mxwow modules

This commit is contained in:
mikx 2025-03-24 23:53:45 -04:00
parent 93073b0be2
commit e87efbaf6e
99 changed files with 4909 additions and 814 deletions

View File

@ -18,7 +18,7 @@ public:
void OnPlayerLogin(Player* player) override
{
ChatHandler(player->GetSession()).SendSysMessage("This server is running the |cff4CFF00MxW Boss Kill |rmodule.");
}
void OnPlayerCreatureKill(Player* player, Creature* boss) {

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@ -18,8 +18,7 @@ mxwow_bounty() : PlayerScript("mxwow_bounty") { }
void OnPlayerLogin(Player* player) override
{
if (sConfigMgr->GetOption<bool>("MxWoW_Bounty.Enabled", true)) { return; }
ChatHandler(player->GetSession()).SendSysMessage("This server is running the |cff4CFF00MxW Bounty |rmodule.");
}
void OnPlayerCreatureKill(Player* player, Creature* creature) {
@ -76,9 +75,8 @@ mxwow_bounty() : PlayerScript("mxwow_bounty") { }
if (formatedAmountGold == 0 && formatedAmountSilver == 0 && formatedAmountCopper > 0) {
ss << "|cffabeeff[MxW] Vous obtenez une récompense de |cffb87333" << formatedAmountCopper << "c |cffabeeffpour avoir tué " << cName << " (" << cLevel << ").";
}
ChatHandler(player->GetSession()).PSendSysMessage(ss.str().c_str());
player->ModifyMoney(+int32(giveAmount));
ChatHandler(player->GetSession()).PSendSysMessage(ss.str().c_str());
}
else {
Group* group = player->GetGroup();
@ -95,9 +93,8 @@ mxwow_bounty() : PlayerScript("mxwow_bounty") { }
if (formatedAmountGold == 0 && formatedAmountSilver == 0 && formatedAmountCopper > 0) {
ss << "|cffabeeff[MxW] Vous obtenez une récompense de |cffb87333" << formatedAmountCopper << "c |cffabeeffpour avoir tué " << cName << " (" << cLevel << ").";
}
ChatHandler(p->GetSession()).PSendSysMessage(ss.str().c_str());
p->ModifyMoney(+int32(giveAmount));
ChatHandler(p->GetSession()).PSendSysMessage(ss.str().c_str());
}
}
}

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@ -19,8 +19,7 @@ mxwow_honorable() : PlayerScript("mxwow_honorable") { }
void OnPlayerLogin(Player* player) override
{
if (!sConfigMgr->GetOption<bool>("MxWoW_Honorable.Enabled", true)) { return; }
ChatHandler(player->GetSession()).SendSysMessage("This server is running the |cff4CFF00MxW Honorable |rmodule.");
}
void OnPlayerPVPKill(Player* player, Player* victim) {
@ -41,7 +40,7 @@ mxwow_honorable() : PlayerScript("mxwow_honorable") { }
std::string pName = player->GetName();
uint32 pLevel = player->GetLevel();
uint32 piLevel = player->GetAverageItemLevelForDF();
float pLife = player->GetHealthPct();
float pLife = round(player->GetHealthPct());
bool pGrouped = player->GetGroup();
std::string vName = victim->GetName();
@ -56,6 +55,7 @@ mxwow_honorable() : PlayerScript("mxwow_honorable") { }
else {
ss << "|cffabeeff[MxW][|cfffc0303PvP|cffabeeff][|cfffc0303" << mapName << "|cffabeeff] [" << GetPlayerFactionByRace(player) << "|cffabeeff][" << pLevel << "][" << GetPlayerColor(player) << pName << "|cffabeeff][iL" << piLevel << "][" << pLife << "%] |cfffc0303a tué|cffabeeff [" << GetPlayerFactionByRace(victim) << "|cffabeeff][" << vLevel << "][" << GetPlayerColor(victim) << vName << "|cffabeeff][iL" << viLevel << "].";
player->ModifyMoney(+int32(base));
ManageHonorableKill(player, victim);
}
sWorldSessionMgr->SendServerMessage(SERVER_MSG_STRING, ss.str().c_str());
@ -127,6 +127,43 @@ mxwow_honorable() : PlayerScript("mxwow_honorable") { }
}
}
void ManageHonorableKill(Player* player, Player* victim) {
uint32 base = sConfigMgr->GetOption<int>("MxWoW_Honorable.Kill.Copper", true);
uint32 killQty;
std::ostringstream ss;
std::ostringstream ssV;
uint32 kId = player->GetGUID().GetRawValue();
std::string kName = player->GetName();
uint32 kGuildId = 0;
std::string kGuildName = "";
uint32 vId = victim->GetGUID().GetRawValue();
std::string vName = victim->GetName();
uint32 vGuildId = 0;
std::string vGuildName = "";
uint32 kLevel = player->GetLevel();
uint32 vLevel = victim->GetLevel();
QueryResult queryPlayerHonorable = LoginDatabase.Query("SELECT * FROM mxw_honorable_kill WHERE kguid = {} AND vguid = {}", kId, vId);
if (queryPlayerHonorable) {
killQty = (*queryPlayerHonorable)[4].Get<int>();
killQty++;
if (player->GetGuild()) { kGuildId = player->GetGuildId(); kGuildName = player->GetGuildName(); }
if (victim->GetGuild()) { vGuildId = victim->GetGuildId(); vGuildName = victim->GetGuildName(); }
LoginDatabase.Execute("UPDATE mxw_honorable_kill SET kguildid='{}',vguildid='{}',killcount='{}',last_kill_klevel='{}',last_kill_vlevel='{}' WHERE kguid='{}' AND vguid='{}'", kGuildId, vGuildId, killQty, kLevel, vLevel, kId, vId);
ss << "|cffabeeff[MxW][|cfffc0303PvP|cffabeeff] Vous avez tué " << GetPlayerColor(victim) << vName << " |cffabeeffde façon honorable à |cfffc0303" << killQty << " |cffabeeffreprises. Ça vous rapporte "<< FormatMoney(base) << "g.";
ssV << "|cffabeeff[MxW][|cfffc0303PvP|cffabeeff] Vous avez été tué |cfffc0303" << killQty << " |cffabeefffois par " << GetPlayerColor(player) << vName << "|cffabeeffde.";
}
else {
if(player->GetGuild()){ kGuildId = player->GetGuildId(); kGuildName = player->GetGuildName(); }
if (victim->GetGuild()) { vGuildId = victim->GetGuildId(); vGuildName = victim->GetGuildName(); }
LoginDatabase.Execute("INSERT INTO mxw_honorable_kill (kguid, kguildid, vguid, vguildid, killcount, last_kill_klevel, last_kill_vlevel) VALUES ({}, {}, {}, {}, {}, {}, {})", kId, kGuildId, vId, vGuildId, 1, kLevel, vLevel);
ss << "|cffabeeff[MxW][|cfffc0303PvP|cffabeeff] Vous avez tué " << GetPlayerColor(victim) << vName << " |cffabeeffde façon honorable à |cfffc03031 |cffabeeffreprise. Ça vous rapporte " << FormatMoney(base) << "g.";
ssV << "|cffabeeff[MxW][|cfffc0303PvP|cffabeeff] Vous avez été tué |cfffc03031 |cffabeefffois par " << GetPlayerColor(player) << vName << "|cffabeeffde.";
}
ChatHandler(player->GetSession()).PSendSysMessage(ss.str().c_str());
ChatHandler(victim->GetSession()).PSendSysMessage(ssV.str().c_str());
}
void ManageDishonorableKill(Player* player, const Player* victim)
{
uint32 killQty;
@ -136,18 +173,18 @@ mxwow_honorable() : PlayerScript("mxwow_honorable") { }
uint32 vId = victim->GetGUID().GetRawValue();
uint64 kCopper = GetCharCopper(kId);
uint32 loss;
QueryResult queryPlayerDishonorable = LoginDatabase.Query("SELECT * FROM mxw_dishonorable_penalty WHERE kguid = {} AND vguid = {}", kId, vId);
QueryResult queryPlayerDishonorable = LoginDatabase.Query("SELECT * FROM mxw_dishonorable_kill WHERE kguid = {} AND vguid = {}", kId, vId);
if (queryPlayerDishonorable)
{
killQty = (*queryPlayerDishonorable)[2].Get<int>();
killQty++;
loss = (kCopper * killQty) / 100;
LoginDatabase.Execute("UPDATE mxw_dishonorable_penalty SET killcount='{}' WHERE kguid='{}' AND vguid='{}'", killQty, kId, vId);
LoginDatabase.Execute("UPDATE mxw_dishonorable_kill SET killcount='{}' WHERE kguid='{}' AND vguid='{}'", killQty, kId, vId);
ss << "|cffabeeff[MxW] Vous avez tué "<< GetPlayerColor(victim) << vName << " |cffabeeffde façon déshonorable à |cfffc0303"<< killQty <<" |cffabeeffreprises. Vous subissez une perte de " << FormatMoney(loss) << "g";
}
else {
loss = (kCopper * 1) / 100;
LoginDatabase.Execute("INSERT INTO mxw_dishonorable_penalty (kguid, vguid, killcount) VALUES ({}, {}, {})", kId, vId, 1);
LoginDatabase.Execute("INSERT INTO mxw_dishonorable_kill (kguid, vguid, killcount) VALUES ({}, {}, {})", kId, vId, 1);
ss << "|cffabeeff[MxW] Vous avez tué " << GetPlayerColor(victim) << vName << " |cffabeeffde façon déshonorable à |cfffc03031 |cffabeeffreprise. Vous subissez une perte de " << FormatMoney(loss) << "g";
}
player->ModifyMoney(-int32(loss));

