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Author SHA1 Message Date
kadeshar
d8c668cf96
Merge pull request #2172 from mod-playerbots/test-staging
Update master from Test staging and Core Update
2026-02-27 22:55:19 +01:00
kadeshar
1401657a6d
Modify action to workaround github settings (#2167)
Github action modification
2026-02-24 22:10:09 +01:00
killerzwelch
e7d5eaabac
Make playerbots compatible with latest refactoring done on azerothcore (#2158)
# Pull Request

When integrating latest changes from
https://github.com/azerothcore/azerothcore-wotlk into
https://github.com/mod-playerbots/azerothcore-wotlk/tree/Playerbot you
will face some compiling issues due to refactoring. That PR does not
change any of the logic, but implements needed changes to be compatible
again

---

## Design Philosophy

We prioritize **stability, performance, and predictability** over
behavioral realism.
Complex player-mimicking logic is intentionally limited due to its
negative impact on scalability, maintainability, and
long-term robustness.

Excessive processing overhead can lead to server hiccups, increased CPU
usage, and degraded performance for all
participants. Because every action and
decision tree is executed **per bot and per trigger**, even small
increases in logic complexity can scale poorly and
negatively affect both players and
world (random) bots. Bots are not expected to behave perfectly, and
perfect simulation of human decision-making is not a
project goal. Increased behavioral
realism often introduces disproportionate cost, reduced predictability,
and significantly higher maintenance overhead.

Every additional branch of logic increases long-term responsibility. All
decision paths must be tested, validated, and
maintained continuously as the system evolves.
If advanced or AI-intensive behavior is introduced, the **default
configuration must remain the lightweight decision
model**. More complex behavior should only be
available as an **explicit opt-in option**, clearly documented as having
a measurable performance cost.

Principles:

- **Stability before intelligence**  
  A stable system is always preferred over a smarter one.

- **Performance is a shared resource**  
  Any increase in bot cost affects all players and all bots.

- **Simple logic scales better than smart logic**  
Predictable behavior under load is more valuable than perfect decisions.

- **Complexity must justify itself**  
  If a feature cannot clearly explain its cost, it should not exist.

- **Defaults must be cheap**  
  Expensive behavior must always be optional and clearly communicated.

- **Bots should look reasonable, not perfect**  
  The goal is believable behavior, not human simulation.

Before submitting, confirm that this change aligns with those
principles.

---

## Feature Evaluation

Please answer the following:

- Describe the **minimum logic** required to achieve the intended
behavior?
- Describe the **cheapest implementation** that produces an acceptable
result?
- Describe the **runtime cost** when this logic executes across many
bots?

---

## How to Test the Changes

- Step-by-step instructions to test the change
- Any required setup (e.g. multiple players, bots, specific
configuration)
- Expected behavior and how to verify it

## Complexity & Impact

Does this change add new decision branches?
- - [ X] No
- - [ ] Yes (**explain below**)

Does this change increase per-bot or per-tick processing?
- - [ X] No
- - [ ] Yes (**describe and justify impact**)

Could this logic scale poorly under load?
- - [ X] No
- - [ ] Yes (**explain why**)
---

## Defaults & Configuration

Does this change modify default bot behavior?
- - [ X] No
- - [ ] Yes (**explain why**)

If this introduces more advanced or AI-heavy logic:
- - [ X] Lightweight mode remains the default
- - [ ] More complex behavior is optional and thereby configurable
---

## AI Assistance

Was AI assistance (e.g. ChatGPT or similar tools) used while working on
this change?
- - [ X] No
- - [ ] Yes (**explain below**)

If yes, please specify:

- AI tool or model used (e.g. ChatGPT, GPT-4, Claude, etc.)
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation)
- Which parts of the change were influenced or generated
- Whether the result was manually reviewed and adapted

AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
Any AI-influenced changes must be verified against existing CORE and PB
logic. We expect contributors to be honest
about what they do and do not understand.

---

## Final Checklist

- - [ X] Stability is not compromised
- - [ X] Performance impact is understood, tested, and acceptable
- - [ X] Added logic complexity is justified and explained
- - [ X] Documentation updated if needed

---

## Notes for Reviewers

Please doublecheck if none of the timing-logic (migration from uint32 to
microseconds) has been changed

---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
Co-authored-by: bash <hermensb@gmail.com>
2026-02-24 00:49:45 +01:00
Alex Dcnh
1f3d11d1c4
Stage2 refactor switch custom calculations by core helpers clean (#2127)
# Pull Request

This change replaces a few manual distance calculations in
`WorldPosition` with AzerothCore distance helpers. The goal is to reduce
duplicated math, keep behavior consistent with core utilities, and avoid
reimplementing logic that already exists in the core.

---

## Design Philosophy

We prioritize **stability, performance, and predictability** over
behavioral realism.
Complex player-mimicking logic is intentionally limited due to its
negative impact on scalability, maintainability, and
long-term robustness.

Excessive processing overhead can lead to server hiccups, increased CPU
usage, and degraded performance for all
participants. Because every action and
decision tree is executed **per bot and per trigger**, even small
increases in logic complexity can scale poorly and
negatively affect both players and
world (random) bots. Bots are not expected to behave perfectly, and
perfect simulation of human decision-making is not a
project goal. Increased behavioral
realism often introduces disproportionate cost, reduced predictability,
and significantly higher maintenance overhead.

Every additional branch of logic increases long-term responsibility. All
decision paths must be tested, validated, and
maintained continuously as the system evolves.
If advanced or AI-intensive behavior is introduced, the **default
configuration must remain the lightweight decision
model**. More complex behavior should only be
available as an **explicit opt-in option**, clearly documented as having
a measurable performance cost.

Principles:

- **Stability before intelligence**  
  A stable system is always preferred over a smarter one.

- **Performance is a shared resource**  
  Any increase in bot cost affects all players and all bots.

- **Simple logic scales better than smart logic**  
Predictable behavior under load is more valuable than perfect decisions.

- **Complexity must justify itself**  
  If a feature cannot clearly explain its cost, it should not exist.

- **Defaults must be cheap**  
  Expensive behavior must always be optional and clearly communicated.

- **Bots should look reasonable, not perfect**  
  The goal is believable behavior, not human simulation.

Before submitting, confirm that this change aligns with those
principles.

---

## Feature Evaluation

Please answer the following:

- Describe the **minimum logic** required to achieve the intended
behavior?
Use existing core distance helpers instead of manual math, keeping the
logic localized to `WorldPosition`.
- Describe the **cheapest implementation** that produces an acceptable
result?
Directly call `GetExactDist`, `GetExactDist2d`, and `GetExactDist2dSq`
where appropriate.
- Describe the **runtime cost** when this logic executes across many
bots?
No additional cost; the helper calls replace equivalent math and avoid
extra intermediate objects.

---

## How to Test the Changes

- Step-by-step instructions to test the change
- Build the module and run existing bot scenarios that rely on
`WorldPosition` distance checks.
  - Verify no behavioral regressions in travel-related logic.
- Any required setup (e.g. multiple players, bots, specific
configuration)
  - Standard server + mod-playerbots setup.
- Expected behavior and how to verify it
- Distances computed in travel logic remain identical; no gameplay
change expected.

## Complexity & Impact

Does this change add new decision branches?
- - [x] No
- - [ ] Yes (**explain below**)

Does this change increase per-bot or per-tick processing?
- - [x] No
- - [ ] Yes (**describe and justify impact**)

Could this logic scale poorly under load?
- - [x] No
- - [ ] Yes (**explain why**)
---

## Defaults & Configuration

Does this change modify default bot behavior?
- - [x] No
- - [ ] Yes (**explain why**)

If this introduces more advanced or AI-heavy logic:
- - [x] Lightweight mode remains the default
- - [x] More complex behavior is optional and thereby configurable
---

## AI Assistance

Was AI assistance (e.g. ChatGPT or similar tools) used while working on
this change?
- - [x] No
- - [ ] Yes (**explain below**)

---

## Final Checklist

- - [x] Stability is not compromised
- - [x] Performance impact is understood, tested, and acceptable
- - [x] Added logic complexity is justified and explained
- - [ ] Documentation updated if needed

---

## Notes for Reviewers

This is a localized refactor that replaces manual distance math with
core helpers for consistency and maintainability.
No behavioral change is expected.

---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
2026-02-23 13:19:56 -08:00
Rikus Louw
ea60b38eb9
Add Serpentshrine Cavern attunement quest to bot factory (#2136)
# Pull Request

I've being getting ready to test Serpentshrine Cavern strategy on
`test-staging`, but noticed the bots don't currently have attunement
setup.

Added attunement quest.

---

## Design Philosophy

We prioritize **stability, performance, and predictability** over
behavioral realism.
Complex player-mimicking logic is intentionally limited due to its
negative impact on scalability, maintainability, and
long-term robustness.

Excessive processing overhead can lead to server hiccups, increased CPU
usage, and degraded performance for all
participants. Because every action and
decision tree is executed **per bot and per trigger**, even small
increases in logic complexity can scale poorly and
negatively affect both players and
world (random) bots. Bots are not expected to behave perfectly, and
perfect simulation of human decision-making is not a
project goal. Increased behavioral
realism often introduces disproportionate cost, reduced predictability,
and significantly higher maintenance overhead.

Every additional branch of logic increases long-term responsibility. All
decision paths must be tested, validated, and
maintained continuously as the system evolves.
If advanced or AI-intensive behavior is introduced, the **default
configuration must remain the lightweight decision
model**. More complex behavior should only be
available as an **explicit opt-in option**, clearly documented as having
a measurable performance cost.

Principles:

- **Stability before intelligence**  
  A stable system is always preferred over a smarter one.

