Compare commits

..

3 Commits

Author SHA1 Message Date
bash
7e810f8174
Update README.md (#1750) 2025-10-20 21:46:51 +02:00
bash
e0df6558f5
Added shaman default combat strategy names on top of custom (#1739) 2025-10-20 18:20:46 +02:00
bash
50ac6e5b95
core_merge_changes (#1747) 2025-10-20 14:12:14 +02:00
7 changed files with 22 additions and 14 deletions

View File

@ -93,6 +93,9 @@ The [Playerbots Wiki](https://github.com/mod-playerbots/mod-playerbots/wiki) con
- **What platforms are supported?** We support Ubuntu, Windows, and macOS. Other Linux distros may work, but will not receive support. - **What platforms are supported?** We support Ubuntu, Windows, and macOS. Other Linux distros may work, but will not receive support.
- **Why isn't my source compiling?** Please ensure that you are compiling with the required [custom branch of AzerothCore](https://github.com/mod-playerbots/azerothcore-wotlk/tree/Playerbot). Additionally, please [check the build status of our CI](https://github.com/mod-playerbots/mod-playerbots/actions). If the latest build is failing, rever to the last successful commit until we address the issue. - **Why isn't my source compiling?** Please ensure that you are compiling with the required [custom branch of AzerothCore](https://github.com/mod-playerbots/azerothcore-wotlk/tree/Playerbot). Additionally, please [check the build status of our CI](https://github.com/mod-playerbots/mod-playerbots/actions). If the latest build is failing, rever to the last successful commit until we address the issue.
## Code standards
- https://www.azerothcore.org/wiki/cpp-code-standards
## Addons ## Addons
Typically, bots are controlled via chat commands. For larger bot groups, this can be unwieldy. As an alternative, community members have developed client Add-Ons to allow controlling bots through the in-game UI. We recommend you check out their projects: Typically, bots are controlled via chat commands. For larger bot groups, this can be unwieldy. As an alternative, community members have developed client Add-Ons to allow controlling bots through the in-game UI. We recommend you check out their projects:

View File

@ -82,7 +82,7 @@
#include "TameAction.h" #include "TameAction.h"
#include "TellGlyphsAction.h" #include "TellGlyphsAction.h"
#include "EquipGlyphsAction.h" #include "EquipGlyphsAction.h"
#include "PetAction.h" #include "PetsAction.h"
class ChatActionContext : public NamedObjectContext<Action> class ChatActionContext : public NamedObjectContext<Action>
{ {
@ -307,8 +307,8 @@ private:
static Action* tame(PlayerbotAI* botAI) { return new TameAction(botAI); } static Action* tame(PlayerbotAI* botAI) { return new TameAction(botAI); }
static Action* glyphs(PlayerbotAI* botAI) { return new TellGlyphsAction(botAI); } // Added for custom Glyphs static Action* glyphs(PlayerbotAI* botAI) { return new TellGlyphsAction(botAI); } // Added for custom Glyphs
static Action* glyph_equip(PlayerbotAI* ai) { return new EquipGlyphsAction(ai); } // Added for custom Glyphs static Action* glyph_equip(PlayerbotAI* ai) { return new EquipGlyphsAction(ai); } // Added for custom Glyphs
static Action* pet(PlayerbotAI* botAI) { return new PetAction(botAI); } static Action* pet(PlayerbotAI* botAI) { return new PetsAction(botAI); }
static Action* pet_attack(PlayerbotAI* botAI) { return new PetAction(botAI, "attack"); } static Action* pet_attack(PlayerbotAI* botAI) { return new PetsAction(botAI, "attack"); }
static Action* roll_action(PlayerbotAI* botAI) { return new RollAction(botAI); } static Action* roll_action(PlayerbotAI* botAI) { return new RollAction(botAI); }
}; };

View File

@ -210,7 +210,7 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
mm.Clear(); mm.Clear();
if (!backwards) if (!backwards)
{ {
mm.MovePoint(0, x, y, z, generatePath); mm.MovePoint(0, x, y, z, FORCED_MOVEMENT_NONE, 0.0f, 0.0f, generatePath);
} }
else else
{ {
@ -245,7 +245,7 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
mm.Clear(); mm.Clear();
if (!backwards) if (!backwards)
{ {
mm.MovePoint(0, x, y, z, generatePath); mm.MovePoint(0, x, y, z, FORCED_MOVEMENT_NONE, 0.0f, 0.0f, generatePath);
} }
else else
{ {
@ -287,7 +287,7 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
mm.Clear(); mm.Clear();
if (!backwards) if (!backwards)
{ {
mm.MovePoint(0, x, y, z, generatePath); mm.MovePoint(0, x, y, z, FORCED_MOVEMENT_NONE, 0.0f, 0.0f, generatePath);
} }
else else
{ {

