Allow spell casting during movement

This commit is contained in:
Yunfan Li
2024-08-03 15:37:10 +08:00
parent 7227ff11ab
commit 1a92743dfd
8 changed files with 263 additions and 221 deletions

View File

@@ -1441,7 +1441,7 @@ bool PlayerbotAI::IsCaster(Player* player) { return IsRanged(player) && player->
bool PlayerbotAI::IsCombo(Player* player)
{
int tab = AiFactory::GetPlayerSpecTab(player);
// int tab = AiFactory::GetPlayerSpecTab(player);
return player->getClass() == CLASS_ROGUE ||
(player->getClass() == CLASS_DRUID && player->HasAura(768)); // cat druid
}
@@ -2634,8 +2634,8 @@ bool PlayerbotAI::CastSpell(uint32 spellId, Unit* target, Item* itemTarget)
return true;
}
aiObjectContext->GetValue<LastMovement&>("last movement")->Get().Set(nullptr);
aiObjectContext->GetValue<time_t>("stay time")->Set(0);
// aiObjectContext->GetValue<LastMovement&>("last movement")->Get().Set(nullptr);
// aiObjectContext->GetValue<time_t>("stay time")->Set(0);
if (bot->IsFlying() || bot->HasUnitState(UNIT_STATE_IN_FLIGHT))
{
@@ -2820,8 +2820,8 @@ bool PlayerbotAI::CastSpell(uint32 spellId, float x, float y, float z, Item* ite
return true;
}
aiObjectContext->GetValue<LastMovement&>("last movement")->Get().Set(nullptr);
aiObjectContext->GetValue<time_t>("stay time")->Set(0);
// aiObjectContext->GetValue<LastMovement&>("last movement")->Get().Set(nullptr);
// aiObjectContext->GetValue<time_t>("stay time")->Set(0);
MotionMaster& mm = *bot->GetMotionMaster();

View File

@@ -19,9 +19,9 @@ bool CheckMountStateAction::Execute(Event event)
bool enemy = AI_VALUE(Unit*, "enemy player target");
// ignore grind target in BG or bots will dismount near any creature (eg: the rams in AV)
bool dps = AI_VALUE(Unit*, "dps target");
bool fartarget =
(enemy && sServerFacade->IsDistanceGreaterThan(AI_VALUE2(float, "distance", "enemy player target"), 40.0f)) ||
(dps && sServerFacade->IsDistanceGreaterThan(AI_VALUE2(float, "distance", "dps target"), 50.0f));
// bool fartarget = (enemy && sServerFacade->IsDistanceGreaterThan(AI_VALUE2(float, "distance", "enemy player
// target"), 40.0f)) ||
// (dps && sServerFacade->IsDistanceGreaterThan(AI_VALUE2(float, "distance", "dps target"), 50.0f));
bool attackdistance = false;
// bool chasedistance = false;
float attack_distance = 35.0f;
@@ -34,6 +34,9 @@ bool CheckMountStateAction::Execute(Event event)
attack_distance = 30.0f;
}
// if (enemy)
// attack_distance /= 2;
if (dps || enemy)
{
Unit* currentTarget = AI_VALUE(Unit*, "current target");
@@ -91,8 +94,7 @@ bool CheckMountStateAction::Execute(Event event)
}
}
if (bot->InBattleground() && !attackdistance && (noattackers || fartarget) && !bot->IsInCombat() &&
!bot->IsMounted())
if (bot->InBattleground() && !attackdistance && noattackers && !bot->IsInCombat() && !bot->IsMounted())
{
if (bot->GetBattlegroundTypeId() == BATTLEGROUND_WS)
{

View File

@@ -68,7 +68,7 @@ void MovementAction::JumpTo(uint32 mapId, float x, float y, float z)
botAI->SetNextCheckDelay(1000);
mm.Clear();
mm.MoveJump(x, y, z, speed, speed, 1);
AI_VALUE(LastMovement&, "last movement").Set(mapId, x, y, z, bot->GetOrientation());
AI_VALUE(LastMovement&, "last movement").Set(mapId, x, y, z, bot->GetOrientation(), 1000);
}
bool MovementAction::MoveNear(uint32 mapId, float x, float y, float z, float distance)
@@ -167,6 +167,14 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
{
return false;
}
if (IsDuplicateMove(mapId, x, y, z))
{
return false;
}
if (IsWaitingForLastMove())
{
return false;
}
// if (bot->Unit::IsFalling()) {
// bot->Say("I'm falling!, flag:" + std::to_string(bot->m_movementInfo.GetMovementFlags()), LANG_UNIVERSAL);
// return false;
@@ -177,8 +185,9 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
// if (bot->Unit::IsFalling()) {
// bot->Say("I'm falling", LANG_UNIVERSAL);
// }
bool generatePath = !bot->HasAuraType(SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED) && !bot->IsFlying() &&
!bot->HasUnitMovementFlag(MOVEMENTFLAG_SWIMMING) && !bot->IsInWater();
// !bot->HasAuraType(SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED) &&
bool generatePath = !bot->IsFlying() && !bot->isSwimming();
bool disableMoveSplinePath = sPlayerbotAIConfig->disableMoveSplinePath >= 2 ||
(sPlayerbotAIConfig->disableMoveSplinePath == 1 && bot->InBattleground());
if (disableMoveSplinePath || !generatePath)
@@ -186,8 +195,6 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
float distance = bot->GetExactDist(x, y, z);
if (distance > sPlayerbotAIConfig->contactDistance)
{
WaitForReach(distance);
if (bot->IsSitState())
bot->SetStandState(UNIT_STAND_STATE_STAND);
@@ -199,7 +206,8 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
MotionMaster& mm = *bot->GetMotionMaster();
mm.Clear();
mm.MovePoint(mapId, x, y, z, generatePath);
AI_VALUE(LastMovement&, "last movement").Set(mapId, x, y, z, bot->GetOrientation());
float delay = std::min((float)sPlayerbotAIConfig->maxWaitForMove, 1000.0f * MoveDelay(distance));
AI_VALUE(LastMovement&, "last movement").Set(mapId, x, y, z, bot->GetOrientation(), delay);
return true;
}
}
@@ -215,8 +223,6 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
float distance = bot->GetExactDist(x, y, modifiedZ);
if (distance > sPlayerbotAIConfig->contactDistance)
{
WaitForReach(distance);
if (bot->IsSitState())
bot->SetStandState(UNIT_STAND_STATE_STAND);
@@ -229,7 +235,9 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
mm.Clear();
mm.MoveSplinePath(&path);
AI_VALUE(LastMovement&, "last movement").Set(mapId, x, y, z, bot->GetOrientation());
// mm.MoveSplinePath(&path);
float delay = std::min((float)sPlayerbotAIConfig->maxWaitForMove, 1000.0f * MoveDelay(distance));
AI_VALUE(LastMovement&, "last movement").Set(mapId, x, y, z, bot->GetOrientation(), delay);
return true;
}
}
@@ -847,6 +855,29 @@ bool MovementAction::IsMovingAllowed(uint32 mapId, float x, float y, float z)
return IsMovingAllowed();
}
bool MovementAction::IsDuplicateMove(uint32 mapId, float x, float y, float z)
{
LastMovement& lastMove = *context->GetValue<LastMovement&>("last movement");
// heuristic 5s
if (lastMove.msTime + sPlayerbotAIConfig->maxWaitForMove < getMSTime() ||
lastMove.lastMoveShort.GetExactDist(x, y, z) > 0.01f)
return false;
return true;
}
bool MovementAction::IsWaitingForLastMove()
{
LastMovement& lastMove = *context->GetValue<LastMovement&>("last movement");
// heuristic 5s
if (lastMove.lastdelayTime + lastMove.msTime > getMSTime())
return true;
return false;
}
bool MovementAction::IsMovingAllowed()
{
// do not allow if not vehicle driver
@@ -878,7 +909,7 @@ void MovementAction::UpdateMovementState()
{
bot->SetSwim(true);
}
else
else if (!bot->Unit::IsInWater())
{
bot->SetSwim(false);
}

