Compare commits

...

22 Commits

Author SHA1 Message Date
Crow
00d19dbf9c Fix Destro Warlock Glyphs (#2084)
Updates are only to the config. This PR should be simple. Tl;dr is
destro pve spec is using the wrong glyphs.

Longer explanation--right now, PreMadeSpecGlyph in the config provides
for destro pve spec to use the following Major Glyphs at levels 15, 30,
and 80, respectively: Life Tap, Quick Decay, Conflagrate. Quick Decay is
useless for destro because destro does not cast Corruption except as a
filler instant cast when on the move. Meanwhile, the spec is almost
unplayable without Glyph of Conflagrate, so that should not be withheld
until level 80. After Conflagrate, there are several viable glyphs,
including Life Tap, Incinerate, Immolate, and Imp. I understand Glyph of
Life Tap gets worse over time to the point that you don't want to use
that glyph in ICC, but that's quite late, and it is useful for the vast
majority of the game as a glyph that would actually be available at
level 15. I also understand that Glyph of Immolate does not excel until
high gear levels. Therefore, I decided to use Incinerate as the default
level 80 glyph.

The new order for default glyphs for destro pve for levels 15, 30, and
80 is Life Tap, Conflagrate, and Incinerate, respectively. I also made a
couple of other very minor fixes in the config. No impact on performance
or AI, obviously.

Sidenote: Glyph of Conflagrate is not available at level 30--it requires
level 40, so from 30 to 40, InitGlyphs() will plug in a random glyph for
the second Major slot. This issue applies to many specs, and it's not
avoidable unless InitGlyphs() is broken up into level brackets, which I
think is not worthwhile. I think the better approach for glyphs is to
ensure the right ones are applied at high levels, but with an attempt to
make them usable at lower levels too where possible.
2026-01-30 21:52:35 +01:00
Keleborn
caae524a0a Minor flightMasterCache fix. (#2085)
# Pull Request

Incorrect comparison fix. 

---

## How to Test the Changes

- Alliance Bots should now be able to find the correct flightmaster and
use it

## Complexity & Impact

- Does this change add new decision branches?
    - [X] No
    - [ ] Yes (**explain below**)

- Does this change increase per-bot or per-tick processing?
    - [X] No
    - [ ] Yes (**describe and justify impact**)

- Could this logic scale poorly under load?
    - [X] No
    - [ ] Yes (**explain why**)

---

## Defaults & Configuration

- Does this change modify default bot behavior?
    - [X] No
    - [ ] Yes (**explain why**)

If this introduces more advanced or AI-heavy logic:

- [X] Lightweight mode remains the default
- [ ] More complex behavior is optional and thereby configurable

---

## AI Assistance

- Was AI assistance (e.g. ChatGPT or similar tools) used while working
on this change?
    - [X] No
    - [ ] Yes (**explain below**)

---

## Final Checklist

- [X] Stability is not compromised
- [X] Performance impact is understood, tested, and acceptable
- [X] Added logic complexity is justified and explained
- [X] Documentation updated if needed
2026-01-30 21:50:09 +01:00
bashermens
13fff46fa0 Improper singletons migration to clean Meyer's singletons (cherry-pick) (#2082)
# Pull Request

- Applies the clean and corrected singletons, Meyer pattern. (cherry
picked from @SmashingQuasar )

Testing by just playing the game in various ways. Been tested by myself
@Celandriel and @SmashingQuasar
---

## Complexity & Impact

- Does this change add new decision branches?
    - [x] No
    - [ ] Yes (**explain below**)

- Does this change increase per-bot or per-tick processing?
    - [x] No
    - [ ] Yes (**describe and justify impact**)

- Could this logic scale poorly under load?
    - [x] No
    - [ ] Yes (**explain why**)

---

## Defaults & Configuration

- Does this change modify default bot behavior?
    - [x] No
    - [ ] Yes (**explain why**)

---

## AI Assistance

- Was AI assistance (e.g. ChatGPT or similar tools) used while working
on this change?
    - [x] No
    - [ ] Yes (**explain below**)
---

## Final Checklist

- [x] Stability is not compromised
- [x] Performance impact is understood, tested, and acceptable
- [x] Added logic complexity is justified and explained
- [x] Documentation updated if needed

---

## Notes for Reviewers

Anything that significantly improves realism at the cost of stability or
performance should be carefully discussed
before merging.

---------

Co-authored-by: Nicolas Lebacq <nicolas.cordier@outlook.com>
Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
2026-01-30 21:49:37 +01:00
dillyns
a92886032c Summon Logic Tweaks (#2049)
Issues:
- When you have selfbot enabled and use summon command, you will summon
yourself. This causes odd movement if you summon while moving, and can
sometimes lead to falling through the floor.
- When using the summon command on bots with pets/guardians from a
medium distance (like jumping down a ledge then commanding summon), the
pets will pathfind run to catch up. This causes them to aggro everything
on the way.

Solution: 
Fix summon logic to prevent selfbot summon and ensure pets are
teleported with bots.

---------

Co-authored-by: bashermens <31279994+hermensbas@users.noreply.github.com>
2026-01-29 12:25:50 -08:00
gtkk
f5711dc6f7 FIX Onyxia Crash (#2062)
Solve these two problems #2043 #1981
@Regrad is the main contributor of the code, while I was just helping to
submit the pull request. Express my gratitude to him.
After testing, the code is proven to be effective.
2026-01-25 14:03:53 +01:00
bashermens
43e8e31980 Update PULL_REQUEST_TEMPLATE.md (#2066) 2026-01-25 13:46:23 +01:00
bashermens
c59a02ed89 Update PULL_REQUEST_TEMPLATE.md (#2065) 2026-01-25 12:26:15 +01:00
bashermens
7abd836971 Update PULL_REQUEST_TEMPLATE.md (#2064) 2026-01-25 12:22:53 +01:00
bashermens
5365ba86b5 Added PR template (#2063) 2026-01-25 12:13:36 +01:00
Crow
378254af3f Fix Assistant Assignment Functions (#1930)
IsHealAssistantOfIndex() and IsRangedDpsAssistantOfIndex() are supposed
to iterate through the group and first return members with the
applicable role that have the assistant flag, and then iterate through
non-assistants only if there are not enough assistants for the
designated index. They are not written properly and actually completely
ignore the assistant flag.

I rely on these functions for significant roles in SSC and TK (which I
have decided I'll PR in the same way as SSC, as a long-term draft). I
have them fixed on my own fork, but it is problematic for testers if
these functions do not work.

So I've done three things here:
1. Fixed the functions to prefer members with the assistant flag.
2. Added a third parameter for ignoreDeadPlayers, like
IsAssistTankOfIndex() has. Note that the parameter is by default false
for IsAssistTankOfIndex(), meaning dead players are _not_ ignored. This
is not my preferred design choice--I think the default should be to
ignore dead players, but I have not changed the default and have made
the default the same for IsAssistHealOfIndex() and
IsAssistRangedDpsOfIndex(), since I don't know the intent of the
pre-existing boss strats that use the functions.
3. Changed the names to IsAssistHealOfIndex() and
IsAssistRangedDpsOfIndex() so they parallel IsAssistTankOfIndex(), and
made corresponding changes in the few boss strats that use the
functions.

Also, note that the functions _do _not_ exclude real players. I think
there are arguments for and against excluding real players. A fourth
parameter for this could be useful, but I've not made any change in that
regard.
2026-01-24 21:26:49 +01:00
bashermens
3d467ce3bb Added some additional defense checks around isHostile and unit/target (#2056)
Needs second pair of eyes, they appear in crash logs here and there. Its
merely a patch on a open wound.

----
As in aslong there multithreads in mapupdate, which we need for decent
performance and core calls are not done correctly due various reasons.
These type of issues remain.

Although i am planning to experiment a little with threadsafe execution
of our strategies vs performance.

The most effective thing we could do is check every single action and
check its stateless and where it does effect the state or read the state
of a core object its done in the safest way. flags, worldthread where
possible and/ot simply taking into account the state might be invalid.
2026-01-24 20:41:12 +01:00
Keleborn
3e21563669 Create Flightmastercache to handle finding the nearest flight master. (#1979)
Refactor the flightmastercache the bots use for finding the nearest
available flight master.

I made a small change to how the original function worked by storing the
database position for the flightmaster in the cache itself. This allows
us to calculate the distance from bot before accessing the creature
object, should be faster overall.
2026-01-23 20:36:57 +01:00
Keleborn
bf456ee07f Bear Alternative form for low level cat strat (#2041)
This adds the bear form as an alternative form for druids with the cat
strategies. This applies to low level (<20) druids that have the cat
strategy applied. Reset botAI would not normally give them the strat,
because they dont have cat form, but if set, this allows more dps.
2026-01-23 12:26:38 +01:00
bashermens
a5bd0b9a41 [CRASH FIX] Crash logs fixes (#2052)
https://github.com/mod-playerbots/mod-playerbots/issues/2046
https://github.com/mod-playerbots/mod-playerbots/issues/2030
2026-01-23 12:26:24 +01:00
Crow
34bab48dd4 Correct comment for AutoEquipUpgradeLoot in config (#2045)
Added a definition for "AddClass bot" and refined the descriptions for "Randombot" and "Altbot" to better reflect their intended use cases.
2026-01-22 11:01:01 -08:00
bashermens
41c53365ae [HOT FIX] MS build issues regarding folder / command lenght usage or rc.exe (#2038) 2026-01-19 22:45:28 +01:00
bashermens
fd07e02a8a [Chore] Added debug map for perfMonitor (#2032) 2026-01-18 20:21:33 +01:00
bashermens
6cf7f1aaef [CHORE] Util classes format and simple cleanup with generated resources (#2028)
- Did some basic formatting
- Some generated docs
- Cleaned header/impl Helper.css
- Moved PerfMonitor from util to bot/handler/command

Still a freaking mess though, but its a start i guess. Cant ask ppl to
add more or make use of those when its so messy.
2026-01-18 00:43:44 +01:00
bashermens
9f54d7e702 Removed the expansion folder from dungeons (#2027)
In order to make consistent with raids but also to shorten max used
length directory for windows builds
2026-01-17 21:55:08 +01:00
bashermens
aeaaee15da [FIX] Finalized structure! (do not start fixing PR merge structure conflict till this is merged) (#2025)
Finalized
2026-01-17 14:38:12 +01:00
bashermens
a1137dbddc [FIX] Folder restructure (#2018)
As requested

Poll
```
1. Yes
2. Yes
3. Maybe, but yes
```

---------

Co-authored-by: Celandriel <22352763+Celandriel@users.noreply.github.com>
2026-01-17 10:34:58 +01:00
bashermens
2eb98c3233 [BUILD] Windows shorter build path (#2021) 2026-01-16 17:39:12 +01:00
1174 changed files with 3513 additions and 2932 deletions

View File

@@ -25,21 +25,25 @@ jobs:
with:
repository: 'mod-playerbots/azerothcore-wotlk'
ref: 'Playerbot'
path: 'ac'
- name: Checkout Playerbot Module
uses: actions/checkout@v3
with:
repository: 'mod-playerbots/mod-playerbots'
path: 'modules/mod-playerbots'
#path: 'modules/mod-playerbots'
path: ac/modules/mod-playerbots
- name: ccache
uses: hendrikmuhs/ccache-action@v1.2.13
- name: Configure OS
shell: bash
working-directory: ac
env:
CONTINUOUS_INTEGRATION: true
run: |
./acore.sh install-deps
- name: Build
shell: bash
working-directory: ac
run: |
export CTOOLS_BUILD=all
./acore.sh compiler build

