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https://github.com/mod-playerbots/mod-playerbots.git
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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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@@ -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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