mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-15 18:00:27 +00:00
470 lines
15 KiB
C++
470 lines
15 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
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* and/or modify it under version 3 of the License, or (at your option), any later version.
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*/
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#include "QuestAction.h"
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#include <sstream>
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#include "Chat.h"
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#include "ChatHelper.h"
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#include "Event.h"
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#include "ItemTemplate.h"
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#include "ObjectGuid.h"
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#include "ObjectMgr.h"
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#include "Playerbots.h"
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#include "ReputationMgr.h"
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#include "ServerFacade.h"
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#include "BroadcastHelper.h"
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bool QuestAction::Execute(Event event)
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{
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ObjectGuid guid = event.getObject();
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Player* master = GetMaster();
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// Checks if the bot and botAI are valid
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if (!bot || !botAI)
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return false;
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// Sets guid based on bot or master target
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if (!guid)
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{
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if (!master)
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{
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guid = bot->GetTarget();
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}
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else
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{
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guid = master->GetTarget();
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}
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}
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if (guid)
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{
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return ProcessQuests(guid);
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}
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bool result = false;
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// Check the nearest NPCs
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GuidVector npcs = AI_VALUE(GuidVector, "nearest npcs");
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for (const auto& npc : npcs)
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{
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Unit* unit = botAI->GetUnit(npc);
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if (unit && bot->GetDistance(unit) <= INTERACTION_DISTANCE)
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{
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result |= ProcessQuests(unit);
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}
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}
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// Checks the nearest game objects
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GuidVector gos = AI_VALUE(GuidVector, "nearest game objects");
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for (const auto& go : gos)
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{
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GameObject* gameobj = botAI->GetGameObject(go);
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if (gameobj && bot->GetDistance(gameobj) <= INTERACTION_DISTANCE)
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{
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result |= ProcessQuests(gameobj);
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}
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}
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return result;
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}
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bool QuestAction::CompleteQuest(Player* player, uint32 entry)
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{
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Quest const* pQuest = sObjectMgr->GetQuestTemplate(entry);
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// If player doesn't have the quest
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if (!pQuest || player->GetQuestStatus(entry) == QUEST_STATUS_NONE)
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{
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return false;
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}
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// Add quest items for quests that require items
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for (uint8 x = 0; x < QUEST_ITEM_OBJECTIVES_COUNT; ++x)
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{
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uint32 id = pQuest->RequiredItemId[x];
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uint32 count = pQuest->RequiredItemCount[x];
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if (!id || !count)
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{
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continue;
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}
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uint32 curItemCount = player->GetItemCount(id, true);
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ItemPosCountVec dest;
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uint8 msg = player->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, id, count - curItemCount);
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if (msg == EQUIP_ERR_OK)
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{
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Item* item = player->StoreNewItem(dest, id, true);
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player->SendNewItem(item, count - curItemCount, true, false);
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}
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}
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// All creature/GO slain/casted (not required, but otherwise it will display "Creature slain 0/10")
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for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
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{
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int32 creature = pQuest->RequiredNpcOrGo[i];
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uint32 creaturecount = pQuest->RequiredNpcOrGoCount[i];
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// TODO check if we need a REQSPELL condition, this methods and sql entry dosent seem implemented ?
