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@@ -10,6 +10,7 @@
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#include <iomanip>
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#include <string>
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#include "Corpse.h"
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#include "Event.h"
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#include "FleeManager.h"
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#include "G3D/Vector3.h"
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@@ -41,7 +42,6 @@
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#include "Unit.h"
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#include "Vehicle.h"
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#include "WaypointMovementGenerator.h"
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#include "Corpse.h"
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MovementAction::MovementAction(PlayerbotAI* botAI, std::string const name) : Action(botAI, name)
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{
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@@ -192,14 +192,15 @@ 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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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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bool disableMoveSplinePath =
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sPlayerbotAIConfig->disableMoveSplinePath >= 2 ||
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(sPlayerbotAIConfig->disableMoveSplinePath == 1 && bot->InBattleground());
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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 the mover (vehicle) can fly, we DO NOT want an mmaps path (2D ground) => disable pathfinding
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generatePath = !vehicleBase || !vehicleBase->CanFly();
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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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@@ -207,22 +208,7 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
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float distance = vehicleBase->GetExactDist(x, y, z); // use vehicle distance, not bot
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if (distance > 0.01f)
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{
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MotionMaster& mm = *vehicleBase->GetMotionMaster(); // need to move vehicle, not bot
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// Disable ground pathing if the bot/master/vehicle are flying
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auto isFlying = [](Unit* u){ return u && (u->HasUnitMovementFlag(MOVEMENTFLAG_FLYING) || u->IsInFlight()); };
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bool allowPathVeh = generatePath;
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Unit* masterVeh = botAI ? botAI->GetMaster() : nullptr;
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if (isFlying(vehicleBase) || isFlying(bot) || isFlying(masterVeh))
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allowPathVeh = false;
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mm.Clear();
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if (!backwards)
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{
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mm.MovePoint(0, x, y, z, FORCED_MOVEMENT_NONE, 0.0f, 0.0f, allowPathVeh);
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}
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else
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{
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mm.MovePointBackwards(0, x, y, z, allowPathVeh);
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}
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DoMovePoint(vehicleBase, x, y, z, generatePath, backwards);
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float speed = backwards ? vehicleBase->GetSpeed(MOVE_RUN_BACK) : vehicleBase->GetSpeed(MOVE_RUN);
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float delay = 1000.0f * (distance / speed);
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if (lessDelay)
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@@ -248,23 +234,7 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
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// bot->CastStop();
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// botAI->InterruptSpell();
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// }
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MotionMaster& mm = *bot->GetMotionMaster();
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// No ground pathfinding if the bot/master are flying => allow true 3D (Z) movement
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auto isFlying = [](Unit* u){ return u && (u->HasUnitMovementFlag(MOVEMENTFLAG_FLYING) || u->IsInFlight()); };
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bool allowPath = generatePath;
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Unit* master = botAI ? botAI->GetMaster() : nullptr;
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if (isFlying(bot) || isFlying(master))
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allowPath = false;
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mm.Clear();
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if (!backwards)
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{
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mm.MovePoint(0, x, y, z, FORCED_MOVEMENT_NONE, 0.0f, 0.0f, allowPath);
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}
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else
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{
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mm.MovePointBackwards(0, x, y, z, allowPath);
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}
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DoMovePoint(bot, x, y, z, generatePath, backwards);
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float delay = 1000.0f * MoveDelay(distance, backwards);
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if (lessDelay)
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{
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@@ -282,9 +252,7 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
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Movement::PointsArray path =
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SearchForBestPath(x, y, z, modifiedZ, sPlayerbotAIConfig->maxMovementSearchTime, normal_only);
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if (modifiedZ == INVALID_HEIGHT)
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{
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return false;
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}
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float distance = bot->GetExactDist(x, y, modifiedZ);
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if (distance > 0.01f)
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{
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@@ -296,24 +264,8 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
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// bot->CastStop();
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// botAI->InterruptSpell();
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// }
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MotionMaster& mm = *bot->GetMotionMaster();
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G3D::Vector3 endP = path.back();
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// No ground pathfinding if the bot/master are flying => allow true 3D (Z) movement
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auto isFlying = [](Unit* u){ return u && (u->HasUnitMovementFlag(MOVEMENTFLAG_FLYING) || u->IsInFlight()); };
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bool allowPath = generatePath;
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Unit* master = botAI ? botAI->GetMaster() : nullptr;
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if (isFlying(bot) || isFlying(master))
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allowPath = false;
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mm.Clear();
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if (!backwards)
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{
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mm.MovePoint(0, x, y, z, FORCED_MOVEMENT_NONE, 0.0f, 0.0f, allowPath);
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}
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else
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{
