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Author SHA1 Message Date
Tecc
bb569b4d39 Fix: Arena - PersonalRating and MMR issue for bot teams (#1789)
# Fix: Arena PersonalRating and MMR issue for bot teams

## Problem
Bot arena teams are created with artificial random ratings (1000-2000
range), but when bots join these teams, their personal ratings and
matchmaker ratings (MMR) use default config values instead of being
adjusted to match the team's artificial rating. This causes matchmaking
issues since the system uses personal ratings for queue calculations.

## Root Cause
The issue occurred because `SetRatingForAll()` was called during team
creation but only affected the captain. When additional bots were added
later via `AddMember()`, they received default values from
`CONFIG_ARENA_START_PERSONAL_RATING` and
`CONFIG_ARENA_START_MATCHMAKER_RATING` instead of values appropriate for
the team's artificial rating.

## Solution
After bots are added to arena teams, the fix:

1. Uses `SetRatingForAll()` to align all personal ratings with team
rating
2. Adjusts matchmaker ratings based on team context vs default
configuration
3. Saves changes to both database tables with proper data types

## Impact
- Personal ratings now match team ratings for artificial bot teams
- MMR values are adjusted for artificial bot team ratings instead of
using default config values
- Arena matchmaking functions correctly for bot teams with random
ratings
- Only affects new arena team assignments after deployment
- Existing player teams and normal config behavior are unaffected

## Manual Database Update

For existing installations, the provided SQL script could be used to fix
bot teams created before this patch.

### Update personal rating
```sql
UPDATE arena_team_member atm
JOIN arena_team at ON atm.arenaTeamId = at.arenaTeamId
JOIN characters c ON atm.guid = c.guid
JOIN auth.account a ON c.account = a.id
SET atm.personalRating = at.rating
WHERE a.username LIKE 'rndbot%'
  AND atm.personalRating != at.rating;
```

### Update MMR for existing entries
```sql
UPDATE character_arena_stats cas
JOIN characters c ON cas.guid = c.guid
JOIN auth.account a ON c.account = a.id
JOIN arena_team_member atm ON cas.guid = atm.guid
JOIN arena_team at ON atm.arenaTeamId = at.arenaTeamId
SET
    cas.matchMakerRating = GREATEST(at.rating, 1500),  -- Use team rating or 1500 minimum
    cas.maxMMR = GREATEST(cas.maxMMR, cas.matchMakerRating)  -- Update maxMMR if needed
WHERE
    a.username LIKE '%rndbot%'
    AND (
        -- Update if MMR doesn't match team context
        (at.rating > 1500 AND cas.matchMakerRating < at.rating) OR
        (at.rating <= 1500 AND cas.matchMakerRating != 1500) OR
        cas.matchMakerRating IS NULL
    )
    AND (
        -- Map arena team type to character_arena_stats slot
        (at.type = 2 AND cas.slot = 0) OR  -- 2v2 teams use slot 0
        (at.type = 3 AND cas.slot = 1) OR  -- 3v3 teams use slot 1
        (at.type = 5 AND cas.slot = 2)     -- 5v5 teams use slot 2
    );
```

### Insert missing MMR records for bots without character_arena_stats
entries
```sql
INSERT INTO character_arena_stats (guid, slot, matchMakerRating, maxMMR)
SELECT
    atm.guid,
    CASE
        WHEN at.type = 2 THEN 0  -- 2v2 -> slot 0
        WHEN at.type = 3 THEN 1  -- 3v3 -> slot 1
        WHEN at.type = 5 THEN 2  -- 5v5 -> slot 2
        ELSE 0
    END as slot,
    GREATEST(at.rating, 1500) as matchMakerRating,
    GREATEST(at.rating, 1500) as maxMMR
FROM arena_team_member atm
JOIN arena_team at ON atm.arenaTeamId = at.arenaTeamId
JOIN characters c ON atm.guid = c.guid
JOIN auth.account a ON c.account = a.id
WHERE
    a.username LIKE '%rndbot%'
    AND NOT EXISTS (
        SELECT 1 FROM character_arena_stats cas2
        WHERE cas2.guid = atm.guid
        AND cas2.slot = CASE
            WHEN at.type = 2 THEN 0
            WHEN at.type = 3 THEN 1
            WHEN at.type = 5 THEN 2
            ELSE 0
        END
    )
    AND at.rating > 0;
```

## Related issues

Fixes: #1787 
Fixes: #1800


## Verification Queries

### Query 1: Check personal rating alignment
```sql
SELECT
    'Personal Rating Check' as check_type,
    COUNT(*) as total_bot_members,
    SUM(CASE WHEN atm.personalRating = at.rating THEN 1 ELSE 0 END) as correct_ratings,
    SUM(CASE WHEN atm.personalRating != at.rating THEN 1 ELSE 0 END) as incorrect_ratings,
    ROUND(AVG(at.rating), 2) as avg_team_rating,
    ROUND(AVG(atm.personalRating), 2) as avg_personal_rating
FROM arena_team_member atm
JOIN arena_team at ON atm.arenaTeamId = at.arenaTeamId
JOIN characters c ON atm.guid = c.guid
JOIN auth.account a ON c.account = a.id
WHERE
    a.username LIKE '%rndbot%';
```

### Query 2: Check MMR alignment
```sql
SELECT
    'MMR Alignment Check' as check_type,
    COUNT(*) as total_mmr_records,
    SUM(CASE
        WHEN at.rating > 1500 AND cas.matchMakerRating >= at.rating THEN 1
        WHEN at.rating <= 1500 AND cas.matchMakerRating = 1500 THEN 1
        ELSE 0
    END) as correct_mmr,
    SUM(CASE
        WHEN at.rating > 1500 AND cas.matchMakerRating < at.rating THEN 1
        WHEN at.rating <= 1500 AND cas.matchMakerRating != 1500 THEN 1
        ELSE 0
    END) as incorrect_mmr,
    ROUND(AVG(at.rating), 2) as avg_team_rating,
    ROUND(AVG(cas.matchMakerRating), 2) as avg_mmr,
    ROUND(AVG(cas.maxMMR), 2) as avg_max_mmr
FROM arena_team_member atm
JOIN arena_team at ON atm.arenaTeamId = at.arenaTeamId
JOIN characters c ON atm.guid = c.guid
JOIN auth.account a ON c.account = a.id
JOIN character_arena_stats cas ON atm.guid = cas.guid
WHERE
    a.username LIKE '%rndbot%'
    AND (
        (at.type = 2 AND cas.slot = 0) OR
        (at.type = 3 AND cas.slot = 1) OR
        (at.type = 5 AND cas.slot = 2)
    );
```

### Query 3: Detailed team-by-team analysis
```sql
SELECT
    at.arenaTeamId,
    at.name as team_name,
    at.type as team_type,
    at.rating as team_rating,
    COUNT(atm.guid) as member_count,
    GROUP_CONCAT(DISTINCT atm.personalRating) as personal_ratings,
    GROUP_CONCAT(DISTINCT cas.matchMakerRating) as mmr_values,
    CASE
        WHEN COUNT(DISTINCT atm.personalRating) = 1 AND MIN(atm.personalRating) = at.rating THEN 'OK'
        ELSE 'MISMATCH'
    END as personal_rating_status,
    CASE
        WHEN COUNT(DISTINCT cas.matchMakerRating) = 1 AND (
            (at.rating > 1500 AND MIN(cas.matchMakerRating) >= at.rating) OR
            (at.rating <= 1500 AND MIN(cas.matchMakerRating) = 1500)
        ) THEN 'OK'
        ELSE 'MISMATCH'
    END as mmr_status
FROM arena_team at
JOIN arena_team_member atm ON at.arenaTeamId = atm.arenaTeamId
JOIN characters c ON atm.guid = c.guid
JOIN auth.account a ON c.account = a.id
LEFT JOIN character_arena_stats cas ON atm.guid = cas.guid
    AND cas.slot = CASE
        WHEN at.type = 2 THEN 0
        WHEN at.type = 3 THEN 1
        WHEN at.type = 5 THEN 2
        ELSE 0
    END
WHERE
    a.username LIKE '%rndbot%'
GROUP BY at.arenaTeamId, at.name, at.type, at.rating
ORDER BY at.rating DESC;
```
2025-12-08 12:35:06 +01:00
NoxMax
dde16674c3 Fix: Stop pets from fighting in PVP prohibited zones (#1829)
Stripped down version of #1818. No new features. Refactors
IsPossibleTarget in AttackersValue.cpp to a better style and makes sure
pets don't attack in prohibited zones.

Testing:
Confirmed that aggro pets no longer attack in PVP prohibited areas, but
still do outside them. Zim'Torga in Zul'Drak is a good example to test
this (ID 4323). Lookout for death knights with a Risen Ally
(uncontrolled and naturally aggro) now they respect PVP prohibition like
their master.

Note: If you manually teleport a bot that is in mid combat to a PVP
prohibited area, its aggro pet might still attack, because its master is
still in combat strategy. Otherwise the pet will not attack if its
master has switched to non-combat.
2025-12-08 12:34:16 +01:00
HennyWilly
e5b2791053 Improve Molten Core Strategy (#1852)
This is my first attempt of implementing playerbot strategies.

A team of 40 can steamroll Molten Core relatively easy, even with lower
item levels.
Regardless, this PR adds resistance triggers and actions to mitigate
some damage.
Additionally, improvements were made for the encounters with Garr, Baron
Geddon, Shazzrah and Golemagg.
A short summary per boss is listed below.
All planned features are included, but feedback is of course
appreciated.

### Lucifron
- Shadow resistance: mitigate damage from [Impending
Doom](https://www.wowhead.com/classic/spell=19702/impending-doom) and
[Shadow
Shock](https://www.wowhead.com/classic/spell=19460/shadow-shock).

### Magmadar
- Fire resistance: mitigate damage from [Lava
Bomb](https://www.wowhead.com/classic/spell=19411/lava-bomb) and [Magma
Spit](https://www.wowhead.com/classic/spell=19450/magma-spit).
- Like King Dred and the fraction commander (Nexus), this fight might
profit from an anti-fear strategy in order to counter
[Panic](https://www.wowhead.com/classic/spell=19408/panic). Not
implemented here.

### Gehennas
- Shadow resistance: mitigate damage from [Shadow
Bolt](https://www.wowhead.com/classic/spell=19728/shadow-bolt) and
increase the chance to resist [Gehennas'
Curse](https://www.wowhead.com/classic/spell=19716/gehennas-curse).

### Garr
- Fire resistance: mitigate damage from the Firesworn adds
([Immolate](https://www.wowhead.com/classic/spell=20294/immolate) and
[Eruption](https://www.wowhead.com/classic/spell=19497/eruption)).
- Disabled dps aoe abilities via multiplier. This one is important
because multiple exploding adds at once might delete bots rather
quick...

### Baron Geddon
- Refactored the existing strategy.
- Fire resistance: mitigate damage from [Ignite
Mana](https://www.wowhead.com/classic/spell=19659/ignite-mana),
[Inferno](https://www.wowhead.com/classic/spell=19695/inferno) and
[Living Bomb](https://www.wowhead.com/classic/spell=20475/living-bomb).
- Better Inferno handling: Before moving away, bots stop attacking and
interrupt their spells. Additionally, the new multiplier prevents bots
from running back to Geddon while Inferno is still active.

### Shazzrah
- Ranged bots now position themselves in a sweet spot that prevents them
from getting hit with [Arcane
Explosion](https://www.wowhead.com/classic/spell=19712/arcane-explosion)
but still close enough to dps and heal.

### Sulfuron Harbinger
- Fire resistance: mitigate damage from [Hand of
Ragnaros](https://www.wowhead.com/classic/spell=19780/hand-of-ragnaros)
and [Immolate](https://www.wowhead.com/classic/spell=20294/immolate). To
be fair, this one is quite negligible...

### Golemagg
- Fire resistance: mitigate damage from [Magma
Splash](https://www.wowhead.com/classic/spell=13880/magma-splash) and
[Pyroblast](https://www.wowhead.com/classic/spell=20228/pyroblast).
- Disabled dps aoe abilities via multiplier. Kind of a preference on my
side. Otherwise, the Core Ragers spam emotes about not wanting to die.

### Majordomo Executus
- Shadow resistance: mitigate damage from [Aegis of
Ragnaros](https://www.wowhead.com/classic/spell=20620/aegis-of-ragnaros),
[Shadow Shock](https://www.wowhead.com/classic/spell=20603/shadow-shock)
and [Shadow
Bolt](https://www.wowhead.com/classic/spell=21077/shadow-bolt). This one
is also negligible, TBF.

### Ragnaros
- Fire resistance: mitigate damage from [Wrath of
Ragnaros](https://www.wowhead.com/classic/spell=20566/wrath-of-ragnaros)
and [Lava
Burst](https://www.wowhead.com/classic/spell=21158/lava-burst).
2025-12-08 12:29:07 +01:00
Keleborn
353c29dfc4 Bug: Fix bots leaving LFG groups before master (#1876)
I removed bots checking if they should leave group every tick, and will
rely on the LeaveGroupFarAway action. I also increased the timer from 5
seconds to 20 seconds. No need to check this that often.
2025-12-08 12:25:40 +01:00
Keleborn
52c3e96641 Rename groupmaster to groupleader and related variables. (#1875)
Fix the naming conventions. 
Master should be reserved to identify a bots Master. 
groupleaders are not necessarily group masters and it should be clear
what the bot is looking for. (In most solo cases leader=master)
2025-12-03 13:25:01 +01:00
Crow
38e2d8584b Add missing break in ApplyInstanceStrategies (#1887)
Well, I hope nobody has tried Magtheridon lately. It looks like this got
inadvertently deleted during the merge.
2025-11-28 19:00:12 +01:00
Keleborn
d5dbc4ddd7 Hotfix: prevent server crash when whisper 'logout' (#1874)
Temp Hotfix to resolve #1870.
2025-11-24 21:49:55 +01:00
Keleborn
2424f73bc4 Core Merge PR - Replace OnPlayerChat with OnPlayerCanUseChat (#1838)
First stab at getting this working. Im not sure if Im missing something,
but it seemed to be a pretty simple change overall.

Based on testing the bots do respond to commands via whisper and group.

Edit: Relevant PR this addresses.