View File

@@ -39,6 +39,8 @@ protected:
void WaitForReach(float distance);
bool IsMovingAllowed(Unit* target);
bool IsMovingAllowed(uint32 mapId, float x, float y, float z);
bool IsDuplicateMove(uint32 mapId, float x, float y, float z);
bool IsWaitingForLastMove();
bool IsMovingAllowed();
bool Flee(Unit* target);
void ClearIdleState();

View File

@@ -183,202 +183,203 @@ public:
creators["petition signed"] = &TriggerContext::petition_signed;
creators["buy tabard"] = &TriggerContext::buy_tabard;
creators["leave large guild"] = &TriggerContext::leave_large_guild;
creators["rpg"] = &TriggerContext::rpg;
creators["rpg taxi"] = &TriggerContext::rpg_taxi;
creators["rpg discover"] = &TriggerContext::rpg_discover;
creators["rpg start quest"] = &TriggerContext::rpg_start_quest;
creators["rpg end quest"] = &TriggerContext::rpg_end_quest;
creators["rpg buy"] = &TriggerContext::rpg_buy;
creators["rpg sell"] = &TriggerContext::rpg_sell;
creators["rpg repair"] = &TriggerContext::rpg_repair;
creators["rpg train"] = &TriggerContext::rpg_train;
creators["rpg heal"] = &TriggerContext::rpg_heal;
creators["rpg home bind"] = &TriggerContext::rpg_home_bind;
creators["rpg queue bg"] = &TriggerContext::rpg_queue_bg;
creators["rpg buy petition"] = &TriggerContext::rpg_buy_petition;
creators["rpg use"] = &TriggerContext::rpg_use;
creators["rpg spell"] = &TriggerContext::rpg_spell;
creators["rpg craft"] = &TriggerContext::rpg_craft;
creators["rpg trade useful"] = &TriggerContext::rpg_trade_useful;
creators["rpg duel"] = &TriggerContext::rpg_duel;
}
private:
static Trigger* give_food(PlayerbotAI* botAI) { return new GiveFoodTrigger(botAI); }
static Trigger* give_water(PlayerbotAI* botAI) { return new GiveWaterTrigger(botAI); }
static Trigger* no_rti(PlayerbotAI* botAI) { return new NoRtiTrigger(botAI); }
static Trigger* _return(PlayerbotAI* botAI) { return new ReturnTrigger(botAI); }
static Trigger* sit(PlayerbotAI* botAI) { return new SitTrigger(botAI); }
static Trigger* far_from_rpg_target(PlayerbotAI* botAI) { return new FarFromRpgTargetTrigger(botAI); }
static Trigger* near_rpg_target(PlayerbotAI* botAI) { return new NearRpgTargetTrigger(botAI); }
static Trigger* far_from_travel_target(PlayerbotAI* botAI) { return new FarFromTravelTargetTrigger(botAI); }
static Trigger* no_travel_target(PlayerbotAI* botAI) { return new NoTravelTargetTrigger(botAI); }
static Trigger* no_rpg_target(PlayerbotAI* botAI) { return new NoRpgTargetTrigger(botAI); }
static Trigger* has_rpg_target(PlayerbotAI* botAI) { return new HasRpgTargetTrigger(botAI); }
static Trigger* collision(PlayerbotAI* botAI) { return new CollisionTrigger(botAI); }
static Trigger* lfg_proposal_active(PlayerbotAI* botAI) { return new LfgProposalActiveTrigger(botAI); }
static Trigger* unknown_dungeon(PlayerbotAI* botAI) { return new UnknownDungeonTrigger(botAI); }
static Trigger* invalid_target(PlayerbotAI* botAI) { return new InvalidTargetTrigger(botAI); }
static Trigger* critical_aoe_heal(PlayerbotAI* botAI)
{
return new AoeHealTrigger(botAI, "critical aoe heal", "critical", 2);
}
static Trigger* low_aoe_heal(PlayerbotAI* botAI) { return new AoeHealTrigger(botAI, "low aoe heal", "low", 2); }
static Trigger* medium_aoe_heal(PlayerbotAI* botAI)
{
return new AoeHealTrigger(botAI, "medium aoe heal", "medium", 2);
}
static Trigger* almost_full_aoe_heal(PlayerbotAI* botAI)
{
return new AoeHealTrigger(botAI, "almost full aoe heal", "almost full", 2);
}
static Trigger* group_heal_occasion(PlayerbotAI* ai)
{
return new AoeInGroupTrigger(ai, "group heal occasion", "almost full", 0.6);
}
static Trigger* medium_group_heal_occasion(PlayerbotAI* ai)
{
return new AoeInGroupTrigger(ai, "group heal occasion", "medium", 0.4);
}
static Trigger* target_changed(PlayerbotAI* botAI) { return new TargetChangedTrigger(botAI); }
static Trigger* swimming(PlayerbotAI* botAI) { return new IsSwimmingTrigger(botAI); }
static Trigger* no_possible_targets(PlayerbotAI* botAI) { return new NoPossibleTargetsTrigger(botAI); }
static Trigger* possible_adds(PlayerbotAI* botAI) { return new PossibleAddsTrigger(botAI); }
static Trigger* can_loot(PlayerbotAI* botAI) { return new CanLootTrigger(botAI); }
static Trigger* far_from_loot_target(PlayerbotAI* botAI) { return new FarFromCurrentLootTrigger(botAI); }
static Trigger* far_from_master(PlayerbotAI* botAI) { return new FarFromMasterTrigger(botAI); }
static Trigger* behind_target(PlayerbotAI* botAI) { return new IsBehindTargetTrigger(botAI); }
static Trigger* not_behind_target(PlayerbotAI* botAI) { return new IsNotBehindTargetTrigger(botAI); }
static Trigger* not_facing_target(PlayerbotAI* botAI) { return new IsNotFacingTargetTrigger(botAI); }
static Trigger* panic(PlayerbotAI* botAI) { return new PanicTrigger(botAI); }
static Trigger* outnumbered(PlayerbotAI* botAI) { return new OutNumberedTrigger(botAI); }
