mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-02-03 19:03:49 +00:00
[HOT FIX] MS build issues regarding folder / command lenght usage or rc.exe (#2038)
This commit is contained in:
262
src/Ai/Base/Actions/LootRollAction.cpp
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262
src/Ai/Base/Actions/LootRollAction.cpp
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/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
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* and/or modify it under version 3 of the License, or (at your option), any later version.
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*/
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#include "LootRollAction.h"
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#include "Event.h"
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#include "Group.h"
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#include "ItemUsageValue.h"
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#include "LootAction.h"
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#include "ObjectMgr.h"
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#include "PlayerbotAIConfig.h"
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#include "Playerbots.h"
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bool LootRollAction::Execute(Event event)
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{
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Group* group = bot->GetGroup();
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if (!group)
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return false;
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std::vector<Roll*> rolls = group->GetRolls();
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for (Roll*& roll : rolls)
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{
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if (roll->playerVote.find(bot->GetGUID())->second != NOT_EMITED_YET)
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{
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continue;
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}
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ObjectGuid guid = roll->itemGUID;
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uint32 slot = roll->itemSlot;
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uint32 itemId = roll->itemid;
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int32 randomProperty = 0;
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if (roll->itemRandomPropId)
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randomProperty = roll->itemRandomPropId;
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else if (roll->itemRandomSuffix)
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randomProperty = -((int)roll->itemRandomSuffix);
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RollVote vote = PASS;
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ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
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if (!proto)
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continue;
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std::string itemUsageParam;
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if (randomProperty != 0)
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{
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itemUsageParam = std::to_string(itemId) + "," + std::to_string(randomProperty);
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}
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else
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{
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itemUsageParam = std::to_string(itemId);
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}
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ItemUsage usage = AI_VALUE2(ItemUsage, "item usage", itemUsageParam);
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// Armor Tokens are classed as MISC JUNK (Class 15, Subclass 0), luckily no other items I found have class bits and epic quality.
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if (proto->Class == ITEM_CLASS_MISC && proto->SubClass == ITEM_SUBCLASS_JUNK && proto->Quality == ITEM_QUALITY_EPIC)
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{
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if (CanBotUseToken(proto, bot))
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{
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vote = NEED; // Eligible for "Need"
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}
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else
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{
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vote = GREED; // Not eligible, so "Greed"
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}
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}
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else
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{
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switch (proto->Class)
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{
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case ITEM_CLASS_WEAPON:
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case ITEM_CLASS_ARMOR:
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if (usage == ITEM_USAGE_EQUIP || usage == ITEM_USAGE_REPLACE || usage == ITEM_USAGE_BAD_EQUIP)
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{
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vote = NEED;
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}
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else if (usage != ITEM_USAGE_NONE)
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{
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vote = GREED;
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}
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break;
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default:
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if (StoreLootAction::IsLootAllowed(itemId, botAI))
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vote = CalculateRollVote(proto); // Ensure correct Need/Greed behavior
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break;
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}
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}
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if (sPlayerbotAIConfig->lootRollLevel == 0)
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{
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vote = PASS;
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}
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else if (sPlayerbotAIConfig->lootRollLevel == 1)
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{
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if (vote == NEED)
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{
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if (RollUniqueCheck(proto, bot))
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{
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vote = PASS;
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}
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else
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{
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vote = GREED;
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}
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}
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else if (vote == GREED)
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{
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vote = PASS;
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}
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}
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switch (group->GetLootMethod())
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{
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case MASTER_LOOT:
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case FREE_FOR_ALL:
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group->CountRollVote(bot->GetGUID(), guid, PASS);
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break;
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default:
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group->CountRollVote(bot->GetGUID(), guid, vote);
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break;
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}
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// One item at a time
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return true;
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}
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return false;
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}
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RollVote LootRollAction::CalculateRollVote(ItemTemplate const* proto)
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{
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std::ostringstream out;
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out << proto->ItemId;
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ItemUsage usage = AI_VALUE2(ItemUsage, "item usage", out.str());
