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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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@@ -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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