50f8f145d2 (diff-baadebd8cd1117ca48225f316a5ab3fd5fd55b20963394d302341147183db067)
2025-11-23 20:45:31 +01:00
48 changed files with 1334 additions and 337 deletions

View File

@@ -0,0 +1,255 @@
DELETE FROM ai_playerbot_texts WHERE name IN (
'pet_usage_error',
'pet_no_pet_error',
'pet_stance_report',
'pet_no_target_error',
'pet_target_dead_error',
'pet_invalid_target_error',
'pet_pvp_prohibited_error',
'pet_attack_success',
'pet_attack_failed',
'pet_follow_success',
'pet_stay_success',
'pet_unknown_command_error',
'pet_stance_set_success',
'pet_type_pet',
'pet_type_guardian',
'pet_stance_aggressive',
'pet_stance_defensive',
'pet_stance_passive',
'pet_stance_unknown'
);
DELETE FROM ai_playerbot_texts_chance WHERE name IN (
'pet_usage_error',
'pet_no_pet_error',
'pet_stance_report',
'pet_no_target_error',
'pet_target_dead_error',
'pet_invalid_target_error',
'pet_pvp_prohibited_error',
'pet_attack_success',
'pet_attack_failed',
'pet_follow_success',
'pet_stay_success',
'pet_unknown_command_error',
'pet_stance_set_success',
'pet_type_pet',
'pet_type_guardian',
'pet_stance_aggressive',
'pet_stance_defensive',
'pet_stance_passive',
'pet_stance_unknown'
);
INSERT INTO ai_playerbot_texts (id, name, text, say_type, reply_type, text_loc1, text_loc2, text_loc3, text_loc4, text_loc5, text_loc6, text_loc7, text_loc8) VALUES
(1717, 'pet_usage_error', "Usage: pet <aggressive|defensive|passive|stance|attack|follow|stay>", 0, 0,
"사용법: pet <aggressive|defensive|passive|stance|attack|follow|stay>",
"Utilisation: pet <aggressive|defensive|passive|stance|attack|follow|stay>",
"Verwendung: pet <aggressive|defensive|passive|stance|attack|follow|stay>",
"用法: pet <aggressive|defensive|passive|stance|attack|follow|stay>",
"用法: pet <aggressive|defensive|passive|stance|attack|follow|stay>",
"Uso: pet <aggressive|defensive|passive|stance|attack|follow|stay>",
"Uso: pet <aggressive|defensive|passive|stance|attack|follow|stay>",
"Использование: pet <aggressive|defensive|passive|stance|attack|follow|stay>"),
(1718, 'pet_no_pet_error', "You have no pet or guardian pet.", 0, 0,
"펫이나 수호자 펫이 없습니다.",
"Vous n'avez pas de familier ou gardien.",
"Du hast kein Tier oder Wächter.",
"你没有宠物或守护者宠物。",
"你沒有寵物或守護者寵物。",
"No tienes mascota o mascota guardián.",
"No tienes mascota o mascota guardián.",
"У вас нет питомца или защитника."),
(1719, 'pet_stance_report', "Current stance of %type \"%name\": %stance.", 0, 0,
"%type \"%name\"의 현재 태세: %stance.",
"Position actuelle du %type \"%name\": %stance.",
"Aktuelle Haltung des %type \"%name\": %stance.",
"%type \"%name\" 的当前姿态: %stance。",
"%type \"%name\" 的當前姿態: %stance。",
"Postura actual del %type \"%name\": %stance.",
"Postura actual del %type \"%name\": %stance.",
"Текущая позиция %type \"%name\": %stance."),
(1720, 'pet_no_target_error', "No valid target selected by master.", 0, 0,
"주인이 유효한 대상을 선택하지 않았습니다.",
"Aucune cible valide sélectionnée par le maître.",
"Kein gültiges Ziel vom Meister ausgewählt.",
"主人未选择有效目标。",
"主人未選擇有效目標。",
"No hay objetivo válido seleccionado por el maestro.",
"No hay objetivo válido seleccionado por el maestro.",
"Хозяин не выбрал действительную цель."),
(1721, 'pet_target_dead_error', "Target is not alive.", 0, 0,
"대상이 살아있지 않습니다.",
"La cible n'est pas vivante.",
"Das Ziel ist nicht am Leben.",
"目标未存活。",
"目標未存活。",
"El objetivo no está vivo.",
"El objetivo no está vivo.",
"Цель не жива."),
(1722, 'pet_invalid_target_error', "Target is not a valid attack target for the bot.", 0, 0,
"대상이 봇에게 유효한 공격 대상이 아닙니다.",
"La cible n'est pas une cible d'attaque valide pour le bot.",
"Das Ziel ist kein gültiges Angriffsziel für den Bot.",
"目标不是机器人的有效攻击目标。",
"目標不是機器人的有效攻擊目標。",
"El objetivo no es un objetivo de ataque válido para el bot.",
"El objetivo no es un objetivo de ataque válido para el bot.",
"Цель не является допустимой целью атаки для бота."),
(1723, 'pet_pvp_prohibited_error', "I cannot command my pet to attack players in PvP prohibited areas.", 0, 0,
"PvP 금지 지역에서는 펫에게 플레이어 공격 명령을 내릴 수 없습니다.",
"Je ne peux pas commander à mon familier d'attaquer des joueurs dans les zones où le PvP est interdit.",
"Ich kann meinem Tier nicht befehlen, Spieler in PvP-verbotenen Gebieten anzugreifen.",
"我不能命令我的宠物在禁止PvP的区域攻击玩家。",
"我不能命令我的寵物在禁止PvP的區域攻擊玩家。",
"No puedo ordenar a mi mascota atacar jugadores en áreas donde el PvP está prohibido.",
"No puedo ordenar a mi mascota atacar jugadores en áreas donde el PvP está prohibido.",
"Я не могу приказать своему питомцу атаковать игроков в зонах, где PvP запрещено."),
(1724, 'pet_attack_success', "Pet commanded to attack your target.", 0, 0,
"펫이 당신의 대상을 공격하도록 명령했습니다.",
"Le familier a reçu l'ordre d'attaquer votre cible.",
"Tier wurde befohlen, dein Ziel anzugreifen.",
"宠物已命令攻击你的目标。",
"寵物已命令攻擊你的目標。",
"Mascota ordenada a atacar tu objetivo.",
"Mascota ordenada a atacar tu objetivo.",
"Питомцу приказано атаковать вашу цель."),
(1725, 'pet_attack_failed', "Pet did not attack. (Already attacking or unable to attack target)", 0, 0,
"펫이 공격하지 않았습니다. (이미 공격 중이거나 대상 공격 불가)",
"Le familier n'a pas attaqué. (Attaque déjà en cours ou impossible d'attaquer la cible)",
"Tier hat nicht angegriffen. (Greift bereits an oder kann Ziel nicht angreifen)",
"宠物未攻击。(已在攻击或无法攻击目标)",
"寵物未攻擊。(已在攻擊或無法攻擊目標)",
"La mascota no atacó. (Ya está atacando o no puede atacar al objetivo)",
"La mascota no atacó. (Ya está atacando o no puede atacar al objetivo)",
"Питомец не атаковал. (Уже атакует или не может атаковать цель)"),
(1726, 'pet_follow_success', "Pet commanded to follow.", 0, 0,
"펫이 따라오도록 명령했습니다.",
"Le familier a reçu l'ordre de suivre.",
"Tier wurde befohlen zu folgen.",
"宠物已命令跟随。",
"寵物已命令跟隨。",
"Mascota ordenada a seguir.",
"Mascota ordenada a seguir.",
"Питомцу приказано следовать."),
(1727, 'pet_stay_success', "Pet commanded to stay.", 0, 0,
"펫이 머물도록 명령했습니다.",
"Le familier a reçu l'ordre de rester.",
"Tier wurde befohlen zu bleiben.",
"宠物已命令停留。",
"寵物已命令停留。",
"Mascota ordenada a quedarse.",
"Mascota ordenada a quedarse.",
"Питомцу приказано остаться."),
(1728, 'pet_unknown_command_error', "Unknown pet command: %param. Use: pet <aggressive|defensive|passive|stance|attack|follow|stay>", 0, 0,
"알 수 없는 펫 명령: %param. 사용법: pet <aggressive|defensive|passive|stance|attack|follow|stay>",
"Commande de familier inconnue: %param. Utilisation: pet <aggressive|defensive|passive|stance|attack|follow|stay>",
"Unbekannter Tierbefehl: %param. Verwendung: pet <aggressive|defensive|passive|stance|attack|follow|stay>",
"未知宠物命令: %param。用法: pet <aggressive|defensive|passive|stance|attack|follow|stay>",
"未知寵物命令: %param。用法: pet <aggressive|defensive|passive|stance|attack|follow|stay>",
"Comando de mascota desconocido: %param. Uso: pet <aggressive|defensive|passive|stance|attack|follow|stay>",
"Comando de mascota desconocido: %param. Uso: pet <aggressive|defensive|passive|stance|attack|follow|stay>",
"Неизвестная команда питомца: %param. Использование: pet <aggressive|defensive|passive|stance|attack|follow|stay>"),
(1729, 'pet_stance_set_success', "Pet stance set to %stance.", 0, 0,
"펫 태세가 %stance(으)로 설정되었습니다.",
"Position du familier définie sur %stance.",
"Tierhaltung auf %stance gesetzt.",
"宠物姿态设置为 %stance。",
"寵物姿態設置為 %stance。",
"Postura de mascota establecida en %stance.",
"Postura de mascota establecida en %stance.",
"Позиция питомца установлена на %stance."),
(1730, 'pet_type_pet', "pet", 0, 0,
"",
"familier",
"Tier",
"宠物",
"寵物",
"mascota",
"mascota",
"питомец"),
(1731, 'pet_type_guardian', "guardian", 0, 0,
"수호자",
"gardien",
"Wächter",
"守护者",
"守護者",
"guardián",
"guardián",
"защитник"),
(1732, 'pet_stance_aggressive', "aggressive", 0, 0,
"공격적",
"agressif",
"aggressiv",
"进攻",
"進攻",
"agresivo",
"agresivo",
"агрессивная"),
(1733, 'pet_stance_defensive', "defensive", 0, 0,
"방어적",
"défensif",
"defensiv",
"防御",
"防禦",
"defensivo",
"defensivo",
"защитная"),
(1734, 'pet_stance_passive', "passive", 0, 0,
"수동적",
"passif",
"passiv",
"被动",
"被動",
"pasivo",
"pasivo",
"пассивная"),
(1735, 'pet_stance_unknown', "unknown", 0, 0,
"알 수 없음",
"inconnu",
"unbekannt",
"未知",
"未知",
"desconocido",
"desconocido",
"неизвестная");
INSERT INTO ai_playerbot_texts_chance (name, probability) VALUES
('pet_usage_error', 100),
('pet_no_pet_error', 100),
('pet_stance_report', 100),
('pet_no_target_error', 100),
('pet_target_dead_error', 100),
('pet_invalid_target_error', 100),
('pet_pvp_prohibited_error', 100),
('pet_attack_success', 100),
('pet_attack_failed', 100),
('pet_follow_success', 100),
('pet_stay_success', 100),
('pet_unknown_command_error', 100),
('pet_stance_set_success', 100),
('pet_type_pet', 100),
('pet_type_guardian', 100),
('pet_stance_aggressive', 100),
('pet_stance_defensive', 100),
('pet_stance_passive', 100),
('pet_stance_unknown', 100);

View File

@@ -365,7 +365,7 @@ void PlayerbotAI::UpdateAI(uint32 elapsed, bool minimal)
}
// Update the bot's group status (moved to helper function)
UpdateAIGroupAndMaster();
UpdateAIGroupMaster();
// Update internal AI
UpdateAIInternal(elapsed, minimal);
@@ -373,7 +373,7 @@ void PlayerbotAI::UpdateAI(uint32 elapsed, bool minimal)
}
// Helper function for UpdateAI to check group membership and handle removal if necessary
void PlayerbotAI::UpdateAIGroupAndMaster()
void PlayerbotAI::UpdateAIGroupMaster()
{
if (!bot)
return;
@@ -420,7 +420,7 @@ void PlayerbotAI::UpdateAIGroupAndMaster()
{
botAI->ChangeStrategy("+follow", BOT_STATE_NON_COMBAT);
if (botAI->GetMaster() == botAI->GetGroupMaster())
if (botAI->GetMaster() == botAI->GetGroupLeader())
botAI->TellMaster("Hello, I follow you!");
else
botAI->TellMaster(!urand(0, 2) ? "Hello!" : "Hi!");
@@ -431,8 +431,6 @@ void PlayerbotAI::UpdateAIGroupAndMaster()
botAI->ChangeStrategy("-follow", BOT_STATE_NON_COMBAT);
}
}
else if (!newMaster && !bot->InBattleground())
LeaveOrDisbandGroup();
}
}
@@ -1461,7 +1459,7 @@ void PlayerbotAI::ApplyInstanceStrategies(uint32 mapId, bool tellMaster)
strategyName = "onyxia"; // Onyxia's Lair
break;
case 409:
strategyName = "mc"; // Molten Core
strategyName = "moltencore"; // Molten Core
break;
case 469:
strategyName = "bwl"; // Blackwing Lair
@@ -1477,6 +1475,7 @@ void PlayerbotAI::ApplyInstanceStrategies(uint32 mapId, bool tellMaster)
break;
case 544:
strategyName = "magtheridon"; // Magtheridon's Lair
break;
case 565:
strategyName = "gruulslair"; // Gruul's Lair
break;
@@ -2248,7 +2247,7 @@ uint32 PlayerbotAI::GetGroupTankNum(Player* player)
bool PlayerbotAI::IsAssistTank(Player* player) { return IsTank(player) && !IsMainTank(player); }
bool PlayerbotAI::IsAssistTankOfIndex(Player* player, int index)
bool PlayerbotAI::IsAssistTankOfIndex(Player* player, int index, bool ignoreDeadPlayers)
{
Group* group = player->GetGroup();
if (!group)
@@ -2265,6 +2264,9 @@ bool PlayerbotAI::IsAssistTankOfIndex(Player* player, int index)
continue;
}
if (ignoreDeadPlayers && !member->IsAlive())
continue;
if (group->IsAssistant(member->GetGUID()) && IsAssistTank(member))
{
if (index == counter)
@@ -2284,6 +2286,9 @@ bool PlayerbotAI::IsAssistTankOfIndex(Player* player, int index)
continue;
}
if (ignoreDeadPlayers && !member->IsAlive())
continue;
if (!group->IsAssistant(member->GetGUID()) && IsAssistTank(member))
{
if (index == counter)
@@ -4092,7 +4097,7 @@ Player* PlayerbotAI::FindNewMaster()
if (!group)
return nullptr;
Player* groupLeader = GetGroupMaster();
Player* groupLeader = GetGroupLeader();
PlayerbotAI* leaderBotAI = GET_PLAYERBOT_AI(groupLeader);
if (!leaderBotAI || leaderBotAI->IsRealPlayer())
return groupLeader;
@@ -4143,7 +4148,7 @@ bool PlayerbotAI::HasActivePlayerMaster() { return master && !GET_PLAYERBOT_AI(m
bool PlayerbotAI::IsAlt() { return HasRealPlayerMaster() && !sRandomPlayerbotMgr->IsRandomBot(bot); }
Player* PlayerbotAI::GetGroupMaster()
Player* PlayerbotAI::GetGroupLeader()
{
if (!bot->InBattleground())
if (Group* group = bot->GetGroup())

View File

@@ -428,7 +428,7 @@ public:
static bool IsMainTank(Player* player);
static uint32 GetGroupTankNum(Player* player);
static bool IsAssistTank(Player* player);
static bool IsAssistTankOfIndex(Player* player, int index);
static bool IsAssistTankOfIndex(Player* player, int index, bool ignoreDeadPlayers = false);
static bool IsHealAssistantOfIndex(Player* player, int index);
static bool IsRangedDpsAssistantOfIndex(Player* player, int index);
bool HasAggro(Unit* unit);
@@ -540,7 +540,7 @@ public:
// Get the group leader or the master of the bot.
// Checks if the bot is summoned as alt of a player
bool IsAlt();
Player* GetGroupMaster();
Player* GetGroupLeader();
// Returns a semi-random (cycling) number that is fixed for each bot.
uint32 GetFixedBotNumer(uint32 maxNum = 100, float cyclePerMin = 1);
GrouperType GetGrouperType();
@@ -612,7 +612,7 @@ private:
static void _fillGearScoreData(Player* player, Item* item, std::vector<uint32>* gearScore, uint32& twoHandScore,
bool mixed = false);
bool IsTellAllowed(PlayerbotSecurityLevel securityLevel = PLAYERBOT_SECURITY_ALLOW_ALL);
void UpdateAIGroupAndMaster();
void UpdateAIGroupMaster();
Item* FindItemInInventory(std::function<bool(ItemTemplate const*)> checkItem) const;
void HandleCommands();
void HandleCommand(uint32 type, const std::string& text, Player& fromPlayer, const uint32 lang = LANG_UNIVERSAL);

View File

@@ -251,9 +251,9 @@ bool PlayerbotSecurity::CheckLevelFor(PlayerbotSecurityLevel level, bool silent,
out << "I am currently leading a group. I can invite you if you want.";
break;
case PLAYERBOT_DENY_NOT_LEADER:
if (botAI->GetGroupMaster())
if (botAI->GetGroupLeader())
{
out << "I am in a group with " << botAI->GetGroupMaster()->GetName()
out << "I am in a group with " << botAI->GetGroupLeader()->GetName()
<< ". You can ask him for invite.";
}
else