static Trigger* no_drink(PlayerbotAI* botAI) { return new NoDrinkTrigger(botAI); }
static Trigger* no_food(PlayerbotAI* botAI) { return new NoFoodTrigger(botAI); }
static Trigger* LightAoe(PlayerbotAI* botAI) { return new LightAoeTrigger(botAI); }
static Trigger* MediumAoe(PlayerbotAI* botAI) { return new MediumAoeTrigger(botAI); }
static Trigger* HighAoe(PlayerbotAI* botAI) { return new HighAoeTrigger(botAI); }
static Trigger* HasAreaDebuff(PlayerbotAI* botAI) { return new HasAreaDebuffTrigger(botAI); }
static Trigger* LoseAggro(PlayerbotAI* botAI) { return new LoseAggroTrigger(botAI); }
static Trigger* HasAggro(PlayerbotAI* botAI) { return new HasAggroTrigger(botAI); }
static Trigger* LowHealth(PlayerbotAI* botAI) { return new LowHealthTrigger(botAI); }
static Trigger* MediumHealth(PlayerbotAI* botAI) { return new MediumHealthTrigger(botAI); }
static Trigger* AlmostFullHealth(PlayerbotAI* botAI) { return new AlmostFullHealthTrigger(botAI); }
static Trigger* CriticalHealth(PlayerbotAI* botAI) { return new CriticalHealthTrigger(botAI); }
static Trigger* TargetCriticalHealth(PlayerbotAI* botAI) { return new TargetCriticalHealthTrigger(botAI); }
static Trigger* LowMana(PlayerbotAI* botAI) { return new LowManaTrigger(botAI); }
static Trigger* MediumMana(PlayerbotAI* botAI) { return new MediumManaTrigger(botAI); }
static Trigger* HighMana(PlayerbotAI* botAI) { return new HighManaTrigger(botAI); }
static Trigger* AlmostFullMana(PlayerbotAI* botAI) { return new AlmostFullManaTrigger(botAI); }
static Trigger* EnoughMana(PlayerbotAI* botAI) { return new EnoughManaTrigger(botAI); }
static Trigger* LightRageAvailable(PlayerbotAI* botAI) { return new LightRageAvailableTrigger(botAI); }
static Trigger* MediumRageAvailable(PlayerbotAI* botAI) { return new MediumRageAvailableTrigger(botAI); }
static Trigger* HighRageAvailable(PlayerbotAI* botAI) { return new HighRageAvailableTrigger(botAI); }
static Trigger* LightEnergyAvailable(PlayerbotAI* botAI) { return new LightEnergyAvailableTrigger(botAI); }
static Trigger* MediumEnergyAvailable(PlayerbotAI* botAI) { return new MediumEnergyAvailableTrigger(botAI); }
static Trigger* HighEnergyAvailable(PlayerbotAI* botAI) { return new HighEnergyAvailableTrigger(botAI); }
static Trigger* LootAvailable(PlayerbotAI* botAI) { return new LootAvailableTrigger(botAI); }
static Trigger* NoAttackers(PlayerbotAI* botAI) { return new NoAttackersTrigger(botAI); }
static Trigger* TankAssist(PlayerbotAI* botAI) { return new TankAssistTrigger(botAI); }
static Trigger* Timer(PlayerbotAI* botAI) { return new TimerTrigger(botAI); }
static Trigger* NoTarget(PlayerbotAI* botAI) { return new NoTargetTrigger(botAI); }
static Trigger* TargetInSight(PlayerbotAI* botAI) { return new TargetInSightTrigger(botAI); }
static Trigger* not_dps_target_active(PlayerbotAI* botAI) { return new NotDpsTargetActiveTrigger(botAI); }
static Trigger* not_dps_aoe_target_active(PlayerbotAI* botAI) { return new NotDpsAoeTargetActiveTrigger(botAI); }
static Trigger* has_nearest_adds(PlayerbotAI* botAI) { return new HasNearestAddsTrigger(botAI); }
static Trigger* enemy_player_near(PlayerbotAI* botAI) { return new EnemyPlayerNear(botAI); }
static Trigger* Random(PlayerbotAI* botAI) { return new RandomTrigger(botAI, "random", 20); }
static Trigger* seldom(PlayerbotAI* botAI) { return new RandomTrigger(botAI, "seldom", 300); }
static Trigger* often(PlayerbotAI* botAI) { return new RandomTrigger(botAI, "often", 5); }
static Trigger* EnemyOutOfMelee(PlayerbotAI* botAI) { return new EnemyOutOfMeleeTrigger(botAI); }
static Trigger* EnemyOutOfSpell(PlayerbotAI* botAI) { return new EnemyOutOfSpellRangeTrigger(botAI); }
static Trigger* enemy_too_close_for_spell(PlayerbotAI* botAI) { return new EnemyTooCloseForSpellTrigger(botAI); }
static Trigger* enemy_too_close_for_auto_shot(PlayerbotAI* botAI)
{
return new EnemyTooCloseForAutoShotTrigger(botAI);
}
static Trigger* enemy_too_close_for_shoot(PlayerbotAI* botAI) { return new EnemyTooCloseForShootTrigger(botAI); }
static Trigger* enemy_too_close_for_melee(PlayerbotAI* botAI) { return new EnemyTooCloseForMeleeTrigger(botAI); }
static Trigger* enemy_is_close(PlayerbotAI* botAI) { return new EnemyIsCloseTrigger(botAI); }
static Trigger* enemy_within_melee(PlayerbotAI* botAI) { return new EnemyWithinMeleeTrigger(botAI); }
static Trigger* party_member_to_heal_out_of_spell_range(PlayerbotAI* botAI)
{
return new PartyMemberToHealOutOfSpellRangeTrigger(botAI);
}
static Trigger* ComboPointsAvailable(PlayerbotAI* botAI) { return new ComboPointsAvailableTrigger(botAI); }
static Trigger* ComboPoints3Available(PlayerbotAI* botAI) { return new ComboPointsAvailableTrigger(botAI, 3); }
static Trigger* MediumThreat(PlayerbotAI* botAI) { return new MediumThreatTrigger(botAI); }
static Trigger* Dead(PlayerbotAI* botAI) { return new DeadTrigger(botAI); }
static Trigger* corpse_near(PlayerbotAI* botAI) { return new CorpseNearTrigger(botAI); }
