Tank face and dps behind

This commit is contained in:
Yunfan Li
2024-09-24 11:46:39 +08:00
parent c710345e8b
commit eea652f5d5
10 changed files with 216 additions and 83 deletions

View File

@@ -24,6 +24,7 @@
#include "ObjectDefines.h"
#include "ObjectGuid.h"
#include "PathGenerator.h"
#include "PlayerbotAI.h"
#include "PlayerbotAIConfig.h"
#include "Playerbots.h"
#include "Position.h"
@@ -202,7 +203,7 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
return false;
float distance = vehicleBase->GetExactDist(x, y, z); // use vehicle distance, not bot
if (distance > sPlayerbotAIConfig->contactDistance)
if (distance > 0.01f)
{
MotionMaster& mm = *vehicleBase->GetMotionMaster(); // need to move vehicle, not bot
mm.Clear();
@@ -217,7 +218,7 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
else if (exact_waypoint || disableMoveSplinePath || !generatePath)
{
float distance = bot->GetExactDist(x, y, z);
if (distance > sPlayerbotAIConfig->contactDistance)
if (distance > 0.01f)
{
if (bot->IsSitState())
bot->SetStandState(UNIT_STAND_STATE_STAND);
@@ -247,7 +248,7 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
return false;
}
float distance = bot->GetExactDist(x, y, modifiedZ);
if (distance > sPlayerbotAIConfig->contactDistance)
if (distance > 0.01f)
{
if (bot->IsSitState())
bot->SetStandState(UNIT_STAND_STATE_STAND);
@@ -2140,7 +2141,7 @@ bool MovementAction::FleePosition(Position pos, float radius)
bool MovementAction::CheckLastFlee(float curAngle, std::list<FleeInfo>& infoList)
{
uint32 curTS = getMSTime();
curAngle = fmod(curAngle, 2 * M_PI);
curAngle = Position::NormalizeOrientation(curAngle);
while (!infoList.empty())
{
if (infoList.size() > 10 || infoList.front().timestamp + 5000 < curTS)
@@ -2159,7 +2160,7 @@ bool MovementAction::CheckLastFlee(float curAngle, std::list<FleeInfo>& infoList
{
continue;
}
float revAngle = fmod(info.angle + M_PI, 2 * M_PI);
float revAngle = Position::NormalizeOrientation(info.angle + M_PI);
// angle too close
if (fabs(revAngle - curAngle) < M_PI / 4)
{
@@ -2179,13 +2180,14 @@ bool CombatFormationMoveAction::isUseful()
{
return false;
}
float dis = AI_VALUE(float, "disperse distance");
return dis > 0.0f;
return true;
}
bool CombatFormationMoveAction::Execute(Event event)
{
float dis = AI_VALUE(float, "disperse distance");
if (dis <= 0.0f)
return false;
Player* playerToLeave = NearestGroupMember(dis);
if (playerToLeave && bot->GetExactDist(playerToLeave) < dis)
{
@@ -2197,7 +2199,7 @@ bool CombatFormationMoveAction::Execute(Event event)
return false;
}
Position CombatFormationMoveAction::AverageGroupPos(float dis)
Position CombatFormationMoveAction::AverageGroupPos(float dis, bool ranged, bool self)
{
float averageX = 0, averageY = 0, averageZ = 0;
int cnt = 0;
@@ -2210,10 +2212,19 @@ Position CombatFormationMoveAction::AverageGroupPos(float dis)
for (Group::member_citerator itr = groupSlot.begin(); itr != groupSlot.end(); itr++)
{
Player* member = ObjectAccessor::FindPlayer(itr->guid);
if (!member || !member->IsAlive() || member->GetMapId() != bot->GetMapId() || member->IsCharmed() ||
if (!member)
continue;
if (!self && member == bot)
continue;
if (ranged && !PlayerbotAI::IsRanged(member))
continue;
if (!member->IsAlive() || member->GetMapId() != bot->GetMapId() || member->IsCharmed() ||
sServerFacade->GetDistance2d(bot, member) > dis)
continue;
cnt++;
averageX += member->GetPositionX();
averageY += member->GetPositionY();
averageZ += member->GetPositionZ();
@@ -2224,6 +2235,51 @@ Position CombatFormationMoveAction::AverageGroupPos(float dis)
return Position(averageX, averageY, averageZ);
}
float CombatFormationMoveAction::AverageGroupAngle(Unit* from, bool ranged, bool self)
{
Group* group = bot->GetGroup();
if (!from || !group)
{
return 0.0f;
}
float average = 0.0f;
int cnt = 0;
Group::MemberSlotList const& groupSlot = group->GetMemberSlots();
