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fix: Made bots roll in a more reasonable time on group loots. (#1857)
# Description This PR changes the way loot rolls are being evaluated. It puts a maximum priority on the loot action so it does not hang for so long.
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@@ -1384,9 +1384,6 @@ void PlayerbotAI::DoNextAction(bool min)
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else if (bot->isAFK())
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else if (bot->isAFK())
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bot->ToggleAFK();
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bot->ToggleAFK();
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Group* group = bot->GetGroup();
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PlayerbotAI* masterBotAI = nullptr;
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if (master && master->IsInWorld())
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if (master && master->IsInWorld())
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{
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{
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float distance = sServerFacade->GetDistance2d(bot, master);
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float distance = sServerFacade->GetDistance2d(bot, master);
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@@ -5,8 +5,6 @@
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#include "WorldPacketHandlerStrategy.h"
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#include "WorldPacketHandlerStrategy.h"
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#include "Playerbots.h"
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void WorldPacketHandlerStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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void WorldPacketHandlerStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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{
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PassTroughStrategy::InitTriggers(triggers);
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PassTroughStrategy::InitTriggers(triggers);
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@@ -69,7 +67,7 @@ void WorldPacketHandlerStrategy::InitTriggers(std::vector<TriggerNode*>& trigger
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triggers.push_back(new TriggerNode("questgiver quest details", NextAction::array(0, new NextAction("turn in query quest", relevance), nullptr)));
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triggers.push_back(new TriggerNode("questgiver quest details", NextAction::array(0, new NextAction("turn in query quest", relevance), nullptr)));
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// loot roll
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// loot roll
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triggers.push_back(new TriggerNode("very often", NextAction::array(0, new NextAction("loot roll", 10.0f), nullptr)));
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triggers.push_back(new TriggerNode("very often", NextAction::array(0, new NextAction("loot roll", relevance), nullptr)));
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}
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}
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WorldPacketHandlerStrategy::WorldPacketHandlerStrategy(PlayerbotAI* botAI) : PassTroughStrategy(botAI)
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WorldPacketHandlerStrategy::WorldPacketHandlerStrategy(PlayerbotAI* botAI) : PassTroughStrategy(botAI)
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