Handle bot gear upgrades for multi-slot items

Switch to using opcode "CMSG_AUTOEQUIP_ITEM_SLOT" to equip items to specific slots, rather than "right clicking" item upgrades.
Fixes an issue with rings, trinkets and offhand weapons where the bot would only ever upgrade their first slot.
Also evaluate the above item types for equipping in both slots rather than just comparing to the first item.
This commit is contained in:
Bobblybook
2024-11-07 22:59:35 +11:00
parent dd73fe8a90
commit 2ec5628d95
2 changed files with 140 additions and 80 deletions

View File

@@ -205,102 +205,116 @@ ItemUsage ItemUsageValue::QueryItemUsageForEquip(ItemTemplate const* itemProto)
!sRandomItemMgr->CanEquipArmor(bot->getClass(), bot->GetLevel(), itemProto))
shouldEquip = false;
Item* oldItem = bot->GetItemByPos(dest);
// No item equiped
if (!oldItem)
uint8 possibleSlots = 1;
uint8 dstSlot = botAI->FindEquipSlot(itemProto, NULL_SLOT, true);
if (dstSlot == EQUIPMENT_SLOT_FINGER1 ||
dstSlot == EQUIPMENT_SLOT_TRINKET1 ||
dstSlot == EQUIPMENT_SLOT_MAINHAND)
{
if (shouldEquip)
return ITEM_USAGE_EQUIP;
else
{
return ITEM_USAGE_BAD_EQUIP;
}
possibleSlots = 2;
}
ItemTemplate const* oldItemProto = oldItem->GetTemplate();
float oldScore = calculator.CalculateItem(oldItemProto->ItemId);
if (oldItem)
for (uint8 i = 0; i < possibleSlots; i++)
{
// uint32 oldStatWeight = sRandomItemMgr->GetLiveStatWeight(bot, oldItemProto->ItemId);
if (itemScore || oldScore)
bool shouldEquipInSlot = shouldEquip;
Item* oldItem = bot->GetItemByPos(dest + i);
// No item equipped
if (!oldItem)
{
shouldEquip = itemScore > oldScore * sPlayerbotAIConfig->equipUpgradeThreshold;
if (shouldEquipInSlot)
return ITEM_USAGE_EQUIP;
else
{
return ITEM_USAGE_BAD_EQUIP;
}
}
}
// Bigger quiver
if (itemProto->Class == ITEM_CLASS_QUIVER)
{
if (!oldItem || oldItemProto->ContainerSlots < itemProto->ContainerSlots)
ItemTemplate const* oldItemProto = oldItem->GetTemplate();
float oldScore = calculator.CalculateItem(oldItemProto->ItemId);
if (oldItem)
{
return ITEM_USAGE_EQUIP;
// uint32 oldStatWeight = sRandomItemMgr->GetLiveStatWeight(bot, oldItemProto->ItemId);
if (itemScore || oldScore)
{
shouldEquipInSlot = itemScore > oldScore * sPlayerbotAIConfig->equipUpgradeThreshold;
}
}
else
// Bigger quiver
if (itemProto->Class == ITEM_CLASS_QUIVER)
{
return ITEM_USAGE_NONE;
if (!oldItem || oldItemProto->ContainerSlots < itemProto->ContainerSlots)
{
return ITEM_USAGE_EQUIP;
}
else
{
return ITEM_USAGE_NONE;
}
}
}
bool existingShouldEquip = true;
if (oldItemProto->Class == ITEM_CLASS_WEAPON && !sRandomItemMgr->CanEquipWeapon(bot->getClass(), oldItemProto))
existingShouldEquip = false;
bool existingShouldEquip = true;
if (oldItemProto->Class == ITEM_CLASS_WEAPON && !sRandomItemMgr->CanEquipWeapon(bot->getClass(), oldItemProto))
existingShouldEquip = false;
if (oldItemProto->Class == ITEM_CLASS_ARMOR &&
!sRandomItemMgr->CanEquipArmor(bot->getClass(), bot->GetLevel(), oldItemProto))
existingShouldEquip = false;
if (oldItemProto->Class == ITEM_CLASS_ARMOR &&
!sRandomItemMgr->CanEquipArmor(bot->getClass(), bot->GetLevel(), oldItemProto))
existingShouldEquip = false;
