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https://github.com/liyunfan1223/mod-playerbots.git
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# Pull Request
Removed unused variables and fixed styling issues.
## How to Test the Changes
- Step-by-step instructions to test the change
- Any required setup (e.g. multiple players, bots, specific
configuration)
- Expected behavior and how to verify it
## Complexity & Impact
- Does this change add new decision branches?
- [x] No
- [] Yes (**explain below**)
- Does this change increase per-bot or per-tick processing?
- [x] No
- [ ] Yes (**describe and justify impact**)
- Could this logic scale poorly under load?
- [x] No
- [ ] Yes (**explain why**)
---
## Defaults & Configuration
- Does this change modify default bot behavior?
- [x] No
- [ ] Yes (**explain why**)
If this introduces more advanced or AI-heavy logic:
- [ ] Lightweight mode remains the default
- [ ] More complex behavior is optional and thereby configurable
---
## AI Assistance
- Was AI assistance (e.g. ChatGPT or similar tools) used while working
on this change?
- [x] No
- [ ] Yes (**explain below**)
---
## 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
This was filtered from the code provided by SmashingQuasar. Eliminated
variables were confirmed to be not used, but unclear at times if that is
due to mistakes in writing.
---------
Co-authored-by: bashermens <31279994+hermensbas@users.noreply.github.com>
69 lines
1.9 KiB
C++
69 lines
1.9 KiB
C++
#include "Playerbots.h"
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#include "GundrakActions.h"
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bool AvoidPoisonNovaAction::Execute(Event /*event*/)
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{
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Unit* boss = AI_VALUE2(Unit*, "find target", "slad'ran");
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if (!boss) { return false; }
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float distance = bot->GetExactDist2d(boss->GetPosition());
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float radius = 15.0f;
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float distanceExtra = 2.0f;
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if (distance < radius + distanceExtra)
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{
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return MoveAway(boss, radius + distanceExtra - distance);
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}
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return false;
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}
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bool AttackSnakeWrapAction::Execute(Event /*event*/)
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{
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Unit* boss = AI_VALUE2(Unit*, "find target", "slad'ran");
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if (!boss) { return false; }
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// Target is not findable from threat table using AI_VALUE2(),
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// therefore need to search manually for the unit name
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GuidVector targets = AI_VALUE(GuidVector, "possible targets no los");
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for (auto& target : targets)
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{
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Unit* unit = botAI->GetUnit(target);
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if (unit && unit->GetEntry() == NPC_SNAKE_WRAP)
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{
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Unit* currentTarget = AI_VALUE(Unit*, "current target");
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if (!currentTarget || currentTarget->GetEntry() != NPC_SNAKE_WRAP)
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{
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return Attack(unit);
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}
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}
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}
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return false;
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}
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bool AvoidWhirlingSlashAction::Execute(Event /*event*/)
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{
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Unit* boss = AI_VALUE2(Unit*, "find target", "gal'darah");
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if (!boss) { return false; }
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float distance = bot->GetExactDist2d(boss->GetPosition());
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float radius = 5.0f;
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float distanceExtra = 2.0f;
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if (distance < radius + distanceExtra)
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{
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if (botAI->IsTank(bot))
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{
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// The boss chases tank during this, leads to jittery stutter-stepping
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// by the tank if we don't pre-move additional range. 2*radius seems ok
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return MoveAway(boss, (2.0f * radius) + distanceExtra - distance);
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}
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// else
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return MoveAway(boss, radius + distanceExtra - distance);
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}
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return false;
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}
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