View File

@@ -82,12 +82,12 @@ public:
PlayerbotsPlayerScript() : PlayerScript("PlayerbotsPlayerScript", {
PLAYERHOOK_ON_LOGIN,
PLAYERHOOK_ON_AFTER_UPDATE,
PLAYERHOOK_ON_CHAT,
PLAYERHOOK_ON_CHAT_WITH_CHANNEL,
PLAYERHOOK_ON_CHAT_WITH_GROUP,
PLAYERHOOK_ON_BEFORE_CRITERIA_PROGRESS,
PLAYERHOOK_ON_BEFORE_ACHI_COMPLETE,
PLAYERHOOK_CAN_PLAYER_USE_PRIVATE_CHAT,
PLAYERHOOK_CAN_PLAYER_USE_GROUP_CHAT,
PLAYERHOOK_CAN_PLAYER_USE_GUILD_CHAT,
PLAYERHOOK_CAN_PLAYER_USE_CHANNEL_CHAT,
PLAYERHOOK_ON_GIVE_EXP,
PLAYERHOOK_ON_BEFORE_TELEPORT
}) {}
@@ -164,14 +164,17 @@ public:
{
botAI->HandleCommand(type, msg, player);
return false;
// hotfix; otherwise the server will crash when whispering logout
// https://github.com/mod-playerbots/mod-playerbots/pull/1838
// TODO: find the root cause and solve it. (does not happen in party chat)
if (msg == "logout")
return false;
}
}
return true;
}
void OnPlayerChat(Player* player, uint32 type, uint32 /*lang*/, std::string& msg, Group* group) override
bool OnPlayerCanUseChat(Player* player, uint32 type, uint32 /*lang*/, std::string& msg, Group* group) override
{
for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
{
@@ -183,9 +186,10 @@ public:
}
}
}
return true;
}
void OnPlayerChat(Player* player, uint32 type, uint32 /*lang*/, std::string& msg) override
bool OnPlayerCanUseChat(Player* player, uint32 type, uint32 /*lang*/, std::string& msg, Guild* guild) override
{
if (type == CHAT_MSG_GUILD)
{
@@ -204,9 +208,10 @@ public:
}
}
}
return true;
}
void OnPlayerChat(Player* player, uint32 type, uint32 /*lang*/, std::string& msg, Channel* channel) override
bool OnPlayerCanUseChat(Player* player, uint32 type, uint32 /*lang*/, std::string& msg, Channel* channel) override
{
if (PlayerbotMgr* playerbotMgr = GET_PLAYERBOT_MGR(player))
{
@@ -217,6 +222,7 @@ public:
}
sRandomPlayerbotMgr->HandleCommand(type, msg, player);
return true;
}
bool OnPlayerBeforeAchievementComplete(Player* player, AchievementEntry const* achievement) override

View File

@@ -1480,10 +1480,10 @@ bool RandomPlayerbotMgr::ProcessBot(uint32 bot)
if (!sRandomPlayerbotMgr->IsRandomBot(player))
update = false;
if (player->GetGroup() && botAI->GetGroupMaster())
if (player->GetGroup() && botAI->GetGroupLeader())
{
PlayerbotAI* groupMasterBotAI = GET_PLAYERBOT_AI(botAI->GetGroupMaster());
if (!groupMasterBotAI || groupMasterBotAI->IsRealPlayer())
PlayerbotAI* groupLeaderBotAI = GET_PLAYERBOT_AI(botAI->GetGroupLeader());
if (!groupLeaderBotAI || groupLeaderBotAI->IsRealPlayer())
{
update = false;
}

View File

@@ -4099,6 +4099,7 @@ void PlayerbotFactory::InitImmersive()
void PlayerbotFactory::InitArenaTeam()
{
if (!sPlayerbotAIConfig->IsInRandomAccountList(bot->GetSession()->GetAccountId()))
return;
@@ -4185,10 +4186,34 @@ void PlayerbotFactory::InitArenaTeam()
if (botcaptain && botcaptain->GetTeamId() == bot->GetTeamId()) // need?
{
// Add bot to arena team
arenateam->AddMember(bot->GetGUID());
arenateam->SaveToDB();
// Only synchronize ratings once the team is full (avoid redundant work)
// The captain was added with incorrect ratings when the team was created,
// so we fix everyone's ratings once the roster is complete
if (arenateam->GetMembersSize() >= (uint32)arenateam->GetType())
{
uint32 teamRating = arenateam->GetRating();
// Use SetRatingForAll to align all members with team rating
arenateam->SetRatingForAll(teamRating);
// For bot-only teams, keep MMR synchronized with team rating
// This ensures matchmaking reflects the artificial team strength (1000-2000 range)
// instead of being influenced by the global CONFIG_ARENA_START_MATCHMAKER_RATING
for (auto& member : arenateam->GetMembers())
{
// Set MMR to match personal rating (which already matches team rating)
member.MatchMakerRating = member.PersonalRating;
member.MaxMMR = std::max(member.MaxMMR, member.PersonalRating);
}
// Force save all member data to database
arenateam->SaveToDB(true);
}
}
}
arenateams.erase(arenateams.begin() + index);
}

View File

@@ -121,7 +121,7 @@ public:
creators["shoot"] = &ActionContext::shoot;
creators["follow"] = &ActionContext::follow;
creators["move from group"] = &ActionContext::move_from_group;
creators["flee to master"] = &ActionContext::flee_to_master;
creators["flee to group leader"] = &ActionContext::flee_to_group_leader;
creators["runaway"] = &ActionContext::runaway;
creators["stay"] = &ActionContext::stay;
creators["sit"] = &ActionContext::sit;
@@ -318,7 +318,7 @@ private:
static Action* runaway(PlayerbotAI* botAI) { return new RunAwayAction(botAI); }
static Action* follow(PlayerbotAI* botAI) { return new FollowAction(botAI); }
static Action* move_from_group(PlayerbotAI* botAI) { return new MoveFromGroupAction(botAI); }
static Action* flee_to_master(PlayerbotAI* botAI) { return new FleeToMasterAction(botAI); }
static Action* flee_to_group_leader(PlayerbotAI* botAI) { return new FleeToGroupLeaderAction(botAI); }
static Action* add_gathering_loot(PlayerbotAI* botAI) { return new AddGatheringLootAction(botAI); }
static Action* add_loot(PlayerbotAI* botAI) { return new AddLootAction(botAI); }
static Action* add_all_loot(PlayerbotAI* botAI) { return new AddAllLootAction(botAI); }

View File

@@ -84,9 +84,10 @@ bool AttackAction::Attack(Unit* target, bool with_pet /*true*/)
return false;
}
if ((sPlayerbotAIConfig->IsInPvpProhibitedZone(bot->GetZoneId()) ||
sPlayerbotAIConfig->IsInPvpProhibitedArea(bot->GetAreaId()))
&& (target->IsPlayer() || target->IsPet()))
// Check if bot OR target is in prohibited zone/area
if ((target->IsPlayer() || target->IsPet()) &&
(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.");

View File

@@ -311,7 +311,7 @@ bool ChooseRpgTargetAction::isFollowValid(Player* bot, WorldObject* target)
bool ChooseRpgTargetAction::isFollowValid(Player* bot, WorldPosition pos)
{
PlayerbotAI* botAI = GET_PLAYERBOT_AI(bot);
Player* gmaster = botAI->GetGroupMaster();
Player* groupLeader = botAI->GetGroupLeader();
Player* realMaster = botAI->GetMaster();
AiObjectContext* context = botAI->GetAiObjectContext();
@@ -327,30 +327,30 @@ bool ChooseRpgTargetAction::isFollowValid(Player* bot, WorldPosition pos)
return false;
}
if (!gmaster || bot == gmaster)
if (!groupLeader || bot == groupLeader)
return true;
if (!botAI->HasStrategy("follow", BOT_STATE_NON_COMBAT))
return true;
if (bot->GetDistance(gmaster) > sPlayerbotAIConfig->rpgDistance * 2)
if (bot->GetDistance(groupLeader) > sPlayerbotAIConfig->rpgDistance * 2)
return false;
Formation* formation = AI_VALUE(Formation*, "formation");
float distance = gmaster->GetDistance2d(pos.getX(), pos.getY());
float distance = groupLeader->GetDistance2d(pos.getX(), pos.getY());
if (!botAI->HasActivePlayerMaster() && distance < 50.0f)
{
Player* player = gmaster;
if (gmaster && !gmaster->isMoving() ||
Player* player = groupLeader;
if (groupLeader && !groupLeader->isMoving() ||
PAI_VALUE(WorldPosition, "last long move").distance(pos) < sPlayerbotAIConfig->reactDistance)
return true;
}
if ((inDungeon || !gmaster->HasPlayerFlag(PLAYER_FLAGS_RESTING)) && realMaster == gmaster && distance > 5.0f)
if ((inDungeon || !groupLeader->HasPlayerFlag(PLAYER_FLAGS_RESTING)) && realMaster == groupLeader && distance > 5.0f)
return false;
if (!gmaster->isMoving() && distance < 25.0f)
if (!groupLeader->isMoving() && distance < 25.0f)
return true;
if (distance < formation->GetMaxDistance())

View File

@@ -180,7 +180,7 @@ void ChooseTravelTargetAction::getNewTarget(TravelTarget* newTarget, TravelTarge
void ChooseTravelTargetAction::setNewTarget(TravelTarget* newTarget, TravelTarget* oldTarget)
{
// Tell the master where we are going.
if (!bot->GetGroup() || (botAI->GetGroupMaster() == bot))
if (!bot->GetGroup() || (botAI->GetGroupLeader() == bot))
ReportTravelTarget(newTarget, oldTarget);
// If we are heading to a creature/npc clear it from the ignore list.

View File

@@ -70,7 +70,7 @@ bool FollowAction::isUseful()
if (!target.empty())
fTarget = AI_VALUE(Unit*, target);
else
fTarget = AI_VALUE(Unit*, "master target");
fTarget = AI_VALUE(Unit*, "group leader");
if (fTarget)
{
@@ -114,9 +114,9 @@ bool FollowAction::CanDeadFollow(Unit* target)
return true;
}
bool FleeToMasterAction::Execute(Event event)
bool FleeToGroupLeaderAction::Execute(Event event)
{
Unit* fTarget = AI_VALUE(Unit*, "master target");
Unit* fTarget = AI_VALUE(Unit*, "group leader");
bool canFollow = Follow(fTarget);
if (!canFollow)
{
@@ -146,22 +146,22 @@ bool FleeToMasterAction::Execute(Event event)
return true;
}
bool FleeToMasterAction::isUseful()
bool FleeToGroupLeaderAction::isUseful()
{
if (!botAI->GetGroupMaster())
if (!botAI->GetGroupLeader())
return false;
if (botAI->GetGroupMaster() == bot)
if (botAI->GetGroupLeader() == bot)
return false;
Unit* target = AI_VALUE(Unit*, "current target");
if (target && botAI->GetGroupMaster()->GetTarget() == target->GetGUID())
if (target && botAI->GetGroupLeader()->GetTarget() == target->GetGUID())
return false;
if (!botAI->HasStrategy("follow", BOT_STATE_NON_COMBAT))
return false;
Unit* fTarget = AI_VALUE(Unit*, "master target");
Unit* fTarget = AI_VALUE(Unit*, "group leader");
if (!CanDeadFollow(fTarget))
return false;

View File

@@ -20,10 +20,10 @@ public:
bool CanDeadFollow(Unit* target);
};
class FleeToMasterAction : public FollowAction
class FleeToGroupLeaderAction : public FollowAction
{
public:
FleeToMasterAction(PlayerbotAI* botAI) : FollowAction(botAI, "flee to master") {}
FleeToGroupLeaderAction(PlayerbotAI* botAI) : FollowAction(botAI, "flee to group leader") {}
bool Execute(Event event) override;
bool isUseful() override;

View File

@@ -141,7 +141,7 @@ bool InviteNearbyToGroupAction::isUseful()
if (group->isRaidGroup() && group->IsFull())
return false;
if (botAI->GetGroupMaster() != bot)
if (botAI->GetGroupLeader() != bot)
return false;
uint32 memberCount = group->GetMembersCount();

View File

@@ -109,22 +109,22 @@ bool LeaveFarAwayAction::isUseful()
if (!bot->GetGroup())
return false;
Player* master = botAI->GetGroupMaster();
Player* groupLeader = botAI->GetGroupLeader();
Player* trueMaster = botAI->GetMaster();
if (!master || (bot == master && !botAI->IsRealPlayer()))
if (!groupLeader || (bot == groupLeader && !botAI->IsRealPlayer()))
return false;
PlayerbotAI* masterBotAI = nullptr;
if (master)
masterBotAI = GET_PLAYERBOT_AI(master);
if (master && !masterBotAI)
PlayerbotAI* groupLeaderBotAI = nullptr;
if (groupLeader)
groupLeaderBotAI = GET_PLAYERBOT_AI(groupLeader);
if (groupLeader && !groupLeaderBotAI)
return false;
if (trueMaster && !GET_PLAYERBOT_AI(trueMaster))
return false;
if (botAI->IsAlt() &&
(!masterBotAI || masterBotAI->IsRealPlayer())) // Don't leave group when alt grouped with player master.
(!groupLeaderBotAI || groupLeaderBotAI->IsRealPlayer())) // Don't leave group when alt grouped with player groupLeader.
return false;
if (botAI->GetGrouperType() == GrouperType::SOLO)
@@ -138,19 +138,19 @@ bool LeaveFarAwayAction::isUseful()
if (dCount > 4 && !botAI->HasRealPlayerMaster())
return true;
if (bot->GetGuildId() == master->GetGuildId())
if (bot->GetGuildId() == groupLeader->GetGuildId())
{
if (bot->GetLevel() > master->GetLevel() + 5)
if (bot->GetLevel() > groupLeader->GetLevel() + 5)
{
if (AI_VALUE(bool, "should get money"))
return false;
}
}
if (abs(int32(master->GetLevel() - bot->GetLevel())) > 4)
if (abs(int32(groupLeader->GetLevel() - bot->GetLevel())) > 4)
return true;
if (bot->GetMapId() != master->GetMapId() || bot->GetDistance2d(master) >= 2 * sPlayerbotAIConfig->rpgDistance)
if (bot->GetMapId() != groupLeader->GetMapId() || bot->GetDistance2d(groupLeader) >= 2 * sPlayerbotAIConfig->rpgDistance)
{
return true;
}

View File

@@ -18,7 +18,7 @@ bool MoveToTravelTargetAction::Execute(Event event)
WorldLocation location = *target->getPosition();
Group* group = bot->GetGroup();
if (group && !urand(0, 1) && bot == botAI->GetGroupMaster() && !bot->IsInCombat())
if (group && !urand(0, 1) && bot == botAI->GetGroupLeader() && !bot->IsInCombat())
{
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{

