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Author SHA1 Message Date
Keleborn
9f875a7c81
CoreUpdate - ThreatMgr (#2228)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
Modification to threat system required for current core update PR. 



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

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.



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



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



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



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



## Messages to Translate
<!--
Bot messages have to be translatable, but you don't need to do the
translations here. You only need to make sure
the message is in a translatable format, and list in the table the
message_key and the default English message.
Search for GetBotTextOrDefault in the codebase for examples.
-->
Does this change add bot messages to translate?
    - - [x] No
    - - [ ] Yes (**list messages in the table**)

| Message key  | Default message |
| --------------- | ------------------ |
|			 |			      |
|			 |			      |

## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
    - - [ ] No
    - - [x] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->
Claude. Module search for changes made. It also identified a section of
dead code in EnemyPlayerValue due to incorrect ref that was fixed.


## Final Checklist

- - [X] Stability is not compromised.
- - [X] Performance impact is understood, tested, and acceptable.
- - [X] Added logic complexity is justified and explained.
- - [X] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
2026-03-21 23:41:07 +01:00
dillyns
32af1b95de
Paladin Seal of wisdom fallback fix for Ret/Prot Paladins (#2147)
# Pull Request

This PR removes the fallback for Seal of Wisdom action from generic
Paladin strategy and moves it to Holy Paladin only. This is necessary
because a paladin who does not have Seal of Wisdom yet who goes low mana
and triggers the seal of wisdom action will end up falling back to Seal
of Righteousness, even though a better seal may be available, such as
Seal of Command.
The fallback is added to Holy Paladin so that low level holy paladins
still use Righteousness until they get Wisdom

---

## Feature Evaluation

Please answer the following:

- Describe the **minimum logic** required to achieve the intended
behavior?
Ret paladin without Seal of Wisdom shouldn't change seals on low mana.
- Describe the **cheapest implementation** that produces an acceptable
result?
Cheapest implementation is to remove seal of wisdom fallback for
non-holy paladins.
- Describe the **runtime cost** when this logic executes across many
bots?
No difference in cost compared to existing logic.
---

## How to Test the Changes

Use a ret paladin bot who has Seal of Command but who does not have Seal
of Wisdom. A paladin under level 38 will do.
Order them to attack something, like a test dummy, until they eventually
run low on mana.

Before this change: The paladin will switch to Seal of Righteousness
when they get low mana.
After this change: The paladin leaves Seal of Command on when they get
low mana.

## Complexity & Impact

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

Does this change increase per-bot or per-tick processing?
- - [x] No
- - [ ] Yes (**describe and justify impact**)

Could this logic scale poorly under load?
- - [x] No
- - [ ] Yes (**explain why**)
---

## Defaults & Configuration

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

If this introduces more advanced or AI-heavy logic:
- - [x] Lightweight mode remains the default
- - [ ] More complex behavior is optional and thereby configurable
---

## AI Assistance

Was AI assistance (e.g. ChatGPT or similar tools) used while working on
this change?
- - [x] No
- - [ ] Yes (**explain below**)

If yes, please specify:

- AI tool or model used (e.g. ChatGPT, GPT-4, Claude, etc.)
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation)
- Which parts of the change were influenced or generated
- Whether the result was manually reviewed and adapted

AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
Any AI-influenced changes must be verified against existing CORE and PB
logic. We expect contributors to be honest
about what they do and do not understand.

