mod-playerbots/src/AiFactory.cpp
ThePenguinMan96 ee245f73b5 Mage Overhaul
Hello everyone,

Back again with another class overhaul. Here is a list of what changes have been made:
1. Consolidated the AoE strategies into "aoe". For light aoe (2+ enemies) the mage will use Cone of Cold (frost)/Arcane Explosion (Arcane)/Multi-Dot with Living Bomb (Fire/Frostfire). For medium aoe (3+ enemies) they will use Flamestrike -> Blizzard. Also, the mage will automatically cancel channeling their blizzard if there is less than 2 enemies around. This is huge, since the mage would often stand there and finish their entire channel during a boss fight after the adds died.
2. Organized actions, triggers, and the aiobjectcontext
3. Enabled Deep Freeze to be casted on bosses regardless of their immune status. Big benefit for frost dps on boss fights.
4. Slight tweaks in the conf so Arcane gets Arcane Barrage and Frostfire gets 2/2 Firestarter
5. Streamlined Arcane DPS to use Missile Barrage proc when at 4 stacks of Arcane Blast
5. Streamlined Fire/Frostfire DPS to keep Improved Scorch active (5% spell crit) unless there is a debuff of equal type
6. Added "firestarter" strategy, that utilizes the Fire talent Firestarter better. The mage will multi-dot Living Bomb while running towards melee, and cast Dragon's Breath -> instant cast Flamestrike -> Blast Wave -> instant cast Flamestrike -> Blizzard for bonkers damage. Disabled by default - not everyone wants their mages running into melee. Enable by typing "co +firestarter" on fire and frostfire mages.
7. Streamlined Frost DPS by finally adding support for Cold Snap for mages. It will proc when both Icy Veins and Deep Freeze are on cooldown. There is an exception to this - if the mage is level 30-59, it will not check for Deep Freeze - only Icy Veins.
8. Added Conjure Mana Gem support in the generic non-combat strategy and Use Mana Gem support in the generic combat strategy. This might be the biggest benefit of the overhaul - the gem has a 90 second cooldown, not shared with mana potions. It really prevents the mage from gassing out in longer fights. And the mana gem has 3 charges!
9. Added Mana Shield ability, which triggers on low health.
10. Changed Mirror Image from a boost ability to an anti-threat tool. Not many people know this, but it's best use in PvE is it's anti-threat modifier: "Mod Total Threat - Temporary Value: -90000000". It also doesn't do good damage, and is essentially used best as a pre-pull spell. But until the mages know how to react to a pull-timer, it's going to be used to reduce threat.

Let me know what y'all think!
2025-07-26 01:49:49 -07:00

790 lines
27 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 "AiFactory.h"
#include "BattlegroundMgr.h"
#include "DKAiObjectContext.h"
#include "DruidAiObjectContext.h"
#include "Engine.h"
#include "Group.h"
#include "HunterAiObjectContext.h"
#include "Item.h"
#include "MageAiObjectContext.h"
#include "PaladinAiObjectContext.h"
#include "PlayerbotAI.h"
#include "PlayerbotAIConfig.h"
#include "Playerbots.h"
#include "PriestAiObjectContext.h"
#include "RogueAiObjectContext.h"
