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Merge pull request wowsims#434 from wowsims/lightMovementAI
Adds basic movement encounter
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,133 @@ | ||
package encounters | ||
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import ( | ||
"time" | ||
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"github.com/wowsims/cata/sim/core" | ||
"github.com/wowsims/cata/sim/core/proto" | ||
"github.com/wowsims/cata/sim/core/stats" | ||
) | ||
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func addMovementAI() { | ||
core.AddPresetTarget(&core.PresetTarget{ | ||
PathPrefix: "Default", | ||
Config: &proto.Target{ | ||
Id: 31147, | ||
Name: "Movement", | ||
Level: 88, | ||
MobType: proto.MobType_MobTypeMechanical, | ||
TankIndex: 0, | ||
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Stats: stats.Stats{ | ||
stats.Health: 120_016_403, | ||
stats.Armor: 11977, | ||
stats.AttackPower: 650, | ||
}.ToFloatArray(), | ||
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SpellSchool: proto.SpellSchool_SpellSchoolPhysical, | ||
SwingSpeed: 2.5, | ||
MinBaseDamage: 210000, | ||
DamageSpread: 0.4, | ||
SuppressDodge: false, | ||
ParryHaste: false, | ||
DualWield: false, | ||
DualWieldPenalty: false, | ||
TargetInputs: []*proto.TargetInput{ | ||
{ | ||
Label: "Movement Interval", | ||
Tooltip: "How often the player will move in seconds", | ||
InputType: proto.InputType_Number, | ||
NumberValue: 10.0, | ||
}, | ||
{ | ||
Label: "Reaction Time", | ||
Tooltip: "How long the player can wait for casts to finish before moving in seconds", | ||
InputType: proto.InputType_Number, | ||
NumberValue: 1.5, | ||
}, | ||
{ | ||
Label: "Yards", | ||
Tooltip: "How many yards the player moves", | ||
InputType: proto.InputType_Number, | ||
NumberValue: 5, | ||
}, | ||
}, | ||
}, | ||
AI: NewMovementAI(), | ||
}) | ||
core.AddPresetEncounter("Movement", []string{ | ||
"Default/Movement", | ||
}) | ||
} | ||
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type MovementAI struct { | ||
Target *core.Target | ||
LastMoveTime time.Duration | ||
MoveInterval time.Duration // How often moves happen | ||
ReactionTime time.Duration // Time available to react before area should be cleared | ||
MoveYards float64 // Duration of the move | ||
} | ||
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func NewMovementAI() core.AIFactory { | ||
return func() core.TargetAI { | ||
return &MovementAI{} | ||
} | ||
} | ||
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func (ai *MovementAI) Initialize(target *core.Target, config *proto.Target) { | ||
ai.Target = target | ||
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if len(config.TargetInputs) > 0 { | ||
ai.MoveInterval = core.DurationFromSeconds(config.TargetInputs[0].NumberValue) | ||
} else { | ||
ai.MoveInterval = core.DurationFromSeconds(10) | ||
} | ||
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if len(config.TargetInputs) > 1 { | ||
ai.ReactionTime = core.DurationFromSeconds(config.TargetInputs[1].NumberValue) | ||
} else { | ||
ai.ReactionTime = core.DurationFromSeconds(1.5) | ||
} | ||
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if len(config.TargetInputs) > 2 { | ||
ai.MoveYards = config.TargetInputs[2].NumberValue | ||
} else { | ||
ai.MoveYards = 5.0 | ||
} | ||
} | ||
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func (ai *MovementAI) Reset(sim *core.Simulation) { | ||
ai.LastMoveTime = 0 | ||
} | ||
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func (ai *MovementAI) ExecuteCustomRotation(sim *core.Simulation) { | ||
players := sim.Raid.AllPlayerUnits | ||
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for i := 0; i < len(players); i++ { | ||
player := players[i] | ||
duration := ai.TimeToMove(ai.MoveYards, player) | ||
if player.Hardcast.Expires > sim.CurrentTime && !player.Hardcast.CanMove { | ||
castEndsAt := player.Hardcast.Expires - sim.CurrentTime | ||
// if castEndsAt < ai.ReactionTime { | ||
core.StartDelayedAction(sim, core.DelayedActionOptions{ | ||
DoAt: sim.CurrentTime + castEndsAt, | ||
Priority: core.ActionPriorityPrePull + 1, | ||
OnAction: func(s *core.Simulation) { | ||
player.MoveDuration(duration, sim) | ||
}, | ||
}) | ||
// } else { | ||
// // Cancel casted spell and move immediately | ||
// // For now we do nothing in this scenario | ||
// return | ||
// } | ||
} else { | ||
player.MoveDuration(duration, sim) | ||
} | ||
} | ||
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ai.Target.WaitUntil(sim, sim.CurrentTime+ai.MoveInterval) | ||
} | ||
func (ai *MovementAI) TimeToMove(distance float64, unit *core.Unit) time.Duration { | ||
return core.DurationFromSeconds(distance / unit.GetMovementSpeed()) | ||
} |
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