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mm.MovePointBackwards(0, x, y, z, allowPath);
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}
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DoMovePoint(bot, x, y, z, generatePath, backwards);
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float delay = 1000.0f * MoveDelay(distance, backwards);
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if (lessDelay)
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{
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@@ -581,9 +533,7 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
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// bool goTaxi = bot->ActivateTaxiPathTo({ tEntry->from, tEntry->to }, unit, 1);
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// if (botAI->HasCheat(BotCheatMask::gold))
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// {
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// bot->SetMoney(botMoney);
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// }
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// LOG_DEBUG("playerbots", "goTaxi");
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// return goTaxi;
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// }
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@@ -874,7 +824,7 @@ bool MovementAction::ReachCombatTo(Unit* target, float distance)
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float deltaAngle = Position::NormalizeOrientation(targetOrientation - target->GetAngle(bot));
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if (deltaAngle > M_PI)
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deltaAngle -= 2.0f * M_PI; // -PI..PI
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deltaAngle -= 2.0f * M_PI; // -PI..PI
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// if target is moving forward and moving far away, predict the position
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bool behind = fabs(deltaAngle) > M_PI_2;
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if (target->HasUnitMovementFlag(MOVEMENTFLAG_FORWARD) && behind)
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@@ -882,8 +832,8 @@ bool MovementAction::ReachCombatTo(Unit* target, float distance)
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float predictDis = std::min(3.0f, target->GetObjectSize() * 2);
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tx += cos(target->GetOrientation()) * predictDis;
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ty += sin(target->GetOrientation()) * predictDis;
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if (!target->GetMap()->CheckCollisionAndGetValidCoords(target, target->GetPositionX(), target->GetPositionY(), target->GetPositionZ(),
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tx, ty, tz))
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if (!target->GetMap()->CheckCollisionAndGetValidCoords(target, target->GetPositionX(), target->GetPositionY(),
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target->GetPositionZ(), tx, ty, tz))
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{
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tx = target->GetPositionX();
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ty = target->GetPositionY();
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@@ -1001,9 +951,8 @@ bool MovementAction::IsMovingAllowed()
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return false;
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if (bot->isFrozen() || bot->IsPolymorphed() || (bot->isDead() && !bot->HasPlayerFlag(PLAYER_FLAGS_GHOST)) ||
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bot->IsBeingTeleported() || bot->HasRootAura() || bot->HasSpiritOfRedemptionAura() ||
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bot->HasConfuseAura() || bot->IsCharmed() || bot->HasStunAura() ||
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bot->IsInFlight() || bot->HasUnitState(UNIT_STATE_LOST_CONTROL))
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bot->IsBeingTeleported() || bot->HasRootAura() || bot->HasSpiritOfRedemptionAura() || bot->HasConfuseAura() ||
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bot->IsCharmed() || bot->HasStunAura() || bot->IsInFlight() || bot->HasUnitState(UNIT_STATE_LOST_CONTROL))
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return false;
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if (bot->GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_CONTROLLED) != NULL_MOTION_TYPE)
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@@ -1022,64 +971,59 @@ bool MovementAction::Follow(Unit* target, float distance) { return Follow(target
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void MovementAction::UpdateMovementState()
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{
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int8 botInLiquidState = bot->GetLiquidData().Status;
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// state flags
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const float gLvlZ = bot->GetMapWaterOrGroundLevel(bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ());
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const bool onGround = bot->GetPositionZ() < gLvlZ + 1.f;
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const bool wantsToFly = bot->HasIncreaseMountedFlightSpeedAura() || bot->HasFlyAura();
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const auto master = botAI ? botAI->GetMaster() : nullptr; // real or not
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const bool masterIsFlying = master && master->HasUnitMovementFlag(MOVEMENTFLAG_FLYING);
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const bool isFlying = bot->HasUnitMovementFlag(MOVEMENTFLAG_FLYING);
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const auto liquidState = bot->GetLiquidData().Status; // default LIQUID_MAP_NO_WATER
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const bool isWaterArea = liquidState != LIQUID_MAP_NO_WATER;
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const bool isUnderWater = liquidState == LIQUID_MAP_UNDER_WATER;
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const bool isInWater = liquidState == LIQUID_MAP_IN_WATER;
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const bool isWaterWalking = bot->HasUnitMovementFlag(MOVEMENTFLAG_WATERWALKING);
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const bool isSwimming = bot->HasUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
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const bool wantsToWaterWalk = bot->HasWaterWalkAura();
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const bool wantsToSwim = isInWater || isUnderWater;
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if (botInLiquidState == LIQUID_MAP_IN_WATER || botInLiquidState == LIQUID_MAP_UNDER_WATER)
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// handle water state
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if (isWaterArea)
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{
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bot->SetSwim(true);
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// water walking
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if (wantsToWaterWalk && !isWaterWalking && !isUnderWater && !isFlying)
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{
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bot->RemoveUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
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bot->AddUnitMovementFlag(MOVEMENTFLAG_WATERWALKING);
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bot->SendMovementFlagUpdate();
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}
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// swimming
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else if (wantsToSwim && !isSwimming && !wantsToWaterWalk && !isFlying)
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{
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bot->RemoveUnitMovementFlag(MOVEMENTFLAG_WATERWALKING);
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bot->AddUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
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bot->SendMovementFlagUpdate();
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}
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}
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else
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{
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bot->SetSwim(false);
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// reset flags, if not will inherit incorrect walk speed here and there
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// when transistions between land and water.
