mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
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@@ -19,21 +19,27 @@ bool CheckMountStateAction::Execute(Event event)
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bool enemy = AI_VALUE(Unit*, "enemy player target");
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// ignore grind target in BG or bots will dismount near any creature (eg: the rams in AV)
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bool dps = AI_VALUE(Unit*, "dps target");
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bool fartarget = (enemy && sServerFacade->IsDistanceGreaterThan(AI_VALUE2(float, "distance", "enemy player target"), 40.0f)) ||
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bool fartarget =
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(enemy && sServerFacade->IsDistanceGreaterThan(AI_VALUE2(float, "distance", "enemy player target"), 40.0f)) ||
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(dps && sServerFacade->IsDistanceGreaterThan(AI_VALUE2(float, "distance", "dps target"), 50.0f));
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bool attackdistance = false;
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// bool chasedistance = false;
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float attack_distance = 35.0f;
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if (PlayerbotAI::IsMelee(bot)) {
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if (PlayerbotAI::IsMelee(bot))
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{
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attack_distance = 5.0f;
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} else {
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}
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else
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{
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attack_distance = 30.0f;
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}
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if (dps || enemy)
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{
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Unit* currentTarget = AI_VALUE(Unit*, "current target");
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attackdistance = (enemy || dps) && currentTarget && sServerFacade->IsDistanceLessThan(AI_VALUE2(float, "distance", "current target"), attack_distance);
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attackdistance =
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(enemy || dps) && currentTarget &&
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sServerFacade->IsDistanceLessThan(AI_VALUE2(float, "distance", "current target"), attack_distance);
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}
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if (bot->IsMounted() && attackdistance)
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@@ -800,7 +800,8 @@ bool MovementAction::ReachCombatTo(Unit* target, float distance)
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dy += targetMoveDist * sin(target->GetOrientation());
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}
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if (distanceToTarget > CONTACT_DISTANCE) {
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if (distanceToTarget > CONTACT_DISTANCE)
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{
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dz = bz + (tz - bz) * (needToGo / distanceToTarget);
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}
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else
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@@ -808,7 +809,8 @@ bool MovementAction::ReachCombatTo(Unit* target, float distance)
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dz = tz;
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}
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if (!bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(), dx, dy, dz))
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if (!bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(),
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bot->GetPositionZ(), dx, dy, dz))
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return false;
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return MoveTo(target->GetMapId(), dx, dy, dz);
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@@ -48,7 +48,8 @@ WorldLocation ArrowFormation::GetLocationInternal()
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float y = master->GetPositionY() - masterUnit->GetY() + botUnit->GetY();
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float z = master->GetPositionZ();
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if (!master->GetMap()->CheckCollisionAndGetValidCoords(master, master->GetPositionX(), master->GetPositionY(), master->GetPositionZ(), x, y, z))
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if (!master->GetMap()->CheckCollisionAndGetValidCoords(master, master->GetPositionX(), master->GetPositionY(),
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master->GetPositionZ(), x, y, z))
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return Formation::NullLocation;
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// master->UpdateGroundPositionZ(x, y, z);
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return WorldLocation(master->GetMapId(), x, y, z);
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@@ -89,7 +89,8 @@ public:
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float y = master->GetPositionY() + sin(angle) * range;
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float z = master->GetPositionZ();
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if (!master->GetMap()->CheckCollisionAndGetValidCoords(master, master->GetPositionX(), master->GetPositionY(), master->GetPositionZ(), x, y, z))
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if (!master->GetMap()->CheckCollisionAndGetValidCoords(master, master->GetPositionX(), master->GetPositionY(),
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master->GetPositionZ(), x, y, z))
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return Formation::NullLocation;
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return WorldLocation(master->GetMapId(), x, y, z);
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}
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@@ -127,22 +128,25 @@ public:
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lastChangeTime = now;