- **Performance is a shared resource**  
  Any increase in bot cost affects all players and all bots.

- **Simple logic scales better than smart logic**  
Predictable behavior under load is more valuable than perfect decisions.

- **Complexity must justify itself**  
  If a feature cannot clearly explain its cost, it should not exist.

- **Defaults must be cheap**  
  Expensive behavior must always be optional and clearly communicated.

- **Bots should look reasonable, not perfect**  
  The goal is believable behavior, not human simulation.

Before submitting, confirm that this change aligns with those
principles.

---

## Feature Evaluation

Please answer the following:

- Describe the **minimum logic** required to achieve the intended
behavior?
- Describe the **cheapest implementation** that produces an acceptable
result?
- Describe the **runtime cost** when this logic executes across many
bots?

---

## How to Test the Changes

- Add bots and convert to raid
- Make sure you have attunement by completing
[this](https://www.wowhead.com/tbc/quest=13431/the-cudgel-of-kardesh)
quest
- Teleport to SSC and summon bots. The bots should appear in the raid.

## Complexity & Impact

Does this change add new decision branches?
- - [x] No
- - [ ] Yes (**explain below**)

Does this change increase per-bot or per-tick processing?
- - [x] No
- - [ ] Yes (**describe and justify impact**)

Could this logic scale poorly under load?
- - [x] No
- - [ ] Yes (**explain why**)
---

## Defaults & Configuration

Does this change modify default bot behavior?
- - [ ] No
- - [x] Yes (**explain why**)

This adds the attunement quest for SSC by default

If this introduces more advanced or AI-heavy logic:
- - [x] Lightweight mode remains the default
- - [ ] More complex behavior is optional and thereby configurable
---

## AI Assistance

Was AI assistance (e.g. ChatGPT or similar tools) used while working on
this change?
- - [x] No
- - [ ] Yes (**explain below**)

If yes, please specify:

- AI tool or model used (e.g. ChatGPT, GPT-4, Claude, etc.)
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation)
- Which parts of the change were influenced or generated
- Whether the result was manually reviewed and adapted

AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
Any AI-influenced changes must be verified against existing CORE and PB
logic. We expect contributors to be honest
about what they do and do not understand.

---

## Final Checklist

- - [x] Stability is not compromised
- - [x] Performance impact is understood, tested, and acceptable
- - [x] Added logic complexity is justified and explained
- - [x] Documentation updated if needed

---

## Notes for Reviewers

Anything that significantly improves realism at the cost of stability or
performance should be carefully discussed
before merging.
2026-02-23 11:02:11 -08:00
dillyns
629aa19dbd
Add aggressive non combat targeting strategy (#2117)
# Pull Request

Tired of failing that escort quest because your bots stood and watched
while the escort npc got swarmed and killed?
Tired of your bots standing around doing nothing while the npc you are
supposed to be guarding for 5 minutes is getting attacked?
Don't want to use the grind strategy because it is too heavy-handed and
has too many restrictions?

Look no further! Just do "nc +aggressive" and your bots will pick a
fight with anything they can in a 30 yard radius.

The aggressive targetting is a stripped down version of the grind
target.

## Feature Evaluation

Please answer the following:

- Describe the **minimum logic** required to achieve the intended
behavior?
Add a strategy, action, and targetting that will cause bots to attack
nearby enemies when out of combat.

- Describe the **cheapest implementation** that produces an acceptable
result?
Hopefully this is the cheapest.

- Describe the **runtime cost** when this logic executes across many
bots?
Minimal runtime cost as this strategy needs to be added specifically to
bots.

---

## How to Test the Changes

- Add a bot to party, or use selfbot
- Give them the aggressive strategy via "nc +aggressive"
- They should attack anything within 30 yards.
- If it is a bot with a master, the 30 yards should be centered around
the master not the bot (prevent chaining from enemy to enemy)

## Complexity & Impact

Does this change add new decision branches?
```
[] No
[x] Yes (**explain below**)
Only for bots that have the added strategy, adds decision to attack nearby targets when out of combat.
```

Does this change increase per-bot or per-tick processing?
```
[] No
[x] Yes (**describe and justify impact**)
Minimal increase to only bots that have this strategy added.
```

Could this logic scale poorly under load?
```
[x] No
[ ] Yes (**explain why**)
```
---

## Defaults & Configuration

Does this change modify default bot behavior?
```
[x] No
[ ] Yes (**explain why**)
```

If this introduces more advanced or AI-heavy logic:
```
[x] Lightweight mode remains the default
[ ] More complex behavior is optional and thereby configurable
```
---

## AI Assistance

Was AI assistance (e.g. ChatGPT or similar tools) used while working on
this change?
```
[ ] No
[x] Yes (**explain below**)
```
Claude is used to explore the codebase to find similar implementations
to be used for examples.

---

## Final Checklist

- [x] Stability is not compromised
- [x] Performance impact is understood, tested, and acceptable
- [x] Added logic complexity is justified and explained
- [x] Documentation updated if needed

---

## Notes for Reviewers

Anything that significantly improves realism at the cost of stability or
performance should be carefully discussed
before merging.
2026-02-23 11:00:55 -08:00
privatecore
2f7dfdbbfc
Fix rest of trainers' related stuff + codestyle changes and corrections (#2104)
# Pull Request

* Fix the rest of the trainer-related functionality: list spells and
learn (cast vs. direct learn) spells.
* Rewrite `TrainerAction`: split the logic between appropriate methods
(`GetTarget`, `isUseful`, `isPossible`) instead of pushing everything
inside a single `Execute` method.
* Change method definitions to remove unnecessary declarations and
parameters overhead.
* Move the `Trainer` header into the implementation. Rewrite
`RpgTrainTrigger` to fit the original logic and move all validation to
`RpgTrainAction` (`isUseful` + `isPossible`).
* Implement "can train" context value calculation to use with
`RpgTrainTrigger`.
* Update and optimize "train cost" context value calculation -- it
should be much faster.
* Replace `AiPlayerbot.AutoTrainSpells` with
`AiPlayerbot.AllowLearnTrainerSpells` and remove the "free" value
behavior — please use `AiPlayerbot.BotCheats` if you want bots to learn
trainer's spells for "free".
* Add `nullptr` checks wherever necessary (only inside targeted
methods/functions).
* Make some codestyle changes and corrections based on the AC codestyle
guide.

---

## Design Philosophy

We prioritize **stability, performance, and predictability** over
behavioral realism.
Complex player-mimicking logic is intentionally limited due to its
negative impact on scalability, maintainability, and
long-term robustness.

Excessive processing overhead can lead to server hiccups, increased CPU
usage, and degraded performance for all
participants. Because every action and
decision tree is executed **per bot and per trigger**, even small
increases in logic complexity can scale poorly and
negatively affect both players and
world (random) bots. Bots are not expected to behave perfectly, and
perfect simulation of human decision-making is not a
project goal. Increased behavioral
realism often introduces disproportionate cost, reduced predictability,
and significantly higher maintenance overhead.

Every additional branch of logic increases long-term responsibility. All
decision paths must be tested, validated, and
maintained continuously as the system evolves.
If advanced or AI-intensive behavior is introduced, the **default
configuration must remain the lightweight decision
model**. More complex behavior should only be
available as an **explicit opt-in option**, clearly documented as having
a measurable performance cost.

Principles:

- **Stability before intelligence**  
  A stable system is always preferred over a smarter one.

- **Performance is a shared resource**  
  Any increase in bot cost affects all players and all bots.

- **Simple logic scales better than smart logic**  
Predictable behavior under load is more valuable than perfect decisions.

- **Complexity must justify itself**  
  If a feature cannot clearly explain its cost, it should not exist.

- **Defaults must be cheap**  
  Expensive behavior must always be optional and clearly communicated.

- **Bots should look reasonable, not perfect**  
  The goal is believable behavior, not human simulation.

Before submitting, confirm that this change aligns with those
principles.

---

## How to Test the Changes

Force bots to learn spells from trainers using the chat command `trainer
learn` or `trainer learn <spellId>`. Bots should properly list available
spells (`trainer` command) or learn them (based on configuration and
command).

## Complexity & Impact

- Does this change add new decision branches?
    - [x] No
    - [ ] Yes (**explain below**)

- Does this change increase per-bot or per-tick processing?
    - [x] No
    - [ ] Yes (**describe and justify impact**)

- Could this logic scale poorly under load?
    - [x] No
    - [ ] Yes (**explain why**)

---

## Defaults & Configuration

- Does this change modify default bot behavior?
    - [x] No
    - [ ] Yes (**explain why**)

If this introduces more advanced or AI-heavy logic:

- [x] Lightweight mode remains the default
- [ ] More complex behavior is optional and thereby configurable

---

## AI Assistance

- Was AI assistance (e.g. ChatGPT or similar tools) used while working
on this change?
    - [x] No
    - [ ] Yes (**explain below**)

If yes, please specify:

- AI tool or model used (e.g. ChatGPT, GPT-4, Claude, etc.)
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation)
- Which parts of the change were influenced or generated
- Whether the result was manually reviewed and adapted

AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
Any AI-influenced changes must be verified against existing CORE and PB
logic. We expect contributors to be honest
about what they do and do not understand.

---

## Final Checklist

- [x] Stability is not compromised
- [x] Performance impact is understood, tested, and acceptable
- [x] Added logic complexity is justified and explained
- [x] Documentation updated if needed

---

## Notes for Reviewers

Anything that significantly improves realism at the cost of stability or
performance should be carefully discussed
before merging.

