mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-02-08 05:01:09 +00:00
# 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>
237 lines
7.9 KiB
C++
237 lines
7.9 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 "UseMeetingStoneAction.h"
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#include "CellImpl.h"
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#include "Event.h"
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#include "GridNotifiers.h"
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#include "GridNotifiersImpl.h"
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#include "NearestGameObjects.h"
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#include "PlayerbotAIConfig.h"
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#include "Playerbots.h"
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#include "PositionValue.h"
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bool UseMeetingStoneAction::Execute(Event event)
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{
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Player* master = GetMaster();
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if (!master)
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return false;
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WorldPacket p(event.getPacket());
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p.rpos(0);
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ObjectGuid guid;
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p >> guid;
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if (master->GetTarget() && master->GetTarget() != bot->GetGUID())
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return false;
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if (!master->GetTarget() && master->GetGroup() != bot->GetGroup())
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return false;
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if (master->IsBeingTeleported())
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return false;
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if (bot->IsInCombat())
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{
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botAI->TellError("I am in combat");
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return false;
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}
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Map* map = master->GetMap();
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if (!map)
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return false;
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GameObject* gameObject = map->GetGameObject(guid);
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if (!gameObject)
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return false;
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GameObjectTemplate const* goInfo = gameObject->GetGOInfo();
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if (!goInfo || goInfo->entry != 179944)
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return false;
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return Teleport(master, bot, false);
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}
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bool SummonAction::Execute(Event event)
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{
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Player* master = GetMaster();
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if (!master)
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return false;
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if (Pet* pet = bot->GetPet())
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{
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botAI->PetFollow();
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}
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if (master->GetSession()->GetSecurity() >= SEC_PLAYER)
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{
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// botAI->GetAiObjectContext()->GetValue<GuidVector>("prioritized targets")->Set({});
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AI_VALUE(std::list<FleeInfo>&, "recently flee info").clear();
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return Teleport(master, bot, true);
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}
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if (SummonUsingGos(master, bot, true) || SummonUsingNpcs(master, bot, true))
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{
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botAI->TellMasterNoFacing("Hello!");
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return true;
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}
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if (SummonUsingGos(bot, master, true) || SummonUsingNpcs(bot, master, true))
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{
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botAI->TellMasterNoFacing("Welcome!");
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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 SummonAction::SummonUsingGos(Player* summoner, Player* player, bool preserveAuras)
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{
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std::list<GameObject*> targets;
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AnyGameObjectInObjectRangeCheck u_check(summoner, sPlayerbotAIConfig.sightDistance);
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Acore::GameObjectListSearcher<AnyGameObjectInObjectRangeCheck> searcher(summoner, targets, u_check);
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Cell::VisitObjects(summoner, searcher, sPlayerbotAIConfig.sightDistance);
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for (GameObject* go : targets)
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{
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if (go->isSpawned() && go->GetGoType() == GAMEOBJECT_TYPE_MEETINGSTONE)
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return Teleport(summoner, player, preserveAuras);
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}
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botAI->TellError(summoner == bot ? "There is no meeting stone nearby" : "There is no meeting stone near you");
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return false;
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}
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bool SummonAction::SummonUsingNpcs(Player* summoner, Player* player, bool preserveAuras)
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{
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if (!sPlayerbotAIConfig.summonAtInnkeepersEnabled)
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return false;
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std::list<Unit*> targets;
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Acore::AnyUnitInObjectRangeCheck u_check(summoner, sPlayerbotAIConfig.sightDistance);
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Acore::UnitListSearcher<Acore::AnyUnitInObjectRangeCheck> searcher(summoner, targets, u_check);
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Cell::VisitObjects(summoner, searcher, sPlayerbotAIConfig.sightDistance);
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for (Unit* unit : targets)
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{
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if (unit && unit->HasNpcFlag(UNIT_NPC_FLAG_INNKEEPER))
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{
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if (!player->HasItemCount(6948, 1, false))
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{
