[New Rpg] New rpg start up (add GO_GRIND and NEAR_RANDOM status)

This commit is contained in:
Yunfan Li
2024-11-30 23:48:29 +08:00
parent 3e449fff73
commit 0fd894176b
27 changed files with 625 additions and 65 deletions

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@@ -588,6 +588,11 @@ AiPlayerbot.RandomBotGroupNearby = 0
# Default: 1 (enabled) # Default: 1 (enabled)
AiPlayerbot.AutoDoQuests = 1 AiPlayerbot.AutoDoQuests = 1
# Random Bots will behave more like real players (exprimental)
# This option will override AutoDoQuests
# Default: 0 (disabled)
AiPlayerbot.EnableNewRpgStrategy = 0
# Quest items to leave (do not destroy) # Quest items to leave (do not destroy)
AiPlayerbot.RandomBotQuestItems = "6948,5175,5176,5177,5178,16309,12382,13704,11000" AiPlayerbot.RandomBotQuestItems = "6948,5175,5176,5177,5178,16309,12382,13704,11000"

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@@ -631,7 +631,11 @@ void AiFactory::AddDefaultNonCombatStrategies(Player* player, PlayerbotAI* const
// nonCombatEngine->addStrategy("group"); // nonCombatEngine->addStrategy("group");
// nonCombatEngine->addStrategy("guild"); // nonCombatEngine->addStrategy("guild");
if (sPlayerbotAIConfig->autoDoQuests) if (sPlayerbotAIConfig->enableNewRpgStrategy)
{
nonCombatEngine->addStrategy("new rpg", false);
}
else if (sPlayerbotAIConfig->autoDoQuests)
{ {
// nonCombatEngine->addStrategy("travel"); // nonCombatEngine->addStrategy("travel");
nonCombatEngine->addStrategy("rpg", false); nonCombatEngine->addStrategy("rpg", false);

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@@ -29,6 +29,7 @@
#include "MotionMaster.h" #include "MotionMaster.h"
#include "MoveSpline.h" #include "MoveSpline.h"
#include "MoveSplineInit.h" #include "MoveSplineInit.h"
#include "NewRpgStrategy.h"
#include "ObjectGuid.h" #include "ObjectGuid.h"
#include "PerformanceMonitor.h" #include "PerformanceMonitor.h"
#include "Player.h" #include "Player.h"
@@ -774,6 +775,7 @@ void PlayerbotAI::Reset(bool full)
bot->GetMotionMaster()->Clear(); bot->GetMotionMaster()->Clear();
// bot->CleanupAfterTaxiFlight(); // bot->CleanupAfterTaxiFlight();
InterruptSpell(); InterruptSpell();
rpgInfo = NewRpgInfo();
if (full) if (full)
{ {
@@ -4137,16 +4139,16 @@ bool PlayerbotAI::AllowActive(ActivityType activityType)
{ {
// only keep updating till initializing time has completed, // only keep updating till initializing time has completed,
// which prevents unneeded expensive GameTime calls. // which prevents unneeded expensive GameTime calls.
if (_isBotInitializing) // if (_isBotInitializing)
{ // {
_isBotInitializing = GameTime::GetUptime().count() < sPlayerbotAIConfig->maxRandomBots * 0.12; // _isBotInitializing = GameTime::GetUptime().count() < sPlayerbotAIConfig->maxRandomBots * 0.12;
// no activity allowed during bot initialization // // no activity allowed during bot initialization
if (_isBotInitializing) // if (_isBotInitializing)
{ // {
return false; // return false;
} // }
} // }
// General exceptions // General exceptions
if (activityType == PACKET_ACTIVITY) if (activityType == PACKET_ACTIVITY)

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@@ -21,6 +21,7 @@
#include "PlayerbotTextMgr.h" #include "PlayerbotTextMgr.h"
#include "SpellAuras.h" #include "SpellAuras.h"
#include "WorldPacket.h" #include "WorldPacket.h"
#include "NewRpgStrategy.h"
class AiObjectContext; class AiObjectContext;
class Creature; class Creature;
@@ -572,6 +573,7 @@ public:
std::set<uint32> GetCurrentIncompleteQuestIds(); std::set<uint32> GetCurrentIncompleteQuestIds();
void PetFollow(); void PetFollow();
static float GetItemScoreMultiplier(ItemQualities quality); static float GetItemScoreMultiplier(ItemQualities quality);
NewRpgInfo rpgInfo;
private: private:
static void _fillGearScoreData(Player* player, Item* item, std::vector<uint32>* gearScore, uint32& twoHandScore, static void _fillGearScoreData(Player* player, Item* item, std::vector<uint32>* gearScore, uint32& twoHandScore,
@@ -580,7 +582,7 @@ private:
void HandleCommands(); void HandleCommands();
void HandleCommand(uint32 type, const std::string& text, Player& fromPlayer, const uint32 lang = LANG_UNIVERSAL); void HandleCommand(uint32 type, const std::string& text, Player& fromPlayer, const uint32 lang = LANG_UNIVERSAL);
bool _isBotInitializing = true; bool _isBotInitializing = false;
protected: protected:
Player* bot; Player* bot;

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@@ -497,7 +497,8 @@ bool PlayerbotAIConfig::Initialize()
autoLearnTrainerSpells = sConfigMgr->GetOption<bool>("AiPlayerbot.AutoLearnTrainerSpells", true); autoLearnTrainerSpells = sConfigMgr->GetOption<bool>("AiPlayerbot.AutoLearnTrainerSpells", true);
autoLearnQuestSpells = sConfigMgr->GetOption<bool>("AiPlayerbot.AutoLearnQuestSpells", false); autoLearnQuestSpells = sConfigMgr->GetOption<bool>("AiPlayerbot.AutoLearnQuestSpells", false);
autoTeleportForLevel = sConfigMgr->GetOption<bool>("AiPlayerbot.AutoTeleportForLevel", false); autoTeleportForLevel = sConfigMgr->GetOption<bool>("AiPlayerbot.AutoTeleportForLevel", false);
autoDoQuests = sConfigMgr->GetOption<bool>("AiPlayerbot.AutoDoQuests", false); autoDoQuests = sConfigMgr->GetOption<bool>("AiPlayerbot.AutoDoQuests", true);
enableNewRpgStrategy = sConfigMgr->GetOption<bool>("AiPlayerbot.EnableNewRpgStrategy", false);
syncLevelWithPlayers = sConfigMgr->GetOption<bool>("AiPlayerbot.SyncLevelWithPlayers", false); syncLevelWithPlayers = sConfigMgr->GetOption<bool>("AiPlayerbot.SyncLevelWithPlayers", false);
freeFood = sConfigMgr->GetOption<bool>("AiPlayerbot.FreeFood", true); freeFood = sConfigMgr->GetOption<bool>("AiPlayerbot.FreeFood", true);
randomBotGroupNearby = sConfigMgr->GetOption<bool>("AiPlayerbot.RandomBotGroupNearby", true); randomBotGroupNearby = sConfigMgr->GetOption<bool>("AiPlayerbot.RandomBotGroupNearby", true);

