mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-13 09:07:19 +00:00
Fix the naming conventions. Master should be reserved to identify a bots Master. groupleaders are not necessarily group masters and it should be clear what the bot is looking for. (In most solo cases leader=master)
160 lines
3.7 KiB
C++
160 lines
3.7 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 "LeaveGroupAction.h"
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#include "Event.h"
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#include "PlayerbotAIConfig.h"
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#include "Playerbots.h"
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bool LeaveGroupAction::Execute(Event event)
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{
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Player* player = event.getOwner();
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if (player == botAI->GetMaster())
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return Leave();
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return false;
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}
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bool PartyCommandAction::Execute(Event event)
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{
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WorldPacket& p = event.getPacket();
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p.rpos(0);
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uint32 operation;
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std::string member;
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p >> operation >> member;
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if (operation != PARTY_OP_LEAVE)
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return false;
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// Only leave if master has left the party, and randombot cannot set new master.
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Player* master = GetMaster();
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if (master && member == master->GetName())
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{
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if (sRandomPlayerbotMgr->IsRandomBot(bot))
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{
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Player* newMaster = botAI->FindNewMaster();
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if (newMaster || bot->InBattleground())
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{
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botAI->SetMaster(newMaster);
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return false;
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}
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}
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return Leave();
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}
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return false;
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}
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bool UninviteAction::Execute(Event event)
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{
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WorldPacket& p = event.getPacket();
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if (p.GetOpcode() == CMSG_GROUP_UNINVITE)
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{
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p.rpos(0);
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std::string memberName;
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p >> memberName;
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// player not found
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if (!normalizePlayerName(memberName))
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{
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return false;
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}
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if (bot->GetName() == memberName)
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return Leave();
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}
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if (p.GetOpcode() == CMSG_GROUP_UNINVITE_GUID)
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{
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p.rpos(0);
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ObjectGuid guid;
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p >> guid;
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if (bot->GetGUID() == guid)
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return Leave();
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}
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return false;
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}
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bool LeaveGroupAction::Leave()
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{
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if (!botAI)
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return false;
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Player* master = botAI -> GetMaster();
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if (master)
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botAI->TellMaster("Goodbye!", PLAYERBOT_SECURITY_TALK);
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botAI->LeaveOrDisbandGroup();
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return true;
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}
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bool LeaveFarAwayAction::Execute(Event event)
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{
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// allow bot to leave party when they want
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return Leave();
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}
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bool LeaveFarAwayAction::isUseful()
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{
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if (bot->InBattleground())
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return false;
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if (bot->InBattlegroundQueue())
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return false;
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if (!bot->GetGroup())
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return false;
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Player* groupLeader = botAI->GetGroupLeader();
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Player* trueMaster = botAI->GetMaster();
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if (!groupLeader || (bot == groupLeader && !botAI->IsRealPlayer()))
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return false;
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PlayerbotAI* groupLeaderBotAI = nullptr;
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if (groupLeader)
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groupLeaderBotAI = GET_PLAYERBOT_AI(groupLeader);
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if (groupLeader && !groupLeaderBotAI)
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return false;
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if (trueMaster && !GET_PLAYERBOT_AI(trueMaster))
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return false;
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if (botAI->IsAlt() &&
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(!groupLeaderBotAI || groupLeaderBotAI->IsRealPlayer())) // Don't leave group when alt grouped with player groupLeader.
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return false;
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if (botAI->GetGrouperType() == GrouperType::SOLO)
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return true;
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uint32 dCount = AI_VALUE(uint32, "death count");
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if (dCount > 9)
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return true;
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if (dCount > 4 && !botAI->HasRealPlayerMaster())
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return true;
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if (bot->GetGuildId() == groupLeader->GetGuildId())
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{
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if (bot->GetLevel() > groupLeader->GetLevel() + 5)
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{
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if (AI_VALUE(bool, "should get money"))
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return false;
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}
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}
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if (abs(int32(groupLeader->GetLevel() - bot->GetLevel())) > 4)
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return true;
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if (bot->GetMapId() != groupLeader->GetMapId() || bot->GetDistance2d(groupLeader) >= 2 * sPlayerbotAIConfig->rpgDistance)
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{
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return true;
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}
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return false;
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}
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