#include "ShamanAiObjectContext.h"
#include "SharedDefines.h"
#include "SpellInfo.h"
#include "SpellMgr.h"
#include "WarlockAiObjectContext.h"
#include "WarriorAiObjectContext.h"
AiObjectContext* AiFactory::createAiObjectContext(Player* player, PlayerbotAI* botAI)
{
switch (player->getClass())
{
case CLASS_PRIEST:
return new PriestAiObjectContext(botAI);
case CLASS_MAGE:
return new MageAiObjectContext(botAI);
case CLASS_WARLOCK:
return new WarlockAiObjectContext(botAI);
case CLASS_WARRIOR:
return new WarriorAiObjectContext(botAI);
case CLASS_SHAMAN:
return new ShamanAiObjectContext(botAI);
case CLASS_PALADIN:
return new PaladinAiObjectContext(botAI);
case CLASS_DRUID:
return new DruidAiObjectContext(botAI);
case CLASS_HUNTER:
return new HunterAiObjectContext(botAI);
case CLASS_ROGUE:
return new RogueAiObjectContext(botAI);
case CLASS_DEATH_KNIGHT:
return new DKAiObjectContext(botAI);
}
return new AiObjectContext(botAI);
}
uint8 AiFactory::GetPlayerSpecTab(Player* bot)
{
std::map<uint8, uint32> tabs = GetPlayerSpecTabs(bot);
if (bot->GetLevel() >= 10 && ((tabs[0] + tabs[1] + tabs[2]) > 0))
{
int8 tab = -1;
uint32 max = 0;
for (uint32 i = 0; i < uint32(3); i++)
{
if (tab == -1 || max < tabs[i])
{
tab = i;
max = tabs[i];
}
}
return tab;
}
else
{
uint8 tab = 0;
switch (bot->getClass())
{
case CLASS_MAGE:
tab = MAGE_TAB_FROST;
break;
case CLASS_PALADIN:
tab = PALADIN_TAB_RETRIBUTION;
break;
case CLASS_PRIEST:
tab = PRIEST_TAB_HOLY;
break;
}
return tab;
}
}
std::map<uint8, uint32> AiFactory::GetPlayerSpecTabs(Player* bot)
{
std::map<uint8, uint32> tabs = {{0, 0}, {0, 0}, {0, 0}};
const PlayerTalentMap& talentMap = bot->GetTalentMap();
for (PlayerTalentMap::const_iterator i = talentMap.begin(); i != talentMap.end(); ++i)
{
uint32 spellId = i->first;
if ((bot->GetActiveSpecMask() & i->second->specMask) == 0)
{
continue;
}
TalentSpellPos const* talentPos = GetTalentSpellPos(spellId);
if (!talentPos)
continue;
TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentPos->talent_id);
if (!talentInfo)
continue;
uint32 const* talentTabIds = GetTalentTabPages(bot->getClass());
const SpellInfo* spellInfo = sSpellMgr->GetSpellInfo(spellId);
int rank = spellInfo ? spellInfo->GetRank() : 1;
if (talentInfo->TalentTab == talentTabIds[0])
tabs[0] += rank;
if (talentInfo->TalentTab == talentTabIds[1])
tabs[1] += rank;
if (talentInfo->TalentTab == talentTabIds[2])
tabs[2] += rank;
}
return tabs;
}
BotRoles AiFactory::GetPlayerRoles(Player* player)
{
BotRoles role = BOT_ROLE_NONE;
uint8 tab = GetPlayerSpecTab(player);
switch (player->getClass())
{
case CLASS_PRIEST:
if (tab == 2)
role = BOT_ROLE_DPS;
else
role = BOT_ROLE_HEALER;
break;
case CLASS_SHAMAN:
if (tab == 2)
role = BOT_ROLE_HEALER;
else
role = BOT_ROLE_DPS;
break;
case CLASS_WARRIOR:
if (tab == 2)
role = BOT_ROLE_TANK;
else
role = BOT_ROLE_DPS;
break;
case CLASS_PALADIN:
if (tab == 0)
role = BOT_ROLE_HEALER;
else if (tab == 1)
role = BOT_ROLE_TANK;
else if (tab == 2)
role = BOT_ROLE_DPS;
break;
case CLASS_DRUID:
if (tab == 0)
role = BOT_ROLE_DPS;
else if (tab == 1)
role = (BotRoles)(BOT_ROLE_TANK | BOT_ROLE_DPS);
else if (tab == 2)
role = BOT_ROLE_HEALER;
break;
