/* * 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 "LootTriggers.h" #include "LootObjectStack.h" #include "Playerbots.h" #include "ServerFacade.h" bool LootAvailableTrigger::IsActive() { bool distanceCheck = false; if (botAI->HasStrategy("stay", BOT_STATE_NON_COMBAT)) { distanceCheck = sServerFacade->IsDistanceLessOrEqualThan(AI_VALUE2(float, "distance", "loot target"), CONTACT_DISTANCE); } else { distanceCheck = sServerFacade->IsDistanceLessOrEqualThan(AI_VALUE2(float, "distance", "loot target"), INTERACTION_DISTANCE - 2.0f); } // if loot target if empty, always pass distance check return AI_VALUE(bool, "has available loot") && (distanceCheck || AI_VALUE(GuidVector, "all targets").empty()); } bool FarFromCurrentLootTrigger::IsActive() { LootObject loot = AI_VALUE(LootObject, "loot target"); if (!loot.IsLootPossible(bot)) return false; return AI_VALUE2(float, "distance", "loot target") >= INTERACTION_DISTANCE - 2.0f; } bool CanLootTrigger::IsActive() { return AI_VALUE(bool, "can loot"); }