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No commits in common. "441f9f75525d1fe5b8f9a3110821a4a89cad87a2" and "25800f54e8c0b40eee1933636d6aaf1d904da57d" have entirely different histories.

185 changed files with 1102 additions and 693 deletions

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@ -6,9 +6,9 @@
#include "AcceptBattlegroundInvitationAction.h"
#include "Event.h"
#include "PlayerbotAI.h"
#include "Playerbots.h"
bool AcceptBgInvitationAction::Execute(Event /*event*/)
bool AcceptBgInvitationAction::Execute(Event event)
{
uint8 type = 0; // arenatype if arena
uint8 unk2 = 0; // unk, can be 0x0 (may be if was invited?) and 0x1
@ -18,9 +18,9 @@ bool AcceptBgInvitationAction::Execute(Event /*event*/)
WorldPacket packet(CMSG_BATTLEFIELD_PORT, 20);
packet << type << unk2 << (uint32)bgTypeId_ << unk << action;
// packet << bgTypeId_ << action;
bot->GetSession()->HandleBattleFieldPortOpcode(packet);
botAI->ResetStrategies();
return true;
}

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@ -22,7 +22,7 @@ bool AddLootAction::Execute(Event event)
return AI_VALUE(LootObjectStack*, "available loot")->Add(guid);
}
bool AddAllLootAction::Execute(Event /*event*/)
bool AddAllLootAction::Execute(Event event)
{
bool added = false;

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@ -58,7 +58,7 @@ bool ReachAreaTriggerAction::Execute(Event event)
return true;
}
bool AreaTriggerAction::Execute(Event /*event*/)
bool AreaTriggerAction::Execute(Event event)
{
LastMovement& movement = context->GetValue<LastMovement&>("last area trigger")->Get();

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@ -1,20 +1,19 @@
#include "AutoMaintenanceOnLevelupAction.h"
#include "SpellMgr.h"
#include "GuildMgr.h"
#include "PlayerbotAIConfig.h"
#include "PlayerbotFactory.h"
#include "Playerbots.h"
#include "RandomPlayerbotMgr.h"
#include "SharedDefines.h"
#include "BroadcastHelper.h"
bool AutoMaintenanceOnLevelupAction::Execute(Event /*event*/)
bool AutoMaintenanceOnLevelupAction::Execute(Event event)
{
AutoPickTalents();
AutoLearnSpell();
AutoUpgradeEquip();
AutoTeleportForLevel();
return true;
}

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@ -13,8 +13,9 @@
#include "PlayerbotAI.h"
#include "Playerbots.h"
#include "PositionValue.h"
#include "UpdateTime.h"
bool BGJoinAction::Execute(Event /*event*/)
bool BGJoinAction::Execute(Event event)
{
uint32 queueType = AI_VALUE(uint32, "bg type");
if (!queueType) // force join to fill bg
@ -652,7 +653,7 @@ bool FreeBGJoinAction::shouldJoinBg(BattlegroundQueueTypeId queueTypeId, Battleg
return false;
}
bool BGLeaveAction::Execute(Event /*event*/)
bool BGLeaveAction::Execute(Event event)
{
if (!(bot->InBattlegroundQueue() || bot->InBattleground()))
return false;
@ -1063,7 +1064,7 @@ bool BGStatusAction::Execute(Event event)
return true;
}
bool BGStatusCheckAction::Execute(Event /*event*/)
bool BGStatusCheckAction::Execute(Event event)
{
if (bot->IsBeingTeleported())
return false;
@ -1079,7 +1080,7 @@ bool BGStatusCheckAction::Execute(Event /*event*/)
bool BGStatusCheckAction::isUseful() { return bot->InBattlegroundQueue(); }
bool BGStrategyCheckAction::Execute(Event /*event*/)
bool BGStrategyCheckAction::Execute(Event event)
{
bool inside_bg = bot->InBattleground() && bot->GetBattleground();
;

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@ -1557,7 +1557,7 @@ bool BGTactics::eyJumpDown()
//
// actual bg tactics below
//
bool BGTactics::Execute(Event /*event*/)
bool BGTactics::Execute(Event event)
{
Battleground* bg = bot->GetBattleground();
if (!bg)
@ -4249,7 +4249,7 @@ bool BGTactics::IsLockedInsideKeep()
return false;
}
bool ArenaTactics::Execute(Event /*event*/)
bool ArenaTactics::Execute(Event event)
{
if (!bot->InBattleground())
{

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@ -18,7 +18,7 @@ bool BossFireResistanceAction::isUseful()
return bossFireResistanceTrigger.IsActive();
}
bool BossFireResistanceAction::Execute(Event /*event*/)
bool BossFireResistanceAction::Execute(Event event)
{
PaladinFireResistanceStrategy paladinFireResistanceStrategy(botAI);
botAI->ChangeStrategy(ADD_STRATEGY_CHAR + paladinFireResistanceStrategy.getName(), BotState::BOT_STATE_COMBAT);
@ -32,7 +32,7 @@ bool BossFrostResistanceAction::isUseful()
return bossFrostResistanceTrigger.IsActive();
}
bool BossFrostResistanceAction::Execute(Event /*event*/)
bool BossFrostResistanceAction::Execute(Event event)
{
PaladinFrostResistanceStrategy paladinFrostResistanceStrategy(botAI);
botAI->ChangeStrategy(ADD_STRATEGY_CHAR + paladinFrostResistanceStrategy.getName(), BotState::BOT_STATE_COMBAT);
@ -46,7 +46,7 @@ bool BossNatureResistanceAction::isUseful()
return bossNatureResistanceTrigger.IsActive();
}
bool BossNatureResistanceAction::Execute(Event /*event*/)
bool BossNatureResistanceAction::Execute(Event event)
{
HunterNatureResistanceStrategy hunterNatureResistanceStrategy(botAI);
botAI->ChangeStrategy(ADD_STRATEGY_CHAR + hunterNatureResistanceStrategy.getName(), BotState::BOT_STATE_COMBAT);
@ -60,7 +60,7 @@ bool BossShadowResistanceAction::isUseful()
return bossShadowResistanceTrigger.IsActive();
}
bool BossShadowResistanceAction::Execute(Event /*event*/)
bool BossShadowResistanceAction::Execute(Event event)
{
PaladinShadowResistanceStrategy paladinShadowResistanceStrategy(botAI);
botAI->ChangeStrategy(ADD_STRATEGY_CHAR + paladinShadowResistanceStrategy.getName(), BotState::BOT_STATE_COMBAT);

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@ -7,14 +7,12 @@
#include "Player.h"
#include "PlayerbotAI.h"
bool CancelChannelAction::Execute(Event /*event*/)
bool CancelChannelAction::Execute(Event event)
{
if (bot->GetCurrentSpell(CURRENT_CHANNELED_SPELL))
{
bot->InterruptSpell(CURRENT_CHANNELED_SPELL);
return true;
}
return false;
}

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@ -334,7 +334,7 @@ bool CastRandomSpellAction::castSpell(uint32 spellId, WorldObject* wo)
return botAI->CastSpell(spellId, wo->GetPositionX(), wo->GetPositionY(), wo->GetPositionZ());
}
bool DisEnchantRandomItemAction::Execute(Event /*event*/)
bool DisEnchantRandomItemAction::Execute(Event event)
{
std::vector<Item*> items =
AI_VALUE2(std::vector<Item*>, "inventory items", "usage " + std::to_string(ITEM_USAGE_DISENCHANT));

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@ -10,9 +10,9 @@
#include "Event.h"
#include "PlayerbotAIConfig.h"
#include "PlayerbotFactory.h"
#include "Playerbots.h"
#include "AiObjectContext.h"
#include "Log.h"
#include "RandomPlayerbotMgr.h"
bool ChangeTalentsAction::Execute(Event event)
{
@ -368,11 +368,11 @@ std::string ChangeTalentsAction::SpecApply(std::string param)
// return nullptr;
// }
bool AutoSetTalentsAction::Execute(Event /*event*/)
bool AutoSetTalentsAction::Execute(Event event)
{
std::ostringstream out;
if (!PlayerbotAIConfig::instance().autoPickTalents || !RandomPlayerbotMgr::instance().IsRandomBot(bot))
if (!sPlayerbotAIConfig.autoPickTalents || !sRandomPlayerbotMgr.IsRandomBot(bot))
return false;
if (bot->GetFreeTalentPoints() <= 0)

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@ -42,7 +42,7 @@ void PositionsResetAction::SetStayPosition(float x, float y, float z)
posMap["stay"] = pos;
}
bool FollowChatShortcutAction::Execute(Event /*event*/)
bool FollowChatShortcutAction::Execute(Event event)
{
Player* master = GetMaster();
if (!master)
@ -116,7 +116,7 @@ bool FollowChatShortcutAction::Execute(Event /*event*/)
return true;
}
bool StayChatShortcutAction::Execute(Event /*event*/)
bool StayChatShortcutAction::Execute(Event event)
{
Player* master = GetMaster();
if (!master)
@ -133,7 +133,7 @@ bool StayChatShortcutAction::Execute(Event /*event*/)
return true;
}
bool MoveFromGroupChatShortcutAction::Execute(Event /*event*/)
bool MoveFromGroupChatShortcutAction::Execute(Event event)
{
Player* master = GetMaster();
if (!master)
@ -148,7 +148,7 @@ bool MoveFromGroupChatShortcutAction::Execute(Event /*event*/)
return true;
}
bool FleeChatShortcutAction::Execute(Event /*event*/)
bool FleeChatShortcutAction::Execute(Event event)
{
Player* master = GetMaster();
if (!master)
@ -171,7 +171,7 @@ bool FleeChatShortcutAction::Execute(Event /*event*/)
return true;
}
bool GoawayChatShortcutAction::Execute(Event /*event*/)
bool GoawayChatShortcutAction::Execute(Event event)
{
Player* master = GetMaster();
if (!master)
@ -188,7 +188,7 @@ bool GoawayChatShortcutAction::Execute(Event /*event*/)
return true;
}
bool GrindChatShortcutAction::Execute(Event /*event*/)
bool GrindChatShortcutAction::Execute(Event event)
{
Player* master = GetMaster();
if (!master)
@ -204,7 +204,7 @@ bool GrindChatShortcutAction::Execute(Event /*event*/)
return true;
}
bool TankAttackChatShortcutAction::Execute(Event /*event*/)
bool TankAttackChatShortcutAction::Execute(Event event)
{
Player* master = GetMaster();
if (!master)
@ -224,7 +224,7 @@ bool TankAttackChatShortcutAction::Execute(Event /*event*/)
return true;
}
bool MaxDpsChatShortcutAction::Execute(Event /*event*/)
bool MaxDpsChatShortcutAction::Execute(Event event)
{
Player* master = GetMaster();
if (!master)
@ -241,7 +241,7 @@ bool MaxDpsChatShortcutAction::Execute(Event /*event*/)
return true;
}
bool BwlChatShortcutAction::Execute(Event /*event*/)
bool BwlChatShortcutAction::Execute(Event event)
{
Player* master = GetMaster();
if (!master)

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@ -7,10 +7,9 @@
#include "Event.h"
#include "GuildTaskMgr.h"
#include "PlayerbotAIConfig.h"
#include "PlayerbotAI.h"
#include "Playerbots.h"
bool CheckMailAction::Execute(Event /*event*/)
bool CheckMailAction::Execute(Event event)
{
WorldPacket p;
bot->GetSession()->HandleQueryNextMailTime(p);
@ -29,7 +28,7 @@ bool CheckMailAction::Execute(Event /*event*/)
continue;
uint32 account = owner->GetSession()->GetAccountId();
if (PlayerbotAIConfig::instance().IsInRandomAccountList(account))
if (sPlayerbotAIConfig.IsInRandomAccountList(account))
continue;
ProcessMail(mail, owner, trans);