default:
role = BOT_ROLE_DPS;
break;
}
return role;
}
std::string AiFactory::GetPlayerSpecName(Player* player)
{
std::string specName;
int tab = GetPlayerSpecTab(player);
switch (player->getClass())
{
case CLASS_PRIEST:
if (tab == 2)
specName = "shadow";
else if (tab == 1)
specName = "holy";
else
specName = "disc";
;
break;
case CLASS_SHAMAN:
if (tab == 2)
specName = "resto";
else if (tab == 1)
specName = "enhance";
else
specName = "elem";
break;
case CLASS_WARRIOR:
if (tab == 2)
specName = "prot";
else if (tab == 1)
specName = "fury";
else
specName = "arms";
break;
case CLASS_PALADIN:
if (tab == 0)
specName = "holy";
else if (tab == 1)
specName = "prot";
else if (tab == 2)
specName = "retrib";
break;
case CLASS_DRUID:
if (tab == 0)
specName = "balance";
else if (tab == 1)
specName = "feraldps";
else if (tab == 2)
specName = "resto";
break;
case CLASS_ROGUE:
if (tab == 0)
specName = "assas";
else if (tab == 1)
specName = "combat";
else if (tab == 2)
specName = "subtle";
break;
case CLASS_HUNTER:
if (tab == 0)
specName = "beast";
else if (tab == 1)
specName = "marks";
else if (tab == 2)
specName = "surv";
break;
case CLASS_DEATH_KNIGHT:
if (tab == 0)
specName = "blooddps";
else if (tab == 1)
specName = "frostdps";
else if (tab == 2)
specName = "unholydps";
break;
case CLASS_MAGE:
if (tab == 0)
specName = "arcane";
else if (tab == 1)
specName = "fire";
else if (tab == 2)
specName = "frost";
break;
case CLASS_WARLOCK:
if (tab == 0)
specName = "afflic";
else if (tab == 1)
specName = "demo";
else if (tab == 2)
specName = "destro";
break;
default:
break;
}
return specName;
}
void AiFactory::AddDefaultCombatStrategies(Player* player, PlayerbotAI* const facade, Engine* engine)
{
uint8 tab = GetPlayerSpecTab(player);
if (!player->InBattleground())
{
engine->addStrategiesNoInit("racials", "chat", "default", "cast time", "potions", "duel", "boost", nullptr);
}
if (sPlayerbotAIConfig->autoAvoidAoe && facade->HasRealPlayerMaster())
{
engine->addStrategy("avoid aoe", false);
}
engine->addStrategy("formation", false);
switch (player->getClass())
{
case CLASS_PRIEST:
if (tab == 2)
{
engine->addStrategiesNoInit("dps", "shadow debuff", "shadow aoe", nullptr);
}
else if (tab == PRIEST_TAB_DISIPLINE)
{
engine->addStrategiesNoInit("heal", nullptr);
}
else
{
engine->addStrategiesNoInit("holy heal", nullptr);
}
engine->addStrategiesNoInit("dps assist", "cure", nullptr);
break;
case CLASS_MAGE:
if (tab == 0)
engine->addStrategiesNoInit("arcane", nullptr);
else if (tab == 1)
{
if (player->HasSpell(44614) /*Frostfire Bolt*/ && player->HasAura(15047) /*Ice Shards*/)
{
engine->addStrategiesNoInit("frostfire", nullptr);
}
else
{
engine->addStrategiesNoInit("fire", nullptr);
}
}
else
engine->addStrategiesNoInit("frost", nullptr);
engine->addStrategiesNoInit("dps", "dps assist", "cure", "aoe", nullptr);
break;
case CLASS_WARRIOR:
if (tab == 2)
engine->addStrategiesNoInit("tank", "tank assist", "aoe", nullptr);
else if (tab == 0 || !player->HasSpell(1680)) // Whirlwind
engine->addStrategiesNoInit("arms", "aoe", "dps assist", /*"behind",*/ nullptr);
else
engine->addStrategiesNoInit("fury", "aoe", "dps assist", /*"behind",*/ nullptr);
