mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-16 18:30:27 +00:00
Merge code line
This commit is contained in:
@@ -1,8 +1,10 @@
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/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version.
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it
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* and/or modify it under version 2 of the License, or (at your option), any later version.
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*/
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#include "ChooseTravelTargetAction.h"
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#include "ChatHelper.h"
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#include "LootObjectStack.h"
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#include "Playerbots.h"
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@@ -29,19 +31,18 @@ bool ChooseTravelTargetAction::Execute(Event event)
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return false;
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setNewTarget(&newTarget, oldTarget);
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return true;
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}
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//Select a new travel target.
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//Currently this selectes mostly based on priority (current quest > new quest).
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//This works fine because destinations can be full (max 15 bots per quest giver, max 1 bot per quest mob).
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// Select a new travel target.
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// Currently this selectes mostly based on priority (current quest > new quest).
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// This works fine because destinations can be full (max 15 bots per quest giver, max 1 bot per quest mob).
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//
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//Eventually we want to rewrite this to be more intelligent.
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// Eventually we want to rewrite this to be more intelligent.
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void ChooseTravelTargetAction::getNewTarget(TravelTarget* newTarget, TravelTarget* oldTarget)
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{
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bool foundTarget = false;
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foundTarget = SetGroupTarget(newTarget); //Join groups members
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// Join groups members
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bool foundTarget = foundTarget = SetGroupTarget(newTarget);
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//Empty bags/repair
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if (!foundTarget && urand(1, 100) > 10 && bot->GetLevel() > 5) //90% chance
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@@ -95,34 +96,40 @@ void ChooseTravelTargetAction::getNewTarget(TravelTarget* newTarget, TravelTarge
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if (!foundTarget)
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{
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if (urand(1, 100) > 50) //50% Focus on active quests for money.
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// 50% Focus on active quests for money.
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if (urand(1, 100) > 50)
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{
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if (urand(1, 100) > 50) //50% Focus on active quests for money.
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// 50% Focus on active quests for money.
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if (urand(1, 100) > 50)
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{
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foundTarget = SetQuestTarget(newTarget, true, false, true, true); //Turn in quests for money.
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// Turn in quests for money.
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foundTarget = SetQuestTarget(newTarget, true, false, true, true);
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}
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if (!foundTarget)
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{
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foundTarget = SetQuestTarget(newTarget, false, true, false, false); //Find new (low) level quests
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// Find new (low) level quests
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foundTarget = SetQuestTarget(newTarget, false, true, false, false);
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}
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}
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else
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{
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foundTarget = SetGrindTarget(newTarget); //Go grind mobs for money
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// Go grind mobs for money
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foundTarget = SetGrindTarget(newTarget);
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}
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}
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}
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//Continue current target.
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if (!foundTarget && urand(1, 100) > 10) //90% chance
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//Continue current target. 90% chance
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if (!foundTarget && urand(1, 100) > 10)
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{
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foundTarget = SetCurrentTarget(newTarget, oldTarget); //Extend current target.
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// Extend current target.
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foundTarget = SetCurrentTarget(newTarget, oldTarget);
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}
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//Get mail
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//if (!foundTarget && urand(1, 100) > 70) //30% chance
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//Get mail 30% chance
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//if (!foundTarget && urand(1, 100) > 70)
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//{
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// if (AI_VALUE(bool, "can get mail"))
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// {
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@@ -130,19 +137,21 @@ void ChooseTravelTargetAction::getNewTarget(TravelTarget* newTarget, TravelTarge
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// }
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//}
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//Dungeon in group.
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if (!foundTarget && urand(1, 100) > 50) //50% chance
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//Dungeon in group. 50% chance
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if (!foundTarget && urand(1, 100) > 50)
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{
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if (AI_VALUE(bool, "can fight boss"))
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{
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foundTarget = SetBossTarget( newTarget); //Go fight a (dungeon boss)
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// Go fight a (dungeon boss)
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foundTarget = SetBossTarget(newTarget);
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}
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}
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//Do quests (start, do, end)
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if (!foundTarget && urand(1, 100) > 5) //95% chance
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//Do quests (start, do, end) 95% chance
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if (!foundTarget && urand(1, 100) > 5)
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{
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foundTarget = SetQuestTarget(newTarget, false, true, true, true); //Do any nearby
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// Do any nearby
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foundTarget = SetQuestTarget(newTarget, false, true, true, true);
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}
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//Explore a nearby unexplored area.
