mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
Merge branch 'liyunfan1223:master' into login-range
This commit is contained in:
@@ -3970,15 +3970,37 @@ bool IsAlliance(uint8 race)
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bool PlayerbotAI::HasRealPlayerMaster()
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{
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if (master)
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// if (master)
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// {
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// PlayerbotAI* masterBotAI = GET_PLAYERBOT_AI(master);
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// return !masterBotAI || masterBotAI->IsRealPlayer();
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// }
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//
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// return false;
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// Removes a long-standing crash (0xC0000005 ACCESS_VIOLATION)
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/* 1) The "master" pointer can be null if the bot was created
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without a master player or if the master was just removed. */
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if (!master)
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return false;
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/* 2) Is the master player still present in the world?
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If FindPlayer fails, we invalidate "master" and stop here. */
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if (!ObjectAccessor::FindPlayer(master->GetGUID()))
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{
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PlayerbotAI* masterBotAI = GET_PLAYERBOT_AI(master);
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return !masterBotAI || masterBotAI->IsRealPlayer();
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master = nullptr; // avoids repeating the check on the next tick
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return false;
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}
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return false;
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/* 3) If the master is a bot, we check that it is itself controlled
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by a real player. Otherwise, it's already a real player → true. */
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if (PlayerbotAI* masterBotAI = GET_PLAYERBOT_AI(master))
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return masterBotAI->IsRealPlayer(); // bot controlled by a player?
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return true; // master = real player
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}
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bool PlayerbotAI::HasActivePlayerMaster() { return master && !GET_PLAYERBOT_AI(master); }
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bool PlayerbotAI::IsAlt() { return HasRealPlayerMaster() && !sRandomPlayerbotMgr->IsRandomBot(bot); }
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@@ -38,6 +38,8 @@
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#include "WorldSessionMgr.h"
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#include "DatabaseEnv.h" // Added for gender choice
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#include <algorithm> // Added for gender choice
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#include "Log.h" // removes a long-standing crash (0xC0000005 ACCESS_VIOLATION)
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#include <shared_mutex> // removes a long-standing crash (0xC0000005 ACCESS_VIOLATION)
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class BotInitGuard
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{
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@@ -1726,23 +1728,72 @@ void PlayerbotsMgr::RemovePlayerBotData(ObjectGuid const& guid, bool is_AI)
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PlayerbotAI* PlayerbotsMgr::GetPlayerbotAI(Player* player)
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{
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if (!(sPlayerbotAIConfig->enabled) || !player)
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{
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return nullptr;
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}
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// if (player->GetSession()->isLogingOut() || player->IsDuringRemoveFromWorld()) {
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// if (!(sPlayerbotAIConfig->enabled) || !player)
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// {
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// return nullptr;
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// }
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auto itr = _playerbotsAIMap.find(player->GetGUID());
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if (itr != _playerbotsAIMap.end())
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{
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if (itr->second->IsBotAI())
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return reinterpret_cast<PlayerbotAI*>(itr->second);
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// // if (player->GetSession()->isLogingOut() || player->IsDuringRemoveFromWorld()) {
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// // return nullptr;
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// // }
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// auto itr = _playerbotsAIMap.find(player->GetGUID());
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// if (itr != _playerbotsAIMap.end())
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// {
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// if (itr->second->IsBotAI())
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// return reinterpret_cast<PlayerbotAI*>(itr->second);
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// }
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//
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// return nullptr;
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// removes a long-standing crash (0xC0000005 ACCESS_VIOLATION)
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if (!player || !sPlayerbotAIConfig->enabled)
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return nullptr;
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// First read the GUID into a local variable, but ONLY after the check!
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ObjectGuid guid = player->GetGUID(); // <-- OK here, we know that player != nullptr
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{
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std::shared_lock rlock(_aiMutex);
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auto it = _playerbotsAIMap.find(guid);
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if (it != _playerbotsAIMap.end() && it->second->IsBotAI())
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return static_cast<PlayerbotAI*>(it->second);
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}
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// Transient state: NEVER break the master ⇄ bots relationship here.
