Merge pull request #2314 from mod-playerbots/test-staging

Test staging
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Keleborn 2026-04-24 08:48:07 -07:00 committed by GitHub
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56 changed files with 2454 additions and 221 deletions

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@ -651,9 +651,14 @@ AiPlayerbot.BotTaxiGapJitterMs = 100
####################################################################################################
# PROFESSIONS
# Note: Random bots currently do not get professions
#
# Percentage of randombots in each class bucket that receive a class-matching
# weighted profession combination. The remaining randombots use the weighted
# random sane-pair profession pool.
# Default: 30
AiPlayerbot.ClassMatchingProfessionChance = 30
# Automatically adds the 'master fishing' strategy to bots that have the fishing skill when the bots master fishes.
# Default: 1 (Enabled)
AiPlayerbot.EnableFishingWithMaster = 1
@ -1319,7 +1324,7 @@ AiPlayerbot.DeleteRandomBotArenaTeams = 0
AiPlayerbot.PvpProhibitedZoneIds = "2255,656,2361,2362,2363,976,35,2268,3425,392,541,1446,3828,3712,3738,3565,3539,3623,4152,3988,4658,4284,4418,4436,4275,4323,4395,3703,4298,3951"
# PvP Restricted Areas (bots don't pvp)
AiPlayerbot.PvpProhibitedAreaIds = "976,35,392,2268,4161,4010,4317,4312,3649,3887,3958,3724,4080,3938,3754,3786,3973"
AiPlayerbot.PvpProhibitedAreaIds = "976,35,392,2268,4161,4010,4317,4312,3649,3887,3958,3724,4080,3938,3754,3786,3973,4085,4086,4087,4088"
# Improve reaction speeds in battlegrounds and arenas (may cause lag)
AiPlayerbot.FastReactInBG = 1
@ -1797,10 +1802,10 @@ AiPlayerbot.PremadeSpecLink.11.6.80 = 05320021--230033312031500531353013251
# Requires sending the command "nc +worldbuff" in chat to a bot (or a group of bots) to enable
# Each entry in the matrix should be formatted as follows: Entry:FactionID,ClassID,SpecID,MinimumLevel,MaximumLevel:SpellID1,SpellID2,etc.;
# FactionID may be set to 0 for the entry to apply buffs to bots of either faction
# The default entries create a cross-faction list of level 80 buffs for each implemented pve spec from the "Premade Specs" section
# The default entries create a cross-faction level 60-69 Vanilla buffs, level 70-79 TBC buffs, and level 80 buffs for each implemented pve spec from the "Premade Specs" section
# The default entries may be deleted or modified, and new custom entries may be added
AiPlayerbot.WorldBuffMatrix = # WARRIOR ARMS 1:0,1,0,80,80:53760,57358; # WARRIOR FURY 2:0,1,1,80,80:53760,57358; # WARRIOR PROTECTION 3:0,1,2,80,80:53758,57356; # PALADIN HOLY 4:0,2,0,80,80:53749,57332,60347; # PALADIN PROTECTION 5:0,2,1,80,80:53758,57356; # PALADIN RETRIBUTION 6:0,2,2,80,80:53760,57371; # HUNTER BEAST 7:0,3,0,80,80:53760,57325; # HUNTER MARKSMANSHIP 8:0,3,1,80,80:53760,57358; # HUNTER SURVIVAL 9:0,3,2,80,80:53760,57367; # ROGUE ASSASSINATION 10:0,4,0,80,80:53760,57325; # ROGUE COMBAT 11:0,4,1,80,80:53760,57358; # ROGUE SUBTLETY 12:0,4,2,80,80:53760,57367; # PRIEST DISCIPLINE 13:0,5,0,80,80:53755,57327; # PRIEST HOLY 14:0,5,1,80,80:53755,57327; # PRIEST SHADOW 15:0,5,2,80,80:53755,57327; # DEATH KNIGHT BLOOD 16:0,6,0,80,80:53758,57356; # DEATH KNIGHT FROST 17:0,6,1,80,80:53760,57358; # DEATH KNIGHT UNHOLY 18:0,6,2,80,80:53760,57358; # DEATH KNIGHT BLOOD DPS 19:0,6,3,80,80:53760,57371; # SHAMAN ELEMENTAL 20:0,7,0,80,80:53755,57327; # SHAMAN ENHANCEMENT 21:0,7,1,80,80:53760,57325; # SHAMAN RESTORATION 22:0,7,2,80,80:53755,57327; # MAGE ARCANE 23:0,8,0,80,80:53755,57327; # MAGE FIRE 24:0,8,1,80,80:53755,57327; # MAGE FROST 25:0,8,2,80,80:53755,57327; # WARLOCK AFFLICTION 26:0,9,0,80,80:53755,57327; # WARLOCK DEMONOLOGY 27:0,9,1,80,80:53755,57327; # WARLOCK DESTRUCTION 28:0,9,2,80,80:53755,57327; # DRUID BALANCE 29:0,11,0,80,80:53755,57327; # DRUID FERAL BEAR 30:0,11,1,80,80:53749,53763,57367; # DRUID RESTORATION 31:0,11,2,80,80:54212,57334; # DRUID FERAL CAT 32:0,11,3,80,80:53760,57358
AiPlayerbot.WorldBuffMatrix = # WARRIOR ARMS 1:0,1,0,80,80:53760,57358; # WARRIOR FURY 2:0,1,1,80,80:53760,57358; # WARRIOR PROTECTION 3:0,1,2,80,80:53758,57356; # PALADIN HOLY 4:0,2,0,80,80:53749,57332,60347; # PALADIN PROTECTION 5:0,2,1,80,80:53758,57356; # PALADIN RETRIBUTION 6:0,2,2,80,80:53760,57371; # HUNTER BEAST 7:0,3,0,80,80:53760,57325; # HUNTER MARKSMANSHIP 8:0,3,1,80,80:53760,57358; # HUNTER SURVIVAL 9:0,3,2,80,80:53760,57367; # ROGUE ASSASSINATION 10:0,4,0,80,80:53760,57325; # ROGUE COMBAT 11:0,4,1,80,80:53760,57358; # ROGUE SUBTLETY 12:0,4,2,80,80:53760,57367; # PRIEST DISCIPLINE 13:0,5,0,80,80:53755,57327; # PRIEST HOLY 14:0,5,1,80,80:53755,57327; # PRIEST SHADOW 15:0,5,2,80,80:53755,57327; # DEATH KNIGHT BLOOD 16:0,6,0,80,80:53758,57356; # DEATH KNIGHT FROST 17:0,6,1,80,80:53760,57358; # DEATH KNIGHT UNHOLY 18:0,6,2,80,80:53760,57358; # DEATH KNIGHT BLOOD DPS 19:0,6,3,80,80:53760,57371; # SHAMAN ELEMENTAL 20:0,7,0,80,80:53755,57327; # SHAMAN ENHANCEMENT 21:0,7,1,80,80:53760,57325; # SHAMAN RESTORATION 22:0,7,2,80,80:53755,57327; # MAGE ARCANE 23:0,8,0,80,80:53755,57327; # MAGE FIRE 24:0,8,1,80,80:53755,57327; # MAGE FROST 25:0,8,2,80,80:53755,57327; # WARLOCK AFFLICTION 26:0,9,0,80,80:53755,57327; # WARLOCK DEMONOLOGY 27:0,9,1,80,80:53755,57327; # WARLOCK DESTRUCTION 28:0,9,2,80,80:53755,57327; # DRUID BALANCE 29:0,11,0,80,80:53755,57327; # DRUID FERAL BEAR 30:0,11,1,80,80:53749,53763,57367; # DRUID RESTORATION 31:0,11,2,80,80:54212,57334; # DRUID FERAL CAT 32:0,11,3,80,80:53760,57358; # WARRIOR ARMS TBC 33:0,1,0,70,79:28520,33256; # WARRIOR FURY TBC 34:0,1,1,70,79:28520,33256; # WARRIOR PROTECTION TBC 35:0,1,2,70,79:28518,33257; # PALADIN HOLY TBC 36:0,2,0,70,79:28491,39627,33263; # PALADIN PROTECTION TBC 37:0,2,1,70,79:28518,33257; # PALADIN RETRIBUTION TBC 38:0,2,2,70,79:28520,33256; # HUNTER BEAST TBC 39:0,3,0,70,79:28520,33261; # HUNTER MARKSMANSHIP TBC 40:0,3,1,70,79:28520,33261; # HUNTER SURVIVAL TBC 41:0,3,2,70,79:28520,33261; # ROGUE ASSASSINATION TBC 42:0,4,0,70,79:28520,33261; # ROGUE COMBAT TBC 43:0,4,1,70,79:28520,33261; # ROGUE SUBTLETY TBC 44:0,4,2,70,79:28520,33261; # PRIEST DISCIPLINE TBC 45:0,5,0,70,79:28491,39627,33263; # PRIEST HOLY TBC 46:0,5,1,70,79:28491,39627,33263; # PRIEST SHADOW TBC 47:0,5,2,70,79:28540,33263; # SHAMAN ELEMENTAL TBC 48:0,7,0,70,79:28521,33263; # SHAMAN ENHANCEMENT TBC 49:0,7,1,70,79:28520,33261; # SHAMAN RESTORATION TBC 50:0,7,2,70,79:28491,39627,33263; # MAGE ARCANE TBC 51:0,8,0,70,79:28521,33263; # MAGE FIRE TBC 52:0,8,1,70,79:28540,33263; # MAGE FROST TBC 53:0,8,2,70,79:28540,33263; # WARLOCK AFFLICTION TBC 54:0,9,0,70,79:28540,33263; # WARLOCK DEMONOLOGY TBC 55:0,9,1,70,79:28540,33263; # WARLOCK DESTRUCTION TBC 56:0,9,2,70,79:28540,33263; # DRUID BALANCE TBC 57:0,11,0,70,79:28521,33263; # DRUID FERAL BEAR TBC 58:0,11,1,70,79:28518,33257; # DRUID RESTORATION TBC 59:0,11,2,70,79:28491,39627,33263; # DRUID FERAL CAT TBC 60:0,11,3,70,79:28520,33261; # WARRIOR ARMS VANILLA 61:0,1,0,60,69:17538,24799; # WARRIOR FURY VANILLA 62:0,1,1,60,69:17538,24799; # WARRIOR PROTECTION VANILLA 63:0,1,2,60,69:17626,25661; # PALADIN HOLY VANILLA 64:0,2,0,60,69:17627,18194; # PALADIN PROTECTION VANILLA 65:0,2,1,60,69:17626,25661; # PALADIN RETRIBUTION VANILLA 66:0,2,2,60,69:17628,24799; # HUNTER BEAST VANILLA 67:0,3,0,60,69:17538,18192; # HUNTER MARKSMANSHIP VANILLA 68:0,3,1,60,69:17538,18192; # HUNTER SURVIVAL VANILLA 69:0,3,2,60,69:17538,18192; # ROGUE ASSASSINATION VANILLA 70:0,4,0,60,69:17538,18192; # ROGUE COMBAT VANILLA 71:0,4,1,60,69:17538,18192; # ROGUE SUBTLETY VANILLA 72:0,4,2,60,69:17538,18192; # PRIEST DISCIPLINE VANILLA 73:0,5,0,60,69:17628,18194; # PRIEST HOLY VANILLA 74:0,5,1,60,69:17627,18194; # PRIEST SHADOW VANILLA 75:0,5,2,60,69:17628,18194; # SHAMAN ELEMENTAL VANILLA 76:0,7,0,60,69:17628,18194; # SHAMAN ENHANCEMENT VANILLA 77:0,7,1,60,69:17538,24799; # SHAMAN RESTORATION VANILLA 78:0,7,2,60,69:17627,18194; # MAGE ARCANE VANILLA 79:0,8,0,60,69:17628,18194; # MAGE FIRE VANILLA 80:0,8,1,60,69:17628,18194; # MAGE FROST VANILLA 81:0,8,2,60,69:17628,18194; # WARLOCK AFFLICTION VANILLA 82:0,9,0,60,69:17628,25661; # WARLOCK DEMONOLOGY VANILLA 83:0,9,1,60,69:17628,25661; # WARLOCK DESTRUCTION VANILLA 84:0,9,2,60,69:17628,25661; # DRUID BALANCE VANILLA 85:0,11,0,60,69:17628,18194; # DRUID FERAL BEAR VANILLA 86:0,11,1,60,69:17626,25661; # DRUID RESTORATION VANILLA 87:0,11,2,60,69:17627,18194; # DRUID FERAL CAT VANILLA 88:0,11,3,60,69:17538,24799
#
#

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@ -0,0 +1,102 @@
-- #########################################################
-- Playerbots - Add pull command texts
-- Localized for all WotLK locales (koKR, frFR, deDE, zhCN,
-- zhTW, esES, esMX, ruRU)
-- #########################################################
DELETE FROM ai_playerbot_texts WHERE name IN (
'pull_no_target_error',
'pull_target_too_far_error',
'pull_invalid_target_error',
'pull_action_unavailable_error'
);
DELETE FROM ai_playerbot_texts_chance WHERE name IN (
'pull_no_target_error',
'pull_target_too_far_error',
'pull_invalid_target_error',
'pull_action_unavailable_error'
);
-- pull_no_target_error
INSERT INTO `ai_playerbot_texts`
(`id`, `name`, `text`, `say_type`, `reply_type`,
`text_loc1`, `text_loc2`, `text_loc3`, `text_loc4`,
`text_loc5`, `text_loc6`, `text_loc7`, `text_loc8`)
VALUES (
1755,
'pull_no_target_error',
'You have no target',
0, 0,
'대상이 없습니다',
'Vous n''avez pas de cible',
'Du hast kein Ziel',
'你没有目标',
'你沒有目標',
'No tienes objetivo',
'No tienes objetivo',
'У вас нет цели');
INSERT INTO ai_playerbot_texts_chance (name, probability) VALUES ('pull_no_target_error', 100);
-- pull_target_too_far_error
INSERT INTO `ai_playerbot_texts`
(`id`, `name`, `text`, `say_type`, `reply_type`,
`text_loc1`, `text_loc2`, `text_loc3`, `text_loc4`,
`text_loc5`, `text_loc6`, `text_loc7`, `text_loc8`)
VALUES (
1756,
'pull_target_too_far_error',
'The target is too far away',
0, 0,
'대상이 너무 멀리 있습니다',
'La cible est trop loin',
'Das Ziel ist zu weit entfernt',
'目标太远了',
'目標太遠了',
'El objetivo está demasiado lejos',
'El objetivo está demasiado lejos',
'Цель слишком далеко');
INSERT INTO ai_playerbot_texts_chance (name, probability) VALUES ('pull_target_too_far_error', 100);
-- pull_invalid_target_error
INSERT INTO `ai_playerbot_texts`
(`id`, `name`, `text`, `say_type`, `reply_type`,
`text_loc1`, `text_loc2`, `text_loc3`, `text_loc4`,
`text_loc5`, `text_loc6`, `text_loc7`, `text_loc8`)
VALUES (
1757,
'pull_invalid_target_error',
'The target can''t be pulled',
0, 0,
'해당 대상은 풀링할 수 없습니다',
'La cible ne peut pas être attirée',
'Das Ziel kann nicht gepullt werden',
'该目标无法被拉怪',
'該目標無法被拉怪',
'No se puede hacer pull al objetivo',
'No se puede hacer pull al objetivo',
'Эту цель нельзя пуллить');
INSERT INTO ai_playerbot_texts_chance (name, probability) VALUES ('pull_invalid_target_error', 100);
-- pull_action_unavailable_error: %action_name is replaced with the configured pull action
INSERT INTO `ai_playerbot_texts`
(`id`, `name`, `text`, `say_type`, `reply_type`,
`text_loc1`, `text_loc2`, `text_loc3`, `text_loc4`,
`text_loc5`, `text_loc6`, `text_loc7`, `text_loc8`)
VALUES (
1758,
'pull_action_unavailable_error',
'Can''t perform pull action ''%action_name''',
0, 0,
'''%action_name'' 풀 액션을 수행할 수 없습니다',
'Impossible d''effectuer l''action d''engagement ''%action_name''',
'Die Pull-Aktion ''%action_name'' kann nicht ausgeführt werden',
'无法执行拉怪动作“%action_name”',
'無法執行拉怪動作「%action_name」',
'No se puede realizar la acción de pull ''%action_name''',
'No se puede realizar la acción de pull ''%action_name''',
'Невозможно выполнить действие пула ''%action_name''');
INSERT INTO ai_playerbot_texts_chance (name, probability) VALUES ('pull_action_unavailable_error', 100);

