mirror of
https://github.com/liyunfan1223/mod-playerbots.git
synced 2026-06-20 15:39:25 +02:00
Per-bot ring buffer of last 3 path attempts on RpgInfo. When 3 mmap or 3 nodetravel attempts to the same dest fail, force the alternative routing strategy on the next tick. When both strategies have failed 3 times each (bothExhausted), fall through to MoveFar:spline rather than flip-flopping forever. Also drops the 10%-per-tick opportunistic combat engage during do-quest travel — the multiplier (0.20x) is the right knob; the random yield was overriding it and producing the 'still grinding too much while traveling' symptom.
577 lines
18 KiB
C++
577 lines
18 KiB
C++
#include "NewRpgAction.h"
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#include <cmath>
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#include <cstdlib>
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#include "AreaDefines.h"
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#include "BroadcastHelper.h"
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#include "ChatHelper.h"
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#include "G3D/Vector2.h"
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#include "GossipDef.h"
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#include "IVMapMgr.h"
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#include "NewRpgInfo.h"
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#include "NewRpgStrategy.h"
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#include "Object.h"
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#include "ObjectAccessor.h"
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#include "ObjectDefines.h"
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#include "ObjectGuid.h"
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#include "ObjectMgr.h"
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#include "PathGenerator.h"
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#include "Player.h"
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#include "PlayerbotAI.h"
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#include "Playerbots.h"
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#include "QuestDef.h"
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#include "Random.h"
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#include "SharedDefines.h"
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#include "Timer.h"
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#include "TravelMgr.h"
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bool TellRpgStatusAction::Execute(Event event)
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{
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Player* owner = event.getOwner();
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if (!owner)
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return false;
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std::string out = botAI->rpgInfo.ToString();
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bot->Whisper(out.c_str(), LANG_UNIVERSAL, owner);
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return true;
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}
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bool StartRpgDoQuestAction::Execute(Event event)
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{
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Player* owner = event.getOwner();
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if (!owner)
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return false;
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std::string const text = event.getParam();
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PlayerbotChatHandler ch(owner);
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uint32 questId = ch.extractQuestId(text);
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const Quest* quest = sObjectMgr->GetQuestTemplate(questId);
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if (quest)
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{
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botAI->rpgInfo.ChangeToDoQuest(questId, quest);
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bot->Whisper("Start to do quest " + std::to_string(questId), LANG_UNIVERSAL, owner);
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return true;
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}
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bot->Whisper("Invalid quest " + text, LANG_UNIVERSAL, owner);
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return false;
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}
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bool NewRpgStatusUpdateAction::Execute(Event /*event*/)
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{
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NewRpgInfo& info = botAI->rpgInfo;
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NewRpgStatus status = info.GetStatus();
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switch (status)
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{
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case RPG_IDLE:
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return RandomChangeStatus({RPG_GO_CAMP, RPG_GO_GRIND, RPG_WANDER_RANDOM, RPG_WANDER_NPC, RPG_DO_QUEST,
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RPG_TRAVEL_FLIGHT, RPG_REST, RPG_OUTDOOR_PVP});
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case RPG_GO_GRIND:
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{
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auto& data = std::get<NewRpgInfo::GoGrind>(info.data);
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WorldPosition& originalPos = data.pos;
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assert(data.pos != WorldPosition());
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// GO_GRIND -> WANDER_RANDOM
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if (bot->GetExactDist(originalPos) < 10.0f)
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{
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info.ChangeToWanderRandom();
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return true;
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}
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break;
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}
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case RPG_GO_CAMP:
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{
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auto& data = std::get<NewRpgInfo::GoCamp>(info.data);
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WorldPosition& originalPos = data.pos;
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assert(data.pos != WorldPosition());
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// GO_CAMP -> WANDER_NPC
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if (bot->GetExactDist(originalPos) < 10.0f)
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{
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info.ChangeToWanderNpc();
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return true;
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}
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break;
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}
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case RPG_WANDER_RANDOM:
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{
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// WANDER_RANDOM -> IDLE
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if (info.HasStatusPersisted(statusWanderRandomDuration))
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{
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info.ChangeToIdle();
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return true;
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}
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break;
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}
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case RPG_WANDER_NPC:
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{
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if (info.HasStatusPersisted(statusWanderNpcDuration))
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{
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info.ChangeToIdle();
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return true;
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}
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break;
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}
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case RPG_DO_QUEST:
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{
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// DO_QUEST -> IDLE
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if (info.HasStatusPersisted(statusDoQuestDuration))
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{
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info.ChangeToIdle();
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return true;
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}
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break;
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}
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// RPG_TRAVEL_FLIGHT arrival is handled inside NewRpgTravelFlightAction
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// so the flight action owns both take-off and landing transitions.
