Merge branch 'master' into rewrite-equip-score2

This commit is contained in:
Yunfan Li
2024-08-11 23:47:25 +08:00
14 changed files with 622 additions and 547 deletions

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@@ -2562,7 +2562,7 @@ bool PlayerbotAI::CanCastSpell(uint32 spellid, float x, float y, float z, uint8
if (!itemTarget) if (!itemTarget)
{ {
if (sqrt(bot->GetDistance(x, y, z)) > sPlayerbotAIConfig->sightDistance) if (bot->GetDistance(x, y, z) > sPlayerbotAIConfig->sightDistance)
return false; return false;
} }
@@ -3092,21 +3092,9 @@ bool PlayerbotAI::CastVehicleSpell(uint32 spellId, Unit* target)
targets.SetDst(dest); targets.SetDst(dest);
targets.SetSpeed(30.0f); targets.SetSpeed(30.0f);
float distanceToDest = sqrt(vehicleBase->GetPosition().GetExactDist(dest)); float dist = vehicleBase->GetPosition().GetExactDist(dest);
float elev = 0.01f; // very much an approximation of the real projectile arc
if (distanceToDest < 25.0f) float elev = dist >= 110.0f ? 1.0f : pow(((dist + 10.0f) / 120.0f), 2.0f);
elev = 0.04f;
else if (distanceToDest < 55.0f)
elev = 0.22f;
else if (distanceToDest < 85.0f)
elev = 0.42f;
else if (distanceToDest < 95.0f)
elev = 0.70f;
else if (distanceToDest < 110.0f)
elev = 0.88f;
else
elev = 1.0f;
targets.SetElevation(elev); targets.SetElevation(elev);
} }

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@@ -53,6 +53,15 @@ PlayerbotFactory::PlayerbotFactory(Player* bot, uint32 level, uint32 itemQuality
: level(level), itemQuality(itemQuality), gearScoreLimit(gearScoreLimit), bot(bot) : level(level), itemQuality(itemQuality), gearScoreLimit(gearScoreLimit), bot(bot)
{ {
botAI = GET_PLAYERBOT_AI(bot); botAI = GET_PLAYERBOT_AI(bot);
if (!this->itemQuality)
{
uint32 gs = sPlayerbotAIConfig->randomGearScoreLimit == 0
? 0
: PlayerbotFactory::CalcMixedGearScore(sPlayerbotAIConfig->randomGearScoreLimit,
sPlayerbotAIConfig->randomGearQualityLimit);
this->itemQuality = sPlayerbotAIConfig->randomGearQualityLimit;
this->gearScoreLimit = gs;
}
} }
void PlayerbotFactory::Init() void PlayerbotFactory::Init()
@@ -147,16 +156,6 @@ void PlayerbotFactory::Init()
void PlayerbotFactory::Prepare() void PlayerbotFactory::Prepare()
{ {
if (!itemQuality)
{
uint32 gs = sPlayerbotAIConfig->randomGearScoreLimit == 0
? 0
: PlayerbotFactory::CalcMixedGearScore(sPlayerbotAIConfig->randomGearScoreLimit,
sPlayerbotAIConfig->randomGearQualityLimit);
itemQuality = sPlayerbotAIConfig->randomGearQualityLimit;
gearScoreLimit = gs;
}
if (bot->isDead()) if (bot->isDead())
bot->ResurrectPlayer(1.0f, false); bot->ResurrectPlayer(1.0f, false);

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@@ -34,7 +34,7 @@ bool ReachAreaTriggerAction::Execute(Event event)
return true; return true;
} }
if (bot->GetMapId() != at->map || sqrt(bot->GetDistance(at->x, at->y, at->z)) > sPlayerbotAIConfig->sightDistance) if (bot->GetMapId() != at->map)
{ {
botAI->TellError("I won't follow: too far away"); botAI->TellError("I won't follow: too far away");
return true; return true;
@@ -42,7 +42,7 @@ bool ReachAreaTriggerAction::Execute(Event event)
bot->GetMotionMaster()->MovePoint(at->map, at->x, at->y, at->z); bot->GetMotionMaster()->MovePoint(at->map, at->x, at->y, at->z);
float distance = sqrt(bot->GetDistance(at->x, at->y, at->z)); float distance = bot->GetDistance(at->x, at->y, at->z);
float delay = 1000.0f * distance / bot->GetSpeed(MOVE_RUN) + sPlayerbotAIConfig->reactDelay; float delay = 1000.0f * distance / bot->GetSpeed(MOVE_RUN) + sPlayerbotAIConfig->reactDelay;
botAI->TellError("Wait for me"); botAI->TellError("Wait for me");
botAI->SetNextCheckDelay(delay); botAI->SetNextCheckDelay(delay);