View File

@ -3,7 +3,7 @@
* and/or modify it under version 3 of the License, or (at your option), any later version. * and/or modify it under version 3 of the License, or (at your option), any later version.
*/ */
#include "PetAction.h" #include "PetsAction.h"
#include "CharmInfo.h" #include "CharmInfo.h"
#include "Creature.h" #include "Creature.h"
@ -13,7 +13,7 @@
#include "PlayerbotAI.h" #include "PlayerbotAI.h"
#include "SharedDefines.h" #include "SharedDefines.h"
bool PetAction::Execute(Event event) bool PetsAction::Execute(Event event)
{ {
// Extract the command parameter from the event (e.g., "aggressive", "defensive", "attack", etc.) // Extract the command parameter from the event (e.g., "aggressive", "defensive", "attack", etc.)
std::string param = event.getParam(); std::string param = event.getParam();

View File

@ -3,8 +3,8 @@
* and/or modify it under version 3 of the License, or (at your option), any later version. * and/or modify it under version 3 of the License, or (at your option), any later version.
*/ */
#ifndef _PLAYERBOT_PETACTION_H #ifndef _PLAYERBOT_PETSACTION_H
#define _PLAYERBOT_PETACTION_H #define _PLAYERBOT_PETSACTION_H
#include <string> #include <string>
@ -14,10 +14,10 @@
class PlayerbotAI; class PlayerbotAI;
class PetAction : public Action class PetsAction : public Action
{ {
public: public:
PetAction(PlayerbotAI* botAI, const std::string& defaultCmd = "") : Action(botAI, "pet"), defaultCmd(defaultCmd) {} PetsAction(PlayerbotAI* botAI, const std::string& defaultCmd = "") : Action(botAI, "pet"), defaultCmd(defaultCmd) {}
bool Execute(Event event) override; bool Execute(Event event) override;

View File

@ -41,7 +41,7 @@
#include "UseMeetingStoneAction.h" #include "UseMeetingStoneAction.h"
#include "NamedObjectContext.h" #include "NamedObjectContext.h"
#include "ReleaseSpiritAction.h" #include "ReleaseSpiritAction.h"
#include "PetAction.h" #include "PetsAction.h"
class PlayerbotAI; class PlayerbotAI;
@ -141,7 +141,7 @@ private:
static Action* tell_not_enough_reputation(PlayerbotAI* botAI) { return new TellMasterAction(botAI, "Not enough reputation"); } static Action* tell_not_enough_reputation(PlayerbotAI* botAI) { return new TellMasterAction(botAI, "Not enough reputation"); }
static Action* tell_cannot_equip(PlayerbotAI* botAI) { return new InventoryChangeFailureAction(botAI); } static Action* tell_cannot_equip(PlayerbotAI* botAI) { return new InventoryChangeFailureAction(botAI); }
static Action* self_resurrect(PlayerbotAI* botAI) { return new SelfResurrectAction(botAI); } static Action* self_resurrect(PlayerbotAI* botAI) { return new SelfResurrectAction(botAI); }
static Action* pet(PlayerbotAI* botAI) { return new PetAction(botAI); } static Action* pet(PlayerbotAI* botAI) { return new PetsAction(botAI); }
// quest // quest
static Action* quest_update_add_kill(PlayerbotAI* ai) { return new QuestUpdateAddKillAction(ai); } static Action* quest_update_add_kill(PlayerbotAI* ai) { return new QuestUpdateAddKillAction(ai); }

View File

@ -41,6 +41,11 @@ class ShamanCombatStrategyFactoryInternal : public NamedObjectContext<Strategy>
public: public:
ShamanCombatStrategyFactoryInternal() : NamedObjectContext<Strategy>(false, true) ShamanCombatStrategyFactoryInternal() : NamedObjectContext<Strategy>(false, true)
{ {
creators["heal"] = &ShamanCombatStrategyFactoryInternal::resto;
creators["melee"] = &ShamanCombatStrategyFactoryInternal::enh;
creators["dps"] = &ShamanCombatStrategyFactoryInternal::enh;
creators["caster"] = &ShamanCombatStrategyFactoryInternal::ele;
//creators["offheal"] = &ShamanCombatStrategyFactoryInternal::offheal;
creators["resto"] = &ShamanCombatStrategyFactoryInternal::resto; creators["resto"] = &ShamanCombatStrategyFactoryInternal::resto;
creators["enh"] = &ShamanCombatStrategyFactoryInternal::enh; creators["enh"] = &ShamanCombatStrategyFactoryInternal::enh;
creators["ele"] = &ShamanCombatStrategyFactoryInternal::ele; creators["ele"] = &ShamanCombatStrategyFactoryInternal::ele;