Merge pull request #479 from fuzzdeveloper/self-bot-and-crash-fixes

Self bot and crash fixes
This commit is contained in:
fuzzdeveloper
2024-08-15 22:37:09 +10:00
committed by GitHub
6 changed files with 93 additions and 92 deletions

View File

@@ -578,18 +578,10 @@ void RandomPlayerbotMgr::CheckBgQueue()
if (!BgCheckTimer) if (!BgCheckTimer)
BgCheckTimer = time(nullptr); BgCheckTimer = time(nullptr);
uint32 count = 0; if (time(nullptr) < BgCheckTimer + 30)
uint32 visual_count = 0;
uint32 check_time = count > 0 ? 120 : 30;
if (time(nullptr) < (BgCheckTimer + check_time))
{
return; return;
}
else BgCheckTimer = time(nullptr);
{
BgCheckTimer = time(nullptr);
}
LOG_INFO("playerbots", "Checking BG Queue..."); LOG_INFO("playerbots", "Checking BG Queue...");
@@ -600,7 +592,8 @@ void RandomPlayerbotMgr::CheckBgQueue()
if (!player->InBattlegroundQueue()) if (!player->InBattlegroundQueue())
continue; continue;
if (player->InBattleground() && player->GetBattleground()->GetStatus() == STATUS_WAIT_LEAVE) Battleground* bg = player->GetBattleground();
if (bg && bg->GetStatus() == STATUS_WAIT_LEAVE)
continue; continue;
TeamId teamId = player->GetTeamId(); TeamId teamId = player->GetTeamId();
@@ -611,7 +604,7 @@ void RandomPlayerbotMgr::CheckBgQueue()
continue; continue;
BattlegroundTypeId bgTypeId = sBattlegroundMgr->BGTemplateId(queueTypeId); BattlegroundTypeId bgTypeId = sBattlegroundMgr->BGTemplateId(queueTypeId);
Battleground* bg = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId); bg = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId);
uint32 mapId = bg->GetMapId(); uint32 mapId = bg->GetMapId();
PvPDifficultyEntry const* pvpDiff = GetBattlegroundBracketByLevel(mapId, player->GetLevel()); PvPDifficultyEntry const* pvpDiff = GetBattlegroundBracketByLevel(mapId, player->GetLevel());
if (!pvpDiff) if (!pvpDiff)
@@ -690,7 +683,8 @@ void RandomPlayerbotMgr::CheckBgQueue()
if (!IsRandomBot(bot)) if (!IsRandomBot(bot))
continue; continue;
if (bot->InBattleground() && bot->GetBattleground()->GetStatus() == STATUS_WAIT_LEAVE) Battleground* bg = bot->GetBattleground();
if (bg && bg->GetStatus() == STATUS_WAIT_LEAVE)
continue; continue;
TeamId teamId = bot->GetTeamId(); TeamId teamId = bot->GetTeamId();
@@ -702,7 +696,7 @@ void RandomPlayerbotMgr::CheckBgQueue()
continue; continue;
BattlegroundTypeId bgTypeId = sBattlegroundMgr->BGTemplateId(queueTypeId); BattlegroundTypeId bgTypeId = sBattlegroundMgr->BGTemplateId(queueTypeId);
Battleground* bg = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId); bg = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId);
uint32 mapId = bg->GetMapId(); uint32 mapId = bg->GetMapId();
PvPDifficultyEntry const* pvpDiff = GetBattlegroundBracketByLevel(mapId, bot->GetLevel()); PvPDifficultyEntry const* pvpDiff = GetBattlegroundBracketByLevel(mapId, bot->GetLevel());
if (!pvpDiff) if (!pvpDiff)

