mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-13 00:58:33 +00:00
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>
This commit is contained in:
@@ -10,6 +10,7 @@
|
|||||||
#include "LootObjectStack.h"
|
#include "LootObjectStack.h"
|
||||||
#include "NewRpgStrategy.h"
|
#include "NewRpgStrategy.h"
|
||||||
#include "Playerbots.h"
|
#include "Playerbots.h"
|
||||||
|
#include "RtiTargetValue.h"
|
||||||
#include "PossibleRpgTargetsValue.h"
|
#include "PossibleRpgTargetsValue.h"
|
||||||
#include "PvpTriggers.h"
|
#include "PvpTriggers.h"
|
||||||
#include "ServerFacade.h"
|
#include "ServerFacade.h"
|
||||||
@@ -87,9 +88,7 @@ bool DropTargetAction::Execute(Event event)
|
|||||||
{
|
{
|
||||||
Spell const* spell = bot->GetCurrentSpell(CURRENT_AUTOREPEAT_SPELL); // Get the current spell being cast by the bot
|
Spell const* spell = bot->GetCurrentSpell(CURRENT_AUTOREPEAT_SPELL); // Get the current spell being cast by the bot
|
||||||
if (spell && spell->m_spellInfo->Id == 75) //Check spell is not nullptr before accessing m_spellInfo
|
if (spell && spell->m_spellInfo->Id == 75) //Check spell is not nullptr before accessing m_spellInfo
|
||||||
{
|
|
||||||
bot->InterruptSpell(CURRENT_AUTOREPEAT_SPELL); // Interrupt Auto Shot
|
bot->InterruptSpell(CURRENT_AUTOREPEAT_SPELL); // Interrupt Auto Shot
|
||||||
}
|
|
||||||
}
|
}
|
||||||
bot->AttackStop();
|
bot->AttackStop();
|
||||||
|
|
||||||
@@ -142,6 +141,23 @@ bool AttackRtiTargetAction::Execute(Event event)
|
|||||||
{
|
{
|
||||||
Unit* rtiTarget = AI_VALUE(Unit*, "rti target");
|
Unit* rtiTarget = AI_VALUE(Unit*, "rti target");
|
||||||
|
|
||||||
|
// Fallback: if the "rti target" value did not resolve a valid unit yet,
|
||||||
|
// try to resolve the raid icon directly from the group.
|
||||||
|
if (!rtiTarget)
|
||||||
|
{
|
||||||
|
if (Group* group = bot->GetGroup())
|
||||||
|
{
|
||||||
|
std::string const rti = AI_VALUE(std::string, "rti");
|
||||||
|
int32 const index = RtiTargetValue::GetRtiIndex(rti);
|
||||||
|
if (index >= 0)
|
||||||
|
{
|
||||||
|
ObjectGuid const guid = group->GetTargetIcon(index);
|
||||||
|
if (!guid.IsEmpty())
|
||||||
|
rtiTarget = botAI->GetUnit(guid);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
if (rtiTarget && rtiTarget->IsInWorld() && rtiTarget->GetMapId() == bot->GetMapId())
|
if (rtiTarget && rtiTarget->IsInWorld() && rtiTarget->GetMapId() == bot->GetMapId())
|
||||||
{
|
{
|
||||||
botAI->GetAiObjectContext()->GetValue<GuidVector>("prioritized targets")->Set({rtiTarget->GetGUID()});
|
botAI->GetAiObjectContext()->GetValue<GuidVector>("prioritized targets")->Set({rtiTarget->GetGUID()});
|
||||||
@@ -153,9 +169,7 @@ bool AttackRtiTargetAction::Execute(Event event)
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
|
||||||
botAI->TellError("I dont see my rti attack target");
|
botAI->TellError("I dont see my rti attack target");
|
||||||
}
|
|
||||||
|
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -7,4 +7,14 @@
|
|||||||
|
|
||||||
#include "Playerbots.h"
|
#include "Playerbots.h"
|
||||||
|
|
||||||
bool NoRtiTrigger::IsActive() { return !AI_VALUE(Unit*, "rti target"); }
|
bool NoRtiTrigger::IsActive()
|
||||||
|
{
|
||||||
|
// Do not auto-react to raid icons while out of combat.
|
||||||
|
// Out-of-combat RTI usage (explicit chat commands) is handled by chat triggers,
|
||||||
|
// not by this generic trigger.
|
||||||
|
if (!bot->IsInCombat())
|
||||||
|
return false;
|
||||||
|
|
||||||
|
Unit* target = AI_VALUE(Unit*, "rti target");
|
||||||
|
return target != nullptr;
|
||||||
|
}
|
||||||
|
|||||||
@@ -64,5 +64,15 @@ Unit* RtiTargetValue::Calculate()
|
|||||||
sPlayerbotAIConfig->sightDistance))
|
sPlayerbotAIConfig->sightDistance))
|
||||||
return nullptr;
|
return nullptr;
|
||||||
|
|
||||||
|
// Also prevent chasing raid icon targets that are too far away from the master,
|
||||||
|
// even if they are technically visible to the bot.
|
||||||
|
if (Player* master = botAI->GetMaster())
|
||||||
|
{
|
||||||
|
if (master->IsInWorld() && master->GetMapId() == unit->GetMapId() &&
|
||||||
|
sServerFacade->IsDistanceGreaterThan(sServerFacade->GetDistance2d(master, unit),
|
||||||
|
sPlayerbotAIConfig->sightDistance))
|
||||||
|
return nullptr;
|
||||||
|
}
|
||||||
|
|
||||||
return unit;
|
return unit;
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user