mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
Merge pull request #479 from fuzzdeveloper/self-bot-and-crash-fixes
Self bot and crash fixes
This commit is contained in:
@@ -578,18 +578,10 @@ void RandomPlayerbotMgr::CheckBgQueue()
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if (!BgCheckTimer)
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BgCheckTimer = time(nullptr);
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uint32 count = 0;
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uint32 visual_count = 0;
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uint32 check_time = count > 0 ? 120 : 30;
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if (time(nullptr) < (BgCheckTimer + check_time))
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{
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if (time(nullptr) < BgCheckTimer + 30)
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return;
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}
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else
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{
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BgCheckTimer = time(nullptr);
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}
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BgCheckTimer = time(nullptr);
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LOG_INFO("playerbots", "Checking BG Queue...");
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@@ -600,7 +592,8 @@ void RandomPlayerbotMgr::CheckBgQueue()
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if (!player->InBattlegroundQueue())
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continue;
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if (player->InBattleground() && player->GetBattleground()->GetStatus() == STATUS_WAIT_LEAVE)
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Battleground* bg = player->GetBattleground();
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if (bg && bg->GetStatus() == STATUS_WAIT_LEAVE)
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continue;
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TeamId teamId = player->GetTeamId();
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@@ -611,7 +604,7 @@ void RandomPlayerbotMgr::CheckBgQueue()
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continue;
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BattlegroundTypeId bgTypeId = sBattlegroundMgr->BGTemplateId(queueTypeId);
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Battleground* bg = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId);
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bg = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId);
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uint32 mapId = bg->GetMapId();
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PvPDifficultyEntry const* pvpDiff = GetBattlegroundBracketByLevel(mapId, player->GetLevel());
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if (!pvpDiff)
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@@ -690,7 +683,8 @@ void RandomPlayerbotMgr::CheckBgQueue()
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if (!IsRandomBot(bot))
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continue;
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if (bot->InBattleground() && bot->GetBattleground()->GetStatus() == STATUS_WAIT_LEAVE)
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Battleground* bg = bot->GetBattleground();
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if (bg && bg->GetStatus() == STATUS_WAIT_LEAVE)
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continue;
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TeamId teamId = bot->GetTeamId();
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@@ -702,7 +696,7 @@ void RandomPlayerbotMgr::CheckBgQueue()
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continue;
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BattlegroundTypeId bgTypeId = sBattlegroundMgr->BGTemplateId(queueTypeId);
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Battleground* bg = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId);
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bg = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId);
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uint32 mapId = bg->GetMapId();
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PvPDifficultyEntry const* pvpDiff = GetBattlegroundBracketByLevel(mapId, bot->GetLevel());
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if (!pvpDiff)
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@@ -674,6 +674,10 @@ bool BGLeaveAction::Execute(Event event)
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// botAI->ChangeStrategy("-bg", BOT_STATE_NON_COMBAT);
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if (BGStatusAction::LeaveBG(botAI))
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return true;
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// leave queue if not in BG
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BattlegroundQueueTypeId queueTypeId = bot->GetBattlegroundQueueTypeId(0);
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BattlegroundTypeId _bgTypeId = BattlegroundMgr::BGTemplateId(queueTypeId);
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uint8 type = false;
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@@ -689,27 +693,6 @@ bool BGLeaveAction::Execute(Event event)
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type = arenaType;
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}
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if (bot->InBattleground())
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{
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LOG_INFO("playerbots", "Bot {} {}:{} <{}> leaves {}", bot->GetGUID().ToString().c_str(),
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bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(), bot->GetName(),
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isArena ? "Arena" : "BG");
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WorldPacket leave(CMSG_LEAVE_BATTLEFIELD);
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leave << uint8(0) << uint8(0) << uint32(0) << uint16(0);
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bot->GetSession()->HandleBattlefieldLeaveOpcode(leave);
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if (IsRandomBot)
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botAI->SetMaster(nullptr);
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botAI->ResetStrategies(!IsRandomBot);
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botAI->GetAiObjectContext()->GetValue<uint32>("bg type")->Set(0);
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botAI->GetAiObjectContext()->GetValue<uint32>("bg role")->Set(0);
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botAI->GetAiObjectContext()->GetValue<uint32>("arena type")->Set(0);
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return true;
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}
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uint32 queueType = AI_VALUE(uint32, "bg type");
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if (!queueType)
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return false;
