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Travel: Lowered the chance group leaders will flip flop trying to get…
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… their party to repair/sell/ect when they keep moving in and out of sight range.
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mostlikely4r committed Feb 18, 2025
1 parent a07f328 commit 2660f45
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Showing 2 changed files with 2 additions and 1 deletion.
2 changes: 1 addition & 1 deletion playerbot/strategy/values/GroupValues.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -46,7 +46,7 @@ bool IsNearLeaderValue::Calculate()
if (groupMaster == bot)
return true;

return sServerFacade.GetDistance2d(bot, ai->GetGroupMaster()) < sPlayerbotAIConfig.sightDistance;
return sServerFacade.GetDistance2d(bot, ai->GetGroupMaster()) < sPlayerbotAIConfig.reactDistance;
}

uint32 GroupBoolCountValue::Calculate()
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1 change: 1 addition & 0 deletions playerbot/strategy/values/ValueContext.h
Original file line number Diff line number Diff line change
Expand Up @@ -431,6 +431,7 @@ namespace ai
creators["need travel purpose"] = [](PlayerbotAI* ai) { return new NeedTravelPurposeValue(ai); };
creators["should travel named"] = [](PlayerbotAI* ai) { return new ShouldTravelNamedValue(ai); };
creators["in overworld"] = [](PlayerbotAI* ai) { return new InOverworldValue(ai); };
creators["quest stage active"] = [](PlayerbotAI* ai) { return new QuestStageActiveValue(ai); };



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