mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
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@@ -10,6 +10,7 @@
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#include <iomanip>
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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 "FleeManager.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 "Vehicle.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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{
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@@ -852,15 +852,16 @@ bool MovementAction::ReachCombatTo(Unit* target, float distance)
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float deltaAngle = Position::NormalizeOrientation(targetOrientation - target->GetAngle(bot));
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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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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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{
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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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ty += sin(target->GetOrientation()) * predictDis;
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if (!target->GetMap()->CheckCollisionAndGetValidCoords(target, target->GetPositionX(), target->GetPositionY(), target->GetPositionZ(),
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tx, ty, tz))
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if (!target->GetMap()->CheckCollisionAndGetValidCoords(target, target->GetPositionX(), target->GetPositionY(),
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target->GetPositionZ(), tx, ty, tz))
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{
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tx = target->GetPositionX();
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ty = target->GetPositionY();
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@@ -978,9 +979,8 @@ bool MovementAction::IsMovingAllowed()
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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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bot->IsBeingTeleported() || bot->HasRootAura() || bot->HasSpiritOfRedemptionAura() ||
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bot->HasConfuseAura() || bot->IsCharmed() || bot->HasStunAura() ||
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bot->IsInFlight() || bot->HasUnitState(UNIT_STATE_LOST_CONTROL))
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bot->IsBeingTeleported() || bot->HasRootAura() || bot->HasSpiritOfRedemptionAura() || bot->HasConfuseAura() ||
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bot->IsCharmed() || bot->HasStunAura() || bot->IsInFlight() || bot->HasUnitState(UNIT_STATE_LOST_CONTROL))
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return false;
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if (bot->GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_CONTROLLED) != NULL_MOTION_TYPE)
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@@ -1012,7 +1012,8 @@ void MovementAction::UpdateMovementState()
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bool onGround = bot->GetPositionZ() <
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bot->GetMapWaterOrGroundLevel(bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ()) + 1.0f;
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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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// Keep bot->SendMovementFlagUpdate() withing the if statements to not intefere with bot behavior on
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// ground/(shallow) waters
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if (!bot->HasUnitMovementFlag(MOVEMENTFLAG_FLYING) &&
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bot->HasAuraType(SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED) && !onGround)
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{
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@@ -1021,7 +1022,7 @@ void MovementAction::UpdateMovementState()
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}
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else if (bot->HasUnitMovementFlag(MOVEMENTFLAG_FLYING) &&
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(!bot->HasAuraType(SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED) || onGround))
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(!bot->HasAuraType(SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED) || onGround))
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{
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bot->RemoveUnitMovementFlag(MOVEMENTFLAG_FLYING);
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bot->SendMovementFlagUpdate();
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@@ -1341,7 +1342,7 @@ float MovementAction::MoveDelay(float distance, bool backwards)
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}
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else
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{
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speed = backwards ? bot->GetSpeed(MOVE_RUN_BACK) :bot->GetSpeed(MOVE_RUN);
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speed = backwards ? bot->GetSpeed(MOVE_RUN_BACK) : bot->GetSpeed(MOVE_RUN);
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}
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float delay = distance / speed;
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return delay;
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@@ -1371,8 +1372,7 @@ void MovementAction::SetNextMovementDelay(float delayMillis)
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{
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AI_VALUE(LastMovement&, "last movement")
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.Set(bot->GetMapId(), bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(), bot->GetOrientation(),
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delayMillis,
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MovementPriority::MOVEMENT_FORCED);
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delayMillis, MovementPriority::MOVEMENT_FORCED);
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}
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bool MovementAction::Flee(Unit* target)
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@@ -1586,7 +1586,8 @@ bool MovementAction::MoveAway(Unit* target, float distance, bool backwards)
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dz = bot->GetPositionZ();
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exact = false;
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}
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if (MoveTo(target->GetMapId(), dx, dy, dz, false, false, true, exact, MovementPriority::MOVEMENT_COMBAT, false, backwards))
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if (MoveTo(target->GetMapId(), dx, dy, dz, false, false, true, exact, MovementPriority::MOVEMENT_COMBAT, false,
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backwards))
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{
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return true;
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}
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@@ -1608,7 +1609,8 @@ bool MovementAction::MoveAway(Unit* target, float distance, bool backwards)
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dz = bot->GetPositionZ();
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exact = false;
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}
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if (MoveTo(target->GetMapId(), dx, dy, dz, false, false, true, exact, MovementPriority::MOVEMENT_COMBAT, false, backwards))
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if (MoveTo(target->GetMapId(), dx, dy, dz, false, false, true, exact, MovementPriority::MOVEMENT_COMBAT, false,
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backwards))
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{
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return true;
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}
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@@ -1657,7 +1659,7 @@ bool MovementAction::Move(float angle, float distance)
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float x = bot->GetPositionX() + cos(angle) * distance;
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float y = bot->GetPositionY() + sin(angle) * distance;
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//TODO do we need GetMapWaterOrGroundLevel() if we're using CheckCollisionAndGetValidCoords() ?