File diff suppressed because it is too large Load Diff

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@@ -294,7 +294,7 @@ bool ChooseRpgTargetAction::isFollowValid(Player* bot, WorldPosition pos)
if (!botAI->HasStrategy("follow", BOT_STATE_NON_COMBAT)) if (!botAI->HasStrategy("follow", BOT_STATE_NON_COMBAT))
return true; return true;
if (sqrt(bot->GetDistance(master)) > sPlayerbotAIConfig->rpgDistance * 2) if (bot->GetDistance(master) > sPlayerbotAIConfig->rpgDistance * 2)
return false; return false;
Formation* formation = AI_VALUE(Formation*, "formation"); Formation* formation = AI_VALUE(Formation*, "formation");

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@@ -11,11 +11,11 @@
#include "Playerbots.h" #include "Playerbots.h"
#include "PossibleRpgTargetsValue.h" #include "PossibleRpgTargetsValue.h"
#include "ServerFacade.h" #include "ServerFacade.h"
#include "PvpTriggers.h"
bool AttackEnemyPlayerAction::isUseful() bool AttackEnemyPlayerAction::isUseful()
{ {
// if carry flag, do not start fight if (PlayerHasFlag::IsCapturingFlag(bot))
if (bot->HasAura(23333) || bot->HasAura(23335) || bot->HasAura(34976))
return false; return false;
return !sPlayerbotAIConfig->IsPvpProhibited(bot->GetZoneId(), bot->GetAreaId()); return !sPlayerbotAIConfig->IsPvpProhibited(bot->GetZoneId(), bot->GetAreaId());
@@ -25,7 +25,7 @@ bool AttackEnemyFlagCarrierAction::isUseful()
{ {
Unit* target = context->GetValue<Unit*>("enemy flag carrier")->Get(); Unit* target = context->GetValue<Unit*>("enemy flag carrier")->Get();
return target && sServerFacade->IsDistanceLessOrEqualThan(sServerFacade->GetDistance2d(bot, target), 75.0f) && return target && sServerFacade->IsDistanceLessOrEqualThan(sServerFacade->GetDistance2d(bot, target), 75.0f) &&
(bot->HasAura(23333) || bot->HasAura(23335) || bot->HasAura(34976)); PlayerHasFlag::IsCapturingFlag(bot);
} }
bool AttackAnythingAction::isUseful() bool AttackAnythingAction::isUseful()
@@ -124,8 +124,7 @@ bool AttackAnythingAction::isPossible() { return AttackAction::isPossible() && G
bool DpsAssistAction::isUseful() bool DpsAssistAction::isUseful()
{ {
// if carry flag, do not start fight if (PlayerHasFlag::IsCapturingFlag(bot))
if (bot->HasAura(23333) || bot->HasAura(23335) || bot->HasAura(34976))
return false; return false;
return true; return true;