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@ -45,6 +45,7 @@
#include "NonCombatActions.h"
#include "OutfitAction.h"
#include "PositionAction.h"
#include "PullActions.h"
#include "DropQuestAction.h"
#include "RandomBotUpdateAction.h"
#include "ReachTargetActions.h"
@ -105,6 +106,13 @@ public:
creators["shoot"] = &ActionContext::shoot;
creators["lifeblood"] = &ActionContext::lifeblood;
creators["arcane torrent"] = &ActionContext::arcane_torrent;
creators["pull my target"] = &ActionContext::pull_my_target;
creators["pull rti target"] = &ActionContext::pull_rti_target;
creators["pull start"] = &ActionContext::pull_start;
creators["pull action"] = &ActionContext::pull_action;
creators["pull end"] = &ActionContext::pull_end;
creators["return to pull position"] = &ActionContext::return_to_pull_position;
creators["reach pull"] = &ActionContext::reach_pull;
creators["end pull"] = &ActionContext::end_pull;
creators["healthstone"] = &ActionContext::healthstone;
creators["healing potion"] = &ActionContext::healing_potion;
@ -313,6 +321,13 @@ private:
static Action* gift_of_the_naaru(PlayerbotAI* botAI) { return new CastGiftOfTheNaaruAction(botAI); }
static Action* lifeblood(PlayerbotAI* botAI) { return new CastLifeBloodAction(botAI); }
static Action* arcane_torrent(PlayerbotAI* botAI) { return new CastArcaneTorrentAction(botAI); }
static Action* pull_my_target(PlayerbotAI* botAI) { return new PullMyTargetAction(botAI); }
static Action* pull_rti_target(PlayerbotAI* botAI) { return new PullRtiTargetAction(botAI); }
static Action* pull_start(PlayerbotAI* botAI) { return new PullStartAction(botAI); }
static Action* pull_action(PlayerbotAI* botAI) { return new PullAction(botAI); }
static Action* pull_end(PlayerbotAI* botAI) { return new PullEndAction(botAI); }
static Action* return_to_pull_position(PlayerbotAI* botAI) { return new ReturnToPullPositionAction(botAI); }
static Action* reach_pull(PlayerbotAI* botAI) { return new ReachPullAction(botAI); }
static Action* mana_tap(PlayerbotAI* botAI) { return new CastManaTapAction(botAI); }
static Action* end_pull(PlayerbotAI* botAI) { return new ChangeCombatStrategyAction(botAI, "-pull"); }
static Action* cancel_channel(PlayerbotAI* botAI) { return new CancelChannelAction(botAI); }

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@ -53,22 +53,6 @@ bool AttackMyTargetAction::Execute(Event /*event*/)
bool AttackAction::Attack(Unit* target, bool /*with_pet*/ /*true*/)
{
Unit* oldTarget = context->GetValue<Unit*>("current target")->Get();
bool shouldMelee = bot->IsWithinMeleeRange(target) || botAI->IsMelee(bot);
bool sameTarget = oldTarget == target && bot->GetVictim() == target;
bool inCombat = botAI->GetState() == BOT_STATE_COMBAT;
bool sameAttackMode = bot->HasUnitState(UNIT_STATE_MELEE_ATTACKING) == shouldMelee;
if (bot->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE ||
bot->HasUnitState(UNIT_STATE_IN_FLIGHT))
{
if (verbose)
botAI->TellError("I cannot attack in flight");
return false;
}
if (!target)
{
if (verbose)
@ -85,6 +69,15 @@ bool AttackAction::Attack(Unit* target, bool /*with_pet*/ /*true*/)
return false;
}
if (bot->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE ||
bot->HasUnitState(UNIT_STATE_IN_FLIGHT))
{
if (verbose)
botAI->TellError("I cannot attack in flight");
return false;
}
// Check if bot OR target is in prohibited zone/area (skip for duels)
if ((target->IsPlayer() || target->IsPet()) &&
(!bot->duel || bot->duel->Opponent != target) &&
@ -121,6 +114,13 @@ bool AttackAction::Attack(Unit* target, bool /*with_pet*/ /*true*/)
return false;
}
Unit* oldTarget = context->GetValue<Unit*>("current target")->Get();
bool shouldMelee = bot->IsWithinMeleeRange(target) || botAI->IsMelee(bot);
bool sameTarget = oldTarget == target && bot->GetVictim() == target;
bool inCombat = botAI->GetState() == BOT_STATE_COMBAT;
bool sameAttackMode = bot->HasUnitState(UNIT_STATE_MELEE_ATTACKING) == shouldMelee;
if (sameTarget && inCombat && sameAttackMode)
{
if (verbose)
@ -147,7 +147,6 @@ bool AttackAction::Attack(Unit* target, bool /*with_pet*/ /*true*/)
bot->SetSelection(target->GetGUID());
context->GetValue<Unit*>("old target")->Set(oldTarget);
context->GetValue<Unit*>("current target")->Set(target);
context->GetValue<LootObjectStack*>("available loot")->Get()->Add(guid);

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@ -273,7 +273,7 @@ bool BuffOnPartyAction::Execute(Event /*event*/)
}
// End greater buff fix
CastShootAction::CastShootAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "shoot")
CastShootAction::CastShootAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "shoot"), shootSpellId(0)
{
if (Item* const pItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED))
{
@ -283,17 +283,40 @@ CastShootAction::CastShootAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "s
{
case ITEM_SUBCLASS_WEAPON_GUN:
spell += " gun";
shootSpellId = 3018;
break;
case ITEM_SUBCLASS_WEAPON_BOW:
spell += " bow";
shootSpellId = 3018;
break;
case ITEM_SUBCLASS_WEAPON_CROSSBOW:
spell += " crossbow";
shootSpellId = 3018;
break;
case ITEM_SUBCLASS_WEAPON_THROWN:
spell = "throw";
shootSpellId = 2764;
break;
}
}
}
bool CastShootAction::isPossible()
{
if (shootSpellId)
return botAI->CanCastSpell(shootSpellId, GetTarget(), false);
return CastSpellAction::isPossible();
}
bool CastShootAction::Execute(Event /*event*/)
{
if (shootSpellId)
return botAI->CastSpell(shootSpellId, GetTarget());
return botAI->CastSpell(spell, GetTarget());
}
Value<Unit*>* CastDebuffSpellOnAttackerAction::GetTargetValue()
{
return context->GetValue<Unit*>("attacker without aura", spell);

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@ -253,7 +253,12 @@ class CastShootAction : public CastSpellAction
public:
CastShootAction(PlayerbotAI* botAI);
bool isPossible() override;
bool Execute(Event event) override;
ActionThreatType getThreatType() override { return ActionThreatType::None; }
private:
uint32 shootSpellId;
};
class CastLifeBloodAction : public CastHealingSpellAction

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@ -0,0 +1,321 @@
/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#include "AttackersValue.h"
#include "CreatureAI.h"
#include "Playerbots.h"
#include "PlayerbotTextMgr.h"
#include "PositionValue.h"
#include "PullActions.h"
#include "PullStrategy.h"
#include "RtiTargetValue.h"
#include <algorithm>
namespace
{
float GetPullReachDistance(Player* bot, Unit* target, PullStrategy const* strategy)
{
if (!bot || !target || !strategy)
return 0.0f;
float const combatDistance = bot->GetCombatReach() + target->GetCombatReach();
return std::max(0.0f, strategy->GetRange() - combatDistance);
}
bool IsWithinPullRange(Player* bot, Unit* target, PullStrategy const* strategy)
{
return bot && target && strategy && bot->GetExactDist(target) <= strategy->GetRange();
}
}
bool PullRequestAction::Execute(Event event)
{
PullStrategy* strategy = PullStrategy::Get(botAI);
if (!strategy)
return false;
if (!botAI->IsTank(bot))
return false;
Unit* target = GetPullTarget(event);
if (!target || !target->IsInWorld())
{
std::string const text = PlayerbotTextMgr::instance().GetBotTextOrDefault(
"pull_no_target_error", "You have no target", {});
botAI->TellError(text);
return false;
}
float const maxPullDistance = sPlayerbotAIConfig.reactDistance * 3.0f;
if (target->GetMapId() != bot->GetMapId() || bot->GetDistance(target) > maxPullDistance)
{
std::string const text = PlayerbotTextMgr::instance().GetBotTextOrDefault(
"pull_target_too_far_error", "The target is too far away", {});
botAI->TellError(text);
return false;
}
if (!AttackersValue::IsPossibleTarget(target, bot))
{
std::string const text = PlayerbotTextMgr::instance().GetBotTextOrDefault(
"pull_invalid_target_error", "The target can't be pulled", {});
botAI->TellError(text);
return false;
}
if (!strategy->CanDoPullAction(target))
{
std::string const actionName = strategy->GetPullActionName();
std::string const text = PlayerbotTextMgr::instance().GetBotTextOrDefault(
"pull_action_unavailable_error",
"Can't perform pull action '%action_name'",
{{"%action_name", actionName}});
botAI->TellError(text);
return false;
}
PositionMap& posMap = AI_VALUE(PositionMap&, "position");
PositionInfo pullPosition = posMap["pull"];
pullPosition.Set(bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(), bot->GetMapId());
posMap["pull"] = pullPosition;
strategy->RequestPull(target);
context->GetValue<Unit*>("current target")->Set(target);
botAI->ChangeEngine(BOT_STATE_COMBAT);
botAI->SetNextCheckDelay(sPlayerbotAIConfig.reactDelay);
return true;
}
Unit* PullMyTargetAction::GetPullTarget(Event event)
{
Player* requester = event.getOwner() ? event.getOwner() : GetMaster();
if (event.GetSource() == "attack anything")
return botAI->GetCreature(event.getObject());
return requester ? requester->GetSelectedUnit() : nullptr;
}
Unit* PullRtiTargetAction::GetPullTarget(Event /*event*/)
{
Unit* rtiTarget = AI_VALUE(Unit*, "rti target");
if (rtiTarget)
return rtiTarget;
Group* group = bot->GetGroup();
if (!group)
return nullptr;
std::string const rti = AI_VALUE(std::string, "rti");
int32 const index = RtiTargetValue::GetRtiIndex(rti);
if (index < 0)
return nullptr;
ObjectGuid const guid = group->GetTargetIcon(index);
return guid.IsEmpty() ? nullptr : botAI->GetUnit(guid);
}
bool PullStartAction::Execute(Event event)
{
PullStrategy* strategy = PullStrategy::Get(botAI);
if (!strategy)
return false;
Unit* target = strategy->GetTarget();
if (!target)
return false;
std::string const preActionName = strategy->GetPreActionName();
if (!preActionName.empty() && !botAI->DoSpecificAction(preActionName, event, true))
return false;
if (Pet* pet = bot->GetPet())
{
Creature* creature = pet->ToCreature();
if (creature)
{
strategy->SetPetReactState(creature->GetReactState());
creature->SetReactState(REACT_PASSIVE);
}
}
strategy->OnPullStarted();
return true;
}
PullAction::PullAction(PlayerbotAI* botAI, std::string const name) : CastSpellAction(botAI, name) { InitPullAction(); }
Unit* PullAction::GetTarget()
{
PullStrategy* strategy = PullStrategy::Get(botAI);
if (!strategy)
return nullptr;
return strategy->GetTarget();
}
std::vector<NextAction> PullAction::getPrerequisites()
{
PullStrategy* strategy = PullStrategy::Get(botAI);
Unit* target = strategy ? strategy->GetTarget() : nullptr;
if (!strategy || !target)
return {};
return IsWithinPullRange(bot, target, strategy) ? std::vector<NextAction>{}
: std::vector<NextAction>{ NextAction("reach pull", ACTION_MOVE) };
}
bool PullAction::Execute(Event event)
{
InitPullAction();
PullStrategy* strategy = PullStrategy::Get(botAI);
if (!strategy)
return false;
Unit* target = strategy->GetTarget();
if (!target || !target->IsInWorld())
return false;
if (target->IsInCombat())
return false;
if (!IsWithinPullRange(bot, target, strategy))
{
strategy->RequestPull(target, false);
return false;
}
if (bot->isMoving())
{
bot->StopMoving();
strategy->RequestPull(target, false);
return false;
}
context->GetValue<Unit*>("current target")->Set(target);
if (!botAI->DoSpecificAction(strategy->GetPullActionName(), event, true))
return false;
return true;
}
bool PullAction::isPossible()
{
InitPullAction();
PullStrategy* strategy = PullStrategy::Get(botAI);
if (!strategy)
return false;
Unit* target = strategy->GetTarget();
std::string const spellName = strategy->GetSpellName();
if (!target || !target->IsInWorld() || target->GetMapId() != bot->GetMapId() || spellName.empty())
return false;
return true;
}
void PullAction::InitPullAction()
{
PullStrategy* strategy = PullStrategy::Get(botAI);
if (!strategy)
return;
std::string const spellName = strategy->GetSpellName();
if (spellName.empty())
return;
spell = spellName;
bool isShoot = (spellName == "shoot" || spellName == "shoot bow" ||
spellName == "shoot gun" || spellName == "shoot crossbow" ||
spellName == "throw");
range = botAI->GetRange(isShoot ? "shoot" : "spell");
}
bool PullEndAction::Execute(Event /*event*/)
{
PullStrategy* strategy = PullStrategy::Get(botAI);
if (!strategy)
return false;
Unit* pullTarget = strategy->GetTarget();
if (!strategy->HasPullStarted() && !strategy->IsPullPendingToStart() && !strategy->HasTarget())
return false;
if (Pet* pet = bot->GetPet())
{
Creature* creature = pet->ToCreature();
if (creature)
creature->SetReactState(strategy->GetPetReactState());
}
PositionMap& posMap = AI_VALUE(PositionMap&, "position");
PositionInfo pullPosition = posMap["pull"];
if (pullPosition.isSet())
posMap.erase("pull");
if (pullTarget && context->GetValue<Unit*>("current target")->Get() == pullTarget)
context->GetValue<Unit*>("current target")->Set(nullptr);
strategy->OnPullEnded();
return true;
}
bool ReturnToPullPositionAction::Execute(Event /*event*/)
{
PositionInfo pullPosition = AI_VALUE(PositionMap&, "position")["pull"];
if (!pullPosition.isSet() || pullPosition.mapId != bot->GetMapId())
return false;
return MoveTo(pullPosition.mapId, pullPosition.x, pullPosition.y, pullPosition.z,
false, false, false, false, MovementPriority::MOVEMENT_COMBAT, true);
}
bool ReturnToPullPositionAction::isUseful()
{
PullStrategy* strategy = PullStrategy::Get(botAI);
Unit* target = strategy ? strategy->GetTarget() : nullptr;
if (!strategy || !target || !target->IsInCombat())
return false;
PositionInfo pullPosition = AI_VALUE(PositionMap&, "position")["pull"];
return pullPosition.isSet() && pullPosition.mapId == bot->GetMapId() &&
bot->GetDistance(pullPosition.x, pullPosition.y, pullPosition.z) > sPlayerbotAIConfig.followDistance;
}
bool ReachPullAction::Execute(Event /*event*/)
{
Unit* target = GetTarget();
PullStrategy* strategy = PullStrategy::Get(botAI);
if (!target || !strategy)
return false;
float const reachDistance = GetPullReachDistance(bot, target, strategy);
return ReachCombatTo(target, reachDistance);
}
bool ReachPullAction::isUseful()
{
if (botAI->HasStrategy("stay", botAI->GetState()))
return false;
if (bot->GetCurrentSpell(CURRENT_CHANNELED_SPELL) != nullptr)
return false;
PullStrategy* strategy = PullStrategy::Get(botAI);
Unit* target = strategy ? strategy->GetTarget() : nullptr;
return target && !IsWithinPullRange(bot, target, strategy);
}
Unit* ReachPullAction::GetTarget()
{
PullStrategy* strategy = PullStrategy::Get(botAI);
if (!strategy)
return nullptr;
return strategy->GetTarget();
}

View File

@ -0,0 +1,90 @@
/*
* 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_PULLACTIONS_H
#define _PLAYERBOT_PULLACTIONS_H
#include "GenericSpellActions.h"
#include "ReachTargetActions.h"
class PullRequestAction : public Action
{
public:
PullRequestAction(PlayerbotAI* botAI, std::string const name) : Action(botAI, name) {}
bool Execute(Event event) override;
protected:
virtual Unit* GetPullTarget(Event event) = 0;
};
class PullMyTargetAction : public PullRequestAction
{
public:
PullMyTargetAction(PlayerbotAI* botAI) : PullRequestAction(botAI, "pull my target") {}
private:
Unit* GetPullTarget(Event event) override;
};
class PullRtiTargetAction : public PullRequestAction
{
public:
PullRtiTargetAction(PlayerbotAI* botAI) : PullRequestAction(botAI, "pull rti target") {}
private:
Unit* GetPullTarget(Event event) override;
};
class PullStartAction : public Action
{
public:
PullStartAction(PlayerbotAI* botAI, std::string const name = "pull start") : Action(botAI, name) {}
bool Execute(Event event) override;
};
class PullAction : public CastSpellAction
{
public:
PullAction(PlayerbotAI* botAI, std::string const name = "pull action");
bool Execute(Event event) override;
bool isPossible() override;
std::vector<NextAction> getPrerequisites() override;
Unit* GetTarget() override;
private:
void InitPullAction();
};
class PullEndAction : public Action
{
public:
PullEndAction(PlayerbotAI* botAI, std::string const name = "pull end") : Action(botAI, name) {}
bool Execute(Event event) override;
};
class ReachPullAction : public ReachTargetAction
{
public:
ReachPullAction(PlayerbotAI* botAI) : ReachTargetAction(botAI, "reach pull", botAI->GetRange("spell")) {}
bool Execute(Event event) override;
bool isUseful() override;
Unit* GetTarget() override;
};
class ReturnToPullPositionAction : public MovementAction
{
public:
ReturnToPullPositionAction(PlayerbotAI* botAI) : MovementAction(botAI, "return to pull position") {}
bool Execute(Event event) override;
bool isUseful() override;
};
#endif

