Overhaul party buff/greater blessing system (#2358)

## Pull Request Description

These changes I originally made for myself because as a person who
really likes to raid with bots, I felt like the current group buff
system is fundamentally broken, and I needed something more consistent
and optimal. I debated a lot whether to PR this because it's such an
extensive overhaul that was almost entirely reliant on AI, and I know
that wishmaster still has a PR open regarding the greater blessings. I
decided to after a couple of conversations so at least people can look
at it and see if it's something that they want.

The tl;dr version is that this PR overhauls buff handling in two related
areas:
1. It adds a dedicated greater blessing assignment system.
2. It generalizes party/raid reagent-buff handling for Paladins, Druids,
Mages, and Priests.

Under this PR, greater blessings are determined by assignments for the
current group, and those assignments are determined based on:

1. a hardcoded priority list of blessings for each spec;
2. the number of Paladins in the group; and 
3. whether any Paladins have talents for Blessing of Sanctuary, Improved
Blessing of Might, or Improved Blessing of Wisdom.

Assignment determinations are cached in a value to avoid constant
reevaluation.

The exact priority list is:

- All casters: Kings, Wisdom, Sanctuary, Might
- Physical-only DPS (Rogues, Warriors, DKs): Might, Kings, Sanctuary,
N/A
- Hybrid DPS (Enh, Ret, Hunters, Cats): Might, Kings, Wisdom, Sanctuary
- Druid tanks: Kings, Might, Sanctuary, Wisdom
- Warrior and DK tanks: Kings, Might, Sanctuary, N/A
- Paladin tank: Sanctuary, Might, Wisdom, Kings

Note that Sanctuary is preferred over Kings for Paladin tanks because of
the mana regen component but deprioritized for other tanks because Kings
provides Agility. The extra 3% damage reduction from Sanctuary does not
stack with Disc Priests’ Renewed Hope, which will have 100% uptime.

For group buffs, logic is centralized so that class triggers use the
same gating and upgrade rules for Gift of the Wild, Arcane Brilliance,
Prayer of Fortitude, Prayer of Spirit, and Prayer of Shadow Protection.
Also, Shadow Protection is now a default strategy for Priests (rshadow,
which existed before but wasn’t added by default).

I’ve added a config setting for the greater blessing system and adjusted
the current config setting for group buffs. In each case, you can pick
whether to disable the feature entirely, use it in all groups, or use it
only in raid groups. The default is raid only for greater blessings and
all groups for group buffs. Note that for group buffs, even if the
config is enabled, they will be used only if at least 3 group/raid
members on the same map are missing the buff family. This is mainly to
stop group buff spamming during wipe recovery as bots are revived
one-by-one.

I renamed the Paladin buff strategies to align them with the actual
blessing names:
- `bhealth` -> `bsanc`
- `bmana` -> `bwisdom`
- `bdps` -> `bmight`
- `bstats` -> `bkings`

This is an intentional breaking change for saved strategy strings. Bots
will need a one-time strategy reset after update.

I removed bots telling you when they are out of reagents for greater
blessings. If people like that though, I can add it back.

A small cleanup is also included in TankPaladinStrategy: Holy Shield was
subject to three overlapping health triggers with the same priority; I
removed the two lower health thresholds which have no purpose.

## Feature Evaluation

- Describe the **minimum logic** required to achieve the intended
behavior.

I’m going to let the AI answer this one.
> The minimum logic is:
> - a shared config-gated check for whether group/raid buff variants are
allowed
> - a shared way to treat single and group variants as equivalent aura
families
> - a shared upgrade path from single-target buff to group buff when the
group variant is appropriate
> - a Paladin-only cached assignment model that decides which blessing
family each Paladin should cover for the current group
> - trigger/action wiring that only attempts casts when a group member
is actually missing the assigned buff
>
> This avoids scattering separate per-class heuristics across many
triggers and actions.

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

Processing cost should be minimal but non-zero. The general party buff
changes are limited to existing buff trigger paths and mostly replace
duplicated checks with shared helpers. They do not add expensive default
per-tick behavior outside those existing trigger evaluations.

The Paladin greater blessing logic does add extra decision-making, but
it is limited to Paladins, gated by config and group eligibility,
subject to a delayed trigger evaluation of only once per 4s, and cached
per group assignment set instead of recomputing the full assignment
model on every action attempt.

This PR also increases the throttle duration for group buff triggers to
limit performance impact; I’m open to adjustments to these durations:
- Mark of the Wild triggers were increased from 4s to 8s
- Arcane Intellect triggers were increased from 4s to 8s
- Priest buff triggers were increased to 8s (previously, Fortitude was
6s, Spirit was 4s, and Shadow Protection had no throttle)
- There is now a 5s delay on buffing (greater blessings and group buffs)
after bots log in—I was getting bots spamming buffs as soon as they
logged in even when it was not necessary

I’ve tested with pmon, and the impact is minimal—these are very cheap
triggers even compared to standard bot rotational ability triggers.

## How to Test the Changes

1. Try different config settings to confirm that they work to
enable/disable greater blessings/group buffs in the configured scenarios

2. For greater blessing changes:
   - test with one Paladin in a party/raid
   - test with multiple Paladins in a party/raid
- confirm the Paladins divide blessing coverage instead of repeatedly
overwriting each other
- include at least one Paladin with Improved Blessing of Might and make
sure it casts Might over Paladins without the talent; check the same
with a Paladin with Improved Blessing of Wisdom
- do not include a Paladin that knows Sanctuary, confirm any Paladin
tank receives Kings instead (you’ll need a low-level Paladin for this
since Sanctuary is a prot talent)
- confirm bots cast blessings only when a member is actually missing the
relevant blessing family
   - confirm there is a 5s delay on buffing when bots log in

3. For group buff changes:
   - confirm there is a 5s delay on buffing when bots log in
- confirm that single buffs are used when there aren’t at least three
unbuffed members in the same map, even if group buffs are enabled in the
config

4. For all buffs, test with reagents missing to confirm fallback to
single-target buffs and single blessings

5. Confirm the Paladin buff strategy names are changed after resetting
AI

## Impact Assessment

- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [ ] No, not at all
    - - [x] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)

Discussed above in processing costs.

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

Yes—that is the purpose of this PR, to change default buffing behavior.

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

Yes, but I think it’s inevitable to add complexity to get greater
blessings to function consistently, given the challenges brought by
their mechanic of applying across each class.

## AI Assistance

Was AI assistance used while working on this change?
- - [ ] No
- - [x] Yes (**explain below**)

I used GPT-5.4 extensively for this overhaul. It’s much more complicated
than I could handle on my own. I’ve done a lot of testing and have
reviewed the code and provided plenty of revisions, but I cannot say I
can perfectly explain each addition and how it works, not even close.

## 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).

## Notes for Reviewers

---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
Co-authored-by: bash <hermensb@gmail.com>
Co-authored-by: Revision <tkn963@gmail.com>
Co-authored-by: kadeshar <kadeshar@gmail.com>
This commit is contained in:
Crow 2026-05-30 01:08:21 -05:00 committed by GitHub
parent 82a92f6296
commit 9bba4b78dd
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
35 changed files with 2295 additions and 838 deletions

View File

@ -22,7 +22,6 @@
# THRESHOLDS # THRESHOLDS
# QUESTS # QUESTS
# COMBAT # COMBAT
# GREATER BUFFS STRATEGIES
# CHEATS # CHEATS
# SPELLS # SPELLS
# FLIGHTPATH # FLIGHTPATH
@ -478,6 +477,23 @@ AiPlayerbot.AutoSaveMana = 1
# Default: 60 (60%) # Default: 60 (60%)
AiPlayerbot.SaveManaThreshold = 60 AiPlayerbot.SaveManaThreshold = 60
# Enable Paladin bots to use greater blessings, with the blessing used being based on the
# number of Paladins in the raid/group and the spec of the recipient. Priorities for each
# spec are hardcoded in GreaterBlessingActions.h.
# 0 = disabled
# 1 = enabled in raid groups only
# 2 = enabled in all groups
# Default: 1 (raid only)
AiPlayerbot.AutoGreaterBlessings = 1
# Enable bots to use group reagent buffs: Gift of the Wild, Arcane Brilliance,
# Prayer of Fortitude, Prayer of Spirit, and Prayer of Shadow Protection.
# 0 = disabled
# 1 = enabled in raid groups only
# 2 = enabled in all groups
# Default: 2 (all groups)
AiPlayerbot.AutoPartyBuffs = 2
# Bots can flee from enemies # Bots can flee from enemies
AiPlayerbot.FleeingEnabled = 1 AiPlayerbot.FleeingEnabled = 1
@ -486,24 +502,6 @@ AiPlayerbot.FleeingEnabled = 1
# #
#################################################################################################### ####################################################################################################
####################################################################################################
# GREATER BUFFS STRATEGIES
#
#
# Min group size to use Greater buffs (Paladin, Mage, Druid)
# Default: 3
AiPlayerbot.MinBotsForGreaterBuff = 3
# Cooldown (seconds) between reagent-missing RP warnings, per bot & per buff
# Default: 30
AiPlayerbot.RPWarningCooldown = 30
#
#
#
####################################################################################################
#################################################################################################### ####################################################################################################
# CHEATS # CHEATS
# #

View File

@ -24,9 +24,7 @@ using ai::buff::MakeAuraQualifierForBuff;
using ai::spell::HasSpellOrCategoryCooldown; using ai::spell::HasSpellOrCategoryCooldown;
CastSpellAction::CastSpellAction(PlayerbotAI* botAI, std::string const spell) CastSpellAction::CastSpellAction(PlayerbotAI* botAI, std::string const spell)
: Action(botAI, spell), range(botAI->GetRange("spell")), spell(spell) : Action(botAI, spell), range(botAI->GetRange("spell")), spell(spell) {}
{
}
bool CastSpellAction::Execute(Event /*event*/) bool CastSpellAction::Execute(Event /*event*/)
{ {
@ -53,18 +51,12 @@ bool CastSpellAction::Execute(Event /*event*/)
wstrToLower(wnamepart); wstrToLower(wnamepart);
if (!Utf8FitTo(spell, wnamepart)) if (!Utf8FitTo(spell, wnamepart) || spellInfo->Effects[0].Effect != SPELL_EFFECT_CREATE_ITEM)
continue;
if (spellInfo->Effects[0].Effect != SPELL_EFFECT_CREATE_ITEM)
continue; continue;
uint32 itemId = spellInfo->Effects[0].ItemType; uint32 itemId = spellInfo->Effects[0].ItemType;
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId); ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
if (!proto) if (!proto || bot->CanUseItem(proto) != EQUIP_ERR_OK)
continue;
if (bot->CanUseItem(proto) != EQUIP_ERR_OK)
continue; continue;
if (spellInfo->Id > castId) if (spellInfo->Id > castId)
@ -92,10 +84,7 @@ bool CastSpellAction::isUseful()
} }
Unit* spellTarget = GetTarget(); Unit* spellTarget = GetTarget();
if (!spellTarget) if (!spellTarget || !spellTarget->IsInWorld() || spellTarget->GetMapId() != bot->GetMapId())
return false;
if (!spellTarget->IsInWorld() || spellTarget->GetMapId() != bot->GetMapId())
return false; return false;
// float combatReach = bot->GetCombatReach() + target->GetCombatReach(); // float combatReach = bot->GetCombatReach() + target->GetCombatReach();
@ -143,10 +132,7 @@ CastMeleeSpellAction::CastMeleeSpellAction(
bool CastMeleeSpellAction::isUseful() bool CastMeleeSpellAction::isUseful()
{ {
Unit* target = GetTarget(); Unit* target = GetTarget();
if (!target) if (!target || !bot->IsWithinMeleeRange(target))
return false;
if (!bot->IsWithinMeleeRange(target))
return false; return false;
return CastSpellAction::isUseful(); return CastSpellAction::isUseful();
@ -162,10 +148,7 @@ CastMeleeDebuffSpellAction::CastMeleeDebuffSpellAction(
bool CastMeleeDebuffSpellAction::isUseful() bool CastMeleeDebuffSpellAction::isUseful()
{ {
Unit* target = GetTarget(); Unit* target = GetTarget();
if (!target) if (!target || !bot->IsWithinMeleeRange(target))
return false;
if (!bot->IsWithinMeleeRange(target))
return false; return false;
return CastDebuffSpellAction::isUseful(); return CastDebuffSpellAction::isUseful();
@ -175,14 +158,55 @@ bool CastAuraSpellAction::isUseful()
{ {
if (!GetTarget() || !CastSpellAction::isUseful()) if (!GetTarget() || !CastSpellAction::isUseful())
return false; return false;
Aura* aura = botAI->GetAura(spell, GetTarget(), isOwner, checkDuration); Aura* aura = botAI->GetAura(spell, GetTarget(), isOwner, checkDuration);
if (!aura) if (!aura || (beforeDuration && aura->GetDuration() < beforeDuration))
return true;
if (beforeDuration && aura->GetDuration() < beforeDuration)
return true; return true;
return false; return false;
} }
bool CastBuffSpellAction::isUseful()
{
Unit* target = GetTarget();
if (!target || !CastSpellAction::isUseful())
return false;
Aura* aura = botAI->GetAura(spell, target, isOwner, checkDuration);
return !aura || (beforeDuration && aura->GetDuration() < beforeDuration);
}
bool CastBuffSpellAction::Execute(Event /*event*/)
{
return botAI->CastSpell(spell, GetTarget());
}
bool GroupBuffSpellAction::isUseful()
{
Unit* target = GetTarget();
if (!target || !CastSpellAction::isUseful())
return false;
if (ai::buff::IsGroupVariantEnabled(bot, spell))
{
std::string const groupVariant = ai::buff::GroupVariantFor(spell);
if (!groupVariant.empty() && botAI->HasAura(groupVariant, target, false, isOwner, -1, checkDuration))
return false;
}
Aura* aura = botAI->GetAura(spell, target, isOwner, checkDuration);
if (!aura || (beforeDuration && aura->GetDuration() < beforeDuration))
return true;
return false;
}
bool GroupBuffSpellAction::Execute(Event /*event*/)
{
std::string const castName = ai::buff::UpgradeToGroupIfAppropriate(bot, botAI, spell);
return botAI->CastSpell(castName, GetTarget());
}
CastEnchantItemMainHandAction::CastEnchantItemMainHandAction( CastEnchantItemMainHandAction::CastEnchantItemMainHandAction(
PlayerbotAI* botAI, std::string const spell) : CastSpellAction(botAI, spell) {} PlayerbotAI* botAI, std::string const spell) : CastSpellAction(botAI, spell) {}
@ -248,25 +272,16 @@ Value<Unit*>* CurePartyMemberAction::GetTargetValue()
return context->GetValue<Unit*>("party member to dispel", dispelType); return context->GetValue<Unit*>("party member to dispel", dispelType);
} }
// Make Bots Paladin, druid, mage use the greater buff rank spell
// TODO Priest doen't verify il he have components
Value<Unit*>* BuffOnPartyAction::GetTargetValue() Value<Unit*>* BuffOnPartyAction::GetTargetValue()
{
return context->GetValue<Unit*>("party member without aura", spell);
}
Value<Unit*>* GroupBuffOnPartyAction::GetTargetValue()
{ {
return context->GetValue<Unit*>("party member without aura", MakeAuraQualifierForBuff(spell)); return context->GetValue<Unit*>("party member without aura", MakeAuraQualifierForBuff(spell));
} }
bool BuffOnPartyAction::Execute(Event /*event*/)
{
std::string castName = spell; // default = mono
auto SendGroupRP = ai::chat::MakeGroupAnnouncer(bot);
castName = ai::buff::UpgradeToGroupIfAppropriate(
bot, botAI, castName, /*announceOnMissing=*/true, SendGroupRP);
return botAI->CastSpell(castName, GetTarget());
}
// End greater buff fix
CastShootAction::CastShootAction( CastShootAction::CastShootAction(
PlayerbotAI* botAI) : CastSpellAction(botAI, "shoot"), shootSpellId(0) PlayerbotAI* botAI) : CastSpellAction(botAI, "shoot"), shootSpellId(0)
{ {
@ -365,16 +380,7 @@ bool CastVehicleSpellAction::Execute(Event /*event*/)
bool CastEveryManForHimselfAction::isPossible() bool CastEveryManForHimselfAction::isPossible()
{ {
uint32 spellId = AI_VALUE2(uint32, "spell id", spell); uint32 spellId = AI_VALUE2(uint32, "spell id", spell);
if (!spellId) return spellId && bot->HasSpell(spellId) && !HasSpellOrCategoryCooldown(bot, spellId);
return false;
if (!bot->HasSpell(spellId))
return false;
if (HasSpellOrCategoryCooldown(bot, spellId))
return false;
return true;
} }
bool CastEveryManForHimselfAction::isUseful() bool CastEveryManForHimselfAction::isUseful()
@ -390,16 +396,7 @@ bool CastEveryManForHimselfAction::isUseful()
bool CastWillOfTheForsakenAction::isPossible() bool CastWillOfTheForsakenAction::isPossible()
{ {
uint32 spellId = AI_VALUE2(uint32, "spell id", spell); uint32 spellId = AI_VALUE2(uint32, "spell id", spell);
if (!spellId) return spellId && bot->HasSpell(spellId) && !HasSpellOrCategoryCooldown(bot, spellId);
return false;
if (!bot->HasSpell(spellId))
return false;
if (HasSpellOrCategoryCooldown(bot, spellId))
return false;
return true;
} }
bool CastWillOfTheForsakenAction::isUseful() bool CastWillOfTheForsakenAction::isUseful()
@ -427,10 +424,7 @@ bool UseTrinketAction::Execute(Event /*event*/)
bool UseTrinketAction::UseTrinket(Item* item) bool UseTrinketAction::UseTrinket(Item* item)
{ {
if (bot->CanUseItem(item) != EQUIP_ERR_OK) if (bot->CanUseItem(item) != EQUIP_ERR_OK || bot->IsNonMeleeSpellCast(true))
return false;
if (bot->IsNonMeleeSpellCast(true))
return false; return false;
uint8 bagIndex = item->GetBagSlot(); uint8 bagIndex = item->GetBagSlot();
@ -477,14 +471,13 @@ bool UseTrinketAction::UseTrinket(Item* item)
if (spellProcFlag != 0) return false; if (spellProcFlag != 0) return false;
if (!botAI->CanCastSpell(spellId, bot, false)) if (!botAI->CanCastSpell(spellId, bot, false))
{
return false; return false;
}
break; break;
} }
} }
if (!spellId) if (!spellId)
return false; return false;
WorldPacket packet(CMSG_USE_ITEM); WorldPacket packet(CMSG_USE_ITEM);
packet << bagIndex << slot << cast_count << spellId << item_guid << glyphIndex << castFlags; packet << bagIndex << slot << cast_count << spellId << item_guid << glyphIndex << castFlags;
@ -500,9 +493,8 @@ bool CastDebuffSpellAction::isUseful()
{ {
Unit* target = GetTarget(); Unit* target = GetTarget();
if (!target || !target->IsAlive() || !target->IsInWorld()) if (!target || !target->IsAlive() || !target->IsInWorld())
{
return false; return false;
}
return CastAuraSpellAction::isUseful() && return CastAuraSpellAction::isUseful() &&
(target->GetHealth() / AI_VALUE(float, "estimated group dps")) >= needLifeTime; (target->GetHealth() / AI_VALUE(float, "estimated group dps")) >= needLifeTime;
} }

