mirror of
https://github.com/liyunfan1223/mod-playerbots.git
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<!-- Thank you for contributing to mod-playerbots, please make sure that you... 1. Submit your PR to the test-staging branch, not master. 2. Read the guidelines below before submitting. 3. Don't delete parts of this template. DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND PREDICTABILITY over behavioral realism. Every action and decision executes PER BOT AND PER TRIGGER. Small increases in logic complexity scale poorly across thousands of bots and negatively affect all. We prioritize a stable system over a smarter one. Bots don't need to behave perfectly; believable behavior is the goal, not human simulation. Default behavior must be cheap in processing; expensive behavior must be opt-in. Before submitting, make sure your changes aligns with these principles. --> ## Pull Request Description <!-- Describe what this change does and why it is needed --> Added Berserker Rage usage (in combat and outside combat) for Warrior (all specs) Related with: #1755 ## How to Test the Changes <!-- - Step-by-step instructions to test the change. - Any required setup (e.g. multiple players, number of bots, specific configuration). - Expected behavior and how to verify it. --> - invite warrior to party - [optional] start combat (for example with dummy) - use command `.aura 6215` - bot should cast Berserker Rage ## Impact Assessment <!-- As a generic test, before and after measure of pmon (playerbot pmon tick) can help you here. --> - Does this change increase per-bot/per-tick processing or risk scaling poorly with thousands of bots? - - [x] No, not at all - - [ ] Minimal impact (**explain below**) - - [ ] Moderate impact (**explain below**) - Does this change modify default bot behavior? - - [ ] No - - [x] Yes (**explain why**) Warriors use Berserker Rage when they got fear, sleep or sap - Does this change add new decision branches or increase maintenance complexity? - - [x] No - - [ ] Yes (**explain below**) ## Messages to Translate <!-- Bot messages have to be translatable, but you don't need to do the translations here. You only need to make sure the message is in a translatable format, and list in the table the message_key and the default English message. Search for GetBotTextOrDefault in the codebase for examples. --> - Does this change add bot messages to translate? - - [x] No - - [ ] Yes (**list messages in the table**) | Message key | Default message | | --------------- | ------------------ | | | | | | | ## AI Assistance <!-- AI assistance is allowed, but all submitted code must be fully understood, reviewed, and owned by the contributor. We expect contributors to be honest about what they do and do not understand. --> - Was AI assistance used while working on this change? - - [ ] No - - [x] Yes (**explain below**) <!-- If yes, please specify: - Purpose of usage (e.g. brainstorming, refactoring, documentation, code generation). - Which parts of the change were influenced or generated, and whether it was thoroughly reviewed. --> Copilot CLI to review ## Final Checklist - - [x] Stability is not compromised. - - [x] Performance impact is understood, tested, and acceptable. - - [x] Added logic complexity is justified and explained. - - [x] Documentation updated if needed (Conf comments, WiKi commands). ## Notes for Reviewers <!-- Anything else that's helpful to review or test your pull request. --> <img width="324" height="125" alt="obraz" src="https://github.com/user-attachments/assets/e502f1c1-88f4-42a1-b07b-fc9ef3fd318b" /> [Berserker Rage performance test.txt](https://github.com/user-attachments/files/26333365/Berserker.Rage.performance.test.txt)
756 lines
21 KiB
C++
756 lines
21 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
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* and/or modify it under version 3 of the License, or (at your option), any later version.
