mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
miscs: CMSG received correctly (quest, loot etc.)
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@@ -122,7 +122,7 @@ AiPlayerbot.AutoPickReward = yes
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# Bots equip upgrades (Bots will equip any item obtained from looting or a quest if they are upgrades)
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# Bots equip upgrades (Bots will equip any item obtained from looting or a quest if they are upgrades)
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# Default: 0 (disabled)
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# Default: 0 (disabled)
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AiPlayerbot.AutoEquipUpgradeLoot = 1
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AiPlayerbot.AutoEquipUpgradeLoot = 0
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# Sync quests with player (Bots will complete quests the moment you hand them in. Bots will ignore looting quest items.)
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# Sync quests with player (Bots will complete quests the moment you hand them in. Bots will ignore looting quest items.)
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# Default: 0 (disabled)
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# Default: 0 (disabled)
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@@ -1226,6 +1226,9 @@ void MovementAction::ClearIdleState()
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bool MovementAction::MoveAway(Unit* target)
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bool MovementAction::MoveAway(Unit* target)
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{
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{
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if (!target) {
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return false;
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}
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float angle = target->GetAngle(bot);
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float angle = target->GetAngle(bot);
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float dx = bot->GetPositionX() + cos(angle) * sPlayerbotAIConfig->fleeDistance;
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float dx = bot->GetPositionX() + cos(angle) * sPlayerbotAIConfig->fleeDistance;
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float dy = bot->GetPositionY() + sin(angle) * sPlayerbotAIConfig->fleeDistance;
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float dy = bot->GetPositionY() + sin(angle) * sPlayerbotAIConfig->fleeDistance;
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@@ -123,8 +123,8 @@ class WorldPacketActionContext : public NamedObjectContext<Action>
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static Action* accept_quest(PlayerbotAI* botAI) { return new AcceptQuestAction(botAI); }
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static Action* accept_quest(PlayerbotAI* botAI) { return new AcceptQuestAction(botAI); }
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static Action* accept_all_quests(PlayerbotAI* botAI) { return new AcceptAllQuestsAction(botAI); }
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static Action* accept_all_quests(PlayerbotAI* botAI) { return new AcceptAllQuestsAction(botAI); }
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static Action* accept_quest_share(PlayerbotAI* botAI) { return new AcceptQuestShareAction(botAI); }
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static Action* accept_quest_share(PlayerbotAI* botAI) { return new AcceptQuestShareAction(botAI); }
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static Action* loot_roll(PlayerbotAI* botAI) { return (QueryItemUsageAction*)new LootRollAction(botAI); }
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static Action* loot_roll(PlayerbotAI* botAI) { return new LootRollAction(botAI); }
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static Action* master_loot_roll(PlayerbotAI* botAI) { return (QueryItemUsageAction*)new MasterLootRollAction(botAI); }
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static Action* master_loot_roll(PlayerbotAI* botAI) { return new MasterLootRollAction(botAI); }
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static Action* bg_join(PlayerbotAI* botAI) { return new BGJoinAction(botAI); }
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static Action* bg_join(PlayerbotAI* botAI) { return new BGJoinAction(botAI); }
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static Action* bg_leave(PlayerbotAI* botAI) { return new BGLeaveAction(botAI); }
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static Action* bg_leave(PlayerbotAI* botAI) { return new BGLeaveAction(botAI); }
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static Action* bg_status(PlayerbotAI* botAI) { return new BGStatusAction(botAI); }
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static Action* bg_status(PlayerbotAI* botAI) { return new BGStatusAction(botAI); }
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@@ -89,5 +89,5 @@ void FrostDKStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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void FrostDKAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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void FrostDKAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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{
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triggers.push_back(new TriggerNode("light aoe", NextAction::array(0, new NextAction("howling blast", ACTION_NORMAL + 4), nullptr)));
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triggers.push_back(new TriggerNode("high aoe", NextAction::array(0, new NextAction("howling blast", ACTION_NORMAL + 4), nullptr)));
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}
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}
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@@ -36,8 +36,8 @@ GuidVector NearestGameObjects::Calculate()
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GuidVector result;
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GuidVector result;
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for (GameObject* go : targets)
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for (GameObject* go : targets)
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{
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{
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if (ignoreLos || bot->IsWithinLOSInMap(go))
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// if (ignoreLos || bot->IsWithinLOSInMap(go))
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result.push_back(go->GetGUID());
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result.push_back(go->GetGUID());
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}
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}
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return result;
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return result;
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