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@ -6,15 +6,12 @@
#include "CheckValuesAction.h"
#include "Event.h"
#include "Playerbots.h"
#include "ServerFacade.h"
#include "PlayerbotAI.h"
#include "TravelNode.h"
#include "AiObjectContext.h"
CheckValuesAction::CheckValuesAction(PlayerbotAI* botAI) : Action(botAI, "check values") {}
bool CheckValuesAction::Execute(Event /*event*/)
bool CheckValuesAction::Execute(Event event)
{
if (botAI->HasStrategy("debug move", BOT_STATE_NON_COMBAT))
{

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@ -6,6 +6,7 @@
#include <random>
#include "ChooseRpgTargetAction.h"
#include "BattlegroundMgr.h"
#include "BudgetValues.h"
#include "ChatHelper.h"
#include "Event.h"
@ -13,6 +14,7 @@
#include "GuildCreateActions.h"
#include "Playerbots.h"
#include "RpgSubActions.h"
#include "Util.h"
#include "ServerFacade.h"
#include "PossibleRpgTargetsValue.h"
@ -110,7 +112,7 @@ float ChooseRpgTargetAction::getMaxRelevance(GuidPosition guidP)
return floor((maxRelevance - 1.0) * 1000.0f);
}
bool ChooseRpgTargetAction::Execute(Event /*event*/)
bool ChooseRpgTargetAction::Execute(Event event)
{
//TravelTarget* travelTarget = AI_VALUE(TravelTarget*, "travel target"); //not used, line marked for removal.
Player* master = botAI->GetMaster();

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@ -30,7 +30,7 @@ bool AttackEnemyFlagCarrierAction::isUseful()
PlayerHasFlag::IsCapturingFlag(bot);
}
bool DropTargetAction::Execute(Event /*event*/)
bool DropTargetAction::Execute(Event event)
{
Unit* target = context->GetValue<Unit*>("current target")->Get();
if (target && target->isDead())
@ -137,7 +137,7 @@ bool DpsAssistAction::isUseful()
return true;
}
bool AttackRtiTargetAction::Execute(Event /*event*/)
bool AttackRtiTargetAction::Execute(Event event)
{
Unit* rtiTarget = AI_VALUE(Unit*, "rti target");

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@ -9,7 +9,7 @@
#include "LootObjectStack.h"
#include "Playerbots.h"
bool ChooseTravelTargetAction::Execute(Event /*event*/)
bool ChooseTravelTargetAction::Execute(Event event)
{
// Player* requester = event.getOwner() ? event.getOwner() : GetMaster(); //not used, line marked for removal.

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@ -7,11 +7,7 @@
#include "ChooseTravelTargetAction.h"
#include "MapMgr.h"
#include "TravelMgr.h"
#include "Player.h"
#include "PlayerbotAI.h"
#include "SpellMgr.h"
#include "Spell.h"
#include "Playerbots.h"
bool DebugAction::Execute(Event event)
{

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@ -6,19 +6,15 @@
#include "DelayAction.h"
#include "Event.h"
#include "PlayerbotAI.h"
#include "PlayerbotAIConfig.h"
#include "Playerbots.h"
bool DelayAction::Execute(Event /*event*/)
bool DelayAction::Execute(Event event)
{
const uint32 delay = PlayerbotAIConfig::instance().passiveDelay + PlayerbotAIConfig::instance().globalCoolDown;
uint32 delay = sPlayerbotAIConfig.passiveDelay + sPlayerbotAIConfig.globalCoolDown;
botAI->SetNextCheckDelay(delay);
return true;
}
bool DelayAction::isUseful()
{
return !botAI->AllowActivity(ALL_ACTIVITY);
}
bool DelayAction::isUseful() { return !botAI->AllowActivity(ALL_ACTIVITY); }

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@ -39,7 +39,7 @@ void DestroyItemAction::DestroyItem(FindItemVisitor* visitor)
bool SmartDestroyItemAction::isUseful() { return !botAI->HasActivePlayerMaster(); }
bool SmartDestroyItemAction::Execute(Event /*event*/)
bool SmartDestroyItemAction::Execute(Event event)
{
uint8 bagSpace = AI_VALUE(uint8, "bag space");

View File

@ -6,6 +6,7 @@
#include "EmoteAction.h"
#include "Event.h"
#include "PlayerbotTextMgr.h"
#include "Playerbots.h"
#include "ServerFacade.h"
@ -786,7 +787,7 @@ bool EmoteAction::isUseful()
return time(nullptr) >= lastEmote;
}
bool TalkAction::Execute(Event /*event*/)
bool TalkAction::Execute(Event event)
{
Unit* target = botAI->GetUnit(AI_VALUE(ObjectGuid, "talk target"));
if (!target)

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@ -406,7 +406,7 @@ bool EquipUpgradesTriggeredAction::Execute(Event event)
return true;
}
bool EquipUpgradeAction::Execute(Event /*event*/)
bool EquipUpgradeAction::Execute(Event event)
{
ItemIds items = SelectInventoryItemsToEquip();
EquipItems(items);

View File

@ -246,7 +246,7 @@ WorldPosition FindFishingHole(PlayerbotAI* botAI)
return WorldPosition();
}
bool MoveNearWaterAction::Execute(Event /*event*/)
bool MoveNearWaterAction::Execute(Event event)
{
WorldPosition landSpot = AI_VALUE(WorldPosition, "fishing spot");
if (landSpot.IsValid())
@ -336,7 +336,7 @@ bool MoveNearWaterAction::isPossible()
return false;
}
bool EquipFishingPoleAction::Execute(Event /*event*/)
bool EquipFishingPoleAction::Execute(Event event)
{
if (!_pole)
return false;
@ -463,7 +463,7 @@ bool UseBobberAction::isUseful()
return AI_VALUE(bool, "can use fishing bobber");
}
bool UseBobberAction::Execute(Event /*event*/)
bool UseBobberAction::Execute(Event event)
{
GuidVector gos = AI_VALUE(GuidVector, "nearest game objects no los");
for (auto const& guid : gos)
@ -485,7 +485,7 @@ bool UseBobberAction::Execute(Event /*event*/)
return false;
}
bool EndMasterFishingAction::Execute(Event /*event*/)
bool EndMasterFishingAction::Execute(Event event)
{
botAI->ChangeStrategy("-master fishing", BOT_STATE_NON_COMBAT);
return true;
@ -503,7 +503,7 @@ bool EndMasterFishingAction::isUseful()
return !nearWater.IsValid();
}
bool RemoveBobberStrategyAction::Execute(Event /*event*/)
bool RemoveBobberStrategyAction::Execute(Event event)
{
botAI->ChangeStrategy("-use bobber", BOT_STATE_NON_COMBAT);
return true;

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@ -5,14 +5,17 @@
#include "FollowActions.h"
#include <cstddef>
#include "Event.h"
#include "Formations.h"
#include "LastMovementValue.h"
#include "PlayerbotAI.h"
#include "Playerbots.h"
#include "ServerFacade.h"
#include "SharedDefines.h"
bool FollowAction::Execute(Event /*event*/)
bool FollowAction::Execute(Event event)
{
Formation* formation = AI_VALUE(Formation*, "formation");
std::string const target = formation->GetTargetName();
@ -113,7 +116,7 @@ bool FollowAction::CanDeadFollow(Unit* target)
return true;
}
bool FleeToGroupLeaderAction::Execute(Event /*event*/)
bool FleeToGroupLeaderAction::Execute(Event event)
{
Unit* fTarget = AI_VALUE(Unit*, "group leader");
bool canFollow = Follow(fTarget);

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@ -11,6 +11,8 @@
#include "CreatureAI.h"
#include "Playerbots.h"
#include "CharmInfo.h"
#include "SharedDefines.h"
#include "ObjectGuid.h"
#include "SpellMgr.h"
#include "SpellInfo.h"
#include <vector>
@ -52,7 +54,7 @@ bool MeleeAction::isUseful()
return true;
}
bool TogglePetSpellAutoCastAction::Execute(Event /*event*/)
bool TogglePetSpellAutoCastAction::Execute(Event event)
{
Pet* pet = bot->GetPet();
if (!pet)
@ -117,7 +119,7 @@ bool TogglePetSpellAutoCastAction::Execute(Event /*event*/)
return toggled;
}
bool PetAttackAction::Execute(Event /*event*/)
bool PetAttackAction::Execute(Event event)
{
Guardian* pet = bot->GetGuardianPet();
if (!pet)

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@ -17,17 +17,19 @@
#include "WorldPacket.h"
#include "Group.h"
#include "Chat.h"
#include "Language.h"
#include "GenericBuffUtils.h"
#include "PlayerbotAI.h"
using ai::buff::MakeAuraQualifierForBuff;
using ai::buff::UpgradeToGroupIfAppropriate;
CastSpellAction::CastSpellAction(PlayerbotAI* botAI, std::string const spell)
: Action(botAI, spell), range(botAI->GetRange("spell")), spell(spell)
{
}
bool CastSpellAction::Execute(Event /*event*/)
bool CastSpellAction::Execute(Event event)
{
if (spell == "conjure food" || spell == "conjure water")
{
@ -230,7 +232,7 @@ Value<Unit*>* BuffOnPartyAction::GetTargetValue()
return context->GetValue<Unit*>("party member without aura", MakeAuraQualifierForBuff(spell));
}
bool BuffOnPartyAction::Execute(Event /*event*/)
bool BuffOnPartyAction::Execute(Event event)
{
std::string castName = spell; // default = mono
@ -287,7 +289,7 @@ Value<Unit*>* CastSnareSpellAction::GetTargetValue() { return context->GetValue<
Value<Unit*>* CastCrowdControlSpellAction::GetTargetValue() { return context->GetValue<Unit*>("cc target", getName()); }
bool CastCrowdControlSpellAction::Execute(Event /*event*/) { return botAI->CastSpell(getName(), GetTarget()); }
bool CastCrowdControlSpellAction::Execute(Event event) { return botAI->CastSpell(getName(), GetTarget()); }
bool CastCrowdControlSpellAction::isPossible() { return botAI->CanCastSpell(getName(), GetTarget()); }
@ -305,13 +307,13 @@ bool CastVehicleSpellAction::isPossible()
bool CastVehicleSpellAction::isUseful() { return botAI->IsInVehicle(false, true); }
bool CastVehicleSpellAction::Execute(Event /*event*/)
bool CastVehicleSpellAction::Execute(Event event)
{
uint32 spellId = AI_VALUE2(uint32, "vehicle spell id", spell);
return botAI->CastVehicleSpell(spellId, GetTarget());
}
bool UseTrinketAction::Execute(Event /*event*/)
bool UseTrinketAction::Execute(Event event)
{
Item* trinket1 = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_TRINKET1);

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@ -11,7 +11,7 @@
std::vector<std::string> split(std::string const s, char delim);
bool GiveItemAction::Execute(Event /*event*/)
bool GiveItemAction::Execute(Event event)
{
Unit* target = GetTarget();
if (!target)

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@ -10,7 +10,7 @@
GreetAction::GreetAction(PlayerbotAI* botAI) : Action(botAI, "greet") {}
bool GreetAction::Execute(Event /*event*/)
bool GreetAction::Execute(Event event)
{
ObjectGuid guid = AI_VALUE(ObjectGuid, "new player nearby");
if (!guid || !guid.IsPlayer())