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case RPG_REST:
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{
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// REST -> IDLE
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if (info.HasStatusPersisted(statusRestDuration))
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{
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info.ChangeToIdle();
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return true;
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}
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break;
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}
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case RPG_OUTDOOR_PVP:
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{
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if (info.HasStatusPersisted(statusOutDoorPvPDuration))
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{
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info.ChangeToIdle();
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return true;
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}
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break;
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}
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default:
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break;
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}
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return false;
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}
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bool NewRpgGoGrindAction::Execute(Event /*event*/)
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{
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if (SearchQuestGiverAndAcceptOrReward())
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return true;
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if (auto* data = std::get_if<NewRpgInfo::GoGrind>(&botAI->rpgInfo.data))
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{
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if (MoveFarTo(data->pos))
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return true;
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// Small nudge so the next tick's MoveFarTo starts from a
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// slightly different position. Kept small so it doesn't look
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// like the bot is abandoning its destination.
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return MoveRandomNear(10.0f);
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}
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return false;
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}
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bool NewRpgGoCampAction::Execute(Event /*event*/)
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{
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if (SearchQuestGiverAndAcceptOrReward())
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return true;
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if (auto* data = std::get_if<NewRpgInfo::GoCamp>(&botAI->rpgInfo.data))
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{
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if (MoveFarTo(data->pos))
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return true;
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return MoveRandomNear(10.0f);
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}
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return false;
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}
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bool NewRpgWanderRandomAction::Execute(Event /*event*/)
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{
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if (SearchQuestGiverAndAcceptOrReward())
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return true;
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return MoveRandomNear();
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}
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bool NewRpgWanderNpcAction::Execute(Event /*event*/)
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{
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NewRpgInfo& info = botAI->rpgInfo;
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auto* dataPtr = std::get_if<NewRpgInfo::WanderNpc>(&info.data);
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if (!dataPtr)
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return false;
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auto& data = *dataPtr;
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if (!data.npcOrGo)
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{
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// No npc can be found, switch to IDLE
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ObjectGuid npcOrGo = ChooseNpcOrGameObjectToInteract();
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if (npcOrGo.IsEmpty())
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{
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info.ChangeToIdle();
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return true;
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}
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data.npcOrGo = npcOrGo;
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data.lastReach = 0;
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return true;
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}
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WorldObject* object = ObjectAccessor::GetWorldObject(*bot, data.npcOrGo);
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if (object && IsWithinInteractionDist(object))
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{
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if (!data.lastReach)
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{
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data.lastReach = getMSTime();
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if (bot->CanInteractWithQuestGiver(object))
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InteractWithNpcOrGameObjectForQuest(data.npcOrGo);
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return true;
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}
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if (data.lastReach && GetMSTimeDiffToNow(data.lastReach) < npcStayTime)
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return false;
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// has reached the npc for more than `npcStayTime`, select the next target
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data.npcOrGo = ObjectGuid();
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data.lastReach = 0;
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}
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else
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{
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if (MoveWorldObjectTo(data.npcOrGo))
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return true;
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// NPC pathing failed (random offset in a wall, mmap hiccup, etc).
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// Take a small random step so the next tick retries from a
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// different spot instead of staring at the NPC from afar.
