mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
Better waypoints for combat reach
This commit is contained in:
@@ -29,7 +29,7 @@ bool FollowAction::Execute(Event event)
|
||||
if (Formation::IsNullLocation(loc) || loc.GetMapId() == -1)
|
||||
return false;
|
||||
|
||||
moved = MoveTo(loc.GetMapId(), loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ());
|
||||
moved = MoveTo(loc.GetMapId(), loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ(), false, false, false, true);
|
||||
}
|
||||
|
||||
if (Pet* pet = bot->GetPet())
|
||||
|
||||
@@ -12,6 +12,7 @@
|
||||
|
||||
#include "Event.h"
|
||||
#include "FleeManager.h"
|
||||
#include "G3D/Vector3.h"
|
||||
#include "GameObject.h"
|
||||
#include "Geometry.h"
|
||||
#include "LastMovementValue.h"
|
||||
@@ -160,7 +161,7 @@ bool MovementAction::MoveToLOS(WorldObject* target, bool ranged)
|
||||
return false;
|
||||
}
|
||||
|
||||
bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle, bool react, bool normal_only)
|
||||
bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle, bool react, bool normal_only, bool exact_waypoint)
|
||||
{
|
||||
UpdateMovementState();
|
||||
if (!IsMovingAllowed(mapId, x, y, z))
|
||||
@@ -190,7 +191,7 @@ 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 (disableMoveSplinePath || !generatePath)
|
||||
if (exact_waypoint || disableMoveSplinePath || !generatePath)
|
||||
{
|
||||
float distance = bot->GetExactDist(x, y, z);
|
||||
if (distance > sPlayerbotAIConfig->contactDistance)
|
||||
@@ -785,28 +786,34 @@ bool MovementAction::ReachCombatTo(Unit* target, float distance)
|
||||
float ty = target->GetPositionY();
|
||||
float tz = target->GetPositionZ();
|
||||
float combatDistance = bot->GetCombatReach() + target->GetCombatReach();
|
||||
float distanceToTarget = bot->GetExactDist(target) - combatDistance;
|
||||
float angle = bot->GetAngle(target);
|
||||
float needToGo = distanceToTarget - distance;
|
||||
distance += combatDistance;
|
||||
|
||||
float maxDistance = sPlayerbotAIConfig->spellDistance;
|
||||
if (needToGo > 0 && needToGo > maxDistance)
|
||||
needToGo = maxDistance;
|
||||
else if (needToGo < 0 && needToGo < -maxDistance)
|
||||
needToGo = -maxDistance;
|
||||
if (target->HasUnitMovementFlag(MOVEMENTFLAG_FORWARD)) // target is moving forward, predict the position
|
||||
{
|
||||
float needToGo = bot->GetExactDist(target) - distance;
|
||||
float timeToGo = MoveDelay(abs(needToGo)) + sPlayerbotAIConfig->reactDelay;
|
||||
float targetMoveDist = timeToGo * target->GetSpeed(MOVE_RUN);
|
||||
targetMoveDist = std::min(5.0f, targetMoveDist);
|
||||
tx += targetMoveDist * cos(target->GetOrientation());
|
||||
ty += targetMoveDist * sin(target->GetOrientation());
|
||||
if (!target->GetMap()->CheckCollisionAndGetValidCoords(target, target->GetPositionX(), target->GetPositionY(), target->GetPositionZ(),
|
||||
tx, ty, tz))
|
||||
{
|
||||
// disable prediction if position is invalid
|
||||
tx = target->GetPositionX();
|
||||
ty = target->GetPositionY();
|
||||
tz = target->GetPositionZ();
|
||||
}
