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Author SHA1 Message Date
bash
b7f4b4f61f Removal space lel 2025-10-18 22:32:19 +02:00
14 changed files with 58 additions and 111 deletions

3
.gitignore vendored
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@@ -48,5 +48,4 @@ local.properties
.loadpath
.project
.cproject
.vscode
.idea
.vscode

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@@ -93,9 +93,6 @@ The [Playerbots Wiki](https://github.com/mod-playerbots/mod-playerbots/wiki) con
- **What platforms are supported?** We support Ubuntu, Windows, and macOS. Other Linux distros may work, but will not receive support.
- **Why isn't my source compiling?** Please ensure that you are compiling with the required [custom branch of AzerothCore](https://github.com/mod-playerbots/azerothcore-wotlk/tree/Playerbot). Additionally, please [check the build status of our CI](https://github.com/mod-playerbots/mod-playerbots/actions). If the latest build is failing, rever to the last successful commit until we address the issue.
## Code standards
- https://www.azerothcore.org/wiki/cpp-code-standards
## Addons
Typically, bots are controlled via chat commands. For larger bot groups, this can be unwieldy. As an alternative, community members have developed client Add-Ons to allow controlling bots through the in-game UI. We recommend you check out their projects:

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@@ -57,7 +57,7 @@ void LoadListString(std::string const value, T& list)
bool PlayerbotAIConfig::Initialize()
{
LOG_INFO("server.loading", "Initializing mod-playerbots, based on AI Playerbots by ike3 and the original Playerbots by blueboy");
LOG_INFO("server.loading", "Initializing mod-playerbots, based on AI Playerbots by ike and the original Playerbots by blueboy");
enabled = sConfigMgr->GetOption<bool>("AiPlayerbot.Enabled", true);
if (!enabled)

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@@ -220,8 +220,7 @@ public:
bool OnPlayerBeforeAchievementComplete(Player* player, AchievementEntry const* achievement) override
{
if ((sRandomPlayerbotMgr->IsRandomBot(player) || sRandomPlayerbotMgr->IsAddclassBot(player)) &&
(achievement->flags & (ACHIEVEMENT_FLAG_REALM_FIRST_REACH | ACHIEVEMENT_FLAG_REALM_FIRST_KILL)))
if (sRandomPlayerbotMgr->IsRandomBot(player) && (achievement->flags == 256 || achievement->flags == 768))
{
return false;
}

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@@ -103,8 +103,7 @@ float StatsWeightCalculator::CalculateItem(uint32 itemId, int32 randomPropertyId
return weight_;
}
// If quality/level blending is disabled, also return the calculated weight.
return weight_;
}
float StatsWeightCalculator::CalculateEnchant(uint32 enchantId)

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@@ -82,7 +82,7 @@
#include "TameAction.h"
#include "TellGlyphsAction.h"
#include "EquipGlyphsAction.h"
#include "PetsAction.h"
#include "PetAction.h"
class ChatActionContext : public NamedObjectContext<Action>
{
@@ -307,8 +307,8 @@ private:
static Action* tame(PlayerbotAI* botAI) { return new TameAction(botAI); }
static Action* glyphs(PlayerbotAI* botAI) { return new TellGlyphsAction(botAI); } // Added for custom Glyphs
static Action* glyph_equip(PlayerbotAI* ai) { return new EquipGlyphsAction(ai); } // Added for custom Glyphs
static Action* pet(PlayerbotAI* botAI) { return new PetsAction(botAI); }
static Action* pet_attack(PlayerbotAI* botAI) { return new PetsAction(botAI, "attack"); }
static Action* pet(PlayerbotAI* botAI) { return new PetAction(botAI); }
static Action* pet_attack(PlayerbotAI* botAI) { return new PetAction(botAI, "attack"); }
static Action* roll_action(PlayerbotAI* botAI) { return new RollAction(botAI); }
};