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if (!ObjectAccessor::FindPlayer(guid))
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{
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RemovePlayerbotAI(guid, /*removeMgrEntry=*/false);
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}
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return nullptr;
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}
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// removes a long-standing crash (0xC0000005 ACCESS_VIOLATION)
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PlayerbotAI* PlayerbotsMgr::GetPlayerbotAIByGuid(ObjectGuid guid)
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{
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if (!sPlayerbotAIConfig->enabled)
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return nullptr;
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std::shared_lock rlock(_aiMutex);
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auto it = _playerbotsAIMap.find(guid);
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if (it != _playerbotsAIMap.end() && it->second->IsBotAI())
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return static_cast<PlayerbotAI*>(it->second);
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return nullptr;
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}
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void PlayerbotsMgr::RemovePlayerbotAI(ObjectGuid const& guid, bool removeMgrEntry /*= true*/)
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{
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std::unique_lock wlock(_aiMutex);
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if (auto it = _playerbotsAIMap.find(guid); it != _playerbotsAIMap.end())
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{
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delete it->second;
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_playerbotsAIMap.erase(it);
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LOG_DEBUG("playerbots", "Removed stale AI for GUID {}",
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static_cast<uint64>(guid.GetRawValue()));
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}
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if (removeMgrEntry)
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_playerbotsMgrMap.erase(guid); // we NO longer touch the relation in a "soft" purge
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}
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PlayerbotMgr* PlayerbotsMgr::GetPlayerbotMgr(Player* player)
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{
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if (!(sPlayerbotAIConfig->enabled) || !player)
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@@ -12,6 +12,7 @@
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#include "PlayerbotAIBase.h"
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#include "QueryHolder.h"
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#include "QueryResult.h"
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#include <shared_mutex> // removes a long-standing crash (0xC0000005 ACCESS_VIOLATION)
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class ChatHandler;
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class PlayerbotAI;
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@@ -114,13 +115,38 @@ public:
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void RemovePlayerBotData(ObjectGuid const& guid, bool is_AI);
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PlayerbotAI* GetPlayerbotAI(Player* player);
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PlayerbotAI* GetPlayerbotAIByGuid(ObjectGuid guid); // removes a long-standing crash (0xC0000005 ACCESS_VIOLATION)
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// void RemovePlayerbotAI(ObjectGuid const& guid); // removes a long-standing crash (0xC0000005 ACCESS_VIOLATION)
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// removeMgrEntry = true => "hard" purge (AI + manager relation), for real logouts
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// removeMgrEntry = false => "soft" purge (AI only), for detected "stale" cases
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void RemovePlayerbotAI(ObjectGuid const& guid, bool removeMgrEntry = true);
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PlayerbotMgr* GetPlayerbotMgr(Player* player);
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private:
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std::unordered_map<ObjectGuid, PlayerbotAIBase*> _playerbotsAIMap;
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std::unordered_map<ObjectGuid, PlayerbotAIBase*> _playerbotsMgrMap;
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mutable std::shared_mutex _aiMutex; // removes a long-standing crash (0xC0000005 ACCESS_VIOLATION)
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};
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#define sPlayerbotsMgr PlayerbotsMgr::instance()
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// Temporary addition If it keeps crashing, we will use them.
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// Like
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// BEFORE : PlayerbotAI* botAI = GET_PLAYERBOT_AI(bot);
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// AFTER (safe) : PlayerbotAI* botAI = GET_PLAYERBOT_AI_SAFE(bot);
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// BEFORE : if (PlayerbotAI* botAI = GET_PLAYERBOT_AI(player)) { ... }
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// AFTER (safe) : if (PlayerbotAI* botAI = GET_PLAYERBOT_AI_SAFE(player)) { ... }
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// --- SAFE helpers (append to PlayerbotMgr.h) ---
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inline PlayerbotAI* GET_PLAYERBOT_AI_SAFE(Player* p)
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{
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// Avoid any dereference during transient states (nullptr, teleport, flight, etc.)
