mod-playerbots/src/Ai/Base/Actions/FollowActions.cpp

288 lines
9.6 KiB
C++

/*
* 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 "FollowActions.h"
#include <algorithm>
#include <cmath>
#include <array>
#include "Event.h"
#include "Formations.h"
#include "LastMovementValue.h"
#include "MotionMaster.h"
#include "PlayerbotAI.h"
#include "Playerbots.h"
#include "ServerFacade.h"
#include "Transport.h"
#include "Map.h"
// Transport helpers (GetTransportForPosTolerant, FindBoardingPointOnTransport,
// BoardTransport) are now on MovementAction — inherited by FollowAction.
bool FollowAction::Execute(Event /*event*/)
{
Formation* formation = AI_VALUE(Formation*, "formation");
std::string const target = formation->GetTargetName();
// Transport handling for moving transports only (boats/zeppelins).
Player* master = botAI->GetMaster();
if (master && master->IsInWorld() && bot->IsInWorld() && bot->GetMapId() == master->GetMapId())
{
Map* map = master->GetMap();
uint32 const mapId = bot->GetMapId();
Transport* transport = nullptr;
bool masterOnTransport = false;
if (master->GetTransport())
{
transport = master->GetTransport();
masterOnTransport = true;
}
else if (map)
{
transport = GetTransportForPosTolerant(map, master, master->GetPhaseMask(),
master->GetPositionX(), master->GetPositionY(), master->GetPositionZ());
masterOnTransport = (transport != nullptr);
}
// Ignore static transports (elevators/trams): only keep boats/zeppelins here.
if (transport && transport->IsStaticTransport())
transport = nullptr;
if (transport && map && bot->GetTransport() != transport)
{
float const botProbeZ = std::max(bot->GetPositionZ(), transport->GetPositionZ());
Transport* botSurfaceTransport = GetTransportForPosTolerant(map, bot, bot->GetPhaseMask(),
bot->GetPositionX(), bot->GetPositionY(), botProbeZ);
if (botSurfaceTransport == transport)
{
transport->AddPassenger(bot, true);
bot->StopMovingOnCurrentPos();
return true;
}
float const boardingAssistDistance = 60.0f;
float const dist2d = ServerFacade::instance().GetDistance2d(bot, master);
bool const inAssist = ServerFacade::instance().IsDistanceLessOrEqualThan(dist2d, boardingAssistDistance);
if (inAssist)
{
float destX = masterOnTransport ? master->GetPositionX() : transport->GetPositionX();
float destY = masterOnTransport ? master->GetPositionY() : transport->GetPositionY();
float destZ = masterOnTransport ? master->GetPositionZ() : transport->GetPositionZ();
float edgeX = 0.0f;
float edgeY = 0.0f;
float edgeZ = 0.0f;
if (masterOnTransport &&
FindBoardingPointOnTransport(map, transport, master,
master->GetPositionX(), master->GetPositionY(), master->GetPositionZ(),
bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(),
edgeX, edgeY, edgeZ))
{
destX = edgeX;
destY = edgeY;
destZ = edgeZ;
}
MovementPriority const priority = botAI->GetState() == BOT_STATE_COMBAT
? MovementPriority::MOVEMENT_COMBAT
: MovementPriority::MOVEMENT_NORMAL;
bool const movingAllowed = IsMovingAllowed();
bool const dupMove = IsDuplicateMove(destX, destY, destZ);
bool const waiting = IsWaitingForLastMove(priority);
if (movingAllowed && !dupMove && !waiting)
{
if (bot->IsSitState())
bot->SetStandState(UNIT_STAND_STATE_STAND);
if (bot->IsNonMeleeSpellCast(true))
{
bot->CastStop();
botAI->InterruptSpell();
}
if (MotionMaster* mm = bot->GetMotionMaster())
{
mm->MovePoint(
/*id*/ 0,
/*coords*/ destX, destY, destZ,
/*forcedMovement*/ FORCED_MOVEMENT_NONE,
/*speed*/ 0.0f,
/*orientation*/ 0.0f,
/*generatePath*/ false,
/*forceDestination*/ false);
}
else
return false;
float delay = 1000.0f * MoveDelay(bot->GetExactDist(destX, destY, destZ));
delay = std::clamp(delay, 0.0f, static_cast<float>(sPlayerbotAIConfig.maxWaitForMove));
AI_VALUE(LastMovement&, "last movement")
.Set(mapId, destX, destY, destZ, bot->GetOrientation(), delay, priority);
ClearIdleState();
return true;
}
}
}
}
// end unified transport handling
bool moved = false;
if (!target.empty())
{
moved = Follow(AI_VALUE(Unit*, target));
}
else
{
WorldLocation loc = formation->GetLocation();
if (Formation::IsNullLocation(loc) || loc.GetMapId() == -1)
return false;
MovementPriority priority = botAI->GetState() == BOT_STATE_COMBAT ? MovementPriority::MOVEMENT_COMBAT : MovementPriority::MOVEMENT_NORMAL;
moved = MoveTo(loc.GetMapId(), loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ(), false, false, false,
true, priority, true);
}
// This section has been commented out because it was forcing the pet to
// follow the bot on every "follow" action tick, overriding any attack or
// stay commands that might have been issued by the player.
