Run clang-format

This commit is contained in:
Yunfan Li
2024-08-04 10:23:36 +08:00
parent 44da167492
commit 53611c9040
835 changed files with 35085 additions and 31861 deletions

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@@ -1,97 +1,106 @@
/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version.
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it
* and/or modify it under version 2 of the License, or (at your option), any later version.
*/
#include "ChooseTravelTargetAction.h"
#include "ChatHelper.h"
#include "LootObjectStack.h"
#include "Playerbots.h"
bool ChooseTravelTargetAction::Execute(Event event)
{
//Get the current travel target. This target is no longer active.
// Get the current travel target. This target is no longer active.
TravelTarget* oldTarget = context->GetValue<TravelTarget*>("travel target")->Get();
//Select a new target to travel to.
// Select a new target to travel to.
TravelTarget newTarget = TravelTarget(botAI);
getNewTarget(&newTarget, oldTarget);
//If the new target is not active we failed.
// If the new target is not active we failed.
if (!newTarget.isActive())
return false;
return false;
setNewTarget(&newTarget, oldTarget);
return true;
}
//Select a new travel target.
//Currently this selectes mostly based on priority (current quest > new quest).
//This works fine because destinations can be full (max 15 bots per quest giver, max 1 bot per quest mob).
// Select a new travel target.
// Currently this selectes mostly based on priority (current quest > new quest).
// This works fine because destinations can be full (max 15 bots per quest giver, max 1 bot per quest mob).
//
//Eventually we want to rewrite this to be more intelligent.
// Eventually we want to rewrite this to be more intelligent.
void ChooseTravelTargetAction::getNewTarget(TravelTarget* newTarget, TravelTarget* oldTarget)
{
bool foundTarget = false;
foundTarget = SetGroupTarget(newTarget); //Join groups members
foundTarget = SetGroupTarget(newTarget); // Join groups members
//Enpty bags/repair
if (!foundTarget && urand(1, 100) > 10) //90% chance
if (AI_VALUE2(bool, "group or", "should sell,can sell,following party,near leader") || AI_VALUE2(bool, "group or", "should repair,can repair,following party,near leader"))
foundTarget = SetRpgTarget(newTarget); //Go to town to sell items or repair
// Enpty bags/repair
if (!foundTarget && urand(1, 100) > 10) // 90% chance
if (AI_VALUE2(bool, "group or", "should sell,can sell,following party,near leader") ||
AI_VALUE2(bool, "group or", "should repair,can repair,following party,near leader"))
foundTarget = SetRpgTarget(newTarget); // Go to town to sell items or repair
//Rpg in city
if (!foundTarget && urand(1, 100) > 90) //10% chance
foundTarget = SetNpcFlagTarget(newTarget, { UNIT_NPC_FLAG_BANKER,UNIT_NPC_FLAG_BATTLEMASTER,UNIT_NPC_FLAG_AUCTIONEER });
// Rpg in city
if (!foundTarget && urand(1, 100) > 90) // 10% chance
foundTarget =
SetNpcFlagTarget(newTarget, {UNIT_NPC_FLAG_BANKER, UNIT_NPC_FLAG_BATTLEMASTER, UNIT_NPC_FLAG_AUCTIONEER});
//Grind for money
if (!foundTarget && AI_VALUE(bool, "should get money")) {
// Grind for money
if (!foundTarget && AI_VALUE(bool, "should get money"))
{
if (urand(1, 100) > 66)
{
foundTarget = SetQuestTarget(newTarget, true); //Turn in quests for money.
foundTarget = SetQuestTarget(newTarget, true); // Turn in quests for money.
if (!foundTarget)
foundTarget = SetQuestTarget(newTarget); //Do low level quests
} else if (urand(1, 100) > 50) {
foundTarget = SetGrindTarget(newTarget); //Go grind mobs for money
} else {
foundTarget = SetNewQuestTarget(newTarget); //Find a low level quest to do
foundTarget = SetQuestTarget(newTarget); // Do low level quests
}
else if (urand(1, 100) > 50)
{
foundTarget = SetGrindTarget(newTarget); // Go grind mobs for money
}
else
{
foundTarget = SetNewQuestTarget(newTarget); // Find a low level quest to do
}
}
//Continue
if (!foundTarget && urand(1, 100) > 10) //90% chance
foundTarget = SetCurrentTarget(newTarget, oldTarget); //Extend current target.