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@@ -199,8 +199,7 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
{
VehicleSeatEntry const* seat = vehicle->GetSeatForPassenger(bot);
Unit* vehicleBase = vehicle->GetBase();
// If the mover (vehicle) can fly, we DO NOT want an mmaps path (2D ground) => disable pathfinding
generatePath = !vehicleBase || !vehicleBase->CanFly();
generatePath = vehicleBase->CanFly();
if (!vehicleBase || !seat || !seat->CanControl()) // is passenger and cant move anyway
return false;
@@ -208,20 +207,14 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
if (distance > 0.01f)
{
MotionMaster& mm = *vehicleBase->GetMotionMaster(); // need to move vehicle, not bot
// Disable ground pathing if the bot/master/vehicle are flying
auto isFlying = [](Unit* u){ return u && (u->HasUnitMovementFlag(MOVEMENTFLAG_FLYING) || u->IsInFlight()); };
bool allowPathVeh = generatePath;
Unit* masterVeh = botAI ? botAI->GetMaster() : nullptr;
if (isFlying(vehicleBase) || isFlying(bot) || isFlying(masterVeh))
allowPathVeh = false;
mm.Clear();
if (!backwards)
{
mm.MovePoint(0, x, y, z, FORCED_MOVEMENT_NONE, 0.0f, 0.0f, allowPathVeh);
mm.MovePoint(0, x, y, z, generatePath);
}
else
{
mm.MovePointBackwards(0, x, y, z, allowPathVeh);
mm.MovePointBackwards(0, x, y, z, generatePath);
}
float speed = backwards ? vehicleBase->GetSpeed(MOVE_RUN_BACK) : vehicleBase->GetSpeed(MOVE_RUN);
float delay = 1000.0f * (distance / speed);
@@ -248,22 +241,15 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
// bot->CastStop();
// botAI->InterruptSpell();
// }
MotionMaster& mm = *bot->GetMotionMaster();
// No ground pathfinding if the bot/master are flying => allow true 3D (Z) movement
auto isFlying = [](Unit* u){ return u && (u->HasUnitMovementFlag(MOVEMENTFLAG_FLYING) || u->IsInFlight()); };
bool allowPath = generatePath;
Unit* master = botAI ? botAI->GetMaster() : nullptr;
if (isFlying(bot) || isFlying(master))
allowPath = false;
mm.Clear();
if (!backwards)
{
mm.MovePoint(0, x, y, z, FORCED_MOVEMENT_NONE, 0.0f, 0.0f, allowPath);
mm.MovePoint(0, x, y, z, generatePath);
}
else
{
mm.MovePointBackwards(0, x, y, z, allowPath);
mm.MovePointBackwards(0, x, y, z, generatePath);
}
float delay = 1000.0f * MoveDelay(distance, backwards);
if (lessDelay)
@@ -296,23 +282,16 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
// bot->CastStop();
// botAI->InterruptSpell();
// }
MotionMaster& mm = *bot->GetMotionMaster();
G3D::Vector3 endP = path.back();
// No ground pathfinding if the bot/master are flying => allow true 3D (Z) movement
auto isFlying = [](Unit* u){ return u && (u->HasUnitMovementFlag(MOVEMENTFLAG_FLYING) || u->IsInFlight()); };
bool allowPath = generatePath;
Unit* master = botAI ? botAI->GetMaster() : nullptr;
if (isFlying(bot) || isFlying(master))
