mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-14 01:19:08 +00:00
Big update.
This commit is contained in:
638
src/strategy/values/ItemUsageValue.cpp
Normal file
638
src/strategy/values/ItemUsageValue.cpp
Normal file
@@ -0,0 +1,638 @@
|
||||
/*
|
||||
* 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 "ItemUsageValue.h"
|
||||
#include "ChatHelper.h"
|
||||
#include "GuildTaskMgr.h"
|
||||
#include "Playerbots.h"
|
||||
#include "RandomItemMgr.h"
|
||||
#include "ServerFacade.h"
|
||||
|
||||
ItemUsage ItemUsageValue::Calculate()
|
||||
{
|
||||
uint32 itemId = atoi(qualifier.c_str());
|
||||
if (!itemId)
|
||||
return ITEM_USAGE_NONE;
|
||||
|
||||
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
|
||||
if (!proto)
|
||||
return ITEM_USAGE_NONE;
|
||||
|
||||
if (botAI->HasActivePlayerMaster())
|
||||
{
|
||||
if (IsItemUsefulForSkill(proto) || IsItemNeededForSkill(proto))
|
||||
return ITEM_USAGE_SKILL;
|
||||
}
|
||||
else
|
||||
{
|
||||
bool needItem = false;
|
||||
|
||||
if (IsItemNeededForSkill(proto))
|
||||
needItem = true;
|
||||
else
|
||||
{
|
||||
bool lowBagSpace = AI_VALUE(uint8, "bag space") > 50;
|
||||
|
||||
if (proto->Class == ITEM_CLASS_TRADE_GOODS || proto->Class == ITEM_CLASS_MISC || proto->Class == ITEM_CLASS_REAGENT)
|
||||
needItem = IsItemNeededForUsefullSpell(proto, lowBagSpace);
|
||||
else if (proto->Class == ITEM_CLASS_RECIPE)
|
||||
{
|
||||
if (bot->HasSpell(proto->Spells[2].SpellId))
|
||||
needItem = false;
|
||||
else
|
||||
needItem = bot->CanUseItem(proto) == EQUIP_ERR_OK;
|
||||
}
|
||||
}
|
||||
|
||||
if (needItem)
|
||||
{
|
||||
float stacks = CurrentStacks(proto);
|
||||
if (stacks < 1)
|
||||
return ITEM_USAGE_SKILL; //Buy more.
|
||||
if (stacks < 2)
|
||||
return ITEM_USAGE_KEEP; //Keep current amount.
|
||||
}
|
||||
}
|
||||
|
||||
if (proto->Class == ITEM_CLASS_KEY)
|
||||
return ITEM_USAGE_USE;
|
||||
|
||||
if (proto->Class == ITEM_CLASS_CONSUMABLE)
|
||||
{
|
||||
std::string const foodType = GetConsumableType(proto, bot->GetPower(POWER_MANA));
|
||||
|
||||
if (!foodType.empty() && bot->CanUseItem(proto) == EQUIP_ERR_OK)
|
||||
{
|
||||
float stacks = BetterStacks(proto, foodType);
|
||||
if (stacks < 2)
|
||||
{
|
||||
stacks += CurrentStacks(proto);
|
||||
|
||||
if (stacks < 2)
|
||||
return ITEM_USAGE_USE; // Buy some to get to 2 stacks
|
||||
else if (stacks < 3) // Keep the item if less than 3 stacks
|
||||
return ITEM_USAGE_KEEP;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (bot->GetGuildId() && sGuildTaskMgr->IsGuildTaskItem(itemId, bot->GetGuildId()))
|
||||
return ITEM_USAGE_GUILD_TASK;
|
||||
|
||||
ItemUsage equip = QueryItemUsageForEquip(proto);
|
||||
if (equip != ITEM_USAGE_NONE)
|
||||
return equip;
|
||||
|
||||
if ((proto->Class == ITEM_CLASS_ARMOR || proto->Class == ITEM_CLASS_WEAPON) && proto->Bonding != BIND_WHEN_PICKED_UP &&
|
||||