break;
case CLASS_SHAMAN:
if (tab == 0)
engine->addStrategiesNoInit("caster", "caster aoe", "bmana", nullptr);
else if (tab == 2)
engine->addStrategiesNoInit("heal", "bmana", nullptr);
else
engine->addStrategiesNoInit("melee", "melee aoe", "bdps", nullptr);
engine->addStrategiesNoInit("dps assist", "cure", "totems", nullptr);
break;
case CLASS_PALADIN:
if (tab == 1)
engine->addStrategiesNoInit("tank", "tank assist", "bthreat", "barmor", "cure", nullptr);
else if (tab == 0)
engine->addStrategiesNoInit("heal", "dps assist", "cure", "bcast", nullptr);
else
engine->addStrategiesNoInit("dps", "dps assist", "cure", "baoe", nullptr);
break;
case CLASS_DRUID:
if (tab == 0)
{
engine->addStrategiesNoInit("caster", "cure", "caster aoe", "dps assist", nullptr);
engine->addStrategy("caster debuff", false);
}
else if (tab == 2)
engine->addStrategiesNoInit("heal", "cure", "dps assist", nullptr);
else
{
if (player->HasSpell(768) /*cat form*/&& !player->HasAura(16931) /*thick hide*/)
{
engine->addStrategiesNoInit("cat", "dps assist", nullptr);
}
else
{
engine->addStrategiesNoInit("bear", "tank assist", nullptr);
}
}
break;
case CLASS_HUNTER:
if (tab == 0) // Beast Mastery
engine->addStrategiesNoInit("bm", nullptr);
else if (tab == 1) // Marksmanship
engine->addStrategiesNoInit("mm", nullptr);
else if (tab == 2) // Survival
engine->addStrategiesNoInit("surv", nullptr);
engine->addStrategiesNoInit("cc", "dps assist", "aoe", nullptr);
break;
case CLASS_ROGUE:
if (tab == ROGUE_TAB_ASSASSINATION || tab == ROGUE_TAB_SUBTLETY)
{
engine->addStrategiesNoInit("melee", "dps assist", "aoe", nullptr);
}
else
{
engine->addStrategiesNoInit("dps", "dps assist", "aoe", nullptr);
}
break;
case CLASS_WARLOCK:
if (tab == 0) // Affliction
engine->addStrategiesNoInit("affli", "curse of agony", nullptr);
else if (tab == 1) // Demonology
engine->addStrategiesNoInit("demo", "curse of agony", "meta melee", nullptr);
else if (tab == 2) // Destruction
engine->addStrategiesNoInit("destro", "curse of elements", nullptr);
engine->addStrategiesNoInit("cc", "dps assist", "aoe", nullptr);
break;
case CLASS_DEATH_KNIGHT:
if (tab == 0)
engine->addStrategiesNoInit("blood", "tank assist", nullptr);
else if (tab == 1)
engine->addStrategiesNoInit("frost", "frost aoe", "dps assist", nullptr);
else
engine->addStrategiesNoInit("unholy", "unholy aoe", "dps assist", nullptr);
break;
}
if (PlayerbotAI::IsTank(player, true)) {
engine->addStrategy("tank face", false);
}
if (PlayerbotAI::IsMelee(player, true) && PlayerbotAI::IsDps(player, true)) {
engine->addStrategy("behind", false);
}
if (PlayerbotAI::IsHeal(player, true))
{
if (sPlayerbotAIConfig->autoSaveMana)
engine->addStrategy("save mana", false);
engine->addStrategy("healer dps", false);
}
if (facade->IsRealPlayer() || sRandomPlayerbotMgr->IsRandomBot(player))
{
if (!player->GetGroup())
{
// change for heal spec
engine->addStrategy("boost", false);
engine->addStrategy("dps assist", false);
engine->removeStrategy("threat", false);
// engine-
switch (player->getClass())
{
case CLASS_PRIEST:
{
if (tab != PRIEST_TAB_SHADOW)
{
engine->addStrategiesNoInit("holy dps", "shadow debuff", "shadow aoe", nullptr);
