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Auto do quest feature (new rpg strategy) (#1034)
* New rpg startup speed up and refactor * New rpg do quest * Fix invalid height in quest poi * Add quest accept and reward limitation * New rpg quest improvement * Organize quest log, reward quests and fix grind target * Quest dropped statistic and remove redundant code * Decrease grind relevance lower than loot * Fix new rpg drop quest * Go to reward quest instead of innkeeper when quest completed * Fix incorrect logic in do quest reward * Fix reset quests in factory * Fix crash on grind target value Co-authored-by: SaW <swerkhoven@outlook.com> * Fix a minor error in DoCompletedQuest * Let bots get rid of impossible quests faster * Increase loot fluency (especially for caster) * Remove seasonal quests from auto accept * Enhance quest accept condition check * Add questgiver check (limit acceptation of quest 7946) * Questgiver check and localization * Near npc fix * Fix quest item report * Add lowPriorityQuest set for quests can not be done * Improve gameobjects loot * Do complete quest * FIx move far to teleport check * Accept or reward quest from game objects * Fix possible crash in rpg game objects * Fix ChooseNpcOrGameObjectToInteract crash --------- Co-authored-by: SaW <swerkhoven@outlook.com>
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@@ -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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