---

## Final Checklist

- - [x] Stability is not compromised
- - [x] Performance impact is understood, tested, and acceptable
- - [x] Added logic complexity is justified and explained
- - [x] Documentation updated if needed

---

## Notes for Reviewers

Anything that significantly improves realism at the cost of stability or
performance should be carefully discussed
before merging.
2026-03-21 15:19:22 -07:00
16 changed files with 119 additions and 189 deletions

View File

@ -1387,8 +1387,8 @@ bool MovementAction::Flee(Unit* target)
}
}
HostileReference* ref = target->GetThreatMgr().getCurrentVictim();
if (ref && ref->getTarget() == bot) // bot is target - try to flee to tank or master
Unit* currentVictim = target->GetThreatMgr().GetCurrentVictim();
if (currentVictim && currentVictim == bot) // bot is target - try to flee to tank or master
{
if (Group* group = bot->GetGroup())
{

View File

@ -6,7 +6,8 @@
#include "TellTargetAction.h"
#include "Event.h"
#include "ThreatMgr.h"
#include "CombatManager.h"
#include "ThreatManager.h"
#include "AiObjectContext.h"
#include "PlayerbotAI.h"
@ -42,21 +43,21 @@ bool TellAttackersAction::Execute(Event /*event*/)
botAI->TellMaster("--- Threat ---");
HostileReference* ref = bot->getHostileRefMgr().getFirst();
if (!ref)
auto const& threatenedByMe = bot->GetThreatMgr().GetThreatenedByMeList();
if (threatenedByMe.empty())
return true;
while (ref)
for (auto const& [guid, ref] : threatenedByMe)
{
ThreatMgr* threatMgr = ref->GetSource();
Unit* unit = threatMgr->GetOwner();
Unit* unit = ref->GetOwner();
if (!unit)
continue;
float threat = ref->GetThreat();
std::ostringstream out;
out << unit->GetName() << " (" << threat << ")";
botAI->TellMaster(out);
ref = ref->next();
}
return true;

View File

@ -16,7 +16,7 @@
#include "PositionValue.h"
#include "SharedDefines.h"
#include "TemporarySummon.h"
#include "ThreatMgr.h"
#include "ThreatManager.h"
#include "Timer.h"
#include "PlayerbotAI.h"
#include "Player.h"
@ -217,7 +217,7 @@ bool LowTankThreatTrigger::IsActive()
if (!current_target)
return false;
ThreatMgr& mgr = current_target->GetThreatMgr();
ThreatManager& mgr = current_target->GetThreatMgr();
float threat = mgr.GetThreat(bot);
float tankThreat = mgr.GetThreat(mt);
return tankThreat == 0.0f || threat > tankThreat * 0.5f;

View File

@ -92,21 +92,15 @@ void AttackersValue::AddAttackersOf(Player* player, std::unordered_set<Unit*>& t
if (!player || !player->IsInWorld() || player->IsBeingTeleported())
return;
HostileRefMgr& refManager = player->getHostileRefMgr();
HostileReference* ref = refManager.getFirst();
if (!ref)
return;
while (ref)
for (auto const& [guid, ref] : player->GetThreatMgr().GetThreatenedByMeList())
{
ThreatMgr* threatMgr = ref->GetSource();
Unit* attacker = threatMgr->GetOwner();
Unit* attacker = ref->GetOwner();
if (!attacker)
continue;
if (player->IsValidAttackTarget(attacker) &&
player->GetDistance2d(attacker) < sPlayerbotAIConfig.sightDistance)
targets.insert(attacker);
ref = ref->next();
}
}
@ -131,7 +125,6 @@ bool AttackersValue::hasRealThreat(Unit* attacker)
return attacker && attacker->IsInWorld() && attacker->IsAlive() && !attacker->IsPolymorphed() &&
// !attacker->isInRoots() &&
!attacker->IsFriendlyTo(bot);
(attacker->GetThreatMgr().getCurrentVictim() || dynamic_cast<Player*>(attacker));
}
bool AttackersValue::IsPossibleTarget(Unit* attacker, Player* bot, float /*range*/)
@ -241,9 +234,6 @@ bool AttackersValue::IsPossibleTarget(Unit* attacker, Player* bot, float /*range
bool AttackersValue::IsValidTarget(Unit* attacker, Player* bot)
{
return IsPossibleTarget(attacker, bot) && bot->IsWithinLOSInMap(attacker);
// (attacker->GetThreatMgr().getCurrentVictim() || attacker->GetGuidValue(UNIT_FIELD_TARGET) ||
// attacker->GetGUID().IsPlayer() || attacker->GetGUID() ==
// GET_PLAYERBOT_AI(bot)->GetAiObjectContext()->GetValue<ObjectGuid>("pull target")->Get());
}
bool PossibleAddsValue::Calculate()
@ -255,13 +245,11 @@ bool PossibleAddsValue::Calculate()
{
if (find(attackers.begin(), attackers.end(), guid) != attackers.end())
continue;
if (Unit* add = botAI->GetUnit(guid))
{
if (!add->IsInWorld() || add->IsDuringRemoveFromWorld())
Unit* add = botAI->GetUnit(guid);
if (!add || !add->IsInWorld() || add->IsDuringRemoveFromWorld())
continue;
if (!add->GetTarget() && !add->GetThreatMgr().getCurrentVictim() && add->IsHostileTo(bot))
if (!add->GetTarget() && !add->GetThreatMgr().GetLastVictim() && add->IsHostileTo(bot))
{
for (ObjectGuid const attackerGUID : attackers)
{
@ -278,7 +266,6 @@ bool PossibleAddsValue::Calculate()
}
}
}
}
return false;
}