for (Group::member_citerator itr = groupSlot.begin(); itr != groupSlot.end(); itr++)
{
Player* member = ObjectAccessor::FindPlayer(itr->guid);
if (!member)
continue;
if (!self && member == bot)
continue;
if (ranged && !PlayerbotAI::IsRanged(member))
continue;
if (!member->IsAlive() || member->GetMapId() != bot->GetMapId() || member->IsCharmed() ||
sServerFacade->GetDistance2d(bot, member) > sPlayerbotAIConfig->sightDistance)
continue;
cnt++;
average += from->GetAngle(member);
}
if (cnt)
average /= cnt;
return average;
}
Position CombatFormationMoveAction::GetNearestPosition(const std::vector<Position>& positions)
{
Position result;
for (const Position& pos : positions)
{
if (bot->GetExactDist(pos) < bot->GetExactDist(result))
result = pos;
}
return result;
}
Player* CombatFormationMoveAction::NearestGroupMember(float dis)
{
float nearestDis = 10000.0f;
@@ -2249,6 +2305,60 @@ Player* CombatFormationMoveAction::NearestGroupMember(float dis)
return result;
}
bool TankFaceAction::Execute(Event event)
{
Unit* target = AI_VALUE(Unit*, "current target");
if (!target)
return false;
if (!bot->GetGroup())
return false;
if (!bot->IsWithinMeleeRange(target))
return false;
if (!AI_VALUE2(bool, "has aggro", "current target"))
return false;
float averageAngle = AverageGroupAngle(target, true);
if (averageAngle == 0.0f)
return false;
float deltaAngle = Position::NormalizeOrientation(averageAngle - target->GetAngle(bot));
if (deltaAngle > M_PI)
deltaAngle -= 2.0f * M_PI; // -PI..PI
float tolerable = M_PI_2;
if (fabs(deltaAngle) > tolerable)
return false;
float goodAngle1 = Position::NormalizeOrientation(averageAngle + M_PI * 5 / 8);
float goodAngle2 = Position::NormalizeOrientation(averageAngle - M_PI * 5 / 8);
// 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();
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))
{
availablePos.push_back(Position(x, y, z));
}
target->GetNearPoint(bot, x, y, z, 0.0f, dist, goodAngle2);
if (bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(),
x, y, z))
{
availablePos.push_back(Position(x, y, z));
}
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);
}
bool DisperseSetAction::Execute(Event event)
{
std::string const text = event.getParam();
@@ -2388,25 +2498,43 @@ bool SetBehindTargetAction::Execute(Event event)
if (!target)
return false;
float angle = GetFollowAngle() / 3 + target->GetOrientation() + M_PI;
if (target->GetVictim() == bot)
return false;
// return ChaseTo(target, 0.f, angle);
if (!bot->IsWithinMeleeRange(target))
return false;
float distance = sPlayerbotAIConfig->contactDistance;
float x = target->GetPositionX() + cos(angle) * distance;
float y = target->GetPositionY() + sin(angle) * distance;
float z = target->GetPositionZ();
bot->UpdateGroundPositionZ(x, y, z);
float deltaAngle = Position::NormalizeOrientation(target->GetOrientation() - target->GetAngle(bot));
if (deltaAngle > M_PI)
deltaAngle -= 2.0f * M_PI; // -PI..PI
return MoveTo(bot->GetMapId(), x, y, z);
}
float tolerable = M_PI_2;
bool SetBehindTargetAction::isUseful() { return !AI_VALUE2(bool, "behind", "current target"); }
if (fabs(deltaAngle) > tolerable)
return false;
bool SetBehindTargetAction::isPossible()
{
Unit* target = AI_VALUE(Unit*, "current target");
return target && !(target->GetVictim() && target->GetVictim()->GetGUID() == bot->GetGUID());
float goodAngle1 = Position::NormalizeOrientation(target->GetOrientation() + M_PI * 5 / 8);
float goodAngle2 = Position::NormalizeOrientation(target->GetOrientation() - M_PI * 5 / 8);
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))
{
availablePos.push_back(Position(x, y, z));
}
target->GetNearPoint(bot, x, y, z, 0.0f, dist, goodAngle2);
if (bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(),
x, y, z))
{
availablePos.push_back(Position(x, y, z));
}
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);
}
bool MoveOutOfCollisionAction::Execute(Event event)