[HOT FIX] MS build issues regarding folder / command lenght usage or rc.exe (#2038)

This commit is contained in:
bashermens
2026-01-19 22:45:28 +01:00
committed by GitHub
parent fd07e02a8a
commit 41c53365ae
1119 changed files with 27 additions and 27 deletions

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#include "RaidKarazhanHelpers.h"
#include "RaidKarazhanActions.h"
#include "Playerbots.h"
#include "RtiTargetValue.h"
namespace KarazhanHelpers
{
// Attumen the Huntsman
std::unordered_map<uint32, time_t> attumenDpsWaitTimer;
// Big Bad Wolf
std::unordered_map<ObjectGuid, uint8> bigBadWolfRunIndex;
// Netherspite
std::unordered_map<uint32, time_t> netherspiteDpsWaitTimer;
std::unordered_map<ObjectGuid, time_t> redBeamMoveTimer;
std::unordered_map<ObjectGuid, bool> lastBeamMoveSideways;
// Nightbane
std::unordered_map<uint32, time_t> nightbaneDpsWaitTimer;
std::unordered_map<ObjectGuid, uint8> nightbaneTankStep;
std::unordered_map<ObjectGuid, uint8> nightbaneRangedStep;
std::unordered_map<uint32, time_t> nightbaneFlightPhaseStartTimer;
std::unordered_map<ObjectGuid, bool> nightbaneRainOfBonesHit;
const Position MAIDEN_OF_VIRTUE_BOSS_POSITION = { -10945.881f, -2103.782f, 92.712f };
const Position MAIDEN_OF_VIRTUE_RANGED_POSITION[8] =
{
{ -10931.178f, -2116.580f, 92.179f },
{ -10925.828f, -2102.425f, 92.180f },
{ -10933.089f, -2088.502f, 92.180f },
{ -10947.590f, -2082.815f, 92.180f },
{ -10960.912f, -2090.437f, 92.179f },
{ -10966.017f, -2105.288f, 92.175f },
{ -10959.242f, -2119.617f, 92.180f },
{ -10944.495f, -2123.857f, 92.180f },
};
const Position BIG_BAD_WOLF_BOSS_POSITION = { -10913.391f, -1773.508f, 90.477f };
const Position BIG_BAD_WOLF_RUN_POSITION[4] =
{
{ -10875.456f, -1779.036f, 90.477f },
{ -10872.281f, -1751.638f, 90.477f },
{ -10910.492f, -1747.401f, 90.477f },
{ -10913.391f, -1773.508f, 90.477f },
};
const Position THE_CURATOR_BOSS_POSITION = { -11139.463f, -1884.645f, 165.765f };
const Position NIGHTBANE_TRANSITION_BOSS_POSITION = { -11160.646f, -1932.773f, 91.473f }; // near some ribs
const Position NIGHTBANE_FINAL_BOSS_POSITION = { -11173.530f, -1940.707f, 91.473f };
const Position NIGHTBANE_RANGED_POSITION1 = { -11145.949f, -1970.927f, 91.473f };
const Position NIGHTBANE_RANGED_POSITION2 = { -11143.594f, -1954.981f, 91.473f };
const Position NIGHTBANE_RANGED_POSITION3 = { -11159.778f, -1961.031f, 91.473f };
const Position NIGHTBANE_FLIGHT_STACK_POSITION = { -11159.555f, -1893.526f, 91.473f }; // Broken Barrel
const Position NIGHTBANE_RAIN_OF_BONES_POSITION = { -11165.233f, -1911.123f, 91.473f };
void MarkTargetWithIcon(Player* bot, Unit* target, uint8 iconId)
{
if (!target)
return;
if (Group* group = bot->GetGroup())
{
ObjectGuid currentGuid = group->GetTargetIcon(iconId);
if (currentGuid != target->GetGUID())
group->SetTargetIcon(iconId, bot->GetGUID(), target->GetGUID());
}
}
void MarkTargetWithSkull(Player* bot, Unit* target)
{
MarkTargetWithIcon(bot, target, RtiTargetValue::skullIndex);
}
void MarkTargetWithSquare(Player* bot, Unit* target)
{
MarkTargetWithIcon(bot, target, RtiTargetValue::squareIndex);
}
void MarkTargetWithStar(Player* bot, Unit* target)
{
MarkTargetWithIcon(bot, target, RtiTargetValue::starIndex);
}
void MarkTargetWithCircle(Player* bot, Unit* target)
{
MarkTargetWithIcon(bot, target, RtiTargetValue::circleIndex);
}
void MarkTargetWithMoon(Player* bot, Unit* target)
{