127
PULL_REQUEST_TEMPLATE.md Normal file
View File

@@ -0,0 +1,127 @@
# Pull Request
Describe what this change does and why it is needed...
---
## Design Philosophy
We prioritize **stability, performance, and predictability** over behavioral realism.
Complex player-mimicking logic is intentionally limited due to its negative impact on scalability, maintainability, and
long-term robustness.
Excessive processing overhead can lead to server hiccups, increased CPU usage, and degraded performance for all
participants. Because every action and
decision tree is executed **per bot and per trigger**, even small increases in logic complexity can scale poorly and
negatively affect both players and
world (random) bots. Bots are not expected to behave perfectly, and perfect simulation of human decision-making is not a
project goal. Increased behavioral
realism often introduces disproportionate cost, reduced predictability, and significantly higher maintenance overhead.
Every additional branch of logic increases long-term responsibility. All decision paths must be tested, validated, and
maintained continuously as the system evolves.
If advanced or AI-intensive behavior is introduced, the **default configuration must remain the lightweight decision
model**. More complex behavior should only be
available as an **explicit opt-in option**, clearly documented as having a measurable performance cost.
Principles:
- **Stability before intelligence**
A stable system is always preferred over a smarter one.
- **Performance is a shared resource**
Any increase in bot cost affects all players and all bots.
- **Simple logic scales better than smart logic**
Predictable behavior under load is more valuable than perfect decisions.
- **Complexity must justify itself**
If a feature cannot clearly explain its cost, it should not exist.
- **Defaults must be cheap**
Expensive behavior must always be optional and clearly communicated.
- **Bots should look reasonable, not perfect**
The goal is believable behavior, not human simulation.
Before submitting, confirm that this change aligns with those principles.
---
## Feature Evaluation
Please answer the following:
- Describe the **minimum logic** required to achieve the intended behavior?
- Describe the **cheapest implementation** that produces an acceptable result?
- Describe the **runtime cost** when this logic executes across many bots?
---
## How to Test the Changes
- Step-by-step instructions to test the change
- Any required setup (e.g. multiple players, bots, specific configuration)
- Expected behavior and how to verify it
## Complexity & Impact
- Does this change add new decision branches?
- [ ] No
- [ ] Yes (**explain below**)
- Does this change increase per-bot or per-tick processing?
- [ ] No
- [ ] Yes (**describe and justify impact**)
- Could this logic scale poorly under load?
- [ ] No
- [ ] Yes (**explain why**)
---
## Defaults & Configuration
- Does this change modify default bot behavior?
- [ ] No
- [ ] Yes (**explain why**)
If this introduces more advanced or AI-heavy logic:
- [ ] Lightweight mode remains the default
- [ ] More complex behavior is optional and thereby configurable
---
## AI Assistance
- Was AI assistance (e.g. ChatGPT or similar tools) used while working on this change?
- [ ] No
- [ ] Yes (**explain below**)
If yes, please specify:
- AI tool or model used (e.g. ChatGPT, GPT-4, Claude, etc.)
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code generation)
- Which parts of the change were influenced or generated
- Whether the result was manually reviewed and adapted
AI assistance is allowed, but all submitted code must be fully understood, reviewed, and owned by the contributor.
Any AI-influenced changes must be verified against existing CORE and PB logic. We expect contributors to be honest
about what they do and do not understand.
---
## Final Checklist
- [ ] Stability is not compromised
- [ ] Performance impact is understood, tested, and acceptable
- [ ] Added logic complexity is justified and explained
- [ ] Documentation updated if needed
---
## Notes for Reviewers
Anything that significantly improves realism at the cost of stability or performance should be carefully discussed
before merging.

View File

@@ -3,8 +3,9 @@
##################################################
# Overview
# "Randombot": randomly generated bots that log in separately from players and populate the world. Depending on settings, randombots may automatically grind, quest, and upgrade equipment and can be invited to groups and given commands.
# "Altbot": characters created on player accounts, which may be logged in by the player and invited to groups and given commands like randombots. Depending on settings, altbots can be limited to characters on the active player's account or in the active player's guild.
# "Randombot": randomly generated bots that log in separately from players and populate the world. Randombots may automatically grind, quest, level up, and upgrade equipment and can be invited to groups and given commands.
# "AddClass bot": bots from the AddClassAccountPoolSize accounts. They are used for quickly adding a leveled and geared bot of any class to your party. They are recommended for a quick formation of a party.
# "Altbot": characters created on player accounts, which may be logged in by the player and invited to groups and given commands like randombots. They are best suited for long-progression playthroughs.
# Information about commands to control bots and set their strategies can be found on the wiki at https://github.com/mod-playerbots/mod-playerbots/wiki/Playerbot-Commands.
####################################################################################################
@@ -269,7 +270,7 @@ AiPlayerbot.UseFastFlyMountAtMinLevel = 70
AiPlayerbot.RandomBotShowHelmet = 1
AiPlayerbot.RandomBotShowCloak = 1
# Randombots and altbots automatically equip any items in their inventory that are sufficient upgrades
# Toggles whether altbots will automatically equip items in their inventory that are sufficient upgrades
# Default: 1 (enabled)
AiPlayerbot.AutoEquipUpgradeLoot = 1
@@ -543,8 +544,8 @@ AiPlayerbot.AutoGearQualityLimit = 3
# Max iLVL Phase 1(MC, Ony, ZG) = 78 | Phase 2(BWL) = 83 | Phase 2.5(AQ40) = 88 | Phase 3(Naxx40) = 92
# TBC
# Max iLVL Tier 4 = 120 | Tier 5 = 133 | Tier 6 = 164
# Max iLVL Phase 1(Kara, Gruul, Mag) = 125 | Phase 1.5(ZA) = 138 | Phase 2(SC, TK) = 141 | Phase 3(Hyjal, BT) = 156 | Phase 4(Sunwell) = 164
# Wotlk
# Max iLVL Phase 1(Kara, Gruul, Mag) = 125 | Phase 2(SSC, TK, ZA) = 141 | Phase 3(Hyjal, BT) = 156 | Phase 4(Sunwell) = 164
# WotLK
# Max iLVL Tier 7(10/25) = 200/213 | Tier 8(10/25) = 225/232 | Tier 9(10/25) = 232/245 | Tier 10(10/25/HC) = 251/264/290
# Max iLVL Phase 1(Naxx) = 224 | Phase 2(Ulduar) = 245 | Phase 3(ToC) = 258 | Phase 4(ICC) = 290
# Default: 0 (no limit)
@@ -669,7 +670,7 @@ AiPlayerbot.DisableDeathKnightLogin = 0
# Default: 0 (disabled)
AiPlayerbot.LimitTalentsExpansion = 0
# Configure randombots and addClass bot trading (0: Disabled, 1: Enabled, 2: Only Buy, 3: Only Sell)
# Configure randombot trading (0: Disabled, 1: Enabled, 2: Only Buy, 3: Only Sell)
# Default: 1 (enabled)
AiPlayerbot.EnableRandomBotTrading = 1
@@ -735,7 +736,7 @@ AiPlayerbot.RandomGearQualityLimit = 3
# TBC
# Max iLVL Tier 4 = 120 | Tier 5 = 133 | Tier 6 = 164
# Max iLVL Phase 1(Kara, Gruul, Mag) = 125 | Phase 2(SSC, TK, ZA) = 141 | Phase 3(Hyjal, BT) = 156 | Phase 4(Sunwell) = 164
# Wotlk
# WotLK
# Max iLVL Tier 7(10/25) = 200/213 | Tier 8(10/25) = 225/232 | Tier 9(10/25) = 232/245 | Tier 10(10/25/HC) = 251/264/290
# Max iLVL Phase 1(Naxx) = 224 | Phase 2(Ulduar) = 245 | Phase 3(ToC) = 258 | Phase 4(ICC) = 290
# Default: 0 (no limit)
@@ -1623,7 +1624,7 @@ AiPlayerbot.PremadeSpecLink.9.1.60 = -003203301135112530135201051
AiPlayerbot.PremadeSpecLink.9.1.70 = -003203301135112530135201051-55
AiPlayerbot.PremadeSpecLink.9.1.80 = -003203301135112530135221351-55000005
AiPlayerbot.PremadeSpecName.9.2 = destro pve
AiPlayerbot.PremadeSpecGlyph.9.2 = 45785,43390,50077,43394,43393,42454
AiPlayerbot.PremadeSpecGlyph.9.2 = 45785,43390,42454,43394,43393,45785
AiPlayerbot.PremadeSpecLink.9.2.60 = --05203215200231051305031151
AiPlayerbot.PremadeSpecLink.9.2.80 = 23-0302-05203215220331051335231351
AiPlayerbot.PremadeSpecName.9.3 = affli pvp

View File

@@ -46,10 +46,10 @@ bool AcceptInvitationAction::Execute(Event event)
if (!bot->GetGroup() || !bot->GetGroup()->IsMember(inviter->GetGUID()))
return false;
if (sRandomPlayerbotMgr->IsRandomBot(bot))
if (sRandomPlayerbotMgr.IsRandomBot(bot))
botAI->SetMaster(inviter);
// else
// sPlayerbotDbStore->Save(botAI);
// PlayerbotRepository::instance().Save(botAI);
botAI->ResetStrategies();
botAI->ChangeStrategy("+follow,-lfg,-bg", BOT_STATE_NON_COMBAT);
@@ -57,7 +57,7 @@ bool AcceptInvitationAction::Execute(Event event)
botAI->TellMaster("Hello");
if (sPlayerbotAIConfig->summonWhenGroup && bot->GetDistance(inviter) > sPlayerbotAIConfig->sightDistance)
if (sPlayerbotAIConfig.summonWhenGroup && bot->GetDistance(inviter) > sPlayerbotAIConfig.sightDistance)
{
Teleport(inviter, bot, true);
}

View File

@@ -50,7 +50,7 @@ bool ReachAreaTriggerAction::Execute(Event event)
/*forceDestination*/ false);
float distance = bot->GetDistance(at->x, at->y, at->z);
float delay = 1000.0f * distance / bot->GetSpeed(MOVE_RUN) + sPlayerbotAIConfig->reactDelay;
float delay = 1000.0f * distance / bot->GetSpeed(MOVE_RUN) + sPlayerbotAIConfig.reactDelay;
botAI->TellError("Wait for me");
botAI->SetNextCheckDelay(delay);
context->GetValue<LastMovement&>("last area trigger")->Get().lastAreaTrigger = triggerId;

View File

@@ -87,8 +87,8 @@ bool AttackAction::Attack(Unit* target, bool /*with_pet*/ /*true*/)
// Check if bot OR target is in prohibited zone/area (skip for duels)
if ((target->IsPlayer() || target->IsPet()) &&
(!bot->duel || bot->duel->Opponent != target) &&
(sPlayerbotAIConfig->IsPvpProhibited(bot->GetZoneId(), bot->GetAreaId()) ||
sPlayerbotAIConfig->IsPvpProhibited(target->GetZoneId(), target->GetAreaId())))
(sPlayerbotAIConfig.IsPvpProhibited(bot->GetZoneId(), bot->GetAreaId()) ||
sPlayerbotAIConfig.IsPvpProhibited(target->GetZoneId(), target->GetAreaId())))
{
if (verbose)
botAI->TellError("I cannot attack other players in PvP prohibited areas.");
@@ -160,7 +160,7 @@ bool AttackAction::Attack(Unit* target, bool /*with_pet*/ /*true*/)
}
if (botAI->CanMove() && !bot->HasInArc(CAST_ANGLE_IN_FRONT, target))
sServerFacade->SetFacingTo(bot, target);
ServerFacade::instance().SetFacingTo(bot, target);
botAI->ChangeEngine(BOT_STATE_COMBAT);

View File

@@ -19,7 +19,7 @@ bool AutoMaintenanceOnLevelupAction::Execute(Event event)
void AutoMaintenanceOnLevelupAction::AutoTeleportForLevel()
{
if (!sPlayerbotAIConfig->autoTeleportForLevel || !sRandomPlayerbotMgr->IsRandomBot(bot))
if (!sPlayerbotAIConfig.autoTeleportForLevel || !sRandomPlayerbotMgr.IsRandomBot(bot))
{
return;
}
@@ -27,13 +27,13 @@ void AutoMaintenanceOnLevelupAction::AutoTeleportForLevel()
{
return;
}
sRandomPlayerbotMgr->RandomTeleportForLevel(bot);
sRandomPlayerbotMgr.RandomTeleportForLevel(bot);
return;
}
void AutoMaintenanceOnLevelupAction::AutoPickTalents()
{
if (!sPlayerbotAIConfig->autoPickTalents || !sRandomPlayerbotMgr->IsRandomBot(bot))
if (!sPlayerbotAIConfig.autoPickTalents || !sRandomPlayerbotMgr.IsRandomBot(bot))
return;
if (bot->GetFreeTalentPoints() <= 0)
@@ -65,10 +65,10 @@ void AutoMaintenanceOnLevelupAction::AutoLearnSpell()
void AutoMaintenanceOnLevelupAction::LearnSpells(std::ostringstream* out)
{
BroadcastHelper::BroadcastLevelup(botAI, bot);
if (sPlayerbotAIConfig->autoLearnTrainerSpells && sRandomPlayerbotMgr->IsRandomBot(bot))
if (sPlayerbotAIConfig.autoLearnTrainerSpells && sRandomPlayerbotMgr.IsRandomBot(bot))
LearnTrainerSpells(out);
if (sPlayerbotAIConfig->autoLearnQuestSpells && sRandomPlayerbotMgr->IsRandomBot(bot))
if (sPlayerbotAIConfig.autoLearnQuestSpells && sRandomPlayerbotMgr.IsRandomBot(bot))
LearnQuestSpells(out);
}
@@ -166,7 +166,7 @@ std::string const AutoMaintenanceOnLevelupAction::FormatSpell(SpellInfo const* s
void AutoMaintenanceOnLevelupAction::AutoUpgradeEquip()
{
if (!sPlayerbotAIConfig->autoUpgradeEquip || !sRandomPlayerbotMgr->IsRandomBot(bot))
if (!sPlayerbotAIConfig.autoUpgradeEquip || !sRandomPlayerbotMgr.IsRandomBot(bot))
return;
PlayerbotFactory factory(bot, bot->GetLevel());
@@ -180,9 +180,9 @@ void AutoMaintenanceOnLevelupAction::AutoUpgradeEquip()
factory.InitConsumables();
factory.InitPotions();
if (!sPlayerbotAIConfig->equipmentPersistence || bot->GetLevel() < sPlayerbotAIConfig->equipmentPersistenceLevel)
if (!sPlayerbotAIConfig.equipmentPersistence || bot->GetLevel() < sPlayerbotAIConfig.equipmentPersistenceLevel)
{
if (sPlayerbotAIConfig->incrementalGearInit)
if (sPlayerbotAIConfig.incrementalGearInit)
factory.InitEquipment(true);
}
}