View File

@ -69,9 +69,7 @@ class CastDebuffSpellAction : public CastAuraSpellAction
{ {
public: public:
CastDebuffSpellAction(PlayerbotAI* botAI, std::string const spell, bool isOwner = false, float needLifeTime = 8.0f) CastDebuffSpellAction(PlayerbotAI* botAI, std::string const spell, bool isOwner = false, float needLifeTime = 8.0f)
: CastAuraSpellAction(botAI, spell, isOwner), needLifeTime(needLifeTime) : CastAuraSpellAction(botAI, spell, isOwner), needLifeTime(needLifeTime) {}
{
}
bool isUseful() override; bool isUseful() override;
private: private:
@ -90,9 +88,7 @@ class CastDebuffSpellOnAttackerAction : public CastDebuffSpellAction
public: public:
CastDebuffSpellOnAttackerAction(PlayerbotAI* botAI, std::string const spell, bool isOwner = true, CastDebuffSpellOnAttackerAction(PlayerbotAI* botAI, std::string const spell, bool isOwner = true,
float needLifeTime = 8.0f) float needLifeTime = 8.0f)
: CastDebuffSpellAction(botAI, spell, isOwner, needLifeTime) : CastDebuffSpellAction(botAI, spell, isOwner, needLifeTime) {}
{
}
Value<Unit*>* GetTargetValue() override; Value<Unit*>* GetTargetValue() override;
std::string const getName() override { return spell + " on attacker"; } std::string const getName() override { return spell + " on attacker"; }
@ -104,9 +100,7 @@ class CastDebuffSpellOnMeleeAttackerAction : public CastDebuffSpellAction
public: public:
CastDebuffSpellOnMeleeAttackerAction(PlayerbotAI* botAI, std::string const spell, bool isOwner = true, CastDebuffSpellOnMeleeAttackerAction(PlayerbotAI* botAI, std::string const spell, bool isOwner = true,
float needLifeTime = 8.0f) float needLifeTime = 8.0f)
: CastDebuffSpellAction(botAI, spell, isOwner, needLifeTime) : CastDebuffSpellAction(botAI, spell, isOwner, needLifeTime) {}
{
}
Value<Unit*>* GetTargetValue() override; Value<Unit*>* GetTargetValue() override;
std::string const getName() override { return spell + " on attacker"; } std::string const getName() override { return spell + " on attacker"; }
@ -119,6 +113,19 @@ public:
CastBuffSpellAction(PlayerbotAI* botAI, std::string const spell, bool checkIsOwner = false, uint32 beforeDuration = 0); CastBuffSpellAction(PlayerbotAI* botAI, std::string const spell, bool checkIsOwner = false, uint32 beforeDuration = 0);
std::string const GetTargetName() override { return "self target"; } std::string const GetTargetName() override { return "self target"; }
bool isUseful() override;
bool Execute(Event event) override;
};
class GroupBuffSpellAction : public CastBuffSpellAction
{
public:
GroupBuffSpellAction(PlayerbotAI* botAI, std::string const spell, bool checkIsOwner = false,
uint32 beforeDuration = 0)
: CastBuffSpellAction(botAI, spell, checkIsOwner, beforeDuration) {}
bool isUseful() override;
bool Execute(Event event) override;
}; };
class CastEnchantItemMainHandAction : public CastSpellAction class CastEnchantItemMainHandAction : public CastSpellAction
@ -151,8 +158,6 @@ public:
// Yunfan: Mana efficiency tell the bot how to save mana. The higher the better. // Yunfan: Mana efficiency tell the bot how to save mana. The higher the better.
HealingManaEfficiency manaEfficiency; HealingManaEfficiency manaEfficiency;
uint8 estAmount; uint8 estAmount;
// protected:
}; };
class CastAoeHealSpellAction : public CastHealingSpellAction class CastAoeHealSpellAction : public CastHealingSpellAction
@ -192,9 +197,7 @@ class HealPartyMemberAction : public CastHealingSpellAction, public PartyMemberA
public: public:
HealPartyMemberAction(PlayerbotAI* botAI, std::string const spell, uint8 estAmount = 15.0f, HealPartyMemberAction(PlayerbotAI* botAI, std::string const spell, uint8 estAmount = 15.0f,
HealingManaEfficiency manaEfficiency = HealingManaEfficiency::MEDIUM, bool isOwner = true) HealingManaEfficiency manaEfficiency = HealingManaEfficiency::MEDIUM, bool isOwner = true)
: CastHealingSpellAction(botAI, spell, estAmount, manaEfficiency, isOwner), PartyMemberActionNameSupport(spell) : CastHealingSpellAction(botAI, spell, estAmount, manaEfficiency, isOwner), PartyMemberActionNameSupport(spell) {}
{
}
std::string const GetTargetName() override { return "party member to heal"; } std::string const GetTargetName() override { return "party member to heal"; }
std::string const getName() override { return PartyMemberActionNameSupport::getName(); } std::string const getName() override { return PartyMemberActionNameSupport::getName(); }
@ -219,9 +222,7 @@ class CurePartyMemberAction : public CastSpellAction, public PartyMemberActionNa
{ {
public: public:
CurePartyMemberAction(PlayerbotAI* botAI, std::string const spell, uint32 dispelType) CurePartyMemberAction(PlayerbotAI* botAI, std::string const spell, uint32 dispelType)
: CastSpellAction(botAI, spell), PartyMemberActionNameSupport(spell), dispelType(dispelType) : CastSpellAction(botAI, spell), PartyMemberActionNameSupport(spell), dispelType(dispelType) {}
{
}
Value<Unit*>* GetTargetValue() override; Value<Unit*>* GetTargetValue() override;
std::string const getName() override { return PartyMemberActionNameSupport::getName(); } std::string const getName() override { return PartyMemberActionNameSupport::getName(); }
@ -230,7 +231,6 @@ protected:
uint32 dispelType; uint32 dispelType;
}; };
// Make Bots Paladin, druid, mage use the greater buff rank spell
class BuffOnPartyAction : public CastBuffSpellAction, public PartyMemberActionNameSupport class BuffOnPartyAction : public CastBuffSpellAction, public PartyMemberActionNameSupport
{ {
public: public:
@ -238,10 +238,18 @@ public:
: CastBuffSpellAction(botAI, spell), PartyMemberActionNameSupport(spell) {} : CastBuffSpellAction(botAI, spell), PartyMemberActionNameSupport(spell) {}
Value<Unit*>* GetTargetValue() override; Value<Unit*>* GetTargetValue() override;
bool Execute(Event event) override;
std::string const getName() override { return PartyMemberActionNameSupport::getName(); } std::string const getName() override { return PartyMemberActionNameSupport::getName(); }
}; };
// End Fix
class GroupBuffOnPartyAction : public GroupBuffSpellAction, public PartyMemberActionNameSupport
{
public:
GroupBuffOnPartyAction(PlayerbotAI* botAI, std::string const spell)
: GroupBuffSpellAction(botAI, spell), PartyMemberActionNameSupport(spell) {}
Value<Unit*>* GetTargetValue() override;
std::string const getName() override { return PartyMemberActionNameSupport::getName(); }
};
class CastShootAction : public CastSpellAction class CastShootAction : public CastSpellAction
{ {
@ -323,6 +331,7 @@ class UseTrinketAction : public Action
public: public:
UseTrinketAction(PlayerbotAI* botAI) : Action(botAI, "use trinket") {} UseTrinketAction(PlayerbotAI* botAI) : Action(botAI, "use trinket") {}
bool Execute(Event event) override; bool Execute(Event event) override;
protected: protected:
bool UseTrinket(Item* trinket); bool UseTrinket(Item* trinket);
}; };
@ -461,12 +470,11 @@ class BuffOnMainTankAction : public CastBuffSpellAction, public MainTankActionNa
{ {
public: public:
BuffOnMainTankAction(PlayerbotAI* ai, std::string spell, bool checkIsOwner = false) BuffOnMainTankAction(PlayerbotAI* ai, std::string spell, bool checkIsOwner = false)
: CastBuffSpellAction(ai, spell, checkIsOwner), MainTankActionNameSupport(spell) : CastBuffSpellAction(ai, spell, checkIsOwner), MainTankActionNameSupport(spell) {}
{
}
public: public:
virtual Value<Unit*>* GetTargetValue(); virtual Value<Unit*>* GetTargetValue();
virtual std::string const getName() { return MainTankActionNameSupport::getName(); } virtual std::string const getName() { return MainTankActionNameSupport::getName(); }
}; };
#endif #endif

View File

@ -7,6 +7,7 @@
#include <string> #include <string>
#include "GenericBuffUtils.h"
#include "CreatureAI.h" #include "CreatureAI.h"
#include "ItemVisitors.h" #include "ItemVisitors.h"
#include "LastSpellCastValue.h" #include "LastSpellCastValue.h"
@ -41,52 +42,50 @@ bool LowEnergyTrigger::IsActive()
bool NoPetTrigger::IsActive() bool NoPetTrigger::IsActive()
{ {
return (bot->GetMinionGUID().IsEmpty()) && (!AI_VALUE(Unit*, "pet target")) && (!bot->GetGuardianPet()) && return bot->GetMinionGUID().IsEmpty() && !AI_VALUE(Unit*, "pet target") && !bot->GetGuardianPet() &&
(!bot->GetFirstControlled()) && (!AI_VALUE2(bool, "mounted", "self target")); !bot->GetFirstControlled() && !AI_VALUE2(bool, "mounted", "self target");
} }
bool HasPetTrigger::IsActive() bool HasPetTrigger::IsActive()
{ {
return (AI_VALUE(Unit*, "pet target")) && !AI_VALUE2(bool, "mounted", "self target"); return AI_VALUE(Unit*, "pet target") && !AI_VALUE2(bool, "mounted", "self target");
;
} }
bool PetAttackTrigger::IsActive() bool PetAttackTrigger::IsActive()
{ {
Guardian* pet = bot->GetGuardianPet(); Guardian* pet = bot->GetGuardianPet();
if (!pet) if (!pet)
{
return false; return false;
}
Unit* target = AI_VALUE(Unit*, "current target"); Unit* target = AI_VALUE(Unit*, "current target");
if (!target) if (!target)
{
return false; return false;
}
if (pet->GetVictim() == target && pet->GetCharmInfo()->IsCommandAttack()) if (pet->GetVictim() == target && pet->GetCharmInfo()->IsCommandAttack())
{
return false; return false;
}
if (bot->GetMap()->IsDungeon() && bot->GetGroup() && !target->IsInCombat()) if (bot->GetMap()->IsDungeon() && bot->GetGroup() && !target->IsInCombat())
{
return false; return false;
}
return true; return true;
} }
bool HighManaTrigger::IsActive() bool HighManaTrigger::IsActive()
{ {
return AI_VALUE2(bool, "has mana", "self target") && AI_VALUE2(uint8, "mana", "self target") < sPlayerbotAIConfig.highMana; return AI_VALUE2(bool, "has mana", "self target") &&
AI_VALUE2(uint8, "mana", "self target") < sPlayerbotAIConfig.highMana;
} }
bool AlmostFullManaTrigger::IsActive() bool AlmostFullManaTrigger::IsActive()
{ {
return AI_VALUE2(bool, "has mana", "self target") && AI_VALUE2(uint8, "mana", "self target") > 85; return AI_VALUE2(bool, "has mana", "self target") &&
AI_VALUE2(uint8, "mana", "self target") > 85;
} }
bool EnoughManaTrigger::IsActive() bool EnoughManaTrigger::IsActive()
{ {
return AI_VALUE2(bool, "has mana", "self target") && AI_VALUE2(uint8, "mana", "self target") > sPlayerbotAIConfig.highMana; return AI_VALUE2(bool, "has mana", "self target") &&
AI_VALUE2(uint8, "mana", "self target") > sPlayerbotAIConfig.highMana;
} }
bool RageAvailable::IsActive() { return AI_VALUE2(uint8, "rage", "self target") >= amount; } bool RageAvailable::IsActive() { return AI_VALUE2(uint8, "rage", "self target") >= amount; }
@ -101,9 +100,8 @@ bool TargetWithComboPointsLowerHealTrigger::IsActive()
{ {
Unit* target = AI_VALUE(Unit*, "current target"); Unit* target = AI_VALUE(Unit*, "current target");
if (!target || !target->IsAlive() || !target->IsInWorld()) if (!target || !target->IsAlive() || !target->IsInWorld())
{
return false; return false;
}
return ComboPointsAvailableTrigger::IsActive() && return ComboPointsAvailableTrigger::IsActive() &&
(target->GetHealth() / AI_VALUE(float, "estimated group dps")) <= lifeTime; (target->GetHealth() / AI_VALUE(float, "estimated group dps")) <= lifeTime;
} }
@ -164,19 +162,27 @@ bool BuffTrigger::IsActive()
Unit* target = GetTarget(); Unit* target = GetTarget();
if (!target) if (!target)
return false; return false;
if (!SpellTrigger::IsActive())
return false;
Aura* aura = botAI->GetAura(spell, target, checkIsOwner, checkDuration); Aura* aura = botAI->GetAura(spell, target, checkIsOwner, checkDuration);
if (!aura) if (!aura || (beforeDuration && aura->GetDuration() < beforeDuration))
return true;
if (beforeDuration && aura->GetDuration() < beforeDuration)
return true; return true;
return false; return false;
} }
Value<Unit*>* BuffOnPartyTrigger::GetTargetValue() Value<Unit*>* BuffOnPartyTrigger::GetTargetValue()
{ {
return context->GetValue<Unit*>("party member without aura", spell); return context->GetValue<Unit*>(
"party member without aura", ai::buff::MakeAuraQualifierForBuff(spell));
}
bool BuffOnPartyTrigger::IsActive()
{
Unit* target = GetTarget();
if (ai::buff::ShouldDeferPartyBuffEvaluationForRecentLogin(bot, target, spell))
return false;
return BuffTrigger::IsActive();
} }
bool ProtectPartyMemberTrigger::IsActive() { return AI_VALUE(Unit*, "party member to protect"); } bool ProtectPartyMemberTrigger::IsActive() { return AI_VALUE(Unit*, "party member to protect"); }
@ -209,13 +215,14 @@ bool MediumThreatTrigger::IsActive()
{ {
if (!AI_VALUE(Unit*, "main tank")) if (!AI_VALUE(Unit*, "main tank"))
return false; return false;
return MyAttackerCountTrigger::IsActive(); return MyAttackerCountTrigger::IsActive();
} }
bool LowTankThreatTrigger::IsActive() bool LowTankThreatTrigger::IsActive()
{ {
Unit* mt = AI_VALUE(Unit*, "main tank"); Unit* mainTank = AI_VALUE(Unit*, "main tank");
if (!mt) if (!mainTank)
return false; return false;
Unit* current_target = AI_VALUE(Unit*, "current target"); Unit* current_target = AI_VALUE(Unit*, "current target");
@ -224,7 +231,7 @@ bool LowTankThreatTrigger::IsActive()
ThreatManager& mgr = current_target->GetThreatMgr(); ThreatManager& mgr = current_target->GetThreatMgr();
float threat = mgr.GetThreat(bot); float threat = mgr.GetThreat(bot);
float tankThreat = mgr.GetThreat(mt); float tankThreat = mgr.GetThreat(mainTank);
return tankThreat == 0.0f || threat > tankThreat * 0.5f; return tankThreat == 0.0f || threat > tankThreat * 0.5f;
} }
@ -232,9 +239,8 @@ bool AoeTrigger::IsActive()
{ {
Unit* current_target = AI_VALUE(Unit*, "current target"); Unit* current_target = AI_VALUE(Unit*, "current target");
if (!current_target) if (!current_target)
{
return false; return false;
}
GuidVector attackers = context->GetValue<GuidVector>("attackers")->Get(); GuidVector attackers = context->GetValue<GuidVector>("attackers")->Get();
int attackers_count = 0; int attackers_count = 0;
for (ObjectGuid const guid : attackers) for (ObjectGuid const guid : attackers)
@ -242,11 +248,10 @@ bool AoeTrigger::IsActive()
Unit* unit = botAI->GetUnit(guid); Unit* unit = botAI->GetUnit(guid);
if (!unit || !unit->IsAlive()) if (!unit || !unit->IsAlive())
continue; continue;
if (unit->GetDistance(current_target->GetPosition()) <= range) if (unit->GetDistance(current_target->GetPosition()) <= range)
{
attackers_count++; attackers_count++;
} }
}
return attackers_count >= amount; return attackers_count >= amount;
} }
@ -274,20 +279,19 @@ bool DebuffTrigger::IsActive()
{ {
Unit* target = GetTarget(); Unit* target = GetTarget();
if (!target || !target->IsAlive() || !target->IsInWorld()) if (!target || !target->IsAlive() || !target->IsInWorld())
{
return false; return false;
}
return BuffTrigger::IsActive() && (target->GetHealth() / AI_VALUE(float, "estimated group dps")) >= needLifeTime; return BuffTrigger::IsActive() &&
(target->GetHealth() / AI_VALUE(float, "estimated group dps")) >= needLifeTime;
} }
bool DebuffOnBossTrigger::IsActive() bool DebuffOnBossTrigger::IsActive()
{ {
if (!DebuffTrigger::IsActive()) if (!DebuffTrigger::IsActive())
{
return false; return false;
}
Creature* c = GetTarget()->ToCreature(); Creature* creature = GetTarget()->ToCreature();
return c && ((c->IsDungeonBoss()) || (c->isWorldBoss())); return creature && (creature->IsDungeonBoss() || creature->isWorldBoss());
} }
bool SpellTrigger::IsActive() { return GetTarget(); } bool SpellTrigger::IsActive() { return GetTarget(); }
@ -317,9 +321,7 @@ bool SpellCooldownTrigger::IsActive()
} }
RandomTrigger::RandomTrigger(PlayerbotAI* botAI, std::string const name, int32 probability) RandomTrigger::RandomTrigger(PlayerbotAI* botAI, std::string const name, int32 probability)
: Trigger(botAI, name), probability(probability), lastCheck(getMSTime()) : Trigger(botAI, name), probability(probability), lastCheck(getMSTime()) {}
{
}
bool RandomTrigger::IsActive() bool RandomTrigger::IsActive()
{ {
@ -330,6 +332,7 @@ bool RandomTrigger::IsActive()
int32 k = (int32)(probability / sPlayerbotAIConfig.randomChangeMultiplier); int32 k = (int32)(probability / sPlayerbotAIConfig.randomChangeMultiplier);
if (k < 1) if (k < 1)
k = 1; k = 1;
return (rand() % k) == 0; return (rand() % k) == 0;
} }
@ -368,9 +371,11 @@ bool BoostTrigger::IsActive()
{ {
if (!BuffTrigger::IsActive()) if (!BuffTrigger::IsActive())
return false; return false;
Unit* target = AI_VALUE(Unit*, "current target"); Unit* target = AI_VALUE(Unit*, "current target");
if (target && target->ToPlayer()) if (target && target->ToPlayer())
return true; return true;
return AI_VALUE(uint8, "balance") <= balance; return AI_VALUE(uint8, "balance") <= balance;
} }
@ -379,20 +384,19 @@ bool GenericBoostTrigger::IsActive()
Unit* target = AI_VALUE(Unit*, "current target"); Unit* target = AI_VALUE(Unit*, "current target");
if (target && target->ToPlayer()) if (target && target->ToPlayer())
return true; return true;
return AI_VALUE(uint8, "balance") <= balance; return AI_VALUE(uint8, "balance") <= balance;
} }
bool HealerShouldAttackTrigger::IsActive() bool HealerShouldAttackTrigger::IsActive()
{ {
// nobody can help me
if (botAI->GetNearGroupMemberCount(sPlayerbotAIConfig.sightDistance) <= 1) if (botAI->GetNearGroupMemberCount(sPlayerbotAIConfig.sightDistance) <= 1)
return true; return true;
if (AI_VALUE2(uint8, "health", "party member to heal") < sPlayerbotAIConfig.almostFullHealth) if (AI_VALUE2(uint8, "health", "party member to heal") < sPlayerbotAIConfig.almostFullHealth)
return false; return false;
// special check for resto druid (dont remove tree of life frequently) if (bot->GetAura(33891)) // Tree of Life
if (bot->GetAura(33891))
{ {
LastSpellCast& lastSpell = botAI->GetAiObjectContext()->GetValue<LastSpellCast&>("last spell cast")->Get(); LastSpellCast& lastSpell = botAI->GetAiObjectContext()->GetValue<LastSpellCast&>("last spell cast")->Get();
if (lastSpell.timer + 5 > time(nullptr)) if (lastSpell.timer + 5 > time(nullptr))
@ -401,7 +405,6 @@ bool HealerShouldAttackTrigger::IsActive()
int manaThreshold; int manaThreshold;
int balance = AI_VALUE(uint8, "balance"); int balance = AI_VALUE(uint8, "balance");
// higher threshold in higher pressure
if (balance <= 50) if (balance <= 50)
manaThreshold = 85; manaThreshold = 85;
else if (balance <= 100) else if (balance <= 100)
@ -425,13 +428,7 @@ bool InterruptSpellTrigger::IsActive()
bool DeflectSpellTrigger::IsActive() bool DeflectSpellTrigger::IsActive()
{ {
Unit* target = GetTarget(); Unit* target = GetTarget();
if (!target) if (!target || !target->IsNonMeleeSpellCast(true) || target->GetTarget() != bot->GetGUID())
return false;
if (!target->IsNonMeleeSpellCast(true))
return false;
if (target->GetTarget() != bot->GetGUID())
return false; return false;
uint32 spellid = context->GetValue<uint32>("spell id", spell)->Get(); uint32 spellid = context->GetValue<uint32>("spell id", spell)->Get();
@ -462,6 +459,7 @@ bool DeflectSpellTrigger::IsActive()
return true; return true;
} }
} }
return false; return false;
} }
@ -495,17 +493,16 @@ bool FearSleepSapTrigger::IsActive()
bool HasAuraStackTrigger::IsActive() bool HasAuraStackTrigger::IsActive()
{ {
Aura* aura = botAI->GetAura(getName(), GetTarget(), false, true, stack); return botAI->GetAura(getName(), GetTarget(), false, true, stack);
// sLog->outMessage("playerbot", LOG_LEVEL_DEBUG, "HasAuraStackTrigger::IsActive %s %d", getName(), aura ?
// aura->GetStackAmount() : -1);
return aura;
} }
bool TimerTrigger::IsActive() bool TimerTrigger::IsActive()
{ {
if (time(nullptr) != lastCheck) time_t now = time(nullptr);
if (now != lastCheck)
{ {
lastCheck = time(nullptr); lastCheck = now;
return true; return true;
} }
@ -552,9 +549,8 @@ bool IsBehindTargetTrigger::IsActive()
bool IsNotBehindTargetTrigger::IsActive() bool IsNotBehindTargetTrigger::IsActive()
{ {
if (botAI->HasStrategy("stay", botAI->GetState())) if (botAI->HasStrategy("stay", botAI->GetState()))
{
return false; return false;
}
Unit* target = AI_VALUE(Unit*, "current target"); Unit* target = AI_VALUE(Unit*, "current target");
return target && !AI_VALUE2(bool, "behind", "current target"); return target && !AI_VALUE2(bool, "behind", "current target");
} }
@ -562,9 +558,8 @@ bool IsNotBehindTargetTrigger::IsActive()
bool IsNotFacingTargetTrigger::IsActive() bool IsNotFacingTargetTrigger::IsActive()
{ {
if (botAI->HasStrategy("stay", botAI->GetState())) if (botAI->HasStrategy("stay", botAI->GetState()))
{
return false; return false;
}
return !AI_VALUE2(bool, "facing", "current target"); return !AI_VALUE2(bool, "facing", "current target");
} }
@ -581,12 +576,14 @@ bool NoPossibleTargetsTrigger::IsActive()
return !targets.size(); return !targets.size();
} }
bool PossibleAddsTrigger::IsActive() { return AI_VALUE(bool, "possible adds") && !AI_VALUE(ObjectGuid, "pull target"); } bool PossibleAddsTrigger::IsActive()
{
return AI_VALUE(bool, "possible adds") && !AI_VALUE(ObjectGuid, "pull target");
}
bool NotDpsTargetActiveTrigger::IsActive() bool NotDpsTargetActiveTrigger::IsActive()
{ {
Unit* target = AI_VALUE(Unit*, "current target"); Unit* target = AI_VALUE(Unit*, "current target");
// do not switch if enemy target
if (target && target->IsAlive()) if (target && target->IsAlive())
{ {
Unit* enemy = AI_VALUE(Unit*, "enemy player target"); Unit* enemy = AI_VALUE(Unit*, "enemy player target");
@ -604,7 +601,6 @@ bool NotDpsAoeTargetActiveTrigger::IsActive()
Unit* target = AI_VALUE(Unit*, "current target"); Unit* target = AI_VALUE(Unit*, "current target");
Unit* enemy = AI_VALUE(Unit*, "enemy player target"); Unit* enemy = AI_VALUE(Unit*, "enemy player target");
// do not switch if enemy target
if (target && target == enemy && target->IsAlive()) if (target && target == enemy && target->IsAlive())
return false; return false;
@ -638,7 +634,10 @@ Value<Unit*>* InterruptEnemyHealerTrigger::GetTargetValue()
return context->GetValue<Unit*>("enemy healer target", spell); return context->GetValue<Unit*>("enemy healer target", spell);
} }
bool RandomBotUpdateTrigger::IsActive() { return RandomTrigger::IsActive() && AI_VALUE(bool, "random bot update"); } bool RandomBotUpdateTrigger::IsActive()
{
return RandomTrigger::IsActive() && AI_VALUE(bool, "random bot update");
}
bool NoNonBotPlayersAroundTrigger::IsActive() bool NoNonBotPlayersAroundTrigger::IsActive()
{ {
@ -718,43 +717,24 @@ bool AmmoCountTrigger::IsActive()
bool NewPetTrigger::IsActive() bool NewPetTrigger::IsActive()
{ {
// Get the bot player object from the AI
Player* bot = botAI->GetBot();
if (!bot)
return false;
// Try to get the current pet; initialize guardian and GUID to null/empty
Pet* pet = bot->GetPet();
Guardian* guardian = nullptr;
ObjectGuid currentPetGuid = ObjectGuid::Empty; ObjectGuid currentPetGuid = ObjectGuid::Empty;
// If bot has a pet, get its GUID if (Pet* pet = bot->GetPet())
if (pet)
{
currentPetGuid = pet->GetGUID(); currentPetGuid = pet->GetGUID();
} else if (Guardian* guardian = bot->GetGuardianPet())
else
{
// If no pet, try to get a guardian pet and its GUID
guardian = bot->GetGuardianPet();
if (guardian)
currentPetGuid = guardian->GetGUID(); currentPetGuid = guardian->GetGUID();
}
// If the current pet or guardian GUID has changed (including becoming empty), reset the trigger state
if (currentPetGuid != lastPetGuid) if (currentPetGuid != lastPetGuid)
{ {
triggered = false; triggered = false;
lastPetGuid = currentPetGuid; lastPetGuid = currentPetGuid;
} }
// If there's a valid current pet/guardian (non-empty GUID) and we haven't triggered yet, activate trigger
if (currentPetGuid != ObjectGuid::Empty && !triggered) if (currentPetGuid != ObjectGuid::Empty && !triggered)
{ {
triggered = true; triggered = true;
return true; return true;
} }
// Otherwise, do not activate
return false; return false;
} }

