mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-13 09:07:19 +00:00
* Score calculation of item random property * Equip auto repair on repop * Item random property calculation * Random Property calculation
250 lines
6.9 KiB
C++
250 lines
6.9 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 "ReleaseSpiritAction.h"
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#include "Event.h"
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#include "GameGraveyard.h"
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#include "NearestNpcsValue.h"
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#include "ObjectDefines.h"
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#include "ObjectGuid.h"
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#include "Playerbots.h"
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#include "ServerFacade.h"
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#include "Corpse.h"
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// ReleaseSpiritAction implementation
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bool ReleaseSpiritAction::Execute(Event event)
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{
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if (bot->IsAlive())
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{
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if (!bot->InBattleground())
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{
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botAI->TellMasterNoFacing("I am not dead, will wait here");
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// -follow in bg is overwriten each tick with +follow
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// +stay in bg causes stuttering effect as bot is cycled between +stay and +follow each tick
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botAI->ChangeStrategy("-follow,+stay", BOT_STATE_NON_COMBAT);
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}
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return false;
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}
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if (bot->GetCorpse() && bot->HasPlayerFlag(PLAYER_FLAGS_GHOST))
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{
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botAI->TellMasterNoFacing("I am already a spirit");
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return false;
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}
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const WorldPacket& packet = event.getPacket();
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const std::string message = !packet.empty() && packet.GetOpcode() == CMSG_REPOP_REQUEST
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? "Releasing..."
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: "Meet me at the graveyard";
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botAI->TellMasterNoFacing(message);
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IncrementDeathCount();
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bot->DurabilityRepairAll(false, 1.0f, false);
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LogRelease("released");
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WorldPacket releasePacket(CMSG_REPOP_REQUEST);
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releasePacket << uint8(0);
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bot->GetSession()->HandleRepopRequestOpcode(releasePacket);
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return true;
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}
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void ReleaseSpiritAction::IncrementDeathCount() const
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{
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// Death Count to prevent skeleton piles
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Player* master = botAI->GetMaster();
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if (!master || GET_PLAYERBOT_AI(master))
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{
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uint32 deathCount = AI_VALUE(uint32, "death count");
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context->GetValue<uint32>("death count")->Set(deathCount + 1);
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}
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}
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void ReleaseSpiritAction::LogRelease(const std::string& releaseMsg, bool isAutoRelease) const
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{
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const std::string teamPrefix = bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H";
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LOG_DEBUG("playerbots", "Bot {} {}:{} <{}> {}",
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bot->GetGUID().ToString().c_str(),
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teamPrefix,
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bot->GetLevel(),
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bot->GetName().c_str(),
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releaseMsg.c_str());
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}
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// AutoReleaseSpiritAction implementation
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bool AutoReleaseSpiritAction::Execute(Event event)
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{
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IncrementDeathCount();
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bot->DurabilityRepairAll(false, 1.0f, false);
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LogRelease("auto released", true);
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WorldPacket packet(CMSG_REPOP_REQUEST);
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packet << uint8(0);
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bot->GetSession()->HandleRepopRequestOpcode(packet);
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LogRelease("releases spirit", true);
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if (bot->InBattleground())
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{
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return HandleBattlegroundSpiritHealer();
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}
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botAI->SetNextCheckDelay(1000);
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return true;
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}
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bool AutoReleaseSpiritAction::isUseful()
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{
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if (!bot->isDead() || bot->InArena())
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return false;
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if (bot->InBattleground())
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return ShouldDelayBattlegroundRelease();
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if (bot->HasPlayerFlag(PLAYER_FLAGS_GHOST))
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return false;
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return ShouldAutoRelease();
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}
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bool AutoReleaseSpiritAction::HandleBattlegroundSpiritHealer()
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{
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constexpr uint32_t RESURRECT_DELAY = 15;
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const time_t now = time(nullptr);
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if ((now - m_bgGossipTime < RESURRECT_DELAY) &&
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bot->HasAura(SPELL_WAITING_FOR_RESURRECT))
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{
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return false;
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}
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float bgRange = 2000.0f;
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GuidVector npcs = NearestNpcsValue(botAI, bgRange);
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Unit* spiritHealer = nullptr;
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for (const auto& guid : npcs)
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{
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Unit* unit = botAI->GetUnit(guid);
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if (unit && unit->IsFriendlyTo(bot) && unit->IsSpiritService())
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{
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spiritHealer = unit;
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break;
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}
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}
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if (!spiritHealer)
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return false;
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if (bot->GetDistance(spiritHealer) >= INTERACTION_DISTANCE)
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{
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// Bot needs to actually click spirit-healer in BG to get res timer going
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// and in IOC it's not within clicking range when they res in own base
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// Teleport to nearest friendly Spirit Healer when not currently in range of one.
