mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
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1 Commits
hermensbas
...
hermensbas
| Author | SHA1 | Date | |
|---|---|---|---|
|
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b7f4b4f61f |
3
.gitignore
vendored
3
.gitignore
vendored
@@ -48,5 +48,4 @@ local.properties
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.loadpath
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.project
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.cproject
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.vscode
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.idea
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.vscode
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@@ -93,9 +93,6 @@ The [Playerbots Wiki](https://github.com/mod-playerbots/mod-playerbots/wiki) con
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- **What platforms are supported?** We support Ubuntu, Windows, and macOS. Other Linux distros may work, but will not receive support.
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- **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.
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## Code standards
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- https://www.azerothcore.org/wiki/cpp-code-standards
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## Addons
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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)
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bool PlayerbotAIConfig::Initialize()
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{
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LOG_INFO("server.loading", "Initializing mod-playerbots, based on AI Playerbots by ike3 and the original Playerbots by blueboy");
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LOG_INFO("server.loading", "Initializing mod-playerbots, based on AI Playerbots by ike and the original Playerbots by blueboy");
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enabled = sConfigMgr->GetOption<bool>("AiPlayerbot.Enabled", true);
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if (!enabled)
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@@ -220,8 +220,7 @@ public:
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bool OnPlayerBeforeAchievementComplete(Player* player, AchievementEntry const* achievement) override
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{
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if ((sRandomPlayerbotMgr->IsRandomBot(player) || sRandomPlayerbotMgr->IsAddclassBot(player)) &&
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(achievement->flags & (ACHIEVEMENT_FLAG_REALM_FIRST_REACH | ACHIEVEMENT_FLAG_REALM_FIRST_KILL)))
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if (sRandomPlayerbotMgr->IsRandomBot(player) && (achievement->flags == 256 || achievement->flags == 768))
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{
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return false;
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}
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@@ -103,8 +103,7 @@ float StatsWeightCalculator::CalculateItem(uint32 itemId, int32 randomPropertyId
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return weight_;
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}
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// If quality/level blending is disabled, also return the calculated weight.
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return weight_;
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}
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float StatsWeightCalculator::CalculateEnchant(uint32 enchantId)
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@@ -82,7 +82,7 @@
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#include "TameAction.h"
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#include "TellGlyphsAction.h"
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#include "EquipGlyphsAction.h"
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#include "PetsAction.h"
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#include "PetAction.h"
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class ChatActionContext : public NamedObjectContext<Action>
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{
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@@ -307,8 +307,8 @@ private:
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static Action* tame(PlayerbotAI* botAI) { return new TameAction(botAI); }
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static Action* glyphs(PlayerbotAI* botAI) { return new TellGlyphsAction(botAI); } // Added for custom Glyphs
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static Action* glyph_equip(PlayerbotAI* ai) { return new EquipGlyphsAction(ai); } // Added for custom Glyphs
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static Action* pet(PlayerbotAI* botAI) { return new PetsAction(botAI); }
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static Action* pet_attack(PlayerbotAI* botAI) { return new PetsAction(botAI, "attack"); }
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static Action* pet(PlayerbotAI* botAI) { return new PetAction(botAI); }
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static Action* pet_attack(PlayerbotAI* botAI) { return new PetAction(botAI, "attack"); }
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static Action* roll_action(PlayerbotAI* botAI) { return new RollAction(botAI); }
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};
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@@ -199,8 +199,7 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
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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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generatePath = 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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@@ -208,20 +207,14 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
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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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mm.MovePoint(0, x, y, z, generatePath);
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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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mm.MovePointBackwards(0, x, y, z, generatePath);
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}
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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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@@ -248,22 +241,15 @@ 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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mm.MovePoint(0, x, y, z, generatePath);
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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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mm.MovePointBackwards(0, x, y, z, generatePath);
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}
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float delay = 1000.0f * MoveDelay(distance, backwards);
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if (lessDelay)
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@@ -296,23 +282,16 @@ 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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mm.MovePoint(0, x, y, z, generatePath);
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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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mm.MovePointBackwards(0, x, y, z, generatePath);
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}
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float delay = 1000.0f * MoveDelay(distance, backwards);
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if (lessDelay)
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@@ -1034,49 +1013,18 @@ void MovementAction::UpdateMovementState()
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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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if (!bot->HasUnitMovementFlag(MOVEMENTFLAG_FLYING) &&
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bot->HasAuraType(SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED) && !onGround)
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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 (bot->HasUnitMovementFlag(MOVEMENTFLAG_FLYING) &&
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(!bot->HasAuraType(SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED) || onGround))
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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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@@ -1174,6 +1122,13 @@ 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(),
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@@ -1291,17 +1246,21 @@ bool MovementAction::Follow(Unit* target, float distance, float angle)
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return MoveTo(target, sPlayerbotAIConfig->followDistance);
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}
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if (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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if (target->IsFriendlyTo(bot) && bot->IsMounted() && AI_VALUE(GuidVector, "all targets").empty())
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distance += angle;
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// Do not cancel follow if the 2D distance is short but the Z still differs (e.g., master above).
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float dz1 = fabs(bot->GetPositionZ() - target->GetPositionZ());
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if (!bot->InBattleground()
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&& sServerFacade->IsDistanceLessOrEqualThan(sServerFacade->GetDistance2d(bot, target), sPlayerbotAIConfig->followDistance)
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&& dz1 < sPlayerbotAIConfig->contactDistance)
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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; // truly in range (2D and Z) => no need to move
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return false;
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}
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bot->HandleEmoteCommand(0);
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@@ -3,7 +3,7 @@
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* and/or modify it under version 3 of the License, or (at your option), any later version.
