Update far move to prevent invalid movement

This commit is contained in:
Yunfan Li
2024-12-14 02:33:52 +08:00
parent 912ef6d56f
commit be71872112
3 changed files with 24 additions and 12 deletions

View File

@@ -1525,7 +1525,7 @@ void RandomPlayerbotMgr::PrepareTeleportCache()
uint32 c_entry = fields[6].Get<uint32>();
const FactionTemplateEntry* entry = sFactionTemplateStore.LookupEntry(faction);
WorldLocation loc(mapId, x, y, z, orient + M_PI);
WorldLocation loc(mapId, x + cos(orient) * 5.0f, y + sin(orient) * 5.0f, z + 0.5f, orient + M_PI);
collected_locs++;
Map* map = sMapMgr->FindMap(loc.GetMapId(), 0);
if (!map)
@@ -1631,6 +1631,7 @@ void RandomPlayerbotMgr::PrepareTeleportCache()
"AND t.faction != 69 "
"AND t.entry != 30606 "
"AND t.entry != 30608 "
"AND t.entry != 29282 "
"AND t.faction != 69 "
"AND map IN ({}) "
"ORDER BY "

View File

@@ -155,6 +155,10 @@ WorldPosition NewRpgStatusUpdateAction::SelectRandomGrindPos()
{
if (bot->GetMapId() != loc.GetMapId())
continue;
if (bot->GetMap()->GetZoneId(bot->GetPhaseMask(), loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ()) !=
bot->GetZoneId())
continue;
if (bot->GetExactDist(loc) < 500.0f)
{
@@ -220,35 +224,41 @@ bool NewRpgGoFarAwayPosAction::MoveFarTo(WorldPosition dest)
return MoveTo(dest.getMapId(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ());
}
// performance optimization
if (IsWaitingForLastMove(MovementPriority::MOVEMENT_NORMAL))
{
return false;
}
float minDelta = M_PI;
const float x = bot->GetPositionX();
const float y = bot->GetPositionY();
const float z = bot->GetPositionZ();
float rx, ry, rz;
bool found = false;
int attempt = 5;
int attempt = 10;
while (--attempt)
{
float angle = bot->GetAngle(&dest);
float delta = (rand_norm() - 0.5) * M_PI * 0.6;
float delta = (rand_norm() - 0.5) * M_PI * 2;
angle += delta;
float dis = rand_norm() * pathFinderDis;
float dx = x + cos(angle) * dis;
float dy = y + sin(angle) * dis;
float dz = z;
float dz = z + 5.0f;
bot->UpdateAllowedPositionZ(dx, dy, dz);
PathGenerator path(bot);
path.CalculatePath(dx, dy, dz);
// bool canReach = bot->GetMap()->CanReachPositionAndGetValidCoords(bot, x, y, z, dx, dy, dz, false);
bool canReach = path.GetPathType() & PATHFIND_NORMAL;
if (canReach)
if (canReach && fabs(delta) <= minDelta)
{
G3D::Vector3 endPos = path.GetPath().back();
found = true;
G3D::Vector3 endPos = path.GetPath().back();
rx = endPos.x;
ry = endPos.y;
rz = endPos.z;
break;
minDelta = fabs(delta);
}
}
if (found)
@@ -256,8 +266,9 @@ bool NewRpgGoFarAwayPosAction::MoveFarTo(WorldPosition dest)
return MoveTo(bot->GetMapId(), rx, ry, rz, false, false, false, true);
}
// fallback to direct move
float angle = bot->GetAngle(&dest);
return MoveTo(bot->GetMapId(), x + cos(angle) * pathFinderDis, y + sin(angle) * pathFinderDis, z);
// float angle = bot->GetAngle(&dest);
// return MoveTo(bot->GetMapId(), x + cos(angle) * pathFinderDis, y + sin(angle) * pathFinderDis, z);
return false;
}
bool NewRpgGoGrindAction::Execute(Event event) { return MoveFarTo(botAI->rpgInfo.grindPos); }

View File

@@ -24,8 +24,8 @@ protected:
// const int32 setGrindInterval = 5 * 60 * 1000;
// const int32 setNpcInterval = 1 * 60 * 1000;
const int32 statusNearNpcDuration = 5 * 60 * 1000;
const int32 statusNearRandomDuration = 5 * 60 * 1000;
const int32 statusRestDuration = 2 * 60 * 1000;
const int32 statusNearRandomDuration = 3 * 60 * 1000;
const int32 statusRestDuration = 30 * 1000;
WorldPosition SelectRandomGrindPos();
WorldPosition SelectRandomInnKeeperPos();
};