mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
[Avoid aoe] Position selection
This commit is contained in:
@@ -2511,7 +2511,7 @@ void PlayerbotFactory::InitAmmo()
|
||||
|
||||
uint32 entry = sRandomItemMgr->GetAmmo(level, subClass);
|
||||
uint32 count = bot->GetItemCount(entry);
|
||||
uint32 maxCount = 5000;
|
||||
uint32 maxCount = 6000;
|
||||
|
||||
if (count < maxCount / 2)
|
||||
{
|
||||
@@ -3878,10 +3878,9 @@ float PlayerbotFactory::CalculateItemScore(uint32 item_id, Player* bot)
|
||||
score *= 0.1;
|
||||
}
|
||||
// spec with double hand
|
||||
// fury with titan's grip, fury without duel wield, arms, bear, retribution, blood dk
|
||||
// fury without duel wield, arms, bear, retribution, blood dk
|
||||
if (isDoubleHand &&
|
||||
((cls == CLASS_WARRIOR && tab == WARRIOR_TAB_FURY && bot->CanTitanGrip()) ||
|
||||
(cls == CLASS_WARRIOR && tab == WARRIOR_TAB_FURY && !bot->CanDualWield()) ||
|
||||
((cls == CLASS_WARRIOR && tab == WARRIOR_TAB_FURY && !bot->CanDualWield()) ||
|
||||
(cls == CLASS_WARRIOR && tab == WARRIOR_TAB_ARMS) ||
|
||||
(cls == CLASS_DRUID && tab == 1) ||
|
||||
(cls == CLASS_PALADIN && tab == 2) ||
|
||||
@@ -3889,6 +3888,11 @@ float PlayerbotFactory::CalculateItemScore(uint32 item_id, Player* bot)
|
||||
(cls == CLASS_SHAMAN && tab == 1 && !bot->CanDualWield()))) {
|
||||
score *= 10;
|
||||
}
|
||||
// fury with titan's grip
|
||||
if (isDoubleHand && proto->SubClass != ITEM_SUBCLASS_WEAPON_POLEARM &&
|
||||
(cls == CLASS_WARRIOR && tab == WARRIOR_TAB_FURY && bot->CanTitanGrip())) {
|
||||
score *= 0.1;
|
||||
}
|
||||
}
|
||||
if (proto->Class == ITEM_CLASS_WEAPON) {
|
||||
if (cls == CLASS_HUNTER && proto->SubClass == ITEM_SUBCLASS_WEAPON_THROWN) {
|
||||
|
||||
@@ -33,6 +33,7 @@ bool FollowChatShortcutAction::Execute(Event event)
|
||||
botAI->Reset();
|
||||
botAI->ChangeStrategy("+follow,-passive,-grind", BOT_STATE_NON_COMBAT);
|
||||
botAI->ChangeStrategy("-follow,-passive,-grind", BOT_STATE_COMBAT);
|
||||
botAI->GetAiObjectContext()->GetValue<GuidVector>("prioritized targets")->Set({});
|
||||
|
||||
PositionMap& posMap = context->GetValue<PositionMap&>("position")->Get();
|
||||
PositionInfo pos = posMap["return"];
|
||||
|
||||
@@ -1648,32 +1648,37 @@ bool AvoidAoeAction::AvoidUnitWithDamageAura()
|
||||
Position AvoidAoeAction::BestPositionForMelee(Position pos, float radius)
|
||||
{
|
||||
Unit* currentTarget = AI_VALUE(Unit*, "current target");
|
||||
std::vector<float> possibleAngles;
|
||||
std::vector<CheckAngle> possibleAngles;
|
||||
if (currentTarget) {
|
||||
// Normally, move to left or right is the best position
|
||||
bool isTanking = (currentTarget->CanFreeMove()) && (currentTarget->GetVictim() == bot);
|
||||
float angle = bot->GetAngle(currentTarget);
|
||||
float angleLeft = angle + M_PI / 2;
|
||||
float angleRight = angle - M_PI / 2;
|
||||
possibleAngles.push_back(angleLeft);
|
||||
possibleAngles.push_back(angleRight);
|
||||
possibleAngles.push_back({angleLeft, false});
|
||||
possibleAngles.push_back({angleRight, false});
|
||||
possibleAngles.push_back({angle, true});
|
||||
if (isTanking) {
|
||||
possibleAngles.push_back(angle + M_PI);
|
||||
possibleAngles.push_back(angle);
|
||||
possibleAngles.push_back(bot->GetAngle(&pos) - M_PI);
|
||||
possibleAngles.push_back({angle + M_PI, false});
|
||||
possibleAngles.push_back({bot->GetAngle(&pos) - M_PI, false});
|
||||
}
|
||||
} else {
|
||||
float angleTo = bot->GetAngle(&pos) - M_PI;
|
||||
possibleAngles.push_back(angleTo);
|
||||
possibleAngles.push_back({angleTo, false});
|
||||
}
|
||||
float farestDis = 0.0f;
|
||||
Position bestPos;
|
||||
for (float &angle : possibleAngles) {
|
||||
for (CheckAngle &checkAngle : possibleAngles) {
|
||||
float angle = checkAngle.angle;
|
||||
bool strict = checkAngle.strict;
|
||||
float fleeDis = sPlayerbotAIConfig->fleeDistance;
|
||||
Position fleePos{bot->GetPositionX() + cos(angle) * fleeDis,
|
||||