View File

@@ -89,7 +89,7 @@ bool BGJoinAction::gatherArenaTeam(ArenaType type)
// continue;
if (offline)
sRandomPlayerbotMgr->AddPlayerBot(itr->Guid, 0);
sRandomPlayerbotMgr.AddPlayerBot(itr->Guid, 0);
if (member)
{
@@ -100,7 +100,7 @@ bool BGJoinAction::gatherArenaTeam(ArenaType type)
if (member->GetGroup() && memberBotAI->HasRealPlayerMaster())
continue;
if (!sPlayerbotAIConfig->IsInRandomAccountList(member->GetSession()->GetAccountId()))
if (!sPlayerbotAIConfig.IsInRandomAccountList(member->GetSession()->GetAccountId()))
continue;
if (member->IsInCombat())
@@ -250,13 +250,13 @@ bool BGJoinAction::shouldJoinBg(BattlegroundQueueTypeId queueTypeId, Battlegroun
TeamSize = (uint32)type;
// Check if bots should join Rated Arena (Only captains can queue)
uint32 ratedArenaBotCount = sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].ratedArenaBotCount;
uint32 ratedArenaBotCount = sRandomPlayerbotMgr.BattlegroundData[queueTypeId][bracketId].ratedArenaBotCount;
uint32 ratedArenaPlayerCount =
sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].ratedArenaPlayerCount;
sRandomPlayerbotMgr.BattlegroundData[queueTypeId][bracketId].ratedArenaPlayerCount;
uint32 ratedArenaInstanceCount =
sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].ratedArenaInstanceCount;
sRandomPlayerbotMgr.BattlegroundData[queueTypeId][bracketId].ratedArenaInstanceCount;
uint32 activeRatedArenaQueue =
sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].activeRatedArenaQueue;
sRandomPlayerbotMgr.BattlegroundData[queueTypeId][bracketId].activeRatedArenaQueue;
bool isRated = (ratedArenaBotCount + ratedArenaPlayerCount) <
(BracketSize * (activeRatedArenaQueue + ratedArenaInstanceCount));
@@ -265,7 +265,7 @@ bool BGJoinAction::shouldJoinBg(BattlegroundQueueTypeId queueTypeId, Battlegroun
{
if (sArenaTeamMgr->GetArenaTeamByCaptain(bot->GetGUID(), type))
{
sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].ratedArenaBotCount += TeamSize;
sRandomPlayerbotMgr.BattlegroundData[queueTypeId][bracketId].ratedArenaBotCount += TeamSize;
ratedList.push_back(queueTypeId);
return true;
}
@@ -274,13 +274,13 @@ bool BGJoinAction::shouldJoinBg(BattlegroundQueueTypeId queueTypeId, Battlegroun
// Check if bots should join Skirmish Arena
// We have extra bots queue because same faction can vs each other but can't be in the same group.
uint32 skirmishArenaBotCount =
sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].skirmishArenaBotCount;
sRandomPlayerbotMgr.BattlegroundData[queueTypeId][bracketId].skirmishArenaBotCount;
uint32 skirmishArenaPlayerCount =
sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].skirmishArenaPlayerCount;
sRandomPlayerbotMgr.BattlegroundData[queueTypeId][bracketId].skirmishArenaPlayerCount;
uint32 skirmishArenaInstanceCount =
sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].skirmishArenaInstanceCount;
sRandomPlayerbotMgr.BattlegroundData[queueTypeId][bracketId].skirmishArenaInstanceCount;
uint32 activeSkirmishArenaQueue =
sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].activeSkirmishArenaQueue;
sRandomPlayerbotMgr.BattlegroundData[queueTypeId][bracketId].activeSkirmishArenaQueue;
uint32 maxRequiredSkirmishBots = BracketSize * (activeSkirmishArenaQueue + skirmishArenaInstanceCount);
if (maxRequiredSkirmishBots != 0)
maxRequiredSkirmishBots = maxRequiredSkirmishBots + TeamSize;
@@ -294,12 +294,12 @@ bool BGJoinAction::shouldJoinBg(BattlegroundQueueTypeId queueTypeId, Battlegroun
}
// Check if bots should join Battleground
uint32 bgAllianceBotCount = sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].bgAllianceBotCount;
uint32 bgAlliancePlayerCount = sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].bgAlliancePlayerCount;
uint32 bgHordeBotCount = sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].bgHordeBotCount;
uint32 bgHordePlayerCount = sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].bgHordePlayerCount;
uint32 activeBgQueue = sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].activeBgQueue;
uint32 bgInstanceCount = sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].bgInstanceCount;
uint32 bgAllianceBotCount = sRandomPlayerbotMgr.BattlegroundData[queueTypeId][bracketId].bgAllianceBotCount;
uint32 bgAlliancePlayerCount = sRandomPlayerbotMgr.BattlegroundData[queueTypeId][bracketId].bgAlliancePlayerCount;
uint32 bgHordeBotCount = sRandomPlayerbotMgr.BattlegroundData[queueTypeId][bracketId].bgHordeBotCount;
uint32 bgHordePlayerCount = sRandomPlayerbotMgr.BattlegroundData[queueTypeId][bracketId].bgHordePlayerCount;
uint32 activeBgQueue = sRandomPlayerbotMgr.BattlegroundData[queueTypeId][bracketId].activeBgQueue;
uint32 bgInstanceCount = sRandomPlayerbotMgr.BattlegroundData[queueTypeId][bracketId].bgInstanceCount;
if (teamId == TEAM_ALLIANCE)
{
@@ -318,7 +318,7 @@ bool BGJoinAction::shouldJoinBg(BattlegroundQueueTypeId queueTypeId, Battlegroun
bool BGJoinAction::isUseful()
{
// do not try if BG bots disabled
if (!sPlayerbotAIConfig->randomBotJoinBG)
if (!sPlayerbotAIConfig.randomBotJoinBG)
return false;
// can't queue while in BG/Arena
@@ -440,7 +440,7 @@ bool BGJoinAction::JoinQueue(uint32 type)
// get battlemaster
// Unit* unit = botAI->GetUnit(AI_VALUE2(CreatureData const*, "bg master", bgTypeId));
Unit* unit = botAI->GetUnit(sRandomPlayerbotMgr->GetBattleMasterGUID(bot, bgTypeId));
Unit* unit = botAI->GetUnit(sRandomPlayerbotMgr.GetBattleMasterGUID(bot, bgTypeId));
if (!unit && isArena)
{
botAI->GetAiObjectContext()->GetValue<uint32>("bg type")->Set(0);
@@ -450,7 +450,7 @@ bool BGJoinAction::JoinQueue(uint32 type)
// This breaks groups as refresh includes a remove from group function call.
// refresh food/regs
// sRandomPlayerbotMgr->Refresh(bot);
// sRandomPlayerbotMgr.Refresh(bot);
bool joinAsGroup = bot->GetGroup() && bot->GetGroup()->GetLeaderGUID() == bot->GetGUID();
@@ -523,23 +523,23 @@ bool BGJoinAction::JoinQueue(uint32 type)
{
if (!isRated)
{
sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].skirmishArenaBotCount++;
sRandomPlayerbotMgr.BattlegroundData[queueTypeId][bracketId].skirmishArenaBotCount++;
}
}
else if (!joinAsGroup)
{
if (teamId == TEAM_ALLIANCE)
sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].bgAllianceBotCount++;
sRandomPlayerbotMgr.BattlegroundData[queueTypeId][bracketId].bgAllianceBotCount++;
else
sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].bgHordeBotCount++;
sRandomPlayerbotMgr.BattlegroundData[queueTypeId][bracketId].bgHordeBotCount++;
}
else
{
if (teamId == TEAM_ALLIANCE)
sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].bgAllianceBotCount +=
sRandomPlayerbotMgr.BattlegroundData[queueTypeId][bracketId].bgAllianceBotCount +=
bot->GetGroup()->GetMembersCount();
else
sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].bgHordeBotCount +=
sRandomPlayerbotMgr.BattlegroundData[queueTypeId][bracketId].bgHordeBotCount +=
bot->GetGroup()->GetMembersCount();
}
@@ -588,13 +588,13 @@ bool FreeBGJoinAction::shouldJoinBg(BattlegroundQueueTypeId queueTypeId, Battleg
TeamSize = (uint32)type;
// Check if bots should join Rated Arena (Only captains can queue)
uint32 ratedArenaBotCount = sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].ratedArenaBotCount;
uint32 ratedArenaBotCount = sRandomPlayerbotMgr.BattlegroundData[queueTypeId][bracketId].ratedArenaBotCount;
uint32 ratedArenaPlayerCount =
sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].ratedArenaPlayerCount;
sRandomPlayerbotMgr.BattlegroundData[queueTypeId][bracketId].ratedArenaPlayerCount;
uint32 ratedArenaInstanceCount =
sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].ratedArenaInstanceCount;
sRandomPlayerbotMgr.BattlegroundData[queueTypeId][bracketId].ratedArenaInstanceCount;
uint32 activeRatedArenaQueue =
sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].activeRatedArenaQueue;
sRandomPlayerbotMgr.BattlegroundData[queueTypeId][bracketId].activeRatedArenaQueue;
bool isRated = (ratedArenaBotCount + ratedArenaPlayerCount) <
(BracketSize * (activeRatedArenaQueue + ratedArenaInstanceCount));
@@ -603,7 +603,7 @@ bool FreeBGJoinAction::shouldJoinBg(BattlegroundQueueTypeId queueTypeId, Battleg
{
if (sArenaTeamMgr->GetArenaTeamByCaptain(bot->GetGUID(), type))
{
sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].ratedArenaBotCount += TeamSize;
sRandomPlayerbotMgr.BattlegroundData[queueTypeId][bracketId].ratedArenaBotCount += TeamSize;
ratedList.push_back(queueTypeId);
return true;
}
@@ -612,13 +612,13 @@ bool FreeBGJoinAction::shouldJoinBg(BattlegroundQueueTypeId queueTypeId, Battleg
// Check if bots should join Skirmish Arena
// We have extra bots queue because same faction can vs each other but can't be in the same group.
uint32 skirmishArenaBotCount =
sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].skirmishArenaBotCount;
sRandomPlayerbotMgr.BattlegroundData[queueTypeId][bracketId].skirmishArenaBotCount;
uint32 skirmishArenaPlayerCount =
sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].skirmishArenaPlayerCount;
sRandomPlayerbotMgr.BattlegroundData[queueTypeId][bracketId].skirmishArenaPlayerCount;
uint32 skirmishArenaInstanceCount =
sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].skirmishArenaInstanceCount;
sRandomPlayerbotMgr.BattlegroundData[queueTypeId][bracketId].skirmishArenaInstanceCount;
uint32 activeSkirmishArenaQueue =
sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].activeSkirmishArenaQueue;
sRandomPlayerbotMgr.BattlegroundData[queueTypeId][bracketId].activeSkirmishArenaQueue;
uint32 maxRequiredSkirmishBots = BracketSize * (activeSkirmishArenaQueue + skirmishArenaInstanceCount);
if (maxRequiredSkirmishBots != 0)
maxRequiredSkirmishBots = maxRequiredSkirmishBots + TeamSize;
@@ -632,12 +632,12 @@ bool FreeBGJoinAction::shouldJoinBg(BattlegroundQueueTypeId queueTypeId, Battleg
}
// Check if bots should join Battleground
uint32 bgAllianceBotCount = sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].bgAllianceBotCount;
uint32 bgAlliancePlayerCount = sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].bgAlliancePlayerCount;
uint32 bgHordeBotCount = sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].bgHordeBotCount;
uint32 bgHordePlayerCount = sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].bgHordePlayerCount;
uint32 activeBgQueue = sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].activeBgQueue;
uint32 bgInstanceCount = sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].bgInstanceCount;
uint32 bgAllianceBotCount = sRandomPlayerbotMgr.BattlegroundData[queueTypeId][bracketId].bgAllianceBotCount;
uint32 bgAlliancePlayerCount = sRandomPlayerbotMgr.BattlegroundData[queueTypeId][bracketId].bgAlliancePlayerCount;
uint32 bgHordeBotCount = sRandomPlayerbotMgr.BattlegroundData[queueTypeId][bracketId].bgHordeBotCount;
uint32 bgHordePlayerCount = sRandomPlayerbotMgr.BattlegroundData[queueTypeId][bracketId].bgHordePlayerCount;
uint32 activeBgQueue = sRandomPlayerbotMgr.BattlegroundData[queueTypeId][bracketId].activeBgQueue;
uint32 bgInstanceCount = sRandomPlayerbotMgr.BattlegroundData[queueTypeId][bracketId].bgInstanceCount;
if (teamId == TEAM_ALLIANCE)
{
@@ -670,7 +670,7 @@ bool BGLeaveAction::Execute(Event event)
uint16 unk = 0x1F90;
uint8 unk2 = 0x0;
bool isArena = false;
bool IsRandomBot = sRandomPlayerbotMgr->IsRandomBot(bot);
bool IsRandomBot = sRandomPlayerbotMgr.IsRandomBot(bot);
ArenaType arenaType = ArenaType(BattlegroundMgr::BGArenaType(queueTypeId));
if (arenaType)
@@ -709,7 +709,7 @@ bool BGStatusAction::LeaveBG(PlayerbotAI* botAI)
if (!bg)
return false;
bool isArena = bg->isArena();
bool isRandomBot = sRandomPlayerbotMgr->IsRandomBot(bot);
bool isRandomBot = sRandomPlayerbotMgr.IsRandomBot(bot);
if (isRandomBot)
botAI->SetMaster(nullptr);
@@ -805,7 +805,7 @@ bool BGStatusAction::Execute(Event event)
break;
}
bool IsRandomBot = sRandomPlayerbotMgr->IsRandomBot(bot);
bool IsRandomBot = sRandomPlayerbotMgr.IsRandomBot(bot);
BattlegroundQueueTypeId queueTypeId = bot->GetBattlegroundQueueTypeId(QueueSlot);
BattlegroundTypeId _bgTypeId = BattlegroundMgr::BGTemplateId(queueTypeId);
if (!queueTypeId)
@@ -958,10 +958,10 @@ bool BGStatusAction::Execute(Event event)
//TeamId teamId = bot->GetTeamId(); //not used, line marked for removal.
bool realPlayers = false;
if (isRated)
realPlayers = sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].ratedArenaPlayerCount > 0;
realPlayers = sRandomPlayerbotMgr.BattlegroundData[queueTypeId][bracketId].ratedArenaPlayerCount > 0;
else
realPlayers =
sRandomPlayerbotMgr->BattlegroundData[queueTypeId][bracketId].skirmishArenaPlayerCount > 0;
sRandomPlayerbotMgr.BattlegroundData[queueTypeId][bracketId].skirmishArenaPlayerCount > 0;
if (realPlayers)
return false;

