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

@@ -10,6 +10,7 @@
#include "Formations.h"
#include "Playerbots.h"
#include "ServerFacade.h"
#include "RpgSubActions.h"
#include <random>
@@ -45,65 +46,109 @@ bool RpgAction::isUseful()
bool RpgAction::SetNextRpgAction()
{
Strategy* rpgStrategy = botAI->GetAiObjectContext()->GetStrategy("rpg");
Strategy* rpgStrategy;
std::vector<Action*> actions;
std::vector<uint32> relevances;
std::vector<TriggerNode*> triggerNodes;
rpgStrategy->InitTriggers(triggerNodes);
for (auto& triggerNode : triggerNodes)
for (auto& strategy : botAI->GetAiObjectContext()->GetSupportedStrategies())
{
Trigger* trigger = context->GetTrigger(triggerNode->getName());
if (trigger)
if (strategy.find("rpg") == std::string::npos)
continue;
rpgStrategy = botAI->GetAiObjectContext()->GetStrategy(strategy);
rpgStrategy->InitTriggers(triggerNodes);
for (auto& triggerNode : triggerNodes)
{
triggerNode->setTrigger(trigger);
Trigger* trigger = context->GetTrigger(triggerNode->getName());
NextAction** nextActions = triggerNode->getHandlers();
trigger = triggerNode->getTrigger();
bool isChecked = false;
for (int32 i = 0; i < NextAction::size(nextActions); i++)
if (trigger)
{
NextAction* nextAction = nextActions[i];
if (nextAction->getRelevance() > 2.0f)
continue;
triggerNode->setTrigger(trigger);
if (!isChecked && !trigger->IsActive())
break;
NextAction** nextActions = triggerNode->getHandlers();
isChecked = true;
Trigger* trigger = triggerNode->getTrigger();
Action* action = botAI->GetAiObjectContext()->GetAction(nextAction->getName());
bool isChecked = false;
if (!action->isPossible() || !action->isUseful())
continue;
for (int32 i = 0; i < NextAction::size(nextActions); i++)
{
NextAction* nextAction = nextActions[i];
actions.push_back(action);
relevances.push_back((nextAction->getRelevance() - 1) * 1000);
if (nextAction->getRelevance() > 2.0f)
continue;
if (!isChecked && !trigger->IsActive())
break;
isChecked = true;
Action* action = botAI->GetAiObjectContext()->GetAction(nextAction->getName());
if (!dynamic_cast<RpgEnabled*>(action) || !action->isPossible() || !action->isUseful())
continue;
actions.push_back(action);
relevances.push_back((nextAction->getRelevance() - 1) * 1000);
}
NextAction::destroy(nextActions);
}
NextAction::destroy(nextActions);
}
for (const auto i : triggerNodes)
{
delete i;
}
triggerNodes.clear();
}
if (actions.empty())
return false;
if (botAI->HasStrategy("debug rpg", BotState::BOT_STATE_NON_COMBAT))
{
std::vector<std::pair<Action*, uint32>> sortedActions;
for (int i = 0; i < actions.size(); i++)
sortedActions.push_back(std::make_pair(actions[i], relevances[i]));
std::sort(sortedActions.begin(), sortedActions.end(), [](std::pair<Action*, uint32>i, std::pair<Action*, uint32> j) {return i.second > j.second; });
std::stringstream ss;
ss << "------" << chat->FormatWorldobject(AI_VALUE(GuidPosition, "rpg target").GetWorldObject()) << "------";
bot->Say(ss.str(), LANG_UNIVERSAL);
botAI->TellMasterNoFacing(ss.str());
for (auto action : sortedActions)
{
std::ostringstream out;
out << " " << action.first->getName() << " " << action.second;
botAI->TellMasterNoFacing(out);
}
}
std::mt19937 gen(time(0));
sTravelMgr->weighted_shuffle(actions.begin(), actions.end(), relevances.begin(), relevances.end(), gen);
Action* action = actions.front();
for (std::vector<TriggerNode*>::iterator i = triggerNodes.begin(); i != triggerNodes.end(); i++)
if ((botAI->HasStrategy("debug", BotState::BOT_STATE_NON_COMBAT) || botAI->HasStrategy("debug rpg", BotState::BOT_STATE_NON_COMBAT)))
{
TriggerNode* trigger = *i;
delete trigger;
}
std::ostringstream out;
out << "do: ";
out << chat->FormatWorldobject(AI_VALUE(GuidPosition, "rpg target").GetWorldObject());
triggerNodes.clear();
out << " " << action->getName();
botAI->TellMasterNoFacing(out);
}
SET_AI_VALUE(std::string, "next rpg action", action->getName());