mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-13 09:07:19 +00:00
796 lines
28 KiB
C++
796 lines
28 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 "ItemUsageValue.h"
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#include "AiFactory.h"
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#include "ChatHelper.h"
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#include "GuildTaskMgr.h"
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#include "PlayerbotAIConfig.h"
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#include "PlayerbotFactory.h"
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#include "Playerbots.h"
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#include "RandomItemMgr.h"
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#include "ServerFacade.h"
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#include "StatsWeightCalculator.h"
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ItemUsage ItemUsageValue::Calculate()
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{
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uint32 itemId = atoi(qualifier.c_str());
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if (!itemId)
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return ITEM_USAGE_NONE;
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ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
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if (!proto)
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return ITEM_USAGE_NONE;
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if (botAI->HasActivePlayerMaster())
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{
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if (IsItemUsefulForSkill(proto) || IsItemNeededForSkill(proto))
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return ITEM_USAGE_SKILL;
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}
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else
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{
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bool needItem = false;
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if (IsItemNeededForSkill(proto))
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needItem = true;
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else
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{
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bool lowBagSpace = AI_VALUE(uint8, "bag space") > 50;
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if (proto->Class == ITEM_CLASS_TRADE_GOODS || proto->Class == ITEM_CLASS_MISC ||
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proto->Class == ITEM_CLASS_REAGENT)
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needItem = IsItemNeededForUsefullSpell(proto, lowBagSpace);
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else if (proto->Class == ITEM_CLASS_RECIPE)
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{
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if (bot->HasSpell(proto->Spells[2].SpellId))
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needItem = false;
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else
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needItem = bot->CanUseItem(proto) == EQUIP_ERR_OK;
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}
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}
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if (needItem)
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{
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float stacks = CurrentStacks(proto);
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if (stacks < 1)
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return ITEM_USAGE_SKILL; // Buy more.
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if (stacks < 2)
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return ITEM_USAGE_KEEP; // Keep current amount.
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}
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}
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if (proto->Class == ITEM_CLASS_KEY)
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return ITEM_USAGE_USE;
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if (proto->Class == ITEM_CLASS_CONSUMABLE)
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{
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std::string const foodType = GetConsumableType(proto, bot->GetPower(POWER_MANA));
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if (!foodType.empty() && bot->CanUseItem(proto) == EQUIP_ERR_OK)
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{
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float stacks = BetterStacks(proto, foodType);
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if (stacks < 2)
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{
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stacks += CurrentStacks(proto);
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if (stacks < 2)
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return ITEM_USAGE_USE; // Buy some to get to 2 stacks
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else if (stacks < 3) // Keep the item if less than 3 stacks
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return ITEM_USAGE_KEEP;
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}
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}
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}
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if (bot->GetGuildId() && sGuildTaskMgr->IsGuildTaskItem(itemId, bot->GetGuildId()))
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return ITEM_USAGE_GUILD_TASK;
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ItemUsage equip = QueryItemUsageForEquip(proto);
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if (equip != ITEM_USAGE_NONE)
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return equip;
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if ((proto->Class == ITEM_CLASS_ARMOR || proto->Class == ITEM_CLASS_WEAPON) &&
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proto->Bonding != BIND_WHEN_PICKED_UP && botAI->HasSkill(SKILL_ENCHANTING) &&
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proto->Quality >= ITEM_QUALITY_UNCOMMON)
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return ITEM_USAGE_DISENCHANT;
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// While sync is on, do not loot quest items that are also Useful for master. Master
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if (!botAI->GetMaster() || !sPlayerbotAIConfig->syncQuestWithPlayer ||
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!IsItemUsefulForQuest(botAI->GetMaster(), proto))
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if (IsItemUsefulForQuest(bot, proto))
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return ITEM_USAGE_QUEST;
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if (proto->Class == ITEM_CLASS_PROJECTILE && bot->CanUseItem(proto) == EQUIP_ERR_OK)
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if (bot->getClass() == CLASS_HUNTER || bot->getClass() == CLASS_ROGUE || bot->getClass() == CLASS_WARRIOR)
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{
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if (Item* const pItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED))
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{
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uint32 subClass = 0;
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switch (pItem->GetTemplate()->SubClass)
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{
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case ITEM_SUBCLASS_WEAPON_GUN:
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subClass = ITEM_SUBCLASS_BULLET;
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break;
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case ITEM_SUBCLASS_WEAPON_BOW:
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case ITEM_SUBCLASS_WEAPON_CROSSBOW:
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subClass = ITEM_SUBCLASS_ARROW;
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break;
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}
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if (proto->SubClass == subClass)
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{
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float ammo = BetterStacks(proto, "ammo");
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float needAmmo = (bot->getClass() == CLASS_HUNTER) ? 8 : 2;
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if (ammo < needAmmo) // We already have enough of the current ammo.
