mirror of
https://github.com/liyunfan1223/mod-playerbots.git
synced 2026-06-20 15:39:25 +02:00
Berserker Rage support (#2261)
<!-- Thank you for contributing to mod-playerbots, please make sure that you... 1. Submit your PR to the test-staging branch, not master. 2. Read the guidelines below before submitting. 3. Don't delete parts of this template. DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND PREDICTABILITY over behavioral realism. Every action and decision executes PER BOT AND PER TRIGGER. Small increases in logic complexity scale poorly across thousands of bots and negatively affect all. We prioritize a stable system over a smarter one. Bots don't need to behave perfectly; believable behavior is the goal, not human simulation. Default behavior must be cheap in processing; expensive behavior must be opt-in. Before submitting, make sure your changes aligns with these principles. --> ## Pull Request Description <!-- Describe what this change does and why it is needed --> Added Berserker Rage usage (in combat and outside combat) for Warrior (all specs) Related with: #1755 ## How to Test the Changes <!-- - Step-by-step instructions to test the change. - Any required setup (e.g. multiple players, number of bots, specific configuration). - Expected behavior and how to verify it. --> - invite warrior to party - [optional] start combat (for example with dummy) - use command `.aura 6215` - bot should cast Berserker Rage ## Impact Assessment <!-- As a generic test, before and after measure of pmon (playerbot pmon tick) can help you here. --> - Does this change increase per-bot/per-tick processing or risk scaling poorly with thousands of bots? - - [x] No, not at all - - [ ] Minimal impact (**explain below**) - - [ ] Moderate impact (**explain below**) - Does this change modify default bot behavior? - - [ ] No - - [x] Yes (**explain why**) Warriors use Berserker Rage when they got fear, sleep or sap - Does this change add new decision branches or increase maintenance complexity? - - [x] No - - [ ] Yes (**explain below**) ## Messages to Translate <!-- Bot messages have to be translatable, but you don't need to do the translations here. You only need to make sure the message is in a translatable format, and list in the table the message_key and the default English message. Search for GetBotTextOrDefault in the codebase for examples. --> - Does this change add bot messages to translate? - - [x] No - - [ ] Yes (**list messages in the table**) | Message key | Default message | | --------------- | ------------------ | | | | | | | ## AI Assistance <!-- AI assistance is allowed, but all submitted code must be fully understood, reviewed, and owned by the contributor. We expect contributors to be honest about what they do and do not understand. --> - Was AI assistance used while working on this change? - - [ ] No - - [x] Yes (**explain below**) <!-- If yes, please specify: - Purpose of usage (e.g. brainstorming, refactoring, documentation, code generation). - Which parts of the change were influenced or generated, and whether it was thoroughly reviewed. --> Copilot CLI to review ## Final Checklist - - [x] Stability is not compromised. - - [x] Performance impact is understood, tested, and acceptable. - - [x] Added logic complexity is justified and explained. - - [x] Documentation updated if needed (Conf comments, WiKi commands). ## Notes for Reviewers <!-- Anything else that's helpful to review or test your pull request. --> <img width="324" height="125" alt="obraz" src="https://github.com/user-attachments/assets/e502f1c1-88f4-42a1-b07b-fc9ef3fd318b" /> [Berserker Rage performance test.txt](https://github.com/user-attachments/files/26333365/Berserker.Rage.performance.test.txt)
