mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-02-14 23:56:13 +00:00
Big update.
This commit is contained in:
186
src/strategy/actions/ImbueAction.cpp
Normal file
186
src/strategy/actions/ImbueAction.cpp
Normal file
@@ -0,0 +1,186 @@
|
||||
/*
|
||||
* 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 "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);
|
||||
|
||||
// hp check
|
||||
if (bot->getStandState() != UNIT_STAND_STATE_STAND)
|
||||
bot->SetStandState(UNIT_STAND_STATE_STAND);
|
||||
|
||||
// Search and apply poison to weapons
|
||||
// Mainhand ...
|
||||
Item* poison = nullptr;
|
||||
Item* weapon = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
|
||||
if (weapon && weapon->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT) == 0)
|
||||
{
|
||||
poison = botAI->FindConsumable(INSTANT_POISON_DISPLAYID);
|
||||
if (!poison)
|
||||
poison = botAI->FindConsumable(DEADLY_POISON_DISPLAYID);
|
||||
|
||||
if (!poison)
|
||||
poison = botAI->FindConsumable(WOUND_POISON_DISPLAYID);
|
||||
|
||||
if (poison)
|
||||
{
|
||||
botAI->ImbueItem(poison, 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)
|
||||
{
|
||||
poison = botAI->FindConsumable(DEADLY_POISON_DISPLAYID);
|
||||
if (!poison)
|
||||
poison = botAI->FindConsumable(WOUND_POISON_DISPLAYID);
|
||||
|
||||
if (!poison)
|
||||
poison = botAI->FindConsumable(INSTANT_POISON_DISPLAYID);
|
||||
|
||||
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 uPriorizedHealingItemIds[19] =
|
||||
{
|
||||
HEALTHSTONE_DISPLAYID, 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(uPriorizedHealingItemIds); ++i)
|
||||
{
|
||||
if (Item* healthItem = botAI->FindConsumable(uPriorizedHealingItemIds[i]))
|
||||
{
|
||||
botAI->ImbueItem(healthItem);
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user