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@ -6,8 +6,7 @@
#include "GuildBankAction.h"
#include "GuildMgr.h"
#include "PlayerbotAI.h"
#include "AiObjectContext.h"
#include "Playerbots.h"
bool GuildBankAction::Execute(Event event)
{

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@ -12,9 +12,9 @@
#include "Playerbots.h"
#include "RandomPlayerbotFactory.h"
#include "ServerFacade.h"
#include "SharedDefines.h"
#include "SharedDefines.h" // GOLD
bool BuyPetitionAction::Execute(Event /*event*/)
bool BuyPetitionAction::Execute(Event event)
{
GuidVector vendors = botAI->GetAiObjectContext()->GetValue<GuidVector>("nearest npcs")->Get();
bool vendored = false, result = false;
@ -152,7 +152,7 @@ bool PetitionOfferAction::Execute(Event event)
bool PetitionOfferAction::isUseful() { return !bot->GetGuildId(); }
bool PetitionOfferNearbyAction::Execute(Event /*event*/)
bool PetitionOfferNearbyAction::Execute(Event event)
{
uint32 found = 0;
@ -209,7 +209,7 @@ bool PetitionOfferNearbyAction::isUseful()
AI_VALUE(uint8, "petition signs") < sWorld->getIntConfig(CONFIG_MIN_PETITION_SIGNS);
}
bool PetitionTurnInAction::Execute(Event /*event*/)
bool PetitionTurnInAction::Execute(Event event)
{
GuidVector vendors = botAI->GetAiObjectContext()->GetValue<GuidVector>("nearest npcs")->Get();
bool vendored = false, result = false;
@ -297,7 +297,7 @@ bool PetitionTurnInAction::isUseful()
!context->GetValue<TravelTarget*>("travel target")->Get()->isTraveling();
}
bool BuyTabardAction::Execute(Event /*event*/)
bool BuyTabardAction::Execute(Event event)
{
bool canBuy = botAI->DoSpecificAction("buy", Event("buy tabard", "Hitem:5976:"));
if (canBuy && AI_VALUE2(uint32, "item count", chat->FormatQItem(5976)))

View File

@ -128,7 +128,7 @@ bool GuildRemoveAction::PlayerIsValid(Player* member)
return member->GetGuildId() == bot->GetGuildId() && GetRankId(bot) < GetRankId(member);
};
bool GuildManageNearbyAction::Execute(Event /*event*/)
bool GuildManageNearbyAction::Execute(Event event)
{
uint32 found = 0;
@ -149,6 +149,7 @@ bool GuildManageNearbyAction::Execute(Event /*event*/)
// Promote or demote nearby members based on chance.
if (player->GetGuildId() && player->GetGuildId() == bot->GetGuildId())
{
Guild::Member* member = guild->GetMember(player->GetGUID());
uint32 dCount = AI_VALUE(uint32, "death count");
if (!urand(0, 30) && dCount < 2 && guild->GetRankRights(botMember->GetRankId()) & GR_RIGHT_PROMOTE)

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@ -7,13 +7,13 @@
#include "ChatActionContext.h"
#include "Event.h"
#include "AiObjectContext.h"
#include "Playerbots.h"
HelpAction::HelpAction(PlayerbotAI* botAI) : Action(botAI, "help") { chatContext = new ChatActionContext(); }
HelpAction::~HelpAction() { delete chatContext; }
bool HelpAction::Execute(Event /*event*/)
bool HelpAction::Execute(Event event)
{
TellChatCommands();
TellStrategies();

View File

@ -6,16 +6,15 @@
#include "HireAction.h"
#include "Event.h"
#include "RandomPlayerbotMgr.h"
#include "PlayerbotAI.h"
#include "Playerbots.h"
bool HireAction::Execute(Event /*event*/)
bool HireAction::Execute(Event event)
{
Player* master = GetMaster();
if (!master)
return false;
if (!RandomPlayerbotMgr::instance().IsRandomBot(bot))
if (!sRandomPlayerbotMgr.IsRandomBot(bot))
return false;
uint32 account = master->GetSession()->GetAccountId();
@ -40,7 +39,7 @@ bool HireAction::Execute(Event /*event*/)
return false;
}
uint32 discount = RandomPlayerbotMgr::instance().GetTradeDiscount(bot, master);
uint32 discount = sRandomPlayerbotMgr.GetTradeDiscount(bot, master);
uint32 m = 1 + (bot->GetLevel() / 10);
uint32 moneyReq = m * 5000 * bot->GetLevel();
if (discount < moneyReq)
@ -55,7 +54,7 @@ bool HireAction::Execute(Event /*event*/)
botAI->TellMaster("I will join you at your next relogin");
bot->SetMoney(moneyReq);
RandomPlayerbotMgr::instance().Remove(bot);
sRandomPlayerbotMgr.Remove(bot);
CharacterDatabase.Execute("UPDATE characters SET account = {} WHERE guid = {}", account,
bot->GetGUID().GetCounter());

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@ -10,7 +10,7 @@
ImbueWithPoisonAction::ImbueWithPoisonAction(PlayerbotAI* botAI) : Action(botAI, "apply poison") {}
bool ImbueWithPoisonAction::Execute(Event /*event*/)
bool ImbueWithPoisonAction::Execute(Event event)
{
if (bot->IsInCombat())
return false;
@ -103,7 +103,7 @@ bool ImbueWithPoisonAction::Execute(Event /*event*/)
// Search and apply stone to weapons
ImbueWithStoneAction::ImbueWithStoneAction(PlayerbotAI* botAI) : Action(botAI, "apply stone") {}
bool ImbueWithStoneAction::Execute(Event /*event*/)
bool ImbueWithStoneAction::Execute(Event event)
{
if (bot->IsInCombat())
return false;
@ -148,7 +148,7 @@ bool ImbueWithStoneAction::Execute(Event /*event*/)
// Search and apply oil to weapons
ImbueWithOilAction::ImbueWithOilAction(PlayerbotAI* botAI) : Action(botAI, "apply oil") {}
bool ImbueWithOilAction::Execute(Event /*event*/)
bool ImbueWithOilAction::Execute(Event event)
{
if (bot->IsInCombat())
return false;
@ -201,7 +201,7 @@ static const uint32 uPrioritizedHealingItemIds[19] = {
TryEmergencyAction::TryEmergencyAction(PlayerbotAI* botAI) : Action(botAI, "try emergency") {}
bool TryEmergencyAction::Execute(Event /*event*/)
bool TryEmergencyAction::Execute(Event event)
{
// Do not use consumable if bot can heal self
if ((botAI->IsHeal(bot)) && (bot->GetPowerPct(POWER_MANA) > 20))

View File

@ -351,7 +351,9 @@ uint32 InventoryAction::GetItemCount(FindItemVisitor* visitor, IterateItemsMask
std::vector<Item*>& items = visitor->GetResult();
for (Item* item : items)
{
count += item->GetCount();
}
return count;
}

View File

@ -8,6 +8,7 @@
#include "BroadcastHelper.h"
#include "Event.h"
#include "GuildMgr.h"
#include "Log.h"
#include "PlayerbotOperations.h"
#include "Playerbots.h"
#include "PlayerbotWorldThreadProcessor.h"
@ -43,7 +44,7 @@ bool InviteToGroupAction::Invite(Player* inviter, Player* player)
return true;
}
bool InviteNearbyToGroupAction::Execute(Event /*event*/)
bool InviteNearbyToGroupAction::Execute(Event event)
{
GuidVector nearGuids = botAI->GetAiObjectContext()->GetValue<GuidVector>("nearest friendly players")->Get();
for (auto& i : nearGuids)
@ -61,7 +62,7 @@ bool InviteNearbyToGroupAction::Execute(Event /*event*/)
if (player->GetGroup())
continue;
if (!PlayerbotAIConfig::instance().randomBotInvitePlayer && GET_PLAYERBOT_AI(player)->IsRealPlayer())
if (!sPlayerbotAIConfig.randomBotInvitePlayer && GET_PLAYERBOT_AI(player)->IsRealPlayer())
continue;
Group* group = bot->GetGroup();
@ -87,7 +88,7 @@ bool InviteNearbyToGroupAction::Execute(Event /*event*/)
if (abs(int32(player->GetLevel() - bot->GetLevel())) > 2)
continue;
if (ServerFacade::instance().GetDistance2d(bot, player) > PlayerbotAIConfig::instance().sightDistance)
if (ServerFacade::instance().GetDistance2d(bot, player) > sPlayerbotAIConfig.sightDistance)
continue;
// When inviting the 5th member of the group convert to raid for future invites.
@ -98,7 +99,7 @@ bool InviteNearbyToGroupAction::Execute(Event /*event*/)
PlayerbotWorldThreadProcessor::instance().QueueOperation(std::move(convertOp));
}
if (PlayerbotAIConfig::instance().inviteChat && RandomPlayerbotMgr::instance().IsRandomBot(bot))
if (sPlayerbotAIConfig.inviteChat && sRandomPlayerbotMgr.IsRandomBot(bot))
{
std::map<std::string, std::string> placeholders;
placeholders["%player"] = player->GetName();
@ -119,7 +120,7 @@ bool InviteNearbyToGroupAction::Execute(Event /*event*/)
bool InviteNearbyToGroupAction::isUseful()
{
if (!PlayerbotAIConfig::instance().randomBotGroupNearby)
if (!sPlayerbotAIConfig.randomBotGroupNearby)
return false;
if (bot->InBattleground())
@ -165,7 +166,7 @@ std::vector<Player*> InviteGuildToGroupAction::getGuildMembers()
return worker.GetResult();
}
bool InviteGuildToGroupAction::Execute(Event /*event*/)
bool InviteGuildToGroupAction::Execute(Event event)
{
Guild* guild = sGuildMgr->GetGuildById(bot->GetGuildId());
@ -185,7 +186,7 @@ bool InviteGuildToGroupAction::Execute(Event /*event*/)
if (player->isDND())
continue;
if (!PlayerbotAIConfig::instance().randomBotInvitePlayer && GET_PLAYERBOT_AI(player)->IsRealPlayer())
if (!sPlayerbotAIConfig.randomBotInvitePlayer && GET_PLAYERBOT_AI(player)->IsRealPlayer())
continue;
if (player->IsBeingTeleported())
@ -220,7 +221,7 @@ bool InviteGuildToGroupAction::Execute(Event /*event*/)
player->GetLevel() + 5) // Do not invite members that too low level or risk dragging them to deadly places.
continue;
if (!playerAi && ServerFacade::instance().GetDistance2d(bot, player) > PlayerbotAIConfig::instance().sightDistance)
if (!playerAi && ServerFacade::instance().GetDistance2d(bot, player) > sPlayerbotAIConfig.sightDistance)
continue;
Group* group = bot->GetGroup();
@ -232,8 +233,8 @@ bool InviteGuildToGroupAction::Execute(Event /*event*/)
PlayerbotWorldThreadProcessor::instance().QueueOperation(std::move(convertOp));
}
if (PlayerbotAIConfig::instance().inviteChat &&
(RandomPlayerbotMgr::instance().IsRandomBot(bot) || !botAI->HasActivePlayerMaster()))
if (sPlayerbotAIConfig.inviteChat &&
(sRandomPlayerbotMgr.IsRandomBot(bot) || !botAI->HasActivePlayerMaster()))
{
BroadcastHelper::BroadcastGuildGroupOrRaidInvite(botAI, bot, player, group);
}