View File

@@ -674,6 +674,10 @@ bool BGLeaveAction::Execute(Event event)
// botAI->ChangeStrategy("-bg", BOT_STATE_NON_COMBAT); // botAI->ChangeStrategy("-bg", BOT_STATE_NON_COMBAT);
if (BGStatusAction::LeaveBG(botAI))
return true;
// leave queue if not in BG
BattlegroundQueueTypeId queueTypeId = bot->GetBattlegroundQueueTypeId(0); BattlegroundQueueTypeId queueTypeId = bot->GetBattlegroundQueueTypeId(0);
BattlegroundTypeId _bgTypeId = BattlegroundMgr::BGTemplateId(queueTypeId); BattlegroundTypeId _bgTypeId = BattlegroundMgr::BGTemplateId(queueTypeId);
uint8 type = false; uint8 type = false;
@@ -689,27 +693,6 @@ bool BGLeaveAction::Execute(Event event)
type = arenaType; type = arenaType;
} }
if (bot->InBattleground())
{
LOG_INFO("playerbots", "Bot {} {}:{} <{}> leaves {}", bot->GetGUID().ToString().c_str(),
bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(), bot->GetName(),
isArena ? "Arena" : "BG");
WorldPacket leave(CMSG_LEAVE_BATTLEFIELD);
leave << uint8(0) << uint8(0) << uint32(0) << uint16(0);
bot->GetSession()->HandleBattlefieldLeaveOpcode(leave);
if (IsRandomBot)
botAI->SetMaster(nullptr);
botAI->ResetStrategies(!IsRandomBot);
botAI->GetAiObjectContext()->GetValue<uint32>("bg type")->Set(0);
botAI->GetAiObjectContext()->GetValue<uint32>("bg role")->Set(0);
botAI->GetAiObjectContext()->GetValue<uint32>("arena type")->Set(0);
return true;
}
uint32 queueType = AI_VALUE(uint32, "bg type"); uint32 queueType = AI_VALUE(uint32, "bg type");
if (!queueType) if (!queueType)
return false; return false;
@@ -733,6 +716,54 @@ bool BGLeaveAction::Execute(Event event)
return true; return true;
} }
bool BGStatusAction::LeaveBG(PlayerbotAI* botAI)
{
Player* bot = botAI->GetBot();
Battleground* bg = bot->GetBattleground();
if (!bg)
return false;
bool isArena = bg->isArena();
bool isRandomBot = sRandomPlayerbotMgr->IsRandomBot(bot);
if (isRandomBot)
botAI->SetMaster(nullptr);
botAI->ChangeStrategy("-warsong", BOT_STATE_COMBAT);
botAI->ChangeStrategy("-warsong", BOT_STATE_NON_COMBAT);
botAI->ChangeStrategy("-arathi", BOT_STATE_COMBAT);
botAI->ChangeStrategy("-arathi", BOT_STATE_NON_COMBAT);
botAI->ChangeStrategy("-eye", BOT_STATE_COMBAT);
botAI->ChangeStrategy("-eye", BOT_STATE_NON_COMBAT);
botAI->ChangeStrategy("-isle", BOT_STATE_COMBAT);
botAI->ChangeStrategy("-isle", BOT_STATE_NON_COMBAT);
botAI->ChangeStrategy("-Battleground", BOT_STATE_COMBAT);
botAI->ChangeStrategy("-Battleground", BOT_STATE_NON_COMBAT);
botAI->ChangeStrategy("-arena", BOT_STATE_COMBAT);
botAI->ChangeStrategy("-arena", BOT_STATE_NON_COMBAT);
LOG_INFO("playerbots", "Bot {} {}:{} <{}> leaves {}", bot->GetGUID().ToString().c_str(),
bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(), bot->GetName(),
isArena ? "Arena" : "BG");
WorldPacket packet(CMSG_LEAVE_BATTLEFIELD);
packet << uint8(0);
packet << uint8(0); // BattlegroundTypeId-1 ?
packet << uint32(0);
packet << uint16(0);
bot->GetSession()->HandleBattlefieldLeaveOpcode(packet);
botAI->ResetStrategies(!isRandomBot);
botAI->GetAiObjectContext()->GetValue<uint32>("bg type")->Set(0);
