mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-13 17:09:08 +00:00
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This commit is contained in:
@@ -1,8 +1,10 @@
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/*
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* 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.
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it
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* and/or modify it under version 2 of the License, or (at your option), any later version.
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*/
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#include "ItemUsageValue.h"
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#include "AiFactory.h"
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#include "ChatHelper.h"
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#include "GuildTaskMgr.h"
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@@ -37,7 +39,8 @@ ItemUsage ItemUsageValue::Calculate()
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{
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bool lowBagSpace = AI_VALUE(uint8, "bag space") > 50;
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if (proto->Class == ITEM_CLASS_TRADE_GOODS || proto->Class == ITEM_CLASS_MISC || proto->Class == ITEM_CLASS_REAGENT)
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if (proto->Class == ITEM_CLASS_TRADE_GOODS || proto->Class == ITEM_CLASS_MISC ||
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proto->Class == ITEM_CLASS_REAGENT)
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needItem = IsItemNeededForUsefullSpell(proto, lowBagSpace);
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else if (proto->Class == ITEM_CLASS_RECIPE)
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{
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@@ -52,9 +55,9 @@ ItemUsage ItemUsageValue::Calculate()
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{
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float stacks = CurrentStacks(proto);
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if (stacks < 1)
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return ITEM_USAGE_SKILL; //Buy more.
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return ITEM_USAGE_SKILL; // Buy more.
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if (stacks < 2)
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return ITEM_USAGE_KEEP; //Keep current amount.
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return ITEM_USAGE_KEEP; // Keep current amount.
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}
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}
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@@ -73,13 +76,13 @@ ItemUsage ItemUsageValue::Calculate()
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stacks += CurrentStacks(proto);
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if (stacks < 2)
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return ITEM_USAGE_USE; // Buy some to get to 2 stacks
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else if (stacks < 3) // Keep the item if less than 3 stacks
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return ITEM_USAGE_USE; // Buy some to get to 2 stacks
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else if (stacks < 3) // Keep the item if less than 3 stacks
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return ITEM_USAGE_KEEP;
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}
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}
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}
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if (bot->GetGuildId() && sGuildTaskMgr->IsGuildTaskItem(itemId, bot->GetGuildId()))
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return ITEM_USAGE_GUILD_TASK;
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@@ -87,12 +90,14 @@ ItemUsage ItemUsageValue::Calculate()
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if (equip != ITEM_USAGE_NONE)
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return equip;
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if ((proto->Class == ITEM_CLASS_ARMOR || proto->Class == ITEM_CLASS_WEAPON) && proto->Bonding != BIND_WHEN_PICKED_UP &&
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botAI->HasSkill(SKILL_ENCHANTING) && proto->Quality >= ITEM_QUALITY_UNCOMMON)
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if ((proto->Class == ITEM_CLASS_ARMOR || proto->Class == ITEM_CLASS_WEAPON) &&
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proto->Bonding != BIND_WHEN_PICKED_UP && botAI->HasSkill(SKILL_ENCHANTING) &&
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proto->Quality >= ITEM_QUALITY_UNCOMMON)
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return ITEM_USAGE_DISENCHANT;
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//While sync is on, do not loot quest items that are also Useful for master. Master
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if (!botAI->GetMaster() || !sPlayerbotAIConfig->syncQuestWithPlayer || !IsItemUsefulForQuest(botAI->GetMaster(), proto))
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// While sync is on, do not loot quest items that are also Useful for master. Master
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if (!botAI->GetMaster() || !sPlayerbotAIConfig->syncQuestWithPlayer ||
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!IsItemUsefulForQuest(botAI->GetMaster(), proto))
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if (IsItemUsefulForQuest(bot, proto))
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return ITEM_USAGE_QUEST;
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@@ -118,20 +123,20 @@ ItemUsage ItemUsageValue::Calculate()
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float ammo = BetterStacks(proto, "ammo");
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float needAmmo = (bot->getClass() == CLASS_HUNTER) ? 8 : 2;
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if (ammo < needAmmo) //We already have enough of the current ammo.
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if (ammo < needAmmo) // We already have enough of the current ammo.
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{
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ammo += CurrentStacks(proto);
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if (ammo < needAmmo) //Buy ammo to get to the proper supply
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if (ammo < needAmmo) // Buy ammo to get to the proper supply
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return ITEM_USAGE_AMMO;
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else if (ammo < needAmmo + 1)
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return ITEM_USAGE_KEEP; // Keep the ammo until we have too much.
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return ITEM_USAGE_KEEP; // Keep the ammo until we have too much.
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}
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}
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}
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}
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//Need to add something like free bagspace or item value.
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// Need to add something like free bagspace or item value.
