mirror of
https://github.com/liyunfan1223/mod-playerbots.git
synced 2026-06-20 15:39:25 +02:00
cleanup split
This commit is contained in:
parent
40cd808886
commit
f02b6c83f8
@ -76,7 +76,7 @@ bool DebugAction::Execute(Event event)
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return false;
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return false;
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std::vector<WorldPosition> beginPath, endPath;
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std::vector<WorldPosition> beginPath, endPath;
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TravelNodeRoute route = TravelNodeMap::instance().getRoute(botPos, *points.front(), beginPath, bot);
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TravelNodeRoute route = TravelNodeMap::instance().GetNearestNodes(botPos, *points.front(), beginPath, bot);
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std::ostringstream out;
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std::ostringstream out;
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out << "Traveling to " << dest->getTitle() << ": ";
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out << "Traveling to " << dest->getTitle() << ": ";
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@ -292,7 +292,6 @@ bool NewRpgBaseAction::ForceToWait(uint32 duration, MovementPriority priority)
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return true;
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return true;
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}
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}
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bool NewRpgBaseAction::TakeFlight(std::vector<uint32> const& taxiNodes, Creature* flightMaster)
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bool NewRpgBaseAction::TakeFlight(std::vector<uint32> const& taxiNodes, Creature* flightMaster)
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{
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{
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if (taxiNodes.size() < 2 || !flightMaster || !flightMaster->IsAlive())
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if (taxiNodes.size() < 2 || !flightMaster || !flightMaster->IsAlive())
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@ -1285,5 +1284,3 @@ bool NewRpgBaseAction::CheckRpgStatusAvailable(NewRpgStatus status)
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}
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}
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return false;
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return false;
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}
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}
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@ -4,43 +4,33 @@
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#include "Timer.h"
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#include "Timer.h"
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void NewRpgInfo::ClearTravel()
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{
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travelPlan.Reset();
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}
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void NewRpgInfo::ChangeToGoGrind(WorldPosition pos)
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void NewRpgInfo::ChangeToGoGrind(WorldPosition pos)
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{
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{
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startT = getMSTime();
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Reset();
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ClearTravel();
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data = GoGrind{pos};
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data = GoGrind{pos};
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}
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}
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void NewRpgInfo::ChangeToGoCamp(WorldPosition pos)
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void NewRpgInfo::ChangeToGoCamp(WorldPosition pos)
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{
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{
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startT = getMSTime();
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Reset();
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ClearTravel();
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data = GoCamp{pos};
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data = GoCamp{pos};
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}
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}
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void NewRpgInfo::ChangeToWanderNpc()
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void NewRpgInfo::ChangeToWanderNpc()
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{
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{
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startT = getMSTime();
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Reset();
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ClearTravel();
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data = WanderNpc{};
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data = WanderNpc{};
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}
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}
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void NewRpgInfo::ChangeToWanderRandom()
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void NewRpgInfo::ChangeToWanderRandom()
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{
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{
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startT = getMSTime();
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Reset();
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ClearTravel();
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data = WanderRandom{};
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data = WanderRandom{};
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}
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}
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void NewRpgInfo::ChangeToDoQuest(uint32 questId, const Quest* quest)
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void NewRpgInfo::ChangeToDoQuest(uint32 questId, const Quest* quest)
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{
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{
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startT = getMSTime();
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Reset();
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ClearTravel();
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DoQuest do_quest;
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DoQuest do_quest;
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do_quest.questId = questId;
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do_quest.questId = questId;
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do_quest.quest = quest;
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do_quest.quest = quest;
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@ -49,8 +39,7 @@ void NewRpgInfo::ChangeToDoQuest(uint32 questId, const Quest* quest)
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void NewRpgInfo::ChangeToTravelFlight(ObjectGuid fromFlightMaster, std::vector<uint32> path)
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void NewRpgInfo::ChangeToTravelFlight(ObjectGuid fromFlightMaster, std::vector<uint32> path)
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{
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{
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startT = getMSTime();
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Reset();
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ClearTravel();
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TravelFlight flight;
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TravelFlight flight;
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flight.fromFlightMaster = fromFlightMaster;
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flight.fromFlightMaster = fromFlightMaster;
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flight.path = std::move(path);
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flight.path = std::move(path);
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@ -68,15 +57,13 @@ void NewRpgInfo::ChangeToOutdoorPvp(ObjectGuid::LowType capturePointSpawnId)
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void NewRpgInfo::ChangeToRest()
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void NewRpgInfo::ChangeToRest()
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{
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{
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startT = getMSTime();
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Reset();
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ClearTravel();
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data = Rest{};
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data = Rest{};
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}
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}
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void NewRpgInfo::ChangeToIdle()
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void NewRpgInfo::ChangeToIdle()
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{
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{
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startT = getMSTime();
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Reset();
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ClearTravel();
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data = Idle{};
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data = Idle{};
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}
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}
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@ -89,7 +76,7 @@ void NewRpgInfo::Reset()
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{
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{
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data = Idle{};
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data = Idle{};
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startT = getMSTime();
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startT = getMSTime();
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ClearTravel();
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travelPlan.Reset();
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}
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}
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void NewRpgInfo::SetMoveFarTo(WorldPosition pos)
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void NewRpgInfo::SetMoveFarTo(WorldPosition pos)
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@ -8,6 +8,7 @@
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#include "Strategy.h"
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#include "Strategy.h"
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#include "Timer.h"
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#include "Timer.h"
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#include "TravelMgr.h"
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#include "TravelMgr.h"
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#include "TravelNode.h"
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using NewRpgStatusTransitionProb = std::vector<std::vector<int>>;
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using NewRpgStatusTransitionProb = std::vector<std::vector<int>>;
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@ -50,6 +51,7 @@ struct NewRpgInfo
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struct TravelFlight
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struct TravelFlight
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{
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{
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ObjectGuid fromFlightMaster{};
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ObjectGuid fromFlightMaster{};
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WorldPosition fromPos{};
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std::vector<uint32> path;
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std::vector<uint32> path;
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bool inFlight{false};
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bool inFlight{false};
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};
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};
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@ -653,7 +653,6 @@ public:
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std::vector<WorldPosition>& startPath,
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std::vector<WorldPosition>& startPath,
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Player* bot = nullptr);
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Player* bot = nullptr);
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// Manage/update nodes
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// Manage/update nodes
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void manageNodes(Unit* bot, bool mapFull = false);
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void manageNodes(Unit* bot, bool mapFull = false);
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