Big update.

This commit is contained in:
UltraNix
2022-03-12 22:27:09 +01:00
parent b3d00ccb26
commit b952636f0d
843 changed files with 1534330 additions and 99 deletions

View File

@@ -0,0 +1,139 @@
/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version.
*/
#include "FollowActions.h"
#include "Event.h"
#include "Formations.h"
#include "Playerbots.h"
#include "ServerFacade.h"
bool FollowAction::Execute(Event event)
{
Formation* formation = AI_VALUE(Formation*, "formation");
std::string const target = formation->GetTargetName();
bool moved = false;
if (!target.empty())
{
moved = Follow(AI_VALUE(Unit*, target));
}
else
{
WorldLocation loc = formation->GetLocation();
if (Formation::IsNullLocation(loc) || loc.GetMapId() == -1)
return false;
moved = MoveTo(loc.GetMapId(), loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ());
}
//if (moved)
//botAI->SetNextCheckDelay(sPlayerbotAIConfig->reactDelay);
return moved;
}
bool FollowAction::isUseful()
{
Formation* formation = AI_VALUE(Formation*, "formation");
std::string const target = formation->GetTargetName();
Unit* fTarget = nullptr;
if (!target.empty())
fTarget = AI_VALUE(Unit*, target);
else
fTarget = AI_VALUE(Unit*, "master target");
if (fTarget)
{
if (fTarget->HasUnitState(UNIT_STATE_IN_FLIGHT))
return false;
if (!CanDeadFollow(fTarget))
return false;
if (fTarget->GetGUID() == bot->GetGUID())
return false;
}
float distance = 0.f;
if (!target.empty())
{
distance = AI_VALUE2(float, "distance", target);
}
else
{
WorldLocation loc = formation->GetLocation();
if (Formation::IsNullLocation(loc) || bot->GetMapId() != loc.GetMapId())
return false;
distance = sServerFacade->GetDistance2d(bot, loc.GetPositionX(), loc.GetPositionY());
}
return sServerFacade->IsDistanceGreaterThan(distance, formation->GetMaxDistance());
}
bool FollowAction::CanDeadFollow(Unit* target)
{
// Move to corpse when dead and player is alive or not a ghost.
if (!bot->IsAlive() && (target->IsAlive() || !target->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)))
return false;
return true;
}
bool FleeToMasterAction::Execute(Event event)
{
Unit* fTarget = AI_VALUE(Unit*, "master target");
bool canFollow = Follow(fTarget);
if (!canFollow)
{
//botAI->SetNextCheckDelay(5000);
return false;
}
WorldPosition targetPos(fTarget);
WorldPosition bosPos(bot);
float distance = bosPos.fDist(targetPos);
if (distance < sPlayerbotAIConfig->reactDistance * 3)
{
if (!urand(0, 3))
botAI->TellMaster("I am close, wait for me!");
}
else if (distance < 1000)
{
if (!urand(0, 10))
botAI->TellMaster("I heading to your position.");
}
else
if (!urand(0,20))
botAI->TellMaster("I am traveling to your position.");
botAI->SetNextCheckDelay(3000);
return true;
}
bool FleeToMasterAction::isUseful()
{
if (!botAI->GetGroupMaster())
return false;
if (botAI->GetGroupMaster() == bot)
return false;
Unit* target = AI_VALUE(Unit*, "current target");
if (target && botAI->GetGroupMaster()->GetTarget() == target->GetGUID())
return false;
if (!botAI->HasStrategy("follow", BOT_STATE_NON_COMBAT))
return false;
Unit* fTarget = AI_VALUE(Unit*, "master target");
if (!CanDeadFollow(fTarget))
return false;
return true;
}