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*/
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#include "GenericTriggers.h"
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#include <string>
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#include "CreatureAI.h"
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#include "ItemVisitors.h"
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#include "LastSpellCastValue.h"
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#include "ObjectGuid.h"
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#include "PlayerbotAIConfig.h"
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#include "Playerbots.h"
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#include "PositionValue.h"
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#include "SharedDefines.h"
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#include "TemporarySummon.h"
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#include "ThreatManager.h"
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#include "Timer.h"
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#include "PlayerbotAI.h"
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#include "Player.h"
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#include "Corpse.h"
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bool LowManaTrigger::IsActive()
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{
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return AI_VALUE2(bool, "has mana", "self target") &&
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AI_VALUE2(uint8, "mana", "self target") < sPlayerbotAIConfig.lowMana;
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}
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bool MediumManaTrigger::IsActive()
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{
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return AI_VALUE2(bool, "has mana", "self target") &&
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AI_VALUE2(uint8, "mana", "self target") < sPlayerbotAIConfig.mediumMana;
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}
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bool NoPetTrigger::IsActive()
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{
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return (bot->GetMinionGUID().IsEmpty()) && (!AI_VALUE(Unit*, "pet target")) && (!bot->GetGuardianPet()) &&
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(!bot->GetFirstControlled()) && (!AI_VALUE2(bool, "mounted", "self target"));
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}
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bool HasPetTrigger::IsActive()
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{
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return (AI_VALUE(Unit*, "pet target")) && !AI_VALUE2(bool, "mounted", "self target");
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;
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}
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bool PetAttackTrigger::IsActive()
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{
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Guardian* pet = bot->GetGuardianPet();
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if (!pet)
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{
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return false;
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}
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Unit* target = AI_VALUE(Unit*, "current target");
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if (!target)
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{
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return false;
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}
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if (pet->GetVictim() == target && pet->GetCharmInfo()->IsCommandAttack())
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{
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return false;
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}
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if (bot->GetMap()->IsDungeon() && bot->GetGroup() && !target->IsInCombat())
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{
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return false;
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}
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return true;
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}
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bool HighManaTrigger::IsActive()
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{
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return AI_VALUE2(bool, "has mana", "self target") && AI_VALUE2(uint8, "mana", "self target") < sPlayerbotAIConfig.highMana;
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}
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bool AlmostFullManaTrigger::IsActive()
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{
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return AI_VALUE2(bool, "has mana", "self target") && AI_VALUE2(uint8, "mana", "self target") > 85;
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}
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bool EnoughManaTrigger::IsActive()
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{
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return AI_VALUE2(bool, "has mana", "self target") && AI_VALUE2(uint8, "mana", "self target") > sPlayerbotAIConfig.highMana;
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}
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bool RageAvailable::IsActive() { return AI_VALUE2(uint8, "rage", "self target") >= amount; }
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bool EnergyAvailable::IsActive() { return AI_VALUE2(uint8, "energy", "self target") >= amount; }
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bool ComboPointsAvailableTrigger::IsActive() { return AI_VALUE2(uint8, "combo", "current target") >= amount; }
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bool ComboPointsNotFullTrigger::IsActive() { return AI_VALUE2(uint8, "combo", "current target") < amount; }
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bool TargetWithComboPointsLowerHealTrigger::IsActive()
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{
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Unit* target = AI_VALUE(Unit*, "current target");
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if (!target || !target->IsAlive() || !target->IsInWorld())
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{
