mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-15 18:00:27 +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:
@@ -26,5 +26,5 @@ bool CanLootValue::Calculate()
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{
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LootObject loot = AI_VALUE(LootObject, "loot target");
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return !loot.IsEmpty() && loot.GetWorldObject(bot) && loot.IsLootPossible(bot) &&
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sServerFacade->IsDistanceLessOrEqualThan(AI_VALUE2(float, "distance", "loot target"), INTERACTION_DISTANCE);
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sServerFacade->IsDistanceLessOrEqualThan(AI_VALUE2(float, "distance", "loot target"), INTERACTION_DISTANCE - 2);
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}
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@@ -5,6 +5,7 @@
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#include "GrindTargetValue.h"
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#include "NewRpgInfo.h"
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#include "Playerbots.h"
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#include "ReputationMgr.h"
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#include "SharedDefines.h"
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@@ -52,7 +53,7 @@ Unit* GrindTargetValue::FindTargetForGrinding(uint32 assistCount)
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float distance = 0;
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Unit* result = nullptr;
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// std::unordered_map<uint32, bool> needForQuestMap;
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std::unordered_map<uint32, bool> needForQuestMap;
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for (ObjectGuid const guid : targets)
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{
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@@ -99,19 +100,6 @@ Unit* GrindTargetValue::FindTargetForGrinding(uint32 assistCount)
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if (!bot->InBattleground() && (int)unit->GetLevel() - (int)bot->GetLevel() > 4 && !unit->GetGUID().IsPlayer())
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continue;
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// if (needForQuestMap.find(unit->GetEntry()) == needForQuestMap.end())
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// needForQuestMap[unit->GetEntry()] = needForQuest(unit);
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// if (!needForQuestMap[unit->GetEntry()])
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// {
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// Creature* creature = dynamic_cast<Creature*>(unit);
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// if ((urand(0, 100) < 60 || (context->GetValue<TravelTarget*>("travel target")->Get()->isWorking() &&
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// context->GetValue<TravelTarget*>("travel target")->Get()->getDestination()->getName() != "GrindTravelDestination")))
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// {
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// continue;
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// }
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// }
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if (Creature* creature = unit->ToCreature())
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if (CreatureTemplate const* CreatureTemplate = creature->GetCreatureTemplate())
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if (CreatureTemplate->rank > CREATURE_ELITE_NORMAL && !AI_VALUE(bool, "can fight elite"))
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@@ -122,6 +110,26 @@ Unit* GrindTargetValue::FindTargetForGrinding(uint32 assistCount)
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continue;
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}
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bool inactiveGrindStatus = botAI->rpgInfo.status == RPG_GO_GRIND ||
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botAI->rpgInfo.status == RPG_NEAR_NPC ||
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botAI->rpgInfo.status == RPG_REST ||
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botAI->rpgInfo.status == RPG_GO_INNKEEPER ||
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botAI->rpgInfo.status == RPG_DO_QUEST;
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bool notHostile = !bot->IsHostileTo(unit); /*|| (unit->ToCreature() && unit->ToCreature()->IsCivilian());*/
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float aggroRange = 30.0f;
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if (unit->ToCreature())
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aggroRange = std::min(30.0f, unit->ToCreature()->GetAggroRange(bot) + 10.0f);
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bool outOfAggro = unit->ToCreature() && bot->GetDistance(unit) > aggroRange;
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if (inactiveGrindStatus && (outOfAggro || notHostile))
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{
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if (needForQuestMap.find(unit->GetEntry()) == needForQuestMap.end())
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needForQuestMap[unit->GetEntry()] = needForQuest(unit);
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if (!needForQuestMap[unit->GetEntry()])
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continue;
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}
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if (group)
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{
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Group::MemberSlotList const& groupSlot = group->GetMemberSlots();
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@@ -155,8 +163,6 @@ Unit* GrindTargetValue::FindTargetForGrinding(uint32 assistCount)
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bool GrindTargetValue::needForQuest(Unit* target)
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{
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bool justCheck = (bot->GetGUID() == target->GetGUID());
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QuestStatusMap& questMap = bot->getQuestStatusMap();
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for (auto& quest : questMap)
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{
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@@ -170,16 +176,9 @@ bool GrindTargetValue::needForQuest(Unit* target)
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QuestStatus status = bot->GetQuestStatus(questId);
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if ((status == QUEST_STATUS_COMPLETE && !bot->GetQuestRewardStatus(questId)))
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if (status == QUEST_STATUS_INCOMPLETE)
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{
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if (!justCheck && !target->hasInvolvedQuest(questId))
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continue;
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return true;
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}
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else if (status == QUEST_STATUS_INCOMPLETE)
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{
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QuestStatusData* questStatus = sTravelMgr->getQuestStatus(bot, questId);
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const QuestStatusData* questStatus = &bot->getQuestStatusMap()[questId];