botAI->HasSkill(SKILL_ENCHANTING) && proto->Quality >= ITEM_QUALITY_UNCOMMON)
|
||||
return ITEM_USAGE_DISENCHANT;
|
||||
|
||||
//While sync is on, do not loot quest items that are also Useful for master. Master
|
||||
if (!botAI->GetMaster() || !sPlayerbotAIConfig->syncQuestWithPlayer || !IsItemUsefulForQuest(botAI->GetMaster(), proto))
|
||||
if (IsItemUsefulForQuest(bot, proto))
|
||||
return ITEM_USAGE_QUEST;
|
||||
|
||||
if (proto->Class == ITEM_CLASS_PROJECTILE && bot->CanUseItem(proto) == EQUIP_ERR_OK)
|
||||
if (bot->getClass() == CLASS_HUNTER || bot->getClass() == CLASS_ROGUE || bot->getClass() == CLASS_WARRIOR)
|
||||
{
|
||||
if (Item* const pItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED))
|
||||
{
|
||||
uint32 subClass = 0;
|
||||
switch (pItem->GetTemplate()->SubClass)
|
||||
{
|
||||
case ITEM_SUBCLASS_WEAPON_GUN:
|
||||
subClass = ITEM_SUBCLASS_BULLET;
|
||||
break;
|
||||
case ITEM_SUBCLASS_WEAPON_BOW:
|
||||
case ITEM_SUBCLASS_WEAPON_CROSSBOW:
|
||||
subClass = ITEM_SUBCLASS_ARROW;
|
||||
break;
|
||||
}
|
||||
|
||||
if (proto->SubClass == subClass)
|
||||
{
|
||||
float ammo = BetterStacks(proto, "ammo");
|
||||
float needAmmo = (bot->getClass() == CLASS_HUNTER) ? 8 : 2;
|
||||
|
||||
if (ammo < needAmmo) //We already have enough of the current ammo.
|
||||
{
|
||||
ammo += CurrentStacks(proto);
|
||||
|
||||
if (ammo < needAmmo) //Buy ammo to get to the proper supply
|
||||
return ITEM_USAGE_AMMO;
|
||||
else if (ammo < needAmmo + 1)
|
||||
return ITEM_USAGE_KEEP; // Keep the ammo until we have too much.
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//Need to add something like free bagspace or item value.
|
||||
if (proto->SellPrice > 0)
|
||||
{
|
||||
if (proto->Quality > ITEM_QUALITY_NORMAL)
|
||||
{
|
||||
return ITEM_USAGE_AH;
|
||||
}
|
||||
else
|
||||
{
|
||||
return ITEM_USAGE_VENDOR;
|
||||
}
|
||||
}
|
||||
|
||||
return ITEM_USAGE_NONE;
|
||||
}
|
||||
|
||||
ItemUsage ItemUsageValue::QueryItemUsageForEquip(ItemTemplate const* itemProto)
|
||||
{
|
||||
if (bot->CanUseItem(itemProto) != EQUIP_ERR_OK)
|
||||
return ITEM_USAGE_NONE;
|
||||
|
||||
if (itemProto->InventoryType == INVTYPE_NON_EQUIP)
|
||||
return ITEM_USAGE_NONE;
|
||||
|
||||
Item* pItem = Item::CreateItem(itemProto->ItemId, 1, bot);
|
||||
if (!pItem)
|
||||
return ITEM_USAGE_NONE;
|
||||
|
||||
uint16 dest;
|
||||
InventoryResult result = bot->CanEquipItem(NULL_SLOT, dest, pItem, true, false);
|
||||
pItem->RemoveFromUpdateQueueOf(bot);
|
||||
delete pItem;
|
||||
|
||||
if (result != EQUIP_ERR_OK )
|
||||
return ITEM_USAGE_NONE;
|
||||
|
||||
if (itemProto->Class == ITEM_CLASS_QUIVER)
|
||||
if (bot->getClass() != CLASS_HUNTER)
|
||||
return ITEM_USAGE_NONE;
|
||||
|
||||
if (itemProto->Class == ITEM_CLASS_CONTAINER)
|
||||
{
|
||||
if (itemProto->SubClass != ITEM_SUBCLASS_CONTAINER)
|
||||
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.
