mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
Merge branch 'master' of github.com:liyunfan1223/mod-playerbots
This commit is contained in:
35
.github/ISSUE_TEMPLATE/bug_report.md
vendored
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35
.github/ISSUE_TEMPLATE/bug_report.md
vendored
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@@ -0,0 +1,35 @@
|
||||
---
|
||||
name: Bug report
|
||||
about: Create a report to help us improve
|
||||
title: ''
|
||||
labels: ''
|
||||
assignees: liyunfan1223
|
||||
|
||||
---
|
||||
|
||||
**Describe the bug**
|
||||
A clear and concise description of what the bug is.
|
||||
|
||||
**Commit hash**
|
||||
The hash of the current commit.
|
||||
|
||||
**To Reproduce**
|
||||
Steps to reproduce the behavior:
|
||||
1. Go to '...'
|
||||
2. Click on '....'
|
||||
3. Scroll down to '....'
|
||||
4. See error
|
||||
|
||||
**Expected behavior**
|
||||
A clear and concise description of what you expected to happen.
|
||||
|
||||
**Screenshots**
|
||||
If applicable, add screenshots to help explain your problem.
|
||||
|
||||
**Desktop (please complete the following information):**
|
||||
- OS: [e.g. iOS]
|
||||
- Browser [e.g. chrome, safari]
|
||||
- Version [e.g. 22]
|
||||
|
||||
**Additional context**
|
||||
Add any other context about the problem here.
|
||||
20
.github/ISSUE_TEMPLATE/feature_request.md
vendored
Normal file
20
.github/ISSUE_TEMPLATE/feature_request.md
vendored
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@@ -0,0 +1,20 @@
|
||||
---
|
||||
name: Feature request
|
||||
about: Suggest an idea for this project
|
||||
title: ''
|
||||
labels: ''
|
||||
assignees: ''
|
||||
|
||||
---
|
||||
|
||||
**Is your feature request related to a problem? Please describe.**
|
||||
A clear and concise description of what the problem is. Ex. I'm always frustrated when [...]
|
||||
|
||||
**Describe the solution you'd like**
|
||||
A clear and concise description of what you want to happen.
|
||||
|
||||
**Describe alternatives you've considered**
|
||||
A clear and concise description of any alternative solutions or features you've considered.
|
||||
|
||||
**Additional context**
|
||||
Add any other context or screenshots about the feature request here.
|
||||
12
README.md
12
README.md
@@ -49,6 +49,18 @@ It's essential to note that there is still a significant amount of work to be do
|
||||
|
||||
For enhanced control over the bots and to simplify command usage, you can also make use of our addon: [Unbot Addon](https://github.com/liyunfan1223/unbot-addon). Currently, this addon offers better support only for Simplified Chinese client.
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|
||||
## Frequently Asked Questions
|
||||
|
||||
**Why won't my bot cast spells?**
|
||||
|
||||
- Ensure the presence of the required English DBC file (enUS).
|
||||
|
||||
**Compilation failed on Windows?**
|
||||
|
||||
- Developed primarily on Linux, I may miss cross-platform compilation issues. Feel free to report them.
|
||||
|
||||
- Future plans include implementing an auto build workflow to prevent such issues.
|
||||
|
||||
## Acknowledgements
|
||||
|
||||
The code for this module is ported from [ZhengPeiRu21/mod-playerbots](https://github.com/ZhengPeiRu21/mod-playerbots) and [celguar/mangosbot-bots](https://github.com/celguar/mangosbot-bots). We extend our gratitude to @ZhengPeiRu21 and @celguar for the continued efforts in maintaining the module.
