Flee action, factory setting

This commit is contained in:
Yunfan Li
2023-05-29 11:45:18 +08:00
parent dc21fa9d41
commit 2ad567a1a8
22 changed files with 236 additions and 163 deletions

View File

@@ -145,7 +145,23 @@ bool MyAttackerCountTrigger::IsActive()
bool AoeTrigger::IsActive()
{
return AI_VALUE2(bool, "combat", "self target") && AI_VALUE(uint8, "aoe count") >= amount && AI_VALUE(uint8, "attacker count") >= amount;
Unit* current_target = AI_VALUE(Unit*, "current target");
if (!current_target) {
return false;
}
GuidVector attackers = context->GetValue<GuidVector>("attackers")->Get();
int attackers_count = 0;
for (ObjectGuid const guid : attackers)
{
Unit* unit = botAI->GetUnit(guid);
if (!unit || !unit->IsAlive())
continue;
if (unit->GetExactDist2d(current_target) <= range) {
attackers_count++;
}
}
return attackers_count >= amount;
}
bool NoFoodTrigger::IsActive()

View File

@@ -225,19 +225,19 @@ class NoDrinkTrigger : public Trigger
class LightAoeTrigger : public AoeTrigger
{
public:
LightAoeTrigger(PlayerbotAI* botAI) : AoeTrigger(botAI, 2, 15.0f) { }
LightAoeTrigger(PlayerbotAI* botAI) : AoeTrigger(botAI, 2, 8.0f) { }
};
class MediumAoeTrigger : public AoeTrigger
{
public:
MediumAoeTrigger(PlayerbotAI* botAI) : AoeTrigger(botAI, 3, 17.0f) { }
MediumAoeTrigger(PlayerbotAI* botAI) : AoeTrigger(botAI, 3, 8.0f) { }
};
class HighAoeTrigger : public AoeTrigger
{
public:
HighAoeTrigger(PlayerbotAI* botAI) : AoeTrigger(botAI, 4, 20.0f) { }
HighAoeTrigger(PlayerbotAI* botAI) : AoeTrigger(botAI, 4, 8.0f) { }
};
class BuffTrigger : public SpellTrigger
@@ -413,7 +413,7 @@ END_TRIGGER()
class NoPetTrigger : public Trigger
{
public:
NoPetTrigger(PlayerbotAI* botAI) : Trigger(botAI, "no pet", 30) { }
NoPetTrigger(PlayerbotAI* botAI) : Trigger(botAI, "no pet", 5) { }
bool IsActive() override;
};

