mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-31 01:13:48 +00:00
Stripped down version of #1818. No new features. Refactors IsPossibleTarget in AttackersValue.cpp to a better style and makes sure pets don't attack in prohibited zones. Testing: Confirmed that aggro pets no longer attack in PVP prohibited areas, but still do outside them. Zim'Torga in Zul'Drak is a good example to test this (ID 4323). Lookout for death knights with a Risen Ally (uncontrolled and naturally aggro) now they respect PVP prohibition like their master. Note: If you manually teleport a bot that is in mid combat to a PVP prohibited area, its aggro pet might still attack, because its master is still in combat strategy. Otherwise the pet will not attack if its master has switched to non-combat.
288 lines
9.4 KiB
C++
288 lines
9.4 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 "AttackersValue.h"
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#include "CellImpl.h"
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#include "GridNotifiers.h"
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#include "GridNotifiersImpl.h"
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#include "Playerbots.h"
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#include "ReputationMgr.h"
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#include "ServerFacade.h"
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GuidVector AttackersValue::Calculate()
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{
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std::unordered_set<Unit*> targets;
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GuidVector result;
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if (!botAI->AllowActivity(ALL_ACTIVITY))
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return result;
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AddAttackersOf(bot, targets);
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if (Group* group = bot->GetGroup())
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AddAttackersOf(group, targets);
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RemoveNonThreating(targets);
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// prioritized target
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GuidVector prioritizedTargets = AI_VALUE(GuidVector, "prioritized targets");
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for (ObjectGuid target : prioritizedTargets)
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{
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Unit* unit = botAI->GetUnit(target);
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if (unit && IsValidTarget(unit, bot))
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{
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targets.insert(unit);
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}
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}
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if (Group* group = bot->GetGroup())
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{
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ObjectGuid skullGuid = group->GetTargetIcon(7);
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Unit* skullTarget = botAI->GetUnit(skullGuid);
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if (skullTarget && IsValidTarget(skullTarget, bot))
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{
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targets.insert(skullTarget);
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}
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}
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for (Unit* unit : targets)
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result.push_back(unit->GetGUID());
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if (bot->duel && bot->duel->Opponent)
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result.push_back(bot->duel->Opponent->GetGUID());
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// workaround for bots of same faction not fighting in arena
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if (bot->InArena())
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{
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GuidVector possibleTargets = AI_VALUE(GuidVector, "possible targets");
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for (ObjectGuid const guid : possibleTargets)
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{
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Unit* unit = botAI->GetUnit(guid);
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if (unit && unit->IsPlayer() && IsValidTarget(unit, bot))
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{
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result.push_back(unit->GetGUID());
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}
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}
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}
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return result;
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}
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void AttackersValue::AddAttackersOf(Group* group, std::unordered_set<Unit*>& targets)
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{
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Group::MemberSlotList const& groupSlot = group->GetMemberSlots();
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for (Group::member_citerator itr = groupSlot.begin(); itr != groupSlot.end(); itr++)
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{
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Player* member = ObjectAccessor::FindPlayer(itr->guid);
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if (!member || !member->IsAlive() || member == bot || member->GetMapId() != bot->GetMapId() ||
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sServerFacade->GetDistance2d(bot, member) > sPlayerbotAIConfig->sightDistance)
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continue;
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AddAttackersOf(member, targets);
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}
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}
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struct AddGuardiansHelper
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{
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explicit AddGuardiansHelper(std::vector<Unit*>& units) : units(units) {}
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void operator()(Unit* target) const { units.push_back(target); }
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std::vector<Unit*>& units;
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};
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void AttackersValue::AddAttackersOf(Player* player, std::unordered_set<Unit*>& targets)
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{
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if (!player || !player->IsInWorld() || player->IsBeingTeleported())
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return;
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HostileRefMgr& refManager = player->getHostileRefMgr();
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HostileReference* ref = refManager.getFirst();
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if (!ref)
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return;
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while (ref)
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{
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ThreatMgr* threatMgr = ref->GetSource();
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Unit* attacker = threatMgr->GetOwner();
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if (player->IsValidAttackTarget(attacker) &&
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player->GetDistance2d(attacker) < sPlayerbotAIConfig->sightDistance)
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{
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targets.insert(attacker);
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}
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ref = ref->next();
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}
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}
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void AttackersValue::RemoveNonThreating(std::unordered_set<Unit*>& targets)
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{
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for (std::unordered_set<Unit*>::iterator tIter = targets.begin(); tIter != targets.end();)
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{
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Unit* unit = *tIter;
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if (bot->GetMapId() != unit->GetMapId() || !hasRealThreat(unit) || !IsValidTarget(unit, bot))
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{
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std::unordered_set<Unit*>::iterator tIter2 = tIter;
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++tIter;
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targets.erase(tIter2);
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}
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else
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++tIter;
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}
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}
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bool AttackersValue::hasRealThreat(Unit* attacker)
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{
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return attacker && attacker->IsInWorld() && attacker->IsAlive() && !attacker->IsPolymorphed() &&
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// !attacker->isInRoots() &&
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!attacker->IsFriendlyTo(bot);
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(attacker->GetThreatMgr().getCurrentVictim() || dynamic_cast<Player*>(attacker));
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}
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bool AttackersValue::IsPossibleTarget(Unit* attacker, Player* bot, float /*range*/)
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{
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PlayerbotAI* botAI = GET_PLAYERBOT_AI(bot);
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if (!botAI)
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return false;
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// Basic check
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if (!attacker)
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return false;
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// bool inCannon = botAI->IsInVehicle(false, true);
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// bool enemy = botAI->GetAiObjectContext()->GetValue<Unit*>("enemy player target")->Get();
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// Validity checks
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if (!attacker->IsVisible() || !attacker->IsInWorld() || attacker->GetMapId() != bot->GetMapId())
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return false;
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if (attacker->isDead() || attacker->HasSpiritOfRedemptionAura())
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return false;
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// Flag checks
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if (attacker->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NON_ATTACKABLE_2))
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return false;
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if (attacker->HasUnitFlag(UNIT_FLAG_IMMUNE_TO_PC) || attacker->HasUnitFlag(UNIT_FLAG_NOT_SELECTABLE))
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return false;
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// Relationship checks
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if (attacker->IsFriendlyTo(bot))
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return false;
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// Critter exception
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if (attacker->GetCreatureType() == CREATURE_TYPE_CRITTER && !attacker->IsInCombat())
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return false;
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// Visibility check
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if (!bot->CanSeeOrDetect(attacker))
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return false;
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// PvP prohibition checks
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if ((attacker->GetGUID().IsPlayer() || attacker->GetGUID().IsPet()) &&
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(sPlayerbotAIConfig->IsPvpProhibited(attacker->GetZoneId(), attacker->GetAreaId()) ||
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sPlayerbotAIConfig->IsPvpProhibited(bot->GetZoneId(), bot->GetAreaId())))
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{
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// This will stop aggresive pets from starting an attack.
