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https://github.com/mod-playerbots/mod-playerbots.git
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Fixes #1179 This update fixes several issues related to bot behavior in battlegrounds when the player dies and releases spirit: - Removed conflicting strategies (+stay / +follow): Bots were being told to follow and stay simultaneously each tick, causing oscillating movement ("stuttering"). The +stay strategy is now skipped in BGs to allow bots to continue objectives normally. - Disabled follow while in BG: When the player died, bots attempted to return to the player repeatedly, abandoning objective-based movement. PlayerbotAI now sets -follow while in BGs to keep bots engaged with the objectives. - Prevented dead bots from following ghosts: Previously, dead bots would follow ghost players away from the graveyard and potentially miss Rez. Bots now wait at the spirit healer when dead in BGs. - Removed redundant strategy changes and messages in ReleaseSpiritAction as they no longer apply in battleground contexts.
168 lines
4.5 KiB
C++
168 lines
4.5 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 "FollowActions.h"
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#include <cstddef>
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#include "Event.h"
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#include "Formations.h"
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#include "LastMovementValue.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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bool FollowAction::Execute(Event event)
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{
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Formation* formation = AI_VALUE(Formation*, "formation");
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std::string const target = formation->GetTargetName();
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bool moved = false;
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if (!target.empty())
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{
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moved = Follow(AI_VALUE(Unit*, target));
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}
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else
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{
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WorldLocation loc = formation->GetLocation();
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if (Formation::IsNullLocation(loc) || loc.GetMapId() == -1)
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return false;
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MovementPriority priority = botAI->GetState() == BOT_STATE_COMBAT ? MovementPriority::MOVEMENT_COMBAT : MovementPriority::MOVEMENT_NORMAL;
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moved = MoveTo(loc.GetMapId(), loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ(), false, false, false,
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true, priority, true);
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}
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if (Pet* pet = bot->GetPet())
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{
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botAI->PetFollow();
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}
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// if (moved)
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// botAI->SetNextCheckDelay(sPlayerbotAIConfig->reactDelay);
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return moved;
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}
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bool FollowAction::isUseful()
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{
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// move from group takes priority over follow as it's added and removed automatically
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// (without removing/adding follow)
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if (botAI->HasStrategy("move from group", BOT_STATE_COMBAT) ||
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botAI->HasStrategy("move from group", BOT_STATE_NON_COMBAT))
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return false;
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if (bot->GetCurrentSpell(CURRENT_CHANNELED_SPELL) != nullptr)
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return false;
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Formation* formation = AI_VALUE(Formation*, "formation");
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if (!formation)
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return false;
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std::string const target = formation->GetTargetName();
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Unit* fTarget = nullptr;
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if (!target.empty())
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fTarget = AI_VALUE(Unit*, target);
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else
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fTarget = AI_VALUE(Unit*, "master target");
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if (fTarget)
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{
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if (fTarget->HasUnitState(UNIT_STATE_IN_FLIGHT))
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return false;
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if (!CanDeadFollow(fTarget))
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return false;
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if (fTarget->GetGUID() == bot->GetGUID())
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return false;
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}
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float distance = 0.f;
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if (!target.empty())
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{
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distance = AI_VALUE2(float, "distance", target);
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}
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else
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{
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WorldLocation loc = formation->GetLocation();
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if (Formation::IsNullLocation(loc) || bot->GetMapId() != loc.GetMapId())
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return false;
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distance = bot->GetDistance(loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ());
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}
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return sServerFacade->IsDistanceGreaterThan(distance, formation->GetMaxDistance());
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}
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bool FollowAction::CanDeadFollow(Unit* target)
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{
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// In battleground, wait for spirit healer
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if (bot->InBattleground() && !bot->IsAlive())
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return false;
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// Move to corpse when dead and player is alive or not a ghost.
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if (!bot->IsAlive() && (target->IsAlive() || !target->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)))
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return false;
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return true;
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}
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bool FleeToMasterAction::Execute(Event event)
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{
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Unit* fTarget = AI_VALUE(Unit*, "master target");
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bool canFollow = Follow(fTarget);
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if (!canFollow)
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{
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// botAI->SetNextCheckDelay(5000);
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return false;
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}
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WorldPosition targetPos(fTarget);
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WorldPosition bosPos(bot);
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float distance = bosPos.fDist(targetPos);
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if (distance < sPlayerbotAIConfig->reactDistance * 3)
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{
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if (!urand(0, 3))
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botAI->TellMaster("I am close, wait for me!");
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}
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else if (distance < 1000)
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{
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if (!urand(0, 10))
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botAI->TellMaster("I heading to your position.");
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}
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else if (!urand(0, 20))
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botAI->TellMaster("I am traveling to your position.");
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botAI->SetNextCheckDelay(3000);
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return true;
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}
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bool FleeToMasterAction::isUseful()
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{
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if (!botAI->GetGroupMaster())
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return false;
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if (botAI->GetGroupMaster() == bot)
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return false;
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Unit* target = AI_VALUE(Unit*, "current target");
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if (target && botAI->GetGroupMaster()->GetTarget() == target->GetGUID())
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return false;
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if (!botAI->HasStrategy("follow", BOT_STATE_NON_COMBAT))
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return false;
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Unit* fTarget = AI_VALUE(Unit*, "master target");
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if (!CanDeadFollow(fTarget))
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return false;
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return true;
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}
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