---------

Co-authored-by: bashermens <31279994+hermensbas@users.noreply.github.com>
2026-02-23 11:00:24 -08:00
33 changed files with 489 additions and 267 deletions

View File

@ -6,10 +6,6 @@ on:
- reopened
- synchronize
- ready_for_review
paths:
- src/**
- "!README.md"
- "!docs/**"
concurrency:
group: "codestyle-cppcheck-${{ github.event.pull_request.number }}"
@ -22,13 +18,27 @@ jobs:
if: github.event.pull_request.draft == false
steps:
- uses: actions/checkout@v4
- uses: dorny/paths-filter@v3
id: filter
with:
filters: |
cpp:
- 'src/**'
- '!README.md'
- '!docs/**'
- name: Setup python
if: steps.filter.outputs.cpp == 'true'
uses: actions/setup-python@v5
with:
python-version: '3.10'
- name: AzerothCore codestyle
if: steps.filter.outputs.cpp == 'true'
run: python ./apps/codestyle/codestyle-cpp.py
- name: C++ Advanced
if: steps.filter.outputs.cpp == 'true'
run: |
sudo apt update -y
sudo apt install -y cppcheck

View File

@ -192,9 +192,12 @@ AiPlayerbot.AutoInitOnly = 0
# Default: 1.0 (same with the player)
AiPlayerbot.AutoInitEquipLevelLimitRatio = 1.0
# Bot automatically trains spells when talking to trainer
# yes = train all available spells as long as the bot has the money, free = auto trains with no money cost, no = only list spells
AiPlayerbot.AutoTrainSpells = yes
#
# AllowLearnTrainerSpells
# Description: Allow the bot to learn trainers' spells as long as it has the money.
# Default: 1 - (Enabled)
# 0 - (Disabled)
AiPlayerbot.AllowLearnTrainerSpells = 1
#
#
@ -563,6 +566,34 @@ AiPlayerbot.AutoGearScoreLimit = 0
# Default: food, taxi, and raid are enabled
AiPlayerbot.BotCheats = "food,taxi,raid"
# Attunement quests (comma-separated list of quest IDs)
# Default:
# Caverns of Time - Part 1
# - 10279, To The Master's Lair
# - 10277, The Caverns of Time
#
# Caverns of Time - Part 2 (Escape from Durnholde Keep)
# - 10282, Old Hillsbrad
# - 10283, Taretha's Diversion
# - 10284, Escape from Durnholde
# - 10285, Return to Andormu
#
# Caverns of Time - Part 2 (The Black Morass)
# - 10296, The Black Morass
# - 10297, The Opening of the Dark Portal
# - 10298, Hero of the Brood
#
# Magister's Terrace Attunement
# - 11481, Crisis at the Sunwell
# - 11482, Duty Calls
# - 11488, Magisters' Terrace
# - 11490, The Scryer's Scryer
# - 11492, Hard to Kill
#
# Serpentshrine Cavern
# - 10901, The Cudgel of Kar'desh
AiPlayerbot.AttunementQuests = 10279,10277,10282,10283,10284,10285,10296,10297,10298,11481,11482,11488,11490,11492,10901
#
#
#

View File

@ -125,6 +125,7 @@ public:
creators["runaway"] = &ActionContext::runaway;
creators["stay"] = &ActionContext::stay;
creators["sit"] = &ActionContext::sit;
creators["aggressive target"] = &ActionContext::aggressive_target;
creators["attack anything"] = &ActionContext::attack_anything;
creators["attack least hp target"] = &ActionContext::attack_least_hp_target;
creators["attack enemy player"] = &ActionContext::attack_enemy_player;
@ -315,6 +316,7 @@ private:
static Action* suggest_what_to_do(PlayerbotAI* botAI) { return new SuggestWhatToDoAction(botAI); }
static Action* suggest_trade(PlayerbotAI* botAI) { return new SuggestTradeAction(botAI); }
static Action* suggest_dungeon(PlayerbotAI* botAI) { return new SuggestDungeonAction(botAI); }
static Action* aggressive_target(PlayerbotAI* botAI) { return new AggressiveTargetAction(botAI); }
static Action* attack_anything(PlayerbotAI* botAI) { return new AttackAnythingAction(botAI); }
static Action* attack_least_hp_target(PlayerbotAI* botAI) { return new AttackLeastHpTargetAction(botAI); }
static Action* attack_enemy_player(PlayerbotAI* botAI) { return new AttackEnemyPlayerAction(botAI); }

View File

@ -30,6 +30,14 @@ bool AttackEnemyFlagCarrierAction::isUseful()
PlayerHasFlag::IsCapturingFlag(bot);
}
bool AggressiveTargetAction::isUseful()
{
if (bot->IsInCombat())
return false;
return true;
}
bool DropTargetAction::Execute(Event /*event*/)
{
Unit* target = context->GetValue<Unit*>("current target")->Get();

View File

@ -35,6 +35,15 @@ public:
std::string const GetTargetName() override { return "tank target"; }
};
class AggressiveTargetAction : public AttackAction
{
public:
AggressiveTargetAction(PlayerbotAI* botAI) : AttackAction(botAI, "aggressive target") {}
std::string const GetTargetName() override { return "aggressive target"; }
bool isUseful() override;
};
class AttackAnythingAction : public AttackAction
{
public:

View File

@ -7,10 +7,13 @@
#include "PlayerbotAI.h"
#include "InstancePackets.h"
bool ResetInstancesAction::Execute(Event /*event*/)
{
WorldPacket packet(CMSG_RESET_INSTANCES, 0);
bot->GetSession()->HandleResetInstancesOpcode(packet);
WorldPackets::Instance::ResetInstances resetInstance(std::move(packet));
bot->GetSession()->HandleResetInstancesOpcode(resetInstance);
return true;
}

View File

@ -5,6 +5,7 @@
#include "RpgSubActions.h"
#include "BudgetValues.h"
#include "ChooseRpgTargetAction.h"
#include "EmoteAction.h"
#include "Formations.h"
@ -51,10 +52,15 @@ GuidPosition RpgHelper::guidP() { return AI_VALUE(GuidPosition, "rpg target"); }
ObjectGuid RpgHelper::guid() { return (ObjectGuid)guidP(); }
bool RpgHelper::InRange()
{
return guidP() ? (guidP().sqDistance2d(bot) < INTERACTION_DISTANCE * INTERACTION_DISTANCE) : false;
}
bool RpgHelper::InRange()
{
GuidPosition targetGuid = guidP();
if (!targetGuid)
return false;
return bot->GetExactDist2dSq(targetGuid.GetPositionX(), targetGuid.GetPositionY()) <
INTERACTION_DISTANCE * INTERACTION_DISTANCE;
}
void RpgHelper::setFacingTo(GuidPosition guidPosition)
{
@ -250,6 +256,60 @@ Event RpgSellAction::ActionEvent(Event /*event*/) { return Event("rpg action", "
std::string const RpgRepairAction::ActionName() { return "repair"; }
bool RpgTrainAction::isUseful()
{
if (!rpg->InRange())
return false;
Creature* creature = rpg->guidP().GetCreature();
if (!creature)
return false;
if (!creature->IsInWorld() || creature->IsDuringRemoveFromWorld() || !creature->IsAlive())
return false;
return true;
}
bool RpgTrainAction::isPossible()
{
GuidPosition gp = rpg->guidP();
CreatureTemplate const* cinfo = gp.GetCreatureTemplate();
if (!cinfo)
return false;
Trainer::Trainer* trainer = sObjectMgr->GetTrainer(cinfo->Entry);
if (!trainer)
return false;
if (!trainer->IsTrainerValidForPlayer(bot))
return false;
FactionTemplateEntry const* factionTemplate = sFactionTemplateStore.LookupEntry(cinfo->faction);
float reputationDiscount = bot->GetReputationPriceDiscount(factionTemplate);
uint32 currentGold = AI_VALUE2(uint32, "free money for", (uint32)NeedMoneyFor::spells);
for (auto& spell : trainer->GetSpells())
{
Trainer::Spell const* trainerSpell = trainer->GetSpell(spell.SpellId);
if (!trainerSpell)
continue;
if (!trainer->CanTeachSpell(bot, trainerSpell))
continue;
if (currentGold < static_cast<uint32>(floor(trainerSpell->MoneyCost * reputationDiscount)))
continue;
// we only check if at least one spell can be learned from the trainer;
// otherwise, the train action should not be allowed
return true;
}
return false;
}
std::string const RpgTrainAction::ActionName() { return "trainer"; }
bool RpgHealAction::Execute(Event /*event*/)

View File

@ -165,6 +165,9 @@ class RpgTrainAction : public RpgSubAction
public:
RpgTrainAction(PlayerbotAI* botAI, std::string const name = "rpg train") : RpgSubAction(botAI, name) {}
bool isPossible() override;
bool isUseful() override;
private:
std::string const ActionName() override;
};