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bot->TeleportTo(bot->GetMapId(), spiritHealer->GetPositionX(), spiritHealer->GetPositionY(), spiritHealer->GetPositionZ(), 0.f);
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RESET_AI_VALUE(bool, "combat::self target");
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RESET_AI_VALUE(WorldPosition, "current position");
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}
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else if (!botAI->IsRealPlayer())
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{
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m_bgGossipTime = now;
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WorldPacket packet(CMSG_GOSSIP_HELLO);
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packet << spiritHealer->GetGUID();
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bot->GetSession()->HandleGossipHelloOpcode(packet);
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}
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return true;
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}
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bool AutoReleaseSpiritAction::ShouldAutoRelease() const
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{
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if (!bot->GetGroup())
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return true;
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Player* groupMaster = botAI->GetGroupMaster();
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if (!groupMaster || groupMaster == bot)
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return true;
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if (!botAI->HasActivePlayerMaster())
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return true;
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if (botAI->HasActivePlayerMaster() &&
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groupMaster->GetMapId() == bot->GetMapId() &&
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bot->GetMap() &&
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(bot->GetMap()->IsRaid() || bot->GetMap()->IsDungeon()))
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{
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return false;
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}
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return sServerFacade->IsDistanceGreaterThan(
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AI_VALUE2(float, "distance", "master target"),
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sPlayerbotAIConfig->sightDistance);
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}
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bool AutoReleaseSpiritAction::ShouldDelayBattlegroundRelease() const
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{
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// The below delays release to spirit with 6 seconds.
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// This prevents currently casted (ranged) spells to be re-directed to the died bot's ghost.
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const int32_t botId = bot->GetGUID().GetRawValue();
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// If the bot already is a spirit, erase release time and return true
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if (bot->HasPlayerFlag(PLAYER_FLAGS_GHOST))
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{
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m_botReleaseTimes.erase(botId);
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return true;
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}
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// Delay release to spirit.
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const time_t now = time(nullptr);
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constexpr time_t RELEASE_DELAY = 6;
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auto& lastReleaseTime = m_botReleaseTimes[botId];
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if (lastReleaseTime == 0)
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lastReleaseTime = now;
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if (now - lastReleaseTime < RELEASE_DELAY)
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return false;
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m_botReleaseTimes.erase(botId);
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return true;
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}
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bool RepopAction::Execute(Event event)
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{
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const GraveyardStruct* graveyard = GetGrave(
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AI_VALUE(uint32, "death count") > 10 ||
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CalculateDeadTime() > 30 * MINUTE
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);
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if (!graveyard)
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return false;
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PerformGraveyardTeleport(graveyard);
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return true;
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}
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bool RepopAction::isUseful()
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{
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return !bot->InBattleground();
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}
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int64 RepopAction::CalculateDeadTime() const
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{
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if (Corpse* corpse = bot->GetCorpse())
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return time(nullptr) - corpse->GetGhostTime();
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return bot->isDead() ? 0 : 60 * MINUTE;
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}
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void RepopAction::PerformGraveyardTeleport(const GraveyardStruct* graveyard) const
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{
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bot->TeleportTo(graveyard->Map, graveyard->x, graveyard->y, graveyard->z, 0.f);
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RESET_AI_VALUE(bool, "combat::self target");
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RESET_AI_VALUE(WorldPosition, "current position");
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}
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