teleport optimizations

This commit is contained in:
bash
2024-09-30 15:54:27 +00:00
parent 69c3568fb6
commit a0df64dd09

View File

@@ -1097,8 +1097,9 @@ bool RandomPlayerbotMgr::ProcessBot(uint32 bot)
player->GetLevel(), player->GetName().c_str());
LogoutPlayerBot(botGUID);
currentBots.remove(bot);
SetEventValue(bot, "logout", 1,
urand(sPlayerbotAIConfig->minRandomBotInWorldTime, sPlayerbotAIConfig->maxRandomBotInWorldTime));
SetEventValue(bot, "logout", 1, urand(
sPlayerbotAIConfig->minRandomBotInWorldTime,
sPlayerbotAIConfig->maxRandomBotInWorldTime));
return true;
}
@@ -1115,16 +1116,16 @@ bool RandomPlayerbotMgr::ProcessBot(Player* player)
if (player->InBattlegroundQueue())
return false;
// if (player->isDead())
// return false;
// if death revive
if (player->isDead())
{
if (!GetEventValue(bot, "dead"))
{
uint32 randomTime =
urand(sPlayerbotAIConfig->minRandomBotReviveTime, sPlayerbotAIConfig->maxRandomBotReviveTime);
// LOG_INFO("playerbots", "Mark bot {} as dead, will be revived in {}s.", player->GetName().c_str(),
// randomTime);
uint32 randomTime = urand(
sPlayerbotAIConfig->minRandomBotReviveTime,
sPlayerbotAIConfig->maxRandomBotReviveTime);
LOG_INFO("playerbots", "Mark bot {} as dead, will be revived in {}s.",
player->GetName().c_str(), randomTime);
SetEventValue(bot, "dead", 1, sPlayerbotAIConfig->maxRandomBotInWorldTime);
SetEventValue(bot, "revive", 1, randomTime);
return false;
@@ -1139,69 +1140,90 @@ bool RandomPlayerbotMgr::ProcessBot(Player* player)
return false;
}
// leave group if leader is rndbot
Group* group = player->GetGroup();
if (group && !group->isLFGGroup() && IsRandomBot(group->GetLeader()))
{
player->RemoveFromGroup();
LOG_INFO("playerbots", "Bot {} remove from group since leader is random bot.", player->GetName().c_str());
}
// GET_PLAYERBOT_AI(player)->GetAiObjectContext()->GetValue<bool>("random bot update")->Set(false);
// bool randomiser = true;
// if (player->GetGuildId())
// {
// if (Guild* guild = sGuildMgr->GetGuildById(player->GetGuildId()))
// {
// if (guild->GetLeaderGUID() == player->GetGUID())
// {
// for (std::vector<Player*>::iterator i = players.begin(); i != players.end(); ++i)
// sGuildTaskMgr->Update(*i, player);
// }
// uint32 accountId = sCharacterCache->GetCharacterAccountIdByGuid(guild->GetLeaderGUID());
// if (!sPlayerbotAIConfig->IsInRandomAccountList(accountId))
// {
// uint8 rank = player->GetRank();
// randomiser = rank < 4 ? false : true;
// }
// }
// }
uint32 randomize = GetEventValue(bot, "randomize");
if (!randomize)
// only randomize and teleport idle bots
bool idleBot = false;
PlayerbotAI* botAI = GET_PLAYERBOT_AI(player);
if (botAI)
{
Randomize(player);
LOG_INFO("playerbots", "Bot #{} {}:{} <{}>: randomized", bot, player->GetTeamId() == TEAM_ALLIANCE ? "A" : "H",
player->GetLevel(), player->GetName());
uint32 randomTime =
urand(sPlayerbotAIConfig->minRandomBotRandomizeTime, sPlayerbotAIConfig->maxRandomBotRandomizeTime);
ScheduleRandomize(bot, randomTime);
return true;
if (TravelTarget* target = botAI->GetAiObjectContext()->GetValue<TravelTarget*>("travel target")->Get())
{
if (target->getTravelState() == TravelState::TRAVEL_STATE_IDLE)
{
idleBot = true;
}
}
else
{
idleBot = true;
}
}
// enable random teleport logic if no auto traveling enabled
// if (!sPlayerbotAIConfig->autoDoQuests)
// {