View File

@ -9,77 +9,120 @@
#include "Event.h"
#include "PlayerbotFactory.h"
#include "Playerbots.h"
#include "Trainer.h"
void TrainerAction::Learn(uint32 cost, const Trainer::Spell tSpell, std::ostringstream& msg)
bool TrainerAction::Execute(Event event)
{
if (sPlayerbotAIConfig.autoTrainSpells != "free" && !botAI->HasCheat(BotCheatMask::gold))
{
if (AI_VALUE2(uint32, "free money for", (uint32)NeedMoneyFor::spells) < cost)
{
msg << " - too expensive";
return;
}
std::string const param = event.getParam();
bot->ModifyMoney(-int32(cost));
}
Creature* target = GetCreatureTarget();
if (!target)
return false;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(tSpell.SpellId);
if (!spellInfo)
return;
Trainer::Trainer* trainer = sObjectMgr->GetTrainer(target->GetEntry());
if (!trainer)
return false;
bool learned = false;
for (uint8 j = 0; j < 3; ++j)
{
if (spellInfo->Effects[j].Effect == SPELL_EFFECT_LEARN_SPELL)
{
uint32 learnedSpell = spellInfo->Effects[j].TriggerSpell;
if (!bot->HasSpell(learnedSpell))
{
bot->learnSpell(learnedSpell);
learned = true;
}
}
}
// NOTE: Original version uses SpellIds here, but occasionally only inserts
// a single spell ID value from parameters. If someone wants to impl multiple
// spells as parameters, check SkipSpellsListAction::parseIds as an example.
uint32 spellId = chat->parseSpell(param);
if (!learned && !bot->HasSpell(tSpell.SpellId))
bot->learnSpell(tSpell.SpellId);
bool learnSpells = param.find("learn") != std::string::npos || sRandomPlayerbotMgr.IsRandomBot(bot) ||
(sPlayerbotAIConfig.allowLearnTrainerSpells &&
// TODO: Rewrite to only exclude start primary profession skills and make config dependent.
(trainer->GetTrainerType() != Trainer::Type::Tradeskill || !botAI->HasActivePlayerMaster()));
msg << " - learned";
Iterate(target, learnSpells, spellId);
return true;
}
void TrainerAction::Iterate(Creature* creature, TrainerSpellAction action, SpellIds& spells)
bool TrainerAction::isUseful()
{
Creature* target = GetCreatureTarget();
if (!target)
return false;
if (!target->IsInWorld() || target->IsDuringRemoveFromWorld() || !target->IsAlive())
return false;
return target->IsTrainer();
}
bool TrainerAction::isPossible()
{
Creature* target = GetCreatureTarget();
if (!target)
return false;
Trainer::Trainer* trainer = sObjectMgr->GetTrainer(target->GetEntry());
if (!trainer)
return false;
if (!trainer->IsTrainerValidForPlayer(bot))
return false;
if (trainer->GetSpells().empty())
return false;
return true;
}
Unit* TrainerAction::GetTarget()
{
// There are just two scenarios: the bot has a master or it doesn't. If the
// bot has a master, the master should target a unit; otherwise, the bot
// should target the unit itself.
if (Player* master = GetMaster())
return master->GetSelectedUnit();
return bot->GetSelectedUnit();
}
Creature* TrainerAction::GetCreatureTarget()
{
Unit* target = GetTarget();
return target ? target->ToCreature() : nullptr;
}
void TrainerAction::Iterate(Creature* creature, bool learnSpells, uint32 spellId)
{
TellHeader(creature);
Trainer::Trainer* trainer = sObjectMgr->GetTrainer(creature->GetEntry());
if (!trainer)
return;
float fDiscountMod = bot->GetReputationPriceDiscount(creature);
float reputationDiscount = bot->GetReputationPriceDiscount(creature);
uint32 totalCost = 0;
for (auto& spell : trainer->GetSpells())
{
if (!trainer->CanTeachSpell(bot, trainer->GetSpell(spell.SpellId)))
// simplified version of Trainer::TeachSpell method
Trainer::Spell const* trainerSpell = trainer->GetSpell(spell.SpellId);
if (!trainerSpell)
continue;
if (!spells.empty() && spells.find(spell.SpellId) == spells.end())
if (!trainer->CanTeachSpell(bot, trainerSpell))
continue;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spell.SpellId);
if (spellId && trainerSpell->SpellId != spellId)
continue;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(trainerSpell->SpellId);
if (!spellInfo)
continue;
uint32 cost = uint32(floor(spell.MoneyCost * fDiscountMod));
uint32 cost = static_cast<uint32>(floor(trainerSpell->MoneyCost * reputationDiscount));
totalCost += cost;
std::ostringstream out;
out << chat->FormatSpell(spellInfo) << chat->formatMoney(cost);
if (action)
(this->*action)(cost, spell, out);
if (learnSpells)
Learn(spellInfo, cost, out);
botAI->TellMaster(out);
}
@ -87,55 +130,25 @@ void TrainerAction::Iterate(Creature* creature, TrainerSpellAction action, Spell
TellFooter(totalCost);
}
bool TrainerAction::Execute(Event event)
void TrainerAction::Learn(SpellInfo const* spellInfo, uint32 cost, std::ostringstream& out)
{
std::string const text = event.getParam();
Player* master = GetMaster();
Creature* creature = botAI->GetCreature(bot->GetTarget());
if (master)
if (!botAI->HasCheat(BotCheatMask::gold))
{
creature = master->GetSelectedUnit() ? master->GetSelectedUnit()->ToCreature() : nullptr;
}
// if (AI_VALUE(GuidPosition, "rpg target") != bot->GetTarget())
// if (master)
// creature = botAI->GetCreature(master->GetTarget());
// else
// return false;
if (AI_VALUE2(uint32, "free money for", (uint32)NeedMoneyFor::spells) < cost)
{
out << " - too expensive";
return;
}
if (!creature || !creature->IsTrainer())
return false;
Trainer::Trainer* trainer = sObjectMgr->GetTrainer(creature->GetEntry());
if (!trainer || !trainer->IsTrainerValidForPlayer(bot))
return false;
std::vector<Trainer::Spell> trainer_spells = trainer->GetSpells();
if (trainer_spells.empty())
{
botAI->TellError("No spells can be learned from this trainer");
return false;
bot->ModifyMoney(-static_cast<int32>(cost));
}
uint32 spell = chat->parseSpell(text);
SpellIds spells;
if (spell)
spells.insert(spell);
if (text.find("learn") != std::string::npos || sRandomPlayerbotMgr.IsRandomBot(bot) ||
(sPlayerbotAIConfig.autoTrainSpells != "no" &&
(trainer->GetTrainerType() != Trainer::Type::Tradeskill ||
!botAI->HasActivePlayerMaster()))) // Todo rewrite to only exclude start primary profession skills and make
// config dependent.
Iterate(creature, &TrainerAction::Learn, spells);
if (spellInfo->HasEffect(SPELL_EFFECT_LEARN_SPELL))
bot->CastSpell(bot, spellInfo->Id, true);
else
Iterate(creature, nullptr, spells);
bot->learnSpell(spellInfo->Id, false);
return true;
out << " - learned";
}
void TrainerAction::TellHeader(Creature* creature)
@ -245,7 +258,8 @@ bool MaintenanceAction::Execute(Event /*event*/)
if (sPlayerbotAIConfig.altMaintenanceKeyring)
factory.InitKeyring();
if (sPlayerbotAIConfig.altMaintenanceGemsEnchants && bot->GetLevel() >= sPlayerbotAIConfig.minEnchantingBotLevel)
if (sPlayerbotAIConfig.altMaintenanceGemsEnchants &&
bot->GetLevel() >= sPlayerbotAIConfig.minEnchantingBotLevel)
factory.ApplyEnchantAndGemsNew();
}

View File

@ -8,7 +8,6 @@
#include "Action.h"
#include "ChatHelper.h"
#include "Trainer.h"
class Creature;
class PlayerbotAI;
@ -21,11 +20,14 @@ public:
TrainerAction(PlayerbotAI* botAI) : Action(botAI, "trainer") {}
bool Execute(Event event) override;
bool isUseful() override;
bool isPossible() override;
Unit* GetTarget() override;
private:
typedef void (TrainerAction::*TrainerSpellAction)(uint32, const Trainer::Spell, std::ostringstream& msg);
void Iterate(Creature* creature, TrainerSpellAction action, SpellIds& spells);
void Learn(uint32 cost, const Trainer::Spell tSpell, std::ostringstream& msg);
Creature* GetCreatureTarget();
void Iterate(Creature* creature, bool learnSpells, uint32 spellId);
void Learn(SpellInfo const* spellInfo, uint32 cost, std::ostringstream& out);
void TellHeader(Creature* creature);
void TellFooter(uint32 totalCost);
};

View File

@ -0,0 +1,20 @@
/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#include "AggressiveStrategy.h"
#include "Playerbots.h"
void AggressiveStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(
new TriggerNode(
"no target",
{
NextAction("aggressive target", 4.0f)
}
)
);
}

View File

@ -0,0 +1,22 @@
/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#ifndef _PLAYERBOT_AGGRESSIVESTRATEGY_H
#define _PLAYERBOT_AGGRESSIVESTRATEGY_H
#include "NonCombatStrategy.h"
class PlayerbotAI;
class AggressiveStrategy : public NonCombatStrategy
{
public:
AggressiveStrategy(PlayerbotAI* botAI) : NonCombatStrategy(botAI) {}
std::string const getName() override { return "aggressive"; }
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
};
#endif

View File

@ -6,6 +6,7 @@
#ifndef _PLAYERBOT_STRATEGYCONTEXT_H
#define _PLAYERBOT_STRATEGYCONTEXT_H
#include "AggressiveStrategy.h"
#include "AttackEnemyPlayersStrategy.h"
#include "BattlegroundStrategy.h"
#include "CastTimeStrategy.h"
@ -61,6 +62,7 @@ public:
creators["gather"] = &StrategyContext::gather;
creators["emote"] = &StrategyContext::emote;
creators["passive"] = &StrategyContext::passive;
creators["aggressive"] = &StrategyContext::aggressive;
creators["save mana"] = &StrategyContext::auto_save_mana;
creators["food"] = &StrategyContext::food;
creators["chat"] = &StrategyContext::chat;
@ -144,6 +146,7 @@ private:
static Strategy* gather(PlayerbotAI* botAI) { return new GatherStrategy(botAI); }
static Strategy* emote(PlayerbotAI* botAI) { return new EmoteStrategy(botAI); }
static Strategy* passive(PlayerbotAI* botAI) { return new PassiveStrategy(botAI); }
static Strategy* aggressive(PlayerbotAI* botAI) { return new AggressiveStrategy(botAI); }
// static Strategy* conserve_mana(PlayerbotAI* botAI) { return new ConserveManaStrategy(botAI); }
static Strategy* auto_save_mana(PlayerbotAI* botAI) { return new HealerAutoSaveManaStrategy(botAI); }
static Strategy* food(PlayerbotAI* botAI) { return new UseFoodStrategy(botAI); }

