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https://github.com/mod-playerbots/mod-playerbots.git
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Summary This PR improves Follow related behaviour when the master is on a transport (zeppelin/boat). It makes follow actions safer and less disruptive by: Detecting when the master is on a transport and handling boarding correctly Avoiding teleport-under-floor issues by using a small positional offset when teleporting the bot near the master Preventing movement conflicts between MoveSpline/MotionMaster and the transport driver by forcing a MotionMaster cleanup and MoveIdle after boarding Clearing movement flags (forward / walking) after boarding so the bot does not remain in a walking/march state Next-check delay after boarding to allow the server to update transport/position state Before this change, bots get stuck when attempting to board Fight the server-side transport movement because local MoveSpline/MotionMaster was still active Repeatedly attempt movement on every follow tick while already a passenger, causing jitter and CPU/noise This PR reduces stuck/jitter cases, avoids conflicting movement commands, and makes boarding more robust. **Key changes** Check master->GetTransport() and handle three main cases: If bot already passenger of same transport: stabilize (StopMoving, Clear(true), MoveIdle, StopMovingOnCurrentPos) and set a longer next-check delay; return false (no new movement in theory). If bot passenger of another transport: do nothing (avoid conflicting behaviour). If bot not a passenger of master transport: teleport bot near master (with offsets) and call Transport::AddPassenger(bot, true), then force: bot->StopMoving() bot->GetMotionMaster()->Clear(true) bot->GetMotionMaster()->MoveIdle() Remove movement flags MOVEMENTFLAG_FORWARD and MOVEMENTFLAG_WALKING SetNextCheckDelay to random 1000–2500 ms Log boarding with bot name, transport GUID and coordinates Preserve earlier follow logic when master is not on a transport Tests performed Manual tests on a local server: Master on boat/zeppelin -> bot teleports to a safe offset position and becomes a passenger without getting stuck Bot already passenger on same transport -> bot no longer issues movement commands and stabilizes Bot on a different transport -> no boarding attempt for master's transport (no interference) Movement flags cleared after boarding; bot stops local movement and does not fight server transport movement Now the bots follow their masters in the zeppelins and boats, although sometimes they move around a bit inside when the zeppelin starts (they must have smoked something bad). --------- Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com> Co-authored-by: bash <hermensb@gmail.com> Co-authored-by: bashermens <31279994+hermensbas@users.noreply.github.com>
363 lines
12 KiB
C++
363 lines
12 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 "FollowActions.h"
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#include <algorithm>
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#include <cmath>
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#include <array>
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#include "Event.h"
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#include "Formations.h"
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#include "LastMovementValue.h"
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#include "MotionMaster.h"
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#include "PlayerbotAI.h"
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#include "Playerbots.h"
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#include "ServerFacade.h"
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#include "Transport.h"
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#include "Map.h"
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namespace
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{
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Transport* GetTransportForPosTolerant(Map* map, WorldObject* ref, uint32 phaseMask, float x, float y, float z)
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{
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if (!map || !ref)
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return nullptr;
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std::array<float, 4> const probes = { z, z + 0.5f, z + 1.5f, z - 0.5f };
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for (float const pz : probes)
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{
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if (Transport* t = map->GetTransportForPos(phaseMask, x, y, pz, ref))
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return t;
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}
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return nullptr;
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}
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// Attempts to find a point on the leader's transport that is closer to the bot,
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// by probing along the segment from master -> bot and returning the last point
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// that is still detected as being on the expected transport.
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bool FindBoardingPointOnTransport(Map* map, Transport* expectedTransport, WorldObject* ref,
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float masterX, float masterY, float masterZ,
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float botX, float botY, float botZ,
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float& outX, float& outY, float& outZ)
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{
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if (!map || !expectedTransport || !ref)
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return false;
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uint32 const phaseMask = ref->GetPhaseMask();
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// Ensure master is actually detected on that transport (tolerant).
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if (GetTransportForPosTolerant(map, ref, phaseMask, masterX, masterY, masterZ) != expectedTransport)
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return false;
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// The raycast in GetTransportForPos starts at (z + 2). Probe with a safe Z.
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float const probeZ = std::max(masterZ, botZ);
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// Adaptive step count: small platforms need tighter sampling.
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float const dx2 = botX - masterX;
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float const dy2 = botY - masterY;
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float const dist2d = std::sqrt(dx2 * dx2 + dy2 * dy2);
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int32 const steps = std::clamp(static_cast<int32>(dist2d / 0.75f), 10, 28);
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float const dx = (botX - masterX) / static_cast<float>(steps);
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float const dy = (botY - masterY) / static_cast<float>(steps);
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// Master must actually be on the expected transport for this to work.
