Fix melee reach target

This commit is contained in:
Yunfan Li
2024-02-09 20:31:34 +08:00
parent 27569f431f
commit 5e39f3c732
6 changed files with 46 additions and 8 deletions

View File

@@ -275,7 +275,7 @@ AiPlayerbot.HealDistance = 38.5
AiPlayerbot.LootDistance = 15.0 AiPlayerbot.LootDistance = 15.0
AiPlayerbot.FleeDistance = 5.0 AiPlayerbot.FleeDistance = 5.0
AiPlayerbot.TooCloseDistance = 5.0 AiPlayerbot.TooCloseDistance = 5.0
AiPlayerbot.MeleeDistance = 0.01 AiPlayerbot.MeleeDistance = 0.75
AiPlayerbot.FollowDistance = 1.5 AiPlayerbot.FollowDistance = 1.5
AiPlayerbot.WhisperDistance = 6000.0 AiPlayerbot.WhisperDistance = 6000.0
AiPlayerbot.ContactDistance = 0.45 AiPlayerbot.ContactDistance = 0.45

View File

@@ -149,7 +149,7 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
// if (bot->Unit::IsFalling()) { // if (bot->Unit::IsFalling()) {
// bot->Say("I'm falling", LANG_UNIVERSAL); // bot->Say("I'm falling", LANG_UNIVERSAL);
// } // }
float distance = bot->GetDistance(x, y, z); float distance = bot->GetExactDist(x, y, z);
if (distance > sPlayerbotAIConfig->contactDistance) if (distance > sPlayerbotAIConfig->contactDistance)
{ {
WaitForReach(distance); WaitForReach(distance);
@@ -671,7 +671,41 @@ bool MovementAction::MoveTo(Unit* target, float distance)
float ty = target->GetPositionY(); float ty = target->GetPositionY();
float tz = target->GetPositionZ(); float tz = target->GetPositionZ();
float distanceToTarget = bot->GetDistance2d(target); float distanceToTarget = bot->GetDistance(target);
float angle = bot->GetAngle(target);
float needToGo = distanceToTarget - distance;
float maxDistance = sPlayerbotAIConfig->spellDistance;
if (needToGo > 0 && needToGo > maxDistance)
needToGo = maxDistance;
else if (needToGo < 0 && needToGo < -maxDistance)
needToGo = -maxDistance;
float dx = cos(angle) * needToGo + bx;
float dy = sin(angle) * needToGo + by;
float dz; // = std::max(bz, tz); // calc accurate z position to avoid stuck
if (distanceToTarget > CONTACT_DISTANCE) {
dz = bz + (tz - bz) * (needToGo / distanceToTarget);
} else {
dz = tz;
}
return MoveTo(target->GetMapId(), dx, dy, dz);
}
bool MovementAction::ReachCombatTo(Unit* target, float distance)
{
if (!IsMovingAllowed(target))
return false;
float bx = bot->GetPositionX();
float by = bot->GetPositionY();
float bz = bot->GetPositionZ();
float tx = target->GetPositionX();
float ty = target->GetPositionY();
float tz = target->GetPositionZ();
float combatDistance = bot->GetCombatReach() + target->GetCombatReach();
float distanceToTarget = bot->GetExactDist(target) - combatDistance;
float angle = bot->GetAngle(target); float angle = bot->GetAngle(target);
float needToGo = distanceToTarget - distance; float needToGo = distanceToTarget - distance;

View File

@@ -29,6 +29,7 @@ class MovementAction : public Action
bool Follow(Unit* target, float distance = sPlayerbotAIConfig->followDistance); bool Follow(Unit* target, float distance = sPlayerbotAIConfig->followDistance);
bool Follow(Unit* target, float distance, float angle); bool Follow(Unit* target, float distance, float angle);
bool ChaseTo(WorldObject* obj, float distance = 0.0f, float angle = 0.0f); bool ChaseTo(WorldObject* obj, float distance = 0.0f, float angle = 0.0f);
bool ReachCombatTo(Unit* target, float distance = 0.0f);
float MoveDelay(float distance); float MoveDelay(float distance);
void WaitForReach(float distance); void WaitForReach(float distance);
bool IsMovingAllowed(Unit* target); bool IsMovingAllowed(Unit* target);

