From 0c09ba2b2e153f7cb68018ed57112feeef9a1d4e Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E9=83=91=E4=BD=A9=E8=8C=B9?= Date: Tue, 21 Mar 2023 13:32:34 -0600 Subject: [PATCH] Remove some annoying emotes --- src/PlayerbotAI.cpp | 13 --------- src/strategy/actions/AttackAction.cpp | 9 ------- src/strategy/actions/ChooseTargetActions.cpp | 18 ------------- src/strategy/actions/MovementActions.cpp | 28 -------------------- 4 files changed, 68 deletions(-) diff --git a/src/PlayerbotAI.cpp b/src/PlayerbotAI.cpp index 763c19af..6f043c83 100644 --- a/src/PlayerbotAI.cpp +++ b/src/PlayerbotAI.cpp @@ -1984,11 +1984,6 @@ bool PlayerbotAI::CastSpell(uint32 spellId, Unit* target, Item* itemTarget) } } - if (!urand(0, 50) && bot->IsInCombat()) - { - PlaySound(RAND(TEXT_EMOTE_OPENFIRE, TEXT_EMOTE_CHARGE, TEXT_EMOTE_ATTACKMYTARGET)); - } - WaitForSpellCast(spell); aiObjectContext->GetValue("last spell cast")->Get().Set(spellId, target->GetGUID(), time(nullptr)); aiObjectContext->GetValue("position")->Get()["random"].Reset(); @@ -2119,14 +2114,6 @@ bool PlayerbotAI::CastSpell(uint32 spellId, float x, float y, float z, Item* ite } } - if (!urand(0, 50) && bot->IsInCombat() && HasStrategy("emote", BOT_STATE_NON_COMBAT)) - { - std::vector sounds; - sounds.push_back(TEXT_EMOTE_OPENFIRE); - sounds.push_back(305); - sounds.push_back(307); - PlayEmote(sounds[urand(0, sounds.size() - 1)]); - } WaitForSpellCast(spell); aiObjectContext->GetValue("last spell cast")->Get().Set(spellId, bot->GetGUID(), time(nullptr)); diff --git a/src/strategy/actions/AttackAction.cpp b/src/strategy/actions/AttackAction.cpp index 02704f39..8a6a12e4 100644 --- a/src/strategy/actions/AttackAction.cpp +++ b/src/strategy/actions/AttackAction.cpp @@ -111,15 +111,6 @@ bool AttackAction::Attack(Unit* target) } } - if (!urand(0, 300) && botAI->HasStrategy("emote", BOT_STATE_NON_COMBAT)) - { - std::vector sounds; - sounds.push_back(TEXT_EMOTE_OPENFIRE); - sounds.push_back(305); - sounds.push_back(307); - botAI->PlayEmote(sounds[urand(0, sounds.size() - 1)]); - } - if (IsMovingAllowed() && !bot->HasInArc(CAST_ANGLE_IN_FRONT, target)) bot->SetFacingToObject(target); diff --git a/src/strategy/actions/ChooseTargetActions.cpp b/src/strategy/actions/ChooseTargetActions.cpp index 07cb771f..bc0d1374 100644 --- a/src/strategy/actions/ChooseTargetActions.cpp +++ b/src/strategy/actions/ChooseTargetActions.cpp @@ -86,24 +86,6 @@ bool DropTargetAction::Execute(Event event) } } - if (!urand(0, 50) && botAI->HasStrategy("emote", BOT_STATE_NON_COMBAT)) - { - std::vector sounds; - if (target && target->isDead()) - { - sounds.push_back(TEXT_EMOTE_CHEER); - sounds.push_back(TEXT_EMOTE_CONGRATULATE); - } - else - { - sounds.push_back(304); // guard - sounds.push_back(325); // stay - } - - if (!sounds.empty()) - botAI->PlayEmote(sounds[urand(0, sounds.size() - 1)]); - } - return true; } diff --git a/src/strategy/actions/MovementActions.cpp b/src/strategy/actions/MovementActions.cpp index 7b363929..0bdfbd9a 100644 --- a/src/strategy/actions/MovementActions.cpp +++ b/src/strategy/actions/MovementActions.cpp @@ -1081,17 +1081,6 @@ bool MovementAction::Flee(Unit *target) { foundFlee = MoveNear(master); } - - if (foundFlee) - { - if (!urand(0, 50) && botAI->HasStrategy("emote", BOT_STATE_NON_COMBAT)) - { - std::vector sounds; - sounds.push_back(304); // guard - sounds.push_back(306); // flee - botAI->PlayEmote(sounds[urand(0, sounds.size() - 1)]); - } - } } } else // bot is not targeted, try to flee dps/healers @@ -1166,16 +1155,6 @@ bool MovementAction::Flee(Unit *target) foundFlee = MoveNear(master); } - if (foundFlee) - { - if (!urand(0, 50) && botAI->HasStrategy("emote", BOT_STATE_NON_COMBAT)) - { - std::vector sounds; - sounds.push_back(304); // guard - sounds.push_back(306); // flee - botAI->PlayEmote(sounds[urand(0, sounds.size() - 1)]); - } - } } } @@ -1208,13 +1187,6 @@ bool MovementAction::Flee(Unit *target) } bool result = MoveTo(target->GetMapId(), rx, ry, rz); - if (result && !urand(0, 50) && botAI->HasStrategy("emote", BOT_STATE_NON_COMBAT)) - { - std::vector sounds; - sounds.push_back(304); // guard - sounds.push_back(306); // flee - botAI->PlayEmote(sounds[urand(0, sounds.size() - 1)]); - } if (result) AI_VALUE(LastMovement&, "last movement").lastFlee = time(nullptr);