botAI->GetAiObjectContext()->GetValue<uint32>("bg role")->Set(0);
botAI->GetAiObjectContext()->GetValue<uint32>("arena type")->Set(0);
PositionMap& posMap = botAI->GetAiObjectContext()->GetValue<PositionMap&>("position")->Get();
PositionInfo pos = botAI->GetAiObjectContext()->GetValue<PositionMap&>("position")->Get()["bg objective"];
pos.Reset();
posMap["bg objective"] = pos;
return true;
}
bool BGStatusAction::isUseful() { return bot->InBattlegroundQueue(); } bool BGStatusAction::isUseful() { return bot->InBattlegroundQueue(); }
bool BGStatusAction::Execute(Event event) bool BGStatusAction::Execute(Event event)
@@ -860,47 +891,12 @@ bool BGStatusAction::Execute(Event event)
if (Time1 == TIME_TO_AUTOREMOVE) // Battleground is over, bot needs to leave if (Time1 == TIME_TO_AUTOREMOVE) // Battleground is over, bot needs to leave
{ {
LOG_INFO("playerbots", "Bot {} <{}> ({} {}): Received BG status TIME_REMOVE for {} {}", LOG_INFO("playerbots", "Bot {} <{}> ({} {}): Received BG status TIME_TO_AUTOREMOVE for {} {}",
bot->GetGUID().ToString().c_str(), bot->GetName(), bot->GetLevel(), bot->GetGUID().ToString().c_str(), bot->GetName(), bot->GetLevel(),
bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", isArena ? "Arena" : "BG", _bgType); bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", isArena ? "Arena" : "BG", _bgType);
// remove warsong strategy if (LeaveBG(botAI))
if (IsRandomBot) return true;
botAI->SetMaster(nullptr);
botAI->ChangeStrategy("-warsong", BOT_STATE_COMBAT);
botAI->ChangeStrategy("-warsong", BOT_STATE_NON_COMBAT);
botAI->ChangeStrategy("-arathi", BOT_STATE_COMBAT);
botAI->ChangeStrategy("-arathi", BOT_STATE_NON_COMBAT);
botAI->ChangeStrategy("-eye", BOT_STATE_COMBAT);
botAI->ChangeStrategy("-eye", BOT_STATE_NON_COMBAT);
botAI->ChangeStrategy("-isle", BOT_STATE_COMBAT);
botAI->ChangeStrategy("-isle", BOT_STATE_NON_COMBAT);
botAI->ChangeStrategy("-Battleground", BOT_STATE_COMBAT);
botAI->ChangeStrategy("-Battleground", BOT_STATE_NON_COMBAT);
botAI->ChangeStrategy("-arena", BOT_STATE_COMBAT);
botAI->ChangeStrategy("-arena", BOT_STATE_NON_COMBAT);
LOG_INFO("playerbots", "Bot {} {}:{} <{}> leaves {} - {}", bot->GetGUID().ToString().c_str(),
bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(), bot->GetName(),
isArena ? "Arena" : "BG", _bgType);
WorldPacket packet(CMSG_LEAVE_BATTLEFIELD);
packet << uint8(0);
packet << uint8(0); // BattlegroundTypeId-1 ?
packet << uint32(0);
packet << uint16(0);
bot->GetSession()->HandleBattlefieldLeaveOpcode(packet);
botAI->ResetStrategies(!IsRandomBot);
botAI->GetAiObjectContext()->GetValue<uint32>("bg type")->Set(0);
botAI->GetAiObjectContext()->GetValue<uint32>("bg role")->Set(0);
botAI->GetAiObjectContext()->GetValue<uint32>("arena type")->Set(0);
PositionMap& posMap = context->GetValue<PositionMap&>("position")->Get();
PositionInfo pos = context->GetValue<PositionMap&>("position")->Get()["bg objective"];
pos.Reset();
posMap["bg objective"] = pos;
} }
if (statusid == STATUS_WAIT_QUEUE) // bot is in queue if (statusid == STATUS_WAIT_QUEUE) // bot is in queue

