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https://github.com/mod-playerbots/mod-playerbots
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hermensbas
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hermensbas
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b7f4b4f61f |
@@ -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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- **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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- **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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## 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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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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bool PlayerbotAIConfig::Initialize()
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{
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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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enabled = sConfigMgr->GetOption<bool>("AiPlayerbot.Enabled", true);
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if (!enabled)
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if (!enabled)
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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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return weight_;
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}
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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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}
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float StatsWeightCalculator::CalculateEnchant(uint32 enchantId)
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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 "TameAction.h"
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#include "TellGlyphsAction.h"
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#include "TellGlyphsAction.h"
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#include "EquipGlyphsAction.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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class ChatActionContext : public NamedObjectContext<Action>
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{
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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* 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* 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* 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(PlayerbotAI* botAI) { return new PetAction(botAI); }
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static Action* pet_attack(PlayerbotAI* botAI) { return new PetsAction(botAI, "attack"); }
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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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static Action* roll_action(PlayerbotAI* botAI) { return new RollAction(botAI); }
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};
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};
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@@ -210,7 +210,7 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
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mm.Clear();
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mm.Clear();
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if (!backwards)
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if (!backwards)
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{
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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, generatePath);
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}
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}
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else
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else
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{
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{
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@@ -245,7 +245,7 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
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mm.Clear();
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mm.Clear();
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if (!backwards)
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if (!backwards)
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{
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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, generatePath);
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}
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}
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else
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else
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{
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{
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@@ -287,7 +287,7 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
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mm.Clear();
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mm.Clear();
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if (!backwards)
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if (!backwards)
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{
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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, generatePath);
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}
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}
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else
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else
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{
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{
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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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* 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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*/
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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 "CharmInfo.h"
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#include "Creature.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 "PlayerbotAI.h"
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#include "SharedDefines.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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{
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// Extract the command parameter from the event (e.g., "aggressive", "defensive", "attack", etc.)
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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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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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* 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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*/
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#ifndef _PLAYERBOT_PETSACTION_H
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#ifndef _PLAYERBOT_PETACTION_H
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#define _PLAYERBOT_PETSACTION_H
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#define _PLAYERBOT_PETACTION_H
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#include <string>
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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 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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{
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public:
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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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bool Execute(Event event) override;
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@@ -41,7 +41,7 @@
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#include "UseMeetingStoneAction.h"
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#include "UseMeetingStoneAction.h"
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#include "NamedObjectContext.h"
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#include "NamedObjectContext.h"
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#include "ReleaseSpiritAction.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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class PlayerbotAI;
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class PlayerbotAI;
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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_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* 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* 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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// quest
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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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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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else
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return 0.0f; // Cancel all other actions when we need to handle Swarming Shadows
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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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}
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return 1.0f;
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if ((boss->GetExactDist2d(ICC_BQL_TANK_POSITION.GetPositionX(), ICC_BQL_TANK_POSITION.GetPositionY()) > 10.0f) &&
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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))
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botAI->IsRanged(bot) && !((boss->GetPositionZ() - bot->GetPositionZ()) > 5.0f))
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@@ -480,7 +481,6 @@ float IccBqlMultiplier::GetValue(Action* action)
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return 0.0f;
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return 0.0f;
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}
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}
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return 1.0f;
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}
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}
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//VDW
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//VDW
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@@ -41,11 +41,6 @@ class ShamanCombatStrategyFactoryInternal : public NamedObjectContext<Strategy>
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public:
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public:
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ShamanCombatStrategyFactoryInternal() : NamedObjectContext<Strategy>(false, true)
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ShamanCombatStrategyFactoryInternal() : NamedObjectContext<Strategy>(false, true)
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{
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{
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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["resto"] = &ShamanCombatStrategyFactoryInternal::resto;
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creators["enh"] = &ShamanCombatStrategyFactoryInternal::enh;
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creators["enh"] = &ShamanCombatStrategyFactoryInternal::enh;
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creators["ele"] = &ShamanCombatStrategyFactoryInternal::ele;
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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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}
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}
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return bmGuids;
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return std::move(bmGuids);
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}
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}
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CreatureData const* BgMasterValue::Calculate()
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CreatureData const* BgMasterValue::Calculate()
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@@ -120,7 +120,7 @@ CreatureData const* BgMasterValue::NearestBm(bool allowDead)
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std::vector<CreatureData const*> bmPairs = AI_VALUE2(std::vector<CreatureData const*>, "bg masters", qualifier);
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std::vector<CreatureData const*> bmPairs = AI_VALUE2(std::vector<CreatureData const*>, "bg masters", qualifier);
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float rDist = 0.0f;
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float rDist;
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CreatureData const* rbmPair = nullptr;
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CreatureData const* rbmPair = nullptr;
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for (auto& bmPair : bmPairs)
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for (auto& bmPair : bmPairs)
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Reference in New Issue
Block a user