mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-02-02 10:23:47 +00:00
# Pull Request
- Applies the clean and corrected singletons, Meyer pattern. (cherry
picked from @SmashingQuasar )
Testing by just playing the game in various ways. Been tested by myself
@Celandriel and @SmashingQuasar
---
## Complexity & Impact
- Does this change add new decision branches?
- [x] No
- [ ] Yes (**explain below**)
- Does this change increase per-bot or per-tick processing?
- [x] No
- [ ] Yes (**describe and justify impact**)
- Could this logic scale poorly under load?
- [x] No
- [ ] Yes (**explain why**)
---
## Defaults & Configuration
- Does this change modify default bot behavior?
- [x] No
- [ ] Yes (**explain why**)
---
## AI Assistance
- Was AI assistance (e.g. ChatGPT or similar tools) used while working
on this change?
- [x] No
- [ ] Yes (**explain below**)
---
## Final Checklist
- [x] Stability is not compromised
- [x] Performance impact is understood, tested, and acceptable
- [x] Added logic complexity is justified and explained
- [x] Documentation updated if needed
---
## Notes for Reviewers
Anything that significantly improves realism at the cost of stability or
performance should be carefully discussed
before merging.
---------
Co-authored-by: Nicolas Lebacq <nicolas.cordier@outlook.com>
Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
195 lines
5.5 KiB
C++
195 lines
5.5 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
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* and/or modify it under version 3 of the License, or (at your option), any later version.
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*/
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#include "AttackAction.h"
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#include "CreatureAI.h"
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#include "Event.h"
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#include "LastMovementValue.h"
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#include "LootObjectStack.h"
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#include "PlayerbotAI.h"
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#include "Playerbots.h"
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#include "ServerFacade.h"
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#include "SharedDefines.h"
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#include "Unit.h"
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bool AttackAction::Execute(Event /*event*/)
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{
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Unit* target = GetTarget();
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if (!target)
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return false;
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if (!target->IsInWorld())
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return false;
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return Attack(target);
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}
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bool AttackMyTargetAction::Execute(Event /*event*/)
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{
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Player* master = GetMaster();
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if (!master)
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return false;
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ObjectGuid guid = master->GetTarget();
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if (!guid)
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{
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if (verbose)
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botAI->TellError("You have no target");
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return false;
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}
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botAI->GetAiObjectContext()->GetValue<GuidVector>("prioritized targets")->Set({guid});
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bool result = Attack(botAI->GetUnit(guid));
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if (result)
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context->GetValue<ObjectGuid>("pull target")->Set(guid);
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return result;
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}
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bool AttackAction::Attack(Unit* target, bool /*with_pet*/ /*true*/)
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{
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Unit* oldTarget = context->GetValue<Unit*>("current target")->Get();
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bool shouldMelee = bot->IsWithinMeleeRange(target) || botAI->IsMelee(bot);
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bool sameTarget = oldTarget == target && bot->GetVictim() == target;
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bool inCombat = botAI->GetState() == BOT_STATE_COMBAT;
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bool sameAttackMode = bot->HasUnitState(UNIT_STATE_MELEE_ATTACKING) == shouldMelee;
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if (bot->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE ||
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bot->HasUnitState(UNIT_STATE_IN_FLIGHT))
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{
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if (verbose)
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botAI->TellError("I cannot attack in flight");
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return false;
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}
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if (!target)
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{
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if (verbose)
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botAI->TellError("I have no target");
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return false;
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}
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if (!target->IsInWorld())
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{
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if (verbose)
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botAI->TellError(std::string(target->GetName()) + " is no longer in the world.");
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return false;
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}
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// Check if bot OR target is in prohibited zone/area (skip for duels)
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if ((target->IsPlayer() || target->IsPet()) &&
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(!bot->duel || bot->duel->Opponent != target) &&
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(sPlayerbotAIConfig.IsPvpProhibited(bot->GetZoneId(), bot->GetAreaId()) ||
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sPlayerbotAIConfig.IsPvpProhibited(target->GetZoneId(), target->GetAreaId())))
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{
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if (verbose)
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botAI->TellError("I cannot attack other players in PvP prohibited areas.");
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return false;
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}
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if (bot->IsFriendlyTo(target))
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{
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if (verbose)
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botAI->TellError(std::string(target->GetName()) + " is friendly to me.");
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return false;
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}
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if (target->isDead())
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{
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if (verbose)
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botAI->TellError(std::string(target->GetName()) + " is dead.");
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return false;
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}
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if (!bot->IsWithinLOSInMap(target))
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{
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if (verbose)
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botAI->TellError(std::string(target->GetName()) + " is not in my sight.");
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return false;
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}
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if (sameTarget && inCombat && sameAttackMode)
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{
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if (verbose)
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botAI->TellError("I am already attacking " + std::string(target->GetName()) + ".");
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return false;
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}
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if (!bot->IsValidAttackTarget(target))
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{
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if (verbose)
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botAI->TellError("I cannot attack an invalid target.");
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return false;
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}
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// if (bot->IsMounted() && bot->IsWithinLOSInMap(target))
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// {
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// WorldPacket emptyPacket;
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// bot->GetSession()->HandleCancelMountAuraOpcode(emptyPacket);
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// }
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ObjectGuid guid = target->GetGUID();
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bot->SetSelection(target->GetGUID());
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context->GetValue<Unit*>("old target")->Set(oldTarget);
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context->GetValue<Unit*>("current target")->Set(target);
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context->GetValue<LootObjectStack*>("available loot")->Get()->Add(guid);
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LastMovement& lastMovement = AI_VALUE(LastMovement&, "last movement");
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bool moveControlled = bot->GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_CONTROLLED) != NULL_MOTION_TYPE;
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if (lastMovement.priority < MovementPriority::MOVEMENT_COMBAT && bot->isMoving() && !moveControlled)
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{
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AI_VALUE(LastMovement&, "last movement").clear();
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bot->GetMotionMaster()->Clear(false);
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bot->StopMoving();
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}
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if (botAI->CanMove() && !bot->HasInArc(CAST_ANGLE_IN_FRONT, target))
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ServerFacade::instance().SetFacingTo(bot, target);
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botAI->ChangeEngine(BOT_STATE_COMBAT);
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bot->Attack(target, shouldMelee);
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/* prevent pet dead immediately in group */
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// if (bot->GetMap()->IsDungeon() && bot->GetGroup() && !target->IsInCombat())
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// {
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// with_pet = false;
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// }
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// if (Pet* pet = bot->GetPet())
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// {
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// if (with_pet)
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// {
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// pet->SetReactState(REACT_DEFENSIVE);
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// pet->SetTarget(target->GetGUID());
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// pet->GetCharmInfo()->SetIsCommandAttack(true);
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// pet->AI()->AttackStart(target);
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// }
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// else
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// {
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// pet->SetReactState(REACT_PASSIVE);
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// pet->GetCharmInfo()->SetIsCommandFollow(true);
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// pet->GetCharmInfo()->IsReturning();
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// }
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// }
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return true;
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}
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bool AttackDuelOpponentAction::isUseful() { return AI_VALUE(Unit*, "duel target"); }
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bool AttackDuelOpponentAction::Execute(Event /*event*/) { return Attack(AI_VALUE(Unit*, "duel target")); }
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