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if (map->GetTransportForPos(ref->GetPhaseMask(), masterX, masterY, probeZ, ref) != expectedTransport)
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return false;
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float lastX = masterX;
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float lastY = masterY;
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bool found = false;
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for (int32 i = 1; i <= steps; ++i)
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{
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float const px = masterX + dx * i;
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float const py = masterY + dy * i;
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Transport* const t = GetTransportForPosTolerant(map, ref, phaseMask, px, py, probeZ);
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if (t != expectedTransport)
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break;
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lastX = px;
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lastY = py;
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found = true;
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}
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if (!found)
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return false;
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outX = lastX;
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outY = lastY;
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outZ = masterZ; // keep deck-level Z to encourage stepping onto the platform/boat
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return true;
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}
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}
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bool FollowAction::Execute(Event /*event*/)
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{
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Formation* formation = AI_VALUE(Formation*, "formation");
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std::string const target = formation->GetTargetName();
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// Transport handling for moving transports only (boats/zeppelins).
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Player* master = botAI->GetMaster();
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if (master && master->IsInWorld() && bot->IsInWorld() && bot->GetMapId() == master->GetMapId())
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{
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Map* map = master->GetMap();
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uint32 const mapId = bot->GetMapId();
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Transport* transport = nullptr;
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bool masterOnTransport = false;
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if (master->GetTransport())
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{
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transport = master->GetTransport();
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masterOnTransport = true;
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}
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else if (map)
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{
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transport = GetTransportForPosTolerant(map, master, master->GetPhaseMask(),
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master->GetPositionX(), master->GetPositionY(), master->GetPositionZ());
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masterOnTransport = (transport != nullptr);
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}
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// Ignore static transports (elevators/trams): only keep boats/zeppelins here.
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if (transport && transport->IsStaticTransport())
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transport = nullptr;
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if (transport && map && bot->GetTransport() != transport)
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{
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float const botProbeZ = std::max(bot->GetPositionZ(), transport->GetPositionZ());
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Transport* botSurfaceTransport = GetTransportForPosTolerant(map, bot, bot->GetPhaseMask(),
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bot->GetPositionX(), bot->GetPositionY(), botProbeZ);
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if (botSurfaceTransport == transport)
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{
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transport->AddPassenger(bot, true);
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bot->StopMovingOnCurrentPos();
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return true;
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}
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float const boardingAssistDistance = 60.0f;
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float const dist2d = ServerFacade::instance().GetDistance2d(bot, master);
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bool const inAssist = ServerFacade::instance().IsDistanceLessOrEqualThan(dist2d, boardingAssistDistance);
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if (inAssist)
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{
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float destX = masterOnTransport ? master->GetPositionX() : transport->GetPositionX();
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float destY = masterOnTransport ? master->GetPositionY() : transport->GetPositionY();
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float destZ = masterOnTransport ? master->GetPositionZ() : transport->GetPositionZ();
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float edgeX = 0.0f;
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float edgeY = 0.0f;
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float edgeZ = 0.0f;
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if (masterOnTransport &&
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FindBoardingPointOnTransport(map, transport, master,
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master->GetPositionX(), master->GetPositionY(), master->GetPositionZ(),
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bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(),
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edgeX, edgeY, edgeZ))
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{
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destX = edgeX;
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destY = edgeY;
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destZ = edgeZ;
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}
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MovementPriority const priority = botAI->GetState() == BOT_STATE_COMBAT
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? MovementPriority::MOVEMENT_COMBAT
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: MovementPriority::MOVEMENT_NORMAL;
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bool const movingAllowed = IsMovingAllowed(mapId, destX, destY, destZ);
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bool const dupMove = IsDuplicateMove(mapId, destX, destY, destZ);
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bool const waiting = IsWaitingForLastMove(priority);
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if (movingAllowed && !dupMove && !waiting)
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{
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if (bot->IsSitState())
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bot->SetStandState(UNIT_STAND_STATE_STAND);
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if (bot->IsNonMeleeSpellCast(true))
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{
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bot->CastStop();
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botAI->InterruptSpell();
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}
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if (MotionMaster* mm = bot->GetMotionMaster())
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{
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mm->MovePoint(
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/*id*/ 0,
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/*coords*/ destX, destY, destZ,
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/*forcedMovement*/ FORCED_MOVEMENT_NONE,
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/*speed*/ 0.0f,
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/*orientation*/ 0.0f,
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/*generatePath*/ false,
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/*forceDestination*/ false);
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}
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else
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return false;
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float delay = 1000.0f * MoveDelay(bot->GetExactDist(destX, destY, destZ));
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delay = std::clamp(delay, 0.0f, static_cast<float>(sPlayerbotAIConfig.maxWaitForMove));
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AI_VALUE(LastMovement&, "last movement")
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.Set(mapId, destX, destY, destZ, bot->GetOrientation(), delay, priority);
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ClearIdleState();
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return true;
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}
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}
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}
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}
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// end unified transport handling
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bool moved = false;
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if (!target.empty())
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{
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moved = Follow(AI_VALUE(Unit*, target));
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}
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else
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{
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WorldLocation loc = formation->GetLocation();
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if (Formation::IsNullLocation(loc) || loc.GetMapId() == -1)
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return false;
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MovementPriority priority = botAI->GetState() == BOT_STATE_COMBAT ? MovementPriority::MOVEMENT_COMBAT : MovementPriority::MOVEMENT_NORMAL;
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moved = MoveTo(loc.GetMapId(), loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ(), false, false, false,
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true, priority, true);
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}
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// This section has been commented out because it was forcing the pet to
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// follow the bot on every "follow" action tick, overriding any attack or
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// stay commands that might have been issued by the player.