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@@ -280,6 +280,7 @@ public:
bool autoUpgradeEquip; bool autoUpgradeEquip;
bool autoLearnTrainerSpells; bool autoLearnTrainerSpells;
bool autoDoQuests; bool autoDoQuests;
bool enableNewRpgStrategy;
bool syncLevelWithPlayers; bool syncLevelWithPlayers;
bool freeFood; bool freeFood;
bool autoLearnQuestSpells; bool autoLearnQuestSpells;

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@@ -18,6 +18,8 @@
#include "BattlegroundMgr.h" #include "BattlegroundMgr.h"
#include "CellImpl.h" #include "CellImpl.h"
#include "ChannelMgr.h" #include "ChannelMgr.h"
#include "DBCStores.h"
#include "DBCStructure.h"
#include "DatabaseEnv.h" #include "DatabaseEnv.h"
#include "Define.h" #include "Define.h"
#include "FleeManager.h" #include "FleeManager.h"
@@ -29,6 +31,7 @@
#include "LFGMgr.h" #include "LFGMgr.h"
#include "MapMgr.h" #include "MapMgr.h"
#include "PerformanceMonitor.h" #include "PerformanceMonitor.h"
#include "Player.h"
#include "PlayerbotAI.h" #include "PlayerbotAI.h"
#include "PlayerbotAIConfig.h" #include "PlayerbotAIConfig.h"
#include "PlayerbotCommandServer.h" #include "PlayerbotCommandServer.h"
@@ -1355,17 +1358,17 @@ void RandomPlayerbotMgr::RandomTeleport(Player* bot, std::vector<WorldLocation>&
{ {
continue; continue;
} }
if (bot->GetLevel() <= 18 && (loc.GetMapId() != pInfo->mapId || dis > 10000.0f)) if (bot->GetLevel() <= 16 && (loc.GetMapId() != pInfo->mapId || dis > 10000.0f))
{ {
continue; continue;
} }
const LocaleConstant& locale = sWorld->GetDefaultDbcLocale(); const LocaleConstant& locale = sWorld->GetDefaultDbcLocale();
LOG_INFO("playerbots", LOG_INFO("playerbots",
"Random teleporting bot {} (level {}) to Map: {} ({}) Zone: {} ({}) Area: {} ({}) {},{},{} ({}/{} " "Random teleporting bot {} (level {}) to Map: {} ({}) Zone: {} ({}) Area: {} ({}) ZoneLevel: {} AreaLevel: {} {},{},{} ({}/{} "
"locations)", "locations)",
bot->GetName().c_str(), bot->GetLevel(), map->GetId(), map->GetMapName(), zone->ID, bot->GetName().c_str(), bot->GetLevel(), map->GetId(), map->GetMapName(), zone->ID,
zone->area_name[locale], area->ID, area->area_name[locale], x, y, z, i + 1, tlocs.size()); zone->area_name[locale], area->ID, area->area_name[locale], zone->area_level, area->area_level, x, y, z, i + 1, tlocs.size());
if (hearth) if (hearth)
{ {
@@ -1408,8 +1411,7 @@ void RandomPlayerbotMgr::PrepareTeleportCache()
"FROM " "FROM "
"(SELECT " "(SELECT "
"map, " "map, "
"MIN( c.guid ) guid, " "MIN( c.guid ) guid "
"t.entry "
"FROM " "FROM "
"creature c " "creature c "
"INNER JOIN creature_template t ON c.id1 = t.entry " "INNER JOIN creature_template t ON c.id1 = t.entry "
@@ -1424,12 +1426,12 @@ void RandomPlayerbotMgr::PrepareTeleportCache()
"AND t.faction != 188 " "AND t.faction != 188 "
"GROUP BY " "GROUP BY "
"map, " "map, "
"ROUND( position_x / 500 ), " "ROUND(position_x / 50), "
"ROUND( position_y / 500 ), " "ROUND(position_y / 50), "
"ROUND( position_z / 50), " "ROUND(position_z / 50) "
"t.entry "
"HAVING " "HAVING "
"count(*) > 7) AS g " "count(*) >= 2) "
"AS g "
"INNER JOIN creature c ON g.guid = c.guid " "INNER JOIN creature c ON g.guid = c.guid "
"INNER JOIN creature_template t on c.id1 = t.entry " "INNER JOIN creature_template t on c.id1 = t.entry "
"ORDER BY " "ORDER BY "
@@ -1461,6 +1463,89 @@ void RandomPlayerbotMgr::PrepareTeleportCache()
} }
LOG_INFO("playerbots", "{} locations for level collected.", collected_locs); LOG_INFO("playerbots", "{} locations for level collected.", collected_locs);
results = WorldDatabase.Query(
"SELECT "
"map, "
"position_x, "
"position_y, "
"position_z, "
"orientation, "
"t.faction, "
"t.entry "
"FROM "
"creature c "
"INNER JOIN creature_template t on c.id1 = t.entry "
"WHERE "
"t.npcflag & 65536 "
"AND map IN ({}) "
"ORDER BY "
"t.minlevel;",
sPlayerbotAIConfig->randomBotMapsAsString.c_str());
collected_locs = 0;
if (results)
{
do
{
Field* fields = results->Fetch();
uint16 mapId = fields[0].Get<uint16>();
float x = fields[1].Get<float>();
float y = fields[2].Get<float>();
float z = fields[3].Get<float>();
float orient = fields[4].Get<float>();
uint32 faction = fields[5].Get<uint32>();
uint32 c_entry = fields[6].Get<uint32>();
const FactionTemplateEntry* entry = sFactionTemplateStore.LookupEntry(faction);
WorldLocation loc(mapId, x, y, z, orient + M_PI);
collected_locs++;
Map* map = sMapMgr->FindMap(loc.GetMapId(), 0);
if (!map)
continue;
const AreaTableEntry* area = sAreaTableStore.LookupEntry(map->GetAreaId(1, x, y, z));
uint32 level = area->area_level;
LOG_INFO("playerbots", "Area: {} Level: {} creature_entry: {}", area->ID, level, c_entry);
int range = level <= 10 ? 6 : 8;
for (int32 l = (int32)level; l <= (int32)level + range; l++)
{
if (l < 1 || l > maxLevel)
{
continue;
}
if (!(entry->hostileMask & 4))
{
hordeInnkeeperPerLevelCache[(uint8)l].push_back(loc);
}
if (!(entry->hostileMask & 2))
{
allianceInnkeeperPerLevelCache[(uint8)l].push_back(loc);
}
}
} while (results->NextRow());
}
// add all initial position
for (uint32 i = 1; i < MAX_RACES; i++)
{
for (uint32 j = 1; j < MAX_CLASSES; j++)
{
PlayerInfo const* info = sObjectMgr->GetPlayerInfo(i, j);
if (!info)
continue;
WorldPosition pos(info->mapId, info->positionX, info->positionY, info->positionZ, info->orientation);
for (int32 l = 1; l <= 6; l++)
{
if ((1 << (i - 1)) & RACEMASK_ALLIANCE)
allianceInnkeeperPerLevelCache[(uint8)l].push_back(pos);
else
hordeInnkeeperPerLevelCache[(uint8)l].push_back(pos);
}
break;
}
}
LOG_INFO("playerbots", "{} innkeepers locations for level collected.", collected_locs);
results = WorldDatabase.Query( results = WorldDatabase.Query(
"SELECT " "SELECT "
"map, " "map, "
@@ -1571,15 +1656,20 @@ void RandomPlayerbotMgr::RandomTeleportForLevel(Player* bot)
uint32 level = bot->GetLevel(); uint32 level = bot->GetLevel();
uint8 race = bot->getRace(); uint8 race = bot->getRace();
std::vector<WorldLocation>* locs = nullptr;
if (sPlayerbotAIConfig->enableNewRpgStrategy)
locs = IsAlliance(race) ? &allianceInnkeeperPerLevelCache[level] : &hordeInnkeeperPerLevelCache[level];
else
locs = &locsPerLevelCache[level];
LOG_DEBUG("playerbots", "Random teleporting bot {} for level {} ({} locations available)", bot->GetName().c_str(), LOG_DEBUG("playerbots", "Random teleporting bot {} for level {} ({} locations available)", bot->GetName().c_str(),
bot->GetLevel(), locsPerLevelCache[level].size()); bot->GetLevel(), locs->size());
if (level > 10 && urand(0, 100) < sPlayerbotAIConfig->probTeleToBankers * 100) if (level >= 5 && urand(0, 100) < sPlayerbotAIConfig->probTeleToBankers * 100)
{ {
RandomTeleport(bot, bankerLocsPerLevelCache[level], true); RandomTeleport(bot, bankerLocsPerLevelCache[level], true);
} }
else else
{ {
RandomTeleport(bot, locsPerLevelCache[level]); RandomTeleport(bot, *locs);
} }
} }
@@ -1590,10 +1680,15 @@ void RandomPlayerbotMgr::RandomTeleportGrindForLevel(Player* bot)
uint32 level = bot->GetLevel(); uint32 level = bot->GetLevel();
uint8 race = bot->getRace(); uint8 race = bot->getRace();
std::vector<WorldLocation>* locs = nullptr;
if (sPlayerbotAIConfig->enableNewRpgStrategy)
locs = IsAlliance(race) ? &allianceInnkeeperPerLevelCache[level] : &hordeInnkeeperPerLevelCache[level];
else
locs = &locsPerLevelCache[level];
LOG_DEBUG("playerbots", "Random teleporting bot {} for level {} ({} locations available)", bot->GetName().c_str(), LOG_DEBUG("playerbots", "Random teleporting bot {} for level {} ({} locations available)", bot->GetName().c_str(),
bot->GetLevel(), locsPerLevelCache[level].size()); bot->GetLevel(), locs->size());
RandomTeleport(bot, locsPerLevelCache[level]); RandomTeleport(bot, *locs);
} }
void RandomPlayerbotMgr::RandomTeleport(Player* bot) void RandomPlayerbotMgr::RandomTeleport(Player* bot)