View File

@ -163,52 +163,19 @@ bool RpgRepairTrigger::IsActive()
return false;
}
bool RpgTrainTrigger::IsTrainerOf(CreatureTemplate const* cInfo, Player* pPlayer)
{
Trainer::Trainer* trainer = sObjectMgr->GetTrainer(cInfo->Entry);
if (trainer->GetTrainerType() == Trainer::Type::Mount && trainer->GetTrainerRequirement() != pPlayer->getRace())
{
if (FactionTemplateEntry const* faction_template = sFactionTemplateStore.LookupEntry(cInfo->faction))
if (pPlayer->GetReputationRank(faction_template->faction) == REP_EXALTED)
return true;
return false;
}
return trainer->IsTrainerValidForPlayer(pPlayer);
}
bool RpgTrainTrigger::IsActive()
{
GuidPosition guidP(getGuidP());
if (!guidP.HasNpcFlag(UNIT_NPC_FLAG_TRAINER))
GuidPosition gp = getGuidP();
if (!gp)
return false;
CreatureTemplate const* cInfo = guidP.GetCreatureTemplate();
if (!IsTrainerOf(cInfo, bot))
if (!gp.HasNpcFlag(UNIT_NPC_FLAG_TRAINER))
return false;
Trainer::Trainer* trainer = sObjectMgr->GetTrainer(cInfo->Entry);
FactionTemplateEntry const* factionTemplate = sFactionTemplateStore.LookupEntry(cInfo->faction);
float fDiscountMod = bot->GetReputationPriceDiscount(factionTemplate);
if (!AI_VALUE(bool, "can train"))
return false;
for (auto& spell : trainer->GetSpells())
{
if (!trainer->CanTeachSpell(bot, trainer->GetSpell(spell.SpellId)))
continue;
uint32 cost = uint32(floor(spell.MoneyCost * fDiscountMod));
if (cost > AI_VALUE2(uint32, "free money for", (uint32)NeedMoneyFor::spells))
continue;
return true;
}
return false;
return true;
}
bool RpgHealTrigger::IsActive()

View File

@ -134,8 +134,6 @@ class RpgTrainTrigger : public RpgTrigger
public:
RpgTrainTrigger(PlayerbotAI* botAI, std::string const name = "rpg train") : RpgTrigger(botAI, name) {}
static bool IsTrainerOf(CreatureTemplate const* cInfo, Player* pPlayer);
bool IsActive() override;
};

View File

@ -0,0 +1,66 @@
/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#include "AggressiveTargetValue.h"
#include "Playerbots.h"
#include "ServerFacade.h"
#include "SharedDefines.h"
Unit* AggressiveTargetValue::Calculate()
{
Player* master = GetMaster();
if (master && (master == bot || master->GetMapId() != bot->GetMapId() || master->IsBeingTeleported() ||
!GET_PLAYERBOT_AI(master)))
master = nullptr;
GuidVector targets = AI_VALUE(GuidVector, "possible targets");
if (targets.empty())
return nullptr;
float aggroRange = sPlayerbotAIConfig.aggroDistance;
float distance = 0;
Unit* result = nullptr;
for (ObjectGuid const guid : targets)
{
Unit* unit = botAI->GetUnit(guid);
if (!unit || !unit->IsAlive())
continue;
if (!unit->IsInWorld() || unit->IsDuringRemoveFromWorld())
continue;
if (unit->ToCreature() && !unit->ToCreature()->GetCreatureTemplate()->lootid &&
bot->GetReactionTo(unit) >= REP_NEUTRAL)
continue;
if (!bot->IsHostileTo(unit) && unit->GetNpcFlags() != UNIT_NPC_FLAG_NONE)
continue;
if (abs(bot->GetPositionZ() - unit->GetPositionZ()) > INTERACTION_DISTANCE)
continue;
if (!bot->InBattleground() && master && botAI->HasStrategy("follow", BotState::BOT_STATE_NON_COMBAT) &&
ServerFacade::instance().GetDistance2d(master, unit) > aggroRange)
continue;
if (!bot->IsWithinLOSInMap(unit))
continue;
if (bot->GetDistance(unit) > aggroRange)
continue;
float newdistance = bot->GetDistance(unit);
if (!result || (newdistance < distance))
{
distance = newdistance;
result = unit;
}
}
return result;
}

View File

@ -0,0 +1,22 @@
/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#ifndef _PLAYERBOT_AGGRESSIVETARGETVALUE_H
#define _PLAYERBOT_AGGRESSIVETARGETVALUE_H
#include "TargetValue.h"
class PlayerbotAI;
class Unit;
class AggressiveTargetValue : public TargetValue
{
public:
AggressiveTargetValue(PlayerbotAI* botAI, std::string const name = "aggressive target") : TargetValue(botAI, name) {}
Unit* Calculate() override;
};
#endif

View File

@ -9,7 +9,8 @@
uint32 MaxGearRepairCostValue::Calculate()
{
uint32 TotalCost = 0;
uint32 totalCost = 0;
for (int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
{
uint16 pos = ((INVENTORY_SLOT_BAG_0 << 8) | i);
@ -43,15 +44,16 @@ uint32 MaxGearRepairCostValue::Calculate()
uint32 costs = uint32(maxDurability * dmultiplier * double(dQualitymodEntry->quality_mod));
TotalCost += costs;
totalCost += costs;
}
return TotalCost;
return totalCost;
}
uint32 RepairCostValue::Calculate()
{
uint32 TotalCost = 0;
uint32 totalCost = 0;
for (int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
{
uint16 pos = ((INVENTORY_SLOT_BAG_0 << 8) | i);
@ -86,45 +88,49 @@ uint32 RepairCostValue::Calculate()
dcost->multiplier[ItemSubClassToDurabilityMultiplierId(ditemProto->Class, ditemProto->SubClass)];
uint32 costs = uint32(LostDurability * dmultiplier * double(dQualitymodEntry->quality_mod));
TotalCost += costs;
totalCost += costs;
}
return TotalCost;
return totalCost;
}
uint32 TrainCostValue::Calculate()
{
uint32 TotalCost = 0;
uint32 totalCost = 0;
std::set<uint32> spells;
std::unordered_set<uint32> spells;
if (CreatureTemplateContainer const* creatures = sObjectMgr->GetCreatureTemplates())
CreatureTemplateContainer const* ctc = sObjectMgr->GetCreatureTemplates();
for (CreatureTemplateContainer::const_iterator itr = ctc->begin(); itr != ctc->end(); ++itr)
{
for (CreatureTemplateContainer::const_iterator itr = creatures->begin(); itr != creatures->end(); ++itr)
if (!(itr->second.npcflag & UNIT_NPC_FLAG_TRAINER))
continue;
Trainer::Trainer* trainer = sObjectMgr->GetTrainer(itr->first);
if (!trainer)
continue;
if (trainer->GetTrainerType() != Trainer::Type::Class || !trainer->IsTrainerValidForPlayer(bot))
continue;
for (auto& spell : trainer->GetSpells())
{
Trainer::Trainer* trainer = sObjectMgr->GetTrainer(itr->first);
if (!trainer)
Trainer::Spell const* trainerSpell = trainer->GetSpell(spell.SpellId);
if (!trainerSpell)
continue;
if (trainer->GetTrainerType() != Trainer::Type::Class || !trainer->IsTrainerValidForPlayer(bot))
if (!trainer->CanTeachSpell(bot, trainerSpell))
continue;
for (auto& spell : trainer->GetSpells())
{
if (!trainer->CanTeachSpell(bot, trainer->GetSpell(spell.SpellId)))
continue;
if (spells.find(trainerSpell->SpellId) != spells.end())
continue;
if (spells.find(spell.SpellId) != spells.end())
continue;
TotalCost += spell.MoneyCost;
spells.insert(spell.SpellId);
}
totalCost += trainerSpell->MoneyCost;
spells.insert(trainerSpell->SpellId);
}
}
return TotalCost;
return totalCost;
}
uint32 MoneyNeededForValue::Calculate()

View File

@ -44,6 +44,11 @@ bool CanSellValue::Calculate()
AI_VALUE2(uint32, "item count", "usage " + std::to_string(ITEM_USAGE_AH))) > 1;
}
bool CanTrainValue::Calculate()
{
return AI_VALUE2(uint32, "free money for", (uint32)NeedMoneyFor::spells) > 0;
}
bool CanFightEqualValue::Calculate() { return AI_VALUE(uint8, "durability") > 20; }
bool CanFightEliteValue::Calculate()

View File

@ -58,6 +58,14 @@ public:
bool Calculate() override;
};
class CanTrainValue : public BoolCalculatedValue
{
public:
CanTrainValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "can train", 2 * 2000) {}
bool Calculate() override;
};
class CanFightEqualValue : public BoolCalculatedValue
{
public:

View File

@ -7,6 +7,7 @@
#define _PLAYERBOT_VALUECONTEXT_H
#include "ActiveSpellValue.h"
#include "AggressiveTargetValue.h"
#include "AlwaysLootListValue.h"
#include "AoeHealValues.h"
#include "AoeValues.h"
@ -51,6 +52,7 @@
#include "LineTargetValue.h"
#include "LogLevelValue.h"
#include "LootStrategyValue.h"
#include "LootValues.h"
#include "MaintenanceValues.h"
#include "ManaSaveLevelValue.h"
#include "NearestAdsValue.h"
@ -143,6 +145,7 @@ public:
creators["pet target"] = &ValueContext::pet_target;
creators["old target"] = &ValueContext::old_target;
creators["grind target"] = &ValueContext::grind_target;
creators["aggressive target"] = &ValueContext::aggressive_target;
creators["rti target"] = &ValueContext::rti_target;
creators["rti cc target"] = &ValueContext::rti_cc_target;
creators["duel target"] = &ValueContext::duel_target;
@ -272,6 +275,7 @@ public:
creators["can repair"] = &ValueContext::can_repair;
creators["should sell"] = &ValueContext::should_sell;
creators["can sell"] = &ValueContext::can_sell;
creators["can train"] = &ValueContext::can_train;
creators["can fight equal"] = &ValueContext::can_fight_equal;
creators["can fight elite"] = &ValueContext::can_fight_elite;
creators["can fight boss"] = &ValueContext::can_fight_boss;
@ -457,6 +461,7 @@ private:
static UntypedValue* current_cc_target(PlayerbotAI* botAI) { return new CurrentCcTargetValue(botAI); }
static UntypedValue* pet_target(PlayerbotAI* botAI) { return new PetTargetValue(botAI); }
static UntypedValue* grind_target(PlayerbotAI* botAI) { return new GrindTargetValue(botAI); }
static UntypedValue* aggressive_target(PlayerbotAI* botAI) { return new AggressiveTargetValue(botAI); }
static UntypedValue* rti_target(PlayerbotAI* botAI) { return new RtiTargetValue(botAI); }
static UntypedValue* rti_cc_target(PlayerbotAI* botAI) { return new RtiCcTargetValue(botAI); }
static UntypedValue* duel_target(PlayerbotAI* botAI) { return new DuelTargetValue(botAI); }
@ -519,6 +524,7 @@ private:
static UntypedValue* can_repair(PlayerbotAI* botAI) { return new CanRepairValue(botAI); }
static UntypedValue* should_sell(PlayerbotAI* botAI) { return new ShouldSellValue(botAI); }
static UntypedValue* can_sell(PlayerbotAI* botAI) { return new CanSellValue(botAI); }
static UntypedValue* can_train(PlayerbotAI* botAI) { return new CanTrainValue(botAI); }
static UntypedValue* can_fight_equal(PlayerbotAI* botAI) { return new CanFightEqualValue(botAI); }
static UntypedValue* can_fight_elite(PlayerbotAI* botAI) { return new CanFightEliteValue(botAI); }
static UntypedValue* can_fight_boss(PlayerbotAI* botAI) { return new CanFightBossValue(botAI); }

View File

@ -201,8 +201,7 @@ bool IckAndKrickAction::ExplosiveBarrage(bool explosiveBarrage, Unit* boss)
continue;
// Check if position is within maximum allowed distance from boss
if (boss && sqrt(pow(potentialPos.GetPositionX() - boss->GetPositionX(), 2) +
pow(potentialPos.GetPositionY() - boss->GetPositionY(), 2)) > MAX_BOSS_DISTANCE)
if (boss && boss->GetDistance2d(potentialPos.GetPositionX(), potentialPos.GetPositionY()) > MAX_BOSS_DISTANCE)
continue;
// Score this position based on:
@ -215,8 +214,7 @@ bool IckAndKrickAction::ExplosiveBarrage(bool explosiveBarrage, Unit* boss)
float minOrbDist = std::numeric_limits<float>::max();
for (Unit* orb : orbs)
{
float orbDist = sqrt(pow(potentialPos.GetPositionX() - orb->GetPositionX(), 2) +
pow(potentialPos.GetPositionY() - orb->GetPositionY(), 2));
float orbDist = orb->GetDistance2d(potentialPos.GetPositionX(), potentialPos.GetPositionY());
minOrbDist = std::min(minOrbDist, orbDist);
}
score += minOrbDist * 2.0f; // Weight orb distance more heavily
@ -232,8 +230,7 @@ bool IckAndKrickAction::ExplosiveBarrage(bool explosiveBarrage, Unit* boss)
// Factor in proximity to boss (closer is better, as long as we're safe from orbs)
if (boss)
{
float bossDist = sqrt(pow(potentialPos.GetPositionX() - boss->GetPositionX(), 2) +
pow(potentialPos.GetPositionY() - boss->GetPositionY(), 2));
float bossDist = boss->GetDistance2d(potentialPos.GetPositionX(), potentialPos.GetPositionY());
// Add points for being closer to boss (inverse relationship)
// but only if we're safely away from orbs
if (minOrbDist > SAFE_DISTANCE)

View File

@ -128,7 +128,7 @@ namespace GruulsLairHelpers
Unit* krosh = botAI->GetAiObjectContext()->GetValue<Unit*>("find target", "krosh firehand")->Get();
if (krosh && krosh->IsAlive())
{
float dist = sqrt(pow(pos.GetPositionX() - krosh->GetPositionX(), 2) + pow(pos.GetPositionY() - krosh->GetPositionY(), 2));
float dist = krosh->GetDistance2d(pos.GetPositionX(), pos.GetPositionY());
if (dist < KROSH_SAFE_DISTANCE)
isSafe = false;
}
@ -136,7 +136,7 @@ namespace GruulsLairHelpers
Unit* maulgar = botAI->GetAiObjectContext()->GetValue<Unit*>("find target", "high king maulgar")->Get();
if (botAI->IsRanged(bot) && maulgar && maulgar->IsAlive())
{
float dist = sqrt(pow(pos.GetPositionX() - maulgar->GetPositionX(), 2) + pow(pos.GetPositionY() - maulgar->GetPositionY(), 2));
float dist = maulgar->GetDistance2d(pos.GetPositionX(), pos.GetPositionY());
if (dist < MAULGAR_SAFE_DISTANCE)
isSafe = false;
}
@ -182,7 +182,7 @@ namespace GruulsLairHelpers
if (IsPositionSafe(botAI, bot, candidatePos))
{
float movementDistance = sqrt(pow(destX - bot->GetPositionX(), 2) + pow(destY - bot->GetPositionY(), 2));
float movementDistance = bot->GetDistance2d(destX, destY);
if (movementDistance < bestScore)
{
bestScore = movementDistance;

View File

@ -1800,8 +1800,7 @@ bool IccRotfaceTankPositionAction::HandleBigOozePositioning(Unit*)
Unit* puddle = botAI->GetUnit(puddleGuid);
if (puddle && botAI->GetAura("Ooze Flood", puddle))
{
float puddleDistance = std::sqrt(std::pow(newX - puddle->GetPositionX(), 2) +
std::pow(newY - puddle->GetPositionY(), 2));
float puddleDistance = puddle->GetDistance2d(newX, newY);
if (puddleDistance < puddleSafeDistance)
{
isSafeFromPuddles = false;
@ -1921,8 +1920,7 @@ bool IccRotfaceGroupPositionAction::MoveAwayFromPuddle(Unit* boss, Unit* puddle,
float moveZ = bot->GetPositionZ();
// Check distances and line of sight
float newPuddleDistance =
sqrt(pow(moveX - puddle->GetPositionX(), 2) + pow(moveY - puddle->GetPositionY(), 2));
float newPuddleDistance = puddle->GetDistance2d(moveX, moveY);
float newCenterDistance = sqrt(pow(moveX - ICC_ROTFACE_CENTER_POSITION.GetPositionX(), 2) +
pow(moveY - ICC_ROTFACE_CENTER_POSITION.GetPositionY(), 2));
@ -2125,8 +2123,7 @@ bool IccRotfaceGroupPositionAction::FindAndMoveFromClosestMember(Unit* boss, Uni
// Ensure the target position is at least 30 yards away from the puddle
if (puddle)
{
float puddleDistance = std::sqrt(std::pow(targetX - puddle->GetPositionX(), 2) +
std::pow(targetY - puddle->GetPositionY(), 2));
float puddleDistance = puddle->GetDistance2d(targetX, targetY);
if (puddleDistance < puddleSafeDistance)
{
// Adjust the target position to move further away from the puddle
@ -2203,8 +2200,7 @@ bool IccRotfaceMoveAwayFromExplosionAction::MoveToRandomSafeLocation()
if (!puddle || !botAI->HasAura("Ooze Flood", puddle))
continue;
float puddleDistance =
std::sqrt(std::pow(moveX - puddle->GetPositionX(), 2) + std::pow(moveY - puddle->GetPositionY(), 2));
float puddleDistance = puddle->GetDistance2d(moveX, moveY);
if (puddleDistance < 30.0f)
{
// Adjust the position to move further away from the puddle
@ -2407,7 +2403,7 @@ bool IccPutricideGrowingOozePuddleAction::IsPositionTooCloseToOtherPuddles(float
if (Aura* grow = unit->GetAura(SPELL_GROW_AURA))
safeDistance += (grow->GetStackAmount() * STACK_MULTIPLIER);
float dist = sqrt(pow(x - unit->GetPositionX(), 2) + pow(y - unit->GetPositionY(), 2));
float dist = unit->GetDistance2d(x, y);
if (dist < safeDistance)
return true;
}
@ -2650,7 +2646,7 @@ bool IccPutricideGasCloudAction::HandleGaseousBloatMovement(Unit* gasCloud)
float minGasBombDist = FLT_MAX;
for (Unit* bomb : gasBombs)
{
float bombDist = sqrt(pow(testX - bomb->GetPositionX(), 2) + pow(testY - bomb->GetPositionY(), 2));
float bombDist = bomb->GetDistance2d(testX, testY);
if (bombDist < minGasBombDist)
minGasBombDist = bombDist;
}
@ -2717,8 +2713,7 @@ bool IccPutricideGasCloudAction::HandleGaseousBloatMovement(Unit* gasCloud)
float minEmergencyGasBombDist = FLT_MAX;
for (Unit* bomb : gasBombs)
{
float bombDist = sqrt(pow(emergencyPos.GetPositionX() - bomb->GetPositionX(), 2) +
pow(emergencyPos.GetPositionY() - bomb->GetPositionY(), 2));
float bombDist = bomb->GetDistance2d(emergencyPos.GetPositionX(), emergencyPos.GetPositionY());
if (bombDist < minEmergencyGasBombDist)
minEmergencyGasBombDist = bombDist;
}
@ -4487,8 +4482,7 @@ bool IccBqlGroupPositionAction::HandleGroupPosition(Unit* boss, Aura* frenzyAura
// Maintain minimum distance from center position (if too close to center, move out)
float centerX = ICC_BQL_CENTER_POSITION.GetPositionX();
float centerY = ICC_BQL_CENTER_POSITION.GetPositionY();
float centerDist =
std::sqrt(std::pow(bot->GetPositionX() - centerX, 2) + std::pow(bot->GetPositionY() - centerY, 2));
float centerDist = bot->GetDistance2d(centerX, centerY);
if (centerDist < MIN_CENTER_DISTANCE && !((boss->GetPositionZ() - bot->GetPositionZ()) > 5.0f))
{
float dx = bot->GetPositionX() - centerX;
@ -6904,7 +6898,7 @@ bool IccLichKingShadowTrapAction::Execute(Event /*event*/)
Unit* trap = botAI->GetUnit(trapGuid);
if (!trap)
continue;
float distToTrap = sqrt(pow(testX - trap->GetPositionX(), 2) + pow(testY - trap->GetPositionY(), 2));
float distToTrap = trap->GetDistance2d(testX, testY);
if (distToTrap < SAFE_DISTANCE)
{
isSafe = false;

