mirror of
https://git.vectorsigma.ru/public/mod-playerbots.git
synced 2026-08-06 05:19:08 +00:00
* Enraged regen at critial health * Enraged regen action context * Enraged regen on critical health trigger * Enraged regen on critical health trigger * Added logic for Arms to use Retaliation * Added logic for Arms to use Retaliation * Used correct class enums for !players * Retaliation on medium health * Removed temp line * Added check for attacker->GetVictim() != bot * Adjusted triggers for emergency actions * Added Shattering Throw logic * Added Shattering Throw logic * Added Shattering Throw logic * Added Shattering Throw logic * Added Shattering Throw logic * Added Shattering Throw logic * Fixed ActionNode for Shattering Throw * Added debug logging * More debug logs * Better debug logs * Adjusted range on action * Adjusted priorities * More logging * Update WarriorActions.cpp * Update WarriorActions.h * Changed trigger name for differentiation * Updated to new shattering throw trigger name * Update WarriorTriggers.h with new ST name * Update ArmsWarriorStrategy.cpp * Changed priority * Shattering Throw and Retaliation stance reqs Battlestance needed for Shattering Throw and Retaliation * Created isUseful for Shattering Throw * Created isUseful for Shattering Throw * GetTarget instead of GetTargetValue * Changed to GetTarget instead of GetTargetValue * Commented out Execute function * Commented out Execute function * isPossible was failing, created basic isPossible IsImmuneToSpell was returning true for Shattering Throw 2 DAYS! :( * isPossible was failing, created basic isPossible * Added some more isPossible checks * Update WarriorActions.cpp * Missing ) * Missing ! * Removed logging * Removed logging * Clean up * Cleanup * Corrected logic for Rogue's Expose Armor trigger Logic was checking the Rogue, not the Rogue's target, for Sunder Armor before casting Expose Armor.
128 lines
3.8 KiB
C++
128 lines
3.8 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 "RogueTriggers.h"
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#include "GenericTriggers.h"
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#include "Playerbots.h"
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#include "ServerFacade.h"
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// bool AdrenalineRushTrigger::isPossible()
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// {
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// return !botAI->HasAura("stealth", bot);
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// }
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bool UnstealthTrigger::IsActive()
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{
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if (!botAI->HasAura("stealth", bot))
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return false;
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return botAI->HasAura("stealth", bot) && !AI_VALUE(uint8, "attacker count") &&
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(AI_VALUE2(bool, "moving", "self target") &&
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((botAI->GetMaster() &&
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sServerFacade->IsDistanceGreaterThan(AI_VALUE2(float, "distance", "master target"), 10.0f) &&
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AI_VALUE2(bool, "moving", "master target")) ||
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!AI_VALUE(uint8, "attacker count")));
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}
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bool StealthTrigger::IsActive()
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{
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if (botAI->HasAura("stealth", bot) || bot->IsInCombat() || bot->HasSpellCooldown(1784))
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return false;
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float distance = 30.f;
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Unit* target = AI_VALUE(Unit*, "enemy player target");
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if (target && !target->IsInWorld())
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{
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return false;
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}
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if (!target)
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target = AI_VALUE(Unit*, "grind target");
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if (!target)
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target = AI_VALUE(Unit*, "dps target");
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if (!target)
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return false;
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if (target && target->GetVictim())
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distance -= 10;
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if (target->isMoving() && target->GetVictim())
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distance -= 10;
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if (bot->InBattleground())
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distance += 15;
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if (bot->InArena())
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distance += 15;
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return target && sServerFacade->GetDistance2d(bot, target) < distance;
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}
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bool SapTrigger::IsPossible() { return bot->GetLevel() > 10 && bot->HasSpell(6770) && !bot->IsInCombat(); }
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bool SprintTrigger::IsPossible() { return bot->HasSpell(2983); }
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bool SprintTrigger::IsActive()
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{
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if (bot->HasSpellCooldown(2983))
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return false;
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float distance = botAI->GetMaster() ? 45.0f : 35.0f;
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if (botAI->HasAura("stealth", bot))
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distance -= 10;
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bool targeted = false;
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Unit* dps = AI_VALUE(Unit*, "dps target");
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Unit* enemyPlayer = AI_VALUE(Unit*, "enemy player target");
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if (enemyPlayer && !enemyPlayer->IsInWorld())
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{
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return false;
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}
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if (dps)
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targeted = (dps == AI_VALUE(Unit*, "current target"));
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if (enemyPlayer && !targeted)
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targeted = (enemyPlayer == AI_VALUE(Unit*, "current target"));
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if (!targeted)
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return false;
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if ((dps && dps->IsInCombat()) || enemyPlayer)
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distance -= 10;
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return AI_VALUE2(bool, "moving", "self target") &&
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(AI_VALUE2(bool, "moving", "dps target") || AI_VALUE2(bool, "moving", "enemy player target")) && targeted &&
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(sServerFacade->IsDistanceGreaterThan(AI_VALUE2(float, "distance", "dps target"), distance) ||
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sServerFacade->IsDistanceGreaterThan(AI_VALUE2(float, "distance", "enemy player target"), distance));
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}
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bool ExposeArmorTrigger::IsActive()
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{
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Unit* target = AI_VALUE(Unit*, "current target"); // Get the bot's current target
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return DebuffTrigger::IsActive() && !botAI->HasAura("sunder armor", target, false, false, -1, true) &&
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AI_VALUE2(uint8, "combo", "current target") <= 3;
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}
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bool MainHandWeaponNoEnchantTrigger::IsActive()
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{
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Item* const itemForSpell = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
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if (!itemForSpell || itemForSpell->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT))
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return false;
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return true;
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}
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bool OffHandWeaponNoEnchantTrigger::IsActive()
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{
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Item* const itemForSpell = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
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if (!itemForSpell || itemForSpell->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT))
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return false;
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return true;
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}
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