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https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
Movement search time config
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@@ -256,6 +256,10 @@ AiPlayerbot.GlobalCooldown = 500
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# Max wait time when moving
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AiPlayerbot.MaxWaitForMove = 5000
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# Max search time for movement (higher for better movement on slopes)
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# default: 3
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AiPlayerbot.MaxMovementSearchTime = 3
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# Action expiration time
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AiPlayerbot.ExpireActionTime = 5000
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@@ -53,6 +53,7 @@ bool PlayerbotAIConfig::Initialize()
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globalCoolDown = sConfigMgr->GetOption<int32>("AiPlayerbot.GlobalCooldown", 1500);
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maxWaitForMove = sConfigMgr->GetOption<int32>("AiPlayerbot.MaxWaitForMove", 5000);
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maxMovementSearch = sConfigMgr->GetOption<int32>("AiPlayerbot.MaxMovementSearchTime", 3);
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expireActionTime = sConfigMgr->GetOption<int32>("AiPlayerbot.ExpireActionTime", 5000);
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dispelAuraDuration = sConfigMgr->GetOption<int32>("AiPlayerbot.DispelAuraDuration", 7000);
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reactDelay = sConfigMgr->GetOption<int32>("AiPlayerbot.ReactDelay", 500);
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@@ -54,7 +54,8 @@ class PlayerbotAIConfig
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bool enabled;
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bool allowGuildBots, allowPlayerBots;
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uint32 globalCoolDown, reactDelay, maxWaitForMove, expireActionTime, dispelAuraDuration, passiveDelay, repeatDelay,
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uint32 globalCoolDown, reactDelay, maxWaitForMove, maxMovementSearchTime, expireActionTime,
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dispelAuraDuration, passiveDelay, repeatDelay,
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errorDelay, rpgDelay, sitDelay, returnDelay, lootDelay;
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float sightDistance, spellDistance, reactDistance, grindDistance, lootDistance, shootDistance,
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fleeDistance, tooCloseDistance, meleeDistance, followDistance, whisperDistance, contactDistance,
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@@ -173,7 +173,7 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
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return true;
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} else {
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float modifiedZ;
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Movement::PointsArray path = SearchForBestPath(x, y, z, modifiedZ);
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Movement::PointsArray path = SearchForBestPath(x, y, z, modifiedZ, sPlayerbotAIConfig->maxMovementSearchTime);
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if (modifiedZ == INVALID_HEIGHT) {
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return false;
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}
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@@ -1348,59 +1348,59 @@ bool MovementAction::MoveInside(uint32 mapId, float x, float y, float z, float d
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return MoveNear(mapId, x, y, z, distance);
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}
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float MovementAction::SearchBestGroundZForPath(float x, float y, float z, bool generatePath, float range, bool normal_only, float step)
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{
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if (!generatePath) {
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return z;
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}
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float min_length = 100000.0f;
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float current_z = INVALID_HEIGHT;
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float modified_z;
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float delta;
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for (delta = 0.0f; delta <= range / 2; delta += step) {
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modified_z = bot->GetMapWaterOrGroundLevel(x, y, z + delta);
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PathGenerator gen(bot);
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gen.CalculatePath(x, y, modified_z);
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if (gen.GetPathType() == PATHFIND_NORMAL && gen.getPathLength() < min_length) {
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min_length = gen.getPathLength();
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current_z = modified_z;
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if (abs(current_z - z) < 0.5f) {
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return current_z;
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}
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}
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}
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for (delta = -step; delta >= -range / 2; delta -= step) {
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modified_z = bot->GetMapWaterOrGroundLevel(x, y, z + delta);
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PathGenerator gen(bot);
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gen.CalculatePath(x, y, modified_z);
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if (gen.GetPathType() == PATHFIND_NORMAL && gen.getPathLength() < min_length) {
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min_length = gen.getPathLength();
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current_z = modified_z;
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if (abs(current_z - z) < 0.5f) {
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return current_z;
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}
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}
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}
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for (delta = range / 2 + step; delta <= range; delta += 2) {
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modified_z = bot->GetMapWaterOrGroundLevel(x, y, z + delta);
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PathGenerator gen(bot);
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gen.CalculatePath(x, y, modified_z);
