/* * Copyright (C) 2016+ AzerothCore , released under GNU GPL v2 license, you may redistribute it * and/or modify it under version 2 of the License, or (at your option), any later version. */ #include "PositionAction.h" #include "Event.h" #include "Playerbots.h" #include "PositionValue.h" void TellPosition(PlayerbotAI* botAI, std::string const name, PositionInfo pos) { std::ostringstream out; out << "Position " << name; if (pos.isSet()) { float x = pos.x; float y = pos.y; Map2ZoneCoordinates(x, y, botAI->GetBot()->GetZoneId()); out << " is set to " << x << "," << y; } else out << " is not set"; botAI->TellMaster(out); } bool PositionAction::Execute(Event event) { std::string const param = event.getParam(); if (param.empty()) return false; Player* master = GetMaster(); if (!master) return false; PositionMap& posMap = context->GetValue("position")->Get(); if (param == "?") { for (PositionMap::iterator i = posMap.begin(); i != posMap.end(); ++i) { if (i->second.isSet()) TellPosition(botAI, i->first, i->second); } return true; } std::vector params = split(param, ' '); if (params.size() != 2) { botAI->TellMaster("Whisper position ?/set/reset"); return false; } std::string const name = params[0]; std::string const action = params[1]; PositionInfo pos = posMap[name]; if (action == "?") { TellPosition(botAI, name, pos); return true; } std::vector coords = split(action, ','); if (coords.size() == 3) { pos.Set(atoi(coords[0].c_str()), atoi(coords[1].c_str()), atoi(coords[2].c_str()), botAI->GetBot()->GetMapId()); posMap[name] = pos; std::ostringstream out; out << "Position " << name << " is set"; botAI->TellMaster(out); return true; } if (action == "set") { pos.Set(bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(), botAI->GetBot()->GetMapId()); posMap[name] = pos; std::ostringstream out; out << "Position " << name << " is set"; botAI->TellMaster(out); return true; } if (action == "reset") { pos.Reset(); posMap[name] = pos; std::ostringstream out; out << "Position " << name << " is reset"; botAI->TellMaster(out); return true; } return false; } bool MoveToPositionAction::Execute(Event event) { PositionInfo pos = context->GetValue("position")->Get()[qualifier]; if (!pos.isSet()) { std::ostringstream out; out << "Position " << qualifier << " is not set"; botAI->TellMaster(out); return false; } return MoveTo(bot->GetMapId(), pos.x, pos.y, pos.z, idle); } bool MoveToPositionAction::isUseful() { PositionInfo pos = context->GetValue("position")->Get()[qualifier]; float distance = AI_VALUE2(float, "distance", std::string("position_") + qualifier); return pos.isSet() && distance > sPlayerbotAIConfig->followDistance && distance < sPlayerbotAIConfig->reactDistance; } bool SetReturnPositionAction::Execute(Event event) { PositionMap& posMap = context->GetValue("position")->Get(); PositionInfo returnPos = posMap["return"]; PositionInfo randomPos = posMap["random"]; if (returnPos.isSet() && !randomPos.isSet()) { float angle = 2 * M_PI * urand(0, 1000) / 100.0f; float dist = sPlayerbotAIConfig->followDistance * urand(0, 1000) / 1000.0f; float x = returnPos.x + cos(angle) * dist; float y = returnPos.y + sin(angle) * dist; float z = bot->GetPositionZ(); bot->UpdateAllowedPositionZ(x, y, z); if (!bot->IsWithinLOS(x, y, z)) return false; randomPos.Set(x, y, z, bot->GetMapId()); posMap["random"] = randomPos; return true; } return false; } bool SetReturnPositionAction::isUseful() { PositionMap& posMap = context->GetValue("position")->Get(); return posMap["return"].isSet() && !posMap["random"].isSet(); } bool ReturnAction::isUseful() { PositionInfo pos = context->GetValue("position")->Get()[qualifier]; return pos.isSet() && AI_VALUE2(float, "distance", "position_random") > sPlayerbotAIConfig->followDistance; }