allowPath = false;
mm.Clear();
if (!backwards)
{
mm.MovePoint(0, x, y, z, FORCED_MOVEMENT_NONE, 0.0f, 0.0f, allowPath);
mm.MovePoint(0, x, y, z, generatePath);
}
else
{
mm.MovePointBackwards(0, x, y, z, allowPath);
mm.MovePointBackwards(0, x, y, z, generatePath);
}
float delay = 1000.0f * MoveDelay(distance, backwards);
if (lessDelay)
@@ -1034,49 +1013,18 @@ void MovementAction::UpdateMovementState()
bot->GetMapWaterOrGroundLevel(bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ()) + 1.0f;
// Keep bot->SendMovementFlagUpdate() withing the if statements to not intefere with bot behavior on ground/(shallow) waters
bool hasFlightAura = bot->HasAuraType(SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED) || bot->HasAuraType(SPELL_AURA_FLY);
if (hasFlightAura)
if (!bot->HasUnitMovementFlag(MOVEMENTFLAG_FLYING) &&
bot->HasAuraType(SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED) && !onGround)
{
bool changed = false;
if (!bot->HasUnitMovementFlag(MOVEMENTFLAG_CAN_FLY))
{
bot->AddUnitMovementFlag(MOVEMENTFLAG_CAN_FLY);
changed = true;
}
if (!bot->HasUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY))
{
bot->AddUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY);
changed = true;
}
if (!bot->HasUnitMovementFlag(MOVEMENTFLAG_FLYING))
{
bot->AddUnitMovementFlag(MOVEMENTFLAG_FLYING);
changed = true;
}
if (changed)
bot->SendMovementFlagUpdate();
bot->AddUnitMovementFlag(MOVEMENTFLAG_FLYING);
bot->SendMovementFlagUpdate();
}
else if (!hasFlightAura)
else if (bot->HasUnitMovementFlag(MOVEMENTFLAG_FLYING) &&
(!bot->HasAuraType(SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED) || onGround))
{
bool changed = false;
if (bot->HasUnitMovementFlag(MOVEMENTFLAG_FLYING))
{
bot->RemoveUnitMovementFlag(MOVEMENTFLAG_FLYING);
changed = true;
}
if (bot->HasUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY))
{
bot->RemoveUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY);
changed = true;
}
if (bot->HasUnitMovementFlag(MOVEMENTFLAG_CAN_FLY))
{
bot->RemoveUnitMovementFlag(MOVEMENTFLAG_CAN_FLY);
changed = true;
}
if (changed)
bot->SendMovementFlagUpdate();
bot->RemoveUnitMovementFlag(MOVEMENTFLAG_FLYING);
bot->SendMovementFlagUpdate();
}
// See if the bot is currently slowed, rooted, or otherwise unable to move
@@ -1174,6 +1122,13 @@ bool MovementAction::Follow(Unit* target, float distance, float angle)
if (!target)
return false;
if (!bot->InBattleground() && sServerFacade->IsDistanceLessOrEqualThan(sServerFacade->GetDistance2d(bot, target),
sPlayerbotAIConfig->followDistance))
{
// botAI->TellError("No need to follow");
return false;
}
/*
if (!bot->InBattleground()
&& sServerFacade->IsDistanceLessOrEqualThan(sServerFacade->GetDistance2d(bot, target->GetPositionX(),
@@ -1291,17 +1246,21 @@ 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);