View File

@ -20,9 +20,7 @@ class StatAvailable : public Trigger
{ {
public: public:
StatAvailable(PlayerbotAI* botAI, int32 amount, std::string const name = "stat available") StatAvailable(PlayerbotAI* botAI, int32 amount, std::string const name = "stat available")
: Trigger(botAI, name), amount(amount) : Trigger(botAI, name), amount(amount) {}
{
}
protected: protected:
int32 amount; int32 amount;
@ -118,8 +116,8 @@ public:
class TargetWithComboPointsLowerHealTrigger : public ComboPointsAvailableTrigger class TargetWithComboPointsLowerHealTrigger : public ComboPointsAvailableTrigger
{ {
public: public:
TargetWithComboPointsLowerHealTrigger(PlayerbotAI* ai, int32 combo_point = 5, float lifeTime = 8.0f) TargetWithComboPointsLowerHealTrigger(PlayerbotAI* botAI, int32 combo_point = 5, float lifeTime = 8.0f)
: ComboPointsAvailableTrigger(ai, combo_point), lifeTime(lifeTime) : ComboPointsAvailableTrigger(botAI, combo_point), lifeTime(lifeTime)
{ {
} }
bool IsActive() override; bool IsActive() override;
@ -196,7 +194,6 @@ public:
bool IsActive() override; bool IsActive() override;
}; };
// TODO: check other targets
class InterruptSpellTrigger : public SpellTrigger class InterruptSpellTrigger : public SpellTrigger
{ {
public: public:
@ -217,9 +214,7 @@ class AttackerCountTrigger : public Trigger
{ {
public: public:
AttackerCountTrigger(PlayerbotAI* botAI, int32 amount, float distance = sPlayerbotAIConfig.sightDistance) AttackerCountTrigger(PlayerbotAI* botAI, int32 amount, float distance = sPlayerbotAIConfig.sightDistance)
: Trigger(botAI), amount(amount), distance(distance) : Trigger(botAI), amount(amount), distance(distance) {}
{
}
bool IsActive() override; bool IsActive() override;
std::string const getName() override { return "attacker count"; } std::string const getName() override { return "attacker count"; }
@ -269,9 +264,7 @@ class AoeTrigger : public AttackerCountTrigger
{ {
public: public:
AoeTrigger(PlayerbotAI* botAI, int32 amount = 3, float range = 15.0f) AoeTrigger(PlayerbotAI* botAI, int32 amount = 3, float range = 15.0f)
: AttackerCountTrigger(botAI, amount), range(range) : AttackerCountTrigger(botAI, amount), range(range) {}
{
}
bool IsActive() override; bool IsActive() override;
std::string const getName() override { return "aoe"; } std::string const getName() override { return "aoe"; }
@ -317,7 +310,8 @@ public:
class BuffTrigger : public SpellTrigger class BuffTrigger : public SpellTrigger
{ {
public: public:
BuffTrigger(PlayerbotAI* botAI, std::string const spell, int32 checkInterval = 1, bool checkIsOwner = false, bool checkDuration = false, uint32 beforeDuration = 0) BuffTrigger(PlayerbotAI* botAI, std::string const spell, int32 checkInterval = 1,
bool checkIsOwner = false, bool checkDuration = false, uint32 beforeDuration = 0)
: SpellTrigger(botAI, spell, checkInterval) : SpellTrigger(botAI, spell, checkInterval)
{ {
this->checkIsOwner = checkIsOwner; this->checkIsOwner = checkIsOwner;
@ -339,11 +333,10 @@ class BuffOnPartyTrigger : public BuffTrigger
{ {
public: public:
BuffOnPartyTrigger(PlayerbotAI* botAI, std::string const spell, int32 checkInterval = 1) BuffOnPartyTrigger(PlayerbotAI* botAI, std::string const spell, int32 checkInterval = 1)
: BuffTrigger(botAI, spell, checkInterval) : BuffTrigger(botAI, spell, checkInterval) {}
{
}
Value<Unit*>* GetTargetValue() override; Value<Unit*>* GetTargetValue() override;
bool IsActive() override;
std::string const getName() override { return spell + " on party"; } std::string const getName() override { return spell + " on party"; }
}; };
@ -393,9 +386,7 @@ class DebuffTrigger : public BuffTrigger
public: public:
DebuffTrigger(PlayerbotAI* botAI, std::string const spell, int32 checkInterval = 1, bool checkIsOwner = false, DebuffTrigger(PlayerbotAI* botAI, std::string const spell, int32 checkInterval = 1, bool checkIsOwner = false,
float needLifeTime = 8.0f, uint32 beforeDuration = 0) float needLifeTime = 8.0f, uint32 beforeDuration = 0)
: BuffTrigger(botAI, spell, checkInterval, checkIsOwner, false, beforeDuration), needLifeTime(needLifeTime) : BuffTrigger(botAI, spell, checkInterval, checkIsOwner, false, beforeDuration), needLifeTime(needLifeTime) {}
{
}
std::string const GetTargetName() override { return "current target"; } std::string const GetTargetName() override { return "current target"; }
bool IsActive() override; bool IsActive() override;
@ -408,9 +399,7 @@ class DebuffOnBossTrigger : public DebuffTrigger
{ {
public: public:
DebuffOnBossTrigger(PlayerbotAI* botAI, std::string const spell, int32 checkInterval = 1, bool checkIsOwner = false) DebuffOnBossTrigger(PlayerbotAI* botAI, std::string const spell, int32 checkInterval = 1, bool checkIsOwner = false)
: DebuffTrigger(botAI, spell, checkInterval, checkIsOwner) : DebuffTrigger(botAI, spell, checkInterval, checkIsOwner) {}
{
}
bool IsActive() override; bool IsActive() override;
}; };
@ -419,9 +408,7 @@ class DebuffOnAttackerTrigger : public DebuffTrigger
public: public:
DebuffOnAttackerTrigger(PlayerbotAI* botAI, std::string const spell, bool checkIsOwner = true, DebuffOnAttackerTrigger(PlayerbotAI* botAI, std::string const spell, bool checkIsOwner = true,
float needLifeTime = 8.0f) float needLifeTime = 8.0f)
: DebuffTrigger(botAI, spell, 1, checkIsOwner, needLifeTime) : DebuffTrigger(botAI, spell, 1, checkIsOwner, needLifeTime) {}
{
}
Value<Unit*>* GetTargetValue() override; Value<Unit*>* GetTargetValue() override;
std::string const getName() override { return spell + " on attacker"; } std::string const getName() override { return spell + " on attacker"; }
@ -432,9 +419,7 @@ class DebuffOnMeleeAttackerTrigger : public DebuffTrigger
public: public:
DebuffOnMeleeAttackerTrigger(PlayerbotAI* botAI, std::string const spell, bool checkIsOwner = true, DebuffOnMeleeAttackerTrigger(PlayerbotAI* botAI, std::string const spell, bool checkIsOwner = true,
float needLifeTime = 8.0f) float needLifeTime = 8.0f)
: DebuffTrigger(botAI, spell, 1, checkIsOwner, needLifeTime) : DebuffTrigger(botAI, spell, 1, checkIsOwner, needLifeTime) {}
{
}
Value<Unit*>* GetTargetValue() override; Value<Unit*>* GetTargetValue() override;
std::string const getName() override { return spell + " on attacker"; } std::string const getName() override { return spell + " on attacker"; }
@ -444,9 +429,7 @@ class BoostTrigger : public BuffTrigger
{ {
public: public:
BoostTrigger(PlayerbotAI* botAI, std::string const spell, float balance = 50.f) BoostTrigger(PlayerbotAI* botAI, std::string const spell, float balance = 50.f)
: BuffTrigger(botAI, spell, 1), balance(balance) : BuffTrigger(botAI, spell, 1), balance(balance) {}
{
}
bool IsActive() override; bool IsActive() override;
@ -458,9 +441,7 @@ class GenericBoostTrigger : public Trigger
{ {
public: public:
GenericBoostTrigger(PlayerbotAI* botAI, float balance = 50.f) GenericBoostTrigger(PlayerbotAI* botAI, float balance = 50.f)
: Trigger(botAI, "generic boost", 1), balance(balance) : Trigger(botAI, "generic boost", 1), balance(balance) {}
{
}
bool IsActive() override; bool IsActive() override;
@ -472,9 +453,7 @@ class HealerShouldAttackTrigger : public Trigger
{ {
public: public:
HealerShouldAttackTrigger(PlayerbotAI* botAI) HealerShouldAttackTrigger(PlayerbotAI* botAI)
: Trigger(botAI, "healer should attack", 1) : Trigger(botAI, "healer should attack", 1) {}
{
}
bool IsActive() override; bool IsActive() override;
}; };
@ -580,7 +559,7 @@ public:
class HasPetTrigger : public Trigger class HasPetTrigger : public Trigger
{ {
public: public:
HasPetTrigger(PlayerbotAI* ai) : Trigger(ai, "has pet", 5 * 1000) {} HasPetTrigger(PlayerbotAI* botAI) : Trigger(botAI, "has pet", 5 * 1000) {}
virtual bool IsActive() override; virtual bool IsActive() override;
}; };
@ -588,7 +567,7 @@ public:
class PetAttackTrigger : public Trigger class PetAttackTrigger : public Trigger
{ {
public: public:
PetAttackTrigger(PlayerbotAI* ai) : Trigger(ai, "pet attack") {} PetAttackTrigger(PlayerbotAI* botAI) : Trigger(botAI, "pet attack") {}
virtual bool IsActive() override; virtual bool IsActive() override;
}; };
@ -597,9 +576,7 @@ class ItemCountTrigger : public Trigger
{ {
public: public:
ItemCountTrigger(PlayerbotAI* botAI, std::string const item, int32 count, int32 interval = 30 * 1000) ItemCountTrigger(PlayerbotAI* botAI, std::string const item, int32 count, int32 interval = 30 * 1000)
: Trigger(botAI, item, interval), item(item), count(count) : Trigger(botAI, item, interval), item(item), count(count) {}
{
}
bool IsActive() override; bool IsActive() override;
std::string const getName() override { return "item count"; } std::string const getName() override { return "item count"; }
@ -613,9 +590,7 @@ class AmmoCountTrigger : public ItemCountTrigger
{ {
public: public:
AmmoCountTrigger(PlayerbotAI* botAI, std::string const item, uint32 count = 1, int32 interval = 30 * 1000) AmmoCountTrigger(PlayerbotAI* botAI, std::string const item, uint32 count = 1, int32 interval = 30 * 1000)
: ItemCountTrigger(botAI, item, count, interval) : ItemCountTrigger(botAI, item, count, interval) {}
{
}
bool IsActive() override; bool IsActive() override;
}; };
@ -623,9 +598,7 @@ class HasAuraTrigger : public Trigger
{ {
public: public:
HasAuraTrigger(PlayerbotAI* botAI, std::string const spell, int32 checkInterval = 1) HasAuraTrigger(PlayerbotAI* botAI, std::string const spell, int32 checkInterval = 1)
: Trigger(botAI, spell, checkInterval) : Trigger(botAI, spell, checkInterval) {}
{
}
std::string const GetTargetName() override { return "self target"; } std::string const GetTargetName() override { return "self target"; }
bool IsActive() override; bool IsActive() override;
@ -634,10 +607,8 @@ public:
class HasAuraStackTrigger : public Trigger class HasAuraStackTrigger : public Trigger
{ {
public: public:
HasAuraStackTrigger(PlayerbotAI* ai, std::string spell, int stack, int checkInterval = 1) HasAuraStackTrigger(PlayerbotAI* botAI, std::string spell, int stack, int checkInterval = 1)
: Trigger(ai, spell, checkInterval), stack(stack) : Trigger(botAI, spell, checkInterval), stack(stack) {}
{
}
std::string const GetTargetName() override { return "self target"; } std::string const GetTargetName() override { return "self target"; }
bool IsActive() override; bool IsActive() override;
@ -858,9 +829,7 @@ class StayTimeTrigger : public Trigger
{ {
public: public:
StayTimeTrigger(PlayerbotAI* botAI, uint32 delay, std::string const name) StayTimeTrigger(PlayerbotAI* botAI, uint32 delay, std::string const name)
: Trigger(botAI, name, 5 * 1000), delay(delay) : Trigger(botAI, name, 5 * 1000), delay(delay) {}
{
}
bool IsActive() override; bool IsActive() override;
@ -877,7 +846,7 @@ public:
class ReturnToStayPositionTrigger : public Trigger class ReturnToStayPositionTrigger : public Trigger
{ {
public: public:
ReturnToStayPositionTrigger(PlayerbotAI* ai) : Trigger(ai, "return to stay position", 2) {} ReturnToStayPositionTrigger(PlayerbotAI* botAI) : Trigger(botAI, "return to stay position", 2) {}
virtual bool IsActive() override; virtual bool IsActive() override;
}; };
@ -892,9 +861,7 @@ class GiveItemTrigger : public Trigger
{ {
public: public:
GiveItemTrigger(PlayerbotAI* botAI, std::string const name, std::string const item) GiveItemTrigger(PlayerbotAI* botAI, std::string const name, std::string const item)
: Trigger(botAI, name, 2 * 1000), item(item) : Trigger(botAI, name, 2 * 1000), item(item) {}
{
}
bool IsActive() override; bool IsActive() override;
@ -962,9 +929,7 @@ class BuffOnMainTankTrigger : public BuffTrigger
{ {
public: public:
BuffOnMainTankTrigger(PlayerbotAI* botAI, std::string spell, bool checkIsOwner = false, int checkInterval = 1) BuffOnMainTankTrigger(PlayerbotAI* botAI, std::string spell, bool checkIsOwner = false, int checkInterval = 1)
: BuffTrigger(botAI, spell, checkInterval, checkIsOwner) : BuffTrigger(botAI, spell, checkInterval, checkIsOwner) {}
{
}
public: public:
virtual Value<Unit*>* GetTargetValue(); virtual Value<Unit*>* GetTargetValue();
@ -973,7 +938,7 @@ public:
class SelfResurrectTrigger : public Trigger class SelfResurrectTrigger : public Trigger
{ {
public: public:
SelfResurrectTrigger(PlayerbotAI* ai) : Trigger(ai, "can self resurrect") {} SelfResurrectTrigger(PlayerbotAI* botAI) : Trigger(botAI, "can self resurrect") {}
bool IsActive() override { return !bot->IsAlive() && bot->GetUInt32Value(PLAYER_SELF_RES_SPELL); } bool IsActive() override { return !bot->IsAlive() && bot->GetUInt32Value(PLAYER_SELF_RES_SPELL); }
}; };
@ -981,7 +946,7 @@ public:
class NewPetTrigger : public Trigger class NewPetTrigger : public Trigger
{ {
public: public:
NewPetTrigger(PlayerbotAI* ai) : Trigger(ai, "new pet"), lastPetGuid(ObjectGuid::Empty), triggered(false) {} NewPetTrigger(PlayerbotAI* botAI) : Trigger(botAI, "new pet"), lastPetGuid(ObjectGuid::Empty), triggered(false) {}
bool IsActive() override; bool IsActive() override;