|
||||
|
||||
@@ -44,6 +44,13 @@ AiPlayerbot.MaxRandomBots = 50
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AiPlayerbot.RandomBotMinLevel = 1
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AiPlayerbot.RandomBotMaxLevel = 80
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# Enable/Disable rotation of bots (randomly select a bot from the bots pool to go online and rotate them periodically)
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# default: 0 (disable, the online bots are fixed)
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AiPlayerbot.EnableRotation = 0
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|
||||
# Bots pool size for rotation (should be less than RandomBotAccountCount * 10)
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AiPlayerbot.RotationPoolSize = 500
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# Accounts to create for random bots
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AiPlayerbot.RandomBotAccountPrefix = "rndbot"
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AiPlayerbot.RandomBotAccountCount = 200
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@@ -251,7 +258,7 @@ AiPlayerbot.LootDelay = 1000
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||||
|
||||
# Distances
|
||||
AiPlayerbot.FarDistance = 20.0
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||||
AiPlayerbot.SightDistance = 100.0
|
||||
AiPlayerbot.SightDistance = 75.0
|
||||
AiPlayerbot.SpellDistance = 28.5
|
||||
AiPlayerbot.ShootDistance = 5.0
|
||||
AiPlayerbot.ReactDistance = 150.0
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||||
@@ -338,7 +345,7 @@ AiPlayerbot.RandomBotUpdateInterval = 20
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||||
AiPlayerbot.RandomBotCountChangeMinInterval = 1800
|
||||
AiPlayerbot.RandomBotCountChangeMaxInterval = 7200
|
||||
AiPlayerbot.MinRandomBotInWorldTime = 3600
|
||||
AiPlayerbot.MaxRandomBotInWorldTime = 1209600
|
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AiPlayerbot.MaxRandomBotInWorldTime = 43200
|
||||
AiPlayerbot.MinRandomBotRandomizeTime = 302400
|
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AiPlayerbot.MaxRandomRandomizeTime = 1209600
|
||||
AiPlayerbot.RandomBotsPerInterval = 500
|
||||
@@ -350,6 +357,7 @@ AiPlayerbot.MinRandomBotReviveTime = 60
|
||||
AiPlayerbot.MaxRandomBotReviveTime = 300
|
||||
AiPlayerbot.MinRandomBotTeleportInterval = 3600
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||||
AiPlayerbot.MaxRandomBotTeleportInterval = 18000
|
||||
AiPlayerbot.RandomBotInWorldWithRotaionDisabled = 31104000
|
||||
|
||||
# How far random bots are teleported after death
|
||||
AiPlayerbot.RandomBotTeleportDistance = 100
|
||||
|
||||
@@ -124,6 +124,7 @@ bool PlayerbotAIConfig::Initialize()
|
||||
maxRandomBotReviveTime = sConfigMgr->GetOption<int32>("AiPlayerbot.MaxRandomBotReviveTime", 5 * MINUTE);
|
||||
minRandomBotTeleportInterval = sConfigMgr->GetOption<int32>("AiPlayerbot.MinRandomBotTeleportInterval", 1 * HOUR);
|
||||
maxRandomBotTeleportInterval = sConfigMgr->GetOption<int32>("AiPlayerbot.MaxRandomBotTeleportInterval", 5 * HOUR);
|
||||
randomBotInWorldWithRotaionDisabled = sConfigMgr->GetOption<int32>("AiPlayerbot.RandomBotInWorldWithRotaionDisabled", 1 * YEAR);