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@ -18,7 +18,7 @@ public:
void OnPlayerLogin(Player* player) override
{
ChatHandler(player->GetSession()).SendSysMessage("This server is running the |cff4CFF00MxW Level Up |rmodule.");
}
void OnPlayerLevelChanged(Player * player, uint8 oldLevel)

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@ -20,8 +20,7 @@ class mxwow_portalmasterAnnounce : public PlayerScript
mxwow_portalmasterAnnounce() : PlayerScript("mxwow_portalmasterAnnounce") {}
void OnPlayerLogin(Player* player) override
{
// Announce Module
ChatHandler(player->GetSession()).SendSysMessage("This server is running the |cff4CFF00MxW Portal Master|r module.");
}
};

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@ -30,7 +30,7 @@ public:
void OnPlayerLogin(Player* player) override
{
ChatHandler(player->GetSession()).SendSysMessage("This server is running the |cff4CFF00MxW Servant |rmodule.");
}
};
@ -47,14 +47,15 @@ public:
AddGossipItemFor(player, 10, "|TInterface/Icons/inv_hammer_08:30:30:-18|t Réparer (Tout)", GOSSIP_SENDER_MAIN, 1);
AddGossipItemFor(player, 10, "|TInterface/Icons/inv_misc_enggizmos_18:30:30:-18|t Banque", GOSSIP_SENDER_MAIN, 2);
AddGossipItemFor(player, 10, "|TInterface/Icons/INV_Letter_11:30:30:-18|t Courrier", GOSSIP_SENDER_MAIN, 3);
AddGossipItemFor(player, 10, "|TInterface/Icons/spell_shadow_teleport:30:30:-18|t Buff", GOSSIP_SENDER_MAIN, 4);
AddGossipItemFor(player, 10, "|TInterface/Icons/Achievement_BG_AB_defendflags:30:30:-18|t Mettre fin au combat", GOSSIP_SENDER_MAIN, 5);
AddGossipItemFor(player, 10, "|TInterface/Icons/inv_misc_bag_11:30:30:-18|t Marchant", GOSSIP_SENDER_MAIN, 6);
AddGossipItemFor(player, 10, "|TInterface/Icons/inv_misc_coin_17:30:30:-18|t Enchère", GOSSIP_SENDER_MAIN, 7);
AddGossipItemFor(player, 10, "|TInterface/Icons/Ability_paladin_beaconoflight:30:30:-18|t Transmo", GOSSIP_SENDER_MAIN, 8);
AddGossipItemFor(player, 10, "|TInterface/Icons/inv_crate_01:30:30:-18|t Matériaux", GOSSIP_SENDER_MAIN, 9);
AddGossipItemFor(player, 10, "|TInterface/Icons/spell_nature_polymorph:30:30:-18|t Étable", GOSSIP_SENDER_MAIN, 10);
AddGossipItemFor(player, 10, "|TInterface/Icons/inv_misc_enggizmos_18:30:30:-18|t Banque de Guilde", GOSSIP_SENDER_MAIN, 3);
AddGossipItemFor(player, 10, "|TInterface/Icons/INV_Letter_11:30:30:-18|t Courrier", GOSSIP_SENDER_MAIN, 4);
AddGossipItemFor(player, 10, "|TInterface/Icons/spell_shadow_teleport:30:30:-18|t Buff", GOSSIP_SENDER_MAIN, 5);
AddGossipItemFor(player, 10, "|TInterface/Icons/Achievement_BG_AB_defendflags:30:30:-18|t Mettre fin au combat", GOSSIP_SENDER_MAIN, 6);
AddGossipItemFor(player, 10, "|TInterface/Icons/inv_misc_bag_11:30:30:-18|t Marchant", GOSSIP_SENDER_MAIN, 7);
AddGossipItemFor(player, 10, "|TInterface/Icons/inv_misc_coin_17:30:30:-18|t Enchère", GOSSIP_SENDER_MAIN, 8);
AddGossipItemFor(player, 10, "|TInterface/Icons/Ability_paladin_beaconoflight:30:30:-18|t Transmo", GOSSIP_SENDER_MAIN, 9);
AddGossipItemFor(player, 10, "|TInterface/Icons/inv_crate_01:30:30:-18|t Matériaux", GOSSIP_SENDER_MAIN, 10);
AddGossipItemFor(player, 10, "|TInterface/Icons/spell_nature_polymorph:30:30:-18|t Étable", GOSSIP_SENDER_MAIN, 11);
SendGossipMenuFor(player, 20000000, creature->GetGUID());
@ -80,9 +81,14 @@ public:
break;
case 3:
CloseGossipMenuFor(player);
player->GetSession()->SendShowMailBox(player->GetGUID());
SummonTempNPC(player, 9000003, 300000);
player->CastSpell(player, 31726);
break;
case 4:
CloseGossipMenuFor(player);
player->GetSession()->SendShowMailBox(player->GetGUID());
break;
case 5:
CloseGossipMenuFor(player);
if (player->GetMap()->IsDungeon() || player->GetMap()->IsRaid()) {
if (pLevel < 10)
@ -173,33 +179,33 @@ public:
}
player->CastSpell(player, 31726);
break;
case 5:
case 6:
CloseGossipMenuFor(player);
player->CombatStop();
player->CastSpell(player, 31726);
break;
case 6:
case 7:
CloseGossipMenuFor(player);
player->GetSession()->SendListInventory(creature->GetGUID());
player->CastSpell(player, 31726);
break;
case 7:
case 8:
CloseGossipMenuFor(player);
//SummonTempNPC(player, 8670, 300000);
player->GetSession()->SendAuctionHello(creature->GetGUID(), creature);
player->CastSpell(player, 31726);
break;
case 8:
case 9:
CloseGossipMenuFor(player);
SummonTempNPC(player, 190010, 300000);
player->CastSpell(player, 31726);
break;
case 9:
case 10:
CloseGossipMenuFor(player);
SummonTempNPC(player, 190011, 300000);
SummonTempNPC(player, 290011, 300000);
player->CastSpell(player, 31726);
break;
case 10:
case 11:
CloseGossipMenuFor(player);
player->GetSession()->SendStablePet(creature->GetGUID());
player->CastSpell(player, 31726);

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@ -19,13 +19,7 @@ class mxwow_toonmasterAnnounce : public PlayerScript
mxwow_toonmasterAnnounce() : PlayerScript("mxwow_toonmasterAnnounce") {}
void OnPlayerLogin(Player* player) override
{
// Announce Module
if (sConfigMgr->GetOption<bool>("MxWoW_ToonMaster.Enabled", true))
{
std::ostringstream ss;
ss << "This server is running the |cff4CFF00MxW Toon Master|r module.";
ChatHandler(player->GetSession()).SendSysMessage(ss.str().c_str());
}
}
};
@ -82,8 +76,8 @@ public:
amount = amount * expMulti;
if (sConfigMgr->GetOption<bool>("MxWoW_ToonMaster.Verbose", true) && plevel < 80)
{
ss << "|cffabeeff[MxW][ToonMaster][%ixNiv.80] Bonus: EXPx%i";
ChatHandler(player->GetSession()).PSendSysMessage(ss.str().c_str(), cMPL, expMulti);
ss << "|cffabeeff[MxW][ToonMaster]["<< cMPL <<"xNiv.80] Bonus: EXPx"<<expMulti;
ChatHandler(player->GetSession()).PSendSysMessage(ss.str().c_str());
}
}
}

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@ -0,0 +1,8 @@
[*]
charset = utf-8
indent_style = space
indent_size = 4
tab_width = 4
insert_final_newline = true
trim_trailing_whitespace = true
max_line_length = 80

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@ -0,0 +1,105 @@
## AUTO-DETECT
## Handle line endings automatically for files detected as
## text and leave all files detected as binary untouched.
## This will handle all files NOT defined below.
* text=auto eol=lf
# Text
*.conf text
*.conf.dist text
*.cmake text
## Scripts
*.sh text
*.fish text
*.lua text
## SQL
*.sql text
## C++
*.c text
*.cc text
*.cxx text
*.cpp text
*.c++ text
*.hpp text
*.h text
*.h++ text
*.hh text
## For documentation
# Documents
*.doc diff=astextplain
*.DOC diff=astextplain
*.docx diff=astextplain
*.DOCX diff=astextplain
*.dot diff=astextplain
*.DOT diff=astextplain
*.pdf diff=astextplain
*.PDF diff=astextplain
*.rtf diff=astextplain
*.RTF diff=astextplain
## DOCUMENTATION
*.markdown text
*.md text
*.mdwn text
*.mdown text
*.mkd text
*.mkdn text
*.mdtxt text
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*.txt text
AUTHORS text
CHANGELOG text
CHANGES text
CONTRIBUTING text
COPYING text
copyright text
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INSTALL text
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readme text
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## GRAPHICS
*.ai binary
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## ARCHIVES
*.7z binary
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## EXECUTABLES
*.exe binary
*.pyc binary

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@ -0,0 +1,12 @@
name: core-build
on:
push:
branches:
- 'master'
pull_request:
jobs:
build:
uses: azerothcore/reusable-workflows/.github/workflows/core_build_modules.yml@main
with:
module_repo: ${{ github.event.repository.name }}

48
modules/mod-mxwow-webhelper/.gitignore vendored Normal file
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@ -0,0 +1,48 @@
!.gitignore
#
#Generic
#
.directory
.mailmap
*.orig
*.rej
*.*~
.hg/
*.kdev*
.DS_Store
CMakeLists.txt.user
*.bak
*.patch
*.diff
*.REMOTE.*
*.BACKUP.*
*.BASE.*
*.LOCAL.*
#
# IDE & other softwares
#
/.settings/
/.externalToolBuilders/*
# exclude in all levels
nbproject/
.sync.ffs_db
*.kate-swp
#
# Eclipse
#
*.pydevproject
.metadata
.gradle
tmp/
*.tmp
*.swp
*~.nib
local.properties
.settings/
.loadpath
.project
.cproject

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@ -0,0 +1,661 @@
GNU AFFERO GENERAL PUBLIC LICENSE
Version 3, 19 November 2007
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
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<http://www.gnu.org/licenses/>.

