mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
@@ -49,7 +49,7 @@ AiPlayerbot.RandomBotMinLevel = 1
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AiPlayerbot.RandomBotMaxLevel = 80
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# Enable/Disable rotation of bots (randomly select a bot from the bots pool to go online and rotate them periodically)
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# Need reset rndbot after changing the setting
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# Need to reset rndbot after changing the setting (.playerbot rndbot reset)
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# default: 0 (disable, the online bots are fixed)
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AiPlayerbot.EnableRotation = 0
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@@ -108,6 +108,10 @@ AiPlayerbot.RandombotStartingLevel = 5
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# Server XP Rate * AiPlayerbot.KillXPRate
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AiPlayerbot.KillXPRate = 1
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# Disable death knight for bots login
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# Need to reset rndbot after changing the setting (.playerbot rndbot reset)
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AiPlayerbot.DisableDeathKnightLogin = 0
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# Specify percent of active bots
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# The default is 10. With 10% of all bots going active or inactive each minute.
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AiPlayerbot.BotActiveAlone = 100
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@@ -213,8 +217,8 @@ AiPlayerbot.SyncQuestForPlayer = 0
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AiPlayerbot.SyncLevelWithPlayers = 0
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# Give free food to random bots
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# Default: 1 (enabled)
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AiPlayerbot.FreeFood = 1
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# Default: 0 (disabled)
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AiPlayerbot.FreeFood = 0
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# Bot automatically trains spells when talking to trainer (yes = train all available spells as long as the bot has the money, free = auto trains with no money cost, no = only list spells)
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# Only for random bots
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@@ -281,11 +281,12 @@ bool PlayerbotAIConfig::Initialize()
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autoGearScoreLimit = sConfigMgr->GetOption<int32>("AiPlayerbot.AutoGearScoreLimit", 0);
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playerbotsXPrate = sConfigMgr->GetOption<int32>("AiPlayerbot.KillXPRate", 1);
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disableDeathKnightLogin = sConfigMgr->GetOption<bool>("AiPlayerbot.DisableDeathKnightLogin", 0);
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botActiveAlone = sConfigMgr->GetOption<int32>("AiPlayerbot.BotActiveAlone", 10);
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enablePrototypePerformanceDiff = sConfigMgr->GetOption<bool>("AiPlayerbot.EnablePrototypePerformanceDiff", false);
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diffWithPlayer = sConfigMgr->GetOption("AiPlayerbot.DiffWithPlayer", 100);
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diffEmpty = sConfigMgr->GetIntDefault("AiPlayerbot.DiffEmpty", 200);
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diffWithPlayer = sConfigMgr->GetOption<int32>("AiPlayerbot.DiffWithPlayer", 100);
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diffEmpty = sConfigMgr->GetOption<int32>("AiPlayerbot.DiffEmpty", 200);
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randombotsWalkingRPG = sConfigMgr->GetOption<bool>("AiPlayerbot.RandombotsWalkingRPG", false);
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randombotsWalkingRPGInDoors = sConfigMgr->GetOption<bool>("AiPlayerbot.RandombotsWalkingRPG.InDoors", false);
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@@ -176,6 +176,7 @@ class PlayerbotAIConfig
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bool randomBotShowCloak;
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bool disableRandomLevels;
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uint32 playerbotsXPrate;
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bool disableDeathKnightLogin;
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uint32 botActiveAlone;
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uint32 enablePrototypePerformanceDiff;
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@@ -9,6 +9,7 @@
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#include "Battleground.h"
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#include "BattlegroundMgr.h"
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#include "CellImpl.h"
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#include "DatabaseEnv.h"
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#include "Define.h"
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#include "FleeManager.h"
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#include "GameTime.h"
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@@ -26,6 +27,7 @@
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#include "Random.h"
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#include "ServerFacade.h"
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#include "ChannelMgr.h"
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#include "SharedDefines.h"
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#include "Unit.h"
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#include "World.h"
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#include "UpdateTime.h"
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@@ -480,7 +482,6 @@ uint32 RandomPlayerbotMgr::AddRandomBots()
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{
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Field* fields = result->Fetch();
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ObjectGuid::LowType guid = fields[0].Get<uint32>();
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if (GetEventValue(guid, "add"))
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continue;
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@@ -492,6 +493,18 @@ uint32 RandomPlayerbotMgr::AddRandomBots()
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if (std::find(currentBots.begin(), currentBots.end(), guid) != currentBots.end())
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continue;
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if (sPlayerbotAIConfig->disableDeathKnightLogin) {
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QueryResult result = CharacterDatabase.Query("Select class from characters where guid = {}", guid);
