mirror of
https://github.com/liyunfan1223/mod-playerbots.git
synced 2026-06-21 07:59:25 +02:00
# Pull Request
- Applies the clean and corrected singletons, Meyer pattern. (cherry
picked from @SmashingQuasar )
Testing by just playing the game in various ways. Been tested by myself
@Celandriel and @SmashingQuasar
---
## 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**)
---
## 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
- [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: Nicolas Lebacq <nicolas.cordier@outlook.com>
Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
184 lines
5.2 KiB
C++
184 lines
5.2 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
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* and/or modify it under version 3 of the License, or (at your option), any later version.
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*/
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#include "PositionAction.h"
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#include "Event.h"
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#include "Playerbots.h"
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#include "PositionValue.h"
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void TellPosition(PlayerbotAI* botAI, std::string const name, PositionInfo pos)
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{
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std::ostringstream out;
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out << "Position " << name;
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if (pos.isSet())
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{
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float x = pos.x;
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float y = pos.y;
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Map2ZoneCoordinates(x, y, botAI->GetBot()->GetZoneId());
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out << " is set to " << x << "," << y;
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}
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else
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out << " is not set";
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botAI->TellMaster(out);
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}
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bool PositionAction::Execute(Event event)
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{
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std::string const param = event.getParam();
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if (param.empty())
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return false;
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Player* master = GetMaster();
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if (!master)
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return false;
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PositionMap& posMap = context->GetValue<PositionMap&>("position")->Get();
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if (param == "?")
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{
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for (PositionMap::iterator i = posMap.begin(); i != posMap.end(); ++i)
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{
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if (i->second.isSet())
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TellPosition(botAI, i->first, i->second);
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}
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return true;
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}
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std::vector<std::string> params = split(param, ' ');
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if (params.size() != 2)
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{
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botAI->TellMaster("Whisper position <name> ?/set/reset");
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return false;
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}
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std::string const name = params[0];
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std::string const action = params[1];
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PositionInfo pos = posMap[name];
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if (action == "?")
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{
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TellPosition(botAI, name, pos);
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return true;
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}
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std::vector<std::string> coords = split(action, ',');
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if (coords.size() == 3)
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{
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pos.Set(atoi(coords[0].c_str()), atoi(coords[1].c_str()), atoi(coords[2].c_str()), botAI->GetBot()->GetMapId());
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posMap[name] = pos;
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std::ostringstream out;
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out << "Position " << name << " is set";
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botAI->TellMaster(out);
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return true;
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}
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if (action == "set")
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{
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pos.Set(bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(), botAI->GetBot()->GetMapId());
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posMap[name] = pos;
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std::ostringstream out;
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out << "Position " << name << " is set";
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botAI->TellMaster(out);
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return true;
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}
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if (action == "reset")
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{
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pos.Reset();
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posMap[name] = pos;
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std::ostringstream out;
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out << "Position " << name << " is reset";
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botAI->TellMaster(out);
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return true;
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}
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return false;
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}
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bool MoveToPositionAction::Execute(Event event)
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{
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PositionInfo pos = context->GetValue<PositionMap&>("position")->Get()[qualifier];
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if (!pos.isSet())
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{
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std::ostringstream out;
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out << "Position " << qualifier << " is not set";
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botAI->TellMaster(out);
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return false;
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}
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return MoveTo(bot->GetMapId(), pos.x, pos.y, pos.z, idle);
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}
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bool MoveToPositionAction::isUseful()
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{
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PositionInfo pos = context->GetValue<PositionMap&>("position")->Get()[qualifier];
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float distance = AI_VALUE2(float, "distance", std::string("position_") + qualifier);
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return pos.isSet() && distance > sPlayerbotAIConfig.followDistance && distance < sPlayerbotAIConfig.reactDistance;
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}
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bool SetReturnPositionAction::Execute(Event event)
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{
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PositionMap& posMap = context->GetValue<PositionMap&>("position")->Get();
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PositionInfo returnPos = posMap["return"];
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PositionInfo randomPos = posMap["random"];
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if (returnPos.isSet() && !randomPos.isSet())
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{
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float angle = 2 * M_PI * urand(0, 1000) / 100.0f;
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float dist = sPlayerbotAIConfig.followDistance * urand(0, 1000) / 1000.0f;
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float x = returnPos.x + cos(angle) * dist;
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float y = returnPos.y + sin(angle) * dist;
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float z = bot->GetPositionZ();
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bot->UpdateAllowedPositionZ(x, y, z);
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if (!bot->IsWithinLOS(x, y, z))
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return false;
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randomPos.Set(x, y, z, bot->GetMapId());
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posMap["random"] = randomPos;
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return true;
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}
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return false;
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}
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bool SetReturnPositionAction::isUseful()
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{
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PositionMap& posMap = context->GetValue<PositionMap&>("position")->Get();
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return posMap["return"].isSet() && !posMap["random"].isSet();
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}
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bool ReturnAction::isUseful()
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{
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PositionInfo pos = context->GetValue<PositionMap&>("position")->Get()[qualifier];
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return pos.isSet() && AI_VALUE2(float, "distance", "position_random") > sPlayerbotAIConfig.followDistance;
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}
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bool ReturnToStayPositionAction::isPossible()
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{
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PositionMap& posMap = AI_VALUE(PositionMap&, "position");
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PositionInfo stayPosition = posMap["stay"];
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if (stayPosition.isSet())
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{
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const float distance = bot->GetDistance(stayPosition.x, stayPosition.y, stayPosition.z);
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if (distance > sPlayerbotAIConfig.reactDistance)
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{
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botAI->TellMaster("The stay position is too far to return. I am going to stay where I am now");
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// Set the stay position to current position
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stayPosition.Set(bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(), bot->GetMapId());
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posMap["stay"] = stayPosition;
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}
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return true;
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}
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return false;
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}
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