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/*if (uint32 spell_id = pQuest->GetReqSpell[i])
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{
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for (uint16 z = 0; z < creaturecount; ++z)
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{
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player->CastedCreatureOrGO(creature, ObjectGuid(), spell_id);
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}
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}*/
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/*else*/ if (creature > 0)
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{
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if (CreatureTemplate const* cInfo = sObjectMgr->GetCreatureTemplate(creature))
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for (uint16 z = 0; z < creaturecount; ++z)
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{
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player->KilledMonster(cInfo, ObjectGuid::Empty);
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}
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}
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else if (creature < 0)
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{
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for (uint16 z = 0; z < creaturecount; ++z)
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{
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player->KillCreditGO(-creature);
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}
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}
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}
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// If the quest requires reputation to complete
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if (uint32 repFaction = pQuest->GetRepObjectiveFaction())
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{
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uint32 repValue = pQuest->GetRepObjectiveValue();
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uint32 curRep = player->GetReputationMgr().GetReputation(repFaction);
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if (curRep < repValue)
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if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(repFaction))
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{
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player->GetReputationMgr().SetReputation(factionEntry, repValue);
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}
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}
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// If the quest requires money
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int32 ReqOrRewMoney = pQuest->GetRewOrReqMoney();
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if (ReqOrRewMoney < 0)
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{
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player->ModifyMoney(-ReqOrRewMoney);
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}
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const std::string text_quest = ChatHelper::FormatQuest(pQuest);
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if (botAI->HasStrategy("debug quest", BotState::BOT_STATE_NON_COMBAT) || botAI->HasStrategy("debug rpg", BotState::BOT_STATE_COMBAT))
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{
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LOG_INFO("playerbots", "{} => Quest [ {} ] completed", bot->GetName(), pQuest->GetTitle());
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bot->Say("Quest [ " + text_quest + " ] completed", LANG_UNIVERSAL);
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}
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botAI->TellMasterNoFacing("Quest completed " + text_quest);
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player->CompleteQuest(entry);
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return true;
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}
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bool QuestAction::ProcessQuests(ObjectGuid questGiver)
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{
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if (GameObject* gameObject = botAI->GetGameObject(questGiver))
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if (gameObject->GetGoType() == GAMEOBJECT_TYPE_QUESTGIVER)
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return ProcessQuests(gameObject);
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Creature* creature = botAI->GetCreature(questGiver);
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if (creature)
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return ProcessQuests(creature);
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return false;
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}
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bool QuestAction::ProcessQuests(WorldObject* questGiver)
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{
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ObjectGuid guid = questGiver->GetGUID();
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if (bot->GetDistance(questGiver) > INTERACTION_DISTANCE && !sPlayerbotAIConfig->syncQuestWithPlayer)
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{
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//if (botAI->HasStrategy("debug", BotState::BOT_STATE_COMBAT) || botAI->HasStrategy("debug", BotState::BOT_STATE_NON_COMBAT))
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botAI->TellError("Cannot talk to quest giver");
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return false;
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}
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if (!bot->HasInArc(CAST_ANGLE_IN_FRONT, questGiver, sPlayerbotAIConfig->sightDistance))
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bot->SetFacingToObject(questGiver);
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bot->SetTarget(guid);
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bot->PrepareQuestMenu(guid);
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QuestMenu& questMenu = bot->PlayerTalkClass->GetQuestMenu();
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for (uint32 i = 0; i < questMenu.GetMenuItemCount(); ++i)
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{
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QuestMenuItem const& menuItem = questMenu.GetItem(i);
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uint32 questID = menuItem.QuestId;
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Quest const* quest = sObjectMgr->GetQuestTemplate(questID);
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if (!quest)
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continue;
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ProcessQuest(quest, questGiver);
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}
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return true;
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}
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bool QuestAction::AcceptQuest(Quest const* quest, ObjectGuid questGiver)
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{
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std::ostringstream out;
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uint32 questId = quest->GetQuestId();
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if (bot->GetQuestStatus(questId) == QUEST_STATUS_COMPLETE)
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out << "Already completed";
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else if (!bot->CanTakeQuest(quest, false))
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{
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if (!bot->SatisfyQuestStatus(quest, false))
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out << "Already on";
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else
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out << "Can't take";
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}
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else if (!bot->SatisfyQuestLog(false))
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out << "Quest log is full";
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else if (!bot->CanAddQuest(quest, false))
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out << "Bags are full";
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else
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{