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RollVote needVote = PASS;
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switch (usage)
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{
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case ITEM_USAGE_EQUIP:
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case ITEM_USAGE_REPLACE:
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case ITEM_USAGE_GUILD_TASK:
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case ITEM_USAGE_BAD_EQUIP:
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needVote = NEED;
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break;
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case ITEM_USAGE_SKILL:
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case ITEM_USAGE_USE:
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case ITEM_USAGE_DISENCHANT:
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case ITEM_USAGE_AH:
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case ITEM_USAGE_VENDOR:
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needVote = GREED;
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break;
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default:
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break;
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}
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return StoreLootAction::IsLootAllowed(proto->ItemId, GET_PLAYERBOT_AI(bot)) ? needVote : PASS;
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}
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bool MasterLootRollAction::isUseful() { return !botAI->HasActivePlayerMaster(); }
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bool MasterLootRollAction::Execute(Event event)
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{
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Player* bot = QueryItemUsageAction::botAI->GetBot();
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WorldPacket p(event.getPacket()); // WorldPacket packet for CMSG_LOOT_ROLL, (8+4+1)
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ObjectGuid creatureGuid;
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uint32 mapId;
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uint32 itemSlot;
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uint32 itemId;
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uint32 randomSuffix;
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uint32 randomPropertyId;
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uint32 count;
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uint32 timeout;
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p.rpos(0); // reset packet pointer
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p >> creatureGuid; // creature guid what we're looting
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p >> mapId; /// 3.3.3 mapid
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p >> itemSlot; // the itemEntryId for the item that shall be rolled for
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p >> itemId; // the itemEntryId for the item that shall be rolled for
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p >> randomSuffix; // randomSuffix
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p >> randomPropertyId; // item random property ID
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p >> count; // items in stack
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p >> timeout; // the countdown time to choose "need" or "greed"
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ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
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if (!proto)
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return false;
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Group* group = bot->GetGroup();
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if (!group)
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return false;
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RollVote vote = CalculateRollVote(proto);
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group->CountRollVote(bot->GetGUID(), creatureGuid, CalculateRollVote(proto));
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return true;
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}
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bool CanBotUseToken(ItemTemplate const* proto, Player* bot)
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{
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// Get the bitmask for the bot's class
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uint32 botClassMask = (1 << (bot->getClass() - 1));
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// Check if the bot's class is allowed to use the token
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if (proto->AllowableClass & botClassMask)
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{
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return true; // Bot's class is eligible to use this token
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}
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return false; // Bot's class cannot use this token
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}
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bool RollUniqueCheck(ItemTemplate const* proto, Player* bot)
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{
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// Count the total number of the item (equipped + in bags)
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uint32 totalItemCount = bot->GetItemCount(proto->ItemId, true);
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// Count the number of the item in bags only
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uint32 bagItemCount = bot->GetItemCount(proto->ItemId, false);
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// Determine if the unique item is already equipped
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bool isEquipped = (totalItemCount > bagItemCount);
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if (isEquipped && proto->HasFlag(ITEM_FLAG_UNIQUE_EQUIPPABLE))
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{
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return true; // Unique Item is already equipped
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}
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else if (proto->HasFlag(ITEM_FLAG_UNIQUE_EQUIPPABLE) && (bagItemCount > 1))
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{
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return true; // Unique item already in bag, don't roll for it
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}
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return false; // Item is not equipped or in bags, roll for it
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}
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bool RollAction::Execute(Event event)
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{
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std::string link = event.getParam();
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if (link.empty())
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{
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bot->DoRandomRoll(0,100);
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return false;
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}
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ItemIds itemIds = chat->parseItems(link);
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if (itemIds.empty())
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return false;
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uint32 itemId = *itemIds.begin();
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ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
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if (!proto)
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{
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return false;
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}
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std::string itemUsageParam;
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itemUsageParam = std::to_string(itemId);
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ItemUsage usage = AI_VALUE2(ItemUsage, "item usage", itemUsageParam);
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switch (proto->Class)
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{
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case ITEM_CLASS_WEAPON:
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case ITEM_CLASS_ARMOR:
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if (usage == ITEM_USAGE_EQUIP || usage == ITEM_USAGE_REPLACE || usage == ITEM_USAGE_BAD_EQUIP)
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{
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bot->DoRandomRoll(0,100);
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}
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}
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return true;
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}
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