Files
mod-playerbots/src/strategy/generic/GrindingStrategy.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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/*
* 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 "GrindingStrategy.h"
#include "Playerbots.h"
NextAction** GrindingStrategy::getDefaultActions()
{
return NextAction::array(0,
new NextAction("drink", 4.2f),
new NextAction("food", 4.1f),
nullptr);
}
void GrindingStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
// reduce lower than loot
triggers.push_back(
new TriggerNode("no target", NextAction::array(0, new NextAction("attack anything", 4.0f), nullptr)));
}
void MoveRandomStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("move random", 1.5f), NULL)));
}