mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
Merge branch 'master' into rewrite-equip-score2
This commit is contained in:
@@ -2562,7 +2562,7 @@ bool PlayerbotAI::CanCastSpell(uint32 spellid, float x, float y, float z, uint8
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if (!itemTarget)
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{
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if (sqrt(bot->GetDistance(x, y, z)) > sPlayerbotAIConfig->sightDistance)
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if (bot->GetDistance(x, y, z) > sPlayerbotAIConfig->sightDistance)
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return false;
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}
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@@ -3092,21 +3092,9 @@ bool PlayerbotAI::CastVehicleSpell(uint32 spellId, Unit* target)
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targets.SetDst(dest);
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targets.SetSpeed(30.0f);
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float distanceToDest = sqrt(vehicleBase->GetPosition().GetExactDist(dest));
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float elev = 0.01f;
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if (distanceToDest < 25.0f)
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elev = 0.04f;
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else if (distanceToDest < 55.0f)
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elev = 0.22f;
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else if (distanceToDest < 85.0f)
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elev = 0.42f;
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else if (distanceToDest < 95.0f)
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elev = 0.70f;
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else if (distanceToDest < 110.0f)
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elev = 0.88f;
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else
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elev = 1.0f;
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float dist = vehicleBase->GetPosition().GetExactDist(dest);
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// very much an approximation of the real projectile arc
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float elev = dist >= 110.0f ? 1.0f : pow(((dist + 10.0f) / 120.0f), 2.0f);
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targets.SetElevation(elev);
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}
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@@ -53,6 +53,15 @@ PlayerbotFactory::PlayerbotFactory(Player* bot, uint32 level, uint32 itemQuality
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: level(level), itemQuality(itemQuality), gearScoreLimit(gearScoreLimit), bot(bot)
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{
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botAI = GET_PLAYERBOT_AI(bot);
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if (!this->itemQuality)
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{
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uint32 gs = sPlayerbotAIConfig->randomGearScoreLimit == 0
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? 0
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: PlayerbotFactory::CalcMixedGearScore(sPlayerbotAIConfig->randomGearScoreLimit,
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sPlayerbotAIConfig->randomGearQualityLimit);
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this->itemQuality = sPlayerbotAIConfig->randomGearQualityLimit;
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this->gearScoreLimit = gs;
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}
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}
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void PlayerbotFactory::Init()
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@@ -147,16 +156,6 @@ void PlayerbotFactory::Init()
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void PlayerbotFactory::Prepare()
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{
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if (!itemQuality)
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{
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uint32 gs = sPlayerbotAIConfig->randomGearScoreLimit == 0
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? 0
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: PlayerbotFactory::CalcMixedGearScore(sPlayerbotAIConfig->randomGearScoreLimit,
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sPlayerbotAIConfig->randomGearQualityLimit);
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itemQuality = sPlayerbotAIConfig->randomGearQualityLimit;
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gearScoreLimit = gs;
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}
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if (bot->isDead())
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bot->ResurrectPlayer(1.0f, false);
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@@ -34,7 +34,7 @@ bool ReachAreaTriggerAction::Execute(Event event)
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return true;
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}
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if (bot->GetMapId() != at->map || sqrt(bot->GetDistance(at->x, at->y, at->z)) > sPlayerbotAIConfig->sightDistance)
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if (bot->GetMapId() != at->map)
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{
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botAI->TellError("I won't follow: too far away");
