mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-28 07:56:24 +00:00
Update EquipAction.cpp
This commit is contained in:
@@ -91,22 +91,29 @@ void EquipAction::EquipItem(Item* item)
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uint8 dstSlot = botAI->FindEquipSlot(itemProto, NULL_SLOT, true);
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uint8 dstSlot = botAI->FindEquipSlot(itemProto, NULL_SLOT, true);
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bool have2HWeapon = false;
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bool have2HWeapon = false;
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bool isValidTGWeapon = false;
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bool isValidTGWeapon = false;
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if (dstSlot == EQUIPMENT_SLOT_MAINHAND)
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if (bot->CanTitanGrip() && itemProto->InventoryType == INVTYPE_2HWEAPON)
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{
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isValidTGWeapon = (itemProto->SubClass == ITEM_SUBCLASS_WEAPON_AXE2 ||
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itemProto->SubClass == ITEM_SUBCLASS_WEAPON_MACE2 ||
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itemProto->SubClass == ITEM_SUBCLASS_WEAPON_SWORD2);
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}
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// Check if we currently have a 2H weapon in main hand
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{
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{
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Item* currentWeapon = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
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Item* currentWeapon = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
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have2HWeapon = currentWeapon && currentWeapon->GetTemplate()->InventoryType == INVTYPE_2HWEAPON;
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have2HWeapon = currentWeapon && currentWeapon->GetTemplate()->InventoryType == INVTYPE_2HWEAPON;
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isValidTGWeapon = itemProto->SubClass == ITEM_SUBCLASS_WEAPON_AXE2 ||
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itemProto->SubClass == ITEM_SUBCLASS_WEAPON_MACE2 ||
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itemProto->SubClass == ITEM_SUBCLASS_WEAPON_SWORD2;
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}
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}
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// New logic: Ensure strongest weapon is in main hand for dual wield/Titan Grip scenarios
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bool isWeapon = (itemProto->Class == ITEM_CLASS_WEAPON);
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bool isWeapon = (itemProto->Class == ITEM_CLASS_WEAPON);
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bool canDualWieldOrTG = (bot->CanDualWield() || (bot->CanTitanGrip() && itemProto->InventoryType == INVTYPE_2HWEAPON));
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bool canDualWieldOrTG = (bot->CanDualWield() || (bot->CanTitanGrip() && itemProto->InventoryType == INVTYPE_2HWEAPON));
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if (isWeapon && canDualWieldOrTG && dstSlot == EQUIPMENT_SLOT_MAINHAND &&
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((itemProto->InventoryType != INVTYPE_2HWEAPON && !have2HWeapon) || (bot->CanTitanGrip() && isValidTGWeapon)))
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// Perform best-weapon logic if this is a weapon and the bot can dual wield or Titan Grip
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if (isWeapon && canDualWieldOrTG &&
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((itemProto->InventoryType != INVTYPE_2HWEAPON && !have2HWeapon) ||
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(bot->CanTitanGrip() && isValidTGWeapon)))
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{
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{
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// Compare current mainhand and offhand weapons to the new item
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// Compare new item to mainhand and offhand regardless of initial dstSlot
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Item* mainHandItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
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Item* mainHandItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
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Item* offHandItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
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Item* offHandItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
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@@ -118,29 +125,24 @@ void EquipAction::EquipItem(Item* item)
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float mainHandScore = mainHandItem ? calculator.CalculateItem(mainHandItem->GetTemplate()->ItemId) : 0.0f;
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float mainHandScore = mainHandItem ? calculator.CalculateItem(mainHandItem->GetTemplate()->ItemId) : 0.0f;
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float offHandScore = offHandItem ? calculator.CalculateItem(offHandItem->GetTemplate()->ItemId) : 0.0f;
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float offHandScore = offHandItem ? calculator.CalculateItem(offHandItem->GetTemplate()->ItemId) : 0.0f;
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// Determine if new weapon is best
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bool newIsBest = (newItemScore > mainHandScore && newItemScore > offHandScore);
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bool newIsBest = (newItemScore > mainHandScore && newItemScore > offHandScore);
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bool betterThanOff = (newItemScore > offHandScore) && !newIsBest;
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bool betterThanOff = (newItemScore > offHandScore) && !newIsBest;
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// Check that the new item can go main hand
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bool canGoMain = (itemProto->InventoryType == INVTYPE_WEAPON ||
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bool canGoMain = (itemProto->InventoryType == INVTYPE_WEAPON ||
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itemProto->InventoryType == INVTYPE_WEAPONMAINHAND ||
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itemProto->InventoryType == INVTYPE_WEAPONMAINHAND ||
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(bot->CanTitanGrip() && itemProto->InventoryType == INVTYPE_2HWEAPON));
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(bot->CanTitanGrip() && itemProto->InventoryType == INVTYPE_2HWEAPON));
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// Check Titan Grip offhand eligibility
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bool canTGOff = false;
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bool canTGOff = false;
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if (bot->CanTitanGrip() && itemProto->InventoryType == INVTYPE_2HWEAPON)
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if (bot->CanTitanGrip() && itemProto->InventoryType == INVTYPE_2HWEAPON)
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{
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{
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// Titan Grip allows 2H axes, maces, swords in offhand
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// Titan Grip allows certain 2H weapons in offhand
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canTGOff = (isValidTGWeapon);