View File

@@ -1276,7 +1276,7 @@ static std::pair<uint32, uint32> IC_AttackObjectives[] = {
// useful commands for fixing BG bugs and checking waypoints/paths
bool BGTactics::HandleConsoleCommand(ChatHandler* handler, char const* args)
{
if (!sPlayerbotAIConfig->enabled)
if (!sPlayerbotAIConfig.enabled)
{
handler->PSendSysMessage("|cffff0000Playerbot system is currently disabled!");
return true;
@@ -2219,7 +2219,7 @@ bool BGTactics::selectObjective(bool reset)
if (urand(0, 99) < 20 && teamFC)
{
target.Relocate(teamFC->GetPositionX(), teamFC->GetPositionY(), teamFC->GetPositionZ());
if (sServerFacade->GetDistance2d(bot, teamFC) < 33.0f)
if (ServerFacade::instance().GetDistance2d(bot, teamFC) < 33.0f)
Follow(teamFC);
}
else
@@ -2263,7 +2263,7 @@ bool BGTactics::selectObjective(bool reset)
if (urand(0, 99) < 70)
{
target.Relocate(teamFC->GetPositionX(), teamFC->GetPositionY(), teamFC->GetPositionZ());
if (sServerFacade->GetDistance2d(bot, teamFC) < 33.0f)
if (ServerFacade::instance().GetDistance2d(bot, teamFC) < 33.0f)
Follow(teamFC);
}
}
@@ -2284,7 +2284,7 @@ bool BGTactics::selectObjective(bool reset)
{
// Assist own FC if not pursuing enemy FC
target.Relocate(teamFC->GetPositionX(), teamFC->GetPositionY(), teamFC->GetPositionZ());
if (sServerFacade->GetDistance2d(bot, teamFC) < 33.0f)
if (ServerFacade::instance().GetDistance2d(bot, teamFC) < 33.0f)
Follow(teamFC);
}
else if (urand(0, 99) < 5)
@@ -3197,11 +3197,11 @@ bool BGTactics::moveToObjective(bool ignoreDist)
return true;
}
if (!ignoreDist && sServerFacade->IsDistanceGreaterThan(sServerFacade->GetDistance2d(bot, pos.x, pos.y), 100.0f))
if (!ignoreDist && ServerFacade::instance().IsDistanceGreaterThan(ServerFacade::instance().GetDistance2d(bot, pos.x, pos.y), 100.0f))
{
// std::ostringstream out;
// out << "It is too far away! " << pos.x << ", " << pos.y << ", Distance: " <<
// sServerFacade->GetDistance2d(bot, pos.x, pos.y); bot->Say(out.str(), LANG_UNIVERSAL);
// ServerFacade::instance().GetDistance2d(bot, pos.x, pos.y); bot->Say(out.str(), LANG_UNIVERSAL);
return false;
}
@@ -3213,7 +3213,7 @@ bool BGTactics::moveToObjective(bool ignoreDist)
}
// std::ostringstream out; out << "Moving to objective " << pos.x << ", " << pos.y << ", Distance: " <<
// sServerFacade->GetDistance2d(bot, pos.x, pos.y); bot->Say(out.str(), LANG_UNIVERSAL);
// ServerFacade::instance().GetDistance2d(bot, pos.x, pos.y); bot->Say(out.str(), LANG_UNIVERSAL);
// dont increase from 1.5 will cause bugs with horde capping AV towers
return MoveNear(bot->GetMapId(), pos.x, pos.y, pos.z, 1.5f);
@@ -3433,7 +3433,7 @@ bool BGTactics::moveToObjectiveWp(BattleBotPath* const& currentPath, uint32 curr
// out << "WP: ";
// reverse ? out << currPoint << " <<< -> " << nPoint : out << currPoint << ">>> ->" << nPoint;
// out << ", " << nextPoint.x << ", " << nextPoint.y << " Path Size: " << currentPath->size() << ", Dist: " <<
// sServerFacade->GetDistance2d(bot, nextPoint.x, nextPoint.y); bot->Say(out.str(), LANG_UNIVERSAL);
// ServerFacade::instance().GetDistance2d(bot, nextPoint.x, nextPoint.y); bot->Say(out.str(), LANG_UNIVERSAL);
return MoveTo(bot->GetMapId(), nextPoint.x + frand(-2, 2), nextPoint.y + frand(-2, 2), nextPoint.z);
}
@@ -4039,9 +4039,9 @@ bool BGTactics::useBuff()
if (closeObjects.empty())
return false;
bool needRegen = bot->GetHealthPct() < sPlayerbotAIConfig->mediumHealth ||
bool needRegen = bot->GetHealthPct() < sPlayerbotAIConfig.mediumHealth ||
(AI_VALUE2(bool, "has mana", "self target") &&
AI_VALUE2(uint8, "mana", "self target") < sPlayerbotAIConfig->mediumMana);
AI_VALUE2(uint8, "mana", "self target") < sPlayerbotAIConfig.mediumMana);
bool needSpeed = (bgType != BATTLEGROUND_WS || bot->HasAura(BG_WS_SPELL_WARSONG_FLAG) ||
bot->HasAura(BG_WS_SPELL_SILVERWING_FLAG) || bot->HasAura(BG_EY_NETHERSTORM_FLAG_SPELL)) ||
!(teamFlagTaken() || flagTaken());
@@ -4057,7 +4057,7 @@ bool BGTactics::useBuff()
continue;
// use speed buff only if close
if (sServerFacade->IsDistanceGreaterThan(sServerFacade->GetDistance2d(bot, go),
if (ServerFacade::instance().IsDistanceGreaterThan(ServerFacade::instance().GetDistance2d(bot, go),
go->GetEntry() == Buff_Entries[0] ? 20.0f : 50.0f))
continue;
@@ -4107,7 +4107,7 @@ uint32 BGTactics::getPlayersInArea(TeamId teamId, Position point, float range, b
if (!combat && player->IsInCombat())
continue;
if (sServerFacade->GetDistance2d(player, point.GetPositionX(), point.GetPositionY()) < range)
if (ServerFacade::instance().GetDistance2d(player, point.GetPositionX(), point.GetPositionY()) < range)
++defCount;
}
}
@@ -4191,9 +4191,9 @@ bool BGTactics::IsLockedInsideKeep()
// get closest portal
if (bot->GetTeamId() == TEAM_ALLIANCE && go->GetEntry() == GO_TELEPORTER_4)
{
float tempDist = sServerFacade->GetDistance2d(bot, go->GetPositionX(), go->GetPositionY());
float tempDist = ServerFacade::instance().GetDistance2d(bot, go->GetPositionX(), go->GetPositionY());
if (sServerFacade->IsDistanceLessThan(tempDist, closestDistance))
if (ServerFacade::instance().IsDistanceLessThan(tempDist, closestDistance))
{
closestDistance = tempDist;
closestPortal = go;
@@ -4204,9 +4204,9 @@ bool BGTactics::IsLockedInsideKeep()
// get closest portal
if (bot->GetTeamId() == TEAM_HORDE && go->GetEntry() == GO_TELEPORTER_2)
{
float tempDist = sServerFacade->GetDistance2d(bot, go->GetPositionX(), go->GetPositionY());
float tempDist = ServerFacade::instance().GetDistance2d(bot, go->GetPositionX(), go->GetPositionY());
if (sServerFacade->IsDistanceLessThan(tempDist, closestDistance))
if (ServerFacade::instance().IsDistanceLessThan(tempDist, closestDistance))
{
closestDistance = tempDist;
closestPortal = go;
@@ -4253,7 +4253,7 @@ bool ArenaTactics::Execute(Event event)
{
if (!bot->InBattleground())
{
bool IsRandomBot = sRandomPlayerbotMgr->IsRandomBot(bot->GetGUID().GetCounter());
bool IsRandomBot = sRandomPlayerbotMgr.IsRandomBot(bot->GetGUID().GetCounter());
botAI->ChangeStrategy("-arena", BOT_STATE_COMBAT);
botAI->ChangeStrategy("-arena", BOT_STATE_NON_COMBAT);
botAI->ResetStrategies(!IsRandomBot);

View File

@@ -130,10 +130,10 @@ bool CastCustomSpellAction::Execute(Event event)
return false;
}
if (target != bot && !bot->HasInArc(CAST_ANGLE_IN_FRONT, target, sPlayerbotAIConfig->sightDistance))
if (target != bot && !bot->HasInArc(CAST_ANGLE_IN_FRONT, target, sPlayerbotAIConfig.sightDistance))
{
sServerFacade->SetFacingTo(bot, target);
botAI->SetNextCheckDelay(sPlayerbotAIConfig->reactDelay);
ServerFacade::instance().SetFacingTo(bot, target);
botAI->SetNextCheckDelay(sPlayerbotAIConfig.reactDelay);
msg << "cast " << text;
botAI->HandleCommand(CHAT_MSG_WHISPER, msg.str(), master);
@@ -286,7 +286,7 @@ bool CastRandomSpellAction::Execute(Event event)
if (isCast)
{
if (MultiCast && ((wo && bot->HasInArc(CAST_ANGLE_IN_FRONT, wo, sPlayerbotAIConfig->sightDistance))))
if (MultiCast && ((wo && bot->HasInArc(CAST_ANGLE_IN_FRONT, wo, sPlayerbotAIConfig.sightDistance))))
{
std::ostringstream cmd;
cmd << "castnc " << chat->FormatWorldobject(wo) + " " << spellId << " " << 19;

