mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
removed movementAction changed made due core movement changes
This commit is contained in:
@@ -10,7 +10,6 @@
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#include <iomanip>
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#include <string>
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#include "Corpse.h"
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#include "Event.h"
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#include "FleeManager.h"
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#include "G3D/Vector3.h"
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@@ -42,6 +41,7 @@
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#include "Unit.h"
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#include "Vehicle.h"
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#include "WaypointMovementGenerator.h"
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#include "Corpse.h"
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MovementAction::MovementAction(PlayerbotAI* botAI, std::string const name) : Action(botAI, name)
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{
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@@ -192,23 +192,30 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
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{
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return false;
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}
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bool generatePath = !bot->IsFlying() && !bot->isSwimming();
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bool disableMoveSplinePath =
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sPlayerbotAIConfig->disableMoveSplinePath >= 2 ||
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(sPlayerbotAIConfig->disableMoveSplinePath == 1 && bot->InBattleground());
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bool disableMoveSplinePath = sPlayerbotAIConfig->disableMoveSplinePath >= 2 ||
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(sPlayerbotAIConfig->disableMoveSplinePath == 1 && bot->InBattleground());
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if (Vehicle* vehicle = bot->GetVehicle())
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{
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VehicleSeatEntry const* seat = vehicle->GetSeatForPassenger(bot);
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Unit* vehicleBase = vehicle->GetBase();
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generatePath = !vehicleBase || !vehicleBase->CanFly();
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generatePath = vehicleBase->CanFly();
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if (!vehicleBase || !seat || !seat->CanControl()) // is passenger and cant move anyway
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return false;
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float distance = vehicleBase->GetExactDist(x, y, z); // use vehicle distance, not bot
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if (distance > 0.01f)
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{
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DoMovePoint(vehicleBase, x, y, z, generatePath, backwards);
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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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}
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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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@@ -234,7 +241,16 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
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// bot->CastStop();
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// botAI->InterruptSpell();
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// }
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DoMovePoint(bot, x, y, z, generatePath, backwards);
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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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}
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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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@@ -252,7 +268,9 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
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Movement::PointsArray path =
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SearchForBestPath(x, y, z, modifiedZ, sPlayerbotAIConfig->maxMovementSearchTime, normal_only);
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if (modifiedZ == INVALID_HEIGHT)
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{
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return false;
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}
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float distance = bot->GetExactDist(x, y, modifiedZ);
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if (distance > 0.01f)
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{
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@@ -264,8 +282,17 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
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// bot->CastStop();
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// botAI->InterruptSpell();
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// }
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MotionMaster& mm = *bot->GetMotionMaster();
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G3D::Vector3 endP = path.back();
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DoMovePoint(bot, x, y, z, generatePath, backwards);
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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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}
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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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@@ -482,8 +509,7 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
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// {
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// AI_VALUE(LastMovement&, "last area trigger").lastAreaTrigger = entry;
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// }
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// else
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// {
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// else {
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// LOG_DEBUG("playerbots", "!entry");
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// return bot->TeleportTo(movePosition.getMapId(), movePosition.getX(), movePosition.getY(),
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// movePosition.getZ(), movePosition.getO(), 0);
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@@ -533,7 +559,9 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
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// bool goTaxi = bot->ActivateTaxiPathTo({ tEntry->from, tEntry->to }, unit, 1);
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// if (botAI->HasCheat(BotCheatMask::gold))
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// {
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// bot->SetMoney(botMoney);
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// }
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// LOG_DEBUG("playerbots", "goTaxi");
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// return goTaxi;
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// }
