mirror of
https://github.com/liyunfan1223/mod-playerbots.git
synced 2026-02-20 18:10:02 +01:00
Hello community,
This PR focuses on 4 things:
Recognizing the Warlock as a "ranged" bot, so they will follow ranged commands and strategies, in GenericWarlockStrategy.h:
uint32 GetType() const override { return CombatStrategy::GetType() | STRATEGY_TYPE_RANGED | STRATEGY_TYPE_DPS; }
Cleanup/deletion of the DpsWarlockStrategy.cpp and .h (no longer used or referenced anywhere)
Fixes soulstone logic so multiple Warlocks don't soulstone the same target, and don't try to soulstone a target that is too far away or out of line of sight (WarlockActions.cpp)
Moved summoning of pets to the main non-combat strategy inittriggers:
// Pet-summoning triggers based on spec
if (tab == 0) // Affliction
{
triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon felhunter", 29.0f), nullptr)));
}
else if (tab == 1) // Demonology
{
triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon felguard", 29.0f), nullptr)));
}
else if (tab == 2) // Destruction
{
triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon imp", 29.0f), nullptr)));
}
165 lines
7.3 KiB
C++
165 lines
7.3 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 "GenericWarlockNonCombatStrategy.h"
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#include "AiFactory.h"
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#include "Playerbots.h"
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class GenericWarlockNonCombatStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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GenericWarlockNonCombatStrategyActionNodeFactory()
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{
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creators["fel armor"] = &fel_armor;
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creators["demon armor"] = &demon_armor;
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creators["summon voidwalker"] = &summon_voidwalker;
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creators["summon felguard"] = &summon_felguard;
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creators["summon succubus"] = &summon_succubus;
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creators["summon felhunter"] = &summon_felhunter;
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}
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// Pet skills are setup in pass-through fashion, so if one fails, it attempts to cast the next one
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// The order goes Felguard -> Felhunter -> Succubus -> Voidwalker -> Imp
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// Pets are summoned based on the non-combat strategy you have active, the warlock's level, and if they have a soulstone available
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private:
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static ActionNode* fel_armor([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("fel armor",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("demon armor"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* demon_armor([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("demon armor",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("demon skin"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* summon_voidwalker([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("summon voidwalker",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("summon imp"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* summon_succubus([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("summon succubus",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("summon voidwalker"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* summon_felhunter([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("summon felhunter",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("summon succubus"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* summon_felguard([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("summon felguard",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("summon felhunter"), nullptr),
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/*C*/ nullptr);
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}
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};
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GenericWarlockNonCombatStrategy::GenericWarlockNonCombatStrategy(PlayerbotAI* botAI) : NonCombatStrategy(botAI)
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{
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actionNodeFactories.Add(new GenericWarlockNonCombatStrategyActionNodeFactory());
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}
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void GenericWarlockNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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NonCombatStrategy::InitTriggers(triggers);
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triggers.push_back(new TriggerNode("has pet", NextAction::array(0, new NextAction("toggle pet spell", 60.0f), nullptr)));
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triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("fel domination", 30.0f), nullptr)));
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triggers.push_back(new TriggerNode("soul link", NextAction::array(0, new NextAction("soul link", 28.0f), nullptr)));
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triggers.push_back(new TriggerNode("demon armor", NextAction::array(0, new NextAction("fel armor", 27.0f), nullptr)));
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triggers.push_back(new TriggerNode("no healthstone", NextAction::array(0, new NextAction("create healthstone", 26.0f), nullptr)));
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triggers.push_back(new TriggerNode("no soulstone", NextAction::array(0, new NextAction("create soulstone", 25.0f), nullptr)));
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triggers.push_back(new TriggerNode("life tap", NextAction::array(0, new NextAction("life tap", 23.0f), nullptr)));
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Player* bot = botAI->GetBot();
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int tab = AiFactory::GetPlayerSpecTab(bot);
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// Firestone/Spellstone triggers
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if (tab == 2) // Destruction uses Firestone
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{
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triggers.push_back(new TriggerNode("no firestone", NextAction::array(0, new NextAction("create firestone", 24.0f), nullptr)));
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triggers.push_back(new TriggerNode("firestone", NextAction::array(0, new NextAction("firestone", 24.0f), nullptr)));
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}
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else // Affliction and Demonology use Spellstone
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{
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triggers.push_back(new TriggerNode("no spellstone", NextAction::array(0, new NextAction("create spellstone", 24.0f), nullptr)));
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triggers.push_back(new TriggerNode("spellstone", NextAction::array(0, new NextAction("spellstone", 24.0f), nullptr)));
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}
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// Pet-summoning triggers based on spec
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if (tab == 0) // Affliction
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{
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triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon felhunter", 29.0f), nullptr)));
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}
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else if (tab == 1) // Demonology
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{
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triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon felguard", 29.0f), nullptr)));
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}
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else if (tab == 2) // Destruction
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{
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triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon imp", 29.0f), nullptr)));
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}
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}
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// Non-combat strategy for selecting themselves to receive soulstone
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// Disabled by default
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// To enable, type "nc +ss self"
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// To disable, type "nc -ss self"
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SoulstoneSelfStrategy::SoulstoneSelfStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {}
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void SoulstoneSelfStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("soulstone", NextAction::array(0, new NextAction("soulstone self", 24.0f), NULL)));
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}
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// Non-combat strategy for selecting the master to receive soulstone
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// Disabled by default
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// To enable, type "nc +ss master"
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// To disable, type "nc -ss master"
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SoulstoneMasterStrategy::SoulstoneMasterStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {}
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void SoulstoneMasterStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(
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new TriggerNode("soulstone", NextAction::array(0, new NextAction("soulstone master", 24.0f), NULL)));
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}
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// Non-combat strategy for selecting tanks to receive soulstone
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// Disabled by default
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// To enable, type "nc +ss tank"
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// To disable, type "nc -ss tank"
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SoulstoneTankStrategy::SoulstoneTankStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {}
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void SoulstoneTankStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(
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new TriggerNode("soulstone", NextAction::array(0, new NextAction("soulstone tank", 24.0f), NULL)));
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}
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// Non-combat strategy for selecting healers to receive soulstone
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// Disabled by default
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// To enable, type "nc +ss healer"
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// To disable, type "nc -ss healer"
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SoulstoneHealerStrategy::SoulstoneHealerStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {}
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void SoulstoneHealerStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(
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new TriggerNode("soulstone", NextAction::array(0, new NextAction("soulstone healer", 24.0f), NULL)));
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}
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