[Random bots] Teleport locs shuffle

This commit is contained in:
Yunfan Li
2024-06-22 14:55:04 +08:00
parent 02db9c6c8a
commit 7c0f67fe18

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@@ -1174,79 +1174,76 @@ void RandomPlayerbotMgr::RandomTeleport(Player* bot, std::vector<WorldLocation>&
PerformanceMonitorOperation* pmo = sPerformanceMonitor->start(PERF_MON_RNDBOT, "RandomTeleportByLocations");
uint32 index = 0;
std::shuffle(std::begin(tlocs), std::end(tlocs), RandomEngine::Instance());
for (uint32 i = 0; i < tlocs.size(); i++)
{
for (uint8 attemtps = 0; attemtps < 3; ++attemtps)
{
WorldLocation loc = tlocs[urand(0, tlocs.size() - 1)];
WorldLocation loc = tlocs[i];
float x = loc.GetPositionX(); // + (attemtps > 0 ? urand(0, sPlayerbotAIConfig->grindDistance) - sPlayerbotAIConfig->grindDistance / 2 : 0);
float y = loc.GetPositionY(); // + (attemtps > 0 ? urand(0, sPlayerbotAIConfig->grindDistance) - sPlayerbotAIConfig->grindDistance / 2 : 0);
float z = loc.GetPositionZ();
float x = loc.GetPositionX(); // + (attemtps > 0 ? urand(0, sPlayerbotAIConfig->grindDistance) - sPlayerbotAIConfig->grindDistance / 2 : 0);
float y = loc.GetPositionY(); // + (attemtps > 0 ? urand(0, sPlayerbotAIConfig->grindDistance) - sPlayerbotAIConfig->grindDistance / 2 : 0);
float z = loc.GetPositionZ();
Map* map = sMapMgr->FindMap(loc.GetMapId(), 0);
if (!map)
continue;
AreaTableEntry const* zone = sAreaTableStore.LookupEntry(map->GetZoneId(bot->GetPhaseMask(), x, y, z));
if (!zone)
continue;
Map* map = sMapMgr->FindMap(loc.GetMapId(), 0);
if (!map)
continue;
AreaTableEntry const* zone = sAreaTableStore.LookupEntry(map->GetZoneId(bot->GetPhaseMask(), x, y, z));
if (!zone)
continue;
// Do not teleport to enemy zones if level is low
if (zone->team == 4 && bot->GetTeamId() == TEAM_ALLIANCE)
continue;
// Do not teleport to enemy zones if level is low
if (zone->team == 4 && bot->GetTeamId() == TEAM_ALLIANCE)
continue;
if (zone->team == 2 && bot->GetTeamId() == TEAM_HORDE)
continue;
if (zone->team == 2 && bot->GetTeamId() == TEAM_HORDE)
continue;
if (map->IsInWater(bot->GetPhaseMask(), x, y, z, bot->GetCollisionHeight()))
continue;
if (map->IsInWater(bot->GetPhaseMask(), x, y, z, bot->GetCollisionHeight()))
continue;
float ground = map->GetHeight(x, y, z + 0.5f);
if (ground <= INVALID_HEIGHT)
continue;
float ground = map->GetHeight(bot->GetPhaseMask(), x, y, z + 0.5f);
if (ground <= INVALID_HEIGHT)
continue;
z = 0.05f + ground;
PlayerInfo const* pInfo = sObjectMgr->GetPlayerInfo(bot->getRace(true), bot->getClass());
float dis = loc.GetExactDist(pInfo->positionX, pInfo->positionY, pInfo->positionZ);
// yunfan: distance check for low level
if (bot->GetLevel() <= 4 && (loc.GetMapId() != pInfo->mapId || dis > 500.0f)) {
continue;
}
if (bot->GetLevel() <= 10 && (loc.GetMapId() != pInfo->mapId || dis > 3000.0f)) {
continue;
}
if (bot->GetLevel() <= 18 && (loc.GetMapId() != pInfo->mapId || dis > 10000.0f)) {
continue;
}
LOG_INFO("playerbots", "Random teleporting bot {} (level {}) to {} {},{},{} ({}/{} locations)",
bot->GetName().c_str(), bot->GetLevel(), zone->area_name[0], x, y, z, i + 1, tlocs.size());
if (hearth)
{
bot->SetHomebind(loc, zone->ID);
}
bot->GetMotionMaster()->Clear();
PlayerbotAI* botAI = GET_PLAYERBOT_AI(bot);
if (botAI)
botAI->Reset(true);
bot->TeleportTo(loc.GetMapId(), x, y, z, 0);
bot->SendMovementFlagUpdate();
if (pmo)
pmo->finish();
return;
z = 0.05f + ground;
PlayerInfo const* pInfo = sObjectMgr->GetPlayerInfo(bot->getRace(true), bot->getClass());
float dis = loc.GetExactDist(pInfo->positionX, pInfo->positionY, pInfo->positionZ);
// yunfan: distance check for low level
if (bot->GetLevel() <= 4 && (loc.GetMapId() != pInfo->mapId || dis > 500.0f)) {
continue;
}
if (bot->GetLevel() <= 10 && (loc.GetMapId() != pInfo->mapId || dis > 3000.0f)) {
continue;
}
if (bot->GetLevel() <= 18 && (loc.GetMapId() != pInfo->mapId || dis > 10000.0f)) {
continue;
}
LOG_INFO("playerbots", "Random teleporting bot {} (level {}) to {} {},{},{} ({}/{} locations)",
bot->GetName().c_str(), bot->GetLevel(), zone->area_name[0], x, y, z, i + 1, tlocs.size());
if (hearth)
{
bot->SetHomebind(loc, zone->ID);
}
bot->GetMotionMaster()->Clear();
PlayerbotAI* botAI = GET_PLAYERBOT_AI(bot);
if (botAI)
botAI->Reset(true);
bot->TeleportTo(loc.GetMapId(), x, y, z, 0);
bot->SendMovementFlagUpdate();
if (pmo)
pmo->finish();
return;
}
if (pmo)
pmo->finish();
LOG_ERROR("playerbots", "Cannot teleport bot {} - no locations available", bot->GetName().c_str());
LOG_ERROR("playerbots", "Cannot teleport bot {} - no locations available ({} locations)", bot->GetName().c_str(), tlocs.size());
}
void RandomPlayerbotMgr::PrepareTeleportCache()
@@ -1413,7 +1410,7 @@ void RandomPlayerbotMgr::RandomTeleportForLevel(Player* bot)
uint32 level = bot->getLevel();
uint8 race = bot->getRace();
LOG_DEBUG("playerbots", "Random teleporting bot {} for level {} ({} locations available)", bot->GetName().c_str(), bot->GetLevel(), locsPerLevelCache[level].size());
if (urand(0, 100) < sPlayerbotAIConfig->probTeleToBankers * 100) {
if (level > 10 && urand(0, 100) < sPlayerbotAIConfig->probTeleToBankers * 100) {
RandomTeleport(bot, bankerLocsPerLevelCache[level], true);
} else {
RandomTeleport(bot, locsPerLevelCache[level]);