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if (!result) {
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continue;
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}
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Field* fields = result->Fetch();
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uint32 rClass = fields[0].Get<uint32>();
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if (rClass == CLASS_DEATH_KNIGHT) {
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continue;
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}
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}
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guids.push_back(guid);
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} while (result->NextRow());
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@@ -1161,67 +1174,76 @@ void RandomPlayerbotMgr::RandomTeleport(Player* bot, std::vector<WorldLocation>&
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PerformanceMonitorOperation* pmo = sPerformanceMonitor->start(PERF_MON_RNDBOT, "RandomTeleportByLocations");
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uint32 index = 0;
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std::shuffle(std::begin(tlocs), std::end(tlocs), RandomEngine::Instance());
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for (uint32 i = 0; i < tlocs.size(); i++)
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{
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for (uint8 attemtps = 0; attemtps < 3; ++attemtps)
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{
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WorldLocation loc = tlocs[urand(0, tlocs.size() - 1)];
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WorldLocation loc = tlocs[i];
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float x = loc.GetPositionX(); // + (attemtps > 0 ? urand(0, sPlayerbotAIConfig->grindDistance) - sPlayerbotAIConfig->grindDistance / 2 : 0);
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float y = loc.GetPositionY(); // + (attemtps > 0 ? urand(0, sPlayerbotAIConfig->grindDistance) - sPlayerbotAIConfig->grindDistance / 2 : 0);
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float z = loc.GetPositionZ();
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float x = loc.GetPositionX(); // + (attemtps > 0 ? urand(0, sPlayerbotAIConfig->grindDistance) - sPlayerbotAIConfig->grindDistance / 2 : 0);
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float y = loc.GetPositionY(); // + (attemtps > 0 ? urand(0, sPlayerbotAIConfig->grindDistance) - sPlayerbotAIConfig->grindDistance / 2 : 0);
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float z = loc.GetPositionZ();
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Map* map = sMapMgr->FindMap(loc.GetMapId(), 0);
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if (!map)
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continue;
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AreaTableEntry const* zone = sAreaTableStore.LookupEntry(map->GetZoneId(bot->GetPhaseMask(), x, y, z));
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if (!zone)
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continue;
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Map* map = sMapMgr->FindMap(loc.GetMapId(), 0);
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if (!map)
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continue;
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AreaTableEntry const* zone = sAreaTableStore.LookupEntry(map->GetZoneId(bot->GetPhaseMask(), x, y, z));
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if (!zone)
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continue;
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// Do not teleport to enemy zones if level is low
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if (zone->team == 4 && bot->GetTeamId() == TEAM_ALLIANCE)
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continue;
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// Do not teleport to enemy zones if level is low
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if (zone->team == 4 && bot->GetTeamId() == TEAM_ALLIANCE)
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continue;
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if (zone->team == 2 && bot->GetTeamId() == TEAM_HORDE)
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continue;
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if (zone->team == 2 && bot->GetTeamId() == TEAM_HORDE)
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continue;
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if (map->IsInWater(bot->GetPhaseMask(), x, y, z, bot->GetCollisionHeight()))
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continue;
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if (map->IsInWater(bot->GetPhaseMask(), x, y, z, bot->GetCollisionHeight()))
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continue;
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float ground = map->GetHeight(x, y, z + 0.5f);
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if (ground <= INVALID_HEIGHT)
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continue;
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float ground = map->GetHeight(bot->GetPhaseMask(), x, y, z + 0.5f);
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if (ground <= INVALID_HEIGHT)
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continue;
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z = 0.05f + ground;
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LOG_INFO("playerbots", "Random teleporting bot {} (level {}) to {} {},{},{} ({}/{} locations)",
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bot->GetName().c_str(), bot->GetLevel(), zone->area_name[0], x, y, z, attemtps, tlocs.size());
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if (hearth)
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{
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bot->SetHomebind(loc, zone->ID);
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}
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bot->GetMotionMaster()->Clear();
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PlayerbotAI* botAI = GET_PLAYERBOT_AI(bot);
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if (botAI)
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botAI->Reset(true);
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bot->TeleportTo(loc.GetMapId(), x, y, z, 0);
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bot->SendMovementFlagUpdate();
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if (pmo)
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pmo->finish();
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return;
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z = 0.05f + ground;
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PlayerInfo const* pInfo = sObjectMgr->GetPlayerInfo(bot->getRace(true), bot->getClass());