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canTGOff = isValidTGWeapon;
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}
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}
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// Check that the new item can go off hand
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bool canGoOff = (itemProto->InventoryType == INVTYPE_WEAPON ||
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bool canGoOff = (itemProto->InventoryType == INVTYPE_WEAPON ||
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itemProto->InventoryType == INVTYPE_WEAPONOFFHAND ||
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itemProto->InventoryType == INVTYPE_WEAPONOFFHAND ||
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canTGOff);
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canTGOff);
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// Check what the main hand item can do if we move it
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bool mainHandCanGoOff = false;
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bool mainHandCanGoOff = false;
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if (mainHandItem)
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if (mainHandItem)
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{
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{
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@@ -149,14 +151,18 @@ void EquipAction::EquipItem(Item* item)
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(mhProto->SubClass == ITEM_SUBCLASS_WEAPON_AXE2 ||
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(mhProto->SubClass == ITEM_SUBCLASS_WEAPON_AXE2 ||
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mhProto->SubClass == ITEM_SUBCLASS_WEAPON_MACE2 ||
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mhProto->SubClass == ITEM_SUBCLASS_WEAPON_MACE2 ||
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mhProto->SubClass == ITEM_SUBCLASS_WEAPON_SWORD2));
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mhProto->SubClass == ITEM_SUBCLASS_WEAPON_SWORD2));
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mainHandCanGoOff = (mhProto->InventoryType == INVTYPE_WEAPON ||
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mainHandCanGoOff = (mhProto->InventoryType == INVTYPE_WEAPON ||
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mhProto->InventoryType == INVTYPE_WEAPONOFFHAND ||
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mhProto->InventoryType == INVTYPE_WEAPONOFFHAND ||
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(mhProto->InventoryType == INVTYPE_2HWEAPON && mhIsValidTG));
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(mhProto->InventoryType == INVTYPE_2HWEAPON && mhIsValidTG));
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}
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}
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// If new weapon is best of all three, put it in main hand// If new weapon is best of all three, put it in main hand
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// Decide final equip slot based on comparison
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if (newIsBest && canGoMain)
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if (newIsBest && canGoMain)
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{
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{
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// Equip in main hand
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dstSlot = EQUIPMENT_SLOT_MAINHAND;
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// Equip new weapon in main hand
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// Equip new weapon in main hand
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{
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{
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WorldPacket eqPacket(CMSG_AUTOEQUIP_ITEM_SLOT, 2);
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WorldPacket eqPacket(CMSG_AUTOEQUIP_ITEM_SLOT, 2);
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@@ -164,11 +170,10 @@ void EquipAction::EquipItem(Item* item)
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eqPacket << newItemGuid << uint8(EQUIPMENT_SLOT_MAINHAND);
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eqPacket << newItemGuid << uint8(EQUIPMENT_SLOT_MAINHAND);
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bot->GetSession()->HandleAutoEquipItemSlotOpcode(eqPacket);
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bot->GetSession()->HandleAutoEquipItemSlotOpcode(eqPacket);
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}
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}
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// If there was a main hand item, try to move it to offhand if it improves offhand
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// If there was a main hand item, try to move it to offhand if it improves offhand
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if (mainHandItem && mainHandCanGoOff)
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if (mainHandItem && mainHandCanGoOff)
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{
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{
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// Only move if it's better than the current offhand or offhand is empty
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if (!offHandItem || mainHandScore > offHandScore)
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if (!offHandItem || mainHandScore > offHandScore)
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{
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{
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WorldPacket offhandPacket(CMSG_AUTOEQUIP_ITEM_SLOT, 2);
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WorldPacket offhandPacket(CMSG_AUTOEQUIP_ITEM_SLOT, 2);
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@@ -177,7 +182,7 @@ void EquipAction::EquipItem(Item* item)
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bot->GetSession()->HandleAutoEquipItemSlotOpcode(offhandPacket);
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bot->GetSession()->HandleAutoEquipItemSlotOpcode(offhandPacket);
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}
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}
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}
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}
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std::ostringstream out;
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std::ostringstream out;
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out << "equipping " << chat->FormatItem(itemProto) << " as the best weapon in main hand";
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out << "equipping " << chat->FormatItem(itemProto) << " as the best weapon in main hand";
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botAI->TellMaster(out);
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botAI->TellMaster(out);
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@@ -185,21 +190,14 @@ void EquipAction::EquipItem(Item* item)
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}
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}
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else if (betterThanOff && canGoOff)
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else if (betterThanOff && canGoOff)
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{
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{
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// If offhand is empty, just verify logic:
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// Equip in offhand
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// Since newIsBest is false, the main hand is already equal or better than the new weapon.