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{
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ammo += CurrentStacks(proto);
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if (ammo < needAmmo) // Buy ammo to get to the proper supply
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return ITEM_USAGE_AMMO;
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else if (ammo < needAmmo + 1)
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return ITEM_USAGE_KEEP; // Keep the ammo until we have too much.
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}
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}
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}
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}
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// Need to add something like free bagspace or item value.
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if (proto->SellPrice > 0)
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{
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if (proto->Quality > ITEM_QUALITY_NORMAL)
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{
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return ITEM_USAGE_AH;
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}
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else
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{
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return ITEM_USAGE_VENDOR;
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}
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}
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return ITEM_USAGE_NONE;
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}
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ItemUsage ItemUsageValue::QueryItemUsageForEquip(ItemTemplate const* itemProto)
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{
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if (bot->CanUseItem(itemProto) != EQUIP_ERR_OK)
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return ITEM_USAGE_NONE;
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if (itemProto->InventoryType == INVTYPE_NON_EQUIP)
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return ITEM_USAGE_NONE;
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Item* pItem = Item::CreateItem(itemProto->ItemId, 1, bot, false, 0, true);
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if (!pItem)
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return ITEM_USAGE_NONE;
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uint16 dest;
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InventoryResult result = botAI->CanEquipItem(NULL_SLOT, dest, pItem, true, true);
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pItem->RemoveFromUpdateQueueOf(bot);
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delete pItem;
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if (result != EQUIP_ERR_OK && result != EQUIP_ERR_CANT_CARRY_MORE_OF_THIS)
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{
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return ITEM_USAGE_NONE;
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}
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// Check is unique items are equipped or not
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bool needToCheckUnique = false;
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if (result == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS)
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{
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needToCheckUnique = true;
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}
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else if (itemProto->Flags & ITEM_FLAG_UNIQUE_EQUIPPABLE)
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{
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needToCheckUnique = true;
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}
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if (needToCheckUnique)
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{
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// Count the total number of the item (equipped + in bags)
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uint32 totalItemCount = bot->GetItemCount(itemProto->ItemId, true);
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// Count the number of the item in bags only
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uint32 bagItemCount = bot->GetItemCount(itemProto->ItemId, false);
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// Determine if the unique item is already equipped
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bool isEquipped = (totalItemCount > bagItemCount);
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if (isEquipped)
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{
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return ITEM_USAGE_NONE; // Item is already equipped
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}
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// If not equipped, continue processing
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}
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if (itemProto->Class == ITEM_CLASS_QUIVER)
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if (bot->getClass() != CLASS_HUNTER)
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return ITEM_USAGE_NONE;
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if (itemProto->Class == ITEM_CLASS_CONTAINER)
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{
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if (itemProto->SubClass != ITEM_SUBCLASS_CONTAINER)
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return ITEM_USAGE_NONE; // Todo add logic for non-bag containers. We want to look at professions/class and
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// only replace if non-bag is larger than bag.