// uint32 oldItemPower = sRandomItemMgr->GetLiveStatWeight(bot, oldItemProto->ItemId);
// uint32 newItemPower = sRandomItemMgr->GetLiveStatWeight(bot, itemProto->ItemId);
// uint32 oldItemPower = sRandomItemMgr->GetLiveStatWeight(bot, oldItemProto->ItemId);
// uint32 newItemPower = sRandomItemMgr->GetLiveStatWeight(bot, itemProto->ItemId);
// Compare items based on item level, quality or itemId.
bool isBetter = false;
if (itemScore > oldScore)
isBetter = true;
// else if (newItemPower == oldScore && itemProto->Quality > oldItemProto->Quality)
// isBetter = true;
// else if (newItemPower == oldScore && itemProto->Quality == oldItemProto->Quality && itemProto->ItemId >
// oldItemProto->ItemId)
// isBetter = true;
// Compare items based on item level, quality or itemId.
bool isBetter = false;
if (itemScore > oldScore)
isBetter = true;
// else if (newItemPower == oldScore && itemProto->Quality > oldItemProto->Quality)
// isBetter = true;
// else if (newItemPower == oldScore && itemProto->Quality == oldItemProto->Quality && itemProto->ItemId >
// oldItemProto->ItemId)
// isBetter = true;
Item* item = CurrentItem(itemProto);
bool itemIsBroken =
item && item->GetUInt32Value(ITEM_FIELD_DURABILITY) == 0 && item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY) > 0;
bool oldItemIsBroken =
oldItem->GetUInt32Value(ITEM_FIELD_DURABILITY) == 0 && oldItem->GetUInt32Value(ITEM_FIELD_MAXDURABILITY) > 0;
if (itemProto->ItemId != oldItemProto->ItemId && (shouldEquip || !existingShouldEquip) && isBetter)
{
switch (itemProto->Class)
Item* item = CurrentItem(itemProto);
bool itemIsBroken =
item && item->GetUInt32Value(ITEM_FIELD_DURABILITY) == 0 && item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY) > 0;
bool oldItemIsBroken =
oldItem->GetUInt32Value(ITEM_FIELD_DURABILITY) == 0 && oldItem->GetUInt32Value(ITEM_FIELD_MAXDURABILITY) > 0;
if (itemProto->ItemId != oldItemProto->ItemId && (shouldEquipInSlot || !existingShouldEquip) && isBetter)
{
case ITEM_CLASS_ARMOR:
if (oldItemProto->SubClass <= itemProto->SubClass)
switch (itemProto->Class)
{
case ITEM_CLASS_ARMOR:
if (oldItemProto->SubClass <= itemProto->SubClass)
{
// Need to add some logic to check second slot before returning, but as it happens, all three of these
// return vals will result in an attempted equip action so it wouldn't have much effect currently
if (itemIsBroken && !oldItemIsBroken)
return ITEM_USAGE_BROKEN_EQUIP;
else if (shouldEquipInSlot)
return ITEM_USAGE_REPLACE;
else
return ITEM_USAGE_BAD_EQUIP;
break;
}
default:
{
if (itemIsBroken && !oldItemIsBroken)
return ITEM_USAGE_BROKEN_EQUIP;
else if (shouldEquip)
return ITEM_USAGE_REPLACE;
else if (shouldEquipInSlot)
return ITEM_USAGE_EQUIP;
else
return ITEM_USAGE_BAD_EQUIP;
break;
}
default:
{
if (itemIsBroken && !oldItemIsBroken)
return ITEM_USAGE_BROKEN_EQUIP;
else if (shouldEquip)
return ITEM_USAGE_EQUIP;
else
return ITEM_USAGE_BAD_EQUIP;
}
}
// Item is not better but current item is broken and new one is not.
if (oldItemIsBroken && !itemIsBroken)
return ITEM_USAGE_EQUIP;
}
// Item is not better but current item is broken and new one is not.
if (oldItemIsBroken && !itemIsBroken)
return ITEM_USAGE_EQUIP;
return ITEM_USAGE_NONE;
}