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* Hunter trap weave strats * Do not allow actions to stack * Remove trap weave by default * Refactor on Engine Co-authored-by: SaW <swerkhoven@outlook.com> * Remove unused funcs in Queue * Remove ExpireActionTime config --------- Co-authored-by: SaW <swerkhoven@outlook.com>
78 lines
2.5 KiB
C++
78 lines
2.5 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it
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* and/or modify it under version 2 of the License, or (at your option), any later version.
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*/
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#include "HunterActions.h"
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#include "Event.h"
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#include "GenericSpellActions.h"
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#include "PlayerbotAI.h"
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#include "Playerbots.h"
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bool CastHuntersMarkAction::isUseful() { return CastDebuffSpellAction::isUseful(); }
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bool CastViperStingAction::isUseful()
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{
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return AI_VALUE2(uint8, "mana", "self target") < 50 && AI_VALUE2(uint8, "mana", "current target") >= 30;
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}
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bool CastAspectOfTheCheetahAction::isUseful()
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{
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return !botAI->HasAnyAuraOf(GetTarget(), "aspect of the cheetah", "aspect of the pack", nullptr);
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}
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Value<Unit*>* CastFreezingTrap::GetTargetValue() { return context->GetValue<Unit*>("cc target", "freezing trap"); }
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bool FeedPetAction::Execute(Event event)
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{
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if (Pet* pet = bot->GetPet())
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if (pet->getPetType() == HUNTER_PET && pet->GetHappinessState() != HAPPY)
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pet->SetPower(POWER_HAPPINESS, pet->GetMaxPower(Powers(POWER_HAPPINESS)));
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return true;
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}
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bool CastAutoShotAction::isUseful()
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{
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if (botAI->IsInVehicle() && !botAI->IsInVehicle(false, false, true))
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return false;
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if (AI_VALUE(Unit*, "current target") && bot->GetCurrentSpell(CURRENT_AUTOREPEAT_SPELL) &&
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bot->GetCurrentSpell(CURRENT_AUTOREPEAT_SPELL)->m_targets.GetUnitTargetGUID() ==
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AI_VALUE(Unit*, "current target")->GetGUID())
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{
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return false;
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}
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return AI_VALUE(uint32, "active spell") != AI_VALUE2(uint32, "spell id", getName());
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}
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bool CastDisengageAction::Execute(Event event)
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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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return false;
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// can cast spell check passed in isUseful()
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bot->SetOrientation(bot->GetAngle(target));
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return CastSpellAction::Execute(event);
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}
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bool CastDisengageAction::isUseful()
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{
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return !botAI->HasStrategy("trap weave", BOT_STATE_COMBAT);
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}
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Value<Unit*>* CastScareBeastCcAction::GetTargetValue() { return context->GetValue<Unit*>("cc target", "scare beast"); }
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bool CastScareBeastCcAction::Execute(Event event) { return botAI->CastSpell("scare beast", GetTarget()); }
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bool CastWingClipAction::isUseful() { return CastSpellAction::isUseful() && !botAI->HasAura(spell, GetTarget()); }
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NextAction** CastWingClipAction::getPrerequisites() { return nullptr; }
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// bool CastRaptorStrikeAction::isUseful()
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// {
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// return CastMeleeSpellAction::isUseful() && botAI->HasStrategy("close", BOT_STATE_COMBAT);
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// }
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