// Continue
if (!foundTarget && urand(1, 100) > 10) // 90% chance
foundTarget = SetCurrentTarget(newTarget, oldTarget); // Extend current target.
//Dungeon in group
if (!foundTarget && urand(1, 100) > 50) //50% chance
// Dungeon in group
if (!foundTarget && urand(1, 100) > 50) // 50% chance
if (AI_VALUE(bool, "can fight boss"))
foundTarget = SetBossTarget(newTarget); //Go fight a (dungeon boss)
foundTarget = SetBossTarget(newTarget); // Go fight a (dungeon boss)
if (!foundTarget && urand(1, 100) > 5) //95% chance
foundTarget = SetQuestTarget(newTarget); //Do a target of an active quest.
if (!foundTarget && urand(1, 100) > 5) // 95% chance
foundTarget = SetQuestTarget(newTarget); // Do a target of an active quest.
if (!foundTarget && urand(1, 100) > 5)
foundTarget = SetNewQuestTarget(newTarget); //Find a new quest to do.
foundTarget = SetNewQuestTarget(newTarget); // Find a new quest to do.
if (!foundTarget && botAI->HasStrategy("explore", BOT_STATE_NON_COMBAT)) //Explore a unexplored sub-zone.
if (!foundTarget && botAI->HasStrategy("explore", BOT_STATE_NON_COMBAT)) // Explore a unexplored sub-zone.
foundTarget = SetExploreTarget(newTarget);
// if (!foundTarget)
//foundTarget = SetRpgTarget(target);
// foundTarget = SetRpgTarget(target);
if (!foundTarget)
SetNullTarget(newTarget); //Idle a bit.
SetNullTarget(newTarget); // Idle a bit.
}
void ChooseTravelTargetAction::setNewTarget(TravelTarget* newTarget, TravelTarget* oldTarget)
{
//Tell the master where we are going.
// Tell the master where we are going.
if (!bot->GetGroup() || (botAI->GetGroupMaster() == bot))
ReportTravelTarget(newTarget, oldTarget);
//If we are heading to a creature/npc clear it from the ignore list.
// If we are heading to a creature/npc clear it from the ignore list.
if (oldTarget && oldTarget == newTarget && newTarget->getEntry())
{
GuidSet& ignoreList = context->GetValue<GuidSet&>("ignore rpg target")->Get();
@@ -107,22 +116,23 @@ void ChooseTravelTargetAction::setNewTarget(TravelTarget* newTarget, TravelTarge
context->GetValue<GuidSet&>("ignore rpg target")->Set(ignoreList);
}
//Actually apply the new target to the travel target used by the bot.
// Actually apply the new target to the travel target used by the bot.
oldTarget->copyTarget(newTarget);
//If we are idling but have a master. Idle only 10 seconds.
if (botAI->GetMaster() && oldTarget->isActive() && oldTarget->getDestination()->getName() == "NullTravelDestination")
// If we are idling but have a master. Idle only 10 seconds.
if (botAI->GetMaster() && oldTarget->isActive() &&
oldTarget->getDestination()->getName() == "NullTravelDestination")
oldTarget->setExpireIn(10 * IN_MILLISECONDS);
else if (oldTarget->isForced()) // Make sure travel goes into cooldown after getting to the destination.
else if (oldTarget->isForced()) // Make sure travel goes into cooldown after getting to the destination.
oldTarget->setExpireIn(HOUR * IN_MILLISECONDS);
//Clear rpg and pull/grind target. We want to travel, not hang around some more.
