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https://github.com/mod-playerbots/mod-playerbots.git
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Movement priority
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@@ -9,6 +9,7 @@
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#include <cmath>
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#include "Action.h"
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#include "LastMovementValue.h"
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#include "PlayerbotAIConfig.h"
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class Player;
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@@ -17,19 +18,20 @@ class Unit;
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class WorldObject;
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class Position;
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class MovementAction : public Action
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{
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public:
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MovementAction(PlayerbotAI* botAI, std::string const name);
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protected:
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void JumpTo(uint32 mapId, float x, float y, float z);
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bool MoveNear(uint32 mapId, float x, float y, float z, float distance = sPlayerbotAIConfig->contactDistance);
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bool JumpTo(uint32 mapId, float x, float y, float z, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL);
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bool MoveNear(uint32 mapId, float x, float y, float z, float distance = sPlayerbotAIConfig->contactDistance, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL);
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bool MoveToLOS(WorldObject* target, bool ranged = false);
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bool MoveTo(uint32 mapId, float x, float y, float z, bool idle = false, bool react = false,
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bool normal_only = false, bool exact_waypoint = false);
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bool MoveTo(Unit* target, float distance = 0.0f);
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bool MoveNear(WorldObject* target, float distance = sPlayerbotAIConfig->contactDistance);
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bool normal_only = false, bool exact_waypoint = false, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL);
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bool MoveTo(Unit* target, float distance = 0.0f, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL);
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bool MoveNear(WorldObject* target, float distance = sPlayerbotAIConfig->contactDistance, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL);
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float GetFollowAngle();
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bool Follow(Unit* target, float distance = sPlayerbotAIConfig->followDistance);
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bool Follow(Unit* target, float distance, float angle);
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@@ -40,13 +42,13 @@ protected:
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bool IsMovingAllowed(Unit* target);
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bool IsMovingAllowed(uint32 mapId, float x, float y, float z);
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bool IsDuplicateMove(uint32 mapId, float x, float y, float z);
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bool IsWaitingForLastMove();
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bool IsWaitingForLastMove(MovementPriority priority);
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bool IsMovingAllowed();
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bool Flee(Unit* target);
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void ClearIdleState();
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void UpdateMovementState();
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bool MoveAway(Unit* target);
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bool MoveInside(uint32 mapId, float x, float y, float z, float distance = sPlayerbotAIConfig->followDistance);
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bool MoveInside(uint32 mapId, float x, float y, float z, float distance = sPlayerbotAIConfig->followDistance, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL);
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void CreateWp(Player* wpOwner, float x, float y, float z, float o, uint32 entry, bool important = false);
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Position BestPositionForMeleeToFlee(Position pos, float radius);
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Position BestPositionForRangedToFlee(Position pos, float radius);
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@@ -94,7 +96,7 @@ class AvoidAoeAction : public MovementAction
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{
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public:
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AvoidAoeAction(PlayerbotAI* botAI, int moveInterval = 1000)
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: MovementAction(botAI, "avoid aoe"), moveInterval(moveInterval)
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: MovementAction(botAI, "aaoe"), moveInterval(moveInterval)
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{
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}
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