View File

@ -43,6 +43,7 @@
#include "NewRpgAction.h"
#include "PassLeadershipToMasterAction.h"
#include "PositionAction.h"
#include "PullActions.h"
#include "QueryItemUsageAction.h"
#include "QueryQuestAction.h"
#include "RangeAction.h"
@ -138,6 +139,8 @@ public:
creators["autogear"] = &ChatActionContext::autogear;
creators["equip upgrade"] = &ChatActionContext::equip_upgrade;
creators["attack my target"] = &ChatActionContext::attack_my_target;
creators["pull my target"] = &ChatActionContext::pull_my_target;
creators["pull rti target"] = &ChatActionContext::pull_rti_target;
creators["chat"] = &ChatActionContext::chat;
creators["home"] = &ChatActionContext::home;
creators["destroy"] = &ChatActionContext::destroy;
@ -250,6 +253,8 @@ private:
static Action* home(PlayerbotAI* botAI) { return new SetHomeAction(botAI); }
static Action* chat(PlayerbotAI* botAI) { return new ChangeChatAction(botAI); }
static Action* attack_my_target(PlayerbotAI* botAI) { return new AttackMyTargetAction(botAI); }
static Action* pull_my_target(PlayerbotAI* botAI) { return new PullMyTargetAction(botAI); }
static Action* pull_rti_target(PlayerbotAI* botAI) { return new PullRtiTargetAction(botAI); }
static Action* trainer(PlayerbotAI* botAI) { return new TrainerAction(botAI); }
static Action* maintenance(PlayerbotAI* botAI) { return new MaintenanceAction(botAI); }
static Action* remove_glyph(PlayerbotAI* botAI) { return new RemoveGlyphAction(botAI); }

View File

@ -66,6 +66,9 @@ public:
creators["autogear"] = &ChatTriggerContext::autogear;
creators["equip upgrade"] = &ChatTriggerContext::equip_upgrade;
creators["attack"] = &ChatTriggerContext::attack;
creators["pull"] = &ChatTriggerContext::pull;
creators["pull back"] = &ChatTriggerContext::pull_back;
creators["pull rti"] = &ChatTriggerContext::pull_rti;
creators["chat"] = &ChatTriggerContext::chat;
creators["accept"] = &ChatTriggerContext::accept;
creators["home"] = &ChatTriggerContext::home;
@ -209,6 +212,9 @@ private:
static Trigger* accept(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "accept"); }
static Trigger* chat(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "chat"); }
static Trigger* attack(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "attack"); }
static Trigger* pull(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "pull"); }
static Trigger* pull_back(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "pull back"); }
static Trigger* pull_rti(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "pull rti"); }
static Trigger* trainer(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "trainer"); }
static Trigger* maintenance(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "maintenance"); }
static Trigger* remove_glyph(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "remove glyph"); }

View File

@ -81,6 +81,12 @@ void ChatCommandHandlerStrategy::InitTriggers(std::vector<TriggerNode*>& trigger
new TriggerNode("attackers", { NextAction("tell attackers", relevance) }));
triggers.push_back(
new TriggerNode("target", { NextAction("tell target", relevance) }));
triggers.push_back(
new TriggerNode("pull", { NextAction("pull my target", relevance) }));
triggers.push_back(
new TriggerNode("pull back", { NextAction("pull my target", relevance) }));
triggers.push_back(
new TriggerNode("pull rti", { NextAction("pull rti target", relevance) }));
triggers.push_back(
new TriggerNode("ready", { NextAction("ready check", relevance) }));
triggers.push_back(

View File

@ -5,8 +5,188 @@
#include "PullStrategy.h"
#include "AiObjectContext.h"
#include "PassiveMultiplier.h"
#include "Player.h"
#include "PlayerbotAI.h"
#include "Playerbots.h"
#include "SpellMgr.h"
class PullStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
PullStrategyActionNodeFactory()
{
creators["pull start"] = &pull_start;
}
private:
static ActionNode* pull_start(PlayerbotAI* /*botAI*/)
{
return new ActionNode("pull start", {}, {}, { NextAction("pull action", ACTION_NORMAL) });
}
};
PullStrategy::PullStrategy(PlayerbotAI* botAI, std::string const action, std::string const preAction)
: Strategy(botAI), action(action), preAction(preAction)
{
actionNodeFactories.Add(new PullStrategyActionNodeFactory());
}
PullStrategy* PullStrategy::Get(PlayerbotAI* botAI)
{
if (!botAI)
return nullptr;
if (PullStrategy* strategy = dynamic_cast<PullStrategy*>(botAI->GetStrategy("pull", BOT_STATE_NON_COMBAT)))
{
if (strategy->IsPullPendingToStart() || strategy->HasPullStarted() || strategy->HasTarget())
return strategy;
}
return dynamic_cast<PullStrategy*>(botAI->GetStrategy("pull", BOT_STATE_COMBAT));
}
Unit* PullStrategy::GetTarget() const
{
ObjectGuid const guid = botAI->GetAiObjectContext()->GetValue<ObjectGuid>("pull target")->Get();
if (guid.IsEmpty())
return nullptr;
Unit* target = botAI->GetUnit(guid);
Player* bot = botAI->GetBot();
if (!bot || !target || !target->IsAlive() || !target->IsInWorld() ||
target->GetMapId() != bot->GetMapId())
return nullptr;
return target;
}
bool PullStrategy::HasTarget() const { return GetTarget() != nullptr; }
void PullStrategy::SetTarget(Unit* target)
{
botAI->GetAiObjectContext()->GetValue<ObjectGuid>("pull target")->Set(target ? target->GetGUID() : ObjectGuid::Empty);
}
std::string PullStrategy::GetPullActionName() const
{
return action;
}
std::string PullStrategy::GetSpellName() const
{
Player* bot = botAI->GetBot();
std::string spellName = GetPullActionName();
if (!bot || spellName != "shoot")
return spellName;
Item* equippedWeapon = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED);
if (!equippedWeapon)
return spellName;
ItemTemplate const* itemTemplate = equippedWeapon->GetTemplate();
if (!itemTemplate)
return spellName;
switch (itemTemplate->SubClass)
{
case ITEM_SUBCLASS_WEAPON_THROWN:
return "throw";
case ITEM_SUBCLASS_WEAPON_GUN:
return "shoot gun";
case ITEM_SUBCLASS_WEAPON_BOW:
return "shoot bow";
case ITEM_SUBCLASS_WEAPON_CROSSBOW:
return "shoot crossbow";
default:
return spellName;
}
}
float PullStrategy::GetRange() const
{
Player* bot = botAI->GetBot();
std::string const spellName = GetSpellName();
if (bot && !spellName.empty())
{
uint32 const spellId = botAI->GetAiObjectContext()->GetValue<uint32>("spell id", spellName)->Get();
if (SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId))
return bot->GetSpellMaxRangeForTarget(GetTarget(), spellInfo) - CONTACT_DISTANCE;
}
return (action == "shoot" ? botAI->GetRange("shoot") : botAI->GetRange("spell")) - CONTACT_DISTANCE;
}
std::string PullStrategy::GetPreActionName() const
{
return preAction;
}
bool PullStrategy::CanDoPullAction(Unit* target)
{
Player* bot = botAI->GetBot();
if (!bot || !target)
return false;
if (!target->IsInWorld() || target->GetMapId() != bot->GetMapId())
return false;
if (bot->getClass() != CLASS_DRUID && bot->getClass() != CLASS_PALADIN &&
GetPullActionName() == "shoot" && !bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED))
{
return false;
}
std::string const spellName = GetSpellName();
if (spellName.empty())
return false;
return true;
}
void PullStrategy::RequestPull(Unit* target, bool resetTime)
{
SetTarget(target);
pendingToStart = true;
if (resetTime)
pullStartTime = time(nullptr);
}
void PullStrategy::OnPullStarted() { pendingToStart = false; }
void PullStrategy::OnPullEnded()
{
pullStartTime = 0;
pendingToStart = false;
SetTarget(nullptr);
}
PullMultiplier::PullMultiplier(PlayerbotAI* botAI) : Multiplier(botAI, "pull") {}
float PullMultiplier::GetValue(Action* action)
{
PullStrategy const* strategy = PullStrategy::Get(botAI);
if (!strategy || !strategy->HasTarget() || !action)
return 1.0f;
if (!strategy->IsPullPendingToStart() && !strategy->HasPullStarted())
return 1.0f;
std::string const actionName = action->getName();
if (actionName == "pull my target" ||
actionName == "pull rti target" ||
actionName == "reach pull" ||
actionName == "pull start" ||
actionName == "pull action" ||
actionName == "return to pull position" ||
actionName == "pull end" ||
actionName == "follow" ||
actionName == "set facing")
return 1.0f;
return 0.0f;
}
class MagePullMultiplier : public PassiveMultiplier
{
@ -24,8 +204,16 @@ float MagePullMultiplier::GetValue(Action* action)
if (!action)
return 1.0f;
PullStrategy const* strategy = PullStrategy::Get(botAI);
if (!strategy || !strategy->HasTarget())
return 1.0f;
std::string const name = action->getName();
if (actionName == name || name == "reach spell" || name == "change strategy")
if (actionName == name || name == "pull action" || name == "pull start" || name == "pull end" ||
name == "pull my target" || name == "pull rti target" ||
name == "reach spell" || name == "reach pull" ||
name == "return to pull position" || name == "follow" ||
name == "set facing" || name == "change strategy")
return 1.0f;
return PassiveMultiplier::GetValue(action);
@ -34,18 +222,32 @@ float MagePullMultiplier::GetValue(Action* action)
std::vector<NextAction> PullStrategy::getDefaultActions()
{
return {
NextAction(action, 105.0f),
NextAction("follow", 104.0f),
NextAction("end pull", 103.0f),
NextAction("pull action", 105.0f),
};
}
void PullStrategy::InitTriggers(std::vector<TriggerNode*>& triggers) { CombatStrategy::InitTriggers(triggers); }
void PullStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode(
"pull start",
{
NextAction("pull start", 106.0f),
NextAction("pull action", ACTION_MOVE)
}
));
triggers.push_back(new TriggerNode(
"pull end",
{
NextAction("pull end", 107.0f)
}
));
}
void PullStrategy::InitMultipliers(std::vector<Multiplier*>& multipliers)
{
multipliers.push_back(new PullMultiplier(botAI));
multipliers.push_back(new MagePullMultiplier(botAI, action));
CombatStrategy::InitMultipliers(multipliers);
}
void PossibleAddsStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
@ -61,3 +263,15 @@ void PossibleAddsStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
)
);
}
void PullBackStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
Strategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode(
"return to pull position",
{
NextAction("return to pull position", ACTION_MOVE + 5.0f)
}
));
}

View File

@ -6,22 +6,65 @@
#ifndef _PLAYERBOT_PULLSTRATEGY_H
#define _PLAYERBOT_PULLSTRATEGY_H
#include "CombatStrategy.h"
#include "Strategy.h"
class Action;
class Multiplier;
class Unit;
class PlayerbotAI;
class PullStrategy : public CombatStrategy
class PullStrategy : public Strategy
{
public:
PullStrategy(PlayerbotAI* botAI, std::string const action) : CombatStrategy(botAI), action(action) {}
PullStrategy(PlayerbotAI* botAI, std::string const action, std::string const preAction = "");
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
void InitMultipliers(std::vector<Multiplier*>& multipliers) override;
std::string const getName() override { return "pull"; }
std::vector<NextAction> getDefaultActions() override;
uint32 GetType() const override { return STRATEGY_TYPE_COMBAT | STRATEGY_TYPE_NONCOMBAT; }
static PullStrategy* Get(PlayerbotAI* botAI);
static uint8 GetMaxPullTime() { return 15; }
time_t GetPullStartTime() const { return pullStartTime; }
bool IsPullPendingToStart() const { return pendingToStart; }
bool HasPullStarted() const { return pullStartTime > 0; }
bool CanDoPullAction(Unit* target);
Unit* GetTarget() const;
bool HasTarget() const;
virtual std::string GetPullActionName() const;
std::string GetSpellName() const;
float GetRange() const;
virtual std::string GetPreActionName() const;
void RequestPull(Unit* target, bool resetTime = true);
void OnPullStarted();
void OnPullEnded();
ReactStates GetPetReactState() const { return petReactState; }
void SetPetReactState(ReactStates reactState) { petReactState = reactState; }
private:
void SetTarget(Unit* target);
private:
std::string const action;
std::string const preAction;
bool pendingToStart = false;
time_t pullStartTime = 0;
ReactStates petReactState = REACT_DEFENSIVE;
};
class PullMultiplier : public Multiplier
{
public:
PullMultiplier(PlayerbotAI* botAI);
float GetValue(Action* action) override;
};
class PossibleAddsStrategy : public Strategy
@ -33,4 +76,13 @@ public:
std::string const getName() override { return "adds"; }
};
class PullBackStrategy : public Strategy
{
public:
PullBackStrategy(PlayerbotAI* botAI) : Strategy(botAI) {}
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
std::string const getName() override { return "pull back"; }
};
#endif

View File

@ -82,6 +82,7 @@ float WaitForAttackMultiplier::GetValue(Action* action)
actionName != "set facing" &&
actionName != "pull my target" &&
actionName != "pull rti target" &&
actionName != "reach pull" &&
actionName != "pull start" &&
actionName != "pull action" &&
actionName != "pull end")

View File

@ -95,6 +95,7 @@ public:
creators["sit"] = &StrategyContext::sit;
creators["mark rti"] = &StrategyContext::mark_rti;
creators["adds"] = &StrategyContext::possible_adds;
creators["pull back"] = &StrategyContext::pull_back;
creators["close"] = &StrategyContext::close;
creators["ranged"] = &StrategyContext::ranged;
creators["behind"] = &StrategyContext::behind;
@ -171,6 +172,7 @@ private:
static Strategy* map_full(PlayerbotAI* botAI) { return new MapFullStrategy(botAI); }
static Strategy* sit(PlayerbotAI* botAI) { return new SitStrategy(botAI); }
static Strategy* possible_adds(PlayerbotAI* botAI) { return new PossibleAddsStrategy(botAI); }
static Strategy* pull_back(PlayerbotAI* botAI) { return new PullBackStrategy(botAI); }
static Strategy* mount(PlayerbotAI* botAI) { return new MountStrategy(botAI); }
static Strategy* bg(PlayerbotAI* botAI) { return new BGStrategy(botAI); }
static Strategy* battleground(PlayerbotAI* botAI) { return new BattlegroundStrategy(botAI); }

View File

@ -0,0 +1,62 @@
/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#include "PullTriggers.h"
#include "PositionValue.h"
#include "Player.h"
#include "PlayerbotAI.h"
#include "Playerbots.h"
#include "PullStrategy.h"
bool PullStartTrigger::IsActive()
{
PullStrategy const* strategy = PullStrategy::Get(botAI);
return strategy && strategy->IsPullPendingToStart();
}
bool PullEndTrigger::IsActive()
{
PullStrategy const* strategy = PullStrategy::Get(botAI);
if (!strategy || !strategy->HasPullStarted())
return false;
Unit* target = strategy->GetTarget();
if (!target || !target->IsInWorld() || !target->IsAlive())
return true;
time_t const secondsSincePullStarted = time(nullptr) - strategy->GetPullStartTime();
if (secondsSincePullStarted >= PullStrategy::GetMaxPullTime())
return true;
float distanceToPullTarget = bot->GetDistance(target);
if (distanceToPullTarget > ATTACK_DISTANCE && !target->IsNonMeleeSpellCast(false, false, true) &&
(!botAI->IsRanged(bot) || distanceToPullTarget > botAI->GetRange("spell")))
return false;
if (!botAI->HasStrategy("pull back", BOT_STATE_COMBAT))
return true;
PositionInfo pullPosition = AI_VALUE(PositionMap&, "position")["pull"];
if (!pullPosition.isSet() || pullPosition.mapId != bot->GetMapId())
return true;
return bot->GetDistance(pullPosition.x, pullPosition.y, pullPosition.z) <= botAI->GetRange("follow");
}
bool ReturnToPullPositionTrigger::IsActive()
{
PullStrategy const* strategy = PullStrategy::Get(botAI);
Unit* target = strategy ? strategy->GetTarget() : nullptr;
if (!strategy || !strategy->HasPullStarted() || !target || !target->IsInCombat() ||
!botAI->HasStrategy("pull back", BOT_STATE_COMBAT))
return false;
PositionInfo pullPosition = AI_VALUE(PositionMap&, "position")["pull"];
return pullPosition.isSet() && pullPosition.mapId == bot->GetMapId() &&
bot->GetDistance(pullPosition.x, pullPosition.y, pullPosition.z) > sPlayerbotAIConfig.followDistance;
}

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@ -0,0 +1,35 @@
/*
* 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_PULLTRIGGERS_H
#define _PLAYERBOT_PULLTRIGGERS_H
#include "Trigger.h"
class PullStartTrigger : public Trigger
{
public:
PullStartTrigger(PlayerbotAI* botAI, std::string const name = "pull start") : Trigger(botAI, name) {}
bool IsActive() override;
};
class PullEndTrigger : public Trigger
{
public:
PullEndTrigger(PlayerbotAI* botAI, std::string const name = "pull end") : Trigger(botAI, name) {}
bool IsActive() override;
};
class ReturnToPullPositionTrigger : public Trigger
{
public:
ReturnToPullPositionTrigger(PlayerbotAI* botAI) : Trigger(botAI, "return to pull position") {}
bool IsActive() override;
};
#endif