MarkTargetWithIcon(bot, target, RtiTargetValue::moonIndex);
}
void SetRtiTarget(PlayerbotAI* botAI, const std::string& rtiName, Unit* target)
{
if (!target)
return;
std::string currentRti = botAI->GetAiObjectContext()->GetValue<std::string>("rti")->Get();
Unit* currentTarget = botAI->GetAiObjectContext()->GetValue<Unit*>("rti target")->Get();
if (currentRti != rtiName || currentTarget != target)
{
botAI->GetAiObjectContext()->GetValue<std::string>("rti")->Set(rtiName);
botAI->GetAiObjectContext()->GetValue<Unit*>("rti target")->Set(target);
}
}
// Only one bot is needed to set/reset instance-wide timers
bool IsInstanceTimerManager(PlayerbotAI* botAI, Player* bot)
{
if (Group* group = bot->GetGroup())
{
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (member && member->IsAlive() && botAI->IsDps(member) && GET_PLAYERBOT_AI(member))
return member == bot;
}
}
return false;
}
Unit* GetFirstAliveUnit(const std::vector<Unit*>& units)
{
for (Unit* unit : units)
{
if (unit && unit->IsAlive())
return unit;
}
return nullptr;
}
Unit* GetFirstAliveUnitByEntry(PlayerbotAI* botAI, uint32 entry)
{
const GuidVector npcs = botAI->GetAiObjectContext()->GetValue<GuidVector>("nearest hostile npcs")->Get();
for (auto const& npcGuid : npcs)
{
Unit* unit = botAI->GetUnit(npcGuid);
if (unit && unit->IsAlive() && unit->GetEntry() == entry)
return unit;
}
return nullptr;
}
Unit* GetNearestPlayerInRadius(Player* bot, float radius)
{
Unit* nearestPlayer = nullptr;
float nearestDistance = radius;
if (Group* group = bot->GetGroup())
{
for (GroupReference* ref = group->GetFirstMember(); ref != nullptr; ref = ref->next())
{
Player* member = ref->GetSource();
if (!member || !member->IsAlive() || member == bot)
continue;
float distance = bot->GetExactDist2d(member);
if (distance < nearestDistance)
{
nearestDistance = distance;
nearestPlayer = member;
}
}
}
return nearestPlayer;
}
bool IsFlameWreathActive(PlayerbotAI* botAI, Player* bot)
{
Unit* aran = botAI->GetAiObjectContext()->GetValue<Unit*>("find target", "shade of aran")->Get();
Spell* currentSpell = aran ? aran->GetCurrentSpell(CURRENT_GENERIC_SPELL) : nullptr;
if (currentSpell && currentSpell->m_spellInfo &&
currentSpell->m_spellInfo->Id == SPELL_FLAME_WREATH_CAST)
return true;
if (Group* group = bot->GetGroup())
{
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (!member || !member->IsAlive())
continue;
if (member->HasAura(SPELL_FLAME_WREATH_AURA))
return true;
}
}
return false;
}
// Red beam blockers: tank bots, no Nether Exhaustion Red
std::vector<Player*> GetRedBlockers(PlayerbotAI* botAI, Player* bot)
{
std::vector<Player*> redBlockers;
if (Group* group = bot->GetGroup())
{
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (!member || !member->IsAlive() || !botAI->IsTank(member) || !GET_PLAYERBOT_AI(member) ||
member->HasAura(SPELL_NETHER_EXHAUSTION_RED))
continue;
redBlockers.push_back(member);
}
}
return redBlockers;
}
// Blue beam blockers: non-Rogue/Warrior DPS bots, no Nether Exhaustion Blue and <24 stacks of Blue Beam debuff
std::vector<Player*> GetBlueBlockers(PlayerbotAI* botAI, Player* bot)
{
std::vector<Player*> blueBlockers;
if (Group* group = bot->GetGroup())
{
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (!member || !member->IsAlive() || !GET_PLAYERBOT_AI(member))
continue;
bool hasExhaustion = member->HasAura(SPELL_NETHER_EXHAUSTION_BLUE);
Aura* blueBuff = member->GetAura(SPELL_BLUE_BEAM_DEBUFF);