View File

@@ -192,30 +192,23 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
{
return false;
}
bool generatePath = !bot->IsFlying() && !bot->isSwimming();
bool disableMoveSplinePath = sPlayerbotAIConfig->disableMoveSplinePath >= 2 ||
(sPlayerbotAIConfig->disableMoveSplinePath == 1 && bot->InBattleground());
bool disableMoveSplinePath =
sPlayerbotAIConfig->disableMoveSplinePath >= 2 ||
(sPlayerbotAIConfig->disableMoveSplinePath == 1 && bot->InBattleground());
if (Vehicle* vehicle = bot->GetVehicle())
{
VehicleSeatEntry const* seat = vehicle->GetSeatForPassenger(bot);
Unit* vehicleBase = vehicle->GetBase();
generatePath = vehicleBase->CanFly();
generatePath = !vehicleBase || !vehicleBase->CanFly();
if (!vehicleBase || !seat || !seat->CanControl()) // is passenger and cant move anyway
return false;
float distance = vehicleBase->GetExactDist(x, y, z); // use vehicle distance, not bot
if (distance > 0.01f)
{
MotionMaster& mm = *vehicleBase->GetMotionMaster(); // need to move vehicle, not bot
mm.Clear();
if (!backwards)
{
mm.MovePoint(0, x, y, z, generatePath);
}
else
{
mm.MovePointBackwards(0, x, y, z, generatePath);
}
DoMovePoint(vehicleBase, x, y, z, generatePath, backwards);
float speed = backwards ? vehicleBase->GetSpeed(MOVE_RUN_BACK) : vehicleBase->GetSpeed(MOVE_RUN);
float delay = 1000.0f * (distance / speed);
if (lessDelay)
@@ -241,16 +234,7 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
// bot->CastStop();
// botAI->InterruptSpell();
// }
MotionMaster& mm = *bot->GetMotionMaster();
mm.Clear();
if (!backwards)
{
mm.MovePoint(0, x, y, z, generatePath);
}
else
{
mm.MovePointBackwards(0, x, y, z, generatePath);
}
DoMovePoint(bot, x, y, z, generatePath, backwards);
float delay = 1000.0f * MoveDelay(distance, backwards);
if (lessDelay)
{
@@ -268,9 +252,7 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
Movement::PointsArray path =
SearchForBestPath(x, y, z, modifiedZ, sPlayerbotAIConfig->maxMovementSearchTime, normal_only);
if (modifiedZ == INVALID_HEIGHT)
{
return false;
}
float distance = bot->GetExactDist(x, y, modifiedZ);
if (distance > 0.01f)
{
@@ -282,17 +264,8 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
// bot->CastStop();
// botAI->InterruptSpell();
// }
MotionMaster& mm = *bot->GetMotionMaster();
G3D::Vector3 endP = path.back();
mm.Clear();
if (!backwards)
{
mm.MovePoint(0, x, y, z, generatePath);
}
else
{
mm.MovePointBackwards(0, x, y, z, generatePath);
}
DoMovePoint(bot, x, y, z, generatePath, backwards);
float delay = 1000.0f * MoveDelay(distance, backwards);
if (lessDelay)
{
@@ -509,7 +482,8 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
// {
// AI_VALUE(LastMovement&, "last area trigger").lastAreaTrigger = entry;
// }
// else {
// else
// {
// LOG_DEBUG("playerbots", "!entry");
// return bot->TeleportTo(movePosition.getMapId(), movePosition.getX(), movePosition.getY(),
// movePosition.getZ(), movePosition.getO(), 0);
@@ -559,9 +533,7 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
// bool goTaxi = bot->ActivateTaxiPathTo({ tEntry->from, tEntry->to }, unit, 1);
// if (botAI->HasCheat(BotCheatMask::gold))
// {
// bot->SetMoney(botMoney);
// }
// LOG_DEBUG("playerbots", "goTaxi");
// return goTaxi;
// }
@@ -988,7 +960,8 @@ bool MovementAction::IsMovingAllowed()
return false;
}
// if (bot->HasUnitMovementFlag(MOVEMENTFLAG_FALLING)) {
// if (bot->HasUnitMovementFlag(MOVEMENTFLAG_FALLING))
// {
// return false;
// }
return bot->GetMotionMaster()->GetCurrentMovementGeneratorType() != FLIGHT_MOTION_TYPE;
@@ -998,54 +971,95 @@ bool MovementAction::Follow(Unit* target, float distance) { return Follow(target
void MovementAction::UpdateMovementState()
{
int8 botInLiquidState = bot->GetLiquidData().Status;
const bool isCurrentlyRestricted = // see if the bot is currently slowed, rooted, or otherwise unable to move
bot->isFrozen() ||
bot->IsPolymorphed() ||
bot->HasRootAura() ||
bot->HasStunAura() ||
bot->HasConfuseAura() ||
bot->HasUnitState(UNIT_STATE_LOST_CONTROL);
if (botInLiquidState == LIQUID_MAP_IN_WATER || botInLiquidState == LIQUID_MAP_UNDER_WATER)
// no update movement flags while movement is current restricted.
if (!isCurrentlyRestricted && bot->IsAlive())
{
bot->SetSwim(true);
}
else
{
bot->SetSwim(false);
// state flags
const auto master = botAI ? botAI->GetMaster() : nullptr; // real player or not
const bool masterIsFlying = master ? master->HasUnitMovementFlag(MOVEMENTFLAG_FLYING) : true;
const bool masterIsSwimming = master ? master->HasUnitMovementFlag(MOVEMENTFLAG_SWIMMING) : true;
const auto liquidState = bot->GetLiquidData().Status; // default LIQUID_MAP_NO_WATER
const float gZ = bot->GetMapWaterOrGroundLevel(bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ());
const bool wantsToFly = bot->HasIncreaseMountedFlightSpeedAura() || bot->HasFlyAura();
const bool isFlying = bot->HasUnitMovementFlag(MOVEMENTFLAG_FLYING);
const bool isWaterArea = liquidState != LIQUID_MAP_NO_WATER;
const bool isUnderWater = liquidState == LIQUID_MAP_UNDER_WATER;
const bool isInWater = liquidState == LIQUID_MAP_IN_WATER;
const bool isWaterWalking = bot->HasUnitMovementFlag(MOVEMENTFLAG_WATERWALKING);
const bool isSwimming = bot->HasUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
const bool wantsToWaterWalk = bot->HasWaterWalkAura();
const bool wantsToSwim = isInWater || isUnderWater;
const bool onGroundZ = (bot->GetPositionZ() < gZ + 1.f) && !isWaterArea;
bool movementFlagsUpdated = false;
// handle water state
if (isWaterArea && !isFlying)
{
// water walking
if (wantsToWaterWalk && !isWaterWalking && !masterIsSwimming)
{
bot->RemoveUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
bot->AddUnitMovementFlag(MOVEMENTFLAG_WATERWALKING);
movementFlagsUpdated = true;
}
// swimming
else if (wantsToSwim && !isSwimming && masterIsSwimming)
{
bot->RemoveUnitMovementFlag(MOVEMENTFLAG_WATERWALKING);
bot->AddUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
movementFlagsUpdated = true;
}
}
else if (isSwimming || isWaterWalking)
{
// reset water flags
bot->RemoveUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
bot->RemoveUnitMovementFlag(MOVEMENTFLAG_WATERWALKING);
movementFlagsUpdated = true;
}
// handle flying state
if (wantsToFly && !isFlying && masterIsFlying)
{
bot->AddUnitMovementFlag(MOVEMENTFLAG_CAN_FLY);
bot->AddUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY);
bot->AddUnitMovementFlag(MOVEMENTFLAG_FLYING);
movementFlagsUpdated = true;
}
else if ((!wantsToFly || onGroundZ) && isFlying)
{
bot->RemoveUnitMovementFlag(MOVEMENTFLAG_CAN_FLY);
bot->RemoveUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY);
bot->RemoveUnitMovementFlag(MOVEMENTFLAG_FLYING);
movementFlagsUpdated = true;
}
// detect if movement restrictions have been lifted, CC just ended.
if (wasMovementRestricted)
movementFlagsUpdated = true; // refresh movement state to ensure animations play correctly
if (movementFlagsUpdated)
bot->SendMovementFlagUpdate();
}
bool onGround = bot->GetPositionZ() <
bot->GetMapWaterOrGroundLevel(bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ()) + 1.0f;
// Keep bot->SendMovementFlagUpdate() withing the if statements to not intefere with bot behavior on
// ground/(shallow) waters
if (!bot->HasUnitMovementFlag(MOVEMENTFLAG_FLYING) &&
bot->HasAuraType(SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED) && !onGround)
{
bot->AddUnitMovementFlag(MOVEMENTFLAG_FLYING);
bot->SendMovementFlagUpdate();
}
else if (bot->HasUnitMovementFlag(MOVEMENTFLAG_FLYING) &&
(!bot->HasAuraType(SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED) || onGround))
{
bot->RemoveUnitMovementFlag(MOVEMENTFLAG_FLYING);
bot->SendMovementFlagUpdate();
}
// See if the bot is currently slowed, rooted, or otherwise unable to move
bool isCurrentlyRestricted = bot->isFrozen() || bot->IsPolymorphed() || bot->HasRootAura() || bot->HasStunAura() ||
bot->HasConfuseAura() || bot->HasUnitState(UNIT_STATE_LOST_CONTROL);
// Detect if movement restrictions have been lifted
if (wasMovementRestricted && !isCurrentlyRestricted && bot->IsAlive())
{
// CC just ended - refresh movement state to ensure animations play correctly
bot->SendMovementFlagUpdate();
}
// Save current state for the next check
// Save current state for the next check
wasMovementRestricted = isCurrentlyRestricted;
// Temporary speed increase in group
// if (botAI->HasRealPlayerMaster()) {
// if (botAI->HasRealPlayerMaster())
// {
// bot->SetSpeedRate(MOVE_RUN, 1.1f);
// } else {
// }
// else
// {
// bot->SetSpeedRate(MOVE_RUN, 1.0f);
// }
// check if target is not reachable (from Vmangos)
@@ -1054,7 +1068,7 @@ void MovementAction::UpdateMovementState()
// {
// if (Unit* pTarget = sServerFacade->GetChaseTarget(bot))
// {
// if (!bot->IsWithinMeleeRange(pTarget) && pTarget->GetTypeId() == TYPEID_UNIT)
// if (!bot->IsWithinMeleeRange(pTarget) && pTarget->IsCreature())
// {
// float angle = bot->GetAngle(pTarget);
// float distance = 5.0f;
@@ -1088,7 +1102,7 @@ void MovementAction::UpdateMovementState()
// {
// if (Unit* pTarget = sServerFacade->GetChaseTarget(bot))
// {
// if (pTarget != botAI->GetGroupMaster())
// if (pTarget != botAI->GetGroupLeader())
// return;
// if (!bot->IsWithinMeleeRange(pTarget))
@@ -1682,7 +1696,8 @@ bool MovementAction::MoveInside(uint32 mapId, float x, float y, float z, float d
// float MovementAction::SearchBestGroundZForPath(float x, float y, float z, bool generatePath, float range, bool
// normal_only, float step)
// {
// if (!generatePath) {
// if (!generatePath)
// {
// return z;
// }
// float min_length = 100000.0f;
@@ -1693,10 +1708,12 @@ bool MovementAction::MoveInside(uint32 mapId, float x, float y, float z, float d
// modified_z = bot->GetMapWaterOrGroundLevel(x, y, z + delta);
// PathGenerator gen(bot);
// gen.CalculatePath(x, y, modified_z);
// if (gen.GetPathType() == PATHFIND_NORMAL && gen.getPathLength() < min_length) {
// if (gen.GetPathType() == PATHFIND_NORMAL && gen.getPathLength() < min_length)
// {
// min_length = gen.getPathLength();
// current_z = modified_z;
// if (abs(current_z - z) < 0.5f) {
// if (abs(current_z - z) < 0.5f)
// {
// return current_z;
// }
// }
@@ -1705,30 +1722,34 @@ bool MovementAction::MoveInside(uint32 mapId, float x, float y, float z, float d
// modified_z = bot->GetMapWaterOrGroundLevel(x, y, z + delta);
// PathGenerator gen(bot);
// gen.CalculatePath(x, y, modified_z);
// if (gen.GetPathType() == PATHFIND_NORMAL && gen.getPathLength() < min_length) {
// if (gen.GetPathType() == PATHFIND_NORMAL && gen.getPathLength() < min_length)
// {
// min_length = gen.getPathLength();
// current_z = modified_z;
// if (abs(current_z - z) < 0.5f) {
// if (abs(current_z - z) < 0.5f)
// return current_z;
// }
// }
// }
// for (delta = range / 2 + step; delta <= range; delta += 2) {
// modified_z = bot->GetMapWaterOrGroundLevel(x, y, z + delta);
// PathGenerator gen(bot);
// gen.CalculatePath(x, y, modified_z);
// if (gen.GetPathType() == PATHFIND_NORMAL && gen.getPathLength() < min_length) {
// if (gen.GetPathType() == PATHFIND_NORMAL && gen.getPathLength() < min_length)
// {
// min_length = gen.getPathLength();
// current_z = modified_z;
// if (abs(current_z - z) < 0.5f) {
// if (abs(current_z - z) < 0.5f)
// {
// return current_z;
// }
// }
// }
// if (current_z == INVALID_HEIGHT && normal_only) {
// if (current_z == INVALID_HEIGHT && normal_only)
// {
// return INVALID_HEIGHT;
// }
// if (current_z == INVALID_HEIGHT && !normal_only) {
// if (current_z == INVALID_HEIGHT && !normal_only)
// {
// return z;
// }
// return current_z;
@@ -1803,6 +1824,46 @@ const Movement::PointsArray MovementAction::SearchForBestPath(float x, float y,
return result;
}
void MovementAction::DoMovePoint(Unit* unit, float x, float y, float z, bool generatePath, bool backwards)
{
if (!unit)
return;
MotionMaster* mm = unit->GetMotionMaster();
if (!mm)
return;
// enable water walking
if (unit->HasUnitMovementFlag(MOVEMENTFLAG_WATERWALKING))
{
float gZ = unit->GetMapWaterOrGroundLevel(unit->GetPositionX(), unit->GetPositionY(), unit->GetPositionZ());
unit->UpdatePosition(unit->GetPositionX(), unit->GetPositionY(), gZ, false);
// z = gZ; no overwrite Z axe otherwise you cant steer the bots into swimming when water walking.
}
mm->Clear();
if (backwards)
{
mm->MovePointBackwards(
/*id*/ 0,
/*coords*/ x, y, z,
/*generatePath*/ generatePath,
/*forceDestination*/ false);
return;
}
else
{
mm->MovePoint(
/*id*/ 0,
/*coords*/ x, y, z,
/*forcedMovement*/ FORCED_MOVEMENT_NONE,
/*speed*/ 0.f,
/*orientation*/ 0.f,
/*generatePath*/ generatePath, // true => terrain path (2d mmap); false => straight spline (3d vmap)
/*forceDestination*/ false);
}
}
bool FleeAction::Execute(Event event)
{
return MoveAway(AI_VALUE(Unit*, "current target"), sPlayerbotAIConfig->fleeDistance, true);
@@ -2063,8 +2124,8 @@ Position MovementAction::BestPositionForMeleeToFlee(Position pos, float radius)
if (currentTarget)
{
// Normally, move to left or right is the best position
bool isTanking =
(!currentTarget->isFrozen() && !currentTarget->HasRootAura()) && (currentTarget->GetVictim() == bot);
bool isTanking = (!currentTarget->isFrozen()
&& !currentTarget->HasRootAura()) && (currentTarget->GetVictim() == bot);
float angle = bot->GetAngle(currentTarget);
float angleLeft = angle + (float)M_PI / 2;
float angleRight = angle - (float)M_PI / 2;
@@ -2480,9 +2541,7 @@ bool RearFlankAction::isUseful()
{
Unit* target = AI_VALUE(Unit*, "current target");
if (!target)
{
return false;
}
// Need to double the front angle check to account for mirrored angle.
bool inFront = target->HasInArc(2.f * minAngle, bot);
@@ -2497,9 +2556,7 @@ bool RearFlankAction::Execute(Event event)
{
Unit* target = AI_VALUE(Unit*, "current target");
if (!target)
{
return false;
}
float angle = frand(minAngle, maxAngle);
float baseDistance = bot->GetMeleeRange(target) * 0.5f;
@@ -2606,7 +2663,7 @@ bool DisperseSetAction::Execute(Event event)
return true;
}
bool RunAwayAction::Execute(Event event) { return Flee(AI_VALUE(Unit*, "master target")); }
bool RunAwayAction::Execute(Event event) { return Flee(AI_VALUE(Unit*, "group leader")); }
bool MoveToLootAction::Execute(Event event)
{
@@ -2793,7 +2850,7 @@ bool MoveAwayFromCreatureAction::Execute(Event event)
// Find all creatures with the specified Id
std::vector<Unit*> creatures;
for (const auto& guid : targets)
for (auto const& guid : targets)
{
Unit* unit = botAI->GetUnit(guid);
if (unit && (alive && unit->IsAlive()) && unit->GetEntry() == creatureId)