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@@ -824,16 +852,15 @@ bool MovementAction::ReachCombatTo(Unit* target, float distance)
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float deltaAngle = Position::NormalizeOrientation(targetOrientation - target->GetAngle(bot));
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if (deltaAngle > M_PI)
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deltaAngle -= 2.0f * M_PI; // -PI..PI
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deltaAngle -= 2.0f * M_PI; // -PI..PI
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// if target is moving forward and moving far away, predict the position
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bool behind = fabs(deltaAngle) > M_PI_2;
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if (target->HasUnitMovementFlag(MOVEMENTFLAG_FORWARD) && behind)
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{
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if (target->HasUnitMovementFlag(MOVEMENTFLAG_FORWARD) && behind) {
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float predictDis = std::min(3.0f, target->GetObjectSize() * 2);
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tx += cos(target->GetOrientation()) * predictDis;
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ty += sin(target->GetOrientation()) * predictDis;
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if (!target->GetMap()->CheckCollisionAndGetValidCoords(target, target->GetPositionX(), target->GetPositionY(),
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target->GetPositionZ(), tx, ty, tz))
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if (!target->GetMap()->CheckCollisionAndGetValidCoords(target, target->GetPositionX(), target->GetPositionY(), target->GetPositionZ(),
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tx, ty, tz))
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{
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tx = target->GetPositionX();
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ty = target->GetPositionY();
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@@ -951,8 +978,9 @@ bool MovementAction::IsMovingAllowed()
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return false;
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if (bot->isFrozen() || bot->IsPolymorphed() || (bot->isDead() && !bot->HasPlayerFlag(PLAYER_FLAGS_GHOST)) ||
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bot->IsBeingTeleported() || bot->HasRootAura() || bot->HasSpiritOfRedemptionAura() || bot->HasConfuseAura() ||
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bot->IsCharmed() || bot->HasStunAura() || bot->IsInFlight() || bot->HasUnitState(UNIT_STATE_LOST_CONTROL))
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bot->IsBeingTeleported() || bot->HasRootAura() || bot->HasSpiritOfRedemptionAura() ||
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bot->HasConfuseAura() || bot->IsCharmed() || bot->HasStunAura() ||
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bot->IsInFlight() || bot->HasUnitState(UNIT_STATE_LOST_CONTROL))
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return false;
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if (bot->GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_CONTROLLED) != NULL_MOTION_TYPE)
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@@ -960,8 +988,7 @@ bool MovementAction::IsMovingAllowed()
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return false;
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}
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// if (bot->HasUnitMovementFlag(MOVEMENTFLAG_FALLING))
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// {
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// if (bot->HasUnitMovementFlag(MOVEMENTFLAG_FALLING)) {
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// return false;
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// }
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return bot->GetMotionMaster()->GetCurrentMovementGeneratorType() != FLIGHT_MOTION_TYPE;
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@@ -971,95 +998,53 @@ bool MovementAction::Follow(Unit* target, float distance) { return Follow(target
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void MovementAction::UpdateMovementState()
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{
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const bool isCurrentlyRestricted = // see if the bot is currently slowed, rooted, or otherwise unable to move
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bot->isFrozen() ||
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bot->IsPolymorphed() ||
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bot->HasRootAura() ||
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bot->HasStunAura() ||
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bot->HasConfuseAura() ||
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bot->HasUnitState(UNIT_STATE_LOST_CONTROL);
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int8 botInLiquidState = bot->GetLiquidData().Status;
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// no update movement flags while movement is current restricted.
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if (!isCurrentlyRestricted && bot->IsAlive())
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if (botInLiquidState == LIQUID_MAP_IN_WATER || botInLiquidState == LIQUID_MAP_UNDER_WATER)
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{
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// state flags
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const auto master = botAI ? botAI->GetMaster() : nullptr; // real player or not
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const bool masterIsFlying = master ? master->HasUnitMovementFlag(MOVEMENTFLAG_FLYING) : true;
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const bool masterIsSwimming = master ? master->HasUnitMovementFlag(MOVEMENTFLAG_SWIMMING) : true;
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const auto liquidState = bot->GetLiquidData().Status; // default LIQUID_MAP_NO_WATER
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const float gZ = bot->GetMapWaterOrGroundLevel(bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ());
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const bool wantsToFly = bot->HasIncreaseMountedFlightSpeedAura() || bot->HasFlyAura();
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const bool isFlying = bot->HasUnitMovementFlag(MOVEMENTFLAG_FLYING);
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const bool isWaterArea = liquidState != LIQUID_MAP_NO_WATER;
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const bool isUnderWater = liquidState == LIQUID_MAP_UNDER_WATER;
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const bool isInWater = liquidState == LIQUID_MAP_IN_WATER;
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const bool isWaterWalking = bot->HasUnitMovementFlag(MOVEMENTFLAG_WATERWALKING);
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const bool isSwimming = bot->HasUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
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const bool wantsToWaterWalk = bot->HasWaterWalkAura();
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const bool wantsToSwim = isInWater || isUnderWater;
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const bool onGroundZ = (bot->GetPositionZ() < gZ + 1.f) && !isWaterArea;
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bool movementFlagsUpdated = false;
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// handle water state