static Trigger* PartyMemberDead(PlayerbotAI* botAI) { return new PartyMemberDeadTrigger(botAI); }
static Trigger* CombatPartyMemberDead(PlayerbotAI* botAI) { return new CombatPartyMemberDeadTrigger(botAI); }
static Trigger* PartyMemberLowHealth(PlayerbotAI* botAI) { return new PartyMemberLowHealthTrigger(botAI); }
static Trigger* PartyMemberMediumHealth(PlayerbotAI* botAI) { return new PartyMemberMediumHealthTrigger(botAI); }
static Trigger* PartyMemberAlmostFullHealth(PlayerbotAI* botAI)
{
return new PartyMemberAlmostFullHealthTrigger(botAI);
}
static Trigger* PartyMemberCriticalHealth(PlayerbotAI* botAI)
{
return new PartyMemberCriticalHealthTrigger(botAI);
}
static Trigger* protect_party_member(PlayerbotAI* botAI) { return new ProtectPartyMemberTrigger(botAI); }
static Trigger* no_pet(PlayerbotAI* botAI) { return new NoPetTrigger(botAI); }
static Trigger* has_pet(PlayerbotAI* botAI) { return new HasPetTrigger(botAI); }
static Trigger* pet_attack(PlayerbotAI* botAI) { return new PetAttackTrigger(botAI); }
static Trigger* has_attackers(PlayerbotAI* botAI) { return new HasAttackersTrigger(botAI); }
static Trigger* random_bot_update_trigger(PlayerbotAI* botAI) { return new RandomBotUpdateTrigger(botAI); }
static Trigger* no_non_bot_players_around(PlayerbotAI* botAI) { return new NoNonBotPlayersAroundTrigger(botAI); }
static Trigger* new_player_nearby(PlayerbotAI* botAI) { return new NewPlayerNearbyTrigger(botAI); }
static Trigger* bg_waiting(PlayerbotAI* botAI) { return new BgWaitingTrigger(botAI); }
static Trigger* bg_active(PlayerbotAI* botAI) { return new BgActiveTrigger(botAI); }
static Trigger* bg_invite_active(PlayerbotAI* botAI) { return new BgInviteActiveTrigger(botAI); }
static Trigger* inside_bg(PlayerbotAI* botAI) { return new InsideBGTrigger(botAI); }
static Trigger* player_has_no_flag(PlayerbotAI* botAI) { return new PlayerHasNoFlag(botAI); }
static Trigger* player_has_flag(PlayerbotAI* botAI) { return new PlayerHasFlag(botAI); }
static Trigger* team_has_flag(PlayerbotAI* botAI) { return new TeamHasFlag(botAI); }
static Trigger* enemy_team_has_flag(PlayerbotAI* botAI) { return new EnemyTeamHasFlag(botAI); }
static Trigger* enemy_flagcarrier_near(PlayerbotAI* botAI) { return new EnemyFlagCarrierNear(botAI); }
static Trigger* player_is_in_BATTLEGROUND(PlayerbotAI* botAI) { return new PlayerIsInBattleground(botAI); }
static Trigger* player_is_in_BATTLEGROUND_no_flag(PlayerbotAI* botAI)
{
return new PlayerIsInBattlegroundWithoutFlag(botAI);
}
static Trigger* mounted(PlayerbotAI* botAI) { return new IsMountedTrigger(botAI); }
static Trigger* at_dark_portal_outland(PlayerbotAI* botAI) { return new AtDarkPortalOutlandTrigger(botAI); }
static Trigger* at_dark_portal_azeroth(PlayerbotAI* botAI) { return new AtDarkPortalAzerothTrigger(botAI); }
static Trigger* in_vehicle(PlayerbotAI* botAI) { return new InVehicleTrigger(botAI); }
static Trigger* vehicle_near(PlayerbotAI* botAI) { return new VehicleNearTrigger(botAI); }
static Trigger* near_dark_portal(PlayerbotAI* botAI) { return new NearDarkPortalTrigger(botAI); }
static Trigger* need_world_buff(PlayerbotAI* botAI) { return new NeedWorldBuffTrigger(botAI); }
static Trigger* falling(PlayerbotAI* botAI) { return new IsFallingTrigger(botAI); }
static Trigger* falling_far(PlayerbotAI* botAI) { return new IsFallingFarTrigger(botAI); }
static Trigger* move_stuck(PlayerbotAI* botAI) { return new MoveStuckTrigger(botAI); }
static Trigger* move_long_stuck(PlayerbotAI* botAI) { return new MoveLongStuckTrigger(botAI); }
static Trigger* combat_stuck(PlayerbotAI* botAI) { return new CombatStuckTrigger(botAI); }
static Trigger* combat_long_stuck(PlayerbotAI* botAI) { return new CombatLongStuckTrigger(botAI); }
static Trigger* player_wants_in_bg(PlayerbotAI* botAI) { return new PlayerWantsInBattlegroundTrigger(botAI); }
static Trigger* petition_signed(PlayerbotAI* botAI) { return new PetitionTurnInTrigger(botAI); }
static Trigger* buy_tabard(PlayerbotAI* botAI) { return new BuyTabardTrigger(botAI); }
static Trigger* leave_large_guild(PlayerbotAI* botAI) { return new LeaveLargeGuildTrigger(botAI); }
static Trigger* rpg(PlayerbotAI* botAI) { return new RpgTrigger(botAI); }
static Trigger* rpg_taxi(PlayerbotAI* botAI) { return new RpgTaxiTrigger(botAI); }
static Trigger* rpg_discover(PlayerbotAI* botAI) { return new RpgDiscoverTrigger(botAI); }
static Trigger* rpg_start_quest(PlayerbotAI* botAI) { return new RpgStartQuestTrigger(botAI); }
static Trigger* rpg_end_quest(PlayerbotAI* botAI) { return new RpgEndQuestTrigger(botAI); }
static Trigger* rpg_buy(PlayerbotAI* botAI) { return new RpgBuyTrigger(botAI); }
static Trigger* rpg_sell(PlayerbotAI* botAI) { return new RpgSellTrigger(botAI); }
static Trigger* rpg_repair(PlayerbotAI* botAI) { return new RpgRepairTrigger(botAI); }
