mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-02-09 13:41:09 +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>
169 lines
5.4 KiB
C++
169 lines
5.4 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 "EnemyPlayerValue.h"
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#include "Playerbots.h"
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#include "ServerFacade.h"
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#include "Vehicle.h"
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bool NearestEnemyPlayersValue::AcceptUnit(Unit* unit)
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{
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bool inCannon = botAI->IsInVehicle(false, true);
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Player* enemy = dynamic_cast<Player*>(unit);
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if (enemy && botAI->IsOpposing(enemy) && enemy->IsPvP() &&
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!sPlayerbotAIConfig.IsPvpProhibited(enemy->GetZoneId(), enemy->GetAreaId()) &&
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!enemy->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NON_ATTACKABLE_2) &&
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((inCannon || !enemy->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE))) &&
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/*!enemy->HasStealthAura() && !enemy->HasInvisibilityAura()*/ enemy->CanSeeOrDetect(bot) &&
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!(enemy->HasSpiritOfRedemptionAura()))
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return true;
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return false;
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}
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Unit* EnemyPlayerValue::Calculate()
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{
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bool controllingCannon = false;
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bool controllingVehicle = false;
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if (Vehicle* vehicle = bot->GetVehicle())
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{
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VehicleSeatEntry const* seat = vehicle->GetSeatForPassenger(bot);
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if (!seat || !seat->CanControl()) // not in control of vehicle so cant attack anyone
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return nullptr;
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VehicleEntry const* vi = vehicle->GetVehicleInfo();
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if (vi && vi->m_flags & VEHICLE_FLAG_FIXED_POSITION)
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controllingCannon = true;
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else
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controllingVehicle = true;
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}
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// 1. Check units we are currently in combat with.
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std::vector<Unit*> targets;
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Unit* pVictim = bot->GetVictim();
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HostileReference* pReference = bot->getHostileRefMgr().getFirst();
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while (pReference)
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{
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ThreatMgr* threatMgr = pReference->GetSource();
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if (Unit* pTarget = threatMgr->GetOwner())
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{
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if (pTarget != pVictim && pTarget->IsPlayer() && pTarget->CanSeeOrDetect(bot) &&
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bot->IsWithinDist(pTarget, VISIBILITY_DISTANCE_NORMAL))
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{
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if (bot->GetTeamId() == TEAM_HORDE)
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{
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if (pTarget->HasAura(23333))
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return pTarget;
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}
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else
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{
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if (pTarget->HasAura(23335))
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return pTarget;
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}
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targets.push_back(pTarget);
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}
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}
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pReference = pReference->next();
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}
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if (!targets.empty())
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{
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std::sort(targets.begin(), targets.end(),
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[&](Unit const* pUnit1, Unit const* pUnit2)
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{ return bot->GetDistance(pUnit1) < bot->GetDistance(pUnit2); });
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return *targets.begin();
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}
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// 2. Find enemy player in range.
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GuidVector players = AI_VALUE(GuidVector, "nearest enemy players");
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float const maxAggroDistance = GetMaxAttackDistance();
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for (auto const& gTarget : players)
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{
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Unit* pUnit = botAI->GetUnit(gTarget);
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if (!pUnit)
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continue;
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Player* pTarget = dynamic_cast<Player*>(pUnit);
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if (!pTarget)
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continue;
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if (pTarget == pVictim)
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continue;
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if (bot->GetTeamId() == TEAM_HORDE)
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{
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if (pTarget->HasAura(23333))
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return pTarget;
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}
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else
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{
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if (pTarget->HasAura(23335))
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return pTarget;
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}
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// Aggro weak enemies from further away.
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// If controlling mobile vehicle only agro close enemies (otherwise will never reach objective)
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uint32 const aggroDistance = controllingVehicle ? 5.0f
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: (controllingCannon || bot->GetHealth() > pTarget->GetHealth()) ? maxAggroDistance
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: 20.0f;
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if (!bot->IsWithinDist(pTarget, aggroDistance))
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continue;
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if (bot->IsWithinLOSInMap(pTarget) &&
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(controllingCannon || (fabs(bot->GetPositionZ() - pTarget->GetPositionZ()) < 30.0f)))
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return pTarget;
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}
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// 3. Check party attackers.
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if (Group* pGroup = bot->GetGroup())
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{
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for (GroupReference* itr = pGroup->GetFirstMember(); itr != nullptr; itr = itr->next())
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{
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if (Unit* pMember = itr->GetSource())
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{
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if (pMember == bot)
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continue;
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if (ServerFacade::instance().GetDistance2d(bot, pMember) > 30.0f)
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continue;
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if (Unit* pAttacker = pMember->getAttackerForHelper())
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if (pAttacker->IsPlayer() && bot->IsWithinDist(pAttacker, maxAggroDistance * 2.0f) &&
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bot->IsWithinLOSInMap(pAttacker) && pAttacker != pVictim && pAttacker->CanSeeOrDetect(bot))
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return pAttacker;
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}
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}
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}
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return nullptr;
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}
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float EnemyPlayerValue::GetMaxAttackDistance()
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{
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if (!bot->GetBattleground())
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return 60.0f;
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Battleground* bg = bot->GetBattleground();
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if (!bg)
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return 40.0f;
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BattlegroundTypeId bgType = bg->GetBgTypeID();
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if (bgType == BATTLEGROUND_RB)
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bgType = bg->GetBgTypeID(true);
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if (bgType == BATTLEGROUND_IC)
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{
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if (botAI->IsInVehicle(false, true))
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return 120.0f;
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}
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return 40.0f;
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}
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