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>
- Refactored BattleGroundTactics.cpp
- Bots choose strategies to determine if they are more aggressive or defensive in objectives
- Largely improved bots tactics in WSG, AB, AV and EY
- Improved how bots chase flag carriers
- Fixed some bots stuck in action loops - especially in WSG and AV
- Fixed several other Bugs
Checking bots and botAI before method calls.
Validating targets and confirming if they are still in the world (IsInWorld()).
Adding debug logs (LOG_DEBUG) to make it easier to identify issues.
* New rpg startup speed up and refactor
* New rpg do quest
* Fix invalid height in quest poi
* Add quest accept and reward limitation
* New rpg quest improvement
* Organize quest log, reward quests and fix grind target
* Quest dropped statistic and remove redundant code
* Decrease grind relevance lower than loot
* Fix new rpg drop quest
* Go to reward quest instead of innkeeper when quest completed
* Fix incorrect logic in do quest reward
* Fix reset quests in factory
* Fix crash on grind target value
Co-authored-by: SaW <swerkhoven@outlook.com>
* Fix a minor error in DoCompletedQuest
* Let bots get rid of impossible quests faster
* Increase loot fluency (especially for caster)
* Remove seasonal quests from auto accept
* Enhance quest accept condition check
* Add questgiver check (limit acceptation of quest 7946)
* Questgiver check and localization
* Near npc fix
* Fix quest item report
* Add lowPriorityQuest set for quests can not be done
* Improve gameobjects loot
* Do complete quest
* FIx move far to teleport check
* Accept or reward quest from game objects
* Fix possible crash in rpg game objects
* Fix ChooseNpcOrGameObjectToInteract crash
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Co-authored-by: SaW <swerkhoven@outlook.com>
There was existing code to ignore practice targets (anything with Dummy in the name) so I've just added the names of practice targets located in the tournament grounds:
Charge Target
Melee Target
Ranged Target
I considered just using the phrase "Target", but it is too generic and there are 246 creature_template names containing Target.