigger(botAI); }
static Trigger* tigers_fury(PlayerbotAI* botAI) { return new TigersFuryTrigger(botAI); }
static Trigger* berserk(PlayerbotAI* botAI) { return new BerserkTrigger(botAI); }
static Trigger* berserk_active(PlayerbotAI* botAI) { return new BerserkActiveTrigger(botAI); }
static Trigger* savage_roar(PlayerbotAI* botAI) { return new SavageRoarTrigger(botAI); }
static Trigger* rake(PlayerbotAI* botAI) { return new RakeTrigger(botAI); }
static Trigger* mark_of_the_wild(PlayerbotAI* botAI) { return new MarkOfTheWildTrigger(botAI); }
@ -148,14 +165,28 @@ private:
static Trigger* cat_form(PlayerbotAI* botAI) { return new CatFormTrigger(botAI); }
static Trigger* tree_form(PlayerbotAI* botAI) { return new TreeFormTrigger(botAI); }
static Trigger* bash_on_enemy_healer(PlayerbotAI* botAI) { return new BashInterruptEnemyHealerSpellTrigger(botAI); }
static Trigger* omen_of_clarity(PlayerbotAI* botAI) { return new OmenOfClarityTrigger(botAI); }
static Trigger* party_member_remove_curse(PlayerbotAI* ai) { return new DruidPartyMemberRemoveCurseTrigger(ai); }
static Trigger* eclipse_solar_cooldown(PlayerbotAI* ai) { return new EclipseSolarCooldownTrigger(ai); }
static Trigger* eclipse_lunar_cooldown(PlayerbotAI* ai) { return new EclipseLunarCooldownTrigger(ai); }
static Trigger* mangle_bear_trigger(PlayerbotAI* botAI) { return new MangleBearTrigger(botAI); }
static Trigger* lacerate_trigger(PlayerbotAI* botAI) { return new LacerateTrigger(botAI); }
static Trigger* demoralize_roar(PlayerbotAI* botAI) { return new DemoralizeRoarTrigger(botAI); }
static Trigger* mangle_cat(PlayerbotAI* ai) { return new MangleCatTrigger(ai); }
static Trigger* ferocious_bite_time(PlayerbotAI* ai) { return new FerociousBiteTimeTrigger(ai); }
static Trigger* ferocious_bite_execute(PlayerbotAI* ai) { return new FerociousBiteExecuteTrigger(ai); }
static Trigger* hurricane_channel_check(PlayerbotAI* ai) { return new HurricaneChannelCheckTrigger(ai); }
static Trigger* no_healer_dps_strategy(PlayerbotAI* ai) { return new NoHealerDpsStrategyTrigger(ai); }
static Trigger* starfall(PlayerbotAI* ai) { return new StarfallTrigger(ai); }
static Trigger* force_of_nature(PlayerbotAI* ai) { return new ForceOfNatureTrigger(ai); }
static Trigger* cyclone(PlayerbotAI* ai) { return new CycloneTrigger(ai); }
static Trigger* predators_swiftness(PlayerbotAI* ai) { return new PredatorsSwiftnessTrigger(ai); }
static Trigger* predators_swiftness_and_cyclone(PlayerbotAI* ai) { return new TwoTriggers(ai, "predator's swiftness", "cyclone"); }
static Trigger* predators_swiftness_and_hibernate(PlayerbotAI* ai) { return new TwoTriggers(ai, "predator's swiftness", "hibernate"); }
static Trigger* predators_swiftness_and_entangling_roots(PlayerbotAI* ai) { return new TwoTriggers(ai, "predator's swiftness", "entangling roots"); }
static Trigger* predators_swiftness_and_combat_party_member_dead(PlayerbotAI* ai) { return new TwoTriggers(ai, "predator's swiftness", "combat party member dead"); }
static Trigger* clearcasting_and_medium_aoe(PlayerbotAI* ai) { return new TwoTriggers(ai, "clearcasting", "medium aoe"); }
static Trigger* prowl_trigger(PlayerbotAI* ai) { return new ProwlTrigger(ai); }
static Trigger* rejuvenation_blanket(PlayerbotAI* ai) { return new BuffOnPartyTrigger(ai, "rejuvenation"); }
static Trigger* wild_growth_blanket(PlayerbotAI* ai) { return new BuffOnPartyTrigger(ai, "wild growth"); }
static Trigger* aquatic_form(PlayerbotAI* ai) { return new AquaticFormTrigger(ai); }
};
class DruidAiObjectContextInternal : public NamedObjectContext<Action>
@ -193,8 +224,8 @@ public:
creators["hibernate"] = &DruidAiObjectContextInternal::hibernate;
creators["entangling roots"] = &DruidAiObjectContextInternal::entangling_roots;
creators["entangling roots on cc"] = &DruidAiObjectContextInternal::entangling_roots_on_cc;
creators["hibernate"] = &DruidAiObjectContextInternal::hibernate;
creators["hibernate on cc"] = &DruidAiObjectContextInternal::hibernate_on_cc;
creators["cyclone on cc"] = &DruidAiObjectContextInternal::cyclone_on_cc;
creators["wrath"] = &DruidAiObjectContextInternal::wrath;
creators["starfall"] = &DruidAiObjectContextInternal::starfall;
creators["insect swarm"] = &DruidAiObjectContextInternal::insect_swarm;
@ -205,9 +236,9 @@ public:
creators["mangle (cat)"] = &DruidAiObjectContextInternal::mangle_cat;
creators["swipe (cat)"] = &DruidAiObjectContextInternal::swipe_cat;
creators["rake"] = &DruidAiObjectContextInternal::rake;
creators["rake on attacker"] = &DruidAiObjectContextInternal::rake_on_attacker;
creators["ferocious bite"] = &DruidAiObjectContextInternal::ferocious_bite;
creators["rip"] = &DruidAiObjectContextInternal::rip;
creators["maim"] = &DruidAiObjectContextInternal::maim;
creators["cower"] = &DruidAiObjectContextInternal::cower;
creators["survival instincts"] = &DruidAiObjectContextInternal::survival_instincts;
creators["frenzied regeneration"] = &DruidAiObjectContextInternal::frenzied_regeneration;
@ -237,9 +268,9 @@ public:
creators["lacerate"] = &DruidAiObjectContextInternal::lacerate;
creators["hurricane"] = &DruidAiObjectContextInternal::hurricane;
creators["innervate"] = &DruidAiObjectContextInternal::innervate;
creators["innervate on healer"] = &DruidAiObjectContextInternal::innervate_on_healer;
creators["tranquility"] = &DruidAiObjectContextInternal::tranquility;
creators["bash on enemy healer"] = &DruidAiObjectContextInternal::bash_on_enemy_healer;
creators["omen of clarity"] = &DruidAiObjectContextInternal::omen_of_clarity;
creators["nature's swiftness"] = &DruidAiObjectContextInternal::natures_swiftness;
creators["prowl"] = &DruidAiObjectContextInternal::prowl;
creators["dash"] = &DruidAiObjectContextInternal::dash;
@ -254,11 +285,13 @@ public:
creators["moonfire on attacker"] = &DruidAiObjectContextInternal::moonfire_on_attacker;
creators["enrage"] = &DruidAiObjectContextInternal::enrage;
creators["force of nature"] = &DruidAiObjectContextInternal::force_of_nature;
creators["typhoon"] = &DruidAiObjectContextInternal::typhoon;
creators["rejuvenation blanket"] = &DruidAiObjectContextInternal::rejuvenation_blanket;
creators["wild growth blanket"] = &DruidAiObjectContextInternal::wild_growth_blanket;
}
private:
static Action* natures_swiftness(PlayerbotAI* botAI) { return new CastNaturesSwiftnessAction(botAI); }
static Action* omen_of_clarity(PlayerbotAI* botAI) { return new CastOmenOfClarityAction(botAI); }
static Action* tranquility(PlayerbotAI* botAI) { return new CastTranquilityAction(botAI); }
static Action* feral_charge_bear(PlayerbotAI* botAI) { return new CastFeralChargeBearAction(botAI); }
static Action* feral_charge_cat(PlayerbotAI* botAI) { return new CastFeralChargeCatAction(botAI); }
@ -291,6 +324,7 @@ private:
static Action* entangling_roots(PlayerbotAI* botAI) { return new CastEntanglingRootsAction(botAI); }
static Action* hibernate_on_cc(PlayerbotAI* botAI) { return new CastHibernateCcAction(botAI); }
static Action* entangling_roots_on_cc(PlayerbotAI* botAI) { return new CastEntanglingRootsCcAction(botAI); }
static Action* cyclone_on_cc(PlayerbotAI* botAI) { return new CastCycloneCcAction(botAI); }
static Action* wrath(PlayerbotAI* botAI) { return new CastWrathAction(botAI); }
static Action* starfall(PlayerbotAI* botAI) { return new CastStarfallAction(botAI); }
static Action* insect_swarm(PlayerbotAI* botAI) { return new CastInsectSwarmAction(botAI); }
@ -301,9 +335,9 @@ private:
static Action* mangle_cat(PlayerbotAI* botAI) { return new CastMangleCatAction(botAI); }
static Action* swipe_cat(PlayerbotAI* botAI) { return new CastSwipeCatAction(botAI); }
static Action* rake(PlayerbotAI* botAI) { return new CastRakeAction(botAI); }
static Action* rake_on_attacker(PlayerbotAI* botAI) { return new CastRakeOnMeleeAttackersAction(botAI); }
static Action* ferocious_bite(PlayerbotAI* botAI) { return new CastFerociousBiteAction(botAI); }
static Action* rip(PlayerbotAI* botAI) { return new CastRipAction(botAI); }
static Action* maim(PlayerbotAI* botAI) { return new CastMaimAction(botAI); }
static Action* cower(PlayerbotAI* botAI) { return new CastCowerAction(botAI); }
static Action* survival_instincts(PlayerbotAI* botAI) { return new CastSurvivalInstinctsAction(botAI); }
static Action* frenzied_regeneration(PlayerbotAI* botAI) { return new CastFrenziedRegenerationAction(botAI); }
@ -333,6 +367,7 @@ private:
static Action* lacerate(PlayerbotAI* botAI) { return new CastLacerateAction(botAI); }
static Action* hurricane(PlayerbotAI* botAI) { return new CastHurricaneAction(botAI); }
static Action* innervate(PlayerbotAI* botAI) { return new CastInnervateAction(botAI); }
static Action* innervate_on_healer(PlayerbotAI* botAI) { return new CastInnervateOnHealerAction(botAI); }
static Action* bash_on_enemy_healer(PlayerbotAI* botAI) { return new CastBashOnEnemyHealerAction(botAI); }
static Action* ravage(PlayerbotAI* botAI) { return new CastRavageAction(botAI); }
static Action* pounce(PlayerbotAI* botAI) { return new CastPounceAction(botAI); }
@ -347,6 +382,9 @@ private:
static Action* moonfire_on_attacker(PlayerbotAI* ai) { return new CastMoonfireOnAttackerAction(ai); }
static Action* enrage(PlayerbotAI* ai) { return new CastEnrageAction(ai); }
static Action* force_of_nature(PlayerbotAI* ai) { return new CastForceOfNatureAction(ai); }
static Action* typhoon(PlayerbotAI* ai) { return new CastTyphoonAction(ai); }
static Action* rejuvenation_blanket(PlayerbotAI* ai) { return new CastRejuvenationBlanketAction(ai); }
static Action* wild_growth_blanket(PlayerbotAI* ai) { return new CastWildGrowthBlanketAction(ai); }
};
SharedNamedObjectContextList<Strategy> DruidAiObjectContext::sharedStrategyContexts;
@ -386,7 +424,22 @@ void DruidAiObjectContext::BuildSharedTriggerContexts(SharedNamedObjectContextLi
triggerContexts.Add(new DruidTriggerFactoryInternal());
}
class DruidValueContextInternal : public NamedObjectContext<UntypedValue>
{
public:
DruidValueContextInternal()
{
creators["eclipse solar proc time"] = &DruidValueContextInternal::eclipse_solar_proc_time;
creators["eclipse lunar proc time"] = &DruidValueContextInternal::eclipse_lunar_proc_time;
}
private:
static UntypedValue* eclipse_solar_proc_time(PlayerbotAI* botAI) { return new EclipseSolarProcTimeValue(botAI); }
static UntypedValue* eclipse_lunar_proc_time(PlayerbotAI* botAI) { return new EclipseLunarProcTimeValue(botAI); }
};
void DruidAiObjectContext::BuildSharedValueContexts(SharedNamedObjectContextList<UntypedValue>& valueContexts)
{
AiObjectContext::BuildSharedValueContexts(valueContexts);
valueContexts.Add(new DruidValueContextInternal());
}