View File

@@ -6,7 +6,7 @@
#include "ChangeStrategyAction.h"
#include "Event.h"
#include "PlayerbotDbStore.h"
#include "PlayerbotRepository.h"
#include "Playerbots.h"
bool ChangeCombatStrategyAction::Execute(Event event)
@@ -24,7 +24,7 @@ bool ChangeCombatStrategyAction::Execute(Event event)
case '+':
case '-':
case '~':
sPlayerbotDbStore->Save(botAI);
PlayerbotRepository::instance().Save(botAI);
break;
case '?':
break;
@@ -40,7 +40,7 @@ bool ChangeNonCombatStrategyAction::Execute(Event event)
std::string const text = event.getParam();
uint32 account = bot->GetSession()->GetAccountId();
if (sPlayerbotAIConfig->IsInRandomAccountList(account) && botAI->GetMaster() &&
if (sPlayerbotAIConfig.IsInRandomAccountList(account) && botAI->GetMaster() &&
botAI->GetMaster()->GetSession()->GetSecurity() < SEC_GAMEMASTER)
{
if (text.find("loot") != std::string::npos || text.find("gather") != std::string::npos)
@@ -62,7 +62,7 @@ bool ChangeNonCombatStrategyAction::Execute(Event event)
case '+':
case '-':
case '~':
sPlayerbotDbStore->Save(botAI);
PlayerbotRepository::instance().Save(botAI);
break;
case '?':
break;

View File

@@ -110,20 +110,20 @@ std::string ChangeTalentsAction::SpecList()
std::ostringstream out;
for (int specNo = 0; specNo < MAX_SPECNO; ++specNo)
{
if (sPlayerbotAIConfig->premadeSpecName[cls][specNo].size() == 0)
if (sPlayerbotAIConfig.premadeSpecName[cls][specNo].size() == 0)
{
break;
}
specFound++;
std::ostringstream out;
std::vector<std::vector<uint32>> parsed = sPlayerbotAIConfig->parsedSpecLinkOrder[cls][specNo][80];
std::vector<std::vector<uint32>> parsed = sPlayerbotAIConfig.parsedSpecLinkOrder[cls][specNo][80];
std::unordered_map<int, int> tabCount;
tabCount[0] = tabCount[1] = tabCount[2] = 0;
for (auto& item : parsed)
{
tabCount[item[0]] += item[3];
}
out << specFound << ". " << sPlayerbotAIConfig->premadeSpecName[cls][specNo] << " (";
out << specFound << ". " << sPlayerbotAIConfig.premadeSpecName[cls][specNo] << " (";
out << tabCount[0] << "-" << tabCount[1] << "-" << tabCount[2] << ")";
botAI->TellMasterNoFacing(out.str());
}
@@ -137,11 +137,11 @@ std::string ChangeTalentsAction::SpecPick(std::string param)
// int specFound = 0; //not used, line marked for removal.
for (int specNo = 0; specNo < MAX_SPECNO; ++specNo)
{
if (sPlayerbotAIConfig->premadeSpecName[cls][specNo].size() == 0)
if (sPlayerbotAIConfig.premadeSpecName[cls][specNo].size() == 0)
{
break;
}
if (sPlayerbotAIConfig->premadeSpecName[cls][specNo] == param)
if (sPlayerbotAIConfig.premadeSpecName[cls][specNo] == param)
{
PlayerbotFactory::InitTalentsBySpecNo(bot, specNo, true);
@@ -149,7 +149,7 @@ std::string ChangeTalentsAction::SpecPick(std::string param)
factory.InitGlyphs(false);
std::ostringstream out;
out << "Picking " << sPlayerbotAIConfig->premadeSpecName[cls][specNo];
out << "Picking " << sPlayerbotAIConfig.premadeSpecName[cls][specNo];
return out.str();
}
}
@@ -176,7 +176,7 @@ std::string ChangeTalentsAction::SpecApply(std::string param)
// std::vector<TalentPath*> ChangeTalentsAction::getPremadePaths(std::string const findName)
// {
// std::vector<TalentPath*> ret;
// // for (auto& path : sPlayerbotAIConfig->classSpecs[bot->getClass()].talentPath)
// // for (auto& path : sPlayerbotAIConfig.classSpecs[bot->getClass()].talentPath)
// // {
// // if (findName.empty() || path.name.find(findName) != std::string::npos)
// // {
@@ -191,7 +191,7 @@ std::string ChangeTalentsAction::SpecApply(std::string param)
// {
// std::vector<TalentPath*> ret;
// // for (auto& path : sPlayerbotAIConfig->classSpecs[bot->getClass()].talentPath)
// // for (auto& path : sPlayerbotAIConfig.classSpecs[bot->getClass()].talentPath)
// // {
// // TalentSpec newSpec = *GetBestPremadeSpec(path.id);
// // newSpec.CropTalents(bot->GetLevel());
@@ -206,7 +206,7 @@ std::string ChangeTalentsAction::SpecApply(std::string param)
// TalentPath* ChangeTalentsAction::getPremadePath(uint32 id)
// {
// // for (auto& path : sPlayerbotAIConfig->classSpecs[bot->getClass()].talentPath)
// // for (auto& path : sPlayerbotAIConfig.classSpecs[bot->getClass()].talentPath)
// // {
// // if (id == path.id)
// // {
@@ -214,7 +214,7 @@ std::string ChangeTalentsAction::SpecApply(std::string param)
// // }
// // }
// // return &sPlayerbotAIConfig->classSpecs[bot->getClass()].talentPath[0];
// // return &sPlayerbotAIConfig.classSpecs[bot->getClass()].talentPath[0];
// return nullptr;
// }
@@ -270,9 +270,9 @@ std::string ChangeTalentsAction::SpecApply(std::string param)
// return false;
// }
// uint32 specNo = sRandomPlayerbotMgr->GetValue(bot->GetGUID().GetCounter(), "specNo");
// uint32 specNo = sRandomPlayerbotMgr.GetValue(bot->GetGUID().GetCounter(), "specNo");
// uint32 specId = specNo - 1;
// std::string specLink = sRandomPlayerbotMgr->GetData(bot->GetGUID().GetCounter(), "specLink");
// std::string specLink = sRandomPlayerbotMgr.GetData(bot->GetGUID().GetCounter(), "specLink");
// //Continue the current spec
// if (specNo > 0)
@@ -319,15 +319,15 @@ std::string ChangeTalentsAction::SpecApply(std::string param)
// specId = -1;
// // specLink = "";
// }
// else if (paths.size() > 1 && false/*!sPlayerbotAIConfig->autoPickTalents*/ &&
// !sRandomPlayerbotMgr->IsRandomBot(bot))
// else if (paths.size() > 1 && false/*!sPlayerbotAIConfig.autoPickTalents*/ &&
// !sRandomPlayerbotMgr.IsRandomBot(bot))
// {
// *out << "Found multiple specs: ";
// listPremadePaths(paths, out);
// }
// else
// {
// specId = PickPremadePath(paths, sRandomPlayerbotMgr->IsRandomBot(bot))->id;
// specId = PickPremadePath(paths, sRandomPlayerbotMgr.IsRandomBot(bot))->id;
// TalentSpec newSpec = *GetBestPremadeSpec(specId);
// specLink = newSpec.GetTalentLink();
// newSpec.CropTalents(bot->GetLevel());
@@ -341,12 +341,12 @@ std::string ChangeTalentsAction::SpecApply(std::string param)
// }
// }
// sRandomPlayerbotMgr->SetValue(bot->GetGUID().GetCounter(), "specNo", specId + 1);
// sRandomPlayerbotMgr.SetValue(bot->GetGUID().GetCounter(), "specNo", specId + 1);
// if (!specLink.empty() && specId == -1)
// sRandomPlayerbotMgr->SetValue(bot->GetGUID().GetCounter(), "specLink", 1, specLink);
// sRandomPlayerbotMgr.SetValue(bot->GetGUID().GetCounter(), "specLink", 1, specLink);
// else
// sRandomPlayerbotMgr->SetValue(bot->GetGUID().GetCounter(), "specLink", 0);
// sRandomPlayerbotMgr.SetValue(bot->GetGUID().GetCounter(), "specLink", 0);
// return (specNo == 0) ? false : true;
// }
@@ -364,7 +364,7 @@ std::string ChangeTalentsAction::SpecApply(std::string param)
// if (path->talentSpec.size())
// return &path->talentSpec.back();
// // return &sPlayerbotAIConfig->classSpecs[bot->getClassMask()].baseSpec;
// // return &sPlayerbotAIConfig.classSpecs[bot->getClassMask()].baseSpec;
// return nullptr;
// }
@@ -372,7 +372,7 @@ bool AutoSetTalentsAction::Execute(Event event)
{
std::ostringstream out;
if (!sPlayerbotAIConfig->autoPickTalents || !sRandomPlayerbotMgr->IsRandomBot(bot))
if (!sPlayerbotAIConfig.autoPickTalents || !sRandomPlayerbotMgr.IsRandomBot(bot))
return false;
if (bot->GetFreeTalentPoints() <= 0)

View File

@@ -96,7 +96,7 @@ bool FollowChatShortcutAction::Execute(Event event)
/* Default mechanics takes care of this now.
if (bot->GetMapId() != master->GetMapId() || (master && bot->GetDistance(master) >
sPlayerbotAIConfig->sightDistance))
sPlayerbotAIConfig.sightDistance))
{
if (bot->isDead())
{
@@ -161,7 +161,7 @@ bool FleeChatShortcutAction::Execute(Event event)
ResetReturnPosition();
ResetStayPosition();
if (bot->GetMapId() != master->GetMapId() || bot->GetDistance(master) > sPlayerbotAIConfig->sightDistance)
if (bot->GetMapId() != master->GetMapId() || bot->GetDistance(master) > sPlayerbotAIConfig.sightDistance)
{
botAI->TellError("I will not flee with you - too far away");
return true;

View File

@@ -86,7 +86,7 @@ void CheatAction::ListCheats()
for (int i = 0; i < log2((uint32)BotCheatMask::maxMask); i++)
{
BotCheatMask cheatMask = BotCheatMask(1 << i);
if ((uint32)cheatMask & (uint32)sPlayerbotAIConfig->botCheatMask)
if ((uint32)cheatMask & (uint32)sPlayerbotAIConfig.botCheatMask)
out << "[conf:" << GetCheatName(BotCheatMask(cheatMask)) << "]";
else if (botAI->HasCheat(cheatMask))
out << "[" << GetCheatName(BotCheatMask(cheatMask)) << "]";

View File

@@ -28,7 +28,7 @@ bool CheckMailAction::Execute(Event event)
continue;
uint32 account = owner->GetSession()->GetAccountId();
if (sPlayerbotAIConfig->IsInRandomAccountList(account))
if (sPlayerbotAIConfig.IsInRandomAccountList(account))
continue;
ProcessMail(mail, owner, trans);
@@ -80,7 +80,7 @@ void CheckMailAction::ProcessMail(Mail* mail, Player* owner, CharacterDatabaseTr
if (!item)
continue;
if (!sGuildTaskMgr->CheckItemTask(i->item_template, item->GetCount(), owner, bot, true))
if (!GuildTaskMgr::instance().CheckItemTask(i->item_template, item->GetCount(), owner, bot, true))
{
std::ostringstream body;
body << "Hello, " << owner->GetName() << ",\n";

View File

@@ -89,7 +89,7 @@ bool CheckMountStateAction::isUseful()
return false;
// Not useful when level lower than minimum required
if (bot->GetLevel() < sPlayerbotAIConfig->useGroundMountAtMinLevel)
if (bot->GetLevel() < sPlayerbotAIConfig.useGroundMountAtMinLevel)
return false;
// Allow mounting while transformed only if the form allows it
@@ -402,7 +402,7 @@ float CheckMountStateAction::CalculateDismountDistance() const
// Warrior bots should dismount far enough to charge (because it's important for generating some initial rage),
// a real player would be riding toward enemy mashing the charge key but the bots won't cast charge while mounted.
bool isMelee = PlayerbotAI::IsMelee(bot);
float dismountDistance = isMelee ? sPlayerbotAIConfig->meleeDistance + 2.0f : sPlayerbotAIConfig->spellDistance + 2.0f;
float dismountDistance = isMelee ? sPlayerbotAIConfig.meleeDistance + 2.0f : sPlayerbotAIConfig.spellDistance + 2.0f;
return bot->getClass() == CLASS_WARRIOR ? std::max(18.0f, dismountDistance) : dismountDistance;
}
@@ -413,7 +413,7 @@ float CheckMountStateAction::CalculateMountDistance() const
// seconds:
// 21 / 7 = 21 / 14 + 1.5 = 3 (7 = dismounted speed 14 = epic-mount speed 1.5 = mount-spell cast time)
bool isMelee = PlayerbotAI::IsMelee(bot);
float baseDistance = isMelee ? sPlayerbotAIConfig->meleeDistance + 10.0f : sPlayerbotAIConfig->spellDistance + 10.0f;
float baseDistance = isMelee ? sPlayerbotAIConfig.meleeDistance + 10.0f : sPlayerbotAIConfig.spellDistance + 10.0f;
return std::max(21.0f, baseDistance);
}
@@ -440,7 +440,7 @@ int32 CheckMountStateAction::CalculateMasterMountSpeed(Player* master, const Mou
int32 ridingSkill = bot->GetPureSkillValue(SKILL_RIDING);
int32 botLevel = bot->GetLevel();
if (ridingSkill <= 75 && botLevel < static_cast<int32>(sPlayerbotAIConfig->useFastGroundMountAtMinLevel))
if (ridingSkill <= 75 && botLevel < static_cast<int32>(sPlayerbotAIConfig.useFastGroundMountAtMinLevel))
return 59;
// If there is a master and bot not in BG, use master's aura effects.

