Removed unnecessary spaces

This commit is contained in:
Revision
2025-09-19 22:43:50 +02:00
parent ace813516d
commit fcb956ec1b
194 changed files with 100566 additions and 100566 deletions

View File

@@ -75,8 +75,8 @@ ItemUsage ItemUsageValue::Calculate()
if (proto->Class == ITEM_CLASS_KEY)
return ITEM_USAGE_USE;
if (proto->Class == ITEM_CLASS_CONSUMABLE &&
if (proto->Class == ITEM_CLASS_CONSUMABLE &&
(proto->MaxCount == 0 || AI_VALUE2(uint32, "item count", proto->Name1) < proto->MaxCount))
{
std::string const foodType = GetConsumableType(proto, bot->GetPower(POWER_MANA));
@@ -127,34 +127,34 @@ ItemUsage ItemUsageValue::Calculate()
bool isSelfBot = (master == bot);
bool botNeedsItemForQuest = IsItemUsefulForQuest(bot, proto);
bool masterNeedsItemForQuest = master && sPlayerbotAIConfig->syncQuestWithPlayer && IsItemUsefulForQuest(master, proto);
// Identify the source of loot
LootObject lootObject = AI_VALUE(LootObject, "loot target");
// Get GUID of loot source
ObjectGuid lootGuid = lootObject.guid;
// Check if loot source is an item
bool isLootFromItem = lootGuid.IsItem();
// If the loot is from an item in the bots bags, ignore syncQuestWithPlayer
if (isLootFromItem && botNeedsItemForQuest)
{
return ITEM_USAGE_QUEST;
}
// If the bot is NOT acting alone and the master needs this quest item, defer to the master
if (!isSelfBot && masterNeedsItemForQuest)
{
return ITEM_USAGE_NONE;
}
// If the bot itself needs the item for a quest, allow looting
if (botNeedsItemForQuest)
{
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)
@@ -194,7 +194,7 @@ ItemUsage ItemUsageValue::Calculate()
{
uint32 currentAmmoDPS = (currentAmmoProto->Damage[0].DamageMin + currentAmmoProto->Damage[0].DamageMax) * 1000 / 2;
uint32 newAmmoDPS = (proto->Damage[0].DamageMin + proto->Damage[0].DamageMax) * 1000 / 2;
if (newAmmoDPS > currentAmmoDPS) // New ammo meets upgrade condition
{
return ITEM_USAGE_EQUIP;
@@ -208,7 +208,7 @@ ItemUsage ItemUsageValue::Calculate()
if (ammoCount < requiredAmmo)
{
ammoCount += CurrentStacks(proto);
if (ammoCount < requiredAmmo) // Buy ammo to reach the proper supply
return ITEM_USAGE_AMMO;
else if (ammoCount < requiredAmmo + 1)
@@ -265,18 +265,18 @@ ItemUsage ItemUsageValue::QueryItemUsageForEquip(ItemTemplate const* itemProto,
{
needToCheckUnique = true;
}
if (needToCheckUnique)
{
// Count the total number of the item (equipped + in bags)
uint32 totalItemCount = bot->GetItemCount(itemProto->ItemId, true);
// Count the number of the item in bags only
uint32 bagItemCount = bot->GetItemCount(itemProto->ItemId, false);
// Determine if the unique item is already equipped
bool isEquipped = (totalItemCount > bagItemCount);
if (isEquipped)
{
return ITEM_USAGE_NONE; // Item is already equipped
@@ -305,9 +305,9 @@ ItemUsage ItemUsageValue::QueryItemUsageForEquip(ItemTemplate const* itemProto,
StatsWeightCalculator calculator(bot);
calculator.SetItemSetBonus(false);
calculator.SetOverflowPenalty(false);
float itemScore = calculator.CalculateItem(itemProto->ItemId, randomPropertyId);
if (itemScore)
shouldEquip = true;
@@ -343,12 +343,12 @@ ItemUsage ItemUsageValue::QueryItemUsageForEquip(ItemTemplate const* itemProto,
{
Item* currentWeapon = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
have2HWeapon = currentWeapon && currentWeapon->GetTemplate()->InventoryType == INVTYPE_2HWEAPON;
// Determine if the new weapon is a valid Titan Grip weapon
isValidTGWeapon = (itemProto->SubClass == ITEM_SUBCLASS_WEAPON_AXE2 ||
itemProto->SubClass == ITEM_SUBCLASS_WEAPON_MACE2 ||
itemProto->SubClass == ITEM_SUBCLASS_WEAPON_SWORD2);
// If the bot can Titan Grip, ignore any 2H weapon that isn't a 2H sword, mace, or axe.
if (bot->CanTitanGrip())
{
@@ -358,15 +358,15 @@ ItemUsage ItemUsageValue::QueryItemUsageForEquip(ItemTemplate const* itemProto,
return ITEM_USAGE_NONE;
}
}
// Now handle the logic for equipping and possible offhand slots
// If the bot can Dual Wield and:
// - The weapon is not 2H and we currently don't have a 2H weapon equipped
// OR
// - The bot can Titan Grip and it is a valid TG weapon
// Then we can consider the offhand slot as well.
if (bot->CanDualWield() &&
((itemProto->InventoryType != INVTYPE_2HWEAPON && !have2HWeapon) ||
if (bot->CanDualWield() &&
((itemProto->InventoryType != INVTYPE_2HWEAPON && !have2HWeapon) ||
(bot->CanTitanGrip() && isValidTGWeapon)))
{
possibleSlots = 2;
@@ -440,7 +440,7 @@ ItemUsage ItemUsageValue::QueryItemUsageForEquip(ItemTemplate const* itemProto,
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 && (shouldEquipInSlot || !existingShouldEquip) && isBetter)
{
switch (itemProto->Class)