View File

@ -4,23 +4,89 @@
*/ */
#include "GenericBuffUtils.h" #include "GenericBuffUtils.h"
#include "PlayerbotAIConfig.h"
#include <map>
#include "Player.h"
#include "Group.h"
#include "SpellMgr.h"
#include "Chat.h"
#include "PlayerbotAI.h"
#include "ServerFacade.h"
#include "AiObjectContext.h" #include "AiObjectContext.h"
#include "GameTime.h"
#include "Group.h"
#include "Player.h"
#include "PlayerbotAI.h"
#include "PlayerbotAIConfig.h"
#include "SpellMgr.h"
#include "Unit.h"
#include "Value.h" #include "Value.h"
#include "Config.h"
#include "PlayerbotTextMgr.h"
namespace ai::buff namespace ai::buff
{ {
namespace
{
// Prevents bots from immediately casting already-present buffs upon logging in
constexpr uint32 POST_LOGIN_BUFF_GRACE_MS = 5 * IN_MILLISECONDS;
bool IsWithinPostLoginBuffGrace(Player* player)
{
if (!player)
return false;
return getMSTimeDiff(
player->GetInGameTime(), GameTime::GetGameTimeMS().count()) < POST_LOGIN_BUFF_GRACE_MS;
}
}
static bool HasEnoughSameMapMissingPlayersForGroupVariant(
Player* bot, PlayerbotAI* botAI, std::string const& baseName,
std::string const& groupName, uint32 requiredCount = 3)
{
Group* group = bot->GetGroup();
if (!group)
return false;
uint32 missingCount = 0;
for (GroupReference* gref = group->GetFirstMember(); gref; gref = gref->next())
{
Player* member = gref->GetSource();
if (!member || !member->IsInWorld() || !member->IsAlive() ||
member->GetMap() != bot->GetMap())
{
continue;
}
if (botAI->HasAura(baseName, member) || botAI->HasAura(groupName, member))
continue;
if (++missingCount >= requiredCount)
return true;
}
return false;
}
static bool IsEligibleGroupForPartyBuffs(Group const* group)
{
if (!group)
return false;
switch (sPlayerbotAIConfig.autoPartyBuffs)
{
case AutoPartyBuffMode::RAID_ONLY:
return group->isRaidGroup();
case AutoPartyBuffMode::GROUP_OR_RAID:
return true;
case AutoPartyBuffMode::DISABLED:
return false;
}
return false;
}
bool IsGroupVariantEnabled(Player* bot, std::string const& name)
{
if (!IsEligibleGroupForPartyBuffs(bot->GetGroup()))
return false;
return !GroupVariantFor(name).empty();
}
std::string MakeAuraQualifierForBuff(std::string const& name) std::string MakeAuraQualifierForBuff(std::string const& name)
{ {
// Paladin // Paladin
@ -34,27 +100,89 @@ namespace ai::buff
if (name == "arcane intellect") return "arcane intellect,arcane brilliance"; if (name == "arcane intellect") return "arcane intellect,arcane brilliance";
// Priest // Priest
if (name == "power word: fortitude") return "power word: fortitude,prayer of fortitude"; if (name == "power word: fortitude") return "power word: fortitude,prayer of fortitude";
if (name == "divine spirit") return "divine spirit,prayer of spirit";
if (name == "shadow protection") return "shadow protection,prayer of shadow protection";
return name; return name;
} }
std::string GroupVariantFor(std::string const& name) std::string GroupVariantFor(std::string const& name)
{ {
// Paladin
if (name == "blessing of kings") return "greater blessing of kings";
if (name == "blessing of might") return "greater blessing of might";
if (name == "blessing of wisdom") return "greater blessing of wisdom";
if (name == "blessing of sanctuary") return "greater blessing of sanctuary";
// Druid // Druid
if (name == "mark of the wild") return "gift of the wild"; if (name == "mark of the wild") return "gift of the wild";
// Mage // Mage
if (name == "arcane intellect") return "arcane brilliance"; if (name == "arcane intellect") return "arcane brilliance";
// Priest // Priest
if (name == "power word: fortitude") return "prayer of fortitude"; if (name == "power word: fortitude") return "prayer of fortitude";
if (name == "divine spirit") return "prayer of spirit";
if (name == "shadow protection") return "prayer of shadow protection";
// Paladin blessings are intentionally not included here because they are
// coordinated by the auto greater blessing system instead.
return std::string(); return std::string();
} }
bool NeedsPostLoginBuffGrace(std::string const& name)
{
static char const* const trackedBuffs[] = {
"mark of the wild",
"arcane intellect",
"power word: fortitude",
"prayer of fortitude",
"divine spirit",
"prayer of spirit",
"shadow protection",
"prayer of shadow protection",
"blessing of kings",
"blessing of might",
"blessing of wisdom",
"blessing of sanctuary"
};
for (char const* trackedBuff : trackedBuffs)
{
if (name.find(trackedBuff) != std::string::npos)
return true;
}
return false;
}
bool ShouldDeferPartyBuffEvaluationForRecentLogin(
Player* bot, Unit* target, std::string const& spell)
{
if (!NeedsPostLoginBuffGrace(spell))
return false;
if (IsWithinPostLoginBuffGrace(bot))
return true;
Player* playerTarget = target ? target->ToPlayer() : nullptr;
return IsWithinPostLoginBuffGrace(playerTarget);
}
bool ShouldDeferGreaterBlessingAssignmentForRecentLogin(Player* bot)
{
if (IsWithinPostLoginBuffGrace(bot))
return true;
Group* group = bot->GetGroup();
if (!group)
return false;
for (GroupReference* gref = group->GetFirstMember(); gref; gref = gref->next())
{
Player* member = gref->GetSource();
if (!member || !member->IsInWorld())
continue;
if (IsWithinPostLoginBuffGrace(member))
return true;
}
return false;
}
bool HasRequiredReagents(Player* bot, uint32 spellId) bool HasRequiredReagents(Player* bot, uint32 spellId)
{ {
if (!spellId) if (!spellId)
@ -72,75 +200,33 @@ namespace ai::buff
return false; return false;
} }
} }
// No reagent required
return true; return true;
} }
return false; return false;
} }
std::string UpgradeToGroupIfAppropriate( std::string UpgradeToGroupIfAppropriate(
Player* bot, Player* bot, PlayerbotAI* botAI, std::string const& baseName)
PlayerbotAI* botAI,
std::string const& baseName,
bool announceOnMissing,
std::function<void(std::string const&)> announce)
{ {
std::string castName = baseName; if (!IsGroupVariantEnabled(bot, baseName))
Group* g = bot->GetGroup(); return baseName;
if (!g || g->GetMembersCount() < static_cast<uint32>(sPlayerbotAIConfig.minBotsForGreaterBuff))
return castName; // Group too small: stay in solo mode
if (std::string const groupName = GroupVariantFor(baseName); !groupName.empty()) std::string const groupName = GroupVariantFor(baseName);
{ if (groupName.empty())
uint32 const groupVariantSpellId = botAI->GetAiObjectContext() return baseName;
// Prefer singles until at least three living, in-world group members on the bot's map
// are missing both the single-target buff and its group variant.
if (!HasEnoughSameMapMissingPlayersForGroupVariant(bot, botAI, baseName, groupName))
return baseName;
uint32 const groupSpellId = botAI->GetAiObjectContext()
->GetValue<uint32>("spell id", groupName)->Get(); ->GetValue<uint32>("spell id", groupName)->Get();
// We check usefulness on the **basic** buff (not the greater version), if (groupSpellId && HasRequiredReagents(bot, groupSpellId))
// because "spell cast useful" may return false for the greater variant.
bool const usefulBase = botAI->GetAiObjectContext()
->GetValue<bool>("spell cast useful", baseName)->Get();
if (groupVariantSpellId && HasRequiredReagents(bot, groupVariantSpellId))
{
// Learned + reagents OK -> switch to greater
return groupName; return groupName;
}
// Missing reagents -> announce if (a) greater is known, (b) base buff is useful, return baseName;
// (c) announce was requested, (d) a callback is provided.
if (announceOnMissing && groupVariantSpellId && usefulBase && announce)
{
static std::map<std::pair<uint32, std::string>, time_t> s_lastWarn; // par bot & par buff
time_t now = std::time(nullptr);
uint32 botLow = static_cast<uint32>(bot->GetGUID().GetCounter());
time_t& last = s_lastWarn[ std::make_pair(botLow, groupName) ];
if (!last || now - last >= sPlayerbotAIConfig.rpWarningCooldown) // Configurable anti-spam
{
// DB Key choice in regard of the buff
std::string key;
if (groupName.find("greater blessing") != std::string::npos)
key = "rp_missing_reagent_greater_blessing";
else if (groupName == "gift of the wild")
key = "rp_missing_reagent_gift_of_the_wild";
else if (groupName == "arcane brilliance")
key = "rp_missing_reagent_arcane_brilliance";
else
key = "rp_missing_reagent_generic";
// Placeholders
std::map<std::string, std::string> placeholders;
placeholders["%group_spell"] = groupName;
placeholders["%base_spell"] = baseName;
std::string announceText = PlayerbotTextMgr::instance().GetBotTextOrDefault(key,
"Out of components for %group_spell. Using %base_spell!", placeholders);
announce(announceText);
last = now;
}
}
}
return castName;
} }
} }

View File

@ -6,63 +6,40 @@
#pragma once #pragma once
#include <string> #include <string>
#include <functional>
#include "Common.h" #include "Common.h"
#include "Group.h"
#include "Chat.h"
#include "Language.h"
class Player; class Player;
class PlayerbotAI; class PlayerbotAI;
class Unit;
namespace ai::buff namespace ai::buff
{ {
// Build an aura qualifier "single + greater" to avoid double-buffing bool IsGroupVariantEnabled(Player* bot, std::string const& name);
std::string MakeAuraQualifierForBuff(std::string const& name); std::string MakeAuraQualifierForBuff(std::string const& name);
// Returns the group spell name for a given single-target buff.
// If no group equivalent exists, returns "".
std::string GroupVariantFor(std::string const& name); std::string GroupVariantFor(std::string const& name);
// Checks if the bot has the required reagents to cast a spell (by its spellId). bool NeedsPostLoginBuffGrace(std::string const& name);
// Returns false if the spellId is invalid.
bool ShouldDeferPartyBuffEvaluationForRecentLogin(
Player* bot,
Unit* target,
std::string const& spell);
bool ShouldDeferGreaterBlessingAssignmentForRecentLogin(Player* bot);
bool HasRequiredReagents(Player* bot, uint32 spellId); bool HasRequiredReagents(Player* bot, uint32 spellId);
// Applies the "switch to group buff" policy if: the bot is in a group of size x+,
// the group variant is known/useful, and reagents are available. Otherwise, returns baseName.
// If announceOnMissing == true and reagents are missing, calls the 'announce' callback
// (if provided) to notify the party/raid.
std::string UpgradeToGroupIfAppropriate( std::string UpgradeToGroupIfAppropriate(
Player* bot, Player* bot,
PlayerbotAI* botAI, PlayerbotAI* botAI,
std::string const& baseName, std::string const& baseName);
bool announceOnMissing = false,
std::function<void(std::string const&)> announce = {}
);
} }
namespace ai::spell namespace ai::spell
{ {
bool HasSpellOrCategoryCooldown(Player* bot, uint32 spellId); bool HasSpellOrCategoryCooldown(Player* bot, uint32 spellId);
} }
namespace ai::chat {
inline std::function<void(std::string const&)> MakeGroupAnnouncer(Player* me)
{
return [me](std::string const& msg)
{
if (Group* g = me->GetGroup())
{
WorldPacket data;
ChatMsg type = g->isRaidGroup() ? CHAT_MSG_RAID : CHAT_MSG_PARTY;
ChatHandler::BuildChatPacket(data, type, LANG_UNIVERSAL, me, /*receiver=*/nullptr, msg.c_str());
g->BroadcastPacket(&data, true, -1, me->GetGUID());
}
else
{
me->Say(msg, LANG_UNIVERSAL);
}
};
}
}

View File

@ -87,16 +87,16 @@ public:
bool isUseful() override; bool isUseful() override;
}; };
class CastMarkOfTheWildAction : public CastBuffSpellAction class CastMarkOfTheWildAction : public GroupBuffSpellAction
{ {
public: public:
CastMarkOfTheWildAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "mark of the wild") {} CastMarkOfTheWildAction(PlayerbotAI* botAI) : GroupBuffSpellAction(botAI, "mark of the wild") {}
}; };
class CastMarkOfTheWildOnPartyAction : public BuffOnPartyAction class CastMarkOfTheWildOnPartyAction : public GroupBuffOnPartyAction
{ {
public: public:
CastMarkOfTheWildOnPartyAction(PlayerbotAI* botAI) : BuffOnPartyAction(botAI, "mark of the wild") {} CastMarkOfTheWildOnPartyAction(PlayerbotAI* botAI) : GroupBuffOnPartyAction(botAI, "mark of the wild") {}
}; };
class CastSurvivalInstinctsAction : public CastBuffSpellAction class CastSurvivalInstinctsAction : public CastBuffSpellAction

View File

@ -9,11 +9,6 @@
#include "Playerbots.h" #include "Playerbots.h"
#include "ServerFacade.h" #include "ServerFacade.h"
bool MarkOfTheWildOnPartyTrigger::IsActive()
{
return BuffOnPartyTrigger::IsActive() && !botAI->HasAura("gift of the wild", GetTarget());
}
bool MarkOfTheWildTrigger::IsActive() bool MarkOfTheWildTrigger::IsActive()
{ {
return BuffTrigger::IsActive() && !botAI->HasAura("gift of the wild", GetTarget()); return BuffTrigger::IsActive() && !botAI->HasAura("gift of the wild", GetTarget());

View File

@ -23,15 +23,13 @@ class PlayerbotAI;
class MarkOfTheWildOnPartyTrigger : public BuffOnPartyTrigger class MarkOfTheWildOnPartyTrigger : public BuffOnPartyTrigger
{ {
public: public:
MarkOfTheWildOnPartyTrigger(PlayerbotAI* botAI) : BuffOnPartyTrigger(botAI, "mark of the wild", 2 * 2000) {} MarkOfTheWildOnPartyTrigger(PlayerbotAI* botAI) : BuffOnPartyTrigger(botAI, "mark of the wild", 4 * 2000) {}
bool IsActive() override;
}; };
class MarkOfTheWildTrigger : public BuffTrigger class MarkOfTheWildTrigger : public BuffTrigger
{ {
public: public:
MarkOfTheWildTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "mark of the wild", 2 * 2000) {} MarkOfTheWildTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "mark of the wild", 4 * 2000) {}
bool IsActive() override; bool IsActive() override;
}; };

View File

@ -40,16 +40,16 @@ public:
CastFrostArmorAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "frost armor") {} CastFrostArmorAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "frost armor") {}
}; };
class CastArcaneIntellectAction : public CastBuffSpellAction class CastArcaneIntellectAction : public GroupBuffSpellAction
{ {
public: public:
CastArcaneIntellectAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "arcane intellect") {} CastArcaneIntellectAction(PlayerbotAI* botAI) : GroupBuffSpellAction(botAI, "arcane intellect") {}
}; };
class CastArcaneIntellectOnPartyAction : public BuffOnPartyAction class CastArcaneIntellectOnPartyAction : public GroupBuffOnPartyAction
{ {
public: public:
CastArcaneIntellectOnPartyAction(PlayerbotAI* botAI) : BuffOnPartyAction(botAI, "arcane intellect") {} CastArcaneIntellectOnPartyAction(PlayerbotAI* botAI) : GroupBuffOnPartyAction(botAI, "arcane intellect") {}
}; };
class CastFocusMagicOnPartyAction : public CastSpellAction class CastFocusMagicOnPartyAction : public CastSpellAction

View File

@ -31,11 +31,6 @@ bool NoManaGemTrigger::IsActive()
return true; return true;
} }
bool ArcaneIntellectOnPartyTrigger::IsActive()
{
return BuffOnPartyTrigger::IsActive() && !botAI->HasAura("arcane brilliance", GetTarget());
}
bool ArcaneIntellectTrigger::IsActive() bool ArcaneIntellectTrigger::IsActive()
{ {
return BuffTrigger::IsActive() && !botAI->HasAura("arcane brilliance", GetTarget()); return BuffTrigger::IsActive() && !botAI->HasAura("arcane brilliance", GetTarget());

View File

@ -19,14 +19,13 @@ class ArcaneIntellectOnPartyTrigger : public BuffOnPartyTrigger
{ {
public: public:
ArcaneIntellectOnPartyTrigger(PlayerbotAI* botAI) ArcaneIntellectOnPartyTrigger(PlayerbotAI* botAI)
: BuffOnPartyTrigger(botAI, "arcane intellect", 2 * 2000) {} : BuffOnPartyTrigger(botAI, "arcane intellect", 4 * 2000) {}
bool IsActive() override;
}; };
class ArcaneIntellectTrigger : public BuffTrigger class ArcaneIntellectTrigger : public BuffTrigger
{ {
public: public:
ArcaneIntellectTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "arcane intellect", 2 * 2000) {} ArcaneIntellectTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "arcane intellect", 4 * 2000) {}
bool IsActive() override; bool IsActive() override;
}; };