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if (isWaterArea && !isFlying)
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{
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// water walking
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if (wantsToWaterWalk && !isWaterWalking && !masterIsSwimming)
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{
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bot->RemoveUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
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bot->AddUnitMovementFlag(MOVEMENTFLAG_WATERWALKING);
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movementFlagsUpdated = true;
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}
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// swimming
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else if (wantsToSwim && !isSwimming && masterIsSwimming)
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{
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bot->RemoveUnitMovementFlag(MOVEMENTFLAG_WATERWALKING);
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bot->AddUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
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movementFlagsUpdated = true;
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}
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}
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else if (isSwimming || isWaterWalking)
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{
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// reset water flags
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bot->RemoveUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
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bot->RemoveUnitMovementFlag(MOVEMENTFLAG_WATERWALKING);
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movementFlagsUpdated = true;
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}
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// handle flying state
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if (wantsToFly && !isFlying && masterIsFlying)
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{
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bot->AddUnitMovementFlag(MOVEMENTFLAG_CAN_FLY);
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bot->AddUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY);
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bot->AddUnitMovementFlag(MOVEMENTFLAG_FLYING);
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movementFlagsUpdated = true;
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}
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else if ((!wantsToFly || onGroundZ) && isFlying)
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{
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bot->RemoveUnitMovementFlag(MOVEMENTFLAG_CAN_FLY);
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bot->RemoveUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY);
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bot->RemoveUnitMovementFlag(MOVEMENTFLAG_FLYING);
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movementFlagsUpdated = true;
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}
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// detect if movement restrictions have been lifted, CC just ended.
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if (wasMovementRestricted)
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movementFlagsUpdated = true; // refresh movement state to ensure animations play correctly
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if (movementFlagsUpdated)
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bot->SendMovementFlagUpdate();
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bot->SetSwim(true);
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}
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else
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{
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bot->SetSwim(false);
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}
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// Save current state for the next check
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bool onGround = bot->GetPositionZ() <
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bot->GetMapWaterOrGroundLevel(bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ()) + 1.0f;
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// Keep bot->SendMovementFlagUpdate() withing the if statements to not intefere with bot behavior on ground/(shallow) waters
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if (!bot->HasUnitMovementFlag(MOVEMENTFLAG_FLYING) &&
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bot->HasAuraType(SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED) && !onGround)
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{
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bot->AddUnitMovementFlag(MOVEMENTFLAG_FLYING);
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bot->SendMovementFlagUpdate();
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}
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else if (bot->HasUnitMovementFlag(MOVEMENTFLAG_FLYING) &&
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(!bot->HasAuraType(SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED) || onGround))
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{
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bot->RemoveUnitMovementFlag(MOVEMENTFLAG_FLYING);
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bot->SendMovementFlagUpdate();
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}
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// See if the bot is currently slowed, rooted, or otherwise unable to move
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bool isCurrentlyRestricted = bot->isFrozen() || bot->IsPolymorphed() || bot->HasRootAura() || bot->HasStunAura() ||
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bot->HasConfuseAura() || bot->HasUnitState(UNIT_STATE_LOST_CONTROL);
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// Detect if movement restrictions have been lifted
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if (wasMovementRestricted && !isCurrentlyRestricted && bot->IsAlive())
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{
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// CC just ended - refresh movement state to ensure animations play correctly
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bot->SendMovementFlagUpdate();
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}
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// Save current state for the next check
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wasMovementRestricted = isCurrentlyRestricted;
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// Temporary speed increase in group
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// if (botAI->HasRealPlayerMaster())
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// {
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// if (botAI->HasRealPlayerMaster()) {
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// bot->SetSpeedRate(MOVE_RUN, 1.1f);
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// }
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// else
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// {
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// } else {
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// bot->SetSpeedRate(MOVE_RUN, 1.0f);
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// }
