Files
mod-playerbots/src/strategy/actions/ChooseTravelTargetAction.cpp
2024-07-13 11:41:16 +08:00

858 lines
28 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 "ChooseTravelTargetAction.h"
#include "ChatHelper.h"
#include "LootObjectStack.h"
#include "Playerbots.h"
bool ChooseTravelTargetAction::Execute(Event event)
{
//Get the current travel target. This target is no longer active.
TravelTarget* oldTarget = context->GetValue<TravelTarget*>("travel target")->Get();
//Select a new target to travel to.
TravelTarget newTarget = TravelTarget(botAI);
getNewTarget(&newTarget, oldTarget);
//If the new target is not active we failed.
if (!newTarget.isActive())
return false;
setNewTarget(&newTarget, oldTarget);
return true;
}
//Select a new travel target.
//Currently this selectes mostly based on priority (current quest > new quest).
//This works fine because destinations can be full (max 15 bots per quest giver, max 1 bot per quest mob).
//
//Eventually we want to rewrite this to be more intelligent.
void ChooseTravelTargetAction::getNewTarget(TravelTarget* newTarget, TravelTarget* oldTarget)
{
bool foundTarget = false;
foundTarget = SetGroupTarget(newTarget); //Join groups members
//Enpty bags/repair
if (!foundTarget && urand(1, 100) > 10) //90% chance
if (AI_VALUE2(bool, "group or", "should sell,can sell,following party,near leader") || AI_VALUE2(bool, "group or", "should repair,can repair,following party,near leader"))
foundTarget = SetRpgTarget(newTarget); //Go to town to sell items or repair
//Rpg in city
if (!foundTarget && urand(1, 100) > 90) //10% chance
foundTarget = SetNpcFlagTarget(newTarget, { UNIT_NPC_FLAG_BANKER,UNIT_NPC_FLAG_BATTLEMASTER,UNIT_NPC_FLAG_AUCTIONEER });
//Grind for money
if (!foundTarget && AI_VALUE(bool, "should get money")) {
if (urand(1, 100) > 66)
{
foundTarget = SetQuestTarget(newTarget, true); //Turn in quests for money.
if (!foundTarget)
foundTarget = SetQuestTarget(newTarget); //Do low level quests
} else if (urand(1, 100) > 50) {
foundTarget = SetGrindTarget(newTarget); //Go grind mobs for money
} else {
foundTarget = SetNewQuestTarget(newTarget); //Find a low level quest to do
}
}
//Continue
if (!foundTarget && urand(1, 100) > 10) //90% chance
foundTarget = SetCurrentTarget(newTarget, oldTarget); //Extend current target.
//Dungeon in group
if (!foundTarget && urand(1, 100) > 50) //50% chance
if (AI_VALUE(bool, "can fight boss"))
foundTarget = SetBossTarget(newTarget); //Go fight a (dungeon boss)
if (!foundTarget && urand(1, 100) > 5) //95% chance
foundTarget = SetQuestTarget(newTarget); //Do a target of an active quest.
if (!foundTarget && urand(1, 100) > 5)
foundTarget = SetNewQuestTarget(newTarget); //Find a new quest to do.
if (!foundTarget && botAI->HasStrategy("explore", BOT_STATE_NON_COMBAT)) //Explore a unexplored sub-zone.
foundTarget = SetExploreTarget(newTarget);
// if (!foundTarget)
//foundTarget = SetRpgTarget(target);
if (!foundTarget)
SetNullTarget(newTarget); //Idle a bit.
}
void ChooseTravelTargetAction::setNewTarget(TravelTarget* newTarget, TravelTarget* oldTarget)
{
//Tell the master where we are going.
if (!bot->GetGroup() || (botAI->GetGroupMaster() == bot))
ReportTravelTarget(newTarget, oldTarget);
//If we are heading to a creature/npc clear it from the ignore list.
if (oldTarget && oldTarget == newTarget && newTarget->getEntry())
{
GuidSet& ignoreList = context->GetValue<GuidSet&>("ignore rpg target")->Get();
for (ObjectGuid const guid : ignoreList)
{
if (guid.GetEntry() == newTarget->getEntry())
{
ignoreList.erase(guid);
}
}
context->GetValue<GuidSet&>("ignore rpg target")->Set(ignoreList);
}
//Actually apply the new target to the travel target used by the bot.
oldTarget->copyTarget(newTarget);
//If we are idling but have a master. Idle only 10 seconds.
if (botAI->GetMaster() && oldTarget->isActive() && oldTarget->getDestination()->getName() == "NullTravelDestination")
oldTarget->setExpireIn(10 * IN_MILLISECONDS);
else if (oldTarget->isForced()) // Make sure travel goes into cooldown after getting to the destination.
oldTarget->setExpireIn(HOUR * IN_MILLISECONDS);
//Clear rpg and pull/grind target. We want to travel, not hang around some more.