// Clear rpg and pull/grind target. We want to travel, not hang around some more.
RESET_AI_VALUE(GuidPosition, "rpg target");
RESET_AI_VALUE(ObjectGuid, "pull target");
}
//Tell the master what travel target we are moving towards.
//This should at some point be rewritten to be denser or perhaps logic moved to ->getTitle()
// Tell the master what travel target we are moving towards.
// This should at some point be rewritten to be denser or perhaps logic moved to ->getTitle()
void ChooseTravelTargetAction::ReportTravelTarget(TravelTarget* newTarget, TravelTarget* oldTarget)
{
TravelDestination* destination = newTarget->getDestination();
@@ -133,7 +143,8 @@ void ChooseTravelTargetAction::ReportTravelTarget(TravelTarget* newTarget, Trave
if (newTarget->isForced())
out << "(Forced) ";
if (destination->getName() == "QuestRelationTravelDestination" || destination->getName() == "QuestObjectiveTravelDestination")
if (destination->getName() == "QuestRelationTravelDestination" ||
destination->getName() == "QuestObjectiveTravelDestination")
{
QuestTravelDestination* QuestDestination = (QuestTravelDestination*)destination;
Quest const* quest = QuestDestination->GetQuestTemplate();
@@ -179,7 +190,7 @@ void ChooseTravelTargetAction::ReportTravelTarget(TravelTarget* newTarget, Trave
out << round(newTarget->getDestination()->distanceTo(&botLocation)) << "y";
out << " for ";
out << " for ";
if (AI_VALUE2(bool, "group or", "should sell,can sell"))
out << "selling items";
@@ -264,20 +275,22 @@ void ChooseTravelTargetAction::ReportTravelTarget(TravelTarget* newTarget, Trave
}
}
bool ChooseTravelTargetAction::getBestDestination(std::vector<TravelDestination*>* activeDestinations, std::vector<WorldPosition*>* activePoints)
bool ChooseTravelTargetAction::getBestDestination(std::vector<TravelDestination*>* activeDestinations,
std::vector<WorldPosition*>* activePoints)
{
if (activeDestinations->empty() || activePoints->empty()) //No targets or no points.
if (activeDestinations->empty() || activePoints->empty()) // No targets or no points.
return false;
WorldPosition botLocation(bot);
std::vector<WorldPosition*> availablePoints = sTravelMgr->getNextPoint(&botLocation, *activePoints); //Pick a good point.
std::vector<WorldPosition*> availablePoints =
sTravelMgr->getNextPoint(&botLocation, *activePoints); // Pick a good point.
if (availablePoints.empty()) //No points available.
if (availablePoints.empty()) // No points available.
return false;
TravelDestination* targetDestination;
for (auto activeTarget : *activeDestinations) //Pick the destination that has this point.
for (auto activeTarget : *activeDestinations) // Pick the destination that has this point.
if (activeTarget->distanceTo(availablePoints.front()) == 0)
targetDestination = activeTarget;
@@ -319,7 +332,7 @@ bool ChooseTravelTargetAction::SetGroupTarget(TravelTarget* target)
}
}
//Find targets of the group.
// Find targets of the group.
for (auto& member : groupPlayers)
{
Player* player = ObjectAccessor::FindPlayer(member);
@@ -341,7 +354,8 @@ bool ChooseTravelTargetAction::SetGroupTarget(TravelTarget* target)
if (!groupTarget->isActive())
continue;
if (!groupTarget->getDestination()->isActive(bot) || groupTarget->getDestination()->getName() == "RpgTravelDestination")
if (!groupTarget->getDestination()->isActive(bot) ||
groupTarget->getDestination()->getName() == "RpgTravelDestination")
continue;
activeDestinations.push_back(groupTarget->getDestination());
@@ -363,10 +377,10 @@ bool ChooseTravelTargetAction::SetCurrentTarget(TravelTarget* target, TravelTarg
if (oldTarget->isMaxRetry(false))
return false;
if (!oldDestination) //Does this target have a destination?