View File

@ -20,7 +20,7 @@ public:
}
public:
void CheckAttacker(Unit* creature, ThreatMgr* threatMgr) override
void CheckAttacker(Unit* creature, ThreatManager* threatMgr) override
{
Player* bot = botAI->GetBot();
if (!botAI->CanCastSpell(spell, creature))

View File

@ -13,7 +13,7 @@ public:
{
}
void CheckAttacker(Unit* attacker, ThreatMgr* threatMgr) override
void CheckAttacker(Unit* attacker, ThreatManager* threatMgr) override
{
if (botAI->HasAura(spell, attacker))
result = attacker;

View File

@ -13,16 +13,14 @@ class FindMaxThreatGapTargetStrategy : public FindTargetStrategy
public:
FindMaxThreatGapTargetStrategy(PlayerbotAI* botAI) : FindTargetStrategy(botAI), minThreat(0) {}
void CheckAttacker(Unit* attacker, ThreatMgr* threatMgr) override
void CheckAttacker(Unit* attacker, ThreatManager* threatMgr) override
{
if (!attacker->IsAlive())
{
return;
}
if (foundHighPriority)
{
return;
}
if (IsHighPriority(attacker))
{
result = attacker;
@ -32,7 +30,7 @@ public:
if (!result || CalcThreatGap(attacker, threatMgr) > CalcThreatGap(result, &result->GetThreatMgr()))
result = attacker;
}
float CalcThreatGap(Unit* attacker, ThreatMgr* threatMgr)
float CalcThreatGap(Unit* attacker, ThreatManager* threatMgr)
{
Unit* victim = attacker->GetVictim();
return threatMgr->GetThreat(victim) - threatMgr->GetThreat(attacker);
@ -52,7 +50,7 @@ public:
result = nullptr;
}
void CheckAttacker(Unit* attacker, ThreatMgr* threatMgr) override
void CheckAttacker(Unit* attacker, ThreatManager* threatMgr) override
{
if (Group* group = botAI->GetBot()->GetGroup())
{
@ -61,13 +59,11 @@ public:
return;
}
if (!attacker->IsAlive())
{
return;
}
if (foundHighPriority)
{
return;
}
if (IsHighPriority(attacker))
{
result = attacker;
@ -90,24 +86,19 @@ public:
int new_level = GetIntervalLevel(new_unit);
int old_level = GetIntervalLevel(old_unit);
if (new_level != old_level)
{
return new_level > old_level;
}
int32_t level = new_level;
if (level % 10 == 2 || level % 10 == 0)
{
return new_time < old_time;
}
// dont switch targets when all of them with low health
Unit* currentTarget = botAI->GetAiObjectContext()->GetValue<Unit*>("current target")->Get();
if (currentTarget == new_unit)
{
return true;
}
if (currentTarget == old_unit)
{
return false;
}
return new_time > old_time;
}
int32_t GetIntervalLevel(Unit* unit)
@ -119,13 +110,11 @@ public:
attackRange += 5.0f;
int level = dis < attackRange ? 10 : 0;
if (time >= 5 && time <= 30)
{
return level + 2;
}
if (time > 30)
{
return level;
}
return level + 1;
}
@ -143,7 +132,7 @@ public:
{
}
void CheckAttacker(Unit* attacker, ThreatMgr*) override
void CheckAttacker(Unit* attacker, ThreatManager*) override
{
if (Group* group = botAI->GetBot()->GetGroup())
{
@ -152,13 +141,11 @@ public:
return;
}
if (!attacker->IsAlive())
{
return;
}
if (foundHighPriority)
{
return;
}
if (IsHighPriority(attacker))
{