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bot->RemoveUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
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bot->RemoveUnitMovementFlag(MOVEMENTFLAG_WATERWALKING);
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bot->SendMovementFlagUpdate();
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}
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bool onGround = bot->GetPositionZ() <
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bot->GetMapWaterOrGroundLevel(bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ()) + 1.0f;
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// Keep bot->SendMovementFlagUpdate() withing the if statements to not intefere with bot behavior on ground/(shallow) waters
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bool hasFlightAura = bot->HasAuraType(SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED) || bot->HasAuraType(SPELL_AURA_FLY);
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if (hasFlightAura)
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// handle flying state
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if (wantsToFly && !isFlying && masterIsFlying)
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{
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bool changed = false;
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if (!bot->HasUnitMovementFlag(MOVEMENTFLAG_CAN_FLY))
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{
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bot->AddUnitMovementFlag(MOVEMENTFLAG_CAN_FLY);
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changed = true;
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}
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if (!bot->HasUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY))
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{
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bot->AddUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY);
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changed = true;
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}
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if (!bot->HasUnitMovementFlag(MOVEMENTFLAG_FLYING))
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{
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bot->AddUnitMovementFlag(MOVEMENTFLAG_FLYING);
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changed = true;
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}
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if (changed)
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bot->SendMovementFlagUpdate();
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bot->AddUnitMovementFlag(MOVEMENTFLAG_FLYING);
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bot->SendMovementFlagUpdate();
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}
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else if (!hasFlightAura)
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else if ((!wantsToFly || onGround) && isFlying)
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{
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bool changed = false;
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if (bot->HasUnitMovementFlag(MOVEMENTFLAG_FLYING))
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{
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bot->RemoveUnitMovementFlag(MOVEMENTFLAG_FLYING);
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changed = true;
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}
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if (bot->HasUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY))
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{
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bot->RemoveUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY);
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changed = true;
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}
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if (bot->HasUnitMovementFlag(MOVEMENTFLAG_CAN_FLY))
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{
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bot->RemoveUnitMovementFlag(MOVEMENTFLAG_CAN_FLY);
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changed = true;
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}
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if (changed)
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bot->SendMovementFlagUpdate();
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bot->RemoveUnitMovementFlag(MOVEMENTFLAG_FLYING);
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bot->SendMovementFlagUpdate();
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}
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// See if the bot is currently slowed, rooted, or otherwise unable to move
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@@ -1180,6 +1124,13 @@ bool MovementAction::Follow(Unit* target, float distance, float angle)
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if (!target)
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return false;
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if (!bot->InBattleground() && sServerFacade->IsDistanceLessOrEqualThan(sServerFacade->GetDistance2d(bot, target),
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sPlayerbotAIConfig->followDistance))
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{
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// botAI->TellError("No need to follow");
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return false;
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}
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/*
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if (!bot->InBattleground()
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&& sServerFacade->IsDistanceLessOrEqualThan(sServerFacade->GetDistance2d(bot, target->GetPositionX(),
|
|
|
|
|
@@ -1297,17 +1248,21 @@ bool MovementAction::Follow(Unit* target, float distance, float angle)
|
|
|
|
|
return MoveTo(target, sPlayerbotAIConfig->followDistance);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (sServerFacade->IsDistanceLessOrEqualThan(sServerFacade->GetDistance2d(bot, target),
|
|
|
|
|
sPlayerbotAIConfig->followDistance))
|
|
|
|
|
{
|
|
|
|
|
// botAI->TellError("No need to follow");
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (target->IsFriendlyTo(bot) && bot->IsMounted() && AI_VALUE(GuidVector, "all targets").empty())
|
|
|
|
|
distance += angle;
|
|
|
|
|
|
|
|
|
|
// Do not cancel follow if the 2D distance is short but the Z still differs (e.g., master above).