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return false;
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}
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return ComboPointsAvailableTrigger::IsActive() &&
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(target->GetHealth() / AI_VALUE(float, "estimated group dps")) <= lifeTime;
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}
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bool LoseAggroTrigger::IsActive() { return !AI_VALUE2(bool, "has aggro", "current target"); }
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bool HasAggroTrigger::IsActive() { return AI_VALUE2(bool, "has aggro", "current target"); }
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bool PanicTrigger::IsActive()
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{
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return AI_VALUE2(uint8, "health", "self target") < sPlayerbotAIConfig.criticalHealth &&
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(!AI_VALUE2(bool, "has mana", "self target") ||
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AI_VALUE2(uint8, "mana", "self target") < sPlayerbotAIConfig.lowMana);
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}
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bool OutNumberedTrigger::IsActive()
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{
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if (bot->GetMap() && (bot->GetMap()->IsDungeon() || bot->GetMap()->IsRaid()))
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return false;
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if (bot->GetGroup() && bot->GetGroup()->isRaidGroup())
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return false;
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int32 botLevel = bot->GetLevel();
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uint32 friendPower = 200;
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uint32 foePower = 0;
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for (auto& attacker : botAI->GetAiObjectContext()->GetValue<GuidVector>("attackers")->Get())
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{
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Creature* creature = botAI->GetCreature(attacker);
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if (!creature)
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continue;
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int32 dLevel = creature->GetLevel() - botLevel;
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if (dLevel > -10)
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foePower = std::max(100 + 10 * dLevel, dLevel * 200);
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}
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if (!foePower)
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return false;
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for (auto& helper : botAI->GetAiObjectContext()->GetValue<GuidVector>("nearest friendly players")->Get())
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{
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Unit* player = botAI->GetUnit(helper);
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if (!player || player == bot)
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continue;
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int32 dLevel = player->GetLevel() - botLevel;
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if (dLevel > -10 && bot->GetDistance(player) < 10.0f)
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friendPower += std::max(200 + 20 * dLevel, dLevel * 200);
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}
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return friendPower < foePower;
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}
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bool BuffTrigger::IsActive()
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{
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Unit* target = GetTarget();
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if (!target)
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return false;
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if (!SpellTrigger::IsActive())
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return false;
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Aura* aura = botAI->GetAura(spell, target, checkIsOwner, checkDuration);
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if (!aura)
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return true;
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if (beforeDuration && aura->GetDuration() < beforeDuration)
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return true;
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return false;
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}
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Value<Unit*>* BuffOnPartyTrigger::GetTargetValue()
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{
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return context->GetValue<Unit*>("party member without aura", spell);
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}
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bool ProtectPartyMemberTrigger::IsActive() { return AI_VALUE(Unit*, "party member to protect"); }
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Value<Unit*>* DebuffOnAttackerTrigger::GetTargetValue()
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{
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return context->GetValue<Unit*>("attacker without aura", spell);
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}
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Value<Unit*>* DebuffOnMeleeAttackerTrigger::GetTargetValue()
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{
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return context->GetValue<Unit*>("melee attacker without aura", spell);
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}
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bool NoAttackersTrigger::IsActive()
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{
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return !AI_VALUE(Unit*, "current target") && AI_VALUE(uint8, "my attacker count") > 0;
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}
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bool InvalidTargetTrigger::IsActive() { return AI_VALUE2(bool, "invalid target", "current target"); }
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bool NoTargetTrigger::IsActive() { return !AI_VALUE(Unit*, "current target"); }