View File

@@ -15,33 +15,37 @@ static float GetSpeedInMotion(Unit* target)
bool EnemyTooCloseForSpellTrigger::IsActive()
{
Unit* target = AI_VALUE(Unit*, "current target");
if (target)
{
if (target->GetTarget() == bot->GetGUID() && !bot->GetGroup() && !target->HasUnitState(UNIT_STATE_ROOT) && GetSpeedInMotion(target) > GetSpeedInMotion(bot) * 0.65f)
return false;
return target && target->GetVictim() != bot &&
target->GetObjectSize() <= 10.0f &&
AI_VALUE2(float, "distance", "current target") <= sPlayerbotAIConfig->tooCloseDistance;
// Unit* target = AI_VALUE(Unit*, "current target");
// if (!target) {
// return false;
// }
bool isBoss = false;
bool isRaid = false;
float combatReach = bot->GetCombatReach() + target->GetCombatReach();
float targetDistance = sServerFacade->GetDistance2d(bot, target) + combatReach;
if (target->GetTypeId() == TYPEID_UNIT)
{
Creature* creature = botAI->GetCreature(target->GetGUID());
if (creature)
{
isBoss = creature->isWorldBoss();
}
}
// if (target->GetTarget() == bot->GetGUID() && !bot->GetGroup() && !target->HasUnitState(UNIT_STATE_ROOT) && GetSpeedInMotion(target) > GetSpeedInMotion(bot) * 0.65f)
// return false;
if (bot->GetMap() && bot->GetMap()->IsRaid())
isRaid = true;
// bool isBoss = false;
// bool isRaid = false;
// float combatReach = bot->GetCombatReach() + target->GetCombatReach();
// float targetDistance = sServerFacade->GetDistance2d(bot, target) + combatReach;
// if (target->GetTypeId() == TYPEID_UNIT)
// {
// Creature* creature = botAI->GetCreature(target->GetGUID());
// if (creature)
// {
// isBoss = creature->isWorldBoss();
// }
// }
// if (isBoss || isRaid)
// return sServerFacade->IsDistanceLessThan(targetDistance, (botAI->GetRange("spell") + combatReach) / 2);
// if (bot->GetMap() && bot->GetMap()->IsRaid())
// isRaid = true;
return sServerFacade->IsDistanceLessOrEqualThan(targetDistance, (botAI->GetRange("spell") + combatReach / 2));
}
return false;
// // if (isBoss || isRaid)
// // return sServerFacade->IsDistanceLessThan(targetDistance, (sPlayerbotAIConfig->tooCloseDistance + combatReach) / 2);
// return sServerFacade->IsDistanceLessOrEqualThan(targetDistance, (sPlayerbotAIConfig->tooCloseDistance + combatReach / 2));
}
bool EnemyTooCloseForAutoShotTrigger::IsActive()
@@ -75,32 +79,35 @@ bool EnemyTooCloseForAutoShotTrigger::IsActive()
bool EnemyTooCloseForShootTrigger::IsActive()
{
Unit* target = AI_VALUE(Unit*, "current target");
if (!target)
return false;
return target && target->GetVictim() != bot && AI_VALUE2(float, "distance", "current target") <= sPlayerbotAIConfig->shootDistance;
if (target->GetTarget() == bot->GetGUID() && !bot->GetGroup() && !target->HasUnitState(UNIT_STATE_ROOT) && GetSpeedInMotion(target) > GetSpeedInMotion(bot) * 0.65f)
return false;
// Unit* target = AI_VALUE(Unit*, "current target");
// if (!target)
// return false;
bool isBoss = false;
bool isRaid = false;
float combatReach = bot->GetCombatReach() + target->GetCombatReach();
float targetDistance = sServerFacade->GetDistance2d(bot, target) + combatReach;
if (target->GetTypeId() == TYPEID_UNIT)
{
Creature* creature = botAI->GetCreature(target->GetGUID());
if (creature)
{
isBoss = creature->isWorldBoss();
}
}
// if (target->GetTarget() == bot->GetGUID() && !bot->GetGroup() && !target->HasUnitState(UNIT_STATE_ROOT) && GetSpeedInMotion(target) > GetSpeedInMotion(bot) * 0.65f)
// return false;
if (bot->GetMap() && bot->GetMap()->IsRaid())
isRaid = true;
// bool isBoss = false;
// bool isRaid = false;
// float combatReach = bot->GetCombatReach() + target->GetCombatReach();
// float targetDistance = sServerFacade->GetDistance2d(bot, target) + combatReach;
// if (target->GetTypeId() == TYPEID_UNIT)
// {
// Creature* creature = botAI->GetCreature(target->GetGUID());
// if (creature)
// {
// isBoss = creature->isWorldBoss();
// }
// }
// if (isBoss || isRaid)
// return sServerFacade->IsDistanceLessThan(targetDistance, botAI->GetRange("shoot") + combatReach);
// if (bot->GetMap() && bot->GetMap()->IsRaid())
// isRaid = true;
return sServerFacade->IsDistanceLessOrEqualThan(targetDistance, (botAI->GetRange("shoot") + combatReach / 2));
// // if (isBoss || isRaid)
// // return sServerFacade->IsDistanceLessThan(targetDistance, botAI->GetRange("shoot") + combatReach);
// return sServerFacade->IsDistanceLessOrEqualThan(targetDistance, (botAI->GetRange("shoot") + combatReach / 2));
}
bool EnemyTooCloseForMeleeTrigger::IsActive()