mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
Merge branch 'liyunfan1223:master' into oil_fix
This commit is contained in:
@@ -55,6 +55,15 @@ PlayerbotFactory::PlayerbotFactory(Player* bot, uint32 level, uint32 itemQuality
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: level(level), itemQuality(itemQuality), gearScoreLimit(gearScoreLimit), bot(bot)
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{
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botAI = GET_PLAYERBOT_AI(bot);
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if (!this->itemQuality)
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{
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uint32 gs = sPlayerbotAIConfig->randomGearScoreLimit == 0
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? 0
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: PlayerbotFactory::CalcMixedGearScore(sPlayerbotAIConfig->randomGearScoreLimit,
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sPlayerbotAIConfig->randomGearQualityLimit);
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this->itemQuality = sPlayerbotAIConfig->randomGearQualityLimit;
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this->gearScoreLimit = gs;
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}
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}
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void PlayerbotFactory::Init()
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@@ -149,16 +158,6 @@ void PlayerbotFactory::Init()
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void PlayerbotFactory::Prepare()
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{
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if (!itemQuality)
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{
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uint32 gs = sPlayerbotAIConfig->randomGearScoreLimit == 0
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? 0
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: PlayerbotFactory::CalcMixedGearScore(sPlayerbotAIConfig->randomGearScoreLimit,
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sPlayerbotAIConfig->randomGearQualityLimit);
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itemQuality = sPlayerbotAIConfig->randomGearQualityLimit;
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gearScoreLimit = gs;
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}
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if (bot->isDead())
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bot->ResurrectPlayer(1.0f, false);
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@@ -1815,8 +1815,7 @@ void RandomPlayerbotMgr::Refresh(Player* bot)
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bot->DurabilityRepairAll(false, 1.0f, false);
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bot->SetFullHealth();
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bot->SetPvP(true);
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PlayerbotFactory factory(bot, bot->GetLevel(), ITEM_QUALITY_RARE);
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PlayerbotFactory factory(bot, bot->GetLevel());
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factory.Refresh();
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if (bot->GetMaxPower(POWER_MANA) > 0)
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@@ -210,7 +210,7 @@ bool AutoUpgradeEquipAction::Execute(Event event)
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{
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return false;
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}
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PlayerbotFactory factory(bot, bot->GetLevel(), ITEM_QUALITY_RARE);
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PlayerbotFactory factory(bot, bot->GetLevel());
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if (!sPlayerbotAIConfig->equipmentPersistence || bot->GetLevel() < sPlayerbotAIConfig->equipmentPersistenceLevel)
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{
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factory.InitEquipment(true);
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File diff suppressed because it is too large
Load Diff
@@ -11,11 +11,11 @@
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#include "Playerbots.h"
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#include "PossibleRpgTargetsValue.h"
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#include "ServerFacade.h"
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#include "PvpTriggers.h"
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bool AttackEnemyPlayerAction::isUseful()
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{
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// if carry flag, do not start fight
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if (bot->HasAura(23333) || bot->HasAura(23335) || bot->HasAura(34976))
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if (PlayerHasFlag::IsCapturingFlag(bot))
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return false;
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return !sPlayerbotAIConfig->IsPvpProhibited(bot->GetZoneId(), bot->GetAreaId());
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@@ -25,7 +25,7 @@ bool AttackEnemyFlagCarrierAction::isUseful()
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{
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Unit* target = context->GetValue<Unit*>("enemy flag carrier")->Get();
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return target && sServerFacade->IsDistanceLessOrEqualThan(sServerFacade->GetDistance2d(bot, target), 75.0f) &&
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(bot->HasAura(23333) || bot->HasAura(23335) || bot->HasAura(34976));
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PlayerHasFlag::IsCapturingFlag(bot);
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}
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bool AttackAnythingAction::isUseful()
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@@ -124,8 +124,7 @@ bool AttackAnythingAction::isPossible() { return AttackAction::isPossible() && G
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bool DpsAssistAction::isUseful()
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{
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// if carry flag, do not start fight
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if (bot->HasAura(23333) || bot->HasAura(23335) || bot->HasAura(34976))
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if (PlayerHasFlag::IsCapturingFlag(bot))
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return false;
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return true;
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@@ -177,6 +177,7 @@ 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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// if (bot->Unit::IsFalling()) {
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// bot->Say("I'm falling!, flag:" + std::to_string(bot->m_movementInfo.GetMovementFlags()), LANG_UNIVERSAL);
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// return false;
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@@ -190,7 +191,28 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
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bool generatePath = !bot->IsFlying() && !bot->isSwimming();
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bool disableMoveSplinePath = sPlayerbotAIConfig->disableMoveSplinePath >= 2 ||
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(sPlayerbotAIConfig->disableMoveSplinePath == 1 && bot->InBattleground());
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if (exact_waypoint || disableMoveSplinePath || !generatePath)
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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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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 > sPlayerbotAIConfig->contactDistance)
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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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mm.MovePoint(mapId, x, y, z, generatePath);
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float delay = 1000.0f * (distance / vehicleBase->GetSpeed(MOVE_RUN)) - sPlayerbotAIConfig->reactDelay;
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delay = std::max(.0f, delay);
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delay = std::min((float)sPlayerbotAIConfig->maxWaitForMove, delay);