|
||||
|
||||
if (GetSmallestBagSize() >= itemProto->ContainerSlots)
|
||||
return ITEM_USAGE_NONE;
|
||||
|
||||
return ITEM_USAGE_EQUIP;
|
||||
}
|
||||
|
||||
bool shouldEquip = false;
|
||||
uint32 statWeight = sRandomItemMgr->GetLiveStatWeight(bot, itemProto->ItemId);
|
||||
if (statWeight)
|
||||
shouldEquip = true;
|
||||
|
||||
if (itemProto->Class == ITEM_CLASS_WEAPON && !sRandomItemMgr->CanEquipWeapon(bot->getClass(), itemProto))
|
||||
shouldEquip = false;
|
||||
if (itemProto->Class == ITEM_CLASS_ARMOR && !sRandomItemMgr->CanEquipArmor(bot->getClass(), bot->getLevel(), itemProto))
|
||||
shouldEquip = false;
|
||||
|
||||
Item* oldItem = bot->GetItemByPos(dest);
|
||||
|
||||
//No item equiped
|
||||
if (!oldItem)
|
||||
if (shouldEquip)
|
||||
return ITEM_USAGE_EQUIP;
|
||||
else
|
||||
return ITEM_USAGE_BAD_EQUIP;
|
||||
|
||||
ItemTemplate const* oldItemProto = oldItem->GetTemplate();
|
||||
if (oldItem)
|
||||
{
|
||||
uint32 oldStatWeight = sRandomItemMgr->GetLiveStatWeight(bot, oldItemProto->ItemId);
|
||||
if (statWeight || oldStatWeight)
|
||||
{
|
||||
shouldEquip = statWeight >= oldStatWeight;
|
||||
}
|
||||
}
|
||||
|
||||
// Bigger quiver
|
||||
if (itemProto->Class == ITEM_CLASS_QUIVER)
|
||||
if (!oldItem || oldItemProto->ContainerSlots < itemProto->ContainerSlots)
|
||||
return ITEM_USAGE_EQUIP;
|
||||
else
|
||||
return ITEM_USAGE_NONE;
|
||||
|
||||
bool existingShouldEquip = true;
|
||||
if (oldItemProto->Class == ITEM_CLASS_WEAPON && !sRandomItemMgr->CanEquipWeapon(bot->getClass(), oldItemProto))
|
||||
existingShouldEquip = false;
|
||||
|
||||
if (oldItemProto->Class == ITEM_CLASS_ARMOR && !sRandomItemMgr->CanEquipArmor(bot->getClass(), bot->getLevel(), oldItemProto))
|
||||
existingShouldEquip = false;
|
||||
|
||||
uint32 oldItemPower = sRandomItemMgr->GetLiveStatWeight(bot, oldItemProto->ItemId);
|
||||
uint32 newItemPower = sRandomItemMgr->GetLiveStatWeight(bot, itemProto->ItemId);
|
||||
|
||||
//Compare items based on item level, quality or itemId.
|
||||
bool isBetter = false;
|
||||
if (newItemPower > oldItemPower)
|
||||
isBetter = true;
|
||||
else if (newItemPower == oldItemPower && itemProto->Quality > oldItemProto->Quality)
|
||||
isBetter = true;
|
||||
else if (newItemPower == oldItemPower && itemProto->Quality == oldItemProto->Quality && itemProto->ItemId > oldItemProto->ItemId)
|
||||
isBetter = true;
|
||||
|
||||
Item* item = CurrentItem(itemProto);
|
||||
bool itemIsBroken = item && item->GetUInt32Value(ITEM_FIELD_DURABILITY) == 0 && item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY) > 0;
|
||||
bool oldItemIsBroken = oldItem->GetUInt32Value(ITEM_FIELD_DURABILITY) == 0 && oldItem->GetUInt32Value(ITEM_FIELD_MAXDURABILITY) > 0;
|
||||
|
||||
if (itemProto->ItemId != oldItemProto->ItemId && (shouldEquip || !existingShouldEquip) && isBetter)
|
||||
{
|
||||
switch (itemProto->Class)
|
||||
{
|
||||
case ITEM_CLASS_ARMOR:
|
||||
if (oldItemProto->SubClass <= itemProto->SubClass)
|
||||
{
|
||||
if (itemIsBroken && !oldItemIsBroken)
|
||||
return ITEM_USAGE_BROKEN_EQUIP;
|
||||
else if (shouldEquip)
|
||||
return ITEM_USAGE_REPLACE;
|
||||
else
|
||||
return ITEM_USAGE_BAD_EQUIP;
|
||||
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
if (itemIsBroken && !oldItemIsBroken)
|
||||
return ITEM_USAGE_BROKEN_EQUIP;
|
||||
else if (shouldEquip)
|
||||
return ITEM_USAGE_EQUIP;
|
||||
else
|
||||
return ITEM_USAGE_BAD_EQUIP;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Item is not better but current item is broken and new one is not.