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dstSlot = EQUIPMENT_SLOT_OFFHAND;
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// Thus, equipping this weapon in offhand is safe and correct.
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if (!offHandItem)
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{
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// No additional main hand check needed because if it were better than main hand,
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// newIsBest would have triggered above.
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}
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// Equip the new weapon in offhand
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WorldPacket eqPacket(CMSG_AUTOEQUIP_ITEM_SLOT, 2);
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WorldPacket eqPacket(CMSG_AUTOEQUIP_ITEM_SLOT, 2);
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ObjectGuid newItemGuid = item->GetGUID();
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ObjectGuid newItemGuid = item->GetGUID();
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eqPacket << newItemGuid << uint8(EQUIPMENT_SLOT_OFFHAND);
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eqPacket << newItemGuid << uint8(EQUIPMENT_SLOT_OFFHAND);
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bot->GetSession()->HandleAutoEquipItemSlotOpcode(eqPacket);
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bot->GetSession()->HandleAutoEquipItemSlotOpcode(eqPacket);
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std::ostringstream out;
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std::ostringstream out;
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out << "equipping " << chat->FormatItem(itemProto) << " in offhand";
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out << "equipping " << chat->FormatItem(itemProto) << " in offhand";
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botAI->TellMaster(out);
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botAI->TellMaster(out);
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@@ -207,12 +205,14 @@ void EquipAction::EquipItem(Item* item)
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}
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}
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else
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else
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{
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{
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// Not an improvement or can't place it properly, do nothing
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// Not an improvement, do nothing and return
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return;
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return;
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}
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}
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}
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}
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// Existing logic below - do not remove or modify existing comments
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// If we reach here, either not a dual-wield scenario, not a better weapon scenario,
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// or the item isn't a weapon. Fall back to existing logic.
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if (dstSlot == EQUIPMENT_SLOT_FINGER1 ||
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if (dstSlot == EQUIPMENT_SLOT_FINGER1 ||
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dstSlot == EQUIPMENT_SLOT_TRINKET1 ||
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dstSlot == EQUIPMENT_SLOT_TRINKET1 ||
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(dstSlot == EQUIPMENT_SLOT_MAINHAND && bot->CanDualWield() &&
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(dstSlot == EQUIPMENT_SLOT_MAINHAND && bot->CanDualWield() &&
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@@ -231,8 +231,7 @@ void EquipAction::EquipItem(Item* item)
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StatsWeightCalculator calculator(bot);
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StatsWeightCalculator calculator(bot);
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calculator.SetItemSetBonus(false);
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calculator.SetItemSetBonus(false);
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calculator.SetOverflowPenalty(false);
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calculator.SetOverflowPenalty(false);
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// float newItemScore = calculator.CalculateItem(itemId);
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float equippedItemScore[2] = {
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float equippedItemScore[2] = {
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equippedItemScore[0] = calculator.CalculateItem(equippedItems[0]->GetTemplate()->ItemId),
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equippedItemScore[0] = calculator.CalculateItem(equippedItems[0]->GetTemplate()->ItemId),
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equippedItemScore[1] = calculator.CalculateItem(equippedItems[1]->GetTemplate()->ItemId)
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equippedItemScore[1] = calculator.CalculateItem(equippedItems[1]->GetTemplate()->ItemId)
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@@ -244,22 +243,18 @@ void EquipAction::EquipItem(Item* item)
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dstSlot++;
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dstSlot++;
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}
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}
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}
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}
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else // No item equipped in slot 2, equip in that slot instead of replacing first item
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else // No item equipped in slot 2, equip in that slot
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{
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{
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dstSlot++;
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dstSlot++;
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}
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}
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}
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}
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}
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}
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// Perform the final equip if no special logic applied
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WorldPacket packet(CMSG_AUTOEQUIP_ITEM_SLOT, 2);
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WorldPacket packet(CMSG_AUTOEQUIP_ITEM_SLOT, 2);
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ObjectGuid itemguid = item->GetGUID();
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ObjectGuid itemguid = item->GetGUID();
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packet << itemguid << dstSlot;
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packet << itemguid << dstSlot;
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bot->GetSession()->HandleAutoEquipItemSlotOpcode(packet);
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bot->GetSession()->HandleAutoEquipItemSlotOpcode(packet);
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// WorldPacket packet(CMSG_AUTOEQUIP_ITEM, 2);
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// packet << bagIndex << slot;
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// bot->GetSession()->HandleAutoEquipItemOpcode(packet);
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}
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}
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}
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}
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@@ -268,6 +263,7 @@ void EquipAction::EquipItem(Item* item)
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botAI->TellMaster(out);
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botAI->TellMaster(out);
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}
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}
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bool EquipUpgradesAction::Execute(Event event)
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bool EquipUpgradesAction::Execute(Event event)
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{
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{
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if (!sPlayerbotAIConfig->autoEquipUpgradeLoot && !sRandomPlayerbotMgr->IsRandomBot(bot))
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if (!sPlayerbotAIConfig->autoEquipUpgradeLoot && !sRandomPlayerbotMgr->IsRandomBot(bot))
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