Merge branch 'liyunfan1223:master' into oil_fix

This commit is contained in:
Atidote
2024-08-08 14:24:50 +02:00
committed by GitHub
13 changed files with 582 additions and 505 deletions

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@@ -55,6 +55,15 @@ PlayerbotFactory::PlayerbotFactory(Player* bot, uint32 level, uint32 itemQuality
: level(level), itemQuality(itemQuality), gearScoreLimit(gearScoreLimit), bot(bot)
{
botAI = GET_PLAYERBOT_AI(bot);
if (!this->itemQuality)
{
uint32 gs = sPlayerbotAIConfig->randomGearScoreLimit == 0
? 0
: PlayerbotFactory::CalcMixedGearScore(sPlayerbotAIConfig->randomGearScoreLimit,
sPlayerbotAIConfig->randomGearQualityLimit);
this->itemQuality = sPlayerbotAIConfig->randomGearQualityLimit;
this->gearScoreLimit = gs;
}
}
void PlayerbotFactory::Init()
@@ -149,16 +158,6 @@ void PlayerbotFactory::Init()
void PlayerbotFactory::Prepare()
{
if (!itemQuality)
{
uint32 gs = sPlayerbotAIConfig->randomGearScoreLimit == 0
? 0
: PlayerbotFactory::CalcMixedGearScore(sPlayerbotAIConfig->randomGearScoreLimit,
sPlayerbotAIConfig->randomGearQualityLimit);
itemQuality = sPlayerbotAIConfig->randomGearQualityLimit;
gearScoreLimit = gs;
}
if (bot->isDead())
bot->ResurrectPlayer(1.0f, false);

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@@ -1815,8 +1815,7 @@ void RandomPlayerbotMgr::Refresh(Player* bot)
bot->DurabilityRepairAll(false, 1.0f, false);
bot->SetFullHealth();
bot->SetPvP(true);
PlayerbotFactory factory(bot, bot->GetLevel(), ITEM_QUALITY_RARE);
PlayerbotFactory factory(bot, bot->GetLevel());
factory.Refresh();
if (bot->GetMaxPower(POWER_MANA) > 0)

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@@ -210,7 +210,7 @@ bool AutoUpgradeEquipAction::Execute(Event event)
{
return false;
}
PlayerbotFactory factory(bot, bot->GetLevel(), ITEM_QUALITY_RARE);
PlayerbotFactory factory(bot, bot->GetLevel());
if (!sPlayerbotAIConfig->equipmentPersistence || bot->GetLevel() < sPlayerbotAIConfig->equipmentPersistenceLevel)
{
factory.InitEquipment(true);

File diff suppressed because it is too large Load Diff

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@@ -11,11 +11,11 @@
#include "Playerbots.h"
#include "PossibleRpgTargetsValue.h"
#include "ServerFacade.h"
#include "PvpTriggers.h"
bool AttackEnemyPlayerAction::isUseful()
{
// if carry flag, do not start fight
if (bot->HasAura(23333) || bot->HasAura(23335) || bot->HasAura(34976))
if (PlayerHasFlag::IsCapturingFlag(bot))
return false;
return !sPlayerbotAIConfig->IsPvpProhibited(bot->GetZoneId(), bot->GetAreaId());
@@ -25,7 +25,7 @@ bool AttackEnemyFlagCarrierAction::isUseful()
{
Unit* target = context->GetValue<Unit*>("enemy flag carrier")->Get();
return target && sServerFacade->IsDistanceLessOrEqualThan(sServerFacade->GetDistance2d(bot, target), 75.0f) &&
(bot->HasAura(23333) || bot->HasAura(23335) || bot->HasAura(34976));
PlayerHasFlag::IsCapturingFlag(bot);
}
bool AttackAnythingAction::isUseful()
@@ -124,8 +124,7 @@ bool AttackAnythingAction::isPossible() { return AttackAction::isPossible() && G
bool DpsAssistAction::isUseful()
{
// if carry flag, do not start fight
if (bot->HasAura(23333) || bot->HasAura(23335) || bot->HasAura(34976))
if (PlayerHasFlag::IsCapturingFlag(bot))
return false;
return true;

