mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-12-01 21:12:50 +08:00
Merge pull request #832 from liyunfan1223/move_backwards
Move backwards when enemy too close
This commit is contained in:
@@ -4115,11 +4115,16 @@ inline bool ZoneHasRealPlayers(Player* bot)
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return false;
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}
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for (auto& player : sRandomPlayerbotMgr->GetPlayers())
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for (Player* player : sRandomPlayerbotMgr->GetPlayers())
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{
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if (player->GetMapId() != bot->GetMapId())
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continue;
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if (player->IsGameMaster() && !player->IsVisible())
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{
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continue;
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}
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if (player->GetZoneId() == bot->GetZoneId())
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{
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PlayerbotAI* botAI = GET_PLAYERBOT_AI(player);
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@@ -33,7 +33,7 @@ bool FollowAction::Execute(Event event)
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MovementPriority priority = botAI->GetState() == BOT_STATE_COMBAT ? MovementPriority::MOVEMENT_COMBAT : MovementPriority::MOVEMENT_NORMAL;
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moved = MoveTo(loc.GetMapId(), loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ(), false, false, false,
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true, priority);
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true, priority, true);
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}
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if (Pet* pet = bot->GetPet())
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@@ -177,7 +177,7 @@ bool MovementAction::MoveToLOS(WorldObject* target, bool ranged)
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}
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bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle, bool react, bool normal_only,
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bool exact_waypoint, MovementPriority priority, bool lessDelay)
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bool exact_waypoint, MovementPriority priority, bool lessDelay, bool backwards)
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{
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UpdateMovementState();
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if (!IsMovingAllowed(mapId, x, y, z))
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@@ -208,8 +208,16 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
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{
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MotionMaster& mm = *vehicleBase->GetMotionMaster(); // need to move vehicle, not bot
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mm.Clear();
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if (!backwards)
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{
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mm.MovePoint(0, x, y, z, generatePath);
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float delay = 1000.0f * (distance / vehicleBase->GetSpeed(MOVE_RUN));
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}
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else
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{
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mm.MovePointBackwards(0, x, y, z, generatePath);
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}
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float speed = backwards ? vehicleBase->GetSpeed(MOVE_RUN_BACK) : vehicleBase->GetSpeed(MOVE_RUN);
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float delay = 1000.0f * (distance / speed);
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if (lessDelay)
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{
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delay -= botAI->GetReactDelay();
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@@ -235,8 +243,15 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
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}
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MotionMaster& mm = *bot->GetMotionMaster();
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mm.Clear();
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if (!backwards)
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{
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mm.MovePoint(0, x, y, z, generatePath);
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float delay = 1000.0f * MoveDelay(distance);
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}
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else
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{
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mm.MovePointBackwards(0, x, y, z, generatePath);
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}
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float delay = 1000.0f * MoveDelay(distance, backwards);
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if (lessDelay)
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{
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delay -= botAI->GetReactDelay();
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@@ -270,8 +285,15 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
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MotionMaster& mm = *bot->GetMotionMaster();
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G3D::Vector3 endP = path.back();
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mm.Clear();
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mm.MovePoint(0, endP.x, endP.y, endP.z, generatePath);
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float delay = 1000.0f * MoveDelay(distance);
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if (!backwards)
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{
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mm.MovePoint(0, x, y, z, generatePath);
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}
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else
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{
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mm.MovePointBackwards(0, x, y, z, generatePath);
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}
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float delay = 1000.0f * MoveDelay(distance, backwards);
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if (lessDelay)
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{
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delay -= botAI->GetReactDelay();
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@@ -1265,20 +1287,20 @@ bool MovementAction::ChaseTo(WorldObject* obj, float distance, float angle)
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return true;
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}
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float MovementAction::MoveDelay(float distance)
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float MovementAction::MoveDelay(float distance, bool backwards)
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{
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float speed;
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if (bot->isSwimming())
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{
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speed = bot->GetSpeed(MOVE_SWIM);
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speed = backwards ? bot->GetSpeed(MOVE_SWIM_BACK) : bot->GetSpeed(MOVE_SWIM);
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}
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else if (bot->IsFlying())
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{
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speed = bot->GetSpeed(MOVE_FLIGHT);
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speed = backwards ? bot->GetSpeed(MOVE_FLIGHT_BACK) : bot->GetSpeed(MOVE_FLIGHT);
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}