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bool MyAttackerCountTrigger::IsActive()
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{
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return AI_VALUE2(bool, "combat", "self target") && AI_VALUE(uint8, "my attacker count") >= amount;
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}
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bool MediumThreatTrigger::IsActive()
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{
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if (!AI_VALUE(Unit*, "main tank"))
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return false;
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return MyAttackerCountTrigger::IsActive();
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}
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bool LowTankThreatTrigger::IsActive()
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{
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Unit* mt = AI_VALUE(Unit*, "main tank");
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if (!mt)
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return false;
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Unit* current_target = AI_VALUE(Unit*, "current target");
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if (!current_target)
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return false;
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ThreatManager& mgr = current_target->GetThreatMgr();
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float threat = mgr.GetThreat(bot);
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float tankThreat = mgr.GetThreat(mt);
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return tankThreat == 0.0f || threat > tankThreat * 0.5f;
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}
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bool AoeTrigger::IsActive()
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{
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Unit* current_target = AI_VALUE(Unit*, "current target");
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if (!current_target)
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{
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return false;
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}
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GuidVector attackers = context->GetValue<GuidVector>("attackers")->Get();
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int attackers_count = 0;
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for (ObjectGuid const guid : attackers)
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{
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Unit* unit = botAI->GetUnit(guid);
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if (!unit || !unit->IsAlive())
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continue;
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if (unit->GetDistance(current_target->GetPosition()) <= range)
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{
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attackers_count++;
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}
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}
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return attackers_count >= amount;
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}
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bool NoFoodTrigger::IsActive()
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{
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bool isRandomBot = sRandomPlayerbotMgr.IsRandomBot(bot);
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if (isRandomBot && botAI->HasCheat(BotCheatMask::food))
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return false;
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return AI_VALUE2(std::vector<Item*>, "inventory items", "conjured food").empty();
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}
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bool NoDrinkTrigger::IsActive()
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{
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bool isRandomBot = sRandomPlayerbotMgr.IsRandomBot(bot);
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if (isRandomBot && botAI->HasCheat(BotCheatMask::food))
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return false;
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return AI_VALUE2(std::vector<Item*>, "inventory items", "conjured water").empty();
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}
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bool TargetInSightTrigger::IsActive() { return AI_VALUE(Unit*, "grind target"); }
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bool DebuffTrigger::IsActive()
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{
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Unit* target = GetTarget();
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if (!target || !target->IsAlive() || !target->IsInWorld())
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{
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return false;
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}
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return BuffTrigger::IsActive() && (target->GetHealth() / AI_VALUE(float, "estimated group dps")) >= needLifeTime;
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}
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bool DebuffOnBossTrigger::IsActive()
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{
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if (!DebuffTrigger::IsActive())
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{
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return false;
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}
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Creature* c = GetTarget()->ToCreature();
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return c && ((c->IsDungeonBoss()) || (c->isWorldBoss()));
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}
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bool SpellTrigger::IsActive() { return GetTarget(); }
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bool SpellCanBeCastTrigger::IsActive()
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{
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Unit* target = GetTarget();
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return target && botAI->CanCastSpell(spell, target);
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}
