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