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else
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{
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speed = bot->GetSpeed(MOVE_RUN);
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speed = backwards ? bot->GetSpeed(MOVE_RUN_BACK) :bot->GetSpeed(MOVE_RUN);
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}
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float delay = distance / speed;
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return delay;
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@@ -1500,7 +1522,7 @@ void MovementAction::ClearIdleState()
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context->GetValue<PositionMap&>("position")->Get()["random"].Reset();
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}
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bool MovementAction::MoveAway(Unit* target, float distance)
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bool MovementAction::MoveAway(Unit* target, float distance, bool backwards)
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{
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if (!target)
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{
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@@ -1523,7 +1545,7 @@ bool MovementAction::MoveAway(Unit* target, float distance)
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dz = bot->GetPositionZ();
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exact = false;
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}
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if (MoveTo(target->GetMapId(), dx, dy, dz, false, false, true, exact, MovementPriority::MOVEMENT_COMBAT))
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if (MoveTo(target->GetMapId(), dx, dy, dz, false, false, true, exact, MovementPriority::MOVEMENT_COMBAT, false, backwards))
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{
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return true;
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}
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@@ -1545,7 +1567,7 @@ bool MovementAction::MoveAway(Unit* target, float distance)
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dz = bot->GetPositionZ();
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exact = false;
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}
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if (MoveTo(target->GetMapId(), dx, dy, dz, false, false, true, exact, MovementPriority::MOVEMENT_COMBAT))
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if (MoveTo(target->GetMapId(), dx, dy, dz, false, false, true, exact, MovementPriority::MOVEMENT_COMBAT, false, backwards))
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{
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return true;
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}
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@@ -1746,7 +1768,7 @@ const Movement::PointsArray MovementAction::SearchForBestPath(float x, float y,
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bool FleeAction::Execute(Event event)
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{
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// return Flee(AI_VALUE(Unit*, "current target"));
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return MoveAway(AI_VALUE(Unit*, "current target"));
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return MoveAway(AI_VALUE(Unit*, "current target"), sPlayerbotAIConfig->fleeDistance, true);
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}
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bool FleeAction::isUseful()
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@@ -32,7 +32,7 @@ protected:
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bool MoveNear(uint32 mapId, float x, float y, float z, float distance = sPlayerbotAIConfig->contactDistance, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL);
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bool MoveToLOS(WorldObject* target, bool ranged = false);
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bool MoveTo(uint32 mapId, float x, float y, float z, bool idle = false, bool react = false,
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bool normal_only = false, bool exact_waypoint = false, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL, bool lessDelay = false);
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bool normal_only = false, bool exact_waypoint = false, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL, bool lessDelay = false, bool backwards = false);
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bool MoveTo(WorldObject* target, float distance = 0.0f, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL);
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bool MoveNear(WorldObject* target, float distance = sPlayerbotAIConfig->contactDistance, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL);
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float GetFollowAngle();
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@@ -40,7 +40,7 @@ protected:
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bool Follow(Unit* target, float distance, float angle);
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bool ChaseTo(WorldObject* obj, float distance = 0.0f, float angle = 0.0f);
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bool ReachCombatTo(Unit* target, float distance = 0.0f);
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float MoveDelay(float distance);
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float MoveDelay(float distance, bool backwards = false);
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void WaitForReach(float distance);
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void SetNextMovementDelay(float delayMillis);
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bool IsMovingAllowed(WorldObject* target);
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@@ -51,7 +51,7 @@ protected:
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bool Flee(Unit* target);
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void ClearIdleState();
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void UpdateMovementState();
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bool MoveAway(Unit* target, float distance = sPlayerbotAIConfig -> fleeDistance);
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bool MoveAway(Unit* target, float distance = sPlayerbotAIConfig -> fleeDistance, bool backwards = false);
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bool MoveFromGroup(float distance);
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bool Move(float angle, float distance);
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bool MoveInside(uint32 mapId, float x, float y, float z, float distance = sPlayerbotAIConfig->followDistance, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL);
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@@ -44,7 +44,7 @@ bool NewRpgStatusUpdateAction::Execute(Event event)
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}
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}
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// IDLE -> GO_INNKEEPER
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else if (bot->GetLevel() >= 6 && roll <= 40)
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else if (bot->GetLevel() >= 6 && roll <= 45)
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{
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WorldPosition pos = SelectRandomInnKeeperPos();
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if (pos != WorldPosition() && bot->GetExactDist(pos) > 50.0f)
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@@ -241,7 +241,7 @@ bool NewRpgGoFarAwayPosAction::MoveFarTo(WorldPosition dest)
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const float z = bot->GetPositionZ();
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float rx, ry, rz;
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bool found = false;
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int attempt = 10;
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int attempt = 3;
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while (--attempt)
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{
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float angle = bot->GetAngle(&dest);
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