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@ -0,0 +1,11 @@
# ![logo](https://raw.githubusercontent.com/azerothcore/azerothcore.github.io/master/images/logo-github.png) AzerothCore
## MxWoW - Portal Master
(https://mxgit.ovh/MxWoW/mod_mxwow_portalmaster)
This is a module for [AzerothCore](http://www.azerothcore.org)
## Dev(s)
- mikx
## Features
- Cast portals to different key location.

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@ -0,0 +1,3 @@
DELETE FROM `item_template` WHERE (`entry` = 701001);
INSERT INTO `item_template` (`entry`, `class`, `subclass`, `SoundOverrideSubclass`, `name`, `displayid`, `Quality`, `Flags`, `FlagsExtra`, `BuyCount`, `BuyPrice`, `SellPrice`, `InventoryType`, `AllowableClass`, `AllowableRace`, `ItemLevel`, `RequiredLevel`, `RequiredSkill`, `RequiredSkillRank`, `requiredspell`, `requiredhonorrank`, `RequiredCityRank`, `RequiredReputationFaction`, `RequiredReputationRank`, `maxcount`, `stackable`, `ContainerSlots`, `StatsCount`, `stat_type1`, `stat_value1`, `stat_type2`, `stat_value2`, `stat_type3`, `stat_value3`, `stat_type4`, `stat_value4`, `stat_type5`, `stat_value5`, `stat_type6`, `stat_value6`, `stat_type7`, `stat_value7`, `stat_type8`, `stat_value8`, `stat_type9`, `stat_value9`, `stat_type10`, `stat_value10`, `ScalingStatDistribution`, `ScalingStatValue`, `dmg_min1`, `dmg_max1`, `dmg_type1`, `dmg_min2`, `dmg_max2`, `dmg_type2`, `armor`, `holy_res`, `fire_res`, `nature_res`, `frost_res`, `shadow_res`, `arcane_res`, `delay`, `ammo_type`, `RangedModRange`, `spellid_1`, `spelltrigger_1`, `spellcharges_1`, `spellppmRate_1`, `spellcooldown_1`, `spellcategory_1`, `spellcategorycooldown_1`, `spellid_2`, `spelltrigger_2`, `spellcharges_2`, `spellppmRate_2`, `spellcooldown_2`, `spellcategory_2`, `spellcategorycooldown_2`, `spellid_3`, `spelltrigger_3`, `spellcharges_3`, `spellppmRate_3`, `spellcooldown_3`, `spellcategory_3`, `spellcategorycooldown_3`, `spellid_4`, `spelltrigger_4`, `spellcharges_4`, `spellppmRate_4`, `spellcooldown_4`, `spellcategory_4`, `spellcategorycooldown_4`, `spellid_5`, `spelltrigger_5`, `spellcharges_5`, `spellppmRate_5`, `spellcooldown_5`, `spellcategory_5`, `spellcategorycooldown_5`, `bonding`, `description`, `PageText`, `LanguageID`, `PageMaterial`, `startquest`, `lockid`, `Material`, `sheath`, `RandomProperty`, `RandomSuffix`, `block`, `itemset`, `MaxDurability`, `area`, `Map`, `BagFamily`, `TotemCategory`, `socketColor_1`, `socketContent_1`, `socketColor_2`, `socketContent_2`, `socketColor_3`, `socketContent_3`, `socketBonus`, `GemProperties`, `RequiredDisenchantSkill`, `ArmorDamageModifier`, `duration`, `ItemLimitCategory`, `HolidayId`, `ScriptName`, `DisenchantID`, `FoodType`, `minMoneyLoot`, `maxMoneyLoot`, `flagsCustom`, `VerifiedBuild`) VALUES
(701001, 15, 4, -1, 'MxWoW Portal Master', 28862, 4, 64, 0, 1, 50000000, 10000000, 0, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1000, 0, 0, 0, 0, 0, 0, -1, 0, -1, 0, 0, 0, 0, -1, 0, -1, 0, 0, 0, 0, -1, 0, -1, 0, 0, 0, 0, -1, 0, -1, 0, 0, 0, 0, -1, 0, -1, 1, 'Used to summon portals.', 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 'mxwow_portalmaster', 0, 0, 0, 0, 0, 0);

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@ -0,0 +1,57 @@
//// MxWoW Official Module
//// Web Helper
//// Dev: mikx
//// Git: https://mxgit.ovh/MxWoW/mod-mxwow-webhelper
#include "Define.h"
#include "GossipDef.h"
#include "Item.h"
#include "Player.h"
#include "ScriptedGossip.h"
#include "ScriptMgr.h"
#include "Spell.h"
#include "Configuration/Config.h"
#include "Chat.h"
class mxwow_webhelper : public PlayerScript
{
public:
mxwow_webhelper() : PlayerScript("mxwow_webhelper") {}
void OnPlayerLogin(Player* player) override
{
QueryResult queryAccount = LoginDatabase.Query("SELECT * FROM account WHERE id = {}", player->GetSession()->GetAccountId());
if(queryAccount){
std::string userName = (*queryAccount)[1].Get<std::string>();
if(userName.find("RNDBOT") != std::string::npos){
// Is a bot
LoginDatabase.Execute("INSERT INTO mxw_web_online (aid, cid, isBot) VALUES ({}, {}, {})", player->GetSession()->GetAccountId(), player->GetGUID().GetRawValue(), 1);
} else {
// Is a real player
LoginDatabase.Execute("INSERT INTO mxw_web_online (aid, cid, isBot) VALUES ({}, {}, {})", player->GetSession()->GetAccountId(), player->GetGUID().GetRawValue(), 0);
}
}
}
void OnPlayerLogout(Player* player) override
{
LoginDatabase.Execute("DELETE FROM mxw_web_online WHERE aid = {} AND cid = {}", player->GetSession()->GetAccountId(), player->GetGUID().GetRawValue());
}
};
class mxwow_webhelperWorld : public WorldScript
{
public:
mxwow_webhelperWorld() : WorldScript("mxwow_webhelperWorld") {}
void OnShutdown() override
{
LoginDatabase.Execute("DELETE FROM mxw_web_online");
}
};
void AddMxWoWWebHelperScripts()
{
new mxwow_webhelper();
new mxwow_webhelperWorld();
}

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//// MxWoW Official Module
//// QoL Master
//// Dev: mikx
//// Git: https://mxgit.ovh/MxWoW/mod_mxwow_portalmaster
//// Credits: Based on https://github.com/azerothcore/mod-character-tools
void AddMxWoWWebHelperScripts();
void Addmod_mxwow_webhelperScripts()
{
AddMxWoWWebHelperScripts();
}

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@ -0,0 +1,8 @@
[*]
charset = utf-8
indent_style = space
indent_size = 4
tab_width = 4
insert_final_newline = true
trim_trailing_whitespace = true
max_line_length = 80

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### TITLE
## Type(Scope/Subscope): Commit ultra short explanation
## |---- Write below the examples with a maximum of 50 characters ----|
## Example 1: fix(DB/SAI): Missing spell to NPC Hogger
## Example 2: fix(CORE/Raid): Phase 2 of Ragnaros
## Example 3: feat(CORE/Commands): New GM command to do something
### DESCRIPTION
## Explain why this change is being made, what does it fix etc...
## |---- Write below the examples with a maximum of 72 characters per lines ----|
## Example: Hogger (id: 492) was not charging player when being engaged.
## Provide links to any issue, commit, pull request or other resource
## Example 1: Closes issue #23
## Example 2: Ported from other project's commit (link)
## Example 3: References taken from wowpedia / wowhead / wowwiki / https://wowgaming.altervista.org/aowow/
## =======================================================
## EXTRA INFOS
## =======================================================
## "Type" can be:
## feat (new feature)
## fix (bug fix)
## refactor (refactoring production code)
## style (formatting, missing semi colons, etc; no code change)
## docs (changes to documentation)
## test (adding or refactoring tests; no production code change)
## chore (updating bash scripts, git files etc; no production code change)
## --------------------
## Remember to
## Capitalize the subject line
## Use the imperative mood in the subject line
## Do not end the subject line with a period
## Separate subject from body with a blank line
## Use the body to explain what and why rather than how
## Can use multiple lines with "-" for bullet points in body
## --------------------
## More info here https://www.conventionalcommits.org/en/v1.0.0-beta.2/
## =======================================================
## "Scope" can be:
## CORE (core related, c++)
## DB (database related, sql)
## =======================================================
## "Subscope" is optional and depends on the nature of the commit.
## =======================================================