View File

@ -92,7 +92,7 @@ bool LeaveGroupAction::Leave()
return true;
}
bool LeaveFarAwayAction::Execute(Event /*event*/)
bool LeaveFarAwayAction::Execute(Event event)
{
// allow bot to leave party when they want
return Leave();

View File

@ -8,11 +8,11 @@
#include "AiFactory.h"
#include "ItemVisitors.h"
#include "LFGMgr.h"
#include "LFGPackets.h"
#include "Opcodes.h"
#include "Playerbots.h"
#include "World.h"
#include "WorldPacket.h"
#include "RandomPlayerbotMgr.h"
using namespace lfg;
@ -20,7 +20,7 @@ bool LfgJoinAction::Execute(Event event) { return JoinLFG(); }
uint32 LfgJoinAction::GetRoles()
{
if (!RandomPlayerbotMgr::instance().IsRandomBot(bot))
if (!sRandomPlayerbotMgr.IsRandomBot(bot))
{
if (botAI->IsTank(bot))
return PLAYER_ROLE_TANK;
@ -101,7 +101,7 @@ bool LfgJoinAction::JoinLFG()
LfgDungeonSet list;
std::vector<uint32> selected;
std::vector<uint32> dungeons = RandomPlayerbotMgr::instance().LfgDungeons[bot->GetTeamId()];
std::vector<uint32> dungeons = sRandomPlayerbotMgr.LfgDungeons[bot->GetTeamId()];
if (!dungeons.size())
return false;
@ -170,7 +170,7 @@ bool LfgJoinAction::JoinLFG()
return true;
}
bool LfgRoleCheckAction::Execute(Event /*event*/)
bool LfgRoleCheckAction::Execute(Event event)
{
if (Group* group = bot->GetGroup())
{
@ -216,9 +216,9 @@ bool LfgAcceptAction::Execute(Event event)
*packet << id << true;
bot->GetSession()->QueuePacket(packet);
if (RandomPlayerbotMgr::instance().IsRandomBot(bot) && !bot->GetGroup())
if (sRandomPlayerbotMgr.IsRandomBot(bot) && !bot->GetGroup())
{
RandomPlayerbotMgr::instance().Refresh(bot);
sRandomPlayerbotMgr.Refresh(bot);
botAI->ResetStrategies();
}
@ -251,9 +251,9 @@ bool LfgAcceptAction::Execute(Event event)
*packet << id << true;
bot->GetSession()->QueuePacket(packet);
if (RandomPlayerbotMgr::instance().IsRandomBot(bot) && !bot->GetGroup())
if (sRandomPlayerbotMgr.IsRandomBot(bot) && !bot->GetGroup())
{
RandomPlayerbotMgr::instance().Refresh(bot);
sRandomPlayerbotMgr.Refresh(bot);
botAI->ResetStrategies();
}
@ -265,7 +265,7 @@ bool LfgAcceptAction::Execute(Event event)
return false;
}
bool LfgLeaveAction::Execute(Event /*event*/)
bool LfgLeaveAction::Execute(Event event)
{
// Don't leave if lfg strategy enabled
// if (botAI->HasStrategy("lfg", BOT_STATE_NON_COMBAT))
@ -337,7 +337,7 @@ bool LfgJoinAction::isUseful()
if (bot->isDead())
return false;
if (!RandomPlayerbotMgr::instance().IsRandomBot(bot))
if (!sRandomPlayerbotMgr.IsRandomBot(bot))
return false;
Map* map = bot->GetMap();

View File

@ -13,7 +13,7 @@
#include "PlayerbotAIConfig.h"
#include "Playerbots.h"
bool LootRollAction::Execute(Event /*event*/)
bool LootRollAction::Execute(Event event)
{
Group* group = bot->GetGroup();
if (!group)

View File

@ -11,16 +11,20 @@
#include "LastMovementValue.h"
#include "Playerbots.h"
bool MoveToRpgTargetAction::Execute(Event /*event*/)
bool MoveToRpgTargetAction::Execute(Event event)
{
GuidPosition guidP = AI_VALUE(GuidPosition, "rpg target");
Unit* unit = botAI->GetUnit(guidP);
if (unit && !unit->IsInWorld())
{
return false;
}
GameObject* go = botAI->GetGameObject(guidP);
if (go && !go->IsInWorld())
{
return false;
}
Player* player = guidP.GetPlayer();
WorldObject* wo = nullptr;
if (unit)

View File

@ -7,9 +7,10 @@
#include "ChooseRpgTargetAction.h"
#include "LootObjectStack.h"
#include "PathGenerator.h"
#include "Playerbots.h"
bool MoveToTravelTargetAction::Execute(Event /*event*/)
bool MoveToTravelTargetAction::Execute(Event event)
{
TravelTarget* target = AI_VALUE(TravelTarget*, "travel target");

