mirror of
https://github.com/liyunfan1223/mod-playerbots.git
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448 lines
17 KiB
C++
448 lines
17 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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#ifndef _PLAYERBOT_MOVEMENTACTIONS_H
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#define _PLAYERBOT_MOVEMENTACTIONS_H
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#include <cmath>
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#include "Action.h"
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#include "LastMovementValue.h"
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#include "PathGenerator.h"
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#include "PlayerbotAIConfig.h"
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class Player;
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class PlayerbotAI;
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class Unit;
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class WorldObject;
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class Position;
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#define ANGLE_90_DEG M_PI_2
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#define ANGLE_120_DEG (2.f * static_cast<float>(M_PI) / 3.f)
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// Default acceptable path types for GeneratePath
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constexpr uint32 DEFAULT_PATH_ACCEPT_MASK = PATHFIND_NORMAL | PATHFIND_INCOMPLETE;
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constexpr uint32 RELAXED_PATH_ACCEPT_MASK = PATHFIND_NORMAL | PATHFIND_INCOMPLETE | PATHFIND_FARFROMPOLY;
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struct PathResult
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{
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Movement::PointsArray points;
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G3D::Vector3 actualEnd;
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G3D::Vector3 end;
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PathType pathType;
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bool reachable;
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};
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class MovementAction : public Action
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{
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public:
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MovementAction(PlayerbotAI* botAI, std::string const name);
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protected:
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// Emit a one-line trace describing the imminent movement. No-op
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// unless the bot has the "debug move" non-combat strategy.
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// Subclasses (e.g. NewRpgBaseAction) may override to append richer
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// context such as RPG status and target name. Optional `extra`
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// is appended verbatim (use it to attach hop labels like
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// "node:Stormwind innkeeper" or fallback reasons).
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virtual void EmitDebugMove(char const* method, char const* generator, float x, float y, float z, char const* extra = nullptr);
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bool JumpTo(uint32 mapId, float x, float y, float z, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL);
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bool MoveNear(uint32 mapId, float x, float y, float z, float distance = sPlayerbotAIConfig.contactDistance,
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MovementPriority priority = MovementPriority::MOVEMENT_NORMAL);
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bool MoveToLOS(WorldObject* target, bool ranged = false);
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bool MoveTo(uint32 mapId, float x, float y, float z, bool idle = false, bool react = false,
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bool normal_only = false, bool exact_waypoint = false,
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MovementPriority priority = MovementPriority::MOVEMENT_NORMAL, bool lessDelay = false,
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bool backwards = false, bool ignoreEnemyTargets = false);
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// Path-aware funnel mirroring the reference movement implementation.
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// Runs UpdateMovementState + IsMovingAllowed + WaitForTransport gates,
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// applies the targetPosRecalcDistance short-stop, resolves a TravelPath
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// via ResolveMovePath (which gates graph A* by sightDistance), trims
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// with makeShortCut, handles special head segments
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// (portal/area-trigger/transport/flight) via HandleSpecialMovement,
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// clips at hostile creatures via ClipPath (unless ignoreEnemyTargets),
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// and dispatches the resulting walk via DispatchMovement.
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// MoveTo(mapId,...) delegates here unless an intentional bypass
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// (exact_waypoint / disableMoveSplinePath / flying / swimming /
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// backwards) routes the move straight to DoMovePoint.
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// `react=true` opts the move out of the end-of-dispatch
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// WaitForReach AI-loop block — combat callers should set this so the
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// bot can keep re-evaluating mid-chase. Default false matches the
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// reference's MoveTo2 default.
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bool MoveTo2(WorldPosition endPos,
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bool idle = false, bool react = false,
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bool noPath = false, bool ignoreEnemyTargets = false,
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MovementPriority priority = MovementPriority::MOVEMENT_NORMAL,
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bool lessDelay = false);
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// Centralized walk dispatch. Mirrors the reference's DispatchMovement
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// shape: takes a TravelPath, builds the PointsArray internally,
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// applies inactive-bot teleport carve-out, masterWalking mode,
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// pre-dispatch state cleanup (clear emote, stand, interrupt cast),
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// transport-passenger coordinate sandwich
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// (CalculatePassengerPosition → UpdateAllowedPositionZ → Offset)
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// around the per-point Z snap, mm.Clear → MovePoint(last) →
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// MoveSplinePath. Caches the destination + duration on lastMove.