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return true;
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@@ -42,7 +42,7 @@ bool ReachAreaTriggerAction::Execute(Event event)
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bot->GetMotionMaster()->MovePoint(at->map, at->x, at->y, at->z);
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float distance = sqrt(bot->GetDistance(at->x, at->y, at->z));
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float distance = bot->GetDistance(at->x, at->y, at->z);
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float delay = 1000.0f * distance / bot->GetSpeed(MOVE_RUN) + sPlayerbotAIConfig->reactDelay;
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botAI->TellError("Wait for me");
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botAI->SetNextCheckDelay(delay);
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File diff suppressed because it is too large
Load Diff
@@ -294,7 +294,7 @@ bool ChooseRpgTargetAction::isFollowValid(Player* bot, WorldPosition pos)
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if (!botAI->HasStrategy("follow", BOT_STATE_NON_COMBAT))
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return true;
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if (sqrt(bot->GetDistance(master)) > sPlayerbotAIConfig->rpgDistance * 2)
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if (bot->GetDistance(master) > sPlayerbotAIConfig->rpgDistance * 2)
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return false;
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Formation* formation = AI_VALUE(Formation*, "formation");
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@@ -11,11 +11,11 @@
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#include "Playerbots.h"
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#include "PossibleRpgTargetsValue.h"
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#include "ServerFacade.h"
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#include "PvpTriggers.h"
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bool AttackEnemyPlayerAction::isUseful()
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{
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// if carry flag, do not start fight
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if (bot->HasAura(23333) || bot->HasAura(23335) || bot->HasAura(34976))
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if (PlayerHasFlag::IsCapturingFlag(bot))
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return false;
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return !sPlayerbotAIConfig->IsPvpProhibited(bot->GetZoneId(), bot->GetAreaId());
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@@ -25,7 +25,7 @@ bool AttackEnemyFlagCarrierAction::isUseful()
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{
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Unit* target = context->GetValue<Unit*>("enemy flag carrier")->Get();
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return target && sServerFacade->IsDistanceLessOrEqualThan(sServerFacade->GetDistance2d(bot, target), 75.0f) &&
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(bot->HasAura(23333) || bot->HasAura(23335) || bot->HasAura(34976));
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PlayerHasFlag::IsCapturingFlag(bot);
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}
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bool AttackAnythingAction::isUseful()
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@@ -124,8 +124,7 @@ bool AttackAnythingAction::isPossible() { return AttackAction::isPossible() && G
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bool DpsAssistAction::isUseful()
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{
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// if carry flag, do not start fight
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if (bot->HasAura(23333) || bot->HasAura(23335) || bot->HasAura(34976))
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if (PlayerHasFlag::IsCapturingFlag(bot))
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return false;
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return true;
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@@ -66,7 +66,6 @@ void MovementAction::JumpTo(uint32 mapId, float x, float y, float z)
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float botZ = bot->GetPositionZ();
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float speed = bot->GetSpeed(MOVE_RUN);
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MotionMaster& mm = *bot->GetMotionMaster();
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botAI->SetNextCheckDelay(1000);
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mm.Clear();
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mm.MoveJump(x, y, z, speed, speed, 1);
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AI_VALUE(LastMovement&, "last movement").Set(mapId, x, y, z, bot->GetOrientation(), 1000);
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@@ -141,7 +140,7 @@ bool MovementAction::MoveToLOS(WorldObject* target, bool ranged)
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if (botAI->HasStrategy("debug move", BOT_STATE_NON_COMBAT))
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CreateWp(bot, point.x, point.y, point.z, 0.0, 2334);
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float distPoint = sqrt(target->GetDistance(point.x, point.y, point.z));
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float distPoint = target->GetDistance(point.x, point.y, point.z);
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if (distPoint < dist && target->IsWithinLOS(point.x, point.y, point.z + bot->GetCollisionHeight()))
