Bot should be more consistent at doing quest +several fixes

This commit is contained in:
Atidot3
2024-07-30 14:45:52 +02:00
parent 30a25ba13f
commit 0008d84f71
34 changed files with 986 additions and 609 deletions

View File

@@ -7,6 +7,7 @@
#include "Action.h"
#include "Object.h"
#include "QuestDef.h"
class ObjectGuid;
class Quest;
@@ -17,25 +18,52 @@ class Object;
class QuestAction : public Action
{
public:
QuestAction(PlayerbotAI* botAI, std::string const name) : Action(botAI, name) { }
public:
QuestAction(PlayerbotAI* botAI, std::string const name) : Action(botAI, name) { }
bool Execute(Event event) override;
bool Execute(Event event) override;
protected:
bool CompleteQuest(Player* player, uint32 entry);
virtual void ProcessQuest(Quest const* quest, Object* questGiver) = 0;
bool AcceptQuest(Quest const* quest, ObjectGuid questGiver);
bool ProcessQuests(ObjectGuid questGiver);
bool ProcessQuests(WorldObject* questGiver);
protected:
bool CompleteQuest(Player* player, uint32 entry);
virtual bool ProcessQuest(Quest const* quest, Object* questGiver) = 0;
bool AcceptQuest(Quest const* quest, ObjectGuid questGiver);
bool ProcessQuests(ObjectGuid questGiver);
bool ProcessQuests(WorldObject* questGiver);
};
class QuestObjectiveCompletedAction : public Action
class QuestUpdateCompleteAction : public Action
{
public:
QuestObjectiveCompletedAction(PlayerbotAI* botAI) : Action(botAI, "quest objective completed") { }
public:
QuestUpdateCompleteAction(PlayerbotAI* ai) : Action(ai, "quest update complete") {}
bool Execute(Event event) override;
};
bool Execute(Event event) override;
class QuestUpdateAddKillAction : public Action
{
public:
QuestUpdateAddKillAction(PlayerbotAI* ai) : Action(ai, "quest update add kill") {}
bool Execute(Event event) override;
};
class QuestUpdateAddItemAction : public Action
{
public:
QuestUpdateAddItemAction(PlayerbotAI* ai) : Action(ai, "quest update add item") {}
bool Execute(Event event) override;;
};
class QuestUpdateFailedAction : public Action
{
public:
QuestUpdateFailedAction(PlayerbotAI* ai) : Action(ai, "quest update failed") {}
bool Execute(Event event) override;
};
class QuestUpdateFailedTimerAction : public Action
{
public:
QuestUpdateFailedTimerAction(PlayerbotAI* ai) : Action(ai, "quest update failed timer") {}
bool Execute(Event event) override;
};
#endif