mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
Bots fly/follow (movePoint core refactor), water walking fixes (#1825)
Closer the original solution, i dont wanna drift to much away without really good reason. At this point i still see NPC and bots moving through the levels or even falling out the levels here and there. I verified whether the MovePoint signature changes and related params itself in playerbots has anything todo with it, even when params are hardcoded the behavior remains. It could be deeper problem, but for now it seems core problem. Therefore i dont wanna change to much until the dust has settled a bit in core itself. I havent implemented moveTakeOff or moveLand which are basically responsible for the transitions phases between ground and air visa versa. I have version where i use takeOff for the animation, which means moving vertical. For now i am gonna leave for what it is. PS: also includes additional movement fix for AreaTriggerAction which we missed first time after the core update on movements. @Wishmaster117 Been testing and trying a lot in the background on find solutions and causes. The general solutions remains removed some tweaks, altered code here and there. With the general idea to keep closer to the original code for now at least. Testing: - Class abilities: Slow fall (priest), Flight Form (druid) : Green - BG: Green - Swimming and walking shallow waters: Green - Takeoff and land when following master: Green - Boat and zeppelins: Green - Flymount and ground walking: Green - Water Walking (shaman), Path of Frost (DK): Green - Water Walking (shaman), Path of Frost (DK) transisions; flying, swimming, water walking: Green Skipping pets when group water walking, path of frost, once core pathing changes has settled more i will add it. Which is easy but i dont wanna add more edge cases and code branches for now.
This commit is contained in:
@@ -40,7 +40,14 @@ bool ReachAreaTriggerAction::Execute(Event event)
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return true;
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return true;
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}
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}
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bot->GetMotionMaster()->MovePoint(at->map, at->x, at->y, at->z);
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bot->GetMotionMaster()->MovePoint(
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/*id*/ at->map,
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/*coords*/ at->x, at->y, at->z,
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/*forcedMovement*/ FORCED_MOVEMENT_NONE,
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/*speed*/ 0.0f, // default speed (not handled here)
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/*orientation*/ 0.0f, // keep current orientation of bot
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/*generatePath*/ true, // true => terrain path (2d mmap); false => straight spline (3d vmap)
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/*forceDestination*/ false);
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float distance = 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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float delay = 1000.0f * distance / bot->GetSpeed(MOVE_RUN) + sPlayerbotAIConfig->reactDelay;
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@@ -81,7 +81,7 @@ bool CheckMountStateAction::isUseful()
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// to mostly be an issue in tunnels of WSG and AV)
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// to mostly be an issue in tunnels of WSG and AV)
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float posZ = bot->GetPositionZ();
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float posZ = bot->GetPositionZ();
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float groundLevel = bot->GetMapWaterOrGroundLevel(bot->GetPositionX(), bot->GetPositionY(), posZ);
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float groundLevel = bot->GetMapWaterOrGroundLevel(bot->GetPositionX(), bot->GetPositionY(), posZ);
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if (!bot->IsMounted() && posZ < groundLevel)
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if (!bot->IsMounted() && !bot->HasWaterWalkAura() && posZ < groundLevel)
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return false;
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return false;
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// Not useful when bot does not have mount strat and is not currently mounted
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// Not useful when bot does not have mount strat and is not currently mounted
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@@ -10,6 +10,7 @@
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#include <iomanip>
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#include <iomanip>
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#include <string>
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#include <string>
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#include "Corpse.h"
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#include "Event.h"
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#include "Event.h"
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#include "FleeManager.h"
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#include "FleeManager.h"
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#include "G3D/Vector3.h"
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#include "G3D/Vector3.h"
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@@ -41,7 +42,6 @@
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#include "Unit.h"
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#include "Unit.h"
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#include "Vehicle.h"
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#include "Vehicle.h"
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#include "WaypointMovementGenerator.h"
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#include "WaypointMovementGenerator.h"
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#include "Corpse.h"
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MovementAction::MovementAction(PlayerbotAI* botAI, std::string const name) : Action(botAI, name)
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MovementAction::MovementAction(PlayerbotAI* botAI, std::string const name) : Action(botAI, name)
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{
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{
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@@ -192,14 +192,15 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
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{
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{
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return false;
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return false;
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}
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}
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bool generatePath = !bot->IsFlying() && !bot->isSwimming();
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bool generatePath = !bot->IsFlying() && !bot->isSwimming();
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bool disableMoveSplinePath = sPlayerbotAIConfig->disableMoveSplinePath >= 2 ||
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bool disableMoveSplinePath =
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(sPlayerbotAIConfig->disableMoveSplinePath == 1 && bot->InBattleground());
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sPlayerbotAIConfig->disableMoveSplinePath >= 2 ||
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(sPlayerbotAIConfig->disableMoveSplinePath == 1 && bot->InBattleground());
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if (Vehicle* vehicle = bot->GetVehicle())
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if (Vehicle* vehicle = bot->GetVehicle())
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{
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{
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VehicleSeatEntry const* seat = vehicle->GetSeatForPassenger(bot);
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VehicleSeatEntry const* seat = vehicle->GetSeatForPassenger(bot);
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Unit* vehicleBase = vehicle->GetBase();
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Unit* vehicleBase = vehicle->GetBase();
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// If the mover (vehicle) can fly, we DO NOT want an mmaps path (2D ground) => disable pathfinding
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generatePath = !vehicleBase || !vehicleBase->CanFly();
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generatePath = !vehicleBase || !vehicleBase->CanFly();
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if (!vehicleBase || !seat || !seat->CanControl()) // is passenger and cant move anyway
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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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return false;
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@@ -207,22 +208,7 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
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float distance = vehicleBase->GetExactDist(x, y, z); // use vehicle distance, not bot
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float distance = vehicleBase->GetExactDist(x, y, z); // use vehicle distance, not bot
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if (distance > 0.01f)
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if (distance > 0.01f)
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{
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{
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MotionMaster& mm = *vehicleBase->GetMotionMaster(); // need to move vehicle, not bot
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DoMovePoint(vehicleBase, x, y, z, generatePath, backwards);
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// Disable ground pathing if the bot/master/vehicle are flying
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auto isFlying = [](Unit* u){ return u && (u->HasUnitMovementFlag(MOVEMENTFLAG_FLYING) || u->IsInFlight()); };
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bool allowPathVeh = generatePath;
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Unit* masterVeh = botAI ? botAI->GetMaster() : nullptr;
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if (isFlying(vehicleBase) || isFlying(bot) || isFlying(masterVeh))
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allowPathVeh = false;
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mm.Clear();
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if (!backwards)
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{
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mm.MovePoint(0, x, y, z, FORCED_MOVEMENT_NONE, 0.0f, 0.0f, allowPathVeh);
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}
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else
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{
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mm.MovePointBackwards(0, x, y, z, allowPathVeh);
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}
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float speed = backwards ? vehicleBase->GetSpeed(MOVE_RUN_BACK) : vehicleBase->GetSpeed(MOVE_RUN);
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float speed = backwards ? vehicleBase->GetSpeed(MOVE_RUN_BACK) : vehicleBase->GetSpeed(MOVE_RUN);