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@@ -151,8 +160,8 @@ void ChooseTravelTargetAction::getNewTarget(TravelTarget* newTarget, TravelTarge
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foundTarget = SetExploreTarget(newTarget);
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}
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//Just hang with an npc
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if (!foundTarget && urand(1, 100) > 50) //50% chance
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//Just hang with an npc 50% chance
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if (!foundTarget && urand(1, 100) > 50)
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{
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foundTarget = SetRpgTarget(newTarget);
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if (foundTarget)
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@@ -164,17 +173,18 @@ void ChooseTravelTargetAction::getNewTarget(TravelTarget* newTarget, TravelTarge
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foundTarget = SetGrindTarget(newTarget);
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}
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// Idle a bit.
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if (!foundTarget)
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SetNullTarget(newTarget); //Idle a bit.
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SetNullTarget(newTarget);
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}
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void ChooseTravelTargetAction::setNewTarget(TravelTarget* newTarget, TravelTarget* oldTarget)
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{
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//Tell the master where we are going.
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// Tell the master where we are going.
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if (!bot->GetGroup() || (botAI->GetGroupMaster() == bot))
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ReportTravelTarget(newTarget, oldTarget);
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//If we are heading to a creature/npc clear it from the ignore list.
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// If we are heading to a creature/npc clear it from the ignore list.
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if (oldTarget && oldTarget == newTarget && newTarget->getEntry())
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{
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GuidSet& ignoreList = context->GetValue<GuidSet&>("ignore rpg target")->Get();
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@@ -190,22 +200,23 @@ void ChooseTravelTargetAction::setNewTarget(TravelTarget* newTarget, TravelTarge
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context->GetValue<GuidSet&>("ignore rpg target")->Set(ignoreList);
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}
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//Actually apply the new target to the travel target used by the bot.
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// Actually apply the new target to the travel target used by the bot.
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oldTarget->copyTarget(newTarget);
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//If we are idling but have a master. Idle only 10 seconds.
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if (botAI->GetMaster() && oldTarget->isActive() && oldTarget->getDestination()->getName() == "NullTravelDestination")
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// If we are idling but have a master. Idle only 10 seconds.
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if (botAI->GetMaster() && oldTarget->isActive() &&
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oldTarget->getDestination()->getName() == "NullTravelDestination")
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oldTarget->setExpireIn(10 * IN_MILLISECONDS);
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else if (oldTarget->isForced()) // Make sure travel goes into cooldown after getting to the destination.
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else if (oldTarget->isForced()) // Make sure travel goes into cooldown after getting to the destination.
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oldTarget->setExpireIn(HOUR * IN_MILLISECONDS);
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//Clear rpg and pull/grind target. We want to travel, not hang around some more.
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// Clear rpg and pull/grind target. We want to travel, not hang around some more.
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RESET_AI_VALUE(GuidPosition, "rpg target");
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RESET_AI_VALUE(ObjectGuid, "pull target");
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}
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//Tell the master what travel target we are moving towards.
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//This should at some point be rewritten to be denser or perhaps logic moved to ->getTitle()
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// Tell the master what travel target we are moving towards.
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// This should at some point be rewritten to be denser or perhaps logic moved to ->getTitle()
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void ChooseTravelTargetAction::ReportTravelTarget(TravelTarget* newTarget, TravelTarget* oldTarget)
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{
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TravelDestination* destination = newTarget->getDestination();
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@@ -216,7 +227,8 @@ void ChooseTravelTargetAction::ReportTravelTarget(TravelTarget* newTarget, Trave
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if (newTarget->isForced())
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out << "(Forced) ";
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if (destination->getName() == "QuestRelationTravelDestination" || destination->getName() == "QuestObjectiveTravelDestination")
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if (destination->getName() == "QuestRelationTravelDestination" ||
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destination->getName() == "QuestObjectiveTravelDestination")
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{
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QuestTravelDestination* QuestDestination = (QuestTravelDestination*)destination;
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Quest const* quest = QuestDestination->GetQuestTemplate();
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@@ -262,7 +274,7 @@ void ChooseTravelTargetAction::ReportTravelTarget(TravelTarget* newTarget, Trave
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out << round(newTarget->getDestination()->distanceTo(&botLocation)) << "y";
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out << " for ";
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out << " for ";
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if (AI_VALUE2(bool, "group or", "should sell,can sell"))
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out << "selling items";
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@@ -347,20 +359,22 @@ void ChooseTravelTargetAction::ReportTravelTarget(TravelTarget* newTarget, Trave
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}
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}
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bool ChooseTravelTargetAction::getBestDestination(std::vector<TravelDestination*>* activeDestinations, std::vector<WorldPosition*>* activePoints)
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bool ChooseTravelTargetAction::getBestDestination(std::vector<TravelDestination*>* activeDestinations,
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std::vector<WorldPosition*>* activePoints)
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{
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if (activeDestinations->empty() || activePoints->empty()) //No targets or no points.
