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https://github.com/mod-playerbots/mod-playerbots.git
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Big update.
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86
src/strategy/actions/AddLootAction.cpp
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86
src/strategy/actions/AddLootAction.cpp
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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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*/
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#include "AddLootAction.h"
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#include "CellImpl.h"
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#include "Event.h"
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#include "GridNotifiers.h"
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#include "GridNotifiersImpl.h"
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#include "LootObjectStack.h"
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#include "Playerbots.h"
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#include "ServerFacade.h"
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bool AddLootAction::Execute(Event event)
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{
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ObjectGuid guid = event.getObject();
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if (!guid)
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return false;
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return AI_VALUE(LootObjectStack*, "available loot")->Add(guid);
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}
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bool AddAllLootAction::Execute(Event event)
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{
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bool added = false;
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GuidVector gos = context->GetValue<GuidVector>("nearest game objects")->Get();
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for (GuidVector::iterator i = gos.begin(); i != gos.end(); i++)
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added |= AddLoot(*i);
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GuidVector corpses = context->GetValue<GuidVector>("nearest corpses")->Get();
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for (GuidVector::iterator i = corpses.begin(); i != corpses.end(); i++)
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added |= AddLoot(*i);
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return added;
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}
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bool AddLootAction::isUseful()
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{
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return true;
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}
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bool AddAllLootAction::isUseful()
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{
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return true;
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}
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bool AddAllLootAction::AddLoot(ObjectGuid guid)
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{
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return AI_VALUE(LootObjectStack*, "available loot")->Add(guid);
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}
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bool AddGatheringLootAction::AddLoot(ObjectGuid guid)
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{
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LootObject loot(bot, guid);
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WorldObject* wo = loot.GetWorldObject(bot);
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if (loot.IsEmpty() || !wo)
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return false;
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if (!bot->IsWithinLOSInMap(wo))
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return false;
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if (loot.skillId == SKILL_NONE)
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return false;
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if (!loot.IsLootPossible(bot))
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return false;
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if (sServerFacade->IsDistanceGreaterThan(sServerFacade->GetDistance2d(bot, wo), INTERACTION_DISTANCE))
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{
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std::list<Unit*> targets;
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Acore::AnyUnfriendlyUnitInObjectRangeCheck u_check(bot, bot, sPlayerbotAIConfig->lootDistance);
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Acore::UnitListSearcher<Acore::AnyUnfriendlyUnitInObjectRangeCheck> searcher(bot, targets, u_check);
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Cell::VisitAllObjects(bot, searcher, sPlayerbotAIConfig->lootDistance * 1.5f);
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if (!targets.empty())
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{
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std::ostringstream out;
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out << "Kill that " << targets.front()->GetName() << " so I can loot freely";
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botAI->TellError(out.str());
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return false;
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}
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}
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return AddAllLootAction::AddLoot(guid);
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}
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