Files
mod-playerbots/src/strategy/actions/ReleaseSpiritAction.cpp
2024-08-04 10:23:36 +08:00

212 lines
6.3 KiB
C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it
* and/or modify it under version 2 of the License, or (at your option), any later version.
*/
#include "ReleaseSpiritAction.h"
#include "Event.h"
#include "GameGraveyard.h"
#include "ObjectDefines.h"
#include "ObjectGuid.h"
#include "Playerbots.h"
#include "ServerFacade.h"
bool ReleaseSpiritAction::Execute(Event event)
{
if (bot->IsAlive())
{
botAI->TellMasterNoFacing("I am not dead, will wait here");
botAI->ChangeStrategy("-follow,+stay", BOT_STATE_NON_COMBAT);
return false;
}
if (bot->GetCorpse() && bot->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
{
botAI->TellMasterNoFacing("I am already a spirit");
return false;
}
WorldPacket& p = event.getPacket();
if (!p.empty() && p.GetOpcode() == CMSG_REPOP_REQUEST)
botAI->TellMasterNoFacing("Releasing...");
else
botAI->TellMasterNoFacing("Meet me at the graveyard");
// Death Count to prevent skeleton piles
Player* master = GetMaster();
if (!master || (master && GET_PLAYERBOT_AI(master)))
{
uint32 dCount = AI_VALUE(uint32, "death count");
context->GetValue<uint32>("death count")->Set(dCount + 1);
}
LOG_INFO("playerbots", "Bot {} {}:{} <{}> released", bot->GetGUID().ToString().c_str(),
bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(), bot->GetName().c_str());
WorldPacket packet(CMSG_REPOP_REQUEST);
packet << uint8(0);
bot->GetSession()->HandleRepopRequestOpcode(packet);
// // add waiting for ress aura
// if (bot->InBattleground() && !botAI->HasAura(SPELL_WAITING_FOR_RESURRECT, bot) && !bot->IsAlive())
// {
// // cast Waiting for Resurrect
// GuidVector npcs = AI_VALUE(GuidVector, "nearest npcs");
// ObjectGuid guid;
// Unit* unit;
// for (GuidVector::iterator i = npcs.begin(); i != npcs.end(); i++)
// {
// unit = botAI->GetUnit(*i);
// if (unit && unit->IsSpiritService())
// {
// guid = unit->GetGUID();
// break;
// }
// }
// if (!guid) {
// return true;
// }
// if (bot->GetDistance(unit) >= INTERACTION_DISTANCE) {
// bot->GetMotionMaster()->MoveChase(unit);
// } else {
// WorldPacket packet(CMSG_GOSSIP_HELLO);
// packet << guid;
// bot->GetSession()->HandleGossipHelloOpcode(packet);
// }
// }
return true;
}
bool AutoReleaseSpiritAction::Execute(Event event)
{
// Death Count to prevent skeleton piles
Player* master = GetMaster();
if (!master || (master && GET_PLAYERBOT_AI(master)))
{
uint32 dCount = AI_VALUE(uint32, "death count");
context->GetValue<uint32>("death count")->Set(dCount + 1);
}
LOG_DEBUG("playerbots", "Bot {} {}:{} <{}> auto released", bot->GetGUID().ToString().c_str(),
bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(), bot->GetName().c_str());
WorldPacket packet(CMSG_REPOP_REQUEST);
packet << uint8(0);
bot->GetSession()->HandleRepopRequestOpcode(packet);
LOG_DEBUG("playerbots", "Bot {} {}:{} <{}> releases spirit", bot->GetGUID().ToString().c_str(),
bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(), bot->GetName().c_str());
if (bot->InBattleground() && (time(NULL) - bg_gossip_time >= 15 || !bot->HasAura(SPELL_WAITING_FOR_RESURRECT)))
{
GuidVector npcs = AI_VALUE(GuidVector, "nearest npcs");
ObjectGuid guid;
Unit* unit;
for (GuidVector::iterator i = npcs.begin(); i != npcs.end(); i++)
{
unit = botAI->GetUnit(*i);
if (unit && unit->IsSpiritService())
{
guid = unit->GetGUID();
break;
}
}
if (!guid)
{
return true;
}
if (bot->GetDistance(unit) >= INTERACTION_DISTANCE)
{
bot->GetMotionMaster()->MoveChase(unit);
}
else
{
bg_gossip_time = time(NULL);
WorldPacket packet(CMSG_GOSSIP_HELLO);
packet << guid;
bot->GetSession()->HandleGossipHelloOpcode(packet);
}
}
return true;
}
bool AutoReleaseSpiritAction::isUseful()
{
if (!bot->isDead())
return false;
if (bot->InArena())
return false;
if (bot->InBattleground())
return true;
if (bot->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
return false;
if (!bot->GetGroup())
return true;
if (!botAI->GetGroupMaster())
return true;
if (botAI->GetGroupMaster() == bot)
return true;
if (!botAI->HasActivePlayerMaster())
return true;
if (botAI->HasActivePlayerMaster() && botAI->GetGroupMaster()->GetMapId() == bot->GetMapId() && bot->GetMap() &&
(bot->GetMap()->IsRaid() || bot->GetMap()->IsDungeon()))
return false;
if (botAI->GetGroupMaster()->isDead())
return true;
if (sServerFacade->IsDistanceGreaterThan(AI_VALUE2(float, "distance", "master target"),
sPlayerbotAIConfig->sightDistance))
return true;
return false;
}
bool RepopAction::Execute(Event event)
{
LOG_DEBUG("playerbots", "Bot {} {}:{} <{}> repops at graveyard", bot->GetGUID().ToString().c_str(),
bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(), bot->GetName().c_str());
int64 deadTime;
Corpse* corpse = bot->GetCorpse();
if (corpse)
deadTime = time(nullptr) - corpse->GetGhostTime();
else if (bot->isDead())
deadTime = 0;
else
deadTime = 60 * MINUTE;
uint32 dCount = AI_VALUE(uint32, "death count");
GraveyardStruct const* ClosestGrave = GetGrave(dCount > 10 || deadTime > 30 * MINUTE);
if (!ClosestGrave)
return false;
bot->TeleportTo(ClosestGrave->Map, ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, 0.f);
RESET_AI_VALUE(bool, "combat::self target");
RESET_AI_VALUE(WorldPosition, "current position");
return true;
}
bool RepopAction::isUseful()
{
if (bot->InBattleground())
return false;
return true;
}