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https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
[Avoid aoe] Smarter position
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@@ -125,7 +125,7 @@ AiPlayerbot.MinEnchantingBotLevel = 60
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AiPlayerbot.LimitEnchantExpansion = 1
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# Randombots checking players gear score level and deny the group invite if it's too low
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# Default: 1 (enabled)
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# Default: 0 (disabled)
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AiPlayerbot.GearScoreCheck = 0
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# Quest that will be completed and rewarded to all random bots
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@@ -1645,16 +1645,23 @@ bool AvoidAoeAction::AvoidUnitWithDamageAura()
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return false;
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}
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bool AvoidAoeAction::FleePosition(Position pos, float radius, std::string name)
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Position AvoidAoeAction::BestPositionForMelee(Position pos, float radius)
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{
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Unit* currentTarget = AI_VALUE(Unit*, "current target");
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std::vector<float> possibleAngles;
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if (currentTarget) {
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// Normally, move to left or right is the best position
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float angleLeft = bot->GetAngle(currentTarget) + M_PI / 2;
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float angleRight = bot->GetAngle(currentTarget) - M_PI / 2;
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bool isTanking = (currentTarget->CanFreeMove()) && (currentTarget->GetVictim() == bot);
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float angle = bot->GetAngle(currentTarget);
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float angleLeft = angle + M_PI / 2;
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float angleRight = angle - M_PI / 2;
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possibleAngles.push_back(angleLeft);
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possibleAngles.push_back(angleRight);
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if (isTanking) {
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possibleAngles.push_back(angle + M_PI);
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possibleAngles.push_back(angle);
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possibleAngles.push_back(bot->GetAngle(&pos) - M_PI);
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}
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} else {
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float angleTo = bot->GetAngle(&pos) - M_PI;
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possibleAngles.push_back(angleTo);
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@@ -1673,6 +1680,67 @@ bool AvoidAoeAction::FleePosition(Position pos, float radius, std::string name)
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}
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}
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if (farestDis > 0.0f) {
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return bestPos;
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}
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return Position();
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}
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Position AvoidAoeAction::BestPositionForRanged(Position pos, float radius)
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{
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Unit* currentTarget = AI_VALUE(Unit*, "current target");
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std::vector<float> possibleAngles;
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float angleToTarget = 0.0f;
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float angleFleeFromCenter = bot->GetAngle(&pos) - M_PI;
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if (currentTarget) {
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// Normally, move to left or right is the best position
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angleToTarget = bot->GetAngle(currentTarget);
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float angleLeft = angleToTarget + M_PI / 2;
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float angleRight = angleToTarget - M_PI / 2;
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possibleAngles.push_back(angleLeft);
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possibleAngles.push_back(angleRight);
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possibleAngles.push_back(angleToTarget + M_PI);
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possibleAngles.push_back(angleToTarget);
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possibleAngles.push_back(angleFleeFromCenter);
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} else {
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possibleAngles.push_back(angleFleeFromCenter);
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}
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float farestDis = 0.0f;
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Position bestPos;
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for (float &angle : possibleAngles) {
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float fleeDis = sPlayerbotAIConfig->fleeDistance;
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Position fleePos{bot->GetPositionX() + cos(angle) * fleeDis,
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bot->GetPositionY() + sin(angle) * fleeDis,
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bot->GetPositionZ()};
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// backward, flee
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if (currentTarget && (angle == angleToTarget + M_PI || angle == angleFleeFromCenter)
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&& fleePos.GetExactDist(currentTarget) > sPlayerbotAIConfig->spellDistance) {
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continue;
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}
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// forward, flee
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if (currentTarget && (angle == angleToTarget || angle == angleFleeFromCenter)
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&& fleePos.GetExactDist(currentTarget) < (sPlayerbotAIConfig->tooCloseDistance + 5.0f)) {
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continue;
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}
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if (pos.GetExactDist(fleePos) > farestDis) {
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farestDis = pos.GetExactDist(fleePos);
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bestPos = fleePos;
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}
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}
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if (farestDis > 0.0f) {
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return bestPos;
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}
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return Position();
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}
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bool AvoidAoeAction::FleePosition(Position pos, float radius, std::string name)
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{
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Position bestPos;
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if (botAI->IsMelee(bot)) {
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bestPos = BestPositionForMelee(pos, radius);
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} else if (botAI->IsRanged(bot)) {
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bestPos = BestPositionForRanged(pos, radius);
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}
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if (bestPos != Position()) {
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if (MoveTo(bot->GetMapId(), bestPos.GetPositionX(), bestPos.GetPositionY(), bestPos.GetPositionZ(), false, false, true)) {
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if (sPlayerbotAIConfig->tellWhenAvoidAoe && lastTellTimer < time(NULL) - 10) {
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lastTellTimer = time(NULL);
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@@ -78,9 +78,8 @@ class AvoidAoeAction : public MovementAction
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bool AvoidAuraWithDynamicObj();
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bool AvoidGameObjectWithDamage();
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bool AvoidUnitWithDamageAura();
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// Position PositionForTank(Position pos, float radius);
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// Position PositionForMelee(Position pos, float radius);
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// Position PositionForRanged(Position pos, float radius);
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Position BestPositionForMelee(Position pos, float radius);
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Position BestPositionForRanged(Position pos, float radius);
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bool FleePosition(Position pos, float radius, std::string name);
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time_t lastTellTimer = 0;
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};
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