mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-16 18:30:27 +00:00
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:
@@ -2,18 +2,32 @@
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#include <cmath>
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#include <cstdint>
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#include <cstdlib>
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#include "ChatHelper.h"
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#include "G3D/Vector2.h"
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#include "GossipDef.h"
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#include "IVMapMgr.h"
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#include "NewRpgInfo.h"
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#include "NewRpgStrategy.h"
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#include "Object.h"
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#include "ObjectAccessor.h"
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#include "ObjectDefines.h"
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#include "ObjectGuid.h"
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#include "ObjectMgr.h"
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#include "PathGenerator.h"
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#include "Player.h"
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#include "PlayerbotAI.h"
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#include "Playerbots.h"
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#include "Position.h"
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#include "QuestDef.h"
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#include "Random.h"
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#include "RandomPlayerbotMgr.h"
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#include "SharedDefines.h"
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#include "StatsWeightCalculator.h"
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#include "Timer.h"
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#include "TravelMgr.h"
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#include "BroadcastHelper.h"
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#include "World.h"
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bool TellRpgStatusAction::Execute(Event event)
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@@ -26,118 +40,156 @@ bool TellRpgStatusAction::Execute(Event event)
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return true;
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}
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bool StartRpgDoQuestAction::Execute(Event event)
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{
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Player* owner = event.getOwner();
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if (!owner)
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return false;
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std::string const text = event.getParam();
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PlayerbotChatHandler ch(owner);
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uint32 questId = ch.extractQuestId(text);
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const Quest* quest = sObjectMgr->GetQuestTemplate(questId);
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if (quest)
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{
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botAI->rpgInfo.ChangeToDoQuest(questId, quest);
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bot->Whisper("Start to do quest " + std::to_string(questId), LANG_UNIVERSAL, owner);
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return true;
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}
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bot->Whisper("Invalid quest " + text, LANG_UNIVERSAL, owner);
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return false;
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}
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bool NewRpgStatusUpdateAction::Execute(Event event)
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{
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NewRpgInfo& info = botAI->rpgInfo;
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/// @TODO: Refactor by transition probability
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switch (info.status)
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{
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case NewRpgStatus::IDLE:
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case RPG_IDLE:
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{
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uint32 roll = urand(1, 100);
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// IDLE -> NEAR_NPC
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// if ((!info.lastNearNpc || info.lastNearNpc + setNpcInterval < getMSTime()) && roll <= 30)
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if (roll <= 30)
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{
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GuidVector possibleTargets = AI_VALUE(GuidVector, "possible rpg targets");
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if (!possibleTargets.empty())
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GuidVector possibleTargets = AI_VALUE(GuidVector, "possible new rpg targets");
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if (possibleTargets.size() >= 3)
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{
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info.Reset();
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info.lastNearNpc = getMSTime();
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info.status = NewRpgStatus::NEAR_NPC;
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info.ChangeToNearNpc();
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return true;
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}
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}
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// IDLE -> GO_INNKEEPER
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else if (roll <= 45)
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{
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WorldPosition pos = SelectRandomInnKeeperPos();
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WorldPosition pos = SelectRandomInnKeeperPos(bot);
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if (pos != WorldPosition() && bot->GetExactDist(pos) > 50.0f)
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{
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info.Reset();
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info.lastGoInnKeeper = getMSTime();
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info.status = NewRpgStatus::GO_INNKEEPER;
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info.innKeeperPos = pos;
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info.ChangeToGoInnkeeper(pos);
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return true;
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}
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}
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// IDLE -> GO_GRIND
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else if (roll <= 90)
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else if (roll <= 100)
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{
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WorldPosition pos = SelectRandomGrindPos();
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if (roll >= 60)
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{
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std::vector<uint32> availableQuests;
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for (uint8 slot = 0; slot < MAX_QUEST_LOG_SIZE; ++slot)
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{
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uint32 questId = bot->GetQuestSlotQuestId(slot);
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if (botAI->lowPriorityQuest.find(questId) != botAI->lowPriorityQuest.end())
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continue;
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std::vector<POIInfo> poiInfo;
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if (GetQuestPOIPosAndObjectiveIdx(questId, poiInfo, true))
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{
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availableQuests.push_back(questId);
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}
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}
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if (availableQuests.size())
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{
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uint32 questId = availableQuests[urand(0, availableQuests.size() - 1)];
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const Quest* quest = sObjectMgr->GetQuestTemplate(questId);
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if (quest)
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{
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// IDLE -> DO_QUEST
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info.ChangeToDoQuest(questId, quest);
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return true;
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}
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}
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}
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WorldPosition pos = SelectRandomGrindPos(bot);
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if (pos != WorldPosition())
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{
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info.Reset();
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info.lastGoGrind = getMSTime();
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info.status = NewRpgStatus::GO_GRIND;
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info.grindPos = pos;
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info.ChangeToGoGrind(pos);
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return true;
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}
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}
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// IDLE -> REST
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info.Reset();
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info.status = NewRpgStatus::REST;
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info.lastRest = getMSTime();
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info.ChangeToRest();
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bot->SetStandState(UNIT_STAND_STATE_SIT);
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return true;
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}
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case NewRpgStatus::GO_GRIND:
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case RPG_GO_GRIND:
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{
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WorldPosition& originalPos = info.grindPos;
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assert(info.grindPos != WorldPosition());
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WorldPosition& originalPos = info.go_grind.pos;
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assert(info.go_grind.pos != WorldPosition());
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// GO_GRIND -> NEAR_RANDOM
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if (bot->GetExactDist(originalPos) < 10.0f)
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{
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info.Reset();
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info.status = NewRpgStatus::NEAR_RANDOM;
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info.lastNearRandom = getMSTime();
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info.grindPos = WorldPosition();
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info.ChangeToNearRandom();
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return true;
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}
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break;
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}
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case NewRpgStatus::GO_INNKEEPER:
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case RPG_GO_INNKEEPER:
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{
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WorldPosition& originalPos = info.innKeeperPos;
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assert(info.innKeeperPos != WorldPosition());
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WorldPosition& originalPos = info.go_innkeeper.pos;
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assert(info.go_innkeeper.pos != WorldPosition());
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// GO_INNKEEPER -> NEAR_NPC
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if (bot->GetExactDist(originalPos) < 10.0f)
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{
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info.Reset();
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info.lastNearNpc = getMSTime();
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info.status = NewRpgStatus::NEAR_NPC;
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info.innKeeperPos = WorldPosition();
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info.ChangeToNearNpc();
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return true;
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}
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break;
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}
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case NewRpgStatus::NEAR_RANDOM:
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case RPG_NEAR_RANDOM:
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{
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// NEAR_RANDOM -> IDLE
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if (info.lastNearRandom + statusNearRandomDuration < getMSTime())
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if (info.HasStatusPersisted(statusNearRandomDuration))
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{
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info.Reset();
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info.status = NewRpgStatus::IDLE;
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info.ChangeToIdle();
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return true;
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}
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break;
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}
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case NewRpgStatus::NEAR_NPC:
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case RPG_DO_QUEST:
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{
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if (info.lastNearNpc + statusNearNpcDuration < getMSTime())
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// DO_QUEST -> IDLE
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if (info.HasStatusPersisted(statusDoQuestDuration))
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{
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info.Reset();
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info.status = NewRpgStatus::IDLE;
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info.ChangeToIdle();
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return true;
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}
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break;
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}
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case NewRpgStatus::REST:
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case RPG_NEAR_NPC:
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{
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if (info.HasStatusPersisted(statusNearNpcDuration))
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{
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info.ChangeToIdle();
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return true;
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}
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break;
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}
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case RPG_REST:
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{
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// REST -> IDLE
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if (info.lastRest + statusRestDuration < getMSTime())
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if (info.HasStatusPersisted(statusRestDuration))
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{
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info.Reset();
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info.status = NewRpgStatus::IDLE;
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info.ChangeToIdle();
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return true;
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}
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break;
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@@ -148,258 +200,259 @@ bool NewRpgStatusUpdateAction::Execute(Event event)
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return false;
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}
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WorldPosition NewRpgStatusUpdateAction::SelectRandomGrindPos()
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bool NewRpgGoGrindAction::Execute(Event event)
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{
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const std::vector<WorldLocation>& locs = sRandomPlayerbotMgr->locsPerLevelCache[bot->GetLevel()];
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std::vector<WorldLocation> lo_prepared_locs, hi_prepared_locs;
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for (auto& loc : locs)
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{
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if (bot->GetMapId() != loc.GetMapId())
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continue;
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if (SearchQuestGiverAndAcceptOrReward())
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return true;
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if (bot->GetMap()->GetZoneId(bot->GetPhaseMask(), loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ()) !=
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bot->GetZoneId())
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continue;
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if (bot->GetExactDist(loc) < 500.0f)
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{
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hi_prepared_locs.push_back(loc);
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}
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if (bot->GetExactDist(loc) < 2500.0f)
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{
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lo_prepared_locs.push_back(loc);
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}
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}
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WorldPosition dest{};
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if (urand(1, 100) <= 50 && !hi_prepared_locs.empty())
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{
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uint32 idx = urand(0, hi_prepared_locs.size() - 1);
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dest = hi_prepared_locs[idx];
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}
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else if (!lo_prepared_locs.empty())
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{
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uint32 idx = urand(0, lo_prepared_locs.size() - 1);
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dest = lo_prepared_locs[idx];
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}
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LOG_DEBUG("playerbots", "[New Rpg] Bot {} select random grind pos Map:{} X:{} Y:{} Z:{} ({}+{} available in {})",
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bot->GetName(), dest.GetMapId(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(),
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hi_prepared_locs.size(), lo_prepared_locs.size() - hi_prepared_locs.size(), locs.size());
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return dest;
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return MoveFarTo(botAI->rpgInfo.go_grind.pos);
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}
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WorldPosition NewRpgStatusUpdateAction::SelectRandomInnKeeperPos()
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bool NewRpgGoInnKeeperAction::Execute(Event event)
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{
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const std::vector<WorldLocation>& locs = IsAlliance(bot->getRace())
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? sRandomPlayerbotMgr->allianceStarterPerLevelCache[bot->GetLevel()]
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: sRandomPlayerbotMgr->hordeStarterPerLevelCache[bot->GetLevel()];
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std::vector<WorldLocation> prepared_locs;
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for (auto& loc : locs)
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{
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if (bot->GetMapId() != loc.GetMapId())
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continue;
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if (bot->GetMap()->GetZoneId(bot->GetPhaseMask(), loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ()) !=