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if (gen.GetPathType() == PATHFIND_NORMAL && gen.getPathLength() < min_length) {
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min_length = gen.getPathLength();
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current_z = modified_z;
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if (abs(current_z - z) < 0.5f) {
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return current_z;
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}
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}
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}
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if (current_z == INVALID_HEIGHT && normal_only) {
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return INVALID_HEIGHT;
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}
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if (current_z == INVALID_HEIGHT && !normal_only) {
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return z;
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}
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return current_z;
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}
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// float MovementAction::SearchBestGroundZForPath(float x, float y, float z, bool generatePath, float range, bool normal_only, float step)
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// {
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// if (!generatePath) {
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// return z;
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// }
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// float min_length = 100000.0f;
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// float current_z = INVALID_HEIGHT;
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// float modified_z;
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// float delta;
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// for (delta = 0.0f; delta <= range / 2; delta += step) {
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// modified_z = bot->GetMapWaterOrGroundLevel(x, y, z + delta);
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// PathGenerator gen(bot);
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// gen.CalculatePath(x, y, modified_z);
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// if (gen.GetPathType() == PATHFIND_NORMAL && gen.getPathLength() < min_length) {
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// min_length = gen.getPathLength();
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// current_z = modified_z;
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// if (abs(current_z - z) < 0.5f) {
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// return current_z;
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// }
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// }
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// }
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// for (delta = -step; delta >= -range / 2; delta -= step) {
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// modified_z = bot->GetMapWaterOrGroundLevel(x, y, z + delta);
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// PathGenerator gen(bot);
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// gen.CalculatePath(x, y, modified_z);
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// if (gen.GetPathType() == PATHFIND_NORMAL && gen.getPathLength() < min_length) {
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// min_length = gen.getPathLength();
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// current_z = modified_z;
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// if (abs(current_z - z) < 0.5f) {
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// return current_z;
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// }
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// }
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// }
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// for (delta = range / 2 + step; delta <= range; delta += 2) {
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// modified_z = bot->GetMapWaterOrGroundLevel(x, y, z + delta);
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// PathGenerator gen(bot);
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// gen.CalculatePath(x, y, modified_z);
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// if (gen.GetPathType() == PATHFIND_NORMAL && gen.getPathLength() < min_length) {
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// min_length = gen.getPathLength();
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// current_z = modified_z;
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// if (abs(current_z - z) < 0.5f) {
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// return current_z;
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// }
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// }
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// }
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// if (current_z == INVALID_HEIGHT && normal_only) {
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// return INVALID_HEIGHT;
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// }
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// if (current_z == INVALID_HEIGHT && !normal_only) {
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// return z;
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// }
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// return current_z;
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// }
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const Movement::PointsArray MovementAction::SearchForBestPath(float x, float y, float z, float &modified_z, int maxSearchCount, bool normal_only, float step)
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{
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@@ -42,7 +42,7 @@ class MovementAction : public Action
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bool MoveInside(uint32 mapId, float x, float y, float z, float distance = sPlayerbotAIConfig->followDistance);
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void CreateWp(Player* wpOwner, float x, float y, float z, float o, uint32 entry, bool important = false);
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private:
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float SearchBestGroundZForPath(float x, float y, float z, bool generatePath, float range = 20.0f, bool normal_only = false, float step = 8.0f);
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// float SearchBestGroundZForPath(float x, float y, float z, bool generatePath, float range = 20.0f, bool normal_only = false, float step = 8.0f);
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const Movement::PointsArray SearchForBestPath(float x, float y, float z, float &modified_z, int maxSearchCount = 5, bool normal_only = false, float step = 8.0f);
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};
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