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:
bashermens
2025-11-16 22:39:46 +01:00
committed by GitHub
parent ce2a990495
commit 610a032379
4 changed files with 213 additions and 183 deletions

View File

@@ -40,7 +40,14 @@ bool ReachAreaTriggerAction::Execute(Event event)
return true;
}
bot->GetMotionMaster()->MovePoint(at->map, at->x, at->y, at->z);
bot->GetMotionMaster()->MovePoint(
/*id*/ at->map,
/*coords*/ at->x, at->y, at->z,
/*forcedMovement*/ FORCED_MOVEMENT_NONE,
/*speed*/ 0.0f, // default speed (not handled here)
/*orientation*/ 0.0f, // keep current orientation of bot
/*generatePath*/ true, // true => terrain path (2d mmap); false => straight spline (3d vmap)
/*forceDestination*/ false);
float distance = bot->GetDistance(at->x, at->y, at->z);
float delay = 1000.0f * distance / bot->GetSpeed(MOVE_RUN) + sPlayerbotAIConfig->reactDelay;

View File

@@ -81,7 +81,7 @@ bool CheckMountStateAction::isUseful()
// to mostly be an issue in tunnels of WSG and AV)
float posZ = bot->GetPositionZ();
float groundLevel = bot->GetMapWaterOrGroundLevel(bot->GetPositionX(), bot->GetPositionY(), posZ);
if (!bot->IsMounted() && posZ < groundLevel)
if (!bot->IsMounted() && !bot->HasWaterWalkAura() && posZ < groundLevel)
return false;
// Not useful when bot does not have mount strat and is not currently mounted

View File

@@ -10,6 +10,7 @@
#include <iomanip>
#include <string>
#include "Corpse.h"
#include "Event.h"
#include "FleeManager.h"
#include "G3D/Vector3.h"
@@ -41,7 +42,6 @@
#include "Unit.h"
#include "Vehicle.h"
#include "WaypointMovementGenerator.h"
#include "Corpse.h"
MovementAction::MovementAction(PlayerbotAI* botAI, std::string const name) : Action(botAI, name)
{
@@ -192,14 +192,15 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
{
return false;
}
bool generatePath = !bot->IsFlying() && !bot->isSwimming();
bool disableMoveSplinePath = sPlayerbotAIConfig->disableMoveSplinePath >= 2 ||
bool disableMoveSplinePath =
sPlayerbotAIConfig->disableMoveSplinePath >= 2 ||
(sPlayerbotAIConfig->disableMoveSplinePath == 1 && bot->InBattleground());
if (Vehicle* vehicle = bot->GetVehicle())
{
VehicleSeatEntry const* seat = vehicle->GetSeatForPassenger(bot);
Unit* vehicleBase = vehicle->GetBase();
// If the mover (vehicle) can fly, we DO NOT want an mmaps path (2D ground) => disable pathfinding
generatePath = !vehicleBase || !vehicleBase->CanFly();
if (!vehicleBase || !seat || !seat->CanControl()) // is passenger and cant move anyway
return false;
@@ -207,22 +208,7 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
float distance = vehicleBase->GetExactDist(x, y, z); // use vehicle distance, not bot
if (distance > 0.01f)
{
MotionMaster& mm = *vehicleBase->GetMotionMaster(); // need to move vehicle, not bot
// Disable ground pathing if the bot/master/vehicle are flying
auto isFlying = [](Unit* u){ return u && (u->HasUnitMovementFlag(MOVEMENTFLAG_FLYING) || u->IsInFlight()); };
bool allowPathVeh = generatePath;
Unit* masterVeh = botAI ? botAI->GetMaster() : nullptr;
if (isFlying(vehicleBase) || isFlying(bot) || isFlying(masterVeh))
allowPathVeh = false;
mm.Clear();
if (!backwards)
{
mm.MovePoint(0, x, y, z, FORCED_MOVEMENT_NONE, 0.0f, 0.0f, allowPathVeh);
}
else
{
mm.MovePointBackwards(0, x, y, z, allowPathVeh);
}
DoMovePoint(vehicleBase, x, y, z, generatePath, backwards);