|
|
|
|
|
float dz1 = fabs(bot->GetPositionZ() - target->GetPositionZ());
|
|
|
|
|
if (!bot->InBattleground()
|
|
|
|
|
&& sServerFacade->IsDistanceLessOrEqualThan(sServerFacade->GetDistance2d(bot, target), sPlayerbotAIConfig->followDistance)
|
|
|
|
|
&& dz1 < sPlayerbotAIConfig->contactDistance)
|
|
|
|
|
if (!bot->InBattleground() && sServerFacade->IsDistanceLessOrEqualThan(sServerFacade->GetDistance2d(bot, target),
|
|
|
|
|
sPlayerbotAIConfig->followDistance))
|
|
|
|
|
{
|
|
|
|
|
// botAI->TellError("No need to follow");
|
|
|
|
|
return false; // truly in range (2D and Z) => no need to move
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bot->HandleEmoteCommand(0);
|
|
|
|
|
@@ -1388,7 +1343,7 @@ float MovementAction::MoveDelay(float distance, bool backwards)
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
speed = backwards ? bot->GetSpeed(MOVE_RUN_BACK) :bot->GetSpeed(MOVE_RUN);
|
|
|
|
|
speed = backwards ? bot->GetSpeed(MOVE_RUN_BACK) : bot->GetSpeed(MOVE_RUN);
|
|
|
|
|
}
|
|
|
|
|
float delay = distance / speed;
|
|
|
|
|
return delay;
|
|
|
|
|
@@ -1418,8 +1373,7 @@ void MovementAction::SetNextMovementDelay(float delayMillis)
|
|
|
|
|
{
|
|
|
|
|
AI_VALUE(LastMovement&, "last movement")
|
|
|
|
|
.Set(bot->GetMapId(), bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(), bot->GetOrientation(),
|
|
|
|
|
delayMillis,
|
|
|
|
|
MovementPriority::MOVEMENT_FORCED);
|
|
|
|
|
delayMillis, MovementPriority::MOVEMENT_FORCED);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool MovementAction::Flee(Unit* target)
|
|
|
|
|
@@ -1633,7 +1587,8 @@ bool MovementAction::MoveAway(Unit* target, float distance, bool backwards)
|
|
|
|
|
dz = bot->GetPositionZ();
|
|
|
|
|
exact = false;
|
|
|
|
|
}
|
|
|
|
|
if (MoveTo(target->GetMapId(), dx, dy, dz, false, false, true, exact, MovementPriority::MOVEMENT_COMBAT, false, backwards))
|
|
|
|
|
if (MoveTo(target->GetMapId(), dx, dy, dz, false, false, true, exact, MovementPriority::MOVEMENT_COMBAT, false,
|
|
|
|
|
backwards))
|
|
|
|
|
{
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
@@ -1655,7 +1610,8 @@ bool MovementAction::MoveAway(Unit* target, float distance, bool backwards)
|
|
|
|
|
dz = bot->GetPositionZ();
|
|
|
|
|
exact = false;
|
|
|
|
|
}
|
|
|
|
|
if (MoveTo(target->GetMapId(), dx, dy, dz, false, false, true, exact, MovementPriority::MOVEMENT_COMBAT, false, backwards))
|
|
|
|
|
if (MoveTo(target->GetMapId(), dx, dy, dz, false, false, true, exact, MovementPriority::MOVEMENT_COMBAT, false,
|
|
|
|
|
backwards))
|
|
|
|
|
{
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
@@ -1704,7 +1660,7 @@ bool MovementAction::Move(float angle, float distance)
|
|
|
|
|
float x = bot->GetPositionX() + cos(angle) * distance;
|
|
|
|
|
float y = bot->GetPositionY() + sin(angle) * distance;
|
|
|
|
|
|
|
|
|
|
//TODO do we need GetMapWaterOrGroundLevel() if we're using CheckCollisionAndGetValidCoords() ?
|
|
|
|
|
// TODO do we need GetMapWaterOrGroundLevel() if we're using CheckCollisionAndGetValidCoords() ?