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if (activeDestinations->empty() || activePoints->empty()) // No targets or no points.
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return false;
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WorldPosition botLocation(bot);
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std::vector<WorldPosition*> availablePoints = sTravelMgr->getNextPoint(&botLocation, *activePoints); //Pick a good point.
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std::vector<WorldPosition*> availablePoints =
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sTravelMgr->getNextPoint(&botLocation, *activePoints); // Pick a good point.
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if (availablePoints.empty()) //No points available.
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if (availablePoints.empty()) // No points available.
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return false;
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TravelDestination* targetDestination;
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for (auto activeTarget : *activeDestinations) //Pick the destination that has this point.
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for (auto activeTarget : *activeDestinations) // Pick the destination that has this point.
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if (activeTarget->distanceTo(availablePoints.front()) == 0)
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targetDestination = activeTarget;
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@@ -402,7 +416,7 @@ bool ChooseTravelTargetAction::SetGroupTarget(TravelTarget* target)
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}
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}
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//Find targets of the group.
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// Find targets of the group.
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for (auto& member : groupPlayers)
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{
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Player* player = ObjectAccessor::FindPlayer(member);
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@@ -424,7 +438,8 @@ bool ChooseTravelTargetAction::SetGroupTarget(TravelTarget* target)
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if (!groupTarget->isActive())
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continue;
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if (!groupTarget->getDestination()->isActive(bot) || groupTarget->getDestination()->getName() == "RpgTravelDestination")
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if (!groupTarget->getDestination()->isActive(bot) ||
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groupTarget->getDestination()->getName() == "RpgTravelDestination")
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continue;
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activeDestinations.push_back(groupTarget->getDestination());
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@@ -446,10 +461,10 @@ bool ChooseTravelTargetAction::SetCurrentTarget(TravelTarget* target, TravelTarg
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if (oldTarget->isMaxRetry(false))
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return false;
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if (!oldDestination) //Does this target have a destination?
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if (!oldDestination) // Does this target have a destination?
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return false;
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if (!oldDestination->isActive(bot)) //Is the destination still valid?
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if (!oldDestination->isActive(bot)) // Is the destination still valid?
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return false;
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WorldPosition botLocation(bot);
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@@ -473,7 +488,8 @@ bool ChooseTravelTargetAction::SetQuestTarget(TravelTarget* target, bool onlyCom
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if (newQuests)
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{
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activeDestinations = sTravelMgr->getQuestTravelDestinations(bot, -1, true, false, 400 + bot->GetLevel() * 10); //Prefer new quests near the player at lower levels.
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// Prefer new quests near the player at lower levels.
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activeDestinations = sTravelMgr->getQuestTravelDestinations(bot, -1, true, false, 400 + bot->GetLevel() * 10);
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}
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if (activeQuests || completedQuests)
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{
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@@ -530,12 +546,13 @@ bool ChooseTravelTargetAction::SetNewQuestTarget(TravelTarget* target)
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WorldPosition botLocation(bot);
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//Find quest givers.
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std::vector<TravelDestination*> TravelDestinations = sTravelMgr->getQuestTravelDestinations(bot, -1, botAI->HasRealPlayerMaster());
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// Find quest givers.
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std::vector<TravelDestination*> TravelDestinations =
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sTravelMgr->getQuestTravelDestinations(bot, -1, botAI->HasRealPlayerMaster());
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activeDestinations.insert(activeDestinations.end(), TravelDestinations.begin(), TravelDestinations.end());
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//Pick one good point per destination.
