mod-playerbots/src/Ai/Raid/MC/MCActions.cpp
dillyns 8542e39c77
Add Core Hounds to MC strategy (#2446)
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DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
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## Pull Request Description
<!-- Describe what this change does and why it is needed -->
PR adds actions to the Molten Core strategy to allow the bots to handle
the core hound packs better. These are the packs where all the hounds
need to die together.
The strat adds skull marks to the highest hp core hound, with a 10%
buffer so the skull doesnt rapidly change targets, allowing the bots to
make sure the hounds all die closer together


## Feature Evaluation
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- Describe the **processing cost** when this logic executes across many
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## How to Test the Changes
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Go to Molten Core to the area with the Core Hounds packs (where the
first and second bosses are).
Pull a pack. The bots should automatically mark the highest core hound
with a skull.


## 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?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
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Was AI assistance used while working on this change?
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- - [x] Yes (**explain below**)
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Claude was used to generate the marking action's execute function, which
I then reviewed and modifed to improve.


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update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
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## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
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2026-06-12 13:13:02 -07:00

257 lines
9.5 KiB
C++

#include "MCActions.h"
#include "Playerbots.h"
#include "RtiTargetValue.h"
#include "MCHelpers.h"
static constexpr float LIVING_BOMB_DISTANCE = 20.0f;
static constexpr float INFERNO_DISTANCE = 20.0f;
// don't get hit by Arcane Explosion but still be in casting range
static constexpr float ARCANE_EXPLOSION_DISTANCE = 26.0f;
// dedicated tank positions; prevents assist tanks from positioning Core Ragers on steep walls on pull
static const Position GOLEMAGG_TANK_POSITION{795.7308, -994.8848, -207.18661};
static const Position CORE_RAGER_TANK_POSITION{846.6453, -1019.0639, -198.9819};
static constexpr float GOLEMAGGS_TRUST_DISTANCE = 30.0f;
static constexpr float CORE_RAGER_STEP_DISTANCE = 5.0f;
using namespace MoltenCoreHelpers;
bool McMoveFromGroupAction::Execute(Event /*event*/)
{
return MoveFromGroup(LIVING_BOMB_DISTANCE);
}
bool McMoveFromBaronGeddonAction::Execute(Event /*event*/)
{
if (Unit* boss = AI_VALUE2(Unit*, "find target", "baron geddon"))
{
float distToTravel = INFERNO_DISTANCE - bot->GetDistance2d(boss);
if (distToTravel > 0)
{
// Stop current spell first
bot->AttackStop();
bot->InterruptNonMeleeSpells(false);
return MoveAway(boss, distToTravel);
}
}
return false;
}
bool McShazzrahMoveAwayAction::Execute(Event /*event*/)
{
if (Unit* boss = AI_VALUE2(Unit*, "find target", "shazzrah"))
{
float distToTravel = ARCANE_EXPLOSION_DISTANCE - bot->GetDistance2d(boss);
if (distToTravel > 0)
return MoveAway(boss, distToTravel);
}
return false;
}
bool McGolemaggMarkBossAction::Execute(Event /*event*/)
{
if (Unit* boss = AI_VALUE2(Unit*, "find target", "golemagg the incinerator"))
{
if (Group* group = bot->GetGroup())
{
ObjectGuid currentSkullGuid = group->GetTargetIcon(RtiTargetValue::skullIndex);
if (currentSkullGuid.IsEmpty() || currentSkullGuid != boss->GetGUID())
{
group->SetTargetIcon(RtiTargetValue::skullIndex, bot->GetGUID(), boss->GetGUID());
return true;
}
}
}
return false;
}
bool McGolemaggTankAction::MoveUnitToPosition(Unit* target, const Position& tankPosition, float maxDistance,
float stepDistance)
{
if (bot->GetVictim() != target)
return Attack(target);
if (target->GetVictim() == bot)
{
float distanceToTankPosition = bot->GetExactDist2d(tankPosition.GetPositionX(), tankPosition.GetPositionY());
if (distanceToTankPosition > maxDistance)
{
float dX = tankPosition.GetPositionX() - bot->GetPositionX();
float dY = tankPosition.GetPositionY() - bot->GetPositionY();
float dist = sqrt(dX * dX + dY * dY);
float moveX = bot->GetPositionX() + (dX / dist) * stepDistance;
float moveY = bot->GetPositionY() + (dY / dist) * stepDistance;
return MoveTo(bot->GetMapId(), moveX, moveY, bot->GetPositionZ(), false, false,
false, false, MovementPriority::MOVEMENT_COMBAT, true,
true);
}
}
else if (botAI->DoSpecificAction("taunt spell", Event(), true))
return true;
return false;
}
bool McGolemaggTankAction::FindCoreRagers(Unit*& coreRager1, Unit*& coreRager2) const
{
coreRager1 = coreRager2 = nullptr;
for (auto const& target : AI_VALUE(GuidVector, "possible targets no los"))
{
Unit* unit = botAI->GetUnit(target);
if (unit && unit->IsAlive() && unit->GetEntry() == NPC_CORE_RAGER)