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## AUTO-DETECT
## Handle line endings automatically for files detected as
## text and leave all files detected as binary untouched.
## This will handle all files NOT defined below.
* text=auto eol=lf
# Text
*.conf text
*.conf.dist text
*.cmake text
## Scripts
*.sh text
*.fish text
*.lua text
## SQL
*.sql text
## C++
*.c text
*.cc text
*.cxx text
*.cpp text
*.c++ text
*.hpp text
*.h text
*.h++ text
*.hh text
## For documentation
# Documents
*.doc diff=astextplain
*.DOC diff=astextplain
*.docx diff=astextplain
*.DOCX diff=astextplain
*.dot diff=astextplain
*.DOT diff=astextplain
*.pdf diff=astextplain
*.PDF diff=astextplain
*.rtf diff=astextplain
*.RTF diff=astextplain
## DOCUMENTATION
*.markdown text
*.md text
*.mdwn text
*.mdown text
*.mkd text
*.mkdn text
*.mdtxt text
*.mdtext text
*.txt text
AUTHORS text
CHANGELOG text
CHANGES text
CONTRIBUTING text
COPYING text
copyright text
*COPYRIGHT* text
INSTALL text
license text
LICENSE text
NEWS text
readme text
*README* text
TODO text
## GRAPHICS
*.ai binary
*.bmp binary
*.eps binary
*.gif binary
*.ico binary
*.jng binary
*.jp2 binary
*.jpg binary
*.jpeg binary
*.jpx binary
*.jxr binary
*.pdf binary
*.png binary
*.psb binary
*.psd binary
*.svg text
*.svgz binary
*.tif binary
*.tiff binary
*.wbmp binary
*.webp binary
## ARCHIVES
*.7z binary
*.gz binary
*.jar binary
*.rar binary
*.tar binary
*.zip binary
## EXECUTABLES
*.exe binary
*.pyc binary

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name: core-build
on:
push:
pull_request:
jobs:
build:
uses: azerothcore/reusable-workflows/.github/workflows/core_build_modules.yml@main
with:
module_repo: ${{ github.event.repository.name }}

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!.gitignore
#
#Generic
#
.directory
.mailmap
*.orig
*.rej
*.*~
.hg/
*.kdev*
.DS_Store
CMakeLists.txt.user
*.bak
*.patch
*.diff
*.REMOTE.*
*.BACKUP.*
*.BASE.*
*.LOCAL.*
#
# IDE & other softwares
#
/.settings/
/.externalToolBuilders/*
# exclude in all levels
nbproject/
.sync.ffs_db
*.kate-swp
#
# Eclipse
#
*.pydevproject
.metadata
.gradle
tmp/
*.tmp
*.swp
*~.nib
local.properties
.settings/
.loadpath
.project
.cproject

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permissions. However, no additional obligations are imposed on any
author or copyright holder as a result of your choosing to follow a
later version.
15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. Limitation of Liability.
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WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU Affero General Public License as published
by the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Affero General Public License for more details.
You should have received a copy of the GNU Affero General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If your software can interact with users remotely through a computer
network, you should also make sure that it provides a way for users to
get its source. For example, if your program is a web application, its
interface could display a "Source" link that leads users to an archive
of the code. There are many ways you could offer source, and different
solutions will be better for different programs; see section 13 for the
specific requirements.
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU AGPL, see
<https://www.gnu.org/licenses/>.

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@ -0,0 +1,44 @@
# ![logo](https://raw.githubusercontent.com/azerothcore/azerothcore.github.io/master/images/logo-github.png) AzerothCore
## mod-no-hearthstone-cooldown
### This is a module for [AzerothCore](http://www.azerothcore.org)
# Module info
- Name: No Hearthstone cooldown
- Author: BytesGalore
- Module:
+ Repository: https://github.com/BytesGalore/mod-no-hearthstone-cooldown
+ Download: https://github.com/BytesGalore/mod-no-hearthstone-cooldown/archive/refs/heads/main.zip
- License: AGPL
# Module integration
- **AzerothCore hash/commit compliance:** [5af98783](https://github.com/azerothcore/azerothcore-wotlk/commit/5af98783c9f61f059914b3304bb26785502a6924)
- Includes configuration (.conf)?: Yes, copied by CMake
- Includes SQL patches?: No
- Core hooks used:
+ PlayerScript: OnLogin
+ PlayerScript: OnBeforeTeleport
+ WorldScript: OnAfterConfigLoad
# Description
A module that simply skips the cooldown of the Hearthstone
#### Features:
- It resets the Hearthstone cooldown immediately
### This module currently requires:
- AzerothCore v4.0.0+
### How to install
1. Simply place the module under the `modules` folder of your AzerothCore source folder.
2. Re-run cmake and launch a clean build of AzerothCore
3. that's all
### (Optional) Edit module configuration
- You can turn the module **on** and **off**, default it is **on**
- You can also turn the announcement of the module on player-login **on** and **off**, default it is **on**
- If you want change the settings, go to your server configuration folder (e.g. **etc**), copy `mod_no_hearthstone_cooldown.conf.dist` to `mod_no_hearthstone_cooldown.conf` and edit the settings
## Credits
* [BytesGalore](https://github.com/BytesGalore) (author of the module)
* AzerothCore: [repository](https://github.com/azerothcore) - [website](http://azerothcore.org/) - [discord chat community](https://discord.gg/PaqQRkd)

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@ -0,0 +1,32 @@
#!/usr/bin/env bash
## CUSTOM SQL - Important file used by the db_assembler.sh
## Keep only the required variables (base sql files or updates, depending on the DB)
## BASE SQL
DB_AUTH_CUSTOM_PATHS+=(
$MOD_NO_HEARTHSTONE_COOLDOWN_ROOT"/sql/auth/base/"
)
DB_CHARACTERS_CUSTOM_PATHS+=(
$MOD_NO_HEARTHSTONE_COOLDOWN_ROOT"/sql/characters/base/"
)
DB_WORLD_CUSTOM_PATHS+=(
$MOD_NO_HEARTHSTONE_COOLDOWN_ROOT"/sql/world/base/"
)
## UPDATES
DB_AUTH_UPDATES_PATHS+=(
$MOD_NO_HEARTHSTONE_COOLDOWN_ROOT"/sql/auth/updates/"
)
DB_CHARACTERS_UPDATES_PATHS+=(
$MOD_NO_HEARTHSTONE_COOLDOWN_ROOT"/sql/characters/updates/"
)
DB_WORLD_UPDATES_PATHS+=(
$MOD_NO_HEARTHSTONE_COOLDOWN_ROOT"/sql/world/updates/"
)

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@ -0,0 +1,24 @@
#
# Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license: https://github.com/azerothcore/azerothcore-wotlk/blob/master/LICENSE-AGPL3
#
[worldserver]
#####################################################
# No Hearthstone cooldown module configuration
#####################################################
#
# NoHearthstoneCooldownConfig.Enable
# Description: Enable to skip the Hearthstone cooldown
# Default: 1 - Enabled
# 0 - Disabled
#
# NoHearthstoneCooldownConfig.Announce
# Description: Inform the player about the loaded module
# Default: 1 - Enabled
# 0 - Disabled
#
NoHearthstoneCooldown.Enable = 1
NoHearthstoneCooldown.Announce = 1

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@ -0,0 +1,10 @@
#!/usr/bin/env bash
## GETS THE CURRENT MODULE ROOT DIRECTORY
MOD_NO_HEARTHSTONE_COOLDOWN_ROOT="$( cd "$( dirname "${BASH_SOURCE[0]}" )/" && pwd )"
source $MOD_NO_HEARTHSTONE_COOLDOWN_ROOT"/conf/conf.sh.dist"
if [ -f $MOD_NO_HEARTHSTONE_COOLDOWN_ROOT"/conf/conf.sh" ]; then
source $MOD_NO_HEARTHSTONE_COOLDOWN_ROOT"/conf/conf.sh"
fi

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@ -0,0 +1,4 @@
#!/usr/bin/env bash
## Set a local git commit template
git config --local commit.template ".git_commit_template.txt" ;

View File

@ -0,0 +1,12 @@
/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license: https://github.com/azerothcore/azerothcore-wotlk/blob/master/LICENSE-AGPL3
*/
// From SC
void AddNoHearthstoneCooldownScripts();
// Add all
void Addmod_no_hearthstone_cooldownScripts()
{
AddNoHearthstoneCooldownScripts();
}

