/* * Copyright (C) 2016+ AzerothCore , 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 "QuestAction.h" #include #include "Chat.h" #include "ChatHelper.h" #include "Event.h" #include "ItemTemplate.h" #include "ObjectGuid.h" #include "ObjectMgr.h" #include "Playerbots.h" #include "ReputationMgr.h" #include "ServerFacade.h" #include "BroadcastHelper.h" bool QuestAction::Execute(Event event) { ObjectGuid guid = event.getObject(); Player* master = GetMaster(); // Checks if the bot and botAI are valid if (!bot || !botAI) return false; // Sets guid based on bot or master target if (!guid) { if (!master) { guid = bot->GetTarget(); } else { guid = master->GetTarget(); } } if (guid) { return ProcessQuests(guid); } bool result = false; // Check the nearest NPCs GuidVector npcs = AI_VALUE(GuidVector, "nearest npcs"); for (const auto& npc : npcs) { Unit* unit = botAI->GetUnit(npc); if (unit && bot->GetDistance(unit) <= INTERACTION_DISTANCE) { result |= ProcessQuests(unit); } } // Checks the nearest game objects GuidVector gos = AI_VALUE(GuidVector, "nearest game objects"); for (const auto& go : gos) { GameObject* gameobj = botAI->GetGameObject(go); if (gameobj && bot->GetDistance(gameobj) <= INTERACTION_DISTANCE) { result |= ProcessQuests(gameobj); } } return result; } bool QuestAction::CompleteQuest(Player* player, uint32 entry) { Quest const* pQuest = sObjectMgr->GetQuestTemplate(entry); // If player doesn't have the quest if (!pQuest || player->GetQuestStatus(entry) == QUEST_STATUS_NONE) { return false; } // Add quest items for quests that require items for (uint8 x = 0; x < QUEST_ITEM_OBJECTIVES_COUNT; ++x) { uint32 id = pQuest->RequiredItemId[x]; uint32 count = pQuest->RequiredItemCount[x]; if (!id || !count) { continue; } uint32 curItemCount = player->GetItemCount(id, true); ItemPosCountVec dest; uint8 msg = player->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, id, count - curItemCount); if (msg == EQUIP_ERR_OK) { Item* item = player->StoreNewItem(dest, id, true); player->SendNewItem(item, count - curItemCount, true, false); } } // All creature/GO slain/casted (not required, but otherwise it will display "Creature slain 0/10") for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; ++i) { int32 creature = pQuest->RequiredNpcOrGo[i]; uint32 creaturecount = pQuest->RequiredNpcOrGoCount[i]; // TODO check if we need a REQSPELL condition, this methods and sql entry dosent seem implemented ? /*if (uint32 spell_id = pQuest->GetReqSpell[i]) { for (uint16 z = 0; z < creaturecount; ++z) { player->CastedCreatureOrGO(creature, ObjectGuid(), spell_id); } }*/ /*else*/ if (creature > 0) { if (CreatureTemplate const* cInfo = sObjectMgr->GetCreatureTemplate(creature)) for (uint16 z = 0; z < creaturecount; ++z) { player->KilledMonster(cInfo, ObjectGuid::Empty); } } else if (creature < 0) { for (uint16 z = 0; z < creaturecount; ++z) { player->KillCreditGO(-creature); } } } // If the quest requires reputation to complete if (uint32 repFaction = pQuest->GetRepObjectiveFaction()) { uint32 repValue = pQuest->GetRepObjectiveValue(); uint32 curRep = player->GetReputationMgr().GetReputation(repFaction); if (curRep < repValue) if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(repFaction)) { player->GetReputationMgr().SetReputation(factionEntry, repValue); } } // If the quest requires money int32 ReqOrRewMoney = pQuest->GetRewOrReqMoney(); if (ReqOrRewMoney < 0) { player->ModifyMoney(-ReqOrRewMoney); } const std::string text_quest = ChatHelper::FormatQuest(pQuest); if (botAI->HasStrategy("debug quest", BotState::BOT_STATE_NON_COMBAT) || botAI->HasStrategy("debug rpg", BotState::BOT_STATE_COMBAT)) { LOG_INFO("playerbots", "{} => Quest [ {} ] completed", bot->GetName(), pQuest->GetTitle()); bot->Say("Quest [ " + text_quest + " ] completed", LANG_UNIVERSAL); } botAI->TellMasterNoFacing("Quest completed " + text_quest); player->CompleteQuest(entry); return true; } bool QuestAction::ProcessQuests(ObjectGuid questGiver) { if (GameObject* gameObject = botAI->GetGameObject(questGiver)) if (gameObject->GetGoType() == GAMEOBJECT_TYPE_QUESTGIVER) return ProcessQuests(gameObject); Creature* creature = botAI->GetCreature(questGiver); if (creature) return ProcessQuests(creature); return false; } bool QuestAction::ProcessQuests(WorldObject* questGiver) { ObjectGuid guid = questGiver->GetGUID(); if (bot->GetDistance(questGiver) > INTERACTION_DISTANCE && !sPlayerbotAIConfig->syncQuestWithPlayer) { //if (botAI->HasStrategy("debug", BotState::BOT_STATE_COMBAT) || botAI->HasStrategy("debug", BotState::BOT_STATE_NON_COMBAT)) botAI->TellError("Cannot talk to quest giver"); return false; } if (!bot->HasInArc(CAST_ANGLE_IN_FRONT, questGiver, sPlayerbotAIConfig->sightDistance)) bot->SetFacingToObject(questGiver); bot->SetTarget(guid); bot->PrepareQuestMenu(guid); QuestMenu& questMenu = bot->PlayerTalkClass->GetQuestMenu(); for (uint32 i = 0; i < questMenu.GetMenuItemCount(); ++i) { QuestMenuItem const& menuItem = questMenu.GetItem(i); uint32 questID = menuItem.QuestId; Quest const* quest = sObjectMgr->GetQuestTemplate(questID); if (!quest) continue; ProcessQuest(quest, questGiver); } return true; } bool QuestAction::AcceptQuest(Quest const* quest, ObjectGuid questGiver) { std::ostringstream out; uint32 questId = quest->GetQuestId(); if (bot->GetQuestStatus(questId) == QUEST_STATUS_COMPLETE) out << "Already completed"; else if (!bot->CanTakeQuest(quest, false)) { if (!bot->SatisfyQuestStatus(quest, false)) out << "Already on"; else out << "Can't take"; } else if (!bot->SatisfyQuestLog(false)) out << "Quest log is full"; else if (!bot->CanAddQuest(quest, false)) out << "Bags are full"; else { WorldPacket p(CMSG_QUESTGIVER_ACCEPT_QUEST); uint32 unk1 = 0; p << questGiver << questId << unk1; p.rpos(0); bot->GetSession()->HandleQuestgiverAcceptQuestOpcode(p); if (bot->GetQuestStatus(questId) == QUEST_STATUS_NONE && sPlayerbotAIConfig->syncQuestWithPlayer) { Object* pObject = ObjectAccessor::GetObjectByTypeMask(*bot, questGiver, TYPEMASK_UNIT | TYPEMASK_GAMEOBJECT | TYPEMASK_ITEM); bot->AddQuest(quest, pObject); } if (bot->GetQuestStatus(questId) != QUEST_STATUS_NONE && bot->GetQuestStatus(questId) != QUEST_STATUS_REWARDED) { BroadcastHelper::BroadcastQuestAccepted(botAI, bot, quest); out << "Accepted " << chat->FormatQuest(quest); botAI->TellMaster(out); return true; } out << "Cannot accept"; } out << " " << chat->FormatQuest(quest); botAI->TellMaster(out); return false; } bool QuestUpdateCompleteAction::Execute(Event event) { // the action can hardly be triggered WorldPacket p(event.getPacket()); p.rpos(0); uint32 questId = 0; p >> questId; p.print_storage(); // LOG_INFO("playerbots", "Packet: empty{} questId{}", p.empty(), questId); Quest const* qInfo = sObjectMgr->GetQuestTemplate(questId); if (qInfo) { // std::map placeholders; // placeholders["%quest_link"] = format; // if (botAI->HasStrategy("debug quest", BotState::BOT_STATE_NON_COMBAT) || botAI->HasStrategy("debug rpg", BotState::BOT_STATE_COMBAT)) // { // LOG_INFO("playerbots", "{} => Quest [ {} ] completed", bot->GetName(), qInfo->GetTitle()); // bot->Say("Quest [ " + format + " ] completed", LANG_UNIVERSAL); // } const auto format = ChatHelper::FormatQuest(qInfo); if (botAI->GetMaster()) botAI->TellMasterNoFacing("Quest completed " + format); BroadcastHelper::BroadcastQuestUpdateComplete(botAI, bot, qInfo); botAI->rpgStatistic.questCompleted++; // LOG_DEBUG("playerbots", "[New rpg] {} complete quest {}", bot->GetName(), qInfo->GetQuestId()); // botAI->rpgStatistic.questCompleted++; } return true; } /* * For creature or gameobject */ bool QuestUpdateAddKillAction::Execute(Event event) { WorldPacket p(event.getPacket()); p.rpos(0); uint32 entry, questId, available, required; p >> questId >> entry >> available >> required; // LOG_INFO("playerbots", "[New rpg] Quest {} -> Creature {} ({}/{})", questId, entry, available, required); const Quest* qInfo = sObjectMgr->GetQuestTemplate(questId); if (qInfo && (entry & 0x80000000)) { entry &= 0x7FFFFFFF; const GameObjectTemplate* info = sObjectMgr->GetGameObjectTemplate(entry); if (info) { std::string infoName = botAI->GetLocalizedGameObjectName(entry); BroadcastHelper::BroadcastQuestUpdateAddKill(botAI, bot, qInfo, available, required, infoName); if (botAI->GetMaster()) { std::ostringstream