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@@ -177,6 +177,7 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
{
return false;
}
// if (bot->Unit::IsFalling()) {
// bot->Say("I'm falling!, flag:" + std::to_string(bot->m_movementInfo.GetMovementFlags()), LANG_UNIVERSAL);
// return false;
@@ -190,7 +191,28 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
bool generatePath = !bot->IsFlying() && !bot->isSwimming();
bool disableMoveSplinePath = sPlayerbotAIConfig->disableMoveSplinePath >= 2 ||
(sPlayerbotAIConfig->disableMoveSplinePath == 1 && bot->InBattleground());
if (exact_waypoint || disableMoveSplinePath || !generatePath)
if (Vehicle* vehicle = bot->GetVehicle())
{
VehicleSeatEntry const* seat = vehicle->GetSeatForPassenger(bot);
Unit* vehicleBase = vehicle->GetBase();
if (!vehicleBase || !seat || !seat->CanControl()) // is passenger and cant move anyway
return false;
float distance = vehicleBase->GetExactDist(x, y, z); // use vehicle distance, not bot
if (distance > sPlayerbotAIConfig->contactDistance)
{
MotionMaster& mm = *vehicleBase->GetMotionMaster(); // need to move vehicle, not bot
mm.Clear();
mm.MovePoint(mapId, x, y, z, generatePath);
float delay = 1000.0f * (distance / vehicleBase->GetSpeed(MOVE_RUN)) - sPlayerbotAIConfig->reactDelay;
delay = std::max(.0f, delay);
delay = std::min((float)sPlayerbotAIConfig->maxWaitForMove, delay);
AI_VALUE(LastMovement&, "last movement").Set(mapId, x, y, z, bot->GetOrientation(), delay);
// TODO: is botAI->SetNextCheckDelay() meant to go here or is setting "last movement" value enough? (same question goes for below)
return true;
}
}
else if (exact_waypoint || disableMoveSplinePath || !generatePath)
{
float distance = bot->GetExactDist(x, y, z);
if (distance > sPlayerbotAIConfig->contactDistance)

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@@ -119,7 +119,11 @@ bool AutoReleaseSpiritAction::Execute(Event event)
}
if (bot->GetDistance(unit) >= INTERACTION_DISTANCE)
{
bot->GetMotionMaster()->MoveChase(unit);
// bot needs to actually click spirit-healer in BG to get res timer going
// and in IOC it's not within clicking range when they res in own base
MotionMaster& mm = *bot->GetMotionMaster();
mm.Clear();
mm.MovePoint(bot->GetMapId(), unit->GetPositionX(), unit->GetPositionY(), unit->GetPositionZ(), true);
}
else
{

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@@ -5,11 +5,16 @@
#include "VehicleActions.h"
#include "BattlegroundIC.h"
#include "ItemVisitors.h"
#include "Playerbots.h"
#include "ServerFacade.h"
#include "Vehicle.h"
// TODO methods to enter/exit vehicle should be added to BGTactics or MovementAction (so that we can better control
// whether bot is in vehicle, eg: get out of vehicle to cap flag, if we're down to final boss, etc),
// right now they will enter vehicle based only what's available here, then they're stuck in vehicle until they die
// (LeaveVehicleAction doesnt do much seeing as they, or another bot, will get in immediately after exit)
bool EnterVehicleAction::Execute(Event event)
{
// do not switch vehicles yet
@@ -21,21 +26,30 @@ bool EnterVehicleAction::Execute(Event event)
{
Unit* vehicleBase = botAI->GetUnit(*i);
if (!vehicleBase)
return false;
continue;
// dont let them get in the cannons as they'll stay forever and do nothing useful
// dont let them in catapult they cant use them at all
if (NPC_KEEP_CANNON == vehicleBase->GetEntry() || NPC_CATAPULT == vehicleBase->GetEntry())
continue;
if (!vehicleBase->IsFriendlyTo(bot))
return false;
continue;
if (!vehicleBase->GetVehicleKit()->GetAvailableSeatCount())
return false;
continue;
if (fabs(bot->GetPositionZ() - vehicleBase->GetPositionZ()) < 20.0f)
// this will avoid adding passengers (which dont really do much for the IOC vehicles which is the only place
// this code is used)
if (vehicleBase->GetVehicleKit()->IsVehicleInUse())
continue;
// if (sServerFacade->GetDistance2d(bot, vehicle) > 100.0f)
// continue;
float dist = sServerFacade->GetDistance2d(bot, vehicleBase);
if (dist > 40.0f)
continue;
if (sServerFacade->GetDistance2d(bot, vehicleBase) > 10.0f)
return MoveTo(vehicleBase, INTERACTION_DISTANCE);
if (dist > INTERACTION_DISTANCE)
return MoveTo(vehicleBase);
bot->EnterVehicle(vehicleBase);

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@@ -99,8 +99,9 @@ void IsleStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
new TriggerNode("in vehicle", NextAction::array(0, new NextAction("incendiary rocket", 70.0f), nullptr)));
triggers.push_back(
new TriggerNode("in vehicle", NextAction::array(0, new NextAction("rocket blast", 70.0f), nullptr)));
triggers.push_back(
new TriggerNode("in vehicle", NextAction::array(0, new NextAction("blade salvo", 71.0f), nullptr)));
// this is bugged: it doesn't work, and stops glaive throw working (which is needed to take down gate)
// triggers.push_back(
// new TriggerNode("in vehicle", NextAction::array(0, new NextAction("blade salvo", 71.0f), nullptr)));
triggers.push_back(
new TriggerNode("in vehicle", NextAction::array(0, new NextAction("glaive throw", 70.0f), nullptr)));
}

