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