mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-23 05:26:22 +00:00
[New Rpg] New rpg start up (add GO_GRIND and NEAR_RANDOM status)
This commit is contained in:
@@ -62,6 +62,7 @@
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#include "VehicleActions.h"
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#include "WorldBuffAction.h"
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#include "XpGainAction.h"
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#include "NewRpgAction.h"
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class PlayerbotAI;
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@@ -240,6 +241,10 @@ public:
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creators["toggle pet spell"] = &ActionContext::toggle_pet_spell;
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creators["pet attack"] = &ActionContext::pet_attack;
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creators["new rpg status update"] = &ActionContext::new_rpg_status_update;
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creators["new rpg go grind"] = &ActionContext::new_rpg_go_grind;
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creators["new rpg move random"] = &ActionContext::new_rpg_move_random;
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}
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private:
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@@ -415,6 +420,10 @@ private:
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static Action* toggle_pet_spell(PlayerbotAI* ai) { return new TogglePetSpellAutoCastAction(ai); }
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static Action* pet_attack(PlayerbotAI* ai) { return new PetAttackAction(ai); }
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static Action* new_rpg_status_update(PlayerbotAI* ai) { return new NewRpgStatusUpdateAction(ai); }
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static Action* new_rpg_go_grind(PlayerbotAI* ai) { return new NewRpgGoGrindAction(ai); }
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static Action* new_rpg_move_random(PlayerbotAI* ai) { return new NewRpgMoveRandomAction(ai); }
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};
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#endif
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@@ -38,6 +38,7 @@
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#include "LootStrategyAction.h"
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#include "MailAction.h"
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#include "NamedObjectContext.h"
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#include "NewRpgAction.h"
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#include "PassLeadershipToMasterAction.h"
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#include "PositionAction.h"
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#include "QueryItemUsageAction.h"
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@@ -88,6 +89,7 @@ public:
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creators["reputation"] = &ChatActionContext::reputation;
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creators["log"] = &ChatActionContext::log;
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creators["los"] = &ChatActionContext::los;
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creators["rpg status"] = &ChatActionContext::rpg_status;
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creators["aura"] = &ChatActionContext::aura;
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creators["drop"] = &ChatActionContext::drop;
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creators["clean quest log"] = &ChatActionContext::clean_quest_log;
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@@ -258,6 +260,7 @@ private:
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static Action* reputation(PlayerbotAI* botAI) { return new TellReputationAction(botAI); }
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static Action* log(PlayerbotAI* botAI) { return new LogLevelAction(botAI); }
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static Action* los(PlayerbotAI* botAI) { return new TellLosAction(botAI); }
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static Action* rpg_status(PlayerbotAI* botAI) { return new TellRpgStatusAction(botAI); }
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static Action* aura(PlayerbotAI* ai) { return new TellAuraAction(ai); }
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static Action* ll(PlayerbotAI* botAI) { return new LootStrategyAction(botAI); }
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static Action* ss(PlayerbotAI* botAI) { return new SkipSpellsListAction(botAI); }
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@@ -177,7 +177,7 @@ bool MovementAction::MoveToLOS(WorldObject* target, bool ranged)
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}
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bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle, bool react, bool normal_only,
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bool exact_waypoint, MovementPriority priority)
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bool exact_waypoint, MovementPriority priority, bool lessDelay)
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{
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UpdateMovementState();
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if (!IsMovingAllowed(mapId, x, y, z))
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@@ -210,6 +210,10 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
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mm.Clear();
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mm.MovePoint(0, x, y, z, generatePath);
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float delay = 1000.0f * (distance / vehicleBase->GetSpeed(MOVE_RUN));
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if (lessDelay)
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{
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delay -= botAI->GetReactDelay();
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}
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delay = std::max(.0f, delay);
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delay = std::min((float)sPlayerbotAIConfig->maxWaitForMove, delay);
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AI_VALUE(LastMovement&, "last movement").Set(mapId, x, y, z, bot->GetOrientation(), delay, priority);
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@@ -233,6 +237,10 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
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mm.Clear();
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mm.MovePoint(0, x, y, z, generatePath);
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float delay = 1000.0f * MoveDelay(distance);
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if (lessDelay)
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{
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delay -= botAI->GetReactDelay();
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}