|
|
|
|
|
float z = bot->GetMapWaterOrGroundLevel(x, y, bot->GetPositionZ());
|
|
|
|
|
if (z == -100000.0f || z == -200000.0f)
|
|
|
|
|
z = bot->GetPositionZ();
|
|
|
|
|
@@ -1758,9 +1714,7 @@ bool MovementAction::MoveInside(uint32 mapId, float x, float y, float z, float d
|
|
|
|
|
// min_length = gen.getPathLength();
|
|
|
|
|
// current_z = modified_z;
|
|
|
|
|
// if (abs(current_z - z) < 0.5f)
|
|
|
|
|
// {
|
|
|
|
|
// return current_z;
|
|
|
|
|
// }
|
|
|
|
|
// }
|
|
|
|
|
// }
|
|
|
|
|
// for (delta = range / 2 + step; delta <= range; delta += 2) {
|
|
|
|
|
@@ -1857,6 +1811,59 @@ const Movement::PointsArray MovementAction::SearchForBestPath(float x, float y,
|
|
|
|
|
return result;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MovementAction::DoMovePoint(Unit* unit, float x, float y, float z, bool generatePath, bool backwards)
|
|
|
|
|
{
|
|
|
|
|
if (!unit)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
MotionMaster* mm = unit->GetMotionMaster();
|
|
|
|
|
if (!mm)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
// enable flying
|
|
|
|
|
if (unit->HasUnitMovementFlag(MOVEMENTFLAG_FLYING))
|
|
|
|
|
{
|
|
|
|
|
unit->AddUnitMovementFlag(MOVEMENTFLAG_CAN_FLY);
|
|
|
|
|
unit->AddUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
unit->RemoveUnitMovementFlag(MOVEMENTFLAG_CAN_FLY);
|
|
|
|
|
unit->RemoveUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// enable water walking
|
|
|
|
|
if (unit->HasUnitMovementFlag(MOVEMENTFLAG_WATERWALKING))
|
|
|
|
|
{
|
|
|
|
|
float gLvlZ = unit->GetMapWaterOrGroundLevel(unit->GetPositionX(), unit->GetPositionY(), unit->GetPositionZ());
|
|
|
|
|
unit->UpdatePosition(unit->GetPositionX(), unit->GetPositionY(), gLvlZ, false);
|
|
|
|
|
// z = gLvlZ; do not overwrite Z axex, otherwise you wont be able to steer the bots into swimming when water
|
|
|
|
|
// walking.
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
mm->Clear();
|
|
|
|
|
if (backwards)
|
|
|
|
|
{
|
|
|
|
|
mm->MovePointBackwards(
|
|
|
|
|
/*id*/ 0,
|
|
|
|
|
/*coords*/ x, y, z,
|
|
|
|
|
/*generatePath*/ generatePath,
|
|
|
|
|
/*forceDestination*/ false);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
mm->MovePoint(
|
|
|
|
|
/*id*/ 0,
|
|
|
|
|
/*coords*/ x, y, z,
|
|
|
|
|
/*forcedMovement*/ FORCED_MOVEMENT_NONE,
|
|
|
|
|
/*speed*/ 0.f,
|
|
|
|
|
/*orientation*/ 0.f,
|
|
|
|
|
/*generatePath*/ generatePath, // true => terrain path (2d mmap); false => straight spline (3d vmap)
|
|
|
|
|
/*forceDestination*/ false);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool FleeAction::Execute(Event event)
|
|
|
|
|
{
|
|
|
|
|
return MoveAway(AI_VALUE(Unit*, "current target"), sPlayerbotAIConfig->fleeDistance, true);
|
|
|
|
|
@@ -1937,7 +1944,8 @@ bool AvoidAoeAction::AvoidAuraWithDynamicObj()
|
|
|
|
|
{
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
if (sPlayerbotAIConfig->aoeAvoidSpellWhitelist.find(spellInfo->Id) != sPlayerbotAIConfig->aoeAvoidSpellWhitelist.end())
|
|
|
|
|
if (sPlayerbotAIConfig->aoeAvoidSpellWhitelist.find(spellInfo->Id) !=
|
|
|
|
|
sPlayerbotAIConfig->aoeAvoidSpellWhitelist.end())
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
|
|
DynamicObject* dynOwner = aura->GetDynobjOwner();
|
|
|
|
|
@@ -2002,7 +2010,8 @@ bool AvoidAoeAction::AvoidGameObjectWithDamage()
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (sPlayerbotAIConfig->aoeAvoidSpellWhitelist.find(spellId) != sPlayerbotAIConfig->aoeAvoidSpellWhitelist.end())
|
|
|
|
|
if (sPlayerbotAIConfig->aoeAvoidSpellWhitelist.find(spellId) !=
|
|
|
|
|
sPlayerbotAIConfig->aoeAvoidSpellWhitelist.end())
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
const SpellInfo* spellInfo = sSpellMgr->GetSpellInfo(spellId);
|
|
|
|
|
@@ -2028,7 +2037,8 @@ bool AvoidAoeAction::AvoidGameObjectWithDamage()
|
|
|
|
|
lastTellTimer = time(NULL);
|
|
|
|
|
lastMoveTimer = getMSTime();
|
|
|
|
|
std::ostringstream out;
|
|
|
|
|
out << "I'm avoiding " << name.str() << " (" << spellInfo->Id << ")" << " Radius " << radius << " - [Trap]";
|
|
|
|
|
out << "I'm avoiding " << name.str() << " (" << spellInfo->Id << ")" << " Radius " << radius
