Ulduar flame leviathan (normal mode)

This commit is contained in:
Yunfan Li
2024-08-19 19:30:04 +08:00
parent 2c7cef0dc2
commit 47f8eb3e4a
22 changed files with 639 additions and 113 deletions

View File

@@ -7,8 +7,11 @@
#include "BattlegroundIC.h"
#include "ItemVisitors.h"
#include "ObjectDefines.h"
#include "Playerbots.h"
#include "QuestValues.h"
#include "ServerFacade.h"
#include "Unit.h"
#include "Vehicle.h"
// TODO methods to enter/exit vehicle should be added to BGTactics or MovementAction (so that we can better control
@@ -20,6 +23,21 @@ bool EnterVehicleAction::Execute(Event event)
// do not switch vehicles yet
if (bot->GetVehicle())
return false;
Player* master = botAI->GetMaster();
// Triggered by a chat command
if (event.getOwner() && master && master->GetTarget())
{
Unit* vehicleBase = botAI->GetUnit(master->GetTarget());
if (!vehicleBase)
return false;
Vehicle* veh = vehicleBase->GetVehicleKit();
if (vehicleBase->IsVehicle() && veh && veh->GetAvailableSeatCount())
{
return EnterVehicle(vehicleBase, false);
}
return false;
}
GuidVector npcs = AI_VALUE(GuidVector, "nearest vehicles");
for (GuidVector::iterator i = npcs.begin(); i != npcs.end(); i++)
@@ -27,6 +45,9 @@ bool EnterVehicleAction::Execute(Event event)
Unit* vehicleBase = botAI->GetUnit(*i);
if (!vehicleBase)
continue;
if (vehicleBase->HasUnitFlag(UNIT_FLAG_NOT_SELECTABLE))
continue;
// dont let them get in the cannons as they'll stay forever and do nothing useful
// dont let them in catapult they cant use them at all
@@ -44,27 +65,36 @@ bool EnterVehicleAction::Execute(Event event)
if (vehicleBase->GetVehicleKit()->IsVehicleInUse())
continue;
float dist = sServerFacade->GetDistance2d(bot, vehicleBase);
if (dist > 40.0f)
continue;
if (dist > INTERACTION_DISTANCE)
return MoveTo(vehicleBase);
bot->EnterVehicle(vehicleBase);
if (!bot->IsOnVehicle(vehicleBase))
return false;
// dismount because bots can enter vehicle on mount
WorldPacket emptyPacket;
bot->GetSession()->HandleCancelMountAuraOpcode(emptyPacket);
return true;
if (EnterVehicle(vehicleBase, true))
return true;
}
return false;
}
bool EnterVehicleAction::EnterVehicle(Unit* vehicleBase, bool moveIfFar)
{
float dist = sServerFacade->GetDistance2d(bot, vehicleBase);
if (dist > 40.0f)
return false;
if (dist > INTERACTION_DISTANCE && !moveIfFar)
return false;
if (dist > INTERACTION_DISTANCE)
return MoveTo(vehicleBase);
// Use HandleSpellClick instead of Unit::EnterVehicle to handle special vehicle script (ulduar)
vehicleBase->HandleSpellClick(bot);
if (!bot->IsOnVehicle(vehicleBase))
return false;
// dismount because bots can enter vehicle on mount
WorldPacket emptyPacket;
bot->GetSession()->HandleCancelMountAuraOpcode(emptyPacket);
return true;
}
bool LeaveVehicleAction::Execute(Event event)
{
Vehicle* myVehicle = bot->GetVehicle();