RESET_AI_VALUE(GuidPosition, "rpg target");
RESET_AI_VALUE(ObjectGuid, "pull target");
}
//Tell the master what travel target we are moving towards.
//This should at some point be rewritten to be denser or perhaps logic moved to ->getTitle()
void ChooseTravelTargetAction::ReportTravelTarget(TravelTarget* newTarget, TravelTarget* oldTarget)
{
TravelDestination* destination = newTarget->getDestination();
TravelDestination* oldDestination = oldTarget->getDestination();
std::ostringstream out;
if (newTarget->isForced())
out << "(Forced) ";
if (destination->getName() == "QuestRelationTravelDestination" || destination->getName() == "QuestObjectiveTravelDestination")
{
QuestTravelDestination* QuestDestination = (QuestTravelDestination*)destination;
Quest const* quest = QuestDestination->GetQuestTemplate();
WorldPosition botLocation(bot);
CreatureTemplate const* cInfo = nullptr;
GameObjectTemplate const* gInfo = nullptr;
if (destination->getEntry() > 0)
cInfo = sObjectMgr->GetCreatureTemplate(destination->getEntry());
else
gInfo = sObjectMgr->GetGameObjectTemplate(destination->getEntry() * -1);
std::string Sub;
if (newTarget->isGroupCopy())
out << "Following group ";
else if (oldDestination && oldDestination == destination)
out << "Continuing ";
else
out << "Traveling ";
out << round(newTarget->getDestination()->distanceTo(&botLocation)) << "y";
out << " for " << chat->FormatQuest(quest);
out << " to " << QuestDestination->getTitle();
botAI->TellMaster(out);
}
else if (destination->getName() == "RpgTravelDestination")
{
RpgTravelDestination* RpgDestination = (RpgTravelDestination*)destination;
WorldPosition botLocation(bot);
if (newTarget->isGroupCopy())
out << "Following group ";
else if (oldDestination && oldDestination == destination)
out << "Continuing ";
else
out << "Traveling ";
out << round(newTarget->getDestination()->distanceTo(&botLocation)) << "y";
out << " for ";
if (AI_VALUE2(bool, "group or", "should sell,can sell"))
out << "selling items";
else if (AI_VALUE2(bool, "group or", "should repair,can repair"))
out << "repairing";
else
out << "rpg";
out << " to " << RpgDestination->getTitle();
botAI->TellMaster(out);
}
else if (destination->getName() == "ExploreTravelDestination")
{
ExploreTravelDestination* ExploreDestination = (ExploreTravelDestination*)destination;
WorldPosition botLocation(bot);
if (newTarget->isGroupCopy())
out << "Following group ";
else if (oldDestination && oldDestination == destination)
out << "Continuing ";
else
out << "Traveling ";
out << round(newTarget->getDestination()->distanceTo(&botLocation)) << "y";
out << " for exploration";
out << " to " << ExploreDestination->getTitle();
botAI->TellMaster(out);
}
else if (destination->getName() == "GrindTravelDestination")
{
GrindTravelDestination* GrindDestination = (GrindTravelDestination*)destination;
WorldPosition botLocation(bot);
if (newTarget->isGroupCopy())
out << "Following group ";
else if (oldDestination && oldDestination == destination)
out << "Continuing ";
else
out << "Traveling ";
out << round(newTarget->getDestination()->distanceTo(&botLocation)) << "y";
out << " for grinding money";
out << " to " << GrindDestination->getTitle();
botAI->TellMaster(out);
}
else if (destination->getName() == "BossTravelDestination")
{
BossTravelDestination* BossDestination = (BossTravelDestination*)destination;
WorldPosition botLocation(bot);
if (newTarget->isGroupCopy())
out << "Following group ";
else if (oldDestination && oldDestination == destination)
out << "Continuing ";
else
out << "Traveling ";
out << round(newTarget->getDestination()->distanceTo(&botLocation)) << "y";
out << " for good loot";
out << " to " << BossDestination->getTitle();
botAI->TellMaster(out);
}
else if (destination->getName() == "NullTravelDestination")
{
if (!oldTarget->getDestination() || oldTarget->getDestination()->getName() != "NullTravelDestination")
{
botAI->TellMaster("No where to travel. Idling a bit.");
}
}
}
bool ChooseTravelTargetAction::getBestDestination(std::vector<TravelDestination*>* activeDestinations, std::vector<WorldPosition*>* activePoints)
{
if (activeDestinations->empty() || activePoints->empty()) //No targets or no points.