|
|
|
|
|
<< " - [Trap]";
|
|
|
|
|
bot->Say(out.str(), LANG_UNIVERSAL);
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
@@ -2071,7 +2081,8 @@ bool AvoidAoeAction::AvoidUnitWithDamageAura()
|
|
|
|
|
sSpellMgr->GetSpellInfo(spellInfo->Effects[aurEff->GetEffIndex()].TriggerSpell);
|
|
|
|
|
if (!triggerSpellInfo)
|
|
|
|
|
continue;
|
|
|
|
|
if (sPlayerbotAIConfig->aoeAvoidSpellWhitelist.find(triggerSpellInfo->Id) != sPlayerbotAIConfig->aoeAvoidSpellWhitelist.end())
|
|
|
|
|
if (sPlayerbotAIConfig->aoeAvoidSpellWhitelist.find(triggerSpellInfo->Id) !=
|
|
|
|
|
sPlayerbotAIConfig->aoeAvoidSpellWhitelist.end())
|
|
|
|
|
return false;
|
|
|
|
|
for (int j = 0; j < MAX_SPELL_EFFECTS; j++)
|
|
|
|
|
{
|
|
|
|
|
@@ -2093,7 +2104,8 @@ bool AvoidAoeAction::AvoidUnitWithDamageAura()
|
|
|
|
|
lastTellTimer = time(NULL);
|
|
|
|
|
lastMoveTimer = getMSTime();
|
|
|
|
|
std::ostringstream out;
|
|
|
|
|
out << "I'm avoiding " << name.str() << " (" << triggerSpellInfo->Id << ")" << " Radius " << radius << " - [Unit Trigger]";
|
|
|
|
|
out << "I'm avoiding " << name.str() << " (" << triggerSpellInfo->Id << ")"
|
|
|
|
|
<< " Radius " << radius << " - [Unit Trigger]";
|
|
|
|
|
bot->Say(out.str(), LANG_UNIVERSAL);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
@@ -2112,7 +2124,8 @@ Position MovementAction::BestPositionForMeleeToFlee(Position pos, float radius)
|
|
|
|
|
if (currentTarget)
|
|
|
|
|
{
|
|
|
|
|
// Normally, move to left or right is the best position
|
|
|
|
|
bool isTanking = (!currentTarget->isFrozen() && !currentTarget->HasRootAura()) && (currentTarget->GetVictim() == bot);
|
|
|
|
|
bool isTanking = (!currentTarget->isFrozen()
|
|
|
|
|
&& !currentTarget->HasRootAura()) && (currentTarget->GetVictim() == bot);
|
|
|
|
|
float angle = bot->GetAngle(currentTarget);
|
|
|
|
|
float angleLeft = angle + (float)M_PI / 2;
|
|
|
|
|
float angleRight = angle - (float)M_PI / 2;
|
|
|
|
|
@@ -2327,8 +2340,7 @@ bool CombatFormationMoveAction::isUseful()
|
|
|
|
|
bool CombatFormationMoveAction::Execute(Event event)
|
|
|
|
|
{
|
|
|
|
|
float dis = AI_VALUE(float, "disperse distance");
|
|
|
|
|
if (dis <= 0.0f ||
|
|
|
|
|
(!bot->IsInCombat() && botAI->HasStrategy("stay", BotState::BOT_STATE_NON_COMBAT)) ||
|
|
|
|
|
if (dis <= 0.0f || (!bot->IsInCombat() && botAI->HasStrategy("stay", BotState::BOT_STATE_NON_COMBAT)) ||
|
|
|
|
|
(bot->IsInCombat() && botAI->HasStrategy("stay", BotState::BOT_STATE_COMBAT)))
|
|
|
|
|
return false;
|
|
|
|
|
Player* playerToLeave = NearestGroupMember(dis);
|
|
|
|
|
@@ -2478,7 +2490,7 @@ bool TankFaceAction::Execute(Event event)
|
|
|
|
|
|
|
|
|
|
float deltaAngle = Position::NormalizeOrientation(averageAngle - target->GetAngle(bot));
|
|
|
|
|
if (deltaAngle > M_PI)
|
|
|
|
|
deltaAngle -= 2.0f * M_PI; // -PI..PI
|
|
|
|
|
deltaAngle -= 2.0f * M_PI; // -PI..PI
|
|
|
|
|
|
|
|
|
|
float tolerable = M_PI_2;
|
|
|
|
|
|
|
|
|
|
@@ -2489,12 +2501,13 @@ bool TankFaceAction::Execute(Event event)
|
|
|
|
|
float goodAngle2 = Position::NormalizeOrientation(averageAngle - M_PI * 3 / 5);
|
|
|
|
|
|
|
|
|
|
// 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();
|
|
|
|
|
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))
|
|
|
|
|
if (bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(),
|
|
|
|
|
bot->GetPositionZ(), x, y, z))
|
|
|
|
|
{
|
|
|
|
|
/// @todo: movement control now is a mess, prepare to rewrite
|
|
|
|
|
std::list<FleeInfo>& infoList = AI_VALUE(std::list<FleeInfo>&, "recently flee info");
|
|
|
|
|
@@ -2506,8 +2519,8 @@ bool TankFaceAction::Execute(Event event)
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
target->GetNearPoint(bot, x, y, z, 0.0f, dist, goodAngle2);
|
|
|
|
|
if (bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(),
|
|
|
|
|
x, y, z))
|
|
|
|
|
if (bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(),
|
|
|
|
|
bot->GetPositionZ(), x, y, z))
|
|
|
|
|
{
|
|
|
|
|
std::list<FleeInfo>& infoList = AI_VALUE(std::list<FleeInfo>&, "recently flee info");
|
|
|
|
|
Position pos(x, y, z);
|