static Trigger* rpg_train(PlayerbotAI* botAI) { return new RpgTrainTrigger(botAI); }
static Trigger* rpg_heal(PlayerbotAI* botAI) { return new RpgHealTrigger(botAI); }
static Trigger* rpg_home_bind(PlayerbotAI* botAI) { return new RpgHomeBindTrigger(botAI); }
static Trigger* rpg_queue_bg(PlayerbotAI* botAI) { return new RpgQueueBGTrigger(botAI); }
static Trigger* rpg_buy_petition(PlayerbotAI* botAI) { return new RpgBuyPetitionTrigger(botAI); }
static Trigger* rpg_use(PlayerbotAI* botAI) { return new RpgUseTrigger(botAI); }
static Trigger* rpg_spell(PlayerbotAI* botAI) { return new RpgUseTrigger(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_duel(PlayerbotAI* botAI) { return new RpgDuelTrigger(botAI); }
};
private:
static Trigger* give_food(PlayerbotAI * botAI) { return new GiveFoodTrigger(botAI); }
static Trigger* give_water(PlayerbotAI * botAI) { return new GiveWaterTrigger(botAI); }
static Trigger* no_rti(PlayerbotAI * botAI) { return new NoRtiTrigger(botAI); }
static Trigger* _return(PlayerbotAI * botAI) { return new ReturnTrigger(botAI); }
static Trigger* sit(PlayerbotAI * botAI) { return new SitTrigger(botAI); }
static Trigger* far_from_rpg_target(PlayerbotAI * botAI) { return new FarFromRpgTargetTrigger(botAI); }
static Trigger* near_rpg_target(PlayerbotAI * botAI) { return new NearRpgTargetTrigger(botAI); }
static Trigger* far_from_travel_target(PlayerbotAI * botAI) { return new FarFromTravelTargetTrigger(botAI); }
static Trigger* no_travel_target(PlayerbotAI * botAI) { return new NoTravelTargetTrigger(botAI); }
static Trigger* no_rpg_target(PlayerbotAI * botAI) { return new NoRpgTargetTrigger(botAI); }
static Trigger* has_rpg_target(PlayerbotAI * botAI) { return new HasRpgTargetTrigger(botAI); }
static Trigger* collision(PlayerbotAI * botAI) { return new CollisionTrigger(botAI); }
static Trigger* lfg_proposal_active(PlayerbotAI * botAI) { return new LfgProposalActiveTrigger(botAI); }
static Trigger* unknown_dungeon(PlayerbotAI * botAI) { return new UnknownDungeonTrigger(botAI); }
static Trigger* invalid_target(PlayerbotAI * botAI) { return new InvalidTargetTrigger(botAI); }
static Trigger* critical_aoe_heal(PlayerbotAI * botAI)
{
return new AoeHealTrigger(botAI, "critical aoe heal", "critical", 2);
}
static Trigger* low_aoe_heal(PlayerbotAI * botAI)
{
return new AoeHealTrigger(botAI, "low aoe heal", "low", 2);
}
static Trigger* medium_aoe_heal(PlayerbotAI * botAI)
{
return new AoeHealTrigger(botAI, "medium aoe heal", "medium", 2);
}
static Trigger* almost_full_aoe_heal(PlayerbotAI * botAI)
{
return new AoeHealTrigger(botAI, "almost full aoe heal", "almost full", 2);
}
static Trigger* group_heal_occasion(PlayerbotAI * ai)
{
return new AoeInGroupTrigger(ai, "group heal occasion", "almost full", 0.6);
}
static Trigger* medium_group_heal_occasion(PlayerbotAI * ai)
{
return new AoeInGroupTrigger(ai, "group heal occasion", "medium", 0.6);
}
static Trigger* target_changed(PlayerbotAI * botAI) { return new TargetChangedTrigger(botAI); }
static Trigger* swimming(PlayerbotAI * botAI) { return new IsSwimmingTrigger(botAI); }
static Trigger* no_possible_targets(PlayerbotAI * botAI) { return new NoPossibleTargetsTrigger(botAI); }
static Trigger* possible_adds(PlayerbotAI * botAI) { return new PossibleAddsTrigger(botAI); }
static Trigger* can_loot(PlayerbotAI * botAI) { return new CanLootTrigger(botAI); }
static Trigger* far_from_loot_target(PlayerbotAI * botAI) { return new FarFromCurrentLootTrigger(botAI); }
static Trigger* far_from_master(PlayerbotAI * botAI) { return new FarFromMasterTrigger(botAI); }
static Trigger* behind_target(PlayerbotAI * botAI) { return new IsBehindTargetTrigger(botAI); }
static Trigger* not_behind_target(PlayerbotAI * botAI) { return new IsNotBehindTargetTrigger(botAI); }
static Trigger* not_facing_target(PlayerbotAI * botAI) { return new IsNotFacingTargetTrigger(botAI); }
static Trigger* panic(PlayerbotAI * botAI) { return new PanicTrigger(botAI); }
static Trigger* outnumbered(PlayerbotAI * botAI) { return new OutNumberedTrigger(botAI); }
static Trigger* no_drink(PlayerbotAI * botAI) { return new NoDrinkTrigger(botAI); }
static Trigger* no_food(PlayerbotAI * botAI) { return new NoFoodTrigger(botAI); }
static Trigger* LightAoe(PlayerbotAI * botAI) { return new LightAoeTrigger(botAI); }
static Trigger* MediumAoe(PlayerbotAI * botAI) { return new MediumAoeTrigger(botAI); }
static Trigger* HighAoe(PlayerbotAI * botAI) { return new HighAoeTrigger(botAI); }
static Trigger* HasAreaDebuff(PlayerbotAI * botAI) { return new HasAreaDebuffTrigger(botAI); }
static Trigger* LoseAggro(PlayerbotAI * botAI) { return new LoseAggroTrigger(botAI); }
static Trigger* HasAggro(PlayerbotAI * botAI) { return new HasAggroTrigger(botAI); }
static Trigger* LowHealth(PlayerbotAI * botAI) { return new LowHealthTrigger(botAI); }
static Trigger* MediumHealth(PlayerbotAI * botAI) { return new MediumHealthTrigger(botAI); }