if (!oldDestination) // Does this target have a destination?
return false;
if (!oldDestination->isActive(bot)) //Is the destination still valid?
if (!oldDestination->isActive(bot)) // Is the destination still valid?
return false;
WorldPosition botLocation(bot);
@@ -390,7 +404,7 @@ bool ChooseTravelTargetAction::SetQuestTarget(TravelTarget* target, bool onlyCom
WorldPosition botLocation(bot);
//Find destinations related to the active quests.
// Find destinations related to the active quests.
for (auto& quest : questMap)
{
if (bot->IsQuestRewarded(quest.first))
@@ -399,10 +413,12 @@ bool ChooseTravelTargetAction::SetQuestTarget(TravelTarget* target, bool onlyCom
uint32 questId = quest.first;
QuestStatusData* questStatus = &quest.second;
if (onlyCompleted && sObjectMgr->GetQuestTemplate(questId) && !bot->CanRewardQuest(sObjectMgr->GetQuestTemplate(questId), false))
if (onlyCompleted && sObjectMgr->GetQuestTemplate(questId) &&
!bot->CanRewardQuest(sObjectMgr->GetQuestTemplate(questId), false))
continue;
std::vector<TravelDestination*> questDestinations = sTravelMgr->getQuestTravelDestinations(bot, questId, botAI->HasRealPlayerMaster(), false, 5000);
std::vector<TravelDestination*> questDestinations =
sTravelMgr->getQuestTravelDestinations(bot, questId, botAI->HasRealPlayerMaster(), false, 5000);
std::vector<WorldPosition*> questPoints;
for (auto& questDestination : questDestinations)
@@ -417,7 +433,6 @@ bool ChooseTravelTargetAction::SetQuestTarget(TravelTarget* target, bool onlyCom
activeDestinations.push_back(questDestinations.front());
activePoints.push_back(questPoints.front());
}
}
if (!getBestDestination(&activeDestinations, &activePoints))
@@ -435,12 +450,13 @@ bool ChooseTravelTargetAction::SetNewQuestTarget(TravelTarget* target)
WorldPosition botLocation(bot);
//Find quest givers.
std::vector<TravelDestination*> TravelDestinations = sTravelMgr->getQuestTravelDestinations(bot, -1, botAI->HasRealPlayerMaster());
// Find quest givers.
std::vector<TravelDestination*> TravelDestinations =
sTravelMgr->getQuestTravelDestinations(bot, -1, botAI->HasRealPlayerMaster());
activeDestinations.insert(activeDestinations.end(), TravelDestinations.begin(), TravelDestinations.end());
//Pick one good point per destination.
// Pick one good point per destination.
for (auto& activeTarget : activeDestinations)
{
std::vector<WorldPosition*> points = activeTarget->nextPoint(&botLocation);
@@ -463,12 +479,13 @@ bool ChooseTravelTargetAction::SetRpgTarget(TravelTarget* target)
WorldPosition botLocation(bot);
//Find rpg npcs
std::vector<TravelDestination*> TravelDestinations = sTravelMgr->getRpgTravelDestinations(bot, botAI->HasRealPlayerMaster());
// Find rpg npcs
std::vector<TravelDestination*> TravelDestinations =
sTravelMgr->getRpgTravelDestinations(bot, botAI->HasRealPlayerMaster());
activeDestinations.insert(activeDestinations.end(), TravelDestinations.begin(), TravelDestinations.end());
//Pick one good point per destination.
