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https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
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master_v16
| Author | SHA1 | Date | |
|---|---|---|---|
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6620def962 | ||
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cddd406b1c |
@@ -192,23 +192,30 @@ 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 =
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sPlayerbotAIConfig->disableMoveSplinePath >= 2 ||
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(sPlayerbotAIConfig->disableMoveSplinePath == 1 && bot->InBattleground());
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bool disableMoveSplinePath = 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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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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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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DoMovePoint(vehicleBase, x, y, z, generatePath, backwards);
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MotionMaster& mm = *vehicleBase->GetMotionMaster(); // need to move vehicle, not bot
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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, generatePath);
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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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}
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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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@@ -234,7 +241,16 @@ 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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DoMovePoint(bot, x, y, z, generatePath, backwards);
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MotionMaster& mm = *bot->GetMotionMaster();
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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, generatePath);
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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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}
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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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@@ -252,7 +268,9 @@ 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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@@ -264,8 +282,17 @@ 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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DoMovePoint(bot, x, y, z, generatePath, backwards);
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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, generatePath);
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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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}
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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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@@ -482,8 +509,7 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
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// {
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// AI_VALUE(LastMovement&, "last area trigger").lastAreaTrigger = entry;
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// }
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// else
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// {
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// else {
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// LOG_DEBUG("playerbots", "!entry");
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// return bot->TeleportTo(movePosition.getMapId(), movePosition.getX(), movePosition.getY(),
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// movePosition.getZ(), movePosition.getO(), 0);
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@@ -533,7 +559,9 @@ 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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@@ -960,8 +988,7 @@ bool MovementAction::IsMovingAllowed()
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return false;
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}
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// if (bot->HasUnitMovementFlag(MOVEMENTFLAG_FALLING))
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// {
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// if (bot->HasUnitMovementFlag(MOVEMENTFLAG_FALLING)) {
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// return false;
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// }
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return bot->GetMotionMaster()->GetCurrentMovementGeneratorType() != FLIGHT_MOTION_TYPE;
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@@ -971,95 +998,54 @@ 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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const bool isCurrentlyRestricted = // see if the bot is currently slowed, rooted, or otherwise unable to move
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bot->isFrozen() ||
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bot->IsPolymorphed() ||
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bot->HasRootAura() ||
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bot->HasStunAura() ||
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bot->HasConfuseAura() ||
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bot->HasUnitState(UNIT_STATE_LOST_CONTROL);
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int8 botInLiquidState = bot->GetLiquidData().Status;
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// no update movement flags while movement is current restricted.
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if (!isCurrentlyRestricted && bot->IsAlive())
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if (botInLiquidState == LIQUID_MAP_IN_WATER || botInLiquidState == LIQUID_MAP_UNDER_WATER)
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{
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// state flags
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const auto master = botAI ? botAI->GetMaster() : nullptr; // real player or not
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const bool masterIsFlying = master ? master->HasUnitMovementFlag(MOVEMENTFLAG_FLYING) : true;
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const bool masterIsSwimming = master ? master->HasUnitMovementFlag(MOVEMENTFLAG_SWIMMING) : true;
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const auto liquidState = bot->GetLiquidData().Status; // default LIQUID_MAP_NO_WATER
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const float gZ = bot->GetMapWaterOrGroundLevel(bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ());
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const bool wantsToFly = bot->HasIncreaseMountedFlightSpeedAura() || bot->HasFlyAura();
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const bool isFlying = bot->HasUnitMovementFlag(MOVEMENTFLAG_FLYING);
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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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const bool onGroundZ = (bot->GetPositionZ() < gZ + 1.f) && !isWaterArea;
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bool movementFlagsUpdated = false;
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// handle water state
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if (isWaterArea && !isFlying)
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{
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// water walking
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if (wantsToWaterWalk && !isWaterWalking && !masterIsSwimming)
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{
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bot->RemoveUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
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bot->AddUnitMovementFlag(MOVEMENTFLAG_WATERWALKING);
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movementFlagsUpdated = true;
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}
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// swimming
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else if (wantsToSwim && !isSwimming && masterIsSwimming)
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{
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bot->RemoveUnitMovementFlag(MOVEMENTFLAG_WATERWALKING);
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bot->AddUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
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movementFlagsUpdated = true;
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}
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}
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else if (isSwimming || isWaterWalking)
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{
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// reset water flags
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bot->RemoveUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
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bot->RemoveUnitMovementFlag(MOVEMENTFLAG_WATERWALKING);
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movementFlagsUpdated = true;
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}
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// handle flying state
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if (wantsToFly && !isFlying && masterIsFlying)
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{
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bot->AddUnitMovementFlag(MOVEMENTFLAG_CAN_FLY);
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bot->AddUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY);
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bot->AddUnitMovementFlag(MOVEMENTFLAG_FLYING);
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movementFlagsUpdated = true;
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}
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else if ((!wantsToFly || onGroundZ) && isFlying)
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{
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bot->RemoveUnitMovementFlag(MOVEMENTFLAG_CAN_FLY);
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bot->RemoveUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY);
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bot->RemoveUnitMovementFlag(MOVEMENTFLAG_FLYING);
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movementFlagsUpdated = true;
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}
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// detect if movement restrictions have been lifted, CC just ended.
