2025-09-30 15:19:44 +02:00

231 lines
6.5 KiB
C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#include "ImbueAction.h"
#include "Event.h"
#include "Playerbots.h"
ImbueWithPoisonAction::ImbueWithPoisonAction(PlayerbotAI* botAI) : Action(botAI, "apply poison") {}
bool ImbueWithPoisonAction::Execute(Event event)
{
if (bot->IsInCombat())
return false;
// remove stealth
if (bot->HasAura(SPELL_AURA_MOD_STEALTH))
bot->RemoveAurasByType(SPELL_AURA_MOD_STEALTH);
if (bot->getStandState() != UNIT_STAND_STATE_STAND)
bot->SetStandState(UNIT_STAND_STATE_STAND);
static const std::vector<uint32_t> prioritizedInstantPoisons = {
INSTANT_POISON_IX, INSTANT_POISON_VIII, INSTANT_POISON_VII, INSTANT_POISON_VI, INSTANT_POISON_V, INSTANT_POISON_IV,
INSTANT_POISON_III, INSTANT_POISON_II, INSTANT_POISON
};
static const std::vector<uint32_t> prioritizedDeadlyPoisons = {
DEADLY_POISON_IX, DEADLY_POISON_VIII, DEADLY_POISON_VII, DEADLY_POISON_VI, DEADLY_POISON_V, DEADLY_POISON_IV,
DEADLY_POISON_III, DEADLY_POISON_II, DEADLY_POISON
};
// Check if we have any deadly or instant poisons
Item* deadlyPoison = nullptr;
for (auto id : prioritizedDeadlyPoisons)
{
deadlyPoison = botAI->FindConsumable(id);
if (deadlyPoison) break;
}
Item* instantPoison = nullptr;
for (auto id : prioritizedInstantPoisons)
{
instantPoison = botAI->FindConsumable(id);
if (instantPoison) break;
}
// Mainhand
Item* poison = nullptr;
Item* weapon = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
if (weapon && weapon->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT) == 0)
{
if (instantPoison && deadlyPoison)
{
poison = instantPoison;
}
else if (deadlyPoison)
{
poison = deadlyPoison;
}
else if (instantPoison)
{
poison = instantPoison;
}
if (poison)
{
botAI->ImbueItem(poison, EQUIPMENT_SLOT_MAINHAND);
botAI->SetNextCheckDelay(5);
}
}
// Offhand
poison = nullptr;
weapon = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
if (weapon && weapon->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT) == 0)
{
if (deadlyPoison && instantPoison)
{
poison = deadlyPoison;
}
else if (instantPoison)
{
poison = instantPoison;
}
else if (deadlyPoison)
{
poison = deadlyPoison;
}
if (poison)
{
botAI->ImbueItem(poison, EQUIPMENT_SLOT_OFFHAND);
botAI->SetNextCheckDelay(5);
}
}
return true;
}
// Search and apply stone to weapons
ImbueWithStoneAction::ImbueWithStoneAction(PlayerbotAI* botAI) : Action(botAI, "apply stone") {}
bool ImbueWithStoneAction::Execute(Event event)
{
if (bot->IsInCombat())
return false;
// remove stealth
if (bot->HasAura(SPELL_AURA_MOD_STEALTH))
bot->RemoveAurasByType(SPELL_AURA_MOD_STEALTH);
// hp check
if (bot->getStandState() != UNIT_STAND_STATE_STAND)
bot->SetStandState(UNIT_STAND_STATE_STAND);
// Search and apply stone to weapons
// Mainhand ...
Item* stone = nullptr;
Item* weapon = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
if (weapon && weapon->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT) == 0)
{
stone = botAI->FindStoneFor(weapon);
if (stone)
{
botAI->ImbueItem(stone, EQUIPMENT_SLOT_MAINHAND);
botAI->SetNextCheckDelay(5);
}
}
//... and offhand
weapon = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
if (weapon && weapon->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT) == 0)
{
stone = botAI->FindStoneFor(weapon);
if (stone)
{
botAI->ImbueItem(stone, EQUIPMENT_SLOT_OFFHAND);
botAI->SetNextCheckDelay(5);
}
}
return true;
}
// Search and apply oil to weapons
ImbueWithOilAction::ImbueWithOilAction(PlayerbotAI* botAI) : Action(botAI, "apply oil") {}
bool ImbueWithOilAction::Execute(Event event)
{
if (bot->IsInCombat())
return false;
// remove stealth
if (bot->HasAura(SPELL_AURA_MOD_STEALTH))
bot->RemoveAurasByType(SPELL_AURA_MOD_STEALTH);
// hp check
if (bot->getStandState() != UNIT_STAND_STATE_STAND)
bot->SetStandState(UNIT_STAND_STATE_STAND);
// Search and apply oil to weapons
Item* oil = nullptr;
Item* weapon = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
if (weapon && weapon->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT) == 0)
{
oil = botAI->FindOilFor(weapon);
if (oil)
{
botAI->ImbueItem(oil, EQUIPMENT_SLOT_MAINHAND);
botAI->SetNextCheckDelay(5);
}
}
return true;
}
static const uint32 uPrioritizedHealingItemIds[19] = {
HEALTHSTONE,
FEL_REGENERATION_POTION,
SUPER_HEALING_POTION,
CRYSTAL_HEALING_POTION,
MAJOR_DREAMLESS_SLEEP_POTION,
VOLATILE_HEALING_POTION,
MAJOR_HEALING_POTION,
WHIPPER_ROOT_TUBER,
NIGHT_DRAGON_BREATH,
LIMITED_INVULNERABILITY_POTION,
GREATER_DREAMLESS_SLEEP_POTION,
SUPERIOR_HEALING_POTION,
CRYSTAL_RESTORE,
DREAMLESS_SLEEP_POTION,
GREATER_HEALING_POTION,
HEALING_POTION,
LESSER_HEALING_POTION,
DISCOLORED_HEALING_POTION,
MINOR_HEALING_POTION,
};
TryEmergencyAction::TryEmergencyAction(PlayerbotAI* botAI) : Action(botAI, "try emergency") {}
bool TryEmergencyAction::Execute(Event event)
{
// Do not use consumable if bot can heal self
if ((botAI->IsHeal(bot)) && (bot->GetPowerPct(POWER_MANA) > 20))
return false;
// If bot does not have aggro: use bandage instead of potion/stone/crystal
if ((!AI_VALUE(uint8, "my attacker count")) && !bot->HasAura(11196)) // Recently bandaged
{
if (Item* bandage = botAI->FindBandage())
{
botAI->ImbueItem(bandage, bot);
botAI->SetNextCheckDelay(8);
}
}
// Else loop over the list of health consumable to pick one
for (uint8 i = 0; i < std::size(uPrioritizedHealingItemIds); ++i)
{
if (Item* healthItem = botAI->FindConsumable(uPrioritizedHealingItemIds[i]))
{
botAI->ImbueItem(healthItem);
}
}
return true;
}