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bot->GetZoneId())
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continue;
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float range = bot->GetLevel() <= 5 ? 500.0f : 2500.0f;
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if (bot->GetExactDist(loc) < range)
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{
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prepared_locs.push_back(loc);
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}
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}
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WorldPosition dest{};
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if (!prepared_locs.empty())
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{
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uint32 idx = urand(0, prepared_locs.size() - 1);
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dest = prepared_locs[idx];
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}
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LOG_DEBUG("playerbots", "[New Rpg] Bot {} select random inn keeper pos Map:{} X:{} Y:{} Z:{} ({} available in {})",
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bot->GetName(), dest.GetMapId(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(),
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prepared_locs.size(), locs.size());
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return dest;
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if (SearchQuestGiverAndAcceptOrReward())
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return true;
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return MoveFarTo(botAI->rpgInfo.go_innkeeper.pos);
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}
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bool NewRpgGoFarAwayPosAction::MoveFarTo(WorldPosition dest)
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{
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if (dest == WorldPosition())
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return false;
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float dis = bot->GetExactDist(dest);
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if (dis < pathFinderDis)
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{
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return MoveTo(dest.getMapId(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(), false, false,
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false, true);
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}
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// performance optimization
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if (IsWaitingForLastMove(MovementPriority::MOVEMENT_NORMAL))
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{
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return false;
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}
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// stuck check
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float disToDest = bot->GetDistance(dest);
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if (disToDest + 1.0f < botAI->rpgInfo.nearestMoveFarDis)
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{
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botAI->rpgInfo.nearestMoveFarDis = disToDest;
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botAI->rpgInfo.stuckTs = getMSTime();
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botAI->rpgInfo.stuckAttempts = 0;
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}
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else if (++botAI->rpgInfo.stuckAttempts >= 10 && botAI->rpgInfo.stuckTs + stuckTime < getMSTime())
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{
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// Unfortunately we've been stuck here for over 5 mins, fallback to teleporting directly to the destination
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botAI->rpgInfo.stuckTs = getMSTime();
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botAI->rpgInfo.stuckAttempts = 0;
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const AreaTableEntry* entry = sAreaTableStore.LookupEntry(bot->GetZoneId());
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std::string zone_name = PlayerbotAI::GetLocalizedAreaName(entry);
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LOG_DEBUG("playerbots", "[New Rpg] Teleport {} from ({},{},{},{}) to ({},{},{},{}) as it stuck when moving far - Zone: {} ({})", bot->GetName(),
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bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(), bot->GetMapId(),
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dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(), dest.getMapId(), bot->GetZoneId(), zone_name);
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return bot->TeleportTo(dest);
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}
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float minDelta = M_PI;
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const float x = bot->GetPositionX();
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const float y = bot->GetPositionY();
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const float z = bot->GetPositionZ();
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float rx, ry, rz;
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bool found = false;
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int attempt = 3;
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while (--attempt)
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{
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float angle = bot->GetAngle(&dest);
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float delta = urand(1, 100) <= 75 ? (rand_norm() - 0.5) * M_PI * 0.5 : (rand_norm() - 0.5) * M_PI * 2;
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angle += delta;
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float dis = rand_norm() * pathFinderDis;
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float dx = x + cos(angle) * dis;
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float dy = y + sin(angle) * dis;
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float dz = z + 0.5f;
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PathGenerator path(bot);
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path.CalculatePath(dx, dy, dz);
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PathType type = path.GetPathType();
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uint32 typeOk = PATHFIND_NORMAL | PATHFIND_INCOMPLETE | PATHFIND_FARFROMPOLY;
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bool canReach = !(type & (~typeOk));
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if (canReach && fabs(delta) <= minDelta)
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{
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found = true;
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const G3D::Vector3& endPos = path.GetActualEndPosition();
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rx = endPos.x;
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ry = endPos.y;
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rz = endPos.z;
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minDelta = fabs(delta);
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}
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}
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if (found)
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{
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return MoveTo(bot->GetMapId(), rx, ry, rz, false, false, false, true);
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}
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return false;
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}
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bool NewRpgGoGrindAction::Execute(Event event) { return MoveFarTo(botAI->rpgInfo.grindPos); }
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bool NewRpgGoInnKeeperAction::Execute(Event event) { return MoveFarTo(botAI->rpgInfo.innKeeperPos); }
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bool NewRpgMoveRandomAction::Execute(Event event)
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{
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float distance = rand_norm() * moveStep;
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Map* map = bot->GetMap();
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const float x = bot->GetPositionX();
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const float y = bot->GetPositionY();
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const float z = bot->GetPositionZ();
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int attempts = 5;
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while (--attempts)
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{
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float angle = (float)rand_norm() * 2 * static_cast<float>(M_PI);
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float dx = x + distance * cos(angle);
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float dy = y + distance * sin(angle);
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float dz = z;
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if (!map->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(),
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dx, dy, dz))
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continue;
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if (map->IsInWater(bot->GetPhaseMask(), dx, dy, dz, bot->GetCollisionHeight()))
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continue;
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bool moved = MoveTo(bot->GetMapId(), dx, dy, dz, false, false, false, true);
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if (moved)
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return true;
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}
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return false;
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if (SearchQuestGiverAndAcceptOrReward())
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return true;
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return MoveRandomNear();
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}
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bool NewRpgMoveNpcAction::Execute(Event event)
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{
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NewRpgInfo& info = botAI->rpgInfo;
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if (!info.npcPos)
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if (!info.near_npc.npc)
|
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{
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GuidVector possibleTargets = AI_VALUE(GuidVector, "possible rpg targets");
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if (possibleTargets.empty())
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||||
return false;
|
||||