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@ -0,0 +1,65 @@
/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license: https://github.com/azerothcore/azerothcore-wotlk/blob/master/LICENSE-AGPL3
*/
#include "ScriptMgr.h"
#include "Player.h"
#include "Config.h"
#include "Chat.h"
// Add player scripts
class NoHearthstoneCooldown : public PlayerScript, public WorldScript
{
public:
NoHearthstoneCooldown(): PlayerScript("NoHearthstoneCooldown"), WorldScript("NoHearthstoneCooldown") {}
bool OnPlayerBeforeTeleport(Player* player, uint32 /*mapid*/, float /*x*/, float /*y*/, float /*z*/, float /*orientation*/, uint32 /*options*/, Unit* /*target*/) override
{
ClearHearthstoneCooldown(player);
return true;
}
void OnPlayerLogin(Player* player) override
{
if (sConfigMgr->GetOption<bool>("NoHearthstoneCooldown.Announce", true))
{
ChatHandler(player->GetSession()).SendSysMessage("This server is running the |cff4CFF00No Hearthstone cooldown|r module.");
}
ClearHearthstoneCooldown(player);
}
void OnAfterConfigLoad(bool /*reload*/) override
{
m_bNHCModuleEnabled = sConfigMgr->GetOption<bool>("NoHearthstoneCooldown.Enable", true);
}
private:
void ClearHearthstoneCooldown(Player* player)
{
if (m_bNHCModuleEnabled)
{
// only clear the cooldown if the player actually casted the Hearthstone spell
if (player->FindCurrentSpellBySpellId(m_nSpellIDHearthstone))
{
// we remove the cooldown from the list of the player current cooldowns
player->RemoveSpellCooldown(m_nSpellIDHearthstone, true);
player->RemoveSpellCooldown(m_nSpellIDNoPlaceLikeHome, true);
// then we clear the cooldown and send an update to the player client
player->SendClearCooldown(m_nSpellIDHearthstone, player);
player->SendClearCooldown(m_nSpellIDNoPlaceLikeHome, player);
}
}
}
bool m_bNHCModuleEnabled = false;
// https://www.wowhead.com/spell=8690/hearthstone
const uint32 m_nSpellIDHearthstone = 8690;
// https://tbc.wowhead.com/spell=39937/theres-no-place-like-home
const uint32 m_nSpellIDNoPlaceLikeHome = 39937;
};
// Add all scripts in one
void AddNoHearthstoneCooldownScripts()
{
new NoHearthstoneCooldown();
}

View File

@ -1,12 +1,22 @@
INSERT INTO `playerbots_travelnode` (`id`, `name`, `map_id`, `x`, `y`, `z`, `linked`) VALUES
(3780, 'Highlord Mograine', 533, 2524.32, -2951.28, 245.633, 1);
-- Delete existing entries from playerbots_travelnode, playerbots_travelnode_path, and playerbots_travelnode_link tables
DELETE FROM `playerbots_travelnode_link` WHERE `node_id` = 3780;
DELETE FROM `playerbots_travelnode_path` WHERE `node_id` = 3780;
DELETE FROM `playerbots_travelnode` WHERE `id` = 3780;
INSERT INTO `playerbots_travelnode_path` (`node_id`, `to_node_id`, `nr`, `map_id`, `x`, `y`, `z`) VALUES
-- Insert new entries into playerbots_travelnode
INSERT INTO `playerbots_travelnode` (`id`, `name`, `map_id`, `x`, `y`, `z`, `linked`)
VALUES (3780, 'Highlord Mograine', 533, 2524.32, -2951.28, 245.633, 1);
-- Insert new entries into playerbots_travelnode_path
INSERT INTO `playerbots_travelnode_path` (`node_id`, `to_node_id`, `nr`, `map_id`, `x`, `y`, `z`)
VALUES
(3780, 472, 0, 533, 2524.32, -2951.28, 245.633),
(3780, 472, 1, 533, 2528.79, -2948.58, 245.633),
(3780, 757, 0, 533, 2524.32, -2951.28, 245.633),
(3780, 757, 1, 533, 2517.62, -2959.38, 245.636);
INSERT INTO `playerbots_travelnode_link` (`node_id`, `to_node_id`, `type`, `object`, `distance`, `swim_distance`, `extra_cost`, `calculated`, `max_creature_0`, `max_creature_1`, `max_creature_2`) VALUES
-- Insert new entries into playerbots_travelnode_link
INSERT INTO `playerbots_travelnode_link` (`node_id`, `to_node_id`, `type`, `object`, `distance`, `swim_distance`, `extra_cost`, `calculated`, `max_creature_0`, `max_creature_1`, `max_creature_2`)
VALUES
(3780, 472, 1, 0, 5.3221, 0, 0, 1, 83, 0, 0),
(3780, 757, 1, 0, 10.6118, 0, 0, 1, 83, 0, 0);

View File

@ -9,7 +9,7 @@
#include "Playerbots.h"
#include "Unit.h"
#define MAX_LOOT_OBJECT_COUNT 10
#define MAX_LOOT_OBJECT_COUNT 200
LootTarget::LootTarget(ObjectGuid guid) : guid(guid), asOfTime(time(nullptr)) {}