float speed = backwards ? vehicleBase->GetSpeed(MOVE_RUN_BACK) : vehicleBase->GetSpeed(MOVE_RUN);
float delay = 1000.0f * (distance / speed);
if (lessDelay)
@@ -248,23 +234,7 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
// bot->CastStop();
// botAI->InterruptSpell();
// }
MotionMaster& mm = *bot->GetMotionMaster();
// No ground pathfinding if the bot/master are flying => allow true 3D (Z) movement
auto isFlying = [](Unit* u){ return u && (u->HasUnitMovementFlag(MOVEMENTFLAG_FLYING) || u->IsInFlight()); };
bool allowPath = generatePath;
Unit* master = botAI ? botAI->GetMaster() : nullptr;
if (isFlying(bot) || isFlying(master))
allowPath = false;
mm.Clear();
if (!backwards)
{
mm.MovePoint(0, x, y, z, FORCED_MOVEMENT_NONE, 0.0f, 0.0f, allowPath);
}
else
{
mm.MovePointBackwards(0, x, y, z, allowPath);
}
DoMovePoint(bot, x, y, z, generatePath, backwards);
float delay = 1000.0f * MoveDelay(distance, backwards);
if (lessDelay)
{
@@ -282,9 +252,7 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
Movement::PointsArray path =
SearchForBestPath(x, y, z, modifiedZ, sPlayerbotAIConfig->maxMovementSearchTime, normal_only);
if (modifiedZ == INVALID_HEIGHT)
{
return false;
}
float distance = bot->GetExactDist(x, y, modifiedZ);
if (distance > 0.01f)
{
@@ -296,24 +264,8 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
// bot->CastStop();
// botAI->InterruptSpell();
// }
MotionMaster& mm = *bot->GetMotionMaster();
G3D::Vector3 endP = path.back();
// No ground pathfinding if the bot/master are flying => allow true 3D (Z) movement
auto isFlying = [](Unit* u){ return u && (u->HasUnitMovementFlag(MOVEMENTFLAG_FLYING) || u->IsInFlight()); };
bool allowPath = generatePath;
Unit* master = botAI ? botAI->GetMaster() : nullptr;
if (isFlying(bot) || isFlying(master))
allowPath = false;
mm.Clear();
if (!backwards)
{
mm.MovePoint(0, x, y, z, FORCED_MOVEMENT_NONE, 0.0f, 0.0f, allowPath);
}
else
{
mm.MovePointBackwards(0, x, y, z, allowPath);
}
DoMovePoint(bot, x, y, z, generatePath, backwards);
float delay = 1000.0f * MoveDelay(distance, backwards);
if (lessDelay)
{
@@ -581,9 +533,7 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
// bool goTaxi = bot->ActivateTaxiPathTo({ tEntry->from, tEntry->to }, unit, 1);
// if (botAI->HasCheat(BotCheatMask::gold))
// {
// bot->SetMoney(botMoney);
// }
// LOG_DEBUG("playerbots", "goTaxi");
// return goTaxi;
// }
@@ -882,8 +832,8 @@ bool MovementAction::ReachCombatTo(Unit* target, float distance)
float predictDis = std::min(3.0f, target->GetObjectSize() * 2);
tx += cos(target->GetOrientation()) * predictDis;
ty += sin(target->GetOrientation()) * predictDis;
if (!target->GetMap()->CheckCollisionAndGetValidCoords(target, target->GetPositionX(), target->GetPositionY(), target->GetPositionZ(),
tx, ty, tz))
if (!target->GetMap()->CheckCollisionAndGetValidCoords(target, target->GetPositionX(), target->GetPositionY(),
target->GetPositionZ(), tx, ty, tz))
{
tx = target->GetPositionX();
ty = target->GetPositionY();
@@ -1001,9 +951,8 @@ bool MovementAction::IsMovingAllowed()
return false;
if (bot->isFrozen() || bot->IsPolymorphed() || (bot->isDead() && !bot->HasPlayerFlag(PLAYER_FLAGS_GHOST)) ||
bot->IsBeingTeleported() || bot->HasRootAura() || bot->HasSpiritOfRedemptionAura() ||
