mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
234 lines
7.4 KiB
C++
234 lines
7.4 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it
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* and/or modify it under version 2 of the License, or (at your option), any later version.
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*/
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#include "UseMeetingStoneAction.h"
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#include "CellImpl.h"
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#include "Event.h"
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#include "GridNotifiers.h"
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#include "GridNotifiersImpl.h"
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#include "PlayerbotAIConfig.h"
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#include "Playerbots.h"
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bool UseMeetingStoneAction::Execute(Event event)
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{
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Player* master = GetMaster();
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if (!master)
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return false;
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WorldPacket p(event.getPacket());
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p.rpos(0);
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ObjectGuid guid;
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p >> guid;
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if (master->GetTarget() && master->GetTarget() != bot->GetGUID())
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return false;
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if (!master->GetTarget() && master->GetGroup() != bot->GetGroup())
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return false;
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if (master->IsBeingTeleported())
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return false;
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if (bot->IsInCombat())
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{
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botAI->TellError("I am in combat");
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return false;
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}
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Map* map = master->GetMap();
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if (!map)
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return false;
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GameObject* gameObject = map->GetGameObject(guid);
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if (!gameObject)
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return false;
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GameObjectTemplate const* goInfo = gameObject->GetGOInfo();
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if (!goInfo || goInfo->type != GAMEOBJECT_TYPE_SUMMONING_RITUAL)
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return false;
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return Teleport(master, bot);
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}
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class AnyGameObjectInObjectRangeCheck
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{
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public:
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AnyGameObjectInObjectRangeCheck(WorldObject const* obj, float range) : i_obj(obj), i_range(range) {}
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WorldObject const& GetFocusObject() const { return *i_obj; }
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bool operator()(GameObject* go)
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{
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if (go && i_obj->IsWithinDistInMap(go, i_range) && go->isSpawned() && go->GetGOInfo())
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return true;
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return false;
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}
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private:
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WorldObject const* i_obj;
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float i_range;
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};
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bool SummonAction::Execute(Event event)
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{
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Player* master = GetMaster();
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if (!master)
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return false;
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if (Pet* pet = bot->GetPet())
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{
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botAI->PetFollow();
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}
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if (master->GetSession()->GetSecurity() >= SEC_PLAYER)
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{
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// botAI->GetAiObjectContext()->GetValue<GuidVector>("prioritized targets")->Set({});
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AI_VALUE(std::list<FleeInfo>&, "recently flee info").clear();
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return Teleport(master, bot);
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}
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if (SummonUsingGos(master, bot) || SummonUsingNpcs(master, bot))
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{
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botAI->TellMasterNoFacing("Hello!");
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return true;
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}
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if (SummonUsingGos(bot, master) || SummonUsingNpcs(bot, master))
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{
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botAI->TellMasterNoFacing("Welcome!");
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return true;
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}
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return false;
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}
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bool SummonAction::SummonUsingGos(Player* summoner, Player* player)
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{
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std::list<GameObject*> targets;
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AnyGameObjectInObjectRangeCheck u_check(summoner, sPlayerbotAIConfig->sightDistance);
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Acore::GameObjectListSearcher<AnyGameObjectInObjectRangeCheck> searcher(summoner, targets, u_check);
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Cell::VisitAllObjects(summoner, searcher, sPlayerbotAIConfig->sightDistance);
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for (GameObject* go : targets)
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{
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if (go->isSpawned() && go->GetGoType() == GAMEOBJECT_TYPE_MEETINGSTONE)
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return Teleport(summoner, player);
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}
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botAI->TellError(summoner == bot ? "There is no meeting stone nearby" : "There is no meeting stone near you");
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return false;
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}
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bool SummonAction::SummonUsingNpcs(Player* summoner, Player* player)
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{
