mirror of
https://github.com/mod-playerbots/mod-playerbots.git
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Big update.
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128
src/strategy/actions/MoveToRpgTargetAction.cpp
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128
src/strategy/actions/MoveToRpgTargetAction.cpp
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/*
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* 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.
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*/
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#include "MoveToRpgTargetAction.h"
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#include "ChatHelper.h"
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#include "ChooseRpgTargetAction.h"
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#include "Event.h"
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#include "LastMovementValue.h"
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#include "Playerbots.h"
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bool MoveToRpgTargetAction::Execute(Event event)
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{
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GuidPosition guidP = AI_VALUE(GuidPosition, "rpg target");
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Unit* unit = botAI->GetUnit(guidP);
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GameObject* go = botAI->GetGameObject(guidP);
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Player* player = guidP.GetPlayer();
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WorldObject* wo = nullptr;
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if (unit)
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wo = unit;
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else if (go)
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wo = go;
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else
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return false;
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if (botAI->HasStrategy("debug rpg", BOT_STATE_NON_COMBAT) && guidP.GetWorldObject())
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{
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std::ostringstream out;
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out << "Heading to: ";
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out << chat->FormatWorldobject(guidP.GetWorldObject());
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botAI->TellMasterNoFacing(out);
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}
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if (guidP.IsPlayer())
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{
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Player* player = guidP.GetPlayer();
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if (player && GET_PLAYERBOT_AI(player))
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{
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GuidPosition guidPP = PAI_VALUE(GuidPosition, "rpg target");
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if (guidPP.IsPlayer())
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{
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AI_VALUE(GuidSet&,"ignore rpg target").insert(AI_VALUE(GuidPosition, "rpg target"));
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RESET_AI_VALUE(GuidPosition, "rpg target");
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return false;
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}
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}
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}
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if ((unit && unit->isMoving() && !urand(0, 20)) || !ChooseRpgTargetAction::isFollowValid(bot, wo) || guidP.distance(bot) > sPlayerbotAIConfig->reactDistance * 2 || !urand(0, 50))
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{
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AI_VALUE(GuidSet&, "ignore rpg target").insert(AI_VALUE(GuidPosition, "rpg target"));
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RESET_AI_VALUE(GuidPosition, "rpg target");
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return false;
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}
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float x = wo->GetPositionX();
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float y = wo->GetPositionY();
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float z = wo->GetPositionZ();
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float mapId = wo->GetMapId();
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if (sPlayerbotAIConfig->randombotsWalkingRPG)
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if (!bot->IsOutdoors())
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bot->m_movementInfo.AddMovementFlag(MOVEMENTFLAG_WALKING);
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float angle = 0.f;
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float distance = 1.0f;
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if (bot->IsWithinLOS(x, y, z))
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{
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if (!unit || !unit->isMoving())
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angle = wo->GetAngle(bot) + (M_PI * irand(-25, 25) / 100.0); //Closest 45 degrees towards the target
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else
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angle = wo->GetOrientation() + (M_PI * irand(-25, 25) / 100.0); //45 degrees infront of target (leading it's movement)
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distance = frand(0.5f, 1.f);
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}
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else
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angle = 2 * M_PI * urand(0, 100) / 100.0; //A circle around the target.
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x += cos(angle) * INTERACTION_DISTANCE * distance;
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y += sin(angle) * INTERACTION_DISTANCE * distance;
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//WaitForReach(distance);
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bool couldMove = false;
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if (bot->IsWithinLOS(x, y, z))
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couldMove = MoveNear(mapId, x, y, z, 0);
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else
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couldMove = MoveTo(mapId, x, y, z, false, false);
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if (!couldMove && WorldPosition(mapId, x, y, z).distance(bot) > INTERACTION_DISTANCE)
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{
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AI_VALUE(GuidSet&, "ignore rpg target").insert(AI_VALUE(GuidPosition, "rpg target"));
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RESET_AI_VALUE(GuidPosition, "rpg target");
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}
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return couldMove;
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}
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bool MoveToRpgTargetAction::isUseful()
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{
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GuidPosition guidP = AI_VALUE(GuidPosition, "rpg target");
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if (!guidP)
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return false;
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WorldObject* wo = guidP.GetWorldObject();
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if (!wo)
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return false;
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TravelTarget* travelTarget = AI_VALUE(TravelTarget*, "travel target");
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if (travelTarget->isTraveling() && ChooseRpgTargetAction::isFollowValid(bot, *travelTarget->getPosition()))
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return false;
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if (guidP.distance(bot) < INTERACTION_DISTANCE)
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return false;
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if (!ChooseRpgTargetAction::isFollowValid(bot, wo))
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return false;
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if (!AI_VALUE(bool, "can move around"))
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return false;
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return true;
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}
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