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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 (moved)
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// botAI->SetNextCheckDelay(sPlayerbotAIConfig.reactDelay);
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return moved;
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}
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bool FollowAction::isUseful()
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{
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// move from group takes priority over follow as it's added and removed automatically
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// (without removing/adding follow)
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if (botAI->HasStrategy("move from group", BOT_STATE_COMBAT) ||
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botAI->HasStrategy("move from group", BOT_STATE_NON_COMBAT))
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return false;
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if (bot->GetCurrentSpell(CURRENT_CHANNELED_SPELL) != nullptr)
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return false;
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Formation* formation = AI_VALUE(Formation*, "formation");
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if (!formation)
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return false;
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std::string const target = formation->GetTargetName();
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Unit* fTarget = nullptr;
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if (!target.empty())
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fTarget = AI_VALUE(Unit*, target);
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else
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fTarget = AI_VALUE(Unit*, "group leader");
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if (fTarget)
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{
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if (fTarget->HasUnitState(UNIT_STATE_IN_FLIGHT))
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return false;
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if (!CanDeadFollow(fTarget))
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return false;
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if (fTarget->GetGUID() == bot->GetGUID())
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return false;
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}
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float distance = 0.f;
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if (!target.empty())
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{
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distance = AI_VALUE2(float, "distance", target);
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}
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else
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{
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WorldLocation loc = formation->GetLocation();
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if (Formation::IsNullLocation(loc) || bot->GetMapId() != loc.GetMapId())
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return false;
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distance = bot->GetDistance(loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ());
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}
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if (botAI->HasStrategy("master fishing", BOT_STATE_NON_COMBAT))
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return ServerFacade::instance().IsDistanceGreaterThan(distance, sPlayerbotAIConfig.fishingDistanceFromMaster);
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return ServerFacade::instance().IsDistanceGreaterThan(distance, formation->GetMaxDistance());
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}
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bool FollowAction::CanDeadFollow(Unit* target)
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{
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// In battleground, wait for spirit healer
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if (bot->InBattleground() && !bot->IsAlive())
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return false;
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// Move to corpse when dead and player is alive or not a ghost.
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if (!bot->IsAlive() && (target->IsAlive() || !target->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)))
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return false;
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return true;
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}
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bool FleeToGroupLeaderAction::Execute(Event /*event*/)
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{
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Unit* fTarget = AI_VALUE(Unit*, "group leader");
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bool canFollow = Follow(fTarget);
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if (!canFollow)
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{
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// botAI->SetNextCheckDelay(5000);
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return false;
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}
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WorldPosition targetPos(fTarget);
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WorldPosition bosPos(bot);
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float distance = bosPos.fDist(targetPos);
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if (distance < sPlayerbotAIConfig.reactDistance * 3)
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{
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if (!urand(0, 3))
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botAI->TellMaster("I am close, wait for me!");
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}
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else if (distance < 1000)
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{
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if (!urand(0, 10))
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botAI->TellMaster("I heading to your position.");
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}
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else if (!urand(0, 20))
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botAI->TellMaster("I am traveling to your position.");
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botAI->SetNextCheckDelay(3000);
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return true;
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}
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bool FleeToGroupLeaderAction::isUseful()
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{
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if (!botAI->GetGroupLeader())
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return false;
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if (botAI->GetGroupLeader() == bot)
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return false;
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Unit* target = AI_VALUE(Unit*, "current target");
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if (target && botAI->GetGroupLeader()->GetTarget() == target->GetGUID())
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return false;
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if (!botAI->HasStrategy("follow", BOT_STATE_NON_COMBAT))
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return false;
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Unit* fTarget = AI_VALUE(Unit*, "group leader");
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if (!CanDeadFollow(fTarget))
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return false;
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return true;
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}
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