int idx = urand(0, possibleTargets.size() - 1);
|
||||
ObjectGuid guid = possibleTargets[idx];
|
||||
Unit* unit = botAI->GetUnit(guid);
|
||||
if (unit)
|
||||
// No npc can be found, switch to IDLE
|
||||
ObjectGuid npc = ChooseNpcOrGameObjectToInteract();
|
||||
if (npc.IsEmpty())
|
||||
{
|
||||
info.npcPos = GuidPosition(unit);
|
||||
info.lastReachNpc = 0;
|
||||
info.ChangeToIdle();
|
||||
return true;
|
||||
}
|
||||
else
|
||||
return false;
|
||||
info.near_npc.npc = npc;
|
||||
info.near_npc.lastReach = 0;
|
||||
return true;
|
||||
}
|
||||
|
||||
if (bot->GetDistance(info.npcPos) <= INTERACTION_DISTANCE)
|
||||
Unit* unit = botAI->GetUnit(info.near_npc.npc);
|
||||
if (unit && bot->GetDistance(unit) <= INTERACTION_DISTANCE)
|
||||
{
|
||||
if (!info.lastReachNpc)
|
||||
if (!info.near_npc.lastReach)
|
||||
{
|
||||
info.lastReachNpc = getMSTime();
|
||||
info.near_npc.lastReach = getMSTime();
|
||||
InteractWithNpcOrGameObjectForQuest(info.near_npc.npc);
|
||||
return true;
|
||||
}
|
||||
|
||||
if (info.lastReachNpc && info.lastReachNpc + stayTime > getMSTime())
|
||||
if (info.near_npc.lastReach && GetMSTimeDiffToNow(info.near_npc.lastReach) < npcStayTime)
|
||||
return false;
|
||||
|
||||
info.npcPos = GuidPosition();
|
||||
info.lastReachNpc = 0;
|
||||
// has reached the npc for more than `npcStayTime`, select the next target
|
||||
info.near_npc.npc = ObjectGuid();
|
||||
info.near_npc.lastReach = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
assert(info.npcPos);
|
||||
Unit* unit = botAI->GetUnit(info.npcPos);
|
||||
if (!unit)
|
||||
return false;
|
||||
float x = unit->GetPositionX();
|
||||
float y = unit->GetPositionY();
|
||||
float z = unit->GetPositionZ();
|
||||
float mapId = unit->GetMapId();
|
||||
float angle = 0.f;
|
||||
if (bot->IsWithinLOS(x, y, z))
|
||||
{
|
||||
if (!unit->isMoving())
|
||||
angle = unit->GetAngle(bot) + (M_PI * irand(-25, 25) / 100.0); // Closest 45 degrees towards the target
|
||||
else
|
||||
angle = unit->GetOrientation() +
|
||||
(M_PI * irand(-25, 25) / 100.0); // 45 degrees infront of target (leading it's movement)
|
||||
}
|
||||
else
|
||||
angle = 2 * M_PI * rand_norm(); // A circle around the target.
|
||||
float rnd = rand_norm();
|
||||
x += cos(angle) * INTERACTION_DISTANCE * rnd;
|
||||
y += sin(angle) * INTERACTION_DISTANCE * rnd;
|
||||
// bool exact = true;
|
||||
if (!unit->GetMap()->CheckCollisionAndGetValidCoords(unit, unit->GetPositionX(), unit->GetPositionY(),
|
||||
unit->GetPositionZ(), x, y, z))
|
||||
{
|
||||
x = unit->GetPositionX();
|
||||
y = unit->GetPositionY();
|
||||
z = unit->GetPositionZ();
|
||||
// exact = false;
|
||||
}
|
||||
return MoveTo(mapId, x, y, z, false, false, false, true);
|
||||
return MoveNpcTo(info.near_npc.npc);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
bool NewRpgDoQuestAction::Execute(Event event)
|
||||
{
|
||||
if (SearchQuestGiverAndAcceptOrReward())
|
||||
return true;
|
||||
|
||||
NewRpgInfo& info = botAI->rpgInfo;
|
||||
uint32 questId = RPG_INFO(quest, questId);
|
||||
const Quest* quest = RPG_INFO(quest, quest);
|
||||
uint8 questStatus = bot->GetQuestStatus(questId);
|
||||
switch (questStatus)
|
||||
{
|
||||
case QUEST_STATUS_INCOMPLETE:
|
||||
return DoIncompleteQuest();
|
||||
case QUEST_STATUS_COMPLETE:
|
||||
return DoCompletedQuest();
|
||||
default:
|
||||
break;
|
||||
}
|
||||
botAI->rpgInfo.ChangeToIdle();
|
||||
return true;
|
||||
}
|
||||
|
||||
bool NewRpgDoQuestAction::DoIncompleteQuest()
|
||||
{
|
||||
uint32 questId = RPG_INFO(do_quest, questId);
|
||||
if (botAI->rpgInfo.do_quest.pos != WorldPosition())
|
||||
{
|
||||
/// @TODO: extract to a new function
|
||||
int32 currentObjective = botAI->rpgInfo.do_quest.objectiveIdx;
|
||||
// check if the objective has completed
|
||||
Quest const* quest = sObjectMgr->GetQuestTemplate(questId);
|
||||
const QuestStatusData& q_status = bot->getQuestStatusMap().at(questId);
|
||||
bool completed = true;
|
||||
if (currentObjective < QUEST_OBJECTIVES_COUNT)
|
||||
{
|
||||
if (q_status.CreatureOrGOCount[currentObjective] < quest->RequiredNpcOrGoCount[currentObjective])
|
||||
completed = false;
|
||||
}
|
||||
else if (currentObjective < QUEST_OBJECTIVES_COUNT + QUEST_ITEM_OBJECTIVES_COUNT)
|
||||
{
|
||||
if (q_status.ItemCount[currentObjective - QUEST_OBJECTIVES_COUNT] <
|
||||
quest->RequiredItemCount[currentObjective - QUEST_OBJECTIVES_COUNT])
|
||||
completed = false;
|
||||
}
|
||||
// the current objective is completed, clear and find a new objective later
|
||||
if (completed)
|
||||
{
|
||||
botAI->rpgInfo.do_quest.lastReachPOI = 0;
|
||||
botAI->rpgInfo.do_quest.pos = WorldPosition();
|
||||
botAI->rpgInfo.do_quest.objectiveIdx = 0;
|
||||
}
|
||||
}
|
||||
if (botAI->rpgInfo.do_quest.pos == WorldPosition())
|
||||
{
|
||||
std::vector<POIInfo> poiInfo;
|
||||
if (!GetQuestPOIPosAndObjectiveIdx(questId, poiInfo))
|
||||
{
|
||||
// can't find a poi pos to go, stop doing quest for now
|
||||
botAI->rpgInfo.ChangeToIdle();
|
||||
return true;
|
||||
}
|
||||
uint32 rndIdx = urand(0, poiInfo.size() - 1);
|
||||
G3D::Vector2 nearestPoi = poiInfo[rndIdx].pos;
|
||||
int32 objectiveIdx = poiInfo[rndIdx].objectiveIdx;
|
||||
|
||||
float dx = nearestPoi.x, dy = nearestPoi.y;
|
||||
|
||||
// z = MAX_HEIGHT as we do not know accurate z
|
||||
float dz = std::max(bot->GetMap()->GetHeight(dx, dy, MAX_HEIGHT), bot->GetMap()->GetWaterLevel(dx, dy));
|
||||
|
||||
// double check for GetQuestPOIPosAndObjectiveIdx
|
||||
if (dz == INVALID_HEIGHT || dz == VMAP_INVALID_HEIGHT_VALUE)
|
||||
return false;
|
||||
|
||||
WorldPosition pos(bot->GetMapId(), dx, dy, dz);
|
||||
botAI->rpgInfo.do_quest.lastReachPOI = 0;
|
||||
botAI->rpgInfo.do_quest.pos = pos;
|
||||
botAI->rpgInfo.do_quest.objectiveIdx = objectiveIdx;
|
||||
}
|
||||
|
||||
if (bot->GetDistance(botAI->rpgInfo.do_quest.pos) > 10.0f && !botAI->rpgInfo.do_quest.lastReachPOI)
|
||||
{
|
||||
return MoveFarTo(botAI->rpgInfo.do_quest.pos);
|
||||
}
|
||||
// Now we are near the quest objective
|
||||
// kill mobs and looting quest should be done automatically by grind strategy
|
||||
|
||||
if (!botAI->rpgInfo.do_quest.lastReachPOI)
|
||||
{
|
||||
botAI->rpgInfo.do_quest.lastReachPOI = getMSTime();
|
||||
return true;
|
||||
}
|
||||
// stayed at this POI for more than 5 minutes
|
||||
if (GetMSTimeDiffToNow(botAI->rpgInfo.do_quest.lastReachPOI) >= poiStayTime)
|
||||
{
|
||||
bool hasProgression = false;
|
||||
int32 currentObjective = botAI->rpgInfo.do_quest.objectiveIdx;
|
||||
// check if the objective has progression
|
||||
Quest const* quest = sObjectMgr->GetQuestTemplate(questId);
|
||||
const QuestStatusData& q_status = bot->getQuestStatusMap().at(questId);
|
||||
if (currentObjective < QUEST_OBJECTIVES_COUNT)
|
||||
{
|
||||
if (q_status.CreatureOrGOCount[currentObjective] != 0 && quest->RequiredNpcOrGoCount[currentObjective])
|
||||
hasProgression = true;
|
||||
}
|
||||
else if (currentObjective < QUEST_OBJECTIVES_COUNT + QUEST_ITEM_OBJECTIVES_COUNT)
|
||||
{
|
||||
if (q_status.ItemCount[currentObjective - QUEST_OBJECTIVES_COUNT] != 0 &&
|
||||
quest->RequiredItemCount[currentObjective - QUEST_OBJECTIVES_COUNT])
|
||||
hasProgression = true;
|
||||
}
|
||||
if (!hasProgression)
|
||||
{
|
||||
// we has reach the poi for more than 5 mins but no progession
|
||||
// may not be able to complete this quest, marked as abandoned
|
||||
/// @TODO: It may be better to make lowPriorityQuest a global set shared by all bots (or saved in db)
|
||||
botAI->lowPriorityQuest.insert(questId);
|
||||
botAI->rpgStatistic.questAbandoned++;
|
||||
LOG_DEBUG("playerbots", "[New rpg] {} marked as abandoned quest {}", bot->GetName(), questId);
|
||||
botAI->rpgInfo.ChangeToIdle();
|
||||
return true;
|
||||
}
|
||||
// clear and select another poi later
|
||||
botAI->rpgInfo.do_quest.lastReachPOI = 0;
|
||||
botAI->rpgInfo.do_quest.pos = WorldPosition();
|
||||
botAI->rpgInfo.do_quest.objectiveIdx = 0;
|
||||
return true;
|
||||
}
|
||||
|
||||
return MoveRandomNear(20.0f);
|
||||
}
|
||||
|
||||
bool NewRpgDoQuestAction::DoCompletedQuest()
|
||||
{
|
||||
uint32 questId = RPG_INFO(quest, questId);
|
||||
const Quest* quest = RPG_INFO(quest, quest);
|
||||
|
||||
if (RPG_INFO(quest, objectiveIdx) != -1)
|
||||
{
|
||||
// if quest is completed, back to poi with -1 idx to reward
|
||||
BroadcastHelper::BroadcastQuestUpdateComplete(botAI, bot, quest);
|
||||
botAI->rpgStatistic.questCompleted++;
|
||||
std::vector<POIInfo> poiInfo;
|
||||
if (!GetQuestPOIPosAndObjectiveIdx(questId, poiInfo, true))
|
||||
{
|
||||
// can't find a poi pos to reward, stop doing quest for now
|
||||
botAI->rpgInfo.ChangeToIdle();
|
||||
return false;
|
||||
}
|
||||
assert(poiInfo.size() > 0);
|
||||
// now we get the place to get rewarded
|
||||
float dx = poiInfo[0].pos.x, dy = poiInfo[0].pos.y;
|
||||
// z = MAX_HEIGHT as we do not know accurate z
|
||||
float dz = std::max(bot->GetMap()->GetHeight(dx, dy, MAX_HEIGHT), bot->GetMap()->GetWaterLevel(dx, dy));
|
||||
|
||||
// double check for GetQuestPOIPosAndObjectiveIdx
|
||||
if (dz == INVALID_HEIGHT || dz == VMAP_INVALID_HEIGHT_VALUE)
|
||||
return false;
|
||||
|
||||
WorldPosition pos(bot->GetMapId(), dx, dy, dz);
|
||||
botAI->rpgInfo.do_quest.lastReachPOI = 0;
|
||||
botAI->rpgInfo.do_quest.pos = pos;
|
||||
botAI->rpgInfo.do_quest.objectiveIdx = -1;
|
||||
}
|
||||
|
||||
if (botAI->rpgInfo.do_quest.pos == WorldPosition())
|
||||
return false;
|
||||
|
||||
if (bot->GetDistance(botAI->rpgInfo.do_quest.pos) > 10.0f && !botAI->rpgInfo.do_quest.lastReachPOI)
|
||||
return MoveFarTo(botAI->rpgInfo.do_quest.pos);
|
||||
|
||||
// Now we are near the qoi of reward
|
||||
// the quest should be rewarded by SearchQuestGiverAndAcceptOrReward
|
||||
if (!botAI->rpgInfo.do_quest.lastReachPOI)
|
||||
{
|
||||
botAI->rpgInfo.do_quest.lastReachPOI = getMSTime();
|
||||
return true;
|
||||
}
|
||||
// stayed at this POI for more than 5 minutes
|
||||
if (GetMSTimeDiffToNow(botAI->rpgInfo.do_quest.lastReachPOI) >= poiStayTime)
|
||||
{
|
||||
// e.g. Can not reward quest to gameobjects
|
||||
/// @TODO: It may be better to make lowPriorityQuest a global set shared by all bots (or saved in db)
|
||||
botAI->lowPriorityQuest.insert(questId);
|
||||
botAI->rpgStatistic.questAbandoned++;
|
||||
LOG_DEBUG("playerbots", "[New rpg] {} marked as abandoned quest {}", bot->GetName(), questId);
|
||||
botAI->rpgInfo.ChangeToIdle();
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -3,9 +3,15 @@
|
||||
|
||||
#include "Duration.h"
|
||||
#include "MovementActions.h"
|
||||
#include "NewRpgInfo.h"
|
||||
#include "NewRpgStrategy.h"
|
||||
#include "Object.h"
|
||||
#include "ObjectDefines.h"
|
||||
#include "ObjectGuid.h"
|
||||
#include "QuestDef.h"
|
||||
#include "TravelMgr.h"
|
||||
#include "PlayerbotAI.h"
|
||||
#include "NewRpgBaseAction.h"
|
||||
|
||||
class TellRpgStatusAction : public Action
|
||||
{
|
||||
@@ -15,65 +21,78 @@ public:
|
||||
bool Execute(Event event) override;
|
||||
};
|
||||
|
||||
class NewRpgStatusUpdateAction : public Action
|
||||
class StartRpgDoQuestAction : public Action
|
||||
{
|
||||
public:
|
||||
NewRpgStatusUpdateAction(PlayerbotAI* botAI) : Action(botAI, "new rpg status update") {}
|
||||
StartRpgDoQuestAction(PlayerbotAI* botAI) : Action(botAI, "start rpg do quest") {}