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if (wasMovementRestricted)
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movementFlagsUpdated = true; // refresh movement state to ensure animations play correctly
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if (movementFlagsUpdated)
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bot->SendMovementFlagUpdate();
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bot->SetSwim(true);
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}
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else
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{
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bot->SetSwim(false);
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}
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// Save current state for the next check
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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
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// 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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{
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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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bool isCurrentlyRestricted = bot->isFrozen() || bot->IsPolymorphed() || bot->HasRootAura() || bot->HasStunAura() ||
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bot->HasConfuseAura() || bot->HasUnitState(UNIT_STATE_LOST_CONTROL);
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// Detect if movement restrictions have been lifted
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if (wasMovementRestricted && !isCurrentlyRestricted && bot->IsAlive())
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{
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// CC just ended - refresh movement state to ensure animations play correctly
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bot->SendMovementFlagUpdate();
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}
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// Save current state for the next check
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wasMovementRestricted = isCurrentlyRestricted;
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// Temporary speed increase in group
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// if (botAI->HasRealPlayerMaster())
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// {
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// if (botAI->HasRealPlayerMaster()) {
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// bot->SetSpeedRate(MOVE_RUN, 1.1f);
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// }
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// else
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// {
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// } else {
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// bot->SetSpeedRate(MOVE_RUN, 1.0f);
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// }
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// check if target is not reachable (from Vmangos)
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@@ -1068,7 +1054,7 @@ void MovementAction::UpdateMovementState()
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// {
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// if (Unit* pTarget = sServerFacade->GetChaseTarget(bot))
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// {
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// if (!bot->IsWithinMeleeRange(pTarget) && pTarget->IsCreature())
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// if (!bot->IsWithinMeleeRange(pTarget) && pTarget->GetTypeId() == TYPEID_UNIT)
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// {
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// float angle = bot->GetAngle(pTarget);
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// float distance = 5.0f;
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@@ -1696,8 +1682,7 @@ bool MovementAction::MoveInside(uint32 mapId, float x, float y, float z, float d
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// float MovementAction::SearchBestGroundZForPath(float x, float y, float z, bool generatePath, float range, bool
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// normal_only, float step)
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// {
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// if (!generatePath)
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// {
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// if (!generatePath) {
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// return z;
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// }
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// float min_length = 100000.0f;
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@@ -1708,12 +1693,10 @@ bool MovementAction::MoveInside(uint32 mapId, float x, float y, float z, float d
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// modified_z = bot->GetMapWaterOrGroundLevel(x, y, z + delta);
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// PathGenerator gen(bot);
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// gen.CalculatePath(x, y, modified_z);
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// if (gen.GetPathType() == PATHFIND_NORMAL && gen.getPathLength() < min_length)
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// {
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// if (gen.GetPathType() == PATHFIND_NORMAL && gen.getPathLength() < min_length) {
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// min_length = gen.getPathLength();
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// current_z = modified_z;
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// if (abs(current_z - z) < 0.5f)
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// {
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// if (abs(current_z - z) < 0.5f) {
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// return current_z;
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// }
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// }
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@@ -1722,34 +1705,30 @@ bool MovementAction::MoveInside(uint32 mapId, float x, float y, float z, float d
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// modified_z = bot->GetMapWaterOrGroundLevel(x, y, z + delta);
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// PathGenerator gen(bot);
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// gen.CalculatePath(x, y, modified_z);
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// if (gen.GetPathType() == PATHFIND_NORMAL && gen.getPathLength() < min_length)
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// {
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// if (gen.GetPathType() == PATHFIND_NORMAL && gen.getPathLength() < min_length) {
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// min_length = gen.getPathLength();
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// current_z = modified_z;
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// if (abs(current_z - z) < 0.5f)
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// if (abs(current_z - z) < 0.5f) {
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// return current_z;
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// }
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// }
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// }
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// for (delta = range / 2 + step; delta <= range; delta += 2) {
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// modified_z = bot->GetMapWaterOrGroundLevel(x, y, z + delta);
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// PathGenerator gen(bot);
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// gen.CalculatePath(x, y, modified_z);
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// if (gen.GetPathType() == PATHFIND_NORMAL && gen.getPathLength() < min_length)
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// {
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// if (gen.GetPathType() == PATHFIND_NORMAL && gen.getPathLength() < min_length) {
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// min_length = gen.getPathLength();