uint32 teleport = GetEventValue(bot, "teleport");
if (!teleport)
if (idleBot)
{
LOG_INFO("playerbots", "Bot #{} <{}>: teleport for level and refresh", bot, player->GetName());
Refresh(player);
RandomTeleportForLevel(player);
uint32 time =
urand(sPlayerbotAIConfig->minRandomBotTeleportInterval, sPlayerbotAIConfig->maxRandomBotTeleportInterval);
ScheduleTeleport(bot, time);
return true;
}
// }
// randomize
uint32 randomize = GetEventValue(bot, "randomize");
if (!randomize)
{
// bool randomiser = true;
// if (player->GetGuildId())
// {
// if (Guild* guild = sGuildMgr->GetGuildById(player->GetGuildId()))
// {
// if (guild->GetLeaderGUID() == player->GetGUID())
// {
// for (std::vector<Player*>::iterator i = players.begin(); i != players.end(); ++i)
// sGuildTaskMgr->Update(*i, player);
// }
// uint32 changeStrategy = GetEventValue(bot, "change_strategy");
// if (!changeStrategy)
// {
// LOG_INFO("playerbots", "Changing strategy for bot #{} <{}>", bot, player->GetName().c_str());
// ChangeStrategy(player);
// return true;
// }
// uint32 accountId = sCharacterCache->GetCharacterAccountIdByGuid(guild->GetLeaderGUID());
// if (!sPlayerbotAIConfig->IsInRandomAccountList(accountId))
// {
// uint8 rank = player->GetRank();
// randomiser = rank < 4 ? false : true;
// }
// }
// }
// if (randomiser)
// {
Randomize(player);
LOG_INFO("playerbots", "Bot #{} {}:{} <{}>: randomized",
bot, player->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", player->GetLevel(), player->GetName());
uint32 randomTime = urand(
sPlayerbotAIConfig->minRandomBotRandomizeTime,
sPlayerbotAIConfig->maxRandomBotRandomizeTime);
ScheduleRandomize(bot, randomTime);
return true;
}
// uint32 changeStrategy = GetEventValue(bot, "change_strategy");
// if (!changeStrategy)
// {
// LOG_INFO("playerbots", "Changing strategy for bot #{} <{}>", bot, player->GetName().c_str());
// ChangeStrategy(player);
// return true;
// }
uint32 teleport = GetEventValue(bot, "teleport");
if (!teleport)
{
LOG_INFO("playerbots", "Bot #{} <{}>: teleport for level and refresh", bot, player->GetName());
Refresh(player);
RandomTeleportForLevel(player);
uint32 time = urand(
sPlayerbotAIConfig->minRandomBotTeleportInterval,
sPlayerbotAIConfig->maxRandomBotTeleportInterval);
ScheduleTeleport(bot, time);
return true;
}
}
return false;
}
@@ -1220,14 +1242,31 @@ void RandomPlayerbotMgr::Revive(Player* player)
void RandomPlayerbotMgr::RandomTeleport(Player* bot, std::vector<WorldLocation>& locs, bool hearth)
{
if (bot->InBattleground())
return;
// ignore when alrdy teleported or not in the world yet.
if (bot->IsBeingTeleported() || !bot->IsInWorld())
return;
// ignore when in queue for battle grounds.
if (bot->InBattlegroundQueue())
return;
// if (bot->GetLevel() < 5)
// return;
// ignore when in battle grounds or arena.
if (bot->InBattleground() || bot->InArena())
return;
// ignore when in group (e.g. world, dungeons, raids) and leader is not a player.
if (bot->GetGroup() && !bot->GetGroup()->IsLeader(bot->GetGUID()))
return;
PlayerbotAI* botAI = GET_PLAYERBOT_AI(bot);
if (botAI)
{
// ignore when in when taxi with boat/zeppelin and has players nearby
if (bot->HasUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT) &&
bot->HasUnitState(UNIT_STATE_IGNORE_PATHFINDING) &&
botAI->HasPlayerNearby())
return;
}
// if (sPlayerbotAIConfig->randomBotRpgChance < 0)
// return;