Auto do quest feature (new rpg strategy) (#1034)

* New rpg startup speed up and refactor

* New rpg do quest

* Fix invalid height in quest poi

* Add quest accept and reward limitation

* New rpg quest improvement

* Organize quest log, reward quests and fix grind target

* Quest dropped statistic and remove redundant code

* Decrease grind relevance lower than loot

* Fix new rpg drop quest

* Go to reward quest instead of innkeeper when quest completed

* Fix incorrect logic in do quest reward

* Fix reset quests in factory

* Fix crash on grind target value

Co-authored-by: SaW <swerkhoven@outlook.com>

* Fix a minor error in DoCompletedQuest

* Let bots get rid of impossible quests faster

* Increase loot fluency (especially for caster)

* Remove seasonal quests from auto accept

* Enhance quest accept condition check

* Add questgiver check (limit acceptation of quest 7946)

* Questgiver check and localization

* Near npc fix

* Fix quest item report

* Add lowPriorityQuest set for quests can not be done

* Improve gameobjects loot

* Do complete quest

* FIx move far to teleport check

* Accept or reward quest from game objects

* Fix possible crash in rpg game objects

* Fix ChooseNpcOrGameObjectToInteract crash

---------

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

View File

@@ -220,6 +220,7 @@ public:
creators["go innkeeper status"] = &TriggerContext::go_innkeeper_status;
creators["near random status"] = &TriggerContext::near_random_status;
creators["near npc status"] = &TriggerContext::near_npc_status;
creators["do quest status"] = &TriggerContext::do_quest_status;
}
private:
@@ -410,10 +411,11 @@ private:
static Trigger* rpg_craft(PlayerbotAI* botAI) { return new RpgCraftTrigger(botAI); }
static Trigger* rpg_trade_useful(PlayerbotAI* botAI) { return new RpgTradeUsefulTrigger(botAI); }
static Trigger* rpg_duel(PlayerbotAI* botAI) { return new RpgDuelTrigger(botAI); }
static Trigger* go_grind_status(PlayerbotAI* botAI) { return new NewRpgStatusTrigger(botAI, NewRpgStatus::GO_GRIND); }
static Trigger* go_innkeeper_status(PlayerbotAI* botAI) { return new NewRpgStatusTrigger(botAI, NewRpgStatus::GO_INNKEEPER); }
static Trigger* near_random_status(PlayerbotAI* botAI) { return new NewRpgStatusTrigger(botAI, NewRpgStatus::NEAR_RANDOM); }
static Trigger* near_npc_status(PlayerbotAI* botAI) { return new NewRpgStatusTrigger(botAI, NewRpgStatus::NEAR_NPC); }
static Trigger* go_grind_status(PlayerbotAI* botAI) { return new NewRpgStatusTrigger(botAI, RPG_GO_GRIND); }
static Trigger* go_innkeeper_status(PlayerbotAI* botAI) { return new NewRpgStatusTrigger(botAI, RPG_GO_INNKEEPER); }
static Trigger* near_random_status(PlayerbotAI* botAI) { return new NewRpgStatusTrigger(botAI, RPG_NEAR_RANDOM); }
static Trigger* near_npc_status(PlayerbotAI* botAI) { return new NewRpgStatusTrigger(botAI, RPG_NEAR_NPC); }
static Trigger* do_quest_status(PlayerbotAI* botAI) { return new NewRpgStatusTrigger(botAI, RPG_DO_QUEST); }
};
#endif