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//
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// Divergence from reference: reference ends with WaitForReach(size)
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// which blocks the AI loop until the move completes. AC's combat
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// callers (ReachCombatTo) currently funnel through MoveTo → MoveTo2
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// → DispatchMovement; blocking the AI loop here would suspend combat
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// re-evaluation for the full move duration. Until combat dispatch is
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// restructured to bypass MoveTo2, the WaitForReach is deliberately
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// omitted.
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// `react=true` skips the end-of-dispatch WaitForReach so the AI
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// loop isn't blocked while the spline plays — combat callers use
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// this to keep re-evaluating mid-chase.
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bool DispatchMovement(TravelPath path,
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WorldPosition dest,
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char const* label,
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MovementPriority priority = MovementPriority::MOVEMENT_NORMAL,
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bool lessDelay = false,
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bool react = false);
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bool MoveTo(WorldObject* target, float distance = 0.0f,
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MovementPriority priority = MovementPriority::MOVEMENT_NORMAL);
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bool MoveNear(WorldObject* target, float distance = sPlayerbotAIConfig.contactDistance,
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MovementPriority priority = MovementPriority::MOVEMENT_NORMAL);
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float GetFollowAngle();
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bool Follow(Unit* target, float distance = sPlayerbotAIConfig.followDistance);
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bool Follow(Unit* target, float distance, float angle);
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// Handles the cross-transport follow case: when bot and target are
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// on different transports (or one is off-transport) and within
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// sight, this disembarks the bot from its current transport (if
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// any), teleports it to the target's position, and boards the
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// target's transport (if any). Returns true if the transport
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// transition was performed this tick (caller should skip the
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// engine-level follow for this tick).
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bool FollowOnTransport(Unit* target);
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bool ChaseTo(WorldObject* obj, float distance = 0.0f);
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bool ReachCombatTo(Unit* target, float distance = 0.0f);
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float MoveDelay(float distance, bool backwards = false);
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void WaitForReach(float distance);
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// PointsArray overload: sums segment distances and calls the float
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// version. Matches the reference's WaitForReach(PointsArray) used at
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// the end of DispatchMovement.
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void WaitForReach(Movement::PointsArray const& path);
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void SetNextMovementDelay(float delayMillis);
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bool IsMovingAllowed(WorldObject* target);
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bool IsDuplicateMove(float x, float y, float z);
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bool IsMovingAllowed();
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bool Flee(Unit* target);
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void ClearIdleState();
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void UpdateMovementState();
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bool MoveAway(Unit* target, float distance = sPlayerbotAIConfig.fleeDistance, bool backwards = false);
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bool MoveFromGroup(float distance);
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bool Move(float angle, float distance);
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bool MoveInside(uint32 mapId, float x, float y, float z, float distance = sPlayerbotAIConfig.followDistance,
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MovementPriority priority = MovementPriority::MOVEMENT_NORMAL);
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void CreateWp(Player* wpOwner, float x, float y, float z, float o, uint32 entry, bool important = false);
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Position BestPositionForMeleeToFlee(Position pos, float radius);
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Position BestPositionForRangedToFlee(Position pos, float radius);
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bool FleePosition(Position pos, float radius, uint32 minInterval = 1000);
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bool CheckLastFlee(float curAngle, std::list<FleeInfo>& infoList);
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PathResult GeneratePath(float x, float y, float z, uint32 acceptMask = DEFAULT_PATH_ACCEPT_MASK, bool forceDestination = false);
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// Returns a unified TravelPath for the move. Mirror of the reference
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// ResolveMovePath shape: 10% lastPath reuse short-circuit, choose
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// graph (cross-map / >sightDistance) or live mmap probe, regression
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// guard preferring cached path when no better, fall back to a
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// single-point path on dest. Stateless — does not dispatch.
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TravelPath ResolveMovePath(WorldPosition startPos,
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WorldPosition endPos,
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LastMovement& lastMove);
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// Dispatches the head-of-path special segment (portal interact /
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// area-trigger marker / transport boarding / flight master taxi).
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// Caller is expected to first call TravelPath::UpcommingSpecialMovement
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// which cuts the path so the head is the special segment. Returns
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// true if a movement-consuming action was dispatched this tick.
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// Returns false for AREA_TRIGGER-with-entry (caller still dispatches
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// the walk into the trigger volume).