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dx = (urand(0, 10) / 10.0 - 0.5) * sPlayerbotAIConfig->tooCloseDistance;
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dy = (urand(0, 10) / 10.0 - 0.5) * sPlayerbotAIConfig->tooCloseDistance;
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dr = sqrt(dx*dx + dy*dy);
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dr = sqrt(dx * dx + dy * dy);
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}
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float x = master->GetPositionX() + cos(angle) * range + dx;
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float y = master->GetPositionY() + sin(angle) * range + dy;
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float z = master->GetPositionZ();
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if (!master->GetMap()->CheckCollisionAndGetValidCoords(master, master->GetPositionX(), master->GetPositionY(), master->GetPositionZ(), x, y, z))
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if (!master->GetMap()->CheckCollisionAndGetValidCoords(
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master, master->GetPositionX(), master->GetPositionY(), master->GetPositionZ(), x, y, z))
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return Formation::NullLocation;
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// bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(), x, y, z);
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// bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(),
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// bot->GetPositionZ(), x, y, z);
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return WorldLocation(master->GetMapId(), x, y, z);
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}
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float x = master->GetPositionX() + cos(angle) * range + dx;
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float y = master->GetPositionY() + sin(angle) * range + dy;
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float z = master->GetPositionZ();
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if (!master->GetMap()->CheckCollisionAndGetValidCoords(master, master->GetPositionX(), master->GetPositionY(), master->GetPositionZ(), x, y, z))
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if (!master->GetMap()->CheckCollisionAndGetValidCoords(master, master->GetPositionX(), master->GetPositionY(),
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master->GetPositionZ(), x, y, z))
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return Formation::NullLocation;
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return WorldLocation(master->GetMapId(), x, y, z);
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}
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@@ -195,7 +199,8 @@ public:
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float x = target->GetPositionX() + cos(angle) * range;
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float y = target->GetPositionY() + sin(angle) * range;
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float z = target->GetPositionZ();
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if (!master->GetMap()->CheckCollisionAndGetValidCoords(master, master->GetPositionX(), master->GetPositionY(), master->GetPositionZ(), x, y, z))
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if (!master->GetMap()->CheckCollisionAndGetValidCoords(master, master->GetPositionX(), master->GetPositionY(),
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master->GetPositionZ(), x, y, z))
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return Formation::NullLocation;
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return WorldLocation(bot->GetMapId(), x, y, z);
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@@ -357,7 +362,8 @@ public:
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if (minDist)
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{
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if (!master->GetMap()->CheckCollisionAndGetValidCoords(master, master->GetPositionX(), master->GetPositionY(), master->GetPositionZ(), x, y, z))
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if (!master->GetMap()->CheckCollisionAndGetValidCoords(
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master, master->GetPositionX(), master->GetPositionY(), master->GetPositionZ(), x, y, z))
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return Formation::NullLocation;
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return WorldLocation(bot->GetMapId(), minX, minY, z);
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}
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@@ -365,7 +371,8 @@ public:
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return Formation::NullLocation;
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}
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if (!master->GetMap()->CheckCollisionAndGetValidCoords(master, master->GetPositionX(), master->GetPositionY(), master->GetPositionZ(), x, y, z))
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if (!master->GetMap()->CheckCollisionAndGetValidCoords(master, master->GetPositionX(), master->GetPositionY(),
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master->GetPositionZ(), x, y, z))
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return Formation::NullLocation;
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return WorldLocation(bot->GetMapId(), x, y, z);
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}
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@@ -627,7 +634,8 @@ WorldLocation MoveFormation::MoveSingleLine(std::vector<Player*> line, float dif
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float lz = cz;
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Player* master = botAI->GetMaster();
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if (!master->GetMap()->CheckCollisionAndGetValidCoords(master, master->GetPositionX(), master->GetPositionY(), master->GetPositionZ(), lx, ly, lz))
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if (!master->GetMap()->CheckCollisionAndGetValidCoords(
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master, master->GetPositionX(), master->GetPositionY(), master->GetPositionZ(), lx, ly, lz))
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return Formation::NullLocation;
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return WorldLocation(bot->GetMapId(), lx, ly, lz);
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