result = attacker;
@ -186,9 +173,8 @@ public:
// attack enemy in range and with lowest health
int level = new_level;
if (level == 10)
{
return new_time < old_time;
}
// all targets are far away, choose the closest one
return botAI->GetBot()->GetDistance(new_unit) < botAI->GetBot()->GetDistance(old_unit);
}
@ -216,7 +202,7 @@ public:
{
}
void CheckAttacker(Unit* attacker, ThreatMgr*) override
void CheckAttacker(Unit* attacker, ThreatManager*) override
{
if (Group* group = botAI->GetBot()->GetGroup())
{
@ -225,13 +211,11 @@ public:
return;
}
if (!attacker->IsAlive())
{
return;
}
if (foundHighPriority)
{
return;
}
if (IsHighPriority(attacker))
{
result = attacker;
@ -254,9 +238,8 @@ public:
int new_level = GetIntervalLevel(new_unit);
int old_level = GetIntervalLevel(old_unit);
if (new_level != old_level)
{
return new_level > old_level;
}
// attack enemy in range and with lowest health
int level = new_level;
Player* bot = botAI->GetBot();
@ -264,9 +247,8 @@ public:
{
Unit* combo_unit = bot->GetComboTarget();
if (new_unit == combo_unit)
{
return true;
}
return new_time < old_time;
}
// all targets are far away, choose the closest one
@ -319,7 +301,7 @@ class FindMaxHpTargetStrategy : public FindTargetStrategy
public:
FindMaxHpTargetStrategy(PlayerbotAI* botAI) : FindTargetStrategy(botAI), maxHealth(0) {}
void CheckAttacker(Unit* attacker, ThreatMgr*) override
void CheckAttacker(Unit* attacker, ThreatManager*) override
{
if (Group* group = botAI->GetBot()->GetGroup())
{

View File

@ -5,6 +5,7 @@
#include "EnemyPlayerValue.h"
#include "CombatManager.h"
#include "Playerbots.h"
#include "ServerFacade.h"
#include "Vehicle.h"
@ -51,35 +52,22 @@ Unit* EnemyPlayerValue::Calculate()
controllingVehicle = true;
}
// 1. Check units we are currently in combat with.
// 1. Check units we are currently in PvP combat with.
std::vector<Unit*> targets;
Unit* pVictim = bot->GetVictim();
HostileReference* pReference = bot->getHostileRefMgr().getFirst();
while (pReference)
for (auto const& [guid, combatRef] : bot->GetCombatManager().GetPvPCombatRefs())
{
ThreatMgr* threatMgr = pReference->GetSource();
if (Unit* pTarget = threatMgr->GetOwner())
{
if (pTarget != pVictim && pTarget->IsPlayer() && pTarget->CanSeeOrDetect(bot) &&
bot->IsWithinDist(pTarget, VISIBILITY_DISTANCE_NORMAL))
{
if (bot->GetTeamId() == TEAM_HORDE)
{
if (pTarget->HasAura(23333))
Unit* pTarget = combatRef->GetOther(bot);
if (!pTarget || pTarget == pVictim || !pTarget->IsPlayer() || !pTarget->CanSeeOrDetect(bot) ||
!bot->IsWithinDist(pTarget, VISIBILITY_DISTANCE_NORMAL))
continue;
if ((bot->GetTeamId() == TEAM_HORDE && Target->HasAura(23333)) ||
(bot->GetTeamId() == TEAM_ALLIANCE && pTarget->HasAura(23335)))
return pTarget;
}
else
{
if (pTarget->HasAura(23335))
return pTarget;
}
targets.push_back(pTarget);
}
}
pReference = pReference->next();
}
if (!targets.empty())
{

