Fix Playerbots won't fly #1753 (#1761)

This commit is contained in:
Alex Dcnh
2025-10-23 00:33:22 +01:00
committed by GitHub
parent 6e1c9114df
commit 286213eb8b

View File

@@ -199,7 +199,8 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
{ {
VehicleSeatEntry const* seat = vehicle->GetSeatForPassenger(bot); VehicleSeatEntry const* seat = vehicle->GetSeatForPassenger(bot);
Unit* vehicleBase = vehicle->GetBase(); Unit* vehicleBase = vehicle->GetBase();
generatePath = vehicleBase->CanFly(); // If the mover (vehicle) can fly, we DO NOT want an mmaps path (2D ground) => disable pathfinding
generatePath = !vehicleBase || !vehicleBase->CanFly();
if (!vehicleBase || !seat || !seat->CanControl()) // is passenger and cant move anyway if (!vehicleBase || !seat || !seat->CanControl()) // is passenger and cant move anyway
return false; return false;
@@ -207,14 +208,20 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
if (distance > 0.01f) if (distance > 0.01f)
{ {
MotionMaster& mm = *vehicleBase->GetMotionMaster(); // need to move vehicle, not bot MotionMaster& mm = *vehicleBase->GetMotionMaster(); // need to move vehicle, not bot
// Disable ground pathing if the bot/master/vehicle are flying
auto isFlying = [](Unit* u){ return u && (u->HasUnitMovementFlag(MOVEMENTFLAG_FLYING) || u->IsInFlight()); };
bool allowPathVeh = generatePath;
Unit* masterVeh = botAI ? botAI->GetMaster() : nullptr;
if (isFlying(vehicleBase) || isFlying(bot) || isFlying(masterVeh))
allowPathVeh = false;
mm.Clear(); mm.Clear();
if (!backwards) if (!backwards)
{ {
mm.MovePoint(0, x, y, z, FORCED_MOVEMENT_NONE, 0.0f, 0.0f, generatePath); mm.MovePoint(0, x, y, z, FORCED_MOVEMENT_NONE, 0.0f, 0.0f, allowPathVeh);
} }
else else
{ {
mm.MovePointBackwards(0, x, y, z, generatePath); mm.MovePointBackwards(0, x, y, z, allowPathVeh);
} }
float speed = backwards ? vehicleBase->GetSpeed(MOVE_RUN_BACK) : vehicleBase->GetSpeed(MOVE_RUN); float speed = backwards ? vehicleBase->GetSpeed(MOVE_RUN_BACK) : vehicleBase->GetSpeed(MOVE_RUN);
float delay = 1000.0f * (distance / speed); float delay = 1000.0f * (distance / speed);
@@ -241,15 +248,22 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
// bot->CastStop(); // bot->CastStop();
// botAI->InterruptSpell(); // botAI->InterruptSpell();
// } // }
MotionMaster& mm = *bot->GetMotionMaster(); MotionMaster& mm = *bot->GetMotionMaster();
// No ground pathfinding if the bot/master are flying => allow true 3D (Z) movement
auto isFlying = [](Unit* u){ return u && (u->HasUnitMovementFlag(MOVEMENTFLAG_FLYING) || u->IsInFlight()); };
bool allowPath = generatePath;
Unit* master = botAI ? botAI->GetMaster() : nullptr;
if (isFlying(bot) || isFlying(master))
allowPath = false;
mm.Clear(); mm.Clear();
if (!backwards) if (!backwards)
{ {
mm.MovePoint(0, x, y, z, FORCED_MOVEMENT_NONE, 0.0f, 0.0f, generatePath); mm.MovePoint(0, x, y, z, FORCED_MOVEMENT_NONE, 0.0f, 0.0f, allowPath);
} }
else else
{ {
mm.MovePointBackwards(0, x, y, z, generatePath); mm.MovePointBackwards(0, x, y, z, allowPath);
} }
float delay = 1000.0f * MoveDelay(distance, backwards); float delay = 1000.0f * MoveDelay(distance, backwards);
if (lessDelay) if (lessDelay)
@@ -282,16 +296,23 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
// bot->CastStop(); // bot->CastStop();
// botAI->InterruptSpell(); // botAI->InterruptSpell();
// } // }
MotionMaster& mm = *bot->GetMotionMaster(); MotionMaster& mm = *bot->GetMotionMaster();
G3D::Vector3 endP = path.back(); G3D::Vector3 endP = path.back();
// No ground pathfinding if the bot/master are flying => allow true 3D (Z) movement
auto isFlying = [](Unit* u){ return u && (u->HasUnitMovementFlag(MOVEMENTFLAG_FLYING) || u->IsInFlight()); };
bool allowPath = generatePath;
Unit* master = botAI ? botAI->GetMaster() : nullptr;
if (isFlying(bot) || isFlying(master))
allowPath = false;
mm.Clear(); mm.Clear();
if (!backwards) if (!backwards)
{ {
mm.MovePoint(0, x, y, z, FORCED_MOVEMENT_NONE, 0.0f, 0.0f, generatePath); mm.MovePoint(0, x, y, z, FORCED_MOVEMENT_NONE, 0.0f, 0.0f, allowPath);
} }
else else
{ {
mm.MovePointBackwards(0, x, y, z, generatePath); mm.MovePointBackwards(0, x, y, z, allowPath);
} }
float delay = 1000.0f * MoveDelay(distance, backwards); float delay = 1000.0f * MoveDelay(distance, backwards);
