This is the first, rough implementation of Playerbot AI by Ike3, originally playerbot by blueboy
There's still TONS of work left to do on this, but it should compile and build
This introduces a new cmake option, playerbots. Disabled by default
1 - Implement generating path ( where unit can walk - there blink will available )
2 - Implement Water path (if blink starting before (or in) water - Z coord will safe, if starting IN water, and last point on a ground (if it available) - new Z will on a ground.
3 - Implement Safe blink , both parts :
* - blink at abyss ( unit will stoped before abyss )
* - blink in falling, where difference between unit Z and land Z < 8 yards - unit will blink on a land, if blink in falling, but difference will more then 8 yards - just blink forward
All parts of blink has check LoS (c2618)
Blink -> Check if we are near of liquid level before assigning previous Z to next Z. (c2623) @cyberium
Also when we tp to water we have to set final z a bit under the liquid level. Not at liquid level.
(c2599)
This will set the movement flags and send SMSG_SPLINE_MOVE_* opcodes on movement change.
This will fix movement for flying vehicles and allow future scripting possibilities.
(c2608) Make CanSwim and CanFly abstract method. Also precise UNIT_FL…AG_UNK_15 possible use.
@cyberium