// if (Pet* pet = bot->GetPet())
// {
// botAI->PetFollow();
// }
// if (moved)
// botAI->SetNextCheckDelay(sPlayerbotAIConfig.reactDelay);
return moved;
}
bool FollowAction::isUseful()
{
// move from group takes priority over follow as it's added and removed automatically
// (without removing/adding follow)
if (botAI->HasStrategy("move from group", BOT_STATE_COMBAT) ||
botAI->HasStrategy("move from group", BOT_STATE_NON_COMBAT))
return false;
if (bot->GetCurrentSpell(CURRENT_CHANNELED_SPELL) != nullptr)
return false;
Formation* formation = AI_VALUE(Formation*, "formation");
if (!formation)
return false;
std::string const target = formation->GetTargetName();
Unit* fTarget = nullptr;
if (!target.empty())
fTarget = AI_VALUE(Unit*, target);
else
fTarget = AI_VALUE(Unit*, "group leader");
if (fTarget)
{
if (fTarget->HasUnitState(UNIT_STATE_IN_FLIGHT))
return false;
if (!CanDeadFollow(fTarget))
return false;
if (fTarget->GetGUID() == bot->GetGUID())
return false;
}
float distance = 0.f;
if (!target.empty())
{
distance = AI_VALUE2(float, "distance", target);
}
else
{
WorldLocation loc = formation->GetLocation();
if (Formation::IsNullLocation(loc) || bot->GetMapId() != loc.GetMapId())
return false;
distance = bot->GetDistance(loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ());
}
if (botAI->HasStrategy("master fishing", BOT_STATE_NON_COMBAT))
return ServerFacade::instance().IsDistanceGreaterThan(distance, sPlayerbotAIConfig.fishingDistanceFromMaster);
return ServerFacade::instance().IsDistanceGreaterThan(distance, formation->GetMaxDistance());
}
bool FollowAction::CanDeadFollow(Unit* target)
{
// In battleground, wait for spirit healer
if (bot->InBattleground() && !bot->IsAlive())
return false;
// Move to corpse when dead and player is alive or not a ghost.
if (!bot->IsAlive() && (target->IsAlive() || !target->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)))
return false;
return true;
}
bool FleeToGroupLeaderAction::Execute(Event /*event*/)
{
Unit* fTarget = AI_VALUE(Unit*, "group leader");
bool canFollow = Follow(fTarget);
if (!canFollow)
{
// botAI->SetNextCheckDelay(5000);
return false;
}
WorldPosition targetPos(fTarget);
WorldPosition bosPos(bot);
float distance = bosPos.fDist(targetPos);
if (distance < sPlayerbotAIConfig.reactDistance * 3)
{
if (!urand(0, 3))
botAI->TellMaster("I am close, wait for me!");
}
else if (distance < 1000)
{
if (!urand(0, 10))
botAI->TellMaster("I heading to your position.");
}
else if (!urand(0, 20))
botAI->TellMaster("I am traveling to your position.");
botAI->SetNextCheckDelay(3000);
return true;
}
bool FleeToGroupLeaderAction::isUseful()
{
if (!botAI->GetGroupLeader())
return false;
if (botAI->GetGroupLeader() == bot)
return false;
Unit* target = AI_VALUE(Unit*, "current target");
if (target && botAI->GetGroupLeader()->GetTarget() == target->GetGUID())
return false;
if (!botAI->HasStrategy("follow", BOT_STATE_NON_COMBAT))
return false;
Unit* fTarget = AI_VALUE(Unit*, "group leader");
if (!CanDeadFollow(fTarget))
return false;
return true;
}