View File

@@ -25,7 +25,9 @@ bool PetsAction::Execute(Event event)
if (param.empty())
{
// If no parameter is provided, show usage instructions and return.
botAI->TellError("Usage: pet <aggressive|defensive|passive|stance|attack|follow|stay>");
std::string text = sPlayerbotTextMgr->GetBotTextOrDefault(
"pet_usage_error", "Usage: pet <aggressive|defensive|passive|stance|attack|follow|stay>", {});
botAI->TellError(text);
return false;
}
@@ -52,7 +54,9 @@ bool PetsAction::Execute(Event event)
// If no pets or guardians are found, notify and return.
if (targets.empty())
{
botAI->TellError("You have no pet or guardian pet.");
std::string text = sPlayerbotTextMgr->GetBotTextOrDefault(
"pet_no_pet_error", "You have no pet or guardian pet.", {});
botAI->TellError(text);
return false;
}
@@ -63,42 +67,54 @@ bool PetsAction::Execute(Event event)
if (param == "aggressive")
{
react = REACT_AGGRESSIVE;
stanceText = "aggressive";
stanceText = sPlayerbotTextMgr->GetBotTextOrDefault(
"pet_stance_aggressive", "aggressive", {});
}
else if (param == "defensive")
{
react = REACT_DEFENSIVE;
stanceText = "defensive";
stanceText = sPlayerbotTextMgr->GetBotTextOrDefault(
"pet_stance_defensive", "defensive", {});
}
else if (param == "passive")
{
react = REACT_PASSIVE;
stanceText = "passive";
stanceText = sPlayerbotTextMgr->GetBotTextOrDefault(
"pet_stance_passive", "passive", {});
}
// The "stance" command simply reports the current stance of each pet/guardian.
else if (param == "stance")
{
for (Creature* target : targets)
{
std::string type = target->IsPet() ? "pet" : "guardian";
std::string type = target->IsPet() ?
sPlayerbotTextMgr->GetBotTextOrDefault("pet_type_pet", "pet", {}) :
sPlayerbotTextMgr->GetBotTextOrDefault("pet_type_guardian", "guardian", {});
std::string name = target->GetName();
std::string stance;
switch (target->GetReactState())
{
case REACT_AGGRESSIVE:
stance = "aggressive";
stance = sPlayerbotTextMgr->GetBotTextOrDefault(
"pet_stance_aggressive", "aggressive", {});
break;
case REACT_DEFENSIVE:
stance = "defensive";
stance = sPlayerbotTextMgr->GetBotTextOrDefault(
"pet_stance_defensive", "defensive", {});
break;
case REACT_PASSIVE:
stance = "passive";
stance = sPlayerbotTextMgr->GetBotTextOrDefault(
"pet_stance_passive", "passive", {});
break;
default:
stance = "unknown";
stance = sPlayerbotTextMgr->GetBotTextOrDefault(
"pet_stance_unknown", "unknown", {});
break;
}
botAI->TellMaster("Current stance of " + type + " \"" + name + "\": " + stance + ".");
std::string text = sPlayerbotTextMgr->GetBotTextOrDefault(
"pet_stance_report", "Current stance of %type \"%name\": %stance.",
{{"type", type}, {"name", name}, {"stance", stance}});
botAI->TellMaster(text);
}
return true;
}
@@ -121,17 +137,31 @@ bool PetsAction::Execute(Event event)
// If no valid target is selected, show an error and return.
if (!targetUnit)
{
botAI->TellError("No valid target selected by master.");
std::string text = sPlayerbotTextMgr->GetBotTextOrDefault(
"pet_no_target_error", "No valid target selected by master.", {});
botAI->TellError(text);
return false;
}
if (!targetUnit->IsAlive())
{
botAI->TellError("Target is not alive.");
std::string text = sPlayerbotTextMgr->GetBotTextOrDefault(
"pet_target_dead_error", "Target is not alive.", {});
botAI->TellError(text);
return false;
}
if (!bot->IsValidAttackTarget(targetUnit))
{
botAI->TellError("Target is not a valid attack target for the bot.");
std::string text = sPlayerbotTextMgr->GetBotTextOrDefault(
"pet_invalid_target_error", "Target is not a valid attack target for the bot.", {});
botAI->TellError(text);
return false;
}
if (sPlayerbotAIConfig->IsPvpProhibited(bot->GetZoneId(), bot->GetAreaId())
&& (targetUnit->IsPlayer() || targetUnit->IsPet()))
{
std::string text = sPlayerbotTextMgr->GetBotTextOrDefault(
"pet_pvp_prohibited_error", "I cannot command my pet to attack players in PvP prohibited areas.", {});
botAI->TellError(text);
return false;
}
@@ -182,9 +212,17 @@ bool PetsAction::Execute(Event event)
}
// Inform the master if the command succeeded or failed.
if (didAttack && sPlayerbotAIConfig->petChatCommandDebug == 1)
botAI->TellMaster("Pet commanded to attack your target.");
{
std::string text = sPlayerbotTextMgr->GetBotTextOrDefault(
"pet_attack_success", "Pet commanded to attack your target.", {});
botAI->TellMaster(text);
}
else if (!didAttack)
botAI->TellError("Pet did not attack. (Already attacking or unable to attack target)");
{
std::string text = sPlayerbotTextMgr->GetBotTextOrDefault(
"pet_attack_failed", "Pet did not attack. (Already attacking or unable to attack target)", {});
botAI->TellError(text);
}
return didAttack;
}
// The "follow" command makes all pets/guardians follow the bot.
@@ -192,7 +230,11 @@ bool PetsAction::Execute(Event event)
{
botAI->PetFollow();
if (sPlayerbotAIConfig->petChatCommandDebug == 1)
botAI->TellMaster("Pet commanded to follow.");
{
std::string text = sPlayerbotTextMgr->GetBotTextOrDefault(
"pet_follow_success", "Pet commanded to follow.", {});
botAI->TellMaster(text);
}
return true;
}
// The "stay" command causes all pets/guardians to stop and stay in place.
@@ -229,14 +271,20 @@ bool PetsAction::Execute(Event event)
}
}
if (sPlayerbotAIConfig->petChatCommandDebug == 1)
botAI->TellMaster("Pet commanded to stay.");
{
std::string text = sPlayerbotTextMgr->GetBotTextOrDefault(
"pet_stay_success", "Pet commanded to stay.", {});
botAI->TellMaster(text);
}
return true;
}
// Unknown command: show usage instructions and return.
else
{
botAI->TellError("Unknown pet command: " + param +
". Use: pet <aggressive|defensive|passive|stance|attack|follow|stay>");
std::string text = sPlayerbotTextMgr->GetBotTextOrDefault(
"pet_unknown_command_error", "Unknown pet command: %param. Use: pet <aggressive|defensive|passive|stance|attack|follow|stay>",
{{"param", param}});
botAI->TellError(text);
return false;
}
@@ -251,7 +299,12 @@ bool PetsAction::Execute(Event event)
// Inform the master of the new stance if debug is enabled.
if (sPlayerbotAIConfig->petChatCommandDebug == 1)
botAI->TellMaster("Pet stance set to " + stanceText + ".");
{
std::string text = sPlayerbotTextMgr->GetBotTextOrDefault(
"pet_stance_set_success", "Pet stance set to %stance.",
{{"stance", stanceText}});
botAI->TellMaster(text);
}
return true;
}
}

View File

@@ -13,10 +13,10 @@ bool RandomBotUpdateAction::Execute(Event event)
if (!sRandomPlayerbotMgr->IsRandomBot(bot))
return false;
if (bot->GetGroup() && botAI->GetGroupMaster())
if (bot->GetGroup() && botAI->GetGroupLeader())
{
PlayerbotAI* groupMasterBotAI = GET_PLAYERBOT_AI(botAI->GetGroupMaster());
if (!groupMasterBotAI || groupMasterBotAI->IsRealPlayer())
PlayerbotAI* groupLeaderBotAI = GET_PLAYERBOT_AI(botAI->GetGroupLeader());
if (!groupLeaderBotAI || groupLeaderBotAI->IsRealPlayer())
return true;
}

View File

@@ -168,15 +168,15 @@ bool AutoReleaseSpiritAction::ShouldAutoRelease() const
if (!bot->GetGroup())
return true;
Player* groupMaster = botAI->GetGroupMaster();
if (!groupMaster || groupMaster == bot)
Player* groupLeader = botAI->GetGroupLeader();
if (!groupLeader || groupLeader == bot)
return true;
if (!botAI->HasActivePlayerMaster())
return true;
if (botAI->HasActivePlayerMaster() &&
groupMaster->GetMapId() == bot->GetMapId() &&
groupLeader->GetMapId() == bot->GetMapId() &&
bot->GetMap() &&
(bot->GetMap()->IsRaid() || bot->GetMap()->IsDungeon()))
{
@@ -184,7 +184,7 @@ bool AutoReleaseSpiritAction::ShouldAutoRelease() const
}
return sServerFacade->IsDistanceGreaterThan(
AI_VALUE2(float, "distance", "master target"),
AI_VALUE2(float, "distance", "group leader"),
sPlayerbotAIConfig->sightDistance);
}

View File

@@ -16,4 +16,4 @@ bool ResetInstancesAction::Execute(Event event)
return true;
}
bool ResetInstancesAction::isUseful() { return botAI->GetGroupMaster() == bot; };
bool ResetInstancesAction::isUseful() { return botAI->GetGroupLeader() == bot; };

View File

@@ -17,14 +17,14 @@
bool ReviveFromCorpseAction::Execute(Event event)
{
Player* master = botAI->GetGroupMaster();
Player* groupLeader = botAI->GetGroupLeader();
Corpse* corpse = bot->GetCorpse();
// follow master when master revives
// follow group Leader when group Leader revives
WorldPacket& p = event.getPacket();
if (!p.empty() && p.GetOpcode() == CMSG_RECLAIM_CORPSE && master && !corpse && bot->IsAlive())
if (!p.empty() && p.GetOpcode() == CMSG_RECLAIM_CORPSE && groupLeader && !corpse && bot->IsAlive())
{
if (sServerFacade->IsDistanceLessThan(AI_VALUE2(float, "distance", "master target"),
if (sServerFacade->IsDistanceLessThan(AI_VALUE2(float, "distance", "group leader"),
sPlayerbotAIConfig->farDistance))
{
if (!botAI->HasStrategy("follow", BOT_STATE_NON_COMBAT))
@@ -43,10 +43,10 @@ bool ReviveFromCorpseAction::Execute(Event event)
// time(nullptr))
// return false;
if (master)
if (groupLeader)
{
if (!GET_PLAYERBOT_AI(master) && master->isDead() && master->GetCorpse() &&
sServerFacade->IsDistanceLessThan(AI_VALUE2(float, "distance", "master target"),
if (!GET_PLAYERBOT_AI(groupLeader) && groupLeader->isDead() && groupLeader->GetCorpse() &&
sServerFacade->IsDistanceLessThan(AI_VALUE2(float, "distance", "group leader"),
sPlayerbotAIConfig->farDistance))
return false;
}
@@ -79,15 +79,15 @@ bool FindCorpseAction::Execute(Event event)
if (bot->InBattleground())
return false;
Player* master = botAI->GetGroupMaster();
Player* groupLeader = botAI->GetGroupLeader();
Corpse* corpse = bot->GetCorpse();
if (!corpse)
return false;
// if (master)
// if (groupLeader)
// {
// if (!GET_PLAYERBOT_AI(master) &&
// sServerFacade->IsDistanceLessThan(AI_VALUE2(float, "distance", "master target"),
// if (!GET_PLAYERBOT_AI(groupLeader) &&
// sServerFacade->IsDistanceLessThan(AI_VALUE2(float, "distance", "group leader"),
// sPlayerbotAIConfig->farDistance)) return false;
// }
@@ -110,20 +110,20 @@ bool FindCorpseAction::Execute(Event event)
WorldPosition botPos(bot);
WorldPosition corpsePos(corpse);
WorldPosition moveToPos = corpsePos;
WorldPosition masterPos(master);
WorldPosition leaderPos(groupLeader);
float reclaimDist = CORPSE_RECLAIM_RADIUS - 5.0f;
float corpseDist = botPos.distance(corpsePos);
int64 deadTime = time(nullptr) - corpse->GetGhostTime();
bool moveToMaster = master && master != bot && masterPos.fDist(corpsePos) < reclaimDist;
bool moveToLeader = groupLeader && groupLeader != bot && leaderPos.fDist(corpsePos) < reclaimDist;
// Should we ressurect? If so, return false.
if (corpseDist < reclaimDist)
{
if (moveToMaster) // We are near master.
if (moveToLeader) // We are near group leader.
{
if (botPos.fDist(masterPos) < sPlayerbotAIConfig->spellDistance)
if (botPos.fDist(leaderPos) < sPlayerbotAIConfig->spellDistance)
return false;
}
else if (deadTime > 8 * MINUTE) // We have walked too long already.
@@ -140,8 +140,8 @@ bool FindCorpseAction::Execute(Event event)
// If we are getting close move to a save ressurrection spot instead of just the corpse.
if (corpseDist < sPlayerbotAIConfig->reactDistance)
{
if (moveToMaster)
moveToPos = masterPos;
if (moveToLeader)
moveToPos = leaderPos;
else
{
FleeManager manager(bot, reclaimDist, 0.0, urand(0, 1), moveToPos);
@@ -215,12 +215,12 @@ GraveyardStruct const* SpiritHealerAction::GetGrave(bool startZone)
if (!startZone && ClosestGrave)
return ClosestGrave;
if (botAI->HasStrategy("follow", BOT_STATE_NON_COMBAT) && botAI->GetGroupMaster() && botAI->GetGroupMaster() != bot)
if (botAI->HasStrategy("follow", BOT_STATE_NON_COMBAT) && botAI->GetGroupLeader() && botAI->GetGroupLeader() != bot)
{
Player* master = botAI->GetGroupMaster();
if (master && master != bot)
Player* groupLeader = botAI->GetGroupLeader();
if (groupLeader && groupLeader != bot)
{
ClosestGrave = sGraveyard->GetClosestGraveyard(master, bot->GetTeamId());
ClosestGrave = sGraveyard->GetClosestGraveyard(groupLeader, bot->GetTeamId());
if (ClosestGrave)
return ClosestGrave;

View File

@@ -35,8 +35,8 @@ bool RewardAction::Execute(Event event)
return true;
}
Unit* mtar = AI_VALUE(Unit*, "master target");
if (mtar && Reward(itemId, mtar))
Unit* groupLeaderUnit = AI_VALUE(Unit*, "group leader");
if (groupLeaderUnit && Reward(itemId, groupLeaderUnit))
return true;
botAI->TellError("Cannot talk to quest giver");

View File

@@ -76,7 +76,7 @@ void RpgHelper::setFacing(GuidPosition guidPosition)
void RpgHelper::setDelay(bool waitForGroup)
{
if (!botAI->HasRealPlayerMaster() || (waitForGroup && botAI->GetGroupMaster() == bot && bot->GetGroup()))
if (!botAI->HasRealPlayerMaster() || (waitForGroup && botAI->GetGroupLeader() == bot && bot->GetGroup()))
botAI->SetNextCheckDelay(sPlayerbotAIConfig->rpgDelay);
else
botAI->SetNextCheckDelay(sPlayerbotAIConfig->rpgDelay / 5);

View File

@@ -22,8 +22,8 @@ bool SecurityCheckAction::Execute(Event event)
ItemQualities threshold = group->GetLootThreshold();
if (method == MASTER_LOOT || method == FREE_FOR_ALL || threshold > ITEM_QUALITY_UNCOMMON)
{
if ((botAI->GetGroupMaster()->GetSession()->GetSecurity() == SEC_PLAYER) &&
(!bot->GetGuildId() || bot->GetGuildId() != botAI->GetGroupMaster()->GetGuildId()))
if ((botAI->GetGroupLeader()->GetSession()->GetSecurity() == SEC_PLAYER) &&
(!bot->GetGuildId() || bot->GetGuildId() != botAI->GetGroupLeader()->GetGuildId()))
{
botAI->TellError("I will play with this loot type only if I'm in your guild :/");
botAI->ChangeStrategy("+passive,+stay", BOT_STATE_NON_COMBAT);

View File

@@ -22,7 +22,7 @@ bool OutOfReactRangeAction::Execute(Event event)
bool OutOfReactRangeAction::isUseful()
{
bool canFollow = Follow(AI_VALUE(Unit*, "master target"));
bool canFollow = Follow(AI_VALUE(Unit*, "group leader"));
if (!canFollow)
{
return false;

View File

@@ -64,7 +64,7 @@ bool MoveToDarkPortalAction::Execute(Event event)
{
if (bot->GetGroup())
if (bot->GetGroup()->GetLeaderGUID() != bot->GetGUID() &&
!GET_PLAYERBOT_AI(GET_PLAYERBOT_AI(bot)->GetGroupMaster()))
!GET_PLAYERBOT_AI(GET_PLAYERBOT_AI(bot)->GetGroupLeader()))
return false;
if (bot->GetLevel() > 57)