|
|
|
|
@@ -2520,13 +2533,15 @@ bool TankFaceAction::Execute(Event event)
|
|
|
|
|
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);
|
|
|
|
|
return MoveTo(bot->GetMapId(), nearest.GetPositionX(), nearest.GetPositionY(), nearest.GetPositionZ(), false, false,
|
|
|
|
|
false, true, MovementPriority::MOVEMENT_COMBAT);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool RearFlankAction::isUseful()
|
|
|
|
|
{
|
|
|
|
|
Unit* target = AI_VALUE(Unit*, "current target");
|
|
|
|
|
if (!target) { return false; }
|
|
|
|
|
if (!target)
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
|
|
// Need to double the front angle check to account for mirrored angle.
|
|
|
|
|
bool inFront = target->HasInArc(2.f * minAngle, bot);
|
|
|
|
|
@@ -2540,7 +2555,8 @@ bool RearFlankAction::isUseful()
|
|
|
|
|
bool RearFlankAction::Execute(Event event)
|
|
|
|
|
{
|
|
|
|
|
Unit* target = AI_VALUE(Unit*, "current target");
|
|
|
|
|
if (!target) { return false; }
|
|
|
|
|
if (!target)
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return false;
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float angle = frand(minAngle, maxAngle);
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float baseDistance = bot->GetMeleeRange(target) * 0.5f;
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@@ -2559,8 +2575,8 @@ bool RearFlankAction::Execute(Event event)
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destination = &rightFlank;
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}
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return MoveTo(bot->GetMapId(), destination->GetPositionX(), destination->GetPositionY(), destination->GetPositionZ(),
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false, false, false, true, MovementPriority::MOVEMENT_COMBAT);
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return MoveTo(bot->GetMapId(), destination->GetPositionX(), destination->GetPositionY(),
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destination->GetPositionZ(), false, false, false, true, MovementPriority::MOVEMENT_COMBAT);
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}
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bool DisperseSetAction::Execute(Event event)
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@@ -2688,9 +2704,8 @@ bool SetFacingTargetAction::isUseful() { return !AI_VALUE2(bool, "facing", "curr
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bool SetFacingTargetAction::isPossible()
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{
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if (bot->isFrozen() || bot->IsPolymorphed() || (bot->isDead() && !bot->HasPlayerFlag(PLAYER_FLAGS_GHOST)) ||
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bot->IsBeingTeleported() || bot->HasConfuseAura() || bot->IsCharmed() ||
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bot->HasStunAura() || bot->IsInFlight() ||
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bot->HasUnitState(UNIT_STATE_LOST_CONTROL))
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bot->IsBeingTeleported() || bot->HasConfuseAura() || bot->IsCharmed() || bot->HasStunAura() ||
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bot->IsInFlight() || bot->HasUnitState(UNIT_STATE_LOST_CONTROL))
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return false;
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return true;
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@@ -2710,7 +2725,7 @@ bool SetBehindTargetAction::Execute(Event event)
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float deltaAngle = Position::NormalizeOrientation(target->GetOrientation() - target->GetAngle(bot));
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if (deltaAngle > M_PI)
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deltaAngle -= 2.0f * M_PI; // -PI..PI
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deltaAngle -= 2.0f * M_PI; // -PI..PI
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float tolerable = M_PI_2;