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@ -16,6 +16,7 @@
#include "NewRpgStrategy.h"
#include "NewRpgTriggers.h"
#include "PvpTriggers.h"
#include "PullTriggers.h"
#include "RpgTriggers.h"
#include "RtiTriggers.h"
#include "StuckTriggers.h"
@ -129,6 +130,9 @@ public:
creators["has attackers"] = &TriggerContext::has_attackers;
creators["no possible targets"] = &TriggerContext::no_possible_targets;
creators["possible adds"] = &TriggerContext::possible_adds;
creators["pull start"] = &TriggerContext::pull_start;
creators["pull end"] = &TriggerContext::pull_end;
creators["return to pull position"] = &TriggerContext::return_to_pull_position;
creators["no drink"] = &TriggerContext::no_drink;
creators["no food"] = &TriggerContext::no_food;
@ -280,6 +284,9 @@ private:
static Trigger* swimming(PlayerbotAI* botAI) { return new IsSwimmingTrigger(botAI); }
static Trigger* no_possible_targets(PlayerbotAI* botAI) { return new NoPossibleTargetsTrigger(botAI); }
static Trigger* possible_adds(PlayerbotAI* botAI) { return new PossibleAddsTrigger(botAI); }
static Trigger* pull_start(PlayerbotAI* botAI) { return new PullStartTrigger(botAI); }
static Trigger* pull_end(PlayerbotAI* botAI) { return new PullEndTrigger(botAI); }
static Trigger* return_to_pull_position(PlayerbotAI* botAI) { return new ReturnToPullPositionTrigger(botAI); }
static Trigger* can_loot(PlayerbotAI* botAI) { return new CanLootTrigger(botAI); }
static Trigger* far_from_loot_target(PlayerbotAI* botAI) { return new FarFromCurrentLootTrigger(botAI); }
static Trigger* far_from_master(PlayerbotAI* botAI) { return new FarFromMasterTrigger(botAI); }

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@ -8,11 +8,11 @@
#include "BloodDKStrategy.h"
#include "DKActions.h"
#include "DKTriggers.h"
#include "DeathKnightPullStrategy.h"
#include "FrostDKStrategy.h"
#include "GenericDKNonCombatStrategy.h"
#include "GenericTriggers.h"
#include "Playerbots.h"
#include "PullStrategy.h"
#include "UnholyDKStrategy.h"
class DeathKnightStrategyFactoryInternal : public NamedObjectContext<Strategy>
@ -28,7 +28,7 @@ public:
private:
static Strategy* nc(PlayerbotAI* botAI) { return new GenericDKNonCombatStrategy(botAI); }
static Strategy* pull(PlayerbotAI* botAI) { return new PullStrategy(botAI, "icy touch"); }
static Strategy* pull(PlayerbotAI* botAI) { return new DeathKnightPullStrategy(botAI); }
static Strategy* frost_aoe(PlayerbotAI* botAI) { return new FrostDKAoeStrategy(botAI); }
static Strategy* unholy_aoe(PlayerbotAI* botAI) { return new UnholyDKAoeStrategy(botAI); }
};

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@ -0,0 +1,43 @@
/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#include "DeathKnightPullStrategy.h"
#include "AiObjectContext.h"
#include "Player.h"
#include "PlayerbotAI.h"
#include "Playerbots.h"
std::string DeathKnightPullStrategy::GetPullActionName() const
{
Player* bot = botAI->GetBot();
Unit* target = GetTarget();
if (!bot || !target ||
(!botAI->HasStrategy("blood", BOT_STATE_COMBAT) && !botAI->HasStrategy("blood", BOT_STATE_NON_COMBAT)))
{
return PullStrategy::GetPullActionName();
}
uint32 const deathGripSpellId = botAI->GetAiObjectContext()->GetValue<uint32>("spell id", "death grip")->Get();
if (deathGripSpellId && bot->HasSpell(deathGripSpellId) &&
botAI->CanCastSpell(deathGripSpellId, target))
{
return "death grip";
}
uint32 const icyTouchSpellId = botAI->GetAiObjectContext()->GetValue<uint32>("spell id", "icy touch")->Get();
if (!icyTouchSpellId || !bot->HasSpell(icyTouchSpellId) ||
!botAI->CanCastSpell(icyTouchSpellId, target))
{
uint32 const darkCommandSpellId = botAI->GetAiObjectContext()->GetValue<uint32>("spell id", "dark command")->Get();
if (darkCommandSpellId && bot->HasSpell(darkCommandSpellId) &&
botAI->CanCastSpell(darkCommandSpellId, target))
{
return "dark command";
}
}
return PullStrategy::GetPullActionName();
}

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@ -0,0 +1,19 @@
/*
* 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_DEATH_KNIGHT_PULL_STRATEGY_H
#define _PLAYERBOT_DEATH_KNIGHT_PULL_STRATEGY_H
#include "PullStrategy.h"
class DeathKnightPullStrategy : public PullStrategy
{
public:
DeathKnightPullStrategy(PlayerbotAI* botAI) : PullStrategy(botAI, "icy touch") {}
std::string GetPullActionName() const override;
};
#endif

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@ -19,6 +19,7 @@
#include "MeleeDruidStrategy.h"
#include "OffhealDruidCatStrategy.h"
#include "Playerbots.h"
#include "DruidPullStrategy.h"
class DruidStrategyFactoryInternal : public NamedObjectContext<Strategy>
{
@ -26,6 +27,7 @@ public:
DruidStrategyFactoryInternal()
{
creators["nc"] = &DruidStrategyFactoryInternal::nc;
creators["pull"] = &DruidStrategyFactoryInternal::pull;
creators["cat aoe"] = &DruidStrategyFactoryInternal::cat_aoe;
creators["caster aoe"] = &DruidStrategyFactoryInternal::caster_aoe;
creators["caster debuff"] = &DruidStrategyFactoryInternal::caster_debuff;
@ -40,6 +42,7 @@ public:
private:
static Strategy* nc(PlayerbotAI* botAI) { return new GenericDruidNonCombatStrategy(botAI); }
static Strategy* pull(PlayerbotAI* botAI) { return new DruidPullStrategy(botAI); }
static Strategy* cat_aoe(PlayerbotAI* botAI) { return new CatAoeDruidStrategy(botAI); }
static Strategy* caster_aoe(PlayerbotAI* botAI) { return new CasterDruidAoeStrategy(botAI); }
static Strategy* caster_debuff(PlayerbotAI* botAI) { return new CasterDruidDebuffStrategy(botAI); }

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@ -0,0 +1,46 @@
/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#include "DruidPullStrategy.h"
#include "AiObjectContext.h"
#include "Player.h"
#include "PlayerbotAI.h"
#include "Playerbots.h"
std::string DruidPullStrategy::GetPullActionName() const
{
Player* bot = botAI->GetBot();
std::string actionName = PullStrategy::GetPullActionName();
if (!bot)
return actionName;
uint32 const faerieFireFeralId = botAI->GetAiObjectContext()->GetValue<uint32>("spell id", "faerie fire (feral)")->Get();
if (faerieFireFeralId && bot->HasSpell(faerieFireFeralId) &&
(botAI->HasStrategy("bear", BOT_STATE_COMBAT) || botAI->HasStrategy("cat", BOT_STATE_COMBAT)))
{
actionName = "faerie fire (feral)";
}
Unit* target = GetTarget();
uint32 const faerieFireSpellId = botAI->GetAiObjectContext()->GetValue<uint32>("spell id", actionName)->Get();
if (target && (!faerieFireSpellId || !bot->HasSpell(faerieFireSpellId) ||
!botAI->CanCastSpell(faerieFireSpellId, target)))
{
uint32 const growlSpellId = botAI->GetAiObjectContext()->GetValue<uint32>("spell id", "growl")->Get();
if (growlSpellId && bot->HasSpell(growlSpellId) && botAI->CanCastSpell(growlSpellId, target))
return "growl";
}
return actionName;
}
std::string DruidPullStrategy::GetPreActionName() const
{
if (GetPullActionName() == "faerie fire")
return "";
return PullStrategy::GetPreActionName();
}

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@ -0,0 +1,20 @@
/*
* 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_DRUID_PULL_STRATEGY_H
#define _PLAYERBOT_DRUID_PULL_STRATEGY_H
#include "PullStrategy.h"
class DruidPullStrategy : public PullStrategy
{
public:
DruidPullStrategy(PlayerbotAI* botAI) : PullStrategy(botAI, "faerie fire", "dire bear form") {}
std::string GetPullActionName() const override;
std::string GetPreActionName() const override;
};
#endif

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@ -12,6 +12,7 @@
#include "OffhealRetPaladinStrategy.h"
#include "PaladinActions.h"
#include "PaladinBuffStrategies.h"
#include "PaladinPullStrategy.h"
#include "PaladinTriggers.h"
#include "Playerbots.h"
#include "TankPaladinStrategy.h"
@ -22,6 +23,7 @@ public:
PaladinStrategyFactoryInternal()
{
creators["nc"] = &PaladinStrategyFactoryInternal::nc;
creators["pull"] = &PaladinStrategyFactoryInternal::pull;
creators["cure"] = &PaladinStrategyFactoryInternal::cure;
creators["boost"] = &PaladinStrategyFactoryInternal::boost;
creators["cc"] = &PaladinStrategyFactoryInternal::cc;
@ -31,6 +33,7 @@ public:
private:
static Strategy* nc(PlayerbotAI* botAI) { return new GenericPaladinNonCombatStrategy(botAI); }
static Strategy* pull(PlayerbotAI* botAI) { return new PaladinPullStrategy(botAI); }
static Strategy* cure(PlayerbotAI* botAI) { return new PaladinCureStrategy(botAI); }
static Strategy* boost(PlayerbotAI* botAI) { return new PaladinBoostStrategy(botAI); }
static Strategy* cc(PlayerbotAI* botAI) { return new PaladinCcStrategy(botAI); }

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@ -0,0 +1,46 @@
/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#include "PaladinPullStrategy.h"
#include "AiObjectContext.h"
#include "Player.h"
#include "PlayerbotAI.h"
#include "Playerbots.h"
std::string PaladinPullStrategy::GetPullActionName() const
{
Player* bot = botAI->GetBot();
Unit* target = GetTarget();
if (!bot || !target ||
(!botAI->HasStrategy("tank", BOT_STATE_COMBAT) && !botAI->HasStrategy("tank", BOT_STATE_NON_COMBAT)))
{
return PullStrategy::GetPullActionName();
}
uint32 const avengersShieldSpellId = botAI->GetAiObjectContext()->GetValue<uint32>("spell id", "avenger's shield")->Get();
if (avengersShieldSpellId && bot->HasSpell(avengersShieldSpellId) &&
botAI->CanCastSpell(avengersShieldSpellId, target))
{
return "avenger's shield";
}
uint32 const handOfReckoningSpellId = botAI->GetAiObjectContext()->GetValue<uint32>("spell id", "hand of reckoning")->Get();
if (handOfReckoningSpellId && bot->HasSpell(handOfReckoningSpellId) &&
botAI->CanCastSpell(handOfReckoningSpellId, target))
{
return "hand of reckoning";
}
return PullStrategy::GetPullActionName();
}
std::string PaladinPullStrategy::GetPreActionName() const
{
if (botAI->HasStrategy("tank", BOT_STATE_COMBAT) || botAI->HasStrategy("tank", BOT_STATE_NON_COMBAT))
return "";
return PullStrategy::GetPreActionName();
}

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@ -0,0 +1,20 @@
/*
* 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_PALADIN_PULL_STRATEGY_H
#define _PLAYERBOT_PALADIN_PULL_STRATEGY_H
#include "PullStrategy.h"
class PaladinPullStrategy : public PullStrategy
{
public:
PaladinPullStrategy(PlayerbotAI* botAI) : PullStrategy(botAI, "judgement", "seal of righteousness") {}
std::string GetPullActionName() const override;
std::string GetPreActionName() const override;
};
#endif

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@ -0,0 +1,27 @@
/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#include "WarriorPullStrategy.h"
#include "AiObjectContext.h"
#include "Player.h"
#include "PlayerbotAI.h"
std::string WarriorPullStrategy::GetPullActionName() const
{
Player* bot = botAI->GetBot();
Unit* target = GetTarget();
if (!bot || !target)
return PullStrategy::GetPullActionName();
uint32 const heroicThrowSpellId = botAI->GetAiObjectContext()->GetValue<uint32>("spell id", "heroic throw")->Get();
if (heroicThrowSpellId && bot->HasSpell(heroicThrowSpellId) &&
botAI->CanCastSpell(heroicThrowSpellId, target))
{
return "heroic throw";
}
return PullStrategy::GetPullActionName();
}

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@ -0,0 +1,19 @@
/*
* 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_WARRIOR_PULL_STRATEGY_H
#define _PLAYERBOT_WARRIOR_PULL_STRATEGY_H
#include "PullStrategy.h"
class WarriorPullStrategy : public PullStrategy
{
public:
WarriorPullStrategy(PlayerbotAI* botAI) : PullStrategy(botAI, "shoot") {}
std::string GetPullActionName() const override;
};
#endif

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@ -10,8 +10,8 @@
#include "GenericWarriorNonCombatStrategy.h"
#include "NamedObjectContext.h"
#include "Playerbots.h"
#include "PullStrategy.h"
#include "TankWarriorStrategy.h"
#include "WarriorPullStrategy.h"
#include "WarriorActions.h"
#include "WarriorTriggers.h"
@ -28,7 +28,7 @@ public:
private:
static Strategy* nc(PlayerbotAI* botAI) { return new GenericWarriorNonCombatStrategy(botAI); }
static Strategy* warrior_aoe(PlayerbotAI* botAI) { return new WarrirorAoeStrategy(botAI); }
static Strategy* pull(PlayerbotAI* botAI) { return new PullStrategy(botAI, "shoot"); }
static Strategy* pull(PlayerbotAI* botAI) { return new WarriorPullStrategy(botAI); }
};
class WarriorCombatStrategyFactoryInternal : public NamedObjectContext<Strategy>

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@ -0,0 +1,117 @@
#include "Playerbots.h"
#include "AiFactory.h"
#include "AuchenaiCryptsTriggers.h"
#include "AuchenaiCryptsActions.h"
// Shirrak the Dead Watcher
static const Position SHIRRAK_RANGED_POSITION = { -21.777f, -162.700f, 26.062f };
static const Position SHIRRAK_TANK_POSITION = { -65.171f, -162.920f, 26.504f };
// Tank will position Shirrak at the specified coordinates, further down the corridor past the stairs
bool ShirrakTankPositionBossAction::Execute(Event /*event*/)
{
Unit* shirrak = AI_VALUE2(Unit*, "find target", "shirrak the dead watcher");
if (!shirrak)
return false;
if (bot->GetVictim() != shirrak)
return Attack(shirrak);
if (shirrak->GetVictim() == bot && bot->IsWithinMeleeRange(shirrak) &&
bot->GetHealthPct()>30.0f)
{
const Position& position = SHIRRAK_TANK_POSITION;
float distToPosition = bot->GetExactDist2d(position.GetPositionX(),
position.GetPositionY());
if (distToPosition > 6.0f)
{
float dX = position.GetPositionX() - bot->GetPositionX();
float dY = position.GetPositionY() - bot->GetPositionY();
float moveDist = std::min(2.0f, distToPosition);
float moveX = bot->GetPositionX() + (dX / distToPosition) * moveDist;
float moveY = bot->GetPositionY() + (dY / distToPosition) * moveDist;
return MoveTo(bot->GetMapId(), moveX, moveY, bot->GetPositionZ(), false, false,
false, false, MovementPriority::MOVEMENT_COMBAT, true, true);
}
}
return false;
}
// Flee from Shirrak's Focus Fire
bool ShirrakFleeFocusFireAction::Execute(Event /*event*/)
{
std::list<Creature*> creatureList;
bot->GetCreatureListWithEntryInGrid(creatureList, static_cast<uint32>(AuchenaiCryptsIDs::NPC_FOCUS_FIRE), 20.0f);
for (Creature* flare : creatureList)
{
if (flare && flare->IsAlive())
{
float currentDistance = bot->GetDistance2d(flare);
constexpr float safeDistance = 12.0f;
constexpr float buffer = 5.0f;
if (currentDistance < safeDistance)
{
bot->AttackStop();
float distanceToMove = safeDistance - currentDistance + buffer;
return MoveAway(flare, distanceToMove);
}
}
}
return false;
}
// Ranged should keep distance from Shirrak, staying at the edge of the stairs
bool ShirrakRangedKeepDistanceAction::Execute(Event /*event*/)
{
std::vector<Player*> rangedBots;
if (Group* group = bot->GetGroup())
{
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (member && botAI->IsRanged(member))
rangedBots.push_back(member);
}
}
auto findIt = std::find(rangedBots.begin(), rangedBots.end(), bot);
size_t botIndex = (findIt != rangedBots.end()) ? std::distance(rangedBots.begin(), findIt) : 0;
size_t count = rangedBots.size();
constexpr float arcSpan = M_PI / 2.0f;
float arcCenter = M_PI;
float arcStart = arcCenter - (arcSpan / 2.0f);
float angle = (count <= 1) ? arcCenter : (arcStart + (arcSpan * (float)botIndex / (float)(count - 1)));
constexpr float spreadRadius = 3.0f;
float targetX = SHIRRAK_RANGED_POSITION.GetPositionX() + cos(angle) * spreadRadius;
float targetY = SHIRRAK_RANGED_POSITION.GetPositionY() + sin(angle) * spreadRadius;
float distToSpot = bot->GetExactDist2d(targetX, targetY);
if (distToSpot > 4.0f)
{
float dX = targetX - bot->GetPositionX();
float dY = targetY - bot->GetPositionY();
float moveDist = std::min(2.0f, distToSpot);
float moveX = bot->GetPositionX() + (dX / distToSpot) * moveDist;
float moveY = bot->GetPositionY() + (dY / distToSpot) * moveDist;
return MoveTo(bot->GetMapId(), moveX, moveY, bot->GetPositionZ(), false, false,
false, false, MovementPriority::MOVEMENT_COMBAT, true, false);
}
return false;
}