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if (GetSmallestBagSize() >= itemProto->ContainerSlots)
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return ITEM_USAGE_NONE;
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return ITEM_USAGE_EQUIP;
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}
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bool shouldEquip = false;
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// uint32 statWeight = sRandomItemMgr->GetLiveStatWeight(bot, itemProto->ItemId);
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StatsWeightCalculator calculator(bot);
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calculator.SetItemSetBonus(false);
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calculator.SetOverflowPenalty(false);
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float itemScore = calculator.CalculateItem(itemProto->ItemId);
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if (itemScore)
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shouldEquip = true;
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if (itemProto->Class == ITEM_CLASS_WEAPON && !sRandomItemMgr->CanEquipWeapon(bot->getClass(), itemProto))
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shouldEquip = false;
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if (itemProto->Class == ITEM_CLASS_ARMOR &&
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!sRandomItemMgr->CanEquipArmor(bot->getClass(), bot->GetLevel(), itemProto))
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shouldEquip = false;
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uint8 possibleSlots = 1;
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uint8 dstSlot = botAI->FindEquipSlot(itemProto, NULL_SLOT, true);
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// Check if dest wasn't set correctly by CanEquipItem and use FindEquipSlot instead
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// This occurs with unique items that are already in the bots bags when CanEquipItem is called
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if (dest == 0)
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{
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if (dstSlot != NULL_SLOT)
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{
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// Construct dest from dstSlot
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dest = (INVENTORY_SLOT_BAG_0 << 8) | dstSlot;
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}
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}
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if (dstSlot == EQUIPMENT_SLOT_FINGER1 || dstSlot == EQUIPMENT_SLOT_TRINKET1)
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{
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possibleSlots = 2;
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}
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// Check weapon case separately to keep things a bit cleaner
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bool have2HWeapon = false;
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bool isValidTGWeapon = false;
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if (dstSlot == EQUIPMENT_SLOT_MAINHAND)
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{
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Item* currentWeapon = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
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have2HWeapon = currentWeapon && currentWeapon->GetTemplate()->InventoryType == INVTYPE_2HWEAPON;
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// Determine if the new weapon is a valid Titan Grip weapon
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isValidTGWeapon = (itemProto->SubClass == ITEM_SUBCLASS_WEAPON_AXE2 ||
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itemProto->SubClass == ITEM_SUBCLASS_WEAPON_MACE2 ||
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itemProto->SubClass == ITEM_SUBCLASS_WEAPON_SWORD2);
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// If the bot can Titan Grip, ignore any 2H weapon that isn't a 2H sword, mace, or axe.
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if (bot->CanTitanGrip())
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{
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// If this weapon is 2H but not one of the valid TG weapon types, do not equip it at all.
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if (itemProto->InventoryType == INVTYPE_2HWEAPON && !isValidTGWeapon)
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{
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return ITEM_USAGE_NONE;
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}
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}
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// Now handle the logic for equipping and possible offhand slots
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// If the bot can Dual Wield and:
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// - The weapon is not 2H and we currently don't have a 2H weapon equipped
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// OR
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// - The bot can Titan Grip and it is a valid TG weapon
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// Then we can consider the offhand slot as well.
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if (bot->CanDualWield() &&
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((itemProto->InventoryType != INVTYPE_2HWEAPON && !have2HWeapon) ||
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(bot->CanTitanGrip() && isValidTGWeapon)))
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{
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possibleSlots = 2;
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}
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}
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for (uint8 i = 0; i < possibleSlots; i++)
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{
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bool shouldEquipInSlot = shouldEquip;
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Item* oldItem = bot->GetItemByPos(dest + i);
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// No item equipped
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if (!oldItem)
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{
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if (shouldEquipInSlot)
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return ITEM_USAGE_EQUIP;
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else
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{
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return ITEM_USAGE_BAD_EQUIP;
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}
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}
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ItemTemplate const* oldItemProto = oldItem->GetTemplate();
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float oldScore = calculator.CalculateItem(oldItemProto->ItemId);
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if (oldItem)
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{
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// uint32 oldStatWeight = sRandomItemMgr->GetLiveStatWeight(bot, oldItemProto->ItemId);
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if (itemScore || oldScore)
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{
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shouldEquipInSlot = itemScore > oldScore * sPlayerbotAIConfig->equipUpgradeThreshold;
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}
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}
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// Bigger quiver
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if (itemProto->Class == ITEM_CLASS_QUIVER)
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{
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if (!oldItem || oldItemProto->ContainerSlots < itemProto->ContainerSlots)
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{
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return ITEM_USAGE_EQUIP;
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}
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else
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{
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return ITEM_USAGE_NONE;
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}
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}
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bool existingShouldEquip = true;
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if (oldItemProto->Class == ITEM_CLASS_WEAPON && !sRandomItemMgr->CanEquipWeapon(bot->getClass(), oldItemProto))
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existingShouldEquip = false;
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if (oldItemProto->Class == ITEM_CLASS_ARMOR &&
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!sRandomItemMgr->CanEquipArmor(bot->getClass(), bot->GetLevel(), oldItemProto))
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existingShouldEquip = false;
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// uint32 oldItemPower = sRandomItemMgr->GetLiveStatWeight(bot, oldItemProto->ItemId);
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// uint32 newItemPower = sRandomItemMgr->GetLiveStatWeight(bot, itemProto->ItemId);
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// Compare items based on item level, quality or itemId.
