mirror of
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>
63 lines
1.9 KiB
C++
63 lines
1.9 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 "SnareTargetValue.h"
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#include "AiObjectContext.h"
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#include "PlayerbotAI.h"
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#include "ServerFacade.h"
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Unit* SnareTargetValue::Calculate()
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{
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std::string const spell = qualifier;
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GuidVector attackers = botAI->GetAiObjectContext()->GetValue<GuidVector>("attackers")->Get();
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for (ObjectGuid const guid : attackers)
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{
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Unit* unit = botAI->GetUnit(guid);
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if (!unit)
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continue;
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if (bot->GetDistance(unit) > botAI->GetRange("spell"))
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continue;
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Unit* chaseTarget;
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switch (unit->GetMotionMaster()->GetCurrentMovementGeneratorType())
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{
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case FLEEING_MOTION_TYPE:
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return unit;
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case CHASE_MOTION_TYPE:
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{
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chaseTarget = ServerFacade::instance().GetChaseTarget(unit);
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if (!chaseTarget)
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continue;
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Player* chaseTargetPlayer = ObjectAccessor::FindPlayer(chaseTarget->GetGUID());
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// check if need to snare
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bool shouldSnare = true;
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// do not slow down if bot is melee and mob/bot attack each other
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if (chaseTargetPlayer && !botAI->IsRanged(bot) && chaseTargetPlayer == bot)
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shouldSnare = false;
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if (!unit->isMoving())
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shouldSnare = false;
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if (unit->HasAuraType(SPELL_AURA_MOD_ROOT))
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shouldSnare = false;
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if (chaseTargetPlayer && shouldSnare && !botAI->IsTank(chaseTargetPlayer))
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{
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return unit;
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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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}
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return nullptr;
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}
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