View File

@ -3,15 +3,15 @@
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#include "CasterDruidStrategy.h"
#include "BalanceDruidStrategy.h"
#include "AiObjectContext.h"
#include "FeralDruidStrategy.h"
class CasterDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
class BalanceDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
CasterDruidStrategyActionNodeFactory()
BalanceDruidStrategyActionNodeFactory()
{
creators["faerie fire"] = &faerie_fire;
creators["hibernate"] = &hibernate;
@ -23,6 +23,10 @@ public:
creators["moonfire"] = &moonfire;
creators["starfire"] = &starfire;
creators["moonkin form"] = &moonkin_form;
creators["typhoon"] = &typhoon;
creators["hurricane"] = &hurricane;
creators["force of nature"] = &force_of_nature;
creators["cyclone on cc"] = &cyclone_on_cc;
}
private:
@ -125,130 +129,76 @@ private:
/*C*/ {}
);
}
static ActionNode* typhoon([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"typhoon",
/*P*/ { NextAction("moonkin form") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* hurricane([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"hurricane",
/*P*/ { NextAction("moonkin form") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* force_of_nature([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"force of nature",
/*P*/ { NextAction("moonkin form") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* cyclone_on_cc([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"cyclone on cc",
/*P*/ { NextAction("moonkin form") },
/*A*/ {},
/*C*/ {}
);
}
};
CasterDruidStrategy::CasterDruidStrategy(PlayerbotAI* botAI) : GenericDruidStrategy(botAI)
BalanceDruidStrategy::BalanceDruidStrategy(PlayerbotAI* botAI) : GenericDruidStrategy(botAI)
{
actionNodeFactories.Add(new CasterDruidStrategyActionNodeFactory());
actionNodeFactories.Add(new BalanceDruidStrategyActionNodeFactory());
actionNodeFactories.Add(new ShapeshiftDruidStrategyActionNodeFactory());
}
std::vector<NextAction> CasterDruidStrategy::getDefaultActions()
std::vector<NextAction> BalanceDruidStrategy::getDefaultActions()
{
return {
NextAction("starfall", ACTION_HIGH + 1.0f),
NextAction("force of nature", ACTION_DEFAULT + 1.0f),
NextAction("wrath", ACTION_DEFAULT + 0.1f),
NextAction("starfire", 5.4f),
NextAction("wrath", 5.3f),
};
}
void CasterDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
void BalanceDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
GenericDruidStrategy::InitTriggers(triggers);
triggers.push_back(
new TriggerNode(
"eclipse (lunar) cooldown",
{
NextAction("starfire", ACTION_DEFAULT + 0.2f)
}
)
);
triggers.push_back(
new TriggerNode(
"eclipse (solar) cooldown",
{
NextAction("wrath", ACTION_DEFAULT + 0.2f)
}
)
);
triggers.push_back(
new TriggerNode(
"insect swarm",
{
NextAction("insect swarm", ACTION_NORMAL + 5)
}
)
);
triggers.push_back(
new TriggerNode(
"moonfire",
{
NextAction("moonfire", ACTION_NORMAL + 4)
}
)
);
triggers.push_back(
new TriggerNode(
"eclipse (solar)",
{
NextAction("wrath", ACTION_NORMAL + 6)
}
)
);
triggers.push_back(
new TriggerNode(
"eclipse (lunar)",
{
NextAction("starfire", ACTION_NORMAL + 6)
}
)
);
triggers.push_back(
new TriggerNode(
"medium mana",
{
NextAction("innervate", ACTION_HIGH + 9)
}
)
);
triggers.push_back(
new TriggerNode(
"enemy too close for spell",
{
NextAction("flee", ACTION_MOVE + 9)
}
)
);
}
// Debuffs and DoTs
triggers.push_back(new TriggerNode("faerie fire", { NextAction("faerie fire", 29.5f) }));
triggers.push_back(new TriggerNode("insect swarm", { NextAction("insect swarm", 18.0f) }));
triggers.push_back(new TriggerNode("moonfire", { NextAction("moonfire", 17.5f) }));
void CasterDruidAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(
new TriggerNode(
"hurricane channel check",
{
NextAction("cancel channel", ACTION_HIGH + 2)
}
)
);
triggers.push_back(
new TriggerNode(
"medium aoe",
{
NextAction("hurricane", ACTION_HIGH + 1)
}
)
);
triggers.push_back(
new TriggerNode(
"light aoe",
{
NextAction("insect swarm on attacker", ACTION_NORMAL + 3),
NextAction("moonfire on attacker", ACTION_NORMAL + 3)
}
)
);
}
// Eclipse procs
triggers.push_back(new TriggerNode("eclipse (solar)", { NextAction("wrath", 20.0f) }));
triggers.push_back(new TriggerNode("eclipse (lunar)", { NextAction("starfire", 20.0f) }));
void CasterDruidDebuffStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(
new TriggerNode(
"faerie fire",
{
NextAction("faerie fire", ACTION_HIGH)
}
)
);
// Utility/Defensive
triggers.push_back(new TriggerNode("medium mana", { NextAction("innervate", 29.0f) }));
triggers.push_back(new TriggerNode("enemy too close for spell", { NextAction("flee", 39.0f) }));
}

View File

@ -0,0 +1,25 @@
/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#ifndef _PLAYERBOT_BALANCEDRUIDSTRATEGY_H
#define _PLAYERBOT_BALANCEDRUIDSTRATEGY_H
#include "GenericDruidStrategy.h"
class PlayerbotAI;
class BalanceDruidStrategy : public GenericDruidStrategy
{
public:
BalanceDruidStrategy(PlayerbotAI* botAI);
public:
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
std::string const getName() override { return "balance"; }
std::vector<NextAction> getDefaultActions() override;
uint32 GetType() const override { return STRATEGY_TYPE_COMBAT | STRATEGY_TYPE_DPS | STRATEGY_TYPE_RANGED; }
};
#endif

View File

@ -3,19 +3,17 @@
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#include "BearTankDruidStrategy.h"
#include "BearDruidStrategy.h"
#include "Playerbots.h"
class BearTankDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
class BearDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
BearTankDruidStrategyActionNodeFactory()
BearDruidStrategyActionNodeFactory()
{
creators["melee"] = &melee;
creators["feral charge - bear"] = &feral_charge_bear;
creators["swipe (bear)"] = &swipe_bear;
creators["faerie fire (feral)"] = &faerie_fire_feral;
creators["bear form"] = &bear_form;
creators["dire bear form"] = &dire_bear_form;
creators["mangle (bear)"] = &mangle_bear;
@ -28,16 +26,6 @@ public:
}
private:
static ActionNode* melee([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"melee",
/*P*/ { NextAction("feral charge - bear") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* feral_charge_bear([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
@ -58,16 +46,6 @@ private:
);
}
static ActionNode* faerie_fire_feral([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"faerie fire (feral)",
/*P*/ { NextAction("feral charge - bear") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* bear_form([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
@ -159,99 +137,81 @@ private:
}
};
BearTankDruidStrategy::BearTankDruidStrategy(PlayerbotAI* botAI) : FeralDruidStrategy(botAI)
BearDruidStrategy::BearDruidStrategy(PlayerbotAI* botAI) : FeralDruidStrategy(botAI)
{
actionNodeFactories.Add(new BearTankDruidStrategyActionNodeFactory());
actionNodeFactories.Add(new BearDruidStrategyActionNodeFactory());
}
std::vector<NextAction> BearTankDruidStrategy::getDefaultActions()
std::vector<NextAction> BearDruidStrategy::getDefaultActions()
{
return {
NextAction("mangle (bear)", ACTION_DEFAULT + 0.5f),
NextAction("faerie fire (feral)", ACTION_DEFAULT + 0.4f),
NextAction("lacerate", ACTION_DEFAULT + 0.3f),
NextAction("maul", ACTION_DEFAULT + 0.2f),
NextAction("enrage", ACTION_DEFAULT + 0.1f),
NextAction("melee", ACTION_DEFAULT)
NextAction("maul", 5.2f),
NextAction("enrage", 5.1f),
NextAction("melee", 5.0f)
};
}
void BearTankDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
void BearDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
FeralDruidStrategy::InitTriggers(triggers);
triggers.push_back(
new TriggerNode(
"enemy out of melee",
{
NextAction("feral charge - bear", ACTION_NORMAL + 8)
}
)
);
triggers.push_back(
new TriggerNode(
"bear form",
{
NextAction("dire bear form", ACTION_HIGH + 8)
}
{ NextAction("dire bear form", 28.0f) }
)
);
triggers.push_back(
new TriggerNode(
"low health",
{
NextAction("frenzied regeneration", ACTION_HIGH + 7)
}
)
);
triggers.push_back(
new TriggerNode(
"faerie fire (feral)",
{
NextAction("faerie fire (feral)", ACTION_HIGH + 7)
}
)
);
triggers.push_back(new TriggerNode("high aoe", {NextAction("challenging roar", ACTION_HIGH + 8)}));
triggers.push_back(
new TriggerNode(
"lose aggro",
{
NextAction("growl", ACTION_HIGH + 8)
}
"medium health",
{ NextAction("frenzied regeneration", 27.0f) }
)
);
triggers.push_back(new TriggerNode(
"mangle (bear)", { NextAction("mangle (bear)", 17.5f) }
));
triggers.push_back(new TriggerNode(
"faerie fire (feral)", { NextAction("faerie fire (feral)", 17.0f) }
));
triggers.push_back(new TriggerNode(
"lacerate", { NextAction("lacerate", 16.0f) }
));
triggers.push_back(new TriggerNode(
"demoralizing roar", { NextAction("demoralizing roar", 15.5f) }
));
triggers.push_back(new TriggerNode("high aoe", { NextAction("challenging roar", 26.5f) }));
triggers.push_back(new TriggerNode("lose aggro",
{
NextAction("growl", 26.0f),
NextAction("faerie fire (feral)", 25.5f)
}
));
triggers.push_back(new TriggerNode("berserk active", { NextAction("mangle (bear)", 25.0f) }));
triggers.push_back(
new TriggerNode(
"medium aoe",
{
NextAction("demoralizing roar", ACTION_HIGH + 6),
NextAction("swipe (bear)", ACTION_HIGH + 6)
NextAction("demoralizing roar", 24.5f),
NextAction("swipe (bear)", 24.0f)
}
)
);
triggers.push_back(
new TriggerNode(
"light aoe",
{
NextAction("swipe (bear)", ACTION_HIGH + 5)
}
{ NextAction("swipe (bear)", 24.0f) }
)
);
triggers.push_back(
new TriggerNode(
"bash",
{
NextAction("bash", ACTION_INTERRUPT + 2)
}
{ NextAction("bash", 42.0f) }
)
);
triggers.push_back(
new TriggerNode(
"bash on enemy healer",
{
NextAction("bash on enemy healer", ACTION_INTERRUPT + 1)
}
{ NextAction("bash on enemy healer", 41.0f) }
)
);
}