bot->GetPositionY() + sin(angle) * fleeDis,
|
||||
bot->GetPositionZ()};
|
||||
// todo (Yunfan): check carefully
|
||||
if (strict && currentTarget
|
||||
&& fleePos.GetExactDist(currentTarget) - currentTarget->GetCombatReach() > sPlayerbotAIConfig->tooCloseDistance) {
|
||||
continue;
|
||||
}
|
||||
if (pos.GetExactDist(fleePos) > farestDis) {
|
||||
farestDis = pos.GetExactDist(fleePos);
|
||||
bestPos = fleePos;
|
||||
@@ -1688,7 +1693,7 @@ Position AvoidAoeAction::BestPositionForMelee(Position pos, float radius)
|
||||
Position AvoidAoeAction::BestPositionForRanged(Position pos, float radius)
|
||||
{
|
||||
Unit* currentTarget = AI_VALUE(Unit*, "current target");
|
||||
std::vector<float> possibleAngles;
|
||||
std::vector<CheckAngle> possibleAngles;
|
||||
float angleToTarget = 0.0f;
|
||||
float angleFleeFromCenter = bot->GetAngle(&pos) - M_PI;
|
||||
if (currentTarget) {
|
||||
@@ -1696,27 +1701,29 @@ Position AvoidAoeAction::BestPositionForRanged(Position pos, float radius)
|
||||
angleToTarget = bot->GetAngle(currentTarget);
|
||||
float angleLeft = angleToTarget + M_PI / 2;
|
||||
float angleRight = angleToTarget - M_PI / 2;
|
||||
possibleAngles.push_back(angleLeft);
|
||||
possibleAngles.push_back(angleRight);
|
||||
possibleAngles.push_back(angleToTarget + M_PI);
|
||||
possibleAngles.push_back(angleToTarget);
|
||||
possibleAngles.push_back(angleFleeFromCenter);
|
||||
possibleAngles.push_back({angleLeft, false});
|
||||
possibleAngles.push_back({angleRight, false});
|
||||
possibleAngles.push_back({angleToTarget + M_PI, true});
|
||||
possibleAngles.push_back({angleToTarget, true});
|
||||
possibleAngles.push_back({angleFleeFromCenter, true});
|
||||
} else {
|
||||
possibleAngles.push_back(angleFleeFromCenter);
|
||||
possibleAngles.push_back({angleFleeFromCenter, false});
|
||||
}
|
||||
float farestDis = 0.0f;
|
||||
Position bestPos;
|
||||
for (float &angle : possibleAngles) {
|
||||
for (CheckAngle &checkAngle : possibleAngles) {
|
||||
float angle = checkAngle.angle;
|
||||
bool strict = checkAngle.strict;
|
||||
float fleeDis = sPlayerbotAIConfig->fleeDistance;
|
||||
Position fleePos{bot->GetPositionX() + cos(angle) * fleeDis,
|
||||
bot->GetPositionY() + sin(angle) * fleeDis,
|
||||
bot->GetPositionZ()};
|
||||
if (currentTarget // && (angle == angleToTarget + M_PI || angle == angleFleeFromCenter)
|
||||
&& fleePos.GetExactDist(currentTarget) > sPlayerbotAIConfig->spellDistance) {
|
||||
if (strict && currentTarget
|
||||
&& fleePos.GetExactDist(currentTarget) - currentTarget->GetCombatReach() > sPlayerbotAIConfig->spellDistance) {
|
||||
continue;
|
||||
}
|
||||
if (currentTarget // && (angle == angleToTarget || angle == angleFleeFromCenter)
|
||||
&& fleePos.GetExactDist(currentTarget) < (sPlayerbotAIConfig->tooCloseDistance + 5.0f)) {
|
||||
if (strict && currentTarget
|
||||
&& fleePos.GetExactDist(currentTarget) - currentTarget->GetCombatReach() < (sPlayerbotAIConfig->tooCloseDistance)) {
|
||||
continue;
|
||||
}
|
||||
if (pos.GetExactDist(fleePos) > farestDis) {
|
||||
|
||||
@@ -82,6 +82,10 @@ class AvoidAoeAction : public MovementAction
|
||||
Position BestPositionForRanged(Position pos, float radius);
|
||||
bool FleePosition(Position pos, float radius, std::string name);
|
||||
time_t lastTellTimer = 0;
|
||||
struct CheckAngle {
|
||||
float angle;
|
||||
bool strict;
|
||||
};
|
||||
};
|
||||
|
||||
class RunAwayAction : public MovementAction
|
||||
|
||||
@@ -81,8 +81,10 @@ bool SummonAction::Execute(Event event)
|
||||
pet->GetCharmInfo()->IsReturning();
|
||||
}
|
||||
|
||||
if (master->GetSession()->GetSecurity() >= SEC_PLAYER)
|
||||
if (master->GetSession()->GetSecurity() >= SEC_PLAYER) {
|
||||
botAI->GetAiObjectContext()->GetValue<GuidVector>("prioritized targets")->Set({});
|
||||
return Teleport(master, bot);
|
||||
}
|
||||
|
||||
if (SummonUsingGos(master, bot) || SummonUsingNpcs(master, bot))
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user