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@@ -171,6 +171,10 @@ public:
void PrepareAddclassCache(); void PrepareAddclassCache();
std::map<uint8, std::vector<ObjectGuid>> addclassCache; std::map<uint8, std::vector<ObjectGuid>> addclassCache;
std::map<uint8, std::vector<WorldLocation>> locsPerLevelCache;
std::map<uint8, std::vector<WorldLocation>> allianceInnkeeperPerLevelCache;
std::map<uint8, std::vector<WorldLocation>> hordeInnkeeperPerLevelCache;
std::map<uint8, std::vector<WorldLocation>> bankerLocsPerLevelCache;
protected: protected:
void OnBotLoginInternal(Player* const bot) override; void OnBotLoginInternal(Player* const bot) override;
@@ -199,8 +203,7 @@ private:
std::vector<Player*> players; std::vector<Player*> players;
uint32 processTicks; uint32 processTicks;
std::map<uint8, std::vector<WorldLocation>> locsPerLevelCache;
std::map<uint8, std::vector<WorldLocation>> bankerLocsPerLevelCache;
// std::map<uint32, std::vector<WorldLocation>> rpgLocsCache; // std::map<uint32, std::vector<WorldLocation>> rpgLocsCache;
std::map<uint32, std::map<uint32, std::vector<WorldLocation>>> rpgLocsCacheLevel; std::map<uint32, std::map<uint32, std::vector<WorldLocation>>> rpgLocsCacheLevel;

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@@ -31,6 +31,7 @@
#include "MeleeCombatStrategy.h" #include "MeleeCombatStrategy.h"
#include "MoveFromGroupStrategy.h" #include "MoveFromGroupStrategy.h"
#include "NamedObjectContext.h" #include "NamedObjectContext.h"
#include "NewRpgStrategy.h"
#include "NonCombatStrategy.h" #include "NonCombatStrategy.h"
#include "PassiveStrategy.h" #include "PassiveStrategy.h"
#include "PullStrategy.h" #include "PullStrategy.h"
@@ -82,6 +83,7 @@ public:
creators["reveal"] = &StrategyContext::reveal; creators["reveal"] = &StrategyContext::reveal;
creators["collision"] = &StrategyContext::collision; creators["collision"] = &StrategyContext::collision;
creators["rpg"] = &StrategyContext::rpg; creators["rpg"] = &StrategyContext::rpg;
creators["new rpg"] = &StrategyContext::new_rpg;
creators["travel"] = &StrategyContext::travel; creators["travel"] = &StrategyContext::travel;
creators["explore"] = &StrategyContext::explore; creators["explore"] = &StrategyContext::explore;
creators["map"] = &StrategyContext::map; creators["map"] = &StrategyContext::map;
@@ -152,6 +154,7 @@ private:
static Strategy* reveal(PlayerbotAI* botAI) { return new RevealStrategy(botAI); } static Strategy* reveal(PlayerbotAI* botAI) { return new RevealStrategy(botAI); }
static Strategy* collision(PlayerbotAI* botAI) { return new CollisionStrategy(botAI); } static Strategy* collision(PlayerbotAI* botAI) { return new CollisionStrategy(botAI); }
static Strategy* rpg(PlayerbotAI* botAI) { return new RpgStrategy(botAI); } static Strategy* rpg(PlayerbotAI* botAI) { return new RpgStrategy(botAI); }
static Strategy* new_rpg(PlayerbotAI* botAI) { return new NewRpgStrategy(botAI); }
static Strategy* travel(PlayerbotAI* botAI) { return new TravelStrategy(botAI); } static Strategy* travel(PlayerbotAI* botAI) { return new TravelStrategy(botAI); }
static Strategy* explore(PlayerbotAI* botAI) { return new ExploreStrategy(botAI); } static Strategy* explore(PlayerbotAI* botAI) { return new ExploreStrategy(botAI); }
static Strategy* map(PlayerbotAI* botAI) { return new MapStrategy(botAI); } static Strategy* map(PlayerbotAI* botAI) { return new MapStrategy(botAI); }