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delay = std::max(.0f, delay);
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delay = std::min((float)sPlayerbotAIConfig->maxWaitForMove, delay);
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AI_VALUE(LastMovement&, "last movement").Set(mapId, x, y, z, bot->GetOrientation(), delay, priority);
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@@ -264,6 +272,10 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
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mm.Clear();
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mm.MovePoint(0, endP.x, endP.y, endP.z, generatePath);
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float delay = 1000.0f * MoveDelay(distance);
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if (lessDelay)
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{
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delay -= botAI->GetReactDelay();
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}
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delay = std::max(.0f, delay);
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delay = std::min((float)sPlayerbotAIConfig->maxWaitForMove, delay);
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AI_VALUE(LastMovement&, "last movement").Set(mapId, x, y, z, bot->GetOrientation(), delay, priority);
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@@ -822,7 +834,7 @@ bool MovementAction::ReachCombatTo(Unit* target, float distance)
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PathGenerator path(bot);
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path.CalculatePath(tx, ty, tz, false);
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PathType type = path.GetPathType();
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int typeOk = PATHFIND_NORMAL | PATHFIND_INCOMPLETE;
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int typeOk = PATHFIND_NORMAL | PATHFIND_INCOMPLETE | PATHFIND_SHORTCUT;
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if (!(type & typeOk))
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return false;
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float shortenTo = distance;
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@@ -838,7 +850,7 @@ bool MovementAction::ReachCombatTo(Unit* target, float distance)
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path.ShortenPathUntilDist(G3D::Vector3(tx, ty, tz), shortenTo);
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G3D::Vector3 endPos = path.GetPath().back();
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return MoveTo(target->GetMapId(), endPos.x, endPos.y, endPos.z, false, false, false, false,
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MovementPriority::MOVEMENT_COMBAT);
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MovementPriority::MOVEMENT_COMBAT, true);
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}
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float MovementAction::GetFollowAngle()
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@@ -2013,8 +2025,15 @@ Position MovementAction::BestPositionForMeleeToFlee(Position pos, float radius)
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}
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bool strict = checkAngle.strict;
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float fleeDis = std::min(radius + 1.0f, sPlayerbotAIConfig->fleeDistance);
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Position fleePos{bot->GetPositionX() + cos(angle) * fleeDis, bot->GetPositionY() + sin(angle) * fleeDis,
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bot->GetPositionZ()};
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float dx = bot->GetPositionX() + cos(angle) * fleeDis;
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float dy = bot->GetPositionY() + sin(angle) * fleeDis;
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float dz = bot->GetPositionZ();
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if (!bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(),
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bot->GetPositionZ(), dx, dy, dz))
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{
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continue;
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}
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Position fleePos{dx, dy, dz};
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if (strict && currentTarget &&
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fleePos.GetExactDist(currentTarget) - currentTarget->GetCombatReach() >
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sPlayerbotAIConfig->tooCloseDistance &&
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@@ -2069,8 +2088,15 @@ Position MovementAction::BestPositionForRangedToFlee(Position pos, float radius)
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}
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bool strict = checkAngle.strict;
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float fleeDis = std::min(radius + 1.0f, sPlayerbotAIConfig->fleeDistance);
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Position fleePos{bot->GetPositionX() + cos(angle) * fleeDis, bot->GetPositionY() + sin(angle) * fleeDis,
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bot->GetPositionZ()};
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float dx = bot->GetPositionX() + cos(angle) * fleeDis;
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float dy = bot->GetPositionY() + sin(angle) * fleeDis;
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float dz = bot->GetPositionZ();
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if (!bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(),
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bot->GetPositionZ(), dx, dy, dz))
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{
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continue;
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}
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Position fleePos{dx, dy, dz};
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if (strict && currentTarget &&
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fleePos.GetExactDist(currentTarget) - currentTarget->GetCombatReach() > sPlayerbotAIConfig->spellDistance)
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{
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@@ -2082,6 +2108,7 @@ Position MovementAction::BestPositionForRangedToFlee(Position pos, float radius)
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{
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continue;
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}
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if (pos.GetExactDist(fleePos) > farestDis)
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{
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farestDis = pos.GetExactDist(fleePos);
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@@ -32,7 +32,7 @@ protected:
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bool MoveNear(uint32 mapId, float x, float y, float z, float distance = sPlayerbotAIConfig->contactDistance, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL);
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bool MoveToLOS(WorldObject* target, bool ranged = false);
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bool MoveTo(uint32 mapId, float x, float y, float z, bool idle = false, bool react = false,
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bool normal_only = false, bool exact_waypoint = false, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL);
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bool normal_only = false, bool exact_waypoint = false, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL, bool lessDelay = false);
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bool MoveTo(WorldObject* target, float distance = 0.0f, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL);
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bool MoveNear(WorldObject* target, float distance = sPlayerbotAIConfig->contactDistance, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL);
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float GetFollowAngle();
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214
src/strategy/actions/NewRpgAction.cpp
Normal file
214
src/strategy/actions/NewRpgAction.cpp
Normal file
@@ -0,0 +1,214 @@
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#include "NewRpgAction.h"
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#include <cmath>
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#include "NewRpgStrategy.h"
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#include "ObjectGuid.h"
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#include "PathGenerator.h"
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#include "Player.h"
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#include "PlayerbotAI.h"
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#include "Playerbots.h"
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#include "Random.h"
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#include "RandomPlayerbotMgr.h"
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#include "Timer.h"
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#include "TravelMgr.h"
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#include "World.h"
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bool TellRpgStatusAction::Execute(Event event)
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{
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std::string out = botAI->rpgInfo.ToString();
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botAI->TellMasterNoFacing(out);
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return true;
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}
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bool NewRpgStatusUpdateAction::Execute(Event event)
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{
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NewRpgInfo& info = botAI->rpgInfo;
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switch (info.status)
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{
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case NewRpgStatus::IDLE:
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{
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// // IDLE -> NEAR_NPC
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// if (!info.lastNearNpc || info.lastNearNpc + setNpcInterval < getMSTime() && urand(1, 100) <= 50)
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// {
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// info.lastNearNpc = getMSTime();
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// GuidVector possibleTargets = AI_VALUE(GuidVector, "possible rpg targets");
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// if (possibleTargets.empty())
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// break;
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// info.status = NewRpgStatus::NEAR_NPC;
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// }
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// IDLE -> GO_GRIND
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if (!info.lastGrind || info.lastGrind + setGrindInterval < getMSTime())
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{
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info.lastGrind = getMSTime();
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WorldPosition pos = SelectRandomGrindPos();
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if (pos == WorldPosition())
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break;
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info.status = NewRpgStatus::GO_GRIND;
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info.grindPos = pos;
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return true;
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}
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break;
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}
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case NewRpgStatus::GO_GRIND:
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{
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WorldPosition& originalPos = info.grindPos;
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assert(info.grindPos != WorldPosition());
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// GO_GRIND -> NEAR_RANDOM
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if (bot->GetExactDist(originalPos) < 10.0f)
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{
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info.status = NewRpgStatus::NEAR_RANDOM;
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info.grindPos = WorldPosition();
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return true;
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}
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// just choose another grindPos
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if (!info.lastGrind || info.lastGrind + setGrindInterval < getMSTime())
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{
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WorldPosition pos = SelectRandomGrindPos();
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if (pos == WorldPosition())
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break;
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info.status = NewRpgStatus::GO_GRIND;
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info.lastGrind = getMSTime();
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info.grindPos = pos;
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return true;
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}
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break;
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}
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case NewRpgStatus::NEAR_RANDOM:
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{
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// NEAR_RANDOM -> GO_GRIND