View File

@ -3,17 +3,17 @@
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#ifndef _PLAYERBOT_BEARTANKDRUIDSTRATEGY_H
#define _PLAYERBOT_BEARTANKDRUIDSTRATEGY_H
#ifndef _PLAYERBOT_BEARDRUIDSTRATEGY_H
#define _PLAYERBOT_BEARDRUIDSTRATEGY_H
#include "FeralDruidStrategy.h"
class PlayerbotAI;
class BearTankDruidStrategy : public FeralDruidStrategy
class BearDruidStrategy : public FeralDruidStrategy
{
public:
BearTankDruidStrategy(PlayerbotAI* botAI);
BearDruidStrategy(PlayerbotAI* botAI);
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
std::string const getName() override { return "bear"; }

View File

@ -1,45 +0,0 @@
/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#ifndef _PLAYERBOT_CASTERDRUIDSTRATEGY_H
#define _PLAYERBOT_CASTERDRUIDSTRATEGY_H
#include "GenericDruidStrategy.h"
class PlayerbotAI;
class CasterDruidStrategy : public GenericDruidStrategy
{
public:
CasterDruidStrategy(PlayerbotAI* botAI);
public:
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
std::string const getName() override { return "caster"; }
std::vector<NextAction> getDefaultActions() override;
uint32 GetType() const override { return STRATEGY_TYPE_COMBAT | STRATEGY_TYPE_DPS | STRATEGY_TYPE_RANGED; }
};
class CasterDruidAoeStrategy : public CombatStrategy
{
public:
CasterDruidAoeStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI) {}
public:
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
std::string const getName() override { return "caster aoe"; }
};
class CasterDruidDebuffStrategy : public CombatStrategy
{
public:
CasterDruidDebuffStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI) {}
public:
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
std::string const getName() override { return "caster debuff"; }
};
#endif

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@ -1,314 +0,0 @@
/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#include "CatDpsDruidStrategy.h"
#include "AiObjectContext.h"
class CatDpsDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
CatDpsDruidStrategyActionNodeFactory()
{
creators["faerie fire (feral)"] = &faerie_fire_feral;
creators["melee"] = &melee;
creators["feral charge - cat"] = &feral_charge_cat;
creators["cat form"] = &cat_form;
creators["claw"] = &claw;
creators["mangle (cat)"] = &mangle_cat;
creators["rake"] = &rake;
creators["ferocious bite"] = &ferocious_bite;
creators["rip"] = &rip;
creators["pounce"] = &pounce;
creators["ravage"] = &ravage;
}
private:
static ActionNode* faerie_fire_feral([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"faerie fire (feral)",
/*P*/ {},
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* melee([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"melee",
/*P*/ { NextAction("feral charge - cat") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* feral_charge_cat([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"feral charge - cat",
/*P*/ {},
/*A*/ { NextAction("reach melee") },
/*C*/ {}
);
}
static ActionNode* cat_form([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"cat form",
/*P*/ { NextAction("caster form") },
/*A*/ { NextAction("bear form") },
/*C*/ {}
);
}
static ActionNode* claw([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"claw",
/*P*/ {},
/*A*/ { NextAction("melee") },
/*C*/ {}
);
}
static ActionNode* mangle_cat([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"mangle (cat)",
/*P*/ {},
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* rake([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"rake",
/*P*/ {},
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* ferocious_bite([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"ferocious bite",
/*P*/ {},
/*A*/ { NextAction("rip") },
/*C*/ {}
);
}
static ActionNode* rip([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"rip",
/*P*/ {},
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* pounce([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"pounce",
/*P*/ {},
/*A*/ { NextAction("ravage") },
/*C*/ {}
);
}
static ActionNode* ravage([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"ravage",
/*P*/ {},
/*A*/ { NextAction("shred") },
/*C*/ {}
);
}
};
CatDpsDruidStrategy::CatDpsDruidStrategy(PlayerbotAI* botAI) : FeralDruidStrategy(botAI)
{
actionNodeFactories.Add(new CatDpsDruidStrategyActionNodeFactory());
}
std::vector<NextAction> CatDpsDruidStrategy::getDefaultActions()
{
return {
NextAction("tiger's fury", ACTION_DEFAULT + 0.1f)
};
}
void CatDpsDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
FeralDruidStrategy::InitTriggers(triggers);
// Default priority
triggers.push_back(
new TriggerNode(
"almost full energy available",
{
NextAction("shred", ACTION_DEFAULT + 0.4f)
}
)
);
triggers.push_back(
new TriggerNode(
"combo points not full",
{
NextAction("shred", ACTION_DEFAULT + 0.4f)
}
)
);
triggers.push_back(
new TriggerNode(
"almost full energy available",
{
NextAction("mangle (cat)", ACTION_DEFAULT + 0.3f)
}
)
);
triggers.push_back(
new TriggerNode(
"combo points not full and high energy",
{
NextAction("mangle (cat)", ACTION_DEFAULT + 0.3f)
}
)
);
triggers.push_back(
new TriggerNode(
"almost full energy available",
{
NextAction("claw", ACTION_DEFAULT + 0.2f)
}
)
);
triggers.push_back(
new TriggerNode(
"combo points not full and high energy",
{
NextAction("claw", ACTION_DEFAULT + 0.2f)
}
)
);
triggers.push_back(
new TriggerNode(
"faerie fire (feral)",
{
NextAction("faerie fire (feral)", ACTION_DEFAULT + 0.0f)
}
)
);
// Main spell
triggers.push_back(
new TriggerNode(
"cat form", {
NextAction("cat form", ACTION_HIGH + 8)
}
)
);
triggers.push_back(
new TriggerNode(
"savage roar", {
NextAction("savage roar", ACTION_HIGH + 7)
}
)
);
triggers.push_back(
new TriggerNode(
"combo points 5 available",
{
NextAction("rip", ACTION_HIGH + 6)
}
)
);
triggers.push_back(
new TriggerNode(
"ferocious bite time",
{
NextAction("ferocious bite", ACTION_HIGH + 5)
}
)
);
triggers.push_back(
new TriggerNode(
"target with combo points almost dead",
{
NextAction("ferocious bite", ACTION_HIGH + 4)
}
)
);
triggers.push_back(
new TriggerNode(
"mangle (cat)",
{
NextAction("mangle (cat)", ACTION_HIGH + 3)
}
)
);
triggers.push_back(
new TriggerNode(
"rake",
{
NextAction("rake", ACTION_HIGH + 2)
}
)
);
triggers.push_back(
new TriggerNode(
"medium threat",
{
NextAction("cower", ACTION_HIGH + 1)
}
)
);
// AOE
triggers.push_back(
new TriggerNode(
"medium aoe",
{
NextAction("swipe (cat)", ACTION_HIGH + 3)
}
)
);
triggers.push_back(
new TriggerNode(
"light aoe",
{
NextAction("rake on attacker", ACTION_HIGH + 2)
}
)
);
// Reach target
triggers.push_back(
new TriggerNode(
"enemy out of melee",
{
NextAction("feral charge - cat", ACTION_HIGH + 9)
}
)
);
triggers.push_back(
new TriggerNode(
"enemy out of melee",
{
NextAction("dash", ACTION_HIGH + 8)
}
)
);
}
void CatAoeDruidStrategy::InitTriggers(std::vector<TriggerNode*>& /*triggers*/) {}

