Harnais QA bot complet + 3 fixes gameplay majeurs des scenarios d artefact
- PlayerBotSession : simulation de l ack de teleport PROCHE (CMSG_MOVE_TELEPORT_ACK),
debloque les .tele enchaines sur un bot (le 1er passait, les suivants restaient coinces)
- Runner artefacts, fixes issus de la passe bot in-game (7 scenarios certifies ACTIFS) :
* vagues engagees explicitement (SetReactState AGGRESSIVE + SetInCombatWithZone) :
les TempSummon de Map n aggro pas seuls -> mobs inertes sur TOUS les scenarios
* phase 169 appliquee aux invocations (alignement avec OnPlayerEnter)
* tolerance GetHeight 25->60m (Skywall : plateformes etagees, le garde-fou lachait
les vagues dans le vide) + sonde QA-PROBE etiquetee par map (visibilite/combat/pos)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -23,6 +23,7 @@
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#include "BotFieldAI.h"
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#include "LFGMgr.h"
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#include "CharacterPackets.h"
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#include "MovementPackets.h"
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#include "DB2Structure.h"
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#include "LFGPackets.h"
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#include "LFGPacketsCommon.h"
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@@ -172,6 +173,17 @@ void PlayerBotSession::ProcessNoWorld(uint32 diff)
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return;
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}
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// idem pour un teleport proche (meme map) : un client reel repond CMSG_MOVE_TELEPORT_ACK
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if (player->IsBeingTeleportedNear())
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{
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WorldPacket data(CMSG_MOVE_TELEPORT_ACK);
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WorldPackets::Movement::MoveTeleportAck ack(std::move(data));
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ack.MoverGUID = player->GetGUID();
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HandleMoveTeleportAck(ack);
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m_NoWorldTick = 500;
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return;
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}
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if (player->IsInWorld())
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{
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m_NoWorldTick = 0;
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