// Pick one good point per destination.
for (auto& activeTarget : activeDestinations)
{
std::vector<WorldPosition*> points = activeTarget->nextPoint(&botLocation);
@@ -491,12 +508,13 @@ bool ChooseTravelTargetAction::SetGrindTarget(TravelTarget* target)
WorldPosition botLocation(bot);
//Find grind mobs.
std::vector<TravelDestination*> TravelDestinations = sTravelMgr->getGrindTravelDestinations(bot, botAI->HasRealPlayerMaster());
// Find grind mobs.
std::vector<TravelDestination*> TravelDestinations =
sTravelMgr->getGrindTravelDestinations(bot, botAI->HasRealPlayerMaster());
activeDestinations.insert(activeDestinations.end(), TravelDestinations.begin(), TravelDestinations.end());
//Pick one good point per destination.
// Pick one good point per destination.
for (auto& activeTarget : activeDestinations)
{
std::vector<WorldPosition*> points = activeTarget->nextPoint(&botLocation);
@@ -519,12 +537,13 @@ bool ChooseTravelTargetAction::SetBossTarget(TravelTarget* target)
WorldPosition botLocation(bot);
//Find boss mobs.
std::vector<TravelDestination*> TravelDestinations = sTravelMgr->getBossTravelDestinations(bot, botAI->HasRealPlayerMaster());
// Find boss mobs.
std::vector<TravelDestination*> TravelDestinations =
sTravelMgr->getBossTravelDestinations(bot, botAI->HasRealPlayerMaster());
activeDestinations.insert(activeDestinations.end(), TravelDestinations.begin(), TravelDestinations.end());
//Pick one good point per destination.
// Pick one good point per destination.
for (auto& activeTarget : activeDestinations)
{
std::vector<WorldPosition*> points = activeTarget->nextPoint(&botLocation);
@@ -547,7 +566,7 @@ bool ChooseTravelTargetAction::SetExploreTarget(TravelTarget* target)
WorldPosition botLocation(bot);
//Find quest givers.
// Find quest givers.
std::vector<TravelDestination*> TravelDestinations = sTravelMgr->getExploreTravelDestinations(bot, true, true);
activeDestinations.insert(activeDestinations.end(), TravelDestinations.begin(), TravelDestinations.end());
@@ -589,7 +608,8 @@ bool ChooseTravelTargetAction::SetExploreTarget(TravelTarget* target)
char* strstri(char const* haystack, char const* needle);
bool ChooseTravelTargetAction::SetNpcFlagTarget(TravelTarget* target, std::vector<NPCFlags> flags, std::string const name, std::vector<uint32> items)
bool ChooseTravelTargetAction::SetNpcFlagTarget(TravelTarget* target, std::vector<NPCFlags> flags,
std::string const name, std::vector<uint32> items)
{
WorldPosition botPos(bot);
@@ -615,7 +635,8 @@ bool ChooseTravelTargetAction::SetNpcFlagTarget(TravelTarget* target, std::vecto
if (!foundFlag)
continue;
if (!name.empty() && !strstri(cInfo->Name.c_str(), name.c_str()) && !strstri(cInfo->SubName.c_str(), name.c_str()))
if (!name.empty() && !strstri(cInfo->Name.c_str(), name.c_str()) &&
!strstri(cInfo->SubName.c_str(), name.c_str()))
continue;
if (!items.empty())
@@ -652,10 +673,11 @@ bool ChooseTravelTargetAction::SetNpcFlagTarget(TravelTarget* target, std::vecto
if (!dests.empty())
{
TravelDestination* dest = *std::min_element(dests.begin(), dests.end(), [botPos](TravelDestination* i, TravelDestination* j)
{
return i->distanceTo(const_cast<WorldPosition*>(&botPos)) < j->distanceTo(const_cast<WorldPosition*>(&botPos));
});
TravelDestination* dest = *std::min_element(dests.begin(), dests.end(),
[botPos](TravelDestination* i, TravelDestination* j) {