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{
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dist = distPoint;
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@@ -177,6 +176,7 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
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{
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return false;
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}
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// if (bot->Unit::IsFalling()) {
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// bot->Say("I'm falling!, flag:" + std::to_string(bot->m_movementInfo.GetMovementFlags()), LANG_UNIVERSAL);
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// return false;
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@@ -190,7 +190,27 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
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bool generatePath = !bot->IsFlying() && !bot->isSwimming();
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bool disableMoveSplinePath = sPlayerbotAIConfig->disableMoveSplinePath >= 2 ||
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(sPlayerbotAIConfig->disableMoveSplinePath == 1 && bot->InBattleground());
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if (exact_waypoint || disableMoveSplinePath || !generatePath)
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if (Vehicle* vehicle = bot->GetVehicle())
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{
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VehicleSeatEntry const* seat = vehicle->GetSeatForPassenger(bot);
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Unit* vehicleBase = vehicle->GetBase();
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if (!vehicleBase || !seat || !seat->CanControl()) // is passenger and cant move anyway
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return false;
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float distance = vehicleBase->GetExactDist(x, y, z); // use vehicle distance, not bot
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if (distance > sPlayerbotAIConfig->contactDistance)
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{
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MotionMaster& mm = *vehicleBase->GetMotionMaster(); // need to move vehicle, not bot
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mm.Clear();
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mm.MovePoint(mapId, x, y, z, generatePath);
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float delay = 1000.0f * (distance / vehicleBase->GetSpeed(MOVE_RUN)) - sPlayerbotAIConfig->reactDelay;
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delay = std::max(.0f, delay);
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delay = std::min((float)sPlayerbotAIConfig->maxWaitForMove, delay);
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AI_VALUE(LastMovement&, "last movement").Set(mapId, x, y, z, bot->GetOrientation(), delay);
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return true;
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}
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}
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else if (exact_waypoint || disableMoveSplinePath || !generatePath)
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{
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float distance = bot->GetExactDist(x, y, z);
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if (distance > sPlayerbotAIConfig->contactDistance)
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@@ -861,7 +881,10 @@ bool MovementAction::IsMovingAllowed(Unit* target)
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bool MovementAction::IsMovingAllowed(uint32 mapId, float x, float y, float z)
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{
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float distance = sqrt(bot->GetDistance(x, y, z));
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// removed sqrt as means distance limit was effectively 22500 (ReactDistance<63>)
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// leaving it commented incase we find ReactDistance limit causes problems
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// float distance = sqrt(bot->GetDistance(x, y, z));
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float distance = bot->GetDistance(x, y, z);
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if (!bot->InBattleground() && distance > sPlayerbotAIConfig->reactDistance)
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return false;
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@@ -119,7 +119,11 @@ bool AutoReleaseSpiritAction::Execute(Event event)
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}
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if (bot->GetDistance(unit) >= INTERACTION_DISTANCE)
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{
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bot->GetMotionMaster()->MoveChase(unit);
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// bot needs to actually click spirit-healer in BG to get res timer going
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// and in IOC it's not within clicking range when they res in own base
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MotionMaster& mm = *bot->GetMotionMaster();
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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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{
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@@ -5,11 +5,16 @@
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#include "VehicleActions.h"