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WorldPacket p(CMSG_QUESTGIVER_ACCEPT_QUEST);
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uint32 unk1 = 0;
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p << questGiver << questId << unk1;
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p.rpos(0);
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bot->GetSession()->HandleQuestgiverAcceptQuestOpcode(p);
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if (bot->GetQuestStatus(questId) == QUEST_STATUS_NONE && sPlayerbotAIConfig->syncQuestWithPlayer)
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{
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Object* pObject = ObjectAccessor::GetObjectByTypeMask(*bot, questGiver,
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TYPEMASK_UNIT | TYPEMASK_GAMEOBJECT | TYPEMASK_ITEM);
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bot->AddQuest(quest, pObject);
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}
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if (bot->GetQuestStatus(questId) != QUEST_STATUS_NONE && bot->GetQuestStatus(questId) != QUEST_STATUS_REWARDED)
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{
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BroadcastHelper::BroadcastQuestAccepted(botAI, bot, quest);
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out << "Accepted " << chat->FormatQuest(quest);
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botAI->TellMaster(out);
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return true;
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}
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out << "Cannot accept";
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}
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out << " " << chat->FormatQuest(quest);
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botAI->TellMaster(out);
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return false;
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}
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bool QuestUpdateCompleteAction::Execute(Event event)
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{
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// the action can hardly be triggered
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WorldPacket p(event.getPacket());
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p.rpos(0);
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uint32 questId = 0;
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p >> questId;
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p.print_storage();
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// LOG_INFO("playerbots", "Packet: empty{} questId{}", p.empty(), questId);
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Quest const* qInfo = sObjectMgr->GetQuestTemplate(questId);
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if (qInfo)
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{
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// std::map<std::string, std::string> placeholders;
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// placeholders["%quest_link"] = format;
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// if (botAI->HasStrategy("debug quest", BotState::BOT_STATE_NON_COMBAT) || botAI->HasStrategy("debug rpg", BotState::BOT_STATE_COMBAT))
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// {
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// LOG_INFO("playerbots", "{} => Quest [ {} ] completed", bot->GetName(), qInfo->GetTitle());
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// bot->Say("Quest [ " + format + " ] completed", LANG_UNIVERSAL);
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// }
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const auto format = ChatHelper::FormatQuest(qInfo);
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if (botAI->GetMaster())
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botAI->TellMasterNoFacing("Quest completed " + format);
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BroadcastHelper::BroadcastQuestUpdateComplete(botAI, bot, qInfo);
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botAI->rpgStatistic.questCompleted++;
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// LOG_DEBUG("playerbots", "[New rpg] {} complete quest {}", bot->GetName(), qInfo->GetQuestId());
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// botAI->rpgStatistic.questCompleted++;
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}
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return true;
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}
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/*
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* For creature or gameobject
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*/
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bool QuestUpdateAddKillAction::Execute(Event event)
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{
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WorldPacket p(event.getPacket());
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p.rpos(0);
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uint32 entry, questId, available, required;
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p >> questId >> entry >> available >> required;
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// LOG_INFO("playerbots", "[New rpg] Quest {} -> Creature {} ({}/{})", questId, entry, available, required);
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const Quest* qInfo = sObjectMgr->GetQuestTemplate(questId);
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if (qInfo && (entry & 0x80000000))
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{
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entry &= 0x7FFFFFFF;
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const GameObjectTemplate* info = sObjectMgr->GetGameObjectTemplate(entry);
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if (info)
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{
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std::string infoName = botAI->GetLocalizedGameObjectName(entry);
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BroadcastHelper::BroadcastQuestUpdateAddKill(botAI, bot, qInfo, available, required, infoName);
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if (botAI->GetMaster())
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{
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std::ostringstream out;
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out << infoName << " " << available << "/" << required << " " << ChatHelper::FormatQuest(qInfo);
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botAI->TellMasterNoFacing(out.str());
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}
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}
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}
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else if (qInfo)
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{
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CreatureTemplate const* info = sObjectMgr->GetCreatureTemplate(entry);
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if (info)
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{
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std::string infoName = botAI->GetLocalizedCreatureName(entry);
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BroadcastHelper::BroadcastQuestUpdateAddKill(botAI, bot, qInfo, available, required, infoName);
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if (botAI->GetMaster())
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{
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std::ostringstream out;
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out << infoName << " " << available << "/" << required << " " << ChatHelper::FormatQuest(qInfo);
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botAI->TellMasterNoFacing(out.str());
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}
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}
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}
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return false;
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}
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bool QuestUpdateAddItemAction::Execute(Event event)
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{
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WorldPacket p(event.getPacket());
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p.rpos(0);
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uint32 itemId, count;