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botAI->TellError(player == bot ? "I have no hearthstone" : "You have no hearthstone");
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return false;
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}
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if (player->HasSpellCooldown(8690))
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{
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botAI->TellError(player == bot ? "My hearthstone is not ready" : "Your hearthstone is not ready");
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return false;
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}
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// Trigger cooldown
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SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(8690);
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if (!spellInfo)
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return false;
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Spell spell(player, spellInfo, TRIGGERED_NONE);
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spell.SendSpellCooldown();
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return Teleport(summoner, player, preserveAuras);
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}
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}
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botAI->TellError(summoner == bot ? "There are no innkeepers nearby" : "There are no innkeepers near you");
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return false;
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}
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bool SummonAction::Teleport(Player* summoner, Player* player, bool preserveAuras)
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{
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// Player* master = GetMaster();
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if (!summoner || summoner == player)
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return false;
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if (player->GetVehicle())
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{
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botAI->TellError("You cannot summon me while I'm on a vehicle");
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return false;
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}
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if (!summoner->IsBeingTeleported() && !player->IsBeingTeleported())
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{
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float followAngle = GetFollowAngle();
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for (float angle = followAngle - M_PI; angle <= followAngle + M_PI; angle += M_PI / 4)
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{
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uint32 mapId = summoner->GetMapId();
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float x = summoner->GetPositionX() + cos(angle) * sPlayerbotAIConfig.followDistance;
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float y = summoner->GetPositionY() + sin(angle) * sPlayerbotAIConfig.followDistance;
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float z = summoner->GetPositionZ();
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if (summoner->IsWithinLOS(x, y, z))
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{
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if (sPlayerbotAIConfig.botRepairWhenSummon) // .conf option to repair bot gear when summoned 0 = off, 1 = on
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bot->DurabilityRepairAll(false, 1.0f, false);
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if (summoner->IsInCombat() && !sPlayerbotAIConfig.allowSummonInCombat)
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{
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botAI->TellError("You cannot summon me while you're in combat");
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return false;
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}
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if (!summoner->IsAlive() && !sPlayerbotAIConfig.allowSummonWhenMasterIsDead)
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{
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botAI->TellError("You cannot summon me while you're dead");
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return false;
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}
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if (bot->isDead() && !bot->HasPlayerFlag(PLAYER_FLAGS_GHOST) &&
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!sPlayerbotAIConfig.allowSummonWhenBotIsDead)
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{
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botAI->TellError("You cannot summon me while I'm dead, you need to release my spirit first");
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return false;
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}
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bool revive =
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sPlayerbotAIConfig.reviveBotWhenSummoned == 2 ||
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(sPlayerbotAIConfig.reviveBotWhenSummoned == 1 && !summoner->IsInCombat() && summoner->IsAlive());
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if (bot->isDead() && revive)
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{
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bot->ResurrectPlayer(1.0f, false);
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bot->SpawnCorpseBones();
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botAI->TellMasterNoFacing("I live, again!");
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botAI->GetAiObjectContext()->GetValue<GuidVector>("prioritized targets")->Reset();
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}
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player->GetMotionMaster()->Clear();
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AI_VALUE(LastMovement&, "last movement").clear();
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if (!preserveAuras)
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player->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TELEPORTED |
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AURA_INTERRUPT_FLAG_CHANGE_MAP);
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player->TeleportTo(mapId, x, y, z, 0);
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if (player->GetPet())
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player->GetPet()->NearTeleportTo(x, y, z, player->GetOrientation());
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if (player->GetGuardianPet())
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player->GetGuardianPet()->NearTeleportTo(x, y, z, player->GetOrientation());
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if (botAI->HasStrategy("stay", botAI->GetState()))
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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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stayPosition.Set(x,y, z, mapId);
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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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}
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}
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if (summoner != player)
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botAI->TellError("Not enough place to summon");
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return false;
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}
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