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// Pick one good point per destination.
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for (auto& activeTarget : activeDestinations)
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{
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std::vector<WorldPosition*> points = activeTarget->nextPoint(&botLocation);
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@@ -558,12 +575,13 @@ bool ChooseTravelTargetAction::SetRpgTarget(TravelTarget* target)
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WorldPosition botLocation(bot);
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//Find rpg npcs
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std::vector<TravelDestination*> TravelDestinations = sTravelMgr->getRpgTravelDestinations(bot, botAI->HasRealPlayerMaster());
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// Find rpg npcs
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std::vector<TravelDestination*> TravelDestinations =
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sTravelMgr->getRpgTravelDestinations(bot, botAI->HasRealPlayerMaster());
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activeDestinations.insert(activeDestinations.end(), TravelDestinations.begin(), TravelDestinations.end());
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//Pick one good point per destination.
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// Pick one good point per destination.
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for (auto& activeTarget : activeDestinations)
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{
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std::vector<WorldPosition*> points = activeTarget->nextPoint(&botLocation);
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@@ -586,12 +604,13 @@ bool ChooseTravelTargetAction::SetGrindTarget(TravelTarget* target)
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WorldPosition botLocation(bot);
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//Find grind mobs.
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std::vector<TravelDestination*> TravelDestinations = sTravelMgr->getGrindTravelDestinations(bot, botAI->HasRealPlayerMaster());
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// Find grind mobs.
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std::vector<TravelDestination*> TravelDestinations =
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sTravelMgr->getGrindTravelDestinations(bot, botAI->HasRealPlayerMaster());
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activeDestinations.insert(activeDestinations.end(), TravelDestinations.begin(), TravelDestinations.end());
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//Pick one good point per destination.
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// Pick one good point per destination.
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for (auto& activeTarget : activeDestinations)
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{
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std::vector<WorldPosition*> points = activeTarget->nextPoint(&botLocation);
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@@ -614,12 +633,13 @@ bool ChooseTravelTargetAction::SetBossTarget(TravelTarget* target)
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WorldPosition botLocation(bot);
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//Find boss mobs.
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std::vector<TravelDestination*> TravelDestinations = sTravelMgr->getBossTravelDestinations(bot, botAI->HasRealPlayerMaster());
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// Find boss mobs.
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std::vector<TravelDestination*> TravelDestinations =
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sTravelMgr->getBossTravelDestinations(bot, botAI->HasRealPlayerMaster());
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activeDestinations.insert(activeDestinations.end(), TravelDestinations.begin(), TravelDestinations.end());
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//Pick one good point per destination.
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// Pick one good point per destination.
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for (auto& activeTarget : activeDestinations)
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{
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std::vector<WorldPosition*> points = activeTarget->nextPoint(&botLocation);
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@@ -642,7 +662,7 @@ bool ChooseTravelTargetAction::SetExploreTarget(TravelTarget* target)
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WorldPosition botLocation(bot);
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//Find quest givers.
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// Find quest givers.