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#include "BattlegroundIC.h"
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#include "ItemVisitors.h"
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#include "Playerbots.h"
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#include "ServerFacade.h"
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#include "Vehicle.h"
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// TODO methods to enter/exit vehicle should be added to BGTactics or MovementAction (so that we can better control
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// whether bot is in vehicle, eg: get out of vehicle to cap flag, if we're down to final boss, etc),
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// right now they will enter vehicle based only what's available here, then they're stuck in vehicle until they die
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// (LeaveVehicleAction doesnt do much seeing as they, or another bot, will get in immediately after exit)
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bool EnterVehicleAction::Execute(Event event)
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{
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// do not switch vehicles yet
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@@ -21,21 +26,30 @@ bool EnterVehicleAction::Execute(Event event)
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{
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Unit* vehicleBase = botAI->GetUnit(*i);
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if (!vehicleBase)
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return false;
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continue;
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// dont let them get in the cannons as they'll stay forever and do nothing useful
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// dont let them in catapult they cant use them at all
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if (NPC_KEEP_CANNON == vehicleBase->GetEntry() || NPC_CATAPULT == vehicleBase->GetEntry())
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continue;
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if (!vehicleBase->IsFriendlyTo(bot))
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return false;
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continue;
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if (!vehicleBase->GetVehicleKit()->GetAvailableSeatCount())
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return false;
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continue;
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if (fabs(bot->GetPositionZ() - vehicleBase->GetPositionZ()) < 20.0f)
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// this will avoid adding passengers (which dont really do much for the IOC vehicles which is the only place
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// this code is used)
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if (vehicleBase->GetVehicleKit()->IsVehicleInUse())
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continue;
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// if (sServerFacade->GetDistance2d(bot, vehicle) > 100.0f)
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// continue;
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float dist = sServerFacade->GetDistance2d(bot, vehicleBase);
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if (dist > 40.0f)
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continue;
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if (sServerFacade->GetDistance2d(bot, vehicleBase) > 10.0f)
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return MoveTo(vehicleBase, INTERACTION_DISTANCE);
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if (dist > INTERACTION_DISTANCE)
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return MoveTo(vehicleBase);
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bot->EnterVehicle(vehicleBase);
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@@ -99,8 +99,9 @@ void IsleStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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new TriggerNode("in vehicle", NextAction::array(0, new NextAction("incendiary rocket", 70.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("in vehicle", NextAction::array(0, new NextAction("rocket blast", 70.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("in vehicle", NextAction::array(0, new NextAction("blade salvo", 71.0f), nullptr)));
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// this is bugged: it doesn't work, and stops glaive throw working (which is needed to take down gate)
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// triggers.push_back(
|
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// new TriggerNode("in vehicle", NextAction::array(0, new NextAction("blade salvo", 71.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("in vehicle", NextAction::array(0, new NextAction("glaive throw", 70.0f), nullptr)));
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}
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@@ -117,22 +117,53 @@ bool PlayerIsInBattlegroundWithoutFlag::IsActive()
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}
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bool PlayerHasFlag::IsActive()
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{
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return IsCapturingFlag(bot);
|
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}
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|
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bool PlayerHasFlag::IsCapturingFlag(Player* bot)