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// TODO do we need GetMapWaterOrGroundLevel() if we're using CheckCollisionAndGetValidCoords() ?
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float z = bot->GetMapWaterOrGroundLevel(x, y, bot->GetPositionZ());
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if (z == -100000.0f || z == -200000.0f)
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z = bot->GetPositionZ();
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@@ -1881,7 +1883,8 @@ bool AvoidAoeAction::AvoidAuraWithDynamicObj()
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{
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return false;
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}
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if (sPlayerbotAIConfig->aoeAvoidSpellWhitelist.find(spellInfo->Id) != sPlayerbotAIConfig->aoeAvoidSpellWhitelist.end())
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if (sPlayerbotAIConfig->aoeAvoidSpellWhitelist.find(spellInfo->Id) !=
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sPlayerbotAIConfig->aoeAvoidSpellWhitelist.end())
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return false;
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DynamicObject* dynOwner = aura->GetDynobjOwner();
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@@ -1946,7 +1949,8 @@ bool AvoidAoeAction::AvoidGameObjectWithDamage()
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continue;
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}
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if (sPlayerbotAIConfig->aoeAvoidSpellWhitelist.find(spellId) != sPlayerbotAIConfig->aoeAvoidSpellWhitelist.end())
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if (sPlayerbotAIConfig->aoeAvoidSpellWhitelist.find(spellId) !=
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sPlayerbotAIConfig->aoeAvoidSpellWhitelist.end())
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continue;
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const SpellInfo* spellInfo = sSpellMgr->GetSpellInfo(spellId);
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@@ -1972,7 +1976,8 @@ bool AvoidAoeAction::AvoidGameObjectWithDamage()
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lastTellTimer = time(NULL);
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lastMoveTimer = getMSTime();
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std::ostringstream out;
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out << "I'm avoiding " << name.str() << " (" << spellInfo->Id << ")" << " Radius " << radius << " - [Trap]";
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out << "I'm avoiding " << name.str() << " (" << spellInfo->Id << ")" << " Radius " << radius
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<< " - [Trap]";
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bot->Say(out.str(), LANG_UNIVERSAL);
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}
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return true;
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@@ -2015,7 +2020,8 @@ bool AvoidAoeAction::AvoidUnitWithDamageAura()
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sSpellMgr->GetSpellInfo(spellInfo->Effects[aurEff->GetEffIndex()].TriggerSpell);
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if (!triggerSpellInfo)
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continue;
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if (sPlayerbotAIConfig->aoeAvoidSpellWhitelist.find(triggerSpellInfo->Id) != sPlayerbotAIConfig->aoeAvoidSpellWhitelist.end())
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if (sPlayerbotAIConfig->aoeAvoidSpellWhitelist.find(triggerSpellInfo->Id) !=
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sPlayerbotAIConfig->aoeAvoidSpellWhitelist.end())
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return false;
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for (int j = 0; j < MAX_SPELL_EFFECTS; j++)
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{
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@@ -2037,7 +2043,8 @@ bool AvoidAoeAction::AvoidUnitWithDamageAura()
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lastTellTimer = time(NULL);
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lastMoveTimer = getMSTime();
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std::ostringstream out;
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out << "I'm avoiding " << name.str() << " (" << triggerSpellInfo->Id << ")" << " Radius " << radius << " - [Unit Trigger]";
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out << "I'm avoiding " << name.str() << " (" << triggerSpellInfo->Id << ")"
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<< " Radius " << radius << " - [Unit Trigger]";
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bot->Say(out.str(), LANG_UNIVERSAL);
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}
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}
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@@ -2056,7 +2063,8 @@ Position MovementAction::BestPositionForMeleeToFlee(Position pos, float radius)
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if (currentTarget)
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{
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// Normally, move to left or right is the best position
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bool isTanking = (!currentTarget->isFrozen() && !currentTarget->HasRootAura()) && (currentTarget->GetVictim() == bot);
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bool isTanking =
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(!currentTarget->isFrozen() && !currentTarget->HasRootAura()) && (currentTarget->GetVictim() == bot);
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float angle = bot->GetAngle(currentTarget);