|
||||
|
||||
bool Execute(Event event) override;
|
||||
};
|
||||
|
||||
class NewRpgStatusUpdateAction : public NewRpgBaseAction
|
||||
{
|
||||
public:
|
||||
NewRpgStatusUpdateAction(PlayerbotAI* botAI) : NewRpgBaseAction(botAI, "new rpg status update")
|
||||
{
|
||||
// int statusCount = RPG_STATUS_END - 1;
|
||||
|
||||
// transitionMat.resize(statusCount, std::vector<int>(statusCount, 0));
|
||||
|
||||
// transitionMat[RPG_IDLE][RPG_GO_GRIND] = 20;
|
||||
// transitionMat[RPG_IDLE][RPG_GO_INNKEEPER] = 15;
|
||||
// transitionMat[RPG_IDLE][RPG_NEAR_NPC] = 30;
|
||||
// transitionMat[RPG_IDLE][RPG_DO_QUEST] = 35;
|
||||
}
|
||||
bool Execute(Event event) override;
|
||||
protected:
|
||||
// const int32 setGrindInterval = 5 * 60 * 1000;
|
||||
// const int32 setNpcInterval = 1 * 60 * 1000;
|
||||
// static NewRpgStatusTransitionProb transitionMat;
|
||||
const int32 statusNearNpcDuration = 5 * 60 * 1000;
|
||||
const int32 statusNearRandomDuration = 5 * 60 * 1000;
|
||||
const int32 statusRestDuration = 30 * 1000;
|
||||
WorldPosition SelectRandomGrindPos();
|
||||
WorldPosition SelectRandomInnKeeperPos();
|
||||
const int32 statusDoQuestDuration = 30 * 60 * 1000;
|
||||
};
|
||||
|
||||
class NewRpgGoFarAwayPosAction : public MovementAction
|
||||
class NewRpgGoGrindAction : public NewRpgBaseAction
|
||||
{
|
||||
public:
|
||||
NewRpgGoFarAwayPosAction(PlayerbotAI* botAI, std::string name) : MovementAction(botAI, name) {}
|
||||
// bool Execute(Event event) override;
|
||||
bool MoveFarTo(WorldPosition dest);
|
||||
|
||||
protected:
|
||||
// WorldPosition dest;
|
||||
const float pathFinderDis = 70.0f; // path finder
|
||||
const uint32 stuckTime = 5 * 60 * 1000;
|
||||
};
|
||||
|
||||
class NewRpgGoGrindAction : public NewRpgGoFarAwayPosAction
|
||||
{
|
||||
public:
|
||||
NewRpgGoGrindAction(PlayerbotAI* botAI) : NewRpgGoFarAwayPosAction(botAI, "new rpg go grind") {}
|
||||
NewRpgGoGrindAction(PlayerbotAI* botAI) : NewRpgBaseAction(botAI, "new rpg go grind") {}
|
||||
bool Execute(Event event) override;
|
||||
};
|
||||
|
||||
class NewRpgGoInnKeeperAction : public NewRpgGoFarAwayPosAction
|
||||
class NewRpgGoInnKeeperAction : public NewRpgBaseAction
|
||||
{
|
||||
public:
|
||||
NewRpgGoInnKeeperAction(PlayerbotAI* botAI) : NewRpgGoFarAwayPosAction(botAI, "new rpg go innkeeper") {}
|
||||
NewRpgGoInnKeeperAction(PlayerbotAI* botAI) : NewRpgBaseAction(botAI, "new rpg go innkeeper") {}
|
||||
bool Execute(Event event) override;
|
||||
};
|
||||
|
||||
|
||||
class NewRpgMoveRandomAction : public MovementAction
|
||||
class NewRpgMoveRandomAction : public NewRpgBaseAction
|
||||
{
|
||||
public:
|
||||
NewRpgMoveRandomAction(PlayerbotAI* botAI) : MovementAction(botAI, "new rpg move random") {}
|
||||
NewRpgMoveRandomAction(PlayerbotAI* botAI) : NewRpgBaseAction(botAI, "new rpg move random") {}
|
||||
bool Execute(Event event) override;
|
||||
};
|
||||
|
||||
class NewRpgMoveNpcAction : public NewRpgBaseAction
|
||||
{
|
||||
public:
|
||||
NewRpgMoveNpcAction(PlayerbotAI* botAI) : NewRpgBaseAction(botAI, "new rpg move npcs") {}
|
||||
bool Execute(Event event) override;
|
||||
|
||||
const uint32 npcStayTime = 8 * 1000;
|
||||
};
|
||||
|
||||
class NewRpgDoQuestAction : public NewRpgBaseAction
|
||||
{
|
||||
public:
|
||||
NewRpgDoQuestAction(PlayerbotAI* botAI) : NewRpgBaseAction(botAI, "new rpg do quest") {}
|
||||
bool Execute(Event event) override;
|
||||
protected:
|
||||
const float moveStep = 50.0f;
|
||||
};
|
||||
|
||||
class NewRpgMoveNpcAction : public MovementAction
|
||||
{
|
||||
public:
|
||||
NewRpgMoveNpcAction(PlayerbotAI* botAI) : MovementAction(botAI, "new rpg move npcs") {}
|
||||
bool Execute(Event event) override;
|
||||
protected:
|
||||
const uint32 stayTime = 8 * 1000;
|
||||
bool DoIncompleteQuest();
|
||||
bool DoCompletedQuest();
|
||||
|
||||
const uint32 poiStayTime = 5 * 60 * 1000;
|
||||
};
|
||||
|
||||
#endif
|
||||
801
src/strategy/rpg/NewRpgBaseAction.cpp
Normal file
801
src/strategy/rpg/NewRpgBaseAction.cpp
Normal file
@@ -0,0 +1,801 @@
|
||||
#include "NewRpgBaseAction.h"
|
||||
#include "ChatHelper.h"
|
||||
#include "G3D/Vector2.h"
|
||||
#include "GameObject.h"
|
||||
#include "GossipDef.h"
|
||||
#include "GridTerrainData.h"
|
||||
#include "IVMapMgr.h"
|
||||
#include "NewRpgInfo.h"
|
||||
#include "NewRpgStrategy.h"
|
||||
#include "Object.h"
|
||||
#include "ObjectAccessor.h"
|
||||
#include "ObjectDefines.h"
|
||||
#include "ObjectGuid.h"
|
||||
#include "ObjectMgr.h"
|
||||
#include "PathGenerator.h"
|
||||
#include "Player.h"
|
||||
#include "PlayerbotAI.h"
|
||||
#include "Playerbots.h"
|
||||
#include "Position.h"
|
||||
#include "QuestDef.h"
|
||||
#include "Random.h"
|
||||
#include "RandomPlayerbotMgr.h"
|
||||
#include "SharedDefines.h"
|
||||
#include "StatsWeightCalculator.h"
|
||||
#include "Timer.h"
|
||||
#include "TravelMgr.h"
|
||||
#include "BroadcastHelper.h"
|
||||
|
||||
bool NewRpgBaseAction::MoveFarTo(WorldPosition dest)
|
||||
{
|
||||
if (dest == WorldPosition())
|
||||
return false;
|
||||
|
||||
if (dest != botAI->rpgInfo.moveFarPos)
|
||||
{
|
||||
// clear stuck information if it's a new dest
|
||||
botAI->rpgInfo.SetMoveFarTo(dest);
|
||||
}
|
||||
|
||||
float dis = bot->GetExactDist(dest);
|
||||
if (dis < pathFinderDis)
|
||||
{
|
||||
return MoveTo(dest.getMapId(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(), false, false,
|
||||
false, true);
|
||||
}
|
||||
|
||||
// performance optimization
|
||||
if (IsWaitingForLastMove(MovementPriority::MOVEMENT_NORMAL))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// stuck check
|
||||
float disToDest = bot->GetDistance(dest);
|
||||
if (disToDest + 1.0f < botAI->rpgInfo.nearestMoveFarDis)
|
||||
{
|
||||
botAI->rpgInfo.nearestMoveFarDis = disToDest;
|
||||
botAI->rpgInfo.stuckTs = getMSTime();
|
||||
botAI->rpgInfo.stuckAttempts = 0;
|
||||
}
|
||||
else if (++botAI->rpgInfo.stuckAttempts >= 10 && GetMSTimeDiffToNow(botAI->rpgInfo.stuckTs) >= stuckTime)
|
||||
{
|
||||
// Unfortunately we've been stuck here for over 5 mins, fallback to teleporting directly to the destination
|
||||
botAI->rpgInfo.stuckTs = getMSTime();
|
||||
botAI->rpgInfo.stuckAttempts = 0;
|
||||
const AreaTableEntry* entry = sAreaTableStore.LookupEntry(bot->GetZoneId());
|
||||
std::string zone_name = PlayerbotAI::GetLocalizedAreaName(entry);
|
||||
LOG_DEBUG("playerbots", "[New Rpg] Teleport {} from ({},{},{},{}) to ({},{},{},{}) as it stuck when moving far - Zone: {} ({})", bot->GetName(),
|
||||
bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(), bot->GetMapId(),
|
||||
dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(), dest.getMapId(), bot->GetZoneId(), zone_name);
|
||||
return bot->TeleportTo(dest);
|
||||
}
|
||||
|
||||
float minDelta = M_PI;
|
||||
const float x = bot->GetPositionX();
|
||||
const float y = bot->GetPositionY();
|
||||
const float z = bot->GetPositionZ();
|
||||
float rx, ry, rz;
|
||||
bool found = false;
|
||||
int attempt = 3;
|
||||
while (--attempt)
|
||||
{
|
||||
float angle = bot->GetAngle(&dest);
|
||||
float delta = urand(1, 100) <= 75 ? (rand_norm() - 0.5) * M_PI * 0.5 : (rand_norm() - 0.5) * M_PI * 2;
|
||||
angle += delta;
|
||||
float dis = rand_norm() * pathFinderDis;
|
||||
float dx = x + cos(angle) * dis;
|
||||
float dy = y + sin(angle) * dis;
|
||||
float dz = z + 0.5f;
|
||||
PathGenerator path(bot);
|
||||
path.CalculatePath(dx, dy, dz);
|
||||
PathType type = path.GetPathType();
|
||||
uint32 typeOk = PATHFIND_NORMAL | PATHFIND_INCOMPLETE | PATHFIND_FARFROMPOLY;
|
||||
bool canReach = !(type & (~typeOk));
|
||||
|
||||
if (canReach && fabs(delta) <= minDelta)
|
||||
{
|
||||
found = true;
|
||||
const G3D::Vector3& endPos = path.GetActualEndPosition();
|
||||
rx = endPos.x;
|
||||
ry = endPos.y;
|
||||
rz = endPos.z;
|
||||
minDelta = fabs(delta);
|
||||
}
|
||||
}
|
||||
if (found)
|
||||
{
|
||||
return MoveTo(bot->GetMapId(), rx, ry, rz, false, false, false, true);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool NewRpgBaseAction::MoveNpcTo(ObjectGuid guid, float distance)
|
||||
{
|
||||
if (IsWaitingForLastMove(MovementPriority::MOVEMENT_NORMAL))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
Unit* unit = botAI->GetUnit(guid);
|
||||
if (!unit)
|
||||
return false;
|
||||
float x = unit->GetPositionX();
|
||||
float y = unit->GetPositionY();
|
||||
float z = unit->GetPositionZ();
|
||||
float mapId = unit->GetMapId();
|
||||
float angle = 0.f;
|
||||
|
||||
if (!unit->isMoving())
|
||||
angle = unit->GetAngle(bot) + (M_PI * irand(-25, 25) / 100.0); // Closest 45 degrees towards the target
|
||||
else
|
||||
angle = unit->GetOrientation() +
|
||||
(M_PI * irand(-25, 25) / 100.0); // 45 degrees infront of target (leading it's movement)
|
||||
|
||||
float rnd = rand_norm();
|
||||
x += cos(angle) * distance * rnd;
|
||||
y += sin(angle) * distance * rnd;
|
||||
if (!unit->GetMap()->CheckCollisionAndGetValidCoords(unit, unit->GetPositionX(), unit->GetPositionY(),
|
||||
unit->GetPositionZ(), x, y, z))
|
||||
{
|
||||
x = unit->GetPositionX();
|
||||
y = unit->GetPositionY();
|
||||
z = unit->GetPositionZ();
|
||||
}
|
||||
return MoveTo(mapId, x, y, z, false, false, false, true);
|
||||
}
|
||||
|
||||
bool NewRpgBaseAction::MoveRandomNear(float moveStep, MovementPriority priority)
|
||||
{
|
||||
if (IsWaitingForLastMove(priority))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
float distance = rand_norm() * moveStep;
|
||||
Map* map = bot->GetMap();
|
||||
const float x = bot->GetPositionX();
|
||||
const float y = bot->GetPositionY();
|
||||
const float z = bot->GetPositionZ();
|
||||
int attempts = 5;
|
||||
while (--attempts)
|
||||
{
|
||||
float angle = (float)rand_norm() * 2 * static_cast<float>(M_PI);
|
||||
float dx = x + distance * cos(angle);
|
||||
float dy = y + distance * sin(angle);
|
||||
float dz = z;
|
||||
|
||||
PathGenerator path(bot);
|
||||
path.CalculatePath(dx, dy, dz);
|
||||
PathType type = path.GetPathType();
|
||||
uint32 typeOk = PATHFIND_NORMAL | PATHFIND_INCOMPLETE | PATHFIND_FARFROMPOLY;
|
||||
bool canReach = !(type & (~typeOk));
|
||||
|
||||
if (!canReach)
|
||||
continue;
|
||||
|
||||
if (!map->CanReachPositionAndGetValidCoords(bot, dx, dy, dz))
|
||||
continue;
|
||||
|
||||
if (map->IsInWater(bot->GetPhaseMask(), dx, dy, dz, bot->GetCollisionHeight()))
|
||||
continue;
|
||||
|
||||
bool moved = MoveTo(bot->GetMapId(), dx, dy, dz, false, false, false, true, priority);
|
||||
if (moved)
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool NewRpgBaseAction::ForceToWait(uint32 duration, MovementPriority priority)
|
||||
{
|
||||
AI_VALUE(LastMovement&, "last movement").Set(bot->GetMapId(),
|
||||
bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(), bot->GetOrientation(), duration, priority);
|
||||
return true;
|
||||
}
|
||||
|
||||
/// @TODO: Fix redundant code
|
||||
/// Quest related method refer to TalkToQuestGiverAction.h
|
||||
bool NewRpgBaseAction::InteractWithNpcOrGameObjectForQuest(ObjectGuid guid)
|
||||
{
|
||||
WorldObject* object = ObjectAccessor::GetWorldObject(*bot, guid);
|
||||
if (!object || !bot->CanInteractWithQuestGiver(object))
|
||||
return false;
|
||||
|
||||
// Creature* creature = bot->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_NONE);