static Trigger* AlmostFullHealth(PlayerbotAI * botAI) { return new AlmostFullHealthTrigger(botAI); }
static Trigger* CriticalHealth(PlayerbotAI * botAI) { return new CriticalHealthTrigger(botAI); }
static Trigger* TargetCriticalHealth(PlayerbotAI * botAI) { return new TargetCriticalHealthTrigger(botAI); }
static Trigger* LowMana(PlayerbotAI * botAI) { return new LowManaTrigger(botAI); }
static Trigger* MediumMana(PlayerbotAI * botAI) { return new MediumManaTrigger(botAI); }
static Trigger* HighMana(PlayerbotAI * botAI) { return new HighManaTrigger(botAI); }
static Trigger* AlmostFullMana(PlayerbotAI * botAI) { return new AlmostFullManaTrigger(botAI); }
static Trigger* EnoughMana(PlayerbotAI * botAI) { return new EnoughManaTrigger(botAI); }
static Trigger* LightRageAvailable(PlayerbotAI * botAI) { return new LightRageAvailableTrigger(botAI); }
static Trigger* MediumRageAvailable(PlayerbotAI * botAI) { return new MediumRageAvailableTrigger(botAI); }
static Trigger* HighRageAvailable(PlayerbotAI * botAI) { return new HighRageAvailableTrigger(botAI); }
static Trigger* LightEnergyAvailable(PlayerbotAI * botAI) { return new LightEnergyAvailableTrigger(botAI); }
static Trigger* MediumEnergyAvailable(PlayerbotAI * botAI) { return new MediumEnergyAvailableTrigger(botAI); }
static Trigger* HighEnergyAvailable(PlayerbotAI * botAI) { return new HighEnergyAvailableTrigger(botAI); }
static Trigger* LootAvailable(PlayerbotAI * botAI) { return new LootAvailableTrigger(botAI); }
static Trigger* NoAttackers(PlayerbotAI * botAI) { return new NoAttackersTrigger(botAI); }
static Trigger* TankAssist(PlayerbotAI * botAI) { return new TankAssistTrigger(botAI); }
static Trigger* Timer(PlayerbotAI * botAI) { return new TimerTrigger(botAI); }
static Trigger* NoTarget(PlayerbotAI * botAI) { return new NoTargetTrigger(botAI); }
static Trigger* TargetInSight(PlayerbotAI * botAI) { return new TargetInSightTrigger(botAI); }
static Trigger* not_dps_target_active(PlayerbotAI * botAI) { return new NotDpsTargetActiveTrigger(botAI); }
static Trigger* not_dps_aoe_target_active(PlayerbotAI * botAI)
{
return new NotDpsAoeTargetActiveTrigger(botAI);
}
static Trigger* has_nearest_adds(PlayerbotAI * botAI) { return new HasNearestAddsTrigger(botAI); }
static Trigger* enemy_player_near(PlayerbotAI * botAI) { return new EnemyPlayerNear(botAI); }
static Trigger* Random(PlayerbotAI * botAI) { return new RandomTrigger(botAI, "random", 20); }
static Trigger* seldom(PlayerbotAI * botAI) { return new RandomTrigger(botAI, "seldom", 300); }
static Trigger* often(PlayerbotAI * botAI) { return new RandomTrigger(botAI, "often", 5); }
static Trigger* EnemyOutOfMelee(PlayerbotAI * botAI) { return new EnemyOutOfMeleeTrigger(botAI); }
static Trigger* EnemyOutOfSpell(PlayerbotAI * botAI) { return new EnemyOutOfSpellRangeTrigger(botAI); }
static Trigger* enemy_too_close_for_spell(PlayerbotAI * botAI)
{
return new EnemyTooCloseForSpellTrigger(botAI);
}
static Trigger* enemy_too_close_for_auto_shot(PlayerbotAI * botAI)
{
return new EnemyTooCloseForAutoShotTrigger(botAI);
}
static Trigger* enemy_too_close_for_shoot(PlayerbotAI * botAI)
{
return new EnemyTooCloseForShootTrigger(botAI);
}
static Trigger* enemy_too_close_for_melee(PlayerbotAI * botAI)
{
return new EnemyTooCloseForMeleeTrigger(botAI);
}
static Trigger* enemy_is_close(PlayerbotAI * botAI) { return new EnemyIsCloseTrigger(botAI); }
static Trigger* enemy_within_melee(PlayerbotAI * botAI) { return new EnemyWithinMeleeTrigger(botAI); }
static Trigger* party_member_to_heal_out_of_spell_range(PlayerbotAI * botAI)
{
return new PartyMemberToHealOutOfSpellRangeTrigger(botAI);
}
static Trigger* ComboPointsAvailable(PlayerbotAI * botAI) { return new ComboPointsAvailableTrigger(botAI); }
static Trigger* ComboPoints3Available(PlayerbotAI * botAI) { return new ComboPointsAvailableTrigger(botAI, 3); }
static Trigger* MediumThreat(PlayerbotAI * botAI) { return new MediumThreatTrigger(botAI); }
static Trigger* Dead(PlayerbotAI * botAI) { return new DeadTrigger(botAI); }
static Trigger* corpse_near(PlayerbotAI * botAI) { return new CorpseNearTrigger(botAI); }
static Trigger* PartyMemberDead(PlayerbotAI * botAI) { return new PartyMemberDeadTrigger(botAI); }
static Trigger* CombatPartyMemberDead(PlayerbotAI * botAI) { return new CombatPartyMemberDeadTrigger(botAI); }
static Trigger* PartyMemberLowHealth(PlayerbotAI * botAI) { return new PartyMemberLowHealthTrigger(botAI); }
static Trigger* PartyMemberMediumHealth(PlayerbotAI * botAI)
{
return new PartyMemberMediumHealthTrigger(botAI);
}
static Trigger* PartyMemberAlmostFullHealth(PlayerbotAI * botAI)
{
return new PartyMemberAlmostFullHealthTrigger(botAI);
}
static Trigger* PartyMemberCriticalHealth(PlayerbotAI * botAI)
{
return new PartyMemberCriticalHealthTrigger(botAI);
}