return false;
WorldPosition botLocation(bot);
std::vector<WorldPosition*> availablePoints = sTravelMgr->getNextPoint(&botLocation, *activePoints); //Pick a good point.
if (availablePoints.empty()) //No points available.
return false;
TravelDestination* targetDestination;
for (auto activeTarget : *activeDestinations) //Pick the destination that has this point.
if (activeTarget->distanceTo(availablePoints.front()) == 0)
targetDestination = activeTarget;
if (!targetDestination)
return false;
activeDestinations->clear();
activePoints->clear();
activeDestinations->push_back(targetDestination);
activePoints->push_back(availablePoints.front());
return true;
}
bool ChooseTravelTargetAction::SetGroupTarget(TravelTarget* target)
{
std::vector<TravelDestination*> activeDestinations;
std::vector<WorldPosition*> activePoints;
GuidList groupPlayers;
Group* group = bot->GetGroup();
if (group)
{
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
if (ref->GetSource() != bot)
{
if (ref->getSubGroup() != bot->GetSubGroup())
{
groupPlayers.push_back(ref->GetSource()->GetGUID());
}
else
{
groupPlayers.push_front(ref->GetSource()->GetGUID());
}
}
}
}
//Find targets of the group.
for (auto& member : groupPlayers)
{
Player* player = ObjectAccessor::FindPlayer(member);
if (!player)
continue;
PlayerbotAI* playerBotAI = GET_PLAYERBOT_AI(player);
if (!playerBotAI)
continue;
if (!playerBotAI->GetAiObjectContext())
continue;
TravelTarget* groupTarget = playerBotAI->GetAiObjectContext()->GetValue<TravelTarget*>("travel target")->Get();
if (groupTarget->isGroupCopy())
continue;
if (!groupTarget->isActive())
continue;
if (!groupTarget->getDestination()->isActive(bot) || groupTarget->getDestination()->getName() == "RpgTravelDestination")
continue;
activeDestinations.push_back(groupTarget->getDestination());
activePoints.push_back(groupTarget->getPosition());
}
if (!getBestDestination(&activeDestinations, &activePoints))
return false;
target->setTarget(activeDestinations.front(), activePoints.front(), true);
return target->isActive();
}
bool ChooseTravelTargetAction::SetCurrentTarget(TravelTarget* target, TravelTarget* oldTarget)
{
TravelDestination* oldDestination = oldTarget->getDestination();
if (oldTarget->isMaxRetry(false))
return false;
if (!oldDestination) //Does this target have a destination?
return false;
if (!oldDestination->isActive(bot)) //Is the destination still valid?
return false;
WorldPosition botLocation(bot);
std::vector<WorldPosition*> availablePoints = oldDestination->nextPoint(&botLocation);
if (availablePoints.empty())
return false;
target->setTarget(oldTarget->getDestination(), availablePoints.front());
target->setStatus(TRAVEL_STATUS_TRAVEL);
target->setRetry(false, oldTarget->getRetryCount(false) + 1);
return target->isActive();
}
bool ChooseTravelTargetAction::SetQuestTarget(TravelTarget* target, bool onlyCompleted)
{
std::vector<TravelDestination*> activeDestinations;
std::vector<WorldPosition*> activePoints;
QuestStatusMap& questMap = bot->getQuestStatusMap();
WorldPosition botLocation(bot);
//Find destinations related to the active quests.