View File

@ -14,10 +14,13 @@
#include "BudgetValues.h"
#include "ChannelMgr.h"
#include "CharacterPackets.h"
#include "Common.h"
#include "CreatureAIImpl.h"
#include "CreatureData.h"
#include "EmoteAction.h"
#include "Engine.h"
#include "ExternalEventHelper.h"
#include "GameObjectData.h"
#include "GameTime.h"
#include "GuildMgr.h"
#include "GuildTaskMgr.h"
@ -32,6 +35,7 @@
#include "MoveSplineInit.h"
#include "NewRpgStrategy.h"
#include "ObjectGuid.h"
#include "ObjectMgr.h"
#include "PerformanceMonitor.h"
#include "Player.h"
#include "PlayerbotAIConfig.h"
@ -174,6 +178,7 @@ PlayerbotAI::PlayerbotAI(Player* bot)
botOutgoingPacketHandlers.AddHandler(SMSG_RESURRECT_REQUEST, "resurrect request");
botOutgoingPacketHandlers.AddHandler(SMSG_INVENTORY_CHANGE_FAILURE, "cannot equip");
botOutgoingPacketHandlers.AddHandler(SMSG_TRADE_STATUS, "trade status");
botOutgoingPacketHandlers.AddHandler(SMSG_TRADE_STATUS_EXTENDED, "trade status extended");
botOutgoingPacketHandlers.AddHandler(SMSG_LOOT_RESPONSE, "loot response");
botOutgoingPacketHandlers.AddHandler(SMSG_ITEM_PUSH_RESULT, "item push result");
botOutgoingPacketHandlers.AddHandler(SMSG_PARTY_COMMAND_RESULT, "party command");
@ -204,7 +209,7 @@ PlayerbotAI::PlayerbotAI(Player* bot)
masterIncomingPacketHandlers.AddHandler(CMSG_PUSHQUESTTOPARTY, "quest share");
botOutgoingPacketHandlers.AddHandler(SMSG_QUESTUPDATE_COMPLETE, "quest update complete");
botOutgoingPacketHandlers.AddHandler(SMSG_QUESTUPDATE_ADD_KILL, "quest update add kill");
botOutgoingPacketHandlers.AddHandler(SMSG_QUESTUPDATE_ADD_ITEM, "quest update add item");
// botOutgoingPacketHandlers.AddHandler(SMSG_QUESTUPDATE_ADD_ITEM, "quest update add item"); // SMSG_QUESTUPDATE_ADD_ITEM no longer used
botOutgoingPacketHandlers.AddHandler(SMSG_QUEST_CONFIRM_ACCEPT, "confirm quest");
}
@ -1100,9 +1105,9 @@ void PlayerbotAI::HandleBotOutgoingPacket(WorldPacket const& packet)
}
}
QueueChatResponse(
ChatQueuedReply{msgtype, guid1.GetCounter(), guid2.GetCounter(), message, chanName,
name, time(nullptr) + urand(inCombat ? 10 : 5, inCombat ? 25 : 15)});
QueueChatResponse(ChatQueuedReply{msgtype, guid1.GetCounter(), guid2.GetCounter(), message,
chanName, name,
time(nullptr) + urand(inCombat ? 10 : 5, inCombat ? 25 : 15)});
GetAiObjectContext()->GetValue<time_t>("last said", "chat")->Set(time(0) + urand(5, 25));
return;
}
@ -1239,10 +1244,10 @@ void PlayerbotAI::ChangeEngine(BotState type)
switch (type)
{
case BOT_STATE_COMBAT:
// LOG_DEBUG("playerbots", "=== {} COMBAT ===", bot->GetName().c_str());
ChangeEngineOnCombat();
break;
case BOT_STATE_NON_COMBAT:
// LOG_DEBUG("playerbots", "=== {} NON-COMBAT ===", bot->GetName().c_str());
ChangeEngineOnNonCombat();
break;
case BOT_STATE_DEAD:
// LOG_DEBUG("playerbots", "=== {} DEAD ===", bot->GetName().c_str());
@ -1253,6 +1258,23 @@ void PlayerbotAI::ChangeEngine(BotState type)
}
}
void PlayerbotAI::ChangeEngineOnCombat()
{
if (HasStrategy("stay", BOT_STATE_COMBAT))
{
aiObjectContext->GetValue<PositionInfo>("pos", "stay")
->Set(PositionInfo(bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(), bot->GetMapId()));
}
}
void PlayerbotAI::ChangeEngineOnNonCombat()
{
if (HasStrategy("stay", BOT_STATE_NON_COMBAT))
{
aiObjectContext->GetValue<PositionInfo>("pos", "stay")->Reset();
}
}
void PlayerbotAI::DoNextAction(bool min)
{
if (!bot->IsInWorld() || bot->IsBeingTeleported() || (GetMaster() && GetMaster()->IsBeingTeleported()))
@ -2287,10 +2309,46 @@ const AreaTableEntry* PlayerbotAI::GetCurrentZone()
std::string PlayerbotAI::GetLocalizedAreaName(const AreaTableEntry* entry)
{
std::string name;
if (entry)
return entry->area_name[sWorld->GetDefaultDbcLocale()];
{
name = entry->area_name[sWorld->GetDefaultDbcLocale()];
if (name.empty())
name = entry->area_name[LOCALE_enUS];
}
return "";
return name;
}
std::string PlayerbotAI::GetLocalizedCreatureName(uint32 entry)
{
std::string name;
const CreatureLocale* cl = sObjectMgr->GetCreatureLocale(entry);
if (cl)
ObjectMgr::GetLocaleString(cl->Name, sWorld->GetDefaultDbcLocale(), name);
if (name.empty())
{
CreatureTemplate const* ct = sObjectMgr->GetCreatureTemplate(entry);
if (ct)
name = ct->Name;
}
return name;
}
std::string PlayerbotAI::GetLocalizedGameObjectName(uint32 entry)
{
std::string name;
const GameObjectLocale* gl = sObjectMgr->GetGameObjectLocale(entry);
if (gl)
ObjectMgr::GetLocaleString(gl->Name, sWorld->GetDefaultDbcLocale(), name);
if (name.empty())
{
GameObjectTemplate const* gt = sObjectMgr->GetGameObjectTemplate(entry);
if (gt)
name = gt->name;
}
return name;
}
std::vector<Player*> PlayerbotAI::GetPlayersInGroup()
@ -2807,7 +2865,6 @@ bool PlayerbotAI::CanCastSpell(uint32 spellid, Unit* target, bool checkHasSpell,
if (!target)
target = bot;
if (Pet* pet = bot->GetPet())
if (pet->HasSpell(spellid))
return true;
@ -3000,8 +3057,7 @@ bool PlayerbotAI::CanCastSpell(uint32 spellid, GameObject* goTarget, bool checkH
return false;
}
bool PlayerbotAI::CanCastSpell(uint32 spellid, float x, float y, float z, bool checkHasSpell,
Item* itemTarget)
bool PlayerbotAI::CanCastSpell(uint32 spellid, float x, float y, float z, bool checkHasSpell, Item* itemTarget)
{
if (!spellid)
return false;
@ -3133,7 +3189,8 @@ bool PlayerbotAI::CastSpell(uint32 spellId, Unit* target, Item* itemTarget)
Spell* spell = new Spell(bot, spellInfo, TRIGGERED_NONE);
SpellCastTargets targets;
if (spellInfo->Targets & TARGET_FLAG_ITEM)
if (spellInfo->Effects[0].Effect != SPELL_EFFECT_OPEN_LOCK &&
(spellInfo->Targets & TARGET_FLAG_ITEM || spellInfo->Targets & TARGET_FLAG_GAMEOBJECT_ITEM))
{
Item* item = itemTarget ? itemTarget : aiObjectContext->GetValue<Item*>("item for spell", spellId)->Get();
targets.SetItemTarget(item);
@ -3176,6 +3233,20 @@ bool PlayerbotAI::CastSpell(uint32 spellId, Unit* target, Item* itemTarget)
targets.SetGOTarget(go);
faceTo = go;
}
else if (itemTarget)
{
Player* trader = bot->GetTrader();
if (trader)
{
targets.SetTradeItemTarget(bot);
targets.SetUnitTarget(bot);
faceTo = trader;
}
else
{
targets.SetItemTarget(itemTarget);
}
}
else
{
if (Unit* creature = GetUnit(loot.guid))
@ -3212,6 +3283,58 @@ bool PlayerbotAI::CastSpell(uint32 spellId, Unit* target, Item* itemTarget)
// LOG_DEBUG("playerbots", "Spell cast failed. - target name: {}, spellid: {}, bot name: {}, result: {}",
// target->GetName(), spellId, bot->GetName(), result);
// }
if (HasStrategy("debug spell", BOT_STATE_NON_COMBAT))
{
std::ostringstream out;
out << "Spell cast failed - ";
out << "Spell ID: " << spellId << " (" << ChatHelper::FormatSpell(spellInfo) << "), ";
out << "Error Code: " << static_cast<int>(result) << " (0x" << std::hex << static_cast<int>(result) << std::dec << "), ";
out << "Bot: " << bot->GetName() << ", ";
// Check spell target type
if (targets.GetUnitTarget())
{
out << "Target: Unit (" << targets.GetUnitTarget()->GetName()
<< ", Low GUID: " << targets.GetUnitTarget()->GetGUID().GetCounter()
<< ", High GUID: " << static_cast<uint32>(targets.GetUnitTarget()->GetGUID().GetHigh()) << "), ";
}
if (targets.GetGOTarget())
{
out << "Target: GameObject (Low GUID: " << targets.GetGOTarget()->GetGUID().GetCounter()
<< ", High GUID: " << static_cast<uint32>(targets.GetGOTarget()->GetGUID().GetHigh()) << "), ";
}
if (targets.GetItemTarget())
{
out << "Target: Item (Low GUID: " << targets.GetItemTarget()->GetGUID().GetCounter()
<< ", High GUID: " << static_cast<uint32>(targets.GetItemTarget()->GetGUID().GetHigh()) << "), ";
}
// Check if bot is in trade mode
if (bot->GetTradeData())
{
out << "Trade Mode: Active, ";
Item* tradeItem = bot->GetTradeData()->GetTraderData()->GetItem(TRADE_SLOT_NONTRADED);
if (tradeItem)
{
out << "Trade Item: " << tradeItem->GetEntry()
<< " (Low GUID: " << tradeItem->GetGUID().GetCounter()
<< ", High GUID: " << static_cast<uint32>(tradeItem->GetGUID().GetHigh()) << "), ";
}
else
{
out << "Trade Item: None, ";
}
}
else
{
out << "Trade Mode: Inactive, ";
}
TellMasterNoFacing(out);
}
return false;
}
// if (spellInfo->Effects[0].Effect == SPELL_EFFECT_OPEN_LOCK || spellInfo->Effects[0].Effect ==
@ -3308,7 +3431,7 @@ bool PlayerbotAI::CastSpell(uint32 spellId, float x, float y, float z, Item* ite
Spell* spell = new Spell(bot, spellInfo, TRIGGERED_NONE);
SpellCastTargets targets;
if (spellInfo->Targets & TARGET_FLAG_ITEM)
if (spellInfo->Targets & TARGET_FLAG_ITEM || spellInfo->Targets & TARGET_FLAG_GAMEOBJECT_ITEM)
{
Item* item = itemTarget ? itemTarget : aiObjectContext->GetValue<Item*>("item for spell", spellId)->Get();
targets.SetItemTarget(item);
@ -4188,8 +4311,8 @@ bool PlayerbotAI::AllowActive(ActivityType activityType)
mod = AutoScaleActivity(mod);
}
uint32 ActivityNumber = GetFixedBotNumer(100,
sPlayerbotAIConfig->botActiveAlone * static_cast<float>(mod) / 100 * 0.01f);
uint32 ActivityNumber =
GetFixedBotNumer(100, sPlayerbotAIConfig->botActiveAlone * static_cast<float>(mod) / 100 * 0.01f);
return ActivityNumber <=
(sPlayerbotAIConfig->botActiveAlone * mod) /
@ -4248,7 +4371,8 @@ void PlayerbotAI::RemoveShapeshift()
RemoveAura("moonkin form");
RemoveAura("travel form");
RemoveAura("cat form");
RemoveAura("flight form"); bot->RemoveAura(33943); // The latter added for now as RemoveAura("flight form") currently does not work.
RemoveAura("flight form");
bot->RemoveAura(33943); // The latter added for now as RemoveAura("flight form") currently does not work.
RemoveAura("swift flight form");
RemoveAura("aquatic form");
RemoveAura("ghost wolf");
@ -4835,11 +4959,9 @@ Item* PlayerbotAI::FindAmmo() const
}
// Search inventory for the correct ammo type
return FindItemInInventory([requiredAmmoType](ItemTemplate const* pItemProto) -> bool
{
return pItemProto->Class == ITEM_CLASS_PROJECTILE &&
pItemProto->SubClass == requiredAmmoType;
});
return FindItemInInventory(
[requiredAmmoType](ItemTemplate const* pItemProto) -> bool
{ return pItemProto->Class == ITEM_CLASS_PROJECTILE && pItemProto->SubClass == requiredAmmoType; });
}
return nullptr; // No ranged weapon equipped
@ -4864,6 +4986,52 @@ Item* PlayerbotAI::FindBandage() const
{ return pItemProto->Class == ITEM_CLASS_CONSUMABLE && pItemProto->SubClass == ITEM_SUBCLASS_BANDAGE; });
}
Item* PlayerbotAI::FindOpenableItem() const
{
return FindItemInInventory([this](ItemTemplate const* itemTemplate) -> bool
{
return (itemTemplate->Flags & ITEM_FLAG_HAS_LOOT) &&
(itemTemplate->LockID == 0 || !this->bot->GetItemByEntry(itemTemplate->ItemId)->IsLocked());
});
}
Item* PlayerbotAI::FindLockedItem() const
{
return FindItemInInventory([this](ItemTemplate const* itemTemplate) -> bool
{
if (!this->bot->HasSkill(SKILL_LOCKPICKING)) // Ensure bot has Lockpicking skill
return false;
if (itemTemplate->LockID == 0) // Ensure the item is actually locked
return false;
Item* item = this->bot->GetItemByEntry(itemTemplate->ItemId);
if (!item || !item->IsLocked()) // Ensure item instance is locked
return false;
// Check if bot has enough Lockpicking skill
LockEntry const* lockInfo = sLockStore.LookupEntry(itemTemplate->LockID);
if (!lockInfo)
return false;
for (uint8 j = 0; j < 8; ++j)
{
if (lockInfo->Type[j] == LOCK_KEY_SKILL)
{
uint32 skillId = SkillByLockType(LockType(lockInfo->Index[j]));
if (skillId == SKILL_LOCKPICKING)
{
uint32 requiredSkill = lockInfo->Skill[j];
uint32 botSkill = this->bot->GetSkillValue(SKILL_LOCKPICKING);
return botSkill >= requiredSkill;
}
}
}
return false;
});
}
static const uint32 uPriorizedSharpStoneIds[8] = {ADAMANTITE_SHARPENING_DISPLAYID, FEL_SHARPENING_DISPLAYID,
ELEMENTAL_SHARPENING_DISPLAYID, DENSE_SHARPENING_DISPLAYID,
SOLID_SHARPENING_DISPLAYID, HEAVY_SHARPENING_DISPLAYID,
@ -6024,9 +6192,10 @@ bool PlayerbotAI::IsHealingSpell(uint32 spellFamilyName, flag96 spellFalimyFlags
return spellFalimyFlags & healingFlags;
}
SpellFamilyNames PlayerbotAI::Class2SpellFamilyName(uint8 cls) {
switch (cls) {
SpellFamilyNames PlayerbotAI::Class2SpellFamilyName(uint8 cls)
{
switch (cls)
{
case CLASS_WARRIOR:
return SPELLFAMILY_WARRIOR;
case CLASS_PALADIN:

View File

@ -13,8 +13,10 @@
#include "ChatFilter.h"
#include "ChatHelper.h"
#include "Common.h"
#include "CreatureData.h"
#include "Event.h"
#include "Item.h"
#include "NewRpgInfo.h"
#include "NewRpgStrategy.h"
#include "PlayerbotAIBase.h"
#include "PlayerbotAIConfig.h"
@ -390,6 +392,8 @@ public:
void HandleMasterOutgoingPacket(WorldPacket const& packet);
void HandleTeleportAck();
void ChangeEngine(BotState type);
void ChangeEngineOnCombat();
void ChangeEngineOnNonCombat();
void DoNextAction(bool minimal = false);
virtual bool DoSpecificAction(std::string const name, Event event = Event(), bool silent = false,
std::string const qualifier = "");
@ -435,7 +439,8 @@ public:
const AreaTableEntry* GetCurrentArea();
const AreaTableEntry* GetCurrentZone();
static std::string GetLocalizedAreaName(const AreaTableEntry* entry);
static std::string GetLocalizedCreatureName(uint32 entry);
static std::string GetLocalizedGameObjectName(uint32 entry);
bool TellMaster(std::ostringstream& stream, PlayerbotSecurityLevel securityLevel = PLAYERBOT_SECURITY_ALLOW_ALL);
bool TellMaster(std::string const text, PlayerbotSecurityLevel securityLevel = PLAYERBOT_SECURITY_ALLOW_ALL);
bool TellMasterNoFacing(std::ostringstream& stream,
@ -464,6 +469,8 @@ public:
Item* FindPoison() const;
Item* FindAmmo() const;
Item* FindBandage() const;
Item* FindOpenableItem() const;
Item* FindLockedItem() const;
Item* FindConsumable(uint32 displayId) const;
Item* FindStoneFor(Item* weapon) const;
Item* FindOilFor(Item* weapon) const;
@ -579,6 +586,8 @@ public:
static bool IsHealingSpell(uint32 spellFamilyName, flag96 spelFalimyFlags);
static SpellFamilyNames Class2SpellFamilyName(uint8 cls);
NewRpgInfo rpgInfo;
NewRpgStatistic rpgStatistic;
std::unordered_set<uint32> lowPriorityQuest;
private:
static void _fillGearScoreData(Player* player, Item* item, std::vector<uint32>* gearScore, uint32& twoHandScore,

View File

@ -91,7 +91,7 @@ void PlayerbotHolder::AddPlayerBot(ObjectGuid playerGuid, uint32 masterAccountId
LOG_DEBUG("playerbots", "PlayerbotMgr not found for master player with GUID: {}", masterPlayer->GetGUID().GetRawValue());
return;
}
uint32 count = mgr->GetPlayerbotsCount();
uint32 count = mgr->GetPlayerbotsCount() + botLoading.size();
if (count >= sPlayerbotAIConfig->maxAddedBots)
{
allowed = false;
@ -638,11 +638,22 @@ std::string const PlayerbotHolder::ProcessBotCommand(std::string const cmd, Obje
bool isRandomAccount = sPlayerbotAIConfig->IsInRandomAccountList(botAccount);
bool isMasterAccount = (masterAccountId == botAccount);
if (cmd == "add" || cmd == "login")
if (cmd == "add" || cmd == "addaccount" || cmd == "login")
{
if (ObjectAccessor::FindPlayer(guid))
return "player already logged in";
// For addaccount command, verify it's an account name
if (cmd == "addaccount")
{
uint32 accountId = sCharacterCache->GetCharacterAccountIdByGuid(guid);
if (!accountId)
return "character not found";
if (!sPlayerbotAIConfig->allowAccountBots && accountId != masterAccountId)
return "you can only add bots from your own account";
}
AddPlayerBot(guid, masterAccountId);
return "ok";
}
@ -816,7 +827,7 @@ std::vector<std::string> PlayerbotHolder::HandlePlayerbotCommand(char const* arg
if (!*args)
{
messages.push_back("usage: list/reload/tweak/self or add/init/remove PLAYERNAME\n");
messages.push_back("usage: list/reload/tweak/self or add/addaccount/init/remove PLAYERNAME\n");
messages.push_back("usage: addclass CLASSNAME");
return messages;
}
@ -1130,12 +1141,26 @@ std::vector<std::string> PlayerbotHolder::HandlePlayerbotCommand(char const* arg
{
std::string const s = *i;
if (!strcmp(cmd, "addaccount"))
{
// When using addaccount, first try to get account ID directly
uint32 accountId = GetAccountId(s);
if (!accountId)
{
bots.insert(s);
// If not found, try to get account ID from character name
ObjectGuid charGuid = sCharacterCache->GetCharacterGuidByName(s);
if (!charGuid)
{
messages.push_back("Neither account nor character '" + s + "' found");
continue;
}
accountId = sCharacterCache->GetCharacterAccountIdByGuid(charGuid);
if (!accountId)
{
messages.push_back("Could not find account for character '" + s + "'");
continue;
}
}
QueryResult results = CharacterDatabase.Query("SELECT name FROM characters WHERE account = {}", accountId);
if (results)
@ -1148,6 +1173,18 @@ std::vector<std::string> PlayerbotHolder::HandlePlayerbotCommand(char const* arg
} while (results->NextRow());
}
}
else
{
// For regular add command, only add the specific character
ObjectGuid charGuid = sCharacterCache->GetCharacterGuidByName(s);
if (!charGuid)
{
messages.push_back("Character '" + s + "' not found");
continue;
}
bots.insert(s);
}
}
for (auto i = bots.begin(); i != bots.end(); ++i)
{