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if (proto->SellPrice > 0)
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{
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if (proto->Quality > ITEM_QUALITY_NORMAL)
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@@ -164,7 +169,7 @@ ItemUsage ItemUsageValue::QueryItemUsageForEquip(ItemTemplate const* itemProto)
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pItem->RemoveFromUpdateQueueOf(bot);
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delete pItem;
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if (result != EQUIP_ERR_OK )
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if (result != EQUIP_ERR_OK)
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return ITEM_USAGE_NONE;
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if (itemProto->Class == ITEM_CLASS_QUIVER)
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@@ -174,7 +179,8 @@ ItemUsage ItemUsageValue::QueryItemUsageForEquip(ItemTemplate const* itemProto)
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if (itemProto->Class == ITEM_CLASS_CONTAINER)
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{
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if (itemProto->SubClass != ITEM_SUBCLASS_CONTAINER)
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return ITEM_USAGE_NONE; //Todo add logic for non-bag containers. We want to look at professions/class and only replace if non-bag is larger than bag.
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return ITEM_USAGE_NONE; // Todo add logic for non-bag containers. We want to look at professions/class and
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// only replace if non-bag is larger than bag.
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if (GetSmallestBagSize() >= itemProto->ContainerSlots)
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return ITEM_USAGE_NONE;
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@@ -190,16 +196,19 @@ ItemUsage ItemUsageValue::QueryItemUsageForEquip(ItemTemplate const* itemProto)
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if (itemProto->Class == ITEM_CLASS_WEAPON && !sRandomItemMgr->CanEquipWeapon(bot->getClass(), itemProto))
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shouldEquip = false;
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if (itemProto->Class == ITEM_CLASS_ARMOR && !sRandomItemMgr->CanEquipArmor(bot->getClass(), bot->GetLevel(), itemProto))
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if (itemProto->Class == ITEM_CLASS_ARMOR &&
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!sRandomItemMgr->CanEquipArmor(bot->getClass(), bot->GetLevel(), itemProto))
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shouldEquip = false;
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Item* oldItem = bot->GetItemByPos(dest);
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//No item equiped
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if (!oldItem) {
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// No item equiped
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if (!oldItem)
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{
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if (shouldEquip)
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return ITEM_USAGE_EQUIP;
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else {
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else
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{
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return ITEM_USAGE_BAD_EQUIP;
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}
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}
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@@ -216,10 +225,14 @@ ItemUsage ItemUsageValue::QueryItemUsageForEquip(ItemTemplate const* itemProto)
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}
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// Bigger quiver
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if (itemProto->Class == ITEM_CLASS_QUIVER) {
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if (!oldItem || oldItemProto->ContainerSlots < itemProto->ContainerSlots) {
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if (itemProto->Class == ITEM_CLASS_QUIVER)
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{
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if (!oldItem || oldItemProto->ContainerSlots < itemProto->ContainerSlots)
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{
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return ITEM_USAGE_EQUIP;
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} else {
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}
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else
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{
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return ITEM_USAGE_NONE;
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}
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}
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@@ -228,41 +241,45 @@ ItemUsage ItemUsageValue::QueryItemUsageForEquip(ItemTemplate const* itemProto)
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if (oldItemProto->Class == ITEM_CLASS_WEAPON && !sRandomItemMgr->CanEquipWeapon(bot->getClass(), oldItemProto))
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existingShouldEquip = false;
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if (oldItemProto->Class == ITEM_CLASS_ARMOR && !sRandomItemMgr->CanEquipArmor(bot->getClass(), bot->GetLevel(), oldItemProto))
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if (oldItemProto->Class == ITEM_CLASS_ARMOR &&
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!sRandomItemMgr->CanEquipArmor(bot->getClass(), bot->GetLevel(), oldItemProto))
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existingShouldEquip = false;
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// uint32 oldItemPower = sRandomItemMgr->GetLiveStatWeight(bot, oldItemProto->ItemId);
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// uint32 newItemPower = sRandomItemMgr->GetLiveStatWeight(bot, itemProto->ItemId);
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//Compare items based on item level, quality or itemId.
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// Compare items based on item level, quality or itemId.