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@@ -3,7 +3,7 @@
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#include "PetsAction.h"
#include "PetAction.h"
#include "CharmInfo.h"
#include "Creature.h"
@@ -13,7 +13,7 @@
#include "PlayerbotAI.h"
#include "SharedDefines.h"
bool PetsAction::Execute(Event event)
bool PetAction::Execute(Event event)
{
// Extract the command parameter from the event (e.g., "aggressive", "defensive", "attack", etc.)
std::string param = event.getParam();

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@@ -3,8 +3,8 @@
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#ifndef _PLAYERBOT_PETSACTION_H
#define _PLAYERBOT_PETSACTION_H
#ifndef _PLAYERBOT_PETACTION_H
#define _PLAYERBOT_PETACTION_H
#include <string>
@@ -14,10 +14,10 @@
class PlayerbotAI;
class PetsAction : public Action
class PetAction : public Action
{
public:
PetsAction(PlayerbotAI* botAI, const std::string& defaultCmd = "") : Action(botAI, "pet"), defaultCmd(defaultCmd) {}
PetAction(PlayerbotAI* botAI, const std::string& defaultCmd = "") : Action(botAI, "pet"), defaultCmd(defaultCmd) {}
bool Execute(Event event) override;

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@@ -205,18 +205,17 @@ void TalkToQuestGiverAction::RewardMultipleItem(Quest const* quest, Object* ques
}
else
{
// Try to pick the usable item. If multiple, list usable rewards.
// Try to pick the usable item. If multiple list usable rewards.
bestIds = BestRewards(quest);
if (bestIds.size() > 1)
if (!bestIds.empty())
{
AskToSelectReward(quest, out, true);
else if (!bestIds.empty())
}
else
{
// Pick the first item
uint32 firstId = *bestIds.begin();
ItemTemplate const* item = sObjectMgr->GetItemTemplate(quest->RewardChoiceItemId[firstId]);
bot->RewardQuest(quest, firstId, questGiver, true);
ItemTemplate const* item = sObjectMgr->GetItemTemplate(quest->RewardChoiceItemId[*bestIds.begin()]);
bot->RewardQuest(quest, *bestIds.begin(), questGiver, true);
out << "Rewarded " << ChatHelper::FormatItem(item);
}

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@@ -41,7 +41,7 @@
#include "UseMeetingStoneAction.h"
#include "NamedObjectContext.h"
#include "ReleaseSpiritAction.h"
#include "PetsAction.h"
#include "PetAction.h"
class PlayerbotAI;
@@ -141,7 +141,7 @@ private:
static Action* tell_not_enough_reputation(PlayerbotAI* botAI) { return new TellMasterAction(botAI, "Not enough reputation"); }
static Action* tell_cannot_equip(PlayerbotAI* botAI) { return new InventoryChangeFailureAction(botAI); }
static Action* self_resurrect(PlayerbotAI* botAI) { return new SelfResurrectAction(botAI); }
static Action* pet(PlayerbotAI* botAI) { return new PetsAction(botAI); }
static Action* pet(PlayerbotAI* botAI) { return new PetAction(botAI); }
// quest
static Action* quest_update_add_kill(PlayerbotAI* ai) { return new QuestUpdateAddKillAction(ai); }

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@@ -472,6 +472,7 @@ float IccBqlMultiplier::GetValue(Action* action)
else
return 0.0f; // Cancel all other actions when we need to handle Swarming Shadows
}
return 1.0f;
if ((boss->GetExactDist2d(ICC_BQL_TANK_POSITION.GetPositionX(), ICC_BQL_TANK_POSITION.GetPositionY()) > 10.0f) &&
botAI->IsRanged(bot) && !((boss->GetPositionZ() - bot->GetPositionZ()) > 5.0f))
@@ -480,7 +481,6 @@ float IccBqlMultiplier::GetValue(Action* action)
return 0.0f;
}
return 1.0f;
}
//VDW

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@@ -41,11 +41,6 @@ class ShamanCombatStrategyFactoryInternal : public NamedObjectContext<Strategy>
public:
ShamanCombatStrategyFactoryInternal() : NamedObjectContext<Strategy>(false, true)
{
creators["heal"] = &ShamanCombatStrategyFactoryInternal::resto;
creators["melee"] = &ShamanCombatStrategyFactoryInternal::enh;
creators["dps"] = &ShamanCombatStrategyFactoryInternal::enh;
creators["caster"] = &ShamanCombatStrategyFactoryInternal::ele;
//creators["offheal"] = &ShamanCombatStrategyFactoryInternal::offheal;
creators["resto"] = &ShamanCombatStrategyFactoryInternal::resto;
creators["enh"] = &ShamanCombatStrategyFactoryInternal::enh;
creators["ele"] = &ShamanCombatStrategyFactoryInternal::ele;

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@@ -102,7 +102,7 @@ std::vector<CreatureData const*> BgMastersValue::Calculate()
}
}
return bmGuids;
return std::move(bmGuids);
}
CreatureData const* BgMasterValue::Calculate()
@@ -120,7 +120,7 @@ CreatureData const* BgMasterValue::NearestBm(bool allowDead)
std::vector<CreatureData const*> bmPairs = AI_VALUE2(std::vector<CreatureData const*>, "bg masters", qualifier);
float rDist = 0.0f;
float rDist;
CreatureData const* rbmPair = nullptr;
for (auto& bmPair : bmPairs)