bot->HasConfuseAura() || bot->IsCharmed() || bot->HasStunAura() ||
bot->IsInFlight() || bot->HasUnitState(UNIT_STATE_LOST_CONTROL))
bot->IsBeingTeleported() || bot->HasRootAura() || bot->HasSpiritOfRedemptionAura() || bot->HasConfuseAura() ||
bot->IsCharmed() || bot->HasStunAura() || bot->IsInFlight() || bot->HasUnitState(UNIT_STATE_LOST_CONTROL))
return false;
if (bot->GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_CONTROLLED) != NULL_MOTION_TYPE)
@@ -1022,63 +971,58 @@ bool MovementAction::Follow(Unit* target, float distance) { return Follow(target
void MovementAction::UpdateMovementState()
{
int8 botInLiquidState = bot->GetLiquidData().Status;
// state flags
const float gLvlZ = bot->GetMapWaterOrGroundLevel(bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ());
const bool onGround = bot->GetPositionZ() < gLvlZ + 1.f;
const bool wantsToFly = bot->HasIncreaseMountedFlightSpeedAura() || bot->HasFlyAura();
const auto master = botAI ? botAI->GetMaster() : nullptr; // real or not
const bool masterIsFlying = master && master->HasUnitMovementFlag(MOVEMENTFLAG_FLYING);
const bool isFlying = bot->HasUnitMovementFlag(MOVEMENTFLAG_FLYING);
const auto liquidState = bot->GetLiquidData().Status; // default LIQUID_MAP_NO_WATER
const bool isWaterArea = liquidState != LIQUID_MAP_NO_WATER;
const bool isUnderWater = liquidState == LIQUID_MAP_UNDER_WATER;
const bool isInWater = liquidState == LIQUID_MAP_IN_WATER;
const bool isWaterWalking = bot->HasUnitMovementFlag(MOVEMENTFLAG_WATERWALKING);
const bool isSwimming = bot->HasUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
const bool wantsToWaterWalk = bot->HasWaterWalkAura();
const bool wantsToSwim = isInWater || isUnderWater;
if (botInLiquidState == LIQUID_MAP_IN_WATER || botInLiquidState == LIQUID_MAP_UNDER_WATER)
// handle water state
if (isWaterArea)
{
bot->SetSwim(true);
// water walking
if (wantsToWaterWalk && !isWaterWalking && !isUnderWater && !isFlying)
{
bot->RemoveUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
bot->AddUnitMovementFlag(MOVEMENTFLAG_WATERWALKING);
bot->SendMovementFlagUpdate();
}
// swimming
else if (wantsToSwim && !isSwimming && !wantsToWaterWalk && !isFlying)
{
bot->RemoveUnitMovementFlag(MOVEMENTFLAG_WATERWALKING);
bot->AddUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
bot->SendMovementFlagUpdate();
}
}
else
{
bot->SetSwim(false);
}
bool onGround = bot->GetPositionZ() <
bot->GetMapWaterOrGroundLevel(bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ()) + 1.0f;
// Keep bot->SendMovementFlagUpdate() withing the if statements to not intefere with bot behavior on ground/(shallow) waters
bool hasFlightAura = bot->HasAuraType(SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED) || bot->HasAuraType(SPELL_AURA_FLY);
if (hasFlightAura)
{
bool changed = false;
if (!bot->HasUnitMovementFlag(MOVEMENTFLAG_CAN_FLY))
{
bot->AddUnitMovementFlag(MOVEMENTFLAG_CAN_FLY);
changed = true;
}
if (!bot->HasUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY))
{
bot->AddUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY);
changed = true;
}
if (!bot->HasUnitMovementFlag(MOVEMENTFLAG_FLYING))
{
bot->AddUnitMovementFlag(MOVEMENTFLAG_FLYING);
changed = true;
}
if (changed)
// reset flags, if not will inherit incorrect walk speed here and there
// when transistions between land and water.
