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>
This commit is contained in:
Yunfan Li
2025-03-14 21:31:33 +08:00
committed by GitHub
parent 88356bb507
commit 38912d4a8a
42 changed files with 2051 additions and 617 deletions

View File

@@ -4,9 +4,14 @@
*/
#include "QuestAction.h"
#include <sstream>
#include "Chat.h"
#include "ChatHelper.h"
#include "Event.h"
#include "ItemTemplate.h"
#include "ObjectGuid.h"
#include "ObjectMgr.h"
#include "Playerbots.h"
#include "ReputationMgr.h"
#include "ServerFacade.h"
@@ -258,6 +263,7 @@ bool QuestAction::AcceptQuest(Quest const* quest, ObjectGuid questGiver)
bool QuestUpdateCompleteAction::Execute(Event event)
{
// the action can hardly be triggered
WorldPacket p(event.getPacket());
p.rpos(0);
@@ -265,22 +271,26 @@ bool QuestUpdateCompleteAction::Execute(Event event)
p >> questId;
p.print_storage();
LOG_INFO("playerbots", "Packet: empty{} questId{}", p.empty(), questId);
// LOG_INFO("playerbots", "Packet: empty{} questId{}", p.empty(), questId);
Quest const* qInfo = sObjectMgr->GetQuestTemplate(questId);
if (qInfo)
{
std::map<std::string, std::string> placeholders;
// std::map<std::string, std::string> placeholders;
// placeholders["%quest_link"] = format;
// if (botAI->HasStrategy("debug quest", BotState::BOT_STATE_NON_COMBAT) || botAI->HasStrategy("debug rpg", BotState::BOT_STATE_COMBAT))
// {
// LOG_INFO("playerbots", "{} => Quest [ {} ] completed", bot->GetName(), qInfo->GetTitle());
// bot->Say("Quest [ " + format + " ] completed", LANG_UNIVERSAL);
// }
const auto format = ChatHelper::FormatQuest(qInfo);
placeholders["%quest_link"] = format;
if (botAI->HasStrategy("debug quest", BotState::BOT_STATE_NON_COMBAT) || botAI->HasStrategy("debug rpg", BotState::BOT_STATE_COMBAT))
{
LOG_INFO("playerbots", "{} => Quest [ {} ] completed", bot->GetName(), qInfo->GetTitle());
bot->Say("Quest [ " + format + " ] completed", LANG_UNIVERSAL);
}
botAI->TellMasterNoFacing("Quest completed " + format);
if (botAI->GetMaster())
botAI->TellMasterNoFacing("Quest completed " + format);
BroadcastHelper::BroadcastQuestUpdateComplete(botAI, bot, qInfo);
botAI->rpgStatistic.questCompleted++;
// LOG_DEBUG("playerbots", "[New rpg] {} complete quest {}", bot->GetName(), qInfo->GetQuestId());
// botAI->rpgStatistic.questCompleted++;
}
return true;
@@ -296,39 +306,39 @@ bool QuestUpdateAddKillAction::Execute(Event event)
uint32 entry, questId, available, required;
p >> questId >> entry >> available >> required;
// LOG_INFO("playerbots", "[New rpg] Quest {} -> Creature {} ({}/{})", questId, entry, available, required);
const Quest* qInfo = sObjectMgr->GetQuestTemplate(questId);
if (qInfo && (entry & 0x80000000))
{
entry &= 0x7FFFFFFF;
const GameObjectTemplate* info = sObjectMgr->GetGameObjectTemplate(entry);
if (info)
BroadcastHelper::BroadcastQuestUpdateAddKill(botAI, bot, qInfo, available, required, info->name);
{
std::string infoName = botAI->GetLocalizedGameObjectName(entry);
BroadcastHelper::BroadcastQuestUpdateAddKill(botAI, bot, qInfo, available, required, infoName);
if (botAI->GetMaster())
{
std::ostringstream out;
out << infoName << " " << available << "/" << required << " " << ChatHelper::FormatQuest(qInfo);
botAI->TellMasterNoFacing(out.str());
}
}
}
else if (qInfo)
{
CreatureTemplate const* info = sObjectMgr->GetCreatureTemplate(entry);
if (info)
{
BroadcastHelper::BroadcastQuestUpdateAddKill(botAI, bot, qInfo, available, required, info->Name);
std::string infoName = botAI->GetLocalizedCreatureName(entry);
BroadcastHelper::BroadcastQuestUpdateAddKill(botAI, bot, qInfo, available, required, infoName);
if (botAI->GetMaster())
{
std::ostringstream out;
out << infoName << " " << available << "/" << required << " " << ChatHelper::FormatQuest(qInfo);
botAI->TellMasterNoFacing(out.str());
}
}
}
else
{
std::map<std::string, std::string> placeholders;
placeholders["%quest_id"] = questId;
placeholders["%available"] = available;
placeholders["%required"] = required;
if (botAI->HasStrategy("debug quest", BotState::BOT_STATE_COMBAT) || botAI->HasStrategy("debug quest", BotState::BOT_STATE_NON_COMBAT))
{
LOG_INFO("playerbots", "{} => {}", bot->GetName(), BOT_TEXT2("%available/%required for questId: %quest_id", placeholders));
botAI->Say(BOT_TEXT2("%available/%required for questId: %quest_id", placeholders));
}
botAI->TellMasterNoFacing(BOT_TEXT2("%available/%required for questId: %quest_id", placeholders));
}
}
return false;
}
@@ -363,8 +373,62 @@ bool QuestUpdateAddItemAction::Execute(Event event)
BroadcastHelper::BroadcastQuestUpdateAddItem(botAI, bot, pair.first, availableItemsCount, requiredItemsCount, itemPrototype);
}
}
}
return false;
}
bool QuestItemPushResultAction::Execute(Event event)
{
WorldPacket packet = event.getPacket();
ObjectGuid guid;
uint32 received, created, sendChatMessage, itemSlot, itemEntry, itemSuffixFactory, count, itemCount;
uint8 bagSlot;
int32 itemRandomPropertyId;
packet >> guid >> received >> created >> sendChatMessage;
packet >> bagSlot >> itemSlot >> itemEntry >> itemSuffixFactory >> itemRandomPropertyId;
packet >> count >> itemCount;
if (guid != bot->GetGUID())
return false;
const ItemTemplate* proto = sObjectMgr->GetItemTemplate(itemEntry);
if (!proto)
return false;
for (uint16 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
uint32 questId = bot->GetQuestSlotQuestId(i);
if (!questId)
continue;
const Quest* quest = sObjectMgr->GetQuestTemplate(questId);
if (!quest)
return false;
const QuestStatusData& q_status = bot->getQuestStatusMap().at(questId);
for (int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; i++)
{
uint32 itemId = quest->RequiredItemId[i];
if (!itemId)
continue;
int32 previousCount = itemCount - count;
if (itemId == itemEntry && previousCount < quest->RequiredItemCount[i])
{
if (botAI->GetMaster())
{
std::string itemLink = ChatHelper::FormatItem(proto);
std::ostringstream out;
int32 required = quest->RequiredItemCount[i];
int32 available = std::min((int32)itemCount, required);
out << itemLink << " " << available << "/" << required << " " << ChatHelper::FormatQuest(quest);
botAI->TellMasterNoFacing(out.str());
}
}
}
}
return false;
}