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float delay = 1000.0f * (distance / speed);
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float delay = 1000.0f * (distance / speed);
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if (lessDelay)
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if (lessDelay)
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@@ -248,23 +234,7 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
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// bot->CastStop();
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// bot->CastStop();
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// botAI->InterruptSpell();
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// botAI->InterruptSpell();
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// }
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// }
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DoMovePoint(bot, x, y, z, generatePath, backwards);
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MotionMaster& mm = *bot->GetMotionMaster();
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// No ground pathfinding if the bot/master are flying => allow true 3D (Z) movement
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auto isFlying = [](Unit* u){ return u && (u->HasUnitMovementFlag(MOVEMENTFLAG_FLYING) || u->IsInFlight()); };
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bool allowPath = generatePath;
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Unit* master = botAI ? botAI->GetMaster() : nullptr;
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if (isFlying(bot) || isFlying(master))
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allowPath = false;
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mm.Clear();
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if (!backwards)
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{
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mm.MovePoint(0, x, y, z, FORCED_MOVEMENT_NONE, 0.0f, 0.0f, allowPath);
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}
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else
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{
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mm.MovePointBackwards(0, x, y, z, allowPath);
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}
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float delay = 1000.0f * MoveDelay(distance, backwards);
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float delay = 1000.0f * MoveDelay(distance, backwards);
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if (lessDelay)
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if (lessDelay)
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{
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{
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@@ -282,9 +252,7 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
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Movement::PointsArray path =
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Movement::PointsArray path =
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SearchForBestPath(x, y, z, modifiedZ, sPlayerbotAIConfig->maxMovementSearchTime, normal_only);
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SearchForBestPath(x, y, z, modifiedZ, sPlayerbotAIConfig->maxMovementSearchTime, normal_only);
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if (modifiedZ == INVALID_HEIGHT)
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if (modifiedZ == INVALID_HEIGHT)
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{
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return false;
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return false;
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}
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float distance = bot->GetExactDist(x, y, modifiedZ);
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float distance = bot->GetExactDist(x, y, modifiedZ);
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if (distance > 0.01f)
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if (distance > 0.01f)
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{
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{
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@@ -296,24 +264,8 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
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// bot->CastStop();
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// bot->CastStop();
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// botAI->InterruptSpell();
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// botAI->InterruptSpell();
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// }
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// }
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MotionMaster& mm = *bot->GetMotionMaster();
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G3D::Vector3 endP = path.back();
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G3D::Vector3 endP = path.back();
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// No ground pathfinding if the bot/master are flying => allow true 3D (Z) movement
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DoMovePoint(bot, x, y, z, generatePath, backwards);
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auto isFlying = [](Unit* u){ return u && (u->HasUnitMovementFlag(MOVEMENTFLAG_FLYING) || u->IsInFlight()); };
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bool allowPath = generatePath;
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Unit* master = botAI ? botAI->GetMaster() : nullptr;
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if (isFlying(bot) || isFlying(master))
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allowPath = false;
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mm.Clear();
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if (!backwards)
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{
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mm.MovePoint(0, x, y, z, FORCED_MOVEMENT_NONE, 0.0f, 0.0f, allowPath);
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}
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else
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{
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mm.MovePointBackwards(0, x, y, z, allowPath);
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}
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float delay = 1000.0f * MoveDelay(distance, backwards);
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float delay = 1000.0f * MoveDelay(distance, backwards);
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if (lessDelay)
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if (lessDelay)
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{
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{
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@@ -581,9 +533,7 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
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// bool goTaxi = bot->ActivateTaxiPathTo({ tEntry->from, tEntry->to }, unit, 1);
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// bool goTaxi = bot->ActivateTaxiPathTo({ tEntry->from, tEntry->to }, unit, 1);
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// if (botAI->HasCheat(BotCheatMask::gold))
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// if (botAI->HasCheat(BotCheatMask::gold))
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// {
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// bot->SetMoney(botMoney);
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// bot->SetMoney(botMoney);
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// }
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// LOG_DEBUG("playerbots", "goTaxi");
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// LOG_DEBUG("playerbots", "goTaxi");
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// return goTaxi;
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// return goTaxi;
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// }
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// }
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@@ -874,7 +824,7 @@ bool MovementAction::ReachCombatTo(Unit* target, float distance)
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float deltaAngle = Position::NormalizeOrientation(targetOrientation - target->GetAngle(bot));
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float deltaAngle = Position::NormalizeOrientation(targetOrientation - target->GetAngle(bot));
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if (deltaAngle > M_PI)
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if (deltaAngle > M_PI)
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deltaAngle -= 2.0f * M_PI; // -PI..PI
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deltaAngle -= 2.0f * M_PI; // -PI..PI
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// if target is moving forward and moving far away, predict the position
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// if target is moving forward and moving far away, predict the position
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bool behind = fabs(deltaAngle) > M_PI_2;
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bool behind = fabs(deltaAngle) > M_PI_2;
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if (target->HasUnitMovementFlag(MOVEMENTFLAG_FORWARD) && behind)
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if (target->HasUnitMovementFlag(MOVEMENTFLAG_FORWARD) && behind)
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@@ -882,8 +832,8 @@ bool MovementAction::ReachCombatTo(Unit* target, float distance)
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float predictDis = std::min(3.0f, target->GetObjectSize() * 2);
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float predictDis = std::min(3.0f, target->GetObjectSize() * 2);
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tx += cos(target->GetOrientation()) * predictDis;
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tx += cos(target->GetOrientation()) * predictDis;
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ty += sin(target->GetOrientation()) * predictDis;
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ty += sin(target->GetOrientation()) * predictDis;
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if (!target->GetMap()->CheckCollisionAndGetValidCoords(target, target->GetPositionX(), target->GetPositionY(), target->GetPositionZ(),
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if (!target->GetMap()->CheckCollisionAndGetValidCoords(target, target->GetPositionX(), target->GetPositionY(),
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tx, ty, tz))
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target->GetPositionZ(), tx, ty, tz))
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{
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{
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tx = target->GetPositionX();
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tx = target->GetPositionX();
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ty = target->GetPositionY();
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ty = target->GetPositionY();
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@@ -1001,9 +951,8 @@ bool MovementAction::IsMovingAllowed()
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return false;
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return false;
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if (bot->isFrozen() || bot->IsPolymorphed() || (bot->isDead() && !bot->HasPlayerFlag(PLAYER_FLAGS_GHOST)) ||