View File

@@ -11,7 +11,6 @@ void GroupStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("invite nearby", 4.0f), nullptr)));
triggers.push_back(new TriggerNode("random", NextAction::array(0, new NextAction("invite guild", 4.0f), nullptr)));
triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("leave far away", 4.0f), nullptr)));
triggers.push_back(
new TriggerNode("seldom", NextAction::array(0, new NextAction("reset instances", 1.0f), nullptr)));
triggers.push_back(new TriggerNode("random", NextAction::array(0, new NextAction("leave far away", 4.0f), nullptr)));
triggers.push_back(new TriggerNode("seldom", NextAction::array(0, new NextAction("reset instances", 1.0f), nullptr)));
}

View File

@@ -22,7 +22,7 @@ public:
RaidStrategyContext() : NamedObjectContext<Strategy>(false, true)
{
creators["aq20"] = &RaidStrategyContext::aq20;
creators["mc"] = &RaidStrategyContext::mc;
creators["moltencore"] = &RaidStrategyContext::moltencore;
creators["bwl"] = &RaidStrategyContext::bwl;
creators["karazhan"] = &RaidStrategyContext::karazhan;
creators["magtheridon"] = &RaidStrategyContext::magtheridon;
@@ -38,7 +38,7 @@ public:
private:
static Strategy* aq20(PlayerbotAI* botAI) { return new RaidAq20Strategy(botAI); }
static Strategy* mc(PlayerbotAI* botAI) { return new RaidMcStrategy(botAI); }
static Strategy* moltencore(PlayerbotAI* botAI) { return new RaidMcStrategy(botAI); }
static Strategy* bwl(PlayerbotAI* botAI) { return new RaidBwlStrategy(botAI); }
static Strategy* karazhan(PlayerbotAI* botAI) { return new RaidKarazhanStrategy(botAI); }
static Strategy* magtheridon(PlayerbotAI* botAI) { return new RaidMagtheridonStrategy(botAI); }

View File

@@ -10,13 +10,39 @@ class RaidMcActionContext : public NamedObjectContext<Action>
public:
RaidMcActionContext()
{
creators["mc check should move from group"] = &RaidMcActionContext::check_should_move_from_group;
creators["mc lucifron shadow resistance"] = &RaidMcActionContext::lucifron_shadow_resistance;
creators["mc magmadar fire resistance"] = &RaidMcActionContext::magmadar_fire_resistance;
creators["mc gehennas shadow resistance"] = &RaidMcActionContext::gehennas_shadow_resistance;
creators["mc garr fire resistance"] = &RaidMcActionContext::garr_fire_resistance;
creators["mc baron geddon fire resistance"] = &RaidMcActionContext::baron_geddon_fire_resistance;
creators["mc move from group"] = &RaidMcActionContext::check_should_move_from_group;
creators["mc move from baron geddon"] = &RaidMcActionContext::move_from_baron_geddon;
creators["mc shazzrah move away"] = &RaidMcActionContext::shazzrah_move_away;
creators["mc sulfuron harbinger fire resistance"] = &RaidMcActionContext::sulfuron_harbinger_fire_resistance;
creators["mc golemagg fire resistance"] = &RaidMcActionContext::golemagg_fire_resistance;
creators["mc golemagg mark boss"] = &RaidMcActionContext::golemagg_mark_boss;
creators["mc golemagg main tank attack golemagg"] = &RaidMcActionContext::golemagg_main_tank_attack_golemagg;
creators["mc golemagg assist tank attack core rager"] = &RaidMcActionContext::golemagg_assist_tank_attack_core_rager;
creators["mc majordomo shadow resistance"] = &RaidMcActionContext::majordomo_shadow_resistance;
creators["mc ragnaros fire resistance"] = &RaidMcActionContext::ragnaros_fire_resistance;
}
private:
static Action* check_should_move_from_group(PlayerbotAI* ai) { return new McCheckShouldMoveFromGroupAction(ai); }
static Action* move_from_baron_geddon(PlayerbotAI* ai) { return new McMoveFromBaronGeddonAction(ai); }
static Action* lucifron_shadow_resistance(PlayerbotAI* botAI) { return new BossShadowResistanceAction(botAI, "lucifron"); }
static Action* magmadar_fire_resistance(PlayerbotAI* botAI) { return new BossFireResistanceAction(botAI, "magmadar"); }
static Action* gehennas_shadow_resistance(PlayerbotAI* botAI) { return new BossShadowResistanceAction(botAI, "gehennas"); }
static Action* garr_fire_resistance(PlayerbotAI* botAI) { return new BossFireResistanceAction(botAI, "garr"); }
static Action* baron_geddon_fire_resistance(PlayerbotAI* botAI) { return new BossFireResistanceAction(botAI, "baron geddon"); }
static Action* check_should_move_from_group(PlayerbotAI* botAI) { return new McMoveFromGroupAction(botAI); }
static Action* move_from_baron_geddon(PlayerbotAI* botAI) { return new McMoveFromBaronGeddonAction(botAI); }
static Action* shazzrah_move_away(PlayerbotAI* botAI) { return new McShazzrahMoveAwayAction(botAI); }
static Action* sulfuron_harbinger_fire_resistance(PlayerbotAI* botAI) { return new BossFireResistanceAction(botAI, "sulfuron harbinger"); }
static Action* golemagg_fire_resistance(PlayerbotAI* botAI) { return new BossFireResistanceAction(botAI, "golemagg the incinerator"); }
static Action* golemagg_mark_boss(PlayerbotAI* botAI) { return new McGolemaggMarkBossAction(botAI); }
static Action* golemagg_main_tank_attack_golemagg(PlayerbotAI* botAI) { return new McGolemaggMainTankAttackGolemaggAction(botAI); }
static Action* golemagg_assist_tank_attack_core_rager(PlayerbotAI* botAI) { return new McGolemaggAssistTankAttackCoreRagerAction(botAI); }
static Action* majordomo_shadow_resistance(PlayerbotAI* botAI) { return new BossShadowResistanceAction(botAI, "majordomo executus"); }
static Action* ragnaros_fire_resistance(PlayerbotAI* botAI) { return new BossFireResistanceAction(botAI, "ragnaros"); }
};
#endif

View File

@@ -1,43 +1,215 @@
#include "RaidMcActions.h"
#include "Playerbots.h"
#include "RtiTargetValue.h"
#include "RaidMcTriggers.h"
#include "RaidMcHelpers.h"
bool McCheckShouldMoveFromGroupAction::Execute(Event event)
static constexpr float LIVING_BOMB_DISTANCE = 20.0f;
static constexpr float INFERNO_DISTANCE = 20.0f;
// don't get hit by Arcane Explosion but still be in casting range
static constexpr float ARCANE_EXPLOSION_DISTANCE = 26.0f;
// dedicated tank positions; prevents assist tanks from positioning Core Ragers on steep walls on pull
static const Position GOLEMAGG_TANK_POSITION{795.7308, -994.8848, -207.18661};
static const Position CORE_RAGER_TANK_POSITION{846.6453, -1019.0639, -198.9819};
static constexpr float GOLEMAGGS_TRUST_DISTANCE = 30.0f;
static constexpr float CORE_RAGER_STEP_DISTANCE = 5.0f;
using namespace MoltenCoreHelpers;
bool McMoveFromGroupAction::Execute(Event event)
{
if (bot->HasAura(20475)) // barron geddon's living bomb
{
if (!botAI->HasStrategy("move from group", BotState::BOT_STATE_COMBAT))
{
// add/remove from both for now as it will make it more obvious to
// player if this strat remains on after fight somehow
botAI->ChangeStrategy("+move from group", BOT_STATE_NON_COMBAT);
botAI->ChangeStrategy("+move from group", BOT_STATE_COMBAT);
return true;
}
}
else if (botAI->HasStrategy("move from group", BotState::BOT_STATE_COMBAT))
{
// add/remove from both for now as it will make it more obvious to
// player if this strat remains on after fight somehow
botAI->ChangeStrategy("-move from group", BOT_STATE_NON_COMBAT);
botAI->ChangeStrategy("-move from group", BOT_STATE_COMBAT);
return true;
}
return false;
return MoveFromGroup(LIVING_BOMB_DISTANCE);
}
bool McMoveFromBaronGeddonAction::Execute(Event event)
{
const float radius = 25.0f; // more than should be needed but bots keep trying to run back in
if (Unit* boss = AI_VALUE2(Unit*, "find target", "baron geddon"))
{
long distToTravel = radius - bot->GetDistance(boss);
float distToTravel = INFERNO_DISTANCE - bot->GetDistance2d(boss);
if (distToTravel > 0)
{
// float angle = bot->GetAngle(boss) + M_PI;
// return Move(angle, distToTravel);
// Stop current spell first
bot->AttackStop();
bot->InterruptNonMeleeSpells(false);
return MoveAway(boss, distToTravel);
}
}
return false;
}
bool McShazzrahMoveAwayAction::Execute(Event event)
{
if (Unit* boss = AI_VALUE2(Unit*, "find target", "shazzrah"))
{
float distToTravel = ARCANE_EXPLOSION_DISTANCE - bot->GetDistance2d(boss);
if (distToTravel > 0)
return MoveAway(boss, distToTravel);
}
return false;
}
bool McGolemaggMarkBossAction::Execute(Event event)
{
if (Unit* boss = AI_VALUE2(Unit*, "find target", "golemagg the incinerator"))
{
if (Group* group = bot->GetGroup())
{
ObjectGuid currentSkullGuid = group->GetTargetIcon(RtiTargetValue::skullIndex);
if (currentSkullGuid.IsEmpty() || currentSkullGuid != boss->GetGUID())
{
group->SetTargetIcon(RtiTargetValue::skullIndex, bot->GetGUID(), boss->GetGUID());
return true;
}
}
}
return false;
}
bool McGolemaggTankAction::MoveUnitToPosition(Unit* target, const Position& tankPosition, float maxDistance,
float stepDistance)
{
if (bot->GetVictim() != target)
return Attack(target);
if (target->GetVictim() == bot)
{
float distanceToTankPosition = bot->GetExactDist2d(tankPosition.GetPositionX(), tankPosition.GetPositionY());
if (distanceToTankPosition > maxDistance)
{
float dX = tankPosition.GetPositionX() - bot->GetPositionX();
float dY = tankPosition.GetPositionY() - bot->GetPositionY();
float dist = sqrt(dX * dX + dY * dY);
float moveX = bot->GetPositionX() + (dX / dist) * stepDistance;
float moveY = bot->GetPositionY() + (dY / dist) * stepDistance;
return MoveTo(bot->GetMapId(), moveX, moveY, bot->GetPositionZ(), false, false,
false, false, MovementPriority::MOVEMENT_COMBAT, true,
true);
}
}
else if (botAI->DoSpecificAction("taunt spell", Event(), true))
return true;
return false;
}
bool McGolemaggTankAction::FindCoreRagers(Unit*& coreRager1, Unit*& coreRager2) const
{
coreRager1 = coreRager2 = nullptr;
for (auto const& target : AI_VALUE(GuidVector, "possible targets no los"))
{
Unit* unit = botAI->GetUnit(target);
if (unit && unit->IsAlive() && unit->GetEntry() == NPC_CORE_RAGER)
{
if (coreRager1 == nullptr)
coreRager1 = unit;
else if (coreRager2 == nullptr)
{
coreRager2 = unit;
break; // There should be no third Core Rager.
}
}
}
return coreRager1 != nullptr && coreRager2 != nullptr;
}
bool McGolemaggMainTankAttackGolemaggAction::Execute(Event event)
{
// At this point, we know we are not the last living tank in the group.
if (Unit* boss = AI_VALUE2(Unit*, "find target", "golemagg the incinerator"))
{
Unit* coreRager1;
Unit* coreRager2;
if (!FindCoreRagers(coreRager1, coreRager2))
return false; // safety check
// We only need to move if the Core Ragers still have Golemagg's Trust
if (coreRager1->HasAura(SPELL_GOLEMAGGS_TRUST) || coreRager2->HasAura(SPELL_GOLEMAGGS_TRUST))
return MoveUnitToPosition(boss, GOLEMAGG_TANK_POSITION, boss->GetCombatReach());
}
return false;
}
bool McGolemaggAssistTankAttackCoreRagerAction::Execute(Event event)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "golemagg the incinerator");
if (!boss)
return false;
// Step 0: Filter additional assist tanks. We only need 2.
bool isFirstAssistTank = PlayerbotAI::IsAssistTankOfIndex(bot, 0, true);
bool isSecondAssistTank = PlayerbotAI::IsAssistTankOfIndex(bot, 1, true);
if (!isFirstAssistTank && !isSecondAssistTank)
return Attack(boss);
// Step 1: Find both Core Ragers
Unit* coreRager1;
Unit* coreRager2;
if (!FindCoreRagers(coreRager1, coreRager2))
return false; // safety check
// Step 2: Assign Core Rager to bot
Unit* myCoreRager = nullptr;
Unit* otherCoreRager = nullptr;
if (isFirstAssistTank)
{
myCoreRager = coreRager1;
otherCoreRager = coreRager2;
}
else // isSecondAssistTank is always true here
{
myCoreRager = coreRager2;
otherCoreRager = coreRager1;
}
// Step 3: Select the right target
if (myCoreRager->GetVictim() != bot)
{
// Step 3.1: My Core Rager isn't attacking me. Attack until it does.
if (bot->GetVictim() != myCoreRager)
return Attack(myCoreRager);
return botAI->DoSpecificAction("taunt spell", event, true);
}
Unit* otherCoreRagerVictim = otherCoreRager->GetVictim();
if (otherCoreRagerVictim) // Core Rager victim can be NULL
{
// Step 3.2: Check if the other Core Rager isn't attacking its assist tank.
Player* otherCoreRagerPlayerVictim = otherCoreRagerVictim->ToPlayer();
if (otherCoreRagerPlayerVictim &&
!PlayerbotAI::IsAssistTankOfIndex(otherCoreRagerPlayerVictim, 0, true) &&
!PlayerbotAI::IsAssistTankOfIndex(otherCoreRagerPlayerVictim, 1, true))
{
// Assume we are the only assist tank or the other assist tank is dead => pick up other Core Rager!
if (bot->GetVictim() != otherCoreRager)
return Attack(otherCoreRager);
return botAI->DoSpecificAction("taunt spell", event, true);
}
}
if (bot->GetVictim() != myCoreRager)
return Attack(myCoreRager); // Step 3.3: Attack our Core Rager in case we previously switched in 3.2.
// Step 4: Prevent Golemagg's Trust on Core Ragers
if (myCoreRager->HasAura(SPELL_GOLEMAGGS_TRUST) ||
(otherCoreRagerVictim == bot && otherCoreRager->HasAura(SPELL_GOLEMAGGS_TRUST)))
{
// Step 4.1: Move Core Ragers to dedicated tank position (only if Golemagg is far enough away from said position)
float bossDistanceToCoreRagerTankPosition = boss->GetExactDist2d(
CORE_RAGER_TANK_POSITION.GetPositionX(), CORE_RAGER_TANK_POSITION.GetPositionY());
if (bossDistanceToCoreRagerTankPosition > GOLEMAGGS_TRUST_DISTANCE)
{
float distanceToTankPosition = bot->GetExactDist2d(CORE_RAGER_TANK_POSITION.GetPositionX(),
CORE_RAGER_TANK_POSITION.GetPositionY());
if (distanceToTankPosition > CORE_RAGER_STEP_DISTANCE)
return MoveUnitToPosition(myCoreRager, CORE_RAGER_TANK_POSITION, CORE_RAGER_STEP_DISTANCE);
}
// Step 4.2: if boss is too close to tank position, or we are already there, move away from Golemagg to try to out-range Golemagg's Trust
return MoveAway(boss, CORE_RAGER_STEP_DISTANCE, true);
}
return false;
}