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// current_z = modified_z;
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// if (abs(current_z - z) < 0.5f)
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// {
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// if (abs(current_z - z) < 0.5f) {
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// return current_z;
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// }
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// }
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// }
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// if (current_z == INVALID_HEIGHT && normal_only)
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// {
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// if (current_z == INVALID_HEIGHT && normal_only) {
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// return INVALID_HEIGHT;
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// }
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// if (current_z == INVALID_HEIGHT && !normal_only)
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// {
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// if (current_z == INVALID_HEIGHT && !normal_only) {
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// return z;
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// }
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// return current_z;
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@@ -1824,46 +1803,6 @@ const Movement::PointsArray MovementAction::SearchForBestPath(float x, float y,
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return result;
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}
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void MovementAction::DoMovePoint(Unit* unit, float x, float y, float z, bool generatePath, bool backwards)
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{
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if (!unit)
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return;
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MotionMaster* mm = unit->GetMotionMaster();
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if (!mm)
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return;
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// enable water walking
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if (unit->HasUnitMovementFlag(MOVEMENTFLAG_WATERWALKING))
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{
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float gZ = unit->GetMapWaterOrGroundLevel(unit->GetPositionX(), unit->GetPositionY(), unit->GetPositionZ());
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unit->UpdatePosition(unit->GetPositionX(), unit->GetPositionY(), gZ, false);
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// z = gZ; no overwrite Z axe otherwise you cant steer the bots into swimming when water walking.
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}
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mm->Clear();
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if (backwards)
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{
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mm->MovePointBackwards(
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/*id*/ 0,
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/*coords*/ x, y, z,
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/*generatePath*/ generatePath,
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/*forceDestination*/ false);
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return;
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}
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else
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{
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mm->MovePoint(
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/*id*/ 0,
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/*coords*/ x, y, z,
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/*forcedMovement*/ FORCED_MOVEMENT_NONE,
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/*speed*/ 0.f,
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/*orientation*/ 0.f,
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/*generatePath*/ generatePath, // true => terrain path (2d mmap); false => straight spline (3d vmap)
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/*forceDestination*/ false);
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}
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}
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bool FleeAction::Execute(Event event)
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{
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return MoveAway(AI_VALUE(Unit*, "current target"), sPlayerbotAIConfig->fleeDistance, true);
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@@ -2124,8 +2063,8 @@ Position MovementAction::BestPositionForMeleeToFlee(Position pos, float radius)
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if (currentTarget)
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{
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// Normally, move to left or right is the best position
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bool isTanking = (!currentTarget->isFrozen()
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&& !currentTarget->HasRootAura()) && (currentTarget->GetVictim() == bot);
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bool isTanking =
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(!currentTarget->isFrozen() && !currentTarget->HasRootAura()) && (currentTarget->GetVictim() == bot);
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float angle = bot->GetAngle(currentTarget);
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float angleLeft = angle + (float)M_PI / 2;
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float angleRight = angle - (float)M_PI / 2;
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@@ -2541,7 +2480,9 @@ bool RearFlankAction::isUseful()
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{
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Unit* target = AI_VALUE(Unit*, "current target");
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if (!target)
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{
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return false;
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}
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// Need to double the front angle check to account for mirrored angle.
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bool inFront = target->HasInArc(2.f * minAngle, bot);
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@@ -2556,7 +2497,9 @@ bool RearFlankAction::Execute(Event event)
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{
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Unit* target = AI_VALUE(Unit*, "current target");
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if (!target)
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{
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return false;
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}
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float angle = frand(minAngle, maxAngle);
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float baseDistance = bot->GetMeleeRange(target) * 0.5f;
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@@ -2850,7 +2793,7 @@ bool MoveAwayFromCreatureAction::Execute(Event event)
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// Find all creatures with the specified Id
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std::vector<Unit*> creatures;
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for (auto const& guid : targets)
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for (const auto& guid : targets)
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{
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Unit* unit = botAI->GetUnit(guid);
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if (unit && (alive && unit->IsAlive()) && unit->GetEntry() == creatureId)
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||||
|
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Reference in New Issue
Block a user