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return p ? sPlayerbotsMgr->GetPlayerbotAI(p) : nullptr;
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}
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inline PlayerbotMgr* GET_PLAYERBOT_MGR_SAFE(Player* p)
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{
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return p ? sPlayerbotsMgr->GetPlayerbotMgr(p) : nullptr;
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}
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// --- end SAFE helpers ---
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#endif
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@@ -391,6 +391,10 @@ public:
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void OnPlayerbotLogout(Player* player) override
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{
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// immediate purge of the bot's AI upon disconnection
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if (player && player->GetSession()->IsBot())
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sPlayerbotsMgr->RemovePlayerbotAI(player->GetGUID()); // removes a long-standing crash (0xC0000005 ACCESS_VIOLATION)
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if (PlayerbotMgr* playerbotMgr = GET_PLAYERBOT_MGR(player))
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{
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PlayerbotAI* botAI = GET_PLAYERBOT_AI(player);
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@@ -2258,7 +2258,7 @@ void RandomPlayerbotMgr::RandomTeleport(Player* bot)
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float range = sPlayerbotAIConfig->randomBotTeleportDistance;
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Acore::AnyUnitInObjectRangeCheck u_check(bot, range);
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Acore::UnitListSearcher<Acore::AnyUnitInObjectRangeCheck> searcher(bot, targets, u_check);
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Cell::VisitAllObjects(bot, searcher, range);
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Cell::VisitObjects(bot, searcher, range);
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if (!targets.empty())
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{
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@@ -59,10 +59,7 @@ bool AttackAction::Attack(Unit* target, bool with_pet /*true*/)
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bool sameTarget = oldTarget == target && bot->GetVictim() == target;
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bool inCombat = botAI->GetState() == BOT_STATE_COMBAT;
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bool sameAttackMode = bot->HasUnitState(UNIT_STATE_MELEE_ATTACKING) == shouldMelee;
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// there's no reason to do attack again
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if (sameTarget && inCombat && sameAttackMode)
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return false;
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if (bot->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE ||
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bot->HasUnitState(UNIT_STATE_IN_FLIGHT))
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{
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@@ -82,52 +79,53 @@ bool AttackAction::Attack(Unit* target, bool with_pet /*true*/)
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if (!target->IsInWorld())
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{
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if (verbose)
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botAI->TellError(std::string(target->GetName()) + " is no longer in the world.");
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return false;
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}
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if ((sPlayerbotAIConfig->IsInPvpProhibitedZone(bot->GetZoneId()) ||
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sPlayerbotAIConfig->IsInPvpProhibitedArea(bot->GetAreaId()))
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&& (target->IsPlayer() || target->IsPet()))
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{
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if (verbose)
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botAI->TellError("I cannot attack other players in PvP prohibited areas.");
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return false;
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}