|
||||
}
|
||||
|
||||
float dx = cos(angle) * needToGo + bx;
|
||||
float dy = sin(angle) * needToGo + by;
|
||||
float dz; // = std::max(bz, tz); // calc accurate z position to avoid stuck
|
||||
if (distanceToTarget > CONTACT_DISTANCE)
|
||||
{
|
||||
dz = bz + (tz - bz) * (needToGo / distanceToTarget);
|
||||
}
|
||||
else
|
||||
{
|
||||
dz = tz;
|
||||
}
|
||||
return MoveTo(target->GetMapId(), dx, dy, dz);
|
||||
PathGenerator path(bot);
|
||||
path.CalculatePath(tx, ty, tz, false);
|
||||
PathType type = path.GetPathType();
|
||||
if (type != PATHFIND_NORMAL && type != PATHFIND_INCOMPLETE)
|
||||
return false;
|
||||
path.ShortenPathUntilDist(G3D::Vector3(tx, ty, tz), distance);
|
||||
G3D::Vector3 endPos = path.GetPath().back();
|
||||
return MoveTo(target->GetMapId(), endPos.x, endPos.y, endPos.z);
|
||||
}
|
||||
|
||||
float MovementAction::GetFollowAngle()
|
||||
@@ -1560,13 +1567,14 @@ const Movement::PointsArray MovementAction::SearchForBestPath(float x, float y,
|
||||
gen.CalculatePath(x, y, tempZ);
|
||||
Movement::PointsArray result = gen.GetPath();
|
||||
float min_length = gen.getPathLength();
|
||||
if ((gen.GetPathType() & PATHFIND_NORMAL) && abs(tempZ - z) < 0.5f)
|
||||
int typeOk = PATHFIND_NORMAL | PATHFIND_INCOMPLETE;
|
||||
if ((gen.GetPathType() & typeOk) && abs(tempZ - z) < 0.5f)
|
||||
{
|
||||
modified_z = tempZ;
|
||||
return result;
|
||||
}
|
||||
// Start searching
|
||||
if (gen.GetPathType() & PATHFIND_NORMAL)
|
||||
if (gen.GetPathType() & typeOk)
|
||||
{
|
||||
modified_z = tempZ;
|
||||
found = true;
|
||||
@@ -1581,7 +1589,7 @@ const Movement::PointsArray MovementAction::SearchForBestPath(float x, float y,
|
||||
}
|
||||
PathGenerator gen(bot);
|
||||
gen.CalculatePath(x, y, tempZ);
|
||||
if ((gen.GetPathType() & PATHFIND_NORMAL) && gen.getPathLength() < min_length)
|
||||
if ((gen.GetPathType() & typeOk) && gen.getPathLength() < min_length)
|
||||
{
|
||||
found = true;
|
||||
min_length = gen.getPathLength();
|
||||
@@ -1598,7 +1606,7 @@ const Movement::PointsArray MovementAction::SearchForBestPath(float x, float y,
|
||||
}
|
||||
PathGenerator gen(bot);
|
||||
gen.CalculatePath(x, y, tempZ);
|
||||
if ((gen.GetPathType() & PATHFIND_NORMAL) && gen.getPathLength() < min_length)
|
||||
if ((gen.GetPathType() & typeOk) && gen.getPathLength() < min_length)
|
||||
{
|
||||
found = true;
|
||||
min_length = gen.getPathLength();
|
||||
|
||||
@@ -27,7 +27,7 @@ protected:
|
||||
bool MoveNear(uint32 mapId, float x, float y, float z, float distance = sPlayerbotAIConfig->contactDistance);
|
||||
bool MoveToLOS(WorldObject* target, bool ranged = false);
|
||||
bool MoveTo(uint32 mapId, float x, float y, float z, bool idle = false, bool react = false,
|
||||
bool normal_only = false);
|
||||
bool normal_only = false, bool exact_waypoint = false);
|
||||
bool MoveTo(Unit* target, float distance = 0.0f);
|
||||
bool MoveNear(WorldObject* target, float distance = sPlayerbotAIConfig->contactDistance);
|
||||
float GetFollowAngle();
|
||||
|
||||
Reference in New Issue
Block a user