View File

@ -7,24 +7,100 @@
#include "AiFactory.h" #include "AiFactory.h"
#include "Event.h" #include "Event.h"
#include "GenericBuffUtils.h"
#include "PaladinGreaterBlessingAction.h"
#include "PaladinHelper.h" #include "PaladinHelper.h"
#include "PlayerbotAI.h"
#include "Playerbots.h" #include "Playerbots.h"
#include "SharedDefines.h" #include "SharedDefines.h"
#include "../../../../../src/server/scripts/Spells/spell_generic.cpp"
#include "Ai/Base/Util/GenericBuffUtils.h"
#include "Group.h"
#include "ObjectAccessor.h"
using ai::buff::MakeAuraQualifierForBuff; static bool IsBlessingTargetCandidate(Player* bot, Player* player)
// Helper : detect tank role on the target (player bot or not) return true if spec is tank or if the bot have tank strategies (bear/tank/tank face).
static inline bool IsTankRole(Player* p)
{ {
if (!p) return false; if (!player || !player->IsAlive() || player->GetMapId() != bot->GetMapId())
if (p->HasTankSpec()) return false;
if (player->IsGameMaster())
return false;
return bot->GetDistance(player) < sPlayerbotAIConfig.spellDistance * 2 &&
bot->IsWithinLOS(player->GetPositionX(), player->GetPositionY(),
player->GetPositionZ());
}
static bool HasBlessingAura(
PlayerbotAI* botAI, Unit* target, std::initializer_list<char const*> auraNames)
{
for (char const* auraName : auraNames)
{
if (botAI->HasAura(auraName, target))
return true; return true;
if (PlayerbotAI* otherAI = GET_PLAYERBOT_AI(p)) }
return false;
}
static bool IsGreaterBlessingMode(Player* bot)
{
return ai::gbless::IsEligibleGroupForAutoBlessings(bot->GetGroup());
}
template <typename Predicate>
static Unit* FindBlessingTarget(
Player* bot, PlayerbotAI* botAI, Predicate&& predicate)
{
std::vector<Player*> masters;
std::vector<Player*> healers;
std::vector<Player*> tanks;
std::vector<Player*> others;
Player* master = botAI->GetMaster();
auto addPlayer = [&](Player* player)
{
if (!IsBlessingTargetCandidate(bot, player))
return;
if (player == master)
masters.push_back(player);
else if (botAI->IsHeal(player))
healers.push_back(player);
else if (botAI->IsTank(player))
tanks.push_back(player);
else
others.push_back(player);
};
if (Group* group = bot->GetGroup())
{
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
addPlayer(ref->GetSource());
}
else
{
addPlayer(bot);
}
std::vector<std::vector<Player*>*> orderedLists = {
&masters, &healers, &tanks, &others };
for (std::vector<Player*>* players : orderedLists)
{
for (Player* player : *players)
{
if (predicate(player))
return player;
}
}
return nullptr;
}
static inline bool IsTankRole(Player* player)
{
if (!player)
return false;
if (player->HasTankSpec())
return true;
if (PlayerbotAI* otherAI = GET_PLAYERBOT_AI(player))
{ {
if (otherAI->HasStrategy("tank", BOT_STATE_NON_COMBAT) || if (otherAI->HasStrategy("tank", BOT_STATE_NON_COMBAT) ||
otherAI->HasStrategy("tank", BOT_STATE_COMBAT) || otherAI->HasStrategy("tank", BOT_STATE_COMBAT) ||
@ -34,33 +110,36 @@ static inline bool IsTankRole(Player* p)
otherAI->HasStrategy("bear", BOT_STATE_COMBAT)) otherAI->HasStrategy("bear", BOT_STATE_COMBAT))
return true; return true;
} }
return false; return false;
} }
// Added for solo paladin patch : determine if he's the only paladin on party
static inline bool IsOnlyPaladinInGroup(Player* bot) static inline bool IsOnlyPaladinInGroup(Player* bot)
{ {
if (!bot) return false; if (!bot)
Group* g = bot->GetGroup(); return false;
if (!g) return true; // solo
uint32 pals = 0u; Group* group = bot->GetGroup();
for (GroupReference* r = g->GetFirstMember(); r; r = r->next()) if (!group)
return true;
uint32 paladins = 0u;
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{ {
Player* p = r->GetSource(); Player* player = ref->GetSource();
if (!p || !p->IsInWorld()) continue; if (!player || !player->IsInWorld()) continue;
if (p->getClass() == CLASS_PALADIN) ++pals; if (player->getClass() == CLASS_PALADIN) ++paladins;
} }
return pals == 1u;
return paladins == 1u;
} }
inline std::string const GetActualBlessingOfMight(Unit* target) inline std::string const GetActualBlessingOfMight(Unit* target)
{ {
if (!target->ToPlayer()) if (!target->ToPlayer())
{
return "blessing of might"; return "blessing of might";
}
int tab = AiFactory::GetPlayerSpecTab(target->ToPlayer()); uint8 tab = AiFactory::GetPlayerSpecTab(target->ToPlayer());
switch (target->getClass()) switch (target->getClass())
{ {
case CLASS_MAGE: case CLASS_MAGE:
@ -70,21 +149,15 @@ inline std::string const GetActualBlessingOfMight(Unit* target)
break; break;
case CLASS_SHAMAN: case CLASS_SHAMAN:
if (tab == SHAMAN_TAB_ELEMENTAL || tab == SHAMAN_TAB_RESTORATION) if (tab == SHAMAN_TAB_ELEMENTAL || tab == SHAMAN_TAB_RESTORATION)
{
return "blessing of wisdom"; return "blessing of wisdom";
}
break; break;
case CLASS_DRUID: case CLASS_DRUID:
if (tab == DRUID_TAB_RESTORATION || tab == DRUID_TAB_BALANCE) if (tab == DRUID_TAB_RESTORATION || tab == DRUID_TAB_BALANCE)
{
return "blessing of wisdom"; return "blessing of wisdom";
}
break; break;
case CLASS_PALADIN: case CLASS_PALADIN:
if (tab == PALADIN_TAB_HOLY) if (tab == PALADIN_TAB_HOLY)
{
return "blessing of wisdom"; return "blessing of wisdom";
}
break; break;
} }
@ -94,10 +167,9 @@ inline std::string const GetActualBlessingOfMight(Unit* target)
inline std::string const GetActualBlessingOfWisdom(Unit* target) inline std::string const GetActualBlessingOfWisdom(Unit* target)
{ {
if (!target->ToPlayer()) if (!target->ToPlayer())
{
return "blessing of might"; return "blessing of might";
}
int tab = AiFactory::GetPlayerSpecTab(target->ToPlayer()); uint8 tab = AiFactory::GetPlayerSpecTab(target->ToPlayer());
switch (target->getClass()) switch (target->getClass())
{ {
case CLASS_WARRIOR: case CLASS_WARRIOR:
@ -108,21 +180,15 @@ inline std::string const GetActualBlessingOfWisdom(Unit* target)
break; break;
case CLASS_SHAMAN: case CLASS_SHAMAN:
if (tab == SHAMAN_TAB_ENHANCEMENT) if (tab == SHAMAN_TAB_ENHANCEMENT)
{
return "blessing of might"; return "blessing of might";
}
break; break;
case CLASS_DRUID: case CLASS_DRUID:
if (tab == DRUID_TAB_FERAL) if (tab == DRUID_TAB_FERAL)
{
return "blessing of might"; return "blessing of might";
}
break; break;
case CLASS_PALADIN: case CLASS_PALADIN:
if (tab == PALADIN_TAB_PROTECTION || tab == PALADIN_TAB_RETRIBUTION) if (tab == PALADIN_TAB_PROTECTION || tab == PALADIN_TAB_RETRIBUTION)
{
return "blessing of might"; return "blessing of might";
}
break; break;
} }
@ -131,32 +197,41 @@ inline std::string const GetActualBlessingOfWisdom(Unit* target)
inline std::string const GetActualBlessingOfSanctuary(Unit* target, Player* bot) inline std::string const GetActualBlessingOfSanctuary(Unit* target, Player* bot)
{ {
if (!bot->HasSpell(SPELL_BLESSING_OF_SANCTUARY)) if (!bot->HasSpell(ai::paladin::SPELL_BLESSING_OF_SANCTUARY))
return ""; return "";
Player* tp = target->ToPlayer(); Player* targetPlayer = target->ToPlayer();
if (!tp) if (!targetPlayer)
return ""; return "";
if (auto* ai = GET_PLAYERBOT_AI(bot)) if (auto* botAI = GET_PLAYERBOT_AI(bot))
{ {
if (Unit* mt = ai->GetAiObjectContext()->GetValue<Unit*>("main tank")->Get()) if (Unit* mainTank =
botAI->GetAiObjectContext()->GetValue<Unit*>("main tank")->Get())
{ {
if (mt == target) if (mainTank == target)
return "blessing of sanctuary"; return "blessing of sanctuary";
} }
} }
if (tp->HasTankSpec()) if (targetPlayer->HasTankSpec())
return "blessing of sanctuary"; return "blessing of sanctuary";
return ""; return "";
} }
Value<Unit*>* CastBlessingOnPartyAction::GetTargetValue() Unit* CastBlessingOfMightOnPartyAction::GetTarget()
{ {
if (IsGreaterBlessingMode(bot))
return nullptr;
return context->GetValue<Unit*>("party member without aura", MakeAuraQualifierForBuff(spell)); return FindBlessingTarget(bot, botAI, [&](Player* player)
{
return !HasBlessingAura(botAI, player,
{ "blessing of might", "greater blessing of might",
"blessing of wisdom", "greater blessing of wisdom",
"blessing of sanctuary", "greater blessing of sanctuary" });
});
} }
bool CastBlessingOfMightAction::Execute(Event /*event*/) bool CastBlessingOfMightAction::Execute(Event /*event*/)
@ -166,9 +241,6 @@ bool CastBlessingOfMightAction::Execute(Event /*event*/)
return false; return false;
std::string castName = GetActualBlessingOfMight(target); std::string castName = GetActualBlessingOfMight(target);
auto RP = ai::chat::MakeGroupAnnouncer(bot);
castName = ai::buff::UpgradeToGroupIfAppropriate(bot, botAI, castName, /*announceOnMissing=*/true, RP);
return botAI->CastSpell(castName, target); return botAI->CastSpell(castName, target);
} }
@ -176,20 +248,22 @@ Value<Unit*>* CastBlessingOfMightOnPartyAction::GetTargetValue()
{ {
return context->GetValue<Unit*>( return context->GetValue<Unit*>(
"party member without aura", "party member without aura",
"blessing of might,greater blessing of might,blessing of wisdom,greater blessing of wisdom,blessing of sanctuary,greater blessing of sanctuary" "blessing of might,greater blessing of might,blessing of wisdom,"
"greater blessing of wisdom,blessing of sanctuary,"
"greater blessing of sanctuary"
); );
} }
bool CastBlessingOfMightOnPartyAction::Execute(Event /*event*/) bool CastBlessingOfMightOnPartyAction::Execute(Event /*event*/)
{ {
if (IsGreaterBlessingMode(bot))
return false;
Unit* target = GetTarget(); Unit* target = GetTarget();
if (!target) if (!target)
return false; return false;
std::string castName = GetActualBlessingOfMight(target); std::string castName = GetActualBlessingOfMight(target);
auto RP = ai::chat::MakeGroupAnnouncer(bot);
castName = ai::buff::UpgradeToGroupIfAppropriate(bot, botAI, castName, /*announceOnMissing=*/true, RP);
return botAI->CastSpell(castName, target); return botAI->CastSpell(castName, target);
} }
@ -200,45 +274,58 @@ bool CastBlessingOfWisdomAction::Execute(Event /*event*/)
return false; return false;
std::string castName = GetActualBlessingOfWisdom(target); std::string castName = GetActualBlessingOfWisdom(target);
auto RP = ai::chat::MakeGroupAnnouncer(bot);
castName = ai::buff::UpgradeToGroupIfAppropriate(bot, botAI, castName, /*announceOnMissing=*/true, RP);
return botAI->CastSpell(castName, target); return botAI->CastSpell(castName, target);
} }
Unit* CastBlessingOfWisdomOnPartyAction::GetTarget()
{
if (IsGreaterBlessingMode(bot))
return nullptr;
return FindBlessingTarget(bot, botAI, [&](Player* player)
{
if (botAI->HasStrategy("bwisdom", BOT_STATE_NON_COMBAT) && IsTankRole(player))
return false;
return !HasBlessingAura(botAI, player,
{ "blessing of might", "greater blessing of might",
"blessing of wisdom", "greater blessing of wisdom",
"blessing of sanctuary", "greater blessing of sanctuary" });
});
}
Value<Unit*>* CastBlessingOfWisdomOnPartyAction::GetTargetValue() Value<Unit*>* CastBlessingOfWisdomOnPartyAction::GetTargetValue()
{ {
return context->GetValue<Unit*>( return context->GetValue<Unit*>(
"party member without aura", "party member without aura",
"blessing of wisdom,greater blessing of wisdom,blessing of might,greater blessing of might,blessing of sanctuary,greater blessing of sanctuary" "blessing of wisdom,greater blessing of wisdom,blessing of might,greater blessing of might,"
"blessing of sanctuary,greater blessing of sanctuary"
); );
} }
bool CastBlessingOfWisdomOnPartyAction::Execute(Event /*event*/) bool CastBlessingOfWisdomOnPartyAction::Execute(Event /*event*/)
{ {
if (IsGreaterBlessingMode(bot))
return false;
Unit* target = GetTarget(); Unit* target = GetTarget();
if (!target) if (!target)
return false; return false;
Player* targetPlayer = target->ToPlayer(); Player* targetPlayer = target->ToPlayer();
if (Group* g = bot->GetGroup()) if (Group* group = bot->GetGroup())
if (targetPlayer && !g->IsMember(targetPlayer->GetGUID())) if (targetPlayer && !group->IsMember(targetPlayer->GetGUID()))
return false; return false;
if (botAI->HasStrategy("bmana", BOT_STATE_NON_COMBAT) && if (botAI->HasStrategy("bwisdom", BOT_STATE_NON_COMBAT) &&
targetPlayer && IsTankRole(targetPlayer)) targetPlayer && IsTankRole(targetPlayer))
{
LOG_DEBUG("playerbots", "[Wisdom/bmana] Skip tank {} (Kings only)", target->GetName());
return false; return false;
}
std::string castName = GetActualBlessingOfWisdom(target); std::string castName = GetActualBlessingOfWisdom(target);
if (castName.empty()) if (castName.empty())
return false; return false;
auto RP = ai::chat::MakeGroupAnnouncer(bot);
castName = ai::buff::UpgradeToGroupIfAppropriate(bot, botAI, castName, /*announceOnMissing=*/true, RP);
return botAI->CastSpell(castName, target); return botAI->CastSpell(castName, target);
} }
@ -252,32 +339,31 @@ Value<Unit*>* CastBlessingOfSanctuaryOnPartyAction::GetTargetValue()
bool CastBlessingOfSanctuaryOnPartyAction::Execute(Event /*event*/) bool CastBlessingOfSanctuaryOnPartyAction::Execute(Event /*event*/)
{ {
if (!bot->HasSpell(SPELL_BLESSING_OF_SANCTUARY)) if (IsGreaterBlessingMode(bot))
return false;
if (!bot->HasSpell(ai::paladin::SPELL_BLESSING_OF_SANCTUARY))
return false; return false;
Unit* target = GetTarget(); Unit* target = GetTarget();
if (!target) if (!target)
{
// Fallback: GetTarget() can be null if no one needs a buff.
// Keep a valid pointer for the checks/logs that follow.
target = bot; target = bot;
}
Player* targetPlayer = target ? target->ToPlayer() : nullptr; Player* targetPlayer = target ? target->ToPlayer() : nullptr;
// Small helpers to check relevant auras const auto HasKingsAura = [&](Unit* unit) -> bool {
const auto HasKingsAura = [&](Unit* u) -> bool { return botAI->HasAura("blessing of kings", unit) ||
return botAI->HasAura("blessing of kings", u) || botAI->HasAura("greater blessing of kings", u); botAI->HasAura("greater blessing of kings", unit);
}; };
const auto HasSanctAura = [&](Unit* u) -> bool { const auto HasSanctAura = [&](Unit* unit) -> bool {
return botAI->HasAura("blessing of sanctuary", u) || botAI->HasAura("greater blessing of sanctuary", u); return botAI->HasAura("blessing of sanctuary", unit) ||
botAI->HasAura("greater blessing of sanctuary", unit);
}; };
if (Group* g = bot->GetGroup()) if (Group* group = bot->GetGroup())
{ {
if (targetPlayer && !g->IsMember(targetPlayer->GetGUID())) if (targetPlayer && !group->IsMember(targetPlayer->GetGUID()))
{ {
LOG_DEBUG("playerbots", "[Sanct] Initial target not in group, ignoring");
target = bot; target = bot;
targetPlayer = bot->ToPlayer(); targetPlayer = bot->ToPlayer();
} }
@ -288,9 +374,6 @@ bool CastBlessingOfSanctuaryOnPartyAction::Execute(Event /*event*/)
bool selfHasSanct = HasSanctAura(self); bool selfHasSanct = HasSanctAura(self);
bool needSelf = IsTankRole(self) && !selfHasSanct; bool needSelf = IsTankRole(self) && !selfHasSanct;
LOG_DEBUG("playerbots", "[Sanct] {} isTank={} selfHasSanct={} needSelf={}",
bot->GetName(), IsTankRole(self), selfHasSanct, needSelf);
if (needSelf) if (needSelf)
{ {
target = self; target = self;
@ -298,7 +381,6 @@ bool CastBlessingOfSanctuaryOnPartyAction::Execute(Event /*event*/)
} }
} }
// Try to re-target a valid tank in group if needed
bool targetOk = false; bool targetOk = false;
if (targetPlayer) if (targetPlayer)
{ {
@ -308,20 +390,20 @@ bool CastBlessingOfSanctuaryOnPartyAction::Execute(Event /*event*/)
if (!targetOk) if (!targetOk)
{ {
if (Group* g = bot->GetGroup()) if (Group* group = bot->GetGroup())
{ {
for (GroupReference* gref = g->GetFirstMember(); gref; gref = gref->next()) for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{ {
Player* p = gref->GetSource(); Player* player = ref->GetSource();
if (!p) continue; if (!player) continue;
if (!p->IsInWorld() || !p->IsAlive()) continue; if (!player->IsInWorld() || !player->IsAlive()) continue;
if (!IsTankRole(p)) continue; if (!IsTankRole(player)) continue;
bool hasSanct = HasSanctAura(p); bool hasSanct = HasSanctAura(player);
if (!hasSanct) if (!hasSanct)
{ {
target = p; // prioritize this tank target = player;
targetPlayer = p; targetPlayer = player;
targetOk = true; targetOk = true;
break; break;
} }
@ -329,150 +411,147 @@ bool CastBlessingOfSanctuaryOnPartyAction::Execute(Event /*event*/)
} }
} }
{ if (GetActualBlessingOfSanctuary(target, bot).empty())
bool hasKings = HasKingsAura(target);
bool hasSanct = HasSanctAura(target);
bool knowSanct = bot->HasSpell(SPELL_BLESSING_OF_SANCTUARY);
LOG_DEBUG("playerbots", "[Sanct] Final target={} hasKings={} hasSanct={} knowSanct={}",
target->GetName(), hasKings, hasSanct, knowSanct);
}
std::string castName = GetActualBlessingOfSanctuary(target, bot);
// If internal logic didn't recognize the tank (e.g., bear druid), force single-target Sanctuary
if (castName.empty())
{ {
if (targetPlayer) if (targetPlayer)
{ {
if (IsTankRole(targetPlayer)) if (IsTankRole(targetPlayer))
castName = "blessing of sanctuary"; // force single-target return botAI->CastSpell("blessing of sanctuary", target);
else else
return false; return false;
} }
else else
return false; return false;
} }
if (targetPlayer && !IsTankRole(targetPlayer))
{
auto RP = ai::chat::MakeGroupAnnouncer(bot);
castName = ai::buff::UpgradeToGroupIfAppropriate(bot, botAI, castName, /*announceOnMissing=*/true, RP);
}
else
{
castName = "blessing of sanctuary";
}
bool ok = botAI->CastSpell(castName, target); return botAI->CastSpell("blessing of sanctuary", target);
LOG_DEBUG("playerbots", "[Sanct] Cast {} on {} result={}", castName, target->GetName(), ok); }
return ok;
Unit* CastBlessingOfSanctuaryOnPartyAction::GetTarget()
{
if (IsGreaterBlessingMode(bot))
return nullptr;
if (!bot->HasSpell(ai::paladin::SPELL_BLESSING_OF_SANCTUARY))
return nullptr;
return FindBlessingTarget(bot, botAI, [&](Player* player)
{
return IsTankRole(player) &&
!HasBlessingAura(botAI, player,
{ "blessing of sanctuary", "greater blessing of sanctuary" });
});
} }
Value<Unit*>* CastBlessingOfKingsOnPartyAction::GetTargetValue() Value<Unit*>* CastBlessingOfKingsOnPartyAction::GetTargetValue()
{ {
return context->GetValue<Unit*>( return context->GetValue<Unit*>(
"party member without aura", "party member without aura",
"blessing of kings,greater blessing of kings,blessing of sanctuary,greater blessing of sanctuary" "blessing of kings,greater blessing of kings,"
"blessing of sanctuary,greater blessing of sanctuary"
); );
} }
Unit* CastBlessingOfKingsOnPartyAction::GetTarget()
{
if (IsGreaterBlessingMode(bot))
return nullptr;
const bool hasBwisdom = botAI->HasStrategy("bwisdom", BOT_STATE_NON_COMBAT);
const bool hasBkings = botAI->HasStrategy("bkings", BOT_STATE_NON_COMBAT);
const bool onlyPaladinInGroup = IsOnlyPaladinInGroup(bot);
return FindBlessingTarget(bot, botAI, [&](Player* player)
{
const bool isTank = IsTankRole(player);
const bool hasKingsOrSanct = HasBlessingAura(botAI, player,
{ "blessing of kings", "greater blessing of kings",
"blessing of sanctuary", "greater blessing of sanctuary" });
if (hasKingsOrSanct)
return false;
if (hasBwisdom)
return isTank;
if (hasBkings)
{
if (isTank)
return false;
if (onlyPaladinInGroup && player == bot)
return false;
}
return true;
});
}
bool CastBlessingOfKingsOnPartyAction::Execute(Event /*event*/) bool CastBlessingOfKingsOnPartyAction::Execute(Event /*event*/)
{ {
if (IsGreaterBlessingMode(bot))
return false;
Unit* target = GetTarget(); Unit* target = GetTarget();
if (!target) if (!target)
return false; return false;
Group* g = bot->GetGroup(); Group* group = bot->GetGroup();
if (!g) if (!group)
return false; return false;
// Added for patch solo paladin, never buff itself to not remove his sanctuary buff if (botAI->HasStrategy("bkings", BOT_STATE_NON_COMBAT) &&
if (botAI->HasStrategy("bstats", BOT_STATE_NON_COMBAT) && IsOnlyPaladinInGroup(bot)) IsOnlyPaladinInGroup(bot))
{ {
if (target->GetGUID() == bot->GetGUID()) if (target->GetGUID() == bot->GetGUID())
{
LOG_DEBUG("playerbots", "[Kings/bstats-solo] Skip self to keep Sanctuary on {}", bot->GetName());
return false; return false;
} }
}
// End solo paladin patch
Player* targetPlayer = target->ToPlayer(); Player* targetPlayer = target->ToPlayer();
if (targetPlayer && !g->IsMember(targetPlayer->GetGUID())) if (targetPlayer && !group->IsMember(targetPlayer->GetGUID()))
return false; return false;
const bool hasBmana = botAI->HasStrategy("bmana", BOT_STATE_NON_COMBAT); const bool hasBwisdom = botAI->HasStrategy("bwisdom", BOT_STATE_NON_COMBAT);
const bool hasBstats = botAI->HasStrategy("bstats", BOT_STATE_NON_COMBAT); const bool hasBkings = botAI->HasStrategy("bkings", BOT_STATE_NON_COMBAT);
if (hasBmana) if (hasBwisdom && (!targetPlayer || !IsTankRole(targetPlayer)))
{
if (!targetPlayer || !IsTankRole(targetPlayer))
{
LOG_DEBUG("playerbots", "[Kings/bmana] Skip non-tank {}", target->GetName());
return false; return false;
}
}
if (targetPlayer) if (targetPlayer)
{ {
const bool isTank = IsTankRole(targetPlayer); const bool isTank = IsTankRole(targetPlayer);
const bool hasSanctFromMe = const bool hasSanctFromMe =
target->HasAura(SPELL_BLESSING_OF_SANCTUARY, bot->GetGUID()) || target->HasAura(ai::paladin::SPELL_BLESSING_OF_SANCTUARY, bot->GetGUID()) ||
target->HasAura(SPELL_GREATER_BLESSING_OF_SANCTUARY, bot->GetGUID()); target->HasAura(ai::paladin::SPELL_GREATER_BLESSING_OF_SANCTUARY, bot->GetGUID());
const bool hasSanctAny = const bool hasSanctAny =
botAI->HasAura("blessing of sanctuary", target) || botAI->HasAura("blessing of sanctuary", target) ||
botAI->HasAura("greater blessing of sanctuary", target); botAI->HasAura("greater blessing of sanctuary", target);
if (isTank && hasSanctFromMe) if (isTank && hasSanctFromMe)
{ return false;
LOG_DEBUG("playerbots", "[Kings] Skip: {} has my Sanctuary and is a tank", target->GetName());
if (hasBkings && isTank && hasSanctAny)
return false; return false;
} }
if (hasBstats && isTank && hasSanctAny) return botAI->CastSpell("blessing of kings", target);
}
bool CastSealSpellAction::isUseful()
{ {
LOG_DEBUG("playerbots", "[Kings] Skip (bstats): {} already has Sanctuary and is a tank", target->GetName()); return AI_VALUE2(bool, "combat", "self target");
return false;
}
} }
std::string castName = "blessing of kings"; Value<Unit*>* CastTurnUndeadAction::GetTargetValue()
bool allowGreater = true;
if (hasBmana)
allowGreater = false;
if (allowGreater && hasBstats && targetPlayer)
{ {
switch (targetPlayer->getClass()) return context->GetValue<Unit*>("cc target", getName());
{
case CLASS_WARRIOR:
case CLASS_PALADIN:
case CLASS_DRUID:
case CLASS_DEATH_KNIGHT:
allowGreater = false;
break;
default:
break;
} }
}
if (allowGreater)
{
auto RP = ai::chat::MakeGroupAnnouncer(bot);
castName = ai::buff::UpgradeToGroupIfAppropriate(bot, botAI, castName, /*announceOnMissing=*/true, RP);
}
return botAI->CastSpell(castName, target);
}
bool CastSealSpellAction::isUseful() { return AI_VALUE2(bool, "combat", "self target"); }
Value<Unit*>* CastTurnUndeadAction::GetTargetValue() { return context->GetValue<Unit*>("cc target", getName()); }
Unit* CastHandOfFreedomOnPartyAction::GetTarget() Unit* CastHandOfFreedomOnPartyAction::GetTarget()
{ {
bool const selfImpaired = botAI->IsMovementImpaired(bot); bool const selfImpaired = botAI->IsMovementImpaired(bot);
bool const hasSelfHand = selfImpaired && ai::paladin::HasAnyPaladinHandFromCaster(bot, bot); bool const hasSelfHand =
selfImpaired && ai::paladin::HasAnyPaladinHandFromCaster(bot, bot);
if (!bot->GetGroup()) if (!bot->GetGroup())
{ {
@ -499,7 +578,8 @@ bool CastHandOfFreedomOnPartyAction::isUseful()
if (!target) if (!target)
return false; return false;
return CastBuffSpellAction::isUseful() && !ai::paladin::HasAnyPaladinHandFromCaster(target, bot); return CastBuffSpellAction::isUseful() &&
!ai::paladin::HasAnyPaladinHandFromCaster(target, bot);
} }
Unit* CastRighteousDefenseAction::GetTarget() Unit* CastRighteousDefenseAction::GetTarget()