for (auto& quest : questMap)
{
if (bot->IsQuestRewarded(quest.first))
continue;
uint32 questId = quest.first;
QuestStatusData* questStatus = &quest.second;
if (onlyCompleted && sObjectMgr->GetQuestTemplate(questId) && !bot->CanRewardQuest(sObjectMgr->GetQuestTemplate(questId), false))
continue;
std::vector<TravelDestination*> questDestinations = sTravelMgr->getQuestTravelDestinations(bot, questId, botAI->HasRealPlayerMaster(), false, 5000);
std::vector<WorldPosition*> questPoints;
for (auto& questDestination : questDestinations)
{
std::vector<WorldPosition*> destinationPoints = questDestination->getPoints();
if (!destinationPoints.empty())
questPoints.insert(questPoints.end(), destinationPoints.begin(), destinationPoints.end());
}
if (getBestDestination(&questDestinations, &questPoints))
{
activeDestinations.push_back(questDestinations.front());
activePoints.push_back(questPoints.front());
}
}
if (!getBestDestination(&activeDestinations, &activePoints))
return false;
target->setTarget(activeDestinations.front(), activePoints.front());
return target->isActive();
}
bool ChooseTravelTargetAction::SetNewQuestTarget(TravelTarget* target)
{
std::vector<TravelDestination*> activeDestinations;
std::vector<WorldPosition*> activePoints;
WorldPosition botLocation(bot);
//Find quest givers.
std::vector<TravelDestination*> TravelDestinations = sTravelMgr->getQuestTravelDestinations(bot, -1, botAI->HasRealPlayerMaster());
activeDestinations.insert(activeDestinations.end(), TravelDestinations.begin(), TravelDestinations.end());
//Pick one good point per destination.
for (auto& activeTarget : activeDestinations)
{
std::vector<WorldPosition*> points = activeTarget->nextPoint(&botLocation);
if (!points.empty())
activePoints.push_back(points.front());
}
if (!getBestDestination(&activeDestinations, &activePoints))
return false;
target->setTarget(activeDestinations.front(), activePoints.front());
return target->isActive();
}
bool ChooseTravelTargetAction::SetRpgTarget(TravelTarget* target)
{
std::vector<TravelDestination*> activeDestinations;
std::vector<WorldPosition*> activePoints;
WorldPosition botLocation(bot);
//Find rpg npcs
std::vector<TravelDestination*> TravelDestinations = sTravelMgr->getRpgTravelDestinations(bot, botAI->HasRealPlayerMaster());
activeDestinations.insert(activeDestinations.end(), TravelDestinations.begin(), TravelDestinations.end());
//Pick one good point per destination.
for (auto& activeTarget : activeDestinations)
{
std::vector<WorldPosition*> points = activeTarget->nextPoint(&botLocation);
if (!points.empty())
activePoints.push_back(points.front());
}
if (!getBestDestination(&activeDestinations, &activePoints))
return false;
target->setTarget(activeDestinations.front(), activePoints.front());
return target->isActive();
}
bool ChooseTravelTargetAction::SetGrindTarget(TravelTarget* target)
{
std::vector<TravelDestination*> activeDestinations;
std::vector<WorldPosition*> activePoints;
WorldPosition botLocation(bot);
//Find grind mobs.
std::vector<TravelDestination*> TravelDestinations = sTravelMgr->getGrindTravelDestinations(bot, botAI->HasRealPlayerMaster());
activeDestinations.insert(activeDestinations.end(), TravelDestinations.begin(), TravelDestinations.end());
//Pick one good point per destination.
for (auto& activeTarget : activeDestinations)
{
std::vector<WorldPosition*> points = activeTarget->nextPoint(&botLocation);
if (!points.empty())
activePoints.push_back(points.front());
}
if (!getBestDestination(&activeDestinations, &activePoints))
return false;
target->setTarget(activeDestinations.front(), activePoints.front());
return target->isActive();
}
bool ChooseTravelTargetAction::SetBossTarget(TravelTarget* target)
{
std::vector<TravelDestination*> activeDestinations;
std::vector<WorldPosition*> activePoints;
WorldPosition botLocation(bot);
//Find boss mobs.
std::vector<TravelDestination*> TravelDestinations = sTravelMgr->getBossTravelDestinations(bot, botAI->HasRealPlayerMaster());
activeDestinations.insert(activeDestinations.end(), TravelDestinations.begin(), TravelDestinations.end());
//Pick one good point per destination.