|
||||
if (oldItemIsBroken && !itemIsBroken)
|
||||
return ITEM_USAGE_EQUIP;
|
||||
|
||||
return ITEM_USAGE_NONE;
|
||||
}
|
||||
|
||||
//Return smaltest bag size equipped
|
||||
uint32 ItemUsageValue::GetSmallestBagSize()
|
||||
{
|
||||
int8 curSlot = 0;
|
||||
uint32 curSlots = 0;
|
||||
for (uint8 bag = INVENTORY_SLOT_BAG_START + 1; bag < INVENTORY_SLOT_BAG_END; ++bag)
|
||||
{
|
||||
if (Bag const* pBag = (Bag*)bot->GetItemByPos(INVENTORY_SLOT_BAG_0, bag))
|
||||
{
|
||||
if (curSlot > 0 && curSlots < pBag->GetBagSize())
|
||||
continue;
|
||||
|
||||
curSlot = pBag->GetSlot();
|
||||
curSlots = pBag->GetBagSize();
|
||||
}
|
||||
else
|
||||
return 0;
|
||||
}
|
||||
|
||||
return curSlots;
|
||||
}
|
||||
|
||||
bool ItemUsageValue::IsItemUsefulForQuest(Player* player, ItemTemplate const* proto)
|
||||
{
|
||||
for (uint8 slot = 0; slot < MAX_QUEST_LOG_SIZE; ++slot)
|
||||
{
|
||||
uint32 entry = player->GetQuestSlotQuestId(slot);
|
||||
Quest const* quest = sObjectMgr->GetQuestTemplate(entry);
|
||||
if (!quest)
|
||||
continue;
|
||||
|
||||
for (uint8 i = 0; i < 4; i++)
|
||||
{
|
||||
if (quest->RequiredItemId[i] != proto->ItemId)
|
||||
continue;
|
||||
|
||||
if (GET_PLAYERBOT_AI(player) && AI_VALUE2(uint32, "item count", proto->Name1) >= quest->RequiredItemCount[i])
|
||||
continue;
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool ItemUsageValue::IsItemNeededForSkill(ItemTemplate const* proto)
|
||||
{
|
||||
switch (proto->ItemId)
|
||||
{
|
||||
case 2901: //Mining pick
|
||||
return botAI->HasSkill(SKILL_MINING);
|
||||
case 5956: //Blacksmith Hammer
|
||||
return botAI->HasSkill(SKILL_BLACKSMITHING) || botAI->HasSkill(SKILL_ENGINEERING);
|
||||
case 6219: //Arclight Spanner
|
||||
return botAI->HasSkill(SKILL_ENGINEERING);
|
||||
case 6218: // Runed copper rod
|
||||
return botAI->HasSkill(SKILL_ENCHANTING);
|
||||
case 6339: // Runed silver rod
|
||||
return botAI->HasSkill(SKILL_ENCHANTING);
|
||||
case 11130: // Runed golden rod
|
||||
return botAI->HasSkill(SKILL_ENCHANTING);
|
||||
case 11145: // Runed truesilver rod
|
||||
return botAI->HasSkill(SKILL_ENCHANTING);
|
||||
case 16207: //Runed Arcanite Rod
|
||||
return botAI->HasSkill(SKILL_ENCHANTING);
|
||||
case 7005: //Skinning Knife
|
||||
return botAI->HasSkill(SKILL_SKINNING);
|
||||
case 4471: //Flint and Tinder
|
||||
return botAI->HasSkill(SKILL_COOKING);
|
||||
case 4470: //Simple Wood
|
||||
return botAI->HasSkill(SKILL_COOKING);
|
||||
case 6256: //Fishing Rod
|
||||
return botAI->HasSkill(SKILL_FISHING);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool ItemUsageValue::IsItemUsefulForSkill(ItemTemplate const* proto)
|
||||
{
|
||||
switch (proto->Class)
|
||||
{
|
||||
case ITEM_CLASS_TRADE_GOODS:
|
||||
case ITEM_CLASS_MISC:
|
||||
case ITEM_CLASS_REAGENT:
|
||||
case ITEM_CLASS_GEM:
|
||||
{
|
||||
if (botAI->HasSkill(SKILL_TAILORING) && RandomItemMgr::IsUsedBySkill(proto, SKILL_TAILORING))
|
||||
return true;
|
||||
if (botAI->HasSkill(SKILL_LEATHERWORKING) && RandomItemMgr::IsUsedBySkill(proto, SKILL_LEATHERWORKING))
|
||||
return true;
