Merge pull request #476 from liyunfan1223/fix-lag

Fix lag and hunter melee attack
This commit is contained in:
Yunfan Li 2024-08-15 09:50:29 +08:00 committed by GitHub
commit e97c0350aa
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2 changed files with 38 additions and 50 deletions

View File

@ -112,8 +112,9 @@ bool AttackAction::Attack(Unit* target, bool with_pet /*true*/)
bot->SetSelection(target->GetGUID()); bot->SetSelection(target->GetGUID());
Unit* oldTarget = context->GetValue<Unit*>("current target")->Get(); Unit* oldTarget = context->GetValue<Unit*>("current target")->Get();
bool melee = bot->IsWithinMeleeRange(target) || botAI->IsMelee(bot);
if (oldTarget == target && botAI->GetState() == BOT_STATE_COMBAT && bot->GetVictim() == target) if (oldTarget == target && botAI->GetState() == BOT_STATE_COMBAT && bot->GetVictim() == target && (bot->HasUnitState(UNIT_STATE_MELEE_ATTACKING) == melee))
return false; return false;
context->GetValue<Unit*>("old target")->Set(oldTarget); context->GetValue<Unit*>("old target")->Set(oldTarget);
@ -129,7 +130,6 @@ bool AttackAction::Attack(Unit* target, bool with_pet /*true*/)
bot->StopMoving(); bot->StopMoving();
} }
bool melee = bot->IsWithinMeleeRange(target) || botAI->IsMelee(bot);
if (IsMovingAllowed() && !bot->HasInArc(CAST_ANGLE_IN_FRONT, target)) if (IsMovingAllowed() && !bot->HasInArc(CAST_ANGLE_IN_FRONT, target))
{ {

View File

@ -54,24 +54,14 @@ float ChooseRpgTargetAction::getMaxRelevance(GuidPosition guidP)
GuidPosition currentRpgTarget = AI_VALUE(GuidPosition, "rpg target"); GuidPosition currentRpgTarget = AI_VALUE(GuidPosition, "rpg target");
SET_AI_VALUE(GuidPosition, "rpg target", guidP); SET_AI_VALUE(GuidPosition, "rpg target", guidP);
Strategy* rpgStrategy; Strategy* rpgStrategy = botAI->GetAiObjectContext()->GetStrategy("rpg");
if (!rpgStrategy) return 0.0f;
std::vector<TriggerNode*> triggerNodes; std::vector<TriggerNode*> triggerNodes;
rpgStrategy->InitTriggers(triggerNodes);
float maxRelevance = 0.0f; float maxRelevance = 0.0f;
for (auto& strategy : botAI->GetAiObjectContext()->GetSupportedStrategies())
{
if (strategy.find("rpg") == std::string::npos)
continue;
if (!botAI->HasStrategy(strategy, BotState::BOT_STATE_NON_COMBAT))
continue;
rpgStrategy = botAI->GetAiObjectContext()->GetStrategy(strategy);
rpgStrategy->InitTriggers(triggerNodes);
for (auto triggerNode : triggerNodes) for (auto triggerNode : triggerNodes)
{ {
Trigger* trigger = context->GetTrigger(triggerNode->getName()); Trigger* trigger = context->GetTrigger(triggerNode->getName());
@ -115,9 +105,7 @@ float ChooseRpgTargetAction::getMaxRelevance(GuidPosition guidP)
{ {
delete trigger; delete trigger;
} }
triggerNodes.clear(); triggerNodes.clear();
}
SET_AI_VALUE(GuidPosition, "rpg target", currentRpgTarget); SET_AI_VALUE(GuidPosition, "rpg target", currentRpgTarget);