Files
mod-playerbots/src/strategy/actions/MovementActions.h
2024-06-23 17:44:30 +08:00

190 lines
6.4 KiB
C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version.
*/
#ifndef _PLAYERBOT_MOVEMENTACTIONS_H
#define _PLAYERBOT_MOVEMENTACTIONS_H
#include "Action.h"
#include "PlayerbotAIConfig.h"
#include <cmath>
class Player;
class PlayerbotAI;
class Unit;
class WorldObject;
class MovementAction : public Action
{
public:
MovementAction(PlayerbotAI* botAI, std::string const name);
protected:
bool MoveNear(uint32 mapId, float x, float y, float z, float distance = sPlayerbotAIConfig->contactDistance);
bool MoveToLOS(WorldObject* target, bool ranged = false);
bool MoveTo(uint32 mapId, float x, float y, float z, bool idle = false, bool react = false, bool normal_only = false);
bool MoveTo(Unit* target, float distance = 0.0f);
bool MoveNear(WorldObject* target, float distance = sPlayerbotAIConfig->contactDistance);
float GetFollowAngle();
bool Follow(Unit* target, float distance = sPlayerbotAIConfig->followDistance);
bool Follow(Unit* target, float distance, float angle);
bool ChaseTo(WorldObject* obj, float distance = 0.0f, float angle = 0.0f);
bool ReachCombatTo(Unit* target, float distance = 0.0f);
float MoveDelay(float distance);
void WaitForReach(float distance);
bool IsMovingAllowed(Unit* target);
bool IsMovingAllowed(uint32 mapId, float x, float y, float z);
bool IsMovingAllowed();
bool Flee(Unit *target);
void ClearIdleState();
void UpdateMovementState();
bool MoveAway(Unit* target);
bool MoveInside(uint32 mapId, float x, float y, float z, float distance = sPlayerbotAIConfig->followDistance);
void CreateWp(Player* wpOwner, float x, float y, float z, float o, uint32 entry, bool important = false);
private:
// float SearchBestGroundZForPath(float x, float y, float z, bool generatePath, float range = 20.0f, bool normal_only = false, float step = 8.0f);
const Movement::PointsArray SearchForBestPath(float x, float y, float z, float &modified_z, int maxSearchCount = 5, bool normal_only = false, float step = 8.0f);
};
class FleeAction : public MovementAction
{
public:
FleeAction(PlayerbotAI* botAI, float distance = sPlayerbotAIConfig->spellDistance) : MovementAction(botAI, "flee"), distance(distance) { }
bool Execute(Event event) override;
bool isUseful() override;
private:
float distance;
};
class FleeWithPetAction : public MovementAction
{
public:
FleeWithPetAction(PlayerbotAI* botAI) : MovementAction(botAI, "flee with pet") { }
bool Execute(Event event) override;
};
class AvoidAoeAction : public MovementAction
{
public:
AvoidAoeAction(PlayerbotAI* botAI) : MovementAction(botAI, "avoid aoe") { }
bool isUseful() override;
bool Execute(Event event) override;
protected:
bool AvoidAuraWithDynamicObj();
bool AvoidGameObjectWithDamage();
bool AvoidUnitWithDamageAura();
// Position PositionForTank(Position pos, float radius);
// Position PositionForMelee(Position pos, float radius);
// Position PositionForRanged(Position pos, float radius);
bool FleePosition(Position pos, float radius, std::string name);
};
class RunAwayAction : public MovementAction
{
public:
RunAwayAction(PlayerbotAI* botAI) : MovementAction(botAI, "runaway") { }
bool Execute(Event event) override;
};
class MoveToLootAction : public MovementAction
{
public:
MoveToLootAction(PlayerbotAI* botAI) : MovementAction(botAI, "move to loot") { }
bool Execute(Event event) override;
};
class MoveOutOfEnemyContactAction : public MovementAction
{
public:
MoveOutOfEnemyContactAction(PlayerbotAI* botAI) : MovementAction(botAI, "move out of enemy contact") { }
bool Execute(Event event) override;
bool isUseful() override;
};
class SetFacingTargetAction : public Action
{
public:
SetFacingTargetAction(PlayerbotAI* botAI) : Action(botAI, "set facing") { }
bool Execute(Event event) override;
bool isUseful() override;
bool isPossible() override;
};
class SetBehindTargetAction : public MovementAction
{
public:
SetBehindTargetAction(PlayerbotAI* botAI) : MovementAction(botAI, "set behind") { }
bool Execute(Event event) override;
bool isUseful() override;
bool isPossible() override;
};
class MoveOutOfCollisionAction : public MovementAction
{
public:
MoveOutOfCollisionAction(PlayerbotAI* botAI) : MovementAction(botAI, "move out of collision") { }
bool Execute(Event event) override;
bool isUseful() override;
};
class MoveRandomAction : public MovementAction
{
public:
MoveRandomAction(PlayerbotAI* botAI) : MovementAction(botAI, "move random") { }
bool Execute(Event event) override;
bool isUseful() override;
};
class MoveInsideAction : public MovementAction
{
public:
MoveInsideAction(PlayerbotAI* ai, float x, float y, float distance = 5.0f) : MovementAction(ai, "move inside") {
this->x = x;
this->y = y;
this->distance = distance;
}
virtual bool Execute(Event event);
protected:
float x, y, distance;
};
class RotateAroundTheCenterPointAction : public MovementAction
{
public:
RotateAroundTheCenterPointAction(PlayerbotAI* ai, std::string name,
float center_x, float center_y, float radius = 40.0f,
uint32 intervals = 16, bool clockwise = true, float start_angle = 0) : MovementAction(ai, name) {
this->center_x = center_x;
this->center_y = center_y;
this->radius = radius;
this->intervals = intervals;
this->clockwise = clockwise;
this->call_counters = 0;
for (int i = 0; i < intervals; i++) {
float angle = start_angle + 2 * M_PI * i / intervals;
waypoints.push_back(std::make_pair(center_x + cos(angle) * radius, center_y + sin(angle) * radius));
}
}
virtual bool Execute(Event event);
protected:
virtual uint32 GetCurrWaypoint() { return 0; }
uint32 FindNearestWaypoint();
float center_x, center_y, radius;
uint32 intervals, call_counters;
bool clockwise;
std::vector<std::pair<float, float>> waypoints;
};
#endif