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https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-15 01:49:09 +00:00
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@@ -1,28 +1,31 @@
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/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version.
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it
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* and/or modify it under version 2 of the License, or (at your option), any later version.
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*/
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#include "AttackerCountValues.h"
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#include "Playerbots.h"
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#include "SharedDefines.h"
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uint8 MyAttackerCountValue::Calculate()
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{
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return bot->getAttackers().size();
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}
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uint8 MyAttackerCountValue::Calculate() { return bot->getAttackers().size(); }
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bool HasAggroValue::Calculate()
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{
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Unit* target = GetTarget();
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if (!target) {
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if (!target)
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{
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return true;
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}
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Unit* victim = target->GetVictim();
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if (!victim) {
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if (!victim)
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{
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return true;
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}
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bool isMT = botAI->IsMainTank(bot);
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if (victim && (victim->GetGUID() == bot->GetGUID() || (!isMT && victim->ToPlayer() && botAI->IsTank(victim->ToPlayer())))) {
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if (victim &&
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(victim->GetGUID() == bot->GetGUID() || (!isMT && victim->ToPlayer() && botAI->IsTank(victim->ToPlayer()))))
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{
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return true;
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}
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return false;
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@@ -33,7 +36,7 @@ uint8 AttackerCountValue::Calculate()
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uint32 count = 0;
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float range = sPlayerbotAIConfig->sightDistance;
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GuidVector attackers = context->GetValue<GuidVector >("attackers")->Get();
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GuidVector attackers = context->GetValue<GuidVector>("attackers")->Get();
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for (ObjectGuid const guid : attackers)
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{
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Unit* unit = botAI->GetUnit(guid);
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@@ -50,15 +53,14 @@ uint8 AttackerCountValue::Calculate()
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uint8 BalancePercentValue::Calculate()
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{
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float playerLevel = 0,
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attackerLevel = 0;
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float playerLevel = 0, attackerLevel = 0;
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if (Group* group = bot->GetGroup())
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{
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Group::MemberSlotList const& groupSlot = group->GetMemberSlots();
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for (Group::member_citerator itr = groupSlot.begin(); itr != groupSlot.end(); itr++)
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{
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Player *player = ObjectAccessor::FindPlayer(itr->guid);
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Player* player = ObjectAccessor::FindPlayer(itr->guid);
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if (!player || !player->IsAlive())
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continue;
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