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p >> itemId >> count;
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Player* requester = event.getOwner() ? event.getOwner() : GetMaster();
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auto const* itemPrototype = sObjectMgr->GetItemTemplate(itemId);
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if (itemPrototype)
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{
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std::map<std::string, std::string> placeholders;
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placeholders["%item_link"] = botAI->GetChatHelper()->FormatItem(itemPrototype);
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uint32 availableItemsCount = botAI->GetInventoryItemsCountWithId(itemId);
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placeholders["%quest_obj_available"] = std::to_string(availableItemsCount);
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for (const auto& pair : botAI->GetCurrentQuestsRequiringItemId(itemId))
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{
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placeholders["%quest_link"] = chat->FormatQuest(pair.first);
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uint32 requiredItemsCount = pair.second;
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placeholders["%quest_obj_required"] = std::to_string(requiredItemsCount);
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if (botAI->HasStrategy("debug quest", BotState::BOT_STATE_COMBAT) || botAI->HasStrategy("debug quest", BotState::BOT_STATE_NON_COMBAT))
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{
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const auto text = BOT_TEXT2("%quest_link - %item_link %quest_obj_available/%quest_obj_required", placeholders);
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botAI->Say(text);
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LOG_INFO("playerbots", "{} => {}", bot->GetName(), text);
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}
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BroadcastHelper::BroadcastQuestUpdateAddItem(botAI, bot, pair.first, availableItemsCount, requiredItemsCount, itemPrototype);
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}
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}
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return false;
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}
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bool QuestItemPushResultAction::Execute(Event event)
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{
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WorldPacket packet = event.getPacket();
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ObjectGuid guid;
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uint32 received, created, sendChatMessage, itemSlot, itemEntry, itemSuffixFactory, count, itemCount;
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uint8 bagSlot;
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int32 itemRandomPropertyId;
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packet >> guid >> received >> created >> sendChatMessage;
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packet >> bagSlot >> itemSlot >> itemEntry >> itemSuffixFactory >> itemRandomPropertyId;
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packet >> count >> itemCount;
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if (guid != bot->GetGUID())
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return false;
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const ItemTemplate* proto = sObjectMgr->GetItemTemplate(itemEntry);
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if (!proto)
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return false;
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for (uint16 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
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{
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uint32 questId = bot->GetQuestSlotQuestId(i);
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if (!questId)
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continue;
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const Quest* quest = sObjectMgr->GetQuestTemplate(questId);
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if (!quest)
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return false;
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const QuestStatusData& q_status = bot->getQuestStatusMap().at(questId);
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for (int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; i++)
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{
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uint32 itemId = quest->RequiredItemId[i];
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if (!itemId)
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continue;
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int32 previousCount = itemCount - count;
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if (itemId == itemEntry && previousCount < quest->RequiredItemCount[i])
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{
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if (botAI->GetMaster())
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{
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std::string itemLink = ChatHelper::FormatItem(proto);
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std::ostringstream out;
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int32 required = quest->RequiredItemCount[i];
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int32 available = std::min((int32)itemCount, required);
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out << itemLink << " " << available << "/" << required << " " << ChatHelper::FormatQuest(quest);
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botAI->TellMasterNoFacing(out.str());
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}
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}
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}
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}
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return false;
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}
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bool QuestUpdateFailedAction::Execute(Event event)
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{
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//opcode SMSG_QUESTUPDATE_FAILED is never sent...(yet?)
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return false;
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}
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bool QuestUpdateFailedTimerAction::Execute(Event event)
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{
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WorldPacket p(event.getPacket());
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p.rpos(0);
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uint32 questId;
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p >> questId;
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Player* requester = event.getOwner() ? event.getOwner() : GetMaster();
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Quest const* qInfo = sObjectMgr->GetQuestTemplate(questId);
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if (qInfo)
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{
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std::map<std::string, std::string> placeholders;
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placeholders["%quest_link"] = botAI->GetChatHelper()->FormatQuest(qInfo);
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botAI->TellMaster(BOT_TEXT2("Failed timer for %quest_link, abandoning", placeholders));
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BroadcastHelper::BroadcastQuestUpdateFailedTimer(botAI, bot, qInfo);
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}
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else
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{
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botAI->TellMaster("Failed timer for " + std::to_string(questId));
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}
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//drop quest
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bot->AbandonQuest(questId);
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return false;
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}
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