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if (bot->isFrozen() || bot->IsPolymorphed() || (bot->isDead() && !bot->HasPlayerFlag(PLAYER_FLAGS_GHOST)) ||
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bot->IsBeingTeleported() || bot->HasRootAura() || bot->HasSpiritOfRedemptionAura() ||
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bot->IsBeingTeleported() || bot->HasRootAura() || bot->HasSpiritOfRedemptionAura() || bot->HasConfuseAura() ||
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bot->HasConfuseAura() || bot->IsCharmed() || bot->HasStunAura() ||
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bot->IsCharmed() || bot->HasStunAura() || bot->IsInFlight() || bot->HasUnitState(UNIT_STATE_LOST_CONTROL))
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bot->IsInFlight() || bot->HasUnitState(UNIT_STATE_LOST_CONTROL))
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return false;
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return false;
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if (bot->GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_CONTROLLED) != NULL_MOTION_TYPE)
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if (bot->GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_CONTROLLED) != NULL_MOTION_TYPE)
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@@ -1022,64 +971,59 @@ bool MovementAction::Follow(Unit* target, float distance) { return Follow(target
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void MovementAction::UpdateMovementState()
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void MovementAction::UpdateMovementState()
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{
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{
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int8 botInLiquidState = bot->GetLiquidData().Status;
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// state flags
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const float gLvlZ = bot->GetMapWaterOrGroundLevel(bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ());
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const bool onGround = bot->GetPositionZ() < gLvlZ + 1.f;
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const bool wantsToFly = bot->HasIncreaseMountedFlightSpeedAura() || bot->HasFlyAura();
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const auto master = botAI ? botAI->GetMaster() : nullptr; // real or not
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const bool masterIsFlying = master && master->HasUnitMovementFlag(MOVEMENTFLAG_FLYING);
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const bool isFlying = bot->HasUnitMovementFlag(MOVEMENTFLAG_FLYING);
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const auto liquidState = bot->GetLiquidData().Status; // default LIQUID_MAP_NO_WATER
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const bool isWaterArea = liquidState != LIQUID_MAP_NO_WATER;
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const bool isUnderWater = liquidState == LIQUID_MAP_UNDER_WATER;
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const bool isInWater = liquidState == LIQUID_MAP_IN_WATER;
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const bool isWaterWalking = bot->HasUnitMovementFlag(MOVEMENTFLAG_WATERWALKING);
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const bool isSwimming = bot->HasUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
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const bool wantsToWaterWalk = bot->HasWaterWalkAura();
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const bool wantsToSwim = isInWater || isUnderWater;
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if (botInLiquidState == LIQUID_MAP_IN_WATER || botInLiquidState == LIQUID_MAP_UNDER_WATER)
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// handle water state
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if (isWaterArea)
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{
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{
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bot->SetSwim(true);
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// water walking
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if (wantsToWaterWalk && !isWaterWalking && !isUnderWater && !isFlying)
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{
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bot->RemoveUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
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bot->AddUnitMovementFlag(MOVEMENTFLAG_WATERWALKING);
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bot->SendMovementFlagUpdate();
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}
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// swimming
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else if (wantsToSwim && !isSwimming && !wantsToWaterWalk && !isFlying)
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{
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bot->RemoveUnitMovementFlag(MOVEMENTFLAG_WATERWALKING);
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bot->AddUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
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bot->SendMovementFlagUpdate();
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}
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}
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}
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else
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else
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{
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{
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bot->SetSwim(false);
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// reset flags, if not will inherit incorrect walk speed here and there
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// when transistions between land and water.
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bot->RemoveUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
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bot->RemoveUnitMovementFlag(MOVEMENTFLAG_WATERWALKING);
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bot->SendMovementFlagUpdate();
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}
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}
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bool onGround = bot->GetPositionZ() <
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// handle flying state
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bot->GetMapWaterOrGroundLevel(bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ()) + 1.0f;
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if (wantsToFly && !isFlying && masterIsFlying)
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// Keep bot->SendMovementFlagUpdate() withing the if statements to not intefere with bot behavior on ground/(shallow) waters
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bool hasFlightAura = bot->HasAuraType(SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED) || bot->HasAuraType(SPELL_AURA_FLY);
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if (hasFlightAura)
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{
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{
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bool changed = false;
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bot->AddUnitMovementFlag(MOVEMENTFLAG_FLYING);
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if (!bot->HasUnitMovementFlag(MOVEMENTFLAG_CAN_FLY))
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bot->SendMovementFlagUpdate();
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{
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bot->AddUnitMovementFlag(MOVEMENTFLAG_CAN_FLY);
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changed = true;
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}
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if (!bot->HasUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY))
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{
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bot->AddUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY);
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changed = true;
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}
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if (!bot->HasUnitMovementFlag(MOVEMENTFLAG_FLYING))
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{
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bot->AddUnitMovementFlag(MOVEMENTFLAG_FLYING);
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changed = true;
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}
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if (changed)
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bot->SendMovementFlagUpdate();
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}
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}
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else if (!hasFlightAura)
|
else if ((!wantsToFly || onGround) && isFlying)
|
||||||
{
|
{
|
||||||
bool changed = false;
|
bot->RemoveUnitMovementFlag(MOVEMENTFLAG_FLYING);
|
||||||
if (bot->HasUnitMovementFlag(MOVEMENTFLAG_FLYING))
|
bot->SendMovementFlagUpdate();
|
||||||
{
|
|
||||||
bot->RemoveUnitMovementFlag(MOVEMENTFLAG_FLYING);
|
|
||||||
changed = true;
|
|
||||||
}
|
|
||||||
if (bot->HasUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY))
|
|
||||||
{
|
|
||||||
bot->RemoveUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY);
|
|
||||||
changed = true;
|
|
||||||
}
|
|
||||||
if (bot->HasUnitMovementFlag(MOVEMENTFLAG_CAN_FLY))
|
|
||||||
{
|
|
||||||
bot->RemoveUnitMovementFlag(MOVEMENTFLAG_CAN_FLY);
|
|
||||||
changed = true;
|
|
||||||
}
|
|
||||||
if (changed)
|
|
||||||
bot->SendMovementFlagUpdate();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// See if the bot is currently slowed, rooted, or otherwise unable to move
|
// See if the bot is currently slowed, rooted, or otherwise unable to move
|
||||||
@@ -1180,6 +1124,13 @@ bool MovementAction::Follow(Unit* target, float distance, float angle)
|
|||||||
if (!target)
|
if (!target)
|
||||||
return false;
|
return false;
|
||||||
|
|
||||||
|
if (!bot->InBattleground() && sServerFacade->IsDistanceLessOrEqualThan(sServerFacade->GetDistance2d(bot, target),
|
||||||
|
sPlayerbotAIConfig->followDistance))
|
||||||
|
{
|
||||||
|
// botAI->TellError("No need to follow");
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
if (!bot->InBattleground()
|
if (!bot->InBattleground()
|
||||||
&& sServerFacade->IsDistanceLessOrEqualThan(sServerFacade->GetDistance2d(bot, target->GetPositionX(),
|
&& sServerFacade->IsDistanceLessOrEqualThan(sServerFacade->GetDistance2d(bot, target->GetPositionX(),
|
||||||
@@ -1297,17 +1248,21 @@ bool MovementAction::Follow(Unit* target, float distance, float angle)
|
|||||||
return MoveTo(target, sPlayerbotAIConfig->followDistance);
|
return MoveTo(target, sPlayerbotAIConfig->followDistance);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (sServerFacade->IsDistanceLessOrEqualThan(sServerFacade->GetDistance2d(bot, target),
|
||||||
|
sPlayerbotAIConfig->followDistance))
|
||||||
|
{
|
||||||
|
// botAI->TellError("No need to follow");
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
if (target->IsFriendlyTo(bot) && bot->IsMounted() && AI_VALUE(GuidVector, "all targets").empty())
|
if (target->IsFriendlyTo(bot) && bot->IsMounted() && AI_VALUE(GuidVector, "all targets").empty())
|
||||||
distance += angle;
|
distance += angle;
|
||||||
|
|
||||||
// Do not cancel follow if the 2D distance is short but the Z still differs (e.g., master above).
