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https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
default actions
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@@ -132,7 +132,7 @@ bool MovementAction::MoveToLOS(WorldObject* target, bool ranged)
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return false;
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}
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bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle, bool react)
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bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle, bool react, bool normal_only)
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{
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UpdateMovementState();
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if (!IsMovingAllowed(mapId, x, y, z)) {
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@@ -166,7 +166,11 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
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MotionMaster &mm = *bot->GetMotionMaster();
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mm.Clear();
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mm.MovePoint(mapId, x, y, SearchBestGroundZForPath(x, y, z, generatePath), generatePath);
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float modifiedZ = SearchBestGroundZForPath(x, y, z, generatePath, normal_only);
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if (modifiedZ == INVALID_HEIGHT) {
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return false;
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}
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mm.MovePoint(mapId, x, y, modifiedZ, generatePath);
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AI_VALUE(LastMovement&, "last movement").Set(mapId, x, y, z, bot->GetOrientation());
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return true;
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}
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@@ -1257,7 +1261,7 @@ bool MovementAction::MoveAway(Unit* target)
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float dx = bot->GetPositionX() + cos(angle) * sPlayerbotAIConfig->fleeDistance;
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float dy = bot->GetPositionY() + sin(angle) * sPlayerbotAIConfig->fleeDistance;
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float dz = bot->GetPositionZ();
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return MoveTo(target->GetMapId(), dx, dy, dz);
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return MoveTo(target->GetMapId(), dx, dy, dz, false, false, true);
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}
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bool MovementAction::MoveInside(uint32 mapId, float x, float y, float z, float distance)
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@@ -1268,7 +1272,7 @@ bool MovementAction::MoveInside(uint32 mapId, float x, float y, float z, float d
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return MoveNear(mapId, x, y, z, distance);
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}
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float MovementAction::SearchBestGroundZForPath(float x, float y, float z, bool generatePath, float range)
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float MovementAction::SearchBestGroundZForPath(float x, float y, float z, bool generatePath, float range, bool normal_only)
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{
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if (!generatePath) {
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return z;
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@@ -1299,6 +1303,9 @@ float MovementAction::SearchBestGroundZForPath(float x, float y, float z, bool g
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return modified_z;
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}
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}
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if (normal_only) {
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return INVALID_HEIGHT;
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}
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return z;
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}
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