mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-13 09:07:19 +00:00
84 lines
2.8 KiB
C++
84 lines
2.8 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it
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* and/or modify it under version 2 of the License, or (at your option), any later version.
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*/
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#include "VehicleActions.h"
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#include "BattlegroundIC.h"
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#include "ItemVisitors.h"
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#include "Playerbots.h"
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#include "ServerFacade.h"
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#include "Vehicle.h"
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// TODO methods to enter/exit vehicle should be added to BGTactics or MovementAction (so that we can better control
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// whether bot is in vehicle, eg: get out of vehicle to cap flag, if we're down to final boss, etc),
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// right now they will enter vehicle based only what's available here, then they're stuck in vehicle until they die
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// (LeaveVehicleAction doesnt do much seeing as they, or another bot, will get in immediately after exit)
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bool EnterVehicleAction::Execute(Event event)
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{
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// do not switch vehicles yet
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if (bot->GetVehicle())
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return false;
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GuidVector npcs = AI_VALUE(GuidVector, "nearest vehicles");
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for (GuidVector::iterator i = npcs.begin(); i != npcs.end(); i++)
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{
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Unit* vehicleBase = botAI->GetUnit(*i);
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if (!vehicleBase)
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continue;
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// dont let them get in the cannons as they'll stay forever and do nothing useful
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// dont let them in catapult they cant use them at all
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if (NPC_KEEP_CANNON == vehicleBase->GetEntry() || NPC_CATAPULT == vehicleBase->GetEntry())
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continue;
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if (!vehicleBase->IsFriendlyTo(bot))
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continue;
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if (!vehicleBase->GetVehicleKit()->GetAvailableSeatCount())
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continue;
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// this will avoid adding passengers (which dont really do much for the IOC vehicles which is the only place
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// this code is used)
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if (vehicleBase->GetVehicleKit()->IsVehicleInUse())
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continue;
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// if (fabs(bot->GetPositionZ() - vehicleBase->GetPositionZ()) < 20.0f)
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// if (sServerFacade->GetDistance2d(bot, vehicle) > 100.0f)
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// continue;
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if (sServerFacade->GetDistance2d(bot, vehicleBase) > INTERACTION_DISTANCE)
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return MoveTo(vehicleBase, INTERACTION_DISTANCE - 1.0f);
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bot->EnterVehicle(vehicleBase);
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if (!bot->IsOnVehicle(vehicleBase))
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return false;
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// dismount because bots can enter vehicle on mount
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WorldPacket emptyPacket;
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bot->GetSession()->HandleCancelMountAuraOpcode(emptyPacket);
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return true;
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}
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return false;
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}
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bool LeaveVehicleAction::Execute(Event event)
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{
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Vehicle* myVehicle = bot->GetVehicle();
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if (!myVehicle)
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return false;
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VehicleSeatEntry const* seat = myVehicle->GetSeatForPassenger(bot);
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if (!seat || !seat->CanEnterOrExit())
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return false;
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WorldPacket p;
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bot->GetSession()->HandleRequestVehicleExit(p);
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return true;
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}
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