|
||||
// if (creature)
|
||||
// {
|
||||
// WorldPacket packet(CMSG_GOSSIP_HELLO);
|
||||
// packet << guid;
|
||||
// bot->GetSession()->HandleGossipHelloOpcode(packet);
|
||||
// }
|
||||
|
||||
bot->PrepareQuestMenu(guid);
|
||||
const QuestMenu &menu = bot->PlayerTalkClass->GetQuestMenu();
|
||||
if (menu.Empty())
|
||||
return true;
|
||||
|
||||
for (uint8 idx = 0; idx < menu.GetMenuItemCount(); idx++)
|
||||
{
|
||||
const QuestMenuItem &item = menu.GetItem(idx);
|
||||
const Quest* quest = sObjectMgr->GetQuestTemplate(item.QuestId);
|
||||
if (!quest)
|
||||
continue;
|
||||
|
||||
const QuestStatus &status = bot->GetQuestStatus(item.QuestId);
|
||||
if (status == QUEST_STATUS_NONE && bot->CanTakeQuest(quest, false) &&
|
||||
bot->CanAddQuest(quest, false) && IsQuestWorthDoing(quest) && IsQuestCapableDoing(quest))
|
||||
{
|
||||
AcceptQuest(quest, guid);
|
||||
if (botAI->GetMaster())
|
||||
botAI->TellMasterNoFacing("Quest accepted " + ChatHelper::FormatQuest(quest));
|
||||
BroadcastHelper::BroadcastQuestAccepted(botAI, bot, quest);
|
||||
botAI->rpgStatistic.questAccepted++;
|
||||
LOG_DEBUG("playerbots", "[New rpg] {} accept quest {}", bot->GetName(), quest->GetQuestId());
|
||||
}
|
||||
if (status == QUEST_STATUS_COMPLETE && bot->CanRewardQuest(quest, 0, false))
|
||||
{
|
||||
TurnInQuest(quest, guid);
|
||||
if (botAI->GetMaster())
|
||||
botAI->TellMasterNoFacing("Quest rewarded " + ChatHelper::FormatQuest(quest));
|
||||
BroadcastHelper::BroadcastQuestTurnedIn(botAI, bot, quest);
|
||||
botAI->rpgStatistic.questRewarded++;
|
||||
LOG_DEBUG("playerbots", "[New rpg] {} turned in quest {}", bot->GetName(), quest->GetQuestId());
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool NewRpgBaseAction::AcceptQuest(Quest const* quest, ObjectGuid guid)
|
||||
{
|
||||
WorldPacket p(CMSG_QUESTGIVER_ACCEPT_QUEST);
|
||||
uint32 unk1 = 0;
|
||||
p << guid << quest->GetQuestId() << unk1;
|
||||
p.rpos(0);
|
||||
bot->GetSession()->HandleQuestgiverAcceptQuestOpcode(p);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool NewRpgBaseAction::TurnInQuest(Quest const* quest, ObjectGuid guid)
|
||||
{
|
||||
uint32 questID = quest->GetQuestId();
|
||||
|
||||
if (bot->GetQuestRewardStatus(questID))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!bot->CanRewardQuest(quest, false))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
bot->PlayDistanceSound(621);
|
||||
|
||||
WorldPacket p(CMSG_QUESTGIVER_CHOOSE_REWARD);
|
||||
p << guid << quest->GetQuestId();
|
||||
if (quest->GetRewChoiceItemsCount() <= 1)
|
||||
{
|
||||
p << 0;
|
||||
bot->GetSession()->HandleQuestgiverChooseRewardOpcode(p);
|
||||
}
|
||||
else
|
||||
{
|
||||
uint32 bestId = BestReward(quest);
|
||||
p << bestId;
|
||||
bot->GetSession()->HandleQuestgiverChooseRewardOpcode(p);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
uint32 NewRpgBaseAction::BestReward(Quest const* quest)
|
||||
{
|
||||
ItemIds returnIds;
|
||||
ItemUsage bestUsage = ITEM_USAGE_NONE;
|
||||
if (quest->GetRewChoiceItemsCount() <= 1)
|
||||
return 0;
|
||||
else
|
||||
{
|
||||
for (uint8 i = 0; i < quest->GetRewChoiceItemsCount(); ++i)
|
||||
{
|
||||
ItemUsage usage = AI_VALUE2(ItemUsage, "item usage", quest->RewardChoiceItemId[i]);
|
||||
if (usage == ITEM_USAGE_EQUIP || usage == ITEM_USAGE_REPLACE)
|
||||
bestUsage = ITEM_USAGE_EQUIP;
|
||||
else if (usage == ITEM_USAGE_BAD_EQUIP && bestUsage != ITEM_USAGE_EQUIP)
|
||||
bestUsage = usage;
|
||||
else if (usage != ITEM_USAGE_NONE && bestUsage == ITEM_USAGE_NONE)
|
||||
bestUsage = usage;
|
||||
}
|
||||
StatsWeightCalculator calc(bot);
|
||||
uint32 best = 0;
|
||||
float bestScore = 0;
|
||||
for (uint8 i = 0; i < quest->GetRewChoiceItemsCount(); ++i)
|
||||
{
|
||||
ItemUsage usage = AI_VALUE2(ItemUsage, "item usage", quest->RewardChoiceItemId[i]);
|
||||
if (usage == bestUsage || usage == ITEM_USAGE_REPLACE)
|
||||
{
|
||||
float score = calc.CalculateItem(quest->RewardChoiceItemId[i]);
|
||||
if (score > bestScore)
|
||||
{
|
||||
bestScore = score;
|
||||
best = i;
|
||||
}
|
||||
}
|
||||
}
|
||||
return best;
|
||||
}
|
||||
}
|
||||
|
||||
bool NewRpgBaseAction::IsQuestWorthDoing(Quest const* quest)
|
||||
{
|
||||
bool isLowLevelQuest = bot->GetLevel() > (bot->GetQuestLevel(quest) + sWorld->getIntConfig(CONFIG_QUEST_LOW_LEVEL_HIDE_DIFF));
|
||||
|
||||
if (isLowLevelQuest)
|
||||
return false;
|
||||
|
||||
if (quest->IsRepeatable())
|
||||
return false;
|
||||
|
||||
if (quest->IsSeasonal())
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool NewRpgBaseAction::IsQuestCapableDoing(Quest const* quest)
|
||||
{
|
||||
bool highLevelQuest = bot->GetLevel() + 3 < bot->GetQuestLevel(quest);
|
||||
if (highLevelQuest)
|
||||
return false;
|
||||
|
||||
// Elite quest and dungeon quest etc
|
||||
if (quest->GetType() != 0)
|
||||
return false;
|
||||
|
||||
// now we only capable of doing solo quests
|
||||
if (quest->GetSuggestedPlayers() >= 2)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool NewRpgBaseAction::OrganizeQuestLog()
|
||||
{
|
||||
int32 freeSlotNum = 0;
|
||||
|
||||
for (uint16 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
|
||||
{
|
||||
uint32 questId = bot->GetQuestSlotQuestId(i);
|
||||
if (!questId)
|
||||
freeSlotNum++;
|
||||
}
|
||||
|
||||
// it's ok if we have two more free slots
|
||||
if (freeSlotNum >= 2)
|
||||
return false;
|
||||
|
||||
int32 dropped = 0;
|
||||
// remove quests that not worth doing or not capable of doing
|
||||
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 (!IsQuestWorthDoing(quest) ||
|
||||
!IsQuestCapableDoing(quest) ||
|
||||
bot->GetQuestStatus(questId) == QUEST_STATUS_FAILED)
|
||||
{
|
||||
LOG_DEBUG("playerbots", "[New rpg] {} drop quest {}", bot->GetName(), questId);
|
||||
WorldPacket packet(CMSG_QUESTLOG_REMOVE_QUEST);
|
||||
packet << (uint8)i;
|
||||
bot->GetSession()->HandleQuestLogRemoveQuest(packet);
|
||||
if (botAI->GetMaster())
|
||||
botAI->TellMasterNoFacing("Quest dropped " + ChatHelper::FormatQuest(quest));
|
||||
botAI->rpgStatistic.questDropped++;
|
||||
dropped++;
|
||||
}
|
||||
}
|
||||
|
||||
// drop more than 8 quests at once to avoid repeated accept and drop
|
||||
if (dropped >= 8)
|
||||
return true;
|
||||
|
||||
// remove festival/class quests and quests in different zone
|
||||
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->GetZoneOrSort() < 0 ||
|
||||
(quest->GetZoneOrSort() > 0 && quest->GetZoneOrSort() != bot->GetZoneId()))
|
||||
{
|
||||
LOG_DEBUG("playerbots", "[New rpg] {} drop quest {}", bot->GetName(), questId);
|
||||
WorldPacket packet(CMSG_QUESTLOG_REMOVE_QUEST);
|
||||
packet << (uint8)i;
|
||||
bot->GetSession()->HandleQuestLogRemoveQuest(packet);
|
||||
if (botAI->GetMaster())
|
||||
botAI->TellMasterNoFacing("Quest dropped " + ChatHelper::FormatQuest(quest));
|
||||
botAI->rpgStatistic.questDropped++;
|
||||
dropped++;
|
||||
}
|
||||
}
|
||||
|
||||
if (dropped >= 8)
|
||||
return true;
|
||||
|
||||
// clear quests log
|
||||
for (uint16 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
|
||||
{
|
||||
uint32 questId = bot->GetQuestSlotQuestId(i);
|
||||
if (!questId)
|
||||
continue;
|
||||
|
||||
const Quest* quest = sObjectMgr->GetQuestTemplate(questId);
|
||||
LOG_DEBUG("playerbots", "[New rpg] {} drop quest {}", bot->GetName(), questId);
|
||||
WorldPacket packet(CMSG_QUESTLOG_REMOVE_QUEST);
|
||||
packet << (uint8)i;
|
||||
bot->GetSession()->HandleQuestLogRemoveQuest(packet);
|
||||
if (botAI->GetMaster())
|
||||
botAI->TellMasterNoFacing("Quest dropped " + ChatHelper::FormatQuest(quest));
|
||||
botAI->rpgStatistic.questDropped++;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool NewRpgBaseAction::SearchQuestGiverAndAcceptOrReward()
|
||||
{
|
||||
OrganizeQuestLog();
|
||||
if (ObjectGuid npc = ChooseNpcOrGameObjectToInteract(true, 80.0f))
|
||||
{
|
||||
const WorldObject* object = ObjectAccessor::GetWorldObject(*bot, npc);
|
||||
if (bot->GetDistance(object) <= INTERACTION_DISTANCE)
|
||||
{
|
||||
InteractWithNpcOrGameObjectForQuest(npc);
|
||||
ForceToWait(5000);
|
||||
return true;
|
||||
}
|
||||
return MoveNpcTo(npc);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
ObjectGuid NewRpgBaseAction::ChooseNpcOrGameObjectToInteract(bool questgiverOnly, float distanceLimit)
|
||||
{
|
||||
GuidVector possibleTargets = AI_VALUE(GuidVector, "possible new rpg targets");
|
||||
GuidVector possibleGameObjects = AI_VALUE(GuidVector, "possible new rpg game objects");
|
||||
|
||||
if (possibleTargets.empty() && possibleGameObjects.empty())
|
||||
return ObjectGuid();
|
||||
|
||||
WorldObject* nearestObject = nullptr;
|
||||
for (ObjectGuid& guid: possibleTargets)
|
||||
{
|
||||
WorldObject* object = ObjectAccessor::GetWorldObject(*bot, guid);
|
||||
|
||||
if (!object || !object->IsInWorld())
|
||||
continue;
|
||||
|
||||
if (distanceLimit && bot->GetDistance(object) > distanceLimit)
|
||||
continue;
|
||||
|
||||
if (HasQuestToAcceptOrReward(object))
|
||||
{
|
||||
if (!nearestObject || bot->GetExactDist(nearestObject) > bot->GetExactDist(object))
|
||||
nearestObject = object;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
for (ObjectGuid& guid: possibleGameObjects)
|
||||
{
|
||||
WorldObject* object = ObjectAccessor::GetWorldObject(*bot, guid);
|
||||
|
||||
if (!object || !object->IsInWorld())
|
||||
continue;
|
||||
|
||||
if (distanceLimit && bot->GetDistance(object) > distanceLimit)
|
||||
continue;
|
||||
|
||||
if (HasQuestToAcceptOrReward(object))
|
||||
{
|
||||
if (!nearestObject || bot->GetExactDist(nearestObject) > bot->GetExactDist(object))
|
||||
nearestObject = object;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (nearestObject)
|
||||
return nearestObject->GetGUID();
|
||||
|
||||
// No questgiver to accept or reward
|
||||
if (questgiverOnly)
|
||||
return ObjectGuid();
|
||||
|
||||
if (possibleTargets.empty())
|
||||
return ObjectGuid();
|
||||
|
||||
int idx = urand(0, possibleTargets.size() - 1);
|
||||
ObjectGuid guid = possibleTargets[idx];
|
||||
WorldObject* object = ObjectAccessor::GetCreatureOrPetOrVehicle(*bot, guid);
|
||||
if (!object)
|
||||
object = ObjectAccessor::GetGameObject(*bot, guid);
|
||||
|
||||
if (object && object->IsInWorld())
|
||||
{
|
||||
return object->GetGUID();
|
||||
}
|
||||
return ObjectGuid();
|
||||
}
|
||||
|
||||
bool NewRpgBaseAction::HasQuestToAcceptOrReward(WorldObject* object)
|
||||
{
|
||||
ObjectGuid guid = object->GetGUID();
|
||||
bot->PrepareQuestMenu(guid);
|
||||
const QuestMenu &menu = bot->PlayerTalkClass->GetQuestMenu();
|
||||
if (menu.Empty())
|
||||
return false;
|
||||
|
||||
for (uint8 idx = 0; idx < menu.GetMenuItemCount(); idx++)
|
||||
{
|
||||
const QuestMenuItem &item = menu.GetItem(idx);
|
||||
const Quest* quest = sObjectMgr->GetQuestTemplate(item.QuestId);
|
||||
if (!quest)
|
||||
continue;
|
||||
const QuestStatus &status = bot->GetQuestStatus(item.QuestId);
|
||||
if (status == QUEST_STATUS_COMPLETE && bot->CanRewardQuest(quest, 0, false))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
for (uint8 idx = 0; idx < menu.GetMenuItemCount(); idx++)
|
||||
{
|
||||
const QuestMenuItem &item = menu.GetItem(idx);
|
||||
const Quest* quest = sObjectMgr->GetQuestTemplate(item.QuestId);
|
||||
if (!quest)