bot->RemoveUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
bot->RemoveUnitMovementFlag(MOVEMENTFLAG_WATERWALKING);
bot->SendMovementFlagUpdate();
}
else if (!hasFlightAura)
// handle flying state
if (wantsToFly && !isFlying && masterIsFlying)
{
bool changed = false;
if (bot->HasUnitMovementFlag(MOVEMENTFLAG_FLYING))
bot->AddUnitMovementFlag(MOVEMENTFLAG_FLYING);
bot->SendMovementFlagUpdate();
}
else if ((!wantsToFly || onGround) && isFlying)
{
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();
}
@@ -1180,6 +1124,13 @@ bool MovementAction::Follow(Unit* target, float distance, float angle)
if (!target)
return false;
if (!bot->InBattleground() && sServerFacade->IsDistanceLessOrEqualThan(sServerFacade->GetDistance2d(bot, target),
sPlayerbotAIConfig->followDistance))
{
// botAI->TellError("No need to follow");
return false;
}
/*
if (!bot->InBattleground()
&& 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);
}
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())
distance += angle;
// Do not cancel follow if the 2D distance is short but the Z still differs (e.g., master above).
float dz1 = fabs(bot->GetPositionZ() - target->GetPositionZ());
if (!bot->InBattleground()
&& sServerFacade->IsDistanceLessOrEqualThan(sServerFacade->GetDistance2d(bot, target), sPlayerbotAIConfig->followDistance)
&& dz1 < sPlayerbotAIConfig->contactDistance)
if (!bot->InBattleground() && sServerFacade->IsDistanceLessOrEqualThan(sServerFacade->GetDistance2d(bot, target),
sPlayerbotAIConfig->followDistance))
{
// botAI->TellError("No need to follow");
return false; // truly in range (2D and Z) => no need to move
return false;
}
bot->HandleEmoteCommand(0);
@@ -1388,7 +1343,7 @@ float MovementAction::MoveDelay(float distance, bool backwards)
}
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;
return delay;
@@ -1418,8 +1373,7 @@ void MovementAction::SetNextMovementDelay(float delayMillis)
{
AI_VALUE(LastMovement&, "last movement")
.Set(bot->GetMapId(), bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(), bot->GetOrientation(),
delayMillis,
MovementPriority::MOVEMENT_FORCED);
delayMillis, MovementPriority::MOVEMENT_FORCED);
}
bool MovementAction::Flee(Unit* target)
@@ -1633,7 +1587,8 @@ bool MovementAction::MoveAway(Unit* target, float distance, bool backwards)
dz = bot->GetPositionZ();
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;
}
@@ -1655,7 +1610,8 @@ bool MovementAction::MoveAway(Unit* target, float distance, bool backwards)
dz = bot->GetPositionZ();
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;
}
@@ -1704,7 +1660,7 @@ bool MovementAction::Move(float angle, float distance)
float x = bot->GetPositionX() + cos(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());
if (z == -100000.0f || z == -200000.0f)
z = bot->GetPositionZ();
@@ -1758,11 +1714,9 @@ bool MovementAction::MoveInside(uint32 mapId, float x, float y, float z, float d
// min_length = gen.getPathLength();
// current_z = modified_z;
// if (abs(current_z - z) < 0.5f)
// {
// return current_z;
// }
// }
// }
// for (delta = range / 2 + step; delta <= range; delta += 2) {
// modified_z = bot->GetMapWaterOrGroundLevel(x, y, z + delta);
// PathGenerator gen(bot);
@@ -1857,6 +1811,59 @@ const Movement::PointsArray MovementAction::SearchForBestPath(float x, float y,
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)
{
return MoveAway(AI_VALUE(Unit*, "current target"), sPlayerbotAIConfig->fleeDistance, true);
