Files
mod-playerbots/src/strategy/actions/QuestAction.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

---------

Co-authored-by: SaW <swerkhoven@outlook.com>
2025-03-14 21:31:33 +08:00

77 lines
2.0 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_QUESTACTION_H
#define _PLAYERBOT_QUESTACTION_H
#include "Action.h"
#include "Object.h"
#include "QuestDef.h"
class ObjectGuid;
class Quest;
class Player;
class PlayerbotAI;
class WorldObject;
class Object;
class QuestAction : public Action
{
public:
QuestAction(PlayerbotAI* botAI, std::string const name) : Action(botAI, name) { }
bool Execute(Event event) override;
protected:
bool CompleteQuest(Player* player, uint32 entry);
virtual bool ProcessQuest(Quest const* quest, Object* questGiver) = 0;
bool AcceptQuest(Quest const* quest, ObjectGuid questGiver);
bool ProcessQuests(ObjectGuid questGiver);
bool ProcessQuests(WorldObject* questGiver);
};
class QuestUpdateCompleteAction : public Action
{
public:
QuestUpdateCompleteAction(PlayerbotAI* ai) : Action(ai, "quest update complete") {}
bool Execute(Event event) override;
};
class QuestUpdateAddKillAction : public Action
{
public:
QuestUpdateAddKillAction(PlayerbotAI* ai) : Action(ai, "quest update add kill") {}
bool Execute(Event event) override;
};
class QuestUpdateAddItemAction : public Action
{
public:
QuestUpdateAddItemAction(PlayerbotAI* ai) : Action(ai, "quest update add item") {}
bool Execute(Event event) override;;
};
class QuestUpdateFailedAction : public Action
{
public:
QuestUpdateFailedAction(PlayerbotAI* ai) : Action(ai, "quest update failed") {}
bool Execute(Event event) override;
};
class QuestUpdateFailedTimerAction : public Action
{
public:
QuestUpdateFailedTimerAction(PlayerbotAI* ai) : Action(ai, "quest update failed timer") {}
bool Execute(Event event) override;
};
class QuestItemPushResultAction : public Action
{
public:
QuestItemPushResultAction(PlayerbotAI* ai) : Action(ai, "quest item push result") {}
bool Execute(Event event) override;;
};
#endif