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https://github.com/mod-playerbots/mod-playerbots.git
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* 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 --------- Co-authored-by: SaW <swerkhoven@outlook.com>
31 lines
1.0 KiB
C++
31 lines
1.0 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it
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* and/or modify it under version 2 of the License, or (at your option), any later version.
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*/
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#include "AvailableLootValue.h"
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#include "LootObjectStack.h"
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#include "Playerbots.h"
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#include "ServerFacade.h"
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AvailableLootValue::AvailableLootValue(PlayerbotAI* botAI, std::string const name)
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: ManualSetValue<LootObjectStack*>(botAI, nullptr, name)
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{
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value = new LootObjectStack(botAI->GetBot());
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}
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AvailableLootValue::~AvailableLootValue() { delete value; }
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LootTargetValue::LootTargetValue(PlayerbotAI* botAI, std::string const name)
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: ManualSetValue<LootObject>(botAI, LootObject(), name)
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{
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}
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bool CanLootValue::Calculate()
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{
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LootObject loot = AI_VALUE(LootObject, "loot target");
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return !loot.IsEmpty() && loot.GetWorldObject(bot) && loot.IsLootPossible(bot) &&
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sServerFacade->IsDistanceLessOrEqualThan(AI_VALUE2(float, "distance", "loot target"), INTERACTION_DISTANCE - 2);
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}
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