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@ -0,0 +1,31 @@
#ifndef _PLAYERBOT_TBCDUNGEONAUCHENAICRYPTSACTIONS_H
#define _PLAYERBOT_TBCDUNGEONAUCHENAICRYPTSACTIONS_H
#include "AttackAction.h"
#include "MovementActions.h"
#include "AuchenaiCryptsTriggers.h"
// Shirrak the Dead Watcher
class ShirrakTankPositionBossAction : public AttackAction
{
public:
ShirrakTankPositionBossAction(PlayerbotAI* botAI) : AttackAction(botAI, "shirrak tank position boss") {}
bool Execute(Event event) override;
};
class ShirrakFleeFocusFireAction : public MovementAction
{
public:
ShirrakFleeFocusFireAction(PlayerbotAI* botAI) : MovementAction(botAI, "shirrak flee focus fire") {}
bool Execute(Event event) override;
};
class ShirrakRangedKeepDistanceAction : public MovementAction
{
public:
ShirrakRangedKeepDistanceAction(PlayerbotAI* botAI) : MovementAction(botAI, "shirrak ranged keep distance") {}
bool Execute(Event event) override;
};
#endif

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@ -0,0 +1,34 @@
#ifndef _PLAYERBOT_TBCDUNGEONAUCHENAICRYPTSACTIONCONTEXT_H
#define _PLAYERBOT_TBCDUNGEONAUCHENAICRYPTSACTIONCONTEXT_H
#include "AiObjectContext.h"
#include "Action.h"
#include "AuchenaiCryptsActions.h"
class TbcDungeonAuchenaiCryptsActionContext : public NamedObjectContext<Action>
{
public:
TbcDungeonAuchenaiCryptsActionContext() : NamedObjectContext<Action>(false, true)
{
creators["shirrak tank position boss"] =
&TbcDungeonAuchenaiCryptsActionContext::shirrak_tank_position_boss;
creators["shirrak flee focus fire"] =
&TbcDungeonAuchenaiCryptsActionContext::shirrak_flee_focus_fire;
creators["shirrak ranged keep distance"] =
&TbcDungeonAuchenaiCryptsActionContext::shirrak_ranged_keep_distance;
}
private:
static Action* shirrak_tank_position_boss(
PlayerbotAI* botAI) { return new ShirrakTankPositionBossAction(botAI); }
static Action* shirrak_flee_focus_fire(
PlayerbotAI* botAI) { return new ShirrakFleeFocusFireAction(botAI); }
static Action* shirrak_ranged_keep_distance(
PlayerbotAI* botAI) { return new ShirrakRangedKeepDistanceAction(botAI); }
};
#endif

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@ -0,0 +1,35 @@
#ifndef _PLAYERBOT_TBCDUNGEONAUCHENAICRYPTSTRIGGERCONTEXT_H
#define _PLAYERBOT_TBCDUNGEONAUCHENAICRYPTSTRIGGERCONTEXT_H
#include "AiObjectContext.h"
#include "TriggerContext.h"
#include "AuchenaiCryptsTriggers.h"
class TbcDungeonAuchenaiCryptsTriggerContext : public NamedObjectContext<Trigger>
{
public:
// Shirrak the Dead Watcher
TbcDungeonAuchenaiCryptsTriggerContext()
{
creators["shirrak tank position boss"] =
&TbcDungeonAuchenaiCryptsTriggerContext::shirrak_tank_position_boss;
creators["shirrak flee focus fire"] =
&TbcDungeonAuchenaiCryptsTriggerContext::shirrak_flee_focus_fire;
creators["shirrak ranged keep distance"] =
&TbcDungeonAuchenaiCryptsTriggerContext::shirrak_ranged_keep_distance;
}
private:
// Shirrak the Dead Watcher
static Trigger* shirrak_tank_position_boss(
PlayerbotAI* botAI) { return new ShirrakTankPositionBossTrigger(botAI); }
static Trigger* shirrak_flee_focus_fire(
PlayerbotAI* botAI) { return new ShirrakFleeFocusFireTrigger(botAI); }
static Trigger* shirrak_ranged_keep_distance(
PlayerbotAI* botAI) { return new ShirrakRangedKeepDistanceTrigger(botAI); }
};
#endif

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@ -0,0 +1,45 @@
#include "AuchenaiCryptsMultipliers.h"
#include "AuchenaiCryptsActions.h"
#include "AuchenaiCryptsTriggers.h"
#include "MovementActions.h"
#include "ReachTargetActions.h"
#include "FollowActions.h"
#include "AiObjectContext.h"
#include "Playerbots.h"
// Shirrak the Dead Watcher
// Flee from Focus Fire and dont run back in
float ShirrakFleeFocusFireMultiplier::GetValue(Action* action)
{
if (!AI_VALUE2(Unit*, "find target", "shirrak the dead watcher"))
return 1.0f;
std::list<Creature*> creatureList;
bot->GetCreatureListWithEntryInGrid(creatureList, static_cast<uint32>(AuchenaiCryptsIDs::NPC_FOCUS_FIRE), 20.0f);
for (Creature* flare : creatureList)
{
if (flare && flare->IsAlive())
{
if (dynamic_cast<CastReachTargetSpellAction*>(action))
return 0.0f;
float currentDistance = bot->GetDistance2d(flare);
constexpr float safeDistance = 12.0f;
constexpr float buffer = 5.0f;
if (currentDistance < safeDistance + buffer && (
dynamic_cast<CombatFormationMoveAction*>(action) ||
dynamic_cast<ShirrakRangedKeepDistanceAction*>(action) ||
dynamic_cast<FleeAction*>(action) ||
dynamic_cast<FollowAction*>(action) ||
dynamic_cast<ReachTargetAction*>(action) ||
dynamic_cast<AvoidAoeAction*>(action)))
{
return 0.0f;
}
}
}
return 1.0f;
}

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@ -0,0 +1,13 @@
#ifndef _PLAYERBOT_TBCDUNGEONAUCHENAICRYPTSMULTIPLIERS_H
#define _PLAYERBOT_TBCDUNGEONAUCHENAICRYPTSMULTIPLIERS_H
#include "Multiplier.h"
class ShirrakFleeFocusFireMultiplier : public Multiplier
{
public:
ShirrakFleeFocusFireMultiplier(PlayerbotAI* botAI) : Multiplier(botAI, "shirrak flee focus fire") {}
float GetValue(Action* action) override;
};
#endif

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@ -0,0 +1,21 @@
#include "AuchenaiCryptsTriggers.h"
#include "AuchenaiCryptsStrategy.h"
#include "AuchenaiCryptsMultipliers.h"
void TbcDungeonAuchenaiCryptsStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
// Shirrak The Dead Watcher
triggers.push_back(new TriggerNode("shirrak tank position boss", {
NextAction("shirrak tank position boss", ACTION_RAID + 1) }));
triggers.push_back(new TriggerNode("shirrak flee focus fire", {
NextAction("shirrak flee focus fire", ACTION_EMERGENCY + 10) }));
triggers.push_back(new TriggerNode("shirrak ranged keep distance", {
NextAction("shirrak ranged keep distance", ACTION_RAID + 1) }));
}
void TbcDungeonAuchenaiCryptsStrategy::InitMultipliers(std::vector<Multiplier*>& multipliers)
{
multipliers.push_back(new ShirrakFleeFocusFireMultiplier(botAI));
}

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@ -0,0 +1,19 @@
#ifndef _PLAYERBOT_TBCDUNGEONAUCHENAICRYPTSSTRATEGY_H
#define _PLAYERBOT_TBCDUNGEONAUCHENAICRYPTSSTRATEGY_H
#include "AiObjectContext.h"
#include "Strategy.h"
#include "Multiplier.h"
class TbcDungeonAuchenaiCryptsStrategy : public Strategy
{
public:
TbcDungeonAuchenaiCryptsStrategy(PlayerbotAI* botAI) : Strategy(botAI) {}
virtual std::string const getName() override { return "tbc-ac"; }
virtual void InitTriggers(std::vector<TriggerNode*> &triggers) override;
virtual void InitMultipliers(std::vector<Multiplier*> &multipliers) override;
};
#endif

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@ -0,0 +1,34 @@
#include "Playerbots.h"
#include "AuchenaiCryptsTriggers.h"
#include "AiObject.h"
#include "AiObjectContext.h"
// Shirrak the Dead Watcher
bool ShirrakTankPositionBossTrigger::IsActive()
{
return botAI->IsTank(bot) &&
AI_VALUE2(Unit*, "find target", "shirrak the dead watcher");
}
bool ShirrakFleeFocusFireTrigger::IsActive()
{
if (!AI_VALUE2(Unit*, "find target", "shirrak the dead watcher"))
return false;
std::list<Creature*> creatureList;
bot->GetCreatureListWithEntryInGrid(creatureList, static_cast<uint32>(AuchenaiCryptsIDs::NPC_FOCUS_FIRE), 20.0f);
for (Creature* flare : creatureList)
{
if (flare && flare->IsAlive())
return true;
}
return false;
}
bool ShirrakRangedKeepDistanceTrigger::IsActive()
{
return botAI->IsRanged(bot) &&
AI_VALUE2(Unit*, "find target", "shirrak the dead watcher");
}

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@ -0,0 +1,38 @@
#ifndef _PLAYERBOT_TBCDUNGEONAUCHENAICRYPTSTRIGGERS_H
#define _PLAYERBOT_TBCDUNGEONAUCHENAICRYPTSTRIGGERS_H
#include "Trigger.h"
#include "GenericTriggers.h"
#include "DungeonStrategyUtils.h"
enum class AuchenaiCryptsIDs : uint32
{
// Shirrak The Dead Watcher
NPC_FOCUS_FIRE = 18374,
};
class ShirrakTankPositionBossTrigger : public Trigger
{
public:
ShirrakTankPositionBossTrigger(PlayerbotAI* botAI) : Trigger(botAI, "shirrak tank position boss") {}
bool IsActive() override;
};
class ShirrakFleeFocusFireTrigger : public Trigger
{
public:
ShirrakFleeFocusFireTrigger(PlayerbotAI* botAI) : Trigger(botAI, "shirrak flee focus fire") {}
bool IsActive() override;
};
class ShirrakRangedKeepDistanceTrigger : public Trigger
{
public:
ShirrakRangedKeepDistanceTrigger(PlayerbotAI* botAI) : Trigger(botAI, "shirrak ranged keep distance") {}
bool IsActive() override;
};
#endif

View File

@ -2,6 +2,7 @@
#define _PLAYERBOT_DUNGEONSTRATEGYCONTEXT_H
#include "Strategy.h"
#include "AuchenaiCrypts/Strategy/AuchenaiCryptsStrategy.h"
#include "UtgardeKeep/Strategy/UtgardeKeepStrategy.h"
#include "Nexus/Strategy/NexusStrategy.h"
#include "AzjolNerub/Strategy/AzjolNerubStrategy.h"
@ -44,7 +45,7 @@ class DungeonStrategyContext : public NamedObjectContext<Strategy>
// ...
// Burning Crusade
// ...
creators["tbc-ac"] = &DungeonStrategyContext::tbc_ac; // Auchindoun: Auchenai Crypts
// Wrath of the Lich King
creators["wotlk-uk"] = &DungeonStrategyContext::wotlk_uk; // Utgarde Keep
@ -65,6 +66,7 @@ class DungeonStrategyContext : public NamedObjectContext<Strategy>
creators["wotlk-fos"] = &DungeonStrategyContext::wotlk_fos; // The Forge of Souls
}
private:
static Strategy* tbc_ac(PlayerbotAI* botAI) { return new TbcDungeonAuchenaiCryptsStrategy(botAI); }
static Strategy* wotlk_uk(PlayerbotAI* botAI) { return new WotlkDungeonUKStrategy(botAI); }
static Strategy* wotlk_nex(PlayerbotAI* botAI) { return new WotlkDungeonNexStrategy(botAI); }
static Strategy* wotlk_an(PlayerbotAI* botAI) { return new WotlkDungeonANStrategy(botAI); }

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@ -0,0 +1,6 @@
#ifndef _PLAYERBOT_TBCDUNGEONACTIONCONTEXT_H
#define _PLAYERBOT_TBCDUNGEONACTIONCONTEXT_H
#include "AuchenaiCrypts/AuchenaiCryptsActionContext.h"
#endif

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@ -0,0 +1,6 @@
#ifndef _PLAYERBOT_TBCDUNGEONTRIGGERCONTEXT_H
#define _PLAYERBOT_TBCDUNGEONTRIGGERCONTEXT_H
#include "AuchenaiCrypts/AuchenaiCryptsTriggerContext.h"
#endif

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@ -18,6 +18,7 @@
#include "Ai/Raid/Ulduar/RaidUlduarActionContext.h"
#include "Ai/Raid/Onyxia/RaidOnyxiaActionContext.h"
#include "Ai/Raid/Icecrown/RaidIccActionContext.h"
#include "Ai/Dungeon/TbcDungeonActionContext.h"
#include "Ai/Dungeon/WotlkDungeonActionContext.h"
void AiObjectContext::BuildSharedActionContexts(SharedNamedObjectContextList<Action>& actionContexts)
@ -41,6 +42,7 @@ void AiObjectContext::BuildSharedActionContexts(SharedNamedObjectContextList<Act
actionContexts.Add(new RaidUlduarActionContext());
actionContexts.Add(new RaidOnyxiaActionContext());
actionContexts.Add(new RaidIccActionContext());
actionContexts.Add(new TbcDungeonAuchenaiCryptsActionContext());
actionContexts.Add(new WotlkDungeonUKActionContext());
actionContexts.Add(new WotlkDungeonNexActionContext());
actionContexts.Add(new WotlkDungeonANActionContext());

View File

@ -18,6 +18,7 @@
#include "Ai/Raid/Ulduar/RaidUlduarTriggerContext.h"
#include "Ai/Raid/Onyxia/RaidOnyxiaTriggerContext.h"
#include "Ai/Raid/Icecrown/RaidIccTriggerContext.h"
#include "Ai/Dungeon/TbcDungeonTriggerContext.h"
#include "Ai/Dungeon/WotlkDungeonTriggerContext.h"
void AiObjectContext::BuildSharedTriggerContexts(SharedNamedObjectContextList<Trigger>& triggerContexts)
@ -41,6 +42,7 @@ void AiObjectContext::BuildSharedTriggerContexts(SharedNamedObjectContextList<Tr
triggerContexts.Add(new RaidUlduarTriggerContext());
triggerContexts.Add(new RaidOnyxiaTriggerContext());
triggerContexts.Add(new RaidIccTriggerContext());
triggerContexts.Add(new TbcDungeonAuchenaiCryptsTriggerContext());
triggerContexts.Add(new WotlkDungeonUKTriggerContext());
triggerContexts.Add(new WotlkDungeonNexTriggerContext());
triggerContexts.Add(new WotlkDungeonANTriggerContext());

View File

@ -428,6 +428,12 @@ void Engine::toggleStrategy(std::string const name)
bool Engine::HasStrategy(std::string const name) { return strategies.find(name) != strategies.end(); }
Strategy* Engine::GetStrategy(std::string const name)
{
std::map<std::string, Strategy*>::iterator i = strategies.find(name);
return i != strategies.end() ? i->second : nullptr;
}
void Engine::ProcessTriggers(bool minimal)
{
std::unordered_map<Trigger*, Event> fires;

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@ -70,6 +70,7 @@ public:
void addStrategiesNoInit(std::string first, ...);
bool removeStrategy(std::string const name, bool init = true);
bool HasStrategy(std::string const name);
Strategy* GetStrategy(std::string const name);
void removeAllStrategies();
void toggleStrategy(std::string const name);
std::string const ListStrategies();