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bool isBetter = false;
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if (itemScore > oldScore)
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isBetter = true;
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// else if (newItemPower == oldScore && itemProto->Quality > oldItemProto->Quality)
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// isBetter = true;
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// else if (newItemPower == oldScore && itemProto->Quality == oldItemProto->Quality && itemProto->ItemId >
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// oldItemProto->ItemId)
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// isBetter = true;
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Item* item = CurrentItem(itemProto);
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bool itemIsBroken =
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item && item->GetUInt32Value(ITEM_FIELD_DURABILITY) == 0 && item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY) > 0;
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bool oldItemIsBroken =
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oldItem->GetUInt32Value(ITEM_FIELD_DURABILITY) == 0 && oldItem->GetUInt32Value(ITEM_FIELD_MAXDURABILITY) > 0;
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if (itemProto->ItemId != oldItemProto->ItemId && (shouldEquipInSlot || !existingShouldEquip) && isBetter)
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{
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switch (itemProto->Class)
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{
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case ITEM_CLASS_ARMOR:
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if (oldItemProto->SubClass <= itemProto->SubClass)
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{
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// Need to add some logic to check second slot before returning, but as it happens, all three of these
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// return vals will result in an attempted equip action so it wouldn't have much effect currently
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if (itemIsBroken && !oldItemIsBroken)
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return ITEM_USAGE_BROKEN_EQUIP;
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else if (shouldEquipInSlot)
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return ITEM_USAGE_REPLACE;
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else
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return ITEM_USAGE_BAD_EQUIP;
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break;
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}
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default:
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{
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if (itemIsBroken && !oldItemIsBroken)
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return ITEM_USAGE_BROKEN_EQUIP;
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else if (shouldEquipInSlot)
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return ITEM_USAGE_EQUIP;
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else
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return ITEM_USAGE_BAD_EQUIP;
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}
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}
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}
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// Item is not better but current item is broken and new one is not.
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if (oldItemIsBroken && !itemIsBroken)
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return ITEM_USAGE_EQUIP;
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}
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return ITEM_USAGE_NONE;
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}