{
if (coreRager1 == nullptr)
coreRager1 = unit;
else if (coreRager2 == nullptr)
{
coreRager2 = unit;
break; // There should be no third Core Rager.
}
}
}
return coreRager1 != nullptr && coreRager2 != nullptr;
}
bool McGolemaggMainTankAttackGolemaggAction::Execute(Event /*event*/)
{
// At this point, we know we are not the last living tank in the group.
if (Unit* boss = AI_VALUE2(Unit*, "find target", "golemagg the incinerator"))
{
Unit* coreRager1;
Unit* coreRager2;
if (!FindCoreRagers(coreRager1, coreRager2))
return false; // safety check
// We only need to move if the Core Ragers still have Golemagg's Trust
if (coreRager1->HasAura(SPELL_GOLEMAGGS_TRUST) || coreRager2->HasAura(SPELL_GOLEMAGGS_TRUST))
return MoveUnitToPosition(boss, GOLEMAGG_TANK_POSITION, boss->GetCombatReach());
}
return false;
}
bool McGolemaggAssistTankAttackCoreRagerAction::Execute(Event event)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "golemagg the incinerator");
if (!boss)
return false;
// Step 0: Filter additional assist tanks. We only need 2.
bool isFirstAssistTank = PlayerbotAI::IsAssistTankOfIndex(bot, 0, true);
bool isSecondAssistTank = PlayerbotAI::IsAssistTankOfIndex(bot, 1, true);
if (!isFirstAssistTank && !isSecondAssistTank)
return Attack(boss);
// Step 1: Find both Core Ragers
Unit* coreRager1;
Unit* coreRager2;
if (!FindCoreRagers(coreRager1, coreRager2))
return false; // safety check
// Step 2: Assign Core Rager to bot
Unit* myCoreRager = nullptr;
Unit* otherCoreRager = nullptr;
if (isFirstAssistTank)
{
myCoreRager = coreRager1;
otherCoreRager = coreRager2;
}
else // isSecondAssistTank is always true here
{
myCoreRager = coreRager2;
otherCoreRager = coreRager1;
}
// Step 3: Select the right target
if (myCoreRager->GetVictim() != bot)
{
// Step 3.1: My Core Rager isn't attacking me. Attack until it does.
if (bot->GetVictim() != myCoreRager)
return Attack(myCoreRager);
return botAI->DoSpecificAction("taunt spell", event, true);
}
Unit* otherCoreRagerVictim = otherCoreRager->GetVictim();
if (otherCoreRagerVictim) // Core Rager victim can be NULL
{
// Step 3.2: Check if the other Core Rager isn't attacking its assist tank.
Player* otherCoreRagerPlayerVictim = otherCoreRagerVictim->ToPlayer();
if (otherCoreRagerPlayerVictim &&
!PlayerbotAI::IsAssistTankOfIndex(otherCoreRagerPlayerVictim, 0, true) &&
!PlayerbotAI::IsAssistTankOfIndex(otherCoreRagerPlayerVictim, 1, true))
{
// Assume we are the only assist tank or the other assist tank is dead => pick up other Core Rager!
if (bot->GetVictim() != otherCoreRager)
return Attack(otherCoreRager);
return botAI->DoSpecificAction("taunt spell", event, true);
}
}
if (bot->GetVictim() != myCoreRager)
return Attack(myCoreRager); // Step 3.3: Attack our Core Rager in case we previously switched in 3.2.
// Step 4: Prevent Golemagg's Trust on Core Ragers
if (myCoreRager->HasAura(SPELL_GOLEMAGGS_TRUST) ||
(otherCoreRagerVictim == bot && otherCoreRager->HasAura(SPELL_GOLEMAGGS_TRUST)))
{
// Step 4.1: Move Core Ragers to dedicated tank position (only if Golemagg is far enough away from said position)
float bossDistanceToCoreRagerTankPosition = boss->GetExactDist2d(
CORE_RAGER_TANK_POSITION.GetPositionX(), CORE_RAGER_TANK_POSITION.GetPositionY());
if (bossDistanceToCoreRagerTankPosition > GOLEMAGGS_TRUST_DISTANCE)
{
float distanceToTankPosition = bot->GetExactDist2d(CORE_RAGER_TANK_POSITION.GetPositionX(),
CORE_RAGER_TANK_POSITION.GetPositionY());
if (distanceToTankPosition > CORE_RAGER_STEP_DISTANCE)
return MoveUnitToPosition(myCoreRager, CORE_RAGER_TANK_POSITION, CORE_RAGER_STEP_DISTANCE);
}
// Step 4.2: if boss is too close to tank position, or we are already there, move away from Golemagg to try to out-range Golemagg's Trust
return MoveAway(boss, CORE_RAGER_STEP_DISTANCE, true);
}
return false;
}
Unit* McCoreHoundMarkAction::GetTarget()
{
Unit* highestHealthHound = nullptr;
for (auto const& [guid, ref] : bot->GetThreatMgr().GetThreatenedByMeList())
{
Unit* unit = ref->GetOwner();
if (unit && unit->IsAlive() && unit->GetEntry() == NPC_CORE_HOUND)
{
if (!highestHealthHound || unit->GetHealth() > highestHealthHound->GetHealth())
highestHealthHound = unit;
}
}
if (!highestHealthHound)
return nullptr;
Group* group = bot->GetGroup();
ObjectGuid currentSkullGuid = group ? group->GetTargetIcon(RtiTargetValue::skullIndex) : ObjectGuid::Empty;
if (!currentSkullGuid.IsEmpty() && currentSkullGuid != highestHealthHound->GetGUID())
{
// Only switch skull if the new target has meaningfully more health (10% buffer) to prevent rapid re-marking
if (Unit* currentSkullUnit = botAI->GetUnit(currentSkullGuid))
if (currentSkullUnit->IsAlive() && highestHealthHound->GetHealth() <= currentSkullUnit->GetHealth() * 1.10f)
return nullptr;
}
if (currentSkullGuid.IsEmpty() || currentSkullGuid != highestHealthHound->GetGUID())
return highestHealthHound;
return nullptr;
}
bool McCoreHoundMarkAction::Execute(Event /*event*/)
{
Unit* target = GetTarget();
if (!target)
return false;
bot->GetGroup()->SetTargetIcon(RtiTargetValue::skullIndex, bot->GetGUID(), target->GetGUID());
return true;
}