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float angleLeft = angle + (float)M_PI / 2;
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float angleRight = angle - (float)M_PI / 2;
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@@ -2271,8 +2279,7 @@ bool CombatFormationMoveAction::isUseful()
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bool CombatFormationMoveAction::Execute(Event event)
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{
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float dis = AI_VALUE(float, "disperse distance");
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if (dis <= 0.0f ||
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(!bot->IsInCombat() && botAI->HasStrategy("stay", BotState::BOT_STATE_NON_COMBAT)) ||
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if (dis <= 0.0f || (!bot->IsInCombat() && botAI->HasStrategy("stay", BotState::BOT_STATE_NON_COMBAT)) ||
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(bot->IsInCombat() && botAI->HasStrategy("stay", BotState::BOT_STATE_COMBAT)))
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return false;
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Player* playerToLeave = NearestGroupMember(dis);
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@@ -2422,7 +2429,7 @@ bool TankFaceAction::Execute(Event event)
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float deltaAngle = Position::NormalizeOrientation(averageAngle - target->GetAngle(bot));
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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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float tolerable = M_PI_2;
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@@ -2433,12 +2440,13 @@ bool TankFaceAction::Execute(Event event)
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float goodAngle2 = Position::NormalizeOrientation(averageAngle - M_PI * 3 / 5);
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// if dist < bot->GetMeleeRange(target) / 2, target will move backward
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float dist = std::max(bot->GetExactDist(target), bot->GetMeleeRange(target) / 2) - bot->GetCombatReach() - target->GetCombatReach();
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float dist = std::max(bot->GetExactDist(target), bot->GetMeleeRange(target) / 2) - bot->GetCombatReach() -
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target->GetCombatReach();
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std::vector<Position> availablePos;
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float x, y, z;
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target->GetNearPoint(bot, x, y, z, 0.0f, dist, goodAngle1);
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if (bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(),
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x, y, z))
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if (bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(),
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bot->GetPositionZ(), x, y, z))
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{
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/// @todo: movement control now is a mess, prepare to rewrite
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std::list<FleeInfo>& infoList = AI_VALUE(std::list<FleeInfo>&, "recently flee info");
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@@ -2450,8 +2458,8 @@ bool TankFaceAction::Execute(Event event)
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}
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}
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target->GetNearPoint(bot, x, y, z, 0.0f, dist, goodAngle2);
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if (bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(),
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x, y, z))
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if (bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(),
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bot->GetPositionZ(), x, y, z))
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{
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std::list<FleeInfo>& infoList = AI_VALUE(std::list<FleeInfo>&, "recently flee info");
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Position pos(x, y, z);
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@@ -2464,13 +2472,17 @@ bool TankFaceAction::Execute(Event event)
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if (availablePos.empty())
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return false;
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Position nearest = GetNearestPosition(availablePos);
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return MoveTo(bot->GetMapId(), nearest.GetPositionX(), nearest.GetPositionY(), nearest.GetPositionZ(), false, false, false, true, MovementPriority::MOVEMENT_COMBAT);
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return MoveTo(bot->GetMapId(), nearest.GetPositionX(), nearest.GetPositionY(), nearest.GetPositionZ(), false, false,
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false, true, MovementPriority::MOVEMENT_COMBAT);
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}
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bool RearFlankAction::isUseful()
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{
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Unit* target = AI_VALUE(Unit*, "current target");
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if (!target) { return false; }
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if (!target)
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{
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return false;
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}
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// Need to double the front angle check to account for mirrored angle.