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float dis = loc.GetExactDist(pInfo->positionX, pInfo->positionY, pInfo->positionZ);
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// yunfan: distance check for low level
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if (bot->GetLevel() <= 4 && (loc.GetMapId() != pInfo->mapId || dis > 500.0f)) {
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continue;
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}
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if (bot->GetLevel() <= 10 && (loc.GetMapId() != pInfo->mapId || dis > 2500.0f)) {
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continue;
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}
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if (bot->GetLevel() <= 18 && (loc.GetMapId() != pInfo->mapId || dis > 10000.0f)) {
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continue;
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}
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LOG_INFO("playerbots", "Random teleporting bot {} (level {}) to {} {},{},{} ({}/{} locations)",
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bot->GetName().c_str(), bot->GetLevel(), zone->area_name[0], x, y, z, i + 1, tlocs.size());
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if (hearth)
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{
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bot->SetHomebind(loc, zone->ID);
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}
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bot->GetMotionMaster()->Clear();
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PlayerbotAI* botAI = GET_PLAYERBOT_AI(bot);
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if (botAI)
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botAI->Reset(true);
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bot->TeleportTo(loc.GetMapId(), x, y, z, 0);
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bot->SendMovementFlagUpdate();
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if (pmo)
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pmo->finish();
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return;
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}
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if (pmo)
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pmo->finish();
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LOG_ERROR("playerbots", "Cannot teleport bot {} - no locations available", bot->GetName().c_str());
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LOG_ERROR("playerbots", "Cannot teleport bot {} - no locations available ({} locations)", bot->GetName().c_str(), tlocs.size());
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}
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void RandomPlayerbotMgr::PrepareTeleportCache()
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@@ -1388,7 +1410,7 @@ void RandomPlayerbotMgr::RandomTeleportForLevel(Player* bot)
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uint32 level = bot->getLevel();
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uint8 race = bot->getRace();
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LOG_DEBUG("playerbots", "Random teleporting bot {} for level {} ({} locations available)", bot->GetName().c_str(), bot->GetLevel(), locsPerLevelCache[level].size());
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if (urand(0, 100) < sPlayerbotAIConfig->probTeleToBankers * 100) {
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if (level > 10 && urand(0, 100) < sPlayerbotAIConfig->probTeleToBankers * 100) {
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RandomTeleport(bot, bankerLocsPerLevelCache[level], true);
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} else {
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RandomTeleport(bot, locsPerLevelCache[level]);
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@@ -36,12 +36,14 @@ void HealPriestStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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NextAction::array(0,
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new NextAction("circle of healing", ACTION_MEDIUM_HEAL + 8),
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new NextAction("power word: shield on almost full health below", ACTION_MEDIUM_HEAL + 7),
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new NextAction("prayer of healing on party", ACTION_MEDIUM_HEAL + 6),
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NULL)));
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triggers.push_back(new TriggerNode(
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"medium group heal occasion",
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NextAction::array(0, new NextAction("divine hymn", ACTION_CRITICAL_HEAL + 5), NULL)));
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NextAction::array(0,
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new NextAction("divine hymn", ACTION_CRITICAL_HEAL + 6),
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new NextAction("prayer of healing on party", ACTION_CRITICAL_HEAL + 5),
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nullptr)));
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triggers.push_back(new TriggerNode(
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"party member critical health",
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@@ -60,13 +60,15 @@ void HolyHealPriestStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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triggers.push_back(new TriggerNode(
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"group heal occasion",
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NextAction::array(0,
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new NextAction("circle of healing", ACTION_MEDIUM_HEAL + 8),
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new NextAction("prayer of healing on party", ACTION_MEDIUM_HEAL + 6),
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new NextAction("circle of healing", ACTION_MEDIUM_HEAL + 8),
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NULL)));
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triggers.push_back(new TriggerNode(
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"medium group heal occasion",
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NextAction::array(0, new NextAction("divine hymn", ACTION_CRITICAL_HEAL + 5), NULL)));
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NextAction::array(0,
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new NextAction("divine hymn", ACTION_CRITICAL_HEAL + 6),
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new NextAction("prayer of healing on party", ACTION_CRITICAL_HEAL + 5),
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nullptr)));
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triggers.push_back(new TriggerNode(
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"party member critical health",
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