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https://github.com/mod-playerbots/mod-playerbots.git
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@@ -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 "LootStrategyValue.h"
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#include "AiObjectContext.h"
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#include "ItemUsageValue.h"
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#include "LootObjectStack.h"
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@@ -10,62 +12,48 @@
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class NormalLootStrategy : public LootStrategy
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{
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public:
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bool CanLoot(ItemTemplate const* proto, AiObjectContext* context) override
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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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return usage != ITEM_USAGE_NONE;
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}
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public:
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bool CanLoot(ItemTemplate const* proto, AiObjectContext* context) override
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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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return usage != ITEM_USAGE_NONE;
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}
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std::string const GetName() override
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{
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return "normal";
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}
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std::string const GetName() override { return "normal"; }
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};
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class GrayLootStrategy : public NormalLootStrategy
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{
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public:
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bool CanLoot(ItemTemplate const* proto, AiObjectContext* context) override
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{
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return NormalLootStrategy::CanLoot(proto, context) || proto->Quality == ITEM_QUALITY_POOR;
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}
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public:
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bool CanLoot(ItemTemplate const* proto, AiObjectContext* context) override
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{
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return NormalLootStrategy::CanLoot(proto, context) || proto->Quality == ITEM_QUALITY_POOR;
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}
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std::string const GetName() override
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{
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return "gray";
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}
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std::string const GetName() override { return "gray"; }
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};
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class DisenchantLootStrategy : public NormalLootStrategy
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{
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public:
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bool CanLoot(ItemTemplate const* proto, AiObjectContext* context) override
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{
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return NormalLootStrategy::CanLoot(proto, context) || (proto->Quality >= ITEM_QUALITY_UNCOMMON && proto->Bonding != BIND_WHEN_PICKED_UP &&
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(proto->Class == ITEM_CLASS_ARMOR || proto->Class == ITEM_CLASS_WEAPON));
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}
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public:
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bool CanLoot(ItemTemplate const* proto, AiObjectContext* context) override
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{
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return NormalLootStrategy::CanLoot(proto, context) ||
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(proto->Quality >= ITEM_QUALITY_UNCOMMON && proto->Bonding != BIND_WHEN_PICKED_UP &&
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(proto->Class == ITEM_CLASS_ARMOR || proto->Class == ITEM_CLASS_WEAPON));
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}
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std::string const GetName() override
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{
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return "disenchant";
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}
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std::string const GetName() override { return "disenchant"; }
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};
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class AllLootStrategy : public LootStrategy
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{
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public:
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bool CanLoot(ItemTemplate const* proto, AiObjectContext* context) override
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{
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return true;
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}
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public:
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bool CanLoot(ItemTemplate const* proto, AiObjectContext* context) override { return true; }
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std::string const GetName() override
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{
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return "all";
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}
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std::string const GetName() override { return "all"; }
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};
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LootStrategyValue::~LootStrategyValue()
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@@ -92,10 +80,7 @@ LootStrategy* LootStrategyValue::instance(std::string const strategy)
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return normal;
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}
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std::string const LootStrategyValue::Save()
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{
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return value ? value->GetName() : "?";
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}
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std::string const LootStrategyValue::Save() { return value ? value->GetName() : "?"; }
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bool LootStrategyValue::Load(std::string const text)
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{
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