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if (questTemplate->GetQuestLevel() > bot->GetLevel() + 5)
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continue;
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@@ -193,33 +192,18 @@ bool GrindTargetValue::needForQuest(Unit* target)
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int required = questTemplate->RequiredNpcOrGoCount[j];
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int available = questStatus->CreatureOrGOCount[j];
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if (required && available < required && (target->GetEntry() == entry || justCheck))
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if (required && available < required && target->GetEntry() == entry)
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return true;
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}
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if (justCheck)
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{
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int32 itemId = questTemplate->RequiredItemId[j];
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if (itemId && itemId > 0)
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{
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uint32 required = questTemplate->RequiredItemCount[j];
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uint32 available = questStatus->ItemCount[j];
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if (required && available < required)
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return true;
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}
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}
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}
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if (!justCheck)
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if (CreatureTemplate const* data = sObjectMgr->GetCreatureTemplate(target->GetEntry()))
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{
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if (CreatureTemplate const* data = sObjectMgr->GetCreatureTemplate(target->GetEntry()))
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if (uint32 lootId = data->lootid)
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{
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if (uint32 lootId = data->lootid)
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if (LootTemplates_Creature.HaveQuestLootForPlayer(lootId, bot))
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{
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if (LootTemplates_Creature.HaveQuestLootForPlayer(lootId, bot))
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return true;
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return true;
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}
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}
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}
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@@ -17,6 +17,7 @@ class Unit;
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enum class MovementPriority
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{
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MOVEMENT_IDLE,
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MOVEMENT_WANDER,
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MOVEMENT_NORMAL,
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MOVEMENT_COMBAT,
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MOVEMENT_FORCED
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@@ -12,24 +12,6 @@
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#include "SharedDefines.h"
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#include "SpellMgr.h"
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class AnyGameObjectInObjectRangeCheck
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{
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public:
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AnyGameObjectInObjectRangeCheck(WorldObject const* obj, float range) : i_obj(obj), i_range(range) {}
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WorldObject const& GetFocusObject() const { return *i_obj; }
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bool operator()(GameObject* u)
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{
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if (u && i_obj->IsWithinDistInMap(u, i_range) && u->isSpawned() && u->GetGOInfo())
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return true;
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return false;
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}
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private:
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WorldObject const* i_obj;
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float i_range;
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};
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GuidVector NearestGameObjects::Calculate()
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{
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std::list<GameObject*> targets;
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@@ -8,15 +8,34 @@
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#include "PlayerbotAIConfig.h"
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#include "Value.h"
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#include "GameObject.h"
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class PlayerbotAI;
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class AnyGameObjectInObjectRangeCheck
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{
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public:
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AnyGameObjectInObjectRangeCheck(WorldObject const* obj, float range) : i_obj(obj), i_range(range) {}
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WorldObject const& GetFocusObject() const { return *i_obj; }
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bool operator()(GameObject* u)
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{
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if (u && i_obj->IsWithinDistInMap(u, i_range) && u->isSpawned() && u->GetGOInfo())
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return true;
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return false;
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}
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private:
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WorldObject const* i_obj;
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float i_range;
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};
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class NearestGameObjects : public ObjectGuidListCalculatedValue
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{
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public:
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NearestGameObjects(PlayerbotAI* botAI, float range = sPlayerbotAIConfig->sightDistance, bool ignoreLos = false,
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std::string const name = "nearest game objects")
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: ObjectGuidListCalculatedValue(botAI, name, 2 * 1000), range(range), ignoreLos(ignoreLos)
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: ObjectGuidListCalculatedValue(botAI, name, 1 * 1000), range(range), ignoreLos(ignoreLos)
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{
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}
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@@ -8,8 +8,11 @@
