mirror of
https://github.com/mod-playerbots/mod-playerbots
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* Fix bots attacking despite being in a prohibited zone * Protect pets as well and move logic to not skip IsFriendlyTo * Fix prohibited typo * Update AttackAction.cpp
175 lines
4.6 KiB
C++
175 lines
4.6 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 "AttackAction.h"
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#include "CreatureAI.h"
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#include "Event.h"
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#include "LastMovementValue.h"
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#include "LootObjectStack.h"
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#include "PlayerbotAI.h"
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#include "Playerbots.h"
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#include "ServerFacade.h"
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#include "SharedDefines.h"
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#include "Unit.h"
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bool AttackAction::Execute(Event event)
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{
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Unit* target = GetTarget();
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if (!target)
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return false;
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if (!target->IsInWorld())
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{
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return false;
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}
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return Attack(target);
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}
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bool AttackMyTargetAction::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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ObjectGuid guid = master->GetTarget();
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if (!guid)
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{
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if (verbose)
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botAI->TellError("You have no target");
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return false;
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}
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botAI->GetAiObjectContext()->GetValue<GuidVector>("prioritized targets")->Set({guid});
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bool result = Attack(botAI->GetUnit(guid));
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if (result)
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context->GetValue<ObjectGuid>("pull target")->Set(guid);
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return result;
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}
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bool AttackAction::Attack(Unit* target, bool with_pet /*true*/)
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{
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if (bot->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE ||
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bot->HasUnitState(UNIT_STATE_IN_FLIGHT))
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{
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if (verbose)
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botAI->TellError("I cannot attack in flight");
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return false;
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}
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if (!target)
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{
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if (verbose)
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botAI->TellError("I have no target");
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return false;
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}
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if (!target->IsInWorld())
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{
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return false;
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}
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std::ostringstream msg;
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msg << target->GetName();
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if (bot->IsFriendlyTo(target))
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{
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msg << " is friendly to me";
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if (verbose)
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botAI->TellError(msg.str());
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return false;
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}
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if (!bot->IsWithinLOSInMap(target))
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{
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msg << " is not in my sight";
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if (verbose)
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botAI->TellError(msg.str());
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return false;
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}
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if (target->isDead())
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{
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msg << " is dead";
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if (verbose)
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botAI->TellError(msg.str());
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return false;
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}
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if (!bot->IsValidAttackTarget(target) && sPlayerbotAIConfig->IsInPvpProhibitedZone(bot->GetZoneId()))
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{
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if (verbose)
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botAI->TellError("I cannot attack others in PvP prohibited zones");
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return false;
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}
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// if (bot->IsMounted() && bot->IsWithinLOSInMap(target))
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// {
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// WorldPacket emptyPacket;
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// bot->GetSession()->HandleCancelMountAuraOpcode(emptyPacket);
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// }
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ObjectGuid guid = target->GetGUID();
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bot->SetSelection(target->GetGUID());
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Unit* oldTarget = context->GetValue<Unit*>("current target")->Get();
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bool melee = bot->IsWithinMeleeRange(target) || botAI->IsMelee(bot);
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if (oldTarget == target && botAI->GetState() == BOT_STATE_COMBAT && bot->GetVictim() == target && (bot->HasUnitState(UNIT_STATE_MELEE_ATTACKING) == melee))
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return false;
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context->GetValue<Unit*>("old target")->Set(oldTarget);
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context->GetValue<Unit*>("current target")->Set(target);
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context->GetValue<LootObjectStack*>("available loot")->Get()->Add(guid);
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LastMovement& lastMovement = AI_VALUE(LastMovement&, "last movement");
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if (lastMovement.priority < MovementPriority::MOVEMENT_COMBAT && bot->isMoving())
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{
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AI_VALUE(LastMovement&, "last movement").clear();
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bot->GetMotionMaster()->Clear(false);
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bot->StopMoving();
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}
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if (IsMovingAllowed() && !bot->HasInArc(CAST_ANGLE_IN_FRONT, target))
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{
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sServerFacade->SetFacingTo(bot, target);
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}
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botAI->ChangeEngine(BOT_STATE_COMBAT);
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bot->Attack(target, melee);
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/* prevent pet dead immediately in group */
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// if (bot->GetMap()->IsDungeon() && bot->GetGroup() && !target->IsInCombat()) {
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// with_pet = false;
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// }
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// if (Pet* pet = bot->GetPet())
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// {
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// if (with_pet) {
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// pet->SetReactState(REACT_DEFENSIVE);
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// pet->SetTarget(target->GetGUID());
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// pet->GetCharmInfo()->SetIsCommandAttack(true);
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// pet->AI()->AttackStart(target);
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// } else {
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// pet->SetReactState(REACT_PASSIVE);
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// pet->GetCharmInfo()->SetIsCommandFollow(true);
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// pet->GetCharmInfo()->IsReturning();
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// }
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// }
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return true;
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}
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bool AttackDuelOpponentAction::isUseful() { return AI_VALUE(Unit*, "duel target"); }
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bool AttackDuelOpponentAction::Execute(Event event) { return Attack(AI_VALUE(Unit*, "duel target")); }
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