/* * 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 "LootRollAction.h" #include "Event.h" #include "Group.h" #include "ItemUsageValue.h" #include "LootAction.h" #include "PlayerbotAIConfig.h" #include "Playerbots.h" bool LootRollAction::Execute(Event event) { Player* bot = QueryItemUsageAction::botAI->GetBot(); Group* group = bot->GetGroup(); if (!group) return false; std::vector rolls = group->GetRolls(); for (Roll*& roll : rolls) { if (roll->playerVote.find(bot->GetGUID())->second != NOT_EMITED_YET) { continue; } ObjectGuid guid = roll->itemGUID; uint32 slot = roll->itemSlot; uint32 itemId = roll->itemid; RollVote vote = PASS; ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId); if (!proto) continue; ItemUsage usage = AI_VALUE2(ItemUsage, "item usage", itemId); // Armor Tokens are classed as MISC JUNK (Class 15, Subclass 0), luckily no other items I found have class bits and epic quality. if (proto->Class == ITEM_CLASS_MISC && proto->SubClass == ITEM_SUBCLASS_JUNK && proto->Quality == ITEM_QUALITY_EPIC) { if (CanBotUseToken(proto, bot)) { vote = NEED; // Eligible for "Need" } else { vote = GREED; // Not eligible, so "Greed" } } else { switch (proto->Class) { case ITEM_CLASS_WEAPON: case ITEM_CLASS_ARMOR: if (usage == ITEM_USAGE_EQUIP || usage == ITEM_USAGE_REPLACE || usage == ITEM_USAGE_BAD_EQUIP) { vote = NEED; } else if (usage != ITEM_USAGE_NONE) { vote = GREED; } break; default: if (StoreLootAction::IsLootAllowed(itemId, botAI)) vote = NEED; break; } } if (sPlayerbotAIConfig->lootRollLevel == 0) { vote = PASS; } else if (sPlayerbotAIConfig->lootRollLevel == 1) { if (vote == NEED) { vote = GREED; } else if (vote == GREED) { vote = PASS; } } switch (group->GetLootMethod()) { case MASTER_LOOT: case FREE_FOR_ALL: group->CountRollVote(bot->GetGUID(), guid, PASS); break; default: group->CountRollVote(bot->GetGUID(), guid, vote); break; } } // WorldPacket p(event.getPacket()); //WorldPacket packet for CMSG_LOOT_ROLL, (8+4+1) // p.rpos(0); //reset packet pointer // p >> guid; //guid of the item rolled // p >> slot; //number of players invited to roll // p >> rollType; //need,greed or pass on roll // std::vector rolls = group->GetRolls(); // bot->Say("guid:" + std::to_string(guid.GetCounter()) + // "item entry:" + std::to_string(guid.GetEntry()), LANG_UNIVERSAL); // for (std::vector::iterator i = rolls.begin(); i != rolls.end(); ++i) // { // if ((*i)->isValid() && (*i)->itemGUID == guid && (*i)->itemSlot == slot) // { // uint32 itemId = (*i)->itemid; // bot->Say("item entry2:" + std::to_string(itemId), LANG_UNIVERSAL); // ItemTemplate const *proto = sObjectMgr->GetItemTemplate(itemId); // if (!proto) // continue; // switch (proto->Class) // { // case ITEM_CLASS_WEAPON: // case ITEM_CLASS_ARMOR: // if (!QueryItemUsage(proto).empty()) // vote = NEED; // else if (bot->HasSkill(SKILL_ENCHANTING)) // vote = DISENCHANT; // break; // default: // if (StoreLootAction::IsLootAllowed(itemId, botAI)) // vote = NEED; // break; // } // break; // } // } // if (ItemTemplate const* proto = sObjectMgr->GetItemTemplate(guid.GetEntry())) // { // switch (proto->Class) // { // case ITEM_CLASS_WEAPON: // case ITEM_CLASS_ARMOR: // if (!QueryItemUsage(proto).empty()) // vote = NEED; // break; // default: // if (StoreLootAction::IsLootAllowed(guid.GetEntry(), botAI)) // vote = NEED; // break; // } // } return true; } RollVote LootRollAction::CalculateRollVote(ItemTemplate const* proto) { std::ostringstream out; out << proto->ItemId; ItemUsage usage = AI_VALUE2(ItemUsage, "item usage", out.str()); RollVote needVote = PASS; switch (usage) { case ITEM_USAGE_EQUIP: case ITEM_USAGE_REPLACE: case ITEM_USAGE_GUILD_TASK: case ITEM_USAGE_BAD_EQUIP: needVote = NEED; break; case ITEM_USAGE_SKILL: case ITEM_USAGE_USE: case ITEM_USAGE_DISENCHANT: case ITEM_USAGE_AH: case ITEM_USAGE_VENDOR: needVote = GREED; break; default: break; } return StoreLootAction::IsLootAllowed(proto->ItemId, GET_PLAYERBOT_AI(bot)) ? needVote : PASS; } bool MasterLootRollAction::isUseful() { return !botAI->HasActivePlayerMaster(); } bool MasterLootRollAction::Execute(Event event) { Player* bot = QueryItemUsageAction::botAI->GetBot(); WorldPacket p(event.getPacket()); // WorldPacket packet for CMSG_LOOT_ROLL, (8+4+1) ObjectGuid creatureGuid; uint32 mapId; uint32 itemSlot; uint32 itemId; uint32 randomSuffix; uint32 randomPropertyId; uint32 count; uint32 timeout; p.rpos(0); // reset packet pointer p >> creatureGuid; // creature guid what we're looting p >> mapId; /// 3.3.3 mapid p >> itemSlot; // the itemEntryId for the item that shall be rolled for p >> itemId; // the itemEntryId for the item that shall be rolled for p >> randomSuffix; // randomSuffix p >> randomPropertyId; // item random property ID p >> count; // items in stack p >> timeout; // the countdown time to choose "need" or "greed" ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId); if (!proto) return false; Group* group = bot->GetGroup(); if (!group) return false; RollVote vote = CalculateRollVote(proto); group->CountRollVote(bot->GetGUID(), creatureGuid, CalculateRollVote(proto)); return true; } bool CanBotUseToken(ItemTemplate const* proto, Player* bot) { // Get the bitmask for the bot's class uint32 botClassMask = (1 << (bot->getClass() - 1)); // Check if the bot's class is allowed to use the token if (proto->AllowableClass & botClassMask) { return true; // Bot's class is eligible to use this token } return false; // Bot's class cannot use this token }