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bool SpellNoCooldownTrigger::IsActive()
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{
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uint32 spellId = AI_VALUE2(uint32, "spell id", name);
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if (!spellId)
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return false;
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return !bot->HasSpellCooldown(spellId);
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}
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bool SpellCooldownTrigger::IsActive()
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{
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uint32 spellId = AI_VALUE2(uint32, "spell id", name);
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if (!spellId)
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return false;
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return bot->HasSpellCooldown(spellId);
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}
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RandomTrigger::RandomTrigger(PlayerbotAI* botAI, std::string const name, int32 probability)
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: Trigger(botAI, name), probability(probability), lastCheck(getMSTime())
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{
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}
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bool RandomTrigger::IsActive()
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{
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if (getMSTime() - lastCheck < sPlayerbotAIConfig.repeatDelay)
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return false;
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lastCheck = getMSTime();
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int32 k = (int32)(probability / sPlayerbotAIConfig.randomChangeMultiplier);
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if (k < 1)
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k = 1;
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return (rand() % k) == 0;
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}
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bool AndTrigger::IsActive() { return ls && rs && ls->IsActive() && rs->IsActive(); }
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std::string const AndTrigger::getName()
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{
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std::string name(ls->getName());
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name = name + " and ";
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name = name + rs->getName();
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return name;
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}
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bool TwoTriggers::IsActive()
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{
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if (name1.empty() || name2.empty())
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return false;
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Trigger* trigger1 = botAI->GetAiObjectContext()->GetTrigger(name1);
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Trigger* trigger2 = botAI->GetAiObjectContext()->GetTrigger(name2);
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if (!trigger1 || !trigger2)
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return false;
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return trigger1->IsActive() && trigger2->IsActive();
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}
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std::string const TwoTriggers::getName()
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{
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std::string name;
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name = name1 + " and " + name2;
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return name;
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}
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bool BoostTrigger::IsActive()
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{
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if (!BuffTrigger::IsActive())
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return false;
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Unit* target = AI_VALUE(Unit*, "current target");
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if (target && target->ToPlayer())
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return true;
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return AI_VALUE(uint8, "balance") <= balance;
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}
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bool GenericBoostTrigger::IsActive()
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{
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Unit* target = AI_VALUE(Unit*, "current target");
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if (target && target->ToPlayer())
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return true;
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return AI_VALUE(uint8, "balance") <= balance;
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}
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bool HealerShouldAttackTrigger::IsActive()
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{
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// nobody can help me
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if (botAI->GetNearGroupMemberCount(sPlayerbotAIConfig.sightDistance) <= 1)
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return true;
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if (AI_VALUE2(uint8, "health", "party member to heal") < sPlayerbotAIConfig.almostFullHealth)
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return false;
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// special check for resto druid (dont remove tree of life frequently)
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if (bot->GetAura(33891))
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{
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LastSpellCast& lastSpell = botAI->GetAiObjectContext()->GetValue<LastSpellCast&>("last spell cast")->Get();
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if (lastSpell.timer + 5 > time(nullptr))
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return false;
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}