View File

@@ -20,7 +20,7 @@ bool CheckValuesAction::Execute(Event event)
if (botAI->HasStrategy("map", BOT_STATE_NON_COMBAT) || botAI->HasStrategy("map full", BOT_STATE_NON_COMBAT))
{
sTravelNodeMap->manageNodes(bot, botAI->HasStrategy("map full", BOT_STATE_NON_COMBAT));
TravelNodeMap::instance().manageNodes(bot, botAI->HasStrategy("map full", BOT_STATE_NON_COMBAT));
}
GuidVector possible_targets = *context->GetValue<GuidVector>("possible targets");

View File

@@ -248,7 +248,7 @@ bool ChooseRpgTargetAction::Execute(Event event)
}
std::mt19937 gen(time(0));
sTravelMgr->weighted_shuffle(guidps.begin(), guidps.end(), relevances.begin(), relevances.end(), gen);
TravelMgr::instance().weighted_shuffle(guidps.begin(), guidps.end(), relevances.begin(), relevances.end(), gen);
GuidPosition guidP(guidps.front());
if (!guidP)
@@ -279,7 +279,7 @@ bool ChooseRpgTargetAction::isUseful()
GuidPosition guidP = AI_VALUE(GuidPosition, "rpg target");
if (guidP && guidP.distance(bot) < sPlayerbotAIConfig->reactDistance * 2)
if (guidP && guidP.distance(bot) < sPlayerbotAIConfig.reactDistance * 2)
return false;
// TravelTarget* travelTarget = AI_VALUE(TravelTarget*, "travel target"); //not used, line marked for removal.
@@ -330,7 +330,7 @@ bool ChooseRpgTargetAction::isFollowValid(Player* bot, WorldPosition pos)
if (!botAI->HasStrategy("follow", BOT_STATE_NON_COMBAT))
return true;
if (bot->GetDistance(groupLeader) > sPlayerbotAIConfig->rpgDistance * 2)
if (bot->GetDistance(groupLeader) > sPlayerbotAIConfig.rpgDistance * 2)
return false;
Formation* formation = AI_VALUE(Formation*, "formation");
@@ -340,7 +340,7 @@ bool ChooseRpgTargetAction::isFollowValid(Player* bot, WorldPosition pos)
{
Player* player = groupLeader;
if (groupLeader && !groupLeader->isMoving() ||
PAI_VALUE(WorldPosition, "last long move").distance(pos) < sPlayerbotAIConfig->reactDistance)
PAI_VALUE(WorldPosition, "last long move").distance(pos) < sPlayerbotAIConfig.reactDistance)
return true;
}

View File

@@ -20,13 +20,13 @@ bool AttackEnemyPlayerAction::isUseful()
if (PlayerHasFlag::IsCapturingFlag(bot))
return false;
return !sPlayerbotAIConfig->IsPvpProhibited(bot->GetZoneId(), bot->GetAreaId());
return !sPlayerbotAIConfig.IsPvpProhibited(bot->GetZoneId(), bot->GetAreaId());
}
bool AttackEnemyFlagCarrierAction::isUseful()
{
Unit* target = context->GetValue<Unit*>("enemy flag carrier")->Get();
return target && sServerFacade->IsDistanceLessOrEqualThan(sServerFacade->GetDistance2d(bot, target), 100.0f) &&
return target && ServerFacade::instance().IsDistanceLessOrEqualThan(ServerFacade::instance().GetDistance2d(bot, target), 100.0f) &&
PlayerHasFlag::IsCapturingFlag(bot);
}

View File

@@ -366,7 +366,7 @@ bool ChooseTravelTargetAction::getBestDestination(std::vector<TravelDestination*
WorldPosition botLocation(bot);
std::vector<WorldPosition*> availablePoints =
sTravelMgr->getNextPoint(&botLocation, *activePoints); // Pick a good point.
TravelMgr::instance().getNextPoint(&botLocation, *activePoints); // Pick a good point.
if (availablePoints.empty()) // No points available.
return false;
@@ -488,7 +488,7 @@ bool ChooseTravelTargetAction::SetQuestTarget(TravelTarget* target, bool onlyCom
if (newQuests)
{
// Prefer new quests near the player at lower levels.
activeDestinations = sTravelMgr->getQuestTravelDestinations(bot, -1, true, false, 400 + bot->GetLevel() * 10);
activeDestinations = TravelMgr::instance().getQuestTravelDestinations(bot, -1, true, false, 400 + bot->GetLevel() * 10);
}
if (activeQuests || completedQuests)
{
@@ -510,7 +510,7 @@ bool ChooseTravelTargetAction::SetQuestTarget(TravelTarget* target, bool onlyCom
continue;
//Find quest takers or objectives
std::vector<TravelDestination*> questDestinations = sTravelMgr->getQuestTravelDestinations(bot, questId, true, false, 0);
std::vector<TravelDestination*> questDestinations = TravelMgr::instance().getQuestTravelDestinations(bot, questId, true, false, 0);
if (onlyClassQuest && activeDestinations.size() && questDestinations.size()) //Only do class quests if we have any.
{
@@ -525,7 +525,7 @@ bool ChooseTravelTargetAction::SetQuestTarget(TravelTarget* target, bool onlyCom
}
}
if (newQuests && activeDestinations.empty())
activeDestinations = sTravelMgr->getQuestTravelDestinations(bot, -1, true, false); //If we really don't find any new quests look futher away.
activeDestinations = TravelMgr::instance().getQuestTravelDestinations(bot, -1, true, false); //If we really don't find any new quests look futher away.
if (botAI->HasStrategy("debug travel", BotState::BOT_STATE_NON_COMBAT))
botAI->TellMasterNoFacing(std::to_string(activeDestinations.size()) + " quest destinations found.");
@@ -547,7 +547,7 @@ bool ChooseTravelTargetAction::SetNewQuestTarget(TravelTarget* target)
// Find quest givers.
std::vector<TravelDestination*> TravelDestinations =
sTravelMgr->getQuestTravelDestinations(bot, -1, botAI->HasRealPlayerMaster());
TravelMgr::instance().getQuestTravelDestinations(bot, -1, botAI->HasRealPlayerMaster());
activeDestinations.insert(activeDestinations.end(), TravelDestinations.begin(), TravelDestinations.end());
@@ -576,7 +576,7 @@ bool ChooseTravelTargetAction::SetRpgTarget(TravelTarget* target)
// Find rpg npcs
std::vector<TravelDestination*> TravelDestinations =
sTravelMgr->getRpgTravelDestinations(bot, botAI->HasRealPlayerMaster());
TravelMgr::instance().getRpgTravelDestinations(bot, botAI->HasRealPlayerMaster());
activeDestinations.insert(activeDestinations.end(), TravelDestinations.begin(), TravelDestinations.end());
@@ -605,7 +605,7 @@ bool ChooseTravelTargetAction::SetGrindTarget(TravelTarget* target)
// Find grind mobs.
std::vector<TravelDestination*> TravelDestinations =
sTravelMgr->getGrindTravelDestinations(bot, botAI->HasRealPlayerMaster());
TravelMgr::instance().getGrindTravelDestinations(bot, botAI->HasRealPlayerMaster());
activeDestinations.insert(activeDestinations.end(), TravelDestinations.begin(), TravelDestinations.end());
@@ -634,7 +634,7 @@ bool ChooseTravelTargetAction::SetBossTarget(TravelTarget* target)
// Find boss mobs.
std::vector<TravelDestination*> TravelDestinations =
sTravelMgr->getBossTravelDestinations(bot, botAI->HasRealPlayerMaster());
TravelMgr::instance().getBossTravelDestinations(bot, botAI->HasRealPlayerMaster());
activeDestinations.insert(activeDestinations.end(), TravelDestinations.begin(), TravelDestinations.end());
@@ -662,7 +662,7 @@ bool ChooseTravelTargetAction::SetExploreTarget(TravelTarget* target)
WorldPosition botLocation(bot);
// Find quest givers.
std::vector<TravelDestination*> TravelDestinations = sTravelMgr->getExploreTravelDestinations(bot, true, true);
std::vector<TravelDestination*> TravelDestinations = TravelMgr::instance().getExploreTravelDestinations(bot, true, true);
activeDestinations.insert(activeDestinations.end(), TravelDestinations.begin(), TravelDestinations.end());
/*
@@ -681,7 +681,7 @@ bool ChooseTravelTargetAction::SetExploreTarget(TravelTarget* target)
if (activePoints.empty())
{
TravelDestinations = sTravelMgr->getExploreTravelDestinations(bot, botAI->HasRealPlayerMaster());
TravelDestinations = TravelMgr::instance().getExploreTravelDestinations(bot, botAI->HasRealPlayerMaster());
for (auto& activeTarget : activeDestinations)
{
@@ -710,7 +710,7 @@ bool ChooseTravelTargetAction::SetNpcFlagTarget(TravelTarget* target, std::vecto
std::vector<TravelDestination*> dests;
for (auto& d : sTravelMgr->getRpgTravelDestinations(bot, true, true))
for (auto& d : TravelMgr::instance().getRpgTravelDestinations(bot, true, true))
{
if (!d->getEntry())
continue;
@@ -813,7 +813,7 @@ std::vector<TravelDestination*> TravelMgr::getBossTravelDestinations(Player* bot
bool ChooseTravelTargetAction::SetNullTarget(TravelTarget* target)
{
target->setTarget(sTravelMgr->nullTravelDestination, sTravelMgr->nullWorldPosition, true);
target->setTarget(TravelMgr::instance().nullTravelDestination, TravelMgr::instance().nullWorldPosition, true);
return true;
}
@@ -832,7 +832,7 @@ TravelDestination* ChooseTravelTargetAction::FindDestination(Player* bot, std::s
//Quests
if (quests)
{
for (auto& d : sTravelMgr->getQuestTravelDestinations(bot, 0, true, true))
for (auto& d : TravelMgr::instance().getQuestTravelDestinations(bot, 0, true, true))
{
if (strstri(d->getTitle().c_str(), name.c_str()))
dests.push_back(d);
@@ -842,7 +842,7 @@ TravelDestination* ChooseTravelTargetAction::FindDestination(Player* bot, std::s
//Zones
if (zones)
{
for (auto& d : sTravelMgr->getExploreTravelDestinations(bot, true, true))
for (auto& d : TravelMgr::instance().getExploreTravelDestinations(bot, true, true))
{
if (strstri(d->getTitle().c_str(), name.c_str()))
dests.push_back(d);
@@ -852,7 +852,7 @@ TravelDestination* ChooseTravelTargetAction::FindDestination(Player* bot, std::s
//Npcs
if (npcs)
{
for (auto& d : sTravelMgr->getRpgTravelDestinations(bot, true, true))
for (auto& d : TravelMgr::instance().getRpgTravelDestinations(bot, true, true))
{
if (strstri(d->getTitle().c_str(), name.c_str()))
dests.push_back(d);
@@ -862,7 +862,7 @@ TravelDestination* ChooseTravelTargetAction::FindDestination(Player* bot, std::s
//Mobs
if (mobs)
{
for (auto& d : sTravelMgr->getGrindTravelDestinations(bot, true, true, 5000.0f))
for (auto& d : TravelMgr::instance().getGrindTravelDestinations(bot, true, true, 5000.0f))
{
if (strstri(d->getTitle().c_str(), name.c_str()))
dests.push_back(d);
@@ -872,7 +872,7 @@ TravelDestination* ChooseTravelTargetAction::FindDestination(Player* bot, std::s
//Bosses
if (bosses)
{
for (auto& d : sTravelMgr->getBossTravelDestinations(bot, true, true))
for (auto& d : TravelMgr::instance().getBossTravelDestinations(bot, true, true))
{
if (strstri(d->getTitle().c_str(), name.c_str()))
dests.push_back(d);

