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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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@@ -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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