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@@ -733,6 +716,54 @@ bool BGLeaveAction::Execute(Event event)
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return true;
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}
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bool BGStatusAction::LeaveBG(PlayerbotAI* botAI)
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{
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Player* bot = botAI->GetBot();
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Battleground* bg = bot->GetBattleground();
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if (!bg)
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return false;
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bool isArena = bg->isArena();
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bool isRandomBot = sRandomPlayerbotMgr->IsRandomBot(bot);
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if (isRandomBot)
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botAI->SetMaster(nullptr);
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botAI->ChangeStrategy("-warsong", BOT_STATE_COMBAT);
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botAI->ChangeStrategy("-warsong", BOT_STATE_NON_COMBAT);
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botAI->ChangeStrategy("-arathi", BOT_STATE_COMBAT);
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botAI->ChangeStrategy("-arathi", BOT_STATE_NON_COMBAT);
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botAI->ChangeStrategy("-eye", BOT_STATE_COMBAT);
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botAI->ChangeStrategy("-eye", BOT_STATE_NON_COMBAT);
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botAI->ChangeStrategy("-isle", BOT_STATE_COMBAT);
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botAI->ChangeStrategy("-isle", BOT_STATE_NON_COMBAT);
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botAI->ChangeStrategy("-Battleground", BOT_STATE_COMBAT);
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botAI->ChangeStrategy("-Battleground", BOT_STATE_NON_COMBAT);
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botAI->ChangeStrategy("-arena", BOT_STATE_COMBAT);
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botAI->ChangeStrategy("-arena", BOT_STATE_NON_COMBAT);
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LOG_INFO("playerbots", "Bot {} {}:{} <{}> leaves {}", bot->GetGUID().ToString().c_str(),
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bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(), bot->GetName(),
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isArena ? "Arena" : "BG");
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WorldPacket packet(CMSG_LEAVE_BATTLEFIELD);
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packet << uint8(0);
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packet << uint8(0); // BattlegroundTypeId-1 ?
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packet << uint32(0);
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packet << uint16(0);
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bot->GetSession()->HandleBattlefieldLeaveOpcode(packet);
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botAI->ResetStrategies(!isRandomBot);
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botAI->GetAiObjectContext()->GetValue<uint32>("bg type")->Set(0);
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botAI->GetAiObjectContext()->GetValue<uint32>("bg role")->Set(0);
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botAI->GetAiObjectContext()->GetValue<uint32>("arena type")->Set(0);
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PositionMap& posMap = botAI->GetAiObjectContext()->GetValue<PositionMap&>("position")->Get();
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PositionInfo pos = botAI->GetAiObjectContext()->GetValue<PositionMap&>("position")->Get()["bg objective"];
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pos.Reset();
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posMap["bg objective"] = pos;
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return true;
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}
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bool BGStatusAction::isUseful() { return bot->InBattlegroundQueue(); }
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bool BGStatusAction::Execute(Event event)
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@@ -860,47 +891,12 @@ bool BGStatusAction::Execute(Event event)
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if (Time1 == TIME_TO_AUTOREMOVE) // Battleground is over, bot needs to leave
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{
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LOG_INFO("playerbots", "Bot {} <{}> ({} {}): Received BG status TIME_REMOVE for {} {}",
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LOG_INFO("playerbots", "Bot {} <{}> ({} {}): Received BG status TIME_TO_AUTOREMOVE for {} {}",
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bot->GetGUID().ToString().c_str(), bot->GetName(), bot->GetLevel(),
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bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", isArena ? "Arena" : "BG", _bgType);
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// remove warsong strategy
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if (IsRandomBot)
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botAI->SetMaster(nullptr);
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botAI->ChangeStrategy("-warsong", BOT_STATE_COMBAT);
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botAI->ChangeStrategy("-warsong", BOT_STATE_NON_COMBAT);
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botAI->ChangeStrategy("-arathi", BOT_STATE_COMBAT);
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botAI->ChangeStrategy("-arathi", BOT_STATE_NON_COMBAT);
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botAI->ChangeStrategy("-eye", BOT_STATE_COMBAT);
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botAI->ChangeStrategy("-eye", BOT_STATE_NON_COMBAT);
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botAI->ChangeStrategy("-isle", BOT_STATE_COMBAT);
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botAI->ChangeStrategy("-isle", BOT_STATE_NON_COMBAT);
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botAI->ChangeStrategy("-Battleground", BOT_STATE_COMBAT);
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botAI->ChangeStrategy("-Battleground", BOT_STATE_NON_COMBAT);
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botAI->ChangeStrategy("-arena", BOT_STATE_COMBAT);
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botAI->ChangeStrategy("-arena", BOT_STATE_NON_COMBAT);
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LOG_INFO("playerbots", "Bot {} {}:{} <{}> leaves {} - {}", bot->GetGUID().ToString().c_str(),
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bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(), bot->GetName(),
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isArena ? "Arena" : "BG", _bgType);
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WorldPacket packet(CMSG_LEAVE_BATTLEFIELD);
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packet << uint8(0);
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packet << uint8(0); // BattlegroundTypeId-1 ?
