diff --git a/src/PlayerbotAI.cpp b/src/PlayerbotAI.cpp index 7419574b..7975807f 100644 --- a/src/PlayerbotAI.cpp +++ b/src/PlayerbotAI.cpp @@ -365,7 +365,7 @@ void PlayerbotAI::UpdateAI(uint32 elapsed, bool minimal) } // Update the bot's group status (moved to helper function) - UpdateAIGroupAndMaster(); + UpdateAIGroupMaster(); // Update internal AI UpdateAIInternal(elapsed, minimal); @@ -373,7 +373,7 @@ void PlayerbotAI::UpdateAI(uint32 elapsed, bool minimal) } // Helper function for UpdateAI to check group membership and handle removal if necessary -void PlayerbotAI::UpdateAIGroupAndMaster() +void PlayerbotAI::UpdateAIGroupMaster() { if (!bot) return; @@ -431,8 +431,6 @@ void PlayerbotAI::UpdateAIGroupAndMaster() botAI->ChangeStrategy("-follow", BOT_STATE_NON_COMBAT); } } - else if (!newMaster && !bot->InBattleground()) - LeaveOrDisbandGroup(); } } diff --git a/src/PlayerbotAI.h b/src/PlayerbotAI.h index ad7641b2..7252cd77 100644 --- a/src/PlayerbotAI.h +++ b/src/PlayerbotAI.h @@ -612,7 +612,7 @@ private: static void _fillGearScoreData(Player* player, Item* item, std::vector* gearScore, uint32& twoHandScore, bool mixed = false); bool IsTellAllowed(PlayerbotSecurityLevel securityLevel = PLAYERBOT_SECURITY_ALLOW_ALL); - void UpdateAIGroupAndMaster(); + void UpdateAIGroupMaster(); Item* FindItemInInventory(std::function checkItem) const; void HandleCommands(); void HandleCommand(uint32 type, const std::string& text, Player& fromPlayer, const uint32 lang = LANG_UNIVERSAL); diff --git a/src/strategy/generic/GroupStrategy.cpp b/src/strategy/generic/GroupStrategy.cpp index 9406e840..9cfba6e2 100644 --- a/src/strategy/generic/GroupStrategy.cpp +++ b/src/strategy/generic/GroupStrategy.cpp @@ -11,7 +11,6 @@ void GroupStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("invite nearby", 4.0f), nullptr))); triggers.push_back(new TriggerNode("random", NextAction::array(0, new NextAction("invite guild", 4.0f), nullptr))); - triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("leave far away", 4.0f), nullptr))); - triggers.push_back( - new TriggerNode("seldom", NextAction::array(0, new NextAction("reset instances", 1.0f), nullptr))); + triggers.push_back(new TriggerNode("random", NextAction::array(0, new NextAction("leave far away", 4.0f), nullptr))); + triggers.push_back(new TriggerNode("seldom", NextAction::array(0, new NextAction("reset instances", 1.0f), nullptr))); }