mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
[Combat formation] Avoid flee repeatly
This commit is contained in:
@@ -34,6 +34,8 @@ int strcmpi(char const* s1, char const* s2);
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#define AI_VALUE_LAZY(type, name) context->GetValue<type>(name)->LazyGet()
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#define AI_VALUE2_LAZY(type, name, param) context->GetValue<type>(name, param)->LazyGet()
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#define AI_VALUE_REF(type, name) context->GetValue<type>(name)->RefGet()
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#define SET_AI_VALUE(type, name, value) context->GetValue<type>(name)->Set(value)
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#define SET_AI_VALUE2(type, name, param, value) context->GetValue<type>(name, param)->Set(value)
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#define RESET_AI_VALUE(type, name) context->GetValue<type>(name)->Reset()
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@@ -16,6 +16,16 @@
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class PlayerbotAI;
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class Unit;
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class FleeInfo
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{
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public:
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Position fromPos;
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float radius;
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float angle;
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uint32 timestamp;
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int GetAngleRangeIndex() { return (angle + 2 * M_PI) / (M_PI / 2); } // [0, 7)
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};
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struct CreatureData;
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class UntypedValue : public AiNamedObject
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@@ -37,6 +47,7 @@ class Value
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virtual ~Value() { }
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virtual T Get() = 0;
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virtual T LazyGet() = 0;
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virtual T& RefGet() = 0;
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virtual void Reset() { }
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virtual void Set(T value) = 0;
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operator T() { return Get(); }
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@@ -79,7 +90,26 @@ class CalculatedValue : public UntypedValue, public Value<T>
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return value;
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}
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T& RefGet() override
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{
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if (checkInterval < 2) {
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// PerformanceMonitorOperation* pmo = sPerformanceMonitor->start(PERF_MON_VALUE, this->getName(), this->context ? &this->context->performanceStack : nullptr);
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value = Calculate();
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// if (pmo)
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// pmo->finish();
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} else {
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time_t now = getMSTime();
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if (!lastCheckTime || now - lastCheckTime >= checkInterval)
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{
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lastCheckTime = now;
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// PerformanceMonitorOperation* pmo = sPerformanceMonitor->start(PERF_MON_VALUE, this->getName(), this->context ? &this->context->performanceStack : nullptr);
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value = Calculate();
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// if (pmo)
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// pmo->finish();
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}
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}
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return value;
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}
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void Set(T val) override { value = val; }
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void Update() override {}
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void Reset() override { lastCheckTime = 0; }
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@@ -304,6 +334,7 @@ class ManualSetValue : public UntypedValue, public Value<T>
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T Get() override { return value; }
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T LazyGet() override { return value; }
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T& RefGet() override { return value; }
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void Set(T val) override { value = val; }
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void Update() override {}
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void Reset() override
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@@ -347,4 +378,11 @@ class LastFleeTimestampValue : public ManualSetValue<uint32>
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ManualSetValue<uint32>(botAI, defaultValue, name) { }
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};
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class RecentlyFleeInfo : public ManualSetValue<std::list<FleeInfo>>
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{
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public:
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RecentlyFleeInfo(PlayerbotAI* botAI, std::list<FleeInfo> defaultValue = {}, std::string const name = "recently flee info") :
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ManualSetValue<std::list<FleeInfo>>(botAI, defaultValue, name) { }
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};
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#endif
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@@ -1700,9 +1700,8 @@ Position MovementAction::BestPositionForMeleeToFlee(Position pos, float radius)
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Position bestPos;
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for (CheckAngle &checkAngle : possibleAngles) {
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float angle = checkAngle.angle;
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float lastFleeAngle = AI_VALUE(float, "last flee angle");
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uint32 lastFleeTimestamp = AI_VALUE(uint32, "last flee timestamp");
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if (!CheckLastFlee(angle, lastFleeAngle, lastFleeTimestamp)) {
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auto& infoList = AI_VALUE_REF(std::list<FleeInfo>, "recently flee info");
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if (!CheckLastFlee(angle, infoList)) {
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continue;
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}
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bool strict = checkAngle.strict;
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@@ -1748,9 +1747,8 @@ Position MovementAction::BestPositionForRangedToFlee(Position pos, float radius)
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Position bestPos;
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for (CheckAngle &checkAngle : possibleAngles) {
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float angle = checkAngle.angle;
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float lastFleeAngle = AI_VALUE(float, "last flee angle");
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uint32 lastFleeTimestamp = AI_VALUE(uint32, "last flee timestamp");
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if (!CheckLastFlee(angle, lastFleeAngle, lastFleeTimestamp)) {