@@ -1937,7 +1944,8 @@ bool AvoidAoeAction::AvoidAuraWithDynamicObj()
{
return false;
}
if (sPlayerbotAIConfig->aoeAvoidSpellWhitelist.find(spellInfo->Id) != sPlayerbotAIConfig->aoeAvoidSpellWhitelist.end())
if (sPlayerbotAIConfig->aoeAvoidSpellWhitelist.find(spellInfo->Id) !=
sPlayerbotAIConfig->aoeAvoidSpellWhitelist.end())
return false;
DynamicObject* dynOwner = aura->GetDynobjOwner();
@@ -2002,7 +2010,8 @@ bool AvoidAoeAction::AvoidGameObjectWithDamage()
continue;
}
if (sPlayerbotAIConfig->aoeAvoidSpellWhitelist.find(spellId) != sPlayerbotAIConfig->aoeAvoidSpellWhitelist.end())
if (sPlayerbotAIConfig->aoeAvoidSpellWhitelist.find(spellId) !=
sPlayerbotAIConfig->aoeAvoidSpellWhitelist.end())
continue;
const SpellInfo* spellInfo = sSpellMgr->GetSpellInfo(spellId);
@@ -2028,7 +2037,8 @@ bool AvoidAoeAction::AvoidGameObjectWithDamage()
lastTellTimer = time(NULL);
lastMoveTimer = getMSTime();
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);
}
return true;
@@ -2071,7 +2081,8 @@ bool AvoidAoeAction::AvoidUnitWithDamageAura()
sSpellMgr->GetSpellInfo(spellInfo->Effects[aurEff->GetEffIndex()].TriggerSpell);
if (!triggerSpellInfo)
continue;
if (sPlayerbotAIConfig->aoeAvoidSpellWhitelist.find(triggerSpellInfo->Id) != sPlayerbotAIConfig->aoeAvoidSpellWhitelist.end())
if (sPlayerbotAIConfig->aoeAvoidSpellWhitelist.find(triggerSpellInfo->Id) !=
sPlayerbotAIConfig->aoeAvoidSpellWhitelist.end())
return false;
for (int j = 0; j < MAX_SPELL_EFFECTS; j++)
{
@@ -2093,7 +2104,8 @@ bool AvoidAoeAction::AvoidUnitWithDamageAura()
lastTellTimer = time(NULL);
lastMoveTimer = getMSTime();
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);
}
}
@@ -2112,7 +2124,8 @@ Position MovementAction::BestPositionForMeleeToFlee(Position pos, float radius)
if (currentTarget)
{
// 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 angleLeft = angle + (float)M_PI / 2;
float angleRight = angle - (float)M_PI / 2;
@@ -2327,8 +2340,7 @@ bool CombatFormationMoveAction::isUseful()
bool CombatFormationMoveAction::Execute(Event event)
{
float dis = AI_VALUE(float, "disperse distance");
if (dis <= 0.0f ||
(!bot->IsInCombat() && botAI->HasStrategy("stay", BotState::BOT_STATE_NON_COMBAT)) ||
if (dis <= 0.0f || (!bot->IsInCombat() && botAI->HasStrategy("stay", BotState::BOT_STATE_NON_COMBAT)) ||
(bot->IsInCombat() && botAI->HasStrategy("stay", BotState::BOT_STATE_COMBAT)))
return false;
Player* playerToLeave = NearestGroupMember(dis);
@@ -2489,12 +2501,13 @@ bool TankFaceAction::Execute(Event event)
float goodAngle2 = Position::NormalizeOrientation(averageAngle - M_PI * 3 / 5);
// 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;
float x, y, z;
target->GetNearPoint(bot, x, y, z, 0.0f, dist, goodAngle1);
if (bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(),
x, y, z))
if (bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(),
bot->GetPositionZ(), x, y, z))
{
/// @todo: movement control now is a mess, prepare to rewrite
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);
if (bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(),
x, y, z))
if (bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(),
bot->GetPositionZ(), x, y, z))
{
std::list<FleeInfo>& infoList = AI_VALUE(std::list<FleeInfo>&, "recently flee info");
Position pos(x, y, z);
@@ -2520,13 +2533,15 @@ bool TankFaceAction::Execute(Event event)
if (availablePos.empty())
return false;
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()
{
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.
