mod-playerbots/src/strategy/hunter/GenericHunterNonCombatStrategy.cpp
avirar a0278f1efb
Hunter ammo equip bug and other issues with BuyAction.cpp (#986)
Resolves #947

Equip logic was failing as projectiles were never returning ITEM_USAGE_EQUIP in ItemUsageValue.cpp, added two cases where equip is returned:

If no ammo is currently set
If new ammo has higher DPS than old/currently equipped ammo
While testing this using "b [itemlink]" and "b vendor" to purchase arrows I noticed some issues with BuyAction.cpp and have resolved them:

Bots will now perform the "equip upgrades" action for any bought item that has an equip usage
When using "b vendor" to buy all useful items from vendors within interaction distance, it now sorts the list of available items by calculated item score and buys the highest scoring item (if it is higher than the currently equipped item) for each slot. It should not buy multiple items for the same slot anymore, saving gold/emblems/etc.
"b vendor" will now only attempt to buy 1 of each item. Consumable and projectile item types can be bought up to 10 times per execution as long as it is still useful to buy the item in each iteration of the for loop. All items were following this behaviour previously and since the equip command was only given after the for loop it would buy 10 of an item before triggering it wasn't useful to buy more.
And finally, resolved issues where a bot runs out of ammo mid-fight:

Re-enabled combat and non-combat "no ammo" strategies to perform "equip upgrades" action.
Modified GenericTriggers.cpp; AmmoCountTrigger::IsActive to return true when the bot has ammo but it is not equipped yet.
2025-02-21 18:32:10 +01:00

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3.3 KiB
C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it
* and/or modify it under version 2 of the License, or (at your option), any later version.
*/
#include "GenericHunterNonCombatStrategy.h"
#include "Playerbots.h"
class GenericHunterNonCombatStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
GenericHunterNonCombatStrategyActionNodeFactory()
{
creators["rapid fire"] = &rapid_fire;
creators["boost"] = &rapid_fire;
creators["aspect of the pack"] = &aspect_of_the_pack;
}
private:
static ActionNode* rapid_fire([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("rapid fire",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("readiness"), nullptr),
/*C*/ nullptr);
}
static ActionNode* aspect_of_the_pack([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("aspect of the pack",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("aspect of the cheetah"), nullptr),
/*C*/ nullptr);
}
};
GenericHunterNonCombatStrategy::GenericHunterNonCombatStrategy(PlayerbotAI* botAI) : NonCombatStrategy(botAI)
{
actionNodeFactories.Add(new GenericHunterNonCombatStrategyActionNodeFactory());
}
void GenericHunterNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
NonCombatStrategy::InitTriggers(triggers);
triggers.push_back(
new TriggerNode("trueshot aura", NextAction::array(0, new NextAction("trueshot aura", 2.0f), nullptr)));
triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("apply oil", 1.0f), nullptr)));
triggers.push_back(
new TriggerNode("low ammo", NextAction::array(0, new NextAction("say::low ammo", ACTION_NORMAL), nullptr)));
triggers.push_back(
new TriggerNode("no track", NextAction::array(0, new NextAction("track humanoids", ACTION_NORMAL), nullptr)));
triggers.push_back(new TriggerNode("no ammo",
NextAction::array(0, new NextAction("equip upgrades", ACTION_HIGH + 1), nullptr)));
// triggers.push_back(new TriggerNode("no ammo", NextAction::array(0, new NextAction("switch to melee",
// ACTION_NORMAL + 1), new NextAction("say::no ammo", ACTION_NORMAL), nullptr))); triggers.push_back(new
// TriggerNode("has ammo", NextAction::array(0, new NextAction("switch to ranged", ACTION_NORMAL), nullptr)));
}
void HunterPetStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("call pet", 60.0f), nullptr)));
triggers.push_back(
new TriggerNode("has pet", NextAction::array(0, new NextAction("toggle pet spell", 60.0f), nullptr)));
triggers.push_back(
new TriggerNode("pet not happy", NextAction::array(0, new NextAction("feed pet", 60.0f), nullptr)));
triggers.push_back(
new TriggerNode("hunters pet medium health", NextAction::array(0, new NextAction("mend pet", 60.0f), nullptr)));
triggers.push_back(
new TriggerNode("hunters pet dead", NextAction::array(0, new NextAction("revive pet", 60.0f), nullptr)));
}