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This PR fixes #1833 where bots could keep chasing a raid target icon (usually skull) across very large distances or even different maps after the mark was set. It replaces the previous attempt with a simpler design that keeps values generic and moves context logic into triggers/actions. Changes - RtiTargetValue now ignores RTI targets that are farther than sPlayerbotAIConfig->sightDistance from the bot or the master (same map only), while still using AttackersValue::IsValidTarget and LOS checks. - AttackersValue is reverted to its original behavior (no special RTI + IsInCombat logic). - RTI triggers only react to "rti target" in combat, as suggested in review (“that condition should be check in trigger…”). - AttackRtiTargetAction keeps a small local fallback: if "rti target" is null, it resolves the raid icon directly from the group so chat commands like “attack rti target” still work, including out of combat. Behavior - Bots no longer run across the world to chase a stale skull far away from the group. - When the group comes back near the marked mob (within sight distance), the skull is again used as a normal focus hint. - Automatic RTI behavior is limited to combat via triggers, while explicit chat commands still work out of combat. Testing - Marked a mob with skull, killed it, moved far away / changed zone, then let it respawn: bots did not chase it from afar. - In a normal dungeon/raid pack, bots still focus skull in combat. - Passing near a previously marked mob: bots only react once it is back within sight distance. --------- Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
79 lines
2.4 KiB
C++
79 lines
2.4 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 "RtiTargetValue.h"
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#include "AttackersValue.h"
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#include "Playerbots.h"
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#include "ServerFacade.h"
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int32 RtiTargetValue::GetRtiIndex(std::string const rti)
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{
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int32 index = -1;
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if (rti == "star")
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index = 0;
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else if (rti == "circle")
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index = 1;
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else if (rti == "diamond")
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index = 2;
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else if (rti == "triangle")
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index = 3;
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else if (rti == "moon")
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index = 4;
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else if (rti == "square")
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index = 5;
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else if (rti == "cross")
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index = 6;
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else if (rti == "skull")
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index = 7;
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return index;
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}
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Unit* RtiTargetValue::Calculate()
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{
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Group* group = bot->GetGroup();
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if (!group)
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return nullptr;
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std::string const rti = AI_VALUE(std::string, type);
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int32 index = GetRtiIndex(rti);
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if (index == -1)
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return nullptr;
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ObjectGuid guid = group->GetTargetIcon(index);
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if (!guid)
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return nullptr;
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//////////////////////////////////////////////////////begin: delete below check
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// Some units that need to be killed in battle are not on the list of attackers,
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// such as the Kor'kron Battle-Mage in Icecrown Citadel.
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// GuidVector attackers = context->GetValue<GuidVector >("attackers")->Get();
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// if (find(attackers.begin(), attackers.end(), guid) == attackers.end())
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// return nullptr;
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//
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//////////////////////////////////////////////////////end: delete below check
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Unit* unit = botAI->GetUnit(guid);
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if (!unit || unit->isDead() || !bot->IsWithinLOSInMap(unit) || !AttackersValue::IsValidTarget(unit, bot) ||
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sServerFacade->IsDistanceGreaterThan(sServerFacade->GetDistance2d(bot, unit),
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sPlayerbotAIConfig->sightDistance))
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return nullptr;
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// Also prevent chasing raid icon targets that are too far away from the master,
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// even if they are technically visible to the bot.
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if (Player* master = botAI->GetMaster())
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{
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if (master->IsInWorld() && master->GetMapId() == unit->GetMapId() &&
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sServerFacade->IsDistanceGreaterThan(sServerFacade->GetDistance2d(master, unit),
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sPlayerbotAIConfig->sightDistance))
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return nullptr;
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}
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return unit;
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}
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