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return MoveRandomNear(15.0f);
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}
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return true;
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}
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bool NewRpgDoQuestAction::Execute(Event /*event*/)
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{
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if (SearchQuestGiverAndAcceptOrReward())
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return true;
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NewRpgInfo& info = botAI->rpgInfo;
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auto* dataPtr = std::get_if<NewRpgInfo::DoQuest>(&info.data);
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if (!dataPtr)
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return false;
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auto& data = *dataPtr;
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uint32 questId = data.questId;
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uint8 questStatus = bot->GetQuestStatus(questId);
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switch (questStatus)
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{
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case QUEST_STATUS_INCOMPLETE:
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return DoIncompleteQuest(data);
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case QUEST_STATUS_COMPLETE:
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return DoCompletedQuest(data);
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default:
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break;
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}
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info.ChangeToIdle();
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return true;
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}
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bool NewRpgDoQuestAction::DoIncompleteQuest(NewRpgInfo::DoQuest& data)
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{
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uint32 questId = data.questId;
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if (data.pos != WorldPosition())
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{
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/// @TODO: extract to a new function
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int32 currentObjective = data.objectiveIdx;
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// check if the objective has completed
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Quest const* quest = sObjectMgr->GetQuestTemplate(questId);
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const QuestStatusData& q_status = bot->getQuestStatusMap().at(questId);
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bool completed = true;
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if (currentObjective < QUEST_OBJECTIVES_COUNT)
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{
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if (q_status.CreatureOrGOCount[currentObjective] < quest->RequiredNpcOrGoCount[currentObjective])
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completed = false;
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}
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else if (currentObjective < QUEST_OBJECTIVES_COUNT + QUEST_ITEM_OBJECTIVES_COUNT)
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{
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if (q_status.ItemCount[currentObjective - QUEST_OBJECTIVES_COUNT] <
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quest->RequiredItemCount[currentObjective - QUEST_OBJECTIVES_COUNT])
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completed = false;
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}
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// the current objective is completed, clear and find a new objective later
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if (completed)
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{
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data.lastReachPOI = 0;
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data.pos = WorldPosition();
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data.objectiveIdx = 0;
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data.pursuedLootGO.Clear();
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data.pursuedUseGO.Clear();
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data.pursuedUseTarget.Clear();
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}
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}
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if (data.pos == WorldPosition())
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{
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std::vector<POIInfo> poiInfo;
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if (!GetQuestPOIPosAndObjectiveIdx(questId, poiInfo))
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{
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// can't find a poi pos to go, stop doing quest for now
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botAI->rpgInfo.ChangeToIdle();
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return true;
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}
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uint32 rndIdx = urand(0, poiInfo.size() - 1);
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G3D::Vector2 nearestPoi = poiInfo[rndIdx].pos;
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int32 objectiveIdx = poiInfo[rndIdx].objectiveIdx;
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float dx = nearestPoi.x, dy = nearestPoi.y;
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// z = MAX_HEIGHT as we do not know accurate z
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float dz = std::max(bot->GetMap()->GetHeight(dx, dy, MAX_HEIGHT), bot->GetMap()->GetWaterLevel(dx, dy));
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// double check for GetQuestPOIPosAndObjectiveIdx
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if (dz == INVALID_HEIGHT || dz == VMAP_INVALID_HEIGHT_VALUE)
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return false;
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WorldPosition pos(bot->GetMapId(), dx, dy, dz);
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data.lastReachPOI = 0;
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data.pos = pos;
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data.objectiveIdx = objectiveIdx;
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data.pursuedLootGO.Clear();
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data.pursuedUseGO.Clear();
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data.pursuedUseTarget.Clear();
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}
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if (bot->GetDistance(data.pos) > 10.0f && !data.lastReachPOI)
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{
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// yield to attack-anything if a quest mob is right next to us
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if (HasNearbyQuestMob(15.0f))
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return false;
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// Note: previously yielded ~10%/tick when any hostile was
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// within 25y. That overrode the do-quest multiplier in
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// practice (combined with bots getting aggroed on the way,
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// which ALSO bypasses the multiplier via combat engine) and
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// bots ended up grinding their way to POIs instead of
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// travelling. Quest-mob exception above is kept so we don't
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// walk past a quest target while gathering. Anything else
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// hostile is the multiplier's job to throttle — and bots
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// that DO get aggroed switch to combat engine where the
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// class strategy handles it.