View File

@@ -25,7 +25,7 @@ bool SwitchToMeleeAction::isUseful()
return botAI->HasStrategy("ranged", BOT_STATE_COMBAT) &&
((bot->IsInCombat() && target &&
(target->GetVictim() == bot && (!bot->GetGroup() || lastFlee) &&
sServerFacade->IsDistanceLessOrEqualThan(AI_VALUE2(float, "distance", "current target"), 8.0f))) ||
ServerFacade::instance().IsDistanceLessOrEqualThan(AI_VALUE2(float, "distance", "current target"), 8.0f))) ||
(!bot->IsInCombat()));
}
@@ -47,7 +47,7 @@ bool SwitchToRangedAction::isUseful()
return botAI->HasStrategy("close", BOT_STATE_COMBAT) && hasAmmo &&
((bot->IsInCombat() && target &&
((target->GetVictim() != bot || target->GetTarget() != bot->GetGUID()) ||
sServerFacade->IsDistanceGreaterThan(AI_VALUE2(float, "distance", "current target"), 8.0f))) ||
ServerFacade::instance().IsDistanceGreaterThan(AI_VALUE2(float, "distance", "current target"), 8.0f))) ||
(!bot->IsInCombat()));
}

View File

@@ -19,7 +19,7 @@ bool DebugAction::Execute(Event event)
if (text == "scan")
{
sPlayerbotAIConfig->openLog("scan.csv", "w");
sPlayerbotAIConfig.openLog("scan.csv", "w");
uint32 i = 0;
for (auto p : WorldPosition().getCreaturesNear())
@@ -36,15 +36,15 @@ bool DebugAction::Execute(Event event)
pos.printWKT(out);
sPlayerbotAIConfig->log("scan.csv", out.str().c_str());
sPlayerbotAIConfig.log("scan.csv", out.str().c_str());
if (zoneId == 0 && areaId == 0)
{
sPlayerbotAIConfig->log("x", out.str().c_str());
sPlayerbotAIConfig.log("x", out.str().c_str());
}
else
{
sPlayerbotAIConfig->log("y", out.str().c_str());
sPlayerbotAIConfig.log("y", out.str().c_str());
}
i = zoneId;
@@ -53,8 +53,8 @@ bool DebugAction::Execute(Event event)
}
else if (text.find("printmap") != std::string::npos)
{
sTravelNodeMap->printMap();
sTravelNodeMap->printNodeStore();
TravelNodeMap::instance().printMap();
TravelNodeMap::instance().printNodeStore();
return true;
}
else if (text.find("travel ") != std::string::npos)
@@ -72,7 +72,7 @@ bool DebugAction::Execute(Event event)
return false;
std::vector<WorldPosition> beginPath, endPath;
TravelNodeRoute route = sTravelNodeMap->getRoute(botPos, *points.front(), beginPath, bot);
TravelNodeRoute route = TravelNodeMap::instance().getRoute(botPos, *points.front(), beginPath, bot);
std::ostringstream out;
out << "Traveling to " << dest->getTitle() << ": ";
@@ -108,7 +108,7 @@ bool DebugAction::Execute(Event event)
out << quest->GetTitle() << ": ";
QuestContainer* cont = sTravelMgr->quests[questId];
QuestContainer* cont = TravelMgr::instance().quests[questId];
for (auto g : cont->questGivers)
{
@@ -135,11 +135,11 @@ bool DebugAction::Execute(Event event)
else if (text.find("quest") != std::string::npos)
{
std::ostringstream out;
out << sTravelMgr->quests.size() << " quests ";
out << TravelMgr::instance().quests.size() << " quests ";
uint32 noT = 0, noG = 0, noO = 0;
for (auto q : sTravelMgr->quests)
for (auto q : TravelMgr::instance().quests)
{
if (q.second->questGivers.empty())
noG++;
@@ -164,7 +164,7 @@ bool DebugAction::Execute(Event event)
// uint32 noT = 0, noG = 0, noO = 0; //not used, line marked for removal.
for (auto q : sTravelMgr->quests)
for (auto q : TravelMgr::instance().quests)
{
Quest const* quest = sObjectMgr->GetQuestTemplate(q.first);
@@ -194,16 +194,16 @@ bool DebugAction::Execute(Event event)
std::string const name = "USER:" + text.substr(9);
/* TravelNode* startNode = */ sTravelNodeMap->addNode(pos, name, false, false); // startNode not used, but addNode as side effect, fragment marked for removal.
/* TravelNode* startNode = */ TravelNodeMap::instance().addNode(pos, name, false, false); // startNode not used, but addNode as side effect, fragment marked for removal.
for (auto& endNode : sTravelNodeMap->getNodes(pos, 2000))
for (auto& endNode : TravelNodeMap::instance().getNodes(pos, 2000))
{
endNode->setLinked(false);
}
botAI->TellMasterNoFacing("Node " + name + " created.");
sTravelNodeMap->setHasToGen();
TravelNodeMap::instance().setHasToGen();
return true;
}
@@ -211,7 +211,7 @@ bool DebugAction::Execute(Event event)
{
WorldPosition pos(bot);
TravelNode* startNode = sTravelNodeMap->getNode(pos, nullptr, 50);
TravelNode* startNode = TravelNodeMap::instance().getNode(pos, nullptr, 50);
if (!startNode)
return false;
@@ -221,24 +221,24 @@ bool DebugAction::Execute(Event event)
botAI->TellMasterNoFacing("Node can not be removed.");
}
sTravelNodeMap->m_nMapMtx.lock();
sTravelNodeMap->removeNode(startNode);
TravelNodeMap::instance().m_nMapMtx.lock();
TravelNodeMap::instance().removeNode(startNode);
botAI->TellMasterNoFacing("Node removed.");
sTravelNodeMap->m_nMapMtx.unlock();
TravelNodeMap::instance().m_nMapMtx.unlock();
sTravelNodeMap->setHasToGen();
TravelNodeMap::instance().setHasToGen();
return true;
}
else if (text.find("reset node") != std::string::npos)
{
for (auto& node : sTravelNodeMap->getNodes())
for (auto& node : TravelNodeMap::instance().getNodes())
node->setLinked(false);
return true;
}
else if (text.find("reset path") != std::string::npos)
{
for (auto& node : sTravelNodeMap->getNodes())
for (auto& node : TravelNodeMap::instance().getNodes())
for (auto& path : *node->getLinks())
node->removeLinkTo(path.first, true);
return true;
@@ -246,23 +246,23 @@ bool DebugAction::Execute(Event event)
else if (text.find("gen node") != std::string::npos)
{
// Pathfinder
sTravelNodeMap->generateNodes();
TravelNodeMap::instance().generateNodes();
return true;
}
else if (text.find("gen path") != std::string::npos)
{
sTravelNodeMap->generatePaths();
TravelNodeMap::instance().generatePaths();
return true;
}
else if (text.find("crop path") != std::string::npos)
{
sTravelNodeMap->removeUselessPaths();
TravelNodeMap::instance().removeUselessPaths();
return true;
}
else if (text.find("save node") != std::string::npos)
{
sTravelNodeMap->printNodeStore();
sTravelNodeMap->saveNodeStore();
TravelNodeMap::instance().printNodeStore();
TravelNodeMap::instance().saveNodeStore();
return true;
}
else if (text.find("load node") != std::string::npos)
@@ -270,8 +270,8 @@ bool DebugAction::Execute(Event event)
std::thread t(
[]
{
sTravelNodeMap->removeNodes();
sTravelNodeMap->loadNodeStore();
TravelNodeMap::instance().removeNodes();
TravelNodeMap::instance().loadNodeStore();
});
t.detach();
@@ -282,7 +282,7 @@ bool DebugAction::Execute(Event event)
{
WorldPosition pos(bot);
std::vector<TravelNode*> nodes = sTravelNodeMap->getNodes(pos, 500);
std::vector<TravelNode*> nodes = TravelNodeMap::instance().getNodes(pos, 500);
for (auto& node : nodes)
{

View File

@@ -10,7 +10,7 @@
bool DelayAction::Execute(Event event)
{
uint32 delay = sPlayerbotAIConfig->passiveDelay + sPlayerbotAIConfig->globalCoolDown;
uint32 delay = sPlayerbotAIConfig.passiveDelay + sPlayerbotAIConfig.globalCoolDown;
botAI->SetNextCheckDelay(delay);

View File

@@ -67,7 +67,7 @@ bool CleanQuestLogAction::Execute(Event event)
return false;
}
if (!sPlayerbotAIConfig->dropObsoleteQuests)
if (!sPlayerbotAIConfig.dropObsoleteQuests)
{
return false;
}

View File

@@ -88,7 +88,7 @@ void EmoteActionBase::InitEmotes()
bool EmoteActionBase::Emote(Unit* target, uint32 type, bool textEmote)
{
if (target && !bot->HasInArc(static_cast<float>(M_PI), target, sPlayerbotAIConfig->sightDistance))
if (target && !bot->HasInArc(static_cast<float>(M_PI), target, sPlayerbotAIConfig.sightDistance))
bot->SetFacingToObject(target);
ObjectGuid oldSelection = bot->GetTarget();
@@ -100,7 +100,7 @@ bool EmoteActionBase::Emote(Unit* target, uint32 type, bool textEmote)
if (player)
{
PlayerbotAI* playerBotAI = GET_PLAYERBOT_AI(player);
if (playerBotAI && !player->HasInArc(static_cast<float>(M_PI), bot, sPlayerbotAIConfig->sightDistance))
if (playerBotAI && !player->HasInArc(static_cast<float>(M_PI), bot, sPlayerbotAIConfig.sightDistance))
{
player->SetFacingToObject(bot);
}
@@ -133,7 +133,7 @@ Unit* EmoteActionBase::GetTarget()
for (GuidVector::iterator i = nfp.begin(); i != nfp.end(); ++i)
{
Unit* unit = botAI->GetUnit(*i);
if (unit && sServerFacade->GetDistance2d(bot, unit) < sPlayerbotAIConfig->tooCloseDistance)
if (unit && ServerFacade::instance().GetDistance2d(bot, unit) < sPlayerbotAIConfig.tooCloseDistance)
targets.push_back(unit);
}
@@ -618,8 +618,8 @@ bool EmoteActionBase::ReceiveEmote(Player* source, uint32 emote, bool verbal)
break;
}
if (source && !bot->isMoving() && !bot->HasInArc(static_cast<float>(M_PI), source, sPlayerbotAIConfig->farDistance))
sServerFacade->SetFacingTo(bot, source);
if (source && !bot->isMoving() && !bot->HasInArc(static_cast<float>(M_PI), source, sPlayerbotAIConfig.farDistance))
ServerFacade::instance().SetFacingTo(bot, source);
if (verbal)
{
@@ -689,7 +689,7 @@ bool EmoteAction::Execute(Event event)
p >> emoteId >> source;
pSource = ObjectAccessor::FindPlayer(source);
if (pSource && pSource != bot && sServerFacade->GetDistance2d(bot, pSource) < sPlayerbotAIConfig->farDistance &&
if (pSource && pSource != bot && ServerFacade::instance().GetDistance2d(bot, pSource) < sPlayerbotAIConfig.farDistance &&
emoteId != EMOTE_ONESHOT_NONE)
{
if ((pSource->GetGUID() != bot->GetGUID()) &&
@@ -737,7 +737,7 @@ bool EmoteAction::Execute(Event event)
// time_t lastEmote = AI_VALUE2(time_t, "last emote", qualifier); //not used, line marked for removal.
botAI->GetAiObjectContext()
->GetValue<time_t>("last emote", qualifier)
->Set(time(nullptr) + urand(1000, sPlayerbotAIConfig->repeatDelay) / 1000);
->Set(time(nullptr) + urand(1000, sPlayerbotAIConfig.repeatDelay) / 1000);
param = qualifier;
}

View File

@@ -330,7 +330,7 @@ void EquipAction::EquipItem(Item* item)
bool EquipUpgradesAction::Execute(Event event)
{
if (!sPlayerbotAIConfig->autoEquipUpgradeLoot && !sRandomPlayerbotMgr->IsRandomBot(bot))
if (!sPlayerbotAIConfig.autoEquipUpgradeLoot && !sRandomPlayerbotMgr.IsRandomBot(bot))
return false;
if (event.GetSource() == "trade status")