View File

@ -8,10 +8,6 @@
#include "AiObject.h" #include "AiObject.h"
#include "GenericSpellActions.h" #include "GenericSpellActions.h"
#include "SharedDefines.h"
class PlayerbotAI;
class Unit;
// seals // seals
BUFF_ACTION(CastSealOfRighteousnessAction, "seal of righteousness"); BUFF_ACTION(CastSealOfRighteousnessAction, "seal of righteousness");
@ -88,24 +84,13 @@ public:
bool Execute(Event event) override; bool Execute(Event event) override;
}; };
class CastBlessingOnPartyAction : public BuffOnPartyAction
{
public:
CastBlessingOnPartyAction(PlayerbotAI* botAI, std::string const name)
: BuffOnPartyAction(botAI, name), name(name) {}
Value<Unit*>* GetTargetValue() override;
private:
std::string name;
};
class CastBlessingOfMightOnPartyAction : public BuffOnPartyAction class CastBlessingOfMightOnPartyAction : public BuffOnPartyAction
{ {
public: public:
CastBlessingOfMightOnPartyAction(PlayerbotAI* botAI) : BuffOnPartyAction(botAI, "blessing of might") {} CastBlessingOfMightOnPartyAction(PlayerbotAI* botAI) : BuffOnPartyAction(botAI, "blessing of might") {}
std::string const getName() override { return "blessing of might on party"; } std::string const getName() override { return "blessing of might on party"; }
Unit* GetTarget() override;
Value<Unit*>* GetTargetValue() override; Value<Unit*>* GetTargetValue() override;
bool Execute(Event event) override; bool Execute(Event event) override;
}; };
@ -124,6 +109,7 @@ public:
CastBlessingOfWisdomOnPartyAction(PlayerbotAI* botAI) : BuffOnPartyAction(botAI, "blessing of wisdom") {} CastBlessingOfWisdomOnPartyAction(PlayerbotAI* botAI) : BuffOnPartyAction(botAI, "blessing of wisdom") {}
std::string const getName() override { return "blessing of wisdom on party"; } std::string const getName() override { return "blessing of wisdom on party"; }
Unit* GetTarget() override;
Value<Unit*>* GetTargetValue() override; Value<Unit*>* GetTargetValue() override;
bool Execute(Event event) override; bool Execute(Event event) override;
}; };
@ -134,12 +120,13 @@ public:
CastBlessingOfKingsAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "blessing of kings") {} CastBlessingOfKingsAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "blessing of kings") {}
}; };
class CastBlessingOfKingsOnPartyAction : public CastBlessingOnPartyAction class CastBlessingOfKingsOnPartyAction : public BuffOnPartyAction
{ {
public: public:
CastBlessingOfKingsOnPartyAction(PlayerbotAI* botAI) : CastBlessingOnPartyAction(botAI, "blessing of kings") {} CastBlessingOfKingsOnPartyAction(PlayerbotAI* botAI) : BuffOnPartyAction(botAI, "blessing of kings") {}
std::string const getName() override { return "blessing of kings on party"; } std::string const getName() override { return "blessing of kings on party"; }
Unit* GetTarget() override;
Value<Unit*>* GetTargetValue() override; // added for Sanctuary priority Value<Unit*>* GetTargetValue() override; // added for Sanctuary priority
bool Execute(Event event) override; // added for 2 paladins logic bool Execute(Event event) override; // added for 2 paladins logic
}; };
@ -156,6 +143,7 @@ public:
CastBlessingOfSanctuaryOnPartyAction(PlayerbotAI* botAI) : BuffOnPartyAction(botAI, "blessing of sanctuary") {} CastBlessingOfSanctuaryOnPartyAction(PlayerbotAI* botAI) : BuffOnPartyAction(botAI, "blessing of sanctuary") {}
std::string const getName() override { return "blessing of sanctuary on party"; } std::string const getName() override { return "blessing of sanctuary on party"; }
Unit* GetTarget() override;
Value<Unit*>* GetTargetValue() override; Value<Unit*>* GetTargetValue() override;
bool Execute(Event event) override; bool Execute(Event event) override;
}; };

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,267 @@
/*
* 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_PALADINGREATERBLESSINGACTION_H
#define _PLAYERBOT_PALADINGREATERBLESSINGACTION_H
#include <array>
#include <string>
#include <vector>
#include "Action.h"
#include "AiFactory.h"
#include "Playerbots.h"
#include "SharedDefines.h"
class UntypedValue;
namespace ai::gbless
{
enum RoleProfile : uint8
{
ROLE_CASTER = 0,
ROLE_PHYSICAL_DPS = 1,
ROLE_HYBRID_DPS = 2,
ROLE_DRUID_TANK = 3,
ROLE_WARRIOR_DK_TANK = 4,
ROLE_PALADIN_TANK = 5,
ROLE_PROFILE_COUNT = 6
};
enum BlessingType : uint8
{
BLESSING_NONE = 0,
BLESSING_MIGHT_SINGLE = 1,
BLESSING_MIGHT_GREATER = 2,
BLESSING_WISDOM_SINGLE = 3,
BLESSING_WISDOM_GREATER = 4,
BLESSING_KINGS_SINGLE = 5,
BLESSING_KINGS_GREATER = 6,
BLESSING_SANCTUARY_SINGLE = 7,
BLESSING_SANCTUARY_GREATER = 8
};
enum BaseBlessingCategory : uint8
{
BASE_NONE = 0,
BASE_MIGHT = 1,
BASE_WISDOM = 2,
BASE_KINGS = 3,
BASE_SANCTUARY = 4
};
inline constexpr BaseBlessingCategory BaseBlessingOf(BlessingType type)
{
switch (type)
{
case BLESSING_MIGHT_SINGLE:
case BLESSING_MIGHT_GREATER: return BASE_MIGHT;
case BLESSING_WISDOM_SINGLE:
case BLESSING_WISDOM_GREATER: return BASE_WISDOM;
case BLESSING_KINGS_SINGLE:
case BLESSING_KINGS_GREATER: return BASE_KINGS;
case BLESSING_SANCTUARY_SINGLE:
case BLESSING_SANCTUARY_GREATER: return BASE_SANCTUARY;
default: return BASE_NONE;
}
}
inline constexpr bool IsSingleVariant(BlessingType type)
{
return type == BLESSING_MIGHT_SINGLE || type == BLESSING_WISDOM_SINGLE ||
type == BLESSING_KINGS_SINGLE || type == BLESSING_SANCTUARY_SINGLE;
}
inline constexpr bool IsGreaterVariant(BlessingType type)
{
return type == BLESSING_MIGHT_GREATER || type == BLESSING_WISDOM_GREATER ||
type == BLESSING_KINGS_GREATER || type == BLESSING_SANCTUARY_GREATER;
}
inline constexpr BlessingType ToSingleVariant(BaseBlessingCategory category)
{
switch (category)
{
case BASE_MIGHT: return BLESSING_MIGHT_SINGLE;
case BASE_WISDOM: return BLESSING_WISDOM_SINGLE;
case BASE_KINGS: return BLESSING_KINGS_SINGLE;
case BASE_SANCTUARY: return BLESSING_SANCTUARY_SINGLE;
default: return BLESSING_NONE;
}
}
inline constexpr BlessingType ToSingleVariant(BlessingType type)
{
return ToSingleVariant(BaseBlessingOf(type));
}
inline constexpr BlessingType ToGreaterVariant(BaseBlessingCategory category)
{
switch (category)
{
case BASE_MIGHT: return BLESSING_MIGHT_GREATER;
case BASE_WISDOM: return BLESSING_WISDOM_GREATER;
case BASE_KINGS: return BLESSING_KINGS_GREATER;
case BASE_SANCTUARY: return BLESSING_SANCTUARY_GREATER;
default: return BLESSING_NONE;
}
}
inline constexpr BlessingType ToGreaterVariant(BlessingType type)
{
return ToGreaterVariant(BaseBlessingOf(type));
}
inline std::string BlessingSpellName(BlessingType type)
{
switch (type)
{
case BLESSING_MIGHT_SINGLE: return "blessing of might";
case BLESSING_MIGHT_GREATER: return "greater blessing of might";
case BLESSING_WISDOM_SINGLE: return "blessing of wisdom";
case BLESSING_WISDOM_GREATER: return "greater blessing of wisdom";
case BLESSING_KINGS_SINGLE: return "blessing of kings";
case BLESSING_KINGS_GREATER: return "greater blessing of kings";
case BLESSING_SANCTUARY_SINGLE: return "blessing of sanctuary";
case BLESSING_SANCTUARY_GREATER: return "greater blessing of sanctuary";
default: return "";
}
}
struct BaseBlessingPriorityEntry
{
BaseBlessingCategory priorities[4];
};
inline constexpr BaseBlessingPriorityEntry BASE_BLESSING_PRIORITIES[ROLE_PROFILE_COUNT] =
{
// All casters
{{ BASE_KINGS, BASE_WISDOM, BASE_SANCTUARY, BASE_MIGHT }},
// Physical DPS (no mana)
{{ BASE_MIGHT, BASE_KINGS, BASE_SANCTUARY, BASE_NONE }},
// Hybrid DPS
{{ BASE_MIGHT, BASE_KINGS, BASE_WISDOM, BASE_SANCTUARY }},
// Druid tanks
{{ BASE_KINGS, BASE_MIGHT, BASE_SANCTUARY, BASE_WISDOM, }},
// Warrior and DK tanks
{{ BASE_KINGS, BASE_MIGHT, BASE_SANCTUARY, BASE_NONE }},
// Paladin tanks
{{ BASE_SANCTUARY, BASE_MIGHT, BASE_WISDOM, BASE_KINGS }},
};
constexpr uint32 SPELL_IMPROVED_MIGHT_R1 = 20042;
constexpr uint32 SPELL_IMPROVED_MIGHT_R2 = 20045;
constexpr uint32 SPELL_IMPROVED_WISDOM_R1 = 20244;
constexpr uint32 SPELL_IMPROVED_WISDOM_R2 = 20245;
inline RoleProfile ResolveRoleProfile(Player* player)
{
if (!player)
return ROLE_CASTER;
uint8 cls = player->getClass();
int tab = AiFactory::GetPlayerSpecTab(player);
bool isTank = PlayerbotAI::IsTank(player);
switch (cls)
{
case CLASS_WARRIOR:
if (isTank)
return ROLE_WARRIOR_DK_TANK;
return ROLE_PHYSICAL_DPS;
case CLASS_DEATH_KNIGHT:
if (isTank)
return ROLE_WARRIOR_DK_TANK;
return ROLE_PHYSICAL_DPS;
case CLASS_SHAMAN:
if (tab == SHAMAN_TAB_ENHANCEMENT)
return ROLE_HYBRID_DPS;
return ROLE_CASTER;
case CLASS_PALADIN:
if (isTank)
return ROLE_PALADIN_TANK;
if (tab == PALADIN_TAB_HOLY)
return ROLE_CASTER;
return ROLE_HYBRID_DPS;
case CLASS_DRUID:
if (tab == DRUID_TAB_FERAL)
return isTank ? ROLE_DRUID_TANK : ROLE_HYBRID_DPS;
return ROLE_CASTER;
case CLASS_ROGUE:
return ROLE_PHYSICAL_DPS;
case CLASS_HUNTER:
return ROLE_HYBRID_DPS;
case CLASS_MAGE:
return ROLE_CASTER;
case CLASS_WARLOCK:
return ROLE_CASTER;
case CLASS_PRIEST:
return ROLE_CASTER;
default:
return ROLE_CASTER;
}
}
struct GreaterBlessingPlayerAssignment
{
Player* player = nullptr;
BlessingType blessing = BLESSING_NONE;
};
struct CachedBlessingBucketAssignment
{
uint8 classId = 0;
RoleProfile role = ROLE_CASTER;
bool byRole = false;
BlessingType blessing = BLESSING_NONE;
};
struct CachedBlessingAssignments
{
uint32 groupKey = 0;
bool valid = false;
std::vector<CachedBlessingBucketAssignment> assignments;
};
struct CachedPendingBlessingAssignment
{
uint32 groupKey = 0;
bool valid = false;
GreaterBlessingPlayerAssignment assignment;
std::string spellName;
};
UntypedValue* greater_blessing_assignments_value(PlayerbotAI* botAI);
UntypedValue* greater_blessing_pending_assignment_value(PlayerbotAI* botAI);
bool IsEligibleGroupForAutoBlessings(Group const* group);
}
class CastGreaterBlessingAssignmentAction : public Action
{
public:
CastGreaterBlessingAssignmentAction(PlayerbotAI* botAI);
bool Execute(Event event) override;
bool isUseful() override;
bool HasPendingAssignment();
private:
bool FindPendingAssignment(
ai::gbless::GreaterBlessingPlayerAssignment& outAssignment,
std::string& outSpellName);
};
#endif

View File

@ -7,6 +7,7 @@
#include "DpsPaladinStrategy.h" #include "DpsPaladinStrategy.h"
#include "GenericPaladinNonCombatStrategy.h" #include "GenericPaladinNonCombatStrategy.h"
#include "PaladinGreaterBlessingAction.h"
#include "HealPaladinStrategy.h" #include "HealPaladinStrategy.h"
#include "NamedObjectContext.h" #include "NamedObjectContext.h"
#include "OffhealRetPaladinStrategy.h" #include "OffhealRetPaladinStrategy.h"
@ -70,17 +71,17 @@ class PaladinBuffStrategyFactoryInternal : public NamedObjectContext<Strategy>
public: public:
PaladinBuffStrategyFactoryInternal() : NamedObjectContext<Strategy>(false, true) PaladinBuffStrategyFactoryInternal() : NamedObjectContext<Strategy>(false, true)
{ {
creators["bhealth"] = &PaladinBuffStrategyFactoryInternal::bhealth; creators["bsanc"] = &PaladinBuffStrategyFactoryInternal::bsanc;
creators["bmana"] = &PaladinBuffStrategyFactoryInternal::bmana; creators["bwisdom"] = &PaladinBuffStrategyFactoryInternal::bwisdom;
creators["bdps"] = &PaladinBuffStrategyFactoryInternal::bdps; creators["bmight"] = &PaladinBuffStrategyFactoryInternal::bmight;
creators["bstats"] = &PaladinBuffStrategyFactoryInternal::bstats; creators["bkings"] = &PaladinBuffStrategyFactoryInternal::bkings;
} }
private: private:
static Strategy* bhealth(PlayerbotAI* botAI) { return new PaladinBuffHealthStrategy(botAI); } static Strategy* bsanc(PlayerbotAI* botAI) { return new PaladinBuffHealthStrategy(botAI); }
static Strategy* bmana(PlayerbotAI* botAI) { return new PaladinBuffManaStrategy(botAI); } static Strategy* bwisdom(PlayerbotAI* botAI) { return new PaladinBuffManaStrategy(botAI); }
static Strategy* bdps(PlayerbotAI* botAI) { return new PaladinBuffDpsStrategy(botAI); } static Strategy* bmight(PlayerbotAI* botAI) { return new PaladinBuffDpsStrategy(botAI); }
static Strategy* bstats(PlayerbotAI* botAI) { return new PaladinBuffStatsStrategy(botAI); } static Strategy* bkings(PlayerbotAI* botAI) { return new PaladinBuffStatsStrategy(botAI); }
}; };
class PaladinCombatStrategyFactoryInternal : public NamedObjectContext<Strategy> class PaladinCombatStrategyFactoryInternal : public NamedObjectContext<Strategy>
@ -154,6 +155,7 @@ public:
creators["blessing of sanctuary on party"] = &PaladinTriggerFactoryInternal::blessing_of_sanctuary_on_party; creators["blessing of sanctuary on party"] = &PaladinTriggerFactoryInternal::blessing_of_sanctuary_on_party;
creators["avenging wrath"] = &PaladinTriggerFactoryInternal::avenging_wrath; creators["avenging wrath"] = &PaladinTriggerFactoryInternal::avenging_wrath;
creators["greater blessing needed"] = &PaladinTriggerFactoryInternal::greater_blessing_needed;
} }
private: private:
@ -211,8 +213,8 @@ private:
static Trigger* repentance_on_enemy_healer(PlayerbotAI* botAI) { return new RepentanceOnHealerTrigger(botAI); } static Trigger* repentance_on_enemy_healer(PlayerbotAI* botAI) { return new RepentanceOnHealerTrigger(botAI); }
static Trigger* repentance_on_snare_target(PlayerbotAI* botAI) { return new RepentanceSnareTrigger(botAI); } static Trigger* repentance_on_snare_target(PlayerbotAI* botAI) { return new RepentanceSnareTrigger(botAI); }
static Trigger* repentance_interrupt(PlayerbotAI* botAI) { return new RepentanceInterruptTrigger(botAI); } static Trigger* repentance_interrupt(PlayerbotAI* botAI) { return new RepentanceInterruptTrigger(botAI); }
static Trigger* beacon_of_light_on_main_tank(PlayerbotAI* ai) { return new BeaconOfLightOnMainTankTrigger(ai); } static Trigger* beacon_of_light_on_main_tank(PlayerbotAI* botAI) { return new BeaconOfLightOnMainTankTrigger(botAI); }
static Trigger* sacred_shield_on_main_tank(PlayerbotAI* ai) { return new SacredShieldOnMainTankTrigger(ai); } static Trigger* sacred_shield_on_main_tank(PlayerbotAI* botAI) { return new SacredShieldOnMainTankTrigger(botAI); }
static Trigger* hand_of_freedom_on_party(PlayerbotAI* botAI) { return new HandOfFreedomOnPartyTrigger(botAI); } static Trigger* hand_of_freedom_on_party(PlayerbotAI* botAI) { return new HandOfFreedomOnPartyTrigger(botAI); }
static Trigger* blessing_of_kings_on_party(PlayerbotAI* botAI) { return new BlessingOfKingsOnPartyTrigger(botAI); } static Trigger* blessing_of_kings_on_party(PlayerbotAI* botAI) { return new BlessingOfKingsOnPartyTrigger(botAI); }
@ -227,6 +229,10 @@ private:
} }
static Trigger* avenging_wrath(PlayerbotAI* botAI) { return new AvengingWrathTrigger(botAI); } static Trigger* avenging_wrath(PlayerbotAI* botAI) { return new AvengingWrathTrigger(botAI); }
static Trigger* greater_blessing_needed(PlayerbotAI* botAI)
{
return new GreaterBlessingNeededTrigger(botAI);
}
}; };
class PaladinAiObjectContextInternal : public NamedObjectContext<Action> class PaladinAiObjectContextInternal : public NamedObjectContext<Action>
@ -316,6 +322,8 @@ public:
creators["divine sacrifice"] = &PaladinAiObjectContextInternal::divine_sacrifice; creators["divine sacrifice"] = &PaladinAiObjectContextInternal::divine_sacrifice;
creators["cancel divine sacrifice"] = &PaladinAiObjectContextInternal::cancel_divine_sacrifice; creators["cancel divine sacrifice"] = &PaladinAiObjectContextInternal::cancel_divine_sacrifice;
creators["hand of freedom on party"] = &PaladinAiObjectContextInternal::hand_of_freedom_on_party; creators["hand of freedom on party"] = &PaladinAiObjectContextInternal::hand_of_freedom_on_party;
creators["cast greater blessing assignment"] =
&PaladinAiObjectContextInternal::cast_greater_blessing_assignment;
} }
private: private:
@ -414,15 +422,41 @@ private:
static Action* sanctity_aura(PlayerbotAI* botAI) { return new CastSanctityAuraAction(botAI); } static Action* sanctity_aura(PlayerbotAI* botAI) { return new CastSanctityAuraAction(botAI); }
static Action* holy_shock(PlayerbotAI* botAI) { return new CastHolyShockAction(botAI); } static Action* holy_shock(PlayerbotAI* botAI) { return new CastHolyShockAction(botAI); }
static Action* holy_shock_on_party(PlayerbotAI* botAI) { return new CastHolyShockOnPartyAction(botAI); } static Action* holy_shock_on_party(PlayerbotAI* botAI) { return new CastHolyShockOnPartyAction(botAI); }
static Action* divine_plea(PlayerbotAI* ai) { return new CastDivinePleaAction(ai); } static Action* divine_plea(PlayerbotAI* botAI) { return new CastDivinePleaAction(botAI); }
static Action* shield_of_righteousness(PlayerbotAI* ai) { return new ShieldOfRighteousnessAction(ai); } static Action* shield_of_righteousness(PlayerbotAI* botAI) { return new ShieldOfRighteousnessAction(botAI); }
static Action* beacon_of_light_on_main_tank(PlayerbotAI* ai) { return new CastBeaconOfLightOnMainTankAction(ai); } static Action* beacon_of_light_on_main_tank(PlayerbotAI* botAI) { return new CastBeaconOfLightOnMainTankAction(botAI); }
static Action* sacred_shield_on_main_tank(PlayerbotAI* ai) { return new CastSacredShieldOnMainTankAction(ai); } static Action* sacred_shield_on_main_tank(PlayerbotAI* botAI) { return new CastSacredShieldOnMainTankAction(botAI); }
static Action* avenging_wrath(PlayerbotAI* ai) { return new CastAvengingWrathAction(ai); } static Action* avenging_wrath(PlayerbotAI* botAI) { return new CastAvengingWrathAction(botAI); }
static Action* divine_illumination(PlayerbotAI* ai) { return new CastDivineIlluminationAction(ai); } static Action* divine_illumination(PlayerbotAI* botAI) { return new CastDivineIlluminationAction(botAI); }
static Action* divine_sacrifice(PlayerbotAI* ai) { return new CastDivineSacrificeAction(ai); } static Action* divine_sacrifice(PlayerbotAI* botAI) { return new CastDivineSacrificeAction(botAI); }
static Action* cancel_divine_sacrifice(PlayerbotAI* ai) { return new CastCancelDivineSacrificeAction(ai); } static Action* cancel_divine_sacrifice(PlayerbotAI* botAI) { return new CastCancelDivineSacrificeAction(botAI); }
static Action* hand_of_freedom_on_party(PlayerbotAI* ai) { return new CastHandOfFreedomOnPartyAction(ai); } static Action* hand_of_freedom_on_party(PlayerbotAI* botAI) { return new CastHandOfFreedomOnPartyAction(botAI); }
static Action* cast_greater_blessing_assignment(PlayerbotAI* botAI)
{
return new CastGreaterBlessingAssignmentAction(botAI);
}
};
class PaladinValueContextInternal : public NamedObjectContext<UntypedValue>
{
public:
PaladinValueContextInternal()
{
creators["greater blessing assignments"] = &PaladinValueContextInternal::greater_blessing_assignments;
creators["greater blessing pending assignment"] =
&PaladinValueContextInternal::greater_blessing_pending_assignment;
}
private:
static UntypedValue* greater_blessing_assignments(PlayerbotAI* botAI)
{
return ai::gbless::greater_blessing_assignments_value(botAI);
}
static UntypedValue* greater_blessing_pending_assignment(PlayerbotAI* botAI)
{
return ai::gbless::greater_blessing_pending_assignment_value(botAI);
}
}; };
SharedNamedObjectContextList<Strategy> PaladinAiObjectContext::sharedStrategyContexts; SharedNamedObjectContextList<Strategy> PaladinAiObjectContext::sharedStrategyContexts;
@ -467,4 +501,5 @@ void PaladinAiObjectContext::BuildSharedTriggerContexts(SharedNamedObjectContext
void PaladinAiObjectContext::BuildSharedValueContexts(SharedNamedObjectContextList<UntypedValue>& valueContexts) void PaladinAiObjectContext::BuildSharedValueContexts(SharedNamedObjectContextList<UntypedValue>& valueContexts)
{ {
AiObjectContext::BuildSharedValueContexts(valueContexts); AiObjectContext::BuildSharedValueContexts(valueContexts);
valueContexts.Add(new PaladinValueContextInternal());
} }