|
if (!bot->InBattleground() && sServerFacade->IsDistanceLessOrEqualThan(sServerFacade->GetDistance2d(bot, target),
|
||||||
float dz1 = fabs(bot->GetPositionZ() - target->GetPositionZ());
|
sPlayerbotAIConfig->followDistance))
|
||||||
if (!bot->InBattleground()
|
|
||||||
&& sServerFacade->IsDistanceLessOrEqualThan(sServerFacade->GetDistance2d(bot, target), sPlayerbotAIConfig->followDistance)
|
|
||||||
&& dz1 < sPlayerbotAIConfig->contactDistance)
|
|
||||||
{
|
{
|
||||||
// botAI->TellError("No need to follow");
|
// botAI->TellError("No need to follow");
|
||||||
return false; // truly in range (2D and Z) => no need to move
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
bot->HandleEmoteCommand(0);
|
bot->HandleEmoteCommand(0);
|
||||||
@@ -1388,7 +1343,7 @@ float MovementAction::MoveDelay(float distance, bool backwards)
|
|||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
speed = backwards ? bot->GetSpeed(MOVE_RUN_BACK) :bot->GetSpeed(MOVE_RUN);
|
speed = backwards ? bot->GetSpeed(MOVE_RUN_BACK) : bot->GetSpeed(MOVE_RUN);
|
||||||
}
|
}
|
||||||
float delay = distance / speed;
|
float delay = distance / speed;
|
||||||
return delay;
|
return delay;
|
||||||
@@ -1418,8 +1373,7 @@ void MovementAction::SetNextMovementDelay(float delayMillis)
|
|||||||
{
|
{
|
||||||
AI_VALUE(LastMovement&, "last movement")
|
AI_VALUE(LastMovement&, "last movement")
|
||||||
.Set(bot->GetMapId(), bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(), bot->GetOrientation(),
|
.Set(bot->GetMapId(), bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(), bot->GetOrientation(),
|
||||||
delayMillis,
|
delayMillis, MovementPriority::MOVEMENT_FORCED);
|
||||||
MovementPriority::MOVEMENT_FORCED);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
bool MovementAction::Flee(Unit* target)
|
bool MovementAction::Flee(Unit* target)
|
||||||
@@ -1633,7 +1587,8 @@ bool MovementAction::MoveAway(Unit* target, float distance, bool backwards)
|
|||||||
dz = bot->GetPositionZ();
|
dz = bot->GetPositionZ();
|
||||||
exact = false;
|
exact = false;
|
||||||
}
|
}
|
||||||
if (MoveTo(target->GetMapId(), dx, dy, dz, false, false, true, exact, MovementPriority::MOVEMENT_COMBAT, false, backwards))
|
if (MoveTo(target->GetMapId(), dx, dy, dz, false, false, true, exact, MovementPriority::MOVEMENT_COMBAT, false,
|
||||||
|
backwards))
|
||||||
{
|
{
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
@@ -1655,7 +1610,8 @@ bool MovementAction::MoveAway(Unit* target, float distance, bool backwards)
|
|||||||
dz = bot->GetPositionZ();
|
dz = bot->GetPositionZ();
|
||||||
exact = false;
|
exact = false;
|
||||||
}
|
}
|
||||||
if (MoveTo(target->GetMapId(), dx, dy, dz, false, false, true, exact, MovementPriority::MOVEMENT_COMBAT, false, backwards))
|
if (MoveTo(target->GetMapId(), dx, dy, dz, false, false, true, exact, MovementPriority::MOVEMENT_COMBAT, false,
|
||||||
|
backwards))
|
||||||
{
|
{
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
@@ -1704,7 +1660,7 @@ bool MovementAction::Move(float angle, float distance)
|
|||||||
float x = bot->GetPositionX() + cos(angle) * distance;
|
float x = bot->GetPositionX() + cos(angle) * distance;
|
||||||
float y = bot->GetPositionY() + sin(angle) * distance;
|
float y = bot->GetPositionY() + sin(angle) * distance;
|
||||||
|
|
||||||
//TODO do we need GetMapWaterOrGroundLevel() if we're using CheckCollisionAndGetValidCoords() ?
|
// TODO do we need GetMapWaterOrGroundLevel() if we're using CheckCollisionAndGetValidCoords() ?
|
||||||
float z = bot->GetMapWaterOrGroundLevel(x, y, bot->GetPositionZ());
|
float z = bot->GetMapWaterOrGroundLevel(x, y, bot->GetPositionZ());
|
||||||
if (z == -100000.0f || z == -200000.0f)
|
if (z == -100000.0f || z == -200000.0f)
|
||||||
z = bot->GetPositionZ();
|
z = bot->GetPositionZ();
|
||||||
@@ -1758,9 +1714,7 @@ bool MovementAction::MoveInside(uint32 mapId, float x, float y, float z, float d
|
|||||||
// min_length = gen.getPathLength();
|
// min_length = gen.getPathLength();
|
||||||
// current_z = modified_z;
|
// current_z = modified_z;
|
||||||
// if (abs(current_z - z) < 0.5f)
|
// if (abs(current_z - z) < 0.5f)
|
||||||
// {
|
|
||||||
// return current_z;
|
// return current_z;
|
||||||
// }
|
|
||||||
// }
|
// }
|
||||||
// }
|
// }
|
||||||
// for (delta = range / 2 + step; delta <= range; delta += 2) {
|
// for (delta = range / 2 + step; delta <= range; delta += 2) {
|
||||||
@@ -1857,6 +1811,59 @@ const Movement::PointsArray MovementAction::SearchForBestPath(float x, float y,
|
|||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void MovementAction::DoMovePoint(Unit* unit, float x, float y, float z, bool generatePath, bool backwards)
|
||||||
|
{
|
||||||
|
if (!unit)
|
||||||
|
return;
|
||||||
|
|
||||||
|
MotionMaster* mm = unit->GetMotionMaster();
|
||||||
|
if (!mm)
|
||||||
|
return;
|
||||||
|
|
||||||
|
// enable flying
|
||||||
|
if (unit->HasUnitMovementFlag(MOVEMENTFLAG_FLYING))
|
||||||
|
{
|
||||||
|
unit->AddUnitMovementFlag(MOVEMENTFLAG_CAN_FLY);
|
||||||
|
unit->AddUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
unit->RemoveUnitMovementFlag(MOVEMENTFLAG_CAN_FLY);
|
||||||
|
unit->RemoveUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY);
|
||||||
|
}
|
||||||
|
|
||||||
|
// enable water walking
|
||||||
|
if (unit->HasUnitMovementFlag(MOVEMENTFLAG_WATERWALKING))
|
||||||
|
{
|
||||||
|
float gLvlZ = unit->GetMapWaterOrGroundLevel(unit->GetPositionX(), unit->GetPositionY(), unit->GetPositionZ());
|
||||||
|
unit->UpdatePosition(unit->GetPositionX(), unit->GetPositionY(), gLvlZ, false);
|
||||||
|
// z = gLvlZ; do not overwrite Z axex, otherwise you wont be able to steer the bots into swimming when water
|
||||||
|
// walking.
