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https://github.com/mod-playerbots/mod-playerbots.git
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Auto do quest feature (new rpg strategy) (#1034)
* New rpg startup speed up and refactor * New rpg do quest * Fix invalid height in quest poi * Add quest accept and reward limitation * New rpg quest improvement * Organize quest log, reward quests and fix grind target * Quest dropped statistic and remove redundant code * Decrease grind relevance lower than loot * Fix new rpg drop quest * Go to reward quest instead of innkeeper when quest completed * Fix incorrect logic in do quest reward * Fix reset quests in factory * Fix crash on grind target value Co-authored-by: SaW <swerkhoven@outlook.com> * Fix a minor error in DoCompletedQuest * Let bots get rid of impossible quests faster * Increase loot fluency (especially for caster) * Remove seasonal quests from auto accept * Enhance quest accept condition check * Add questgiver check (limit acceptation of quest 7946) * Questgiver check and localization * Near npc fix * Fix quest item report * Add lowPriorityQuest set for quests can not be done * Improve gameobjects loot * Do complete quest * FIx move far to teleport check * Accept or reward quest from game objects * Fix possible crash in rpg game objects * Fix ChooseNpcOrGameObjectToInteract crash --------- Co-authored-by: SaW <swerkhoven@outlook.com>
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@@ -31,6 +31,7 @@
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#include "PlayerbotAIConfig.h"
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#include "PlayerbotDbStore.h"
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#include "Playerbots.h"
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#include "QuestDef.h"
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#include "RandomItemMgr.h"
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#include "RandomPlayerbotFactory.h"
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#include "ReputationMgr.h"
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@@ -979,30 +980,23 @@ void PlayerbotFactory::ClearSpells()
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void PlayerbotFactory::ResetQuests()
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{
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for (uint8 slot = 0; slot < MAX_QUEST_LOG_SIZE; ++slot)
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{
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bot->SetQuestSlot(slot, 0);
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}
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ObjectMgr::QuestMap const& questTemplates = sObjectMgr->GetQuestTemplates();
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for (ObjectMgr::QuestMap::const_iterator i = questTemplates.begin(); i != questTemplates.end(); ++i)
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{
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Quest const* quest = i->second;
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uint32 entry = quest->GetQuestId();
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if (bot->GetQuestStatus(entry) == QUEST_STATUS_NONE)
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continue;
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bot->RemoveRewardedQuest(entry);
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bot->RemoveActiveQuest(entry, false);
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// remove all quest entries for 'entry' from quest log
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for (uint8 slot = 0; slot < MAX_QUEST_LOG_SIZE; ++slot)
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{
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uint32 quest = bot->GetQuestSlotQuestId(slot);
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if (quest == entry)
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{
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bot->SetQuestSlot(slot, 0);
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}
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}
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// reset rewarded for restart repeatable quest
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bot->getQuestStatusMap().erase(entry);
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// bot->getQuestStatusMap()[entry].m_rewarded = false;
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// bot->getQuestStatusMap()[entry].m_status = QUEST_STATUS_NONE;
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}
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// bot->UpdateForQuestWorldObjects();
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CharacterDatabase.Execute("DELETE FROM character_queststatus WHERE guid = {}", bot->GetGUID().GetCounter());
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}
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void PlayerbotFactory::InitSpells() { InitAvailableSpells(); }
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@@ -1618,6 +1612,11 @@ void PlayerbotFactory::InitEquipment(bool incremental, bool second_chance)
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if (level < 20 && (slot == EQUIPMENT_SLOT_FINGER1 || slot == EQUIPMENT_SLOT_FINGER2))
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continue;
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if (level < 5 && (slot != EQUIPMENT_SLOT_MAINHAND) && (slot != EQUIPMENT_SLOT_OFFHAND) &&
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(slot != EQUIPMENT_SLOT_FEET) && (slot != EQUIPMENT_SLOT_LEGS) && (slot != EQUIPMENT_SLOT_CHEST) &&
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(slot != EQUIPMENT_SLOT_RANGED))
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continue;
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Item* oldItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
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if (second_chance && oldItem)
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@@ -1782,6 +1781,10 @@ void PlayerbotFactory::InitEquipment(bool incremental, bool second_chance)
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if (level < 20 && (slot == EQUIPMENT_SLOT_FINGER1 || slot == EQUIPMENT_SLOT_FINGER2))
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continue;
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if (level < 5 && (slot != EQUIPMENT_SLOT_MAINHAND) && (slot != EQUIPMENT_SLOT_OFFHAND) &&
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(slot != EQUIPMENT_SLOT_FEET) && (slot != EQUIPMENT_SLOT_LEGS) && (slot != EQUIPMENT_SLOT_CHEST))
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continue;
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if (Item* oldItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, slot))
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bot->DestroyItem(INVENTORY_SLOT_BAG_0, slot, true);
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