View File

@@ -272,9 +272,9 @@ bool MoveNearWaterAction::isPossible()
float fishingSearchWindow;
if (master)
fishingSearchWindow = sPlayerbotAIConfig->fishingDistanceFromMaster;
fishingSearchWindow = sPlayerbotAIConfig.fishingDistanceFromMaster;
else
fishingSearchWindow = sPlayerbotAIConfig->fishingDistance;
fishingSearchWindow = sPlayerbotAIConfig.fishingDistance;
WorldPosition fishingHole = FindFishingHole(botAI);
@@ -385,7 +385,7 @@ bool EquipFishingPoleAction::isUseful()
}
}
if (sRandomPlayerbotMgr->IsRandomBot(bot))
if (sRandomPlayerbotMgr.IsRandomBot(bot))
{
bot->StoreNewItemInBestSlots(FISHING_POLE, 1); // Try to get a fishing pole
return true;
@@ -396,7 +396,7 @@ bool EquipFishingPoleAction::isUseful()
return false;
std::string masterName = master->GetName();
std::string text = sPlayerbotTextMgr->GetBotTextOrDefault(
std::string text = PlayerbotTextMgr::instance().GetBotTextOrDefault(
"no_fishing_pole_error", "I don't have a Fishing Pole",{});
botAI->Whisper(text, masterName);
@@ -499,7 +499,7 @@ bool EndMasterFishingAction::isUseful()
return false;
WorldPosition nearWater = FindWaterRadial(bot, bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(),
bot->GetMap(), bot->GetPhaseMask(), MIN_DISTANCE_TO_WATER, sPlayerbotAIConfig->endFishingWithMaster, 10.0f);
bot->GetMap(), bot->GetPhaseMask(), MIN_DISTANCE_TO_WATER, sPlayerbotAIConfig.endFishingWithMaster, 10.0f);
return !nearWater.IsValid();
}

View File

@@ -44,7 +44,7 @@ bool FollowAction::Execute(Event event)
// botAI->PetFollow();
// }
// if (moved)
// botAI->SetNextCheckDelay(sPlayerbotAIConfig->reactDelay);
// botAI->SetNextCheckDelay(sPlayerbotAIConfig.reactDelay);
return moved;
}
@@ -98,9 +98,9 @@ bool FollowAction::isUseful()
distance = bot->GetDistance(loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ());
}
if (botAI->HasStrategy("master fishing", BOT_STATE_NON_COMBAT))
return sServerFacade->IsDistanceGreaterThan(distance, sPlayerbotAIConfig->fishingDistanceFromMaster);
return ServerFacade::instance().IsDistanceGreaterThan(distance, sPlayerbotAIConfig.fishingDistanceFromMaster);
return sServerFacade->IsDistanceGreaterThan(distance, formation->GetMaxDistance());
return ServerFacade::instance().IsDistanceGreaterThan(distance, formation->GetMaxDistance());
}
bool FollowAction::CanDeadFollow(Unit* target)
@@ -130,7 +130,7 @@ bool FleeToGroupLeaderAction::Execute(Event event)
WorldPosition bosPos(bot);
float distance = bosPos.fDist(targetPos);
if (distance < sPlayerbotAIConfig->reactDistance * 3)
if (distance < sPlayerbotAIConfig.reactDistance * 3)
{
if (!urand(0, 3))
botAI->TellMaster("I am close, wait for me!");

View File

@@ -113,7 +113,7 @@ bool TogglePetSpellAutoCastAction::Execute(Event event)
}
// Debug message if pet spells have been toggled and debug is enabled
if (toggled && sPlayerbotAIConfig->petChatCommandDebug == 1)
if (toggled && sPlayerbotAIConfig.petChatCommandDebug == 1)
botAI->TellMaster("Pet autocast spells have been toggled.");
return toggled;
@@ -185,7 +185,7 @@ bool SetPetStanceAction::Execute(Event /*event*/)
}
// Get the default pet stance from the configuration
int32 stance = sPlayerbotAIConfig->defaultPetStance;
int32 stance = sPlayerbotAIConfig.defaultPetStance;
ReactStates react = REACT_DEFENSIVE;
std::string stanceText = "defensive (from config, fallback)";
@@ -221,7 +221,7 @@ bool SetPetStanceAction::Execute(Event /*event*/)
}
// If debug is enabled in config, inform the master of the new stance
if (sPlayerbotAIConfig->petChatCommandDebug == 1)
if (sPlayerbotAIConfig.petChatCommandDebug == 1)
botAI->TellMaster("Pet stance set to " + stanceText + " (applied to all pets/guardians).");
return true;

View File

@@ -87,7 +87,7 @@ namespace ai::buff
{
std::string castName = baseName;
Group* g = bot->GetGroup();
if (!g || g->GetMembersCount() < static_cast<uint32>(sPlayerbotAIConfig->minBotsForGreaterBuff))
if (!g || g->GetMembersCount() < static_cast<uint32>(sPlayerbotAIConfig.minBotsForGreaterBuff))
return castName; // Group too small: stay in solo mode
if (std::string const groupName = GroupVariantFor(baseName); !groupName.empty())
@@ -114,7 +114,7 @@ namespace ai::buff
time_t now = std::time(nullptr);
uint32 botLow = static_cast<uint32>(bot->GetGUID().GetCounter());
time_t& last = s_lastWarn[ std::make_pair(botLow, groupName) ];
if (!last || now - last >= sPlayerbotAIConfig->rpWarningCooldown) // Configurable anti-spam
if (!last || now - last >= sPlayerbotAIConfig.rpWarningCooldown) // Configurable anti-spam
{
// DB Key choice in regard of the buff
std::string key;
@@ -132,7 +132,7 @@ namespace ai::buff
placeholders["%group_spell"] = groupName;
placeholders["%base_spell"] = baseName;
std::string announceText = sPlayerbotTextMgr->GetBotTextOrDefault(key,
std::string announceText = PlayerbotTextMgr::instance().GetBotTextOrDefault(key,
"Out of components for %group_spell. Using %base_spell!", placeholders);
announce(announceText);

View File

@@ -82,7 +82,7 @@ bool CastSpellAction::isPossible()
{
if (botAI->IsInVehicle() && !botAI->IsInVehicle(false, false, true))
{
if (!sPlayerbotAIConfig->logInGroupOnly || (bot->GetGroup() && botAI->HasRealPlayerMaster()))
if (!sPlayerbotAIConfig.logInGroupOnly || (bot->GetGroup() && botAI->HasRealPlayerMaster()))
{
LOG_DEBUG("playerbots", "Can cast spell failed. Vehicle. - bot name: {}", bot->GetName());
}
@@ -94,7 +94,7 @@ bool CastSpellAction::isPossible()
if (spell == "mount" && bot->IsInCombat())
{
if (!sPlayerbotAIConfig->logInGroupOnly || (bot->GetGroup() && botAI->HasRealPlayerMaster()))
if (!sPlayerbotAIConfig.logInGroupOnly || (bot->GetGroup() && botAI->HasRealPlayerMaster()))
{
LOG_DEBUG("playerbots", "Can cast spell failed. Mount. - bot name: {}", bot->GetName());
}
@@ -133,7 +133,7 @@ bool CastSpellAction::isUseful()
return spellTarget &&
AI_VALUE2(bool, "spell cast useful",
spell); // && sServerFacade->GetDistance2d(bot, spellTarget) <= (range + combatReach);
spell); // && ServerFacade::instance().GetDistance2d(bot, spellTarget) <= (range + combatReach);
}
CastMeleeSpellAction::CastMeleeSpellAction(PlayerbotAI* botAI, std::string const spell) : CastSpellAction(botAI, spell)

View File

@@ -64,7 +64,7 @@ Unit* GiveItemAction::GetTarget() { return AI_VALUE2(Unit*, "party member withou
bool GiveItemAction::isUseful()
{
return GetTarget() && AI_VALUE2(uint8, "mana", "self target") > sPlayerbotAIConfig->lowMana;
return GetTarget() && AI_VALUE2(uint8, "mana", "self target") > sPlayerbotAIConfig.lowMana;
}
Unit* GiveFoodAction::GetTarget() { return AI_VALUE(Unit*, "party member without food"); }
@@ -74,7 +74,7 @@ bool GiveFoodAction::isUseful()
if (!GetTarget())
return false;
bool isRandomBot = GetTarget()->IsPlayer() && sRandomPlayerbotMgr->IsRandomBot((Player*)GetTarget());
bool isRandomBot = GetTarget()->IsPlayer() && sRandomPlayerbotMgr.IsRandomBot((Player*)GetTarget());
return !isRandomBot || (isRandomBot && !botAI->HasCheat(BotCheatMask::food));
}
@@ -86,7 +86,7 @@ bool GiveWaterAction::isUseful()
if (!GetTarget())
return false;
bool isRandomBot = GetTarget()->IsPlayer() && sRandomPlayerbotMgr->IsRandomBot((Player*)GetTarget());
bool isRandomBot = GetTarget()->IsPlayer() && sRandomPlayerbotMgr.IsRandomBot((Player*)GetTarget());
return !isRandomBot || (isRandomBot && !botAI->HasCheat(BotCheatMask::food));
}

View File

@@ -61,7 +61,7 @@ bool GoAction::Execute(Event event)
else
{
botAI->TellMasterNoFacing("Clearing travel target");
target->setTarget(sTravelMgr->nullTravelDestination, sTravelMgr->nullWorldPosition);
target->setTarget(TravelMgr::instance().nullTravelDestination, TravelMgr::instance().nullWorldPosition);
target->setForced(false);
return true;
}
@@ -75,8 +75,8 @@ bool GoAction::Execute(Event event)
if (GameObject* go = botAI->GetGameObject(guid))
if (go->isSpawned())
{
if (sServerFacade->IsDistanceGreaterThan(sServerFacade->GetDistance2d(bot, go),
sPlayerbotAIConfig->reactDistance))
if (ServerFacade::instance().IsDistanceGreaterThan(ServerFacade::instance().GetDistance2d(bot, go),
sPlayerbotAIConfig.reactDistance))
{
botAI->TellError("It is too far away");
return false;
@@ -86,7 +86,7 @@ bool GoAction::Execute(Event event)
out << "Moving to " << ChatHelper::FormatGameobject(go);
botAI->TellMasterNoFacing(out.str());
return MoveNear(bot->GetMapId(), go->GetPositionX(), go->GetPositionY(), go->GetPositionZ() + 0.5f,
sPlayerbotAIConfig->followDistance);
sPlayerbotAIConfig.followDistance);
}
}
return false;
@@ -106,7 +106,7 @@ bool GoAction::Execute(Event event)
out << "Moving to " << unit->GetName();
botAI->TellMasterNoFacing(out.str());
return MoveNear(bot->GetMapId(), unit->GetPositionX(), unit->GetPositionY(),
unit->GetPositionZ() + 0.5f, sPlayerbotAIConfig->followDistance);
unit->GetPositionZ() + 0.5f, sPlayerbotAIConfig.followDistance);
}
}
@@ -176,8 +176,8 @@ bool GoAction::Execute(Event event)
float z = bot->GetPositionZ();
bot->UpdateAllowedPositionZ(x, y, z);
if (sServerFacade->IsDistanceGreaterThan(sServerFacade->GetDistance2d(bot, x, y),
sPlayerbotAIConfig->reactDistance))
if (ServerFacade::instance().IsDistanceGreaterThan(ServerFacade::instance().GetDistance2d(bot, x, y),
sPlayerbotAIConfig.reactDistance))
{
botAI->TellMaster("It is too far away");
return false;
@@ -203,14 +203,14 @@ bool GoAction::Execute(Event event)
out << "Moving to " << x1 << "," << y1;
botAI->TellMasterNoFacing(out.str());
return MoveNear(bot->GetMapId(), x, y, z + 0.5f, sPlayerbotAIConfig->followDistance);
return MoveNear(bot->GetMapId(), x, y, z + 0.5f, sPlayerbotAIConfig.followDistance);
}
PositionInfo pos = context->GetValue<PositionMap&>("position")->Get()[param];
if (pos.isSet())
{
if (sServerFacade->IsDistanceGreaterThan(sServerFacade->GetDistance2d(bot, pos.x, pos.y),
sPlayerbotAIConfig->reactDistance))
if (ServerFacade::instance().IsDistanceGreaterThan(ServerFacade::instance().GetDistance2d(bot, pos.x, pos.y),
sPlayerbotAIConfig.reactDistance))
{
botAI->TellError("It is too far away");
return false;
@@ -219,7 +219,7 @@ bool GoAction::Execute(Event event)
std::ostringstream out;
out << "Moving to position " << param;
botAI->TellMasterNoFacing(out.str());
return MoveNear(bot->GetMapId(), pos.x, pos.y, pos.z + 0.5f, sPlayerbotAIConfig->followDistance);
return MoveNear(bot->GetMapId(), pos.x, pos.y, pos.z + 0.5f, sPlayerbotAIConfig.followDistance);
}
botAI->TellMaster("Whisper 'go x,y', 'go [game object]', 'go unit' or 'go position' and I will go there");

View File

@@ -20,7 +20,7 @@ bool GreetAction::Execute(Event event)
if (!player)
return false;
if (!bot->HasInArc(CAST_ANGLE_IN_FRONT, player, sPlayerbotAIConfig->sightDistance))
if (!bot->HasInArc(CAST_ANGLE_IN_FRONT, player, sPlayerbotAIConfig.sightDistance))
bot->SetFacingToObject(player);
ObjectGuid oldSel = bot->GetTarget();

Some files were not shown because too many files have changed in this diff Show More