|
||||||
|
}
|
||||||
|
|
||||||
|
mm->Clear();
|
||||||
|
if (backwards)
|
||||||
|
{
|
||||||
|
mm->MovePointBackwards(
|
||||||
|
/*id*/ 0,
|
||||||
|
/*coords*/ x, y, z,
|
||||||
|
/*generatePath*/ generatePath,
|
||||||
|
/*forceDestination*/ false);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
mm->MovePoint(
|
||||||
|
/*id*/ 0,
|
||||||
|
/*coords*/ x, y, z,
|
||||||
|
/*forcedMovement*/ FORCED_MOVEMENT_NONE,
|
||||||
|
/*speed*/ 0.f,
|
||||||
|
/*orientation*/ 0.f,
|
||||||
|
/*generatePath*/ generatePath, // true => terrain path (2d mmap); false => straight spline (3d vmap)
|
||||||
|
/*forceDestination*/ false);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
bool FleeAction::Execute(Event event)
|
bool FleeAction::Execute(Event event)
|
||||||
{
|
{
|
||||||
return MoveAway(AI_VALUE(Unit*, "current target"), sPlayerbotAIConfig->fleeDistance, true);
|
return MoveAway(AI_VALUE(Unit*, "current target"), sPlayerbotAIConfig->fleeDistance, true);
|
||||||
@@ -1937,7 +1944,8 @@ bool AvoidAoeAction::AvoidAuraWithDynamicObj()
|
|||||||
{
|
{
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
if (sPlayerbotAIConfig->aoeAvoidSpellWhitelist.find(spellInfo->Id) != sPlayerbotAIConfig->aoeAvoidSpellWhitelist.end())
|
if (sPlayerbotAIConfig->aoeAvoidSpellWhitelist.find(spellInfo->Id) !=
|
||||||
|
sPlayerbotAIConfig->aoeAvoidSpellWhitelist.end())
|
||||||
return false;
|
return false;
|
||||||
|
|
||||||
DynamicObject* dynOwner = aura->GetDynobjOwner();
|
DynamicObject* dynOwner = aura->GetDynobjOwner();
|
||||||
@@ -2002,7 +2010,8 @@ bool AvoidAoeAction::AvoidGameObjectWithDamage()
|
|||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (sPlayerbotAIConfig->aoeAvoidSpellWhitelist.find(spellId) != sPlayerbotAIConfig->aoeAvoidSpellWhitelist.end())
|
if (sPlayerbotAIConfig->aoeAvoidSpellWhitelist.find(spellId) !=
|
||||||
|
sPlayerbotAIConfig->aoeAvoidSpellWhitelist.end())
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
const SpellInfo* spellInfo = sSpellMgr->GetSpellInfo(spellId);
|
const SpellInfo* spellInfo = sSpellMgr->GetSpellInfo(spellId);
|
||||||
@@ -2028,7 +2037,8 @@ bool AvoidAoeAction::AvoidGameObjectWithDamage()
|
|||||||
lastTellTimer = time(NULL);
|
lastTellTimer = time(NULL);
|
||||||
lastMoveTimer = getMSTime();
|
lastMoveTimer = getMSTime();
|
||||||
std::ostringstream out;
|
std::ostringstream out;
|
||||||
out << "I'm avoiding " << name.str() << " (" << spellInfo->Id << ")" << " Radius " << radius << " - [Trap]";
|
out << "I'm avoiding " << name.str() << " (" << spellInfo->Id << ")" << " Radius " << radius
|
||||||
|
<< " - [Trap]";
|
||||||
bot->Say(out.str(), LANG_UNIVERSAL);
|
bot->Say(out.str(), LANG_UNIVERSAL);
|
||||||
}
|
}
|
||||||
return true;
|
return true;
|
||||||
@@ -2071,7 +2081,8 @@ bool AvoidAoeAction::AvoidUnitWithDamageAura()
|
|||||||
sSpellMgr->GetSpellInfo(spellInfo->Effects[aurEff->GetEffIndex()].TriggerSpell);
|
sSpellMgr->GetSpellInfo(spellInfo->Effects[aurEff->GetEffIndex()].TriggerSpell);
|
||||||
if (!triggerSpellInfo)
|
if (!triggerSpellInfo)
|
||||||
continue;
|
continue;
|
||||||
if (sPlayerbotAIConfig->aoeAvoidSpellWhitelist.find(triggerSpellInfo->Id) != sPlayerbotAIConfig->aoeAvoidSpellWhitelist.end())
|
if (sPlayerbotAIConfig->aoeAvoidSpellWhitelist.find(triggerSpellInfo->Id) !=
|
||||||
|
sPlayerbotAIConfig->aoeAvoidSpellWhitelist.end())
|
||||||
return false;
|
return false;
|
||||||
for (int j = 0; j < MAX_SPELL_EFFECTS; j++)
|
for (int j = 0; j < MAX_SPELL_EFFECTS; j++)
|
||||||
{
|
{
|
||||||
@@ -2093,7 +2104,8 @@ bool AvoidAoeAction::AvoidUnitWithDamageAura()
|
|||||||
lastTellTimer = time(NULL);
|
lastTellTimer = time(NULL);
|
||||||
lastMoveTimer = getMSTime();
|
lastMoveTimer = getMSTime();
|
||||||
std::ostringstream out;
|
std::ostringstream out;
|
||||||
out << "I'm avoiding " << name.str() << " (" << triggerSpellInfo->Id << ")" << " Radius " << radius << " - [Unit Trigger]";
|
out << "I'm avoiding " << name.str() << " (" << triggerSpellInfo->Id << ")"
|
||||||
|
<< " Radius " << radius << " - [Unit Trigger]";
|
||||||
bot->Say(out.str(), LANG_UNIVERSAL);
|
bot->Say(out.str(), LANG_UNIVERSAL);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -2112,7 +2124,8 @@ Position MovementAction::BestPositionForMeleeToFlee(Position pos, float radius)
|
|||||||
if (currentTarget)
|
if (currentTarget)
|
||||||
{
|
{
|
||||||
// Normally, move to left or right is the best position
|
// Normally, move to left or right is the best position
|
||||||
bool isTanking = (!currentTarget->isFrozen() && !currentTarget->HasRootAura()) && (currentTarget->GetVictim() == bot);
|
bool isTanking = (!currentTarget->isFrozen()
|
||||||
|
&& !currentTarget->HasRootAura()) && (currentTarget->GetVictim() == bot);
|
||||||
float angle = bot->GetAngle(currentTarget);
|
float angle = bot->GetAngle(currentTarget);
|
||||||
float angleLeft = angle + (float)M_PI / 2;
|
float angleLeft = angle + (float)M_PI / 2;
|
||||||
float angleRight = angle - (float)M_PI / 2;
|
float angleRight = angle - (float)M_PI / 2;
|
||||||
@@ -2327,8 +2340,7 @@ bool CombatFormationMoveAction::isUseful()
|
|||||||
bool CombatFormationMoveAction::Execute(Event event)
|
bool CombatFormationMoveAction::Execute(Event event)
|
||||||
{
|
{
|
||||||
float dis = AI_VALUE(float, "disperse distance");
|
float dis = AI_VALUE(float, "disperse distance");
|
||||||
if (dis <= 0.0f ||
|
if (dis <= 0.0f || (!bot->IsInCombat() && botAI->HasStrategy("stay", BotState::BOT_STATE_NON_COMBAT)) ||
|
||||||
(!bot->IsInCombat() && botAI->HasStrategy("stay", BotState::BOT_STATE_NON_COMBAT)) ||
|
|
||||||
(bot->IsInCombat() && botAI->HasStrategy("stay", BotState::BOT_STATE_COMBAT)))
|
(bot->IsInCombat() && botAI->HasStrategy("stay", BotState::BOT_STATE_COMBAT)))
|
||||||
return false;
|
return false;
|
||||||
Player* playerToLeave = NearestGroupMember(dis);
|
Player* playerToLeave = NearestGroupMember(dis);
|
||||||
@@ -2478,7 +2490,7 @@ bool TankFaceAction::Execute(Event event)
|
|||||||
|
|
||||||
float deltaAngle = Position::NormalizeOrientation(averageAngle - target->GetAngle(bot));