|
||||
continue;
|
||||
|
||||
const QuestStatus &status = bot->GetQuestStatus(item.QuestId);
|
||||
if (status == QUEST_STATUS_NONE && bot->CanTakeQuest(quest, false) &&
|
||||
bot->CanAddQuest(quest, false) && IsQuestWorthDoing(quest) && IsQuestCapableDoing(quest))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
static std::vector<float> GenerateRandomWeights(int n) {
|
||||
std::vector<float> weights(n);
|
||||
float sum = 0.0;
|
||||
|
||||
for (int i = 0; i < n; ++i) {
|
||||
weights[i] = rand_norm();
|
||||
sum += weights[i];
|
||||
}
|
||||
for (int i = 0; i < n; ++i) {
|
||||
weights[i] /= sum;
|
||||
}
|
||||
return weights;
|
||||
}
|
||||
|
||||
bool NewRpgBaseAction::GetQuestPOIPosAndObjectiveIdx(uint32 questId, std::vector<POIInfo> &poiInfo, bool toComplete)
|
||||
{
|
||||
Quest const* quest = sObjectMgr->GetQuestTemplate(questId);
|
||||
if (!quest)
|
||||
return false;
|
||||
|
||||
const QuestPOIVector* poiVector = sObjectMgr->GetQuestPOIVector(questId);
|
||||
if (!poiVector)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
const QuestStatusData& q_status = bot->getQuestStatusMap().at(questId);
|
||||
|
||||
if (toComplete && q_status.Status == QUEST_STATUS_COMPLETE)
|
||||
{
|
||||
for (const QuestPOI &qPoi : *poiVector)
|
||||
{
|
||||
if (qPoi.MapId != bot->GetMapId())
|
||||
continue;
|
||||
|
||||
// not the poi pos to reward quest
|
||||
if (qPoi.ObjectiveIndex != -1)
|
||||
continue;
|
||||
|
||||
if (qPoi.points.size() == 0)
|
||||
continue;
|
||||
|
||||
float dx = 0, dy = 0;
|
||||
std::vector<float> weights = GenerateRandomWeights(qPoi.points.size());
|
||||
for (size_t i = 0; i < qPoi.points.size(); i++)
|
||||
{
|
||||
const QuestPOIPoint &point = qPoi.points[i];
|
||||
dx += point.x * weights[i];
|
||||
dy += point.y * weights[i];
|
||||
}
|
||||
|
||||
if (bot->GetDistance2d(dx, dy) >= 1500.0f)
|
||||
continue;
|
||||
|
||||
float dz = std::max(bot->GetMap()->GetHeight(dx, dy, MAX_HEIGHT), bot->GetMap()->GetWaterLevel(dx, dy));
|
||||
|
||||
if (dz == INVALID_HEIGHT || dz == VMAP_INVALID_HEIGHT_VALUE)
|
||||
continue;
|
||||
|
||||
if (bot->GetZoneId() != bot->GetMap()->GetZoneId(bot->GetPhaseMask(), dx, dy, dz))
|
||||
continue;
|
||||
|
||||
poiInfo.push_back({{dx, dy}, qPoi.ObjectiveIndex});
|
||||
}
|
||||
|
||||
if (poiInfo.empty())
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
if (q_status.Status != QUEST_STATUS_INCOMPLETE)
|
||||
return false;
|
||||
|
||||
// Get incomplete quest objective index
|
||||
std::vector<int32> incompleteObjectiveIdx;
|
||||
for (int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
|
||||
{
|
||||
int32 npcOrGo = quest->RequiredNpcOrGo[i];
|
||||
if (!npcOrGo)
|
||||
continue;
|
||||
|
||||
if (q_status.CreatureOrGOCount[i] < quest->RequiredNpcOrGoCount[i])
|
||||
incompleteObjectiveIdx.push_back(i);
|
||||
}
|
||||
for (int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; i++)
|
||||
{
|
||||
uint32 itemId = quest->RequiredItemId[i];
|
||||
if (!itemId)
|
||||
continue;
|
||||
|
||||
if (q_status.ItemCount[i] < quest->RequiredItemCount[i])
|
||||
incompleteObjectiveIdx.push_back(QUEST_OBJECTIVES_COUNT + i);
|
||||
}
|
||||
|
||||
// Get POIs to go
|
||||
for (const QuestPOI &qPoi : *poiVector)
|
||||
{
|
||||
if (qPoi.MapId != bot->GetMapId())
|
||||
continue;
|
||||
|
||||
bool inComplete = false;
|
||||
for (uint32 objective : incompleteObjectiveIdx)
|
||||
{
|
||||
if (qPoi.ObjectiveIndex == objective)
|
||||
{
|
||||
inComplete = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!inComplete)
|
||||
continue;
|
||||
if (qPoi.points.size() == 0)
|
||||
continue;
|
||||
float dx = 0, dy = 0;
|
||||
std::vector<float> weights = GenerateRandomWeights(qPoi.points.size());
|
||||
for (size_t i = 0; i < qPoi.points.size(); i++)
|
||||
{
|
||||
const QuestPOIPoint &point = qPoi.points[i];
|
||||
dx += point.x * weights[i];
|
||||
dy += point.y * weights[i];
|
||||
}
|
||||
|
||||
if (bot->GetDistance2d(dx, dy) >= 1500.0f)
|
||||
continue;
|
||||
|
||||
float dz = std::max(bot->GetMap()->GetHeight(dx, dy, MAX_HEIGHT), bot->GetMap()->GetWaterLevel(dx, dy));
|
||||
|
||||
if (dz == INVALID_HEIGHT || dz == VMAP_INVALID_HEIGHT_VALUE)
|
||||
continue;
|
||||
|
||||
if (bot->GetZoneId() != bot->GetMap()->GetZoneId(bot->GetPhaseMask(), dx, dy, dz))
|
||||
continue;
|
||||
|
||||
poiInfo.push_back({{dx, dy}, qPoi.ObjectiveIndex});
|
||||
}
|
||||
|
||||
if (poiInfo.size() == 0) {
|
||||
// LOG_DEBUG("playerbots", "[New rpg] {}: No available poi can be found for quest {}", bot->GetName(), questId);
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
WorldPosition NewRpgBaseAction::SelectRandomGrindPos(Player* bot)
|
||||
{
|
||||
const std::vector<WorldLocation>& locs = sRandomPlayerbotMgr->locsPerLevelCache[bot->GetLevel()];
|
||||
float hiRange = 500.0f;
|
||||
float loRange = 2500.0f;
|
||||
if (bot->GetLevel() < 5)
|
||||
{
|
||||
hiRange /= 10;
|
||||
loRange /= 10;
|
||||
}
|
||||
std::vector<WorldLocation> lo_prepared_locs, hi_prepared_locs;
|
||||
for (auto& loc : locs)
|
||||
{
|
||||
if (bot->GetMapId() != loc.GetMapId())
|
||||
continue;
|
||||
|
||||
if (bot->GetExactDist(loc) > 2500.0f)
|
||||
continue;
|
||||
|
||||
if (bot->GetMap()->GetZoneId(bot->GetPhaseMask(), loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ()) !=
|
||||
bot->GetZoneId())
|
||||
continue;
|
||||
|
||||
if (bot->GetExactDist(loc) < 500.0f)
|
||||
{
|
||||
hi_prepared_locs.push_back(loc);
|
||||
}
|
||||
|
||||
if (bot->GetExactDist(loc) < 2500.0f)
|
||||
{
|
||||
lo_prepared_locs.push_back(loc);
|
||||
}
|
||||
}
|
||||
WorldPosition dest{};
|
||||
if (urand(1, 100) <= 50 && !hi_prepared_locs.empty())
|
||||
{
|
||||
uint32 idx = urand(0, hi_prepared_locs.size() - 1);
|
||||
dest = hi_prepared_locs[idx];
|
||||
}
|
||||
else if (!lo_prepared_locs.empty())
|
||||
{
|
||||
uint32 idx = urand(0, lo_prepared_locs.size() - 1);
|
||||
dest = lo_prepared_locs[idx];
|
||||
}
|
||||
LOG_DEBUG("playerbots", "[New Rpg] Bot {} select random grind pos Map:{} X:{} Y:{} Z:{} ({}+{} available in {})",
|
||||
bot->GetName(), dest.GetMapId(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(),
|
||||
hi_prepared_locs.size(), lo_prepared_locs.size() - hi_prepared_locs.size(), locs.size());
|
||||
return dest;
|
||||
}
|
||||
|
||||
WorldPosition NewRpgBaseAction::SelectRandomInnKeeperPos(Player* bot)
|
||||
{
|
||||
const std::vector<WorldLocation>& locs = IsAlliance(bot->getRace())
|
||||
? sRandomPlayerbotMgr->allianceStarterPerLevelCache[bot->GetLevel()]
|
||||
: sRandomPlayerbotMgr->hordeStarterPerLevelCache[bot->GetLevel()];
|
||||
std::vector<WorldLocation> prepared_locs;
|
||||
for (auto& loc : locs)
|
||||
{
|
||||
if (bot->GetMapId() != loc.GetMapId())
|
||||
continue;
|
||||
|
||||
float range = bot->GetLevel() <= 5 ? 500.0f : 2500.0f;
|
||||
if (bot->GetExactDist(loc) > range)
|
||||
continue;
|
||||
|
||||
if (bot->GetMap()->GetZoneId(bot->GetPhaseMask(), loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ()) !=
|
||||
bot->GetZoneId())
|
||||
continue;
|
||||
|
||||
prepared_locs.push_back(loc);
|
||||
}
|
||||
WorldPosition dest{};
|
||||
if (!prepared_locs.empty())
|
||||
{
|
||||
uint32 idx = urand(0, prepared_locs.size() - 1);
|
||||
dest = prepared_locs[idx];
|
||||
}
|
||||
LOG_DEBUG("playerbots", "[New Rpg] Bot {} select random inn keeper pos Map:{} X:{} Y:{} Z:{} ({} available in {})",
|
||||
bot->GetName(), dest.GetMapId(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(),
|
||||
prepared_locs.size(), locs.size());
|
||||
return dest;
|
||||
}
|
||||
58
src/strategy/rpg/NewRpgBaseAction.h
Normal file
58
src/strategy/rpg/NewRpgBaseAction.h
Normal file
@@ -0,0 +1,58 @@
|
||||
#ifndef _PLAYERBOT_NEWRPGBASEACTION_H
|
||||
#define _PLAYERBOT_NEWRPGBASEACTION_H
|
||||
|
||||
#include "Duration.h"
|
||||
#include "LastMovementValue.h"
|
||||
#include "MovementActions.h"
|
||||
#include "NewRpgStrategy.h"
|
||||
#include "Object.h"
|
||||
#include "ObjectDefines.h"
|
||||
#include "ObjectGuid.h"
|
||||
#include "QuestDef.h"
|
||||
#include "TravelMgr.h"
|
||||
#include "PlayerbotAI.h"
|
||||
|
||||
struct POIInfo {
|
||||
G3D::Vector2 pos;
|
||||
int32 objectiveIdx;
|
||||
};
|
||||
|
||||
/// A base (composition) class for all new rpg actions
|
||||
/// All functions that may be shared by multiple actions should be declared here
|
||||
/// And we should make all actions composable instead of inheritable
|
||||
class NewRpgBaseAction : public MovementAction
|
||||
{
|
||||
public:
|
||||
NewRpgBaseAction(PlayerbotAI* botAI, std::string name) : MovementAction(botAI, name) {}
|
||||
|
||||
protected:
|
||||
// MOVEMENT RELATED
|
||||
bool MoveFarTo(WorldPosition dest);
|
||||
bool MoveNpcTo(ObjectGuid guid, float distance = INTERACTION_DISTANCE);
|
||||
bool MoveRandomNear(float moveStep = 50.0f, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL);
|
||||
bool ForceToWait(uint32 duration, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL);
|
||||
|
||||
// QUEST RELATED
|
||||
bool SearchQuestGiverAndAcceptOrReward();
|
||||
ObjectGuid ChooseNpcOrGameObjectToInteract(bool questgiverOnly = false, float distanceLimit = 0.0f);
|
||||
bool HasQuestToAcceptOrReward(WorldObject* object);
|
||||
bool InteractWithNpcOrGameObjectForQuest(ObjectGuid guid);
|
||||
bool AcceptQuest(Quest const* quest, ObjectGuid guid);
|
||||
bool TurnInQuest(Quest const* quest, ObjectGuid guid);
|
||||
uint32 BestReward(Quest const* quest);
|
||||
bool IsQuestWorthDoing(Quest const* quest);
|
||||
bool IsQuestCapableDoing(Quest const* quest);
|
||||
bool OrganizeQuestLog();
|
||||
|
||||
protected:
|
||||
bool GetQuestPOIPosAndObjectiveIdx(uint32 questId, std::vector<POIInfo> &poiInfo, bool toComplete = false);
|
||||
static WorldPosition SelectRandomGrindPos(Player* bot);
|
||||
static WorldPosition SelectRandomInnKeeperPos(Player* bot);
|
||||
|
||||
protected:
|
||||
// WorldPosition dest;
|
||||
const float pathFinderDis = 70.0f; // path finder
|
||||
const uint32 stuckTime = 5 * 60 * 1000;
|
||||
};
|
||||
|
||||
#endif
|
||||
119
src/strategy/rpg/NewRpgInfo.cpp
Normal file
119
src/strategy/rpg/NewRpgInfo.cpp
Normal file
@@ -0,0 +1,119 @@
|
||||
#include "NewRpgInfo.h"
|
||||
#include "Timer.h"
|
||||
|
||||
void NewRpgInfo::ChangeToGoGrind(WorldPosition pos)
|
||||
{
|
||||
Reset();
|
||||
status = RPG_GO_GRIND;
|
||||
go_grind = GoGrind();
|
||||
go_grind.pos = pos;
|
||||
}
|
||||
|
||||
void NewRpgInfo::ChangeToGoInnkeeper(WorldPosition pos)
|
||||
{
|
||||
Reset();
|
||||
status = RPG_GO_INNKEEPER;
|
||||
go_innkeeper = GoInnkeeper();
|
||||
go_innkeeper.pos = pos;
|
||||
}
|
||||
|
||||
void NewRpgInfo::ChangeToNearNpc()
|
||||
{
|
||||
Reset();
|
||||
status = RPG_NEAR_NPC;
|
||||
near_npc = NearNpc();
|
||||
}
|
||||
|
||||
void NewRpgInfo::ChangeToNearRandom()
|
||||
{
|
||||
Reset();
|
||||
status = RPG_NEAR_RANDOM;
|
||||
near_random = NearRandom();
|
||||
}
|
||||
|
||||
void NewRpgInfo::ChangeToDoQuest(uint32 questId, const Quest* quest)
|
||||
{
|
||||
Reset();
|
||||
status = RPG_DO_QUEST;
|
||||
do_quest = DoQuest();
|
||||
do_quest.questId = questId;
|
||||
do_quest.quest = quest;
|
||||
}
|
||||
|
||||
void NewRpgInfo::ChangeToRest()
|
||||
{
|
||||
Reset();
|
||||
status = RPG_REST;
|
||||
rest = Rest();
|
||||
}
|
||||
|
||||
