Files
mod-playerbots/src/strategy/actions/EquipAction.cpp
avirar ea9bd18102 Enhanced dual-wield logic
Description of Changes:

    Implemented logic to ensure the strongest weapon is always placed in the main hand for dual-wielding or Titan Grip-capable bots.
    When equipping a new weapon, the code now compares the new weapon’s score with the currently equipped main-hand and off-hand weapons.
    If the new weapon is the strongest, it goes into the main hand. The previous main-hand weapon may be moved to the off-hand if it is allowed (e.g., not a main-hand-only weapon) and provides a performance improvement.
    Titan Grip conditions are accounted for, allowing valid two-handed weapons (2H axes, maces, swords) to be placed in the off-hand as well.
2024-12-14 17:57:16 +11:00

315 lines
13 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.
*/
#include "EquipAction.h"
#include "Event.h"
#include "ItemCountValue.h"
#include "ItemUsageValue.h"
#include "Playerbots.h"
#include "StatsWeightCalculator.h"
bool EquipAction::Execute(Event event)
{
std::string const text = event.getParam();
ItemIds ids = chat->parseItems(text);
EquipItems(ids);
return true;
}
void EquipAction::EquipItems(ItemIds ids)
{
for (ItemIds::iterator i = ids.begin(); i != ids.end(); i++)
{
FindItemByIdVisitor visitor(*i);
EquipItem(&visitor);
}
}
// Return bagslot with smalest bag.
uint8 EquipAction::GetSmallestBagSlot()
{
int8 curBag = 0;
uint32 curSlots = 0;
for (uint8 bag = INVENTORY_SLOT_BAG_START; bag < INVENTORY_SLOT_BAG_END; ++bag)
{
const Bag* const pBag = (Bag*)bot->GetItemByPos(INVENTORY_SLOT_BAG_0, bag);
if (pBag)
{
if (curBag > 0 && curSlots < pBag->GetBagSize())
continue;
curBag = bag;
curSlots = pBag->GetBagSize();
}
else
return bag;
}
return curBag;
}
void EquipAction::EquipItem(FindItemVisitor* visitor)
{
IterateItems(visitor);
std::vector<Item*> items = visitor->GetResult();
if (!items.empty())
EquipItem(*items.begin());
}
void EquipAction::EquipItem(Item* item)
{
uint8 bagIndex = item->GetBagSlot();
uint8 slot = item->GetSlot();
const ItemTemplate* itemProto = item->GetTemplate();
uint32 itemId = itemProto->ItemId;
if (itemProto->InventoryType == INVTYPE_AMMO)
{
bot->SetAmmo(itemId);
}
else
{
bool equippedBag = false;
if (itemProto->Class == ITEM_CLASS_CONTAINER)
{
Bag* pBag = (Bag*)&item;
uint8 newBagSlot = GetSmallestBagSlot();
if (newBagSlot > 0)
{
uint16 src = ((bagIndex << 8) | slot);
uint16 dst = ((INVENTORY_SLOT_BAG_0 << 8) | newBagSlot);
bot->SwapItem(src, dst);
equippedBag = true;
}
}
if (!equippedBag)
{
uint8 dstSlot = botAI->FindEquipSlot(itemProto, NULL_SLOT, true);
bool have2HWeapon = false;
bool isValidTGWeapon = false;
if (dstSlot == EQUIPMENT_SLOT_MAINHAND)
{
Item* currentWeapon = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
have2HWeapon = currentWeapon && currentWeapon->GetTemplate()->InventoryType == INVTYPE_2HWEAPON;
isValidTGWeapon = itemProto->SubClass == ITEM_SUBCLASS_WEAPON_AXE2 ||
itemProto->SubClass == ITEM_SUBCLASS_WEAPON_MACE2 ||
itemProto->SubClass == ITEM_SUBCLASS_WEAPON_SWORD2;
}
// New logic: Ensure strongest weapon is in main hand for dual wield/Titan Grip scenarios
bool isWeapon = (itemProto->Class == ITEM_CLASS_WEAPON);
bool canDualWieldOrTG = (bot->CanDualWield() || (bot->CanTitanGrip() && itemProto->InventoryType == INVTYPE_2HWEAPON));