|
float deltaAngle = Position::NormalizeOrientation(averageAngle - target->GetAngle(bot));
|
||||||
if (deltaAngle > M_PI)
|
if (deltaAngle > M_PI)
|
||||||
deltaAngle -= 2.0f * M_PI; // -PI..PI
|
deltaAngle -= 2.0f * M_PI; // -PI..PI
|
||||||
|
|
||||||
float tolerable = M_PI_2;
|
float tolerable = M_PI_2;
|
||||||
|
|
||||||
@@ -2489,12 +2501,13 @@ bool TankFaceAction::Execute(Event event)
|
|||||||
float goodAngle2 = Position::NormalizeOrientation(averageAngle - M_PI * 3 / 5);
|
float goodAngle2 = Position::NormalizeOrientation(averageAngle - M_PI * 3 / 5);
|
||||||
|
|
||||||
// if dist < bot->GetMeleeRange(target) / 2, target will move backward
|
// if dist < bot->GetMeleeRange(target) / 2, target will move backward
|
||||||
float dist = std::max(bot->GetExactDist(target), bot->GetMeleeRange(target) / 2) - bot->GetCombatReach() - target->GetCombatReach();
|
float dist = std::max(bot->GetExactDist(target), bot->GetMeleeRange(target) / 2) - bot->GetCombatReach() -
|
||||||
|
target->GetCombatReach();
|
||||||
std::vector<Position> availablePos;
|
std::vector<Position> availablePos;
|
||||||
float x, y, z;
|
float x, y, z;
|
||||||
target->GetNearPoint(bot, x, y, z, 0.0f, dist, goodAngle1);
|
target->GetNearPoint(bot, x, y, z, 0.0f, dist, goodAngle1);
|
||||||
if (bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(),
|
if (bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(),
|
||||||
x, y, z))
|
bot->GetPositionZ(), x, y, z))
|
||||||
{
|
{
|
||||||
/// @todo: movement control now is a mess, prepare to rewrite
|
/// @todo: movement control now is a mess, prepare to rewrite
|
||||||
std::list<FleeInfo>& infoList = AI_VALUE(std::list<FleeInfo>&, "recently flee info");
|
std::list<FleeInfo>& infoList = AI_VALUE(std::list<FleeInfo>&, "recently flee info");
|
||||||
@@ -2506,8 +2519,8 @@ bool TankFaceAction::Execute(Event event)
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
target->GetNearPoint(bot, x, y, z, 0.0f, dist, goodAngle2);
|
target->GetNearPoint(bot, x, y, z, 0.0f, dist, goodAngle2);
|
||||||
if (bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(),
|
if (bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(),
|
||||||
x, y, z))
|
bot->GetPositionZ(), x, y, z))
|
||||||
{
|
{
|
||||||
std::list<FleeInfo>& infoList = AI_VALUE(std::list<FleeInfo>&, "recently flee info");
|
std::list<FleeInfo>& infoList = AI_VALUE(std::list<FleeInfo>&, "recently flee info");
|
||||||
Position pos(x, y, z);
|
Position pos(x, y, z);
|
||||||
@@ -2520,13 +2533,15 @@ bool TankFaceAction::Execute(Event event)
|
|||||||
if (availablePos.empty())
|
if (availablePos.empty())
|
||||||
return false;
|
return false;
|
||||||
Position nearest = GetNearestPosition(availablePos);
|
Position nearest = GetNearestPosition(availablePos);
|
||||||
return MoveTo(bot->GetMapId(), nearest.GetPositionX(), nearest.GetPositionY(), nearest.GetPositionZ(), false, false, false, true, MovementPriority::MOVEMENT_COMBAT);
|
return MoveTo(bot->GetMapId(), nearest.GetPositionX(), nearest.GetPositionY(), nearest.GetPositionZ(), false, false,
|
||||||
|
false, true, MovementPriority::MOVEMENT_COMBAT);
|
||||||
}
|
}
|
||||||
|
|
||||||
bool RearFlankAction::isUseful()
|
bool RearFlankAction::isUseful()
|
||||||
{
|
{
|
||||||
Unit* target = AI_VALUE(Unit*, "current target");
|
Unit* target = AI_VALUE(Unit*, "current target");
|
||||||
if (!target) { return false; }
|
if (!target)
|
||||||
|
return false;
|
||||||
|
|
||||||
// Need to double the front angle check to account for mirrored angle.
|
// Need to double the front angle check to account for mirrored angle.
|
||||||
bool inFront = target->HasInArc(2.f * minAngle, bot);
|
bool inFront = target->HasInArc(2.f * minAngle, bot);
|
||||||
@@ -2540,7 +2555,8 @@ bool RearFlankAction::isUseful()
|
|||||||
bool RearFlankAction::Execute(Event event)
|
bool RearFlankAction::Execute(Event event)
|
||||||
{
|
{
|
||||||
Unit* target = AI_VALUE(Unit*, "current target");
|
Unit* target = AI_VALUE(Unit*, "current target");
|
||||||
if (!target) { return false; }
|
if (!target)
|
||||||
|
return false;
|
||||||
|
|
||||||
float angle = frand(minAngle, maxAngle);
|
float angle = frand(minAngle, maxAngle);
|
||||||
float baseDistance = bot->GetMeleeRange(target) * 0.5f;
|
float baseDistance = bot->GetMeleeRange(target) * 0.5f;
|
||||||
@@ -2559,8 +2575,8 @@ bool RearFlankAction::Execute(Event event)
|
|||||||
destination = &rightFlank;
|
destination = &rightFlank;
|
||||||
}
|
}
|
||||||
|
|
||||||
return MoveTo(bot->GetMapId(), destination->GetPositionX(), destination->GetPositionY(), destination->GetPositionZ(),
|
return MoveTo(bot->GetMapId(), destination->GetPositionX(), destination->GetPositionY(),
|
||||||
false, false, false, true, MovementPriority::MOVEMENT_COMBAT);
|
destination->GetPositionZ(), false, false, false, true, MovementPriority::MOVEMENT_COMBAT);
|
||||||
}
|
}
|
||||||
|
|
||||||
bool DisperseSetAction::Execute(Event event)
|
bool DisperseSetAction::Execute(Event event)
|
||||||
@@ -2688,9 +2704,8 @@ bool SetFacingTargetAction::isUseful() { return !AI_VALUE2(bool, "facing", "curr
|
|||||||
bool SetFacingTargetAction::isPossible()
|
bool SetFacingTargetAction::isPossible()
|
||||||
{
|
{
|
||||||
if (bot->isFrozen() || bot->IsPolymorphed() || (bot->isDead() && !bot->HasPlayerFlag(PLAYER_FLAGS_GHOST)) ||
|
if (bot->isFrozen() || bot->IsPolymorphed() || (bot->isDead() && !bot->HasPlayerFlag(PLAYER_FLAGS_GHOST)) ||
|
||||||
bot->IsBeingTeleported() || bot->HasConfuseAura() || bot->IsCharmed() ||
|
bot->IsBeingTeleported() || bot->HasConfuseAura() || bot->IsCharmed() || bot->HasStunAura() ||
|
||||||
bot->HasStunAura() || bot->IsInFlight() ||
|
bot->IsInFlight() || bot->HasUnitState(UNIT_STATE_LOST_CONTROL))
|
||||||
bot->HasUnitState(UNIT_STATE_LOST_CONTROL))
|
|
||||||
return false;
|
return false;
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
@@ -2710,7 +2725,7 @@ bool SetBehindTargetAction::Execute(Event event)
|
|||||||
|
|
||||||