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packet << uint32(0);
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packet << uint16(0);
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bot->GetSession()->HandleBattlefieldLeaveOpcode(packet);
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botAI->ResetStrategies(!IsRandomBot);
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botAI->GetAiObjectContext()->GetValue<uint32>("bg type")->Set(0);
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botAI->GetAiObjectContext()->GetValue<uint32>("bg role")->Set(0);
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botAI->GetAiObjectContext()->GetValue<uint32>("arena type")->Set(0);
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PositionMap& posMap = context->GetValue<PositionMap&>("position")->Get();
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PositionInfo pos = context->GetValue<PositionMap&>("position")->Get()["bg objective"];
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pos.Reset();
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posMap["bg objective"] = pos;
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if (LeaveBG(botAI))
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return true;
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}
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if (statusid == STATUS_WAIT_QUEUE) // bot is in queue
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@@ -57,6 +57,7 @@ public:
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bool Execute(Event event) override;
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bool isUseful() override;
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static bool LeaveBG(PlayerbotAI* botAI);
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};
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class BGStatusCheckAction : public Action
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@@ -4,6 +4,7 @@
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*/
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#include "BattleGroundTactics.h"
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#include "BattleGroundJoinAction.h"
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#include "ArenaTeam.h"
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#include "ArenaTeamMgr.h"
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@@ -2167,7 +2168,7 @@ bool BGTactics::Execute(Event event)
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}
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if (bg->GetStatus() == STATUS_WAIT_LEAVE)
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return false;
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return BGStatusAction::LeaveBG(botAI);
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if (bg->isArena())
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{
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@@ -4088,13 +4089,17 @@ bool BGTactics::atFlag(std::vector<BattleBotPath*> const& vPaths, std::vector<ui
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{
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for (auto& guid : closePlayers)
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{
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Unit* pFriend = botAI->GetUnit(guid);
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if (pFriend->GetCurrentSpell(CURRENT_GENERIC_SPELL) &&
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pFriend->GetCurrentSpell(CURRENT_GENERIC_SPELL)->m_spellInfo->Id == SPELL_CAPTURE_BANNER)
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if (Unit* pFriend = botAI->GetUnit(guid))
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{
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resetObjective();
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startNewPathBegin(vPaths);
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return false;
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if (Spell* spell = pFriend->GetCurrentSpell(CURRENT_GENERIC_SPELL))
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{
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if (spell->m_spellInfo->Id == SPELL_CAPTURE_BANNER)
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{
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resetObjective();
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startNewPathBegin(vPaths);
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return false;
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}
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}
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}
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}
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}
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@@ -4537,20 +4542,22 @@ bool ArenaTactics::Execute(Event event)
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return false;
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}
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if (bot->GetBattleground()->GetStatus() != STATUS_IN_PROGRESS)
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Battleground* bg = bot->GetBattleground();
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if (!bg)
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return false;
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if (bg->GetStatus() == STATUS_WAIT_LEAVE)
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return BGStatusAction::LeaveBG(botAI);
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if (bg->GetStatus() != STATUS_IN_PROGRESS)
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return false;
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if (bot->isDead())
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{
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return false;
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}
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if (bot->isMoving())
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return false;
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Battleground* bg = bot->GetBattleground();
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if (!bg)
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return false;
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// startup phase
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if (bg->GetStartDelayTime() > 0)
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@@ -129,11 +129,14 @@ bool CheckMountStateAction::isUseful()
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if (bot->isDead())
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return false;
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bool isOutdoor = bot->IsOutdoors();
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if (!isOutdoor)
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if (bot->HasUnitState(UNIT_STATE_IN_FLIGHT))
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return false;
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if (bot->HasUnitState(UNIT_STATE_IN_FLIGHT))
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// checks both outdoors flag, and whether bot is clipping below floor slightly
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// because that will cause bot to falsely indicate outdoors state and try
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// mount indoors (seems to mostly be an issue in tunnels of WSG and AV)
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if (!bot->IsOutdoors() || bot->GetPositionZ() < bot->GetMapWaterOrGroundLevel(
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bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ()))
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return false;
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if (bot->InArena())
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@@ -125,7 +125,7 @@ bool AutoReleaseSpiritAction::Execute(Event event)
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mm.Clear();
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mm.MovePoint(bot->GetMapId(), unit->GetPositionX(), unit->GetPositionY(), unit->GetPositionZ(), true);
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}
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else
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else if (!botAI->IsRealPlayer()) // below doesnt work properly on realplayer, but its also not needed
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{
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bg_gossip_time = time(NULL);
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WorldPacket packet(CMSG_GOSSIP_HELLO);
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@@ -133,7 +133,7 @@ bool AutoReleaseSpiritAction::Execute(Event event)
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bot->GetSession()->HandleGossipHelloOpcode(packet);
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}
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}
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botAI->SetNextCheckDelay(1000);
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return true;
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}
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