View File

@@ -1,15 +1,16 @@
#ifndef _PLAYERBOT_RAIDMCACTIONS_H
#define _PLAYERBOT_RAIDMCACTIONS_H
#include "AttackAction.h"
#include "MovementActions.h"
#include "PlayerbotAI.h"
#include "Playerbots.h"
class McCheckShouldMoveFromGroupAction : public Action
class McMoveFromGroupAction : public MovementAction
{
public:
McCheckShouldMoveFromGroupAction(PlayerbotAI* botAI, std::string const name = "mc check should move from group")
: Action(botAI, name) {}
McMoveFromGroupAction(PlayerbotAI* botAI, std::string const name = "mc move from group")
: MovementAction(botAI, name) {}
bool Execute(Event event) override;
};
@@ -21,4 +22,46 @@ public:
bool Execute(Event event) override;
};
class McShazzrahMoveAwayAction : public MovementAction
{
public:
McShazzrahMoveAwayAction(PlayerbotAI* botAI, std::string const name = "mc shazzrah move away")
: MovementAction(botAI, name) {}
bool Execute(Event event) override;
};
class McGolemaggMarkBossAction : public Action
{
public:
McGolemaggMarkBossAction(PlayerbotAI* botAI, std::string const name = "mc golemagg mark boss")
: Action(botAI, name) {};
bool Execute(Event event) override;
};
class McGolemaggTankAction : public AttackAction
{
public:
McGolemaggTankAction(PlayerbotAI* botAI, std::string const name)
: AttackAction(botAI, name) {}
protected:
bool MoveUnitToPosition(Unit* target, const Position& tankPosition, float maxDistance, float stepDistance = 3.0f);
bool FindCoreRagers(Unit*& coreRager1, Unit*& coreRager2) const;
};
class McGolemaggMainTankAttackGolemaggAction : public McGolemaggTankAction
{
public:
McGolemaggMainTankAttackGolemaggAction(PlayerbotAI* botAI, std::string const name = "mc golemagg main tank attack golemagg")
: McGolemaggTankAction(botAI, name) {};
bool Execute(Event event) override;
};
class McGolemaggAssistTankAttackCoreRagerAction : public McGolemaggTankAction
{
public:
McGolemaggAssistTankAttackCoreRagerAction(PlayerbotAI* botAI, std::string const name = "mc golemagg assist tank attack core rager")
: McGolemaggTankAction(botAI, name) {};
bool Execute(Event event) override;
};
#endif

View File

@@ -0,0 +1,22 @@
#ifndef _PLAYERBOT_RAIDMCHELPERS_H
#define _PLAYERBOT_RAIDMCHELPERS_H
namespace MoltenCoreHelpers
{
enum MoltenCoreNPCs
{
// Golemagg
NPC_CORE_RAGER = 11672,
};
enum MoltenCoreSpells
{
// Baron Geddon
SPELL_INFERNO = 19695,
SPELL_LIVING_BOMB = 20475,
// Golemagg
SPELL_GOLEMAGGS_TRUST = 20553,
};
}
#endif

View File

@@ -0,0 +1,117 @@
#include "RaidMcMultipliers.h"
#include "Playerbots.h"
#include "ChooseTargetActions.h"
#include "GenericSpellActions.h"
#include "DruidActions.h"
#include "HunterActions.h"
#include "PaladinActions.h"
#include "ShamanActions.h"
#include "WarriorActions.h"
#include "DKActions.h"
#include "RaidMcActions.h"
#include "RaidMcHelpers.h"
using namespace MoltenCoreHelpers;
static bool IsDpsBotWithAoeAction(Player* bot, Action* action)
{
if (PlayerbotAI::IsDps(bot))
{
if (dynamic_cast<DpsAoeAction*>(action) || dynamic_cast<CastConsecrationAction*>(action) ||
dynamic_cast<CastStarfallAction*>(action) || dynamic_cast<CastWhirlwindAction*>(action) ||
dynamic_cast<CastMagmaTotemAction*>(action) || dynamic_cast<CastExplosiveTrapAction*>(action) ||
dynamic_cast<CastDeathAndDecayAction*>(action))
return true;
if (auto castSpellAction = dynamic_cast<CastSpellAction*>(action))
{
if (castSpellAction->getThreatType() == Action::ActionThreatType::Aoe)
return true;
}
}
return false;
}
float GarrDisableDpsAoeMultiplier::GetValue(Action* action)
{
if (AI_VALUE2(Unit*, "find target", "garr"))
{
if (IsDpsBotWithAoeAction(bot, action))
return 0.0f;
}
return 1.0f;
}
static bool IsAllowedGeddonMovementAction(Action* action)
{
if (dynamic_cast<MovementAction*>(action) &&
!dynamic_cast<McMoveFromGroupAction*>(action) &&
!dynamic_cast<McMoveFromBaronGeddonAction*>(action))
return false;
if (dynamic_cast<CastReachTargetSpellAction*>(action))
return false;
return true;
}
float BaronGeddonAbilityMultiplier::GetValue(Action* action)
{
if (Unit* boss = AI_VALUE2(Unit*, "find target", "baron geddon"))
{
if (boss->HasAura(SPELL_INFERNO))
{
if (!IsAllowedGeddonMovementAction(action))
return 0.0f;
}
}
// No check for Baron Geddon, because bots may have the bomb even after Geddon died.
if (bot->HasAura(SPELL_LIVING_BOMB))
{
if (!IsAllowedGeddonMovementAction(action))
return 0.0f;
}
return 1.0f;
}
static bool IsSingleLivingTankInGroup(Player* bot)
{
if (Group* group = bot->GetGroup())
{
for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
{
Player* member = itr->GetSource();
if (!member || !member->IsAlive() || member == bot)
continue;
if (PlayerbotAI::IsTank(member))
return false;
}
}
return true;
}
float GolemaggMultiplier::GetValue(Action* action)
{
if (AI_VALUE2(Unit*, "find target", "golemagg the incinerator"))
{
if (PlayerbotAI::IsTank(bot) && IsSingleLivingTankInGroup(bot))
{
// Only one tank => Pick up Golemagg and the two Core Ragers
if (dynamic_cast<McGolemaggMainTankAttackGolemaggAction*>(action) ||
dynamic_cast<McGolemaggAssistTankAttackCoreRagerAction*>(action))
return 0.0f;
}
if (PlayerbotAI::IsAssistTank(bot))
{
// The first two assist tanks manage the Core Ragers. The remaining assist tanks attack the boss.
if (dynamic_cast<TankAssistAction*>(action))
return 0.0f;
}
if (IsDpsBotWithAoeAction(bot, action))
return 0.0f;
}
return 1.0f;
}

View File

@@ -0,0 +1,27 @@
#ifndef _PLAYERBOT_RAIDMCMULTIPLIERS_H
#define _PLAYERBOT_RAIDMCMULTIPLIERS_H
#include "Multiplier.h"
class GarrDisableDpsAoeMultiplier : public Multiplier
{
public:
GarrDisableDpsAoeMultiplier(PlayerbotAI* botAI) : Multiplier(botAI, "garr disable dps aoe multiplier") {}
float GetValue(Action* action) override;
};
class BaronGeddonAbilityMultiplier : public Multiplier
{
public:
BaronGeddonAbilityMultiplier(PlayerbotAI* botAI) : Multiplier(botAI, "baron geddon ability multiplier") {}
float GetValue(Action* action) override;
};
class GolemaggMultiplier : public Multiplier
{
public:
GolemaggMultiplier(PlayerbotAI* botAI) : Multiplier(botAI, "golemagg multiplier") {}
float GetValue(Action* action) override;
};
#endif

View File

@@ -1,13 +1,81 @@
#include "RaidMcStrategy.h"
#include "RaidMcMultipliers.h"
#include "Strategy.h"
void RaidMcStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
// Lucifron
triggers.push_back(
new TriggerNode("mc lucifron shadow resistance",
NextAction::array(0, new NextAction("mc lucifron shadow resistance", ACTION_RAID), nullptr)));
// Magmadar
// TODO: Fear ward / tremor totem, or general anti-fear strat development. Same as King Dred (Drak'Tharon) and faction commander (Nexus).
triggers.push_back(
new TriggerNode("mc magmadar fire resistance",
NextAction::array(0, new NextAction("mc magmadar fire resistance", ACTION_RAID), nullptr)));
// Gehennas
triggers.push_back(
new TriggerNode("mc gehennas shadow resistance",
NextAction::array(0, new NextAction("mc gehennas shadow resistance", ACTION_RAID), nullptr)));
// Garr
triggers.push_back(
new TriggerNode("mc garr fire resistance",
NextAction::array(0, new NextAction("mc garr fire resistance", ACTION_RAID), nullptr)));
// Baron Geddon
triggers.push_back(
new TriggerNode("mc baron geddon fire resistance",
NextAction::array(0, new NextAction("mc baron geddon fire resistance", ACTION_RAID), nullptr)));
triggers.push_back(
new TriggerNode("mc living bomb debuff",
NextAction::array(0, new NextAction("mc check should move from group", ACTION_RAID), nullptr)));
NextAction::array(0, new NextAction("mc move from group", ACTION_RAID), nullptr)));
triggers.push_back(
new TriggerNode("mc baron geddon inferno",
NextAction::array(0, new NextAction("mc move from baron geddon", ACTION_RAID), nullptr)));
// Shazzrah
triggers.push_back(
new TriggerNode("mc shazzrah ranged",
NextAction::array(0, new NextAction("mc shazzrah move away", ACTION_RAID), nullptr)));
// Sulfuron Harbinger
// Alternatively, shadow resistance is also possible.
triggers.push_back(
new TriggerNode("mc sulfuron harbinger fire resistance",
NextAction::array(0, new NextAction("mc sulfuron harbinger fire resistance", ACTION_RAID), nullptr)));
// Golemagg the Incinerator
triggers.push_back(
new TriggerNode("mc golemagg fire resistance",
NextAction::array(0, new NextAction("mc golemagg fire resistance", ACTION_RAID), nullptr)));
triggers.push_back(
new TriggerNode("mc golemagg mark boss",
NextAction::array(0, new NextAction("mc golemagg mark boss", ACTION_RAID), nullptr)));
triggers.push_back(
new TriggerNode("mc golemagg is main tank",
NextAction::array(0, new NextAction("mc golemagg main tank attack golemagg", ACTION_RAID), nullptr)));
triggers.push_back(
new TriggerNode("mc golemagg is assist tank",
NextAction::array(0, new NextAction("mc golemagg assist tank attack core rager", ACTION_RAID), nullptr)));
// Majordomo Executus
triggers.push_back(
new TriggerNode("mc majordomo shadow resistance",
NextAction::array(0, new NextAction("mc majordomo shadow resistance", ACTION_RAID), nullptr)));
// Ragnaros
triggers.push_back(
new TriggerNode("mc ragnaros fire resistance",
NextAction::array(0, new NextAction("mc ragnaros fire resistance", ACTION_RAID), nullptr)));
}
void RaidMcStrategy::InitMultipliers(std::vector<Multiplier*>& multipliers)
{
multipliers.push_back(new GarrDisableDpsAoeMultiplier(botAI));
multipliers.push_back(new BaronGeddonAbilityMultiplier(botAI));
multipliers.push_back(new GolemaggMultiplier(botAI));
}

View File

@@ -8,10 +8,10 @@
class RaidMcStrategy : public Strategy
{
public:
RaidMcStrategy(PlayerbotAI* ai) : Strategy(ai) {}
virtual std::string const getName() override { return "mc"; }
virtual void InitTriggers(std::vector<TriggerNode*>& triggers) override;
// virtual void InitMultipliers(std::vector<Multiplier*> &multipliers) override;
RaidMcStrategy(PlayerbotAI* botAI) : Strategy(botAI) {}
std::string const getName() override { return "moltencore"; }
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
void InitMultipliers(std::vector<Multiplier*> &multipliers) override;
};
#endif

View File

@@ -10,13 +10,39 @@ class RaidMcTriggerContext : public NamedObjectContext<Trigger>
public:
RaidMcTriggerContext()
{
creators["mc lucifron shadow resistance"] = &RaidMcTriggerContext::lucifron_shadow_resistance;
creators["mc magmadar fire resistance"] = &RaidMcTriggerContext::magmadar_fire_resistance;
creators["mc gehennas shadow resistance"] = &RaidMcTriggerContext::gehennas_shadow_resistance;
creators["mc garr fire resistance"] = &RaidMcTriggerContext::garr_fire_resistance;
creators["mc baron geddon fire resistance"] = &RaidMcTriggerContext::baron_geddon_fire_resistance;
creators["mc living bomb debuff"] = &RaidMcTriggerContext::living_bomb_debuff;
creators["mc baron geddon inferno"] = &RaidMcTriggerContext::baron_geddon_inferno;
creators["mc shazzrah ranged"] = &RaidMcTriggerContext::shazzrah_ranged;
creators["mc sulfuron harbinger fire resistance"] = &RaidMcTriggerContext::sulfuron_harbinger_fire_resistance;
creators["mc golemagg fire resistance"] = &RaidMcTriggerContext::golemagg_fire_resistance;
creators["mc golemagg mark boss"] = &RaidMcTriggerContext::golemagg_mark_boss;
creators["mc golemagg is main tank"] = &RaidMcTriggerContext::golemagg_is_main_tank;
creators["mc golemagg is assist tank"] = &RaidMcTriggerContext::golemagg_is_assist_tank;
creators["mc majordomo shadow resistance"] = &RaidMcTriggerContext::majordomo_shadow_resistance;
creators["mc ragnaros fire resistance"] = &RaidMcTriggerContext::ragnaros_fire_resistance;
}
private:
static Trigger* living_bomb_debuff(PlayerbotAI* ai) { return new McLivingBombDebuffTrigger(ai); }
static Trigger* baron_geddon_inferno(PlayerbotAI* ai) { return new McBaronGeddonInfernoTrigger(ai); }
static Trigger* lucifron_shadow_resistance(PlayerbotAI* botAI) { return new BossShadowResistanceTrigger(botAI, "lucifron"); }
static Trigger* magmadar_fire_resistance(PlayerbotAI* botAI) { return new BossFireResistanceTrigger(botAI, "magmadar"); }
static Trigger* gehennas_shadow_resistance(PlayerbotAI* botAI) { return new BossShadowResistanceTrigger(botAI, "gehennas"); }
static Trigger* garr_fire_resistance(PlayerbotAI* botAI) { return new BossFireResistanceTrigger(botAI, "garr"); }
static Trigger* baron_geddon_fire_resistance(PlayerbotAI* botAI) { return new BossFireResistanceTrigger(botAI, "baron geddon"); }
static Trigger* living_bomb_debuff(PlayerbotAI* botAI) { return new McLivingBombDebuffTrigger(botAI); }
static Trigger* baron_geddon_inferno(PlayerbotAI* botAI) { return new McBaronGeddonInfernoTrigger(botAI); }
static Trigger* shazzrah_ranged(PlayerbotAI* botAI) { return new McShazzrahRangedTrigger(botAI); }
static Trigger* sulfuron_harbinger_fire_resistance(PlayerbotAI* botAI) { return new BossFireResistanceTrigger(botAI, "sulfuron harbinger"); }
static Trigger* golemagg_fire_resistance(PlayerbotAI* botAI) { return new BossFireResistanceTrigger(botAI, "golemagg the incinerator"); }
static Trigger* golemagg_mark_boss(PlayerbotAI* botAI) { return new McGolemaggMarkBossTrigger(botAI); }
static Trigger* golemagg_is_main_tank(PlayerbotAI* botAI) { return new McGolemaggIsMainTankTrigger(botAI); }
static Trigger* golemagg_is_assist_tank(PlayerbotAI* botAI) { return new McGolemaggIsAssistTankTrigger(botAI); }
static Trigger* majordomo_shadow_resistance(PlayerbotAI* botAI) { return new BossShadowResistanceTrigger(botAI, "majordomo executus"); }
static Trigger* ragnaros_fire_resistance(PlayerbotAI* botAI) { return new BossFireResistanceTrigger(botAI, "ragnaros"); }
};
#endif