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// Return smaltest bag size equipped
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uint32 ItemUsageValue::GetSmallestBagSize()
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{
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int8 curSlot = 0;
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uint32 curSlots = 0;
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for (uint8 bag = INVENTORY_SLOT_BAG_START + 1; bag < INVENTORY_SLOT_BAG_END; ++bag)
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{
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if (Bag const* pBag = (Bag*)bot->GetItemByPos(INVENTORY_SLOT_BAG_0, bag))
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{
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if (curSlot > 0 && curSlots < pBag->GetBagSize())
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continue;
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curSlot = pBag->GetSlot();
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curSlots = pBag->GetBagSize();
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}
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else
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return 0;
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}
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return curSlots;
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}
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bool ItemUsageValue::IsItemUsefulForQuest(Player* player, ItemTemplate const* proto)
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{
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for (uint8 slot = 0; slot < MAX_QUEST_LOG_SIZE; ++slot)
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{
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uint32 entry = player->GetQuestSlotQuestId(slot);
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Quest const* quest = sObjectMgr->GetQuestTemplate(entry);
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if (!quest)
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continue;
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for (uint8 i = 0; i < 4; i++)
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{
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if (quest->RequiredItemId[i] != proto->ItemId)
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continue;
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if (GET_PLAYERBOT_AI(player) &&
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AI_VALUE2(uint32, "item count", proto->Name1) >= quest->RequiredItemCount[i])
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continue;
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return true;
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}
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}
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return false;
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}
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bool ItemUsageValue::IsItemNeededForSkill(ItemTemplate const* proto)
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{
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switch (proto->ItemId)
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{
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case 756: // Tunnel Pick
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return botAI->HasSkill(SKILL_MINING);
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case 778: // Kobold Excavation Pick
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return botAI->HasSkill(SKILL_MINING);
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case 1819: // Gouging Pick
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return botAI->HasSkill(SKILL_MINING);
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case 1893: // Miner's Revenge
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return botAI->HasSkill(SKILL_MINING);
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case 1959: // Cold Iron Pick
