mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
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5 Commits
hermensbas
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hermensbas
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9a5f067ac0 | ||
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c3fd97b6c0 | ||
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286213eb8b | ||
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6e1c9114df | ||
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7e810f8174 |
3
.gitignore
vendored
3
.gitignore
vendored
@@ -48,4 +48,5 @@ 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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.vscode
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.idea
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@@ -93,6 +93,9 @@ 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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@@ -220,7 +220,8 @@ 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) && (achievement->flags == 256 || achievement->flags == 768))
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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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{
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return false;
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}
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@@ -199,7 +199,8 @@ 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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generatePath = vehicleBase->CanFly();
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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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@@ -207,14 +208,20 @@ 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, generatePath);
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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, generatePath);
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mm.MovePointBackwards(0, x, y, z, allowPathVeh);
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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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@@ -241,15 +248,22 @@ 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, generatePath);
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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, generatePath);
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mm.MovePointBackwards(0, x, y, z, allowPath);
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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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@@ -282,16 +296,23 @@ 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, generatePath);
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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, generatePath);
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mm.MovePointBackwards(0, x, y, z, allowPath);
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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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@@ -1013,18 +1034,49 @@ 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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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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bot->AddUnitMovementFlag(MOVEMENTFLAG_FLYING);
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bot->SendMovementFlagUpdate();
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}
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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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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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{
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bot->RemoveUnitMovementFlag(MOVEMENTFLAG_FLYING);
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bot->SendMovementFlagUpdate();
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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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}
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else if (!hasFlightAura)
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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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}
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// See if the bot is currently slowed, rooted, or otherwise unable to move
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@@ -1122,13 +1174,6 @@ 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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@@ -1246,21 +1291,17 @@ 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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if (!bot->InBattleground() && sServerFacade->IsDistanceLessOrEqualThan(sServerFacade->GetDistance2d(bot, target),
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sPlayerbotAIConfig->followDistance))
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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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{
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// botAI->TellError("No need to follow");
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return false;
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return false; // truly in range (2D and Z) => no need to move
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}
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bot->HandleEmoteCommand(0);
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@@ -205,17 +205,18 @@ 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.empty())
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{
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if (bestIds.size() > 1)
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AskToSelectReward(quest, out, true);
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}
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else
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else if (!bestIds.empty())
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{
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// Pick the first item
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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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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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out << "Rewarded " << ChatHelper::FormatItem(item);
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}
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Reference in New Issue
Block a user