View File

@@ -10,7 +10,7 @@
bool ReachTargetAction::Execute(Event event) bool ReachTargetAction::Execute(Event event)
{ {
return MoveTo(AI_VALUE(Unit*, GetTargetName()), distance); return ReachCombatTo(AI_VALUE(Unit*, GetTargetName()), distance);
} }
bool ReachTargetAction::isUseful() bool ReachTargetAction::isUseful()
@@ -19,8 +19,9 @@ bool ReachTargetAction::isUseful()
if (bot->GetCurrentSpell(CURRENT_CHANNELED_SPELL) != nullptr) { if (bot->GetCurrentSpell(CURRENT_CHANNELED_SPELL) != nullptr) {
return false; return false;
} }
Unit* target = GetTarget();
return AI_VALUE2(float, "distance", GetTargetName()) > (distance + sPlayerbotAIConfig->contactDistance); // float dis = distance + CONTACT_DISTANCE;
return target && !bot->IsWithinCombatRange(target, distance); // sServerFacade->IsDistanceGreaterThan(AI_VALUE2(float, "distance", GetTargetName()), distance);
} }
std::string const ReachTargetAction::GetTargetName() std::string const ReachTargetAction::GetTargetName()

View File

@@ -98,7 +98,7 @@ void FeralDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
// triggers.push_back(new TriggerNode("not facing target", NextAction::array(0, new NextAction("set facing", ACTION_NORMAL + 7), nullptr))); // triggers.push_back(new TriggerNode("not facing target", NextAction::array(0, new NextAction("set facing", ACTION_NORMAL + 7), nullptr)));
triggers.push_back(new TriggerNode("enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_NORMAL + 8), nullptr))); triggers.push_back(new TriggerNode("enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_NORMAL + 8), nullptr)));
triggers.push_back(new TriggerNode("enemy too close for melee", NextAction::array(0, new NextAction("move out of enemy contact", ACTION_NORMAL + 8), nullptr))); // triggers.push_back(new TriggerNode("enemy too close for melee", NextAction::array(0, new NextAction("move out of enemy contact", ACTION_NORMAL + 8), nullptr)));
triggers.push_back(new TriggerNode("critical health", NextAction::array(0, new NextAction("survival instincts", ACTION_EMERGENCY + 1), nullptr))); triggers.push_back(new TriggerNode("critical health", NextAction::array(0, new NextAction("survival instincts", ACTION_EMERGENCY + 1), nullptr)));
triggers.push_back(new TriggerNode("omen of clarity", NextAction::array(0, new NextAction("omen of clarity", ACTION_HIGH + 9), nullptr))); triggers.push_back(new TriggerNode("omen of clarity", NextAction::array(0, new NextAction("omen of clarity", ACTION_HIGH + 9), nullptr)));
triggers.push_back(new TriggerNode("player has flag", NextAction::array(0, new NextAction("dash", ACTION_EMERGENCY + 2), nullptr))); triggers.push_back(new TriggerNode("player has flag", NextAction::array(0, new NextAction("dash", ACTION_EMERGENCY + 2), nullptr)));

View File

@@ -131,7 +131,9 @@ bool EnemyIsCloseTrigger::IsActive()
bool OutOfRangeTrigger::IsActive() bool OutOfRangeTrigger::IsActive()
{ {
Unit* target = AI_VALUE(Unit*, GetTargetName()); Unit* target = AI_VALUE(Unit*, GetTargetName());
return target && sServerFacade->IsDistanceGreaterThan(AI_VALUE2(float, "distance", GetTargetName()), distance); // increase contact distance to prevent calculation error
float dis = distance + CONTACT_DISTANCE;
return target && !bot->IsWithinCombatRange(target, dis); // sServerFacade->IsDistanceGreaterThan(AI_VALUE2(float, "distance", GetTargetName()), distance);
} }
EnemyOutOfSpellRangeTrigger::EnemyOutOfSpellRangeTrigger(PlayerbotAI* botAI) : OutOfRangeTrigger(botAI, "enemy out of spell range", botAI->GetRange("spell")) EnemyOutOfSpellRangeTrigger::EnemyOutOfSpellRangeTrigger(PlayerbotAI* botAI) : OutOfRangeTrigger(botAI, "enemy out of spell range", botAI->GetRange("spell"))