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@@ -62,6 +62,7 @@
#include "VehicleActions.h" #include "VehicleActions.h"
#include "WorldBuffAction.h" #include "WorldBuffAction.h"
#include "XpGainAction.h" #include "XpGainAction.h"
#include "NewRpgAction.h"
class PlayerbotAI; class PlayerbotAI;
@@ -240,6 +241,10 @@ public:
creators["toggle pet spell"] = &ActionContext::toggle_pet_spell; creators["toggle pet spell"] = &ActionContext::toggle_pet_spell;
creators["pet attack"] = &ActionContext::pet_attack; creators["pet attack"] = &ActionContext::pet_attack;
creators["new rpg status update"] = &ActionContext::new_rpg_status_update;
creators["new rpg go grind"] = &ActionContext::new_rpg_go_grind;
creators["new rpg move random"] = &ActionContext::new_rpg_move_random;
} }
private: private:
@@ -415,6 +420,10 @@ private:
static Action* toggle_pet_spell(PlayerbotAI* ai) { return new TogglePetSpellAutoCastAction(ai); } static Action* toggle_pet_spell(PlayerbotAI* ai) { return new TogglePetSpellAutoCastAction(ai); }
static Action* pet_attack(PlayerbotAI* ai) { return new PetAttackAction(ai); } static Action* pet_attack(PlayerbotAI* ai) { return new PetAttackAction(ai); }
static Action* new_rpg_status_update(PlayerbotAI* ai) { return new NewRpgStatusUpdateAction(ai); }
static Action* new_rpg_go_grind(PlayerbotAI* ai) { return new NewRpgGoGrindAction(ai); }
static Action* new_rpg_move_random(PlayerbotAI* ai) { return new NewRpgMoveRandomAction(ai); }
}; };
#endif #endif

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@@ -38,6 +38,7 @@
#include "LootStrategyAction.h" #include "LootStrategyAction.h"
#include "MailAction.h" #include "MailAction.h"
#include "NamedObjectContext.h" #include "NamedObjectContext.h"
#include "NewRpgAction.h"
#include "PassLeadershipToMasterAction.h" #include "PassLeadershipToMasterAction.h"
#include "PositionAction.h" #include "PositionAction.h"
#include "QueryItemUsageAction.h" #include "QueryItemUsageAction.h"
@@ -88,6 +89,7 @@ public:
creators["reputation"] = &ChatActionContext::reputation; creators["reputation"] = &ChatActionContext::reputation;
creators["log"] = &ChatActionContext::log; creators["log"] = &ChatActionContext::log;
creators["los"] = &ChatActionContext::los; creators["los"] = &ChatActionContext::los;
creators["rpg status"] = &ChatActionContext::rpg_status;
creators["aura"] = &ChatActionContext::aura; creators["aura"] = &ChatActionContext::aura;
creators["drop"] = &ChatActionContext::drop; creators["drop"] = &ChatActionContext::drop;
creators["clean quest log"] = &ChatActionContext::clean_quest_log; creators["clean quest log"] = &ChatActionContext::clean_quest_log;
@@ -258,6 +260,7 @@ private:
static Action* reputation(PlayerbotAI* botAI) { return new TellReputationAction(botAI); } static Action* reputation(PlayerbotAI* botAI) { return new TellReputationAction(botAI); }
static Action* log(PlayerbotAI* botAI) { return new LogLevelAction(botAI); } static Action* log(PlayerbotAI* botAI) { return new LogLevelAction(botAI); }
static Action* los(PlayerbotAI* botAI) { return new TellLosAction(botAI); } static Action* los(PlayerbotAI* botAI) { return new TellLosAction(botAI); }
static Action* rpg_status(PlayerbotAI* botAI) { return new TellRpgStatusAction(botAI); }
static Action* aura(PlayerbotAI* ai) { return new TellAuraAction(ai); } static Action* aura(PlayerbotAI* ai) { return new TellAuraAction(ai); }
static Action* ll(PlayerbotAI* botAI) { return new LootStrategyAction(botAI); } static Action* ll(PlayerbotAI* botAI) { return new LootStrategyAction(botAI); }
static Action* ss(PlayerbotAI* botAI) { return new SkipSpellsListAction(botAI); } static Action* ss(PlayerbotAI* botAI) { return new SkipSpellsListAction(botAI); }