if (lessDelay) if (lessDelay)
@@ -1013,18 +1034,49 @@ void MovementAction::UpdateMovementState()
bot->GetMapWaterOrGroundLevel(bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ()) + 1.0f; bot->GetMapWaterOrGroundLevel(bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ()) + 1.0f;
// Keep bot->SendMovementFlagUpdate() withing the if statements to not intefere with bot behavior on ground/(shallow) waters // Keep bot->SendMovementFlagUpdate() withing the if statements to not intefere with bot behavior on ground/(shallow) waters
if (!bot->HasUnitMovementFlag(MOVEMENTFLAG_FLYING) &&
bot->HasAuraType(SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED) && !onGround)
{
bot->AddUnitMovementFlag(MOVEMENTFLAG_FLYING);
bot->SendMovementFlagUpdate();
}
else if (bot->HasUnitMovementFlag(MOVEMENTFLAG_FLYING) && bool hasFlightAura = bot->HasAuraType(SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED) || bot->HasAuraType(SPELL_AURA_FLY);
(!bot->HasAuraType(SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED) || onGround)) if (hasFlightAura)
{ {
bot->RemoveUnitMovementFlag(MOVEMENTFLAG_FLYING); bool changed = false;
bot->SendMovementFlagUpdate(); if (!bot->HasUnitMovementFlag(MOVEMENTFLAG_CAN_FLY))
{
bot->AddUnitMovementFlag(MOVEMENTFLAG_CAN_FLY);
changed = true;
}
if (!bot->HasUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY))
{
bot->AddUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY);
changed = true;
}
if (!bot->HasUnitMovementFlag(MOVEMENTFLAG_FLYING))
{
bot->AddUnitMovementFlag(MOVEMENTFLAG_FLYING);
changed = true;
}
if (changed)
bot->SendMovementFlagUpdate();
}
else if (!hasFlightAura)
{
bool changed = false;
if (bot->HasUnitMovementFlag(MOVEMENTFLAG_FLYING))
{
bot->RemoveUnitMovementFlag(MOVEMENTFLAG_FLYING);
changed = true;
}
if (bot->HasUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY))
{
bot->RemoveUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY);
changed = true;
}
if (bot->HasUnitMovementFlag(MOVEMENTFLAG_CAN_FLY))
{
bot->RemoveUnitMovementFlag(MOVEMENTFLAG_CAN_FLY);
changed = true;
}
if (changed)
bot->SendMovementFlagUpdate();
} }
// See if the bot is currently slowed, rooted, or otherwise unable to move // See if the bot is currently slowed, rooted, or otherwise unable to move
@@ -1122,13 +1174,6 @@ bool MovementAction::Follow(Unit* target, float distance, float angle)
if (!target) if (!target)
return false; return false;
if (!bot->InBattleground() && sServerFacade->IsDistanceLessOrEqualThan(sServerFacade->GetDistance2d(bot, target),
sPlayerbotAIConfig->followDistance))
{
// botAI->TellError("No need to follow");
return false;
}
/* /*
if (!bot->InBattleground() if (!bot->InBattleground()
&& sServerFacade->IsDistanceLessOrEqualThan(sServerFacade->GetDistance2d(bot, target->GetPositionX(), && sServerFacade->IsDistanceLessOrEqualThan(sServerFacade->GetDistance2d(bot, target->GetPositionX(),
@@ -1246,21 +1291,17 @@ bool MovementAction::Follow(Unit* target, float distance, float angle)
return MoveTo(target, sPlayerbotAIConfig->followDistance); return MoveTo(target, sPlayerbotAIConfig->followDistance);
} }
if (sServerFacade->IsDistanceLessOrEqualThan(sServerFacade->GetDistance2d(bot, target),
sPlayerbotAIConfig->followDistance))
{
// botAI->TellError("No need to follow");
return false;
}
if (target->IsFriendlyTo(bot) && bot->IsMounted() && AI_VALUE(GuidVector, "all targets").empty()) if (target->IsFriendlyTo(bot) && bot->IsMounted() && AI_VALUE(GuidVector, "all targets").empty())
distance += angle; distance += angle;
if (!bot->InBattleground() && sServerFacade->IsDistanceLessOrEqualThan(sServerFacade->GetDistance2d(bot, target), // Do not cancel follow if the 2D distance is short but the Z still differs (e.g., master above).
sPlayerbotAIConfig->followDistance)) float dz1 = fabs(bot->GetPositionZ() - target->GetPositionZ());
if (!bot->InBattleground()
&& sServerFacade->IsDistanceLessOrEqualThan(sServerFacade->GetDistance2d(bot, target), sPlayerbotAIConfig->followDistance)
&& dz1 < sPlayerbotAIConfig->contactDistance)
{ {
// botAI->TellError("No need to follow"); // botAI->TellError("No need to follow");
return false; return false; // truly in range (2D and Z) => no need to move
} }
bot->HandleEmoteCommand(0); bot->HandleEmoteCommand(0);