|
||||
randomBotTeleportDistance = sConfigMgr->GetOption<int32>("AiPlayerbot.RandomBotTeleportDistance", 100);
|
||||
randomBotsPerInterval = sConfigMgr->GetOption<int32>("AiPlayerbot.RandomBotsPerInterval", MINUTE);
|
||||
minRandomBotsPriceChangeInterval = sConfigMgr->GetOption<int32>("AiPlayerbot.MinRandomBotsPriceChangeInterval", 2 * HOUR);
|
||||
@@ -328,6 +329,8 @@ bool PlayerbotAIConfig::Initialize()
|
||||
randombotsWalkingRPGInDoors = sConfigMgr->GetOption<bool>("AiPlayerbot.RandombotsWalkingRPG.InDoors", false);
|
||||
minEnchantingBotLevel = sConfigMgr->GetOption<int32>("AiPlayerbot.MinEnchantingBotLevel", 60);
|
||||
randombotStartingLevel = sConfigMgr->GetOption<int32>("AiPlayerbot.RandombotStartingLevel", 5);
|
||||
enableRotation = sConfigMgr->GetOption<bool>("AiPlayerbot.EnableRotation", false);
|
||||
rotationPoolSize = sConfigMgr->GetOption<int32>("AiPlayerbot.RotationPoolSize", 500);
|
||||
gearscorecheck = sConfigMgr->GetOption<bool>("AiPlayerbot.GearScoreCheck", false);
|
||||
randomBotPreQuests = sConfigMgr->GetOption<bool>("AiPlayerbot.PreQuests", true);
|
||||
|
||||
|
||||
@@ -70,6 +70,7 @@ class PlayerbotAIConfig
|
||||
uint32 minRandomBotChangeStrategyTime, maxRandomBotChangeStrategyTime;
|
||||
uint32 minRandomBotReviveTime, maxRandomBotReviveTime;
|
||||
uint32 minRandomBotTeleportInterval, maxRandomBotTeleportInterval;
|
||||
uint32 randomBotInWorldWithRotaionDisabled;
|
||||
uint32 minRandomBotPvpTime, maxRandomBotPvpTime;
|
||||
uint32 randomBotsPerInterval;
|
||||
uint32 minRandomBotsPriceChangeInterval, maxRandomBotsPriceChangeInterval;
|
||||
@@ -108,6 +109,8 @@ class PlayerbotAIConfig
|
||||
bool randombotsWalkingRPGInDoors;
|
||||
uint32 minEnchantingBotLevel;
|
||||
uint32 randombotStartingLevel;
|
||||
bool enableRotation;
|
||||
uint32 rotationPoolSize;
|
||||
bool gearscorecheck;
|
||||
bool randomBotPreQuests;
|
||||
|
||||
|
||||
@@ -541,6 +541,7 @@ void PlayerbotFactory::InitPetTalents()
|
||||
// LOG_INFO("playerbots", "{} init pet talents failed with petTalentType < 0({})", bot->GetName().c_str(), pet_family->petTalentType);
|
||||
return;
|
||||
}
|
||||
pet->resetTalents();
|
||||
std::map<uint32, std::vector<TalentEntry const*> > spells;
|
||||
for (uint32 i = 0; i < sTalentStore.GetNumRows(); ++i)
|
||||
{
|
||||
@@ -798,7 +799,9 @@ void PlayerbotFactory::InitTalentsTree(bool increment/*false*/, bool use_templat
|
||||
{
|
||||
uint32 specNo;
|
||||
uint8 cls = bot->getClass();
|
||||
if (increment && bot->GetFreeTalentPoints() <= 2) {
|
||||
std::map<uint8, uint32> tabs = AiFactory::GetPlayerSpecTabs(bot);
|
||||
uint32 total_tabs = tabs[0] + tabs[1] + tabs[2];
|
||||
if (increment && bot->GetFreeTalentPoints() <= 2 && total_tabs != 0) {
|
||||
specNo = AiFactory::GetPlayerSpecTab(bot);
|
||||
} else {
|
||||
uint32 point = urand(0, 100);
|
||||
|
||||
@@ -287,10 +287,10 @@ void RandomPlayerbotFactory::CreateRandomBots()
|
||||
}
|
||||
|
||||
PlayerbotsDatabase.Execute(PlayerbotsDatabase.GetPreparedStatement(PLAYERBOTS_DEL_RANDOM_BOTS));
|
||||
CharacterDatabase.Execute("UPDATE playerbots_names SET in_use=0 WHERE in_use=1");
|
||||
CharacterDatabase.DirectExecute("UPDATE playerbots_names SET in_use = 0 WHERE in_use = 1");
|
||||