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if (bot->IsFriendlyTo(target))
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{
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if (verbose)
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botAI->TellError(std::string(target->GetName()) + " is friendly to me.");
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return false;
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}
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if (target->isDead())
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{
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if (verbose)
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botAI->TellError(std::string(target->GetName()) + " is dead.");
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return false;
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}
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if (!bot->IsWithinLOSInMap(target))
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{
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if (verbose)
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botAI->TellError(std::string(target->GetName()) + " is not in my sight.");
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return false;
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}
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if (sameTarget && inCombat && sameAttackMode)
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{
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if (verbose)
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botAI->TellError("I am already attacking " + std::string(target->GetName()) + ".");
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return false;
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}
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if (!bot->IsValidAttackTarget(target))
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{
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if (verbose)
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botAI->TellError("I cannot attack an invalid target");
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return false;
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}
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std::ostringstream msg;
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msg << target->GetName();
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if (bot->IsFriendlyTo(target))
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{
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msg << " is friendly to me";
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if (verbose)
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botAI->TellError(msg.str());
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return false;
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}
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if (!bot->IsWithinLOSInMap(target))
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{
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msg << " is not in my sight";
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if (verbose)
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botAI->TellError(msg.str());
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return false;
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}
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if (target->isDead())
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{
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msg << " is dead";
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if (verbose)
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botAI->TellError(msg.str());
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return false;
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}
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if (sPlayerbotAIConfig->IsInPvpProhibitedZone(bot->GetZoneId())
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&& (target->IsPlayer() || target->IsPet()))
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{
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if (verbose)
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botAI->TellError("I cannot attack others in PvP prohibited zones");
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botAI->TellError("I cannot attack an invalid target.");
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return false;
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}
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@@ -141,9 +139,7 @@ bool AttackAction::Attack(Unit* target, bool with_pet /*true*/)