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@@ -2720,12 +2735,13 @@ bool SetBehindTargetAction::Execute(Event event)
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float goodAngle1 = Position::NormalizeOrientation(target->GetOrientation() + M_PI * 3 / 5);
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float goodAngle2 = Position::NormalizeOrientation(target->GetOrientation() - M_PI * 3 / 5);
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float dist = std::max(bot->GetExactDist(target), bot->GetMeleeRange(target) / 2) - bot->GetCombatReach() - target->GetCombatReach();
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float dist = std::max(bot->GetExactDist(target), bot->GetMeleeRange(target) / 2) - bot->GetCombatReach() -
|
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target->GetCombatReach();
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std::vector<Position> availablePos;
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float x, y, z;
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target->GetNearPoint(bot, x, y, z, 0.0f, dist, goodAngle1);
|
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|
if (bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(),
|
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|
x, y, z))
|
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|
|
if (bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(),
|
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bot->GetPositionZ(), x, y, z))
|
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|
|
{
|
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|
/// @todo: movement control now is a mess, prepare to rewrite
|
|
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|
|
std::list<FleeInfo>& infoList = AI_VALUE(std::list<FleeInfo>&, "recently flee info");
|
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|
|
@@ -2737,8 +2753,8 @@ bool SetBehindTargetAction::Execute(Event event)
|
|
|
|
|
}
|
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|
|
}
|
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|
|
target->GetNearPoint(bot, x, y, z, 0.0f, dist, goodAngle2);
|
|
|
|
|
if (bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(),
|
|
|
|
|
x, y, z))
|
|
|
|
|
if (bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(),
|
|
|
|
|
bot->GetPositionZ(), x, y, z))
|
|
|
|
|
{
|
|
|
|
|
std::list<FleeInfo>& infoList = AI_VALUE(std::list<FleeInfo>&, "recently flee info");
|
|
|
|
|
Position pos(x, y, z);
|
|
|
|
|
@@ -2751,7 +2767,8 @@ bool SetBehindTargetAction::Execute(Event event)
|
|
|
|
|
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);
|
|
|
|
|
return MoveTo(bot->GetMapId(), nearest.GetPositionX(), nearest.GetPositionY(), nearest.GetPositionZ(), false, false,
|
|
|
|
|
false, true, MovementPriority::MOVEMENT_COMBAT);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool MoveOutOfCollisionAction::Execute(Event event)
|
|
|
|
|
@@ -2822,7 +2839,7 @@ bool MoveFromGroupAction::Execute(Event event)
|
|
|
|
|
{
|
|
|
|
|
float distance = atoi(event.getParam().c_str());
|
|
|
|
|
if (!distance)
|
|
|
|
|
distance = 20.0f; // flee distance from config is too small for this
|
|
|
|
|
distance = 20.0f; // flee distance from config is too small for this
|
|
|
|
|
return MoveFromGroup(distance);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
@@ -2905,10 +2922,7 @@ bool MoveAwayFromCreatureAction::Execute(Event event)
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool MoveAwayFromCreatureAction::isPossible()
|
|
|
|
|
{
|
|
|
|
|
return bot->CanFreeMove();
|
|
|
|
|
}
|
|
|
|
|
bool MoveAwayFromCreatureAction::isPossible() { return bot->CanFreeMove(); }
|
|
|
|
|
|
|
|
|
|
bool MoveAwayFromPlayerWithDebuffAction::Execute(Event event)
|
|
|
|
|
{
|
|
|
|
|
@@ -2995,7 +3009,4 @@ bool MoveAwayFromPlayerWithDebuffAction::Execute(Event event)
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool MoveAwayFromPlayerWithDebuffAction::isPossible()
|
|
|
|
|
{
|
|
|
|
|
return bot->CanFreeMove();
|
|
|
|
|
}
|
|
|
|
|
bool MoveAwayFromPlayerWithDebuffAction::isPossible() { return bot->CanFreeMove(); }
|
|
|
|
|
|