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if (!info.lastGrind || info.lastGrind + setGrindInterval < getMSTime())
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{
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WorldPosition pos = SelectRandomGrindPos();
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if (pos == WorldPosition())
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break;
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info.lastGrind = getMSTime();
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botAI->rpgInfo.status = NewRpgStatus::GO_GRIND;
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botAI->rpgInfo.grindPos = pos;
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return true;
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}
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break;
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}
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default:
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break;
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}
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return false;
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}
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WorldPosition NewRpgStatusUpdateAction::SelectRandomGrindPos()
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{
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const std::vector<WorldLocation>& locs = sRandomPlayerbotMgr->locsPerLevelCache[bot->GetLevel()];
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std::vector<WorldLocation> lo_prepared_locs, hi_prepared_locs;
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for (auto& loc : locs)
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{
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if (bot->GetMapId() != loc.GetMapId())
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continue;
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if (bot->GetExactDist(loc) < 500.0f)
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{
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hi_prepared_locs.push_back(loc);
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}
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if (bot->GetExactDist(loc) < 1500.0f)
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{
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lo_prepared_locs.push_back(loc);
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}
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}
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WorldPosition dest;
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if (urand(1, 100) <= 50 && !hi_prepared_locs.empty())
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{
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uint32 idx = urand(0, hi_prepared_locs.size() - 1);
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dest = hi_prepared_locs[idx];
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}
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else if (!lo_prepared_locs.empty())
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{
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uint32 idx = urand(0, lo_prepared_locs.size() - 1);
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dest = lo_prepared_locs[idx];
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}
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LOG_INFO("playerbots", "[New Rpg] Bot {} select random grind pos Map:{} X:{} Y:{} Z:{} ({}+{} available in {})",
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bot->GetName(), dest.GetMapId(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(),
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hi_prepared_locs.size(), lo_prepared_locs.size() - hi_prepared_locs.size(), locs.size());
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return dest;
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}
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bool NewRpgGoFarAwayPosAction::MoveFarTo(WorldPosition dest)
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{
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float dis = bot->GetExactDist(dest);
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if (dis < pathFinderDis)
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{
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return MoveTo(dest.getMapId(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ());
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}
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int attempt = 10;
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float minDelta = MAXFLOAT;
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const float x = bot->GetPositionX();
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const float y = bot->GetPositionY();
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const float z = bot->GetPositionZ();
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float rx, ry, rz;
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bool found = false;
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while (--attempt)
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{
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float angle = bot->GetAngle(&dest);
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float delta = (rand_norm() - 0.5) * M_PI;
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angle += delta;
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float dis = rand_norm() * pathFinderDis;
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float dx = x + cos(angle) * dis;
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float dy = y + sin(angle) * dis;
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float dz = z;
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PathGenerator path(bot);
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path.CalculatePath(dx, dy, dz);
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// bool canReach = bot->GetMap()->CanReachPositionAndGetValidCoords(bot, x, y, z, dx, dy, dz, false);
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bool canReach = path.GetPathType() & (PATHFIND_NORMAL | PATHFIND_INCOMPLETE);
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if (canReach)
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{
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G3D::Vector3 endPos = path.GetPath().back();
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if (fabs(delta) < minDelta)
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{
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found = true;
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minDelta = fabs(delta);
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rx = endPos.x;
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ry = endPos.y;
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rz = endPos.z;
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}
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}
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}