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*/
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#include "PetsAction.h"
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#include "PetAction.h"
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#include "CharmInfo.h"
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#include "Creature.h"
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@@ -13,7 +13,7 @@
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#include "PlayerbotAI.h"
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#include "SharedDefines.h"
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bool PetsAction::Execute(Event event)
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bool PetAction::Execute(Event event)
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{
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// Extract the command parameter from the event (e.g., "aggressive", "defensive", "attack", etc.)
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std::string param = event.getParam();
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@@ -3,8 +3,8 @@
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* and/or modify it under version 3 of the License, or (at your option), any later version.
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*/
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#ifndef _PLAYERBOT_PETSACTION_H
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#define _PLAYERBOT_PETSACTION_H
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#ifndef _PLAYERBOT_PETACTION_H
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#define _PLAYERBOT_PETACTION_H
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#include <string>
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@@ -14,10 +14,10 @@
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class PlayerbotAI;
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class PetsAction : public Action
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class PetAction : public Action
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{
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public:
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PetsAction(PlayerbotAI* botAI, const std::string& defaultCmd = "") : Action(botAI, "pet"), defaultCmd(defaultCmd) {}
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PetAction(PlayerbotAI* botAI, const std::string& defaultCmd = "") : Action(botAI, "pet"), defaultCmd(defaultCmd) {}
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bool Execute(Event event) override;
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@@ -205,18 +205,17 @@ void TalkToQuestGiverAction::RewardMultipleItem(Quest const* quest, Object* ques
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}
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else
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{
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// Try to pick the usable item. If multiple, list usable rewards.
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// Try to pick the usable item. If multiple list usable rewards.
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bestIds = BestRewards(quest);
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if (bestIds.size() > 1)
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if (!bestIds.empty())
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{
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AskToSelectReward(quest, out, true);
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else if (!bestIds.empty())
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}
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else
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{
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// Pick the first item
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uint32 firstId = *bestIds.begin();
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ItemTemplate const* item = sObjectMgr->GetItemTemplate(quest->RewardChoiceItemId[firstId]);
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bot->RewardQuest(quest, firstId, questGiver, true);
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ItemTemplate const* item = sObjectMgr->GetItemTemplate(quest->RewardChoiceItemId[*bestIds.begin()]);
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bot->RewardQuest(quest, *bestIds.begin(), questGiver, true);
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out << "Rewarded " << ChatHelper::FormatItem(item);
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}
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@@ -41,7 +41,7 @@
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#include "UseMeetingStoneAction.h"
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#include "NamedObjectContext.h"
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#include "ReleaseSpiritAction.h"
|
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#include "PetsAction.h"
|
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#include "PetAction.h"
|
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|
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class PlayerbotAI;
|
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|
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@@ -141,7 +141,7 @@ private:
|
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static Action* tell_not_enough_reputation(PlayerbotAI* botAI) { return new TellMasterAction(botAI, "Not enough reputation"); }
|
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static Action* tell_cannot_equip(PlayerbotAI* botAI) { return new InventoryChangeFailureAction(botAI); }
|
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static Action* self_resurrect(PlayerbotAI* botAI) { return new SelfResurrectAction(botAI); }
|
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static Action* pet(PlayerbotAI* botAI) { return new PetsAction(botAI); }
|
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static Action* pet(PlayerbotAI* botAI) { return new PetAction(botAI); }
|
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|
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// quest
|
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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)
|
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else
|
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return 0.0f; // Cancel all other actions when we need to handle Swarming Shadows
|
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}
|
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return 1.0f;
|
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|
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if ((boss->GetExactDist2d(ICC_BQL_TANK_POSITION.GetPositionX(), ICC_BQL_TANK_POSITION.GetPositionY()) > 10.0f) &&
|
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botAI->IsRanged(bot) && !((boss->GetPositionZ() - bot->GetPositionZ()) > 5.0f))
|
||||
@@ -480,7 +481,6 @@ float IccBqlMultiplier::GetValue(Action* action)
|
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return 0.0f;
|
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}
|
||||
|
||||
return 1.0f;
|
||||
}
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|
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//VDW
|
||||
|
||||
@@ -41,11 +41,6 @@ class ShamanCombatStrategyFactoryInternal : public NamedObjectContext<Strategy>
|
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public:
|
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ShamanCombatStrategyFactoryInternal() : NamedObjectContext<Strategy>(false, true)
|
||||
{
|
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creators["heal"] = &ShamanCombatStrategyFactoryInternal::resto;
|
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creators["melee"] = &ShamanCombatStrategyFactoryInternal::enh;
|
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creators["dps"] = &ShamanCombatStrategyFactoryInternal::enh;
|
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creators["caster"] = &ShamanCombatStrategyFactoryInternal::ele;
|
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//creators["offheal"] = &ShamanCombatStrategyFactoryInternal::offheal;
|
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creators["resto"] = &ShamanCombatStrategyFactoryInternal::resto;
|
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creators["enh"] = &ShamanCombatStrategyFactoryInternal::enh;
|
||||
creators["ele"] = &ShamanCombatStrategyFactoryInternal::ele;
|
||||
|
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@@ -102,7 +102,7 @@ std::vector<CreatureData const*> BgMastersValue::Calculate()
|
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}
|
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}
|
||||
|
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return bmGuids;
|
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return std::move(bmGuids);
|
||||
}
|
||||
|
||||
CreatureData const* BgMasterValue::Calculate()
|
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@@ -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)
|
||||
|
||||
Reference in New Issue
Block a user