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@@ -177,7 +177,7 @@ bool MovementAction::MoveToLOS(WorldObject* target, bool ranged)
} }
bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle, bool react, bool normal_only, bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle, bool react, bool normal_only,
bool exact_waypoint, MovementPriority priority) bool exact_waypoint, MovementPriority priority, bool lessDelay)
{ {
UpdateMovementState(); UpdateMovementState();
if (!IsMovingAllowed(mapId, x, y, z)) if (!IsMovingAllowed(mapId, x, y, z))
@@ -210,6 +210,10 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
mm.Clear(); mm.Clear();
mm.MovePoint(0, x, y, z, generatePath); mm.MovePoint(0, x, y, z, generatePath);
float delay = 1000.0f * (distance / vehicleBase->GetSpeed(MOVE_RUN)); float delay = 1000.0f * (distance / vehicleBase->GetSpeed(MOVE_RUN));
if (lessDelay)
{
delay -= botAI->GetReactDelay();
}
delay = std::max(.0f, delay); delay = std::max(.0f, delay);
delay = std::min((float)sPlayerbotAIConfig->maxWaitForMove, delay); delay = std::min((float)sPlayerbotAIConfig->maxWaitForMove, delay);
AI_VALUE(LastMovement&, "last movement").Set(mapId, x, y, z, bot->GetOrientation(), delay, priority); AI_VALUE(LastMovement&, "last movement").Set(mapId, x, y, z, bot->GetOrientation(), delay, priority);
@@ -233,6 +237,10 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
mm.Clear(); mm.Clear();
mm.MovePoint(0, x, y, z, generatePath); mm.MovePoint(0, x, y, z, generatePath);
float delay = 1000.0f * MoveDelay(distance); float delay = 1000.0f * MoveDelay(distance);
if (lessDelay)
{
delay -= botAI->GetReactDelay();
}
delay = std::max(.0f, delay); delay = std::max(.0f, delay);
delay = std::min((float)sPlayerbotAIConfig->maxWaitForMove, delay); delay = std::min((float)sPlayerbotAIConfig->maxWaitForMove, delay);
AI_VALUE(LastMovement&, "last movement").Set(mapId, x, y, z, bot->GetOrientation(), delay, priority); AI_VALUE(LastMovement&, "last movement").Set(mapId, x, y, z, bot->GetOrientation(), delay, priority);
@@ -264,6 +272,10 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
mm.Clear(); mm.Clear();
mm.MovePoint(0, endP.x, endP.y, endP.z, generatePath); mm.MovePoint(0, endP.x, endP.y, endP.z, generatePath);
float delay = 1000.0f * MoveDelay(distance); float delay = 1000.0f * MoveDelay(distance);
if (lessDelay)
{
delay -= botAI->GetReactDelay();
}
delay = std::max(.0f, delay); delay = std::max(.0f, delay);
delay = std::min((float)sPlayerbotAIConfig->maxWaitForMove, delay); delay = std::min((float)sPlayerbotAIConfig->maxWaitForMove, delay);
AI_VALUE(LastMovement&, "last movement").Set(mapId, x, y, z, bot->GetOrientation(), delay, priority); AI_VALUE(LastMovement&, "last movement").Set(mapId, x, y, z, bot->GetOrientation(), delay, priority);
@@ -822,7 +834,7 @@ bool MovementAction::ReachCombatTo(Unit* target, float distance)
PathGenerator path(bot); PathGenerator path(bot);
path.CalculatePath(tx, ty, tz, false); path.CalculatePath(tx, ty, tz, false);
PathType type = path.GetPathType(); PathType type = path.GetPathType();
int typeOk = PATHFIND_NORMAL | PATHFIND_INCOMPLETE; int typeOk = PATHFIND_NORMAL | PATHFIND_INCOMPLETE | PATHFIND_SHORTCUT;
if (!(type & typeOk)) if (!(type & typeOk))
return false; return false;
float shortenTo = distance; float shortenTo = distance;
@@ -838,7 +850,7 @@ bool MovementAction::ReachCombatTo(Unit* target, float distance)
path.ShortenPathUntilDist(G3D::Vector3(tx, ty, tz), shortenTo); path.ShortenPathUntilDist(G3D::Vector3(tx, ty, tz), shortenTo);
G3D::Vector3 endPos = path.GetPath().back(); G3D::Vector3 endPos = path.GetPath().back();
return MoveTo(target->GetMapId(), endPos.x, endPos.y, endPos.z, false, false, false, false, return MoveTo(target->GetMapId(), endPos.x, endPos.y, endPos.z, false, false, false, false,
MovementPriority::MOVEMENT_COMBAT); MovementPriority::MOVEMENT_COMBAT, true);
} }
float MovementAction::GetFollowAngle() float MovementAction::GetFollowAngle()
@@ -2013,8 +2025,15 @@ Position MovementAction::BestPositionForMeleeToFlee(Position pos, float radius)
} }
bool strict = checkAngle.strict; bool strict = checkAngle.strict;
float fleeDis = std::min(radius + 1.0f, sPlayerbotAIConfig->fleeDistance); float fleeDis = std::min(radius + 1.0f, sPlayerbotAIConfig->fleeDistance);
Position fleePos{bot->GetPositionX() + cos(angle) * fleeDis, bot->GetPositionY() + sin(angle) * fleeDis, float dx = bot->GetPositionX() + cos(angle) * fleeDis;
bot->GetPositionZ()}; float dy = bot->GetPositionY() + sin(angle) * fleeDis;
float dz = bot->GetPositionZ();
if (!bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(),
bot->GetPositionZ(), dx, dy, dz))
{
continue;
}
Position fleePos{dx, dy, dz};
if (strict && currentTarget && if (strict && currentTarget &&
fleePos.GetExactDist(currentTarget) - currentTarget->GetCombatReach() > fleePos.GetExactDist(currentTarget) - currentTarget->GetCombatReach() >
sPlayerbotAIConfig->tooCloseDistance && sPlayerbotAIConfig->tooCloseDistance &&
@@ -2069,8 +2088,15 @@ Position MovementAction::BestPositionForRangedToFlee(Position pos, float radius)
} }
bool strict = checkAngle.strict; bool strict = checkAngle.strict;
float fleeDis = std::min(radius + 1.0f, sPlayerbotAIConfig->fleeDistance); float fleeDis = std::min(radius + 1.0f, sPlayerbotAIConfig->fleeDistance);
Position fleePos{bot->GetPositionX() + cos(angle) * fleeDis, bot->GetPositionY() + sin(angle) * fleeDis, float dx = bot->GetPositionX() + cos(angle) * fleeDis;
bot->GetPositionZ()}; float dy = bot->GetPositionY() + sin(angle) * fleeDis;
float dz = bot->GetPositionZ();
if (!bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(),
bot->GetPositionZ(), dx, dy, dz))
{
continue;
}
Position fleePos{dx, dy, dz};
if (strict && currentTarget && if (strict && currentTarget &&
fleePos.GetExactDist(currentTarget) - currentTarget->GetCombatReach() > sPlayerbotAIConfig->spellDistance) fleePos.GetExactDist(currentTarget) - currentTarget->GetCombatReach() > sPlayerbotAIConfig->spellDistance)
{ {
@@ -2082,6 +2108,7 @@ Position MovementAction::BestPositionForRangedToFlee(Position pos, float radius)
{ {
continue; continue;
} }
if (pos.GetExactDist(fleePos) > farestDis) if (pos.GetExactDist(fleePos) > farestDis)
{ {
farestDis = pos.GetExactDist(fleePos); farestDis = pos.GetExactDist(fleePos);

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@@ -32,7 +32,7 @@ protected:
bool MoveNear(uint32 mapId, float x, float y, float z, float distance = sPlayerbotAIConfig->contactDistance, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL); bool MoveNear(uint32 mapId, float x, float y, float z, float distance = sPlayerbotAIConfig->contactDistance, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL);
bool MoveToLOS(WorldObject* target, bool ranged = false); bool MoveToLOS(WorldObject* target, bool ranged = false);
bool MoveTo(uint32 mapId, float x, float y, float z, bool idle = false, bool react = false, bool MoveTo(uint32 mapId, float x, float y, float z, bool idle = false, bool react = false,
bool normal_only = false, bool exact_waypoint = false, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL); bool normal_only = false, bool exact_waypoint = false, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL, bool lessDelay = false);
bool MoveTo(WorldObject* target, float distance = 0.0f, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL); bool MoveTo(WorldObject* target, float distance = 0.0f, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL);
bool MoveNear(WorldObject* target, float distance = sPlayerbotAIConfig->contactDistance, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL); bool MoveNear(WorldObject* target, float distance = sPlayerbotAIConfig->contactDistance, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL);
float GetFollowAngle(); float GetFollowAngle();