for (auto& activeTarget : activeDestinations)
{
std::vector<WorldPosition*> points = activeTarget->nextPoint(&botLocation);
if (!points.empty())
activePoints.push_back(points.front());
}
if (!getBestDestination(&activeDestinations, &activePoints))
return false;
target->setTarget(activeDestinations.front(), activePoints.front());
return target->isActive();
}
bool ChooseTravelTargetAction::SetExploreTarget(TravelTarget* target)
{
std::vector<TravelDestination*> activeDestinations;
std::vector<WorldPosition*> activePoints;
WorldPosition botLocation(bot);
//Find quest givers.
std::vector<TravelDestination*> TravelDestinations = sTravelMgr->getExploreTravelDestinations(bot, true, true);
activeDestinations.insert(activeDestinations.end(), TravelDestinations.begin(), TravelDestinations.end());
/*
//Pick one good point per destination.
for (auto& activeTarget : activeDestinations)
{
//271 south shore
//35 booty bay
//380 The Barrens The Crossroads
if(((ExploreTravelDestination * )activeTarget)->getAreaId() == 380)
{
activePoints.push_back(activeTarget->getPoints(true)[0]);
}
}
*/
if (activePoints.empty())
{
TravelDestinations = sTravelMgr->getExploreTravelDestinations(bot, botAI->HasRealPlayerMaster());
for (auto& activeTarget : activeDestinations)
{
std::vector<WorldPosition*> points = activeTarget->nextPoint(&botLocation);
if (!points.empty())
{
activePoints.push_back(points.front());
}
}
}
if (!getBestDestination(&activeDestinations, &activePoints))
return false;
target->setTarget(activeDestinations.front(), activePoints.front());
return target->isActive();
}
char* strstri(char const* haystack, char const* needle);
bool ChooseTravelTargetAction::SetNpcFlagTarget(TravelTarget* target, std::vector<NPCFlags> flags, std::string const name, std::vector<uint32> items)
{
WorldPosition botPos(bot);
std::vector<TravelDestination*> dests;
for (auto& d : sTravelMgr->getRpgTravelDestinations(bot, true, true))
{
if (!d->getEntry())
continue;
CreatureTemplate const* cInfo = sObjectMgr->GetCreatureTemplate(d->getEntry());
if (!cInfo)
continue;
bool foundFlag = false;
for (auto flag : flags)
if (cInfo->npcflag & flag)
{
foundFlag = true;
break;
}
if (!foundFlag)
continue;
if (!name.empty() && !strstri(cInfo->Name.c_str(), name.c_str()) && !strstri(cInfo->SubName.c_str(), name.c_str()))
continue;
if (!items.empty())
{
bool foundItem = false;
VendorItemData const* vItems = sObjectMgr->GetNpcVendorItemList(d->getEntry());
if (vItems)
{
for (auto item : items)
{
for (auto vitem : vItems->m_items)
{
if (vitem->item == item)
{
foundItem = true;
break;
}
}
}
}
if (!foundItem)
continue;
}
FactionTemplateEntry const* factionEntry = sFactionTemplateStore.LookupEntry(cInfo->faction);
ReputationRank reaction = Unit::GetFactionReactionTo(botAI->GetBot()->GetFactionTemplateEntry(), factionEntry);
if (reaction < REP_NEUTRAL)
continue;
dests.push_back(d);
}
if (!dests.empty())
{
TravelDestination* dest = *std::min_element(dests.begin(), dests.end(), [botPos](TravelDestination* i, TravelDestination* j)
{
return i->distanceTo(const_cast<WorldPosition*>(&botPos)) < j->distanceTo(const_cast<WorldPosition*>(&botPos));
});
std::vector<WorldPosition*> points = dest->nextPoint(const_cast<WorldPosition*>(&botPos), true);
if (points.empty())
return false;
target->setTarget(dest, points.front());
target->setForced(true);
return true;
}
return false;
}
std::vector<TravelDestination*> TravelMgr::getBossTravelDestinations(Player* bot, bool ignoreFull, bool ignoreInactive, float maxDistance)
{
WorldPosition botLocation(bot);
std::vector<TravelDestination*> retTravelLocations;
for (auto& dest : bossMobs)
{
if (!ignoreInactive && !dest->isActive(bot))
continue;
if (dest->isFull(ignoreFull))
continue;
if (maxDistance > 0 && dest->distanceTo(&botLocation) > maxDistance)
continue;