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ObjectGuid guid = target->GetGUID();
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bot->SetSelection(target->GetGUID());
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context->GetValue<Unit*>("old target")->Set(oldTarget);
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context->GetValue<Unit*>("old target")->Set(oldTarget);
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context->GetValue<Unit*>("current target")->Set(target);
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context->GetValue<LootObjectStack*>("available loot")->Get()->Add(guid);
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@@ -157,7 +153,6 @@ bool AttackAction::Attack(Unit* target, bool with_pet /*true*/)
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bot->StopMoving();
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}
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if (IsMovingAllowed() && !bot->HasInArc(CAST_ANGLE_IN_FRONT, target))
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{
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sServerFacade->SetFacingTo(bot, target);
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@@ -39,7 +39,7 @@ bool RevealGatheringItemAction::Execute(Event event)
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std::list<GameObject*> targets;
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AnyGameObjectInObjectRangeCheck u_check(bot, sPlayerbotAIConfig->grindDistance);
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Acore::GameObjectListSearcher<AnyGameObjectInObjectRangeCheck> searcher(bot, targets, u_check);
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Cell::VisitAllObjects(bot, searcher, sPlayerbotAIConfig->reactDistance);
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Cell::VisitObjects(bot, searcher, sPlayerbotAIConfig->reactDistance);
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std::vector<GameObject*> result;
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for (GameObject* go : targets)
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@@ -23,7 +23,7 @@ bool TravelAction::Execute(Event event)
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std::list<Unit*> targets;
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Acore::AnyUnitInObjectRangeCheck u_check(bot, sPlayerbotAIConfig->sightDistance * 2);
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Acore::UnitListSearcher<Acore::AnyUnitInObjectRangeCheck> searcher(bot, targets, u_check);
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Cell::VisitAllObjects(bot, searcher, sPlayerbotAIConfig->sightDistance);
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Cell::VisitObjects(bot, searcher, sPlayerbotAIConfig->sightDistance);
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for (Unit* unit : targets)
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{
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|
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@@ -110,7 +110,7 @@ bool SummonAction::SummonUsingGos(Player* summoner, Player* player)
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std::list<GameObject*> targets;
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AnyGameObjectInObjectRangeCheck u_check(summoner, sPlayerbotAIConfig->sightDistance);
|
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Acore::GameObjectListSearcher<AnyGameObjectInObjectRangeCheck> searcher(summoner, targets, u_check);
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Cell::VisitAllObjects(summoner, searcher, sPlayerbotAIConfig->sightDistance);
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Cell::VisitObjects(summoner, searcher, sPlayerbotAIConfig->sightDistance);
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|
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for (GameObject* go : targets)
|
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{
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||||
@@ -130,7 +130,7 @@ bool SummonAction::SummonUsingNpcs(Player* summoner, Player* player)
|
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std::list<Unit*> targets;
|
||||
Acore::AnyUnitInObjectRangeCheck u_check(summoner, sPlayerbotAIConfig->sightDistance);
|
||||
Acore::UnitListSearcher<Acore::AnyUnitInObjectRangeCheck> searcher(summoner, targets, u_check);
|
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Cell::VisitAllObjects(summoner, searcher, sPlayerbotAIConfig->sightDistance);
|
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Cell::VisitObjects(summoner, searcher, sPlayerbotAIConfig->sightDistance);
