mod-playerbots/src/strategy/hunter/HunterActions.cpp
Yunfan Li bb729e35b9
Fix stuck on knockback, enhance movement & flee and trap weave strats (#980)
* 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>
2025-02-18 22:55:44 +08:00

78 lines
2.5 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 "HunterActions.h"
#include "Event.h"
#include "GenericSpellActions.h"
#include "PlayerbotAI.h"
#include "Playerbots.h"
bool CastHuntersMarkAction::isUseful() { return CastDebuffSpellAction::isUseful(); }
bool CastViperStingAction::isUseful()
{
return AI_VALUE2(uint8, "mana", "self target") < 50 && AI_VALUE2(uint8, "mana", "current target") >= 30;
}
bool CastAspectOfTheCheetahAction::isUseful()
{
return !botAI->HasAnyAuraOf(GetTarget(), "aspect of the cheetah", "aspect of the pack", nullptr);
}
Value<Unit*>* CastFreezingTrap::GetTargetValue() { return context->GetValue<Unit*>("cc target", "freezing trap"); }
bool FeedPetAction::Execute(Event event)
{
if (Pet* pet = bot->GetPet())
if (pet->getPetType() == HUNTER_PET && pet->GetHappinessState() != HAPPY)
pet->SetPower(POWER_HAPPINESS, pet->GetMaxPower(Powers(POWER_HAPPINESS)));
return true;
}
bool CastAutoShotAction::isUseful()
{
if (botAI->IsInVehicle() && !botAI->IsInVehicle(false, false, true))
return false;
if (AI_VALUE(Unit*, "current target") && bot->GetCurrentSpell(CURRENT_AUTOREPEAT_SPELL) &&
bot->GetCurrentSpell(CURRENT_AUTOREPEAT_SPELL)->m_targets.GetUnitTargetGUID() ==
AI_VALUE(Unit*, "current target")->GetGUID())
{
return false;
}
return AI_VALUE(uint32, "active spell") != AI_VALUE2(uint32, "spell id", getName());
}
bool CastDisengageAction::Execute(Event event)
{
Unit* target = AI_VALUE(Unit*, "current target");
if (!target)
return false;
// can cast spell check passed in isUseful()
bot->SetOrientation(bot->GetAngle(target));
return CastSpellAction::Execute(event);
}
bool CastDisengageAction::isUseful()
{
return !botAI->HasStrategy("trap weave", BOT_STATE_COMBAT);
}
Value<Unit*>* CastScareBeastCcAction::GetTargetValue() { return context->GetValue<Unit*>("cc target", "scare beast"); }
bool CastScareBeastCcAction::Execute(Event event) { return botAI->CastSpell("scare beast", GetTarget()); }
bool CastWingClipAction::isUseful() { return CastSpellAction::isUseful() && !botAI->HasAura(spell, GetTarget()); }
NextAction** CastWingClipAction::getPrerequisites() { return nullptr; }
// bool CastRaptorStrikeAction::isUseful()
// {
// return CastMeleeSpellAction::isUseful() && botAI->HasStrategy("close", BOT_STATE_COMBAT);
// }