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bool HandleSpecialMovement(TravelPath& path);
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// Top-of-MoveFarTo gate that keeps a bot riding a transport across
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// ticks. Returns true if the bot is still on the transport we last
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// boarded (caller should skip the rest of MoveFarTo this tick).
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// Clears lastTransportEntry and returns false if the bot has
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// disembarked or is no longer on the expected transport.
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bool WaitForTransport();
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// Transport boarding helpers (shared by FollowAction and travel plan)
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static Transport* GetTransportForPosTolerant(Map* map, WorldObject* ref,
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uint32 phaseMask, float x, float y, float z);
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static bool FindBoardingPointOnTransport(Map* map, Transport* transport,
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WorldObject* ref, float refX, float refY, float refZ,
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float botX, float botY, float botZ,
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float& outX, float& outY, float& outZ);
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bool BoardTransport(Transport* transport);
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protected:
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struct CheckAngle
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{
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float angle;
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bool strict;
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};
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private:
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bool wasMovementRestricted = false;
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void DoMovePoint(Unit* unit, float x, float y, float z, bool generatePath, bool backwards);
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};
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class FleeAction : public MovementAction
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{
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public:
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FleeAction(PlayerbotAI* botAI, float distance = sPlayerbotAIConfig.spellDistance)
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: MovementAction(botAI, "flee"), distance(distance)
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{
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}
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bool Execute(Event event) override;
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bool isUseful() override;
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private:
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float distance;
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};
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class FleeWithPetAction : public MovementAction
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{
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public:
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FleeWithPetAction(PlayerbotAI* botAI) : MovementAction(botAI, "flee with pet") {}
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bool Execute(Event event) override;
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};
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class AvoidAoeAction : public MovementAction
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{
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public:
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AvoidAoeAction(PlayerbotAI* botAI, int moveInterval = 1000)
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: MovementAction(botAI, "avoid aoe"), moveInterval(moveInterval)
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{
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}
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bool isUseful() override;
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bool Execute(Event event) override;
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protected:
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bool AvoidAuraWithDynamicObj();
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bool AvoidGameObjectWithDamage();
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bool AvoidUnitWithDamageAura();
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time_t lastTellTimer = 0;
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int lastMoveTimer = 0;
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int moveInterval;
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};
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class CombatFormationMoveAction : public MovementAction
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{
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public:
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CombatFormationMoveAction(PlayerbotAI* botAI, std::string name = "combat formation move", int moveInterval = 1000)
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: MovementAction(botAI, name), moveInterval(moveInterval)
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{
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}
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bool isUseful() override;
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bool Execute(Event event) override;
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protected:
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Position AverageGroupPos(float dis = sPlayerbotAIConfig.sightDistance, bool ranged = false, bool self = false);
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Player* NearestGroupMember(float dis = sPlayerbotAIConfig.sightDistance);
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float AverageGroupAngle(Unit* from, bool ranged = false, bool self = false);
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Position GetNearestPosition(const std::vector<Position>& positions);
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int lastMoveTimer = 0;
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int moveInterval;
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};
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class TankFaceAction : public CombatFormationMoveAction
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{
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public:
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TankFaceAction(PlayerbotAI* botAI) : CombatFormationMoveAction(botAI, "tank face") {}
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bool Execute(Event event) override;
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};
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class RearFlankAction : public MovementAction
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{
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// 90 degree minimum angle prevents any frontal cleaves/breaths and avoids parry-hasting the boss.
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// 120 degree maximum angle leaves a 120 degree symmetrical cone at the tail end which is usually enough to avoid
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// tail swipes. Some dragons or mobs may have different danger zone angles, override if needed.