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@ -0,0 +1,446 @@
/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#include "CatDruidStrategy.h"
#include "AiObjectContext.h"
class CatDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
CatDruidStrategyActionNodeFactory()
{
creators["faerie fire (feral)"] = &faerie_fire_feral;
creators["melee"] = &melee;
creators["feral charge - cat"] = &feral_charge_cat;
creators["cat form"] = &cat_form;
creators["claw"] = &claw;
creators["mangle (cat)"] = &mangle_cat;
creators["rake"] = &rake;
creators["ferocious bite"] = &ferocious_bite;
creators["rip"] = &rip;
creators["pounce"] = &pounce;
creators["ravage"] = &ravage;
creators["prowl"] = &prowl;
}
private:
static ActionNode* faerie_fire_feral([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"faerie fire (feral)",
/*P*/ {},
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* melee([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"melee",
/*P*/ {},
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* feral_charge_cat([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"feral charge - cat",
/*P*/ {},
/*A*/ { NextAction("reach melee") },
/*C*/ {}
);
}
static ActionNode* cat_form([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"cat form",
/*P*/ { NextAction("caster form") },
/*A*/ { NextAction("bear form") },
/*C*/ {}
);
}
static ActionNode* claw([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"claw",
/*P*/ {},
/*A*/ { NextAction("melee") },
/*C*/ {}
);
}
static ActionNode* mangle_cat([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"mangle (cat)",
/*P*/ {},
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* rake([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"rake",
/*P*/ {},
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* ferocious_bite([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"ferocious bite",
/*P*/ {},
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* rip([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"rip",
/*P*/ {},
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* ravage([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"ravage",
/*P*/ {},
/*A*/ { NextAction("pounce") },
/*C*/ {}
);
}
static ActionNode* pounce([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"pounce",
/*P*/ {},
/*A*/ { NextAction("shred") },
/*C*/ {}
);
}
static ActionNode* prowl([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"prowl",
/*P*/ { NextAction("cat form") },
/*A*/ {},
/*C*/ {}
);
}
};
CatDruidStrategy::CatDruidStrategy(PlayerbotAI* botAI) : FeralDruidStrategy(botAI)
{
actionNodeFactories.Add(new CatDruidStrategyActionNodeFactory());
}
std::vector<NextAction> CatDruidStrategy::getDefaultActions()
{
return {
NextAction("melee", ACTION_DEFAULT)
};
}
void CatDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
FeralDruidStrategy::InitTriggers(triggers);
triggers.push_back(
new TriggerNode(
"healer low mana", {
NextAction("innervate on healer", 35.0f)
}
)
);
triggers.push_back(
new TriggerNode(
"prowl", {
NextAction("prowl", 29.5f)
}
)
);
triggers.push_back(
new TriggerNode(
"enemy out of melee", {
NextAction("dash", 28.0f)
}
)
);
triggers.push_back(
new TriggerNode(
"cat form", {
NextAction("cat form", 28.0f)
}
)
);
triggers.push_back(
new TriggerNode(
"low energy", {
NextAction("tiger's fury", 27.0f)
}
)
);
triggers.push_back(
new TriggerNode(
"savage roar", {
NextAction("savage roar", 26.0f)
}
)
);
triggers.push_back(
new TriggerNode(
"combo points 5 available", {
NextAction("rip", 23.5f)
}
)
);
triggers.push_back(
new TriggerNode(
"combo points 5 available", {
NextAction("maim", 23.0f)
}
)
);
triggers.push_back(
new TriggerNode(
"ferocious bite execute", {
NextAction("ferocious bite", 24.0f)
}
)
);
triggers.push_back(
new TriggerNode(
"clearcasting", {
NextAction("shred", 24.5f)
}
)
);
triggers.push_back(
new TriggerNode(
"ferocious bite time", {
NextAction("ferocious bite", 22.5f)
}
)
);
triggers.push_back(
new TriggerNode(
"mangle (cat)", {
NextAction("mangle (cat)", 22.0f)
}
)
);
triggers.push_back(
new TriggerNode(
"rake", {
NextAction("rake", 21.5f)
}
)
);
triggers.push_back(
new TriggerNode(
"medium threat", {
NextAction("cower", 21.0f)
}
)
);
triggers.push_back(
new TriggerNode(
"almost full energy available", {
NextAction("ravage", 5.6f)
}
)
);
triggers.push_back(
new TriggerNode(
"combo points not full", {
NextAction("ravage", 5.6f)
}
)
);
triggers.push_back(
new TriggerNode(
"almost full energy available", {
NextAction("pounce", 5.5f)
}
)
);
triggers.push_back(
new TriggerNode(
"combo points not full", {
NextAction("pounce", 5.5f)
}
)
);
triggers.push_back(
new TriggerNode(
"almost full energy available", {
NextAction("shred", 5.4f)
}
)
);
triggers.push_back(
new TriggerNode(
"combo points not full", {
NextAction("shred", 5.4f)
}
)
);
triggers.push_back(
new TriggerNode(
"almost full energy available", {
NextAction("mangle (cat)", 5.3f)
}
)
);
triggers.push_back(
new TriggerNode(
"combo points not full and high energy", {
NextAction("mangle (cat)", 5.3f)
}
)
);
triggers.push_back(
new TriggerNode(
"almost full energy available", {
NextAction("claw", 5.2f)
}
)
);
triggers.push_back(
new TriggerNode(
"combo points not full and high energy", {
NextAction("claw", 5.2f)
}
)
);
triggers.push_back(
new TriggerNode(
"faerie fire (feral)", {
NextAction("faerie fire (feral)", 5.0f)
}
)
);
}
// ============================================================
// CatOffhealStrategy
// Additive overlay — only the healing triggers. Designed to be
// stacked on top of "cat" so the bot stays in cat form for DPS
// but shifts out to heal when the party needs it.
// ============================================================
class CatOffhealStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
CatOffhealStrategyActionNodeFactory()
{
creators["healing touch on party"] = &healing_touch_on_party;
creators["regrowth on party"] = &regrowth_on_party;
creators["rejuvenation on party"] = &rejuvenation_on_party;
}
private:
// P: shift to caster form before casting C: shift back to cat form afterwards
static ActionNode* healing_touch_on_party([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"healing touch on party",
/*P*/ { NextAction("caster form") },
/*A*/ {},
/*C*/ { NextAction("cat form") }
);
}
static ActionNode* regrowth_on_party([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"regrowth on party",
/*P*/ { NextAction("caster form") },
/*A*/ {},
/*C*/ { NextAction("cat form") }
);
}
static ActionNode* rejuvenation_on_party([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"rejuvenation on party",
/*P*/ { NextAction("caster form") },
/*A*/ {},
/*C*/ { NextAction("cat form") }
);
}
};
CatOffhealStrategy::CatOffhealStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI)
{
actionNodeFactories.Add(new CatOffhealStrategyActionNodeFactory());
}
void CatOffhealStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(
new TriggerNode(
"party member critical health",
{
NextAction("regrowth on party", 36.0f),
NextAction("healing touch on party", 35.0f)
}
)
);
triggers.push_back(
new TriggerNode(
"party member low health",
{
NextAction("healing touch on party", 25.0f)
}
)
);
triggers.push_back(
new TriggerNode(
"party member medium health",
{
NextAction("rejuvenation on party", 18.0f)
}
)
);
triggers.push_back(
new TriggerNode(
"party member to heal out of spell range",
{
NextAction("reach party member to heal", 93.0f)
}
)
);
triggers.push_back(
new TriggerNode(
"low mana",
{
NextAction("innervate", 24.0f)
}
)
);
}

View File

@ -3,17 +3,17 @@
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#ifndef _PLAYERBOT_CATDPSDRUIDSTRATEGY_H
#define _PLAYERBOT_CATDPSDRUIDSTRATEGY_H
#ifndef _PLAYERBOT_CATDRUIDSTRATEGY_H
#define _PLAYERBOT_CATDRUIDSTRATEGY_H
#include "FeralDruidStrategy.h"
class PlayerbotAI;
class CatDpsDruidStrategy : public FeralDruidStrategy
class CatDruidStrategy : public FeralDruidStrategy
{
public:
CatDpsDruidStrategy(PlayerbotAI* botAI);
CatDruidStrategy(PlayerbotAI* botAI);
public:
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
@ -22,14 +22,16 @@ public:
uint32 GetType() const override { return STRATEGY_TYPE_COMBAT | STRATEGY_TYPE_MELEE; }
};
class CatAoeDruidStrategy : public CombatStrategy
// Optional additive strategy. Layers emergency heals on top of the "cat" strategy.
// Enable : co +offheal
// Disable: co -offheal
class CatOffhealStrategy : public CombatStrategy
{
public:
CatAoeDruidStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI) {}
CatOffhealStrategy(PlayerbotAI* botAI);
public:
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
std::string const getName() override { return "cat aoe"; }
std::string const getName() override { return "offheal"; }
};
#endif

View File

@ -14,12 +14,10 @@ public:
{
creators["survival instincts"] = &survival_instincts;
creators["thorns"] = &thorns;
creators["omen of clarity"] = &omen_of_clarity;
creators["cure poison"] = &cure_poison;
creators["cure poison on party"] = &cure_poison_on_party;
creators["abolish poison"] = &abolish_poison;
creators["abolish poison on party"] = &abolish_poison_on_party;
creators["prowl"] = &prowl;
}
private:
@ -39,14 +37,6 @@ private:
/*C*/ {});
}
static ActionNode* omen_of_clarity([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("omen of clarity",
/*P*/ { NextAction("caster form") },
/*A*/ {},
/*C*/ {});
}
static ActionNode* cure_poison([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("cure poison",
@ -79,13 +69,6 @@ private:
/*C*/ {});
}
static ActionNode* prowl([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("prowl",
/*P*/ { NextAction("cat form") },
/*A*/ {},
/*C*/ {});
}
};
FeralDruidStrategy::FeralDruidStrategy(PlayerbotAI* botAI) : GenericDruidStrategy(botAI)
@ -99,15 +82,23 @@ void FeralDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
GenericDruidStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode(
"enemy out of melee", { NextAction("reach melee", ACTION_HIGH + 1) }));
"enemy out of melee", { NextAction("reach melee", 21.0f) }));
triggers.push_back(new TriggerNode(
"critical health", { NextAction("survival instincts", ACTION_EMERGENCY + 1) }));
triggers.push_back(new TriggerNode(
"omen of clarity", { NextAction("omen of clarity", ACTION_HIGH + 9) }));
"low health", { NextAction("survival instincts", 91.0f) }));
triggers.push_back(new TriggerNode("player has flag",
{ NextAction("dash", ACTION_EMERGENCY + 2) }));
{ NextAction("dash", 92.0f) }));
triggers.push_back(new TriggerNode("enemy flagcarrier near",
{ NextAction("dash", ACTION_EMERGENCY + 2) }));
triggers.push_back(
new TriggerNode("berserk", { NextAction("berserk", ACTION_HIGH + 6) }));
{ NextAction("dash", 92.0f) }));
}
void FeralChargeDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
Player* bot = botAI->GetBot();
if (bot->HasSpell(SPELL_CAT_FORM) && !bot->HasAura(AURA_THICK_HIDE))
triggers.push_back(new TriggerNode(
"enemy out of melee", { NextAction("feral charge - cat", 29.0f) }));
else
triggers.push_back(new TriggerNode(
"enemy out of melee", { NextAction("feral charge - bear", 18.0f) }));
}

View File

@ -3,11 +3,14 @@
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#ifndef _PLAYERBOT_FERALRUIDSTRATEGY_H
#define _PLAYERBOT_FERALRUIDSTRATEGY_H
#ifndef _PLAYERBOT_FERALDRUIDSTRATEGY_H
#define _PLAYERBOT_FERALDRUIDSTRATEGY_H
#include "GenericDruidStrategy.h"
constexpr uint32 SPELL_CAT_FORM = 768;
constexpr uint32 AURA_THICK_HIDE = 16931;
class PlayerbotAI;
class ShapeshiftDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
@ -83,4 +86,18 @@ public:
uint32 GetType() const override { return STRATEGY_TYPE_COMBAT | STRATEGY_TYPE_MELEE; }
};
// Optional strategy — enabled by default for cat and bear.
// Registers the "enemy out of melee" → Feral Charge trigger, spec-gated at
// init time so cats get Feral Charge (Cat) and bears get Feral Charge (Bear).
// Disable with: co -feral charge
// Re-enable with: co +feral charge
class FeralChargeDruidStrategy : public CombatStrategy
{
public:
FeralChargeDruidStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI) {}
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
std::string const getName() override { return "feral charge"; }
};
#endif