|
||||
|
||||
for (Unit* unit : targets)
|
||||
{
|
||||
|
||||
@@ -6549,7 +6549,7 @@ bool IccSindragosaFrostBombAction::Execute(Event event)
|
||||
float range = 200.0f;
|
||||
Acore::AnyUnitInObjectRangeCheck u_check(bot, range);
|
||||
Acore::UnitListSearcher<Acore::AnyUnitInObjectRangeCheck> searcher(bot, units, u_check);
|
||||
Cell::VisitAllObjects(bot, searcher, range);
|
||||
Cell::VisitObjects(bot, searcher, range);
|
||||
|
||||
for (Unit* unit : units)
|
||||
{
|
||||
|
||||
@@ -21,7 +21,7 @@ bool CollisionValue::Calculate()
|
||||
float range = sPlayerbotAIConfig->contactDistance;
|
||||
Acore::AnyUnitInObjectRangeCheck u_check(bot, range);
|
||||
Acore::UnitListSearcher<Acore::AnyUnitInObjectRangeCheck> searcher(bot, targets, u_check);
|
||||
Cell::VisitAllObjects(bot, searcher, range);
|
||||
Cell::VisitObjects(bot, searcher, range);
|
||||
|
||||
for (Unit* target : targets)
|
||||
{
|
||||
|
||||
@@ -26,7 +26,7 @@ void NearestCorpsesValue::FindUnits(std::list<Unit*>& targets)
|
||||
{
|
||||
AnyDeadUnitInObjectRangeCheck u_check(bot, range);
|
||||
Acore::UnitListSearcher<AnyDeadUnitInObjectRangeCheck> searcher(bot, targets, u_check);
|
||||
Cell::VisitAllObjects(bot, searcher, range);
|
||||
Cell::VisitObjects(bot, searcher, range);
|
||||
}
|
||||
|
||||
bool NearestCorpsesValue::AcceptUnit(Unit* unit) { return true; }
|
||||
|
||||
@@ -14,7 +14,7 @@ void NearestFriendlyPlayersValue::FindUnits(std::list<Unit*>& targets)
|
||||
{
|
||||
Acore::AnyFriendlyUnitInObjectRangeCheck u_check(bot, bot, range);
|
||||
Acore::UnitListSearcher<Acore::AnyFriendlyUnitInObjectRangeCheck> searcher(bot, targets, u_check);
|
||||
Cell::VisitAllObjects(bot, searcher, range);
|
||||
Cell::VisitObjects(bot, searcher, range);
|
||||
}
|
||||
|
||||
bool NearestFriendlyPlayersValue::AcceptUnit(Unit* unit)
|
||||
|
||||
@@ -17,7 +17,7 @@ GuidVector NearestGameObjects::Calculate()
|
||||
std::list<GameObject*> targets;
|
||||
AnyGameObjectInObjectRangeCheck u_check(bot, range);
|
||||
Acore::GameObjectListSearcher<AnyGameObjectInObjectRangeCheck> searcher(bot, targets, u_check);
|
||||
Cell::VisitAllObjects(bot, searcher, range);
|
||||
Cell::VisitObjects(bot, searcher, range);
|
||||
|
||||
GuidVector result;
|
||||
for (GameObject* go : targets)
|
||||
@@ -34,7 +34,7 @@ GuidVector NearestTrapWithDamageValue::Calculate()
|
||||
std::list<GameObject*> targets;
|
||||
AnyGameObjectInObjectRangeCheck u_check(bot, range);
|
||||
Acore::GameObjectListSearcher<AnyGameObjectInObjectRangeCheck> searcher(bot, targets, u_check);
|
||||
Cell::VisitAllObjects(bot, searcher, range);
|
||||
Cell::VisitObjects(bot, searcher, range);
|
||||
|
||||
GuidVector result;
|
||||
for (GameObject* go : targets)
|
||||
|
||||
@@ -14,7 +14,7 @@ void NearestNonBotPlayersValue::FindUnits(std::list<Unit*>& targets)
|
||||
{
|
||||
Acore::AnyUnitInObjectRangeCheck u_check(bot, range);
|
||||
Acore::UnitListSearcher<Acore::AnyUnitInObjectRangeCheck> searcher(bot, targets, u_check);
|
||||
Cell::VisitAllObjects(bot, searcher, range);
|
||||
Cell::VisitObjects(bot, searcher, range);
|
||||
}
|
||||
|
||||
bool NearestNonBotPlayersValue::AcceptUnit(Unit* unit)
|
||||
|
||||
@@ -15,7 +15,7 @@ void NearestNpcsValue::FindUnits(std::list<Unit*>& targets)
|
||||
{
|
||||
Acore::AnyUnitInObjectRangeCheck u_check(bot, range);
|
||||
Acore::UnitListSearcher<Acore::AnyUnitInObjectRangeCheck> searcher(bot, targets, u_check);
|
||||
Cell::VisitAllObjects(bot, searcher, range);
|
||||
Cell::VisitObjects(bot, searcher, range);
|
||||
}
|
||||
|
||||
bool NearestNpcsValue::AcceptUnit(Unit* unit) { return !unit->IsPlayer(); }
|
||||
@@ -24,7 +24,7 @@ void NearestHostileNpcsValue::FindUnits(std::list<Unit*>& targets)
|
||||
{
|
||||
Acore::AnyUnitInObjectRangeCheck u_check(bot, range);
|
||||
Acore::UnitListSearcher<Acore::AnyUnitInObjectRangeCheck> searcher(bot, targets, u_check);
|
||||
Cell::VisitAllObjects(bot, searcher, range);
|
||||
Cell::VisitObjects(bot, searcher, range);
|
||||
}
|
||||
|
||||
bool NearestHostileNpcsValue::AcceptUnit(Unit* unit) { return unit->IsHostileTo(bot) && !unit->IsPlayer(); }
|
||||
@@ -33,7 +33,7 @@ void NearestVehiclesValue::FindUnits(std::list<Unit*>& targets)
|
||||
{
|
||||
Acore::AnyUnitInObjectRangeCheck u_check(bot, range);
|
||||
Acore::UnitListSearcher<Acore::AnyUnitInObjectRangeCheck> searcher(bot, targets, u_check);
|
||||
Cell::VisitAllObjects(bot, searcher, range);
|
||||
Cell::VisitObjects(bot, searcher, range);
|
||||
}
|
||||
|
||||
bool NearestVehiclesValue::AcceptUnit(Unit* unit)
|
||||
@@ -52,7 +52,7 @@ void NearestTriggersValue::FindUnits(std::list<Unit*>& targets)