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// check if target is not reachable (from Vmangos)
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@@ -1068,7 +1053,7 @@ void MovementAction::UpdateMovementState()
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// {
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// if (Unit* pTarget = sServerFacade->GetChaseTarget(bot))
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// {
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// if (!bot->IsWithinMeleeRange(pTarget) && pTarget->IsCreature())
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// if (!bot->IsWithinMeleeRange(pTarget) && pTarget->GetTypeId() == TYPEID_UNIT)
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// {
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// float angle = bot->GetAngle(pTarget);
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// float distance = 5.0f;
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@@ -1356,7 +1341,7 @@ float MovementAction::MoveDelay(float distance, bool backwards)
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}
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else
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{
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speed = backwards ? bot->GetSpeed(MOVE_RUN_BACK) : 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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@@ -1386,7 +1371,8 @@ void MovementAction::SetNextMovementDelay(float delayMillis)
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{
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AI_VALUE(LastMovement&, "last movement")
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.Set(bot->GetMapId(), bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(), bot->GetOrientation(),
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delayMillis, MovementPriority::MOVEMENT_FORCED);
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delayMillis,
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MovementPriority::MOVEMENT_FORCED);
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}
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bool MovementAction::Flee(Unit* target)
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@@ -1600,8 +1586,7 @@ bool MovementAction::MoveAway(Unit* target, float distance, bool backwards)
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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, false,
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backwards))
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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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@@ -1623,8 +1608,7 @@ bool MovementAction::MoveAway(Unit* target, float distance, bool backwards)
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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, false,
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backwards))
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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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@@ -1673,7 +1657,7 @@ bool MovementAction::Move(float angle, float distance)
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float x = bot->GetPositionX() + cos(angle) * distance;
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float y = bot->GetPositionY() + sin(angle) * distance;
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// TODO do we need GetMapWaterOrGroundLevel() if we're using CheckCollisionAndGetValidCoords() ?
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//TODO do we need GetMapWaterOrGroundLevel() if we're using CheckCollisionAndGetValidCoords() ?
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float z = bot->GetMapWaterOrGroundLevel(x, y, bot->GetPositionZ());
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if (z == -100000.0f || z == -200000.0f)
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z = bot->GetPositionZ();
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@@ -1696,8 +1680,7 @@ bool MovementAction::MoveInside(uint32 mapId, float x, float y, float z, float d
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// float MovementAction::SearchBestGroundZForPath(float x, float y, float z, bool generatePath, float range, bool
|
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// normal_only, float step)
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// {
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// if (!generatePath)
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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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@@ -1708,12 +1691,10 @@ bool MovementAction::MoveInside(uint32 mapId, float x, float y, float z, float d
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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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// {
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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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// {
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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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@@ -1722,34 +1703,30 @@ bool MovementAction::MoveInside(uint32 mapId, float x, float y, float z, float d
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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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// {
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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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// 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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// }
|
||||
// for (delta = range / 2 + step; delta <= range; delta += 2) {
|
||||
// modified_z = bot->GetMapWaterOrGroundLevel(x, y, z + delta);
|
||||
// PathGenerator gen(bot);
|
||||
// gen.CalculatePath(x, y, modified_z);
|
||||
// if (gen.GetPathType() == PATHFIND_NORMAL && gen.getPathLength() < min_length)
|
||||
// {
|
||||
// if (gen.GetPathType() == PATHFIND_NORMAL && gen.getPathLength() < min_length) {
|
||||
// min_length = gen.getPathLength();
|
||||
// current_z = modified_z;
|
||||
// if (abs(current_z - z) < 0.5f)
|
||||
// {
|
||||
// if (abs(current_z - z) < 0.5f) {
|
||||
// return current_z;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// if (current_z == INVALID_HEIGHT && normal_only)
|
||||
// {
|
||||
// if (current_z == INVALID_HEIGHT && normal_only) {
|
||||
// return INVALID_HEIGHT;
|
||||
// }
|
||||
// if (current_z == INVALID_HEIGHT && !normal_only)
|
||||
// {
|
||||
// if (current_z == INVALID_HEIGHT && !normal_only) {
|
||||
// return z;
|
||||
// }
|
||||
// return current_z;
|
||||
@@ -1824,46 +1801,6 @@ const Movement::PointsArray MovementAction::SearchForBestPath(float x, float y,
|
||||
return result;
|
||||
}
|
||||
|
||||
void MovementAction::DoMovePoint(Unit* unit, float x, float y, float z, bool generatePath, bool backwards)
|
||||
{
|
||||
if (!unit)
|
||||
return;
|
||||
|
||||
MotionMaster* mm = unit->GetMotionMaster();
|
||||
if (!mm)
|
||||
return;
|
||||
|
||||
// enable water walking
|
||||
if (unit->HasUnitMovementFlag(MOVEMENTFLAG_WATERWALKING))
|
||||
{
|
||||
float gZ = unit->GetMapWaterOrGroundLevel(unit->GetPositionX(), unit->GetPositionY(), unit->GetPositionZ());
|
||||
unit->UpdatePosition(unit->GetPositionX(), unit->GetPositionY(), gZ, false);
|
||||
// z = gZ; no overwrite Z axe otherwise you cant steer the bots into swimming when water walking.