}
break;
}
case CLASS_DRUID:
{
if (tab == DRUID_TAB_RESTORATION)
{
engine->addStrategiesNoInit("caster", "caster aoe", nullptr);
engine->addStrategy("caster debuff", false);
}
break;
}
case CLASS_SHAMAN:
{
if (tab == SHAMAN_TAB_RESTORATION)
{
engine->addStrategiesNoInit("caster", "caster aoe", "bmana", nullptr);
}
break;
}
case CLASS_PALADIN:
{
if (tab == PALADIN_TAB_HOLY)
{
engine->addStrategiesNoInit("dps", "dps assist", "baoe", nullptr);
}
break;
}
default:
break;
}
}
}
else
{
engine->ChangeStrategy(sPlayerbotAIConfig->combatStrategies);
}
// Battleground switch
if (player->InBattleground() && player->GetBattleground())
{
BattlegroundTypeId bgType = player->GetBattlegroundTypeId();
if (bgType == BATTLEGROUND_RB)
bgType = player->GetBattleground()->GetBgTypeID(true);
if (bgType == BATTLEGROUND_WS)
engine->addStrategy("warsong", false);
if (bgType == BATTLEGROUND_AB)
engine->addStrategy("arathi", false);
if (bgType == BATTLEGROUND_AV)
engine->addStrategy("alterac", false);
if (bgType == BATTLEGROUND_EY)
engine->addStrategy("eye", false);
if (bgType == BATTLEGROUND_IC)
engine->addStrategy("isle", false);
if (player->InArena())
{
engine->addStrategy("arena", false);
}
engine->addStrategiesNoInit("boost", "racials", "chat", "default", "aoe", "potions", "cast time", "dps assist",
nullptr);
engine->removeStrategy("custom::say", false);
engine->removeStrategy("flee", false);
engine->removeStrategy("threat", false);
engine->addStrategy("boost", false);
// if ((player->getClass() == CLASS_DRUID && tab == 2) || (player->getClass() == CLASS_SHAMAN && tab == 2))
// engine->addStrategiesNoInit("caster", "caster aoe", nullptr);
// if (player->getClass() == CLASS_DRUID && tab == 1)
// engine->addStrategiesNoInit(/*"behind",*/ "dps", nullptr);
// if (player->getClass() == CLASS_ROGUE)
// engine->addStrategiesNoInit(/*"behind",*/ "stealth", nullptr);
}
}
Engine* AiFactory::createCombatEngine(Player* player, PlayerbotAI* const facade, AiObjectContext* aiObjectContext)
{
Engine* engine = new Engine(facade, aiObjectContext);
AddDefaultCombatStrategies(player, facade, engine);
engine->Init();
return engine;
}
void AiFactory::AddDefaultNonCombatStrategies(Player* player, PlayerbotAI* const facade, Engine* nonCombatEngine)
{
uint8 tab = GetPlayerSpecTab(player);
switch (player->getClass())
{
case CLASS_PRIEST:
nonCombatEngine->addStrategiesNoInit("dps assist", "cure", nullptr);
break;
case CLASS_PALADIN:
if (tab == 1)
{
nonCombatEngine->addStrategiesNoInit("bthreat", "tank assist", "barmor", nullptr);
if (player->GetLevel() >= 20)
{
nonCombatEngine->addStrategy("bhealth", false);
}
else
{
nonCombatEngine->addStrategy("bdps", false);
}
}
else if (tab == 0)
nonCombatEngine->addStrategiesNoInit("dps assist", "bmana", "bcast", nullptr);
else
nonCombatEngine->addStrategiesNoInit("dps assist", "bdps", "baoe", nullptr);
nonCombatEngine->addStrategiesNoInit("cure", nullptr);
break;
case CLASS_HUNTER:
nonCombatEngine->addStrategiesNoInit("bdps", "dps assist", "pet", nullptr);
break;
case CLASS_SHAMAN:
if (tab == 0 || tab == 2)
nonCombatEngine->addStrategy("bmana", false);
else