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if (MoveFarTo(data.pos))
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return true;
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// sampler found nothing — nudge so next tick tries a new pos
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return MoveRandomNear(10.0f);
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}
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// Now we are near the quest objective
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// kill mobs and looting quest should be done automatically by grind strategy
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if (!data.lastReachPOI)
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{
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data.lastReachPOI = getMSTime();
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return true;
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}
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// stayed at this POI for more than 5 minutes
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if (GetMSTimeDiffToNow(data.lastReachPOI) >= poiStayTime)
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{
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bool hasProgression = false;
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int32 currentObjective = data.objectiveIdx;
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// check if the objective has progression
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Quest const* quest = sObjectMgr->GetQuestTemplate(questId);
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const QuestStatusData& q_status = bot->getQuestStatusMap().at(questId);
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if (currentObjective < QUEST_OBJECTIVES_COUNT)
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{
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if (q_status.CreatureOrGOCount[currentObjective] != 0 && quest->RequiredNpcOrGoCount[currentObjective])
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hasProgression = true;
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}
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else if (currentObjective < QUEST_OBJECTIVES_COUNT + QUEST_ITEM_OBJECTIVES_COUNT)
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{
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if (q_status.ItemCount[currentObjective - QUEST_OBJECTIVES_COUNT] != 0 &&
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quest->RequiredItemCount[currentObjective - QUEST_OBJECTIVES_COUNT])
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hasProgression = true;
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}
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if (!hasProgression)
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{
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// we has reach the poi for more than 5 mins but no progession
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// may not be able to complete this quest, marked as abandoned
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/// @TODO: It may be better to make lowPriorityQuest a global set shared by all bots (or saved in db)
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botAI->lowPriorityQuest.insert(questId);
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botAI->rpgStatistic.questAbandoned++;
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LOG_DEBUG("playerbots", "[New RPG] {} marked as abandoned quest {}", bot->GetName(), questId);
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botAI->rpgInfo.ChangeToIdle();
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return true;
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}
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// clear and select another poi later
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data.lastReachPOI = 0;
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data.pos = WorldPosition();
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data.objectiveIdx = 0;
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data.pursuedLootGO.Clear();
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data.pursuedUseGO.Clear();
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data.pursuedUseTarget.Clear();
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return true;
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}
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// at POI: drive toward specific objectives first
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if (TryUseQuestItem(data.pursuedUseGO, data.pursuedUseTarget))
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return true;
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if (TryLootQuestGO(data.pursuedLootGO))
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return true;
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if (TryUseQuestGO(data.pursuedUseGO))
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return true;
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// gather quests: roam for spawns. kill quests: yield to grind.
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Quest const* quest = sObjectMgr->GetQuestTemplate(questId);
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if (quest)
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{
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int32 obj = data.objectiveIdx;
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bool isGatherObjective = false;
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if (obj < QUEST_OBJECTIVES_COUNT)
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{
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int32 entry = quest->RequiredNpcOrGo[obj];
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if (entry < 0) // GO objective
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isGatherObjective = true;
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if (entry == 0 && obj < QUEST_ITEM_OBJECTIVES_COUNT && quest->RequiredItemId[obj])
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isGatherObjective = true;
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}
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else if (obj < QUEST_OBJECTIVES_COUNT + QUEST_ITEM_OBJECTIVES_COUNT)
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{
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isGatherObjective = true;
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}
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// source-item quest: need to find the target to use it on
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if (quest->GetSrcItemId())
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isGatherObjective = true;
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if (isGatherObjective)
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return MoveRandomNear(20.0f);
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}
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// kill quest: walk toward the marker before handing off to grind.
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// lastReachPOI trips at ~10y so without this the bot fights on the
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// edge and never reaches the dense cluster. Skip if a quest mob is
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// in sight (might be the target) or a hostile is mid-pull.