View File

@ -17,12 +17,13 @@ public:
creators["thorns on party"] = &thorns_on_party;
creators["mark of the wild"] = &mark_of_the_wild;
creators["mark of the wild on party"] = &mark_of_the_wild_on_party;
// creators["innervate"] = &innervate;
creators["regrowth_on_party"] = &regrowth_on_party;
creators["rejuvenation on party"] = &rejuvenation_on_party;
creators["remove curse on party"] = &remove_curse_on_party;
creators["abolish poison on party"] = &abolish_poison_on_party;
creators["revive"] = &revive;
creators["prowl"] = &prowl;
creators["aquatic form"] = &aquatic_form;
}
private:
@ -92,6 +93,23 @@ private:
/*A*/ {},
/*C*/ {});
}
static ActionNode* prowl([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("prowl",
/*P*/ { NextAction("cat form") },
/*A*/ {},
/*C*/ {});
}
static ActionNode* aquatic_form([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("aquatic form",
/*P*/ { NextAction("caster form") },
/*A*/ {},
/*C*/ {});
}
};
GenericDruidNonCombatStrategy::GenericDruidNonCombatStrategy(PlayerbotAI* botAI) : NonCombatStrategy(botAI)
@ -165,11 +183,16 @@ void GenericDruidNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& trig
NextAction("remove curse on party", ACTION_DISPEL + 7),
}));
triggers.push_back(new TriggerNode("aquatic form", { NextAction("aquatic form", 10.0f) }));
int specTab = AiFactory::GetPlayerSpecTab(botAI->GetBot());
if (specTab == 0 || specTab == 2) // Balance or Restoration
if (specTab == DRUID_TAB_BALANCE || specTab == DRUID_TAB_RESTORATION)
triggers.push_back(new TriggerNode("often", { NextAction("apply oil", 1.0f) }));
if (specTab == 1) // Feral
if (specTab == DRUID_TAB_FERAL)
{
triggers.push_back(new TriggerNode("often", { NextAction("apply stone", 1.0f) }));
triggers.push_back(new TriggerNode("prowl", { NextAction("prowl", ACTION_INTERRUPT) }));
}
}

View File

@ -5,6 +5,8 @@
#include "GenericDruidStrategy.h"
#include "AiFactory.h"
#include "FeralDruidStrategy.h"
#include "Playerbots.h"
class GenericDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
@ -20,6 +22,8 @@ public:
creators["abolish poison on party"] = &abolish_poison_on_party;
creators["rebirth"] = &rebirth;
creators["entangling roots on cc"] = &entangling_roots_on_cc;
creators["cyclone on cc"] = &cyclone_on_cc;
creators["hibernate on cc"] = &hibernate_on_cc;
creators["innervate"] = &innervate;
}
@ -88,6 +92,22 @@ private:
/*C*/ {});
}
static ActionNode* cyclone_on_cc([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("cyclone on cc",
/*P*/ { NextAction("caster form") },
/*A*/ {},
/*C*/ {});
}
static ActionNode* hibernate_on_cc([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("hibernate on cc",
/*P*/ { NextAction("caster form") },
/*A*/ {},
/*C*/ {});
}
static ActionNode* innervate([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("innervate",
@ -107,41 +127,95 @@ void GenericDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
CombatStrategy::InitTriggers(triggers);
triggers.push_back(
new TriggerNode("low health", { NextAction("barkskin", ACTION_HIGH + 7) }));
new TriggerNode("almost full health", { NextAction("barkskin", 40.0f) }));
Player* bot = botAI->GetBot();
int tab = AiFactory::GetPlayerSpecTab(bot);
if (tab == DRUID_TAB_FERAL)
{
if (!bot->HasAura(16931) /*thick hide — bear spec*/)
{
triggers.push_back(new TriggerNode("predator's swiftness and combat party member dead",
{ NextAction("rebirth", 29.0f) }));
triggers.push_back(new TriggerNode("combat party member dead",
{ NextAction("rebirth", 28.5f) }));
}
}
else
{
triggers.push_back(new TriggerNode("combat party member dead",
{ NextAction("rebirth", 29.0f) }));
}
triggers.push_back(new TriggerNode("combat party member dead",
{ NextAction("rebirth", ACTION_HIGH + 9) }));
triggers.push_back(new TriggerNode("being attacked",
{ NextAction("nature's grasp", ACTION_HIGH + 1) }));
triggers.push_back(new TriggerNode("new pet", { NextAction("set pet stance", 60.0f) }));
{ NextAction("nature's grasp", 39.0f) }));
}
void DruidCureStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(
new TriggerNode("party member cure poison",
{ NextAction("abolish poison on party", ACTION_DISPEL + 1) }));
{ NextAction("abolish poison on party", 51.0f) }));
triggers.push_back(
new TriggerNode("party member remove curse",
{ NextAction("remove curse on party", ACTION_DISPEL + 7) }));
{ NextAction("remove curse on party", 57.0f) }));
}
void DruidBoostStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode(
"nature's swiftness", { NextAction("nature's swiftness", ACTION_HIGH + 9) }));
Player* bot = botAI->GetBot();
int tab = AiFactory::GetPlayerSpecTab(bot);
if (tab == DRUID_TAB_BALANCE)
{
triggers.push_back(new TriggerNode("force of nature", { NextAction("force of nature", 29.0f) }));
triggers.push_back(new TriggerNode("new pet", { NextAction("set pet stance", 60.0f) }));
}
if (tab == DRUID_TAB_FERAL)
{
triggers.push_back(new TriggerNode("berserk", { NextAction("berserk", 27.5f) }));
}
}
void DruidCcStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode(
"entangling roots", { NextAction("entangling roots on cc", ACTION_HIGH + 2) }));
triggers.push_back(new TriggerNode(
"entangling roots kite", { NextAction("entangling roots", ACTION_HIGH + 2) }));
triggers.push_back(new TriggerNode(
"hibernate", { NextAction("hibernate on cc", ACTION_HIGH + 3) }));
Player* bot = botAI->GetBot();
int tab = AiFactory::GetPlayerSpecTab(bot);
if (tab == DRUID_TAB_BALANCE || tab == DRUID_TAB_RESTORATION)
{
triggers.push_back(new TriggerNode(
"cyclone", { NextAction("cyclone on cc", 42.0f) }));
triggers.push_back(new TriggerNode(
"hibernate", { NextAction("hibernate on cc", 41.0f) }));
triggers.push_back(new TriggerNode(
"entangling roots", { NextAction("entangling roots on cc", 40.0f) }));
}
if (tab == DRUID_TAB_FERAL)
{
if (bot->HasSpell(SPELL_CAT_FORM) && !bot->HasAura(AURA_THICK_HIDE))
{
triggers.push_back(new TriggerNode(
"predator's swiftness and cyclone", { NextAction("cyclone on cc", 42.0f) }));
triggers.push_back(new TriggerNode(
"predator's swiftness and hibernate", { NextAction("hibernate on cc", 41.0f) }));
triggers.push_back(new TriggerNode(
"predator's swiftness and entangling roots", { NextAction("entangling roots on cc", 40.0f) }));
}
else
{
triggers.push_back(new TriggerNode(
"cyclone", { NextAction("cyclone on cc", 42.0f) }));
triggers.push_back(new TriggerNode(
"hibernate", { NextAction("hibernate on cc", 41.0f) }));
triggers.push_back(new TriggerNode(
"entangling roots", { NextAction("entangling roots on cc", 40.0f) }));
}
}
}
void DruidHealerDpsStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
@ -149,10 +223,39 @@ void DruidHealerDpsStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
triggers.push_back(
new TriggerNode("healer should attack",
{
NextAction("cancel tree form", ACTION_DEFAULT + 0.4f),
NextAction("moonfire", ACTION_DEFAULT + 0.3f),
NextAction("wrath", ACTION_DEFAULT + 0.2f),
NextAction("starfire", ACTION_DEFAULT + 0.1f),
}));
NextAction("cancel tree form", 5.4f),
NextAction("moonfire", 5.3f),
NextAction("wrath", 5.2f),
NextAction("starfire", 5.1f),
}));
}
void DruidAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
Player* bot = botAI->GetBot();
int tab = AiFactory::GetPlayerSpecTab(bot);
if (tab == DRUID_TAB_BALANCE)
{
triggers.push_back(new TriggerNode("hurricane channel check", { NextAction("cancel channel", 22.0f) }));
triggers.push_back(new TriggerNode("starfall", { NextAction("starfall", 28.5f) }));
triggers.push_back(new TriggerNode("medium aoe", { NextAction("hurricane", 23.0f) }));
triggers.push_back(new TriggerNode("enemy within melee", { NextAction("typhoon", 40.0f) }));
triggers.push_back(new TriggerNode("insect swarm on attacker", { NextAction("insect swarm on attacker", 5.2f) }));
triggers.push_back(new TriggerNode("moonfire on attacker", { NextAction("moonfire on attacker", 5.1f) }));
}
if (tab == DRUID_TAB_RESTORATION)
{
triggers.push_back(new TriggerNode("hurricane channel check", { NextAction("cancel channel", 22.0f) }));
triggers.push_back(new TriggerNode("medium aoe", { NextAction("hurricane", 23.0f) }));
triggers.push_back(new TriggerNode("insect swarm on attacker", { NextAction("insect swarm on attacker", 5.2f) }));
triggers.push_back(new TriggerNode("moonfire on attacker", { NextAction("moonfire on attacker", 5.1f) }));
}
if (tab == DRUID_TAB_FERAL && bot->HasSpell(SPELL_CAT_FORM) && !bot->HasAura(AURA_THICK_HIDE))
{
triggers.push_back(new TriggerNode("clearcasting and medium aoe", { NextAction("swipe (cat)", 25.5f) }));
triggers.push_back(new TriggerNode("medium aoe", { NextAction("swipe (cat)", 25.0f) }));
}
}

View File

@ -55,4 +55,13 @@ public:
std::string const getName() override { return "healer dps"; }
};
class DruidAoeStrategy : public Strategy
{
public:
DruidAoeStrategy(PlayerbotAI* botAI) : Strategy(botAI) {}
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
std::string const getName() override { return "aoe"; }
};
#endif

View File

@ -1,108 +0,0 @@
/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#include "HealDruidStrategy.h"
#include "Playerbots.h"
class HealDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
HealDruidStrategyActionNodeFactory() {
creators["nourish on party"] = &nourtish_on_party;
}
private:
static ActionNode* nourtish_on_party([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("nourish on party",
/*P*/ {},
/*A*/ { NextAction("healing touch on party") },
/*C*/ {});
}
};
HealDruidStrategy::HealDruidStrategy(PlayerbotAI* botAI) : GenericDruidStrategy(botAI)
{
actionNodeFactories.Add(new HealDruidStrategyActionNodeFactory());
}
void HealDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
GenericDruidStrategy::InitTriggers(triggers);
// no healer dps strategy
triggers.push_back(new TriggerNode("no healer dps strategy",
{ NextAction("tree form", ACTION_DEFAULT) }));
triggers.push_back(new TriggerNode(
"party member to heal out of spell range",
{ NextAction("reach party member to heal", ACTION_CRITICAL_HEAL + 9) }));
// CRITICAL
triggers.push_back(
new TriggerNode("party member critical health",
{
NextAction("tree form", ACTION_CRITICAL_HEAL + 4.1f),
NextAction("swiftmend on party", ACTION_CRITICAL_HEAL + 4),
NextAction("regrowth on party", ACTION_CRITICAL_HEAL + 3),
NextAction("wild growth on party", ACTION_CRITICAL_HEAL + 2),
NextAction("nourish on party", ACTION_CRITICAL_HEAL + 1),
}));
triggers.push_back(
new TriggerNode("party member critical health",
{ NextAction("nature's swiftness", ACTION_CRITICAL_HEAL + 4) }));
triggers.push_back(new TriggerNode("clearcasting",
{ NextAction("lifebloom on main tank", ACTION_CRITICAL_HEAL - 1) }));
triggers.push_back(new TriggerNode(
"group heal setting",
{
NextAction("tree form", ACTION_MEDIUM_HEAL + 2.3f),
NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 2.2f),
NextAction("rejuvenation on not full", ACTION_MEDIUM_HEAL + 2.1f),
}));
triggers.push_back(
new TriggerNode("medium group heal setting",
{
NextAction("tree form", ACTION_CRITICAL_HEAL + 0.6f),
NextAction("tranquility", ACTION_CRITICAL_HEAL + 0.5f) }));
// LOW
triggers.push_back(
new TriggerNode("party member low health",
{ NextAction("tree form", ACTION_MEDIUM_HEAL + 1.5f),
NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 1.4f),
NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 1.3f),
NextAction("swiftmend on party", ACTION_MEDIUM_HEAL + 1.2),
NextAction("nourish on party", ACTION_MEDIUM_HEAL + 1.1f),
}));
// MEDIUM
triggers.push_back(
new TriggerNode("party member medium health",
{
NextAction("tree form", ACTION_MEDIUM_HEAL + 0.5f),
NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 0.4f),
NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 0.3f),
NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 0.2f),
NextAction("nourish on party", ACTION_MEDIUM_HEAL + 0.1f) }));
// almost full
triggers.push_back(
new TriggerNode("party member almost full health",
{ NextAction("wild growth on party", ACTION_LIGHT_HEAL + 0.3f),
NextAction("rejuvenation on party", ACTION_LIGHT_HEAL + 0.2f),
NextAction("regrowth on party", ACTION_LIGHT_HEAL + 0.1f) }));
triggers.push_back(
new TriggerNode("medium mana", { NextAction("innervate", ACTION_HIGH + 5) }));
triggers.push_back(new TriggerNode("enemy too close for spell",
{ NextAction("flee", ACTION_MOVE + 9) }));
}