bool overStack = blueBuff && blueBuff->GetStackAmount() >= 24;
bool isDps = botAI->IsDps(member);
bool isWarrior = member->getClass() == CLASS_WARRIOR;
bool isRogue = member->getClass() == CLASS_ROGUE;
if (isDps && !isWarrior && !isRogue && !hasExhaustion && !overStack)
blueBlockers.push_back(member);
}
}
return blueBlockers;
}
// Green beam blockers:
// (1) Prioritize Rogues and non-tank Warrior bots, no Nether Exhaustion Green
// (2) Then assign Healer bots, no Nether Exhaustion Green and <24 stacks of Green Beam debuff
std::vector<Player*> GetGreenBlockers(PlayerbotAI* botAI, Player* bot)
{
std::vector<Player*> greenBlockers;
if (Group* group = bot->GetGroup())
{
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (!member || !member->IsAlive() || !GET_PLAYERBOT_AI(member))
continue;
bool hasExhaustion = member->HasAura(SPELL_NETHER_EXHAUSTION_GREEN);
bool isRogue = member->getClass() == CLASS_ROGUE;
bool isDpsWarrior = member->getClass() == CLASS_WARRIOR && botAI->IsDps(member);
bool eligibleRogueWarrior = (isRogue || isDpsWarrior) && !hasExhaustion;
if (eligibleRogueWarrior)
greenBlockers.push_back(member);
}
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (!member || !member->IsAlive() || !GET_PLAYERBOT_AI(member))
continue;
bool hasExhaustion = member->HasAura(SPELL_NETHER_EXHAUSTION_GREEN);
Aura* greenBuff = member->GetAura(SPELL_GREEN_BEAM_DEBUFF);
bool overStack = greenBuff && greenBuff->GetStackAmount() >= 24;
bool isHealer = botAI->IsHeal(member);
bool eligibleHealer = isHealer && !hasExhaustion && !overStack;
if (eligibleHealer)
greenBlockers.push_back(member);
}
}
return greenBlockers;
}
std::tuple<Player*, Player*, Player*> GetCurrentBeamBlockers(PlayerbotAI* botAI, Player* bot)
{
static ObjectGuid currentRedBlocker;
static ObjectGuid currentGreenBlocker;
static ObjectGuid currentBlueBlocker;
Player* redBlocker = nullptr;
Player* greenBlocker = nullptr;
Player* blueBlocker = nullptr;
std::vector<Player*> redBlockers = GetRedBlockers(botAI, bot);
if (!redBlockers.empty())
{
auto it = std::find_if(redBlockers.begin(), redBlockers.end(), [](Player* player)
{
return player && player->GetGUID() == currentRedBlocker;
});
if (it != redBlockers.end())
redBlocker = *it;
else
redBlocker = redBlockers.front();
currentRedBlocker = redBlocker ? redBlocker->GetGUID() : ObjectGuid::Empty;
}
else
{
currentRedBlocker = ObjectGuid::Empty;
redBlocker = nullptr;
}
std::vector<Player*> greenBlockers = GetGreenBlockers(botAI, bot);
if (!greenBlockers.empty())
{
auto it = std::find_if(greenBlockers.begin(), greenBlockers.end(), [](Player* player)
{
return player && player->GetGUID() == currentGreenBlocker;
});
if (it != greenBlockers.end())
greenBlocker = *it;
else
greenBlocker = greenBlockers.front();
currentGreenBlocker = greenBlocker ? greenBlocker->GetGUID() : ObjectGuid::Empty;
}
else
{
currentGreenBlocker = ObjectGuid::Empty;
greenBlocker = nullptr;
}
std::vector<Player*> blueBlockers = GetBlueBlockers(botAI, bot);
if (!blueBlockers.empty())
{
auto it = std::find_if(blueBlockers.begin(), blueBlockers.end(), [](Player* player)
{
return player && player->GetGUID() == currentBlueBlocker;
});
if (it != blueBlockers.end())
blueBlocker = *it;
else
blueBlocker = blueBlockers.front();
currentBlueBlocker = blueBlocker ? blueBlocker->GetGUID() : ObjectGuid::Empty;
}
else
{
currentBlueBlocker = ObjectGuid::Empty;