|
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{
|
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if (bot->InBattleground())
|
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{
|
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if (bot->GetBattlegroundTypeId() == BATTLEGROUND_WS)
|
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{
|
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BattlegroundWS* bg = (BattlegroundWS*)botAI->GetBot()->GetBattleground();
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if (bot->GetGUID() == bg->GetFlagPickerGUID(TEAM_ALLIANCE) ||
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bot->GetGUID() == bg->GetFlagPickerGUID(TEAM_HORDE))
|
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BattlegroundWS* bg = (BattlegroundWS*)bot->GetBattleground();
|
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// bot is horde and has ally flag
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if (bot->GetGUID() == bg->GetFlagPickerGUID(TEAM_ALLIANCE))
|
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{
|
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return true;
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if (bg->GetFlagPickerGUID(TEAM_HORDE)) // enemy has flag too
|
||||
{
|
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if (GameObject* go = bg->GetBGObject(BG_WS_OBJECT_H_FLAG))
|
||||
{
|
||||
// only indicate capturing if signicant distance from own flag
|
||||
// (otherwise allow bot to defend itself)
|
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return bot->GetDistance(go) > 36.0f;
|
||||
}
|
||||
}
|
||||
return true; // enemy doesnt have flag so we can cap immediately
|
||||
}
|
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// bot is ally and has horde flag
|
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if (bot->GetGUID() == bg->GetFlagPickerGUID(TEAM_HORDE))
|
||||
{
|
||||
if (bg->GetFlagPickerGUID(TEAM_ALLIANCE)) // enemy has flag too
|
||||
{
|
||||
if (GameObject* go = bg->GetBGObject(BG_WS_OBJECT_A_FLAG))
|
||||
{
|
||||
// only indicate capturing if signicant distance from own flag
|
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// (otherwise allow bot to defend itself)
|
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return bot->GetDistance(go) > 36.0f;
|
||||
}
|
||||
}
|
||||
return true; // enemy doesnt have flag so we can cap immediately
|
||||
}
|
||||
return false; // bot doesn't have flag
|
||||
}
|
||||
|
||||
if (bot->GetBattlegroundTypeId() == BATTLEGROUND_EY)
|
||||
{
|
||||
BattlegroundEY* bg = (BattlegroundEY*)botAI->GetBot()->GetBattleground();
|
||||
// TODO we should probably add similiar logic as WSG to allow combat
|
||||
// when bot has flag but no bases are available to take it to
|
||||
BattlegroundEY* bg = (BattlegroundEY*)bot->GetBattleground();
|
||||
return bot->GetGUID() == bg->GetFlagPickerGUID();
|
||||
}
|
||||
|
||||
|
||||
@@ -26,12 +26,15 @@ public:
|
||||
bool IsActive() override;
|
||||
};
|
||||
|
||||
// NOTE this trigger is only active when bot is actively returning flag
|
||||
// (not when hiding in base because enemy has flag too)
|
||||
class PlayerHasFlag : public Trigger
|
||||
{
|
||||
public:
|
||||
PlayerHasFlag(PlayerbotAI* botAI) : Trigger(botAI, "player has flag") {}
|
||||
|
||||
bool IsActive() override;
|
||||
static bool IsCapturingFlag(Player* bot);
|
||||
};
|
||||
|
||||
class EnemyFlagCarrierNear : public Trigger
|
||||
|
||||
@@ -7,6 +7,7 @@
|
||||
|
||||
#include "Playerbots.h"
|
||||
#include "ServerFacade.h"
|
||||
#include "Vehicle.h"
|
||||
|
||||
bool NearestEnemyPlayersValue::AcceptUnit(Unit* unit)
|
||||
{
|
||||
@@ -25,7 +26,19 @@ bool NearestEnemyPlayersValue::AcceptUnit(Unit* unit)
|
||||
|
||||
Unit* EnemyPlayerValue::Calculate()
|
||||
{
|
||||
bool inCannon = botAI->IsInVehicle(false, true);
|
||||
bool controllingCannon = false;
|
||||
bool controllingVehicle = false;
|
||||
if (Vehicle* vehicle = bot->GetVehicle())
|
||||
{
|
||||
VehicleSeatEntry const* seat = vehicle->GetSeatForPassenger(bot);
|
||||
if (!seat || !seat->CanControl()) // not in control of vehicle so cant attack anyone
|
||||
return nullptr;
|
||||
VehicleEntry const* vi = vehicle->GetVehicleInfo();
|
||||
if (vi && vi->m_flags & VEHICLE_FLAG_FIXED_POSITION)
|
||||
controllingCannon = true;
|
||||
else
|
||||
controllingVehicle = true;
|
||||
}
|
||||
|
||||
// 1. Check units we are currently in combat with.
|
||||
std::vector<Unit*> targets;
|
||||
@@ -95,12 +108,15 @@ Unit* EnemyPlayerValue::Calculate()
|
||||
}
|
||||
|
||||
// Aggro weak enemies from further away.
|
||||
uint32 const aggroDistance = (inCannon || bot->GetHealth() > pTarget->GetHealth()) ? maxAggroDistance : 20.0f;
|
||||
// If controlling mobile vehicle only agro close enemies (otherwise will never reach objective)
|
||||
uint32 const aggroDistance = controllingVehicle ? 5.0f
|
||||
: (controllingCannon || bot->GetHealth() > pTarget->GetHealth()) ? maxAggroDistance
|
||||
: 20.0f;
|
||||
if (!bot->IsWithinDist(pTarget, aggroDistance))
|
||||
continue;
|
||||
|
||||
if (bot->IsWithinLOSInMap(pTarget) &&
|
||||
(inCannon || (fabs(bot->GetPositionZ() - pTarget->GetPositionZ()) < 30.0f)))
|
||||
(controllingCannon || (fabs(bot->GetPositionZ() - pTarget->GetPositionZ()) < 30.0f)))
|
||||
return pTarget;
|
||||
}
|
||||
|
||||
|
||||
@@ -32,7 +32,7 @@ bool NearestVehiclesValue::AcceptUnit(Unit* unit)
|
||||
if (!unit || !unit->IsVehicle() || !unit->IsAlive())
|
||||
return false;
|
||||
|
||||
Vehicle* veh = unit->GetVehicle();
|
||||
Vehicle* veh = unit->GetVehicleKit();
|
||||
if (!veh || !veh->GetAvailableSeatCount())
|
||||
return false;
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Reference in New Issue
Block a user