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https://github.com/mod-playerbots/mod-playerbots.git
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Rename groupmaster to groupleader and related variables. (#1875)
Fix the naming conventions. Master should be reserved to identify a bots Master. groupleaders are not necessarily group masters and it should be clear what the bot is looking for. (In most solo cases leader=master)
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@@ -17,14 +17,14 @@
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bool ReviveFromCorpseAction::Execute(Event event)
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{
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Player* master = botAI->GetGroupMaster();
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Player* groupLeader = botAI->GetGroupLeader();
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Corpse* corpse = bot->GetCorpse();
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// follow master when master revives
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// follow group Leader when group Leader revives
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WorldPacket& p = event.getPacket();
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if (!p.empty() && p.GetOpcode() == CMSG_RECLAIM_CORPSE && master && !corpse && bot->IsAlive())
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if (!p.empty() && p.GetOpcode() == CMSG_RECLAIM_CORPSE && groupLeader && !corpse && bot->IsAlive())
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{
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if (sServerFacade->IsDistanceLessThan(AI_VALUE2(float, "distance", "master target"),
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if (sServerFacade->IsDistanceLessThan(AI_VALUE2(float, "distance", "group leader"),
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sPlayerbotAIConfig->farDistance))
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{
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if (!botAI->HasStrategy("follow", BOT_STATE_NON_COMBAT))
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@@ -43,10 +43,10 @@ bool ReviveFromCorpseAction::Execute(Event event)
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// time(nullptr))
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// return false;
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if (master)
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if (groupLeader)
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{
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if (!GET_PLAYERBOT_AI(master) && master->isDead() && master->GetCorpse() &&
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sServerFacade->IsDistanceLessThan(AI_VALUE2(float, "distance", "master target"),
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if (!GET_PLAYERBOT_AI(groupLeader) && groupLeader->isDead() && groupLeader->GetCorpse() &&
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sServerFacade->IsDistanceLessThan(AI_VALUE2(float, "distance", "group leader"),
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sPlayerbotAIConfig->farDistance))
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return false;
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}
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@@ -79,15 +79,15 @@ bool FindCorpseAction::Execute(Event event)
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if (bot->InBattleground())
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return false;
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Player* master = botAI->GetGroupMaster();
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Player* groupLeader = botAI->GetGroupLeader();
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Corpse* corpse = bot->GetCorpse();
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if (!corpse)
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return false;
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// if (master)
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// if (groupLeader)
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// {
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// if (!GET_PLAYERBOT_AI(master) &&
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// sServerFacade->IsDistanceLessThan(AI_VALUE2(float, "distance", "master target"),
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// if (!GET_PLAYERBOT_AI(groupLeader) &&
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// sServerFacade->IsDistanceLessThan(AI_VALUE2(float, "distance", "group leader"),
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// sPlayerbotAIConfig->farDistance)) return false;
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// }
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@@ -110,20 +110,20 @@ bool FindCorpseAction::Execute(Event event)
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WorldPosition botPos(bot);
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WorldPosition corpsePos(corpse);
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WorldPosition moveToPos = corpsePos;
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WorldPosition masterPos(master);
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WorldPosition leaderPos(groupLeader);
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float reclaimDist = CORPSE_RECLAIM_RADIUS - 5.0f;
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float corpseDist = botPos.distance(corpsePos);
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int64 deadTime = time(nullptr) - corpse->GetGhostTime();
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bool moveToMaster = master && master != bot && masterPos.fDist(corpsePos) < reclaimDist;
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bool moveToLeader = groupLeader && groupLeader != bot && leaderPos.fDist(corpsePos) < reclaimDist;
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// Should we ressurect? If so, return false.
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if (corpseDist < reclaimDist)
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{
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if (moveToMaster) // We are near master.
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if (moveToLeader) // We are near group leader.
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{
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if (botPos.fDist(masterPos) < sPlayerbotAIConfig->spellDistance)
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if (botPos.fDist(leaderPos) < sPlayerbotAIConfig->spellDistance)
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return false;
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}
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else if (deadTime > 8 * MINUTE) // We have walked too long already.
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@@ -140,8 +140,8 @@ bool FindCorpseAction::Execute(Event event)
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// If we are getting close move to a save ressurrection spot instead of just the corpse.
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if (corpseDist < sPlayerbotAIConfig->reactDistance)
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{
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if (moveToMaster)
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moveToPos = masterPos;
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if (moveToLeader)
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moveToPos = leaderPos;
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else
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{
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FleeManager manager(bot, reclaimDist, 0.0, urand(0, 1), moveToPos);
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@@ -215,12 +215,12 @@ GraveyardStruct const* SpiritHealerAction::GetGrave(bool startZone)
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if (!startZone && ClosestGrave)
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return ClosestGrave;
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if (botAI->HasStrategy("follow", BOT_STATE_NON_COMBAT) && botAI->GetGroupMaster() && botAI->GetGroupMaster() != bot)
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if (botAI->HasStrategy("follow", BOT_STATE_NON_COMBAT) && botAI->GetGroupLeader() && botAI->GetGroupLeader() != bot)
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{
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Player* master = botAI->GetGroupMaster();
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if (master && master != bot)
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Player* groupLeader = botAI->GetGroupLeader();
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if (groupLeader && groupLeader != bot)
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{
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ClosestGrave = sGraveyard->GetClosestGraveyard(master, bot->GetTeamId());
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ClosestGrave = sGraveyard->GetClosestGraveyard(groupLeader, bot->GetTeamId());
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if (ClosestGrave)
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return ClosestGrave;
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