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

@@ -109,6 +109,7 @@ ChatCommandHandlerStrategy::ChatCommandHandlerStrategy(PlayerbotAI* botAI) : Pas
supported.push_back("log");
supported.push_back("los");
supported.push_back("rpg status");
supported.push_back("rpg do quest");
supported.push_back("aura");
supported.push_back("drop");
supported.push_back("share");

View File

@@ -12,8 +12,9 @@ void CombatStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("enemy out of spell",
NextAction::array(0, new NextAction("reach spell", ACTION_HIGH), nullptr)));
// drop target relevance 99 (lower than Worldpacket triggers)
triggers.push_back(
new TriggerNode("invalid target", NextAction::array(0, new NextAction("drop target", 100), nullptr)));
new TriggerNode("invalid target", NextAction::array(0, new NextAction("drop target", 99), nullptr)));
triggers.push_back(
new TriggerNode("mounted", NextAction::array(0, new NextAction("check mount state", 54), nullptr)));
// triggers.push_back(new TriggerNode("out of react range", NextAction::array(0, new NextAction("flee to master",

View File

@@ -7,14 +7,19 @@
#include "Playerbots.h"
NextAction** GrindingStrategy::getDefaultActions() { return nullptr; }
NextAction** GrindingStrategy::getDefaultActions()
{
return NextAction::array(0,
new NextAction("drink", 4.2f),
new NextAction("food", 4.1f),
nullptr);
}
void GrindingStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("timer", NextAction::array(0, new NextAction("drink", 10.2f), nullptr)));
triggers.push_back(new TriggerNode("timer", NextAction::array(0, new NextAction("food", 10.1f), nullptr)));
// reduce lower than loot
triggers.push_back(
new TriggerNode("no target", NextAction::array(0, new NextAction("attack anything", 10.0f), nullptr)));
new TriggerNode("no target", NextAction::array(0, new NextAction("attack anything", 4.0f), nullptr)));
}
void MoveRandomStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)

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@@ -13,13 +13,13 @@ void LootNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
triggers.push_back(
new TriggerNode("far from loot target", NextAction::array(0, new NextAction("move to loot", 7.0f), nullptr)));
triggers.push_back(new TriggerNode("can loot", NextAction::array(0, new NextAction("open loot", 8.0f), nullptr)));
triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("add all loot", 1.0f), nullptr)));
triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("add all loot", 5.0f), nullptr)));
}
void GatherStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(
new TriggerNode("timer", NextAction::array(0, new NextAction("add gathering loot", 2.0f), nullptr)));
new TriggerNode("timer", NextAction::array(0, new NextAction("add gathering loot", 5.0f), nullptr)));
}
void RevealStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)

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@@ -39,6 +39,8 @@ void WorldPacketHandlerStrategy::InitTriggers(std::vector<TriggerNode*>& trigger
triggers.push_back(new TriggerNode("within area trigger", NextAction::array(0, new NextAction("area trigger", relevance), nullptr)));
triggers.push_back(new TriggerNode("loot response", NextAction::array(0, new NextAction("store loot", relevance), nullptr)));
triggers.push_back(new TriggerNode("item push result", NextAction::array(0, new NextAction("query item usage", relevance), new NextAction("equip upgrades", relevance), nullptr)));
triggers.push_back(new TriggerNode("item push result", NextAction::array(0, new NextAction("quest item push result", relevance), nullptr)));
triggers.push_back(new TriggerNode("ready check finished", NextAction::array(0, new NextAction("finish ready check", relevance), nullptr)));
// triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("security check", relevance), new NextAction("check mail", relevance), nullptr)));
triggers.push_back(new TriggerNode("guild invite", NextAction::array(0, new NextAction("guild accept", relevance), nullptr)));
@@ -79,7 +81,7 @@ WorldPacketHandlerStrategy::WorldPacketHandlerStrategy(PlayerbotAI* botAI) : Pas
// quests
supported.push_back("quest update add kill");
supported.push_back("quest update add item");
// supported.push_back("quest update add item");
supported.push_back("quest update failed");
supported.push_back("quest update failed timer");
supported.push_back("quest update complete");