|
||||
if (botAI->HasSkill(SKILL_ENGINEERING) && RandomItemMgr::IsUsedBySkill(proto, SKILL_ENGINEERING))
|
||||
return true;
|
||||
if (botAI->HasSkill(SKILL_BLACKSMITHING) && RandomItemMgr::IsUsedBySkill(proto, SKILL_BLACKSMITHING))
|
||||
return true;
|
||||
if (botAI->HasSkill(SKILL_ALCHEMY) && RandomItemMgr::IsUsedBySkill(proto, SKILL_ALCHEMY))
|
||||
return true;
|
||||
if (botAI->HasSkill(SKILL_ENCHANTING) && RandomItemMgr::IsUsedBySkill(proto, SKILL_ENCHANTING))
|
||||
return true;
|
||||
if (botAI->HasSkill(SKILL_FISHING) && RandomItemMgr::IsUsedBySkill(proto, SKILL_FISHING))
|
||||
return true;
|
||||
if (botAI->HasSkill(SKILL_FIRST_AID) && RandomItemMgr::IsUsedBySkill(proto, SKILL_FIRST_AID))
|
||||
return true;
|
||||
if (botAI->HasSkill(SKILL_COOKING) && RandomItemMgr::IsUsedBySkill(proto, SKILL_COOKING))
|
||||
return true;
|
||||
if (botAI->HasSkill(SKILL_JEWELCRAFTING) && RandomItemMgr::IsUsedBySkill(proto, SKILL_JEWELCRAFTING))
|
||||
return true;
|
||||
if (botAI->HasSkill(SKILL_MINING) && (RandomItemMgr::IsUsedBySkill(proto, SKILL_MINING) || RandomItemMgr::IsUsedBySkill(proto, SKILL_BLACKSMITHING) ||
|
||||
RandomItemMgr::IsUsedBySkill(proto, SKILL_JEWELCRAFTING) || RandomItemMgr::IsUsedBySkill(proto, SKILL_ENGINEERING)))
|
||||
return true;
|
||||
if (botAI->HasSkill(SKILL_SKINNING) && (RandomItemMgr::IsUsedBySkill(proto, SKILL_SKINNING) || RandomItemMgr::IsUsedBySkill(proto, SKILL_LEATHERWORKING)))
|
||||
return true;
|
||||
if (botAI->HasSkill(SKILL_HERBALISM) && (RandomItemMgr::IsUsedBySkill(proto, SKILL_HERBALISM) || RandomItemMgr::IsUsedBySkill(proto, SKILL_ALCHEMY)))
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
case ITEM_CLASS_RECIPE:
|
||||
{
|
||||
if (bot->HasSpell(proto->Spells[2].SpellId))
|
||||
break;
|
||||
|
||||
switch (proto->SubClass)
|
||||
{
|
||||
case ITEM_SUBCLASS_LEATHERWORKING_PATTERN:
|
||||
return botAI->HasSkill(SKILL_LEATHERWORKING);
|
||||
case ITEM_SUBCLASS_TAILORING_PATTERN:
|
||||
return botAI->HasSkill(SKILL_TAILORING);
|
||||
case ITEM_SUBCLASS_ENGINEERING_SCHEMATIC:
|
||||
return botAI->HasSkill(SKILL_ENGINEERING);
|
||||
case ITEM_SUBCLASS_BLACKSMITHING:
|
||||
return botAI->HasSkill(SKILL_BLACKSMITHING);
|
||||
case ITEM_SUBCLASS_COOKING_RECIPE:
|
||||
return botAI->HasSkill(SKILL_COOKING);
|
||||
case ITEM_SUBCLASS_ALCHEMY_RECIPE:
|
||||
return botAI->HasSkill(SKILL_ALCHEMY);
|
||||
case ITEM_SUBCLASS_FIRST_AID_MANUAL:
|
||||
return botAI->HasSkill(SKILL_FIRST_AID);
|
||||
case ITEM_SUBCLASS_ENCHANTING_FORMULA:
|
||||
return botAI->HasSkill(SKILL_ENCHANTING);
|
||||
case ITEM_SUBCLASS_FISHING_MANUAL:
|
||||
return botAI->HasSkill(SKILL_FISHING);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool ItemUsageValue::IsItemNeededForUsefullSpell(ItemTemplate const* proto, bool checkAllReagents)
|
||||
{
|
||||
for (auto spellId : SpellsUsingItem(proto->ItemId, bot))
|
||||
{
|
||||
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
|
||||
if (!spellInfo)
|
||||
continue;
|
||||
|
||||
if (checkAllReagents && !HasItemsNeededForSpell(spellId, proto))
|
||||
continue;
|
||||
|