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public:
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RearFlankAction(PlayerbotAI* botAI, float distance = 0.0f, float minAngle = ANGLE_90_DEG,
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float maxAngle = ANGLE_120_DEG)
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: MovementAction(botAI, "rear flank")
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{
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this->distance = distance;
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this->minAngle = minAngle;
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this->maxAngle = maxAngle;
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}
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bool Execute(Event event) override;
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bool isUseful() override;
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protected:
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float distance, minAngle, maxAngle;
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};
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class DisperseSetAction : public Action
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{
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public:
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DisperseSetAction(PlayerbotAI* botAI, std::string const name = "disperse set") : Action(botAI, name) {}
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bool Execute(Event event) override;
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float DEFAULT_DISPERSE_DISTANCE_RANGED = 5.0f;
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float DEFAULT_DISPERSE_DISTANCE_MELEE = 2.0f;
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};
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class RunAwayAction : public MovementAction
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{
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public:
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RunAwayAction(PlayerbotAI* botAI) : MovementAction(botAI, "runaway") {}
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bool Execute(Event event) override;
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};
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class MoveToLootAction : public MovementAction
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{
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public:
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MoveToLootAction(PlayerbotAI* botAI) : MovementAction(botAI, "move to loot") {}
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bool Execute(Event event) override;
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};
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class MoveOutOfEnemyContactAction : public MovementAction
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{
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public:
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MoveOutOfEnemyContactAction(PlayerbotAI* botAI) : MovementAction(botAI, "move out of enemy contact") {}
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bool Execute(Event event) override;
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bool isUseful() override;
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};
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class SetFacingTargetAction : public Action
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{
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public:
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SetFacingTargetAction(PlayerbotAI* botAI) : Action(botAI, "set facing") {}
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bool Execute(Event event) override;
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bool isUseful() override;
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bool isPossible() override;
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};
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class SetBehindTargetAction : public CombatFormationMoveAction
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{
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public:
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SetBehindTargetAction(PlayerbotAI* botAI) : CombatFormationMoveAction(botAI, "set behind") {}
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bool Execute(Event event) override;
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};
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class MoveOutOfCollisionAction : public MovementAction
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{
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public:
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MoveOutOfCollisionAction(PlayerbotAI* botAI) : MovementAction(botAI, "move out of collision") {}
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bool Execute(Event event) override;
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bool isUseful() override;
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};
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class MoveRandomAction : public MovementAction
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{
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public:
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MoveRandomAction(PlayerbotAI* botAI) : MovementAction(botAI, "move random") {}
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bool Execute(Event event) override;
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bool isUseful() override;
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};
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class MoveInsideAction : public MovementAction
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{
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public:
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MoveInsideAction(PlayerbotAI* ai, float x, float y, float distance = 5.0f) : MovementAction(ai, "move inside")
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{
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this->x = x;
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this->y = y;
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this->distance = distance;
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}
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virtual bool Execute(Event event);
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protected:
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float x, y, distance;
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};
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class RotateAroundTheCenterPointAction : public MovementAction
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{
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public:
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RotateAroundTheCenterPointAction(PlayerbotAI* ai, std::string name, float center_x, float center_y,
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float radius = 40.0f, uint32 intervals = 16, bool clockwise = true,
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float start_angle = 0)
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: MovementAction(ai, name)
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{
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this->center_x = center_x;
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this->center_y = center_y;
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this->radius = radius;
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this->intervals = intervals;
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this->clockwise = clockwise;
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this->call_counters = 0;
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for (int i = 0; i < intervals; i++)
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{
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float angle = start_angle + 2 * M_PI * i / intervals;
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waypoints.push_back(std::make_pair(center_x + cos(angle) * radius, center_y + sin(angle) * radius));
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}
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}
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virtual bool Execute(Event event);
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protected:
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virtual uint32 GetCurrWaypoint() { return 0; }
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uint32 FindNearestWaypoint();
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float center_x, center_y, radius;
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uint32 intervals, call_counters;
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bool clockwise;
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std::vector<std::pair<float, float>> waypoints;
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};
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class MoveFromGroupAction : public MovementAction
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{
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public:
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MoveFromGroupAction(PlayerbotAI* botAI, std::string const name = "move from group") : MovementAction(botAI, name) {}
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bool Execute(Event event) override;
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};
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class MoveAwayFromCreatureAction : public MovementAction
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{
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public:
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MoveAwayFromCreatureAction(PlayerbotAI* botAI, std::string name, uint32 creatureId, float range, bool alive = true)
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: MovementAction(botAI, name), creatureId(creatureId), range(range), alive(alive)
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{
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}
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bool Execute(Event event) override;
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bool isPossible() override;
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private:
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uint32 creatureId;
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float range;
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bool alive;
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};
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class MoveAwayFromPlayerWithDebuffAction : public MovementAction
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{
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public:
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MoveAwayFromPlayerWithDebuffAction(PlayerbotAI* botAI, std::string name, uint32 spellId, float range)
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: MovementAction(botAI, name), spellId(spellId), range(range)
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{
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}
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bool Execute(Event event) override;
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bool isPossible() override;
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private:
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uint32 spellId;
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float range;
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};
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#endif
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