|
||||
}
|
||||
|
||||
mm->Clear();
|
||||
if (backwards)
|
||||
{
|
||||
mm->MovePointBackwards(
|
||||
/*id*/ 0,
|
||||
/*coords*/ x, y, z,
|
||||
/*generatePath*/ generatePath,
|
||||
/*forceDestination*/ false);
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
mm->MovePoint(
|
||||
/*id*/ 0,
|
||||
/*coords*/ x, y, z,
|
||||
/*forcedMovement*/ FORCED_MOVEMENT_NONE,
|
||||
/*speed*/ 0.f,
|
||||
/*orientation*/ 0.f,
|
||||
/*generatePath*/ generatePath, // true => terrain path (2d mmap); false => straight spline (3d vmap)
|
||||
/*forceDestination*/ false);
|
||||
}
|
||||
}
|
||||
|
||||
bool FleeAction::Execute(Event event)
|
||||
{
|
||||
return MoveAway(AI_VALUE(Unit*, "current target"), sPlayerbotAIConfig->fleeDistance, true);
|
||||
@@ -1944,8 +1881,7 @@ bool AvoidAoeAction::AvoidAuraWithDynamicObj()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (sPlayerbotAIConfig->aoeAvoidSpellWhitelist.find(spellInfo->Id) !=
|
||||
sPlayerbotAIConfig->aoeAvoidSpellWhitelist.end())
|
||||
if (sPlayerbotAIConfig->aoeAvoidSpellWhitelist.find(spellInfo->Id) != sPlayerbotAIConfig->aoeAvoidSpellWhitelist.end())
|
||||
return false;
|
||||
|
||||
DynamicObject* dynOwner = aura->GetDynobjOwner();
|
||||
@@ -2010,8 +1946,7 @@ bool AvoidAoeAction::AvoidGameObjectWithDamage()
|
||||
continue;
|
||||
}
|
||||
|
||||
if (sPlayerbotAIConfig->aoeAvoidSpellWhitelist.find(spellId) !=
|
||||
sPlayerbotAIConfig->aoeAvoidSpellWhitelist.end())
|
||||
if (sPlayerbotAIConfig->aoeAvoidSpellWhitelist.find(spellId) != sPlayerbotAIConfig->aoeAvoidSpellWhitelist.end())
|
||||
continue;
|
||||
|
||||
const SpellInfo* spellInfo = sSpellMgr->GetSpellInfo(spellId);
|
||||
@@ -2037,8 +1972,7 @@ bool AvoidAoeAction::AvoidGameObjectWithDamage()
|
||||
lastTellTimer = time(NULL);
|
||||
lastMoveTimer = getMSTime();
|
||||
std::ostringstream out;
|
||||
out << "I'm avoiding " << name.str() << " (" << spellInfo->Id << ")" << " Radius " << radius
|
||||
<< " - [Trap]";
|
||||
out << "I'm avoiding " << name.str() << " (" << spellInfo->Id << ")" << " Radius " << radius << " - [Trap]";
|
||||
bot->Say(out.str(), LANG_UNIVERSAL);
|
||||
}
|
||||
return true;
|
||||
@@ -2081,8 +2015,7 @@ bool AvoidAoeAction::AvoidUnitWithDamageAura()
|
||||
sSpellMgr->GetSpellInfo(spellInfo->Effects[aurEff->GetEffIndex()].TriggerSpell);
|
||||
if (!triggerSpellInfo)
|
||||
continue;
|
||||
if (sPlayerbotAIConfig->aoeAvoidSpellWhitelist.find(triggerSpellInfo->Id) !=
|
||||
sPlayerbotAIConfig->aoeAvoidSpellWhitelist.end())
|
||||
if (sPlayerbotAIConfig->aoeAvoidSpellWhitelist.find(triggerSpellInfo->Id) != sPlayerbotAIConfig->aoeAvoidSpellWhitelist.end())
|
||||
return false;
|
||||
for (int j = 0; j < MAX_SPELL_EFFECTS; j++)
|
||||
{
|
||||
@@ -2104,8 +2037,7 @@ bool AvoidAoeAction::AvoidUnitWithDamageAura()
|
||||
lastTellTimer = time(NULL);
|
||||
lastMoveTimer = getMSTime();
|
||||
std::ostringstream out;
|
||||
out << "I'm avoiding " << name.str() << " (" << triggerSpellInfo->Id << ")"
|
||||
<< " Radius " << radius << " - [Unit Trigger]";
|
||||
out << "I'm avoiding " << name.str() << " (" << triggerSpellInfo->Id << ")" << " Radius " << radius << " - [Unit Trigger]";
|
||||
bot->Say(out.str(), LANG_UNIVERSAL);
|
||||
}
|
||||
}
|
||||
@@ -2124,8 +2056,7 @@ Position MovementAction::BestPositionForMeleeToFlee(Position pos, float radius)
|
||||
if (currentTarget)
|
||||
{
|
||||
// Normally, move to left or right is the best position
|
||||
bool isTanking = (!currentTarget->isFrozen()
|
||||
&& !currentTarget->HasRootAura()) && (currentTarget->GetVictim() == bot);