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AI_VALUE(LastMovement&, "last movement").Set(mapId, x, y, z, bot->GetOrientation(), delay);
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// TODO: is botAI->SetNextCheckDelay() meant to go here or is setting "last movement" value enough? (same question goes for below)
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return true;
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}
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}
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else if (exact_waypoint || disableMoveSplinePath || !generatePath)
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{
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float distance = bot->GetExactDist(x, y, z);
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if (distance > sPlayerbotAIConfig->contactDistance)
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@@ -119,7 +119,11 @@ bool AutoReleaseSpiritAction::Execute(Event event)
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}
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if (bot->GetDistance(unit) >= INTERACTION_DISTANCE)
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{
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bot->GetMotionMaster()->MoveChase(unit);
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// bot needs to actually click spirit-healer in BG to get res timer going
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// and in IOC it's not within clicking range when they res in own base
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MotionMaster& mm = *bot->GetMotionMaster();
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mm.Clear();
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mm.MovePoint(bot->GetMapId(), unit->GetPositionX(), unit->GetPositionY(), unit->GetPositionZ(), true);
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}
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else
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{
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@@ -5,11 +5,16 @@
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#include "VehicleActions.h"
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#include "BattlegroundIC.h"
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#include "ItemVisitors.h"
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#include "Playerbots.h"
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#include "ServerFacade.h"
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#include "Vehicle.h"
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// TODO methods to enter/exit vehicle should be added to BGTactics or MovementAction (so that we can better control
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// whether bot is in vehicle, eg: get out of vehicle to cap flag, if we're down to final boss, etc),
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// right now they will enter vehicle based only what's available here, then they're stuck in vehicle until they die
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// (LeaveVehicleAction doesnt do much seeing as they, or another bot, will get in immediately after exit)
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bool EnterVehicleAction::Execute(Event event)
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{
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// do not switch vehicles yet
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@@ -21,21 +26,30 @@ bool EnterVehicleAction::Execute(Event event)
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{
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Unit* vehicleBase = botAI->GetUnit(*i);
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if (!vehicleBase)
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return false;
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continue;
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// dont let them get in the cannons as they'll stay forever and do nothing useful
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// dont let them in catapult they cant use them at all
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if (NPC_KEEP_CANNON == vehicleBase->GetEntry() || NPC_CATAPULT == vehicleBase->GetEntry())
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continue;
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if (!vehicleBase->IsFriendlyTo(bot))
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return false;
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continue;
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if (!vehicleBase->GetVehicleKit()->GetAvailableSeatCount())
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return false;
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continue;
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if (fabs(bot->GetPositionZ() - vehicleBase->GetPositionZ()) < 20.0f)
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// this will avoid adding passengers (which dont really do much for the IOC vehicles which is the only place
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// this code is used)
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if (vehicleBase->GetVehicleKit()->IsVehicleInUse())
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continue;
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// if (sServerFacade->GetDistance2d(bot, vehicle) > 100.0f)
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// continue;
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float dist = sServerFacade->GetDistance2d(bot, vehicleBase);
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if (dist > 40.0f)
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continue;
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if (sServerFacade->GetDistance2d(bot, vehicleBase) > 10.0f)
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return MoveTo(vehicleBase, INTERACTION_DISTANCE);
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if (dist > INTERACTION_DISTANCE)
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return MoveTo(vehicleBase);
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bot->EnterVehicle(vehicleBase);
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@@ -99,8 +99,9 @@ void IsleStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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new TriggerNode("in vehicle", NextAction::array(0, new NextAction("incendiary rocket", 70.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("in vehicle", NextAction::array(0, new NextAction("rocket blast", 70.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("in vehicle", NextAction::array(0, new NextAction("blade salvo", 71.0f), nullptr)));
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// this is bugged: it doesn't work, and stops glaive throw working (which is needed to take down gate)
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// triggers.push_back(
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// new TriggerNode("in vehicle", NextAction::array(0, new NextAction("blade salvo", 71.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("in vehicle", NextAction::array(0, new NextAction("glaive throw", 70.0f), nullptr)));
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}
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@@ -117,22 +117,53 @@ bool PlayerIsInBattlegroundWithoutFlag::IsActive()
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}
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bool PlayerHasFlag::IsActive()
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{
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return IsCapturingFlag(bot);
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}
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bool PlayerHasFlag::IsCapturingFlag(Player* bot)
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{
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if (bot->InBattleground())
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{
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if (bot->GetBattlegroundTypeId() == BATTLEGROUND_WS)
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{
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BattlegroundWS* bg = (BattlegroundWS*)botAI->GetBot()->GetBattleground();
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if (bot->GetGUID() == bg->GetFlagPickerGUID(TEAM_ALLIANCE) ||
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bot->GetGUID() == bg->GetFlagPickerGUID(TEAM_HORDE))
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BattlegroundWS* bg = (BattlegroundWS*)bot->GetBattleground();