void NewRpgInfo::ChangeToIdle()
|
||||
{
|
||||
Reset();
|
||||
status = RPG_IDLE;
|
||||
}
|
||||
|
||||
bool NewRpgInfo::CanChangeTo(NewRpgStatus status)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
void NewRpgInfo::Reset()
|
||||
{
|
||||
*this = NewRpgInfo();
|
||||
startT = getMSTime();
|
||||
}
|
||||
|
||||
void NewRpgInfo::SetMoveFarTo(WorldPosition pos)
|
||||
{
|
||||
nearestMoveFarDis = FLT_MAX;
|
||||
stuckTs = 0;
|
||||
stuckAttempts = 0;
|
||||
moveFarPos = pos;
|
||||
}
|
||||
|
||||
std::string NewRpgInfo::ToString()
|
||||
{
|
||||
std::stringstream out;
|
||||
out << "Status: ";
|
||||
switch (status)
|
||||
{
|
||||
case RPG_GO_GRIND:
|
||||
out << "GO_GRIND";
|
||||
out << "\nGrindPos: " << go_grind.pos.GetMapId() << " " << go_grind.pos.GetPositionX() << " " << go_grind.pos.GetPositionY() << " " << go_grind.pos.GetPositionZ();
|
||||
out << "\nlastGoGrind: " << startT;
|
||||
break;
|
||||
case RPG_GO_INNKEEPER:
|
||||
out << "GO_INNKEEPER";
|
||||
out << "\nInnKeeperPos: " << go_innkeeper.pos.GetMapId() << " " << go_innkeeper.pos.GetPositionX() << " " << go_innkeeper.pos.GetPositionY() << " " << go_innkeeper.pos.GetPositionZ();
|
||||
out << "\nlastGoInnKeeper: " << startT;
|
||||
break;
|
||||
case RPG_NEAR_NPC:
|
||||
out << "NEAR_NPC";
|
||||
out << "\nnpcEntry: " << near_npc.npc.GetCounter();
|
||||
out << "\nlastNearNpc: " << startT;
|
||||
out << "\nlastReachNpc: " << near_npc.lastReach;
|
||||
break;
|
||||
case RPG_NEAR_RANDOM:
|
||||
out << "NEAR_RANDOM";
|
||||
out << "\nlastNearRandom: " << startT;
|
||||
break;
|
||||
case RPG_IDLE:
|
||||
out << "IDLE";
|
||||
break;
|
||||
case RPG_REST:
|
||||
out << "REST";
|
||||
out << "\nlastRest: " << startT;
|
||||
break;
|
||||
case RPG_DO_QUEST:
|
||||
out << "DO_QUEST";
|
||||
out << "\nquestId: " << do_quest.questId;
|
||||
out << "\nobjectiveIdx: " << do_quest.objectiveIdx;
|
||||
out << "\npoiPos: " << do_quest.pos.GetMapId() << " " << do_quest.pos.GetPositionX() << " " << do_quest.pos.GetPositionY() << " " << do_quest.pos.GetPositionZ();
|
||||
out << "\nlastReachPOI: " << do_quest.lastReachPOI;
|
||||
break;
|
||||
default:
|
||||
out << "UNKNOWN";
|
||||
}
|
||||
return out.str();
|
||||
}
|
||||
136
src/strategy/rpg/NewRpgInfo.h
Normal file
136
src/strategy/rpg/NewRpgInfo.h
Normal file
@@ -0,0 +1,136 @@
|
||||
#ifndef _PLAYERBOT_NEWRPGINFO_H
|
||||
#define _PLAYERBOT_NEWRPGINFO_H
|
||||
|
||||
#include "Define.h"
|
||||
#include "ObjectGuid.h"
|
||||
#include "ObjectMgr.h"
|
||||
#include "QuestDef.h"
|
||||
#include "Strategy.h"
|
||||
#include "Timer.h"
|
||||
#include "TravelMgr.h"
|
||||
|
||||
enum NewRpgStatus: int
|
||||
{
|
||||
RPG_STATUS_START = 0,
|
||||
// Going to far away place
|
||||
RPG_GO_GRIND = 0,
|
||||
RPG_GO_INNKEEPER = 1,
|
||||
// Exploring nearby
|
||||
RPG_NEAR_RANDOM = 2,
|
||||
RPG_NEAR_NPC = 3,
|
||||
// Do Quest (based on quest status)
|
||||
RPG_DO_QUEST = 4,
|
||||
// Taking a break
|
||||
RPG_REST = 5,
|
||||
// Initial status
|
||||
RPG_IDLE = 6,
|
||||
RPG_STATUS_END = 7
|
||||
};
|
||||
|
||||
using NewRpgStatusTransitionProb = std::vector<std::vector<int>>;
|
||||
|
||||
struct NewRpgInfo
|
||||
{
|
||||
NewRpgInfo() {}
|
||||
|
||||
// RPG_GO_GRIND
|
||||
struct GoGrind {
|
||||
GoGrind() = default;
|
||||
WorldPosition pos{};
|
||||
};
|
||||
// RPG_GO_INNKEEPER
|
||||
struct GoInnkeeper {
|
||||
GoInnkeeper() = default;
|
||||
WorldPosition pos{};
|
||||
};
|
||||
// RPG_NEAR_NPC
|
||||
struct NearNpc {
|
||||
NearNpc() = default;
|
||||
ObjectGuid npc{};
|
||||
uint32 lastReach{0};
|
||||
};
|
||||
// RPG_NEAR_RANDOM
|
||||
struct NearRandom {
|
||||
NearRandom() = default;
|
||||
};
|
||||
// NewRpgStatus::QUESTING
|
||||
struct DoQuest {
|
||||
const Quest* quest{nullptr};
|
||||
uint32 questId{0};
|
||||
int32 objectiveIdx{0};
|
||||
WorldPosition pos{};
|
||||
uint32 lastReachPOI{0};
|
||||
};
|
||||
// RPG_REST
|
||||
struct Rest {
|
||||
Rest() = default;
|
||||
};
|
||||
struct Idle {
|
||||
};
|
||||
NewRpgStatus status{RPG_IDLE};
|
||||
|
||||
uint32 startT{0}; // start timestamp of the current status
|
||||
|
||||
// MOVE_FAR
|
||||
float nearestMoveFarDis{FLT_MAX};
|
||||
uint32 stuckTs{0};
|
||||
uint32 stuckAttempts{0};
|
||||
WorldPosition moveFarPos;
|
||||
// END MOVE_FAR
|
||||
|
||||
union {
|
||||
GoGrind go_grind;
|
||||
GoInnkeeper go_innkeeper;
|
||||
NearNpc near_npc;
|
||||
NearRandom near_random;
|
||||
DoQuest do_quest;
|
||||
Rest rest;
|
||||
DoQuest quest;
|
||||
};
|
||||
|
||||
bool HasStatusPersisted(uint32 maxDuration) { return GetMSTimeDiffToNow(startT) > maxDuration; }
|
||||
void ChangeToGoGrind(WorldPosition pos);
|
||||
void ChangeToGoInnkeeper(WorldPosition pos);
|
||||
void ChangeToNearNpc();
|
||||
void ChangeToNearRandom();
|
||||
void ChangeToDoQuest(uint32 questId, const Quest* quest);
|
||||
void ChangeToRest();
|
||||
void ChangeToIdle();
|
||||
bool CanChangeTo(NewRpgStatus status);
|
||||
void Reset();
|
||||
void SetMoveFarTo(WorldPosition pos);
|
||||
std::string ToString();
|
||||
};
|
||||
|
||||
struct NewRpgStatistic
|
||||
{
|
||||
uint32 questAccepted{0};
|
||||
uint32 questCompleted{0};
|
||||
uint32 questAbandoned{0};
|
||||
uint32 questRewarded{0};
|
||||
uint32 questDropped{0};
|
||||
NewRpgStatistic operator+(const NewRpgStatistic& other) const
|
||||
{
|
||||
NewRpgStatistic result;
|
||||
result.questAccepted = this->questAccepted + other.questAccepted;
|
||||
result.questCompleted = this->questCompleted + other.questCompleted;
|
||||
result.questAbandoned = this->questAbandoned + other.questAbandoned;
|
||||
result.questRewarded = this->questRewarded + other.questRewarded;
|
||||
result.questDropped = this->questDropped + other.questDropped;
|
||||
return result;
|
||||
}
|
||||
NewRpgStatistic& operator+=(const NewRpgStatistic& other)
|
||||
{
|
||||
this->questAccepted += other.questAccepted;
|
||||
this->questCompleted += other.questCompleted;
|
||||
this->questAbandoned += other.questAbandoned;
|
||||
this->questRewarded += other.questRewarded;
|
||||
this->questDropped += other.questDropped;
|
||||
return *this;
|
||||
}
|
||||
};
|
||||
|
||||
// not sure is it necessary but keep it for now
|
||||
#define RPG_INFO(x, y) botAI->rpgInfo.x.y
|
||||
|
||||
#endif
|
||||
@@ -11,22 +11,28 @@ NewRpgStrategy::NewRpgStrategy(PlayerbotAI* botAI) : Strategy(botAI) {}
|
||||
|
||||
NextAction** NewRpgStrategy::getDefaultActions()
|
||||
{
|
||||
return NextAction::array(0, new NextAction("new rpg status update", 5.0f), nullptr);
|
||||
// the releavance should be greater than grind
|
||||
return NextAction::array(0,
|
||||
new NextAction("new rpg status update", 11.0f),
|
||||
nullptr);
|
||||
}
|
||||
|
||||
void NewRpgStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
triggers.push_back(
|
||||
new TriggerNode("go grind status", NextAction::array(0, new NextAction("new rpg go grind", 1.0f), nullptr)));
|
||||
new TriggerNode("go grind status", NextAction::array(0, new NextAction("new rpg go grind", 3.0f), nullptr)));
|
||||
|
||||
triggers.push_back(
|
||||
new TriggerNode("go innkeeper status", NextAction::array(0, new NextAction("new rpg go innkeeper", 1.0f), nullptr)));
|
||||
new TriggerNode("go innkeeper status", NextAction::array(0, new NextAction("new rpg go innkeeper", 3.0f), nullptr)));
|
||||
|
||||
triggers.push_back(
|
||||
new TriggerNode("near random status", NextAction::array(0, new NextAction("new rpg move random", 1.0f), nullptr)));
|
||||
new TriggerNode("near random status", NextAction::array(0, new NextAction("new rpg move random", 3.0f), nullptr)));
|
||||
|
||||
triggers.push_back(
|
||||
new TriggerNode("near npc status", NextAction::array(0, new NextAction("new rpg move npc", 1.0f), nullptr)));
|
||||
new TriggerNode("near npc status", NextAction::array(0, new NextAction("new rpg move npc", 3.0f), nullptr)));
|
||||
|
||||
triggers.push_back(
|
||||
new TriggerNode("do quest status", NextAction::array(0, new NextAction("new rpg do quest", 3.0f), nullptr)));
|
||||
}
|
||||
|
||||
void NewRpgStrategy::InitMultipliers(std::vector<Multiplier*>& multipliers)
|
||||
|
||||
@@ -6,91 +6,12 @@
|
||||
#ifndef _PLAYERBOT_NEWRPGSTRATEGY_H
|
||||
#define _PLAYERBOT_NEWRPGSTRATEGY_H
|
||||
|
||||
#include <cstdint>
|
||||
#include "Strategy.h"
|
||||
#include "TravelMgr.h"
|
||||
#include "NewRpgInfo.h"
|
||||
|
||||
class PlayerbotAI;
|
||||
|
||||
enum class NewRpgStatus
|
||||
{
|
||||
// Going to far away place
|
||||
GO_GRIND,
|
||||
GO_INNKEEPER,
|
||||
// Exploring nearby
|
||||
NEAR_RANDOM,
|
||||
NEAR_NPC,
|
||||
// Taking a break
|
||||
REST,
|
||||
// Initial status
|
||||
IDLE
|
||||
};
|
||||
|
||||
struct NewRpgInfo
|
||||
{
|
||||
NewRpgStatus status{NewRpgStatus::IDLE};
|
||||
// NewRpgStatus::GO_GRIND
|
||||
WorldPosition grindPos{};
|
||||
uint32 lastGoGrind{0};
|
||||
// NewRpgStatus::GO_INNKEEPER
|
||||
WorldPosition innKeeperPos{};
|
||||
uint32 lastGoInnKeeper{0};
|
||||
// NewRpgStatus::NEAR_NPC
|
||||
GuidPosition npcPos{};
|
||||
uint32 lastNearNpc{0};
|
||||
uint32 lastReachNpc{0};
|
||||
// NewRpgStatus::NEAR_RANDOM
|
||||
uint32 lastNearRandom{0};
|
||||
// NewRpgStatus::REST
|
||||
uint32 lastRest{0};
|
||||
// MOVE_FAR
|
||||
float nearestMoveFarDis{FLT_MAX};
|
||||
uint32 stuckTs{0};
|
||||
uint32 stuckAttempts{0};
|
||||
std::string ToString()
|
||||
{
|
||||
std::stringstream out;
|
||||
out << "Status: ";
|
||||
switch (status)
|
||||
{
|
||||
case NewRpgStatus::GO_GRIND:
|
||||
out << "GO_GRIND";
|
||||
out << "\nGrindPos: " << grindPos.GetMapId() << " " << grindPos.GetPositionX() << " " << grindPos.GetPositionY() << " " << grindPos.GetPositionZ();
|
||||
out << "\nlastGoGrind: " << lastGoGrind;
|
||||
break;
|
||||
case NewRpgStatus::GO_INNKEEPER:
|
||||
out << "GO_INNKEEPER";
|
||||
out << "\nInnKeeperPos: " << innKeeperPos.GetMapId() << " " << innKeeperPos.GetPositionX() << " " << innKeeperPos.GetPositionY() << " " << innKeeperPos.GetPositionZ();
|
||||
out << "\nlastGoInnKeeper: " << lastGoInnKeeper;
|
||||
break;
|
||||
case NewRpgStatus::NEAR_NPC:
|
||||
out << "NEAR_NPC";
|
||||
out << "\nNpcPos: " << npcPos.GetMapId() << " " << npcPos.GetPositionX() << " " << npcPos.GetPositionY() << " " << npcPos.GetPositionZ();
|
||||
out << "\nlastNearNpc: " << lastNearNpc;
|
||||
out << "\nlastReachNpc: " << lastReachNpc;
|
||||
break;
|
||||
case NewRpgStatus::NEAR_RANDOM:
|
||||
out << "NEAR_RANDOM";
|
||||
out << "\nlastNearRandom: " << lastNearRandom;
|
||||
break;
|
||||
case NewRpgStatus::IDLE:
|
||||
out << "IDLE";
|
||||
break;
|
||||
case NewRpgStatus::REST:
|
||||
out << "REST";
|
||||
out << "\nlastRest: " << lastRest;
|
||||
break;
|
||||
default:
|
||||
out << "UNKNOWN";
|
||||
}
|
||||
return out.str();
|
||||
}
|
||||
void Reset()
|
||||
{
|
||||
*this = NewRpgInfo();
|
||||
}
|
||||
};
|
||||
|
||||
class NewRpgStrategy : public Strategy
|
||||
{
|
||||
public:
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
class NewRpgStatusTrigger : public Trigger
|
||||
{
|
||||
public:
|
||||
NewRpgStatusTrigger(PlayerbotAI* botAI, NewRpgStatus status = NewRpgStatus::IDLE)
|
||||
NewRpgStatusTrigger(PlayerbotAI* botAI, NewRpgStatus status = RPG_IDLE)
|
||||
: Trigger(botAI, "new rpg status"), status(status)
|
||||
{
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user