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// This will stop currently attacking pets from continuing their attack.
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// This will first require the bot to change from a combat strat. It will
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// not be reached if the bot only switches targets, including NPC targets.
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for (Unit::ControlSet::const_iterator itr = bot->m_Controlled.begin();
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itr != bot->m_Controlled.end(); ++itr)
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{
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Creature* creature = dynamic_cast<Creature*>(*itr);
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if (creature && creature->GetVictim() == attacker)
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{
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creature->AttackStop();
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if (CharmInfo* charmInfo = creature->GetCharmInfo())
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charmInfo->SetIsCommandAttack(false);
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}
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}
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return false;
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}
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// Unflagged player check
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if (attacker->IsPlayer() && !attacker->IsPvP() && !attacker->IsFFAPvP() &&
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(!bot->duel || bot->duel->Opponent != attacker))
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return false;
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// Creature-specific checks
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Creature* c = attacker->ToCreature();
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if (c)
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{
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if (c->IsInEvadeMode())
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return false;
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bool leaderHasThreat = false;
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if (bot->GetGroup() && botAI->GetMaster())
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leaderHasThreat = attacker->GetThreatMgr().GetThreat(botAI->GetMaster());
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bool isMemberBotGroup = false;
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if (bot->GetGroup() && botAI->GetMaster())
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{
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PlayerbotAI* masterBotAI = GET_PLAYERBOT_AI(botAI->GetMaster());
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if (masterBotAI && !masterBotAI->IsRealPlayer())
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isMemberBotGroup = true;
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}
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bool canAttack = (!isMemberBotGroup && botAI->HasStrategy("attack tagged", BOT_STATE_NON_COMBAT)) ||
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leaderHasThreat ||
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(!c->hasLootRecipient() &&
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(!c->GetVictim() ||
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(c->GetVictim() &&
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((!c->GetVictim()->IsPlayer() || bot->IsInSameGroupWith(c->GetVictim()->ToPlayer())) ||
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(botAI->GetMaster() && c->GetVictim() == botAI->GetMaster()))))) ||
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c->isTappedBy(bot);
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if (!canAttack)
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return false;
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}
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return true;
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}
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bool AttackersValue::IsValidTarget(Unit* attacker, Player* bot)
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{
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return IsPossibleTarget(attacker, bot) && bot->IsWithinLOSInMap(attacker);
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// (attacker->GetThreatMgr().getCurrentVictim() || attacker->GetGuidValue(UNIT_FIELD_TARGET) ||
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// attacker->GetGUID().IsPlayer() || attacker->GetGUID() ==
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// GET_PLAYERBOT_AI(bot)->GetAiObjectContext()->GetValue<ObjectGuid>("pull target")->Get());
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}
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bool PossibleAddsValue::Calculate()
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{
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GuidVector possible = botAI->GetAiObjectContext()->GetValue<GuidVector>("possible targets no los")->Get();
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GuidVector attackers = botAI->GetAiObjectContext()->GetValue<GuidVector>("attackers")->Get();
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for (ObjectGuid const guid : possible)
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{
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if (find(attackers.begin(), attackers.end(), guid) != attackers.end())
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continue;
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if (Unit* add = botAI->GetUnit(guid))
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{
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if (!add->GetTarget() && !add->GetThreatMgr().getCurrentVictim() && add->IsHostileTo(bot))
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{
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for (ObjectGuid const attackerGUID : attackers)
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{
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Unit* attacker = botAI->GetUnit(attackerGUID);
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if (!attacker)
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continue;
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float dist = sServerFacade->GetDistance2d(attacker, add);
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if (sServerFacade->IsDistanceLessOrEqualThan(dist, sPlayerbotAIConfig->aoeRadius * 1.5f))
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continue;
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if (sServerFacade->IsDistanceLessOrEqualThan(dist, sPlayerbotAIConfig->aggroDistance))
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return true;
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}
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}
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}
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}
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return false;
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}
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