mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-02-04 11:23:48 +00:00
# Pull Request
- Applies the clean and corrected singletons, Meyer pattern. (cherry
picked from @SmashingQuasar )
Testing by just playing the game in various ways. Been tested by myself
@Celandriel and @SmashingQuasar
---
## Complexity & Impact
- Does this change add new decision branches?
- [x] No
- [ ] Yes (**explain below**)
- Does this change increase per-bot or per-tick processing?
- [x] No
- [ ] Yes (**describe and justify impact**)
- Could this logic scale poorly under load?
- [x] No
- [ ] Yes (**explain why**)
---
## Defaults & Configuration
- Does this change modify default bot behavior?
- [x] No
- [ ] Yes (**explain why**)
---
## AI Assistance
- Was AI assistance (e.g. ChatGPT or similar tools) used while working
on this change?
- [x] No
- [ ] Yes (**explain below**)
---
## Final Checklist
- [x] Stability is not compromised
- [x] Performance impact is understood, tested, and acceptable
- [x] Added logic complexity is justified and explained
- [x] Documentation updated if needed
---
## Notes for Reviewers
Anything that significantly improves realism at the cost of stability or
performance should be carefully discussed
before merging.
---------
Co-authored-by: Nicolas Lebacq <nicolas.cordier@outlook.com>
Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
173 lines
4.9 KiB
C++
173 lines
4.9 KiB
C++
/*
|
|
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
|
|
* and/or modify it under version 3 of the License, or (at your option), any later version.
|
|
*/
|
|
|
|
#include "FollowActions.h"
|
|
|
|
#include <cstddef>
|
|
|
|
#include "Event.h"
|
|
#include "Formations.h"
|
|
#include "LastMovementValue.h"
|
|
#include "PlayerbotAI.h"
|
|
#include "Playerbots.h"
|
|
#include "ServerFacade.h"
|
|
#include "SharedDefines.h"
|
|
|
|
bool FollowAction::Execute(Event event)
|
|
{
|
|
Formation* formation = AI_VALUE(Formation*, "formation");
|
|
std::string const target = formation->GetTargetName();
|
|
|
|
bool moved = false;
|
|
if (!target.empty())
|
|
{
|
|
moved = Follow(AI_VALUE(Unit*, target));
|
|
}
|
|
else
|
|
{
|
|
WorldLocation loc = formation->GetLocation();
|
|
if (Formation::IsNullLocation(loc) || loc.GetMapId() == -1)
|
|
return false;
|
|
|
|
MovementPriority priority = botAI->GetState() == BOT_STATE_COMBAT ? MovementPriority::MOVEMENT_COMBAT : MovementPriority::MOVEMENT_NORMAL;
|
|
moved = MoveTo(loc.GetMapId(), loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ(), false, false, false,
|
|
true, priority, true);
|
|
}
|
|
|
|
// This section has been commented out because it was forcing the pet to
|
|
// follow the bot on every "follow" action tick, overriding any attack or
|
|
// stay commands that might have been issued by the player.