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@@ -0,0 +1,214 @@
#include "NewRpgAction.h"
#include <cmath>
#include "NewRpgStrategy.h"
#include "ObjectGuid.h"
#include "PathGenerator.h"
#include "Player.h"
#include "PlayerbotAI.h"
#include "Playerbots.h"
#include "Random.h"
#include "RandomPlayerbotMgr.h"
#include "Timer.h"
#include "TravelMgr.h"
#include "World.h"
bool TellRpgStatusAction::Execute(Event event)
{
std::string out = botAI->rpgInfo.ToString();
botAI->TellMasterNoFacing(out);
return true;
}
bool NewRpgStatusUpdateAction::Execute(Event event)
{
NewRpgInfo& info = botAI->rpgInfo;
switch (info.status)
{
case NewRpgStatus::IDLE:
{
// // IDLE -> NEAR_NPC
// if (!info.lastNearNpc || info.lastNearNpc + setNpcInterval < getMSTime() && urand(1, 100) <= 50)
// {
// info.lastNearNpc = getMSTime();
// GuidVector possibleTargets = AI_VALUE(GuidVector, "possible rpg targets");
// if (possibleTargets.empty())
// break;
// info.status = NewRpgStatus::NEAR_NPC;
// }
// IDLE -> GO_GRIND
if (!info.lastGrind || info.lastGrind + setGrindInterval < getMSTime())
{
info.lastGrind = getMSTime();
WorldPosition pos = SelectRandomGrindPos();
if (pos == WorldPosition())
break;
info.status = NewRpgStatus::GO_GRIND;
info.grindPos = pos;
return true;
}
break;
}
case NewRpgStatus::GO_GRIND:
{
WorldPosition& originalPos = info.grindPos;
assert(info.grindPos != WorldPosition());
// GO_GRIND -> NEAR_RANDOM
if (bot->GetExactDist(originalPos) < 10.0f)
{
info.status = NewRpgStatus::NEAR_RANDOM;
info.grindPos = WorldPosition();
return true;
}
// just choose another grindPos
if (!info.lastGrind || info.lastGrind + setGrindInterval < getMSTime())
{
WorldPosition pos = SelectRandomGrindPos();
if (pos == WorldPosition())
break;
info.status = NewRpgStatus::GO_GRIND;
info.lastGrind = getMSTime();
info.grindPos = pos;
return true;
}
break;
}
case NewRpgStatus::NEAR_RANDOM:
{
// NEAR_RANDOM -> GO_GRIND
if (!info.lastGrind || info.lastGrind + setGrindInterval < getMSTime())
{
WorldPosition pos = SelectRandomGrindPos();
if (pos == WorldPosition())
break;
info.lastGrind = getMSTime();
botAI->rpgInfo.status = NewRpgStatus::GO_GRIND;
botAI->rpgInfo.grindPos = pos;
return true;
}
break;
}
default:
break;
}
return false;
}
WorldPosition NewRpgStatusUpdateAction::SelectRandomGrindPos()
{
const std::vector<WorldLocation>& locs = sRandomPlayerbotMgr->locsPerLevelCache[bot->GetLevel()];
std::vector<WorldLocation> lo_prepared_locs, hi_prepared_locs;
for (auto& loc : locs)
{
if (bot->GetMapId() != loc.GetMapId())
continue;
if (bot->GetExactDist(loc) < 500.0f)
{
hi_prepared_locs.push_back(loc);
}
if (bot->GetExactDist(loc) < 1500.0f)
{
lo_prepared_locs.push_back(loc);
}
}
WorldPosition dest;
if (urand(1, 100) <= 50 && !hi_prepared_locs.empty())
{
uint32 idx = urand(0, hi_prepared_locs.size() - 1);
dest = hi_prepared_locs[idx];
}
else if (!lo_prepared_locs.empty())
{
uint32 idx = urand(0, lo_prepared_locs.size() - 1);
dest = lo_prepared_locs[idx];
}
LOG_INFO("playerbots", "[New Rpg] Bot {} select random grind pos Map:{} X:{} Y:{} Z:{} ({}+{} available in {})",
bot->GetName(), dest.GetMapId(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(),
hi_prepared_locs.size(), lo_prepared_locs.size() - hi_prepared_locs.size(), locs.size());
return dest;
}
bool NewRpgGoFarAwayPosAction::MoveFarTo(WorldPosition dest)
{
float dis = bot->GetExactDist(dest);
if (dis < pathFinderDis)
{
return MoveTo(dest.getMapId(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ());
}
int attempt = 10;
float minDelta = MAXFLOAT;
const float x = bot->GetPositionX();
const float y = bot->GetPositionY();
const float z = bot->GetPositionZ();
float rx, ry, rz;
bool found = false;
while (--attempt)
{
float angle = bot->GetAngle(&dest);
float delta = (rand_norm() - 0.5) * M_PI;
angle += delta;
float dis = rand_norm() * pathFinderDis;
float dx = x + cos(angle) * dis;
float dy = y + sin(angle) * dis;
float dz = z;
PathGenerator path(bot);
path.CalculatePath(dx, dy, dz);
// bool canReach = bot->GetMap()->CanReachPositionAndGetValidCoords(bot, x, y, z, dx, dy, dz, false);
bool canReach = path.GetPathType() & (PATHFIND_NORMAL | PATHFIND_INCOMPLETE);
if (canReach)
{
G3D::Vector3 endPos = path.GetPath().back();
if (fabs(delta) < minDelta)
{
found = true;
minDelta = fabs(delta);
rx = endPos.x;
ry = endPos.y;
rz = endPos.z;
}
}
}
if (found)
{
return MoveTo(bot->GetMapId(), rx, ry, rz, false, false, false, true);
}
// fallback to direct move
float angle = bot->GetAngle(&dest);
return MoveTo(bot->GetMapId(), x + cos(angle) * pathFinderDis, y + sin(angle) * pathFinderDis, z);
}
bool NewRpgGoGrindAction::Execute(Event event) { return MoveFarTo(botAI->rpgInfo.grindPos); }
bool NewRpgMoveRandomAction::Execute(Event event)
{
float distance = rand_norm() * moveStep;
Map* map = bot->GetMap();
const float x = bot->GetPositionX();
const float y = bot->GetPositionY();
const float z = bot->GetPositionZ();
int attempts = 5;
while (--attempts)
{
float angle = (float)rand_norm() * 2 * static_cast<float>(M_PI);
float dx = x + distance * cos(angle);
float dy = y + distance * sin(angle);
float dz = z;
if (!map->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(),
dx, dy, dz))
continue;
if (map->IsInWater(bot->GetPhaseMask(), dx, dy, dz, bot->GetCollisionHeight()))
continue;
bool moved = MoveTo(bot->GetMapId(), dx, dy, dz, false, false, false, true);
if (moved)
return true;
}
return false;
}

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@@ -0,0 +1,57 @@
#ifndef _PLAYERBOT_NEWRPGACTION_H
#define _PLAYERBOT_NEWRPGACTION_H
#include "Duration.h"
#include "MovementActions.h"
#include "NewRpgStrategy.h"
#include "TravelMgr.h"
#include "PlayerbotAI.h"
class TellRpgStatusAction : public Action
{
public:
TellRpgStatusAction(PlayerbotAI* botAI) : Action(botAI, "rpg status") {}
bool Execute(Event event) override;
};
class NewRpgStatusUpdateAction : public Action
{
public:
NewRpgStatusUpdateAction(PlayerbotAI* botAI) : Action(botAI, "new rpg status update") {}
bool Execute(Event event) override;
protected:
const int32 setGrindInterval = 5 * 60 * 1000;
const int32 setNpcInterval = 5 * 60 * 1000;
WorldPosition SelectRandomGrindPos();
};
class NewRpgGoFarAwayPosAction : public MovementAction
{
public:
NewRpgGoFarAwayPosAction(PlayerbotAI* botAI, std::string name) : MovementAction(botAI, name) {}
// bool Execute(Event event) override;
bool MoveFarTo(WorldPosition dest);
protected:
// WorldPosition dest;
float pathFinderDis = 70.0f; // path finder
};
class NewRpgGoGrindAction : public NewRpgGoFarAwayPosAction
{
public:
NewRpgGoGrindAction(PlayerbotAI* botAI) : NewRpgGoFarAwayPosAction(botAI, "new rpg go grind") {}
bool Execute(Event event) override;
};
class NewRpgMoveRandomAction : public MovementAction
{
public:
NewRpgMoveRandomAction(PlayerbotAI* botAI) : MovementAction(botAI, "new rpg move random") {}
bool Execute(Event event) override;
protected:
const float moveStep = 50.0f;
};
#endif