View File

@@ -1,22 +1,40 @@
#include "RaidMcTriggers.h"
#include "SharedDefines.h"
#include "RaidMcHelpers.h"
using namespace MoltenCoreHelpers;
bool McLivingBombDebuffTrigger::IsActive()
{
// if bot has barron geddon's living bomb, we need to add strat, otherwise we need to remove
// only do when fighting baron geddon (to avoid modifying strat set by player outside this fight)
if (Unit* boss = AI_VALUE2(Unit*, "find target", "baron geddon"))
{
if (boss->IsInCombat())
return bot->HasAura(20475) != botAI->HasStrategy("move from group", BotState::BOT_STATE_COMBAT);
}
return false;
// No check for Baron Geddon, because bots may have the bomb even after Geddon died.
return bot->HasAura(SPELL_LIVING_BOMB);
}
bool McBaronGeddonInfernoTrigger::IsActive()
{
if (Unit* boss = AI_VALUE2(Unit*, "find target", "baron geddon"))
return boss->HasAura(19695);
return boss->HasAura(SPELL_INFERNO);
return false;
}
bool McShazzrahRangedTrigger::IsActive()
{
return AI_VALUE2(Unit*, "find target", "shazzrah") && PlayerbotAI::IsRanged(bot);
}
bool McGolemaggMarkBossTrigger::IsActive()
{
// any tank may mark the boss
return AI_VALUE2(Unit*, "find target", "golemagg the incinerator") && PlayerbotAI::IsTank(bot);
}
bool McGolemaggIsMainTankTrigger::IsActive()
{
return AI_VALUE2(Unit*, "find target", "golemagg the incinerator") && PlayerbotAI::IsMainTank(bot);
}
bool McGolemaggIsAssistTankTrigger::IsActive()
{
return AI_VALUE2(Unit*, "find target", "golemagg the incinerator") && PlayerbotAI::IsAssistTank(bot);
}

View File

@@ -19,4 +19,32 @@ public:
bool IsActive() override;
};
class McShazzrahRangedTrigger : public Trigger
{
public:
McShazzrahRangedTrigger(PlayerbotAI* botAI) : Trigger(botAI, "mc shazzrah ranged") {}
bool IsActive() override;
};
class McGolemaggMarkBossTrigger : public Trigger
{
public:
McGolemaggMarkBossTrigger(PlayerbotAI* botAI) : Trigger(botAI, "mc golemagg mark boss") {}
bool IsActive() override;
};
class McGolemaggIsMainTankTrigger : public Trigger
{
public:
McGolemaggIsMainTankTrigger(PlayerbotAI* botAI) : Trigger(botAI, "mc golemagg is main tank") {}
bool IsActive() override;
};
class McGolemaggIsAssistTankTrigger : public Trigger
{
public:
McGolemaggIsAssistTankTrigger(PlayerbotAI* botAI) : Trigger(botAI, "mc golemagg is assist tank") {}
bool IsActive() override;
};
#endif

View File

@@ -22,8 +22,8 @@ bool UnstealthTrigger::IsActive()
return botAI->HasAura("stealth", bot) && !AI_VALUE(uint8, "attacker count") &&
(AI_VALUE2(bool, "moving", "self target") &&
((botAI->GetMaster() &&
sServerFacade->IsDistanceGreaterThan(AI_VALUE2(float, "distance", "master target"), 10.0f) &&
AI_VALUE2(bool, "moving", "master target")) ||
sServerFacade->IsDistanceGreaterThan(AI_VALUE2(float, "distance", "group leader"), 10.0f) &&
AI_VALUE2(bool, "moving", "group leader")) ||
!AI_VALUE(uint8, "attacker count")));
}

View File

@@ -213,7 +213,7 @@ PartyMemberToHealOutOfSpellRangeTrigger::PartyMemberToHealOutOfSpellRangeTrigger
bool FarFromMasterTrigger::IsActive()
{
return sServerFacade->IsDistanceGreaterThan(AI_VALUE2(float, "distance", "master target"), distance);
return sServerFacade->IsDistanceGreaterThan(AI_VALUE2(float, "distance", "group leader"), distance);
}
bool TooCloseToCreatureTrigger::TooCloseToCreature(uint32 creatureId, float range, bool alive)

View File

@@ -107,7 +107,6 @@ void AttackersValue::AddAttackersOf(Player* player, std::unordered_set<Unit*>& t
{
ThreatMgr* threatMgr = ref->GetSource();
Unit* attacker = threatMgr->GetOwner();
Unit* victim = attacker->GetVictim();
if (player->IsValidAttackTarget(attacker) &&
player->GetDistance2d(attacker) < sPlayerbotAIConfig->sightDistance)
@@ -142,57 +141,107 @@ bool AttackersValue::hasRealThreat(Unit* attacker)
(attacker->GetThreatMgr().getCurrentVictim() || dynamic_cast<Player*>(attacker));
}
bool AttackersValue::IsPossibleTarget(Unit* attacker, Player* bot, float range)
bool AttackersValue::IsPossibleTarget(Unit* attacker, Player* bot, float /*range*/)
{
Creature* c = attacker->ToCreature();
bool rti = false;
if (attacker && bot->GetGroup())
rti = bot->GetGroup()->GetTargetIcon(7) == attacker->GetGUID();
PlayerbotAI* botAI = GET_PLAYERBOT_AI(bot);
if (!botAI)
return false;
bool leaderHasThreat = false;
if (attacker && bot->GetGroup() && botAI->GetMaster())
leaderHasThreat = attacker->GetThreatMgr().GetThreat(botAI->GetMaster());
bool isMemberBotGroup = false;
if (bot->GetGroup() && botAI->GetMaster())
{
PlayerbotAI* masterBotAI = GET_PLAYERBOT_AI(botAI->GetMaster());
if (masterBotAI && !masterBotAI->IsRealPlayer())
isMemberBotGroup = true;
}
// Basic check
if (!attacker)
return false;
// bool inCannon = botAI->IsInVehicle(false, true);
// bool enemy = botAI->GetAiObjectContext()->GetValue<Unit*>("enemy player target")->Get();
return attacker && attacker->IsVisible() && attacker->IsInWorld() && attacker->GetMapId() == bot->GetMapId() &&
!attacker->isDead() &&
!attacker->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NON_ATTACKABLE_2) &&
// (inCannon || !attacker->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE)) &&
// attacker->CanSeeOrDetect(bot) &&
// !(attacker->HasUnitState(UNIT_STATE_STUNNED) && botAI->HasAura("shackle undead", attacker)) &&
// !((attacker->IsPolymorphed() || botAI->HasAura("sap", attacker) || /*attacker->IsCharmed() ||*/
// attacker->isFeared()) && !rti) &&
/*!sServerFacade->IsInRoots(attacker) &&*/
!attacker->IsFriendlyTo(bot) && !attacker->HasSpiritOfRedemptionAura() &&
// !(attacker->GetGUID().IsPet() && enemy) &&
!(attacker->GetCreatureType() == CREATURE_TYPE_CRITTER && !attacker->IsInCombat()) &&
!attacker->HasUnitFlag(UNIT_FLAG_IMMUNE_TO_PC) && !attacker->HasUnitFlag(UNIT_FLAG_NOT_SELECTABLE) &&
bot->CanSeeOrDetect(attacker) &&
!(sPlayerbotAIConfig->IsPvpProhibited(attacker->GetZoneId(), attacker->GetAreaId()) &&
(attacker->GetGUID().IsPlayer() || attacker->GetGUID().IsPet())) &&
!(attacker->IsPlayer() && !attacker->IsPvP() && !attacker->IsFFAPvP() &&
(!bot->duel || bot->duel->Opponent != attacker)) &&
(!c ||
(!c->IsInEvadeMode() &&
((!isMemberBotGroup && botAI->HasStrategy("attack tagged", BOT_STATE_NON_COMBAT)) || leaderHasThreat ||
(!c->hasLootRecipient() &&
(!c->GetVictim() ||
(c->GetVictim() &&
((!c->GetVictim()->IsPlayer() || bot->IsInSameGroupWith(c->GetVictim()->ToPlayer())) ||
(botAI->GetMaster() && c->GetVictim() == botAI->GetMaster()))))) ||
c->isTappedBy(bot))));
// Validity checks
if (!attacker->IsVisible() || !attacker->IsInWorld() || attacker->GetMapId() != bot->GetMapId())
return false;
if (attacker->isDead() || attacker->HasSpiritOfRedemptionAura())
return false;
// Flag checks
if (attacker->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NON_ATTACKABLE_2))
return false;
if (attacker->HasUnitFlag(UNIT_FLAG_IMMUNE_TO_PC) || attacker->HasUnitFlag(UNIT_FLAG_NOT_SELECTABLE))
return false;
// Relationship checks
if (attacker->IsFriendlyTo(bot))
return false;
// Critter exception
if (attacker->GetCreatureType() == CREATURE_TYPE_CRITTER && !attacker->IsInCombat())
return false;
// Visibility check
if (!bot->CanSeeOrDetect(attacker))
return false;
// PvP prohibition checks
if ((attacker->GetGUID().IsPlayer() || attacker->GetGUID().IsPet()) &&
(sPlayerbotAIConfig->IsPvpProhibited(attacker->GetZoneId(), attacker->GetAreaId()) ||
sPlayerbotAIConfig->IsPvpProhibited(bot->GetZoneId(), bot->GetAreaId())))
{
// This will stop aggresive pets from starting an attack.
// This will stop currently attacking pets from continuing their attack.
// This will first require the bot to change from a combat strat. It will
// not be reached if the bot only switches targets, including NPC targets.
for (Unit::ControlSet::const_iterator itr = bot->m_Controlled.begin();
itr != bot->m_Controlled.end(); ++itr)
{
Creature* creature = dynamic_cast<Creature*>(*itr);
if (creature && creature->GetVictim() == attacker)
{
creature->AttackStop();
if (CharmInfo* charmInfo = creature->GetCharmInfo())
charmInfo->SetIsCommandAttack(false);
}
}
return false;
}
// Unflagged player check
if (attacker->IsPlayer() && !attacker->IsPvP() && !attacker->IsFFAPvP() &&
(!bot->duel || bot->duel->Opponent != attacker))
return false;
// Creature-specific checks
Creature* c = attacker->ToCreature();
if (c)
{
if (c->IsInEvadeMode())
return false;
bool leaderHasThreat = false;
if (bot->GetGroup() && botAI->GetMaster())
leaderHasThreat = attacker->GetThreatMgr().GetThreat(botAI->GetMaster());
bool isMemberBotGroup = false;
if (bot->GetGroup() && botAI->GetMaster())
{
PlayerbotAI* masterBotAI = GET_PLAYERBOT_AI(botAI->GetMaster());
if (masterBotAI && !masterBotAI->IsRealPlayer())
isMemberBotGroup = true;
}
bool canAttack = (!isMemberBotGroup && botAI->HasStrategy("attack tagged", BOT_STATE_NON_COMBAT)) ||
leaderHasThreat ||
(!c->hasLootRecipient() &&
(!c->GetVictim() ||
(c->GetVictim() &&
((!c->GetVictim()->IsPlayer() || bot->IsInSameGroupWith(c->GetVictim()->ToPlayer())) ||
(botAI->GetMaster() && c->GetVictim() == botAI->GetMaster()))))) ||
c->isTappedBy(bot);
if (!canAttack)
return false;
}
return true;
}
bool AttackersValue::IsValidTarget(Unit* attacker, Player* bot)

View File

@@ -62,7 +62,7 @@ class MeleeFormation : public FollowFormation
public:
MeleeFormation(PlayerbotAI* botAI) : FollowFormation(botAI, "melee") {}
std::string const GetTargetName() override { return "master target"; }
std::string const GetTargetName() override { return "group leader"; }
};
class QueueFormation : public FollowFormation

View File

@@ -3,8 +3,8 @@
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#include "MasterTargetValue.h"
#include "GroupLeaderValue.h"
#include "Playerbots.h"
Unit* MasterTargetValue::Calculate() { return botAI->GetGroupMaster(); }
Unit* GroupLeaderValue::Calculate() { return botAI->GetGroupLeader(); }

View File

@@ -3,18 +3,18 @@
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#ifndef _PLAYERBOT_MASTERTARGETVALUE_H
#define _PLAYERBOT_MASTERTARGETVALUE_H
#ifndef _PLAYERBOT_GROUPLEADERVALUE_H
#define _PLAYERBOT_GROUPLEADERVALUE_H
#include "Value.h"
class PlayerbotAI;
class Unit;
class MasterTargetValue : public UnitCalculatedValue
class GroupLeaderValue : public UnitCalculatedValue
{
public:
MasterTargetValue(PlayerbotAI* botAI, std::string const name = "master target") : UnitCalculatedValue(botAI, name)
GroupLeaderValue(PlayerbotAI* botAI, std::string const name = "group leader") : UnitCalculatedValue(botAI, name)
{
}

View File

@@ -28,7 +28,7 @@ GuidVector GroupMembersValue::Calculate()
bool IsFollowingPartyValue::Calculate()
{
if (botAI->GetGroupMaster() == bot)
if (botAI->GetGroupLeader() == bot)
return true;
if (botAI->HasStrategy("follow", BOT_STATE_NON_COMBAT))
@@ -39,15 +39,15 @@ bool IsFollowingPartyValue::Calculate()
bool IsNearLeaderValue::Calculate()
{
Player* groupMaster = botAI->GetGroupMaster();
Player* groupLeader = botAI->GetGroupLeader();
if (!groupMaster)
if (!groupLeader)
return false;
if (groupMaster == bot)
if (groupLeader == bot)
return true;
return sServerFacade->GetDistance2d(bot, botAI->GetGroupMaster()) < sPlayerbotAIConfig->sightDistance;
return sServerFacade->GetDistance2d(bot, botAI->GetGroupLeader()) < sPlayerbotAIConfig->sightDistance;
}
bool BoolANDValue::Calculate()
@@ -154,8 +154,8 @@ bool GroupReadyValue::Calculate()
// We only wait for members that are in range otherwise we might be waiting for bots stuck in dead loops
// forever.
if (botAI->GetGroupMaster() &&
sServerFacade->GetDistance2d(member, botAI->GetGroupMaster()) > sPlayerbotAIConfig->sightDistance)
if (botAI->GetGroupLeader() &&
sServerFacade->GetDistance2d(member, botAI->GetGroupLeader()) > sPlayerbotAIConfig->sightDistance)
continue;
if (member->GetHealthPct() < sPlayerbotAIConfig->almostFullHealth)

View File

@@ -30,6 +30,7 @@
#include "Formations.h"
#include "GrindTargetValue.h"
#include "GroupValues.h"
#include "GroupLeaderValue.h"
#include "GuildValues.h"
#include "HasAvailableLootValue.h"
#include "HasTotemValue.h"
@@ -51,7 +52,6 @@
#include "LootStrategyValue.h"
#include "MaintenanceValues.h"
#include "ManaSaveLevelValue.h"
#include "MasterTargetValue.h"
#include "NearestAdsValue.h"
#include "NearestCorpsesValue.h"
#include "NearestFriendlyPlayersValue.h"
@@ -130,7 +130,7 @@ public:
creators["party member to resurrect"] = &ValueContext::party_member_to_resurrect;
creators["current target"] = &ValueContext::current_target;
creators["self target"] = &ValueContext::self_target;
creators["master target"] = &ValueContext::master;
creators["group leader"] = &ValueContext::group_leader;
creators["line target"] = &ValueContext::line_target;
creators["tank target"] = &ValueContext::tank_target;
creators["dps target"] = &ValueContext::dps_target;
@@ -439,7 +439,7 @@ private:
static UntypedValue* current_target(PlayerbotAI* botAI) { return new CurrentTargetValue(botAI); }
static UntypedValue* old_target(PlayerbotAI* botAI) { return new CurrentTargetValue(botAI); }
static UntypedValue* self_target(PlayerbotAI* botAI) { return new SelfTargetValue(botAI); }
static UntypedValue* master(PlayerbotAI* botAI) { return new MasterTargetValue(botAI); }
static UntypedValue* group_leader(PlayerbotAI* botAI) { return new GroupLeaderValue(botAI); }
static UntypedValue* line_target(PlayerbotAI* botAI) { return new LineTargetValue(botAI); }
static UntypedValue* tank_target(PlayerbotAI* botAI) { return new TankTargetValue(botAI); }
static UntypedValue* dps_target(PlayerbotAI* botAI) { return new DpsTargetValue(botAI); }