View File

@ -132,7 +132,7 @@ namespace MagtheridonHelpers
}
for (Unit* hazard : debrisHazards)
{
float dist = std::sqrt(std::pow(x - hazard->GetPositionX(), 2) + std::pow(y - hazard->GetPositionY(), 2));
float dist = hazard->GetDistance2d(x, y);
if (dist < 9.0f)
return false;
}
@ -145,7 +145,7 @@ namespace MagtheridonHelpers
if (!go || go->GetEntry() != GO_BLAZE)
continue;
float dist = std::sqrt(std::pow(x - go->GetPositionX(), 2) + std::pow(y - go->GetPositionY(), 2));
float dist = go->GetDistance2d(x, y);
if (dist < 5.0f)
return false;
}

View File

@ -262,10 +262,10 @@ bool NewRpgBaseAction::CanInteractWithQuestGiver(Object* questGiver)
// that removes the distance check and keeps all other checks
switch (questGiver->GetTypeId())
{
case TYPEID_UNIT:
case TYPEID_UNIT: // Player::GetNPCIfCanInteractWith
{
ObjectGuid guid = questGiver->GetGUID();
uint32 npcflagmask = UNIT_NPC_FLAG_QUESTGIVER;
// unit checks
if (!guid)
return false;
@ -292,7 +292,7 @@ bool NewRpgBaseAction::CanInteractWithQuestGiver(Object* questGiver)
return false;
// appropriate npc type
if (npcflagmask && !creature->HasNpcFlag(NPCFlags(npcflagmask)))
if (!creature->HasNpcFlag(UNIT_NPC_FLAG_QUESTGIVER))
return false;
// not allow interaction under control, but allow with own pets
@ -303,35 +303,24 @@ bool NewRpgBaseAction::CanInteractWithQuestGiver(Object* questGiver)
if (creature->GetReactionTo(bot) <= REP_UNFRIENDLY)
return false;
Trainer::Trainer* trainer = sObjectMgr->GetTrainer(creature->GetEntry());
// pussywizard: many npcs have missing conditions for class training and rogue trainer can for eg. train
// dual wield to a shaman :/ too many to change in sql and watch in the future pussywizard: this function is
// not used when talking, but when already taking action (buy spell, reset talents, show spell list)
if (npcflagmask & (UNIT_NPC_FLAG_TRAINER | UNIT_NPC_FLAG_TRAINER_CLASS) &&
trainer->GetTrainerType() == Trainer::Type::Class &&
!trainer->IsTrainerValidForPlayer(bot))
return false;
return true;
}
case TYPEID_GAMEOBJECT:
case TYPEID_GAMEOBJECT: // Player::GetGameObjectIfCanInteractWith
{
ObjectGuid guid = questGiver->GetGUID();
GameobjectTypes type = GAMEOBJECT_TYPE_QUESTGIVER;
if (GameObject* go = bot->GetMap()->GetGameObject(guid))
{
if (go->GetGoType() == type)
if (go->GetGoType() == GAMEOBJECT_TYPE_QUESTGIVER)
{
// Players cannot interact with gameobjects that use the "Point" icon
if (go->GetGOInfo()->IconName == "Point")
{
return false;
}
return true;
}
}
return false;
}
// unused for now

View File

@ -4739,38 +4739,13 @@ void PlayerbotFactory::InitAttunementQuests()
uint32 currentXP = bot->GetUInt32Value(PLAYER_XP);
// List of attunement quest IDs
std::list<uint32> attunementQuestsTBC = {
// Caverns of Time - Part 1
10279, // To The Master's Lair
10277, // The Caverns of Time
// Caverns of Time - Part 2 (Escape from Durnholde Keep)
10282, // Old Hillsbrad
10283, // Taretha's Diversion
10284, // Escape from Durnholde
10285, // Return to Andormu
// Caverns of Time - Part 2 (The Black Morass)
10296, // The Black Morass
10297, // The Opening of the Dark Portal
10298, // Hero of the Brood
// Magister's Terrace Attunement
11481, // Crisis at the Sunwell
11482, // Duty Calls
11488, // Magisters' Terrace
11490, // The Scryer's Scryer
11492 // Hard to Kill
};
// Complete all level-appropriate attunement quests for the bot
if (level >= 60)
{
std::list<uint32> questsToComplete;
// Check each quest status before adding to the completion list
for (uint32 questId : attunementQuestsTBC)
for (uint32 questId : sPlayerbotAIConfig.attunementQuests)
{
QuestStatus questStatus = bot->GetQuestStatus(questId);