View File

@ -15,6 +15,7 @@
#include "FleeManager.h"
#include "G3D/Vector3.h"
#include "GameObject.h"
#include "Geometry.h"
#include "LastMovementValue.h"
#include "LootObjectStack.h"
#include "Map.h"
@ -35,7 +36,9 @@
#include "SpellAuraEffects.h"
#include "SpellInfo.h"
#include "Stances.h"
#include "TargetedMovementGenerator.h"
#include "Timer.h"
#include "Transport.h"
#include "Unit.h"
#include "Vehicle.h"
#include "WaypointMovementGenerator.h"
@ -64,14 +67,18 @@ bool MovementAction::JumpTo(uint32 mapId, float x, float y, float z, MovementPri
{
UpdateMovementState();
if (!IsMovingAllowed(mapId, x, y, z))
{
return false;
}
if (IsDuplicateMove(mapId, x, y, z))
{
return false;
}
if (IsWaitingForLastMove(priority))
{
return false;
}
float botZ = bot->GetPositionZ();
float speed = bot->GetSpeed(MOVE_RUN);
MotionMaster& mm = *bot->GetMotionMaster();
mm.Clear();
@ -946,70 +953,68 @@ bool MovementAction::Follow(Unit* target, float distance) { return Follow(target
void MovementAction::UpdateMovementState()
{
const bool isCurrentlyRestricted = // see if the bot is currently slowed, rooted, or otherwise unable to move
bot->HasUnitState(UNIT_STATE_LOST_CONTROL) || bot->IsRooted() || bot->isFrozen() || bot->IsPolymorphed();
const bool isCurrentlyRestricted = // see if the bot is currently slowed, rooted, or otherwise unable to move
bot->HasUnitState(UNIT_STATE_LOST_CONTROL) ||
bot->IsRooted() ||
bot->isFrozen() ||
bot->IsPolymorphed();
// no update movement flags while movement is current restricted.
if (!isCurrentlyRestricted && bot->IsAlive())
{
// state flags
const auto master = botAI ? botAI->GetMaster() : nullptr;
const auto liquidState = bot->GetLiquidData().Status;
const auto master = botAI ? botAI->GetMaster() : nullptr; // real player or not
const bool masterIsFlying = master ? master->HasUnitMovementFlag(MOVEMENTFLAG_FLYING) : true;
const bool masterIsSwimming = master ? master->HasUnitMovementFlag(MOVEMENTFLAG_SWIMMING) : true;
const auto liquidState = bot->GetLiquidData().Status; // default LIQUID_MAP_NO_WATER
const float gZ = bot->GetMapWaterOrGroundLevel(bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ());
const bool onGroundZ = bot->GetPositionZ() < gZ + 1.f;
const bool canSwim = liquidState == LIQUID_MAP_IN_WATER || liquidState == LIQUID_MAP_UNDER_WATER;
const bool canFly = bot->HasIncreaseMountedFlightSpeedAura() || bot->HasFlyAura();
const bool canWaterWalk = bot->HasWaterWalkAura();
const bool isMasterFlying = master ? master->HasUnitMovementFlag(MOVEMENTFLAG_FLYING) : true;
const bool isMasterSwimming = master ? master->HasUnitMovementFlag(MOVEMENTFLAG_SWIMMING) : true;
const bool wantsToFly = bot->HasIncreaseMountedFlightSpeedAura() || bot->HasFlyAura();
const bool isFlying = bot->HasUnitMovementFlag(MOVEMENTFLAG_FLYING);
const bool isSwimming = bot->HasUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
const bool isWaterArea = liquidState != LIQUID_MAP_NO_WATER;
const bool isUnderWater = liquidState == LIQUID_MAP_UNDER_WATER;
const bool isInWater = liquidState == LIQUID_MAP_IN_WATER;
const bool isWaterWalking = bot->HasUnitMovementFlag(MOVEMENTFLAG_WATERWALKING);
const bool isSwimming = bot->HasUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
const bool wantsToWaterWalk = bot->HasWaterWalkAura();
const bool wantsToSwim = isInWater || isUnderWater;
const bool onGroundZ = (bot->GetPositionZ() < gZ + 1.f) && !isWaterArea;
bool movementFlagsUpdated = false;
// handle water (fragile logic do not alter without testing every detail, animation and transition)
if (liquidState != LIQUID_MAP_NO_WATER && !isFlying)
// handle water state
if (isWaterArea && !isFlying)
{
if (canWaterWalk && !isMasterSwimming && !isWaterWalking)
// water walking
if (wantsToWaterWalk && !isWaterWalking && !masterIsSwimming)
{
bot->SetSwim(false);
bot->RemoveUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
bot->AddUnitMovementFlag(MOVEMENTFLAG_WATERWALKING);
movementFlagsUpdated = true;
}
else if ((!canWaterWalk || isMasterSwimming) && isWaterWalking)
// swimming
else if (wantsToSwim && !isSwimming && masterIsSwimming)
{
bot->RemoveUnitMovementFlag(MOVEMENTFLAG_WATERWALKING);
if (canSwim)
bot->SetSwim(true);
movementFlagsUpdated = true;
}
else if (!canSwim && isSwimming)
{
bot->SetSwim(false);
bot->AddUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
movementFlagsUpdated = true;
}
}
// reset when not around water while swimming or water walking
if (liquidState == LIQUID_MAP_NO_WATER && (isSwimming || isWaterWalking))
else if (isSwimming || isWaterWalking)
{
bot->SetSwim(false);
// reset water flags
bot->RemoveUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
bot->RemoveUnitMovementFlag(MOVEMENTFLAG_WATERWALKING);
movementFlagsUpdated = true;
}
// handle flying
if ((canFly && !isFlying) && isMasterFlying)
// handle flying state
if (wantsToFly && !isFlying && masterIsFlying)
{
bot->AddUnitMovementFlag(MOVEMENTFLAG_CAN_FLY);
bot->AddUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY);
bot->AddUnitMovementFlag(MOVEMENTFLAG_FLYING);
// required for transition and state monitoring.
if (MotionMaster* mm = bot->GetMotionMaster())
mm->MoveTakeoff(0, {bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ() + 1.F}, 0.F, true);
movementFlagsUpdated = true;
}
else if ((!canFly && !isWaterWalking && isFlying) || (!isMasterFlying && isFlying && onGroundZ))
else if ((!wantsToFly || onGroundZ) && isFlying)
{
bot->RemoveUnitMovementFlag(MOVEMENTFLAG_CAN_FLY);
bot->RemoveUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY);
@ -1017,16 +1022,15 @@ void MovementAction::UpdateMovementState()
movementFlagsUpdated = true;
}
// detect if movement/CC restrictions have been ended, refresh movement state for animations.
// detect if movement restrictions have been lifted, CC just ended.
if (wasMovementRestricted)
movementFlagsUpdated = true;
movementFlagsUpdated = true; // refresh movement state to ensure animations play correctly
// movement flags should only be updated between state changes, if not it will break certain effects.
if (movementFlagsUpdated)
bot->SendMovementFlagUpdate();
}
// Save current state for the next check
// Save current state for the next check
wasMovementRestricted = isCurrentlyRestricted;
// Temporary speed increase in group
@ -1809,11 +1813,12 @@ void MovementAction::DoMovePoint(Unit* unit, float x, float y, float z, bool gen
if (!mm)
return;
// bot water collision correction
if (unit->HasUnitMovementFlag(MOVEMENTFLAG_WATERWALKING) && unit->HasWaterWalkAura())
// enable water walking
if (unit->HasUnitMovementFlag(MOVEMENTFLAG_WATERWALKING))
{
float gZ = unit->GetMapWaterOrGroundLevel(unit->GetPositionX(), unit->GetPositionY(), unit->GetPositionZ());
unit->UpdatePosition(unit->GetPositionX(), unit->GetPositionY(), gZ, false);
// z = gZ; no overwrite Z axe otherwise you cant steer the bots into swimming when water walking.
}
mm->Clear();
@ -1839,7 +1844,7 @@ void MovementAction::DoMovePoint(Unit* unit, float x, float y, float z, bool gen
}
}
bool FleeAction::Execute(Event /*event*/)
bool FleeAction::Execute(Event event)
{
return MoveAway(AI_VALUE(Unit*, "current target"), sPlayerbotAIConfig.fleeDistance, true);
}
@ -1847,8 +1852,9 @@ bool FleeAction::Execute(Event /*event*/)
bool FleeAction::isUseful()
{
if (bot->GetCurrentSpell(CURRENT_CHANNELED_SPELL) != nullptr)
{
return false;
}
Unit* target = AI_VALUE(Unit*, "current target");
if (target && target->IsInWorld() && !bot->IsWithinMeleeRange(target))
return false;
@ -1856,10 +1862,12 @@ bool FleeAction::isUseful()
return true;
}
bool FleeWithPetAction::Execute(Event /*event*/)
bool FleeWithPetAction::Execute(Event event)
{
if (Pet* pet = bot->GetPet())
{
botAI->PetFollow();
}
return Flee(AI_VALUE(Unit*, "current target"));
}
@ -1867,14 +1875,15 @@ bool FleeWithPetAction::Execute(Event /*event*/)
bool AvoidAoeAction::isUseful()
{
if (getMSTime() - moveInterval < lastMoveTimer)
{
return false;
}
GuidVector traps = AI_VALUE(GuidVector, "nearest trap with damage");
GuidVector triggers = AI_VALUE(GuidVector, "possible triggers");
return AI_VALUE(Aura*, "area debuff") || !traps.empty() || !triggers.empty();
}
bool AvoidAoeAction::Execute(Event /*event*/)
bool AvoidAoeAction::Execute(Event event)
{
// Case #1: Aura with dynamic object (e.g. rain of fire)
if (AvoidAuraWithDynamicObj())
@ -2298,15 +2307,17 @@ bool MovementAction::CheckLastFlee(float curAngle, std::list<FleeInfo>& infoList
bool CombatFormationMoveAction::isUseful()
{
if (getMSTime() - moveInterval < lastMoveTimer)
{
return false;
}
if (bot->GetCurrentSpell(CURRENT_CHANNELED_SPELL) != nullptr)
{
return false;
}
return true;
}
bool CombatFormationMoveAction::Execute(Event /*event*/)
bool CombatFormationMoveAction::Execute(Event event)
{
float dis = AI_VALUE(float, "disperse distance");
if (dis <= 0.0f || (!bot->IsInCombat() && botAI->HasStrategy("stay", BotState::BOT_STATE_NON_COMBAT)) ||
@ -2437,7 +2448,7 @@ Player* CombatFormationMoveAction::NearestGroupMember(float dis)
return result;
}
bool TankFaceAction::Execute(Event /*event*/)
bool TankFaceAction::Execute(Event event)
{
Unit* target = AI_VALUE(Unit*, "current target");
if (!target)
@ -2521,7 +2532,7 @@ bool RearFlankAction::isUseful()
return inFront || inRear;
}
bool RearFlankAction::Execute(Event /*event*/)
bool RearFlankAction::Execute(Event event)
{
Unit* target = AI_VALUE(Unit*, "current target");
if (!target)
@ -2632,9 +2643,9 @@ bool DisperseSetAction::Execute(Event event)
return true;
}
bool RunAwayAction::Execute(Event /*event*/) { return Flee(AI_VALUE(Unit*, "group leader")); }
bool RunAwayAction::Execute(Event event) { return Flee(AI_VALUE(Unit*, "group leader")); }
bool MoveToLootAction::Execute(Event /*event*/)
bool MoveToLootAction::Execute(Event event)
{
LootObject loot = AI_VALUE(LootObject, "loot target");
if (!loot.IsLootPossible(bot))
@ -2643,7 +2654,7 @@ bool MoveToLootAction::Execute(Event /*event*/)
return MoveNear(loot.GetWorldObject(bot), sPlayerbotAIConfig.contactDistance);
}
bool MoveOutOfEnemyContactAction::Execute(Event /*event*/)
bool MoveOutOfEnemyContactAction::Execute(Event event)
{
Unit* target = AI_VALUE(Unit*, "current target");
if (!target)
@ -2654,7 +2665,7 @@ bool MoveOutOfEnemyContactAction::Execute(Event /*event*/)
bool MoveOutOfEnemyContactAction::isUseful() { return AI_VALUE2(bool, "inside target", "current target"); }
bool SetFacingTargetAction::Execute(Event /*event*/)
bool SetFacingTargetAction::Execute(Event event)
{
Unit* target = AI_VALUE(Unit*, "current target");
if (!target)
@ -2680,7 +2691,7 @@ bool SetFacingTargetAction::isPossible()
return true;
}
bool SetBehindTargetAction::Execute(Event /*event*/)
bool SetBehindTargetAction::Execute(Event event)
{
Unit* target = AI_VALUE(Unit*, "current target");
if (!target)
@ -2740,7 +2751,7 @@ bool SetBehindTargetAction::Execute(Event /*event*/)
false, true, MovementPriority::MOVEMENT_COMBAT);
}
bool MoveOutOfCollisionAction::Execute(Event /*event*/)
bool MoveOutOfCollisionAction::Execute(Event event)
{
float angle = M_PI * 2000 / frand(1.f, 1000.f);
float distance = sPlayerbotAIConfig.followDistance;
@ -2758,7 +2769,7 @@ bool MoveOutOfCollisionAction::isUseful()
botAI->GetAiObjectContext()->GetValue<GuidVector>("nearest friendly players")->Get().size() < 15;
}
bool MoveRandomAction::Execute(Event /*event*/)
bool MoveRandomAction::Execute(Event event)
{
float distance = sPlayerbotAIConfig.tooCloseDistance + urand(10, 30);
@ -2790,9 +2801,9 @@ bool MoveRandomAction::Execute(Event /*event*/)
bool MoveRandomAction::isUseful() { return !AI_VALUE(GuidPosition, "rpg target"); }
bool MoveInsideAction::Execute(Event /*event*/) { return MoveInside(bot->GetMapId(), x, y, bot->GetPositionZ(), distance); }
bool MoveInsideAction::Execute(Event event) { return MoveInside(bot->GetMapId(), x, y, bot->GetPositionZ(), distance); }
bool RotateAroundTheCenterPointAction::Execute(Event /*event*/)
bool RotateAroundTheCenterPointAction::Execute(Event event)
{
uint32 next_point = GetCurrWaypoint();
if (MoveTo(bot->GetMapId(), waypoints[next_point].first, waypoints[next_point].second, bot->GetPositionZ(), false,
@ -2812,9 +2823,10 @@ bool MoveFromGroupAction::Execute(Event event)
return MoveFromGroup(distance);
}
bool MoveAwayFromCreatureAction::Execute(Event /*event*/)
bool MoveAwayFromCreatureAction::Execute(Event event)
{
GuidVector targets = AI_VALUE(GuidVector, "nearest npcs");
Creature* nearestCreature = bot->FindNearestCreature(creatureId, range, alive);
// Find all creatures with the specified Id
std::vector<Unit*> creatures;
@ -2892,14 +2904,16 @@ bool MoveAwayFromCreatureAction::Execute(Event /*event*/)
bool MoveAwayFromCreatureAction::isPossible() { return bot->CanFreeMove(); }
bool MoveAwayFromPlayerWithDebuffAction::Execute(Event /*event*/)
bool MoveAwayFromPlayerWithDebuffAction::Execute(Event event)
{
Player* closestPlayer = nullptr;
float minDistance = 0.0f;
Group* group = bot->GetGroup();
if (!group)
{
return false;
}
std::vector<Player*> debuffedPlayers;

View File

@ -7,7 +7,7 @@
#include "LootObjectStack.h"
#include "AiObjectContext.h"
bool OpenItemAction::Execute(Event /*event*/)
bool OpenItemAction::Execute(Event event)
{
bool foundOpenable = false;

View File

@ -7,9 +7,10 @@
#include "Event.h"
#include "PlayerbotOperations.h"
#include "Playerbots.h"
#include "PlayerbotWorldThreadProcessor.h"
bool PassLeadershipToMasterAction::Execute(Event /*event*/)
bool PassLeadershipToMasterAction::Execute(Event event)
{
if (Player* master = GetMaster())
if (master && master != bot && bot->GetGroup() && bot->GetGroup()->IsMember(master->GetGUID()))

View File

@ -9,6 +9,8 @@
#include <string>
#include "Action.h"
#include "PlayerbotFactory.h"
#include "Unit.h"
class PlayerbotAI;

View File

@ -102,7 +102,7 @@ bool PositionAction::Execute(Event event)
return false;
}
bool MoveToPositionAction::Execute(Event /*event*/)
bool MoveToPositionAction::Execute(Event event)
{
PositionInfo pos = context->GetValue<PositionMap&>("position")->Get()[qualifier];
if (!pos.isSet())
@ -123,7 +123,7 @@ bool MoveToPositionAction::isUseful()
return pos.isSet() && distance > sPlayerbotAIConfig.followDistance && distance < sPlayerbotAIConfig.reactDistance;
}
bool SetReturnPositionAction::Execute(Event /*event*/)
bool SetReturnPositionAction::Execute(Event event)
{
PositionMap& posMap = context->GetValue<PositionMap&>("position")->Get();
PositionInfo returnPos = posMap["return"];

View File

@ -7,7 +7,7 @@
#include "ChatHelper.h"
#include "Event.h"
#include "PlayerbotAI.h"
#include "Playerbots.h"
void QueryQuestAction::TellObjective(std::string const name, uint32 available, uint32 required)
{

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@ -5,7 +5,6 @@
#include "QuestAction.h"
#include <sstream>
#include <algorithm>
#include "Chat.h"
#include "ChatHelper.h"
@ -117,8 +116,7 @@ bool QuestAction::CompleteQuest(Player* player, uint32 entry)
player->CastedCreatureOrGO(creature, ObjectGuid(), spell_id);
}
}*/
/*else*/
if (creature > 0)
/*else*/ if (creature > 0)
{
if (CreatureTemplate const* cInfo = sObjectMgr->GetCreatureTemplate(creature))
for (uint16 z = 0; z < creaturecount; ++z)
@ -434,7 +432,7 @@ bool QuestItemPushResultAction::Execute(Event event)
return false;
}
bool QuestUpdateFailedAction::Execute(Event /*event*/)
bool QuestUpdateFailedAction::Execute(Event event)
{
//opcode SMSG_QUESTUPDATE_FAILED is never sent...(yet?)
return false;