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bool inFront = target->HasInArc(2.f * minAngle, bot);
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@@ -2484,7 +2496,10 @@ bool RearFlankAction::isUseful()
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bool RearFlankAction::Execute(Event event)
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{
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Unit* target = AI_VALUE(Unit*, "current target");
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if (!target) { return false; }
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if (!target)
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{
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return false;
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}
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float angle = frand(minAngle, maxAngle);
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float baseDistance = bot->GetMeleeRange(target) * 0.5f;
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@@ -2503,8 +2518,8 @@ bool RearFlankAction::Execute(Event event)
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destination = &rightFlank;
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}
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return MoveTo(bot->GetMapId(), destination->GetPositionX(), destination->GetPositionY(), destination->GetPositionZ(),
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false, false, false, true, MovementPriority::MOVEMENT_COMBAT);
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return MoveTo(bot->GetMapId(), destination->GetPositionX(), destination->GetPositionY(),
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destination->GetPositionZ(), false, false, false, true, MovementPriority::MOVEMENT_COMBAT);
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}
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bool DisperseSetAction::Execute(Event event)
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@@ -2632,9 +2647,8 @@ bool SetFacingTargetAction::isUseful() { return !AI_VALUE2(bool, "facing", "curr
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bool SetFacingTargetAction::isPossible()
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{
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if (bot->isFrozen() || bot->IsPolymorphed() || (bot->isDead() && !bot->HasPlayerFlag(PLAYER_FLAGS_GHOST)) ||
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bot->IsBeingTeleported() || bot->HasConfuseAura() || bot->IsCharmed() ||
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bot->HasStunAura() || bot->IsInFlight() ||
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bot->HasUnitState(UNIT_STATE_LOST_CONTROL))
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bot->IsBeingTeleported() || bot->HasConfuseAura() || bot->IsCharmed() || bot->HasStunAura() ||
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bot->IsInFlight() || bot->HasUnitState(UNIT_STATE_LOST_CONTROL))
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return false;
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return true;
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@@ -2654,7 +2668,7 @@ bool SetBehindTargetAction::Execute(Event event)
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float deltaAngle = Position::NormalizeOrientation(target->GetOrientation() - target->GetAngle(bot));
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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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float tolerable = M_PI_2;
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@@ -2664,12 +2678,13 @@ bool SetBehindTargetAction::Execute(Event event)
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float goodAngle1 = Position::NormalizeOrientation(target->GetOrientation() + M_PI * 3 / 5);
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float goodAngle2 = Position::NormalizeOrientation(target->GetOrientation() - M_PI * 3 / 5);
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float dist = std::max(bot->GetExactDist(target), bot->GetMeleeRange(target) / 2) - bot->GetCombatReach() - target->GetCombatReach();
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float dist = std::max(bot->GetExactDist(target), bot->GetMeleeRange(target) / 2) - bot->GetCombatReach() -
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target->GetCombatReach();
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std::vector<Position> availablePos;
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float x, y, z;
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target->GetNearPoint(bot, x, y, z, 0.0f, dist, goodAngle1);
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if (bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(),
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x, y, z))
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if (bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(),
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bot->GetPositionZ(), x, y, z))
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{
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/// @todo: movement control now is a mess, prepare to rewrite
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std::list<FleeInfo>& infoList = AI_VALUE(std::list<FleeInfo>&, "recently flee info");
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@@ -2681,8 +2696,8 @@ bool SetBehindTargetAction::Execute(Event event)
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}
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}
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target->GetNearPoint(bot, x, y, z, 0.0f, dist, goodAngle2);
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if (bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(),
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x, y, z))
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if (bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(),
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bot->GetPositionZ(), x, y, z))
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{
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std::list<FleeInfo>& infoList = AI_VALUE(std::list<FleeInfo>&, "recently flee info");
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Position pos(x, y, z);
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@@ -2695,7 +2710,8 @@ bool SetBehindTargetAction::Execute(Event event)
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if (availablePos.empty())
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return false;
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Position nearest = GetNearestPosition(availablePos);
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return MoveTo(bot->GetMapId(), nearest.GetPositionX(), nearest.GetPositionY(), nearest.GetPositionZ(), false, false, false, true, MovementPriority::MOVEMENT_COMBAT);
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return MoveTo(bot->GetMapId(), nearest.GetPositionX(), nearest.GetPositionY(), nearest.GetPositionZ(), false, false,
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false, true, MovementPriority::MOVEMENT_COMBAT);
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}
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bool MoveOutOfCollisionAction::Execute(Event event)
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@@ -2766,7 +2782,7 @@ bool MoveFromGroupAction::Execute(Event event)
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{
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float distance = atoi(event.getParam().c_str());
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if (!distance)
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distance = 20.0f; // flee distance from config is too small for this
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distance = 20.0f; // flee distance from config is too small for this
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return MoveFromGroup(distance);
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}
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@@ -2849,10 +2865,7 @@ bool MoveAwayFromCreatureAction::Execute(Event event)
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return false;
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}
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bool MoveAwayFromCreatureAction::isPossible()
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{
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return bot->CanFreeMove();
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}
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bool MoveAwayFromCreatureAction::isPossible() { return bot->CanFreeMove(); }
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bool MoveAwayFromPlayerWithDebuffAction::Execute(Event event)
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{
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@@ -2939,7 +2952,4 @@ bool MoveAwayFromPlayerWithDebuffAction::Execute(Event event)
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return false;
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}
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bool MoveAwayFromPlayerWithDebuffAction::isPossible()
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{
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return bot->CanFreeMove();
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}
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bool MoveAwayFromPlayerWithDebuffAction::isPossible() { return bot->CanFreeMove(); }
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Reference in New Issue
Block a user