retTravelLocations.push_back(dest);
}
return retTravelLocations;
}
bool ChooseTravelTargetAction::SetNullTarget(TravelTarget* target)
{
target->setTarget(sTravelMgr->nullTravelDestination, sTravelMgr->nullWorldPosition, true);
return true;
}
std::vector<std::string> split(std::string const s, char delim);
char* strstri(char const* haystack, char const* needle);
TravelDestination* ChooseTravelTargetAction::FindDestination(Player* bot, std::string const name)
{
PlayerbotAI* botAI = GET_PLAYERBOT_AI(bot);
AiObjectContext* context = botAI->GetAiObjectContext();
std::vector<TravelDestination*> dests;
//Zones
for (auto& d : sTravelMgr->getExploreTravelDestinations(bot, true, true))
{
if (strstri(d->getTitle().c_str(), name.c_str()))
dests.push_back(d);
}
//Npcs
for (auto& d : sTravelMgr->getRpgTravelDestinations(bot, true, true))
{
if (strstri(d->getTitle().c_str(), name.c_str()))
dests.push_back(d);
}
//Mobs
for (auto& d : sTravelMgr->getGrindTravelDestinations(bot, true, true))
{
if (strstri(d->getTitle().c_str(), name.c_str()))
dests.push_back(d);
}
//Bosses
for (auto& d : sTravelMgr->getBossTravelDestinations(bot, true, true))
{
if (strstri(d->getTitle().c_str(), name.c_str()))
dests.push_back(d);
}
WorldPosition botPos(bot);
if (dests.empty())
return nullptr;
TravelDestination* dest = *std::min_element(dests.begin(), dests.end(), [botPos](TravelDestination* i, TravelDestination* j)
{
return i->distanceTo(const_cast<WorldPosition*>(&botPos)) < j->distanceTo(const_cast<WorldPosition*>(&botPos));
});
return dest;
};
bool ChooseTravelTargetAction::isUseful()
{
if (!botAI->AllowActivity(TRAVEL_ACTIVITY))
return false;
return !context->GetValue<TravelTarget*>("travel target")->Get()->isActive() && !context->GetValue<LootObject>("loot target")->Get().IsLootPossible(bot) && !bot->IsInCombat();
}
bool ChooseTravelTargetAction::needForQuest(Unit* target)
{
bool justCheck = (bot->GetGUID() == target->GetGUID());
QuestStatusMap& questMap = bot->getQuestStatusMap();
for (auto& quest : questMap)
{
Quest const* questTemplate = sObjectMgr->GetQuestTemplate(quest.first);
if (!questTemplate)
continue;
uint32 questId = questTemplate->GetQuestId();
if (!questId)
continue;
QuestStatus status = bot->GetQuestStatus(questId);
if ((status == QUEST_STATUS_COMPLETE && !bot->GetQuestRewardStatus(questId)))
{
if (!justCheck && !target->hasInvolvedQuest(questId))
continue;
return true;
}
else if (status == QUEST_STATUS_INCOMPLETE)
{
QuestStatusData questStatus = quest.second;
if (questTemplate->GetQuestLevel() > bot->getLevel())
continue;
for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
{
int32 entry = questTemplate->RequiredNpcOrGo[j];
if (entry && entry > 0)
{
int required = questTemplate->RequiredNpcOrGoCount[j];
int available = questStatus.CreatureOrGOCount[j];
if(required && available < required && (target->GetEntry() == entry || justCheck))
return true;
}
if (justCheck)
{
int32 itemId = questTemplate->RequiredItemId[j];
if (itemId && itemId > 0)
{
int required = questTemplate->RequiredItemCount[j];
int available = questStatus.ItemCount[j];
if (required && available < required)
return true;
}
}
}
if (!justCheck)
{
if (CreatureTemplate const* data = sObjectMgr->GetCreatureTemplate(target->GetEntry()))
{
if (uint32 lootId = data->lootid)
{
if (LootTemplates_Creature.HaveQuestLootForPlayer(lootId, bot))
return true;
}
}
}
}
}
return false;
}
bool ChooseTravelTargetAction::needItemForQuest(uint32 itemId, const Quest* questTemplate, const QuestStatusData* questStatus)
{
for (uint32 i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
{
if (questTemplate->RequiredItemId[i] != itemId)
continue;
uint32 required = questTemplate->RequiredItemCount[i];
uint32 available = questStatus->ItemCount[i];
if (!required)
continue;
return available < required;
}
return false;
}