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if (!sPlayerbotAIConfig->summonAtInnkeepersEnabled)
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return false;
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std::list<Unit*> targets;
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Acore::AnyUnitInObjectRangeCheck u_check(summoner, sPlayerbotAIConfig->sightDistance);
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Acore::UnitListSearcher<Acore::AnyUnitInObjectRangeCheck> searcher(summoner, targets, u_check);
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Cell::VisitAllObjects(summoner, searcher, sPlayerbotAIConfig->sightDistance);
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for (Unit* unit : targets)
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{
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if (unit && unit->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_INNKEEPER))
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{
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if (!player->HasItemCount(6948, 1, false))
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{
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botAI->TellError(player == bot ? "I have no hearthstone" : "You have no hearthstone");
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return false;
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}
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if (player->HasSpellCooldown(8690))
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{
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botAI->TellError(player == bot ? "My hearthstone is not ready" : "Your hearthstone is not ready");
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return false;
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}
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// Trigger cooldown
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SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(8690);
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if (!spellInfo)
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return false;
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Spell spell(player, spellInfo, TRIGGERED_NONE);
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spell.SendSpellCooldown();
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return Teleport(summoner, player);
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}
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}
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botAI->TellError(summoner == bot ? "There are no innkeepers nearby" : "There are no innkeepers near you");
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return false;
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}
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bool SummonAction::Teleport(Player* summoner, Player* player)
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{
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Player* master = GetMaster();
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// if (master->GetMap() && master->GetMap()->IsDungeon()) {
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// InstanceMap* map = master->GetMap()->ToInstanceMap();
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// if (map) {
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// if (map->CannotEnter(player, true) == Map::CANNOT_ENTER_MAX_PLAYERS) {
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// botAI->TellError("I can not enter this dungeon");
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// return false;
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// }
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// }
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// }
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if (!summoner->IsBeingTeleported() && !player->IsBeingTeleported())
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{
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float followAngle = GetFollowAngle();
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for (float angle = followAngle - M_PI; angle <= followAngle + M_PI; angle += M_PI / 4)
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{
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uint32 mapId = summoner->GetMapId();
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float x = summoner->GetPositionX() + cos(angle) * sPlayerbotAIConfig->followDistance;
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float y = summoner->GetPositionY() + sin(angle) * sPlayerbotAIConfig->followDistance;
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float z = summoner->GetPositionZ();
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if (summoner->IsWithinLOS(x, y, z))
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{
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if (sPlayerbotAIConfig
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->botRepairWhenSummon) // .conf option to repair bot gear when summoned 0 = off, 1 = on
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bot->DurabilityRepairAll(false, 1.0f, false);
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if (master->IsInCombat() && !sPlayerbotAIConfig->allowSummonInCombat)
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{
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botAI->TellError("You cannot summon me while you're in combat");
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return false;
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}
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if (!master->IsAlive() && !sPlayerbotAIConfig->allowSummonWhenMasterIsDead)
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{
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botAI->TellError("You cannot summon me while you're dead");
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return false;
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}
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if (bot->isDead() && !bot->HasPlayerFlag(PLAYER_FLAGS_GHOST) &&
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!sPlayerbotAIConfig->allowSummonWhenBotIsDead)
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{
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botAI->TellError("You cannot summon me while I'm dead, you need to release my spirit first");
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return false;
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}
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bool revive =
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sPlayerbotAIConfig->reviveBotWhenSummoned == 2 ||
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(sPlayerbotAIConfig->reviveBotWhenSummoned == 1 && !master->IsInCombat() && master->IsAlive());
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if (bot->isDead() && revive)
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{
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bot->ResurrectPlayer(1.0f, false);
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botAI->TellMasterNoFacing("I live, again!");
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botAI->GetAiObjectContext()->GetValue<GuidVector>("prioritized targets")->Set({});
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}
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player->GetMotionMaster()->Clear();
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player->TeleportTo(mapId, x, y, z, 0);
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return true;
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}
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}
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}
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botAI->TellError("Not enough place to summon");
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return false;
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}
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