blueBlocker = nullptr;
}
return std::make_tuple(redBlocker, greenBlocker, blueBlocker);
}
std::vector<Unit*> GetAllVoidZones(PlayerbotAI* botAI, Player* bot)
{
std::vector<Unit*> voidZones;
const float radius = 30.0f;
const GuidVector npcs = botAI->GetAiObjectContext()->GetValue<GuidVector>("nearest npcs")->Get();
for (auto const& npcGuid : npcs)
{
Unit* unit = botAI->GetUnit(npcGuid);
if (!unit || unit->GetEntry() != NPC_VOID_ZONE)
continue;
float dist = bot->GetExactDist2d(unit);
if (dist < radius)
voidZones.push_back(unit);
}
return voidZones;
}
bool IsSafePosition(float x, float y, float z, const std::vector<Unit*>& hazards, float hazardRadius)
{
for (Unit* hazard : hazards)
{
float dist = hazard->GetExactDist2d(x, y);
if (dist < hazardRadius)
return false;
}
return true;
}
std::vector<Unit*> GetSpawnedInfernals(PlayerbotAI* botAI)
{
std::vector<Unit*> infernals;
const GuidVector npcs = botAI->GetAiObjectContext()->GetValue<GuidVector>("nearest npcs")->Get();
for (auto const& npcGuid : npcs)
{
Unit* unit = botAI->GetUnit(npcGuid);
if (unit && unit->GetEntry() == NPC_NETHERSPITE_INFERNAL)
infernals.push_back(unit);
}
return infernals;
}
bool IsStraightPathSafe(const Position& start, const Position& target, const std::vector<Unit*>& hazards,
float hazardRadius, float stepSize)
{
float sx = start.GetPositionX();
float sy = start.GetPositionY();
float sz = start.GetPositionZ();
float tx = target.GetPositionX();
float ty = target.GetPositionY();
float tz = target.GetPositionZ();
const float totalDist = start.GetExactDist2d(target.GetPositionX(), target.GetPositionY());
if (totalDist == 0.0f)
return true;
for (float checkDist = 0.0f; checkDist <= totalDist; checkDist += stepSize)
{
float t = checkDist / totalDist;
float checkX = sx + (tx - sx) * t;
float checkY = sy + (ty - sy) * t;
float checkZ = sz + (tz - sz) * t;
for (Unit* hazard : hazards)
{
const float hx = checkX - hazard->GetPositionX();
const float hy = checkY - hazard->GetPositionY();
if ((hx*hx + hy*hy) < hazardRadius * hazardRadius)
return false;
}
}
return true;
}
bool TryFindSafePositionWithSafePath(
Player* bot, float originX, float originY, float originZ, float centerX, float centerY, float centerZ,
const std::vector<Unit*>& hazards, float safeDistance, float stepSize, uint8 numAngles,
float maxSampleDist, bool requireSafePath, float& bestDestX, float& bestDestY, float& bestDestZ)
{
float bestMoveDist = std::numeric_limits<float>::max();
bool found = false;
for (int i = 0; i < numAngles; ++i)
{
float angle = (2.0f * M_PI * i) / numAngles;
float dx = cos(angle);
float dy = sin(angle);
for (float dist = stepSize; dist <= maxSampleDist; dist += stepSize)
{
float x = centerX + dx * dist;
float y = centerY + dy * dist;
float z = centerZ;
float destX = x, destY = y, destZ = z;
if (!bot->GetMap()->CheckCollisionAndGetValidCoords(bot, centerX, centerY, centerZ,
destX, destY, destZ, true))
continue;
if (!IsSafePosition(destX, destY, destZ, hazards, safeDistance))
continue;
if (requireSafePath)
{
if (!IsStraightPathSafe(Position(originX, originY, originZ), Position(destX, destY, destZ),
hazards, safeDistance, stepSize))
continue;
}
const float moveDist = Position(originX, originY, originZ).GetExactDist2d(destX, destY);
if (moveDist < bestMoveDist)
{
bestMoveDist = moveDist;
bestDestX = destX;
bestDestY = destY;
bestDestZ = destZ;
found = true;
}
}
}
return found;
}
}