|
||||
bool isTanking = (!currentTarget->isFrozen() && !currentTarget->HasRootAura()) && (currentTarget->GetVictim() == bot);
|
||||
float angle = bot->GetAngle(currentTarget);
|
||||
float angleLeft = angle + (float)M_PI / 2;
|
||||
float angleRight = angle - (float)M_PI / 2;
|
||||
@@ -2340,7 +2271,8 @@ bool CombatFormationMoveAction::isUseful()
|
||||
bool CombatFormationMoveAction::Execute(Event event)
|
||||
{
|
||||
float dis = AI_VALUE(float, "disperse distance");
|
||||
if (dis <= 0.0f || (!bot->IsInCombat() && botAI->HasStrategy("stay", BotState::BOT_STATE_NON_COMBAT)) ||
|
||||
if (dis <= 0.0f ||
|
||||
(!bot->IsInCombat() && botAI->HasStrategy("stay", BotState::BOT_STATE_NON_COMBAT)) ||
|
||||
(bot->IsInCombat() && botAI->HasStrategy("stay", BotState::BOT_STATE_COMBAT)))
|
||||
return false;
|
||||
Player* playerToLeave = NearestGroupMember(dis);
|
||||
@@ -2490,7 +2422,7 @@ bool TankFaceAction::Execute(Event event)
|
||||
|
||||
float deltaAngle = Position::NormalizeOrientation(averageAngle - target->GetAngle(bot));
|
||||
if (deltaAngle > M_PI)
|
||||
deltaAngle -= 2.0f * M_PI; // -PI..PI
|
||||
deltaAngle -= 2.0f * M_PI; // -PI..PI
|
||||
|
||||
float tolerable = M_PI_2;
|
||||
|
||||
@@ -2501,13 +2433,12 @@ bool TankFaceAction::Execute(Event event)
|
||||
float goodAngle2 = Position::NormalizeOrientation(averageAngle - M_PI * 3 / 5);
|
||||
|
||||
// if dist < bot->GetMeleeRange(target) / 2, target will move backward
|
||||
float dist = std::max(bot->GetExactDist(target), bot->GetMeleeRange(target) / 2) - bot->GetCombatReach() -
|
||||
target->GetCombatReach();
|
||||
float dist = std::max(bot->GetExactDist(target), bot->GetMeleeRange(target) / 2) - bot->GetCombatReach() - target->GetCombatReach();
|
||||
std::vector<Position> availablePos;
|
||||
float x, y, z;
|
||||
target->GetNearPoint(bot, x, y, z, 0.0f, dist, goodAngle1);
|
||||
if (bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(),
|
||||
bot->GetPositionZ(), x, y, z))
|
||||
if (bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(),
|
||||
x, y, z))
|
||||
{
|
||||
/// @todo: movement control now is a mess, prepare to rewrite
|
||||
std::list<FleeInfo>& infoList = AI_VALUE(std::list<FleeInfo>&, "recently flee info");
|
||||
@@ -2519,8 +2450,8 @@ bool TankFaceAction::Execute(Event event)
|
||||
}
|
||||
}
|
||||
target->GetNearPoint(bot, x, y, z, 0.0f, dist, goodAngle2);
|
||||
if (bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(),
|
||||
bot->GetPositionZ(), x, y, z))
|
||||
if (bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(),
|
||||
x, y, z))
|
||||
{
|
||||
std::list<FleeInfo>& infoList = AI_VALUE(std::list<FleeInfo>&, "recently flee info");
|
||||
Position pos(x, y, z);
|
||||
@@ -2533,15 +2464,13 @@ bool TankFaceAction::Execute(Event event)
|
||||
if (availablePos.empty())
|
||||
return false;
|
||||
Position nearest = GetNearestPosition(availablePos);
|
||||
return MoveTo(bot->GetMapId(), nearest.GetPositionX(), nearest.GetPositionY(), nearest.GetPositionZ(), false, false,
|
||||
false, true, MovementPriority::MOVEMENT_COMBAT);
|
||||
return MoveTo(bot->GetMapId(), nearest.GetPositionX(), nearest.GetPositionY(), nearest.GetPositionZ(), false, false, false, true, MovementPriority::MOVEMENT_COMBAT);
|
||||
}
|
||||
|
||||
bool RearFlankAction::isUseful()
|
||||
{
|
||||
Unit* target = AI_VALUE(Unit*, "current target");
|
||||
if (!target)
|
||||
return false;
|
||||
if (!target) { return false; }
|
||||
|
||||
// Need to double the front angle check to account for mirrored angle.
