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https://github.com/mod-playerbots/mod-playerbots.git
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Big update.
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159
src/strategy/actions/ReleaseSpiritAction.cpp
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159
src/strategy/actions/ReleaseSpiritAction.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 "ReleaseSpiritAction.h"
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#include "Event.h"
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#include "GameGraveyard.h"
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#include "Playerbots.h"
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#include "ServerFacade.h"
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bool ReleaseSpiritAction::Execute(Event event)
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{
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if (bot->IsAlive())
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{
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botAI->TellMasterNoFacing("I am not dead, will wait here");
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botAI->ChangeStrategy("-follow,+stay", BOT_STATE_NON_COMBAT);
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return false;
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}
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if (bot->GetCorpse() && bot->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
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{
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botAI->TellMasterNoFacing("I am already a spirit");
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return false;
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}
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WorldPacket& p = event.getPacket();
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if (!p.empty() && p.GetOpcode() == CMSG_REPOP_REQUEST)
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botAI->TellMasterNoFacing("Releasing...");
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else
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botAI->TellMasterNoFacing("Meet me at the graveyard");
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// Death Count to prevent skeleton piles
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Player* master = GetMaster();
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if (!master || (master && GET_PLAYERBOT_AI(master)))
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{
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uint32 dCount = AI_VALUE(uint32, "death count");
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context->GetValue<uint32>("death count")->Set(dCount + 1);
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}
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LOG_INFO("playerbots", "Bot {} {}:{} <{}> released", bot->GetGUID().ToString().c_str(), bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->getLevel(), bot->GetName().c_str());
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WorldPacket packet(CMSG_REPOP_REQUEST);
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packet << uint8(0);
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bot->GetSession()->HandleRepopRequestOpcode(packet);
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// add waiting for ress aura
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if (bot->InBattleground() && !botAI->HasAura(2584, bot))
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{
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// cast Waiting for Resurrect
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bot->CastSpell(bot, 2584, true);
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}
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// add waiting for ress aura
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if (bot->InBattleground())
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bot->CastSpell(bot, 2584, true);
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return true;
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}
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bool AutoReleaseSpiritAction::Execute(Event event)
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{
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//Death Count to prevent skeleton piles
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Player* master = GetMaster();
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if (!master || (master && GET_PLAYERBOT_AI(master)))
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{
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uint32 dCount = AI_VALUE(uint32, "death count");
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context->GetValue<uint32>("death count")->Set(dCount + 1);
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}
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LOG_INFO("playerbots", "Bot {} {}:{} <{}> auto released", bot->GetGUID().ToString().c_str(), bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->getLevel(), bot->GetName().c_str());
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WorldPacket packet(CMSG_REPOP_REQUEST);
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packet << uint8(0);
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bot->GetSession()->HandleRepopRequestOpcode(packet);
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LOG_INFO("playerbots", "Bot {} {}:{} <{}> releases spirit", bot->GetGUID().ToString().c_str(), bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->getLevel(), bot->GetName().c_str());
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if (bot->InBattleground() && !botAI->HasAura(2584, bot))
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{
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// cast Waiting for Resurrect
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bot->CastSpell(bot, 2584, true);
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}
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return true;
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}
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bool AutoReleaseSpiritAction::isUseful()
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{
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if (!bot->isDead())
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return false;
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if (bot->InArena())
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return false;
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if (bot->InBattleground())
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return !bot->GetCorpse();
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if (bot->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
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return false;
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if (!bot->GetGroup())
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return true;
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if (!botAI->GetGroupMaster())
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return true;
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if (botAI->GetGroupMaster() == bot)
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return true;
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if (!botAI->HasActivePlayerMaster())
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return true;
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if (botAI->HasActivePlayerMaster() && botAI->GetGroupMaster()->GetMapId() == bot->GetMapId() && bot->GetMap() && (bot->GetMap()->IsRaid() || bot->GetMap()->IsDungeon()))
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return false;
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if (botAI->GetGroupMaster()->isDead())
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return true;
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if (sServerFacade->IsDistanceGreaterThan(AI_VALUE2(float, "distance", "master target"), sPlayerbotAIConfig->sightDistance))
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return true;
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return false;
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}
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bool RepopAction::Execute(Event event)
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{
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LOG_INFO("playerbots", "Bot {} {}:{} <{}> repops at graveyard", bot->GetGUID().ToString().c_str(), bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->getLevel(), bot->GetName().c_str());
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int64 deadTime;
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Corpse* corpse = bot->GetCorpse();
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if (corpse)
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deadTime = time(nullptr) - corpse->GetGhostTime();
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else if (bot->isDead())
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deadTime = 0;
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else
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deadTime = 60 * MINUTE;
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uint32 dCount = AI_VALUE(uint32, "death count");
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GraveyardStruct const* ClosestGrave = GetGrave(dCount > 10 || deadTime > 30 * MINUTE);
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if (!ClosestGrave)
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return false;
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bot->TeleportTo(ClosestGrave->Map, ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, 0.f);
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RESET_AI_VALUE(bool, "combat::self target");
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RESET_AI_VALUE(WorldPosition, "current position");
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return true;
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}
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bool RepopAction::isUseful()
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{
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if (bot->InBattleground())
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return false;
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return true;
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}
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