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bool isBetter = false;
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if (itemScore > oldScore)
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isBetter = true;
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// else if (newItemPower == oldScore && itemProto->Quality > oldItemProto->Quality)
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// isBetter = true;
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// else if (newItemPower == oldScore && itemProto->Quality == oldItemProto->Quality && itemProto->ItemId > oldItemProto->ItemId)
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// else if (newItemPower == oldScore && itemProto->Quality == oldItemProto->Quality && itemProto->ItemId >
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// oldItemProto->ItemId)
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// isBetter = true;
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Item* item = CurrentItem(itemProto);
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bool itemIsBroken = item && item->GetUInt32Value(ITEM_FIELD_DURABILITY) == 0 && item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY) > 0;
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bool oldItemIsBroken = oldItem->GetUInt32Value(ITEM_FIELD_DURABILITY) == 0 && oldItem->GetUInt32Value(ITEM_FIELD_MAXDURABILITY) > 0;
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bool itemIsBroken =
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item && item->GetUInt32Value(ITEM_FIELD_DURABILITY) == 0 && item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY) > 0;
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bool oldItemIsBroken =
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oldItem->GetUInt32Value(ITEM_FIELD_DURABILITY) == 0 && oldItem->GetUInt32Value(ITEM_FIELD_MAXDURABILITY) > 0;
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if (itemProto->ItemId != oldItemProto->ItemId && (shouldEquip || !existingShouldEquip) && isBetter)
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{
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switch (itemProto->Class)
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{
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case ITEM_CLASS_ARMOR:
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if (oldItemProto->SubClass <= itemProto->SubClass)
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{
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if (itemIsBroken && !oldItemIsBroken)
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return ITEM_USAGE_BROKEN_EQUIP;
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else if (shouldEquip)
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return ITEM_USAGE_REPLACE;
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else
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return ITEM_USAGE_BAD_EQUIP;
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if (oldItemProto->SubClass <= itemProto->SubClass)
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{
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if (itemIsBroken && !oldItemIsBroken)
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return ITEM_USAGE_BROKEN_EQUIP;
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else if (shouldEquip)
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return ITEM_USAGE_REPLACE;
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else
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return ITEM_USAGE_BAD_EQUIP;
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break;
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}
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break;
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}
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default:
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{
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if (itemIsBroken && !oldItemIsBroken)
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@@ -282,7 +299,7 @@ ItemUsage ItemUsageValue::QueryItemUsageForEquip(ItemTemplate const* itemProto)
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return ITEM_USAGE_NONE;
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}
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//Return smaltest bag size equipped
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// Return smaltest bag size equipped
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uint32 ItemUsageValue::GetSmallestBagSize()
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{
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int8 curSlot = 0;
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@@ -318,7 +335,8 @@ bool ItemUsageValue::IsItemUsefulForQuest(Player* player, ItemTemplate const* pr
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if (quest->RequiredItemId[i] != proto->ItemId)
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continue;
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if (GET_PLAYERBOT_AI(player) && AI_VALUE2(uint32, "item count", proto->Name1) >= quest->RequiredItemCount[i])
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if (GET_PLAYERBOT_AI(player) &&
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AI_VALUE2(uint32, "item count", proto->Name1) >= quest->RequiredItemCount[i])
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continue;
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return true;
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@@ -332,29 +350,29 @@ bool ItemUsageValue::IsItemNeededForSkill(ItemTemplate const* proto)
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{
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switch (proto->ItemId)
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{
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case 2901: //Mining pick
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case 2901: // Mining pick
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return botAI->HasSkill(SKILL_MINING);
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case 5956: //Blacksmith Hammer
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case 5956: // Blacksmith Hammer
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return botAI->HasSkill(SKILL_BLACKSMITHING) || botAI->HasSkill(SKILL_ENGINEERING);
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case 6219: //Arclight Spanner
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case 6219: // Arclight Spanner
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return botAI->HasSkill(SKILL_ENGINEERING);
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case 6218: // Runed copper rod
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case 6218: // Runed copper rod
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return botAI->HasSkill(SKILL_ENCHANTING);
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case 6339: // Runed silver rod
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case 6339: // Runed silver rod
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return botAI->HasSkill(SKILL_ENCHANTING);
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case 11130: // Runed golden rod
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case 11130: // Runed golden rod
