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

@@ -8,8 +8,11 @@
#include "CellImpl.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "ObjectGuid.h"
#include "Playerbots.h"
#include "ServerFacade.h"
#include "SharedDefines.h"
#include "NearestGameObjects.h"
std::vector<uint32> PossibleRpgTargetsValue::allowedNpcFlags;
@@ -78,3 +81,125 @@ bool PossibleRpgTargetsValue::AcceptUnit(Unit* unit)
return false;
}
std::vector<uint32> PossibleNewRpgTargetsValue::allowedNpcFlags;
PossibleNewRpgTargetsValue::PossibleNewRpgTargetsValue(PlayerbotAI* botAI, float range)
: NearestUnitsValue(botAI, "possible new rpg targets", range, true)
{
if (allowedNpcFlags.empty())
{
allowedNpcFlags.push_back(UNIT_NPC_FLAG_INNKEEPER);
allowedNpcFlags.push_back(UNIT_NPC_FLAG_GOSSIP);
allowedNpcFlags.push_back(UNIT_NPC_FLAG_QUESTGIVER);
allowedNpcFlags.push_back(UNIT_NPC_FLAG_FLIGHTMASTER);
allowedNpcFlags.push_back(UNIT_NPC_FLAG_BANKER);
allowedNpcFlags.push_back(UNIT_NPC_FLAG_GUILD_BANKER);
allowedNpcFlags.push_back(UNIT_NPC_FLAG_TRAINER_CLASS);
allowedNpcFlags.push_back(UNIT_NPC_FLAG_TRAINER_PROFESSION);
allowedNpcFlags.push_back(UNIT_NPC_FLAG_VENDOR_AMMO);
allowedNpcFlags.push_back(UNIT_NPC_FLAG_VENDOR_FOOD);
allowedNpcFlags.push_back(UNIT_NPC_FLAG_VENDOR_POISON);
allowedNpcFlags.push_back(UNIT_NPC_FLAG_VENDOR_REAGENT);
allowedNpcFlags.push_back(UNIT_NPC_FLAG_AUCTIONEER);
allowedNpcFlags.push_back(UNIT_NPC_FLAG_STABLEMASTER);
allowedNpcFlags.push_back(UNIT_NPC_FLAG_PETITIONER);
allowedNpcFlags.push_back(UNIT_NPC_FLAG_TABARDDESIGNER);
allowedNpcFlags.push_back(UNIT_NPC_FLAG_BATTLEMASTER);
allowedNpcFlags.push_back(UNIT_NPC_FLAG_TRAINER);
allowedNpcFlags.push_back(UNIT_NPC_FLAG_VENDOR);
allowedNpcFlags.push_back(UNIT_NPC_FLAG_REPAIR);
}
}
GuidVector PossibleNewRpgTargetsValue::Calculate()
{
std::list<Unit*> targets;
FindUnits(targets);
GuidVector results;
std::vector<std::pair<ObjectGuid, float>> guidDistancePairs;
for (Unit* unit : targets)
{
if (AcceptUnit(unit) && (ignoreLos || bot->IsWithinLOSInMap(unit)))
guidDistancePairs.push_back({unit->GetGUID(), bot->GetExactDist(unit)});
}
// Override to sort by distance
std::sort(guidDistancePairs.begin(), guidDistancePairs.end(), [](const auto& a, const auto& b) {
return a.second < b.second;
});
for (const auto& pair : guidDistancePairs) {
results.push_back(pair.first);
}
return results;
}
void PossibleNewRpgTargetsValue::FindUnits(std::list<Unit*>& targets)
{
Acore::AnyUnitInObjectRangeCheck u_check(bot, range);
Acore::UnitListSearcher<Acore::AnyUnitInObjectRangeCheck> searcher(bot, targets, u_check);
Cell::VisitAllObjects(bot, searcher, range);
}
bool PossibleNewRpgTargetsValue::AcceptUnit(Unit* unit)
{
if (unit->IsHostileTo(bot) || unit->GetTypeId() == TYPEID_PLAYER)
return false;
if (unit->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITHEALER))
return false;
for (uint32 npcFlag : allowedNpcFlags)
{
if (unit->HasFlag(UNIT_NPC_FLAGS, npcFlag))
return true;
}
return false;
}
std::vector<GameobjectTypes> PossibleNewRpgGameObjectsValue::allowedGOFlags;
GuidVector PossibleNewRpgGameObjectsValue::Calculate()
{
std::list<GameObject*> targets;
AnyGameObjectInObjectRangeCheck u_check(bot, range);
Acore::GameObjectListSearcher<AnyGameObjectInObjectRangeCheck> searcher(bot, targets, u_check);
Cell::VisitAllObjects(bot, searcher, range);
std::vector<std::pair<ObjectGuid, float>> guidDistancePairs;
for (GameObject* go : targets)
{
bool flagCheck = false;
for (uint32 goFlag : allowedGOFlags)
{
if (go->GetGoType() == goFlag)
{
flagCheck = true;
break;
}
}
if (!flagCheck)
continue;
if (!ignoreLos && !bot->IsWithinLOSInMap(go))
continue;
guidDistancePairs.push_back({go->GetGUID(), bot->GetExactDist(go)});
}
GuidVector results;
// Sort by distance
std::sort(guidDistancePairs.begin(), guidDistancePairs.end(), [](const auto& a, const auto& b) {
return a.second < b.second;
});
for (const auto& pair : guidDistancePairs) {
results.push_back(pair.first);
}
return results;
}