mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-02-03 02:43:49 +00:00
Enable new rpg strategy by default (#1192)
* Add RandomBotMinLevelChance * Save mana only for healer * Disable addclass dk for low level player * Target selection and debuff cast with less players in group * Change default rpg strategy and bots count in config * Logs clean up * Improve init=auto * Remove login logs after initialization * Rndbots stats for quest * Prediction chase in reach combat * Poor & Normal items ensurence for init=auto
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@@ -8,6 +8,17 @@
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#include "CreatureAI.h"
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#include "Playerbots.h"
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enum PetSpells
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{
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PET_PROWL_1 = 24450,
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PET_PROWL_2 = 24452,
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PET_PROWL_3 = 24453,
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PET_COWER = 1742,
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PET_LEAP = 47482
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};
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static std::vector<uint32> disabledPetSpells = {PET_PROWL_1, PET_PROWL_2, PET_PROWL_3, PET_COWER, PET_LEAP};
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bool MeleeAction::isUseful()
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{
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// do not allow if can't attack from vehicle
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@@ -44,18 +55,20 @@ bool TogglePetSpellAutoCastAction::Execute(Event event)
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{
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if (itr->second.state == PETSPELL_REMOVED)
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continue;
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uint32 spellId = itr->first;
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const SpellInfo* spellInfo = sSpellMgr->GetSpellInfo(spellId);
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if (!spellInfo->IsAutocastable())
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continue;
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bool shouldApply = true;
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if (spellId == 1742 /*cower*/ || spellId == 24450 /*Prowl*/ ||
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spellId == 47482 /*Leap*/ /* || spellId == 47481 Gnaw*/)
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for (uint32 disabledSpell : disabledPetSpells)
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{
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shouldApply = false;
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if (spellId == disabledSpell)
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{
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shouldApply = false;
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break;
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}
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}
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bool isAutoCast = false;
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for (unsigned int& m_autospell : pet->m_autospells)
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@@ -847,6 +847,26 @@ bool MovementAction::ReachCombatTo(Unit* target, float distance)
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float tx = target->GetPositionX();
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float ty = target->GetPositionY();
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float tz = target->GetPositionZ();
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float targetOrientation = target->GetOrientation();
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float deltaAngle = Position::NormalizeOrientation(targetOrientation - target->GetAngle(bot));
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if (deltaAngle > M_PI)
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deltaAngle -= 2.0f * M_PI; // -PI..PI
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// if target is moving forward and moving far away, predict the position
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bool behind = fabs(deltaAngle) > M_PI_2;
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if (target->HasUnitMovementFlag(MOVEMENTFLAG_FORWARD) && behind) {
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float predictDis = std::min(3.0f, target->GetObjectSize() * 2);
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tx += cos(target->GetOrientation()) * predictDis;
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ty += sin(target->GetOrientation()) * predictDis;
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if (!target->GetMap()->CheckCollisionAndGetValidCoords(target, target->GetPositionX(), target->GetPositionY(), target->GetPositionZ(),
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tx, ty, tz))
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{
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tx = target->GetPositionX();
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ty = target->GetPositionY();
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tz = target->GetPositionZ();
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}
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}
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float combatDistance = bot->GetCombatReach() + target->GetCombatReach();
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distance += combatDistance;
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@@ -863,7 +883,7 @@ bool MovementAction::ReachCombatTo(Unit* target, float distance)
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// Avoid walking too far when moving towards each other
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float disToGo = bot->GetExactDist(tx, ty, tz) - distance;
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if (disToGo >= 10.0f)
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if (disToGo >= 6.0f)
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shortenTo = disToGo / 2 + distance;
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// if (bot->GetExactDist(tx, ty, tz) <= shortenTo)
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