|
||||
{
|
||||
Acore::AnyUnfriendlyUnitInObjectRangeCheck u_check(bot, bot, range);
|
||||
Acore::UnitListSearcher<Acore::AnyUnfriendlyUnitInObjectRangeCheck> searcher(bot, targets, u_check);
|
||||
Cell::VisitAllObjects(bot, searcher, range);
|
||||
Cell::VisitObjects(bot, searcher, range);
|
||||
}
|
||||
|
||||
bool NearestTriggersValue::AcceptUnit(Unit* unit) { return !unit->IsPlayer(); }
|
||||
@@ -61,7 +61,7 @@ void NearestTotemsValue::FindUnits(std::list<Unit*>& targets)
|
||||
{
|
||||
Acore::AnyUnitInObjectRangeCheck u_check(bot, range);
|
||||
Acore::UnitListSearcher<Acore::AnyUnitInObjectRangeCheck> searcher(bot, targets, u_check);
|
||||
Cell::VisitAllObjects(bot, searcher, range);
|
||||
Cell::VisitObjects(bot, searcher, range);
|
||||
}
|
||||
|
||||
bool NearestTotemsValue::AcceptUnit(Unit* unit) { return unit->IsTotem(); }
|
||||
|
||||
@@ -49,7 +49,7 @@ void PossibleRpgTargetsValue::FindUnits(std::list<Unit*>& targets)
|
||||
{
|
||||
Acore::AnyUnitInObjectRangeCheck u_check(bot, range);
|
||||
Acore::UnitListSearcher<Acore::AnyUnitInObjectRangeCheck> searcher(bot, targets, u_check);
|
||||
Cell::VisitAllObjects(bot, searcher, range);
|
||||
Cell::VisitObjects(bot, searcher, range);
|
||||
}
|
||||
|
||||
bool PossibleRpgTargetsValue::AcceptUnit(Unit* unit)
|
||||
@@ -141,7 +141,7 @@ void PossibleNewRpgTargetsValue::FindUnits(std::list<Unit*>& targets)
|
||||
{
|
||||
Acore::AnyUnitInObjectRangeCheck u_check(bot, range);
|
||||
Acore::UnitListSearcher<Acore::AnyUnitInObjectRangeCheck> searcher(bot, targets, u_check);
|
||||
Cell::VisitAllObjects(bot, searcher, range);
|
||||
Cell::VisitObjects(bot, searcher, range);
|
||||
}
|
||||
|
||||
bool PossibleNewRpgTargetsValue::AcceptUnit(Unit* unit)
|
||||
@@ -168,7 +168,7 @@ GuidVector PossibleNewRpgGameObjectsValue::Calculate()
|
||||
std::list<GameObject*> targets;
|
||||
AnyGameObjectInObjectRangeCheck u_check(bot, range);
|
||||
Acore::GameObjectListSearcher<AnyGameObjectInObjectRangeCheck> searcher(bot, targets, u_check);
|
||||
Cell::VisitAllObjects(bot, searcher, range);
|
||||
Cell::VisitObjects(bot, searcher, range);
|
||||
|
||||
|
||||
std::vector<std::pair<ObjectGuid, float>> guidDistancePairs;
|
||||
|
||||
@@ -21,7 +21,7 @@ void PossibleTargetsValue::FindUnits(std::list<Unit*>& targets)
|
||||
{
|
||||
Acore::AnyUnfriendlyUnitInObjectRangeCheck u_check(bot, bot, range);
|
||||
Acore::UnitListSearcher<Acore::AnyUnfriendlyUnitInObjectRangeCheck> searcher(bot, targets, u_check);
|
||||
Cell::VisitAllObjects(bot, searcher, range);
|
||||
Cell::VisitObjects(bot, searcher, range);
|
||||
}
|
||||
|
||||
bool PossibleTargetsValue::AcceptUnit(Unit* unit) { return AttackersValue::IsPossibleTarget(unit, bot, range); }
|
||||
@@ -30,7 +30,7 @@ void PossibleTriggersValue::FindUnits(std::list<Unit*>& targets)
|
||||
{
|
||||
Acore::AnyUnfriendlyUnitInObjectRangeCheck u_check(bot, bot, range);
|
||||
Acore::UnitListSearcher<Acore::AnyUnfriendlyUnitInObjectRangeCheck> searcher(bot, targets, u_check);
|
||||
Cell::VisitAllObjects(bot, searcher, range);
|
||||
Cell::VisitObjects(bot, searcher, range);
|
||||
}
|
||||
|
||||
bool PossibleTriggersValue::AcceptUnit(Unit* unit)
|
||||
|
||||
@@ -207,7 +207,11 @@ bool WrongPetTrigger::IsActive()
|
||||
if (enabledCount != 1)
|
||||
return false;
|
||||
|
||||
// Step 3: At this point, we know only one pet strategy is enabled.
|
||||
// Step 3: If there is no pet, do not trigger.
|
||||
if (!pet)
|
||||
return false;
|
||||
|
||||
// Step 4: At this point, we know only one pet strategy is enabled.
|
||||
// We check if the currently summoned pet matches the enabled strategy.
|
||||
bool correctPet = false;
|
||||
if (pet)
|
||||
@@ -218,16 +222,16 @@ bool WrongPetTrigger::IsActive()
|
||||
correctPet = true;
|
||||
}
|
||||
|
||||
// Step 4: If the correct pet is already summoned, the trigger should not activate.
|
||||
// Step 5: If the correct pet is already summoned, the trigger should not activate.
|
||||
if (correctPet)
|
||||
return false;
|
||||
|
||||
// Step 5: Finally, check if the bot actually knows the spell to summon the desired pet.
|
||||
// Step 6: Finally, check if the bot actually knows the spell to summon the desired pet.
|
||||
// If so, the trigger is active (bot should summon the correct pet).
|
||||
if (bot->HasSpell(enabledPet->spellId))
|
||||
return true;
|
||||
|
||||
// Step 6: If we get here, the bot doesn't know the spell required to support the active pet strategy
|
||||
// Step 7: If we get here, the bot doesn't know the spell required to support the active pet strategy
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user