return i->distanceTo(const_cast<WorldPosition*>(&botPos)) <
j->distanceTo(const_cast<WorldPosition*>(&botPos));
});
std::vector<WorldPosition*> points = dest->nextPoint(const_cast<WorldPosition*>(&botPos), true);
if (points.empty())
@@ -670,7 +692,8 @@ bool ChooseTravelTargetAction::SetNpcFlagTarget(TravelTarget* target, std::vecto
return false;
}
std::vector<TravelDestination*> TravelMgr::getBossTravelDestinations(Player* bot, bool ignoreFull, bool ignoreInactive, float maxDistance)
std::vector<TravelDestination*> TravelMgr::getBossTravelDestinations(Player* bot, bool ignoreFull, bool ignoreInactive,
float maxDistance)
{
WorldPosition botLocation(bot);
@@ -711,28 +734,28 @@ TravelDestination* ChooseTravelTargetAction::FindDestination(Player* bot, std::s
std::vector<TravelDestination*> dests;
//Zones
// Zones
for (auto& d : sTravelMgr->getExploreTravelDestinations(bot, true, true))
{
if (strstri(d->getTitle().c_str(), name.c_str()))
dests.push_back(d);
}
//Npcs
// Npcs
for (auto& d : sTravelMgr->getRpgTravelDestinations(bot, true, true))
{
if (strstri(d->getTitle().c_str(), name.c_str()))
dests.push_back(d);
}
//Mobs
// Mobs
for (auto& d : sTravelMgr->getGrindTravelDestinations(bot, true, true))
{
if (strstri(d->getTitle().c_str(), name.c_str()))
dests.push_back(d);
}
//Bosses
// Bosses
for (auto& d : sTravelMgr->getBossTravelDestinations(bot, true, true))
{
if (strstri(d->getTitle().c_str(), name.c_str()))
@@ -744,10 +767,11 @@ TravelDestination* ChooseTravelTargetAction::FindDestination(Player* bot, std::s
if (dests.empty())
return nullptr;
TravelDestination* dest = *std::min_element(dests.begin(), dests.end(), [botPos](TravelDestination* i, TravelDestination* j)
{
return i->distanceTo(const_cast<WorldPosition*>(&botPos)) < j->distanceTo(const_cast<WorldPosition*>(&botPos));
});
TravelDestination* dest = *std::min_element(dests.begin(), dests.end(),
[botPos](TravelDestination* i, TravelDestination* j) {
return i->distanceTo(const_cast<WorldPosition*>(&botPos)) <
j->distanceTo(const_cast<WorldPosition*>(&botPos));
});
return dest;
};
@@ -757,7 +781,8 @@ bool ChooseTravelTargetAction::isUseful()
if (!botAI->AllowActivity(TRAVEL_ACTIVITY))
return false;
return !context->GetValue<TravelTarget*>("travel target")->Get()->isActive() && !context->GetValue<LootObject>("loot target")->Get().IsLootPossible(bot) && !bot->IsInCombat();
return !context->GetValue<TravelTarget*>("travel target")->Get()->isActive() &&
!context->GetValue<LootObject>("loot target")->Get().IsLootPossible(bot) && !bot->IsInCombat();
}
bool ChooseTravelTargetAction::needForQuest(Unit* target)
@@ -801,7 +826,7 @@ bool ChooseTravelTargetAction::needForQuest(Unit* target)
int required = questTemplate->RequiredNpcOrGoCount[j];
int available = questStatus.CreatureOrGOCount[j];
if(required && available < required && (target->GetEntry() == entry || justCheck))
if (required && available < required && (target->GetEntry() == entry || justCheck))
return true;
}
@@ -832,12 +857,12 @@ bool ChooseTravelTargetAction::needForQuest(Unit* target)
}
}
}
}
return false;
}
bool ChooseTravelTargetAction::needItemForQuest(uint32 itemId, const Quest* questTemplate, const QuestStatusData* questStatus)
bool ChooseTravelTargetAction::needItemForQuest(uint32 itemId, const Quest* questTemplate,
const QuestStatusData* questStatus)
{
for (uint32 i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
{