out; out << infoName << " " << available << "/" << required << " " << ChatHelper::FormatQuest(qInfo); botAI->TellMasterNoFacing(out.str()); } } } else if (qInfo) { CreatureTemplate const* info = sObjectMgr->GetCreatureTemplate(entry); if (info) { std::string infoName = botAI->GetLocalizedCreatureName(entry); BroadcastHelper::BroadcastQuestUpdateAddKill(botAI, bot, qInfo, available, required, infoName); if (botAI->GetMaster()) { std::ostringstream out; out << infoName << " " << available << "/" << required << " " << ChatHelper::FormatQuest(qInfo); botAI->TellMasterNoFacing(out.str()); } } } return false; } bool QuestUpdateAddItemAction::Execute(Event event) { WorldPacket p(event.getPacket()); p.rpos(0); uint32 itemId, count; p >> itemId >> count; Player* requester = event.getOwner() ? event.getOwner() : GetMaster(); auto const* itemPrototype = sObjectMgr->GetItemTemplate(itemId); if (itemPrototype) { std::map placeholders; placeholders["%item_link"] = botAI->GetChatHelper()->FormatItem(itemPrototype); uint32 availableItemsCount = botAI->GetInventoryItemsCountWithId(itemId); placeholders["%quest_obj_available"] = std::to_string(availableItemsCount); for (const auto& pair : botAI->GetCurrentQuestsRequiringItemId(itemId)) { placeholders["%quest_link"] = chat->FormatQuest(pair.first); uint32 requiredItemsCount = pair.second; placeholders["%quest_obj_required"] = std::to_string(requiredItemsCount); if (botAI->HasStrategy("debug quest", BotState::BOT_STATE_COMBAT) || botAI->HasStrategy("debug quest", BotState::BOT_STATE_NON_COMBAT)) { const auto text = BOT_TEXT2("%quest_link - %item_link %quest_obj_available/%quest_obj_required", placeholders); botAI->Say(text); LOG_INFO("playerbots", "{} => {}", bot->GetName(), text); } BroadcastHelper::BroadcastQuestUpdateAddItem(botAI, bot, pair.first, availableItemsCount, requiredItemsCount, itemPrototype); } } return false; } bool QuestItemPushResultAction::Execute(Event event) { WorldPacket packet = event.getPacket(); ObjectGuid guid; uint32 received, created, sendChatMessage, itemSlot, itemEntry, itemSuffixFactory, count, itemCount; uint8 bagSlot; int32 itemRandomPropertyId; packet >> guid >> received >> created >> sendChatMessage; packet >> bagSlot >> itemSlot >> itemEntry >> itemSuffixFactory >> itemRandomPropertyId; packet >> count >> itemCount; if (guid != bot->GetGUID()) return false; const ItemTemplate* proto = sObjectMgr->GetItemTemplate(itemEntry); if (!proto) return false; for (uint16 i = 0; i < MAX_QUEST_LOG_SIZE; ++i) { uint32 questId = bot->GetQuestSlotQuestId(i); if (!questId) continue; const Quest* quest = sObjectMgr->GetQuestTemplate(questId); if (!quest) return false; const QuestStatusData& q_status = bot->getQuestStatusMap().at(questId); for (int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; i++) { uint32 itemId = quest->RequiredItemId[i]; if (!itemId) continue; int32 previousCount = itemCount - count; if (itemId == itemEntry && previousCount < quest->RequiredItemCount[i]) { if (botAI->GetMaster()) { std::string itemLink = ChatHelper::FormatItem(proto); std::ostringstream out; int32 required = quest->RequiredItemCount[i]; int32 available = std::min((int32)itemCount, required); out << itemLink << " " << available << "/" << required << " " << ChatHelper::FormatQuest(quest); botAI->TellMasterNoFacing(out.str()); } } } } return false; } bool QuestUpdateFailedAction::Execute(Event event) { //opcode SMSG_QUESTUPDATE_FAILED is never sent...(yet?) return false; } bool QuestUpdateFailedTimerAction::Execute(Event event) { WorldPacket p(event.getPacket()); p.rpos(0); uint32 questId; p >> questId; Player* requester = event.getOwner() ? event.getOwner() : GetMaster(); Quest const* qInfo = sObjectMgr->GetQuestTemplate(questId); if (qInfo) { std::map placeholders; placeholders["%quest_link"] = botAI->GetChatHelper()->FormatQuest(qInfo); botAI->TellMaster(BOT_TEXT2("Failed timer for %quest_link, abandoning", placeholders)); BroadcastHelper::BroadcastQuestUpdateFailedTimer(botAI, bot, qInfo); } else { botAI->TellMaster("Failed timer for " + std::to_string(questId)); } //drop quest bot->AbandonQuest(questId); return false; }