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@@ -117,22 +117,53 @@ bool PlayerIsInBattlegroundWithoutFlag::IsActive()
}
bool PlayerHasFlag::IsActive()
{
return IsCapturingFlag(bot);
}
bool PlayerHasFlag::IsCapturingFlag(Player* bot)
{
if (bot->InBattleground())
{
if (bot->GetBattlegroundTypeId() == BATTLEGROUND_WS)
{
BattlegroundWS* bg = (BattlegroundWS*)botAI->GetBot()->GetBattleground();
if (bot->GetGUID() == bg->GetFlagPickerGUID(TEAM_ALLIANCE) ||
bot->GetGUID() == bg->GetFlagPickerGUID(TEAM_HORDE))
BattlegroundWS* bg = (BattlegroundWS*)bot->GetBattleground();
// bot is horde and has ally flag
if (bot->GetGUID() == bg->GetFlagPickerGUID(TEAM_ALLIANCE))
{
return true;
if (bg->GetFlagPickerGUID(TEAM_HORDE)) // enemy has flag too
{
if (GameObject* go = bg->GetBGObject(BG_WS_OBJECT_H_FLAG))
{
// only indicate capturing if signicant distance from own flag
// (otherwise allow bot to defend itself)
return bot->GetDistance(go) > 36.0f;
}
}
return true; // enemy doesnt have flag so we can cap immediately
}
// bot is ally and has horde flag
if (bot->GetGUID() == bg->GetFlagPickerGUID(TEAM_HORDE))
{
if (bg->GetFlagPickerGUID(TEAM_ALLIANCE)) // enemy has flag too
{
if (GameObject* go = bg->GetBGObject(BG_WS_OBJECT_A_FLAG))
{
// only indicate capturing if signicant distance from own flag
// (otherwise allow bot to defend itself)
return bot->GetDistance(go) > 36.0f;
}
}
return true; // enemy doesnt have flag so we can cap immediately
}
return false; // bot doesn't have flag
}
if (bot->GetBattlegroundTypeId() == BATTLEGROUND_EY)
{
BattlegroundEY* bg = (BattlegroundEY*)botAI->GetBot()->GetBattleground();
// TODO we should probably add similiar logic as WSG to allow combat
// when bot has flag but no bases are available to take it to
BattlegroundEY* bg = (BattlegroundEY*)bot->GetBattleground();
return bot->GetGUID() == bg->GetFlagPickerGUID();
}

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@@ -26,12 +26,15 @@ public:
bool IsActive() override;
};
// NOTE this trigger is only active when bot is actively returning flag
// (not when hiding in base because enemy has flag too)
class PlayerHasFlag : public Trigger
{
public:
PlayerHasFlag(PlayerbotAI* botAI) : Trigger(botAI, "player has flag") {}
bool IsActive() override;
static bool IsCapturingFlag(Player* bot);
};
class EnemyFlagCarrierNear : public Trigger

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@@ -7,6 +7,7 @@
#include "Playerbots.h"
#include "ServerFacade.h"
#include "Vehicle.h"
bool NearestEnemyPlayersValue::AcceptUnit(Unit* unit)
{
@@ -25,7 +26,19 @@ bool NearestEnemyPlayersValue::AcceptUnit(Unit* unit)
Unit* EnemyPlayerValue::Calculate()
{
bool inCannon = botAI->IsInVehicle(false, true);
bool controllingCannon = false;
bool controllingVehicle = false;
if (Vehicle* vehicle = bot->GetVehicle())
{
VehicleSeatEntry const* seat = vehicle->GetSeatForPassenger(bot);
if (!seat || !seat->CanControl()) // not in control of vehicle so cant attack anyone
return nullptr;
VehicleEntry const* vi = vehicle->GetVehicleInfo();
if (vi && vi->m_flags & VEHICLE_FLAG_FIXED_POSITION)
controllingCannon = true;
else
controllingVehicle = true;
}
// 1. Check units we are currently in combat with.
std::vector<Unit*> targets;
@@ -95,12 +108,15 @@ Unit* EnemyPlayerValue::Calculate()
}
// Aggro weak enemies from further away.
uint32 const aggroDistance = (inCannon || bot->GetHealth() > pTarget->GetHealth()) ? maxAggroDistance : 20.0f;
// If controlling mobile vehicle only agro close enemies (otherwise will never reach objective)
uint32 const aggroDistance = controllingVehicle ? 5.0f
: (controllingCannon || bot->GetHealth() > pTarget->GetHealth()) ? maxAggroDistance
: 20.0f;
if (!bot->IsWithinDist(pTarget, aggroDistance))
continue;
if (bot->IsWithinLOSInMap(pTarget) &&
(inCannon || (fabs(bot->GetPositionZ() - pTarget->GetPositionZ()) < 30.0f)))
(controllingCannon || (fabs(bot->GetPositionZ() - pTarget->GetPositionZ()) < 30.0f)))
return pTarget;
}

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@@ -32,7 +32,7 @@ bool NearestVehiclesValue::AcceptUnit(Unit* unit)
if (!unit || !unit->IsVehicle() || !unit->IsAlive())
return false;
Vehicle* veh = unit->GetVehicle();
Vehicle* veh = unit->GetVehicleKit();
if (!veh || !veh->GetAvailableSeatCount())
return false;