View File

@ -30,4 +30,7 @@ void GenericPaladinNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& tr
triggers.push_back(new TriggerNode("often", { NextAction("apply oil", ACTION_IDLE + 1.0f) })); triggers.push_back(new TriggerNode("often", { NextAction("apply oil", ACTION_IDLE + 1.0f) }));
if (specTab == PALADIN_TAB_PROTECTION || specTab == PALADIN_TAB_RETRIBUTION) if (specTab == PALADIN_TAB_PROTECTION || specTab == PALADIN_TAB_RETRIBUTION)
triggers.push_back(new TriggerNode("often", { NextAction("apply stone", ACTION_IDLE + 1.0f) })); triggers.push_back(new TriggerNode("often", { NextAction("apply stone", ACTION_IDLE + 1.0f) }));
triggers.push_back(new TriggerNode("greater blessing needed",
{ NextAction("cast greater blessing assignment", ACTION_NORMAL) }));
} }

View File

@ -16,7 +16,7 @@ public:
PaladinBuffManaStrategy(PlayerbotAI* botAI) : Strategy(botAI) {} PaladinBuffManaStrategy(PlayerbotAI* botAI) : Strategy(botAI) {}
void InitTriggers(std::vector<TriggerNode*>& triggers) override; void InitTriggers(std::vector<TriggerNode*>& triggers) override;
std::string const getName() override { return "bmana"; } std::string const getName() override { return "bwisdom"; }
}; };
class PaladinBuffHealthStrategy : public Strategy class PaladinBuffHealthStrategy : public Strategy
@ -25,7 +25,7 @@ public:
PaladinBuffHealthStrategy(PlayerbotAI* botAI) : Strategy(botAI) {} PaladinBuffHealthStrategy(PlayerbotAI* botAI) : Strategy(botAI) {}
void InitTriggers(std::vector<TriggerNode*>& triggers) override; void InitTriggers(std::vector<TriggerNode*>& triggers) override;
std::string const getName() override { return "bhealth"; } std::string const getName() override { return "bsanc"; }
}; };
class PaladinBuffDpsStrategy : public Strategy class PaladinBuffDpsStrategy : public Strategy
@ -34,7 +34,7 @@ public:
PaladinBuffDpsStrategy(PlayerbotAI* botAI) : Strategy(botAI) {} PaladinBuffDpsStrategy(PlayerbotAI* botAI) : Strategy(botAI) {}
void InitTriggers(std::vector<TriggerNode*>& triggers) override; void InitTriggers(std::vector<TriggerNode*>& triggers) override;
std::string const getName() override { return "bdps"; } std::string const getName() override { return "bmight"; }
}; };
class PaladinBuffArmorStrategy : public Strategy class PaladinBuffArmorStrategy : public Strategy
@ -88,7 +88,7 @@ public:
PaladinBuffStatsStrategy(PlayerbotAI* botAI) : Strategy(botAI) {} PaladinBuffStatsStrategy(PlayerbotAI* botAI) : Strategy(botAI) {}
void InitTriggers(std::vector<TriggerNode*>& triggers) override; void InitTriggers(std::vector<TriggerNode*>& triggers) override;
std::string const getName() override { return "bstats"; } std::string const getName() override { return "bkings"; }
}; };
class PaladinShadowResistanceStrategy : public Strategy class PaladinShadowResistanceStrategy : public Strategy

View File

@ -95,7 +95,8 @@ void TankPaladinStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
} }
) )
); );
triggers.push_back(new TriggerNode( triggers.push_back(
new TriggerNode(
"light aoe", "light aoe",
{ {
NextAction("avenger's shield", ACTION_HIGH + 5) NextAction("avenger's shield", ACTION_HIGH + 5)
@ -122,21 +123,6 @@ void TankPaladinStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
triggers.push_back( triggers.push_back(
new TriggerNode( new TriggerNode(
"medium health", "medium health",
{ NextAction("holy shield", ACTION_HIGH + 4)
}
)
);
triggers.push_back(
new TriggerNode(
"low health",
{
NextAction("holy shield", ACTION_HIGH + 4)
}
)
);
triggers.push_back(
new TriggerNode(
"critical health",
{ {
NextAction("holy shield", ACTION_HIGH + 4) NextAction("holy shield", ACTION_HIGH + 4)
} }

View File

@ -5,10 +5,11 @@
#include "PaladinTriggers.h" #include "PaladinTriggers.h"
#include "GenericBuffUtils.h"
#include "PaladinGreaterBlessingAction.h"
#include "PaladinActions.h" #include "PaladinActions.h"
#include "PlayerbotAIConfig.h"
#include "Playerbots.h"
#include "PaladinHelper.h" #include "PaladinHelper.h"
#include "Playerbots.h"
bool SealTrigger::IsActive() bool SealTrigger::IsActive()
{ {
@ -28,7 +29,8 @@ bool CrusaderAuraTrigger::IsActive()
bool BlessingTrigger::IsActive() bool BlessingTrigger::IsActive()
{ {
Unit* target = GetTarget(); Unit* target = GetTarget();
return SpellTrigger::IsActive() && !botAI->HasAnyAuraOf(target, "blessing of might", "blessing of wisdom", return SpellTrigger::IsActive() &&
!botAI->HasAnyAuraOf(target, "blessing of might", "blessing of wisdom",
"blessing of kings", "blessing of sanctuary", nullptr); "blessing of kings", "blessing of sanctuary", nullptr);
} }
@ -62,7 +64,8 @@ bool HandOfFreedomOnPartyTrigger::IsActive()
if (!target) if (!target)
return false; return false;
if (target != bot && bot->GetExactDist2dSq(target->GetPositionX(), target->GetPositionY()) > 30.0f * 30.0f) if (target != bot &&
bot->GetExactDist2dSq(target->GetPositionX(), target->GetPositionY()) > 30.0f * 30.0f)
return false; return false;
if (!botAI->CanCastSpell("hand of freedom", target)) if (!botAI->CanCastSpell("hand of freedom", target))
@ -75,3 +78,29 @@ bool NotSensingUndeadTrigger::IsActive()
{ {
return !botAI->HasAura("sense undead", bot); return !botAI->HasAura("sense undead", bot);
} }
bool GreaterBlessingNeededTrigger::IsActive()
{
if (!ai::gbless::IsEligibleGroupForAutoBlessings(bot->GetGroup()))
return false;
if (ai::buff::ShouldDeferGreaterBlessingAssignmentForRecentLogin(bot))
return false;
Group* group = bot->GetGroup();
uint32 const groupKey = group ? group->GetLeaderGUID().GetCounter() : 0;
Value<ai::gbless::CachedPendingBlessingAssignment>* pendingValue =
context->GetValue<ai::gbless::CachedPendingBlessingAssignment>("greater blessing pending assignment");
if (!pendingValue)
return false;
ai::gbless::CachedPendingBlessingAssignment pendingAssignment = pendingValue->Get();
if (pendingAssignment.groupKey != groupKey)
{
pendingValue->Reset();
pendingAssignment = pendingValue->Get();
}
return pendingAssignment.valid && pendingAssignment.groupKey == groupKey;
}

View File

@ -13,32 +13,6 @@
class PlayerbotAI; class PlayerbotAI;
inline std::string const GetActualBlessingOfMight(Unit* target)
{
switch (target->getClass())
{
case CLASS_MAGE:
case CLASS_PRIEST:
case CLASS_WARLOCK:
return "blessing of wisdom";
}
return "blessing of might";
}
inline std::string const GetActualBlessingOfWisdom(Unit* target)
{
switch (target->getClass())
{
case CLASS_WARRIOR:
case CLASS_ROGUE:
case CLASS_DEATH_KNIGHT:
return "blessing of might";
}
return "blessing of wisdom";
}
BUFF_TRIGGER(HolyShieldTrigger, "holy shield"); BUFF_TRIGGER(HolyShieldTrigger, "holy shield");
BUFF_TRIGGER(RighteousFuryTrigger, "righteous fury"); BUFF_TRIGGER(RighteousFuryTrigger, "righteous fury");
@ -212,42 +186,55 @@ DEBUFF_TRIGGER(AvengerShieldTrigger, "avenger's shield");
class BeaconOfLightOnMainTankTrigger : public BuffOnMainTankTrigger class BeaconOfLightOnMainTankTrigger : public BuffOnMainTankTrigger
{ {
public: public:
BeaconOfLightOnMainTankTrigger(PlayerbotAI* ai) BeaconOfLightOnMainTankTrigger(PlayerbotAI* botAI)
: BuffOnMainTankTrigger(ai, "beacon of light", true) {} : BuffOnMainTankTrigger(botAI, "beacon of light", true) {}
}; };
class SacredShieldOnMainTankTrigger : public BuffOnMainTankTrigger class SacredShieldOnMainTankTrigger : public BuffOnMainTankTrigger
{ {
public: public:
SacredShieldOnMainTankTrigger(PlayerbotAI* ai) : BuffOnMainTankTrigger(ai, "sacred shield", false) {} SacredShieldOnMainTankTrigger(PlayerbotAI* botAI)
: BuffOnMainTankTrigger(botAI, "sacred shield", false) {}
}; };
class BlessingOfKingsOnPartyTrigger : public BuffOnPartyTrigger class BlessingOfKingsOnPartyTrigger : public BlessingOnPartyTrigger
{ {
public: public:
BlessingOfKingsOnPartyTrigger(PlayerbotAI* botAI) BlessingOfKingsOnPartyTrigger(PlayerbotAI* botAI)
: BuffOnPartyTrigger(botAI, "blessing of kings", 2 * 2000) {} : BlessingOnPartyTrigger(botAI)
{
spell = "blessing of kings";
}
}; };
class BlessingOfWisdomOnPartyTrigger : public BuffOnPartyTrigger class BlessingOfWisdomOnPartyTrigger : public BlessingOnPartyTrigger
{ {
public: public:
BlessingOfWisdomOnPartyTrigger(PlayerbotAI* botAI) BlessingOfWisdomOnPartyTrigger(PlayerbotAI* botAI)
: BuffOnPartyTrigger(botAI, "blessing of might,blessing of wisdom", 2 * 2000) {} : BlessingOnPartyTrigger(botAI)
{
spell = "blessing of might,blessing of wisdom";
}
}; };
class BlessingOfMightOnPartyTrigger : public BuffOnPartyTrigger class BlessingOfMightOnPartyTrigger : public BlessingOnPartyTrigger
{ {
public: public:
BlessingOfMightOnPartyTrigger(PlayerbotAI* botAI) BlessingOfMightOnPartyTrigger(PlayerbotAI* botAI)
: BuffOnPartyTrigger(botAI, "blessing of might,blessing of wisdom", 2 * 2000) {} : BlessingOnPartyTrigger(botAI)
{
spell = "blessing of might,blessing of wisdom";
}
}; };
class BlessingOfSanctuaryOnPartyTrigger : public BuffOnPartyTrigger class BlessingOfSanctuaryOnPartyTrigger : public BlessingOnPartyTrigger
{ {
public: public:
BlessingOfSanctuaryOnPartyTrigger(PlayerbotAI* botAI) BlessingOfSanctuaryOnPartyTrigger(PlayerbotAI* botAI)
: BuffOnPartyTrigger(botAI, "blessing of sanctuary", 2 * 2000) {} : BlessingOnPartyTrigger(botAI)
{
spell = "blessing of sanctuary";
}
}; };
class HandOfFreedomOnPartyTrigger : public Trigger class HandOfFreedomOnPartyTrigger : public Trigger
@ -266,4 +253,13 @@ public:
AvengingWrathTrigger(PlayerbotAI* botAI) : BoostTrigger(botAI, "avenging wrath") {} AvengingWrathTrigger(PlayerbotAI* botAI) : BoostTrigger(botAI, "avenging wrath") {}
}; };
class GreaterBlessingNeededTrigger : public Trigger
{
public:
GreaterBlessingNeededTrigger(PlayerbotAI* botAI)
: Trigger(botAI, "greater blessing needed", 4) {}
bool IsActive() override;
};
#endif #endif

View File

@ -18,6 +18,8 @@ static constexpr uint32 SPELL_HAND_OF_PROTECTION = 1022;
static constexpr uint32 SPELL_HAND_OF_SALVATION = 1038; static constexpr uint32 SPELL_HAND_OF_SALVATION = 1038;
static constexpr uint32 SPELL_HAND_OF_FREEDOM = 1044; static constexpr uint32 SPELL_HAND_OF_FREEDOM = 1044;
static constexpr uint32 SPELL_HAND_OF_SACRIFICE = 6940; static constexpr uint32 SPELL_HAND_OF_SACRIFICE = 6940;
static constexpr uint32 SPELL_BLESSING_OF_SANCTUARY = 20911;
static constexpr uint32 SPELL_GREATER_BLESSING_OF_SANCTUARY = 25899;
inline bool HasHandFromCaster(Unit* target, Player* caster, std::initializer_list<uint32> spellIds) inline bool HasHandFromCaster(Unit* target, Player* caster, std::initializer_list<uint32> spellIds)
{ {

View File

@ -13,9 +13,19 @@
class PlayerbotAI; class PlayerbotAI;
// disc // disc
BUFF_ACTION(CastPowerWordFortitudeAction, "power word: fortitude"); class CastPowerWordFortitudeAction : public GroupBuffSpellAction
BUFF_PARTY_ACTION(CastPowerWordFortitudeOnPartyAction, "power word: fortitude"); {
BUFF_PARTY_ACTION(CastPrayerOfFortitudeOnPartyAction, "prayer of fortitude"); public:
CastPowerWordFortitudeAction(PlayerbotAI* botAI)
: GroupBuffSpellAction(botAI, "power word: fortitude") {}
};
class CastPowerWordFortitudeOnPartyAction : public GroupBuffOnPartyAction
{
public:
CastPowerWordFortitudeOnPartyAction(PlayerbotAI* botAI)
: GroupBuffOnPartyAction(botAI, "power word: fortitude") {}
};
BUFF_ACTION(CastPowerWordShieldAction, "power word: shield"); BUFF_ACTION(CastPowerWordShieldAction, "power word: shield");
BUFF_ACTION(CastInnerFireAction, "inner fire"); BUFF_ACTION(CastInnerFireAction, "inner fire");
@ -26,9 +36,19 @@ CC_ACTION(CastShackleUndeadAction, "shackle undead");
SPELL_ACTION_U(CastManaBurnAction, "mana burn", SPELL_ACTION_U(CastManaBurnAction, "mana burn",
AI_VALUE2(uint8, "mana", "self target") < 50 && AI_VALUE2(uint8, "mana", "current target") >= 20); AI_VALUE2(uint8, "mana", "self target") < 50 && AI_VALUE2(uint8, "mana", "current target") >= 20);
BUFF_ACTION(CastLevitateAction, "levitate"); BUFF_ACTION(CastLevitateAction, "levitate");
BUFF_ACTION(CastDivineSpiritAction, "divine spirit"); class CastDivineSpiritAction : public GroupBuffSpellAction
BUFF_PARTY_ACTION(CastDivineSpiritOnPartyAction, "divine spirit"); {
BUFF_PARTY_ACTION(CastPrayerOfSpiritOnPartyAction, "prayer of spirit"); public:
CastDivineSpiritAction(PlayerbotAI* botAI)
: GroupBuffSpellAction(botAI, "divine spirit") {}
};
class CastDivineSpiritOnPartyAction : public GroupBuffOnPartyAction
{
public:
CastDivineSpiritOnPartyAction(PlayerbotAI* botAI)
: GroupBuffOnPartyAction(botAI, "divine spirit") {}
};
// disc 2.4.3 // disc 2.4.3
SPELL_ACTION(CastMassDispelAction, "mass dispel"); SPELL_ACTION(CastMassDispelAction, "mass dispel");
@ -103,9 +123,19 @@ SPELL_ACTION(CastMindBlastAction, "mind blast");
SPELL_ACTION(CastPsychicScreamAction, "psychic scream"); SPELL_ACTION(CastPsychicScreamAction, "psychic scream");
DEBUFF_ACTION(CastMindSootheAction, "mind soothe"); DEBUFF_ACTION(CastMindSootheAction, "mind soothe");
BUFF_ACTION_U(CastFadeAction, "fade", bot->GetGroup()); BUFF_ACTION_U(CastFadeAction, "fade", bot->GetGroup());
BUFF_ACTION(CastShadowProtectionAction, "shadow protection"); class CastShadowProtectionAction : public GroupBuffSpellAction
BUFF_PARTY_ACTION(CastShadowProtectionOnPartyAction, "shadow protection"); {
BUFF_PARTY_ACTION(CastPrayerOfShadowProtectionAction, "prayer of shadow protection"); public:
CastShadowProtectionAction(PlayerbotAI* botAI)
: GroupBuffSpellAction(botAI, "shadow protection") {}
};
class CastShadowProtectionOnPartyAction : public GroupBuffOnPartyAction
{
public:
CastShadowProtectionOnPartyAction(PlayerbotAI* botAI)
: GroupBuffOnPartyAction(botAI, "shadow protection") {}
};
// shadow talents // shadow talents
SPELL_ACTION(CastMindFlayAction, "mind flay"); SPELL_ACTION(CastMindFlayAction, "mind flay");

View File

@ -92,8 +92,6 @@ public:
creators["shadow protection"] = &PriestTriggerFactoryInternal::shadow_protection; creators["shadow protection"] = &PriestTriggerFactoryInternal::shadow_protection;
creators["shadow protection on party"] = &PriestTriggerFactoryInternal::shadow_protection_on_party; creators["shadow protection on party"] = &PriestTriggerFactoryInternal::shadow_protection_on_party;
creators["shackle undead"] = &PriestTriggerFactoryInternal::shackle_undead; creators["shackle undead"] = &PriestTriggerFactoryInternal::shackle_undead;
creators["prayer of fortitude on party"] = &PriestTriggerFactoryInternal::prayer_of_fortitude_on_party;
creators["prayer of spirit on party"] = &PriestTriggerFactoryInternal::prayer_of_spirit_on_party;
creators["holy fire"] = &PriestTriggerFactoryInternal::holy_fire; creators["holy fire"] = &PriestTriggerFactoryInternal::holy_fire;
creators["touch of weakness"] = &PriestTriggerFactoryInternal::touch_of_weakness; creators["touch of weakness"] = &PriestTriggerFactoryInternal::touch_of_weakness;
creators["hex of weakness"] = &PriestTriggerFactoryInternal::hex_of_weakness; creators["hex of weakness"] = &PriestTriggerFactoryInternal::hex_of_weakness;
@ -136,8 +134,6 @@ private:
static Trigger* shadow_protection_on_party(PlayerbotAI* botAI) { return new ShadowProtectionOnPartyTrigger(botAI); } static Trigger* shadow_protection_on_party(PlayerbotAI* botAI) { return new ShadowProtectionOnPartyTrigger(botAI); }
static Trigger* shadow_protection(PlayerbotAI* botAI) { return new ShadowProtectionTrigger(botAI); } static Trigger* shadow_protection(PlayerbotAI* botAI) { return new ShadowProtectionTrigger(botAI); }
static Trigger* shackle_undead(PlayerbotAI* botAI) { return new ShackleUndeadTrigger(botAI); } static Trigger* shackle_undead(PlayerbotAI* botAI) { return new ShackleUndeadTrigger(botAI); }
static Trigger* prayer_of_fortitude_on_party(PlayerbotAI* botAI) { return new PrayerOfFortitudeTrigger(botAI); }
static Trigger* prayer_of_spirit_on_party(PlayerbotAI* botAI) { return new PrayerOfSpiritTrigger(botAI); }
static Trigger* feedback(PlayerbotAI* botAI) { return new FeedbackTrigger(botAI); } static Trigger* feedback(PlayerbotAI* botAI) { return new FeedbackTrigger(botAI); }
static Trigger* fear_ward(PlayerbotAI* botAI) { return new FearWardTrigger(botAI); } static Trigger* fear_ward(PlayerbotAI* botAI) { return new FearWardTrigger(botAI); }
static Trigger* shadowguard(PlayerbotAI* botAI) { return new ShadowguardTrigger(botAI); } static Trigger* shadowguard(PlayerbotAI* botAI) { return new ShadowguardTrigger(botAI); }
@ -207,8 +203,6 @@ public:
creators["shadow protection"] = &PriestAiObjectContextInternal::shadow_protection; creators["shadow protection"] = &PriestAiObjectContextInternal::shadow_protection;
creators["shadow protection on party"] = &PriestAiObjectContextInternal::shadow_protection_on_party; creators["shadow protection on party"] = &PriestAiObjectContextInternal::shadow_protection_on_party;
creators["shackle undead"] = &PriestAiObjectContextInternal::shackle_undead; creators["shackle undead"] = &PriestAiObjectContextInternal::shackle_undead;
creators["prayer of fortitude on party"] = &PriestAiObjectContextInternal::prayer_of_fortitude_on_party;
creators["prayer of spirit on party"] = &PriestAiObjectContextInternal::prayer_of_spirit_on_party;
creators["power infusion on party"] = &PriestAiObjectContextInternal::power_infusion_on_party; creators["power infusion on party"] = &PriestAiObjectContextInternal::power_infusion_on_party;
creators["silence"] = &PriestAiObjectContextInternal::silence; creators["silence"] = &PriestAiObjectContextInternal::silence;
creators["silence on enemy healer"] = &PriestAiObjectContextInternal::silence_on_enemy_healer; creators["silence on enemy healer"] = &PriestAiObjectContextInternal::silence_on_enemy_healer;
@ -311,11 +305,6 @@ private:
static Action* fade(PlayerbotAI* botAI) { return new CastFadeAction(botAI); } static Action* fade(PlayerbotAI* botAI) { return new CastFadeAction(botAI); }
static Action* inner_fire(PlayerbotAI* botAI) { return new CastInnerFireAction(botAI); } static Action* inner_fire(PlayerbotAI* botAI) { return new CastInnerFireAction(botAI); }
static Action* shackle_undead(PlayerbotAI* botAI) { return new CastShackleUndeadAction(botAI); } static Action* shackle_undead(PlayerbotAI* botAI) { return new CastShackleUndeadAction(botAI); }
static Action* prayer_of_spirit_on_party(PlayerbotAI* botAI) { return new CastPrayerOfSpiritOnPartyAction(botAI); }
static Action* prayer_of_fortitude_on_party(PlayerbotAI* botAI)
{
return new CastPrayerOfFortitudeOnPartyAction(botAI);
}
static Action* feedback(PlayerbotAI* botAI) { return new CastFeedbackAction(botAI); } static Action* feedback(PlayerbotAI* botAI) { return new CastFeedbackAction(botAI); }
static Action* elunes_grace(PlayerbotAI* botAI) { return new CastElunesGraceAction(botAI); } static Action* elunes_grace(PlayerbotAI* botAI) { return new CastElunesGraceAction(botAI); }
static Action* starshards(PlayerbotAI* botAI) { return new CastStarshardsAction(botAI); } static Action* starshards(PlayerbotAI* botAI) { return new CastStarshardsAction(botAI); }