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if (bot->GetDistance(data.pos) > 5.0f)
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{
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if (HasNearbyQuestMob(30.0f))
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return false;
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GuidVector nearby = AI_VALUE(GuidVector, "possible targets");
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bool hostileClose = false;
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for (ObjectGuid guid : nearby)
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{
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Unit* u = botAI->GetUnit(guid);
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if (u && u->IsAlive() && bot->GetDistance(u) < 15.0f)
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{
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hostileClose = true;
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break;
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}
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}
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if (!hostileClose)
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return MoveFarTo(data.pos);
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}
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// yield to grind
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return false;
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}
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bool NewRpgDoQuestAction::DoCompletedQuest(NewRpgInfo::DoQuest& data)
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{
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uint32 questId = data.questId;
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const Quest* quest = data.quest;
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if (data.objectiveIdx != -1)
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{
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// if quest is completed, back to poi with -1 idx to reward
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BroadcastHelper::BroadcastQuestUpdateComplete(botAI, bot, quest);
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botAI->rpgStatistic.questCompleted++;
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std::vector<POIInfo> poiInfo;
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if (!GetQuestPOIPosAndObjectiveIdx(questId, poiInfo, true))
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{
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// can't find a poi pos to reward, stop doing quest for now
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botAI->rpgInfo.ChangeToIdle();
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return false;
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}
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assert(poiInfo.size() > 0);
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// now we get the place to get rewarded
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float dx = poiInfo[0].pos.x, dy = poiInfo[0].pos.y;
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// z = MAX_HEIGHT as we do not know accurate z
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float dz = std::max(bot->GetMap()->GetHeight(dx, dy, MAX_HEIGHT), bot->GetMap()->GetWaterLevel(dx, dy));
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// double check for GetQuestPOIPosAndObjectiveIdx
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if (dz == INVALID_HEIGHT || dz == VMAP_INVALID_HEIGHT_VALUE)
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return false;
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WorldPosition pos(bot->GetMapId(), dx, dy, dz);
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data.lastReachPOI = 0;
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data.pos = pos;
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data.objectiveIdx = -1;
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}
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if (data.pos == WorldPosition())
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return false;
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if (bot->GetDistance(data.pos) > 10.0f && !data.lastReachPOI)
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{
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if (MoveFarTo(data.pos))
|
|
return true;
|
|
return MoveRandomNear(10.0f);
|
|
}
|
|
|
|
// Now we are near the qoi of reward
|
|
// the quest should be rewarded by SearchQuestGiverAndAcceptOrReward
|
|
if (!data.lastReachPOI)
|
|
{
|
|
data.lastReachPOI = getMSTime();
|
|
return true;
|
|
}
|
|
// stayed at this POI for more than 5 minutes
|
|
if (GetMSTimeDiffToNow(data.lastReachPOI) >= poiStayTime)
|
|
{
|
|
// e.g. Can not reward quest to gameobjects
|
|
/// @TODO: It may be better to make lowPriorityQuest a global set shared by all bots (or saved in db)
|
|
botAI->lowPriorityQuest.insert(questId);
|
|
botAI->rpgStatistic.questAbandoned++;
|
|
LOG_DEBUG("playerbots", "[New RPG] {} marked as abandoned quest {}", bot->GetName(), questId);
|
|
botAI->rpgInfo.ChangeToIdle();
|
|
return true;
|
|
}
|
|
// waiting for SearchQuestGiverAndAcceptOrReward to pick up the NPC;
|
|
// wander instead of false so we don't fall through to grind
|
|
return MoveRandomNear(15.0f);
|
|
}
|
|
|
|
bool NewRpgTravelFlightAction::Execute(Event /*event*/)
|
|
{
|
|
NewRpgInfo& info = botAI->rpgInfo;
|
|
auto* dataPtr = std::get_if<NewRpgInfo::TravelFlight>(&info.data);
|
|
if (!dataPtr)
|
|
return false;
|
|
|
|
auto& data = *dataPtr;
|
|
|
|
// Arrival: we had boarded a flight (data.inFlight) and we're no longer in
|
|
// it → we just landed. Special-case Rut'theran: walk to the portal GO so
|
|
// it teleports the bot into Darnassus, flipping the zone to AREA_DARNASSUS
|
|
// so this branch falls through to ChangeToIdle on the next tick.
|
|
if (data.inFlight && !bot->IsInFlight())
|
|
{
|
|
if (bot->GetZoneId() == AREA_TELDRASSIL)
|
|
{
|
|
static WorldPosition const rutTheranPortalEntrance(1, 8799.41f, 969.787f, 26.2409f, 0.0f);
|
|
return MoveFarTo(rutTheranPortalEntrance);
|
|
}
|
|
info.ChangeToIdle();
|
|
return true;
|
|
}
|
|
|
|
if (bot->IsInFlight())
|
|
{
|
|
data.inFlight = true;
|
|
return false;
|
|
}
|
|
|
|
if (bot->GetDistance(data.flightMasterPos) > INTERACTION_DISTANCE)
|
|
return MoveFarTo(data.flightMasterPos);
|
|
|
|
Creature* flightMaster = bot->FindNearestCreature(data.flightMasterEntry, INTERACTION_DISTANCE * 3);
|
|
if (!flightMaster || !flightMaster->IsAlive())
|
|
{
|
|
info.ChangeToIdle();
|
|
return true;
|
|
}
|
|
|
|
if (!TakeFlight(data.path, flightMaster))
|
|
{
|
|
info.ChangeToIdle();
|
|
return true;
|
|
}
|
|
return true;
|
|
}
|