if (isWeapon && canDualWieldOrTG && dstSlot == EQUIPMENT_SLOT_MAINHAND &&
((itemProto->InventoryType != INVTYPE_2HWEAPON && !have2HWeapon) || (bot->CanTitanGrip() && isValidTGWeapon)))
{
// Compare current mainhand and offhand weapons to the new item
Item* mainHandItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
Item* offHandItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
StatsWeightCalculator calculator(bot);
calculator.SetItemSetBonus(false);
calculator.SetOverflowPenalty(false);
float newItemScore = calculator.CalculateItem(itemId);
float mainHandScore = mainHandItem ? calculator.CalculateItem(mainHandItem->GetTemplate()->ItemId) : 0.0f;
float offHandScore = offHandItem ? calculator.CalculateItem(offHandItem->GetTemplate()->ItemId) : 0.0f;
// Determine if new weapon is best
bool newIsBest = (newItemScore > mainHandScore && newItemScore > offHandScore);
bool betterThanOff = (newItemScore > offHandScore) && !newIsBest;
// Check that the new item can go main hand
bool canGoMain = (itemProto->InventoryType == INVTYPE_WEAPON ||
itemProto->InventoryType == INVTYPE_WEAPONMAINHAND ||
(bot->CanTitanGrip() && itemProto->InventoryType == INVTYPE_2HWEAPON));
// Check Titan Grip offhand eligibility
bool canTGOff = false;
if (bot->CanTitanGrip() && itemProto->InventoryType == INVTYPE_2HWEAPON)
{
// Titan Grip allows 2H axes, maces, swords in offhand
canTGOff = (isValidTGWeapon);
}
// Check that the new item can go off hand
bool canGoOff = (itemProto->InventoryType == INVTYPE_WEAPON ||
itemProto->InventoryType == INVTYPE_WEAPONOFFHAND ||
canTGOff);
// Check what the main hand item can do if we move it
bool mainHandCanGoOff = false;
if (mainHandItem)
{
const ItemTemplate* mhProto = mainHandItem->GetTemplate();
bool mhIsValidTG = (bot->CanTitanGrip() && mhProto->InventoryType == INVTYPE_2HWEAPON &&
(mhProto->SubClass == ITEM_SUBCLASS_WEAPON_AXE2 ||
mhProto->SubClass == ITEM_SUBCLASS_WEAPON_MACE2 ||
mhProto->SubClass == ITEM_SUBCLASS_WEAPON_SWORD2));
mainHandCanGoOff = (mhProto->InventoryType == INVTYPE_WEAPON ||
mhProto->InventoryType == INVTYPE_WEAPONOFFHAND ||
(mhProto->InventoryType == INVTYPE_2HWEAPON && mhIsValidTG));
}
// If new weapon is best of all three, put it in main hand
if (newIsBest && canGoMain)
{
// Equip new weapon in main hand
{
WorldPacket eqPacket(CMSG_AUTOEQUIP_ITEM_SLOT, 2);
ObjectGuid newItemGuid = item->GetGUID();
eqPacket << newItemGuid << uint8(EQUIPMENT_SLOT_MAINHAND);
bot->GetSession()->HandleAutoEquipItemSlotOpcode(eqPacket);
}
// If there was a main hand item, try to move it to offhand if it improves offhand
if (mainHandItem && mainHandCanGoOff)
{
// Only move if it's better than the current offhand or offhand is empty
if (!offHandItem || mainHandScore > offHandScore)
{
WorldPacket offhandPacket(CMSG_AUTOEQUIP_ITEM_SLOT, 2);
ObjectGuid oldMHGuid = mainHandItem->GetGUID();
offhandPacket << oldMHGuid << uint8(EQUIPMENT_SLOT_OFFHAND);
bot->GetSession()->HandleAutoEquipItemSlotOpcode(offhandPacket);
}
}
std::ostringstream out;
out << "equipping " << chat->FormatItem(itemProto) << " as the best weapon in main hand";
botAI->TellMaster(out);
return;
}
else if (betterThanOff && canGoOff)
{
// Equip the new weapon in offhand
WorldPacket eqPacket(CMSG_AUTOEQUIP_ITEM_SLOT, 2);
ObjectGuid newItemGuid = item->GetGUID();
eqPacket << newItemGuid << uint8(EQUIPMENT_SLOT_OFFHAND);