This commit is contained in:
parent
30c142aaca
commit
a87999bef5
@ -481,6 +481,13 @@ bool FearCharmSleepTrigger::IsActive()
|
||||
bot->HasAuraWithMechanic(1 << MECHANIC_SLEEP);
|
||||
}
|
||||
|
||||
bool FearSleepSapTrigger::IsActive()
|
||||
{
|
||||
return bot->HasAuraType(SPELL_AURA_MOD_FEAR) ||
|
||||
bot->HasAuraWithMechanic(1 << MECHANIC_SLEEP) ||
|
||||
bot->HasAuraWithMechanic(1 << MECHANIC_SAPPED);
|
||||
}
|
||||
|
||||
bool HasAuraStackTrigger::IsActive()
|
||||
{
|
||||
Aura* aura = botAI->GetAura(getName(), GetTarget(), false, true, stack);
|
||||
|
||||
@ -762,6 +762,14 @@ public:
|
||||
bool IsActive() override;
|
||||
};
|
||||
|
||||
class FearSleepSapTrigger : public Trigger
|
||||
{
|
||||
public:
|
||||
FearSleepSapTrigger(PlayerbotAI* botAI) : Trigger(botAI, "fear sleep sap", 1) {}
|
||||
|
||||
bool IsActive() override;
|
||||
};
|
||||
|
||||
class IsSwimmingTrigger : public Trigger
|
||||
{
|
||||
public:
|
||||
|
||||
@ -62,6 +62,7 @@ public:
|
||||
creators["generic boost"] = &TriggerContext::generic_boost;
|
||||
creators["loss of control"] = &TriggerContext::loss_of_control;
|
||||
creators["fear charm sleep"] = &TriggerContext::fear_charm_sleep;
|
||||
creators["fear sleep sap"] = &TriggerContext::fear_sleep_sap;
|
||||
|
||||
creators["protect party member"] = &TriggerContext::protect_party_member;
|
||||
|
||||
@ -369,6 +370,7 @@ private:
|
||||
static Trigger* generic_boost(PlayerbotAI* botAI) { return new GenericBoostTrigger(botAI); }
|
||||
static Trigger* loss_of_control(PlayerbotAI* botAI) { return new LossOfControlTrigger(botAI); }
|
||||
static Trigger* fear_charm_sleep(PlayerbotAI* botAI) { return new FearCharmSleepTrigger(botAI); }
|
||||
static Trigger* fear_sleep_sap(PlayerbotAI* botAI) { return new FearSleepSapTrigger(botAI); }
|
||||
static Trigger* PartyMemberCriticalHealth(PlayerbotAI* botAI)
|
||||
{
|
||||
return new PartyMemberCriticalHealthTrigger(botAI);
|
||||
|
||||
@ -7,6 +7,33 @@
|
||||
|
||||
#include "Playerbots.h"
|
||||
|
||||
bool CastBerserkerRageAction::isPossible()
|
||||
{
|
||||
if (botAI->IsInVehicle() && !botAI->IsInVehicle(false, false, true))
|
||||
return false;
|
||||
|
||||
uint32 spellId = AI_VALUE2(uint32, "spell id", spell);
|
||||
if (!spellId)
|
||||
return false;
|
||||
|
||||
if (!bot->HasSpell(spellId))
|
||||
return false;
|
||||
|
||||
if (bot->HasSpellCooldown(spellId))
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool CastBerserkerRageAction::isUseful()
|
||||
{
|
||||
return (bot->HasAuraType(SPELL_AURA_MOD_FEAR) ||
|
||||
bot->HasAuraWithMechanic(1 << MECHANIC_SLEEP) ||
|
||||
bot->HasAuraWithMechanic(1 << MECHANIC_SAPPED))
|
||||
&& !botAI->HasAura("berserker rage", bot)
|
||||
&& CastSpellAction::isUseful();
|
||||
}
|
||||
|
||||
bool CastSunderArmorAction::isUseful()
|
||||
{
|
||||
Aura* aura = botAI->GetAura("sunder armor", GetTarget(), false, true);
|
||||
|
||||
@ -78,7 +78,15 @@ REACH_ACTION(CastInterceptAction, "intercept", 8.0f);
|
||||
ENEMY_HEALER_ACTION(CastInterceptOnEnemyHealerAction, "intercept");
|
||||
SNARE_ACTION(CastInterceptOnSnareTargetAction, "intercept");
|
||||
MELEE_ACTION(CastSlamAction, "slam");
|
||||