static Trigger* protect_party_member(PlayerbotAI * botAI) { return new ProtectPartyMemberTrigger(botAI); }
static Trigger* no_pet(PlayerbotAI * botAI) { return new NoPetTrigger(botAI); }
static Trigger* has_pet(PlayerbotAI * botAI) { return new HasPetTrigger(botAI); }
static Trigger* pet_attack(PlayerbotAI * botAI) { return new PetAttackTrigger(botAI); }
static Trigger* has_attackers(PlayerbotAI * botAI) { return new HasAttackersTrigger(botAI); }
static Trigger* random_bot_update_trigger(PlayerbotAI * botAI) { return new RandomBotUpdateTrigger(botAI); }
static Trigger* no_non_bot_players_around(PlayerbotAI * botAI)
{
return new NoNonBotPlayersAroundTrigger(botAI);
}
static Trigger* new_player_nearby(PlayerbotAI * botAI) { return new NewPlayerNearbyTrigger(botAI); }
static Trigger* bg_waiting(PlayerbotAI * botAI) { return new BgWaitingTrigger(botAI); }
static Trigger* bg_active(PlayerbotAI * botAI) { return new BgActiveTrigger(botAI); }
static Trigger* bg_invite_active(PlayerbotAI * botAI) { return new BgInviteActiveTrigger(botAI); }
static Trigger* inside_bg(PlayerbotAI * botAI) { return new InsideBGTrigger(botAI); }
static Trigger* player_has_no_flag(PlayerbotAI * botAI) { return new PlayerHasNoFlag(botAI); }
static Trigger* player_has_flag(PlayerbotAI * botAI) { return new PlayerHasFlag(botAI); }
static Trigger* team_has_flag(PlayerbotAI * botAI) { return new TeamHasFlag(botAI); }
static Trigger* enemy_team_has_flag(PlayerbotAI * botAI) { return new EnemyTeamHasFlag(botAI); }
static Trigger* enemy_flagcarrier_near(PlayerbotAI * botAI) { return new EnemyFlagCarrierNear(botAI); }
static Trigger* player_is_in_BATTLEGROUND(PlayerbotAI * botAI) { return new PlayerIsInBattleground(botAI); }
static Trigger* player_is_in_BATTLEGROUND_no_flag(PlayerbotAI * botAI)
{
return new PlayerIsInBattlegroundWithoutFlag(botAI);
}
static Trigger* mounted(PlayerbotAI * botAI) { return new IsMountedTrigger(botAI); }
static Trigger* at_dark_portal_outland(PlayerbotAI * botAI) { return new AtDarkPortalOutlandTrigger(botAI); }
static Trigger* at_dark_portal_azeroth(PlayerbotAI * botAI) { return new AtDarkPortalAzerothTrigger(botAI); }
static Trigger* in_vehicle(PlayerbotAI * botAI) { return new InVehicleTrigger(botAI); }
static Trigger* vehicle_near(PlayerbotAI * botAI) { return new VehicleNearTrigger(botAI); }
static Trigger* near_dark_portal(PlayerbotAI * botAI) { return new NearDarkPortalTrigger(botAI); }
static Trigger* need_world_buff(PlayerbotAI * botAI) { return new NeedWorldBuffTrigger(botAI); }
static Trigger* falling(PlayerbotAI * botAI) { return new IsFallingTrigger(botAI); }
static Trigger* falling_far(PlayerbotAI * botAI) { return new IsFallingFarTrigger(botAI); }
static Trigger* move_stuck(PlayerbotAI * botAI) { return new MoveStuckTrigger(botAI); }
static Trigger* move_long_stuck(PlayerbotAI * botAI) { return new MoveLongStuckTrigger(botAI); }
static Trigger* combat_stuck(PlayerbotAI * botAI) { return new CombatStuckTrigger(botAI); }
static Trigger* combat_long_stuck(PlayerbotAI * botAI) { return new CombatLongStuckTrigger(botAI); }
static Trigger* player_wants_in_bg(PlayerbotAI * botAI) { return new PlayerWantsInBattlegroundTrigger(botAI); }
static Trigger* petition_signed(PlayerbotAI * botAI) { return new PetitionTurnInTrigger(botAI); }
static Trigger* buy_tabard(PlayerbotAI * botAI) { return new BuyTabardTrigger(botAI); }
static Trigger* leave_large_guild(PlayerbotAI * botAI) { return new LeaveLargeGuildTrigger(botAI); }
static Trigger* rpg(PlayerbotAI * botAI) { return new RpgTrigger(botAI); }
static Trigger* rpg_taxi(PlayerbotAI * botAI) { return new RpgTaxiTrigger(botAI); }
static Trigger* rpg_discover(PlayerbotAI * botAI) { return new RpgDiscoverTrigger(botAI); }
static Trigger* rpg_start_quest(PlayerbotAI * botAI) { return new RpgStartQuestTrigger(botAI); }
static Trigger* rpg_end_quest(PlayerbotAI * botAI) { return new RpgEndQuestTrigger(botAI); }
static Trigger* rpg_buy(PlayerbotAI * botAI) { return new RpgBuyTrigger(botAI); }
static Trigger* rpg_sell(PlayerbotAI * botAI) { return new RpgSellTrigger(botAI); }
static Trigger* rpg_repair(PlayerbotAI * botAI) { return new RpgRepairTrigger(botAI); }
static Trigger* rpg_train(PlayerbotAI * botAI) { return new RpgTrainTrigger(botAI); }
static Trigger* rpg_heal(PlayerbotAI * botAI) { return new RpgHealTrigger(botAI); }
static Trigger* rpg_home_bind(PlayerbotAI * botAI) { return new RpgHomeBindTrigger(botAI); }
static Trigger* rpg_queue_bg(PlayerbotAI * botAI) { return new RpgQueueBGTrigger(botAI); }
static Trigger* rpg_buy_petition(PlayerbotAI * botAI) { return new RpgBuyPetitionTrigger(botAI); }
static Trigger* rpg_use(PlayerbotAI * botAI) { return new RpgUseTrigger(botAI); }
static Trigger* rpg_spell(PlayerbotAI * botAI) { return new RpgUseTrigger(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_duel(PlayerbotAI * botAI) { return new RpgDuelTrigger(botAI); }
};
#endif