|
||||
bool inFront = target->HasInArc(2.f * minAngle, bot);
|
||||
@@ -2555,8 +2484,7 @@ bool RearFlankAction::isUseful()
|
||||
bool RearFlankAction::Execute(Event event)
|
||||
{
|
||||
Unit* target = AI_VALUE(Unit*, "current target");
|
||||
if (!target)
|
||||
return false;
|
||||
if (!target) { return false; }
|
||||
|
||||
float angle = frand(minAngle, maxAngle);
|
||||
float baseDistance = bot->GetMeleeRange(target) * 0.5f;
|
||||
@@ -2575,8 +2503,8 @@ bool RearFlankAction::Execute(Event event)
|
||||
destination = &rightFlank;
|
||||
}
|
||||
|
||||
return MoveTo(bot->GetMapId(), destination->GetPositionX(), destination->GetPositionY(),
|
||||
destination->GetPositionZ(), false, false, false, true, MovementPriority::MOVEMENT_COMBAT);
|
||||
return MoveTo(bot->GetMapId(), destination->GetPositionX(), destination->GetPositionY(), destination->GetPositionZ(),
|
||||
false, false, false, true, MovementPriority::MOVEMENT_COMBAT);
|
||||
}
|
||||
|
||||
bool DisperseSetAction::Execute(Event event)
|
||||
@@ -2704,8 +2632,9 @@ bool SetFacingTargetAction::isUseful() { return !AI_VALUE2(bool, "facing", "curr
|
||||
bool SetFacingTargetAction::isPossible()
|
||||
{
|
||||
if (bot->isFrozen() || bot->IsPolymorphed() || (bot->isDead() && !bot->HasPlayerFlag(PLAYER_FLAGS_GHOST)) ||
|
||||
bot->IsBeingTeleported() || bot->HasConfuseAura() || bot->IsCharmed() || bot->HasStunAura() ||
|
||||
bot->IsInFlight() || bot->HasUnitState(UNIT_STATE_LOST_CONTROL))
|
||||
bot->IsBeingTeleported() || bot->HasConfuseAura() || bot->IsCharmed() ||
|
||||
bot->HasStunAura() || bot->IsInFlight() ||
|
||||
bot->HasUnitState(UNIT_STATE_LOST_CONTROL))
|
||||
return false;
|
||||
|
||||
return true;
|
||||
@@ -2725,7 +2654,7 @@ bool SetBehindTargetAction::Execute(Event event)
|
||||
|
||||
float deltaAngle = Position::NormalizeOrientation(target->GetOrientation() - target->GetAngle(bot));
|
||||
if (deltaAngle > M_PI)
|
||||
deltaAngle -= 2.0f * M_PI; // -PI..PI
|
||||
deltaAngle -= 2.0f * M_PI; // -PI..PI
|
||||
|
||||
float tolerable = M_PI_2;
|
||||
|
||||
@@ -2735,13 +2664,12 @@ bool SetBehindTargetAction::Execute(Event event)
|
||||
float goodAngle1 = Position::NormalizeOrientation(target->GetOrientation() + M_PI * 3 / 5);
|
||||
float goodAngle2 = Position::NormalizeOrientation(target->GetOrientation() - M_PI * 3 / 5);
|
||||
|
||||
float dist = std::max(bot->GetExactDist(target), bot->GetMeleeRange(target) / 2) - bot->GetCombatReach() -
|
||||
target->GetCombatReach();
|
||||
float dist = std::max(bot->GetExactDist(target), bot->GetMeleeRange(target) / 2) - bot->GetCombatReach() - target->GetCombatReach();
|
||||
std::vector<Position> availablePos;
|
||||
float x, y, z;
|
||||
target->GetNearPoint(bot, x, y, z, 0.0f, dist, goodAngle1);
|
||||
if (bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(),
|
||||
bot->GetPositionZ(), x, y, z))
|
||||
