[Bots] Change how bots handle blind (#5104)

This commit is contained in:
nytmyr
2026-06-17 23:22:33 -05:00
committed by GitHub
parent 8fd083b95c
commit 36d6613a47
4 changed files with 28 additions and 1 deletions
+1
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@@ -908,6 +908,7 @@ RULE_STRING(Bots, ZoneForcedSpawnLimits, "", "Comma-delimited list of forced spa
RULE_INT(Bots, AICastSpellTypeDelay, 100, "Delay in milliseconds between AI cast attempts for each spell type. Default 100ms") RULE_INT(Bots, AICastSpellTypeDelay, 100, "Delay in milliseconds between AI cast attempts for each spell type. Default 100ms")
RULE_INT(Bots, AICastSpellTypeHeldDelay, 2500, "Delay in milliseconds between AI cast attempts for each spell type that is held or disabled. Default 2500ms (2.5s)") RULE_INT(Bots, AICastSpellTypeHeldDelay, 2500, "Delay in milliseconds between AI cast attempts for each spell type that is held or disabled. Default 2500ms (2.5s)")
RULE_BOOL(Bots, BotsRequireLoS, true, "Whether or not bots require line of sight to be told to attack their target") RULE_BOOL(Bots, BotsRequireLoS, true, "Whether or not bots require line of sight to be told to attack their target")
RULE_INT(Bots, BlindMoveChance, 5, "Chance for a bot to run to its target if it is blinded. Default 5.")
RULE_CATEGORY_END() RULE_CATEGORY_END()
RULE_CATEGORY(Chat) RULE_CATEGORY(Chat)
+21
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@@ -3432,6 +3432,10 @@ bool Bot::CheckIfIncapacitated() {
} }
if (currently_fleeing) { if (currently_fleeing) {
if (!FindType(SpellEffect::Fear)) { // Blinded
return BotProcessBlind();
}
if (RuleB(Combat, EnableFearPathing) && AI_movement_timer->Check()) { if (RuleB(Combat, EnableFearPathing) && AI_movement_timer->Check()) {
// Check if we have reached the last fear point // Check if we have reached the last fear point
if (DistanceNoZ(glm::vec3(GetX(), GetY(), GetZ()), m_FearWalkTarget) <= 5.0f) { if (DistanceNoZ(glm::vec3(GetX(), GetY(), GetZ()), m_FearWalkTarget) <= 5.0f) {
@@ -3453,6 +3457,23 @@ bool Bot::CheckIfIncapacitated() {
return false; return false;
} }
bool Bot::BotProcessBlind() {
if (m_combat_jitter_timer.Check() && zone->random.Int(1, 100) <= RuleI(Bots, BlindMoveChance)) {
Mob* tar = GetTarget() ? GetTarget() : GetBotOwner();
if (tar) {
glm::vec3 Goal = tar->GetPosition();
RunTo(Goal.x, Goal.y, Goal.z);
SetCombatJitter();
}
return true;
}
return false;
}
void Bot::SetBerserkState() {// Berserk updates should occur if primary AI criteria are met void Bot::SetBerserkState() {// Berserk updates should occur if primary AI criteria are met
if (GetClass() == Class::Warrior || GetClass() == Class::Berserker) { if (GetClass() == Class::Warrior || GetClass() == Class::Berserker) {
if (!berserk && GetHPRatio() < RuleI(Combat, BerserkerFrenzyStart)) { if (!berserk && GetHPRatio() < RuleI(Combat, BerserkerFrenzyStart)) {
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@@ -1055,6 +1055,7 @@ public:
bool BotCastCure(Mob* tar, uint8 bot_class, BotSpell& bot_spell, uint16 spell_type); bool BotCastCure(Mob* tar, uint8 bot_class, BotSpell& bot_spell, uint16 spell_type);
bool CheckIfIncapacitated(); bool CheckIfIncapacitated();
bool BotProcessBlind();
bool IsAIProcessValid(const Client* bot_owner, const Group* bot_group, const Raid* raid); bool IsAIProcessValid(const Client* bot_owner, const Group* bot_group, const Raid* raid);
Client* SetLeashOwner(Client* bot_owner, Group* bot_group, Raid* raid, uint32 r_group) const; Client* SetLeashOwner(Client* bot_owner, Group* bot_group, Raid* raid, uint32 r_group) const;
+4
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@@ -1362,6 +1362,10 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_ove
} }
} }
} }
else if (IsBot()) {
currently_fleeing = true;
CastToBot()->BotProcessBlind();
}
else if (!IsClient()) { else if (!IsClient()) {
CalculateNewFearpoint(); CalculateNewFearpoint();
} }