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return botAI->HasSkill(SKILL_MINING);
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case 2901: // Mining Pick
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return botAI->HasSkill(SKILL_MINING);
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case 9465: // Digmaster 5000
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return botAI->HasSkill(SKILL_MINING);
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case 20723: // Brann's Trusty Pick
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return botAI->HasSkill(SKILL_MINING);
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case 40772: // Gnomish Army Knife
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return botAI->HasSkill(SKILL_MINING) || botAI->HasSkill(SKILL_ENGINEERING) || botAI->HasSkill(SKILL_BLACKSMITHING) || botAI->HasSkill(SKILL_COOKING) || botAI->HasSkill(SKILL_SKINNING);
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case 40892: // Hammer Pick
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return botAI->HasSkill(SKILL_MINING) || botAI->HasSkill(SKILL_BLACKSMITHING);
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case 40893: // Bladed Pickaxe
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return botAI->HasSkill(SKILL_MINING) || botAI->HasSkill(SKILL_SKINNING);
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case 5956: // Blacksmith Hammer
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return botAI->HasSkill(SKILL_BLACKSMITHING) || botAI->HasSkill(SKILL_ENGINEERING);
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case 6219: // Arclight Spanner
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return botAI->HasSkill(SKILL_ENGINEERING);
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case 6218: // Runed copper rod
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return botAI->HasSkill(SKILL_ENCHANTING);
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case 6339: // Runed silver rod
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return botAI->HasSkill(SKILL_ENCHANTING);
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case 11130: // Runed golden rod
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return botAI->HasSkill(SKILL_ENCHANTING);
|
|
case 11145: // Runed truesilver rod
|
|
return botAI->HasSkill(SKILL_ENCHANTING);
|
|
case 16207: // Runed Arcanite Rod
|
|
return botAI->HasSkill(SKILL_ENCHANTING);
|
|
case 7005: // Skinning Knife
|
|
return botAI->HasSkill(SKILL_SKINNING);
|
|
case 12709:
|
|
return botAI->HasSkill(SKILL_SKINNING);
|
|
case 19901:
|
|
return botAI->HasSkill(SKILL_SKINNING);
|
|
case 4471: // Flint and Tinder
|
|
return botAI->HasSkill(SKILL_COOKING);
|
|
case 4470: // Simple Wood
|
|
return botAI->HasSkill(SKILL_COOKING);
|
|
case 6256: // Fishing Rod
|
|
return botAI->HasSkill(SKILL_FISHING);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool ItemUsageValue::IsItemUsefulForSkill(ItemTemplate const* proto)
|
|
{
|
|
switch (proto->Class)
|
|
{
|
|
case ITEM_CLASS_TRADE_GOODS:
|
|
case ITEM_CLASS_MISC:
|
|
case ITEM_CLASS_REAGENT:
|
|
case ITEM_CLASS_GEM:
|
|
{
|
|
if (botAI->HasSkill(SKILL_TAILORING) && RandomItemMgr::IsUsedBySkill(proto, SKILL_TAILORING))
|
|
return true;
|
|
if (botAI->HasSkill(SKILL_LEATHERWORKING) && RandomItemMgr::IsUsedBySkill(proto, SKILL_LEATHERWORKING))
|
|
return true;
|
|
if (botAI->HasSkill(SKILL_ENGINEERING) && RandomItemMgr::IsUsedBySkill(proto, SKILL_ENGINEERING))
|
|
return true;
|
|
if (botAI->HasSkill(SKILL_BLACKSMITHING) && RandomItemMgr::IsUsedBySkill(proto, SKILL_BLACKSMITHING))
|
|
return true;
|
|
if (botAI->HasSkill(SKILL_ALCHEMY) && RandomItemMgr::IsUsedBySkill(proto, SKILL_ALCHEMY))
|
|
return true;
|
|
if (botAI->HasSkill(SKILL_ENCHANTING) && RandomItemMgr::IsUsedBySkill(proto, SKILL_ENCHANTING))
|
|
return true;
|
|
if (botAI->HasSkill(SKILL_FISHING) && RandomItemMgr::IsUsedBySkill(proto, SKILL_FISHING))
|
|
return true;
|
|
if (botAI->HasSkill(SKILL_FIRST_AID) && RandomItemMgr::IsUsedBySkill(proto, SKILL_FIRST_AID))
|
|