||||
if (SpellGivesSkillUp(spellId, bot))
|
||||
return true;
|
||||
|
||||
uint32 newItemId = spellInfo->Effects[EFFECT_0].ItemType;
|
||||
if (newItemId && newItemId != proto->ItemId)
|
||||
{
|
||||
ItemUsage usage = AI_VALUE2(ItemUsage, "item usage", newItemId);
|
||||
|
||||
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)
|
||||
continue;
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool ItemUsageValue::HasItemsNeededForSpell(uint32 spellId, ItemTemplate const* proto)
|
||||
{
|
||||
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
|
||||
if (!spellInfo)
|
||||
return false;
|
||||
|
||||
for (uint8 i = 0; i < MAX_SPELL_REAGENTS; i++)
|
||||
if (spellInfo->ReagentCount[i] > 0 && spellInfo->Reagent[i])
|
||||
{
|
||||
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.
|
||||
continue;
|
||||
|
||||
ItemTemplate const* reqProto = sObjectMgr->GetItemTemplate(spellInfo->Reagent[i]);
|
||||
|
||||
uint32 count = AI_VALUE2(uint32, "item count", reqProto->Name1);
|
||||
|
||||
if (count < spellInfo->ReagentCount[i])
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
Item* ItemUsageValue::CurrentItem(ItemTemplate const* proto)
|
||||
{
|
||||
Item* bestItem = nullptr;
|
||||
std::vector<Item*> found = AI_VALUE2(std::vector<Item*>, "inventory items", chat->FormatItem(proto));
|
||||
for (auto item : found)
|
||||
{
|
||||
if (bestItem && item->GetUInt32Value(ITEM_FIELD_DURABILITY) < bestItem->GetUInt32Value(ITEM_FIELD_DURABILITY))
|
||||
continue;
|
||||
|
||||
if (bestItem && item->GetCount() < bestItem->GetCount())
|
||||
continue;
|
||||
|
||||
bestItem = item;
|
||||
}
|
||||
|
||||
return bestItem;
|
||||
}
|
||||
|
||||
float ItemUsageValue::CurrentStacks(ItemTemplate const* proto)
|
||||
{
|
||||
uint32 maxStack = proto->GetMaxStackSize();
|
||||
|
||||
std::vector<Item*> found = AI_VALUE2(std::vector<Item*>, "inventory items", chat->FormatItem(proto));
|
||||
|
||||
float itemCount = 0;
|
||||
|
||||
for (auto stack : found)
|
||||
{
|
||||
itemCount += stack->GetCount();
|
||||
}
|
||||
|
||||
return itemCount / maxStack;
|
||||
}
|
||||
|
||||
float ItemUsageValue::BetterStacks(ItemTemplate const* proto, std::string const itemType)
|
||||
{
|
||||
std::vector<Item*> items = AI_VALUE2(std::vector<Item*>, "inventory items", itemType);
|
||||
|
||||
float stacks = 0;
|
||||
|
||||
for (auto& otherItem : items)
|
||||
{
|
||||
ItemTemplate const* otherProto = otherItem->GetTemplate();
|
||||
|
||||
if (otherProto->Class != proto->Class || otherProto->SubClass != proto->SubClass)
|
||||
continue;
|
||||
|
||||
if (otherProto->ItemLevel < proto->ItemLevel)
|
||||
continue;
|
||||
|
||||
if (otherProto->ItemId == proto->ItemId)
|
||||
continue;
|
||||
|
||||
stacks += CurrentStacks(otherProto);
|
||||
}
|
||||
|
||||
return stacks;
|
||||
}
|
||||
|
||||
std::vector<uint32> ItemUsageValue::SpellsUsingItem(uint32 itemId, Player* bot)
|
||||
{
|
||||
std::vector<uint32> retSpells;
|
||||
|
||||
PlayerSpellMap const& spellMap = bot->GetSpellMap();
|
||||
|
||||
for (auto& spell : spellMap)
|
||||
{
|
||||