bot->GetSession()->HandleAutoEquipItemSlotOpcode(eqPacket);
std::ostringstream out;
out << "equipping " << chat->FormatItem(itemProto) << " in offhand";
botAI->TellMaster(out);
return;
}
else
{
// Not an improvement or can't place it properly, do nothing
return;
}
}
// Existing logic below - do not remove or modify existing comments
if (dstSlot == EQUIPMENT_SLOT_FINGER1 ||
dstSlot == EQUIPMENT_SLOT_TRINKET1 ||
(dstSlot == EQUIPMENT_SLOT_MAINHAND && bot->CanDualWield() &&
((itemProto->InventoryType != INVTYPE_2HWEAPON && !have2HWeapon) || (bot->CanTitanGrip() && isValidTGWeapon))))
{
Item* const equippedItems[2] = {
bot->GetItemByPos(INVENTORY_SLOT_BAG_0, dstSlot),
bot->GetItemByPos(INVENTORY_SLOT_BAG_0, dstSlot + 1)
};
if (equippedItems[0])
{
if (equippedItems[1])
{
// Both slots are full - determine worst item to replace
StatsWeightCalculator calculator(bot);
calculator.SetItemSetBonus(false);
calculator.SetOverflowPenalty(false);
// float newItemScore = calculator.CalculateItem(itemId);
float equippedItemScore[2] = {
equippedItemScore[0] = calculator.CalculateItem(equippedItems[0]->GetTemplate()->ItemId),
equippedItemScore[1] = calculator.CalculateItem(equippedItems[1]->GetTemplate()->ItemId)
};
// Second item is worse than first, equip candidate item in second slot
if (equippedItemScore[0] > equippedItemScore[1])
{
dstSlot++;
}
}
else // No item equipped in slot 2, equip in that slot instead of replacing first item
{
dstSlot++;
}
}
}
WorldPacket packet(CMSG_AUTOEQUIP_ITEM_SLOT, 2);
ObjectGuid itemguid = item->GetGUID();
packet << itemguid << dstSlot;
bot->GetSession()->HandleAutoEquipItemSlotOpcode(packet);
// WorldPacket packet(CMSG_AUTOEQUIP_ITEM, 2);
// packet << bagIndex << slot;
// bot->GetSession()->HandleAutoEquipItemOpcode(packet);
}
}
std::ostringstream out;
out << "equipping " << chat->FormatItem(itemProto);
botAI->TellMaster(out);
}
bool EquipUpgradesAction::Execute(Event event)
{
if (!sPlayerbotAIConfig->autoEquipUpgradeLoot && !sRandomPlayerbotMgr->IsRandomBot(bot))
return false;
if (event.GetSource() == "trade status")
{
WorldPacket p(event.getPacket());
p.rpos(0);
uint32 status;
p >> status;
if (status != TRADE_STATUS_TRADE_ACCEPT)
return false;
}
ListItemsVisitor visitor;
IterateItems(&visitor, ITERATE_ITEMS_IN_BAGS);
ItemIds items;
for (std::map<uint32, uint32>::iterator i = visitor.items.begin(); i != visitor.items.end(); ++i)
{
ItemUsage usage = AI_VALUE2(ItemUsage, "item usage", i->first);
if (usage == ITEM_USAGE_EQUIP || usage == ITEM_USAGE_REPLACE || usage == ITEM_USAGE_BAD_EQUIP)
{
// LOG_INFO("playerbots", "Bot {} <{}> auto equips item {} ({})", bot->GetGUID().ToString().c_str(),
// bot->GetName().c_str(), i->first, usage == 1 ? "no item in slot" : usage == 2 ? "replace" : usage == 3 ?
// "wrong item but empty slot" : "");
items.insert(i->first);
}
}
EquipItems(items);
return true;
}
bool EquipUpgradeAction::Execute(Event event)
{
ListItemsVisitor visitor;
IterateItems(&visitor, ITERATE_ITEMS_IN_BAGS);
ItemIds items;
for (std::map<uint32, uint32>::iterator i = visitor.items.begin(); i != visitor.items.end(); ++i)
{
ItemUsage usage = AI_VALUE2(ItemUsage, "item usage", i->first);
if (usage == ITEM_USAGE_EQUIP || usage == ITEM_USAGE_REPLACE || usage == ITEM_USAGE_BAD_EQUIP)
{
items.insert(i->first);
}
}
EquipItems(items);
return true;
}