mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-02-03 02:43:49 +00:00
Fix lag in choose rpg target
This commit is contained in:
@@ -54,71 +54,59 @@ float ChooseRpgTargetAction::getMaxRelevance(GuidPosition guidP)
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GuidPosition currentRpgTarget = AI_VALUE(GuidPosition, "rpg target");
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GuidPosition currentRpgTarget = AI_VALUE(GuidPosition, "rpg target");
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SET_AI_VALUE(GuidPosition, "rpg target", guidP);
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SET_AI_VALUE(GuidPosition, "rpg target", guidP);
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Strategy* rpgStrategy;
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Strategy* rpgStrategy = botAI->GetAiObjectContext()->GetStrategy("rpg");
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if (!rpgStrategy) return 0.0f;
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std::vector<TriggerNode*> triggerNodes;
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std::vector<TriggerNode*> triggerNodes;
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rpgStrategy->InitTriggers(triggerNodes);
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float maxRelevance = 0.0f;
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float maxRelevance = 0.0f;
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for (auto& strategy : botAI->GetAiObjectContext()->GetSupportedStrategies())
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for (auto triggerNode : triggerNodes)
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{
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{
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if (strategy.find("rpg") == std::string::npos)
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Trigger* trigger = context->GetTrigger(triggerNode->getName());
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continue;
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if (!botAI->HasStrategy(strategy, BotState::BOT_STATE_NON_COMBAT))
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if (trigger)
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continue;
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rpgStrategy = botAI->GetAiObjectContext()->GetStrategy(strategy);
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rpgStrategy->InitTriggers(triggerNodes);
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for (auto triggerNode : triggerNodes)
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{
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{
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Trigger* trigger = context->GetTrigger(triggerNode->getName());
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triggerNode->setTrigger(trigger);
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if (trigger)
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if (triggerNode->getFirstRelevance() < maxRelevance || triggerNode->getFirstRelevance() > 2.0f)
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continue;
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Trigger* trigger = triggerNode->getTrigger();
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if (!trigger->IsActive())
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continue;
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NextAction** nextActions = triggerNode->getHandlers();
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bool isRpg = false;
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for (int32 i = 0; i < NextAction::size(nextActions); i++)
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{
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{
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triggerNode->setTrigger(trigger);
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NextAction* nextAction = nextActions[i];
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if (triggerNode->getFirstRelevance() < maxRelevance || triggerNode->getFirstRelevance() > 2.0f)
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Action* action = botAI->GetAiObjectContext()->GetAction(nextAction->getName());
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continue;
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Trigger* trigger = triggerNode->getTrigger();
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if (dynamic_cast<RpgEnabled*>(action))
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isRpg = true;
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}
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NextAction::destroy(nextActions);
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if (!trigger->IsActive())
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if (isRpg)
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continue;
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{
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maxRelevance = triggerNode->getFirstRelevance();
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NextAction** nextActions = triggerNode->getHandlers();
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rgpActionReason[guidP] = triggerNode->getName();
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bool isRpg = false;
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for (int32 i = 0; i < NextAction::size(nextActions); i++)
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{
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NextAction* nextAction = nextActions[i];
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Action* action = botAI->GetAiObjectContext()->GetAction(nextAction->getName());
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if (dynamic_cast<RpgEnabled*>(action))
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isRpg = true;
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}
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NextAction::destroy(nextActions);
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if (isRpg)
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{
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maxRelevance = triggerNode->getFirstRelevance();
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rgpActionReason[guidP] = triggerNode->getName();
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}
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}
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}
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}
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}
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for (auto trigger : triggerNodes)
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{
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delete trigger;
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}
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triggerNodes.clear();
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}
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}
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for (auto trigger : triggerNodes)
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{
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delete trigger;
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}
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triggerNodes.clear();
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SET_AI_VALUE(GuidPosition, "rpg target", currentRpgTarget);
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SET_AI_VALUE(GuidPosition, "rpg target", currentRpgTarget);
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if (!maxRelevance)
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if (!maxRelevance)
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