uint32 spellId = spell.first;
|
||||
|
||||
if (spell.second->State == PLAYERSPELL_REMOVED || !spell.second->Active)
|
||||
continue;
|
||||
|
||||
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
|
||||
if (!spellInfo)
|
||||
continue;
|
||||
|
||||
if (spellInfo->IsPassive())
|
||||
continue;
|
||||
|
||||
if (spellInfo->Effects[EFFECT_0].Effect != SPELL_EFFECT_CREATE_ITEM)
|
||||
continue;
|
||||
|
||||
for (uint8 i = 0; i < MAX_SPELL_REAGENTS; i++)
|
||||
if (spellInfo->ReagentCount[i] > 0 && spellInfo->Reagent[i] == itemId)
|
||||
retSpells.push_back(spellId);
|
||||
}
|
||||
|
||||
return retSpells;
|
||||
}
|
||||
|
||||
inline int32 SkillGainChance(uint32 SkillValue, uint32 GrayLevel, uint32 GreenLevel, uint32 YellowLevel)
|
||||
{
|
||||
if (SkillValue >= GrayLevel)
|
||||
return sWorld->getIntConfig(CONFIG_SKILL_CHANCE_GREY) * 10;
|
||||
|
||||
if (SkillValue >= GreenLevel)
|
||||
return sWorld->getIntConfig(CONFIG_SKILL_CHANCE_GREEN) * 10;
|
||||
|
||||
if (SkillValue >= YellowLevel)
|
||||
return sWorld->getIntConfig(CONFIG_SKILL_CHANCE_YELLOW) * 10;
|
||||
|
||||
return sWorld->getIntConfig(CONFIG_SKILL_CHANCE_ORANGE) * 10;
|
||||
}
|
||||
|
||||
bool ItemUsageValue::SpellGivesSkillUp(uint32 spellId, Player* bot)
|
||||
{
|
||||
SkillLineAbilityMapBounds bounds = sSpellMgr->GetSkillLineAbilityMapBounds(spellId);
|
||||
|
||||
for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
|
||||
{
|
||||
SkillLineAbilityEntry const* skill = _spell_idx->second;
|
||||
if (skill->SkillLine)
|
||||
{
|
||||
uint32 SkillValue = bot->GetPureSkillValue(skill->SkillLine);
|
||||
|
||||
uint32 craft_skill_gain = sWorld->getIntConfig(CONFIG_SKILL_GAIN_CRAFTING);
|
||||
|
||||
if (SkillGainChance(SkillValue, skill->TrivialSkillLineRankHigh, (skill->TrivialSkillLineRankHigh + skill->TrivialSkillLineRankLow) / 2, skill->TrivialSkillLineRankLow) > 0)
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
std::string const ItemUsageValue::GetConsumableType(ItemTemplate const* proto, bool hasMana)
|
||||
{
|
||||
std::string const foodType = "";
|
||||
|
||||
if ((proto->SubClass == ITEM_SUBCLASS_CONSUMABLE || proto->SubClass == ITEM_SUBCLASS_FOOD))
|
||||
{
|
||||
if (proto->Spells[0].SpellCategory == 11)
|
||||
return "food";
|
||||
else if (proto->Spells[0].SpellCategory == 59 && hasMana)
|
||||
return "drink";
|
||||
}
|
||||
|
||||
if (proto->SubClass == ITEM_SUBCLASS_POTION || proto->SubClass == ITEM_SUBCLASS_FLASK)
|
||||
{
|
||||
for (int j = 0; j < MAX_ITEM_PROTO_SPELLS; j++)
|
||||
{
|
||||
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(proto->Spells[j].SpellId);
|
||||
if (spellInfo)
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
if (spellInfo->Effects[i].Effect == SPELL_EFFECT_ENERGIZE && hasMana)
|
||||
return "mana potion";
|
||||
|
||||
if (spellInfo->Effects[i].Effect == SPELL_EFFECT_HEAL)
|
||||
return "healing potion";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (proto->SubClass == ITEM_SUBCLASS_BANDAGE)
|
||||
{
|
||||
return "bandage";
|
||||
}
|
||||
|
||||
return "";
|
||||
}
|
||||
Reference in New Issue
Block a user