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https://github.com/mod-playerbots/mod-playerbots
synced 2025-12-01 21:12:50 +08:00
[Avoid aoe] Position selection
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@@ -1648,32 +1648,37 @@ bool AvoidAoeAction::AvoidUnitWithDamageAura()
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Position AvoidAoeAction::BestPositionForMelee(Position pos, float radius)
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{
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Unit* currentTarget = AI_VALUE(Unit*, "current target");
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std::vector<float> possibleAngles;
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std::vector<CheckAngle> possibleAngles;
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if (currentTarget) {
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// Normally, move to left or right is the best position
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bool isTanking = (currentTarget->CanFreeMove()) && (currentTarget->GetVictim() == bot);
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float angle = bot->GetAngle(currentTarget);
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float angleLeft = angle + M_PI / 2;
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float angleRight = angle - M_PI / 2;
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possibleAngles.push_back(angleLeft);
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possibleAngles.push_back(angleRight);
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possibleAngles.push_back({angleLeft, false});
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possibleAngles.push_back({angleRight, false});
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possibleAngles.push_back({angle, true});
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if (isTanking) {
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possibleAngles.push_back(angle + M_PI);
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possibleAngles.push_back(angle);
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possibleAngles.push_back(bot->GetAngle(&pos) - M_PI);
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possibleAngles.push_back({angle + M_PI, false});
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possibleAngles.push_back({bot->GetAngle(&pos) - M_PI, false});
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}
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} else {
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float angleTo = bot->GetAngle(&pos) - M_PI;
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possibleAngles.push_back(angleTo);
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possibleAngles.push_back({angleTo, false});
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}
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float farestDis = 0.0f;
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Position bestPos;
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for (float &angle : possibleAngles) {
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for (CheckAngle &checkAngle : possibleAngles) {
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float angle = checkAngle.angle;
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bool strict = checkAngle.strict;
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float fleeDis = sPlayerbotAIConfig->fleeDistance;
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Position fleePos{bot->GetPositionX() + cos(angle) * fleeDis,
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bot->GetPositionY() + sin(angle) * fleeDis,
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bot->GetPositionZ()};
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// todo (Yunfan): check carefully
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if (strict && currentTarget
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&& fleePos.GetExactDist(currentTarget) - currentTarget->GetCombatReach() > sPlayerbotAIConfig->tooCloseDistance) {
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continue;
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}
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if (pos.GetExactDist(fleePos) > farestDis) {
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farestDis = pos.GetExactDist(fleePos);
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bestPos = fleePos;
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@@ -1688,7 +1693,7 @@ Position AvoidAoeAction::BestPositionForMelee(Position pos, float radius)
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Position AvoidAoeAction::BestPositionForRanged(Position pos, float radius)
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{
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Unit* currentTarget = AI_VALUE(Unit*, "current target");
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std::vector<float> possibleAngles;
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std::vector<CheckAngle> possibleAngles;
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float angleToTarget = 0.0f;
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float angleFleeFromCenter = bot->GetAngle(&pos) - M_PI;
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if (currentTarget) {
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@@ -1696,27 +1701,29 @@ Position AvoidAoeAction::BestPositionForRanged(Position pos, float radius)
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angleToTarget = bot->GetAngle(currentTarget);
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float angleLeft = angleToTarget + M_PI / 2;
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float angleRight = angleToTarget - M_PI / 2;
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possibleAngles.push_back(angleLeft);
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possibleAngles.push_back(angleRight);
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possibleAngles.push_back(angleToTarget + M_PI);
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possibleAngles.push_back(angleToTarget);
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possibleAngles.push_back(angleFleeFromCenter);
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possibleAngles.push_back({angleLeft, false});
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possibleAngles.push_back({angleRight, false});
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possibleAngles.push_back({angleToTarget + M_PI, true});
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possibleAngles.push_back({angleToTarget, true});
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possibleAngles.push_back({angleFleeFromCenter, true});
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} else {
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possibleAngles.push_back(angleFleeFromCenter);
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possibleAngles.push_back({angleFleeFromCenter, false});
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}
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float farestDis = 0.0f;
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Position bestPos;
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for (float &angle : possibleAngles) {
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for (CheckAngle &checkAngle : possibleAngles) {
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float angle = checkAngle.angle;
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bool strict = checkAngle.strict;
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float fleeDis = sPlayerbotAIConfig->fleeDistance;
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Position fleePos{bot->GetPositionX() + cos(angle) * fleeDis,
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bot->GetPositionY() + sin(angle) * fleeDis,
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bot->GetPositionZ()};
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if (currentTarget // && (angle == angleToTarget + M_PI || angle == angleFleeFromCenter)
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&& fleePos.GetExactDist(currentTarget) > sPlayerbotAIConfig->spellDistance) {
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if (strict && currentTarget
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&& fleePos.GetExactDist(currentTarget) - currentTarget->GetCombatReach() > sPlayerbotAIConfig->spellDistance) {
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continue;
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}
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if (currentTarget // && (angle == angleToTarget || angle == angleFleeFromCenter)
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&& fleePos.GetExactDist(currentTarget) < (sPlayerbotAIConfig->tooCloseDistance + 5.0f)) {
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if (strict && currentTarget
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&& fleePos.GetExactDist(currentTarget) - currentTarget->GetCombatReach() < (sPlayerbotAIConfig->tooCloseDistance)) {
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continue;
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}
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if (pos.GetExactDist(fleePos) > farestDis) {
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