/* TODO(yunfan): we need to sleep here to wait for async account deleted, or the newly account won't be created correctly
|
||||
the better way is turning the async db operation to sync db operation */
|
||||
std::this_thread::sleep_for(100ms * sPlayerbotAIConfig->randomBotAccountCount);
|
||||
std::this_thread::sleep_for(10ms * sPlayerbotAIConfig->randomBotAccountCount);
|
||||
LOG_INFO("playerbots", "Random bot characters deleted.");
|
||||
LOG_INFO("playerbots", "Please reset the AiPlayerbot.DeleteRandomBotAccounts to 0 and restart the server...");
|
||||
World::StopNow(SHUTDOWN_EXIT_CODE);
|
||||
@@ -335,7 +335,7 @@ void RandomPlayerbotFactory::CreateRandomBots()
|
||||
|
||||
if (account_creation) {
|
||||
/* wait for async accounts create to make character create correctly, same as account delete */
|
||||
std::this_thread::sleep_for(100ms * sPlayerbotAIConfig->randomBotAccountCount);
|
||||
std::this_thread::sleep_for(10ms * sPlayerbotAIConfig->randomBotAccountCount);
|
||||
}
|
||||
|
||||
LOG_INFO("playerbots", "Creating random bot characters...");
|
||||
@@ -403,7 +403,7 @@ void RandomPlayerbotFactory::CreateRandomBots()
|
||||
if (bot_creation) {
|
||||
LOG_INFO("playerbots", "Waiting for {} characters loading into database...", totalCharCount);
|
||||
/* wait for characters load into database, or characters will fail to loggin */
|
||||
std::this_thread::sleep_for(15ms * totalCharCount);
|
||||
std::this_thread::sleep_for(10s);
|
||||
}
|
||||
|
||||
for (WorldSession* session : sessionBots)
|
||||
|
||||
@@ -337,6 +337,11 @@ uint32 RandomPlayerbotMgr::AddRandomBots()
|
||||
for (std::vector<uint32>::iterator i = sPlayerbotAIConfig->randomBotAccounts.begin(); i != sPlayerbotAIConfig->randomBotAccounts.end(); i++)
|
||||
{
|
||||
uint32 accountId = *i;
|
||||
if (sPlayerbotAIConfig->enableRotation) {
|
||||
uint32 limit = std::min((uint32)sPlayerbotAIConfig->randomBotAccounts.size(), sPlayerbotAIConfig->rotationPoolSize / 10 + 1);
|
||||
uint32 index = urand(0, limit);
|
||||
accountId = sPlayerbotAIConfig->randomBotAccounts[index];
|
||||
}
|
||||
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARS_BY_ACCOUNT_ID);
|
||||
stmt->SetData(0, accountId);
|
||||
PreparedQueryResult result = CharacterDatabase.Query(stmt);
|
||||
@@ -359,8 +364,12 @@ uint32 RandomPlayerbotMgr::AddRandomBots()
|
||||
|
||||
if (std::find(currentBots.begin(), currentBots.end(), guid) != currentBots.end())
|
||||
continue;
|
||||
|
||||
SetEventValue(guid, "add", 1, urand(sPlayerbotAIConfig->minRandomBotInWorldTime, sPlayerbotAIConfig->maxRandomBotInWorldTime));
|
||||
|
||||
uint32 add_time = sPlayerbotAIConfig->enableRotation ?
|
||||
urand(sPlayerbotAIConfig->minRandomBotInWorldTime, sPlayerbotAIConfig->maxRandomBotInWorldTime) :
|
||||
sPlayerbotAIConfig->randomBotInWorldWithRotaionDisabled;
|
||||
|
||||
SetEventValue(guid, "add", 1, add_time);
|
||||
SetEventValue(guid, "logout", 0, 0);
|
||||
currentBots.push_back(guid);
|
||||
|
||||
@@ -969,8 +978,8 @@ void RandomPlayerbotMgr::Revive(Player* player)
|
||||
SetEventValue(bot, "revive", 0, 0);
|
||||
|
||||
|
||||
RandomTeleportGrindForLevel(player);
|
||||
Refresh(player);
|
||||
RandomTeleportGrindForLevel(player);
|
||||
}
|
||||
|
||||