View File

@ -13,7 +13,7 @@ class FindLeastHpTargetStrategy : public FindNonCcTargetStrategy
public:
FindLeastHpTargetStrategy(PlayerbotAI* botAI) : FindNonCcTargetStrategy(botAI), minHealth(0) {}
void CheckAttacker(Unit* attacker, ThreatMgr* threatMgr) override
void CheckAttacker(Unit* attacker, ThreatManager* threatMgr) override
{
if (IsCcTarget(attacker))
return;

View File

@ -15,12 +15,11 @@ class FindTargetForTankStrategy : public FindNonCcTargetStrategy
public:
FindTargetForTankStrategy(PlayerbotAI* botAI) : FindNonCcTargetStrategy(botAI), minThreat(0) {}
void CheckAttacker(Unit* creature, ThreatMgr* threatMgr) override
void CheckAttacker(Unit* creature, ThreatManager* threatMgr) override
{
if (!creature || !creature->IsAlive())
{
return;
}
Player* bot = botAI->GetBot();
float threat = threatMgr->GetThreat(bot);
if (!result)
@ -29,15 +28,11 @@ public:
result = creature;
}
// neglect if victim is main tank, or no victim (for untauntable target)
if (threatMgr->getCurrentVictim())
{
// float max_threat = threatMgr->GetThreat(threatMgr->getCurrentVictim()->getTarget());
Unit* victim = threatMgr->getCurrentVictim()->getTarget();
if (victim && victim->ToPlayer() && botAI->IsMainTank(victim->ToPlayer()))
if (Unit* victim = threatMgr->GetCurrentVictim())
{
if (victim->ToPlayer() && botAI->IsMainTank(victim->ToPlayer()))
return;
}
}
if (minThreat >= threat)
{
minThreat = threat;
@ -54,7 +49,7 @@ class FindTankTargetSmartStrategy : public FindTargetStrategy
public:
FindTankTargetSmartStrategy(PlayerbotAI* botAI) : FindTargetStrategy(botAI) {}
void CheckAttacker(Unit* attacker, ThreatMgr* threatMgr) override
void CheckAttacker(Unit* attacker, ThreatManager* threatMgr) override
{
if (Group* group = botAI->GetBot()->GetGroup())
{
@ -63,14 +58,11 @@ public:
return;
}
if (!attacker->IsAlive())
{
return;
}
if (!result || IsBetter(attacker, result))
{
result = attacker;
}
}
bool IsBetter(Unit* new_unit, Unit* old_unit)
{
Player* bot = botAI->GetBot();
@ -80,6 +72,7 @@ public:
{
if (old_unit == currentTarget)
return false;
if (new_unit == currentTarget)
return true;
}
@ -89,26 +82,22 @@ public:
float old_dis = bot->GetDistance(old_unit);
// hasAggro? -> withinMelee? -> threat
if (GetIntervalLevel(new_unit) != GetIntervalLevel(old_unit))
{
return GetIntervalLevel(new_unit) > GetIntervalLevel(old_unit);
}
int32_t interval = GetIntervalLevel(new_unit);
if (interval == 2)
{
return new_dis < old_dis;
}
return new_threat < old_threat;
}
int32_t GetIntervalLevel(Unit* unit)
{
if (!botAI->HasAggro(unit))
{
return 2;
}
if (botAI->GetBot()->IsWithinMeleeRange(unit))
{
return 1;
}
return 0;
}
};