return true;
|
|
if (botAI->HasSkill(SKILL_COOKING) && RandomItemMgr::IsUsedBySkill(proto, SKILL_COOKING))
|
|
return true;
|
|
if (botAI->HasSkill(SKILL_JEWELCRAFTING) && RandomItemMgr::IsUsedBySkill(proto, SKILL_JEWELCRAFTING))
|
|
return true;
|
|
if (botAI->HasSkill(SKILL_MINING) && (RandomItemMgr::IsUsedBySkill(proto, SKILL_MINING) ||
|
|
RandomItemMgr::IsUsedBySkill(proto, SKILL_BLACKSMITHING) ||
|
|
RandomItemMgr::IsUsedBySkill(proto, SKILL_JEWELCRAFTING) ||
|
|
RandomItemMgr::IsUsedBySkill(proto, SKILL_ENGINEERING)))
|
|
return true;
|
|
if (botAI->HasSkill(SKILL_SKINNING) && (RandomItemMgr::IsUsedBySkill(proto, SKILL_SKINNING) ||
|
|
RandomItemMgr::IsUsedBySkill(proto, SKILL_LEATHERWORKING)))
|
|
return true;
|
|
if (botAI->HasSkill(SKILL_HERBALISM) && (RandomItemMgr::IsUsedBySkill(proto, SKILL_HERBALISM) ||
|
|
RandomItemMgr::IsUsedBySkill(proto, SKILL_ALCHEMY)))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
case ITEM_CLASS_RECIPE:
|
|
{
|
|
if (bot->HasSpell(proto->Spells[2].SpellId))
|
|
break;
|
|
|
|
switch (proto->SubClass)
|
|
{
|
|
case ITEM_SUBCLASS_LEATHERWORKING_PATTERN:
|
|
return botAI->HasSkill(SKILL_LEATHERWORKING);
|
|
case ITEM_SUBCLASS_TAILORING_PATTERN:
|
|
return botAI->HasSkill(SKILL_TAILORING);
|
|
case ITEM_SUBCLASS_ENGINEERING_SCHEMATIC:
|
|
return botAI->HasSkill(SKILL_ENGINEERING);
|
|
case ITEM_SUBCLASS_BLACKSMITHING:
|
|
return botAI->HasSkill(SKILL_BLACKSMITHING);
|
|
case ITEM_SUBCLASS_COOKING_RECIPE:
|
|
return botAI->HasSkill(SKILL_COOKING);
|
|
case ITEM_SUBCLASS_ALCHEMY_RECIPE:
|
|
return botAI->HasSkill(SKILL_ALCHEMY);
|
|
case ITEM_SUBCLASS_FIRST_AID_MANUAL:
|
|
return botAI->HasSkill(SKILL_FIRST_AID);
|
|
case ITEM_SUBCLASS_ENCHANTING_FORMULA:
|
|
return botAI->HasSkill(SKILL_ENCHANTING);
|
|
case ITEM_SUBCLASS_FISHING_MANUAL:
|
|
return botAI->HasSkill(SKILL_FISHING);
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool ItemUsageValue::IsItemNeededForUsefullSpell(ItemTemplate const* proto, bool checkAllReagents)
|
|
{
|
|
for (auto spellId : SpellsUsingItem(proto->ItemId, bot))
|
|
{
|
|
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
|
|
if (!spellInfo)
|
|
continue;
|
|
|
|
if (checkAllReagents && !HasItemsNeededForSpell(spellId, proto))
|
|
continue;
|
|
|
|
if (SpellGivesSkillUp(spellId, bot))
|
|
return true;
|
|
|
|
uint32 newItemId = spellInfo->Effects[EFFECT_0].ItemType;
|
|
if (newItemId && newItemId != proto->ItemId)
|
|
{
|
|
ItemUsage usage = AI_VALUE2(ItemUsage, "item usage", newItemId);
|
|
|
|
if (usage != ITEM_USAGE_REPLACE && usage != ITEM_USAGE_EQUIP && usage != ITEM_USAGE_AMMO &&
|
|
usage != ITEM_USAGE_QUEST && usage != ITEM_USAGE_SKILL && usage != ITEM_USAGE_USE)
|
|
continue;
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool ItemUsageValue::HasItemsNeededForSpell(uint32 spellId, ItemTemplate const* proto)
|
|
{
|
|
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
|
|
if (!spellInfo)
|
|
return false;
|
|
|
|
for (uint8 i = 0; i < MAX_SPELL_REAGENTS; i++)
|
|
if (spellInfo->ReagentCount[i] > 0 && spellInfo->Reagent[i])
|
|
{
|
|
if (proto && proto->ItemId == spellInfo->Reagent[i] &&
|
|
spellInfo->ReagentCount[i] == 1) // If we only need 1 item then current item does not need to be
|
|
// checked since we are looting/buying or already have it.
|
|
continue;
|
|
|
|
ItemTemplate const* reqProto = sObjectMgr->GetItemTemplate(spellInfo->Reagent[i]);
|
|
|
|
uint32 count = AI_VALUE2(uint32, "item count", reqProto->Name1);
|
|
|
|
if (count < spellInfo->ReagentCount[i])
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
Item* ItemUsageValue::CurrentItem(ItemTemplate const* proto)
|
|
{
|
|
Item* bestItem = nullptr;
|
|
std::vector<Item*> found = AI_VALUE2(std::vector<Item*>, "inventory items", chat->FormatItem(proto));
|
|
for (auto item : found)
|
|
{
|
|
if (bestItem && item->GetUInt32Value(ITEM_FIELD_DURABILITY) < bestItem->GetUInt32Value(ITEM_FIELD_DURABILITY))
|
|
continue;
|
|
|
|
if (bestItem && item->GetCount() < bestItem->GetCount())
|
|
continue;
|
|
|
|
bestItem = item;
|
|
}
|
|
|
|
return bestItem;
|
|
}