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@@ -66,7 +66,6 @@ void MovementAction::JumpTo(uint32 mapId, float x, float y, float z)
float botZ = bot->GetPositionZ(); float botZ = bot->GetPositionZ();
float speed = bot->GetSpeed(MOVE_RUN); float speed = bot->GetSpeed(MOVE_RUN);
MotionMaster& mm = *bot->GetMotionMaster(); MotionMaster& mm = *bot->GetMotionMaster();
botAI->SetNextCheckDelay(1000);
mm.Clear(); mm.Clear();
mm.MoveJump(x, y, z, speed, speed, 1); mm.MoveJump(x, y, z, speed, speed, 1);
AI_VALUE(LastMovement&, "last movement").Set(mapId, x, y, z, bot->GetOrientation(), 1000); AI_VALUE(LastMovement&, "last movement").Set(mapId, x, y, z, bot->GetOrientation(), 1000);
@@ -141,7 +140,7 @@ bool MovementAction::MoveToLOS(WorldObject* target, bool ranged)
if (botAI->HasStrategy("debug move", BOT_STATE_NON_COMBAT)) if (botAI->HasStrategy("debug move", BOT_STATE_NON_COMBAT))
CreateWp(bot, point.x, point.y, point.z, 0.0, 2334); CreateWp(bot, point.x, point.y, point.z, 0.0, 2334);
float distPoint = sqrt(target->GetDistance(point.x, point.y, point.z)); float distPoint = target->GetDistance(point.x, point.y, point.z);
if (distPoint < dist && target->IsWithinLOS(point.x, point.y, point.z + bot->GetCollisionHeight())) if (distPoint < dist && target->IsWithinLOS(point.x, point.y, point.z + bot->GetCollisionHeight()))
{ {
dist = distPoint; dist = distPoint;
@@ -177,6 +176,7 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
{ {
return false; return false;
} }
// if (bot->Unit::IsFalling()) { // if (bot->Unit::IsFalling()) {
// bot->Say("I'm falling!, flag:" + std::to_string(bot->m_movementInfo.GetMovementFlags()), LANG_UNIVERSAL); // bot->Say("I'm falling!, flag:" + std::to_string(bot->m_movementInfo.GetMovementFlags()), LANG_UNIVERSAL);
// return false; // return false;
@@ -190,7 +190,27 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
bool generatePath = !bot->IsFlying() && !bot->isSwimming(); bool generatePath = !bot->IsFlying() && !bot->isSwimming();
bool disableMoveSplinePath = sPlayerbotAIConfig->disableMoveSplinePath >= 2 || bool disableMoveSplinePath = sPlayerbotAIConfig->disableMoveSplinePath >= 2 ||
(sPlayerbotAIConfig->disableMoveSplinePath == 1 && bot->InBattleground()); (sPlayerbotAIConfig->disableMoveSplinePath == 1 && bot->InBattleground());
if (exact_waypoint || disableMoveSplinePath || !generatePath) if (Vehicle* vehicle = bot->GetVehicle())
{
VehicleSeatEntry const* seat = vehicle->GetSeatForPassenger(bot);
Unit* vehicleBase = vehicle->GetBase();
if (!vehicleBase || !seat || !seat->CanControl()) // is passenger and cant move anyway
return false;
float distance = vehicleBase->GetExactDist(x, y, z); // use vehicle distance, not bot
if (distance > sPlayerbotAIConfig->contactDistance)
{
MotionMaster& mm = *vehicleBase->GetMotionMaster(); // need to move vehicle, not bot
mm.Clear();
mm.MovePoint(mapId, x, y, z, generatePath);
float delay = 1000.0f * (distance / vehicleBase->GetSpeed(MOVE_RUN)) - sPlayerbotAIConfig->reactDelay;
delay = std::max(.0f, delay);
delay = std::min((float)sPlayerbotAIConfig->maxWaitForMove, delay);
AI_VALUE(LastMovement&, "last movement").Set(mapId, x, y, z, bot->GetOrientation(), delay);
return true;
}
}
else if (exact_waypoint || disableMoveSplinePath || !generatePath)
{ {
float distance = bot->GetExactDist(x, y, z); float distance = bot->GetExactDist(x, y, z);
if (distance > sPlayerbotAIConfig->contactDistance) if (distance > sPlayerbotAIConfig->contactDistance)
@@ -861,7 +881,10 @@ bool MovementAction::IsMovingAllowed(Unit* target)
bool MovementAction::IsMovingAllowed(uint32 mapId, float x, float y, float z) bool MovementAction::IsMovingAllowed(uint32 mapId, float x, float y, float z)
{ {
float distance = sqrt(bot->GetDistance(x, y, z)); // removed sqrt as means distance limit was effectively 22500 (ReactDistance<63>)
// leaving it commented incase we find ReactDistance limit causes problems
// float distance = sqrt(bot->GetDistance(x, y, z));
float distance = bot->GetDistance(x, y, z);
if (!bot->InBattleground() && distance > sPlayerbotAIConfig->reactDistance) if (!bot->InBattleground() && distance > sPlayerbotAIConfig->reactDistance)
return false; return false;