float deltaAngle = Position::NormalizeOrientation(target->GetOrientation() - target->GetAngle(bot));
|
float deltaAngle = Position::NormalizeOrientation(target->GetOrientation() - target->GetAngle(bot));
|
||||||
if (deltaAngle > M_PI)
|
if (deltaAngle > M_PI)
|
||||||
deltaAngle -= 2.0f * M_PI; // -PI..PI
|
deltaAngle -= 2.0f * M_PI; // -PI..PI
|
||||||
|
|
||||||
float tolerable = M_PI_2;
|
float tolerable = M_PI_2;
|
||||||
|
|
||||||
@@ -2720,12 +2735,13 @@ bool SetBehindTargetAction::Execute(Event event)
|
|||||||
float goodAngle1 = Position::NormalizeOrientation(target->GetOrientation() + M_PI * 3 / 5);
|
float goodAngle1 = Position::NormalizeOrientation(target->GetOrientation() + M_PI * 3 / 5);
|
||||||
float goodAngle2 = Position::NormalizeOrientation(target->GetOrientation() - M_PI * 3 / 5);
|
float goodAngle2 = Position::NormalizeOrientation(target->GetOrientation() - M_PI * 3 / 5);
|
||||||
|
|
||||||
float dist = std::max(bot->GetExactDist(target), bot->GetMeleeRange(target) / 2) - bot->GetCombatReach() - target->GetCombatReach();
|
float dist = std::max(bot->GetExactDist(target), bot->GetMeleeRange(target) / 2) - bot->GetCombatReach() -
|
||||||
|
target->GetCombatReach();
|
||||||
std::vector<Position> availablePos;
|
std::vector<Position> availablePos;
|
||||||
float x, y, z;
|
float x, y, z;
|
||||||
target->GetNearPoint(bot, x, y, z, 0.0f, dist, goodAngle1);
|
target->GetNearPoint(bot, x, y, z, 0.0f, dist, goodAngle1);
|
||||||
if (bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(),
|
if (bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(),
|
||||||
x, y, z))
|
bot->GetPositionZ(), x, y, z))
|
||||||
{
|
{
|
||||||
/// @todo: movement control now is a mess, prepare to rewrite
|
/// @todo: movement control now is a mess, prepare to rewrite
|
||||||
std::list<FleeInfo>& infoList = AI_VALUE(std::list<FleeInfo>&, "recently flee info");
|
std::list<FleeInfo>& infoList = AI_VALUE(std::list<FleeInfo>&, "recently flee info");
|
||||||
@@ -2737,8 +2753,8 @@ bool SetBehindTargetAction::Execute(Event event)
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
target->GetNearPoint(bot, x, y, z, 0.0f, dist, goodAngle2);
|
target->GetNearPoint(bot, x, y, z, 0.0f, dist, goodAngle2);
|
||||||
if (bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(),
|
if (bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(),
|
||||||
x, y, z))
|
bot->GetPositionZ(), x, y, z))
|
||||||
{
|
{
|
||||||
std::list<FleeInfo>& infoList = AI_VALUE(std::list<FleeInfo>&, "recently flee info");
|
std::list<FleeInfo>& infoList = AI_VALUE(std::list<FleeInfo>&, "recently flee info");
|
||||||
Position pos(x, y, z);
|
Position pos(x, y, z);
|
||||||
@@ -2751,7 +2767,8 @@ bool SetBehindTargetAction::Execute(Event event)
|
|||||||
if (availablePos.empty())
|
if (availablePos.empty())
|
||||||
return false;
|
return false;
|
||||||
Position nearest = GetNearestPosition(availablePos);
|
Position nearest = GetNearestPosition(availablePos);
|
||||||
return MoveTo(bot->GetMapId(), nearest.GetPositionX(), nearest.GetPositionY(), nearest.GetPositionZ(), false, false, false, true, MovementPriority::MOVEMENT_COMBAT);
|
return MoveTo(bot->GetMapId(), nearest.GetPositionX(), nearest.GetPositionY(), nearest.GetPositionZ(), false, false,
|
||||||
|
false, true, MovementPriority::MOVEMENT_COMBAT);
|
||||||
}
|
}
|
||||||
|
|
||||||
bool MoveOutOfCollisionAction::Execute(Event event)
|
bool MoveOutOfCollisionAction::Execute(Event event)
|
||||||
@@ -2822,7 +2839,7 @@ bool MoveFromGroupAction::Execute(Event event)
|
|||||||
{
|
{
|
||||||
float distance = atoi(event.getParam().c_str());
|
float distance = atoi(event.getParam().c_str());
|
||||||
if (!distance)
|
if (!distance)
|
||||||
distance = 20.0f; // flee distance from config is too small for this
|
distance = 20.0f; // flee distance from config is too small for this
|
||||||
return MoveFromGroup(distance);
|
return MoveFromGroup(distance);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -2905,10 +2922,7 @@ bool MoveAwayFromCreatureAction::Execute(Event event)
|
|||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool MoveAwayFromCreatureAction::isPossible()
|
bool MoveAwayFromCreatureAction::isPossible() { return bot->CanFreeMove(); }
|
||||||
{
|
|
||||||
return bot->CanFreeMove();
|
|
||||||
}
|
|
||||||
|
|
||||||
bool MoveAwayFromPlayerWithDebuffAction::Execute(Event event)
|
bool MoveAwayFromPlayerWithDebuffAction::Execute(Event event)
|
||||||
{
|
{
|
||||||
@@ -2995,7 +3009,4 @@ bool MoveAwayFromPlayerWithDebuffAction::Execute(Event event)
|
|||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool MoveAwayFromPlayerWithDebuffAction::isPossible()
|
bool MoveAwayFromPlayerWithDebuffAction::isPossible() { return bot->CanFreeMove(); }
|
||||||
{
|
|
||||||
return bot->CanFreeMove();
|
|
||||||
}
|
|
||||||
|
|||||||
@@ -29,12 +29,17 @@ public:
|
|||||||
|
|
||||||
protected:
|
protected:
|
||||||
bool JumpTo(uint32 mapId, float x, float y, float z, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL);
|
bool JumpTo(uint32 mapId, float x, float y, float z, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL);
|
||||||
bool MoveNear(uint32 mapId, float x, float y, float z, float distance = sPlayerbotAIConfig->contactDistance, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL);
|
bool MoveNear(uint32 mapId, float x, float y, float z, float distance = sPlayerbotAIConfig->contactDistance,
|
||||||
|
MovementPriority priority = MovementPriority::MOVEMENT_NORMAL);
|
||||||
bool MoveToLOS(WorldObject* target, bool ranged = false);
|
bool MoveToLOS(WorldObject* target, bool ranged = false);
|
||||||
bool MoveTo(uint32 mapId, float x, float y, float z, bool idle = false, bool react = false,
|
bool MoveTo(uint32 mapId, float x, float y, float z, bool idle = false, bool react = false,
|
||||||
bool normal_only = false, bool exact_waypoint = false, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL, bool lessDelay = false, bool backwards = false);
|
bool normal_only = false, bool exact_waypoint = false,
|
||||||
