Files
mod-playerbots/src/strategy/values/AvailableLootValue.cpp
Yunfan Li 38912d4a8a Auto do quest feature (new rpg strategy) (#1034)
* New rpg startup speed up and refactor

* New rpg do quest

* Fix invalid height in quest poi

* Add quest accept and reward limitation

* New rpg quest improvement

* Organize quest log, reward quests and fix grind target

* Quest dropped statistic and remove redundant code

* Decrease grind relevance lower than loot

* Fix new rpg drop quest

* Go to reward quest instead of innkeeper when quest completed

* Fix incorrect logic in do quest reward

* Fix reset quests in factory

* Fix crash on grind target value

Co-authored-by: SaW <swerkhoven@outlook.com>

* Fix a minor error in DoCompletedQuest

* Let bots get rid of impossible quests faster

* Increase loot fluency (especially for caster)

* Remove seasonal quests from auto accept

* Enhance quest accept condition check

* Add questgiver check (limit acceptation of quest 7946)

* Questgiver check and localization

* Near npc fix

* Fix quest item report

* Add lowPriorityQuest set for quests can not be done

* Improve gameobjects loot

* Do complete quest

* FIx move far to teleport check

* Accept or reward quest from game objects

* Fix possible crash in rpg game objects

* Fix ChooseNpcOrGameObjectToInteract crash

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Co-authored-by: SaW <swerkhoven@outlook.com>
2025-03-14 21:31:33 +08:00

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C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, 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 "AvailableLootValue.h"
#include "LootObjectStack.h"
#include "Playerbots.h"
#include "ServerFacade.h"
AvailableLootValue::AvailableLootValue(PlayerbotAI* botAI, std::string const name)
: ManualSetValue<LootObjectStack*>(botAI, nullptr, name)
{
value = new LootObjectStack(botAI->GetBot());
}
AvailableLootValue::~AvailableLootValue() { delete value; }
LootTargetValue::LootTargetValue(PlayerbotAI* botAI, std::string const name)
: ManualSetValue<LootObject>(botAI, LootObject(), name)
{
}
bool CanLootValue::Calculate()
{
LootObject loot = AI_VALUE(LootObject, "loot target");
return !loot.IsEmpty() && loot.GetWorldObject(bot) && loot.IsLootPossible(bot) &&
sServerFacade->IsDistanceLessOrEqualThan(AI_VALUE2(float, "distance", "loot target"), INTERACTION_DISTANCE - 2);
}