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return botAI->HasSkill(SKILL_ENCHANTING);
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case 11145: // Runed truesilver rod
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case 11145: // Runed truesilver rod
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return botAI->HasSkill(SKILL_ENCHANTING);
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case 16207: //Runed Arcanite Rod
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case 16207: // Runed Arcanite Rod
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return botAI->HasSkill(SKILL_ENCHANTING);
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case 7005: //Skinning Knife
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case 7005: // Skinning Knife
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return botAI->HasSkill(SKILL_SKINNING);
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case 4471: //Flint and Tinder
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case 4471: // Flint and Tinder
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return botAI->HasSkill(SKILL_COOKING);
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case 4470: //Simple Wood
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case 4470: // Simple Wood
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return botAI->HasSkill(SKILL_COOKING);
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case 6256: //Fishing Rod
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case 6256: // Fishing Rod
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return botAI->HasSkill(SKILL_FISHING);
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}
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@@ -390,12 +408,16 @@ bool ItemUsageValue::IsItemUsefulForSkill(ItemTemplate const* proto)
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return true;
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if (botAI->HasSkill(SKILL_JEWELCRAFTING) && RandomItemMgr::IsUsedBySkill(proto, SKILL_JEWELCRAFTING))
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return true;
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if (botAI->HasSkill(SKILL_MINING) && (RandomItemMgr::IsUsedBySkill(proto, SKILL_MINING) || RandomItemMgr::IsUsedBySkill(proto, SKILL_BLACKSMITHING) ||
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RandomItemMgr::IsUsedBySkill(proto, SKILL_JEWELCRAFTING) || RandomItemMgr::IsUsedBySkill(proto, SKILL_ENGINEERING)))
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if (botAI->HasSkill(SKILL_MINING) && (RandomItemMgr::IsUsedBySkill(proto, SKILL_MINING) ||
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RandomItemMgr::IsUsedBySkill(proto, SKILL_BLACKSMITHING) ||
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RandomItemMgr::IsUsedBySkill(proto, SKILL_JEWELCRAFTING) ||
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RandomItemMgr::IsUsedBySkill(proto, SKILL_ENGINEERING)))
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return true;
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if (botAI->HasSkill(SKILL_SKINNING) && (RandomItemMgr::IsUsedBySkill(proto, SKILL_SKINNING) || RandomItemMgr::IsUsedBySkill(proto, SKILL_LEATHERWORKING)))
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if (botAI->HasSkill(SKILL_SKINNING) && (RandomItemMgr::IsUsedBySkill(proto, SKILL_SKINNING) ||
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RandomItemMgr::IsUsedBySkill(proto, SKILL_LEATHERWORKING)))
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return true;
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if (botAI->HasSkill(SKILL_HERBALISM) && (RandomItemMgr::IsUsedBySkill(proto, SKILL_HERBALISM) || RandomItemMgr::IsUsedBySkill(proto, SKILL_ALCHEMY)))
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if (botAI->HasSkill(SKILL_HERBALISM) && (RandomItemMgr::IsUsedBySkill(proto, SKILL_HERBALISM) ||
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RandomItemMgr::IsUsedBySkill(proto, SKILL_ALCHEMY)))
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return true;
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return false;
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@@ -451,7 +473,8 @@ bool ItemUsageValue::IsItemNeededForUsefullSpell(ItemTemplate const* proto, bool
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{
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ItemUsage usage = AI_VALUE2(ItemUsage, "item usage", newItemId);
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if (usage != ITEM_USAGE_REPLACE && usage != ITEM_USAGE_EQUIP && usage != ITEM_USAGE_AMMO && usage != ITEM_USAGE_QUEST && usage != ITEM_USAGE_SKILL && usage != ITEM_USAGE_USE)
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if (usage != ITEM_USAGE_REPLACE && usage != ITEM_USAGE_EQUIP && usage != ITEM_USAGE_AMMO &&
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usage != ITEM_USAGE_QUEST && usage != ITEM_USAGE_SKILL && usage != ITEM_USAGE_USE)
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continue;
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return true;
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@@ -470,7 +493,9 @@ bool ItemUsageValue::HasItemsNeededForSpell(uint32 spellId, ItemTemplate const*
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for (uint8 i = 0; i < MAX_SPELL_REAGENTS; i++)
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if (spellInfo->ReagentCount[i] > 0 && spellInfo->Reagent[i])
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{
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if (proto && proto->ItemId == spellInfo->Reagent[i] && spellInfo->ReagentCount[i] == 1) //If we only need 1 item then current item does not need to be checked since we are looting/buying or already have it.
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if (proto && proto->ItemId == spellInfo->Reagent[i] &&
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spellInfo->ReagentCount[i] == 1) // If we only need 1 item then current item does not need to be
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// checked since we are looting/buying or already have it.
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continue;
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ItemTemplate const* reqProto = sObjectMgr->GetItemTemplate(spellInfo->Reagent[i]);
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@@ -601,7 +626,9 @@ bool ItemUsageValue::SpellGivesSkillUp(uint32 spellId, Player* bot)
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uint32 craft_skill_gain = sWorld->getIntConfig(CONFIG_SKILL_GAIN_CRAFTING);
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if (SkillGainChance(SkillValue, skill->TrivialSkillLineRankHigh, (skill->TrivialSkillLineRankHigh + skill->TrivialSkillLineRankLow) / 2, skill->TrivialSkillLineRankLow) > 0)
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if (SkillGainChance(SkillValue, skill->TrivialSkillLineRankHigh,
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(skill->TrivialSkillLineRankHigh + skill->TrivialSkillLineRankLow) / 2,
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skill->TrivialSkillLineRankLow) > 0)
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return true;
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}
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}
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