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#include "CellImpl.h"
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#include "GridNotifiers.h"
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#include "GridNotifiersImpl.h"
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#include "ObjectGuid.h"
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#include "Playerbots.h"
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#include "ServerFacade.h"
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#include "SharedDefines.h"
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#include "NearestGameObjects.h"
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std::vector<uint32> PossibleRpgTargetsValue::allowedNpcFlags;
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@@ -78,3 +81,125 @@ bool PossibleRpgTargetsValue::AcceptUnit(Unit* unit)
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return false;
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}
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std::vector<uint32> PossibleNewRpgTargetsValue::allowedNpcFlags;
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PossibleNewRpgTargetsValue::PossibleNewRpgTargetsValue(PlayerbotAI* botAI, float range)
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: NearestUnitsValue(botAI, "possible new rpg targets", range, true)
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{
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if (allowedNpcFlags.empty())
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{
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allowedNpcFlags.push_back(UNIT_NPC_FLAG_INNKEEPER);
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allowedNpcFlags.push_back(UNIT_NPC_FLAG_GOSSIP);
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allowedNpcFlags.push_back(UNIT_NPC_FLAG_QUESTGIVER);
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allowedNpcFlags.push_back(UNIT_NPC_FLAG_FLIGHTMASTER);
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allowedNpcFlags.push_back(UNIT_NPC_FLAG_BANKER);
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allowedNpcFlags.push_back(UNIT_NPC_FLAG_GUILD_BANKER);
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allowedNpcFlags.push_back(UNIT_NPC_FLAG_TRAINER_CLASS);
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allowedNpcFlags.push_back(UNIT_NPC_FLAG_TRAINER_PROFESSION);
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allowedNpcFlags.push_back(UNIT_NPC_FLAG_VENDOR_AMMO);
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allowedNpcFlags.push_back(UNIT_NPC_FLAG_VENDOR_FOOD);
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allowedNpcFlags.push_back(UNIT_NPC_FLAG_VENDOR_POISON);
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allowedNpcFlags.push_back(UNIT_NPC_FLAG_VENDOR_REAGENT);
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allowedNpcFlags.push_back(UNIT_NPC_FLAG_AUCTIONEER);
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allowedNpcFlags.push_back(UNIT_NPC_FLAG_STABLEMASTER);
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allowedNpcFlags.push_back(UNIT_NPC_FLAG_PETITIONER);
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allowedNpcFlags.push_back(UNIT_NPC_FLAG_TABARDDESIGNER);
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allowedNpcFlags.push_back(UNIT_NPC_FLAG_BATTLEMASTER);
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allowedNpcFlags.push_back(UNIT_NPC_FLAG_TRAINER);
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allowedNpcFlags.push_back(UNIT_NPC_FLAG_VENDOR);
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allowedNpcFlags.push_back(UNIT_NPC_FLAG_REPAIR);
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}
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}
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GuidVector PossibleNewRpgTargetsValue::Calculate()
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{
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std::list<Unit*> targets;
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FindUnits(targets);
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GuidVector results;
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std::vector<std::pair<ObjectGuid, float>> guidDistancePairs;
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for (Unit* unit : targets)
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{
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if (AcceptUnit(unit) && (ignoreLos || bot->IsWithinLOSInMap(unit)))
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guidDistancePairs.push_back({unit->GetGUID(), bot->GetExactDist(unit)});
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}
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// Override to sort by distance
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std::sort(guidDistancePairs.begin(), guidDistancePairs.end(), [](const auto& a, const auto& b) {
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return a.second < b.second;
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});
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for (const auto& pair : guidDistancePairs) {
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results.push_back(pair.first);
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}
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return results;
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}
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void PossibleNewRpgTargetsValue::FindUnits(std::list<Unit*>& targets)
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{
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Acore::AnyUnitInObjectRangeCheck u_check(bot, range);
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Acore::UnitListSearcher<Acore::AnyUnitInObjectRangeCheck> searcher(bot, targets, u_check);
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Cell::VisitAllObjects(bot, searcher, range);
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}
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bool PossibleNewRpgTargetsValue::AcceptUnit(Unit* unit)
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{
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if (unit->IsHostileTo(bot) || unit->GetTypeId() == TYPEID_PLAYER)
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return false;
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if (unit->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITHEALER))
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return false;
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for (uint32 npcFlag : allowedNpcFlags)
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{
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if (unit->HasFlag(UNIT_NPC_FLAGS, npcFlag))
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return true;
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}
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return false;
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}
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std::vector<GameobjectTypes> PossibleNewRpgGameObjectsValue::allowedGOFlags;
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GuidVector PossibleNewRpgGameObjectsValue::Calculate()
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{
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std::list<GameObject*> targets;
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AnyGameObjectInObjectRangeCheck u_check(bot, range);
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Acore::GameObjectListSearcher<AnyGameObjectInObjectRangeCheck> searcher(bot, targets, u_check);
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Cell::VisitAllObjects(bot, searcher, range);