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auto& infoList = AI_VALUE_REF(std::list<FleeInfo>, "recently flee info");
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if (!CheckLastFlee(angle, infoList)) {
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continue;
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}
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bool strict = checkAngle.strict;
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@@ -1787,25 +1785,43 @@ bool MovementAction::FleePosition(Position pos, float radius)
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}
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if (bestPos != Position()) {
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if (MoveTo(bot->GetMapId(), bestPos.GetPositionX(), bestPos.GetPositionY(), bestPos.GetPositionZ(), false, false, true)) {
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SET_AI_VALUE(float, "last flee angle", bot->GetAngle(&bestPos));
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SET_AI_VALUE(uint32, "last flee timestamp", getMSTime());
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auto& infoList = AI_VALUE_REF(std::list<FleeInfo>, "recently flee info");
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uint32 curTS = getMSTime();
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while (!infoList.empty()) {
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if (infoList.size() > 10 || infoList.front().timestamp + 5000 < curTS) {
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infoList.pop_front();
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} else {
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break;
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}
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}
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infoList.push_back({pos, radius, bot->GetAngle(&bestPos), curTS});
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return true;
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}
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}
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return false;
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}
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bool MovementAction::CheckLastFlee(float curAngle, float lastAngle, uint32 lastTS)
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bool MovementAction::CheckLastFlee(float curAngle, std::list<FleeInfo>& infoList)
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{
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// more than 5 sec
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if (lastTS + 5000 < getMSTime()) {
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return true;
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}
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float revAngle = fmod(lastAngle + M_PI, 2 * M_PI);
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uint32 curTS = getMSTime();
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curAngle = fmod(curAngle, 2 * M_PI);
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// angle too close
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if (fabs(revAngle - curAngle) < M_PI / 8) {
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return false;
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while (!infoList.empty()) {
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if (infoList.size() > 10 || infoList.front().timestamp + 5000 < curTS) {
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infoList.pop_front();
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} else {
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break;
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}
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}
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for (FleeInfo& info : infoList) {
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// more than 5 sec
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if (info.timestamp + 5000 < curTS) {
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continue;
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}
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float revAngle = fmod(info.angle + M_PI, 2 * M_PI);
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// angle too close
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if (fabs(revAngle - curAngle) < M_PI / 8) {
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return false;
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}
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}
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return true;
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}
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@@ -13,6 +13,7 @@ class Player;
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class PlayerbotAI;
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class Unit;
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class WorldObject;
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class Position;
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class MovementAction : public Action
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{
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@@ -44,7 +45,7 @@ class MovementAction : public Action
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Position BestPositionForMeleeToFlee(Position pos, float radius);
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Position BestPositionForRangedToFlee(Position pos, float radius);
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bool FleePosition(Position pos, float radius);
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bool CheckLastFlee(float curAngle, float lastAngle, uint32 lastTS);
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bool CheckLastFlee(float curAngle, std::list<FleeInfo>& infoList);
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protected:
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struct CheckAngle {
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float angle;
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@@ -83,6 +83,7 @@ bool SummonAction::Execute(Event event)
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if (master->GetSession()->GetSecurity() >= SEC_PLAYER) {
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// botAI->GetAiObjectContext()->GetValue<GuidVector>("prioritized targets")->Set({});
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SET_AI_VALUE(std::list<FleeInfo>, "recently flee info", {});
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return Teleport(master, bot);
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}
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@@ -304,6 +304,7 @@ class ValueContext : public NamedObjectContext<UntypedValue>
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creators["disperse distance"] = &ValueContext::disperse_distance;
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creators["last flee angle"] = &ValueContext::last_flee_angle;
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creators["last flee timestamp"] = &ValueContext::last_flee_timestamp;
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creators["recently flee info"] = &ValueContext::recently_flee_info;
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}
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private:
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@@ -511,6 +512,7 @@ class ValueContext : public NamedObjectContext<UntypedValue>
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static UntypedValue* disperse_distance(PlayerbotAI* ai) { return new DisperseDistanceValue(ai); }
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static UntypedValue* last_flee_angle(PlayerbotAI* ai) { return new LastFleeAngleValue(ai); }
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static UntypedValue* last_flee_timestamp(PlayerbotAI* ai) { return new LastFleeTimestampValue(ai); }
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static UntypedValue* recently_flee_info(PlayerbotAI* ai) { return new RecentlyFleeInfo(ai); }
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};
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#endif
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