View File

@ -1,24 +0,0 @@
/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#ifndef _PLAYERBOT_HEALDRUIDSTRATEGY_H
#define _PLAYERBOT_HEALDRUIDSTRATEGY_H
#include "GenericDruidStrategy.h"
#include "Strategy.h"
class PlayerbotAI;
class HealDruidStrategy : public GenericDruidStrategy
{
public:
HealDruidStrategy(PlayerbotAI* botAI);
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
std::string const getName() override { return "heal"; }
uint32 GetType() const override { return STRATEGY_TYPE_RANGED | STRATEGY_TYPE_HEAL; }
};
#endif

View File

@ -1,32 +0,0 @@
/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#include "MeleeDruidStrategy.h"
#include "Playerbots.h"
MeleeDruidStrategy::MeleeDruidStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI) {}
std::vector<NextAction> MeleeDruidStrategy::getDefaultActions()
{
return {
NextAction("faerie fire", ACTION_DEFAULT + 0.1f),
NextAction("melee", ACTION_DEFAULT)
};
}
void MeleeDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(
new TriggerNode(
"omen of clarity",
{
NextAction("omen of clarity", ACTION_HIGH + 9)
}
)
);
CombatStrategy::InitTriggers(triggers);
}

View File

@ -1,21 +0,0 @@
/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#ifndef _PLAYERBOT_MELEEDRUIDSTRATEGY_H
#define _PLAYERBOT_MELEEDRUIDSTRATEGY_H
#include "CombatStrategy.h"
class MeleeDruidStrategy : public CombatStrategy
{
public:
MeleeDruidStrategy(PlayerbotAI* botAI);
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
std::string const getName() override { return "melee"; }
std::vector<NextAction> getDefaultActions() override;
};
#endif

View File

@ -1,307 +0,0 @@
/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#include "OffhealDruidCatStrategy.h"
#include "Playerbots.h"
#include "Strategy.h"
class OffhealDruidCatStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
OffhealDruidCatStrategyActionNodeFactory()
{
creators["cat form"] = &cat_form;
creators["mangle (cat)"] = &mangle_cat;
creators["shred"] = &shred;
creators["rake"] = &rake;
creators["rip"] = &rip;
creators["ferocious bite"] = &ferocious_bite;
creators["savage roar"] = &savage_roar;
creators["faerie fire (feral)"] = &faerie_fire_feral;
creators["healing touch on party"] = &healing_touch_on_party;
creators["regrowth on party"] = &regrowth_on_party;
creators["rejuvenation on party"] = &rejuvenation_on_party;
}
private:
static ActionNode* cat_form([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"cat form",
/*P*/ {},
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* mangle_cat([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"mangle (cat)",
/*P*/ {},
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* shred([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"shred",
/*P*/ {},
/*A*/ { NextAction("claw") },
/*C*/ {}
);
}
static ActionNode* rake([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"rake",
/*P*/ {},
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* rip([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"rip",
/*P*/ {},
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* ferocious_bite([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"ferocious bite",
/*P*/ {},
/*A*/ { NextAction("rip") },
/*C*/ {}
);
}
static ActionNode* savage_roar([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"savage roar",
/*P*/ {},
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* faerie_fire_feral([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"faerie fire (feral)",
/*P*/ {},
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* healing_touch_on_party([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"healing touch on party",
/*P*/ { NextAction("caster form") },
/*A*/ {},
/*C*/ { NextAction("cat form") }
);
}
static ActionNode* regrowth_on_party([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"regrowth on party",
/*P*/ { NextAction("caster form") },
/*A*/ {},
/*C*/ { NextAction("cat form") }
);
}
static ActionNode* rejuvenation_on_party([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"rejuvenation on party",
/*P*/ { NextAction("caster form") },
/*A*/ {},
/*C*/ { NextAction("cat form") }
);
}
};
OffhealDruidCatStrategy::OffhealDruidCatStrategy(PlayerbotAI* botAI) : FeralDruidStrategy(botAI)
{
actionNodeFactories.Add(new OffhealDruidCatStrategyActionNodeFactory());
}
std::vector<NextAction> OffhealDruidCatStrategy::getDefaultActions()
{
return {
NextAction("mangle (cat)", ACTION_DEFAULT + 0.5f),
NextAction("shred", ACTION_DEFAULT + 0.4f),
NextAction("rake", ACTION_DEFAULT + 0.3f),
NextAction("melee", ACTION_DEFAULT),
NextAction("cat form", ACTION_DEFAULT - 0.1f)
};
}
void OffhealDruidCatStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
FeralDruidStrategy::InitTriggers(triggers);
triggers.push_back(
new TriggerNode(
"cat form",
{
NextAction("cat form", ACTION_HIGH + 8)
}
)
);
triggers.push_back(
new TriggerNode(
"savage roar",
{
NextAction("savage roar", ACTION_HIGH + 7)
}
)
);
triggers.push_back(
new TriggerNode(
"combo points 5 available",
{
NextAction("rip", ACTION_HIGH + 6)
}
)
);
triggers.push_back(
new TriggerNode(
"ferocious bite time",
{
NextAction("ferocious bite", ACTION_HIGH + 5)
}
)
);
triggers.push_back(
new TriggerNode(
"target with combo points almost dead",
{
NextAction("ferocious bite", ACTION_HIGH + 4)
}
)
);
triggers.push_back(
new TriggerNode(
"mangle (cat)",
{
NextAction("mangle (cat)", ACTION_HIGH + 3)
}
)
);
triggers.push_back(
new TriggerNode(
"rake",
{
NextAction("rake", ACTION_HIGH + 2)
}
)
);
triggers.push_back(
new TriggerNode(
"almost full energy available",
{
NextAction("shred", ACTION_DEFAULT + 0.4f)
}
)
);
triggers.push_back(
new TriggerNode(
"combo points not full",
{
NextAction("shred", ACTION_DEFAULT + 0.4f)
}
)
);
triggers.push_back(
new TriggerNode(
"faerie fire (feral)",
{
NextAction("faerie fire (feral)", ACTION_NORMAL)
}
)
);
triggers.push_back(
new TriggerNode(
"enemy out of melee",
{
NextAction("feral charge - cat", ACTION_HIGH + 9),
NextAction("dash", ACTION_HIGH + 8)
}
)
);
triggers.push_back(
new TriggerNode(
"medium aoe",
{
NextAction("swipe (cat)", ACTION_HIGH + 3)
}
)
);
triggers.push_back(
new TriggerNode(
"tiger's fury",
{
NextAction("tiger's fury", ACTION_NORMAL + 1)
}
)
);
triggers.push_back(
new TriggerNode(
"party member critical health",
{
NextAction("regrowth on party", ACTION_CRITICAL_HEAL + 6),
NextAction("healing touch on party", ACTION_CRITICAL_HEAL + 5)
}
)
);
triggers.push_back(
new TriggerNode(
"party member low health",
{
NextAction("healing touch on party", ACTION_MEDIUM_HEAL + 5)
}
)
);
triggers.push_back(
new TriggerNode(
"party member medium health",
{
NextAction("rejuvenation on party", ACTION_LIGHT_HEAL + 8)
}
)
);
triggers.push_back(
new TriggerNode(
"party member to heal out of spell range",
{
NextAction("reach party member to heal", ACTION_EMERGENCY + 3)
}
)
);
triggers.push_back(
new TriggerNode(
"low mana",
{
NextAction("innervate", ACTION_HIGH + 4)
}
)
);
}

View File

@ -1,27 +0,0 @@
/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#ifndef _PLAYERBOT_OFFHEALDRUIDCATSTRATEGY_H
#define _PLAYERBOT_OFFHEALDRUIDCATSTRATEGY_H
#include "FeralDruidStrategy.h"
class PlayerbotAI;
class OffhealDruidCatStrategy : public FeralDruidStrategy
{
public:
OffhealDruidCatStrategy(PlayerbotAI* botAI);
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
std::string const getName() override { return "offheal"; }
std::vector<NextAction> getDefaultActions() override;
uint32 GetType() const override
{
return STRATEGY_TYPE_COMBAT | STRATEGY_TYPE_DPS | STRATEGY_TYPE_HEAL | STRATEGY_TYPE_MELEE;
}
};
#endif

