Files
mod-playerbots/src/strategy/values/PossibleRpgTargetsValue.h
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

61 lines
1.6 KiB
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.
*/
#ifndef _PLAYERBOT_POSSIBLERPGTARGETSVALUE_H
#define _PLAYERBOT_POSSIBLERPGTARGETSVALUE_H
#include "NearestGameObjects.h"
#include "NearestUnitsValue.h"
#include "PlayerbotAIConfig.h"
#include "SharedDefines.h"
class PlayerbotAI;
class PossibleRpgTargetsValue : public NearestUnitsValue
{
public:
PossibleRpgTargetsValue(PlayerbotAI* botAI, float range = 70.0f);
static std::vector<uint32> allowedNpcFlags;
protected:
void FindUnits(std::list<Unit*>& targets) override;
bool AcceptUnit(Unit* unit) override;
};
class PossibleNewRpgTargetsValue : public NearestUnitsValue
{
public:
PossibleNewRpgTargetsValue(PlayerbotAI* botAI, float range = 150.0f);
static std::vector<uint32> allowedNpcFlags;
GuidVector Calculate() override;
protected:
void FindUnits(std::list<Unit*>& targets) override;
bool AcceptUnit(Unit* unit) override;
};
class PossibleNewRpgGameObjectsValue : public ObjectGuidListCalculatedValue
{
public:
PossibleNewRpgGameObjectsValue(PlayerbotAI* botAI, float range = 150.0f, bool ignoreLos = true)
: ObjectGuidListCalculatedValue(botAI, "possible new rpg game objects"), range(range), ignoreLos(ignoreLos)
{
if (allowedGOFlags.empty())
{
allowedGOFlags.push_back(GAMEOBJECT_TYPE_QUESTGIVER);
}
}
static std::vector<GameobjectTypes> allowedGOFlags;
GuidVector Calculate() override;
private:
float range;
bool ignoreLos;
};
#endif