View File

@ -5,12 +5,13 @@
#include "TargetValue.h"
#include "CombatManager.h"
#include "LastMovementValue.h"
#include "ObjectGuid.h"
#include "Playerbots.h"
#include "RtiTargetValue.h"
#include "ScriptedCreature.h"
#include "ThreatMgr.h"
#include "ThreatManager.h"
Unit* FindTargetStrategy::GetResult() { return result; }
@ -23,8 +24,8 @@ Unit* TargetValue::FindTarget(FindTargetStrategy* strategy)
if (!unit)
continue;
ThreatMgr& ThreatMgr = unit->GetThreatMgr();
strategy->CheckAttacker(unit, &ThreatMgr);
ThreatManager& threatMgr = unit->GetThreatMgr();
strategy->CheckAttacker(unit, &threatMgr);
}
return strategy->GetResult();
@ -144,24 +145,23 @@ Unit* FindTargetValue::Calculate()
{
return nullptr;
}
HostileReference* ref = bot->getHostileRefMgr().getFirst();
while (ref)
for (auto const& [guid, ref] : bot->GetThreatMgr().GetThreatenedByMeList())
{
ThreatMgr* threatManager = ref->GetSource();
Unit* unit = threatManager->GetOwner();
Unit* unit = ref->GetOwner();
if (!unit)
continue;
std::wstring wnamepart;
Utf8toWStr(unit->GetName(), wnamepart);
wstrToLower(wnamepart);
if (!qualifier.empty() && qualifier.length() == wnamepart.length() && Utf8FitTo(qualifier, wnamepart))
{
return unit;
}
ref = ref->next();
}
return nullptr;
}
void FindBossTargetStrategy::CheckAttacker(Unit* attacker, ThreatMgr* threatManager)
void FindBossTargetStrategy::CheckAttacker(Unit* attacker, ThreatManager* threatManager)
{
UnitAI* unitAI = attacker->GetAI();
BossAI* bossAI = dynamic_cast<BossAI*>(unitAI);

View File

@ -11,7 +11,7 @@
#include "Value.h"
class PlayerbotAI;
class ThreatMgr;
class ThreatManager;
class Unit;
class FindTargetStrategy
@ -20,7 +20,7 @@ public:
FindTargetStrategy(PlayerbotAI* botAI) : result(nullptr), botAI(botAI) {}
Unit* GetResult();
virtual void CheckAttacker(Unit* attacker, ThreatMgr* threatMgr) = 0;
virtual void CheckAttacker(Unit* attacker, ThreatManager* threatMgr) = 0;
void GetPlayerCount(Unit* creature, uint32* tankCount, uint32* dpsCount);
bool IsHighPriority(Unit* attacker);
@ -129,7 +129,7 @@ class FindBossTargetStrategy : public FindTargetStrategy
{
public:
FindBossTargetStrategy(PlayerbotAI* ai) : FindTargetStrategy(ai) {}
virtual void CheckAttacker(Unit* attacker, ThreatMgr* threatManager);
virtual void CheckAttacker(Unit* attacker, ThreatManager* threatManager);
};
class BossTargetValue : public TargetValue, public Qualified

View File

@ -6,7 +6,7 @@
#include "ThreatValues.h"
#include "Playerbots.h"
#include "ThreatMgr.h"
#include "ThreatManager.h"
uint8 ThreatValue::Calculate()
{

