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https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
feat: rndbot teleport, grind, stuck problem etc.
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@@ -4,7 +4,9 @@
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#include "MovementActions.h"
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#include "MovementGenerator.h"
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#include "ObjectGuid.h"
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#include "PlayerbotAIConfig.h"
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#include "SharedDefines.h"
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#include "TargetedMovementGenerator.h"
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#include "Event.h"
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#include "LastMovementValue.h"
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@@ -15,6 +17,7 @@
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#include "Playerbots.h"
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#include "ServerFacade.h"
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#include "Transport.h"
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#include "Unit.h"
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#include "Vehicle.h"
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#include "WaypointMovementGenerator.h"
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@@ -128,10 +131,17 @@ bool MovementAction::MoveToLOS(WorldObject* target, bool ranged)
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bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle, bool react)
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{
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if (!IsMovingAllowed(mapId, x, y, z))
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if (!IsMovingAllowed(mapId, x, y, z)) {
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return false;
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bot->UpdateGroundPositionZ(x, y, z);
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}
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// if (bot->HasUnitMovementFlag(MOVEMENTFLAG_FALLING | MOVEMENTFLAG_FALLING_FAR)) {
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// bot->Yell("I'm falling!", LANG_UNIVERSAL);
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// return false;
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// }
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// bot->UpdateGroundPositionZ(x, y, z);
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z += 15.0f;
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bot->UpdateAllowedPositionZ(x, y, z);
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z += 0.5f;
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float distance = bot->GetDistance2d(x, y);
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if (distance > sPlayerbotAIConfig->contactDistance)
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{
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@@ -159,8 +169,8 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
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return false;
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// UpdateMovementState();
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// // LOG_DEBUG("playerbots", "IsMovingAllowed {}", IsMovingAllowed());
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// if (!IsMovingAllowed())
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// return false;
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// bot->AddUnitMovementFlag()
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// bool isVehicle = false;
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// Unit* mover = bot;
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@@ -663,7 +673,7 @@ bool MovementAction::MoveTo(Unit* target, float distance)
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float dx = cos(angle) * needToGo + bx;
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float dy = sin(angle) * needToGo + by;
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float dz = bz + (tz - bz) * (needToGo / distanceToTarget); // calc accurate z postion to avoid stuck
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return MoveTo(target->GetMapId(), dx, dy, tz);
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}
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@@ -1265,9 +1275,7 @@ bool FleeWithPetAction::Execute(Event event)
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if (CreatureAI* creatureAI = ((Creature*)pet)->AI())
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{
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pet->SetReactState(REACT_PASSIVE);
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pet->GetCharmInfo()->SetCommandState(COMMAND_FOLLOW);
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pet->GetCharmInfo()->SetIsFollowing(true);
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pet->AttackStop();
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pet->GetCharmInfo()->SetIsCommandFollow(true);
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pet->GetCharmInfo()->IsReturning();
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pet->GetMotionMaster()->MoveFollow(bot, PET_FOLLOW_DIST, pet->GetFollowAngle());
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}
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@@ -1384,17 +1392,27 @@ bool MoveOutOfCollisionAction::isUseful()
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bool MoveRandomAction::Execute(Event event)
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{
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//uint32 randnum = bot->GetGUID().GetCounter(); // Semi-random but fixed number for each bot.
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//uint32 cycle = floor(getMSTime() / (1000 * 60)); // Semi-random number adds 1 each minute.
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float distance = sPlayerbotAIConfig->tooCloseDistance + sPlayerbotAIConfig->grindDistance * urand(3, 10) / 10.0f;
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//randnum = ((randnum + cycle) % 1000) + 1;
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Map* map = bot->GetMap();
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for (int i = 0; i < 10; ++i)
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{
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float x = bot->GetPositionX();
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float y = bot->GetPositionY();
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float z = bot->GetPositionZ();
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x += urand(0, distance) - distance / 2;
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y += urand(0, distance) - distance / 2;
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bot->UpdateGroundPositionZ(x, y, z);
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uint32 randnum = urand(1, 2000);
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if (map->IsInWater(bot->GetPhaseMask(), x, y, z, bot->GetCollisionHeight()))
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continue;
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float angle = M_PI * (float)randnum / 1000; //urand(1, 1000);
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float distance = urand(20, 200);
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bool moved = MoveTo(bot->GetMapId(), x, y, z);
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if (moved)
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return true;
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}
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return MoveTo(bot->GetMapId(), bot->GetPositionX() + cos(angle) * distance, bot->GetPositionY() + sin(angle) * distance, bot->GetPositionZ());
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return false;
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}
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bool MoveRandomAction::isUseful()
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