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@ -8,7 +8,7 @@
#include "Event.h"
#include "Playerbots.h"
bool RandomBotUpdateAction::Execute(Event /*event*/)
bool RandomBotUpdateAction::Execute(Event event)
{
if (!sRandomPlayerbotMgr.IsRandomBot(bot))
return false;

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@ -10,7 +10,7 @@
#include "Playerbots.h"
#include "ServerFacade.h"
bool ReachTargetAction::Execute(Event /*event*/) { return ReachCombatTo(AI_VALUE(Unit*, GetTargetName()), distance); }
bool ReachTargetAction::Execute(Event event) { return ReachCombatTo(AI_VALUE(Unit*, GetTargetName()), distance); }
bool ReachTargetAction::isUseful()
{

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@ -78,7 +78,7 @@ void ReleaseSpiritAction::LogRelease(const std::string& releaseMsg, bool isAutoR
}
// AutoReleaseSpiritAction implementation
bool AutoReleaseSpiritAction::Execute(Event /*event*/)
bool AutoReleaseSpiritAction::Execute(Event event)
{
IncrementDeathCount();
bot->DurabilityRepairAll(false, 1.0f, false);
@ -214,7 +214,7 @@ bool AutoReleaseSpiritAction::ShouldDelayBattlegroundRelease() const
return true;
}
bool RepopAction::Execute(Event /*event*/)
bool RepopAction::Execute(Event event)
{
const GraveyardStruct* graveyard = GetGrave(
AI_VALUE(uint32, "death count") > 10 ||
@ -250,7 +250,7 @@ void RepopAction::PerformGraveyardTeleport(const GraveyardStruct* graveyard) con
}
// SelfResurrectAction implementation for Warlock's Soulstone Resurrection/Shaman's Reincarnation
bool SelfResurrectAction::Execute(Event /*event*/)
bool SelfResurrectAction::Execute(Event event)
{
if (!bot->IsAlive() && bot->GetUInt32Value(PLAYER_SELF_RES_SPELL))
{

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@ -7,7 +7,7 @@
#include "Event.h"
#include "LastMovementValue.h"
#include "AiObjectContext.h"
#include "Playerbots.h"
bool RememberTaxiAction::Execute(Event event)
{

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@ -9,7 +9,7 @@
#include "Event.h"
#include "Playerbots.h"
bool RepairAllAction::Execute(Event /*event*/)
bool RepairAllAction::Execute(Event event)
{
GuidVector npcs = AI_VALUE(GuidVector, "nearest npcs");
for (ObjectGuid const guid : npcs)

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@ -5,13 +5,14 @@
#include "ResetInstancesAction.h"
#include "PlayerbotAI.h"
#include "Playerbots.h"
bool ResetInstancesAction::Execute(Event /*event*/)
bool ResetInstancesAction::Execute(Event event)
{
WorldPacket packet(CMSG_RESET_INSTANCES, 0);
bot->GetSession()->HandleResetInstancesOpcode(packet);
botAI->TellMaster("Resetting all instances");
return true;
}

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@ -10,11 +10,11 @@
#include "Event.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "PlayerbotAI.h"
#include "Playerbots.h"
#include "ServerFacade.h"
#include "NearestGameObjects.h"
bool RevealGatheringItemAction::Execute(Event /*event*/)
bool RevealGatheringItemAction::Execute(Event event)
{
if (!bot->GetGroup())
return false;

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@ -9,6 +9,7 @@
#include "FleeManager.h"
#include "GameGraveyard.h"
#include "MapMgr.h"
#include "PlayerbotFactory.h"
#include "Playerbots.h"
#include "RandomPlayerbotMgr.h"
#include "ServerFacade.h"
@ -73,7 +74,7 @@ bool ReviveFromCorpseAction::Execute(Event event)
return true;
}
bool FindCorpseAction::Execute(Event /*event*/)
bool FindCorpseAction::Execute(Event event)
{
if (bot->InBattleground())
return false;
@ -292,7 +293,7 @@ GraveyardStruct const* SpiritHealerAction::GetGrave(bool startZone)
return ClosestGrave;
}
bool SpiritHealerAction::Execute(Event /*event*/)
bool SpiritHealerAction::Execute(Event event)
{
Corpse* corpse = bot->GetCorpse();
if (!corpse)

View File

@ -7,6 +7,7 @@
#include <random>
#include "BattlegroundMgr.h"
#include "ChatHelper.h"
#include "EmoteAction.h"
#include "Event.h"
@ -15,7 +16,7 @@
#include "ServerFacade.h"
#include "RpgSubActions.h"
bool RpgAction::Execute(Event /*event*/)
bool RpgAction::Execute(Event event)
{
GuidPosition guidP = AI_VALUE(GuidPosition, "rpg target");
if (!guidP && botAI->GetMaster())

View File

@ -99,7 +99,7 @@ Event RpgSubAction::ActionEvent(Event event) { return event; }
bool RpgStayAction::isUseful() { return rpg->InRange() && !botAI->HasRealPlayerMaster(); }
bool RpgStayAction::Execute(Event /*event*/)
bool RpgStayAction::Execute(Event event)
{
bot->PlayerTalkClass->SendCloseGossip();
@ -109,7 +109,7 @@ bool RpgStayAction::Execute(Event /*event*/)
bool RpgWorkAction::isUseful() { return rpg->InRange() && !botAI->HasRealPlayerMaster(); }
bool RpgWorkAction::Execute(Event /*event*/)
bool RpgWorkAction::Execute(Event event)
{
bot->HandleEmoteCommand(EMOTE_STATE_USE_STANDING);
rpg->AfterExecute();
@ -118,7 +118,7 @@ bool RpgWorkAction::Execute(Event /*event*/)
bool RpgEmoteAction::isUseful() { return rpg->InRange() && !botAI->HasRealPlayerMaster(); }
bool RpgEmoteAction::Execute(Event /*event*/)
bool RpgEmoteAction::Execute(Event event)
{
uint32 type = TalkAction::GetRandomEmote(rpg->guidP().GetUnit());
@ -133,7 +133,7 @@ bool RpgEmoteAction::Execute(Event /*event*/)
return true;
}
bool RpgCancelAction::Execute(Event /*event*/)
bool RpgCancelAction::Execute(Event event)
{
RESET_AI_VALUE(GuidPosition, "rpg target");
rpg->OnExecute("");
@ -142,7 +142,7 @@ bool RpgCancelAction::Execute(Event /*event*/)
bool RpgTaxiAction::isUseful() { return rpg->InRange() && !botAI->HasRealPlayerMaster(); }
bool RpgTaxiAction::Execute(Event /*event*/)
bool RpgTaxiAction::Execute(Event event)
{
GuidPosition guidP = rpg->guidP();
@ -203,7 +203,7 @@ bool RpgTaxiAction::Execute(Event /*event*/)
return true;
}
bool RpgDiscoverAction::Execute(Event /*event*/)
bool RpgDiscoverAction::Execute(Event event)
{
GuidPosition guidP = rpg->guidP();
@ -222,7 +222,7 @@ bool RpgDiscoverAction::Execute(Event /*event*/)
std::string const RpgStartQuestAction::ActionName() { return "accept all quests"; }
Event RpgStartQuestAction::ActionEvent(Event /*event*/)
Event RpgStartQuestAction::ActionEvent(Event event)
{
WorldPacket p(CMSG_QUESTGIVER_ACCEPT_QUEST);
p << rpg->guid();
@ -232,7 +232,7 @@ Event RpgStartQuestAction::ActionEvent(Event /*event*/)
std::string const RpgEndQuestAction::ActionName() { return "talk to quest giver"; }
Event RpgEndQuestAction::ActionEvent(Event /*event*/)
Event RpgEndQuestAction::ActionEvent(Event event)
{
WorldPacket p(CMSG_QUESTGIVER_COMPLETE_QUEST);
p << rpg->guid();
@ -242,17 +242,17 @@ Event RpgEndQuestAction::ActionEvent(Event /*event*/)
std::string const RpgBuyAction::ActionName() { return "buy"; }
Event RpgBuyAction::ActionEvent(Event /*event*/) { return Event("rpg action", "vendor"); }
Event RpgBuyAction::ActionEvent(Event event) { return Event("rpg action", "vendor"); }
std::string const RpgSellAction::ActionName() { return "sell"; }
Event RpgSellAction::ActionEvent(Event /*event*/) { return Event("rpg action", "vendor"); }
Event RpgSellAction::ActionEvent(Event event) { return Event("rpg action", "vendor"); }
std::string const RpgRepairAction::ActionName() { return "repair"; }
std::string const RpgTrainAction::ActionName() { return "trainer"; }
bool RpgHealAction::Execute(Event /*event*/)
bool RpgHealAction::Execute(Event event)
{
bool retVal = false;
@ -287,21 +287,21 @@ std::string const RpgBuyPetitionAction::ActionName() { return "buy petition"; }
std::string const RpgUseAction::ActionName() { return "use"; }
Event RpgUseAction::ActionEvent(Event /*event*/)
Event RpgUseAction::ActionEvent(Event event)
{
return Event("rpg action", chat->FormatWorldobject(rpg->guidP().GetWorldObject()));
}
std::string const RpgSpellAction::ActionName() { return "cast random spell"; }
Event RpgSpellAction::ActionEvent(Event /*event*/)
Event RpgSpellAction::ActionEvent(Event event)
{
return Event("rpg action", chat->FormatWorldobject(rpg->guidP().GetWorldObject()));
}
std::string const RpgCraftAction::ActionName() { return "craft random item"; }
Event RpgCraftAction::ActionEvent(Event /*event*/)
Event RpgCraftAction::ActionEvent(Event event)
{
return Event("rpg action", chat->FormatWorldobject(rpg->guidP().GetWorldObject()));
}
@ -341,7 +341,7 @@ std::vector<Item*> RpgTradeUsefulAction::CanGiveItems(GuidPosition guidPosition)
return giveItems;
}
bool RpgTradeUsefulAction::Execute(Event /*event*/)
bool RpgTradeUsefulAction::Execute(Event event)
{
GuidPosition guidP = AI_VALUE(GuidPosition, "rpg target");
@ -416,7 +416,7 @@ bool RpgDuelAction::isUseful()
return true;
}
bool RpgDuelAction::Execute(Event /*event*/)
bool RpgDuelAction::Execute(Event event)
{
GuidPosition guidP = AI_VALUE(GuidPosition, "rpg target");
@ -434,7 +434,7 @@ bool RpgMountAnimAction::isUseful()
return AI_VALUE2(bool, "mounted", "self target") && !AI_VALUE2(bool, "moving", "self target");
}
bool RpgMountAnimAction::Execute(Event /*event*/)
bool RpgMountAnimAction::Execute(Event event)
{
WorldPacket p;
bot->GetSession()->HandleMountSpecialAnimOpcode(p);

View File

@ -55,7 +55,7 @@ void RtiAction::AppendRti(std::ostringstream& out, std::string const type)
out << " (" << target->GetName() << ")";
}
bool MarkRtiAction::Execute(Event /*event*/)
bool MarkRtiAction::Execute(Event event)
{
Group* group = bot->GetGroup();
if (!group)