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// bot is horde and has ally flag
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if (bot->GetGUID() == bg->GetFlagPickerGUID(TEAM_ALLIANCE))
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{
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return true;
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if (bg->GetFlagPickerGUID(TEAM_HORDE)) // enemy has flag too
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{
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if (GameObject* go = bg->GetBGObject(BG_WS_OBJECT_H_FLAG))
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{
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// only indicate capturing if signicant distance from own flag
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// (otherwise allow bot to defend itself)
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return bot->GetDistance(go) > 36.0f;
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}
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}
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return true; // enemy doesnt have flag so we can cap immediately
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}
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// bot is ally and has horde flag
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if (bot->GetGUID() == bg->GetFlagPickerGUID(TEAM_HORDE))
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{
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if (bg->GetFlagPickerGUID(TEAM_ALLIANCE)) // enemy has flag too
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{
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if (GameObject* go = bg->GetBGObject(BG_WS_OBJECT_A_FLAG))
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{
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// only indicate capturing if signicant distance from own flag
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// (otherwise allow bot to defend itself)
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return bot->GetDistance(go) > 36.0f;
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}
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}
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return true; // enemy doesnt have flag so we can cap immediately
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}
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return false; // bot doesn't have flag
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}
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if (bot->GetBattlegroundTypeId() == BATTLEGROUND_EY)
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{
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BattlegroundEY* bg = (BattlegroundEY*)botAI->GetBot()->GetBattleground();
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// TODO we should probably add similiar logic as WSG to allow combat
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// when bot has flag but no bases are available to take it to
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BattlegroundEY* bg = (BattlegroundEY*)bot->GetBattleground();
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return bot->GetGUID() == bg->GetFlagPickerGUID();
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}
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@@ -26,12 +26,15 @@ public:
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bool IsActive() override;
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};
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// NOTE this trigger is only active when bot is actively returning flag
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// (not when hiding in base because enemy has flag too)
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class PlayerHasFlag : public Trigger
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{
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public:
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PlayerHasFlag(PlayerbotAI* botAI) : Trigger(botAI, "player has flag") {}
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bool IsActive() override;
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static bool IsCapturingFlag(Player* bot);
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};
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class EnemyFlagCarrierNear : public Trigger
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@@ -7,6 +7,7 @@
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#include "Playerbots.h"
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#include "ServerFacade.h"
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#include "Vehicle.h"
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bool NearestEnemyPlayersValue::AcceptUnit(Unit* unit)
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{
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@@ -25,7 +26,19 @@ bool NearestEnemyPlayersValue::AcceptUnit(Unit* unit)
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Unit* EnemyPlayerValue::Calculate()
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{
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bool inCannon = botAI->IsInVehicle(false, true);
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bool controllingCannon = false;
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bool controllingVehicle = false;
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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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if (!seat || !seat->CanControl()) // not in control of vehicle so cant attack anyone
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return nullptr;
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VehicleEntry const* vi = vehicle->GetVehicleInfo();
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if (vi && vi->m_flags & VEHICLE_FLAG_FIXED_POSITION)
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controllingCannon = true;
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else
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controllingVehicle = true;
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}
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// 1. Check units we are currently in combat with.
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std::vector<Unit*> targets;
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@@ -95,12 +108,15 @@ Unit* EnemyPlayerValue::Calculate()
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}
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// Aggro weak enemies from further away.
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uint32 const aggroDistance = (inCannon || bot->GetHealth() > pTarget->GetHealth()) ? maxAggroDistance : 20.0f;
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// If controlling mobile vehicle only agro close enemies (otherwise will never reach objective)
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uint32 const aggroDistance = controllingVehicle ? 5.0f
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: (controllingCannon || bot->GetHealth() > pTarget->GetHealth()) ? maxAggroDistance
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: 20.0f;
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if (!bot->IsWithinDist(pTarget, aggroDistance))
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continue;
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if (bot->IsWithinLOSInMap(pTarget) &&
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(inCannon || (fabs(bot->GetPositionZ() - pTarget->GetPositionZ()) < 30.0f)))
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(controllingCannon || (fabs(bot->GetPositionZ() - pTarget->GetPositionZ()) < 30.0f)))
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return pTarget;
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}
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@@ -32,7 +32,7 @@ bool NearestVehiclesValue::AcceptUnit(Unit* unit)
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if (!unit || !unit->IsVehicle() || !unit->IsAlive())
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return false;
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Vehicle* veh = unit->GetVehicle();
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Vehicle* veh = unit->GetVehicleKit();
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if (!veh || !veh->GetAvailableSeatCount())
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return false;
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