if (bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(),
|
||||
x, y, z))
|
||||
{
|
||||
/// @todo: movement control now is a mess, prepare to rewrite
|
||||
std::list<FleeInfo>& infoList = AI_VALUE(std::list<FleeInfo>&, "recently flee info");
|
||||
@@ -2753,8 +2681,8 @@ bool SetBehindTargetAction::Execute(Event event)
|
||||
}
|
||||
}
|
||||
target->GetNearPoint(bot, x, y, z, 0.0f, dist, goodAngle2);
|
||||
if (bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(),
|
||||
bot->GetPositionZ(), x, y, z))
|
||||
if (bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(),
|
||||
x, y, z))
|
||||
{
|
||||
std::list<FleeInfo>& infoList = AI_VALUE(std::list<FleeInfo>&, "recently flee info");
|
||||
Position pos(x, y, z);
|
||||
@@ -2767,8 +2695,7 @@ bool SetBehindTargetAction::Execute(Event event)
|
||||
if (availablePos.empty())
|
||||
return false;
|
||||
Position nearest = GetNearestPosition(availablePos);
|
||||
return MoveTo(bot->GetMapId(), nearest.GetPositionX(), nearest.GetPositionY(), nearest.GetPositionZ(), false, false,
|
||||
false, true, MovementPriority::MOVEMENT_COMBAT);
|
||||
return MoveTo(bot->GetMapId(), nearest.GetPositionX(), nearest.GetPositionY(), nearest.GetPositionZ(), false, false, false, true, MovementPriority::MOVEMENT_COMBAT);
|
||||
}
|
||||
|
||||
bool MoveOutOfCollisionAction::Execute(Event event)
|
||||
@@ -2839,7 +2766,7 @@ bool MoveFromGroupAction::Execute(Event event)
|
||||
{
|
||||
float distance = atoi(event.getParam().c_str());
|
||||
if (!distance)
|
||||
distance = 20.0f; // flee distance from config is too small for this
|
||||
distance = 20.0f; // flee distance from config is too small for this
|
||||
return MoveFromGroup(distance);
|
||||
}
|
||||
|
||||
@@ -2850,7 +2777,7 @@ bool MoveAwayFromCreatureAction::Execute(Event event)
|
||||
|
||||
// Find all creatures with the specified Id
|
||||
std::vector<Unit*> creatures;
|
||||
for (auto const& guid : targets)
|
||||
for (const auto& guid : targets)
|
||||
{
|
||||
Unit* unit = botAI->GetUnit(guid);
|
||||
if (unit && (alive && unit->IsAlive()) && unit->GetEntry() == creatureId)
|
||||
@@ -2922,7 +2849,10 @@ bool MoveAwayFromCreatureAction::Execute(Event event)
|
||||
return false;
|
||||
}
|
||||
|
||||
bool MoveAwayFromCreatureAction::isPossible() { return bot->CanFreeMove(); }
|
||||
bool MoveAwayFromCreatureAction::isPossible()
|
||||
{
|
||||
return bot->CanFreeMove();
|
||||
}
|
||||
|
||||
bool MoveAwayFromPlayerWithDebuffAction::Execute(Event event)
|
||||
{
|
||||
@@ -3009,4 +2939,7 @@ bool MoveAwayFromPlayerWithDebuffAction::Execute(Event event)
|
||||
return false;
|
||||
}
|
||||
|
||||
bool MoveAwayFromPlayerWithDebuffAction::isPossible() { return bot->CanFreeMove(); }
|
||||
bool MoveAwayFromPlayerWithDebuffAction::isPossible()
|
||||
{
|
||||
return bot->CanFreeMove();
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user