|
|
|
|
float ItemUsageValue::CurrentStacks(ItemTemplate const* proto)
|
|
{
|
|
uint32 maxStack = proto->GetMaxStackSize();
|
|
|
|
std::vector<Item*> found = AI_VALUE2(std::vector<Item*>, "inventory items", chat->FormatItem(proto));
|
|
|
|
float itemCount = 0;
|
|
|
|
for (auto stack : found)
|
|
{
|
|
itemCount += stack->GetCount();
|
|
}
|
|
|
|
return itemCount / maxStack;
|
|
}
|
|
|
|
float ItemUsageValue::BetterStacks(ItemTemplate const* proto, std::string const itemType)
|
|
{
|
|
std::vector<Item*> items = AI_VALUE2(std::vector<Item*>, "inventory items", itemType);
|
|
|
|
float stacks = 0;
|
|
|
|
for (auto& otherItem : items)
|
|
{
|
|
ItemTemplate const* otherProto = otherItem->GetTemplate();
|
|
|
|
if (otherProto->Class != proto->Class || otherProto->SubClass != proto->SubClass)
|
|
continue;
|
|
|
|
if (otherProto->ItemLevel < proto->ItemLevel)
|
|
continue;
|
|
|
|
if (otherProto->ItemId == proto->ItemId)
|
|
continue;
|
|
|
|
stacks += CurrentStacks(otherProto);
|
|
}
|
|
|
|
return stacks;
|
|
}
|
|
|
|
std::vector<uint32> ItemUsageValue::SpellsUsingItem(uint32 itemId, Player* bot)
|
|
{
|
|
std::vector<uint32> retSpells;
|
|
|
|
PlayerSpellMap const& spellMap = bot->GetSpellMap();
|
|
|
|
for (auto& spell : spellMap)
|
|
{
|
|
uint32 spellId = spell.first;
|
|
|
|
if (spell.second->State == PLAYERSPELL_REMOVED || !spell.second->Active)
|
|
continue;
|
|
|
|
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
|
|
if (!spellInfo)
|
|
continue;
|
|
|
|
if (spellInfo->IsPassive())
|
|
continue;
|
|
|
|
if (spellInfo->Effects[EFFECT_0].Effect != SPELL_EFFECT_CREATE_ITEM)
|
|
continue;
|
|
|
|
for (uint8 i = 0; i < MAX_SPELL_REAGENTS; i++)
|
|
if (spellInfo->ReagentCount[i] > 0 && spellInfo->Reagent[i] == itemId)
|
|
retSpells.push_back(spellId);
|
|
}
|
|
|
|
return retSpells;
|
|
}
|
|
|
|
inline int32 SkillGainChance(uint32 SkillValue, uint32 GrayLevel, uint32 GreenLevel, uint32 YellowLevel)
|
|
{
|
|
if (SkillValue >= GrayLevel)
|
|
return sWorld->getIntConfig(CONFIG_SKILL_CHANCE_GREY) * 10;
|
|
|
|
if (SkillValue >= GreenLevel)
|
|
return sWorld->getIntConfig(CONFIG_SKILL_CHANCE_GREEN) * 10;
|
|
|
|
if (SkillValue >= YellowLevel)
|
|
return sWorld->getIntConfig(CONFIG_SKILL_CHANCE_YELLOW) * 10;
|
|
|
|
return sWorld->getIntConfig(CONFIG_SKILL_CHANCE_ORANGE) * 10;
|
|
}
|
|
|
|
bool ItemUsageValue::SpellGivesSkillUp(uint32 spellId, Player* bot)
|
|
{
|
|
SkillLineAbilityMapBounds bounds = sSpellMgr->GetSkillLineAbilityMapBounds(spellId);
|
|
|
|
for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
|
|
{
|
|
SkillLineAbilityEntry const* skill = _spell_idx->second;
|
|
if (skill->SkillLine)
|
|
{
|
|
uint32 SkillValue = bot->GetPureSkillValue(skill->SkillLine);
|
|
|
|
uint32 craft_skill_gain = sWorld->getIntConfig(CONFIG_SKILL_GAIN_CRAFTING);
|
|
|
|
if (SkillGainChance(SkillValue, skill->TrivialSkillLineRankHigh,
|
|
(skill->TrivialSkillLineRankHigh + skill->TrivialSkillLineRankLow) / 2,
|
|
skill->TrivialSkillLineRankLow) > 0)
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
std::string const ItemUsageValue::GetConsumableType(ItemTemplate const* proto, bool hasMana)
|
|
{
|
|
std::string const foodType = "";
|
|
|
|
if ((proto->SubClass == ITEM_SUBCLASS_CONSUMABLE || proto->SubClass == ITEM_SUBCLASS_FOOD))
|
|
{
|
|
if (proto->Spells[0].SpellCategory == 11)
|
|
return "food";
|
|
else if (proto->Spells[0].SpellCategory == 59 && hasMana)
|
|
return "drink";
|
|
}
|
|
|
|
if (proto->SubClass == ITEM_SUBCLASS_POTION || proto->SubClass == ITEM_SUBCLASS_FLASK)
|
|
{
|
|
for (int j = 0; j < MAX_ITEM_PROTO_SPELLS; j++)
|
|
{
|
|
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(proto->Spells[j].SpellId);
|
|
if (spellInfo)
|
|
for (int i = 0; i < 3; i++)
|
|
{
|
|
if (spellInfo->Effects[i].Effect == SPELL_EFFECT_ENERGIZE && hasMana)
|
|
return "mana potion";
|
|
|
|
if (spellInfo->Effects[i].Effect == SPELL_EFFECT_HEAL)
|
|
return "healing potion";
|
|
}
|
|
}
|
|
}
|
|
|
|
if (proto->SubClass == ITEM_SUBCLASS_BANDAGE)
|
|
{
|
|
return "bandage";
|
|
}
|
|
|
|
return "";
|
|
}
|