View File

@ -45,18 +45,18 @@ void StatsCollector::CollectItemStats(ItemTemplate const* proto)
switch (proto->Spells[j].SpellTrigger)
{
case ITEM_SPELLTRIGGER_ON_USE:
CollectSpellStats(proto->Spells[j].SpellId, 1.0f, proto->Spells[j].SpellCooldown);
CollectSpellStats(proto->Spells[j].SpellId, 1.0f, Milliseconds(proto->Spells[j].SpellCooldown));
break;
case ITEM_SPELLTRIGGER_ON_EQUIP:
CollectSpellStats(proto->Spells[j].SpellId, 1.0f, 0);
CollectSpellStats(proto->Spells[j].SpellId, 1.0f, Milliseconds(0));
break;
case ITEM_SPELLTRIGGER_CHANCE_ON_HIT:
if (type_ & CollectorType::MELEE)
{
if (proto->Spells[j].SpellPPMRate > 0.01f)
CollectSpellStats(proto->Spells[j].SpellId, 1.0f, 60000 / proto->Spells[j].SpellPPMRate);
CollectSpellStats(proto->Spells[j].SpellId, 1.0f, Milliseconds(static_cast<int>(60000 / proto->Spells[j].SpellPPMRate)));
else
CollectSpellStats(proto->Spells[j].SpellId, 1.0f, 60000 / 1.8f); // Default PPM = 1.8
CollectSpellStats(proto->Spells[j].SpellId, 1.0f, Milliseconds(static_cast<int>(60000 / 1.8f))); // Default PPM = 1.8
}
break;
default:
@ -71,7 +71,7 @@ void StatsCollector::CollectItemStats(ItemTemplate const* proto)
}
}
void StatsCollector::CollectSpellStats(uint32 spellId, float multiplier, int32 spellCooldown)
void StatsCollector::CollectSpellStats(uint32 spellId, float multiplier, Milliseconds spellCooldown)
{
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
@ -81,21 +81,21 @@ void StatsCollector::CollectSpellStats(uint32 spellId, float multiplier, int32 s
if (SpecialSpellFilter(spellId))
return;
const SpellProcEventEntry* eventEntry = sSpellMgr->GetSpellProcEvent(spellInfo->Id);
const SpellProcEntry* eventEntry = sSpellMgr->GetSpellProcEntry(spellInfo->Id);
uint32 triggerCooldown = eventEntry ? eventEntry->cooldown : 0;
Milliseconds triggerCooldown = eventEntry ? eventEntry->Cooldown : 0ms;
bool canNextTrigger = true;
uint32 procFlags;
uint32 procChance;
if (eventEntry && eventEntry->procFlags)
procFlags = eventEntry->procFlags;
if (eventEntry && eventEntry->ProcFlags)
procFlags = eventEntry->ProcFlags;
else
procFlags = spellInfo->ProcFlags;
if (eventEntry && eventEntry->customChance)
procChance = eventEntry->customChance;
if (eventEntry && eventEntry->Chance)
procChance = eventEntry->Chance;
else
procChance = spellInfo->ProcChance;
bool lowChance = procChance <= 5;
@ -142,11 +142,11 @@ void StatsCollector::CollectSpellStats(uint32 spellId, float multiplier, int32 s
break;
float coverage;
if (spellCooldown <= 2000 || spellInfo->GetDuration() == -1)
if (spellCooldown.count() <= 2000 || spellInfo->GetDuration() == -1)
coverage = 1.0f;
else
coverage =
std::min(1.0f, (float)spellInfo->GetDuration() / (spellInfo->GetDuration() + spellCooldown));
std::min(1.0f, (float)spellInfo->GetDuration() / (spellInfo->GetDuration() + spellCooldown.count()));
multiplier *= coverage;
HandleApplyAura(effectInfo, multiplier, canNextTrigger, triggerCooldown);
@ -155,9 +155,9 @@ void StatsCollector::CollectSpellStats(uint32 spellId, float multiplier, int32 s
case SPELL_EFFECT_HEAL:
{
/// @todo Handle spell without cooldown
if (!spellCooldown)
if (!spellCooldown.count())
break;
float normalizedCd = std::max((float)spellCooldown / 1000, 5.0f);
float normalizedCd = std::max((float)spellCooldown.count() / 1000, 5.0f);
int32 val = AverageValue(effectInfo);
float transfer_multiplier = 1;
stats[STATS_TYPE_HEAL_POWER] += (float)val / normalizedCd * multiplier * transfer_multiplier;
@ -166,11 +166,11 @@ void StatsCollector::CollectSpellStats(uint32 spellId, float multiplier, int32 s
case SPELL_EFFECT_ENERGIZE:
{
/// @todo Handle spell without cooldown
if (!spellCooldown)
if (!spellCooldown.count())
break;
if (effectInfo.MiscValue != POWER_MANA)
break;
float normalizedCd = std::max((float)spellCooldown / 1000, 5.0f);
float normalizedCd = std::max((float)spellCooldown.count() / 1000, 5.0f);
int32 val = AverageValue(effectInfo);
float transfer_multiplier = 0.2;
stats[STATS_TYPE_MANA_REGENERATION] += (float)val / normalizedCd * multiplier * transfer_multiplier;
@ -179,9 +179,9 @@ void StatsCollector::CollectSpellStats(uint32 spellId, float multiplier, int32 s
case SPELL_EFFECT_SCHOOL_DAMAGE:
{
/// @todo Handle spell without cooldown
if (!spellCooldown)
if (!spellCooldown.count())
break;
float normalizedCd = std::max((float)spellCooldown / 1000, 5.0f);
float normalizedCd = std::max((float)spellCooldown.count() / 1000, 5.0f);
int32 val = AverageValue(effectInfo);
if (type_ & (CollectorType::MELEE | CollectorType::RANGED))
{
@ -352,12 +352,12 @@ bool StatsCollector::SpecialEnchantFilter(uint32 enchantSpellId)
bool StatsCollector::CanBeTriggeredByType(SpellInfo const* spellInfo, uint32 procFlags, bool strict)
{
const SpellProcEventEntry* eventEntry = sSpellMgr->GetSpellProcEvent(spellInfo->Id);
const SpellProcEntry* eventEntry = sSpellMgr->GetSpellProcEntry(spellInfo->Id);
uint32 spellFamilyName = 0;
if (eventEntry)
{
spellFamilyName = eventEntry->spellFamilyName;
flag96 spellFamilyMask = eventEntry->spellFamilyMask;
spellFamilyName = eventEntry->SpellFamilyName;
flag96 spellFamilyMask = eventEntry->SpellFamilyMask;
if (spellFamilyName != 0)
{
if (!CheckSpellValidation(spellFamilyName, spellFamilyMask, strict))
@ -548,7 +548,7 @@ void StatsCollector::CollectByItemStatType(uint32 itemStatType, int32 val)
}
void StatsCollector::HandleApplyAura(const SpellEffectInfo& effectInfo, float multiplier, bool canNextTrigger,
uint32 triggerCooldown)
Milliseconds triggerCooldown)
{
if (effectInfo.Effect != SPELL_EFFECT_APPLY_AURA)
return;

View File

@ -65,7 +65,7 @@ public:
StatsCollector(StatsCollector& stats) = default;
void Reset();
void CollectItemStats(ItemTemplate const* proto);
void CollectSpellStats(uint32 spellId, float multiplier = 1.0f, int32 spellCooldown = -1);
void CollectSpellStats(uint32 spellId, float multiplier = 1.0f, Milliseconds spellCooldown = -1ms);
void CollectEnchantStats(SpellItemEnchantmentEntry const* enchant, uint32 default_enchant_amount = 0);
bool CanBeTriggeredByType(SpellInfo const* spellInfo, uint32 procFlags, bool strict = true);
bool CheckSpellValidation(uint32 spellFamilyName, flag96 spelFalimyFlags, bool strict = true);
@ -79,7 +79,7 @@ private:
bool SpecialEnchantFilter(uint32 enchantSpellId);
void HandleApplyAura(const SpellEffectInfo& effectInfo, float multiplier, bool canNextTrigger,
uint32 triggerCooldown);
Milliseconds triggerCooldown);
float AverageValue(const SpellEffectInfo& effectInfo);
private:

View File

@ -228,13 +228,13 @@ WorldPosition WorldPosition::offset(WorldPosition* center)
float WorldPosition::size()
{
return sqrt(pow(GetPositionX(), 2.0) + pow(GetPositionY(), 2.0) + pow(GetPositionZ(), 2.0));
return GetExactDist(0.0f, 0.0f, 0.0f);
}
float WorldPosition::distance(WorldPosition* center)
{
if (GetMapId() == center->GetMapId())
return relPoint(center).size();
return GetExactDist(center->GetPositionX(), center->GetPositionY(), center->GetPositionZ());
// this -> mapTransfer | mapTransfer -> center
return TravelMgr::instance().mapTransDistance(*this, *center);
@ -243,7 +243,7 @@ float WorldPosition::distance(WorldPosition* center)
float WorldPosition::fDist(WorldPosition* center)
{
if (GetMapId() == center->GetMapId())
return sqrt(sqDistance2d(center));
return GetExactDist2d(center->GetPositionX(), center->GetPositionY());
// this -> mapTransfer | mapTransfer -> center
return TravelMgr::instance().fastMapTransDistance(*this, *center);

View File

@ -179,8 +179,7 @@ public:
// Quick square distance in 2d plane.
float sqDistance2d(WorldPosition center)
{
return (GetPositionX() - center.GetPositionX()) * (GetPositionX() - center.GetPositionX()) +
(GetPositionY() - center.GetPositionY()) * (GetPositionY() - center.GetPositionY());
return GetExactDist2dSq(center.GetPositionX(), center.GetPositionY());
}
// Quick square distance calculation without map check. Used for getting the minimum distant points.
@ -193,8 +192,7 @@ public:
float sqDistance2d(WorldPosition* center)
{
return (GetPositionX() - center->GetPositionX()) * (GetPositionX() - center->GetPositionX()) +
(GetPositionY() - center->GetPositionY()) * (GetPositionY() - center->GetPositionY());
return GetExactDist2dSq(center->GetPositionX(), center->GetPositionY());
}
float sqDistance(WorldPosition* center)

View File

@ -179,6 +179,9 @@ bool PlayerbotAIConfig::Initialize()
"179490,141596,160836,160845,179516,176224,181085,176112,128308,128403,"
"165739,165738,175245,175970,176325,176327,123329,2560"),
disallowedGameObjects);
LoadSet<std::set<uint32>>(
sConfigMgr->GetOption<std::string>("AiPlayerbot.AttunementQuests", "10279,10277,10282,10283,10284,10285,10296,10297,10298,11481,11482,11488,11490,11492,10901"),
attunementQuests);
botAutologin = sConfigMgr->GetOption<bool>("AiPlayerbot.BotAutologin", false);
randomBotAutologin = sConfigMgr->GetOption<bool>("AiPlayerbot.RandomBotAutologin", true);
minRandomBots = sConfigMgr->GetOption<int32>("AiPlayerbot.MinRandomBots", 500);
@ -620,7 +623,7 @@ bool PlayerbotAIConfig::Initialize()
syncQuestWithPlayer = sConfigMgr->GetOption<bool>("AiPlayerbot.SyncQuestWithPlayer", true);
syncQuestForPlayer = sConfigMgr->GetOption<bool>("AiPlayerbot.SyncQuestForPlayer", false);
dropObsoleteQuests = sConfigMgr->GetOption<bool>("AiPlayerbot.DropObsoleteQuests", true);
autoTrainSpells = sConfigMgr->GetOption<std::string>("AiPlayerbot.AutoTrainSpells", "yes");
allowLearnTrainerSpells = sConfigMgr->GetOption<bool>("AiPlayerbot.AllowLearnTrainerSpells", true);
autoPickTalents = sConfigMgr->GetOption<bool>("AiPlayerbot.AutoPickTalents", true);
autoUpgradeEquip = sConfigMgr->GetOption<bool>("AiPlayerbot.AutoUpgradeEquip", false);
hunterWolfPet = sConfigMgr->GetOption<int32>("AiPlayerbot.HunterWolfPet", 0);

View File

@ -98,6 +98,7 @@ public:
std::set<uint32> aoeAvoidSpellWhitelist;
bool tellWhenAvoidAoe;
std::set<uint32> disallowedGameObjects;
std::set<uint32> attunementQuests;
uint32 openGoSpell;
bool randomBotAutologin;
@ -352,7 +353,7 @@ public:
bool syncQuestWithPlayer;
bool syncQuestForPlayer;
bool dropObsoleteQuests;
std::string autoTrainSpells;
bool allowLearnTrainerSpells;
bool autoPickTalents;
bool autoUpgradeEquip;
int32 hunterWolfPet;