Files
mod-playerbots/src/strategy/actions/VehicleActions.cpp

84 lines
2.8 KiB
C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, 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 "VehicleActions.h"
#include "BattlegroundIC.h"
#include "ItemVisitors.h"
#include "Playerbots.h"
#include "ServerFacade.h"
#include "Vehicle.h"
// TODO methods to enter/exit vehicle should be added to BGTactics or MovementAction (so that we can better control
// whether bot is in vehicle, eg: get out of vehicle to cap flag, if we're down to final boss, etc),
// right now they will enter vehicle based only what's available here, then they're stuck in vehicle until they die
// (LeaveVehicleAction doesnt do much seeing as they, or another bot, will get in immediately after exit)
bool EnterVehicleAction::Execute(Event event)
{
// do not switch vehicles yet
if (bot->GetVehicle())
return false;
GuidVector npcs = AI_VALUE(GuidVector, "nearest vehicles");
for (GuidVector::iterator i = npcs.begin(); i != npcs.end(); i++)
{
Unit* vehicleBase = botAI->GetUnit(*i);
if (!vehicleBase)
continue;
// dont let them get in the cannons as they'll stay forever and do nothing useful
// dont let them in catapult they cant use them at all
if (NPC_KEEP_CANNON == vehicleBase->GetEntry() || NPC_CATAPULT == vehicleBase->GetEntry())
continue;
if (!vehicleBase->IsFriendlyTo(bot))
continue;
if (!vehicleBase->GetVehicleKit()->GetAvailableSeatCount())
continue;
// this will avoid adding passengers (which dont really do much for the IOC vehicles which is the only place
// this code is used)
if (vehicleBase->GetVehicleKit()->IsVehicleInUse())
continue;
// if (fabs(bot->GetPositionZ() - vehicleBase->GetPositionZ()) < 20.0f)
// if (sServerFacade->GetDistance2d(bot, vehicle) > 100.0f)
// continue;
if (sServerFacade->GetDistance2d(bot, vehicleBase) > INTERACTION_DISTANCE)
return MoveTo(vehicleBase, INTERACTION_DISTANCE - 1.0f);
bot->EnterVehicle(vehicleBase);
if (!bot->IsOnVehicle(vehicleBase))
return false;
// dismount because bots can enter vehicle on mount
WorldPacket emptyPacket;
bot->GetSession()->HandleCancelMountAuraOpcode(emptyPacket);
return true;
}
return false;
}
bool LeaveVehicleAction::Execute(Event event)
{
Vehicle* myVehicle = bot->GetVehicle();
if (!myVehicle)
return false;
VehicleSeatEntry const* seat = myVehicle->GetSeatForPassenger(bot);
if (!seat || !seat->CanEnterOrExit())
return false;
WorldPacket p;
bot->GetSession()->HandleRequestVehicleExit(p);
return true;
}