void RandomPlayerbotMgr::RandomTeleport(Player* bot, std::vector<WorldLocation>& locs, bool hearth)
|
||||
|
||||
@@ -337,7 +337,7 @@ bool AutoSetTalentsAction::Execute(Event event)
|
||||
|
||||
PlayerbotFactory factory(bot, bot->GetLevel());
|
||||
factory.InitTalentsTree(true, true, true);
|
||||
|
||||
factory.InitPetTalents();
|
||||
botAI->TellMaster(out);
|
||||
|
||||
return true;
|
||||
|
||||
@@ -179,7 +179,7 @@ bool QuestAction::AcceptQuest(Quest const* quest, ObjectGuid questGiver)
|
||||
p.rpos(0);
|
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bot->GetSession()->HandleQuestgiverAcceptQuestOpcode(p);
|
||||
|
||||
if (bot->GetQuestStatus(questId) == QUEST_STATUS_NONE && !sPlayerbotAIConfig->syncQuestWithPlayer)
|
||||
if (bot->GetQuestStatus(questId ) == QUEST_STATUS_NONE && sPlayerbotAIConfig->syncQuestWithPlayer)
|
||||
{
|
||||
Object* pObject = ObjectAccessor::GetObjectByTypeMask(*bot, questGiver, TYPEMASK_UNIT | TYPEMASK_GAMEOBJECT | TYPEMASK_ITEM);
|
||||
bot->AddQuest(quest, pObject);
|
||||
@@ -191,6 +191,7 @@ bool QuestAction::AcceptQuest(Quest const* quest, ObjectGuid questGiver)
|
||||
botAI->TellMaster(out);
|
||||
return true;
|
||||
}
|
||||
out << "Cannot accept";
|
||||
}
|
||||
|
||||
out << " " << chat->FormatQuest(quest);
|
||||
|
||||
@@ -13,6 +13,9 @@ bool QuestConfirmAcceptAction::Execute(Event event)
|
||||
if (!quest || !bot->CanAddQuest(quest, true)) {
|
||||
return false;
|
||||
}
|
||||
std::ostringstream out;
|
||||
out << "Quest: " << chat->FormatQuest(quest) << " confirm accept";
|
||||
botAI->TellMaster(out);
|
||||
bot->GetSession()->HandleQuestConfirmAccept(sendPacket);
|
||||
return true;
|
||||
}
|
||||
@@ -16,10 +16,10 @@ class Player;
|
||||
class PlayerbotAI;
|
||||
class WorldObject;
|
||||
|
||||
class QuestConfirmAcceptAction : public QuestAction
|
||||
class QuestConfirmAcceptAction : public Action
|
||||
{
|
||||
public:
|
||||
QuestConfirmAcceptAction(PlayerbotAI* botAI) : QuestAction(botAI, "quest confirm accept") {}
|
||||
QuestConfirmAcceptAction(PlayerbotAI* botAI) : Action(botAI, "quest confirm accept") {}
|
||||
bool Execute(Event event) override;
|
||||
};
|
||||
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
#include "ItemUsageValue.h"
|
||||
#include "Object.h"
|
||||
#include "Playerbots.h"
|
||||
#include "QuestDef.h"
|
||||
#include "WorldPacket.h"
|
||||
|
||||
void TalkToQuestGiverAction::ProcessQuest(Quest const* quest, Object* questGiver)
|
||||
@@ -238,6 +239,7 @@ bool TurnInQueryQuestAction::Execute(Event event)
|
||||
}
|
||||
}
|
||||
std::ostringstream out;
|
||||
out << "Quest ";
|
||||
switch (status)
|
||||
{
|
||||
case QUEST_STATUS_COMPLETE:
|
||||
@@ -252,6 +254,9 @@ bool TurnInQueryQuestAction::Execute(Event event)
|
||||
case QUEST_STATUS_FAILED:
|
||||
out << "|cffff0000Failed|r";
|
||||
break;
|
||||
case QUEST_STATUS_REWARDED:
|
||||
out << "|cffff0000Rewarded|r";
|
||||
break;
|
||||
}
|
||||
|
||||
out << ": " << chat->FormatQuest(quest);
|
||||
|
||||
@@ -24,6 +24,7 @@
|
||||
#include "QuestAction.h"
|
||||
#include "PassLeadershipToMasterAction.h"
|
||||
#include "PetitionSignAction.h"
|
||||
#include "QuestConfirmAcceptAction.h"
|
||||
#include "ReadyCheckAction.h"
|
||||
#include "RememberTaxiAction.h"
|
||||