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std::vector<std::pair<ObjectGuid, float>> guidDistancePairs;
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for (GameObject* go : targets)
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{
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bool flagCheck = false;
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for (uint32 goFlag : allowedGOFlags)
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{
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if (go->GetGoType() == goFlag)
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{
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flagCheck = true;
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break;
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}
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}
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if (!flagCheck)
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continue;
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if (!ignoreLos && !bot->IsWithinLOSInMap(go))
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continue;
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guidDistancePairs.push_back({go->GetGUID(), bot->GetExactDist(go)});
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}
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GuidVector results;
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// Sort by distance
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std::sort(guidDistancePairs.begin(), guidDistancePairs.end(), [](const auto& a, const auto& b) {
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return a.second < b.second;
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});
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for (const auto& pair : guidDistancePairs) {
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results.push_back(pair.first);
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}
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return results;
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}
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@@ -6,8 +6,10 @@
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#ifndef _PLAYERBOT_POSSIBLERPGTARGETSVALUE_H
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#define _PLAYERBOT_POSSIBLERPGTARGETSVALUE_H
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#include "NearestGameObjects.h"
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#include "NearestUnitsValue.h"
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#include "PlayerbotAIConfig.h"
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#include "SharedDefines.h"
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class PlayerbotAI;
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@@ -23,4 +25,36 @@ protected:
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bool AcceptUnit(Unit* unit) override;
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};
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class PossibleNewRpgTargetsValue : public NearestUnitsValue
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{
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public:
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PossibleNewRpgTargetsValue(PlayerbotAI* botAI, float range = 150.0f);
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static std::vector<uint32> allowedNpcFlags;
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GuidVector Calculate() override;
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protected:
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void FindUnits(std::list<Unit*>& targets) override;
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bool AcceptUnit(Unit* unit) override;
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};
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class PossibleNewRpgGameObjectsValue : public ObjectGuidListCalculatedValue
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{
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public:
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PossibleNewRpgGameObjectsValue(PlayerbotAI* botAI, float range = 150.0f, bool ignoreLos = true)
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: ObjectGuidListCalculatedValue(botAI, "possible new rpg game objects"), range(range), ignoreLos(ignoreLos)
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{
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if (allowedGOFlags.empty())
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{
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allowedGOFlags.push_back(GAMEOBJECT_TYPE_QUESTGIVER);
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}
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}
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static std::vector<GameobjectTypes> allowedGOFlags;
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GuidVector Calculate() override;
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private:
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float range;
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bool ignoreLos;
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};
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#endif
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@@ -118,6 +118,8 @@ public:
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creators["prioritized targets"] = &ValueContext::prioritized_targets;
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creators["all targets"] = &ValueContext::all_targets;
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creators["possible rpg targets"] = &ValueContext::possible_rpg_targets;
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creators["possible new rpg targets"] = &ValueContext::possible_new_rpg_targets;
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creators["possible new rpg game objects"] = &ValueContext::possible_new_rpg_game_objects;
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creators["nearest adds"] = &ValueContext::nearest_adds;
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creators["nearest corpses"] = &ValueContext::nearest_corpses;
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creators["log level"] = &ValueContext::log_level;
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@@ -406,6 +408,8 @@ private:
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static UntypedValue* nearest_enemy_players(PlayerbotAI* botAI) { return new NearestEnemyPlayersValue(botAI); }
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static UntypedValue* nearest_corpses(PlayerbotAI* botAI) { return new NearestCorpsesValue(botAI); }
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static UntypedValue* possible_rpg_targets(PlayerbotAI* botAI) { return new PossibleRpgTargetsValue(botAI); }
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static UntypedValue* possible_new_rpg_targets(PlayerbotAI* botAI) { return new PossibleNewRpgTargetsValue(botAI); }
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static UntypedValue* possible_new_rpg_game_objects(PlayerbotAI* botAI) { return new PossibleNewRpgGameObjectsValue(botAI); }
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static UntypedValue* possible_targets(PlayerbotAI* botAI) { return new PossibleTargetsValue(botAI); }
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static UntypedValue* possible_triggers(PlayerbotAI* botAI) { return new PossibleTriggersValue(botAI); }
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static UntypedValue* possible_targets_no_los(PlayerbotAI* botAI)
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