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@@ -119,7 +119,11 @@ bool AutoReleaseSpiritAction::Execute(Event event)
} }
if (bot->GetDistance(unit) >= INTERACTION_DISTANCE) if (bot->GetDistance(unit) >= INTERACTION_DISTANCE)
{ {
bot->GetMotionMaster()->MoveChase(unit); // bot needs to actually click spirit-healer in BG to get res timer going
// and in IOC it's not within clicking range when they res in own base
MotionMaster& mm = *bot->GetMotionMaster();
mm.Clear();
mm.MovePoint(bot->GetMapId(), unit->GetPositionX(), unit->GetPositionY(), unit->GetPositionZ(), true);
} }
else else
{ {

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@@ -5,11 +5,16 @@
#include "VehicleActions.h" #include "VehicleActions.h"
#include "BattlegroundIC.h"
#include "ItemVisitors.h" #include "ItemVisitors.h"
#include "Playerbots.h" #include "Playerbots.h"
#include "ServerFacade.h" #include "ServerFacade.h"
#include "Vehicle.h" #include "Vehicle.h"
// TODO methods to enter/exit vehicle should be added to BGTactics or MovementAction (so that we can better control
// whether bot is in vehicle, eg: get out of vehicle to cap flag, if we're down to final boss, etc),
// right now they will enter vehicle based only what's available here, then they're stuck in vehicle until they die
// (LeaveVehicleAction doesnt do much seeing as they, or another bot, will get in immediately after exit)
bool EnterVehicleAction::Execute(Event event) bool EnterVehicleAction::Execute(Event event)
{ {
// do not switch vehicles yet // do not switch vehicles yet
@@ -21,21 +26,30 @@ bool EnterVehicleAction::Execute(Event event)
{ {
Unit* vehicleBase = botAI->GetUnit(*i); Unit* vehicleBase = botAI->GetUnit(*i);
if (!vehicleBase) if (!vehicleBase)
return false; continue;
// dont let them get in the cannons as they'll stay forever and do nothing useful
// dont let them in catapult they cant use them at all
if (NPC_KEEP_CANNON == vehicleBase->GetEntry() || NPC_CATAPULT == vehicleBase->GetEntry())
continue;
if (!vehicleBase->IsFriendlyTo(bot)) if (!vehicleBase->IsFriendlyTo(bot))
return false; continue;
if (!vehicleBase->GetVehicleKit()->GetAvailableSeatCount()) if (!vehicleBase->GetVehicleKit()->GetAvailableSeatCount())
return false; continue;
if (fabs(bot->GetPositionZ() - vehicleBase->GetPositionZ()) < 20.0f) // this will avoid adding passengers (which dont really do much for the IOC vehicles which is the only place
// this code is used)
if (vehicleBase->GetVehicleKit()->IsVehicleInUse())
continue;
// if (sServerFacade->GetDistance2d(bot, vehicle) > 100.0f) float dist = sServerFacade->GetDistance2d(bot, vehicleBase);
// continue; if (dist > 40.0f)
continue;
if (sServerFacade->GetDistance2d(bot, vehicleBase) > 10.0f) if (dist > INTERACTION_DISTANCE)
return MoveTo(vehicleBase, INTERACTION_DISTANCE); return MoveTo(vehicleBase);
bot->EnterVehicle(vehicleBase); bot->EnterVehicle(vehicleBase);

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@@ -99,8 +99,9 @@ void IsleStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
new TriggerNode("in vehicle", NextAction::array(0, new NextAction("incendiary rocket", 70.0f), nullptr))); new TriggerNode("in vehicle", NextAction::array(0, new NextAction("incendiary rocket", 70.0f), nullptr)));
triggers.push_back( triggers.push_back(
new TriggerNode("in vehicle", NextAction::array(0, new NextAction("rocket blast", 70.0f), nullptr))); new TriggerNode("in vehicle", NextAction::array(0, new NextAction("rocket blast", 70.0f), nullptr)));
triggers.push_back( // this is bugged: it doesn't work, and stops glaive throw working (which is needed to take down gate)
new TriggerNode("in vehicle", NextAction::array(0, new NextAction("blade salvo", 71.0f), nullptr))); // triggers.push_back(
// new TriggerNode("in vehicle", NextAction::array(0, new NextAction("blade salvo", 71.0f), nullptr)));
triggers.push_back( triggers.push_back(
new TriggerNode("in vehicle", NextAction::array(0, new NextAction("glaive throw", 70.0f), nullptr))); new TriggerNode("in vehicle", NextAction::array(0, new NextAction("glaive throw", 70.0f), nullptr)));
} }