bool inFront = target->HasInArc(2.f * minAngle, bot);
@@ -2540,7 +2555,8 @@ bool RearFlankAction::isUseful()
bool RearFlankAction::Execute(Event event)
{
Unit* target = AI_VALUE(Unit*, "current target");
if (!target) { return false; }
if (!target)
return false;
float angle = frand(minAngle, maxAngle);
float baseDistance = bot->GetMeleeRange(target) * 0.5f;
@@ -2559,8 +2575,8 @@ bool RearFlankAction::Execute(Event event)
destination = &rightFlank;
}
return MoveTo(bot->GetMapId(), destination->GetPositionX(), destination->GetPositionY(), destination->GetPositionZ(),
false, false, false, true, MovementPriority::MOVEMENT_COMBAT);
return MoveTo(bot->GetMapId(), destination->GetPositionX(), destination->GetPositionY(),
destination->GetPositionZ(), false, false, false, true, MovementPriority::MOVEMENT_COMBAT);
}
bool DisperseSetAction::Execute(Event event)
@@ -2688,9 +2704,8 @@ bool SetFacingTargetAction::isUseful() { return !AI_VALUE2(bool, "facing", "curr
bool SetFacingTargetAction::isPossible()
{
if (bot->isFrozen() || bot->IsPolymorphed() || (bot->isDead() && !bot->HasPlayerFlag(PLAYER_FLAGS_GHOST)) ||
bot->IsBeingTeleported() || bot->HasConfuseAura() || bot->IsCharmed() ||
bot->HasStunAura() || bot->IsInFlight() ||
bot->HasUnitState(UNIT_STATE_LOST_CONTROL))
bot->IsBeingTeleported() || bot->HasConfuseAura() || bot->IsCharmed() || bot->HasStunAura() ||
bot->IsInFlight() || bot->HasUnitState(UNIT_STATE_LOST_CONTROL))
return false;
return true;
@@ -2720,12 +2735,13 @@ bool SetBehindTargetAction::Execute(Event event)
float goodAngle1 = 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;
float x, y, z;
target->GetNearPoint(bot, x, y, z, 0.0f, dist, goodAngle1);
if (bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(),
x, y, z))
if (bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(),
bot->GetPositionZ(), x, y, z))
{
/// @todo: movement control now is a mess, prepare to rewrite
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);
if (bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(),
x, y, z))
if (bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(),
bot->GetPositionZ(), x, y, z))
{
std::list<FleeInfo>& infoList = AI_VALUE(std::list<FleeInfo>&, "recently flee info");
Position pos(x, y, z);
@@ -2751,7 +2767,8 @@ bool SetBehindTargetAction::Execute(Event event)
if (availablePos.empty())
return false;
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)
@@ -2905,10 +2922,7 @@ bool MoveAwayFromCreatureAction::Execute(Event event)
return false;
}
bool MoveAwayFromCreatureAction::isPossible()
{
return bot->CanFreeMove();
}
bool MoveAwayFromCreatureAction::isPossible() { return bot->CanFreeMove(); }
bool MoveAwayFromPlayerWithDebuffAction::Execute(Event event)
{
@@ -2995,7 +3009,4 @@ bool MoveAwayFromPlayerWithDebuffAction::Execute(Event event)
return false;
}
bool MoveAwayFromPlayerWithDebuffAction::isPossible()
{
return bot->CanFreeMove();
}
bool MoveAwayFromPlayerWithDebuffAction::isPossible() { return bot->CanFreeMove(); }

View File

@@ -29,12 +29,17 @@ public:
protected:
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 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 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);
bool normal_only = false, bool exact_waypoint = false,
MovementPriority priority = MovementPriority::MOVEMENT_NORMAL, bool lessDelay = false,
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();
bool Follow(Unit* target, float distance = sPlayerbotAIConfig->followDistance);
bool Follow(Unit* target, float distance, float angle);
@@ -51,10 +56,11 @@ protected:
bool Flee(Unit* target);
void ClearIdleState();
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 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);
Position BestPositionForMeleeToFlee(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,
bool normal_only = false, float step = 8.0f);
bool wasMovementRestricted = false;
void DoMovePoint(Unit* unit, float x, float y, float z, bool generatePath, bool backwards);
};
class FleeAction : public MovementAction
@@ -149,11 +156,12 @@ public:
class RearFlankAction : public MovementAction
{
// 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.
// Some dragons or mobs may have different danger zone angles, override if needed.
// 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. Some dragons or mobs may have different danger zone angles, override if needed.
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")
{
this->distance = distance;
@@ -297,7 +305,9 @@ class MoveAwayFromCreatureAction : public MovementAction
{
public:
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 isPossible() override;
@@ -312,7 +322,9 @@ class MoveAwayFromPlayerWithDebuffAction : public MovementAction
{
public:
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 isPossible() override;