#include "ReviveFromCorpseAction.h"
|
||||
@@ -36,6 +37,7 @@
|
||||
#include "TradeStatusAction.h"
|
||||
#include "UseMeetingStoneAction.h"
|
||||
#include "NamedObjectContext.h"
|
||||
#include "QuestConfirmAcceptAction.h"
|
||||
|
||||
class PlayerbotAI;
|
||||
|
||||
@@ -92,6 +94,7 @@ class WorldPacketActionContext : public NamedObjectContext<Action>
|
||||
creators["see spell"] = &WorldPacketActionContext::see_spell;
|
||||
creators["arena team accept"] = &WorldPacketActionContext::arena_team_accept;
|
||||
creators["turn in query quest"] = &WorldPacketActionContext::turn_in_query_quest;
|
||||
creators["quest confirm accept"] = &WorldPacketActionContext::quest_confirm_accept;
|
||||
}
|
||||
|
||||
private:
|
||||
@@ -143,6 +146,7 @@ class WorldPacketActionContext : public NamedObjectContext<Action>
|
||||
static Action* see_spell(PlayerbotAI* botAI) { return new SeeSpellAction(botAI); }
|
||||
static Action* arena_team_accept(PlayerbotAI* botAI) { return new ArenaTeamAcceptAction(botAI); }
|
||||
static Action* turn_in_query_quest(PlayerbotAI* botAI) { return new TurnInQueryQuestAction(botAI); }
|
||||
static Action* quest_confirm_accept(PlayerbotAI* botAI) { return new QuestConfirmAcceptAction(botAI); }
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -79,7 +79,6 @@ void GenericHunterStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
CombatStrategy::InitTriggers(triggers);
|
||||
|
||||
// triggers.push_back(new TriggerNode("enemy too close for auto shot", NextAction::array(0, new NextAction("switch to melee", ACTION_HIGH), nullptr)));
|
||||
triggers.push_back(new TriggerNode("enemy is close",
|
||||
NextAction::array(0,
|
||||
new NextAction("wing clip", ACTION_HIGH + 1),
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
|
||||
#include "RangeTriggers.h"
|
||||
#include "MoveSplineInit.h"
|
||||
#include "PlayerbotAIConfig.h"
|
||||
#include "Playerbots.h"
|
||||
#include "ServerFacade.h"
|
||||
|
||||
@@ -16,8 +17,8 @@ bool EnemyTooCloseForSpellTrigger::IsActive()
|
||||
{
|
||||
Unit* target = AI_VALUE(Unit*, "current target");
|
||||
return target && (target->GetVictim() != bot || target->isFrozen() || !target->CanFreeMove()) &&
|
||||
target->GetObjectSize() <= 10.0f &&
|
||||
AI_VALUE2(float, "distance", "current target") <= sPlayerbotAIConfig->tooCloseDistance;
|
||||
target->GetObjectSize() <= 10.0f &&
|
||||
target->IsWithinCombatRange(bot, MIN_MELEE_REACH);
|
||||
// Unit* target = AI_VALUE(Unit*, "current target");
|
||||
// if (!target) {
|
||||
// return false;
|
||||
@@ -79,7 +80,9 @@ bool EnemyTooCloseForAutoShotTrigger::IsActive()
|
||||
bool EnemyTooCloseForShootTrigger::IsActive()
|
||||
{
|
||||
Unit* target = AI_VALUE(Unit*, "current target");
|
||||
return target && (target->GetVictim() != bot || target->isFrozen() || !target->CanFreeMove()) && AI_VALUE2(float, "distance", "current target") <= sPlayerbotAIConfig->shootDistance;
|
||||
// target->IsWithinCombatRange()
|
||||
|
||||
return target && (target->GetVictim() != bot || target->isFrozen() || !target->CanFreeMove()) && target->IsWithinCombatRange(bot, MIN_MELEE_REACH);
|
||||
|
||||
// Unit* target = AI_VALUE(Unit*, "current target");
|
||||
// if (!target)
|
||||
|
||||
Reference in New Issue
Block a user