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@@ -117,22 +117,53 @@ bool PlayerIsInBattlegroundWithoutFlag::IsActive()
} }
bool PlayerHasFlag::IsActive() bool PlayerHasFlag::IsActive()
{
return IsCapturingFlag(bot);
}
bool PlayerHasFlag::IsCapturingFlag(Player* bot)
{ {
if (bot->InBattleground()) if (bot->InBattleground())
{ {
if (bot->GetBattlegroundTypeId() == BATTLEGROUND_WS) if (bot->GetBattlegroundTypeId() == BATTLEGROUND_WS)
{ {
BattlegroundWS* bg = (BattlegroundWS*)botAI->GetBot()->GetBattleground(); BattlegroundWS* bg = (BattlegroundWS*)bot->GetBattleground();
if (bot->GetGUID() == bg->GetFlagPickerGUID(TEAM_ALLIANCE) || // bot is horde and has ally flag
bot->GetGUID() == bg->GetFlagPickerGUID(TEAM_HORDE)) if (bot->GetGUID() == bg->GetFlagPickerGUID(TEAM_ALLIANCE))
{ {
return true; if (bg->GetFlagPickerGUID(TEAM_HORDE)) // enemy has flag too
{
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)
return bot->GetDistance(go) > 36.0f;
}
}
return true; // enemy doesnt have flag so we can cap immediately
} }
// bot is ally and has horde flag
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
// (otherwise allow bot to defend itself)
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) 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(); return bot->GetGUID() == bg->GetFlagPickerGUID();
} }

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@@ -26,12 +26,15 @@ public:
bool IsActive() override; 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 class PlayerHasFlag : public Trigger
{ {
public: public:
PlayerHasFlag(PlayerbotAI* botAI) : Trigger(botAI, "player has flag") {} PlayerHasFlag(PlayerbotAI* botAI) : Trigger(botAI, "player has flag") {}
bool IsActive() override; bool IsActive() override;
static bool IsCapturingFlag(Player* bot);
}; };
class EnemyFlagCarrierNear : public Trigger class EnemyFlagCarrierNear : public Trigger

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@@ -7,6 +7,7 @@
#include "Playerbots.h" #include "Playerbots.h"
#include "ServerFacade.h" #include "ServerFacade.h"
#include "Vehicle.h"
bool NearestEnemyPlayersValue::AcceptUnit(Unit* unit) bool NearestEnemyPlayersValue::AcceptUnit(Unit* unit)
{ {
@@ -25,7 +26,19 @@ bool NearestEnemyPlayersValue::AcceptUnit(Unit* unit)
Unit* EnemyPlayerValue::Calculate() 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. // 1. Check units we are currently in combat with.
std::vector<Unit*> targets; std::vector<Unit*> targets;
@@ -95,12 +108,15 @@ Unit* EnemyPlayerValue::Calculate()
} }
// Aggro weak enemies from further away. // 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)) if (!bot->IsWithinDist(pTarget, aggroDistance))
continue; continue;
if (bot->IsWithinLOSInMap(pTarget) && if (bot->IsWithinLOSInMap(pTarget) &&
(inCannon || (fabs(bot->GetPositionZ() - pTarget->GetPositionZ()) < 30.0f))) (controllingCannon || (fabs(bot->GetPositionZ() - pTarget->GetPositionZ()) < 30.0f)))
return pTarget; return pTarget;
} }

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@@ -32,7 +32,7 @@ bool NearestVehiclesValue::AcceptUnit(Unit* unit)
if (!unit || !unit->IsVehicle() || !unit->IsAlive()) if (!unit || !unit->IsVehicle() || !unit->IsAlive())
return false; return false;
Vehicle* veh = unit->GetVehicle(); Vehicle* veh = unit->GetVehicleKit();
if (!veh || !veh->GetAvailableSeatCount()) if (!veh || !veh->GetAvailableSeatCount())
return false; return false;