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if (found)
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{
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return MoveTo(bot->GetMapId(), rx, ry, rz, false, false, false, true);
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}
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// fallback to direct move
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float angle = bot->GetAngle(&dest);
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return MoveTo(bot->GetMapId(), x + cos(angle) * pathFinderDis, y + sin(angle) * pathFinderDis, z);
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}
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bool NewRpgGoGrindAction::Execute(Event event) { return MoveFarTo(botAI->rpgInfo.grindPos); }
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bool NewRpgMoveRandomAction::Execute(Event event)
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{
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float distance = rand_norm() * moveStep;
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Map* map = bot->GetMap();
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const float x = bot->GetPositionX();
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const float y = bot->GetPositionY();
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const float z = bot->GetPositionZ();
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int attempts = 5;
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while (--attempts)
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{
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float angle = (float)rand_norm() * 2 * static_cast<float>(M_PI);
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float dx = x + distance * cos(angle);
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float dy = y + distance * sin(angle);
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float dz = z;
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if (!map->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(),
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dx, dy, dz))
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continue;
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if (map->IsInWater(bot->GetPhaseMask(), dx, dy, dz, bot->GetCollisionHeight()))
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continue;
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bool moved = MoveTo(bot->GetMapId(), dx, dy, dz, false, false, false, true);
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if (moved)
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return true;
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}
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return false;
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}
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57
src/strategy/actions/NewRpgAction.h
Normal file
57
src/strategy/actions/NewRpgAction.h
Normal file
@@ -0,0 +1,57 @@
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#ifndef _PLAYERBOT_NEWRPGACTION_H
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#define _PLAYERBOT_NEWRPGACTION_H
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#include "Duration.h"
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#include "MovementActions.h"
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#include "NewRpgStrategy.h"
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#include "TravelMgr.h"
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#include "PlayerbotAI.h"
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class TellRpgStatusAction : public Action
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{
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public:
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TellRpgStatusAction(PlayerbotAI* botAI) : Action(botAI, "rpg status") {}
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bool Execute(Event event) override;
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};
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class NewRpgStatusUpdateAction : public Action
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{
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public:
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NewRpgStatusUpdateAction(PlayerbotAI* botAI) : Action(botAI, "new rpg status update") {}
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bool Execute(Event event) override;
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protected:
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const int32 setGrindInterval = 5 * 60 * 1000;
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const int32 setNpcInterval = 5 * 60 * 1000;
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WorldPosition SelectRandomGrindPos();
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};
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||||
|
||||
class NewRpgGoFarAwayPosAction : public MovementAction
|
||||
{
|
||||
public:
|
||||
NewRpgGoFarAwayPosAction(PlayerbotAI* botAI, std::string name) : MovementAction(botAI, name) {}
|
||||
// bool Execute(Event event) override;
|
||||
bool MoveFarTo(WorldPosition dest);
|
||||
|
||||
protected:
|
||||
// WorldPosition dest;
|
||||
float pathFinderDis = 70.0f; // path finder
|
||||
};
|
||||
|
||||
class NewRpgGoGrindAction : public NewRpgGoFarAwayPosAction
|
||||
{
|
||||
public:
|
||||
NewRpgGoGrindAction(PlayerbotAI* botAI) : NewRpgGoFarAwayPosAction(botAI, "new rpg go grind") {}
|
||||
bool Execute(Event event) override;
|
||||
};
|
||||
|
||||
class NewRpgMoveRandomAction : public MovementAction
|
||||
{
|
||||
public:
|
||||
NewRpgMoveRandomAction(PlayerbotAI* botAI) : MovementAction(botAI, "new rpg move random") {}
|
||||
bool Execute(Event event) override;
|
||||
protected:
|
||||
const float moveStep = 50.0f;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -347,16 +347,16 @@ bool SpiritHealerAction::Execute(Event event)
|
||||
if (moved)
|
||||
return true;
|
||||
|
||||
if (!botAI->HasActivePlayerMaster())
|
||||
{
|
||||
context->GetValue<uint32>("death count")->Set(dCount + 1);
|
||||
return bot->TeleportTo(ClosestGrave->Map, ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, 0.f);
|
||||
}
|
||||
// if (!botAI->HasActivePlayerMaster())
|
||||
// {
|
||||
context->GetValue<uint32>("death count")->Set(dCount + 1);
|
||||
return bot->TeleportTo(ClosestGrave->Map, ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, 0.f);
|
||||
// }
|
||||
|
||||
LOG_INFO("playerbots", "Bot {} {}:{} <{}> can't find a spirit healer", bot->GetGUID().ToString().c_str(),
|
||||
bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(), bot->GetName().c_str());
|
||||
// LOG_INFO("playerbots", "Bot {} {}:{} <{}> can't find a spirit healer", bot->GetGUID().ToString().c_str(),
|
||||
// bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(), bot->GetName().c_str());
|
||||
|
||||
botAI->TellError("Cannot find any spirit healer nearby");
|
||||
// botAI->TellError("Cannot find any spirit healer nearby");
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user