View File

@ -0,0 +1,120 @@
/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#include "RestoDruidStrategy.h"
#include "Playerbots.h"
class RestoDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
RestoDruidStrategyActionNodeFactory() {
creators["nourish on party"] = &nourish_on_party;
}
private:
static ActionNode* nourish_on_party([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("nourish on party",
/*P*/ {},
/*A*/ {},
/*C*/ {});
}
};
RestoDruidStrategy::RestoDruidStrategy(PlayerbotAI* botAI) : GenericDruidStrategy(botAI)
{
actionNodeFactories.Add(new RestoDruidStrategyActionNodeFactory());
}
void RestoDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
GenericDruidStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode("no healer dps strategy",
{ NextAction("tree form", 5.0f) }));
triggers.push_back(new TriggerNode(
"party member to heal out of spell range",
{ NextAction("reach party member to heal", 39.0f) }));
triggers.push_back(
new TriggerNode("party member critical health",
{
NextAction("tree form", 34.1f),
NextAction("swiftmend on party", 34.0f),
NextAction("wild growth on party", 33.0f),
NextAction("nourish on party", 32.0f),
NextAction("regrowth on party", 31.0f),
NextAction("healing touch on party", 30.0f),
}));
triggers.push_back(
new TriggerNode("party member critical health",
{ NextAction("nature's swiftness", 58.0f) }));
triggers.push_back(new TriggerNode(
"nature's swiftness active",
{ NextAction("healing touch on party", 55.0f) }));
triggers.push_back(new TriggerNode("clearcasting",
{ NextAction("lifebloom on main tank", 13.0f) }));
// LOW
triggers.push_back(
new TriggerNode("party member low health",
{
NextAction("tree form", 21.5f),
NextAction("swiftmend on party", 21.4f),
NextAction("wild growth on party", 21.3f),
NextAction("nourish on party", 21.2f),
NextAction("regrowth on party", 21.1f),
NextAction("healing touch on party", 21.0f),
}));
// MEDIUM
triggers.push_back(
new TriggerNode("party member medium health",
{
NextAction("tree form", 20.5f),
NextAction("swiftmend on party", 20.4f),
NextAction("wild growth on party", 20.3f),
NextAction("nourish on party", 20.2f),
NextAction("regrowth on party", 20.1f),
NextAction("healing touch on party", 20.0f),
}));
// ALMOST FULL
triggers.push_back(
new TriggerNode("party member almost full health",
{
NextAction("wild growth on party", 10.3f),
NextAction("rejuvenation on party", 10.2f),
NextAction("regrowth on party", 10.1f),
}));
triggers.push_back(
new TriggerNode("medium mana", { NextAction("innervate", 25.0f) }));
triggers.push_back(new TriggerNode("enemy too close for spell",
{ NextAction("flee", 39.0f) }));
}
void DruidTranquilityStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("medium group heal setting",
{ NextAction("tree form", 30.6f), NextAction("tranquility", 30.5f) }));
}
void DruidBlanketStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode(
"wild growth blanket",
{ NextAction("tree form", 8.1f), NextAction("wild growth blanket", 8.0f) }));
triggers.push_back(new TriggerNode(
"rejuvenation blanket",
{ NextAction("tree form", 6.1f), NextAction("rejuvenation blanket", 6.0f) }));
}

View File

@ -0,0 +1,42 @@
/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#ifndef _PLAYERBOT_RESTODRUIDSTRATEGY_H
#define _PLAYERBOT_RESTODRUIDSTRATEGY_H
#include "GenericDruidStrategy.h"
#include "Strategy.h"
class PlayerbotAI;
class RestoDruidStrategy : public GenericDruidStrategy
{
public:
RestoDruidStrategy(PlayerbotAI* botAI);
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
std::string const getName() override { return "resto"; }
uint32 GetType() const override { return STRATEGY_TYPE_RANGED | STRATEGY_TYPE_HEAL; }
};
class DruidBlanketStrategy : public Strategy
{
public:
DruidBlanketStrategy(PlayerbotAI* botAI) : Strategy(botAI) {}
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
std::string const getName() override { return "blanketing"; }
};
class DruidTranquilityStrategy : public Strategy
{
public:
DruidTranquilityStrategy(PlayerbotAI* botAI) : Strategy(botAI) {}
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
std::string const getName() override { return "tranquility"; }
};
#endif

View File

@ -4,8 +4,10 @@
*/
#include "DruidTriggers.h"
#include "DynamicObject.h"
#include "Player.h"
#include "Playerbots.h"
#include "ServerFacade.h"
bool MarkOfTheWildOnPartyTrigger::IsActive()
{
@ -35,6 +37,45 @@ bool TreeFormTrigger::IsActive() { return !botAI->HasAura(33891, bot); }
bool CatFormTrigger::IsActive() { return !botAI->HasAura("cat form", bot); }
bool AquaticFormTrigger::IsActive()
{
return !bot->IsInCombat() && !botAI->HasAura("aquatic form", bot) &&
bot->GetLiquidData().Status == LIQUID_MAP_UNDER_WATER;
}
bool ProwlTrigger::IsActive()
{
if (botAI->HasAura("prowl", bot) || bot->IsInCombat())
return false;
uint32 prowlId = botAI->GetAiObjectContext()->GetValue<uint32>("spell id", "prowl")->Get();
if (!prowlId || !bot->HasSpell(prowlId) || bot->HasSpellCooldown(prowlId))
return false;
float distance = 30.f;
Unit* target = AI_VALUE(Unit*, "enemy player target");
if (target && !target->IsInWorld())
return false;
if (!target)
target = AI_VALUE(Unit*, "grind target");
if (!target)
target = AI_VALUE(Unit*, "dps target");
if (!target)
return false;
if (target && target->GetVictim())
distance -= 10;
if (target->isMoving() && target->GetVictim())
distance -= 10;
if (bot->InBattleground())
distance += 15;
if (bot->InArena())
distance += 15;
return target && ServerFacade::instance().GetDistance2d(bot, target) < distance;
}
const std::set<uint32> HurricaneChannelCheckTrigger::HURRICANE_SPELL_IDS = {
16914, // Hurricane Rank 1
17401, // Hurricane Rank 2
@ -45,19 +86,38 @@ const std::set<uint32> HurricaneChannelCheckTrigger::HURRICANE_SPELL_IDS = {
bool HurricaneChannelCheckTrigger::IsActive()
{
Player* bot = botAI->GetBot();
// Check if the bot is channeling a spell
if (Spell* spell = bot->GetCurrentSpell(CURRENT_CHANNELED_SPELL))
{
// Only trigger if the spell being channeled is Hurricane
if (HURRICANE_SPELL_IDS.count(spell->m_spellInfo->Id))
if (!HURRICANE_SPELL_IDS.count(spell->m_spellInfo->Id))
return false;
// Find this bot's own Hurricane DynamicObject
DynamicObject* dynObj = nullptr;
for (uint32 spellId : HURRICANE_SPELL_IDS)
{
uint8 attackerCount = AI_VALUE(uint8, "attacker count");
return attackerCount < minEnemies;
dynObj = bot->GetDynObject(spellId);
if (dynObj)
break;
}
if (!dynObj)
return false;
// Count attackers actually inside the Hurricane AoE
float radius = dynObj->GetRadius();
GuidVector attackers = AI_VALUE(GuidVector, "attackers");
uint32 count = 0;
for (ObjectGuid const& guid : attackers)
{
Unit* unit = botAI->GetUnit(guid);
if (!unit || !unit->IsAlive())
continue;
if (unit->GetDistance(dynObj->GetPosition()) <= radius)
count++;
}
return count < minEnemies;
}
// Not channeling Hurricane
return false;
}