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@@ -347,16 +347,16 @@ bool SpiritHealerAction::Execute(Event event)
if (moved) if (moved)
return true; return true;
if (!botAI->HasActivePlayerMaster()) // if (!botAI->HasActivePlayerMaster())
{ // {
context->GetValue<uint32>("death count")->Set(dCount + 1); context->GetValue<uint32>("death count")->Set(dCount + 1);
return bot->TeleportTo(ClosestGrave->Map, ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, 0.f); return bot->TeleportTo(ClosestGrave->Map, ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, 0.f);
} // }
LOG_INFO("playerbots", "Bot {} {}:{} <{}> can't find a spirit healer", bot->GetGUID().ToString().c_str(), // LOG_INFO("playerbots", "Bot {} {}:{} <{}> can't find a spirit healer", bot->GetGUID().ToString().c_str(),
bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(), bot->GetName().c_str()); // bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(), bot->GetName().c_str());
botAI->TellError("Cannot find any spirit healer nearby"); // botAI->TellError("Cannot find any spirit healer nearby");
return false; return false;
} }

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@@ -106,6 +106,7 @@ ChatCommandHandlerStrategy::ChatCommandHandlerStrategy(PlayerbotAI* botAI) : Pas
supported.push_back("reputation"); supported.push_back("reputation");
supported.push_back("log"); supported.push_back("log");
supported.push_back("los"); supported.push_back("los");
supported.push_back("rpg status");
supported.push_back("aura"); supported.push_back("aura");
supported.push_back("drop"); supported.push_back("drop");
supported.push_back("share"); supported.push_back("share");

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@@ -11,10 +11,10 @@ NextAction** GrindingStrategy::getDefaultActions() { return nullptr; }
void GrindingStrategy::InitTriggers(std::vector<TriggerNode*>& triggers) void GrindingStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{ {
triggers.push_back(new TriggerNode("timer", NextAction::array(0, new NextAction("drink", 4.2f), nullptr))); triggers.push_back(new TriggerNode("timer", NextAction::array(0, new NextAction("drink", 10.2f), nullptr)));
triggers.push_back(new TriggerNode("timer", NextAction::array(0, new NextAction("food", 4.1f), nullptr))); triggers.push_back(new TriggerNode("timer", NextAction::array(0, new NextAction("food", 10.1f), nullptr)));
triggers.push_back( triggers.push_back(
new TriggerNode("no target", NextAction::array(0, new NextAction("attack anything", 4.0f), nullptr))); new TriggerNode("no target", NextAction::array(0, new NextAction("attack anything", 10.0f), nullptr)));
} }
void MoveRandomStrategy::InitTriggers(std::vector<TriggerNode*>& triggers) void MoveRandomStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)

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@@ -0,0 +1,29 @@
/*
* 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 "NewRpgStrategy.h"
#include "Playerbots.h"
NewRpgStrategy::NewRpgStrategy(PlayerbotAI* botAI) : Strategy(botAI) {}
NextAction** NewRpgStrategy::getDefaultActions()
{
return NextAction::array(0, new NextAction("new rpg status update", 5.0f), nullptr);
}
void NewRpgStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(
new TriggerNode("go grind status", NextAction::array(0, new NextAction("new rpg go grind", 1.0f), nullptr)));
triggers.push_back(
new TriggerNode("near random status", NextAction::array(0, new NextAction("new rpg move random", 1.0f), nullptr)));
}
void NewRpgStrategy::InitMultipliers(std::vector<Multiplier*>& multipliers)
{
// multipliers.push_back(new RpgActionMultiplier(botAI));
}

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@@ -0,0 +1,72 @@
/*
* 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.
*/
#ifndef _PLAYERBOT_NEWRPGSTRATEGY_H
#define _PLAYERBOT_NEWRPGSTRATEGY_H
#include <cstdint>
#include "Strategy.h"
#include "TravelMgr.h"
class PlayerbotAI;
enum class NewRpgStatus
{
// Going to far away place
GO_GRIND,
GO_INNKEEPER,
// Exploring nearby
NEAR_RANDOM,
NEAR_NPC,
// Idling
IDLE
};
struct NewRpgInfo
{
NewRpgStatus status{NewRpgStatus::IDLE};
WorldPosition grindPos{};
uint32 lastGrind{0};
uint32 lastNearNpc{0};
std::string ToString()
{
std::stringstream out;
out << "Status: ";
switch (status)
{
case NewRpgStatus::GO_GRIND:
out << "GO_GRIND";
break;
case NewRpgStatus::GO_INNKEEPER:
out << "GO_INNKEEPER";
break;
case NewRpgStatus::NEAR_NPC:
out << "NEAR_NPC";
break;
case NewRpgStatus::NEAR_RANDOM:
out << "NEAR_RANDOM";
break;
case NewRpgStatus::IDLE:
out << "IDLE";
break;
}
out << "\nGrindPos: " << grindPos.GetMapId() << " " << grindPos.GetPositionX() << " " << grindPos.GetPositionY() << " " << grindPos.GetPositionZ();
out << "\nLastGrind: " << lastGrind;
return out.str();
}
};
class NewRpgStrategy : public Strategy
{
public:
NewRpgStrategy(PlayerbotAI* botAI);
std::string const getName() override { return "new rpg"; }
NextAction** getDefaultActions() override;
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
void InitMultipliers(std::vector<Multiplier*>& multipliers) override;
};
#endif

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@@ -24,6 +24,7 @@ public:
creators["reputation"] = &ChatTriggerContext::reputation; creators["reputation"] = &ChatTriggerContext::reputation;
creators["log"] = &ChatTriggerContext::log; creators["log"] = &ChatTriggerContext::log;
creators["los"] = &ChatTriggerContext::los; creators["los"] = &ChatTriggerContext::los;
creators["rpg status"] = &ChatTriggerContext::rpg_status;
creators["aura"] = &ChatTriggerContext::aura; creators["aura"] = &ChatTriggerContext::aura;
creators["drop"] = &ChatTriggerContext::drop; creators["drop"] = &ChatTriggerContext::drop;
creators["share"] = &ChatTriggerContext::share; creators["share"] = &ChatTriggerContext::share;
@@ -211,6 +212,7 @@ private:
static Trigger* reputation(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "reputation"); } static Trigger* reputation(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "reputation"); }
static Trigger* log(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "log"); } static Trigger* log(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "log"); }
static Trigger* los(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "los"); } static Trigger* los(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "los"); }
static Trigger* rpg_status(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "rpg status"); }
static Trigger* aura(PlayerbotAI* ai) { return new ChatCommandTrigger(ai, "aura"); } static Trigger* aura(PlayerbotAI* ai) { return new ChatCommandTrigger(ai, "aura"); }
static Trigger* loot_all(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "add all loot"); } static Trigger* loot_all(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "add all loot"); }
static Trigger* release(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "release"); } static Trigger* release(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "release"); }

