mod-playerbots/src/strategy/paladin/PaladinActions.cpp
2025-01-04 15:34:54 +11:00

243 lines
6.8 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 "PaladinActions.h"
#include "BlessingManager.h"
#include "AiFactory.h"
#include "Event.h"
#include "PlayerbotAI.h"
#include "PlayerbotAIConfig.h"
#include "PlayerbotFactory.h"
#include "Playerbots.h"
#include "SharedDefines.h"
inline std::string const GetActualBlessingOfMight(Unit* target)
{
if (!target->ToPlayer())
{
return "blessing of might";
}
int tab = AiFactory::GetPlayerSpecTab(target->ToPlayer());
switch (target->getClass())
{
case CLASS_MAGE:
case CLASS_PRIEST:
case CLASS_WARLOCK:
return "blessing of wisdom";
break;
case CLASS_SHAMAN:
if (tab == SHAMAN_TAB_ELEMENTAL || tab == SHAMAN_TAB_RESTORATION)
{
return "blessing of wisdom";
}
break;
case CLASS_DRUID:
if (tab == DRUID_TAB_RESTORATION || tab == DRUID_TAB_BALANCE)
{
return "blessing of wisdom";
}
break;
case CLASS_PALADIN:
if (tab == PALADIN_TAB_HOLY)
{
return "blessing of wisdom";
}
break;
}
return "blessing of might";
}
inline std::string const GetActualBlessingOfWisdom(Unit* target)
{
if (!target->ToPlayer())
{
return "blessing of might";
}
int tab = AiFactory::GetPlayerSpecTab(target->ToPlayer());
switch (target->getClass())
{
case CLASS_WARRIOR:
case CLASS_ROGUE:
case CLASS_DEATH_KNIGHT:
case CLASS_HUNTER:
return "blessing of might";
break;
case CLASS_SHAMAN:
if (tab == SHAMAN_TAB_ENHANCEMENT)
{
return "blessing of might";
}
break;
case CLASS_DRUID:
if (tab == DRUID_TAB_FERAL)
{
return "blessing of might";
}
break;
case CLASS_PALADIN:
if (tab == PALADIN_TAB_PROTECTION || tab == PALADIN_TAB_RETRIBUTION)
{
return "blessing of might";
}
break;
}
return "blessing of wisdom";
}
Value<Unit*>* CastBlessingOnPartyAction::GetTargetValue()
{
return context->GetValue<Unit*>("party member without aura", name);
}
bool CastBlessingOfMightAction::Execute(Event event)
{
Unit* target = GetTarget();
if (!target)
return false;
return botAI->CastSpell(GetActualBlessingOfMight(target), target);
}
Value<Unit*>* CastBlessingOfMightOnPartyAction::GetTargetValue()
{
return context->GetValue<Unit*>("party member without aura", "blessing of might,blessing of wisdom");
}
bool CastBlessingOfMightOnPartyAction::Execute(Event event)
{
Unit* target = GetTarget();
if (!target)
return false;
return botAI->CastSpell(GetActualBlessingOfMight(target), target);
}
bool CastBlessingOfWisdomAction::Execute(Event event)
{
Unit* target = GetTarget();
if (!target)
return false;
return botAI->CastSpell(GetActualBlessingOfWisdom(target), target);
}
Value<Unit*>* CastBlessingOfWisdomOnPartyAction::GetTargetValue()
{
return context->GetValue<Unit*>("party member without aura", "blessing of might,blessing of wisdom");
}
bool CastBlessingOfWisdomOnPartyAction::Execute(Event event)
{
Unit* target = GetTarget();
if (!target)
return false;
return botAI->CastSpell(GetActualBlessingOfWisdom(target), target);
}
bool CastSealSpellAction::isUseful() { return AI_VALUE2(bool, "combat", "self target"); }
Value<Unit*>* CastTurnUndeadAction::GetTargetValue() { return context->GetValue<Unit*>("cc target", getName()); }
Unit* CastRighteousDefenseAction::GetTarget()
{
Unit* current_target = AI_VALUE(Unit*, "current target");
if (!current_target)
{
return NULL;
}
return current_target->GetVictim();
}
bool CastDivineSacrificeAction::isUseful()
{
return GetTarget() && (GetTarget() != nullptr) && CastSpellAction::isUseful() &&
!botAI->HasAura("divine guardian", GetTarget(), false, false, -1, true);
}
bool CastCancelDivineSacrificeAction::Execute(Event event)
{
botAI->RemoveAura("divine sacrifice");
return true;
}
bool CastCancelDivineSacrificeAction::isUseful()
{
return botAI->HasAura("divine sacrifice", GetTarget(), false, true, -1, true);
}
bool CastGreaterBlessingAction::Execute(Event event)
{
Player* bot = botAI->GetBot();
if (!bot)
return false;
Group* group = bot->GetGroup();
if (!group)
return false;
// Gather assignments
auto assignment = AssignBlessingsForGroup(botAI);
// Find what is assigned to *this* Paladin
auto paladinIt = assignment.find(bot);
if (paladinIt == assignment.end())
return false; // No blessings assigned
// For each (class -> blessing) assigned, search for a player missing it
for (auto& kv : paladinIt->second)
{
uint8 classId = kv.first;
GreaterBlessingType gBlessing = kv.second;
// Convert the blessing to a spell name
std::string spellName;
std::string auraName;
switch (gBlessing)
{
case GREATER_BLESSING_OF_MIGHT:
spellName = "greater blessing of might";
auraName = "greater blessing of might";
break;
case GREATER_BLESSING_OF_WISDOM:
spellName = "greater blessing of wisdom";
auraName = "greater blessing of wisdom";
break;
case GREATER_BLESSING_OF_KINGS:
spellName = "greater blessing of kings";
auraName = "greater blessing of kings";
break;
case GREATER_BLESSING_OF_SANCTUARY:
spellName = "greater blessing of sanctuary";
auraName = "greater blessing of sanctuary";
break;
}
// Find the first raid member of that class who lacks the aura
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (!member || !member->IsInWorld())
continue;
if (member->getClass() == classId && !botAI->HasAura(auraName, member))
{
// Found a target
botAI->TellMaster("Casting " + spellName + " on " + member->GetName());
bool casted = botAI->CastSpell(spellName, member);
// Return true as soon as we cast a single Greater Blessing
return casted;
}
}
}
// If we reach here, we didn't find any missing aura
return false;
}