View File

@ -9,7 +9,9 @@
#include <regex>
#include <string>
#include "ChannelMgr.h"
#include "Event.h"
#include "GuildMgr.h"
#include "PlayerbotTextMgr.h"
#include "Playerbots.h"
@ -54,7 +56,7 @@ static const std::unordered_set<std::string> noReplyMsgStarts = {"e ", "accept "
SayAction::SayAction(PlayerbotAI* botAI) : Action(botAI, "say"), Qualified() {}
bool SayAction::Execute(Event /*event*/)
bool SayAction::Execute(Event event)
{
std::string text = "";
std::map<std::string, std::string> placeholders;
@ -90,6 +92,7 @@ bool SayAction::Execute(Event /*event*/)
}
// set delay before next say
time_t lastSaid = AI_VALUE2(time_t, "last said", qualifier);
uint32 nextTime = time(nullptr) + urand(1, 30);
botAI->GetAiObjectContext()->GetValue<time_t>("last said", qualifier)->Set(nextTime);

View File

@ -14,7 +14,7 @@ bool SecurityCheckAction::isUseful()
botAI->GetMaster()->GetSession()->GetSecurity() < SEC_GAMEMASTER && !GET_PLAYERBOT_AI(botAI->GetMaster());
}
bool SecurityCheckAction::Execute(Event /*event*/)
bool SecurityCheckAction::Execute(Event event)
{
if (Group* group = bot->GetGroup())
{

View File

@ -7,6 +7,7 @@
#include "Event.h"
#include "Formations.h"
#include "PathGenerator.h"
#include "Playerbots.h"
#include "RTSCValues.h"
#include "RtscAction.h"

View File

@ -49,7 +49,9 @@ bool SetCraftAction::Execute(Event event)
if (skillSpells.empty())
{
for (SkillLineAbilityEntry const* skillLine : sSkillLineAbilityStore)
{
skillSpells[skillLine->Spell] = skillLine;
}
}
data.required.clear();
@ -76,7 +78,9 @@ bool SetCraftAction::Execute(Event event)
for (uint32 x = 0; x < MAX_SPELL_REAGENTS; ++x)
{
if (spellInfo->Reagent[x] <= 0)
{
continue;
}
uint32 itemid = spellInfo->Reagent[x];
uint32 reagentsRequired = spellInfo->ReagentCount[x];
@ -128,8 +132,9 @@ void SetCraftAction::TellCraft()
if (ItemTemplate const* reagent = sObjectMgr->GetItemTemplate(item))
{
if (first)
{
first = false;
}
else
out << ", ";
@ -137,7 +142,9 @@ void SetCraftAction::TellCraft()
uint32 given = data.obtained[item];
if (given)
{
out << "|cffffff00(x" << given << " given)|r ";
}
}
}

View File

@ -8,7 +8,7 @@
#include "Event.h"
#include "Playerbots.h"
bool SetHomeAction::Execute(Event /*event*/)
bool SetHomeAction::Execute(Event event)
{
Player* master = GetMaster();

View File

@ -7,9 +7,9 @@
#include "ChatHelper.h"
#include "Event.h"
#include "PlayerbotAI.h"
#include "Playerbots.h"
bool StatsAction::Execute(Event /*event*/)
bool StatsAction::Execute(Event event)
{
std::ostringstream out;

View File

@ -39,7 +39,7 @@ bool StayActionBase::Stay()
return true;
}
bool StayAction::Execute(Event /*event*/) { return Stay(); }
bool StayAction::Execute(Event event) { return Stay(); }
bool StayAction::isUseful()
{
@ -49,7 +49,9 @@ bool StayAction::isUseful()
{
const float distance = bot->GetDistance(stayPosition.x, stayPosition.y, stayPosition.z);
if (sPlayerbotAIConfig.followDistance)
{
return false;
}
}
// move from group takes priority over stay as it's added and removed automatically
@ -62,7 +64,7 @@ bool StayAction::isUseful()
return AI_VALUE2(bool, "moving", "self target");
}
bool SitAction::Execute(Event /*event*/)
bool SitAction::Execute(Event event)
{
if (bot->isMoving())
return false;

View File

@ -7,19 +7,25 @@
#include "SuggestWhatToDoAction.h"
#include "ServerFacade.h"
#include "ChannelMgr.h"
#include "Event.h"
#include "ItemVisitors.h"
#include "AiFactory.h"
#include "ChatHelper.h"
#include "Playerbots.h"
#include "PlayerbotTextMgr.h"
#include "Config.h"
#include "BroadcastHelper.h"
#include "AiFactory.h"
#include "ChannelMgr.h"
#include "ChatHelper.h"
#include "Config.h"
#include "Event.h"
#include "GuildMgr.h"
#include "ItemVisitors.h"
#include "PlayerbotTextMgr.h"
#include "Playerbots.h"
#include "ServerFacade.h"
#include "Channel.h"
enum eTalkType
{
@ -56,7 +62,7 @@ bool SuggestWhatToDoAction::isUseful()
return (time(0) - lastSaid) > 30;
}
bool SuggestWhatToDoAction::Execute(Event /*event*/)
bool SuggestWhatToDoAction::Execute(Event event)
{
uint32 index = rand() % suggestions.size();
auto fnct_ptr = suggestions[index];
@ -252,7 +258,7 @@ private:
SuggestDungeonAction::SuggestDungeonAction(PlayerbotAI* botAI) : SuggestWhatToDoAction(botAI, "suggest dungeon") {}
bool SuggestDungeonAction::Execute(Event /*event*/)
bool SuggestDungeonAction::Execute(Event event)
{
// TODO: use PlayerbotDungeonRepository::instance()
@ -319,7 +325,7 @@ bool SuggestDungeonAction::Execute(Event /*event*/)
SuggestTradeAction::SuggestTradeAction(PlayerbotAI* botAI) : SuggestWhatToDoAction(botAI, "suggest trade") {}
bool SuggestTradeAction::Execute(Event /*event*/)
bool SuggestTradeAction::Execute(Event event)
{
uint32 quality = urand(0, 100);
if (quality > 95)

View File

@ -6,10 +6,12 @@
#include "TameAction.h"
#include <algorithm>
#include <cctype>
#include <iomanip>
#include <random>
#include <set>
#include <sstream>
#include "DBCStructure.h"
#include "Log.h"
#include "ObjectMgr.h"
#include "Pet.h"
#include "Player.h"

View File

@ -7,12 +7,9 @@
#include "Event.h"
#include "LastMovementValue.h"
#include "AiObjectContext.h"
#include "PlayerbotAI.h"
#include "SpellMgr.h"
#include "Spell.h"
#include "Playerbots.h"
bool TeleportAction::Execute(Event /*event*/)
bool TeleportAction::Execute(Event event)
{
/*
// List of allowed portal entries (you can populate this dynamically)
@ -77,7 +74,7 @@ bool TeleportAction::Execute(Event /*event*/)
continue;
uint32 spellId = goInfo->spellcaster.spellId;
SpellInfo const* spellInfo = SpellMgr::instance()->GetSpellInfo(spellId);
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
if (!spellInfo || !spellInfo->HasEffect(SPELL_EFFECT_TELEPORT_UNITS))
continue;

View File

@ -4,9 +4,11 @@
*/
#include "TellLosAction.h"
#include <istream>
#include <sstream>
#include "ChatHelper.h"
#include "DBCStores.h"
#include "Event.h"
#include "ItemTemplate.h"
#include "ObjectMgr.h"
@ -75,7 +77,7 @@ void TellLosAction::ListGameObjects(std::string const title, GuidVector gos)
}
}
bool TellAuraAction::Execute(Event /*event*/)
bool TellAuraAction::Execute(Event event)
{
botAI->TellMaster("--- Auras ---");
sLog->outMessage("playerbot", LOG_LEVEL_DEBUG, "--- Auras ---");
@ -128,7 +130,7 @@ bool TellAuraAction::Execute(Event /*event*/)
return true;
}
bool TellEstimatedDpsAction::Execute(Event /*event*/)
bool TellEstimatedDpsAction::Execute(Event event)
{
float dps = AI_VALUE(float, "estimated group dps");
botAI->TellMaster("Estimated Group DPS: " + std::to_string(dps));

View File

@ -8,13 +8,13 @@
#include "Event.h"
#include "Playerbots.h"
bool TellMasterAction::Execute(Event /*event*/)
bool TellMasterAction::Execute(Event event)
{
botAI->TellMaster(text);
return true;
}
bool OutOfReactRangeAction::Execute(Event /*event*/)
bool OutOfReactRangeAction::Execute(Event event)
{
botAI->TellMaster("Wait for me!");
return true;

View File

@ -6,10 +6,10 @@
#include "TellReputationAction.h"
#include "Event.h"
#include "PlayerbotAI.h"
#include "Playerbots.h"
#include "ReputationMgr.h"
bool TellReputationAction::Execute(Event /*event*/)
bool TellReputationAction::Execute(Event event)
{
Player* master = GetMaster();
if (!master)

View File

@ -6,11 +6,10 @@
#include "TellTargetAction.h"
#include "Event.h"
#include "Playerbots.h"
#include "ThreatMgr.h"
#include "AiObjectContext.h"
#include "PlayerbotAI.h"
bool TellTargetAction::Execute(Event /*event*/)
bool TellTargetAction::Execute(Event event)
{
Unit* target = context->GetValue<Unit*>("current target")->Get();
if (target)
@ -25,7 +24,7 @@ bool TellTargetAction::Execute(Event /*event*/)
return true;
}
bool TellAttackersAction::Execute(Event /*event*/)
bool TellAttackersAction::Execute(Event event)
{
botAI->TellMaster("--- Attackers ---");

View File

@ -8,7 +8,7 @@
#include "Event.h"
#include "ItemCountValue.h"
#include "ItemVisitors.h"
#include "PlayerbotAI.h"
#include "Playerbots.h"
bool TradeAction::Execute(Event event)
{
@ -106,7 +106,9 @@ bool TradeAction::TradeItem(Item const* item, int8 slot)
for (uint8 i = 0; i < TRADE_SLOT_TRADED_COUNT && tradeSlot == -1; i++)
{
if (pTrade->GetItem(TradeSlots(i)) == nullptr)
{
tradeSlot = i;
}
}
}

View File

@ -276,11 +276,14 @@ bool TradeStatusAction::CheckTrade()
botAI->PlaySound(TEXT_EMOTE_NO);
return false;
}
success = true;
}
}
else
{
success = true;
}
if (success)
{
@ -337,7 +340,9 @@ int32 TradeStatusAction::CalculateCost(Player* player, bool sell)
if (!craftData.IsEmpty())
{
if (player == trader && !sell && craftData.IsRequired(proto->ItemId))
{
continue;
}
if (player == bot && sell && craftData.itemId == proto->ItemId && craftData.IsFulfilled())
{
@ -347,11 +352,13 @@ int32 TradeStatusAction::CalculateCost(Player* player, bool sell)
}
if (sell)
{
sum += item->GetCount() * proto->SellPrice * sRandomPlayerbotMgr.GetSellMultiplier(bot);
}
else
{
sum += item->GetCount() * proto->BuyPrice * sRandomPlayerbotMgr.GetBuyMultiplier(bot);
}
}
return sum;