View File

@ -8,6 +8,7 @@
#include "CureTriggers.h"
#include "GenericTriggers.h"
#include "RtiTriggers.h"
#include "Player.h"
#include "PlayerbotAI.h"
#include "Playerbots.h"
@ -15,6 +16,8 @@
#include "Trigger.h"
#include <set>
constexpr uint32 AURA_OMEN_OF_CLARITY = 16864;
class PlayerbotAI;
class MarkOfTheWildOnPartyTrigger : public BuffOnPartyTrigger
@ -55,22 +58,30 @@ public:
bool IsActive() override;
};
class OmenOfClarityTrigger : public BuffTrigger
{
public:
OmenOfClarityTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "omen of clarity") {}
};
class ClearcastingTrigger : public HasAuraTrigger
{
public:
ClearcastingTrigger(PlayerbotAI* botAI) : HasAuraTrigger(botAI, "clearcasting") {}
};
class PredatorsSwiftnessTrigger : public HasAuraTrigger
{
public:
PredatorsSwiftnessTrigger(PlayerbotAI* botAI) : HasAuraTrigger(botAI, "predator's swiftness") {}
};
class NaturesSwiftnessActiveTrigger : public HasAuraTrigger
{
public:
NaturesSwiftnessActiveTrigger(PlayerbotAI* botAI) : HasAuraTrigger(botAI, "nature's swiftness") {}
bool IsActive() override { return botAI->HasAura("nature's swiftness", bot); }
};
class RakeTrigger : public DebuffTrigger
{
public:
RakeTrigger(PlayerbotAI* botAI) : DebuffTrigger(botAI, "rake", 1, true) {}
bool IsActive() override { return !botAI->HasAura("prowl", bot) && DebuffTrigger::IsActive(); }
};
class InsectSwarmTrigger : public DebuffTrigger
@ -79,12 +90,26 @@ public:
InsectSwarmTrigger(PlayerbotAI* botAI) : DebuffTrigger(botAI, "insect swarm", 1, true) {}
};
class InsectSwarmOnAttackerTrigger : public DebuffOnAttackerTrigger
{
public:
InsectSwarmOnAttackerTrigger(PlayerbotAI* botAI) : DebuffOnAttackerTrigger(botAI, "insect swarm", true) {}
bool IsActive() override { return BuffTrigger::IsActive(); }
};
class MoonfireTrigger : public DebuffTrigger
{
public:
MoonfireTrigger(PlayerbotAI* botAI) : DebuffTrigger(botAI, "moonfire", 1, true) {}
};
class MoonfireOnAttackerTrigger : public DebuffOnAttackerTrigger
{
public:
MoonfireOnAttackerTrigger(PlayerbotAI* botAI) : DebuffOnAttackerTrigger(botAI, "moonfire", true) {}
bool IsActive() override { return BuffTrigger::IsActive(); }
};
class FaerieFireTrigger : public DebuffTrigger
{
public:
@ -95,6 +120,35 @@ class FaerieFireFeralTrigger : public DebuffTrigger
{
public:
FaerieFireFeralTrigger(PlayerbotAI* botAI) : DebuffTrigger(botAI, "faerie fire (feral)") {}
bool IsActive() override
{
if (!bot->IsInCombat())
return false;
// Bear: every cast generates immediate threat/damage for free — spam it
if (botAI->HasAnyAuraOf(bot, "bear form", "dire bear form", nullptr))
{
Unit* target = GetTarget();
return target && target->IsAlive() && target->IsInWorld();
}
if (!botAI->HasAura("cat form", bot))
return false;
if (botAI->HasAura("prowl", bot))
return false;
// Cat with Omen of Clarity: spam to fish for Clearcasting procs
if (bot->HasAura(AURA_OMEN_OF_CLARITY))
{
Unit* target = GetTarget();
return target && target->IsAlive() && target->IsInWorld();
}
// Cat without Omen of Clarity: apply as a normal debuff, don't reapply
return DebuffTrigger::IsActive();
}
};
class BashInterruptSpellTrigger : public InterruptSpellTrigger
@ -103,18 +157,18 @@ public:
BashInterruptSpellTrigger(PlayerbotAI* botAI) : InterruptSpellTrigger(botAI, "bash") {}
};
class TigersFuryTrigger : public BuffTrigger
{
public:
TigersFuryTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "tiger's fury") {}
};
class BerserkTrigger : public BoostTrigger
{
public:
BerserkTrigger(PlayerbotAI* botAI) : BoostTrigger(botAI, "berserk") {}
};
class BerserkActiveTrigger : public HasAuraTrigger
{
public:
BerserkActiveTrigger(PlayerbotAI* botAI) : HasAuraTrigger(botAI, "berserk") {}
};
class SavageRoarTrigger : public BuffTrigger
{
public:
@ -127,10 +181,10 @@ public:
NaturesGraspTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "nature's grasp") {}
};
class EntanglingRootsTrigger : public HasCcTargetTrigger
class EntanglingRootsTrigger : public RtiCcTrigger
{
public:
EntanglingRootsTrigger(PlayerbotAI* botAI) : HasCcTargetTrigger(botAI, "entangling roots") {}
EntanglingRootsTrigger(PlayerbotAI* botAI) : RtiCcTrigger(botAI, "entangling roots") {}
};
class EntanglingRootsKiteTrigger : public DebuffTrigger
@ -141,10 +195,16 @@ public:
bool IsActive() override;
};
class HibernateTrigger : public HasCcTargetTrigger
class HibernateTrigger : public RtiCcTrigger
{
public:
HibernateTrigger(PlayerbotAI* botAI) : HasCcTargetTrigger(botAI, "hibernate") {}
HibernateTrigger(PlayerbotAI* botAI) : RtiCcTrigger(botAI, "hibernate") {}
};
class CycloneTrigger : public RtiCcTrigger
{
public:
CycloneTrigger(PlayerbotAI* botAI) : RtiCcTrigger(botAI, "cyclone") {}
};
class CurePoisonTrigger : public NeedCureTrigger
@ -185,6 +245,14 @@ public:
bool IsActive() override;
};
class AquaticFormTrigger : public Trigger
{
public:
AquaticFormTrigger(PlayerbotAI* botAI) : Trigger(botAI, "aquatic form") {}
bool IsActive() override;
};
class EclipseSolarTrigger : public HasAuraTrigger
{
public:
@ -218,18 +286,69 @@ public:
}
};
class EclipseSolarCooldownTrigger : public SpellCooldownTrigger
class StarfallTrigger : public SpellNoCooldownTrigger
{
public:
EclipseSolarCooldownTrigger(PlayerbotAI* ai) : SpellCooldownTrigger(ai, "eclipse (solar)") {}
bool IsActive() override { return bot->HasSpellCooldown(48517); }
StarfallTrigger(PlayerbotAI* botAI) : SpellNoCooldownTrigger(botAI, "starfall") {}
};
class EclipseLunarCooldownTrigger : public SpellCooldownTrigger
class ForceOfNatureTrigger : public BoostTrigger
{
public:
EclipseLunarCooldownTrigger(PlayerbotAI* ai) : SpellCooldownTrigger(ai, "eclipse (lunar)") {}
bool IsActive() override { return bot->HasSpellCooldown(48518); }
ForceOfNatureTrigger(PlayerbotAI* botAI) : BoostTrigger(botAI, "force of nature") {}
};
class MangleBearTrigger : public DebuffTrigger
{
public:
MangleBearTrigger(PlayerbotAI* botAI) : DebuffTrigger(botAI, "mangle (bear)") {}
bool IsActive() override
{
if (!bot->IsInCombat() || !botAI->HasAnyAuraOf(bot, "bear form", "dire bear form", nullptr))
return false;
Unit* target = GetTarget();
return target && target->IsAlive() && target->IsInWorld();
}
};
class LacerateTrigger : public DebuffTrigger
{
public:
LacerateTrigger(PlayerbotAI* botAI) : DebuffTrigger(botAI, "lacerate") {}
bool IsActive() override
{
if (!bot->IsInCombat() || !botAI->HasAnyAuraOf(bot, "bear form", "dire bear form", nullptr))
return false;
Unit* target = GetTarget();
if (!target || !target->IsAlive() || !target->IsInWorld())
return false;
Aura* lacerate = botAI->GetAura("lacerate", target, false, false);
if (!lacerate)
return true;
if (lacerate->GetStackAmount() < 5)
return true;
return lacerate->GetDuration() <= 6000;
}
};
class DemoralizeRoarTrigger : public DebuffTrigger
{
public:
DemoralizeRoarTrigger(PlayerbotAI* botAI) : DebuffTrigger(botAI, "demoralizing roar") {}
bool IsActive() override
{
return DebuffTrigger::IsActive()
&& !botAI->HasAura("curse of weakness", GetTarget(), false, false)
&& !botAI->HasAura("demoralizing shout", GetTarget(), false, false)
&& !botAI->HasAura("vindication", GetTarget(), false, false);
}
};
class MangleCatTrigger : public DebuffTrigger
@ -238,6 +357,8 @@ public:
MangleCatTrigger(PlayerbotAI* ai) : DebuffTrigger(ai, "mangle (cat)", 1, false, 0.0f) {}
bool IsActive() override
{
if (botAI->HasAura("prowl", bot))
return false;
return DebuffTrigger::IsActive() && !botAI->HasAura("mangle (bear)", GetTarget(), false, false, -1, true)
&& !botAI->HasAura("trauma", GetTarget(), false, false, -1, true);
}
@ -271,10 +392,36 @@ public:
}
};
class FerociousBiteExecuteTrigger : public Trigger
{
public:
FerociousBiteExecuteTrigger(PlayerbotAI* ai) : Trigger(ai, "ferocious bite execute") {}
bool IsActive() override
{
Unit* target = AI_VALUE(Unit*, "current target");
if (!target || !target->IsAlive())
return false;
if (!AI_VALUE2(uint32, "spell id", "ferocious bite"))
return false;
if (AI_VALUE2(uint8, "combo", "current target") < 1)
return false;
if (target->GetHealthPct() >= 25.0f)
return false;
if (target->GetHealth() >= 20000)
return false;
return true;
}
};
class HurricaneChannelCheckTrigger : public Trigger
{
public:
HurricaneChannelCheckTrigger(PlayerbotAI* botAI, uint32 minEnemies = 2)
HurricaneChannelCheckTrigger(PlayerbotAI* botAI, uint32 minEnemies = 3)
: Trigger(botAI, "hurricane channel check"), minEnemies(minEnemies)
{
}
@ -297,4 +444,12 @@ public:
}
};
class ProwlTrigger : public Trigger
{
public:
ProwlTrigger(PlayerbotAI* botAI) : Trigger(botAI, "prowl") {}
bool IsActive() override;
};
#endif

View File

@ -27,6 +27,9 @@ bool CastDrainSoulAction::isUseful() { return AI_VALUE2(uint32, "item count", "s
// Checks if the bot's health is above a certain threshold, and if so, allows casting Life Tap
bool CastLifeTapAction::isUseful() { return AI_VALUE2(uint8, "health", "self target") > sPlayerbotAIConfig.lowHealth; }
Value<Unit*>* CastBanishOnCcAction::GetTargetValue() { return context->GetValue<Unit*>("rti cc target"); }
Value<Unit*>* CastFearOnCcAction::GetTargetValue() { return context->GetValue<Unit*>("rti cc target"); }
// Checks if the target marked with the moon icon can be banished
bool CastBanishOnCcAction::isPossible()
{

View File

@ -170,6 +170,7 @@ class CastBanishOnCcAction : public CastCrowdControlSpellAction
{
public:
CastBanishOnCcAction(PlayerbotAI* botAI) : CastCrowdControlSpellAction(botAI, "banish") {}
Value<Unit*>* GetTargetValue() override;
bool isPossible() override;
};
@ -177,6 +178,7 @@ class CastFearOnCcAction : public CastCrowdControlSpellAction
{
public:
CastFearOnCcAction(PlayerbotAI* botAI) : CastCrowdControlSpellAction(botAI, "fear") {}
Value<Unit*>* GetTargetValue() override;
bool isPossible() override;
};

View File

@ -50,22 +50,6 @@ bool TooManySoulShardsTrigger::IsActive() { return GetSoulShardCount(botAI->GetB
bool OutOfSoulstoneTrigger::IsActive() { return GetSoulstoneCount(botAI->GetBot()) == 0; }
// Checks if the target marked with the moon icon can be banished
bool BanishTrigger::IsActive()
{
Unit* ccTarget = context->GetValue<Unit*>("cc target", "banish")->Get();
Unit* moonTarget = context->GetValue<Unit*>("rti cc target")->Get();
return ccTarget && moonTarget && ccTarget == moonTarget && HasCcTargetTrigger::IsActive();
}
// Checks if the target marked with the moon icon can be feared
bool FearTrigger::IsActive()
{
Unit* ccTarget = context->GetValue<Unit*>("cc target", "fear")->Get();
Unit* moonTarget = context->GetValue<Unit*>("rti cc target")->Get();
return ccTarget && moonTarget && ccTarget == moonTarget && HasCcTargetTrigger::IsActive();
}
bool DemonArmorTrigger::IsActive()
{
Unit* target = GetTarget();

View File

@ -8,6 +8,7 @@
#include "GenericTriggers.h"
#include "PlayerbotAI.h"
#include "RtiTriggers.h"
#include "Playerbots.h"
#include "CureTriggers.h"
#include "Trigger.h"
@ -137,18 +138,16 @@ public:
// CC and Pet Triggers
class BanishTrigger : public HasCcTargetTrigger
class BanishTrigger : public RtiCcTrigger
{
public:
BanishTrigger(PlayerbotAI* botAI) : HasCcTargetTrigger(botAI, "banish") {}
bool IsActive() override;
BanishTrigger(PlayerbotAI* botAI) : RtiCcTrigger(botAI, "banish") {}
};
class FearTrigger : public HasCcTargetTrigger
class FearTrigger : public RtiCcTrigger
{
public:
FearTrigger(PlayerbotAI* botAI) : HasCcTargetTrigger(botAI, "fear") {}
bool IsActive() override;
FearTrigger(PlayerbotAI* botAI) : RtiCcTrigger(botAI, "fear") {}
};
class SpellLockInterruptSpellTrigger : public InterruptSpellTrigger

View File

@ -338,15 +338,17 @@ void AiFactory::AddDefaultCombatStrategies(Player* player, PlayerbotAI* const fa
break;
case CLASS_DRUID:
if (tab == DRUID_TAB_BALANCE)
engine->addStrategiesNoInit("caster", "cure", "caster aoe", "caster debuff", "dps assist", nullptr);
{
engine->addStrategiesNoInit("balance", "cure", "aoe", "cc", "dps assist", nullptr);
}
else if (tab == DRUID_TAB_RESTORATION)
engine->addStrategiesNoInit("heal", "cure", "dps assist", nullptr);
else // if (tab == DRUID_TAB_FERAL)
engine->addStrategiesNoInit("resto", "cure", "dps assist", "blanketing", "tranquility", nullptr);
else
{
if (player->HasSpell(768) /*cat form*/ && !player->HasAura(16931) /*thick hide*/)
engine->addStrategiesNoInit("cat", "dps assist", nullptr);
engine->addStrategiesNoInit("cat", "aoe", "cc", "dps assist", "feral charge", nullptr);
else
engine->addStrategiesNoInit("bear", "tank assist", "pull", "pull back", nullptr);
engine->addStrategiesNoInit("bear", "tank assist", "pull", "pull back", "feral charge", nullptr);
}
break;
case CLASS_HUNTER:
@ -420,8 +422,7 @@ void AiFactory::AddDefaultCombatStrategies(Player* player, PlayerbotAI* const fa
{
if (tab == DRUID_TAB_RESTORATION)
{
engine->addStrategiesNoInit("caster", "caster aoe", nullptr);
engine->addStrategy("caster debuff", false);
engine->addStrategiesNoInit("aoe", nullptr);
}
break;
}