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int manaThreshold;
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int balance = AI_VALUE(uint8, "balance");
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// higher threshold in higher pressure
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if (balance <= 50)
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manaThreshold = 85;
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else if (balance <= 100)
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manaThreshold = sPlayerbotAIConfig.highMana;
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else
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manaThreshold = sPlayerbotAIConfig.mediumMana;
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if (AI_VALUE2(bool, "has mana", "self target") && AI_VALUE2(uint8, "mana", "self target") < manaThreshold)
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return false;
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return true;
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}
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bool ItemCountTrigger::IsActive() { return AI_VALUE2(uint32, "item count", item) < count; }
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bool InterruptSpellTrigger::IsActive()
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{
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return SpellTrigger::IsActive() && botAI->IsInterruptableSpellCasting(GetTarget(), getName());
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}
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bool DeflectSpellTrigger::IsActive()
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{
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Unit* target = GetTarget();
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if (!target)
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return false;
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if (!target->IsNonMeleeSpellCast(true))
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return false;
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if (target->GetTarget() != bot->GetGUID())
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return false;
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uint32 spellid = context->GetValue<uint32>("spell id", spell)->Get();
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if (!spellid)
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return false;
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SpellInfo const* deflectSpell = sSpellMgr->GetSpellInfo(spellid);
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if (!deflectSpell)
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return false;
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// warrior deflects all
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if (spell == "spell reflection")
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return true;
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// human priest feedback
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if (spell == "feedback")
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return true;
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SpellSchoolMask deflectSchool = SpellSchoolMask(deflectSpell->Effects[EFFECT_0].MiscValue);
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SpellSchoolMask attackSchool = SPELL_SCHOOL_MASK_NONE;
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if (Spell* spell = target->GetCurrentSpell(CURRENT_GENERIC_SPELL))
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{
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if (SpellInfo const* tarSpellInfo = spell->GetSpellInfo())
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{
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attackSchool = tarSpellInfo->GetSchoolMask();
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if (deflectSchool == attackSchool)
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return true;
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}
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}
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return false;
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}
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bool AttackerCountTrigger::IsActive() { return AI_VALUE(uint8, "attacker count") >= amount; }
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bool HasAuraTrigger::IsActive() { return botAI->HasAura(getName(), GetTarget(), false, false, -1, true); }
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bool LossOfControlTrigger::IsActive()
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{
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return bot->HasAuraType(SPELL_AURA_MOD_STUN) ||
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bot->HasAuraType(SPELL_AURA_MOD_FEAR) ||
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bot->HasAuraType(SPELL_AURA_MOD_ROOT) ||
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|
bot->HasAuraType(SPELL_AURA_MOD_CONFUSE) ||
|
|
bot->HasAuraType(SPELL_AURA_MOD_CHARM);
|
|
}
|
|
|
|
bool FearCharmSleepTrigger::IsActive()
|
|
{
|
|
return bot->HasAuraType(SPELL_AURA_MOD_FEAR) ||
|
|
bot->HasAuraType(SPELL_AURA_MOD_CHARM) ||
|
|
bot->HasAuraType(SPELL_AURA_AOE_CHARM) ||
|
|
bot->HasAuraWithMechanic(1 << MECHANIC_SLEEP);
|
|
}
|
|
|
|
bool FearSleepSapTrigger::IsActive()
|
|
{
|
|
return bot->HasAuraType(SPELL_AURA_MOD_FEAR) ||
|
|
bot->HasAuraWithMechanic(1 << MECHANIC_SLEEP) ||
|
|
bot->HasAuraWithMechanic(1 << MECHANIC_SAPPED);
|
|
}
|
|
|
|
bool HasAuraStackTrigger::IsActive()
|
|
{
|
|
Aura* aura = botAI->GetAura(getName(), GetTarget(), false, true, stack);
|
|
// sLog->outMessage("playerbot", LOG_LEVEL_DEBUG, "HasAuraStackTrigger::IsActive %s %d", getName(), aura ?
|
|
// aura->GetStackAmount() : -1);
|
|
return aura;
|
|
}
|
|
|
|
bool TimerTrigger::IsActive()
|
|
{
|
|
if (time(nullptr) != lastCheck)
|
|
{
|
|
lastCheck = time(nullptr);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool TimerBGTrigger::IsActive()
|
|
{
|
|
time_t now = time(nullptr);
|
|
|
|
if (now - lastCheck >= 60)
|
|
{
|
|
lastCheck = now;
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool HasNoAuraTrigger::IsActive() { return !botAI->HasAura(getName(), GetTarget()); }
|
|
|
|
bool TankAssistTrigger::IsActive()
|
|
{
|
|
if (!AI_VALUE(uint8, "attacker count"))
|
|
return false;
|
|
|
|
Unit* currentTarget = AI_VALUE(Unit*, "current target");
|
|
if (!currentTarget)
|
|
return true;
|
|
|
|
Unit* tankTarget = AI_VALUE(Unit*, "tank target");
|
|
if (!tankTarget || currentTarget == tankTarget)
|
|
return false;
|
|
|
|