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std::vector<TravelDestination*> TravelDestinations = sTravelMgr->getExploreTravelDestinations(bot, true, true);
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activeDestinations.insert(activeDestinations.end(), TravelDestinations.begin(), TravelDestinations.end());
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@@ -684,7 +704,8 @@ bool ChooseTravelTargetAction::SetExploreTarget(TravelTarget* target)
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char* strstri(char const* haystack, char const* needle);
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bool ChooseTravelTargetAction::SetNpcFlagTarget(TravelTarget* target, std::vector<NPCFlags> flags, std::string const name, std::vector<uint32> items)
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bool ChooseTravelTargetAction::SetNpcFlagTarget(TravelTarget* target, std::vector<NPCFlags> flags,
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std::string const name, std::vector<uint32> items)
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{
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WorldPosition botPos(bot);
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@@ -710,7 +731,8 @@ bool ChooseTravelTargetAction::SetNpcFlagTarget(TravelTarget* target, std::vecto
|
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if (!foundFlag)
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continue;
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if (!name.empty() && !strstri(cInfo->Name.c_str(), name.c_str()) && !strstri(cInfo->SubName.c_str(), name.c_str()))
|
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if (!name.empty() && !strstri(cInfo->Name.c_str(), name.c_str()) &&
|
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!strstri(cInfo->SubName.c_str(), name.c_str()))
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continue;
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if (!items.empty())
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@@ -747,10 +769,11 @@ bool ChooseTravelTargetAction::SetNpcFlagTarget(TravelTarget* target, std::vecto
|
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if (!dests.empty())
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{
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TravelDestination* dest = *std::min_element(dests.begin(), dests.end(), [botPos](TravelDestination* i, TravelDestination* j)
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{
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return i->distanceTo(const_cast<WorldPosition*>(&botPos)) < j->distanceTo(const_cast<WorldPosition*>(&botPos));
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});
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TravelDestination* dest = *std::min_element(dests.begin(), dests.end(),
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[botPos](TravelDestination* i, TravelDestination* j) {
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return i->distanceTo(const_cast<WorldPosition*>(&botPos)) <
|
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j->distanceTo(const_cast<WorldPosition*>(&botPos));
|
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});
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std::vector<WorldPosition*> points = dest->nextPoint(const_cast<WorldPosition*>(&botPos), true);
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if (points.empty())
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@@ -765,7 +788,8 @@ bool ChooseTravelTargetAction::SetNpcFlagTarget(TravelTarget* target, std::vecto
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return false;
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}
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std::vector<TravelDestination*> TravelMgr::getBossTravelDestinations(Player* bot, bool ignoreFull, bool ignoreInactive, float maxDistance)
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std::vector<TravelDestination*> TravelMgr::getBossTravelDestinations(Player* bot, bool ignoreFull, bool ignoreInactive,
|
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float maxDistance)
|
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{
|
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WorldPosition botLocation(bot);
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@@ -861,12 +885,11 @@ TravelDestination* ChooseTravelTargetAction::FindDestination(Player* bot, std::s
|
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if (dests.empty())
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return nullptr;
|
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TravelDestination* dest = *std::min_element(dests.begin(), dests.end(), [botPos](TravelDestination* i, TravelDestination* j)
|
||||
{
|
||||
return i->distanceTo(const_cast<WorldPosition*>(&botPos)) < j->distanceTo(const_cast<WorldPosition*>(&botPos));
|
||||
});
|
||||
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return dest;
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return *std::min_element(dests.begin(), dests.end(),
|
||||
[botPos](TravelDestination* i, TravelDestination* j)
|
||||
{
|
||||
return i->distanceTo(const_cast<WorldPosition*>(&botPos)) < j->distanceTo(const_cast<WorldPosition*>(&botPos));
|
||||
});
|
||||
};
|
||||
|
||||
bool ChooseTravelTargetAction::isUseful()
|
||||
@@ -874,7 +897,8 @@ bool ChooseTravelTargetAction::isUseful()
|
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if (!botAI->AllowActivity(TRAVEL_ACTIVITY))
|
||||
return false;
|
||||
|
||||
return !context->GetValue<TravelTarget*>("travel target")->Get()->isActive() && !context->GetValue<LootObject>("loot target")->Get().IsLootPossible(bot) && !bot->IsInCombat();
|
||||
return !context->GetValue<TravelTarget*>("travel target")->Get()->isActive() &&
|
||||
!context->GetValue<LootObject>("loot target")->Get().IsLootPossible(bot) && !bot->IsInCombat();
|
||||
}
|
||||
|
||||
bool ChooseTravelTargetAction::needForQuest(Unit* target)
|
||||
@@ -918,7 +942,7 @@ bool ChooseTravelTargetAction::needForQuest(Unit* target)
|
||||
int required = questTemplate->RequiredNpcOrGoCount[j];
|
||||
int available = questStatus.CreatureOrGOCount[j];
|
||||
|
||||
if(required && available < required && (target->GetEntry() == entry || justCheck))
|
||||
if (required && available < required && (target->GetEntry() == entry || justCheck))
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -949,12 +973,12 @@ bool ChooseTravelTargetAction::needForQuest(Unit* target)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool ChooseTravelTargetAction::needItemForQuest(uint32 itemId, const Quest* questTemplate, const QuestStatusData* questStatus)
|
||||
bool ChooseTravelTargetAction::needItemForQuest(uint32 itemId, const Quest* questTemplate,
|
||||
const QuestStatusData* questStatus)
|
||||
{
|
||||
for (uint32 i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user