mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-18 03:05:43 +00:00
Fix crash:
PlayerbotAI::FindOilFor was making the server randomly crashing ChooseTravelTargetAction::getNewTarget: when active bot groupping was making the server crash as looking for unexisting params Several bug fixes and tweak to Quest and Group New fucntionnality: Bots will now share quests randomly to their party Bots will try to accomplish group member quest before moving on to new target Bots will try to sells items only after few levels ( 5 ) when in group When dropping a quest bots will try to select a new one they are on instead of idling for few time Bots will no longuer try to invite themselfs to group or if group is full Bots are now allowed to leave party by themself Bots in groupe if not leader are forbbiden to tag in bgs Bots in bot-groups no have a more limited range to look for grind target Polish logs
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@@ -37,3 +37,74 @@ bool ShareQuestAction::Execute(Event event)
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return false;
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}
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bool AutoShareQuestAction::Execute(Event event)
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{
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Player* requester = event.getOwner() ? event.getOwner() : GetMaster();
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bool shared = false;
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for (uint8 slot = 0; slot < MAX_QUEST_LOG_SIZE; ++slot)
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{
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uint32 logQuest = bot->GetQuestSlotQuestId(slot);
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Quest const* quest = sObjectMgr->GetQuestTemplate(logQuest);
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if (!quest)
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continue;
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bool partyNeedsQuest = false;
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for (GroupReference* itr = bot->GetGroup()->GetFirstMember(); itr != nullptr; itr = itr->next())
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{
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Player* player = itr->GetSource();
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if (!player || player == bot || !player->IsInWorld() || !botAI->IsSafe(player)) // skip self
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continue;
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if (bot->GetDistance(player) > 10)
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continue;
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if (!player->SatisfyQuestStatus(quest, false))
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continue;
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if (player->GetQuestStatus(logQuest) == QUEST_STATUS_COMPLETE)
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continue;
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if (!player->CanTakeQuest(quest, false))
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continue;
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if (!player->SatisfyQuestLog(false))
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continue;
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if (player->GetDivider())
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continue;
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if (auto ai = GET_PLAYERBOT_AI(player))
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{
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if (PAI_VALUE(uint8, "free quest log slots") < 15 || !urand(0,5))
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{
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WorldPacket packet(CMSG_PUSHQUESTTOPARTY, 20);
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packet << logQuest;
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ai->HandleMasterIncomingPacket(packet);
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}
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}
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else
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partyNeedsQuest = true;
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}
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if (!partyNeedsQuest)
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continue;
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WorldPacket p;
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p << logQuest;
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bot->GetSession()->HandlePushQuestToParty(p);
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botAI->TellMaster("Quest shared");
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shared = true;
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}
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return shared;
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}
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bool AutoShareQuestAction::isUseful()
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{
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return bot->GetGroup() && !botAI->HasActivePlayerMaster();
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}
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