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https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-18 03:05:43 +00:00
Merge branch 'master' into master
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@@ -188,7 +188,7 @@ bool LfgAcceptAction::Execute(Event event)
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LOG_INFO("playerbots", "Bot {} {}:{} <{}> is in combat and refuses LFG proposal {}",
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bot->GetGUID().ToString().c_str(), bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(),
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bot->GetName().c_str(), id);
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sLFGMgr->UpdateProposal(id, bot->GetGUID(), false);
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sLFGMgr->UpdateProposal(id, bot->GetGUID(), true);
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return true;
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}
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@@ -15,9 +15,13 @@
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bool QuestAction::Execute(Event event)
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{
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ObjectGuid guid = event.getObject();
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Player* master = GetMaster();
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// Checks if the bot and botAI are valid
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if (!bot || !botAI)
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return false;
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// Sets guid based on bot or master target
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if (!guid)
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{
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if (!master)
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@@ -36,19 +40,27 @@ bool QuestAction::Execute(Event event)
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}
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bool result = false;
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// Check the nearest NPCs
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GuidVector npcs = AI_VALUE(GuidVector, "nearest npcs");
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for (const auto npc : npcs)
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for (const auto& npc : npcs)
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{
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Unit* unit = botAI->GetUnit(npc);
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if (unit && bot->GetDistance(unit) <= INTERACTION_DISTANCE)
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{
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result |= ProcessQuests(unit);
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}
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}
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// Checks the nearest game objects
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std::list<ObjectGuid> gos = AI_VALUE(std::list<ObjectGuid>, "nearest game objects");
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for (const auto go : gos)
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for (const auto& go : gos)
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{
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GameObject* gameobj = botAI->GetGameObject(go);
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if (gameobj && bot->GetDistance(gameobj) <= INTERACTION_DISTANCE)
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{
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result |= ProcessQuests(gameobj);
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}
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}
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return result;
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@@ -207,6 +207,7 @@ ItemUsage ItemUsageValue::QueryItemUsageForEquip(ItemTemplate const* itemProto)
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uint8 possibleSlots = 1;
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uint8 dstSlot = botAI->FindEquipSlot(itemProto, NULL_SLOT, true);
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if (dstSlot == EQUIPMENT_SLOT_FINGER1 || dstSlot == EQUIPMENT_SLOT_TRINKET1)
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{
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possibleSlots = 2;
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