nonCombatEngine->addStrategy("bdps", false);
nonCombatEngine->addStrategiesNoInit("dps assist", "cure", nullptr);
break;
case CLASS_MAGE:
if (tab == MAGE_TAB_ARCANE || tab == MAGE_TAB_FIRE)
nonCombatEngine->addStrategy("bdps", false);
else
nonCombatEngine->addStrategy("bmana", false);
nonCombatEngine->addStrategiesNoInit("dps assist", "cure", nullptr);
break;
case CLASS_DRUID:
if (tab == 1)
{
if (player->GetLevel() >= 20 && !player->HasAura(16931) /*thick hide*/)
{
nonCombatEngine->addStrategy("dps assist", false);
}
else
{
nonCombatEngine->addStrategy("tank assist", false);
}
}
else
nonCombatEngine->addStrategiesNoInit("dps assist", "cure", nullptr);
break;
case CLASS_WARRIOR:
if (tab == 2)
nonCombatEngine->addStrategy("tank assist", false);
else
nonCombatEngine->addStrategy("dps assist", false);
break;
case CLASS_WARLOCK:
if (tab == WARLOCK_TAB_AFFLICATION)
{
nonCombatEngine->addStrategiesNoInit("felhunter", "spellstone", nullptr);
}
else if (tab == WARLOCK_TAB_DEMONOLOGY)
{
nonCombatEngine->addStrategiesNoInit("felguard", "spellstone", nullptr);
}
else if (tab == WARLOCK_TAB_DESTRUCTION)
{
nonCombatEngine->addStrategiesNoInit("imp", "firestone", nullptr);
}
nonCombatEngine->addStrategiesNoInit("dps assist", "ss self", nullptr);
break;
case CLASS_DEATH_KNIGHT:
if (tab == 0)
nonCombatEngine->addStrategy("tank assist", false);
else
nonCombatEngine->addStrategy("dps assist", false);
break;
default:
nonCombatEngine->addStrategy("dps assist", false);
break;
}
if (!player->InBattleground())
{
nonCombatEngine->addStrategiesNoInit("nc", "food", "chat", "follow", "default", "quest", "loot",
"gather", "duel", "pvp", "buff", "mount", "emote", nullptr);
}
if (sPlayerbotAIConfig->autoSaveMana && PlayerbotAI::IsHeal(player, true))
{
nonCombatEngine->addStrategy("save mana", false);
}
if ((sRandomPlayerbotMgr->IsRandomBot(player)) && !player->InBattleground())
{
Player* master = facade->GetMaster();
// let 25% of free bots start duels.
if (!urand(0, 3))
nonCombatEngine->addStrategy("start duel", false);
if (sPlayerbotAIConfig->randomBotJoinLfg)
nonCombatEngine->addStrategy("lfg", false);
if (!player->GetGroup() || player->GetGroup()->GetLeaderGUID() == player->GetGUID())
{
// let 25% of random not grouped (or grp leader) bots help other players
// if (!urand(0, 3))
// nonCombatEngine->addStrategy("attack tagged");
// nonCombatEngine->addStrategy("pvp", false);
// nonCombatEngine->addStrategy("collision");
// nonCombatEngine->addStrategy("group");
// nonCombatEngine->addStrategy("guild");
nonCombatEngine->addStrategy("grind", false);
if (sPlayerbotAIConfig->enableNewRpgStrategy)
{
nonCombatEngine->addStrategy("new rpg", false);
}
else if (sPlayerbotAIConfig->autoDoQuests)
{
// nonCombatEngine->addStrategy("travel");
nonCombatEngine->addStrategy("rpg", false);
}
else
{
nonCombatEngine->addStrategy("move random", false);
}
if (sPlayerbotAIConfig->randomBotJoinBG)
nonCombatEngine->addStrategy("bg", false);
// if (!master || GET_PLAYERBOT_AI(master))
// nonCombatEngine->addStrategy("maintenance");
nonCombatEngine->ChangeStrategy(sPlayerbotAIConfig->randomBotNonCombatStrategies);
}
else
{
if (facade)
{
if (master)
{