View File

@ -315,7 +315,7 @@ void AiFactory::AddDefaultCombatStrategies(Player* player, PlayerbotAI* const fa
break;
case CLASS_WARRIOR:
if (tab == WARRIOR_TAB_PROTECTION)
engine->addStrategiesNoInit("tank", "tank assist", "aoe", nullptr);
engine->addStrategiesNoInit("tank", "tank assist", "pull", "pull back", "aoe", nullptr);
else if (tab == WARRIOR_TAB_ARMS || !player->HasSpell(1680)) // Whirlwind
engine->addStrategiesNoInit("arms", "aoe", "dps assist", nullptr);
else
@ -333,7 +333,7 @@ void AiFactory::AddDefaultCombatStrategies(Player* player, PlayerbotAI* const fa
break;
case CLASS_PALADIN:
if (tab == PALADIN_TAB_PROTECTION)
engine->addStrategiesNoInit("tank", "tank assist", "bthreat", "barmor", "cure", nullptr);
engine->addStrategiesNoInit("tank", "tank assist", "pull", "pull back", "bthreat", "barmor", "cure", nullptr);
else if (tab == PALADIN_TAB_HOLY)
engine->addStrategiesNoInit("heal", "dps assist", "cure", "bcast", nullptr);
else
@ -352,7 +352,7 @@ void AiFactory::AddDefaultCombatStrategies(Player* player, PlayerbotAI* const fa
if (player->HasSpell(768) /*cat form*/ && !player->HasAura(16931) /*thick hide*/)
engine->addStrategiesNoInit("cat", "dps assist", nullptr);
else
engine->addStrategiesNoInit("bear", "tank assist", nullptr);
engine->addStrategiesNoInit("bear", "tank assist", "pull", "pull back", nullptr);
}
break;
case CLASS_HUNTER:
@ -383,7 +383,7 @@ void AiFactory::AddDefaultCombatStrategies(Player* player, PlayerbotAI* const fa
break;
case CLASS_DEATH_KNIGHT:
if (tab == DEATH_KNIGHT_TAB_BLOOD)
engine->addStrategiesNoInit("blood", "tank assist", nullptr);
engine->addStrategiesNoInit("blood", "tank assist", "pull", "pull back", nullptr);
else if (tab == DEATH_KNIGHT_TAB_FROST)
engine->addStrategiesNoInit("frost", "frost aoe", "dps assist", nullptr);
else
@ -510,7 +510,7 @@ void AiFactory::AddDefaultNonCombatStrategies(Player* player, PlayerbotAI* const
case CLASS_PALADIN:
if (tab == PALADIN_TAB_PROTECTION)
{
nonCombatEngine->addStrategiesNoInit("bthreat", "tank assist", "barmor", nullptr);
nonCombatEngine->addStrategiesNoInit("bthreat", "tank assist", "pull", "barmor", nullptr);
if (player->GetLevel() >= 20)
nonCombatEngine->addStrategy("bhealth", false);
else
@ -548,14 +548,14 @@ void AiFactory::AddDefaultNonCombatStrategies(Player* player, PlayerbotAI* const
if (player->GetLevel() >= 20 && !player->HasAura(16931) /*thick hide*/)
nonCombatEngine->addStrategy("dps assist", false);
else
nonCombatEngine->addStrategy("tank assist", false);
nonCombatEngine->addStrategiesNoInit("tank assist", "pull", nullptr);
}
else
nonCombatEngine->addStrategiesNoInit("dps assist", "cure", nullptr);
break;
case CLASS_WARRIOR:
if (tab == WARRIOR_TAB_PROTECTION)
nonCombatEngine->addStrategy("tank assist", false);
nonCombatEngine->addStrategiesNoInit("tank assist", "pull", nullptr);
else
nonCombatEngine->addStrategy("dps assist", false);
break;
@ -571,7 +571,7 @@ void AiFactory::AddDefaultNonCombatStrategies(Player* player, PlayerbotAI* const
break;
case CLASS_DEATH_KNIGHT:
if (tab == DEATH_KNIGHT_TAB_BLOOD)
nonCombatEngine->addStrategy("tank assist", false);
nonCombatEngine->addStrategiesNoInit("tank assist", "pull", nullptr);
else
nonCombatEngine->addStrategy("dps assist", false);
break;

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@ -5,6 +5,7 @@
#include "PlayerbotFactory.h"
#include <array>
#include <utility>
#include "AccountMgr.h"
@ -47,10 +48,11 @@ static std::vector<uint32> initSlotsOrder = {EQUIPMENT_SLOT_TRINKET1, EQUIPMENT_
EQUIPMENT_SLOT_LEGS, EQUIPMENT_SLOT_HANDS, EQUIPMENT_SLOT_NECK, EQUIPMENT_SLOT_BODY, EQUIPMENT_SLOT_WAIST,
EQUIPMENT_SLOT_FEET, EQUIPMENT_SLOT_WRISTS, EQUIPMENT_SLOT_FINGER1, EQUIPMENT_SLOT_FINGER2, EQUIPMENT_SLOT_BACK};
uint32 PlayerbotFactory::tradeSkills[] = {SKILL_ALCHEMY, SKILL_ENCHANTING, SKILL_SKINNING, SKILL_TAILORING,
SKILL_LEATHERWORKING, SKILL_ENGINEERING, SKILL_HERBALISM, SKILL_MINING,
SKILL_BLACKSMITHING, SKILL_COOKING, SKILL_FIRST_AID, SKILL_FISHING,
SKILL_JEWELCRAFTING};
uint32 PlayerbotFactory::tradeSkills[] = {SKILL_ALCHEMY, SKILL_ENCHANTING, SKILL_SKINNING,
SKILL_TAILORING, SKILL_LEATHERWORKING, SKILL_ENGINEERING,
SKILL_HERBALISM, SKILL_INSCRIPTION, SKILL_MINING,
SKILL_BLACKSMITHING, SKILL_COOKING, SKILL_FIRST_AID,
SKILL_FISHING, SKILL_JEWELCRAFTING};
std::list<uint32> PlayerbotFactory::classQuestIds;
std::list<uint32> PlayerbotFactory::specialQuestIds;
@ -58,6 +60,264 @@ std::vector<uint32> PlayerbotFactory::enchantSpellIdCache;
std::vector<uint32> PlayerbotFactory::enchantGemIdCache;
std::unordered_map<uint32, std::vector<uint32>> PlayerbotFactory::trainerIdCache;
bool PlayerbotFactory::IsPrimaryTradeSkill(uint16 skillId)
{
SkillLineEntry const* skillLine = sSkillLineStore.LookupEntry(skillId);
return skillLine && skillLine->categoryId == SKILL_CATEGORY_PROFESSION;
}
bool PlayerbotFactory::IsGatheringTradeSkill(uint16 skillId)
{
switch (skillId)
{
case SKILL_HERBALISM:
case SKILL_MINING:
case SKILL_SKINNING:
return true;
default:
return false;
}
}
bool PlayerbotFactory::IsCraftingTradeSkill(uint16 skillId)
{
return IsPrimaryTradeSkill(skillId) && !IsGatheringTradeSkill(skillId);
}
uint32 PlayerbotFactory::GetProfessionStarterSpell(uint16 skillId)
{
static constexpr std::array<std::pair<uint16, uint32>, 14> ProfessionStarterSpells = {{
{SKILL_ALCHEMY, 2259},
{SKILL_BLACKSMITHING, 2018},
{SKILL_COOKING, 2550},
{SKILL_ENCHANTING, 7411},
{SKILL_ENGINEERING, 4036},
{SKILL_FIRST_AID, 3273},
{SKILL_FISHING, 7620},
{SKILL_HERBALISM, 2366},
{SKILL_INSCRIPTION, 45357},
{SKILL_JEWELCRAFTING, 25229},
{SKILL_LEATHERWORKING, 2108},
{SKILL_MINING, 2575},
{SKILL_SKINNING, 8613},
{SKILL_TAILORING, 3908}
}};
for (auto const& [professionSkill, starterSpell] : ProfessionStarterSpells)
{
if (professionSkill == skillId)
return starterSpell;
}
return 0;
}
std::vector<PlayerbotFactory::WeightedProfessionPair> PlayerbotFactory::GetClassProfessionPairs(Player* bot)
{
switch (bot->getClass())
{
case CLASS_WARRIOR:
return {{SKILL_MINING, SKILL_BLACKSMITHING, 45},
{SKILL_MINING, SKILL_ENGINEERING, 30},
{SKILL_MINING, SKILL_JEWELCRAFTING, 15},
{SKILL_HERBALISM, SKILL_ALCHEMY, 10}};
case CLASS_PALADIN:
return {{SKILL_MINING, SKILL_BLACKSMITHING, 45},
{SKILL_MINING, SKILL_JEWELCRAFTING, 30},
{SKILL_MINING, SKILL_ENGINEERING, 15},
{SKILL_HERBALISM, SKILL_ALCHEMY, 10}};
case CLASS_DEATH_KNIGHT:
return {{SKILL_MINING, SKILL_BLACKSMITHING, 45},
{SKILL_MINING, SKILL_ENGINEERING, 35},
{SKILL_MINING, SKILL_JEWELCRAFTING, 20}};
case CLASS_HUNTER:
return {{SKILL_SKINNING, SKILL_LEATHERWORKING, 45},
{SKILL_MINING, SKILL_ENGINEERING, 35},
{SKILL_HERBALISM, SKILL_ALCHEMY, 10},
{SKILL_MINING, SKILL_JEWELCRAFTING, 10}};
case CLASS_ROGUE:
return {{SKILL_SKINNING, SKILL_LEATHERWORKING, 35},
{SKILL_HERBALISM, SKILL_ALCHEMY, 25},
{SKILL_MINING, SKILL_ENGINEERING, 25},
{SKILL_MINING, SKILL_JEWELCRAFTING, 10},
{SKILL_HERBALISM, SKILL_INSCRIPTION, 5}};
case CLASS_DRUID:
return {{SKILL_SKINNING, SKILL_LEATHERWORKING, 35},
{SKILL_HERBALISM, SKILL_ALCHEMY, 35},
{SKILL_HERBALISM, SKILL_INSCRIPTION, 20},
{SKILL_MINING, SKILL_JEWELCRAFTING, 10}};
case CLASS_SHAMAN:
return {{SKILL_HERBALISM, SKILL_ALCHEMY, 35},
{SKILL_SKINNING, SKILL_LEATHERWORKING, 25},
{SKILL_HERBALISM, SKILL_INSCRIPTION, 25},
{SKILL_MINING, SKILL_JEWELCRAFTING, 15}};
case CLASS_PRIEST:
return {{SKILL_TAILORING, SKILL_ENCHANTING, 45},
{SKILL_HERBALISM, SKILL_INSCRIPTION, 30},
{SKILL_HERBALISM, SKILL_ALCHEMY, 25}};
case CLASS_MAGE:
return {{SKILL_TAILORING, SKILL_ENCHANTING, 50},
{SKILL_HERBALISM, SKILL_ALCHEMY, 25},
{SKILL_HERBALISM, SKILL_INSCRIPTION, 25}};
case CLASS_WARLOCK:
default:
return {{SKILL_TAILORING, SKILL_ENCHANTING, 50},
{SKILL_HERBALISM, SKILL_ALCHEMY, 25},
{SKILL_HERBALISM, SKILL_INSCRIPTION, 25}};
}
}
std::vector<PlayerbotFactory::WeightedProfessionPair> PlayerbotFactory::GetRandomProfessionPairs()
{
return {{SKILL_MINING, SKILL_BLACKSMITHING, 20},
{SKILL_MINING, SKILL_ENGINEERING, 18},
{SKILL_MINING, SKILL_JEWELCRAFTING, 16},
{SKILL_SKINNING, SKILL_LEATHERWORKING, 18},
{SKILL_HERBALISM, SKILL_ALCHEMY, 18},
{SKILL_HERBALISM, SKILL_INSCRIPTION, 14},
{SKILL_TAILORING, SKILL_ENCHANTING, 10},
{SKILL_HERBALISM, SKILL_MINING, 6},
{SKILL_HERBALISM, SKILL_SKINNING, 5},
{SKILL_MINING, SKILL_SKINNING, 5}};
}
std::pair<uint16, uint16> PlayerbotFactory::ChooseProfessionPair(
std::vector<WeightedProfessionPair> const& professionPairs)
{
uint32 totalWeight = 0;
for (WeightedProfessionPair const& pair : professionPairs)
totalWeight += pair.weight;
if (!totalWeight)
return {SKILL_HERBALISM, SKILL_ALCHEMY};
uint32 roll = urand(1, totalWeight);
for (WeightedProfessionPair const& pair : professionPairs)
{
if (roll <= pair.weight)
return {pair.firstSkill, pair.secondSkill};
roll -= pair.weight;
}
WeightedProfessionPair const& fallback = professionPairs.back();
return {fallback.firstSkill, fallback.secondSkill};
}
bool PlayerbotFactory::HasProfessionPair(std::vector<WeightedProfessionPair> const& professionPairs,
uint16 firstSkill, uint16 secondSkill)
{
for (WeightedProfessionPair const& pair : professionPairs)
{
if (pair.firstSkill == firstSkill && pair.secondSkill == secondSkill)
return true;
}
return false;
}
uint16 PlayerbotFactory::ChooseSingleProfession(std::vector<WeightedProfessionPair> const& professionPairs)
{
std::vector<std::pair<uint16, uint32>> gatheringSkills;
std::vector<std::pair<uint16, uint32>> craftingSkills;
auto addWeightedSkill = [](std::vector<std::pair<uint16, uint32>>& skills, uint16 skillId, uint32 weight)
{
for (std::pair<uint16, uint32>& skill : skills)
{
if (skill.first == skillId)
{
skill.second += weight;
return;
}
}
skills.push_back({skillId, weight});
};
for (WeightedProfessionPair const& pair : professionPairs)
{
if (IsGatheringTradeSkill(pair.firstSkill))
addWeightedSkill(gatheringSkills, pair.firstSkill, pair.weight);
if (IsCraftingTradeSkill(pair.firstSkill))
addWeightedSkill(craftingSkills, pair.firstSkill, pair.weight);
if (IsGatheringTradeSkill(pair.secondSkill))
addWeightedSkill(gatheringSkills, pair.secondSkill, pair.weight);
if (IsCraftingTradeSkill(pair.secondSkill))
addWeightedSkill(craftingSkills, pair.secondSkill, pair.weight);
}
std::vector<std::pair<uint16, uint32>>* selectedPool = nullptr;
if (!gatheringSkills.empty() && !craftingSkills.empty())
selectedPool = urand(0, 1) == 0 ? &gatheringSkills : &craftingSkills;
else if (!gatheringSkills.empty())
selectedPool = &gatheringSkills;
else if (!craftingSkills.empty())
selectedPool = &craftingSkills;
if (!selectedPool || selectedPool->empty())
return SKILL_HERBALISM;
uint32 totalWeight = 0;
for (std::pair<uint16, uint32> const& skill : *selectedPool)
totalWeight += skill.second;
if (!totalWeight)
return selectedPool->front().first;
uint32 roll = urand(1, totalWeight);
for (std::pair<uint16, uint32> const& skill : *selectedPool)
{
if (roll <= skill.second)
return skill.first;
roll -= skill.second;
}
return selectedPool->back().first;
}
uint32 PlayerbotFactory::GetStoredOrRandomValue(Player* bot,
std::string const& key,
uint32 minValue,
uint32 maxValue)
{
uint32 value = sRandomPlayerbotMgr.GetValue(bot, key);
if (value < minValue || value > maxValue)
{
value = urand(minValue, maxValue);
sRandomPlayerbotMgr.SetValue(bot, key, value);
}
return value;
}
bool PlayerbotFactory::HasAnySpell(Player* bot, std::vector<uint32> const& spells)
{
for (uint32 spellId : spells)
{
if (bot->HasSpell(spellId))
return true;
}
return false;
}
bool PlayerbotFactory::LearnProfessionSpecialization(Player* bot,
ProfessionSpecializationSpell knownSpell,
ProfessionSpecializationSpell learnSpell)
{
uint32 const knownSpellId = static_cast<uint32>(knownSpell);
uint32 const learnSpellId = static_cast<uint32>(learnSpell);
if (bot->HasSpell(knownSpellId) || !sSpellMgr->GetSpellInfo(learnSpellId))
return false;
bot->CastSpell(bot, learnSpellId, true);
return bot->HasSpell(knownSpellId);
}
PlayerbotFactory::PlayerbotFactory(Player* bot, uint32 level, uint32 itemQuality, uint32 gearScoreLimit)
: level(level), itemQuality(itemQuality), gearScoreLimit(gearScoreLimit), bot(bot)
{
@ -2250,69 +2510,278 @@ bool PlayerbotFactory::CanEquipUnseenItem(uint8 slot, uint16& dest, uint32 item)
void PlayerbotFactory::InitTradeSkills()
{
if (!sRandomPlayerbotMgr.IsRandomBot(bot))
return;
uint32 const maxPrimaryTradeSkills =
std::min<uint32>(2, sWorld->getIntConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL));
uint16 firstSkill = sRandomPlayerbotMgr.GetValue(bot, "firstSkill");
uint16 secondSkill = sRandomPlayerbotMgr.GetValue(bot, "secondSkill");
if (!firstSkill || !secondSkill)
{
std::vector<uint32> firstSkills;
std::vector<uint32> secondSkills;
ProfessionRollType professionRollType =
static_cast<ProfessionRollType>(sRandomPlayerbotMgr.GetValue(bot, "professionRollType"));
switch (bot->getClass())
if (professionRollType != ProfessionRollType::Class && professionRollType != ProfessionRollType::Random)
{
case CLASS_WARRIOR:
case CLASS_PALADIN:
case CLASS_DEATH_KNIGHT:
firstSkills.push_back(SKILL_MINING);
secondSkills.push_back(SKILL_BLACKSMITHING);
secondSkills.push_back(SKILL_ENGINEERING);
secondSkills.push_back(SKILL_JEWELCRAFTING);
break;
case CLASS_SHAMAN:
case CLASS_DRUID:
case CLASS_HUNTER:
case CLASS_ROGUE:
firstSkills.push_back(SKILL_SKINNING);
secondSkills.push_back(SKILL_LEATHERWORKING);
break;
default:
firstSkills.push_back(SKILL_TAILORING);
secondSkills.push_back(SKILL_ENCHANTING);
professionRollType = urand(1, 100) <= sPlayerbotAIConfig.classMatchingProfessionChance
? ProfessionRollType::Class
: ProfessionRollType::Random;
sRandomPlayerbotMgr.SetValue(bot, "professionRollType", static_cast<uint32>(professionRollType));
}
switch (urand(0, 6))
std::vector<WeightedProfessionPair> professionPairs = professionRollType == ProfessionRollType::Class
? GetClassProfessionPairs(bot)
: GetRandomProfessionPairs();
bool const hasStoredProfessionPair = firstSkill && secondSkill && firstSkill != secondSkill &&
IsPrimaryTradeSkill(firstSkill) && IsPrimaryTradeSkill(secondSkill) &&
HasProfessionPair(professionPairs, firstSkill, secondSkill);
bool const keepExistingProfessionPair = maxPrimaryTradeSkills < 2 && hasStoredProfessionPair;
if (maxPrimaryTradeSkills == 1 && !keepExistingProfessionPair)
{
case 0:
firstSkill = SKILL_HERBALISM;
secondSkill = SKILL_ALCHEMY;
break;
case 1:
firstSkill = SKILL_HERBALISM;
secondSkill = SKILL_MINING;
break;
case 2:
firstSkill = SKILL_MINING;
secondSkill = SKILL_SKINNING;
break;
case 3:
firstSkill = SKILL_HERBALISM;
secondSkill = SKILL_SKINNING;
break;
default:
firstSkill = firstSkills[urand(0, firstSkills.size() - 1)];
secondSkill = secondSkills[urand(0, secondSkills.size() - 1)];
break;
if (!IsPrimaryTradeSkill(firstSkill) || secondSkill != 0)
{
firstSkill = ChooseSingleProfession(professionPairs);
secondSkill = 0;
sRandomPlayerbotMgr.SetValue(bot, "firstSkill", firstSkill);
sRandomPlayerbotMgr.SetValue(bot, "secondSkill", secondSkill);
}
}
else if (maxPrimaryTradeSkills == 0 && !keepExistingProfessionPair)
{
firstSkill = 0;
secondSkill = 0;
sRandomPlayerbotMgr.SetValue(bot, "firstSkill", firstSkill);
sRandomPlayerbotMgr.SetValue(bot, "secondSkill", secondSkill);
}
if (maxPrimaryTradeSkills >= 2 &&
(!firstSkill || !secondSkill || firstSkill == secondSkill || !IsPrimaryTradeSkill(firstSkill) ||
!IsPrimaryTradeSkill(secondSkill) || !HasProfessionPair(professionPairs, firstSkill, secondSkill)))
{
auto const& professionPair = ChooseProfessionPair(professionPairs);
firstSkill = professionPair.first;
secondSkill = professionPair.second;
sRandomPlayerbotMgr.SetValue(bot, "firstSkill", firstSkill);
sRandomPlayerbotMgr.SetValue(bot, "secondSkill", secondSkill);
}
std::vector<uint16> primarySkills;
if (keepExistingProfessionPair)
{
primarySkills.push_back(firstSkill);
primarySkills.push_back(secondSkill);
}
else if (maxPrimaryTradeSkills > 0)
primarySkills.push_back(firstSkill);
if (!keepExistingProfessionPair && maxPrimaryTradeSkills > 1)
primarySkills.push_back(secondSkill);
SetRandomSkill(SKILL_FIRST_AID);
SetRandomSkill(SKILL_FISHING);
SetRandomSkill(SKILL_COOKING);
SetRandomSkill(firstSkill);
SetRandomSkill(secondSkill);
for (uint16 skillId : primarySkills)
SetRandomSkill(skillId);
std::vector<uint16> skillsToLearn = {SKILL_FIRST_AID, SKILL_FISHING, SKILL_COOKING};
skillsToLearn.insert(skillsToLearn.end(), primarySkills.begin(), primarySkills.end());
for (uint16 skillId : skillsToLearn)
{
uint32 spellId = GetProfessionStarterSpell(skillId);
if (!spellId || bot->HasSpell(spellId))
continue;
if (IsPrimaryTradeSkill(skillId) && !bot->GetFreePrimaryProfessionPoints() &&
!(keepExistingProfessionPair && bot->HasSkill(skillId)))
continue;
bot->learnSpell(spellId, false);
}
InitTradeSpecializations();
}
void PlayerbotFactory::InitTradeSpecializations()
{
InitAlchemySpecialization();
InitEngineeringSpecialization();
InitLeatherworkingSpecialization();
InitTailoringSpecialization();
InitBlacksmithingSpecialization();
}
bool PlayerbotFactory::InitAlchemySpecialization()
{
if (!bot->HasSkill(SKILL_ALCHEMY) ||
bot->GetBaseSkillValue(SKILL_ALCHEMY) < 325 ||
bot->GetLevel() <= 67)
return false;
if (HasAnySpell(bot, {static_cast<uint32>(ProfessionSpecializationSpell::Transmute),
static_cast<uint32>(ProfessionSpecializationSpell::Elixir),
static_cast<uint32>(ProfessionSpecializationSpell::Potion)}))
return false;
switch (GetStoredOrRandomValue(bot, "alchemySpecialization", 1, 3))
{
case 1:
return LearnProfessionSpecialization(bot,
ProfessionSpecializationSpell::Transmute,
ProfessionSpecializationSpell::LearnTransmute);
case 2:
return LearnProfessionSpecialization(bot,
ProfessionSpecializationSpell::Elixir,
ProfessionSpecializationSpell::LearnElixir);
case 3:
default:
return LearnProfessionSpecialization(bot,
ProfessionSpecializationSpell::Potion,
ProfessionSpecializationSpell::LearnPotion);
}
}
bool PlayerbotFactory::InitEngineeringSpecialization()
{
if (!bot->HasSkill(SKILL_ENGINEERING) ||
bot->GetBaseSkillValue(SKILL_ENGINEERING) < 200 ||
bot->GetLevel() < 30)
return false;
if (HasAnySpell(bot, {static_cast<uint32>(ProfessionSpecializationSpell::Goblin),
static_cast<uint32>(ProfessionSpecializationSpell::Gnomish)}))
return false;
switch (GetStoredOrRandomValue(bot, "engineeringSpecialization", 1, 2))
{
case 1:
return LearnProfessionSpecialization(bot,
ProfessionSpecializationSpell::Goblin,
ProfessionSpecializationSpell::LearnGoblin);
case 2:
default:
return LearnProfessionSpecialization(bot,
ProfessionSpecializationSpell::Gnomish,
ProfessionSpecializationSpell::LearnGnomish);
}
}
bool PlayerbotFactory::InitLeatherworkingSpecialization()
{
if (!bot->HasSkill(SKILL_LEATHERWORKING) ||
bot->GetBaseSkillValue(SKILL_LEATHERWORKING) < 225 ||
bot->GetLevel() <= 40)
return false;
if (HasAnySpell(bot, {static_cast<uint32>(ProfessionSpecializationSpell::Dragon),
static_cast<uint32>(ProfessionSpecializationSpell::Elemental),
static_cast<uint32>(ProfessionSpecializationSpell::Tribal)}))
return false;
switch (GetStoredOrRandomValue(bot, "leatherSpecialization", 1, 3))
{
case 1:
return LearnProfessionSpecialization(bot,
ProfessionSpecializationSpell::Dragon,
ProfessionSpecializationSpell::LearnDragon);
case 2:
return LearnProfessionSpecialization(bot,
ProfessionSpecializationSpell::Elemental,
ProfessionSpecializationSpell::LearnElemental);
case 3:
default:
return LearnProfessionSpecialization(bot,
ProfessionSpecializationSpell::Tribal,
ProfessionSpecializationSpell::LearnTribal);
}
}
bool PlayerbotFactory::InitTailoringSpecialization()
{
if (!bot->HasSkill(SKILL_TAILORING) ||
bot->GetBaseSkillValue(SKILL_TAILORING) < 350 ||
bot->GetLevel() <= 59)
return false;
if (HasAnySpell(bot, {static_cast<uint32>(ProfessionSpecializationSpell::Spellfire),
static_cast<uint32>(ProfessionSpecializationSpell::Mooncloth),
static_cast<uint32>(ProfessionSpecializationSpell::Shadoweave)}))
return false;
switch (GetStoredOrRandomValue(bot, "tailorSpecialization", 1, 3))
{
case 1:
return LearnProfessionSpecialization(bot,
ProfessionSpecializationSpell::Spellfire,
ProfessionSpecializationSpell::LearnSpellfire);
case 2:
return LearnProfessionSpecialization(bot,
ProfessionSpecializationSpell::Mooncloth,
ProfessionSpecializationSpell::LearnMooncloth);
case 3:
default:
return LearnProfessionSpecialization(bot,
ProfessionSpecializationSpell::Shadoweave,
ProfessionSpecializationSpell::LearnShadoweave);
}
}
bool PlayerbotFactory::InitBlacksmithingSpecialization()
{
bool learnedSpecialization = false;
if (!bot->HasSkill(SKILL_BLACKSMITHING) ||
bot->GetBaseSkillValue(SKILL_BLACKSMITHING) < 225)
return false;
if (!bot->HasSpell(static_cast<uint32>(ProfessionSpecializationSpell::Armor)) &&
!bot->HasSpell(static_cast<uint32>(ProfessionSpecializationSpell::Weapon)))
{
switch (GetStoredOrRandomValue(bot, "blacksmithSpecialization", 1, 2))
{
case 1:
learnedSpecialization = LearnProfessionSpecialization(bot,
ProfessionSpecializationSpell::Armor,
ProfessionSpecializationSpell::LearnArmor);
break;
case 2:
default:
learnedSpecialization = LearnProfessionSpecialization(bot,
ProfessionSpecializationSpell::Weapon,
ProfessionSpecializationSpell::LearnWeapon);
break;
}
}
if (!bot->HasSpell(static_cast<uint32>(ProfessionSpecializationSpell::Weapon)) ||
bot->GetBaseSkillValue(SKILL_BLACKSMITHING) < 250 ||
bot->GetLevel() <= 49 ||
HasAnySpell(bot, {static_cast<uint32>(ProfessionSpecializationSpell::Hammer),
static_cast<uint32>(ProfessionSpecializationSpell::Axe),
static_cast<uint32>(ProfessionSpecializationSpell::Sword)}))
return learnedSpecialization;
switch (GetStoredOrRandomValue(bot, "blacksmithWeaponSpecialization", 1, 3))
{
case 1:
return LearnProfessionSpecialization(bot,
ProfessionSpecializationSpell::Hammer,
ProfessionSpecializationSpell::LearnHammer);
case 2:
return LearnProfessionSpecialization(bot,
ProfessionSpecializationSpell::Axe,
ProfessionSpecializationSpell::LearnAxe);
case 3:
default:
return LearnProfessionSpecialization(bot,
ProfessionSpecializationSpell::Sword,
ProfessionSpecializationSpell::LearnSword);
}
}
void PlayerbotFactory::UpdateTradeSkills()
@ -2456,6 +2925,9 @@ void PlayerbotFactory::InitSkills()
break;
}
InitTradeSkills();
InitInventorySkill();
// switch (bot->getClass())
// {
// case CLASS_WARRIOR:
@ -3804,31 +4276,22 @@ void PlayerbotFactory::InitInventory()
void PlayerbotFactory::InitInventorySkill()
{
if (bot->HasSkill(SKILL_MINING))
{
if (bot->HasSkill(SKILL_MINING) && !bot->HasItemCount(2901, 1, true))
StoreItem(2901, 1); // Mining Pick
}
if (bot->HasSkill(SKILL_BLACKSMITHING) || bot->HasSkill(SKILL_ENGINEERING))
{
if ((bot->HasSkill(SKILL_BLACKSMITHING) || bot->HasSkill(SKILL_ENGINEERING)) &&
!bot->HasItemCount(5956, 1, true))
StoreItem(5956, 1); // Blacksmith Hammer
}
if (bot->HasSkill(SKILL_ENGINEERING))
{
if (bot->HasSkill(SKILL_ENGINEERING) && !bot->HasItemCount(6219, 1, true))
StoreItem(6219, 1); // Arclight Spanner
}
if (bot->HasSkill(SKILL_ENCHANTING))
{
if (bot->HasSkill(SKILL_ENCHANTING) && !bot->HasItemCount(16207, 1, true))
StoreItem(16207, 1); // Runed Arcanite Rod
}
if (bot->HasSkill(SKILL_SKINNING))
{
if (bot->HasSkill(SKILL_SKINNING) && !bot->HasItemCount(7005, 1, true))
StoreItem(7005, 1); // Skinning Knife
}
}
Item* PlayerbotFactory::StoreItem(uint32 itemId, uint32 count)
{

