Remove some annoying emotes

This commit is contained in:
郑佩茹
2023-03-21 13:32:34 -06:00
parent 5d17dfb2fe
commit 0c09ba2b2e
4 changed files with 0 additions and 68 deletions

View File

@@ -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<LastSpellCast&>("last spell cast")->Get().Set(spellId, target->GetGUID(), time(nullptr));
aiObjectContext->GetValue<PositionMap&>("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<uint32> 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<LastSpellCast&>("last spell cast")->Get().Set(spellId, bot->GetGUID(), time(nullptr));

View File

@@ -111,15 +111,6 @@ bool AttackAction::Attack(Unit* target)
}
}
if (!urand(0, 300) && botAI->HasStrategy("emote", BOT_STATE_NON_COMBAT))
{
std::vector<uint32> 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);

View File

@@ -86,24 +86,6 @@ bool DropTargetAction::Execute(Event event)
}
}
if (!urand(0, 50) && botAI->HasStrategy("emote", BOT_STATE_NON_COMBAT))
{
std::vector<uint32> 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;
}

View File

@@ -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<uint32> 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<uint32> 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<uint32> 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);