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