return AI_VALUE2(bool, "has aggro", "current target");
|
|
}
|
|
|
|
bool IsBehindTargetTrigger::IsActive()
|
|
{
|
|
Unit* target = AI_VALUE(Unit*, "current target");
|
|
return target && AI_VALUE2(bool, "behind", "current target");
|
|
}
|
|
|
|
bool IsNotBehindTargetTrigger::IsActive()
|
|
{
|
|
if (botAI->HasStrategy("stay", botAI->GetState()))
|
|
{
|
|
return false;
|
|
}
|
|
Unit* target = AI_VALUE(Unit*, "current target");
|
|
return target && !AI_VALUE2(bool, "behind", "current target");
|
|
}
|
|
|
|
bool IsNotFacingTargetTrigger::IsActive()
|
|
{
|
|
if (botAI->HasStrategy("stay", botAI->GetState()))
|
|
{
|
|
return false;
|
|
}
|
|
return !AI_VALUE2(bool, "facing", "current target");
|
|
}
|
|
|
|
bool HasCcTargetTrigger::IsActive()
|
|
{
|
|
return AI_VALUE2(Unit*, "cc target", getName()) && !AI_VALUE2(Unit*, "current cc target", getName());
|
|
}
|
|
|
|
bool NoMovementTrigger::IsActive() { return !AI_VALUE2(bool, "moving", "self target"); }
|
|
|
|
bool NoPossibleTargetsTrigger::IsActive()
|
|
{
|
|
GuidVector targets = AI_VALUE(GuidVector, "possible targets");
|
|
return !targets.size();
|
|
}
|
|
|
|
bool PossibleAddsTrigger::IsActive() { return AI_VALUE(bool, "possible adds") && !AI_VALUE(ObjectGuid, "pull target"); }
|
|
|
|
bool NotDpsTargetActiveTrigger::IsActive()
|
|
{
|
|
Unit* target = AI_VALUE(Unit*, "current target");
|
|
// do not switch if enemy target
|
|
if (target && target->IsAlive())
|
|
{
|
|
Unit* enemy = AI_VALUE(Unit*, "enemy player target");
|
|
if (target == enemy)
|
|
return false;
|
|
}
|
|
|
|
Unit* dps = AI_VALUE(Unit*, "dps target");
|
|
return dps && target != dps;
|
|
}
|
|
|
|
bool NotDpsAoeTargetActiveTrigger::IsActive()
|
|
{
|
|
Unit* dps = AI_VALUE(Unit*, "dps aoe target");
|
|
Unit* target = AI_VALUE(Unit*, "current target");
|
|
Unit* enemy = AI_VALUE(Unit*, "enemy player target");
|
|
|
|
// do not switch if enemy target
|
|
if (target && target == enemy && target->IsAlive())
|
|
return false;
|
|
|
|
return dps && target != dps;
|
|
}
|
|
|
|
bool IsSwimmingTrigger::IsActive() { return AI_VALUE2(bool, "swimming", "self target"); }
|
|
|
|
bool HasNearestAddsTrigger::IsActive()
|
|
{
|
|
GuidVector targets = AI_VALUE(GuidVector, "nearest adds");
|
|
return targets.size();
|
|
}
|
|
|
|
bool HasItemForSpellTrigger::IsActive()
|
|
{
|
|
std::string const spell = getName();
|
|
uint32 spellId = AI_VALUE2(uint32, "spell id", spell);
|
|
return spellId && AI_VALUE2(Item*, "item for spell", spellId);
|
|
}
|
|
|
|
bool TargetChangedTrigger::IsActive()
|
|
{
|
|
Unit* oldTarget = context->GetValue<Unit*>("old target")->Get();
|
|
Unit* target = context->GetValue<Unit*>("current target")->Get();
|
|
return target && oldTarget != target;
|
|
}
|
|
|
|
Value<Unit*>* InterruptEnemyHealerTrigger::GetTargetValue()
|
|
{
|
|
return context->GetValue<Unit*>("enemy healer target", spell);
|
|
}
|
|
|
|
bool RandomBotUpdateTrigger::IsActive() { return RandomTrigger::IsActive() && AI_VALUE(bool, "random bot update"); }
|
|
|
|
bool NoNonBotPlayersAroundTrigger::IsActive()
|
|
{
|
|
return !botAI->HasPlayerNearby();
|
|
/*if (!bot->InBattleground())
|
|
return AI_VALUE(GuidVector, "nearest non bot players").empty();
|
|
|
|
return false;
|
|
*/
|
|
}
|
|
|
|
bool NewPlayerNearbyTrigger::IsActive() { return AI_VALUE(ObjectGuid, "new player nearby"); }
|
|
|
|
bool CollisionTrigger::IsActive() { return AI_VALUE2(bool, "collision", "self target"); }
|
|
|
|
bool ReturnToStayPositionTrigger::IsActive()
|
|
{
|
|
PositionInfo stayPosition = AI_VALUE(PositionMap&, "position")["stay"];
|
|
if (stayPosition.isSet())
|
|
{
|
|
const float distance = bot->GetDistance(stayPosition.x, stayPosition.y, stayPosition.z);
|
|
return distance > sPlayerbotAIConfig.followDistance;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool GiveItemTrigger::IsActive()
|
|
{
|
|
return AI_VALUE2(Unit*, "party member without item", item) && AI_VALUE2(uint32, "item count", item);
|
|
}
|
|
|
|
bool GiveFoodTrigger::IsActive()
|
|
{
|
|
return AI_VALUE(Unit*, "party member without food") && AI_VALUE2(uint32, "item count", item);
|
|
}
|
|
|
|
bool GiveWaterTrigger::IsActive()
|
|
{
|
|
return AI_VALUE(Unit*, "party member without water") && AI_VALUE2(uint32, "item count", item);
|
|
}
|
|
|
|
Value<Unit*>* SnareTargetTrigger::GetTargetValue() { return context->GetValue<Unit*>("snare target", spell); }
|
|
|
|
bool StayTimeTrigger::IsActive()
|
|
{
|
|
time_t stayTime = AI_VALUE(time_t, "stay time");
|
|
time_t now = time(nullptr);
|
|
return delay && stayTime && now > stayTime + 2 * delay / 1000;
|
|
}
|
|
|
|
bool IsMountedTrigger::IsActive() { return AI_VALUE2(bool, "mounted", "self target"); }
|
|
|
|
bool CorpseNearTrigger::IsActive()
|
|
{
|
|
return bot->GetCorpse() && bot->GetCorpse()->IsWithinDistInMap(bot, CORPSE_RECLAIM_RADIUS, true);
|
|
}
|
|
|
|
bool IsFallingTrigger::IsActive() { return bot->HasUnitMovementFlag(MOVEMENTFLAG_FALLING); }
|
|
|
|
bool IsFallingFarTrigger::IsActive() { return bot->HasUnitMovementFlag(MOVEMENTFLAG_FALLING_FAR); }
|
|
|
|
bool HasAreaDebuffTrigger::IsActive() { return AI_VALUE2(bool, "has area debuff", "self target"); }
|
|
|
|
Value<Unit*>* BuffOnMainTankTrigger::GetTargetValue() { return context->GetValue<Unit*>("main tank", spell); }
|
|
|
|
bool AmmoCountTrigger::IsActive()
|
|
{
|
|
if (bot->GetUInt32Value(PLAYER_AMMO_ID) != 0)
|
|
return ItemCountTrigger::IsActive(); // Ammo already equipped
|
|
|
|
if (botAI->FindAmmo())
|
|
return true; // Found ammo in inventory but not equipped
|
|
|
|
return ItemCountTrigger::IsActive();
|
|
}
|
|
|
|
bool NewPetTrigger::IsActive()
|
|
{
|
|
// Get the bot player object from the AI
|
|
Player* bot = botAI->GetBot();
|
|
if (!bot)
|
|
return false;
|
|
|
|
// Try to get the current pet; initialize guardian and GUID to null/empty
|
|
Pet* pet = bot->GetPet();
|
|
Guardian* guardian = nullptr;
|
|
ObjectGuid currentPetGuid = ObjectGuid::Empty;
|
|
|
|
// If bot has a pet, get its GUID
|
|
if (pet)
|
|
{
|
|
currentPetGuid = pet->GetGUID();
|
|
}
|
|
else
|
|
{
|
|
// If no pet, try to get a guardian pet and its GUID
|
|
guardian = bot->GetGuardianPet();
|
|
if (guardian)
|
|
currentPetGuid = guardian->GetGUID();
|
|
}
|
|
|
|
// If the current pet or guardian GUID has changed (including becoming empty), reset the trigger state
|
|
if (currentPetGuid != lastPetGuid)
|
|
{
|
|
triggered = false;
|
|
lastPetGuid = currentPetGuid;
|
|
}
|
|
|
|
// If there's a valid current pet/guardian (non-empty GUID) and we haven't triggered yet, activate trigger
|
|
if (currentPetGuid != ObjectGuid::Empty && !triggered)
|
|
{
|
|
triggered = true;
|
|
return true;
|
|
}
|
|
|
|
// Otherwise, do not activate
|
|
return false;
|
|
}
|