View File

@@ -6,6 +6,7 @@
#include "LastMovementValue.h"
#include "Playerbots.h"
#include "Timer.h"
LastMovement::LastMovement() { clear(); }
@@ -38,17 +39,19 @@ void LastMovement::clear()
lastAreaTrigger = 0;
lastFlee = 0;
nextTeleport = 0;
msTime = 0;
lastdelayTime = 0;
}
void LastMovement::Set(Unit* follow)
{
Set(0, 0.0f, 0.0f, 0.0f, 0.0f);
Set(0, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
setShort(WorldPosition());
setPath(TravelPath());
lastFollow = follow;
}
void LastMovement::Set(uint32 mapId, float x, float y, float z, float ori)
void LastMovement::Set(uint32 mapId, float x, float y, float z, float ori, float delayTime)
{
lastMoveToMapId = mapId;
lastMoveToX = x;
@@ -57,6 +60,8 @@ void LastMovement::Set(uint32 mapId, float x, float y, float z, float ori)
lastMoveToOri = ori;
lastFollow = nullptr;
lastMoveShort = WorldPosition(mapId, x, y, z, ori);
msTime = getMSTime();
lastdelayTime = delayTime;
}
void LastMovement::setShort(WorldPosition point)

View File

@@ -35,7 +35,7 @@ public:
void clear();
void Set(Unit* follow);
void Set(uint32 mapId, float x, float y, float z, float ori);
void Set(uint32 mapId, float x, float y, float z, float ori, float delayTime);
void setShort(WorldPosition point);
void setPath(TravelPath path);
@@ -50,7 +50,9 @@ public:
float lastMoveToY;
float lastMoveToZ;
float lastMoveToOri;
float lastdelayTime;
WorldPosition lastMoveShort;
uint32 msTime;
TravelPath lastPath;
time_t nextTeleport;
std::future<TravelPath> future;

View File

@@ -82,8 +82,7 @@ bool PartyMemberToHeal::Check(Unit* player)
// sServerFacade->GetDistance2d(bot, player) < (player->IsPlayer() && botAI->IsTank((Player*)player) ? 50.0f
// : 40.0f);
return player->GetMapId() == bot->GetMapId() && !player->IsCharmed() &&
bot->GetDistance2d(player) < sPlayerbotAIConfig->healDistance * 2 &&
bot->IsWithinLOS(player->GetPositionX(), player->GetPositionY(), player->GetPositionZ());
bot->GetDistance2d(player) < sPlayerbotAIConfig->healDistance * 2 && bot->IsWithinLOSInMap(player);
}
Unit* PartyMemberToProtect::Calculate()