View File

@ -6,6 +6,9 @@
#ifndef _PLAYERBOT_PLAYERBOTFACTORY_H
#define _PLAYERBOT_PLAYERBOTFACTORY_H
#include <string>
#include <utility>
#include "InventoryAction.h"
#include "Player.h"
#include "PlayerbotAI.h"
@ -87,12 +90,91 @@ public:
void InitAttunementQuests();
private:
enum class ProfessionSpecializationSpell : uint32
{
Weapon = 9787,
Armor = 9788,
Hammer = 17040,
Axe = 17041,
Sword = 17039,
LearnWeapon = 9789,
LearnArmor = 9790,
LearnHammer = 39099,
LearnAxe = 39098,
LearnSword = 39097,
Dragon = 10656,
Elemental = 10658,
Tribal = 10660,
LearnDragon = 10657,
LearnElemental = 10659,
LearnTribal = 10661,
Spellfire = 26797,
Mooncloth = 26798,
Shadoweave = 26801,
Goblin = 20222,
Gnomish = 20219,
LearnGoblin = 20221,
LearnGnomish = 20220,
LearnSpellfire = 26796,
LearnMooncloth = 26799,
LearnShadoweave = 26800,
Transmute = 28672,
Elixir = 28677,
Potion = 28675,
LearnTransmute = 28674,
LearnElixir = 28678,
LearnPotion = 28676
};
enum class ProfessionRollType : uint32
{
Random = 1,
Class = 2
};
struct WeightedProfessionPair
{
uint16 firstSkill;
uint16 secondSkill;
uint32 weight;
};
void Prepare();
// void InitSecondEquipmentSet();
// void InitEquipmentNew(bool incremental);
bool CanEquipItem(ItemTemplate const* proto);
bool CanEquipUnseenItem(uint8 slot, uint16& dest, uint32 item);
static bool IsPrimaryTradeSkill(uint16 skillId);
static bool IsGatheringTradeSkill(uint16 skillId);
static bool IsCraftingTradeSkill(uint16 skillId);
static uint32 GetProfessionStarterSpell(uint16 skillId);
static std::vector<WeightedProfessionPair> GetClassProfessionPairs(Player* bot);
static std::vector<WeightedProfessionPair> GetRandomProfessionPairs();
static std::pair<uint16, uint16> ChooseProfessionPair(std::vector<WeightedProfessionPair> const& professionPairs);
static bool HasProfessionPair(std::vector<WeightedProfessionPair> const& professionPairs,
uint16 firstSkill, uint16 secondSkill);
static uint16 ChooseSingleProfession(std::vector<WeightedProfessionPair> const& professionPairs);
static uint32 GetStoredOrRandomValue(Player* bot, std::string const& key, uint32 minValue, uint32 maxValue);
static bool HasAnySpell(Player* bot, std::vector<uint32> const& spells);
static bool LearnProfessionSpecialization(Player* bot,
ProfessionSpecializationSpell knownSpell,
ProfessionSpecializationSpell learnSpell);
void InitTradeSkills();
void InitTradeSpecializations();
bool InitAlchemySpecialization();
bool InitEngineeringSpecialization();
bool InitLeatherworkingSpecialization();
bool InitTailoringSpecialization();
bool InitBlacksmithingSpecialization();
void UpdateTradeSkills();
void SetRandomSkill(uint16 id);
void ClearSpells();