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@@ -0,0 +1,4 @@
#include "NewRpgTriggers.h"
#include "PlayerbotAI.h"
bool NewRpgStatusTrigger::IsActive() { return status == botAI->rpgInfo.status; }

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@@ -0,0 +1,20 @@
#ifndef _PLAYERBOT_NEWRPGTRIGGERS_H
#define _PLAYERBOT_NEWRPGTRIGGERS_H
#include "NewRpgStrategy.h"
#include "Trigger.h"
class NewRpgStatusTrigger : public Trigger
{
public:
NewRpgStatusTrigger(PlayerbotAI* botAI, NewRpgStatus status = NewRpgStatus::IDLE)
: Trigger(botAI, "new rpg status"), status(status)
{
}
bool IsActive() override;
protected:
NewRpgStatus status;
};
#endif

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@@ -12,6 +12,8 @@
#include "LfgTriggers.h" #include "LfgTriggers.h"
#include "LootTriggers.h" #include "LootTriggers.h"
#include "NamedObjectContext.h" #include "NamedObjectContext.h"
#include "NewRpgStrategy.h"
#include "NewRpgTriggers.h"
#include "PvpTriggers.h" #include "PvpTriggers.h"
#include "RaidNaxxTriggers.h" #include "RaidNaxxTriggers.h"
#include "RpgTriggers.h" #include "RpgTriggers.h"
@@ -213,6 +215,8 @@ public:
creators["rpg craft"] = &TriggerContext::rpg_craft; creators["rpg craft"] = &TriggerContext::rpg_craft;
creators["rpg trade useful"] = &TriggerContext::rpg_trade_useful; creators["rpg trade useful"] = &TriggerContext::rpg_trade_useful;
creators["rpg duel"] = &TriggerContext::rpg_duel; creators["rpg duel"] = &TriggerContext::rpg_duel;
creators["go grind status"] = &TriggerContext::go_grind_status;
creators["near random status"] = &TriggerContext::near_random_status;
} }
private: private:
@@ -402,6 +406,8 @@ private:
static Trigger* rpg_craft(PlayerbotAI* botAI) { return new RpgCraftTrigger(botAI); } static Trigger* rpg_craft(PlayerbotAI* botAI) { return new RpgCraftTrigger(botAI); }
static Trigger* rpg_trade_useful(PlayerbotAI* botAI) { return new RpgTradeUsefulTrigger(botAI); } static Trigger* rpg_trade_useful(PlayerbotAI* botAI) { return new RpgTradeUsefulTrigger(botAI); }
static Trigger* rpg_duel(PlayerbotAI* botAI) { return new RpgDuelTrigger(botAI); } static Trigger* rpg_duel(PlayerbotAI* botAI) { return new RpgDuelTrigger(botAI); }
static Trigger* go_grind_status(PlayerbotAI* botAI) { return new NewRpgStatusTrigger(botAI, NewRpgStatus::GO_GRIND); }
static Trigger* near_random_status(PlayerbotAI* botAI) { return new NewRpgStatusTrigger(botAI, NewRpgStatus::NEAR_RANDOM); }
}; };
#endif #endif

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@@ -298,8 +298,9 @@ Unit* DpsTargetValue::Calculate()
return rti; return rti;
// FindLeastHpTargetStrategy strategy(botAI); // FindLeastHpTargetStrategy strategy(botAI);
Group* group = bot->GetGroup();
float dps = AI_VALUE(float, "estimated group dps"); float dps = AI_VALUE(float, "estimated group dps");
if (botAI->IsCaster(bot)) if (group && botAI->IsCaster(bot))
{ {
CasterFindTargetSmartStrategy strategy(botAI, dps); CasterFindTargetSmartStrategy strategy(botAI, dps);
return TargetValue::FindTarget(&strategy); return TargetValue::FindTarget(&strategy);

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@@ -52,7 +52,7 @@ Unit* GrindTargetValue::FindTargetForGrinding(uint32 assistCount)
float distance = 0; float distance = 0;
Unit* result = nullptr; Unit* result = nullptr;
std::unordered_map<uint32, bool> needForQuestMap; // std::unordered_map<uint32, bool> needForQuestMap;
for (ObjectGuid const guid : targets) for (ObjectGuid const guid : targets)
{ {
@@ -99,18 +99,18 @@ Unit* GrindTargetValue::FindTargetForGrinding(uint32 assistCount)
if (!bot->InBattleground() && (int)unit->GetLevel() - (int)bot->GetLevel() > 4 && !unit->GetGUID().IsPlayer()) if (!bot->InBattleground() && (int)unit->GetLevel() - (int)bot->GetLevel() > 4 && !unit->GetGUID().IsPlayer())
continue; continue;
if (needForQuestMap.find(unit->GetEntry()) == needForQuestMap.end()) // if (needForQuestMap.find(unit->GetEntry()) == needForQuestMap.end())
needForQuestMap[unit->GetEntry()] = needForQuest(unit); // needForQuestMap[unit->GetEntry()] = needForQuest(unit);
if (!needForQuestMap[unit->GetEntry()]) // if (!needForQuestMap[unit->GetEntry()])
{ // {
Creature* creature = dynamic_cast<Creature*>(unit); // Creature* creature = dynamic_cast<Creature*>(unit);
if ((urand(0, 100) < 60 || (context->GetValue<TravelTarget*>("travel target")->Get()->isWorking() && // if ((urand(0, 100) < 60 || (context->GetValue<TravelTarget*>("travel target")->Get()->isWorking() &&
context->GetValue<TravelTarget*>("travel target")->Get()->getDestination()->getName() != "GrindTravelDestination"))) // context->GetValue<TravelTarget*>("travel target")->Get()->getDestination()->getName() != "GrindTravelDestination")))
{ // {
continue; // continue;
} // }
} // }
if (Creature* creature = unit->ToCreature()) if (Creature* creature = unit->ToCreature())
if (CreatureTemplate const* CreatureTemplate = creature->GetCreatureTemplate()) if (CreatureTemplate const* CreatureTemplate = creature->GetCreatureTemplate())
@@ -142,8 +142,7 @@ Unit* GrindTargetValue::FindTargetForGrinding(uint32 assistCount)
else else
{ {
float newdistance = bot->GetDistance(unit); float newdistance = bot->GetDistance(unit);
if (!result || (newdistance < distance && if (!result || (newdistance < distance))
urand(0, abs(distance - newdistance)) > sPlayerbotAIConfig->sightDistance * 0.1))
{ {
distance = newdistance; distance = newdistance;
result = unit; result = unit;

View File

@@ -48,7 +48,7 @@ private:
{ {
return new ActionNode("summon succubus", return new ActionNode("summon succubus",
/*P*/ nullptr, /*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("summon imp"), nullptr), /*A*/ NextAction::array(0, new NextAction("summon voidwalker"), nullptr),
/*C*/ nullptr); /*C*/ nullptr);
} }
static ActionNode* summon_felhunter([[maybe_unused]] PlayerbotAI* botAI) static ActionNode* summon_felhunter([[maybe_unused]] PlayerbotAI* botAI)