PlayerbotAI* masterBotAI = GET_PLAYERBOT_AI(master);
if (masterBotAI || sRandomPlayerbotMgr->IsRandomBot(player))
{
// nonCombatEngine->addStrategy("pvp", false);
// nonCombatEngine->addStrategy("collision");
// nonCombatEngine->addStrategy("group");
// nonCombatEngine->addStrategy("guild");
// if (sPlayerbotAIConfig->autoDoQuests)
// {
// // nonCombatEngine->addStrategy("travel");
// nonCombatEngine->addStrategy("rpg");
// } else {
// nonCombatEngine->addStrategy("move random");
// }
// if (masterBotAI)
// nonCombatEngine->addStrategy("maintenance");
nonCombatEngine->ChangeStrategy(sPlayerbotAIConfig->randomBotNonCombatStrategies);
}
else
{
// nonCombatEngine->addStrategy("pvp", false);
nonCombatEngine->ChangeStrategy(sPlayerbotAIConfig->nonCombatStrategies);
}
}
}
}
}
else
{
nonCombatEngine->ChangeStrategy(sPlayerbotAIConfig->nonCombatStrategies);
}
// nonCombatEngine->addStrategy("battleground");
// nonCombatEngine->addStrategy("warsong");
// Battleground switch
if (player->InBattleground() && player->GetBattleground())
{
nonCombatEngine->addStrategiesNoInit("nc", "chat", "default", "buff", "food", "mount", "pvp", "dps assist",
"attack tagged", "emote", nullptr);
nonCombatEngine->removeStrategy("custom::say", false);
nonCombatEngine->removeStrategy("travel", false);
nonCombatEngine->removeStrategy("rpg", false);
nonCombatEngine->removeStrategy("grind", false);
BattlegroundTypeId bgType = player->GetBattlegroundTypeId();
if (bgType == BATTLEGROUND_RB)
bgType = player->GetBattleground()->GetBgTypeID(true);
if ((bgType <= BATTLEGROUND_EY || bgType == BATTLEGROUND_IC) &&
!player->InArena()) // do not add for not supported bg or arena
nonCombatEngine->addStrategy("battleground", false);
if (bgType == BATTLEGROUND_WS)
nonCombatEngine->addStrategy("warsong", false);
if (bgType == BATTLEGROUND_AV)
nonCombatEngine->addStrategy("alterac", false);
if (bgType == BATTLEGROUND_AB)
nonCombatEngine->addStrategy("arathi", false);
if (bgType == BATTLEGROUND_EY)
nonCombatEngine->addStrategy("eye", false);
if (bgType == BATTLEGROUND_IC)
nonCombatEngine->addStrategy("isle", false);
if (player->InArena())
{
nonCombatEngine->addStrategy("arena", false);
nonCombatEngine->removeStrategy("mount", false);
}
}
}
Engine* AiFactory::createNonCombatEngine(Player* player, PlayerbotAI* const facade, AiObjectContext* aiObjectContext)
{
Engine* nonCombatEngine = new Engine(facade, aiObjectContext);
AddDefaultNonCombatStrategies(player, facade, nonCombatEngine);
nonCombatEngine->Init();
return nonCombatEngine;
}
void AiFactory::AddDefaultDeadStrategies(Player* player, PlayerbotAI* const facade, Engine* deadEngine)
{
(void)facade; // unused and remove warning
deadEngine->addStrategiesNoInit("dead", "stay", "chat", "default", "follow", nullptr);
if (sRandomPlayerbotMgr->IsRandomBot(player) && !player->GetGroup())
{
deadEngine->removeStrategy("follow", false);
}
}
Engine* AiFactory::createDeadEngine(Player* player, PlayerbotAI* const facade, AiObjectContext* AiObjectContext)
{
Engine* deadEngine = new Engine(facade, AiObjectContext);
AddDefaultDeadStrategies(player, facade, deadEngine);
deadEngine->Init();
return deadEngine;
}