View File

@@ -57,6 +57,7 @@ public:
bool Execute(Event event) override; bool Execute(Event event) override;
bool isUseful() override; bool isUseful() override;
static bool LeaveBG(PlayerbotAI* botAI);
}; };
class BGStatusCheckAction : public Action class BGStatusCheckAction : public Action

View File

@@ -4,6 +4,7 @@
*/ */
#include "BattleGroundTactics.h" #include "BattleGroundTactics.h"
#include "BattleGroundJoinAction.h"
#include "ArenaTeam.h" #include "ArenaTeam.h"
#include "ArenaTeamMgr.h" #include "ArenaTeamMgr.h"
@@ -2167,7 +2168,7 @@ bool BGTactics::Execute(Event event)
} }
if (bg->GetStatus() == STATUS_WAIT_LEAVE) if (bg->GetStatus() == STATUS_WAIT_LEAVE)
return false; return BGStatusAction::LeaveBG(botAI);
if (bg->isArena()) if (bg->isArena())
{ {
@@ -4088,13 +4089,17 @@ bool BGTactics::atFlag(std::vector<BattleBotPath*> const& vPaths, std::vector<ui
{ {
for (auto& guid : closePlayers) for (auto& guid : closePlayers)
{ {
Unit* pFriend = botAI->GetUnit(guid); if (Unit* pFriend = botAI->GetUnit(guid))
if (pFriend->GetCurrentSpell(CURRENT_GENERIC_SPELL) &&
pFriend->GetCurrentSpell(CURRENT_GENERIC_SPELL)->m_spellInfo->Id == SPELL_CAPTURE_BANNER)
{ {
resetObjective(); if (Spell* spell = pFriend->GetCurrentSpell(CURRENT_GENERIC_SPELL))
startNewPathBegin(vPaths); {
return false; if (spell->m_spellInfo->Id == SPELL_CAPTURE_BANNER)
{
resetObjective();
startNewPathBegin(vPaths);
return false;
}
}
} }
} }
} }
@@ -4537,20 +4542,22 @@ bool ArenaTactics::Execute(Event event)
return false; return false;
} }
if (bot->GetBattleground()->GetStatus() != STATUS_IN_PROGRESS) Battleground* bg = bot->GetBattleground();
if (!bg)
return false;
if (bg->GetStatus() == STATUS_WAIT_LEAVE)
return BGStatusAction::LeaveBG(botAI);
if (bg->GetStatus() != STATUS_IN_PROGRESS)
return false; return false;
if (bot->isDead()) if (bot->isDead())
{
return false; return false;
}
if (bot->isMoving()) if (bot->isMoving())
return false; return false;
Battleground* bg = bot->GetBattleground();
if (!bg)
return false;
// startup phase // startup phase
if (bg->GetStartDelayTime() > 0) if (bg->GetStartDelayTime() > 0)

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@@ -129,11 +129,14 @@ bool CheckMountStateAction::isUseful()
if (bot->isDead()) if (bot->isDead())
return false; return false;
bool isOutdoor = bot->IsOutdoors(); if (bot->HasUnitState(UNIT_STATE_IN_FLIGHT))
if (!isOutdoor)
return false; return false;
if (bot->HasUnitState(UNIT_STATE_IN_FLIGHT)) // checks both outdoors flag, and whether bot is clipping below floor slightly
// because that will cause bot to falsely indicate outdoors state and try
// mount indoors (seems to mostly be an issue in tunnels of WSG and AV)
if (!bot->IsOutdoors() || bot->GetPositionZ() < bot->GetMapWaterOrGroundLevel(
bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ()))
return false; return false;
if (bot->InArena()) if (bot->InArena())

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@@ -125,7 +125,7 @@ bool AutoReleaseSpiritAction::Execute(Event event)
mm.Clear(); mm.Clear();
mm.MovePoint(bot->GetMapId(), unit->GetPositionX(), unit->GetPositionY(), unit->GetPositionZ(), true); mm.MovePoint(bot->GetMapId(), unit->GetPositionX(), unit->GetPositionY(), unit->GetPositionZ(), true);
} }
else else if (!botAI->IsRealPlayer()) // below doesnt work properly on realplayer, but its also not needed
{ {
bg_gossip_time = time(NULL); bg_gossip_time = time(NULL);
WorldPacket packet(CMSG_GOSSIP_HELLO); WorldPacket packet(CMSG_GOSSIP_HELLO);
@@ -133,7 +133,7 @@ bool AutoReleaseSpiritAction::Execute(Event event)
bot->GetSession()->HandleGossipHelloOpcode(packet); bot->GetSession()->HandleGossipHelloOpcode(packet);
} }
} }
botAI->SetNextCheckDelay(1000);
return true; return true;
} }