View File

@ -54,12 +54,6 @@ void PriestBuffStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{ {
NonCombatStrategy::InitTriggers(triggers); NonCombatStrategy::InitTriggers(triggers);
triggers.push_back(
new TriggerNode("prayer of fortitude on party",
{ NextAction("prayer of fortitude on party", 12.0f) }));
triggers.push_back(
new TriggerNode("prayer of spirit on party",
{ NextAction("prayer of spirit on party", 14.0f) }));
triggers.push_back( triggers.push_back(
new TriggerNode("power word: fortitude on party", new TriggerNode("power word: fortitude on party",
{ NextAction("power word: fortitude on party", 11.0f) })); { NextAction("power word: fortitude on party", 11.0f) }));

View File

@ -30,8 +30,6 @@ public:
creators["flash heal"] = &flash_heal; creators["flash heal"] = &flash_heal;
creators["flash heal on party"] = &flash_heal_on_party; creators["flash heal on party"] = &flash_heal_on_party;
creators["circle of healing on party"] = &circle_of_healing; creators["circle of healing on party"] = &circle_of_healing;
creators["prayer of fortitude on party"] = &prayer_of_fortitude_on_party;
creators["prayer of spirit on party"] = &prayer_of_spirit_on_party;
} }
private: private:
@ -134,20 +132,6 @@ private:
/*A*/ {}, /*A*/ {},
/*C*/ {}); /*C*/ {});
} }
static ActionNode* prayer_of_fortitude_on_party([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("prayer of fortitude on party",
/*P*/ { NextAction("remove shadowform") },
/*A*/ { NextAction("power word: fortitude on party") },
/*C*/ {});
}
static ActionNode* prayer_of_spirit_on_party([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("prayer of spirit on party",
/*P*/ { NextAction("remove shadowform") },
/*A*/ { NextAction("divine spirit on party") },
/*C*/ {});
}
}; };
#endif #endif

View File

@ -8,10 +8,9 @@
#include "Player.h" #include "Player.h"
#include "Playerbots.h" #include "Playerbots.h"
bool PowerWordFortitudeOnPartyTrigger::IsActive() bool ShadowProtectionTrigger::IsActive()
{ {
return BuffOnPartyTrigger::IsActive() && !botAI->HasAura("power word : fortitude", GetTarget()) && return BuffTrigger::IsActive() && !botAI->HasAura("prayer of shadow protection", GetTarget());
!botAI->HasAura("prayer of fortitude", GetTarget());
} }
bool PowerWordFortitudeTrigger::IsActive() bool PowerWordFortitudeTrigger::IsActive()
@ -20,43 +19,12 @@ bool PowerWordFortitudeTrigger::IsActive()
!botAI->HasAura("prayer of fortitude", GetTarget()); !botAI->HasAura("prayer of fortitude", GetTarget());
} }
bool DivineSpiritOnPartyTrigger::IsActive()
{
return BuffOnPartyTrigger::IsActive() && !botAI->HasAura("divine spirit", GetTarget()) &&
!botAI->HasAura("prayer of spirit", GetTarget());
}
bool DivineSpiritTrigger::IsActive() bool DivineSpiritTrigger::IsActive()
{ {
return BuffTrigger::IsActive() && !botAI->HasAura("divine spirit", GetTarget()) && return BuffTrigger::IsActive() && !botAI->HasAura("divine spirit", GetTarget()) &&
!botAI->HasAura("prayer of spirit", GetTarget()); !botAI->HasAura("prayer of spirit", GetTarget());
} }
bool PrayerOfFortitudeTrigger::IsActive()
{
Unit* target = GetTarget();
if (!target || !target->IsPlayer())
return false;
return BuffOnPartyTrigger::IsActive() && !botAI->HasAura("prayer of fortitude", GetTarget()) &&
botAI->GetBot()->IsInSameGroupWith((Player*)GetTarget()) &&
botAI->GetBuffedCount((Player*)GetTarget(), "prayer of fortitude") < 4 &&
!botAI->GetBuffedCount((Player*)GetTarget(), "power word: fortitude");
}
bool PrayerOfSpiritTrigger::IsActive()
{
Unit* target = GetTarget();
if (!target || !target->IsPlayer())
return false;
return BuffOnPartyTrigger::IsActive() && !botAI->HasAura("prayer of spirit", GetTarget()) &&
botAI->GetBot()->IsInSameGroupWith((Player*)GetTarget()) &&
// botAI->GetManaPercent() > 50 &&
botAI->GetBuffedCount((Player*)GetTarget(), "prayer of spirit") < 4 &&
!botAI->GetBuffedCount((Player*)GetTarget(), "divine spirit");
}
bool InnerFireTrigger::IsActive() bool InnerFireTrigger::IsActive()
{ {
Unit* target = GetTarget(); Unit* target = GetTarget();

View File

@ -27,8 +27,6 @@ BUFF_TRIGGER_A(InnerFireTrigger, "inner fire");
BUFF_TRIGGER_A(ShadowformTrigger, "shadowform"); BUFF_TRIGGER_A(ShadowformTrigger, "shadowform");
BOOST_TRIGGER(PowerInfusionTrigger, "power infusion"); BOOST_TRIGGER(PowerInfusionTrigger, "power infusion");
BUFF_TRIGGER(InnerFocusTrigger, "inner focus"); BUFF_TRIGGER(InnerFocusTrigger, "inner focus");
BUFF_TRIGGER(ShadowProtectionTrigger, "shadow protection");
BUFF_PARTY_TRIGGER(ShadowProtectionOnPartyTrigger, "shadow protection");
CC_TRIGGER(ShackleUndeadTrigger, "shackle undead"); CC_TRIGGER(ShackleUndeadTrigger, "shackle undead");
INTERRUPT_TRIGGER(SilenceTrigger, "silence"); INTERRUPT_TRIGGER(SilenceTrigger, "silence");
INTERRUPT_HEALER_TRIGGER(SilenceEnemyHealerTrigger, "silence"); INTERRUPT_HEALER_TRIGGER(SilenceEnemyHealerTrigger, "silence");
@ -44,20 +42,34 @@ SNARE_TRIGGER(ChastiseTrigger, "chastise");
BOOST_TRIGGER_A(ShadowfiendTrigger, "shadowfiend"); BOOST_TRIGGER_A(ShadowfiendTrigger, "shadowfiend");
class ShadowProtectionTrigger : public BuffTrigger
{
public:
ShadowProtectionTrigger(PlayerbotAI* botAI)
: BuffTrigger(botAI, "shadow protection", 4 * 2000) {}
bool IsActive() override;
};
class ShadowProtectionOnPartyTrigger : public BuffOnPartyTrigger
{
public:
ShadowProtectionOnPartyTrigger(PlayerbotAI* botAI)
: BuffOnPartyTrigger(botAI, "shadow protection", 4 * 2000) {}
};
class PowerWordFortitudeOnPartyTrigger : public BuffOnPartyTrigger class PowerWordFortitudeOnPartyTrigger : public BuffOnPartyTrigger
{ {
public: public:
PowerWordFortitudeOnPartyTrigger(PlayerbotAI* botAI) : BuffOnPartyTrigger(botAI, "power word: fortitude", 4 * 2000) PowerWordFortitudeOnPartyTrigger(PlayerbotAI* botAI)
{ : BuffOnPartyTrigger(botAI, "power word: fortitude", 4 * 2000) {}
}
bool IsActive() override;
}; };
class PowerWordFortitudeTrigger : public BuffTrigger class PowerWordFortitudeTrigger : public BuffTrigger
{ {
public: public:
PowerWordFortitudeTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "power word: fortitude", 4 * 2000) {} PowerWordFortitudeTrigger(PlayerbotAI* botAI)
: BuffTrigger(botAI, "power word: fortitude", 4 * 2000) {}
bool IsActive() override; bool IsActive() override;
}; };
@ -65,31 +77,15 @@ public:
class DivineSpiritOnPartyTrigger : public BuffOnPartyTrigger class DivineSpiritOnPartyTrigger : public BuffOnPartyTrigger
{ {
public: public:
DivineSpiritOnPartyTrigger(PlayerbotAI* botAI) : BuffOnPartyTrigger(botAI, "divine spirit", 4 * 2000) {} DivineSpiritOnPartyTrigger(PlayerbotAI* botAI)
: BuffOnPartyTrigger(botAI, "divine spirit", 4 * 2000) {}
bool IsActive() override;
}; };
class DivineSpiritTrigger : public BuffTrigger class DivineSpiritTrigger : public BuffTrigger
{ {
public: public:
DivineSpiritTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "divine spirit", 4 * 2000) {} DivineSpiritTrigger(PlayerbotAI* botAI)
: BuffTrigger(botAI, "divine spirit", 4 * 2000) {}
bool IsActive() override;
};
class PrayerOfFortitudeTrigger : public BuffOnPartyTrigger
{
public:
PrayerOfFortitudeTrigger(PlayerbotAI* botAI) : BuffOnPartyTrigger(botAI, "prayer of fortitude", 3 * 2000) {}
bool IsActive() override;
};
class PrayerOfSpiritTrigger : public BuffOnPartyTrigger
{
public:
PrayerOfSpiritTrigger(PlayerbotAI* botAI) : BuffOnPartyTrigger(botAI, "prayer of spirit", 2 * 2000) {}
bool IsActive() override; bool IsActive() override;
}; };
@ -106,9 +102,7 @@ class MindSearChannelCheckTrigger : public Trigger
{ {
public: public:
MindSearChannelCheckTrigger(PlayerbotAI* botAI, uint32 minEnemies = 2) MindSearChannelCheckTrigger(PlayerbotAI* botAI, uint32 minEnemies = 2)
: Trigger(botAI, "mind sear channel check"), minEnemies(minEnemies) : Trigger(botAI, "mind sear channel check"), minEnemies(minEnemies) {}
{
}
bool IsActive() override; bool IsActive() override;

View File

@ -500,21 +500,21 @@ void AiFactory::AddDefaultNonCombatStrategies(Player* player, PlayerbotAI* const
switch (player->getClass()) switch (player->getClass())
{ {
case CLASS_PRIEST: case CLASS_PRIEST:
nonCombatEngine->addStrategiesNoInit("dps assist", "cure", nullptr); nonCombatEngine->addStrategiesNoInit("dps assist", "cure", "rshadow", nullptr);
break; break;
case CLASS_PALADIN: case CLASS_PALADIN:
if (tab == PALADIN_TAB_PROTECTION) if (tab == PALADIN_TAB_PROTECTION)
{ {
nonCombatEngine->addStrategiesNoInit("bthreat", "tank assist", "pull", "barmor", nullptr); nonCombatEngine->addStrategiesNoInit("bthreat", "tank assist", "pull", "barmor", nullptr);
if (player->GetLevel() >= 20) if (player->GetLevel() >= 20)
nonCombatEngine->addStrategy("bhealth", false); nonCombatEngine->addStrategy("bsanc", false);
else else
nonCombatEngine->addStrategy("bdps", false); nonCombatEngine->addStrategy("bmight", false);
} }
else if (tab == PALADIN_TAB_HOLY) else if (tab == PALADIN_TAB_HOLY)
nonCombatEngine->addStrategiesNoInit("dps assist", "bmana", "bcast", nullptr); nonCombatEngine->addStrategiesNoInit("dps assist", "bwisdom", "bcast", nullptr);
else else
nonCombatEngine->addStrategiesNoInit("dps assist", "bdps", "baoe", nullptr); nonCombatEngine->addStrategiesNoInit("dps assist", "bmight", "baoe", nullptr);
nonCombatEngine->addStrategiesNoInit("cure", nullptr); nonCombatEngine->addStrategiesNoInit("cure", nullptr);
break; break;

View File

@ -5971,29 +5971,6 @@ void PlayerbotAI::EnchantItemT(uint32 spellid, uint8 slot)
LOG_INFO("playerbots", "{}: items was enchanted successfully!", bot->GetName().c_str()); LOG_INFO("playerbots", "{}: items was enchanted successfully!", bot->GetName().c_str());
} }
uint32 PlayerbotAI::GetBuffedCount(Player* player, std::string const spellname)
{
uint32 bcount = 0;
if (Group* group = bot->GetGroup())
{
for (GroupReference* gref = group->GetFirstMember(); gref; gref = gref->next())
{
Player* member = gref->GetSource();
if (!member || !member->IsInWorld())
continue;
if (!member->IsInSameRaidWith(player))
continue;
if (HasAura(spellname, member, true))
bcount++;
}
}
return bcount;
}
int32 PlayerbotAI::GetNearGroupMemberCount(float dis) int32 PlayerbotAI::GetNearGroupMemberCount(float dis)
{ {
int count = 1; // yourself int count = 1; // yourself

View File

@ -493,7 +493,6 @@ public:
void ImbueItem(Item* item, Unit* target); void ImbueItem(Item* item, Unit* target);
void ImbueItem(Item* item); void ImbueItem(Item* item);
void EnchantItemT(uint32 spellid, uint8 slot); void EnchantItemT(uint32 spellid, uint8 slot);
uint32 GetBuffedCount(Player* player, std::string const spellname);
int32 GetNearGroupMemberCount(float dis = sPlayerbotAIConfig.sightDistance); int32 GetNearGroupMemberCount(float dis = sPlayerbotAIConfig.sightDistance);
virtual bool CanCastSpell(std::string const name, Unit* target, Item* itemTarget = nullptr); virtual bool CanCastSpell(std::string const name, Unit* target, Item* itemTarget = nullptr);

View File

@ -84,8 +84,6 @@ bool PlayerbotAIConfig::Initialize()
sitDelay = sConfigMgr->GetOption<int32>("AiPlayerbot.SitDelay", 20000); sitDelay = sConfigMgr->GetOption<int32>("AiPlayerbot.SitDelay", 20000);
returnDelay = sConfigMgr->GetOption<int32>("AiPlayerbot.ReturnDelay", 2000); returnDelay = sConfigMgr->GetOption<int32>("AiPlayerbot.ReturnDelay", 2000);
lootDelay = sConfigMgr->GetOption<int32>("AiPlayerbot.LootDelay", 1000); lootDelay = sConfigMgr->GetOption<int32>("AiPlayerbot.LootDelay", 1000);
minBotsForGreaterBuff = sConfigMgr->GetOption<int32>("AiPlayerbot.MinBotsForGreaterBuff", 3);
rpWarningCooldown = sConfigMgr->GetOption<int32>("AiPlayerbot.RPWarningCooldown", 30);
disabledWithoutRealPlayerLoginDelay = sConfigMgr->GetOption<int32>("AiPlayerbot.DisabledWithoutRealPlayerLoginDelay", 30); disabledWithoutRealPlayerLoginDelay = sConfigMgr->GetOption<int32>("AiPlayerbot.DisabledWithoutRealPlayerLoginDelay", 30);
disabledWithoutRealPlayerLogoutDelay = sConfigMgr->GetOption<int32>("AiPlayerbot.DisabledWithoutRealPlayerLogoutDelay", 300); disabledWithoutRealPlayerLogoutDelay = sConfigMgr->GetOption<int32>("AiPlayerbot.DisabledWithoutRealPlayerLogoutDelay", 300);
@ -116,6 +114,32 @@ bool PlayerbotAIConfig::Initialize()
highMana = sConfigMgr->GetOption<int32>("AiPlayerbot.HighMana", 65); highMana = sConfigMgr->GetOption<int32>("AiPlayerbot.HighMana", 65);
autoSaveMana = sConfigMgr->GetOption<bool>("AiPlayerbot.AutoSaveMana", true); autoSaveMana = sConfigMgr->GetOption<bool>("AiPlayerbot.AutoSaveMana", true);
saveManaThreshold = sConfigMgr->GetOption<int32>("AiPlayerbot.SaveManaThreshold", 60); saveManaThreshold = sConfigMgr->GetOption<int32>("AiPlayerbot.SaveManaThreshold", 60);
switch (sConfigMgr->GetOption<uint32>("AiPlayerbot.AutoGreaterBlessings", 1))
{
case 0:
autoGreaterBlessings = AutoPartyBuffMode::DISABLED;
break;
case 2:
autoGreaterBlessings = AutoPartyBuffMode::GROUP_OR_RAID;
break;
case 1:
default:
autoGreaterBlessings = AutoPartyBuffMode::RAID_ONLY;
break;
}
switch (sConfigMgr->GetOption<uint32>("AiPlayerbot.AutoPartyBuffs", 2))
{
case 0:
autoPartyBuffs = AutoPartyBuffMode::DISABLED;
break;
case 1:
autoPartyBuffs = AutoPartyBuffMode::RAID_ONLY;
break;
case 2:
default:
autoPartyBuffs = AutoPartyBuffMode::GROUP_OR_RAID;
break;
}
autoAvoidAoe = sConfigMgr->GetOption<bool>("AiPlayerbot.AutoAvoidAoe", true); autoAvoidAoe = sConfigMgr->GetOption<bool>("AiPlayerbot.AutoAvoidAoe", true);
maxAoeAvoidRadius = sConfigMgr->GetOption<float>("AiPlayerbot.MaxAoeAvoidRadius", 15.0f); maxAoeAvoidRadius = sConfigMgr->GetOption<float>("AiPlayerbot.MaxAoeAvoidRadius", 15.0f);
LoadSet<std::set<uint32>>(sConfigMgr->GetOption<std::string>("AiPlayerbot.AoeAvoidSpellWhitelist", "50759,57491,13810,29946"), LoadSet<std::set<uint32>>(sConfigMgr->GetOption<std::string>("AiPlayerbot.AoeAvoidSpellWhitelist", "50759,57491,13810,29946"),

View File

@ -40,6 +40,13 @@ enum class HealingManaEfficiency : uint8
SUPERIOR = 32 SUPERIOR = 32
}; };
enum class AutoPartyBuffMode : uint8
{
DISABLED = 0,
RAID_ONLY = 1,
GROUP_OR_RAID = 2
};
enum NewRpgStatus : int enum NewRpgStatus : int
{ {
//Initial Status //Initial Status
@ -94,6 +101,8 @@ public:
uint32 lowMana, mediumMana, highMana; uint32 lowMana, mediumMana, highMana;
bool autoSaveMana; bool autoSaveMana;
uint32 saveManaThreshold; uint32 saveManaThreshold;
AutoPartyBuffMode autoGreaterBlessings;
AutoPartyBuffMode autoPartyBuffs;
bool autoAvoidAoe; bool autoAvoidAoe;
float maxAoeAvoidRadius; float maxAoeAvoidRadius;
std::set<uint32> aoeAvoidSpellWhitelist; std::set<uint32> aoeAvoidSpellWhitelist;
@ -146,12 +155,6 @@ public:
uint32 disabledWithoutRealPlayerLoginDelay, disabledWithoutRealPlayerLogoutDelay; uint32 disabledWithoutRealPlayerLoginDelay, disabledWithoutRealPlayerLogoutDelay;
bool randomBotJoinLfg; bool randomBotJoinLfg;
// Buff system
// Min group size to use Greater buffs (Paladin, Mage, Druid). Default: 3
int32 minBotsForGreaterBuff;
// Cooldown (seconds) between reagent-missing RP warnings, per bot & per buff. Default: 30
int32 rpWarningCooldown;
// Professions // Professions
bool enableFishingWithMaster; bool enableFishingWithMaster;
uint32 classMatchingProfessionChance; uint32 classMatchingProfessionChance;