View File

@ -243,10 +243,22 @@ void PlayerbotAI::UpdateAI(uint32 elapsed, bool minimal)
nextAICheckDelay = 0;
// Early return if bot is in invalid state
if (!bot || !bot->GetSession() || !bot->IsInWorld() || bot->IsBeingTeleported() ||
bot->GetSession()->isLogingOut() || bot->IsDuringRemoveFromWorld())
if (!bot || !bot->GetSession() || !bot->IsInWorld() || bot->IsBeingTeleported() || bot->IsDuringRemoveFromWorld())
return;
// During timed logout countdown, cancel if bot enters combat (this cancellation is handled client-side for real players).
if (bot->GetSession()->isLogingOut())
{
bool canLogoutInCombat = bot->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
if (bot->IsInCombat() && !canLogoutInCombat)
{
WorldPackets::Character::LogoutCancel cancelData = WorldPacket(CMSG_LOGOUT_CANCEL);
bot->GetSession()->HandleLogoutCancelOpcode(cancelData);
}
else
return;
}
// Handle cheat options (set bot health and power if cheats are enabled)
if (bot->IsAlive() &&
(static_cast<uint32>(GetCheat()) > 0 || static_cast<uint32>(sPlayerbotAIConfig.botCheatMask) > 0))
@ -266,15 +278,26 @@ void PlayerbotAI::UpdateAI(uint32 elapsed, bool minimal)
if (!CanUpdateAI())
return;
// Handle the current spell
// Handle a spell that is still in its preparing phase (including channeled spells).
Spell* currentSpell = bot->GetCurrentSpell(CURRENT_GENERIC_SPELL);
if (!currentSpell)
currentSpell = bot->GetCurrentSpell(CURRENT_CHANNELED_SPELL);
if (currentSpell)
{
if (currentSpell->getState() == SPELL_STATE_PREPARING)
{
// Allow external scripts to interrupt a cast in progress
if (spellInterruptRequested)
{
spellInterruptRequested = false;
InterruptSpell();
YieldThread(bot, GetReactDelay());
return;
}
const SpellInfo* spellInfo = currentSpell->GetSpellInfo();
if (spellInfo && currentSpell->getState() == SPELL_STATE_PREPARING)
if (spellInfo)
{
Unit* spellTarget = currentSpell->m_targets.GetUnitTarget();
// Interrupt if target is dead or spell can't target dead units
@ -338,6 +361,22 @@ void PlayerbotAI::UpdateAI(uint32 elapsed, bool minimal)
return;
}
}
}
if (spellInterruptRequested)
{
// At this point the preparing-cast branch above did not consume the request.
// Interrupt a current channel if one still exists; otherwise, clear the stale request.
if (bot->GetCurrentSpell(CURRENT_CHANNELED_SPELL))
{
spellInterruptRequested = false;
InterruptSpell();
YieldThread(bot, GetReactDelay());
return;
}
spellInterruptRequested = false;
}
// Handle transport check delay
if (nextTransportCheck > elapsed)
@ -688,30 +727,9 @@ void PlayerbotAI::HandleCommand(uint32 type, const std::string& text, Player& fr
Reset(true);
}
// TODO: missing implementation to port
/*else if (filtered == "logout")
{
if (!(bot->IsStunnedByLogout() || bot->GetSession()->isLogingOut()))
{
if (type == CHAT_MSG_WHISPER)
TellPlayer(&fromPlayer, BOT_TEXT("logout_start"));
if (master && master->GetPlayerbotMgr())
SetShouldLogOut(true);
}
}
else if (filtered == "logout cancel")
{
if (bot->IsStunnedByLogout() || bot->GetSession()->isLogingOut())
{
if (type == CHAT_MSG_WHISPER)
TellPlayer(&fromPlayer, BOT_TEXT("logout_cancel"));
WorldPacket p;
bot->GetSession()->HandleLogoutCancelOpcode(p);
SetShouldLogOut(false);
}
}
// Commented-out logout commands blocks removed from here and implemented in HandleCommand.
// Remaining is a commented-out action delay command block.
/*
else if ((filtered.size() > 5) && (filtered.substr(0, 5) == "wait ") && (filtered.find("wait for attack") ==
std::string::npos))
{
@ -1057,7 +1075,7 @@ void PlayerbotAI::HandleCommand(uint32 type, std::string const text, Player* fro
TellMaster(message);
}
}
else if (filtered == "logout cancel")
else if (filtered == "cancel logout" || filtered == "logout cancel")
{
if (!bot->GetSession()->isLogingOut())
return;
@ -1073,10 +1091,8 @@ void PlayerbotAI::HandleCommand(uint32 type, std::string const text, Player* fro
bot->GetSession()->HandleLogoutCancelOpcode(data);
}
else
{
chatCommands.push_back(ChatCommandHolder(filtered, fromPlayer, type));
}
}
void PlayerbotAI::HandleBotOutgoingPacket(WorldPacket const& packet)
{
@ -1558,7 +1574,7 @@ void PlayerbotAI::ApplyInstanceStrategies(uint32 mapId, bool tellMaster)
static const std::vector<std::string> allInstanceStrategies =
{
"aq20", "bwl", "karazhan", "gruulslair", "icc", "magtheridon", "moltencore",
"naxx", "onyxia", "ssc", "tempestkeep", "ulduar", "voa", "wotlk-an", "wotlk-cos",
"naxx", "onyxia", "ssc", "tbc-ac", "tempestkeep", "ulduar", "voa", "wotlk-an", "wotlk-cos",
"wotlk-dtk", "wotlk-eoe", "wotlk-fos", "wotlk-gd", "wotlk-hol", "wotlk-hor",
"wotlk-hos", "wotlk-nex", "wotlk-occ", "wotlk-ok", "wotlk-os", "wotlk-pos",
"wotlk-toc", "wotlk-uk", "wotlk-up", "wotlk-vh", "zulaman"
@ -1598,7 +1614,10 @@ void PlayerbotAI::ApplyInstanceStrategies(uint32 mapId, bool tellMaster)
strategyName = "ssc"; // Serpentshrine Cavern
break;
case 550:
strategyName = "tempestkeep"; // Tempest Keep
strategyName = "tempestkeep"; // Tempest Keep: The Eye
break;
case 558:
strategyName = "tbc-ac"; // Auchindoun: Auchenai Crypts
break;
case 565:
strategyName = "gruulslair"; // Gruul's Lair
@ -1776,6 +1795,11 @@ bool PlayerbotAI::ContainsStrategy(StrategyType type)
bool PlayerbotAI::HasStrategy(std::string const name, BotState type) { return engines[type]->HasStrategy(name); }
Strategy* PlayerbotAI::GetStrategy(std::string const name, BotState type)
{
return engines[type] ? engines[type]->GetStrategy(name) : nullptr;
}
void PlayerbotAI::ResetStrategies(bool load)
{
for (uint8 i = 0; i < BOT_STATE_MAX; i++)
@ -4189,6 +4213,19 @@ void PlayerbotAI::RemoveAura(std::string const name)
bot->RemoveAurasDueToSpell(spellid);
}
void PlayerbotAI::RequestSpellInterrupt()
{
Spell* currentSpell = bot->GetCurrentSpell(CURRENT_GENERIC_SPELL);
if (currentSpell && currentSpell->getState() == SPELL_STATE_PREPARING)
{
spellInterruptRequested = true;
return;
}
if (bot->GetCurrentSpell(CURRENT_CHANNELED_SPELL))
spellInterruptRequested = true;
}
bool PlayerbotAI::IsInterruptableSpellCasting(Unit* target, std::string const spell)
{
if (!IsValidUnit(target))

View File

@ -3,8 +3,8 @@
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#ifndef _PLAYERBOT_PLAYERbotAI_H
#define _PLAYERBOT_PLAYERbotAI_H
#ifndef _PLAYERBOT_PLAYERBOTAI_H
#define _PLAYERBOT_PLAYERBOTAI_H
#include <stack>
@ -405,6 +405,7 @@ public:
void ChangeStrategy(std::string const name, BotState type);
void ClearStrategies(BotState type);
std::vector<std::string> GetStrategies(BotState type);
Strategy* GetStrategy(std::string const name, BotState type);
void ApplyInstanceStrategies(uint32 mapId, bool tellMaster = false);
void EvaluateHealerDpsStrategy();
bool ContainsStrategy(StrategyType type);
@ -471,6 +472,7 @@ public:
void SpellInterrupted(uint32 spellid);
int32 CalculateGlobalCooldown(uint32 spellid);
void InterruptSpell();
void RequestSpellInterrupt();
void RemoveAura(std::string const name);
void RemoveShapeshift();
void WaitForSpellCast(Spell* spell);
@ -647,6 +649,7 @@ protected:
BotCheatMask cheatMask = BotCheatMask::none;
Position jumpDestination = Position();
uint32 nextTransportCheck = 0;
bool spellInterruptRequested = false;
};
#endif

View File

@ -64,7 +64,7 @@ private:
};
std::unordered_set<ObjectGuid> BotInitGuard::botsBeingInitialized;
std::unordered_set<ObjectGuid> PlayerbotHolder::botLoading;
std::unordered_map<ObjectGuid, uint32> PlayerbotHolder::botLoading;
PlayerbotHolder::PlayerbotHolder() : PlayerbotAIBase(false) {}
class PlayerbotLoginQueryHolder : public LoginQueryHolder
@ -121,7 +121,13 @@ void PlayerbotHolder::AddPlayerBot(ObjectGuid playerGuid, uint32 masterAccountId
LOG_DEBUG("playerbots", "PlayerbotMgr not found for master player with GUID: {}", masterPlayer->GetGUID().GetRawValue());
return;
}
uint32 count = mgr->GetPlayerbotsCount() + botLoading.size();
uint32 loadingForMaster = 0;
for (auto const& [guid, acctId] : botLoading)
{
if (acctId == masterAccountId)
++loadingForMaster;
}
uint32 count = mgr->GetPlayerbotsCount() + loadingForMaster;
if (count >= PlayerbotAIConfig::instance().maxAddedBots)
{
allowed = false;
@ -144,7 +150,7 @@ void PlayerbotHolder::AddPlayerBot(ObjectGuid playerGuid, uint32 masterAccountId
return;
}
botLoading.insert(playerGuid);
botLoading.emplace(playerGuid, masterAccountId);
// Always login in with world session to avoid race condition
sWorld->AddQueryHolderCallback(CharacterDatabase.DelayQueryHolder(holder))
@ -293,6 +299,11 @@ void PlayerbotHolder::LogoutAllBots()
if (!botAI || botAI->IsRealPlayer())
continue;
// If bot is mid-countdown, cancel the timer so LogoutPlayerBot proceeds immediately.
WorldSession* session = bot->GetSession();
if (session && session->isLogingOut())
session->SetLogoutStartTime(0);
LogoutPlayerBot(bot->GetGUID());
}
}
@ -355,36 +366,50 @@ void PlayerbotHolder::LogoutPlayerBot(ObjectGuid guid)
WorldSession* botWorldSessionPtr = bot->GetSession();
WorldSession* masterWorldSessionPtr = nullptr;
// If already in timed logout countdown, complete it once the 20-second timer expires.
if (botWorldSessionPtr->isLogingOut())
{
if (botWorldSessionPtr->ShouldLogOut(time(nullptr)))
{
std::string message = PlayerbotTextMgr::instance().GetBotTextOrDefault(
"goodbye", "Goodbye!", {});
botAI->TellMaster(message);
RemoveFromPlayerbotsMap(guid);
botWorldSessionPtr->LogoutPlayer(true);
delete botWorldSessionPtr;
}
return;
}
Player* master = botAI->GetMaster();
if (master)
masterWorldSessionPtr = master->GetSession();
// TODO: Review whether or not to implement timed logout.
// Unused block. Useful only for timed logout.
/*
// check for instant logout
bool logout = botWorldSessionPtr->ShouldLogOut(time(nullptr));
if (masterWorldSessionPtr && masterWorldSessionPtr->ShouldLogOut(time(nullptr)))
logout = true;
if (masterWorldSessionPtr && !masterWorldSessionPtr->GetPlayer())
logout = true;
if (bot->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) || bot->HasUnitState(UNIT_STATE_IN_FLIGHT) ||
botWorldSessionPtr->GetSecurity() >= (AccountTypes)sWorld->getIntConfig(CONFIG_INSTANT_LOGOUT))
logout = true;
if (master &&
(master->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) || master->HasUnitState(UNIT_STATE_IN_FLIGHT) ||
// Instant logout checking:
bool logout =
bot->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) ||
bot->HasUnitState(UNIT_STATE_IN_FLIGHT) ||
(masterWorldSessionPtr && !masterWorldSessionPtr->GetPlayer()) ||
// Master's socket is already gone (EXIT GAME -> EXIT NOW is the most typical cause).
// Force instant logout. Without this, the bot restarts its 20-second countdown and fires LogoutPlayer() 20 seconds
// after the master's Player object has been deleted, causing the bot's logout to crash on the now deleted master.
(masterWorldSessionPtr && masterWorldSessionPtr->IsSocketClosed()) ||
(masterWorldSessionPtr && masterWorldSessionPtr->ShouldLogOut(time(nullptr))) ||
// If the bot's master has security clearance for `InstantLogout` in worldserver.conf, so does the bot.
(master &&
(master->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) ||
master->HasUnitState(UNIT_STATE_IN_FLIGHT) ||
(masterWorldSessionPtr &&
masterWorldSessionPtr->GetSecurity() >= (AccountTypes)sWorld->getIntConfig(CONFIG_INSTANT_LOGOUT))))
logout = true;
*/
// Instant logout (the only option right now)
masterWorldSessionPtr->GetSecurity() >= (AccountTypes)sWorld->getIntConfig(CONFIG_INSTANT_LOGOUT))));
if (!logout)
{
// Start the 20-second logout countdown. CancelLogout() can interrupt this.
WorldPackets::Character::LogoutRequest data = WorldPacket(CMSG_LOGOUT_REQUEST);
botWorldSessionPtr->HandleLogoutRequestOpcode(data);
return;
}
{
std::string message = PlayerbotTextMgr::instance().GetBotTextOrDefault(
"goodbye", "Goodbye!", {});
@ -1472,6 +1497,15 @@ void PlayerbotMgr::UpdateAIInternal(uint32 elapsed, bool /*minimal*/)
{
SetNextCheckDelay(sPlayerbotAIConfig.reactDelay);
CheckTellErrors(elapsed);
// Complete timed logouts for added bots once the 20-second countdown has elapsed.
std::vector<ObjectGuid> expiredLogouts;
for (auto const& [botGuid, bot] : playerBots)
if (bot && bot->GetSession() && bot->GetSession()->ShouldLogOut(time(nullptr)))
expiredLogouts.push_back(botGuid);
for (ObjectGuid const& guid : expiredLogouts)
LogoutPlayerBot(guid);
}
void PlayerbotMgr::HandleCommand(uint32 type, std::string const text)

View File

@ -57,7 +57,7 @@ protected:
virtual void OnBotLoginInternal(Player* const bot) = 0;
PlayerBotMap playerBots;
static std::unordered_set<ObjectGuid> botLoading;
static std::unordered_map<ObjectGuid, uint32> botLoading;
};
class PlayerbotMgr : public PlayerbotHolder

View File

@ -167,11 +167,13 @@ bool PlayerbotAIConfig::Initialize()
pvpProhibitedZoneIds);
LoadList<std::vector<uint32>>(
sConfigMgr->GetOption<std::string>("AiPlayerbot.PvpProhibitedAreaIds",
"976,35,392,2268,4161,4010,4317,4312,3649,3887,3958,3724,4080,3938,3754,3786,3973"),
"976,35,392,2268,4161,4010,4317,4312,3649,3887,3958,3724,4080,3938,3754,3786,"
"3973,4085,4086,4087,4088"),
pvpProhibitedAreaIds);
fastReactInBG = sConfigMgr->GetOption<bool>("AiPlayerbot.FastReactInBG", true);
LoadList<std::vector<uint32>>(
sConfigMgr->GetOption<std::string>("AiPlayerbot.RandomBotQuestIds", "3802,5505,6502,7761,7848,10277,10285,11492,13188,13189,24499,24511,24710,24712"),
sConfigMgr->GetOption<std::string>("AiPlayerbot.RandomBotQuestIds", "3802,5505,6502,7761,7848,10277,10285,11492,"
"13188,13189,24499,24511,24710,24712"),
randomBotQuestIds);
LoadSet<std::set<uint32>>(
@ -181,7 +183,8 @@ bool PlayerbotAIConfig::Initialize()
"165739,165738,175245,175970,176325,176327,123329,2560"),
disallowedGameObjects);
LoadSet<std::set<uint32>>(
sConfigMgr->GetOption<std::string>("AiPlayerbot.AttunementQuests", "10279,10277,10282,10283,10284,10285,10296,10297,10298,11481,11482,11488,11490,11492,10901,10888,10445,10985"),
sConfigMgr->GetOption<std::string>("AiPlayerbot.AttunementQuests", "10279,10277,10282,10283,10284,10285,10296,"
"10297,10298,11481,11482,11488,11490,11492,10901,10888,10445,10985"),
attunementQuests);
LoadSet<std::set<uint32>>(
@ -233,6 +236,8 @@ bool PlayerbotAIConfig::Initialize()
EnableICCBuffs = sConfigMgr->GetOption<bool>("AiPlayerbot.EnableICCBuffs", true);
//////////////////////////// Professions
classMatchingProfessionChance =
std::min<uint32>(100, sConfigMgr->GetOption<uint32>("AiPlayerbot.ClassMatchingProfessionChance", 30));
fishingDistanceFromMaster = sConfigMgr->GetOption<float>("AiPlayerbot.FishingDistanceFromMaster", 10.0f);
endFishingWithMaster = sConfigMgr->GetOption<float>("AiPlayerbot.EndFishingWithMaster", 30.0f);
fishingDistance = sConfigMgr->GetOption<float>("AiPlayerbot.FishingDistance", 40.0f);

View File

@ -152,6 +152,7 @@ public:
// Professions
bool enableFishingWithMaster;
uint32 classMatchingProfessionChance;
float fishingDistanceFromMaster, fishingDistance, endFishingWithMaster;
// chat