BUFF_ACTION(CastBerserkerRageAction, "berserker rage");
|
||||
class CastBerserkerRageAction : public CastSpellAction
|
||||
{
|
||||
public:
|
||||
CastBerserkerRageAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "berserker rage") {}
|
||||
|
||||
std::string const GetTargetName() override { return "self target"; }
|
||||
bool isPossible() override;
|
||||
bool isUseful() override;
|
||||
};
|
||||
MELEE_ACTION(CastWhirlwindAction, "whirlwind");
|
||||
MELEE_ACTION(CastPummelAction, "pummel");
|
||||
ENEMY_HEALER_ACTION(CastPummelOnEnemyHealerAction, "pummel");
|
||||
|
||||
@ -7,9 +7,33 @@
|
||||
|
||||
#include "Playerbots.h"
|
||||
|
||||
class GenericWarriorNonCombatStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
|
||||
{
|
||||
public:
|
||||
GenericWarriorNonCombatStrategyActionNodeFactory() { creators["berserker rage"] = &berserker_rage; }
|
||||
|
||||
private:
|
||||
static ActionNode* berserker_rage([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode(
|
||||
"berserker rage",
|
||||
/*P*/ { NextAction("berserker stance") },
|
||||
/*A*/ {},
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
};
|
||||
|
||||
GenericWarriorNonCombatStrategy::GenericWarriorNonCombatStrategy(PlayerbotAI* botAI) : NonCombatStrategy(botAI)
|
||||
{
|
||||
actionNodeFactories.Add(new GenericWarriorNonCombatStrategyActionNodeFactory());
|
||||
}
|
||||
|
||||
void GenericWarriorNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
NonCombatStrategy::InitTriggers(triggers);
|
||||
|
||||
triggers.push_back(new TriggerNode("often", { NextAction("apply stone", 1.0f) }));
|
||||
triggers.push_back(new TriggerNode(
|
||||
"fear sleep sap", { NextAction("berserker rage", ACTION_EMERGENCY + 1) }));
|
||||
}
|
||||
|
||||
@ -13,7 +13,7 @@ class PlayerbotAI;
|
||||
class GenericWarriorNonCombatStrategy : public NonCombatStrategy
|
||||
{
|
||||
public:
|
||||
GenericWarriorNonCombatStrategy(PlayerbotAI* botAI) : NonCombatStrategy(botAI) {}
|
||||
GenericWarriorNonCombatStrategy(PlayerbotAI* botAI);
|
||||
|
||||
std::string const getName() override { return "nc"; }
|
||||
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
|
||||
|
||||
@ -7,9 +7,26 @@
|
||||
|
||||
#include "Playerbots.h"
|
||||
|
||||
class GenericWarriorStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
|
||||
{
|
||||
public:
|
||||
GenericWarriorStrategyActionNodeFactory() { creators["berserker rage"] = &berserker_rage; }
|
||||
|
||||
private:
|
||||
static ActionNode* berserker_rage([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode(
|
||||
"berserker rage",
|
||||
/*P*/ { NextAction("berserker stance") },
|
||||
/*A*/ {},
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
};
|
||||
|
||||
GenericWarriorStrategy::GenericWarriorStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI)
|
||||
{
|
||||
|
||||
actionNodeFactories.Add(new GenericWarriorStrategyActionNodeFactory());
|
||||
}
|
||||
|
||||
void GenericWarriorStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
@ -17,6 +34,8 @@ void GenericWarriorStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
CombatStrategy::InitTriggers(triggers);
|
||||
triggers.push_back(new TriggerNode(
|
||||
"enemy out of melee", { NextAction("reach melee", ACTION_HIGH + 1) }));
|
||||
triggers.push_back(new TriggerNode(
|
||||
"fear sleep sap", { NextAction("berserker rage", ACTION_EMERGENCY + 1) }));
|
||||
}
|
||||
|
||||
class WarrirorAoeStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user