View File

@ -155,7 +155,7 @@ void TrainerAction::TellFooter(uint32 totalCost)
}
}
bool MaintenanceAction::Execute(Event /*event*/)
bool MaintenanceAction::Execute(Event event)
{
if (!sPlayerbotAIConfig.maintenanceCommand)
{
@ -255,7 +255,7 @@ bool MaintenanceAction::Execute(Event /*event*/)
return true;
}
bool RemoveGlyphAction::Execute(Event /*event*/)
bool RemoveGlyphAction::Execute(Event event)
{
for (uint32 slotIndex = 0; slotIndex < MAX_GLYPH_SLOT_INDEX; ++slotIndex)
{
@ -265,7 +265,7 @@ bool RemoveGlyphAction::Execute(Event /*event*/)
return true;
}
bool AutoGearAction::Execute(Event /*event*/)
bool AutoGearAction::Execute(Event event)
{
if (!sPlayerbotAIConfig.autoGearCommand)
{

View File

@ -10,7 +10,7 @@
#include "GridNotifiersImpl.h"
#include "Playerbots.h"
bool TravelAction::Execute(Event /*event*/)
bool TravelAction::Execute(Event event)
{
TravelTarget* target = AI_VALUE(TravelTarget*, "travel target");
@ -60,14 +60,12 @@ bool TravelAction::isUseful()
(!AI_VALUE(GuidPosition, "rpg target") || !AI_VALUE(ObjectGuid, "pull target"));
}
bool MoveToDarkPortalAction::Execute(Event /*event*/)
bool MoveToDarkPortalAction::Execute(Event event)
{
if (bot->GetGroup())
{
if (bot->GetGroup()->GetLeaderGUID() != bot->GetGUID() &&
!GET_PLAYERBOT_AI(GET_PLAYERBOT_AI(bot)->GetGroupLeader()))
return false;
}
if (bot->GetLevel() > 57)
{
@ -113,7 +111,7 @@ bool MoveToDarkPortalAction::Execute(Event /*event*/)
bool MoveToDarkPortalAction::isUseful() { return bot->GetLevel() > 54; }
bool DarkPortalAzerothAction::Execute(Event /*event*/)
bool DarkPortalAzerothAction::Execute(Event event)
{
if (bot->GetLevel() > 57)
{
@ -128,7 +126,7 @@ bool DarkPortalAzerothAction::Execute(Event /*event*/)
bool DarkPortalAzerothAction::isUseful() { return bot->GetLevel() > 57; }
bool MoveFromDarkPortalAction::Execute(Event /*event*/)
bool MoveFromDarkPortalAction::Execute(Event event)
{
RESET_AI_VALUE(GuidPosition, "rpg target");

View File

@ -1,13 +1,14 @@
#include "UnlockItemAction.h"
#include "PlayerbotAI.h"
#include "ItemTemplate.h"
#include "WorldPacket.h"
#include "Player.h"
#include "ObjectMgr.h"
#include "SpellInfo.h"
inline constexpr uint32_t PICK_LOCK_SPELL_ID = 1804;
#define PICK_LOCK_SPELL_ID 1804
bool UnlockItemAction::Execute(Event /*event*/)
bool UnlockItemAction::Execute(Event event)
{
bool foundLockedItem = false;
@ -31,5 +32,7 @@ void UnlockItemAction::UnlockItem(Item* item)
botAI->TellMaster(out.str());
}
else
{
botAI->TellError("Failed to cast Pick Lock.");
}
}

View File

@ -1,11 +1,11 @@
#include "UnlockTradedItemAction.h"
#include "PlayerbotAI.h"
#include "Playerbots.h"
#include "TradeData.h"
#include "SpellInfo.h"
inline constexpr uint32_t PICK_LOCK_SPELL_ID = 1804;
#define PICK_LOCK_SPELL_ID 1804
bool UnlockTradedItemAction::Execute(Event /*event*/)
bool UnlockTradedItemAction::Execute(Event event)
{
Player* trader = bot->GetTrader();
if (!trader)

View File

@ -416,7 +416,7 @@ bool UseHearthStone::Execute(Event event)
bool UseHearthStone::isUseful() { return !bot->InBattleground(); }
bool UseRandomRecipe::Execute(Event /*event*/)
bool UseRandomRecipe::Execute(Event event)
{
std::vector<Item*> recipes = AI_VALUE2(std::vector<Item*>, "inventory items", "recipe");
@ -445,7 +445,7 @@ bool UseRandomRecipe::isUseful()
bool UseRandomRecipe::isPossible() { return AI_VALUE2(uint32, "item count", "recipe") > 0; }
bool UseRandomQuestItem::Execute(Event /*event*/)
bool UseRandomQuestItem::Execute(Event event)
{
Unit* unitTarget = nullptr;
ObjectGuid goTarget;

View File

@ -55,14 +55,16 @@ bool UseMeetingStoneAction::Execute(Event event)
return Teleport(master, bot, false);
}
bool SummonAction::Execute(Event /*event*/)
bool SummonAction::Execute(Event event)
{
Player* master = GetMaster();
if (!master)
return false;
if (Pet* pet = bot->GetPet())
{
botAI->PetFollow();
}
if (master->GetSession()->GetSecurity() >= SEC_PLAYER)
{

View File

@ -95,7 +95,7 @@ bool EnterVehicleAction::EnterVehicle(Unit* vehicleBase, bool moveIfFar)
return true;
}
bool LeaveVehicleAction::Execute(Event /*event*/)
bool LeaveVehicleAction::Execute(Event event)
{
Vehicle* myVehicle = bot->GetVehicle();
if (!myVehicle)

View File

@ -5,6 +5,8 @@
#include "ChatCommandHandlerStrategy.h"
#include "Playerbots.h"
class ChatCommandActionNodeFactoryInternal : public NamedObjectFactory<ActionNode>
{
public:

View File

@ -5,6 +5,7 @@
#include "CombatStrategy.h"
#include "Playerbots.h"
#include "Strategy.h"
void CombatStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)

View File

@ -5,6 +5,8 @@
#include "DuelStrategy.h"
#include "Playerbots.h"
void DuelStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
PassTroughStrategy::InitTriggers(triggers);

View File

@ -5,6 +5,8 @@
#include "FollowMasterStrategy.h"
#include "Playerbots.h"
std::vector<NextAction> FollowMasterStrategy::getDefaultActions()
{
return {

View File

@ -5,6 +5,8 @@
#include "GuardStrategy.h"
#include "Playerbots.h"
std::vector<NextAction> GuardStrategy::getDefaultActions()
{
return {

View File

@ -5,6 +5,8 @@
#include "NonCombatStrategy.h"
#include "Playerbots.h"
void NonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("random", { NextAction("clean quest log", 1.0f) }));

View File

@ -5,6 +5,8 @@
#include "RTSCStrategy.h"
#include "Playerbots.h"
RTSCStrategy::RTSCStrategy(PlayerbotAI* botAI) : Strategy(botAI) {}
void RTSCStrategy::InitTriggers(std::vector<TriggerNode*>& triggers) {}

View File

@ -5,6 +5,8 @@
#include "RacialsStrategy.h"
#include "Playerbots.h"
class RacialsStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:

View File

@ -5,6 +5,8 @@
#include "UsePotionsStrategy.h"
#include "Playerbots.h"
class UsePotionsStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:

View File

@ -7,7 +7,9 @@
#include <string>
#include "BattlegroundWS.h"
#include "CreatureAI.h"
#include "GameTime.h"
#include "ItemVisitors.h"
#include "LastSpellCastValue.h"
#include "ObjectGuid.h"

View File

@ -201,6 +201,7 @@ bool PartyMemberToHealOutOfSpellRangeTrigger::IsActive()
if (!target)
return false;
float combatReach = bot->GetCombatReach() + target->GetCombatReach();
return target && (ServerFacade::instance().GetDistance2d(bot, target) > (distance + sPlayerbotAIConfig.contactDistance) ||
!bot->IsWithinLOSInMap(target));
}

View File

@ -6,8 +6,7 @@
#include "Arrow.h"
#include "Map.h"
#include "PlayerbotAI.h"
#include "Group.h"
#include "Playerbots.h"
WorldLocation ArrowFormation::GetLocationInternal()
{

View File

@ -6,9 +6,7 @@
#include "CcTargetValue.h"
#include "Action.h"
#include "AiObjectContext.h"
#include "Group.h"
#include "PlayerbotAI.h"
#include "Playerbots.h"
#include "ServerFacade.h"
class FindTargetForCcStrategy : public FindTargetStrategy

View File

@ -4,7 +4,8 @@
*/
#include "CurrentCcTargetValue.h"
#include "PlayerbotAI.h"
#include "Playerbots.h"
class FindCurrentCcTargetStrategy : public FindTargetStrategy
{

View File

@ -29,6 +29,7 @@ public:
foundHighPriority = true;
return;
}
Unit* victim = attacker->GetVictim();
if (!result || CalcThreatGap(attacker, threatMgr) > CalcThreatGap(result, &result->GetThreatMgr()))
result = attacker;
}
@ -143,7 +144,7 @@ public:
{
}
void CheckAttacker(Unit* attacker, ThreatMgr*) override
void CheckAttacker(Unit* attacker, ThreatMgr* threatMgr) override
{
if (Group* group = botAI->GetBot()->GetGroup())
{
@ -194,6 +195,7 @@ public:
}
int32_t GetIntervalLevel(Unit* unit)
{
float time = unit->GetHealth() / dps_;
float dis = unit->GetDistance(botAI->GetBot());
float attackRange =
botAI->IsRanged(botAI->GetBot()) ? sPlayerbotAIConfig.spellDistance : sPlayerbotAIConfig.meleeDistance;
@ -216,7 +218,7 @@ public:
{
}
void CheckAttacker(Unit* attacker, ThreatMgr*) override
void CheckAttacker(Unit* attacker, ThreatMgr* threatMgr) override
{
if (Group* group = botAI->GetBot()->GetGroup())
{
@ -274,6 +276,7 @@ public:
}
int32_t GetIntervalLevel(Unit* unit)
{
float time = unit->GetHealth() / dps_;
float dis = unit->GetDistance(botAI->GetBot());
float attackRange =
botAI->IsRanged(botAI->GetBot()) ? sPlayerbotAIConfig.spellDistance : sPlayerbotAIConfig.meleeDistance;
@ -319,7 +322,7 @@ class FindMaxHpTargetStrategy : public FindTargetStrategy
public:
FindMaxHpTargetStrategy(PlayerbotAI* botAI) : FindTargetStrategy(botAI), maxHealth(0) {}
void CheckAttacker(Unit* attacker, ThreatMgr*) override
void CheckAttacker(Unit* attacker, ThreatMgr* threatMgr) override
{
if (Group* group = botAI->GetBot()->GetGroup())
{

View File

@ -5,7 +5,7 @@
#include "ItemCountValue.h"
#include "PlayerbotAI.h"
#include "Playerbots.h"
std::vector<Item*> InventoryItemValueBase::Find(std::string const qualifier)
{
@ -25,7 +25,9 @@ uint32 ItemCountValue::Calculate()
uint32 count = 0;
std::vector<Item*> items = Find(qualifier);
for (Item* item : items)
{
count += item->GetCount();
}
return count;
}

View File

@ -5,6 +5,7 @@
#include "LastMovementValue.h"
#include "Playerbots.h"
#include "Timer.h"
LastMovement::LastMovement() { clear(); }

View File

@ -6,7 +6,7 @@
#include "LeastHpTargetValue.h"
#include "AttackersValue.h"
#include "PlayerbotAI.h"
#include "Playerbots.h"
class FindLeastHpTargetStrategy : public FindNonCcTargetStrategy
{

View File

@ -6,7 +6,6 @@
#ifndef _PLAYERBOT_LOGLEVELVALUE_H
#define _PLAYERBOT_LOGLEVELVALUE_H
#include "LogCommon.h"
#include "Value.h"
class PlayerbotAI;

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