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Core - Fixe raid markers persists after target dead causes issue with bots running off (#1845)
This PR fixes #1833 where bots could keep chasing a raid target icon (usually skull) across very large distances or even different maps after the mark was set. It replaces the previous attempt with a simpler design that keeps values generic and moves context logic into triggers/actions. Changes - RtiTargetValue now ignores RTI targets that are farther than sPlayerbotAIConfig->sightDistance from the bot or the master (same map only), while still using AttackersValue::IsValidTarget and LOS checks. - AttackersValue is reverted to its original behavior (no special RTI + IsInCombat logic). - RTI triggers only react to "rti target" in combat, as suggested in review (“that condition should be check in trigger…”). - AttackRtiTargetAction keeps a small local fallback: if "rti target" is null, it resolves the raid icon directly from the group so chat commands like “attack rti target” still work, including out of combat. Behavior - Bots no longer run across the world to chase a stale skull far away from the group. - When the group comes back near the marked mob (within sight distance), the skull is again used as a normal focus hint. - Automatic RTI behavior is limited to combat via triggers, while explicit chat commands still work out of combat. Testing - Marked a mob with skull, killed it, moved far away / changed zone, then let it respawn: bots did not chase it from afar. - In a normal dungeon/raid pack, bots still focus skull in combat. - Passing near a previously marked mob: bots only react once it is back within sight distance. --------- Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
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@@ -64,5 +64,15 @@ Unit* RtiTargetValue::Calculate()
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sPlayerbotAIConfig->sightDistance))
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return nullptr;
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// Also prevent chasing raid icon targets that are too far away from the master,
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// even if they are technically visible to the bot.
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if (Player* master = botAI->GetMaster())
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{
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if (master->IsInWorld() && master->GetMapId() == unit->GetMapId() &&
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sServerFacade->IsDistanceGreaterThan(sServerFacade->GetDistance2d(master, unit),
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sPlayerbotAIConfig->sightDistance))
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return nullptr;
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}
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return unit;
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}
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