|
|
// if (Pet* pet = bot->GetPet())
|
|
// {
|
|
// botAI->PetFollow();
|
|
// }
|
|
// if (moved)
|
|
// botAI->SetNextCheckDelay(sPlayerbotAIConfig.reactDelay);
|
|
|
|
return moved;
|
|
}
|
|
|
|
bool FollowAction::isUseful()
|
|
{
|
|
// move from group takes priority over follow as it's added and removed automatically
|
|
// (without removing/adding follow)
|
|
if (botAI->HasStrategy("move from group", BOT_STATE_COMBAT) ||
|
|
botAI->HasStrategy("move from group", BOT_STATE_NON_COMBAT))
|
|
return false;
|
|
|
|
if (bot->GetCurrentSpell(CURRENT_CHANNELED_SPELL) != nullptr)
|
|
return false;
|
|
|
|
Formation* formation = AI_VALUE(Formation*, "formation");
|
|
if (!formation)
|
|
return false;
|
|
|
|
std::string const target = formation->GetTargetName();
|
|
|
|
Unit* fTarget = nullptr;
|
|
if (!target.empty())
|
|
fTarget = AI_VALUE(Unit*, target);
|
|
else
|
|
fTarget = AI_VALUE(Unit*, "group leader");
|
|
|
|
if (fTarget)
|
|
{
|
|
if (fTarget->HasUnitState(UNIT_STATE_IN_FLIGHT))
|
|
return false;
|
|
|
|
if (!CanDeadFollow(fTarget))
|
|
return false;
|
|
|
|
if (fTarget->GetGUID() == bot->GetGUID())
|
|
return false;
|
|
}
|
|
|
|
float distance = 0.f;
|
|
if (!target.empty())
|
|
{
|
|
distance = AI_VALUE2(float, "distance", target);
|
|
}
|
|
else
|
|
{
|
|
WorldLocation loc = formation->GetLocation();
|
|
if (Formation::IsNullLocation(loc) || bot->GetMapId() != loc.GetMapId())
|
|
return false;
|
|
|
|
distance = bot->GetDistance(loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ());
|
|
}
|
|
if (botAI->HasStrategy("master fishing", BOT_STATE_NON_COMBAT))
|
|
return ServerFacade::instance().IsDistanceGreaterThan(distance, sPlayerbotAIConfig.fishingDistanceFromMaster);
|
|
|
|
return ServerFacade::instance().IsDistanceGreaterThan(distance, formation->GetMaxDistance());
|
|
}
|
|
|
|
bool FollowAction::CanDeadFollow(Unit* target)
|
|
{
|
|
// In battleground, wait for spirit healer
|
|
if (bot->InBattleground() && !bot->IsAlive())
|
|
return false;
|
|
|
|
// Move to corpse when dead and player is alive or not a ghost.
|
|
if (!bot->IsAlive() && (target->IsAlive() || !target->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)))
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
bool FleeToGroupLeaderAction::Execute(Event event)
|
|
{
|
|
Unit* fTarget = AI_VALUE(Unit*, "group leader");
|
|
bool canFollow = Follow(fTarget);
|
|
if (!canFollow)
|
|
{
|
|
// botAI->SetNextCheckDelay(5000);
|
|
return false;
|
|
}
|
|
|
|
WorldPosition targetPos(fTarget);
|
|
WorldPosition bosPos(bot);
|
|
float distance = bosPos.fDist(targetPos);
|
|
|
|
if (distance < sPlayerbotAIConfig.reactDistance * 3)
|
|
{
|
|
if (!urand(0, 3))
|
|
botAI->TellMaster("I am close, wait for me!");
|
|
}
|
|
else if (distance < 1000)
|
|
{
|
|
if (!urand(0, 10))
|
|
botAI->TellMaster("I heading to your position.");
|
|
}
|
|
else if (!urand(0, 20))
|
|
botAI->TellMaster("I am traveling to your position.");
|
|
|
|
botAI->SetNextCheckDelay(3000);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool FleeToGroupLeaderAction::isUseful()
|
|
{
|
|
if (!botAI->GetGroupLeader())
|
|
return false;
|
|
|
|
if (botAI->GetGroupLeader() == bot)
|
|
return false;
|
|
|
|
Unit* target = AI_VALUE(Unit*, "current target");
|
|
if (target && botAI->GetGroupLeader()->GetTarget() == target->GetGUID())
|
|
return false;
|
|
|
|
if (!botAI->HasStrategy("follow", BOT_STATE_NON_COMBAT))
|
|
return false;
|
|
|
|
Unit* fTarget = AI_VALUE(Unit*, "group leader");
|
|
|
|
if (!CanDeadFollow(fTarget))
|
|
return false;
|
|
|
|
return true;
|
|
}
|