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.
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Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>