bool MoveTo(WorldObject* target, float distance = 0.0f, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL);
|
MovementPriority priority = MovementPriority::MOVEMENT_NORMAL, bool lessDelay = false,
|
||||||
bool MoveNear(WorldObject* target, float distance = sPlayerbotAIConfig->contactDistance, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL);
|
bool backwards = false);
|
||||||
|
bool MoveTo(WorldObject* target, float distance = 0.0f,
|
||||||
|
MovementPriority priority = MovementPriority::MOVEMENT_NORMAL);
|
||||||
|
bool MoveNear(WorldObject* target, float distance = sPlayerbotAIConfig->contactDistance,
|
||||||
|
MovementPriority priority = MovementPriority::MOVEMENT_NORMAL);
|
||||||
float GetFollowAngle();
|
float GetFollowAngle();
|
||||||
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);
|
||||||
@@ -51,10 +56,11 @@ protected:
|
|||||||
bool Flee(Unit* target);
|
bool Flee(Unit* target);
|
||||||
void ClearIdleState();
|
void ClearIdleState();
|
||||||
void UpdateMovementState();
|
void UpdateMovementState();
|
||||||
bool MoveAway(Unit* target, float distance = sPlayerbotAIConfig -> fleeDistance, bool backwards = false);
|
bool MoveAway(Unit* target, float distance = sPlayerbotAIConfig->fleeDistance, bool backwards = false);
|
||||||
bool MoveFromGroup(float distance);
|
bool MoveFromGroup(float distance);
|
||||||
bool Move(float angle, float distance);
|
bool Move(float angle, float distance);
|
||||||
bool MoveInside(uint32 mapId, float x, float y, float z, float distance = sPlayerbotAIConfig->followDistance, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL);
|
bool MoveInside(uint32 mapId, float x, float y, float z, float distance = sPlayerbotAIConfig->followDistance,
|
||||||
|
MovementPriority priority = MovementPriority::MOVEMENT_NORMAL);
|
||||||
void CreateWp(Player* wpOwner, float x, float y, float z, float o, uint32 entry, bool important = false);
|
void CreateWp(Player* wpOwner, float x, float y, float z, float o, uint32 entry, bool important = false);
|
||||||
Position BestPositionForMeleeToFlee(Position pos, float radius);
|
Position BestPositionForMeleeToFlee(Position pos, float radius);
|
||||||
Position BestPositionForRangedToFlee(Position pos, float radius);
|
Position BestPositionForRangedToFlee(Position pos, float radius);
|
||||||
@@ -74,6 +80,7 @@ private:
|
|||||||
const Movement::PointsArray SearchForBestPath(float x, float y, float z, float& modified_z, int maxSearchCount = 5,
|
const Movement::PointsArray SearchForBestPath(float x, float y, float z, float& modified_z, int maxSearchCount = 5,
|
||||||
bool normal_only = false, float step = 8.0f);
|
bool normal_only = false, float step = 8.0f);
|
||||||
bool wasMovementRestricted = false;
|
bool wasMovementRestricted = false;
|
||||||
|
void DoMovePoint(Unit* unit, float x, float y, float z, bool generatePath, bool backwards);
|
||||||
};
|
};
|
||||||
|
|
||||||
class FleeAction : public MovementAction
|
class FleeAction : public MovementAction
|
||||||
@@ -149,17 +156,18 @@ public:
|
|||||||
|
|
||||||
class RearFlankAction : public MovementAction
|
class RearFlankAction : public MovementAction
|
||||||
{
|
{
|
||||||
// 90 degree minimum angle prevents any frontal cleaves/breaths and avoids parry-hasting the boss.
|
// 90 degree minimum angle prevents any frontal cleaves/breaths and avoids parry-hasting the boss.
|
||||||
// 120 degree maximum angle leaves a 120 degree symmetrical cone at the tail end which is usually enough to avoid tail swipes.
|
// 120 degree maximum angle leaves a 120 degree symmetrical cone at the tail end which is usually enough to avoid
|
||||||
// Some dragons or mobs may have different danger zone angles, override if needed.
|
// tail swipes. Some dragons or mobs may have different danger zone angles, override if needed.
|
||||||
public:
|
public:
|
||||||
RearFlankAction(PlayerbotAI* botAI, float distance = 0.0f, float minAngle = ANGLE_90_DEG, float maxAngle = ANGLE_120_DEG)
|
RearFlankAction(PlayerbotAI* botAI, float distance = 0.0f, float minAngle = ANGLE_90_DEG,
|
||||||
|
float maxAngle = ANGLE_120_DEG)
|
||||||
: MovementAction(botAI, "rear flank")
|
: MovementAction(botAI, "rear flank")
|
||||||
{
|
{
|
||||||
this->distance = distance;
|
this->distance = distance;
|
||||||
this->minAngle = minAngle;
|
this->minAngle = minAngle;
|
||||||
this->maxAngle = maxAngle;
|
this->maxAngle = maxAngle;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool Execute(Event event) override;
|
bool Execute(Event event) override;
|
||||||
bool isUseful() override;
|
bool isUseful() override;
|
||||||
@@ -297,7 +305,9 @@ class MoveAwayFromCreatureAction : public MovementAction
|
|||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
MoveAwayFromCreatureAction(PlayerbotAI* botAI, std::string name, uint32 creatureId, float range, bool alive = true)
|
MoveAwayFromCreatureAction(PlayerbotAI* botAI, std::string name, uint32 creatureId, float range, bool alive = true)
|
||||||
: MovementAction(botAI, name), creatureId(creatureId), range(range), alive(alive) {}
|
: MovementAction(botAI, name), creatureId(creatureId), range(range), alive(alive)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
bool Execute(Event event) override;
|
bool Execute(Event event) override;
|
||||||
bool isPossible() override;
|
bool isPossible() override;
|
||||||
@@ -312,7 +322,9 @@ class MoveAwayFromPlayerWithDebuffAction : public MovementAction
|
|||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
MoveAwayFromPlayerWithDebuffAction(PlayerbotAI* botAI, std::string name, uint32 spellId, float range)
|
MoveAwayFromPlayerWithDebuffAction(PlayerbotAI* botAI, std::string name, uint32 spellId, float range)
|
||||||
: MovementAction(botAI, name), spellId(spellId), range(range) {}
|
: MovementAction(botAI, name), spellId(spellId), range(range)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
bool Execute(Event event) override;
|
bool Execute(Event event) override;
|
||||||
bool isPossible() override;
|
bool isPossible() override;
|
||||||
|
|||||||
Reference in New Issue
Block a user