View File

@ -15,9 +15,6 @@ public:
{
creators["sanctity aura"] = &sanctity_aura;
creators["retribution aura"] = &retribution_aura;
creators["seal of corruption"] = &seal_of_corruption;
creators["seal of vengeance"] = &seal_of_vengeance;
creators["seal of command"] = &seal_of_command;
creators["blessing of might"] = &blessing_of_might;
creators["crusader strike"] = &crusader_strike;
creators["repentance"] = &repentance;
@ -27,36 +24,6 @@ public:
}
private:
static ActionNode* seal_of_corruption([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"seal of corruption",
/*P*/ {},
/*A*/ { NextAction("seal of vengeance") },
/*C*/ {}
);
}
static ActionNode* seal_of_vengeance([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"seal of vengeance",
/*P*/ {},
/*A*/ { NextAction("seal of command") },
/*C*/ {}
);
}
static ActionNode* seal_of_command([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"seal of command",
/*P*/ {},
/*A*/ { NextAction("seal of righteousness") },
/*C*/ {}
);
}
static ActionNode* blessing_of_might([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(

View File

@ -22,6 +22,9 @@ public:
creators["cleanse magic"] = &cleanse_magic;
creators["cleanse poison on party"] = &cleanse_poison_on_party;
creators["cleanse disease on party"] = &cleanse_disease_on_party;
creators["seal of corruption"] = &seal_of_corruption;
creators["seal of vengeance"] = &seal_of_vengeance;
creators["seal of command"] = &seal_of_command;
creators["seal of wisdom"] = &seal_of_wisdom;
creators["seal of justice"] = &seal_of_justice;
creators["hand of reckoning"] = &hand_of_reckoning;
@ -41,7 +44,6 @@ public:
creators["blessing of wisdom on party"] = &blessing_of_wisdom_on_party;
creators["blessing of sanctuary on party"] = &blessing_of_sanctuary_on_party;
creators["blessing of sanctuary"] = &blessing_of_sanctuary;
creators["seal of command"] = &seal_of_command;
creators["taunt spell"] = &hand_of_reckoning;
creators["righteous defense"] = &righteous_defense;
creators["avenger's shield"] = &avengers_shield;
@ -155,18 +157,39 @@ private:
/*A*/ { NextAction("purify disease on party") },
/*C*/ {});
}
static ActionNode* seal_of_corruption(PlayerbotAI* /* ai */)
{
return new ActionNode("seal of corruption",
/*P*/ {},
/*A*/ { NextAction("seal of vengeance") },
/*C*/ {});
}
static ActionNode* seal_of_vengeance(PlayerbotAI* /* ai */)
{
return new ActionNode("seal of vengeance",
/*P*/ {},
/*A*/ { NextAction("seal of command") },
/*C*/ {});
}
static ActionNode* seal_of_command(PlayerbotAI* /* ai */)
{
return new ActionNode("seal of command",
/*P*/ {},
/*A*/ { NextAction("seal of righteousness") },
/*C*/ {});
}
static ActionNode* seal_of_wisdom(PlayerbotAI* /* ai */)
{
return new ActionNode ("seal of wisdom",
/*P*/ {},
/*A*/ { NextAction("seal of righteousness") },
/*A*/ { NextAction("seal of corruption") },
/*C*/ {});
}
static ActionNode* seal_of_justice(PlayerbotAI* /* ai */)
{
return new ActionNode("seal of justice",
/*P*/ {},
/*A*/ { NextAction("seal of righteousness") },
/*A*/ { NextAction("seal of corruption") },
/*C*/ {});
}
static ActionNode* hand_of_reckoning(PlayerbotAI* /* ai */)
@ -246,13 +269,6 @@ private:
/*A*/ {},
/*C*/ {});
}
static ActionNode* seal_of_command(PlayerbotAI* /* ai */)
{
return new ActionNode("seal of command",
/*P*/ {},
/*A*/ { NextAction("seal of righteousness") },
/*C*/ {});
}
};
#endif

View File

@ -30,7 +30,7 @@ void HealPaladinStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
new TriggerNode(
"seal",
{
NextAction("seal of wisdom", ACTION_HIGH)
NextAction("seal of wisdom", ACTION_HIGH),
}
)
);