View File

@ -31,6 +31,7 @@
#include "GuildTaskMgr.h"
#include "LFGMgr.h"
#include "MapMgr.h"
#include "NewRpgInfo.h"
#include "NewRpgStrategy.h"
#include "PerformanceMonitor.h"
#include "Player.h"
@ -49,6 +50,12 @@
#include "World.h"
#include "RandomPlayerbotFactory.h"
struct GuidClassRaceInfo {
ObjectGuid::LowType guid;
uint32 rClass;
uint32 rRace;
};
void PrintStatsThread() { sRandomPlayerbotMgr->PrintStats(); }
void activatePrintStatsThread()
@ -371,7 +378,7 @@ void RandomPlayerbotMgr::UpdateAIInternal(uint32 elapsed, bool /*minimal*/)
sRandomPlayerbotMgr->CheckLfgQueue();
}
if (time(nullptr) > (printStatsTimer + 300))
if (sPlayerbotAIConfig->randomBotAutologin && time(nullptr) > (printStatsTimer + 300))
{
if (!printStatsTimer)
{
@ -465,8 +472,16 @@ uint32 RandomPlayerbotMgr::AddRandomBots()
maxAllowedBotCount -= currentBots.size();
maxAllowedBotCount = std::min(sPlayerbotAIConfig->randomBotsPerInterval, maxAllowedBotCount);
uint32 allowedAllianceCount = maxAllowedBotCount * (sPlayerbotAIConfig->randomBotAllianceRatio) /
(sPlayerbotAIConfig->randomBotAllianceRatio + sPlayerbotAIConfig->randomBotHordeRatio);
uint32 totalRatio = sPlayerbotAIConfig->randomBotAllianceRatio + sPlayerbotAIConfig->randomBotHordeRatio;
uint32 allowedAllianceCount = maxAllowedBotCount * (sPlayerbotAIConfig->randomBotAllianceRatio) / totalRatio;
uint32 remainder = maxAllowedBotCount * (sPlayerbotAIConfig->randomBotAllianceRatio) % totalRatio;
// Fix #1082: Randomly add one based on reminder
if (remainder && urand(1, totalRatio) <= remainder) {
allowedAllianceCount++;
}
uint32 allowedHordeCount = maxAllowedBotCount - allowedAllianceCount;
for (std::vector<uint32>::iterator i = sPlayerbotAIConfig->randomBotAccounts.begin();
@ -492,11 +507,28 @@ uint32 RandomPlayerbotMgr::AddRandomBots()
PreparedQueryResult result = CharacterDatabase.Query(stmt);
if (!result)
continue;
std::vector<uint32> guids;
do
{
std::vector<GuidClassRaceInfo> allGuidInfos;
do {
Field* fields = result->Fetch();
ObjectGuid::LowType guid = fields[0].Get<uint32>();
GuidClassRaceInfo info;
info.guid = fields[0].Get<uint32>();
info.rClass = fields[1].Get<uint8>();
info.rRace = fields[2].Get<uint8>();
allGuidInfos.push_back(info);
} while (result->NextRow());
// random shuffle for class balance
std::mt19937 rnd(time(0));
std::shuffle(allGuidInfos.begin(), allGuidInfos.end(), rnd);
std::vector<uint32> guids;
for (const auto& info : allGuidInfos) {
ObjectGuid::LowType guid = info.guid;
uint32 rClass = info.rClass;
uint32 rRace = info.rRace;
if (GetEventValue(guid, "add"))
continue;
@ -509,40 +541,24 @@ uint32 RandomPlayerbotMgr::AddRandomBots()
if (std::find(currentBots.begin(), currentBots.end(), guid) != currentBots.end())
continue;
if (sPlayerbotAIConfig->disableDeathKnightLogin)
{
uint32 rClass = fields[1].Get<uint8>();
if (rClass == CLASS_DEATH_KNIGHT)
{
if (sPlayerbotAIConfig->disableDeathKnightLogin) {
if (rClass == CLASS_DEATH_KNIGHT) {
continue;
}
}
uint32 rRace = fields[2].Get<uint8>();
uint32 isAlliance = IsAlliance(rRace);
if (!allowedAllianceCount && isAlliance)
{
bool factionNotAllowed = (!allowedAllianceCount && isAlliance) || (!allowedHordeCount && !isAlliance);
if (factionNotAllowed)
continue;
}
if (!allowedHordeCount && !isAlliance)
{
continue;
}
if (isAlliance)
{
if (isAlliance) {
allowedAllianceCount--;
}
else
{
} else {
allowedHordeCount--;
}
guids.push_back(guid);
} while (result->NextRow());
std::mt19937 rnd(time(0));
std::shuffle(guids.begin(), guids.end(), rnd);
for (uint32& guid : guids)
{
uint32 add_time = sPlayerbotAIConfig->enablePeriodicOnlineOffline
? urand(sPlayerbotAIConfig->minRandomBotInWorldTime,
sPlayerbotAIConfig->maxRandomBotInWorldTime)
@ -1466,6 +1482,82 @@ void RandomPlayerbotMgr::RandomTeleport(Player* bot, std::vector<WorldLocation>&
tlocs.size());
}
void RandomPlayerbotMgr::PrepareZone2LevelBracket()
{
// Classic WoW - Low - level zones
zone2LevelBracket[1] = {5, 12}; // Dun Morogh
zone2LevelBracket[12] = {5, 12}; // Elwynn Forest
zone2LevelBracket[14] = {5, 12}; // Durotar
zone2LevelBracket[85] = {5, 12}; // Tirisfal Glades
zone2LevelBracket[141] = {5, 12}; // Teldrassil
zone2LevelBracket[215] = {5, 12}; // Mulgore
zone2LevelBracket[3430] = {5, 12}; // Eversong Woods
zone2LevelBracket[3524] = {5, 12}; // Azuremyst Isle
// Classic WoW - Mid - level zones
zone2LevelBracket[17] = {10, 25}; // Barrens
zone2LevelBracket[38] = {10, 20}; // Loch Modan
zone2LevelBracket[40] = {10, 21}; // Westfall
zone2LevelBracket[130] = {10, 23}; // Silverpine Forest
zone2LevelBracket[148] = {10, 21}; // Darkshore
zone2LevelBracket[3433] = {10, 22}; // Ghostlands
zone2LevelBracket[3525] = {10, 21}; // Bloodmyst Isle
// Classic WoW - High - level zones
zone2LevelBracket[10] = {19, 33}; // Deadwind Pass
zone2LevelBracket[11] = {21, 30}; // Wetlands
zone2LevelBracket[44] = {16, 28}; // Redridge Mountains
zone2LevelBracket[267] = {20, 34}; // Hillsbrad Foothills
zone2LevelBracket[331] = {18, 33}; // Ashenvale
zone2LevelBracket[400] = {24, 36}; // Thousand Needles
zone2LevelBracket[406] = {16, 29}; // Stonetalon Mountains
// Classic WoW - Higher - level zones
zone2LevelBracket[3] = {36, 46}; // Badlands
zone2LevelBracket[8] = {36, 46}; // Swamp of Sorrows
zone2LevelBracket[15] = {35, 46}; // Dustwallow Marsh
zone2LevelBracket[16] = {45, 52}; // Azshara
zone2LevelBracket[33] = {32, 47}; // Stranglethorn Vale
zone2LevelBracket[45] = {30, 42}; // Arathi Highlands
zone2LevelBracket[47] = {42, 51}; // Hinterlands
zone2LevelBracket[51] = {45, 51}; // Searing Gorge
zone2LevelBracket[357] = {40, 52}; // Feralas
zone2LevelBracket[405] = {30, 41}; // Desolace
zone2LevelBracket[440] = {41, 52}; // Tanaris
// Classic WoW - Top - level zones
zone2LevelBracket[4] = {52, 57}; // Blasted Lands
zone2LevelBracket[28] = {50, 60}; // Western Plaguelands
zone2LevelBracket[46] = {51, 60}; // Burning Steppes
zone2LevelBracket[139] = {54, 62}; // Eastern Plaguelands
zone2LevelBracket[361] = {47, 57}; // Felwood
zone2LevelBracket[490] = {49, 56}; // Un'Goro Crater
zone2LevelBracket[618] = {54, 61}; // Winterspring
zone2LevelBracket[1377] = {54, 63}; // Silithus
// The Burning Crusade - Zones
zone2LevelBracket[3483] = {58, 66}; // Hellfire Peninsula
zone2LevelBracket[3518] = {64, 70}; // Nagrand
zone2LevelBracket[3519] = {62, 73}; // Terokkar Forest
zone2LevelBracket[3520] = {66, 73}; // Shadowmoon Valley
zone2LevelBracket[3521] = {60, 67}; // Zangarmarsh
zone2LevelBracket[3522] = {64, 73}; // Blade's Edge Mountains
zone2LevelBracket[3523] = {67, 73}; // Netherstorm
zone2LevelBracket[4080] = {68, 73}; // Isle of Quel'Danas
// Wrath of the Lich King - Zones
zone2LevelBracket[65] = {71, 77}; // Dragonblight
zone2LevelBracket[66] = {74, 80}; // Zul'Drak
zone2LevelBracket[67] = {77, 80}; // Storm Peaks
zone2LevelBracket[210] = {77, 80}; // Icecrown Glacier
zone2LevelBracket[394] = {72, 78}; // Grizzly Hills
zone2LevelBracket[495] = {68, 74}; // Howling Fjord
zone2LevelBracket[2817] = {77, 80}; // Crystalsong Forest
zone2LevelBracket[3537] = {68, 75}; // Borean Tundra
zone2LevelBracket[3711] = {75, 80}; // Sholazar Basin
zone2LevelBracket[4197] = {79, 80}; // Wintergrasp
}
void RandomPlayerbotMgr::PrepareTeleportCache()
{
uint32 maxLevel = sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL);
@ -1542,6 +1634,7 @@ void RandomPlayerbotMgr::PrepareTeleportCache()
if (sPlayerbotAIConfig->enableNewRpgStrategy)
{
PrepareZone2LevelBracket();
LOG_INFO("playerbots", "Preparing innkeepers locations for level...");
results = WorldDatabase.Query(
"SELECT "
@ -1550,8 +1643,7 @@ void RandomPlayerbotMgr::PrepareTeleportCache()
"position_y, "
"position_z, "
"orientation, "
"t.faction, "
"t.entry "
"t.faction "
"FROM "
"creature c "
"INNER JOIN creature_template t on c.id1 = t.entry "
@ -1573,7 +1665,6 @@ void RandomPlayerbotMgr::PrepareTeleportCache()
float z = fields[3].Get<float>();
float orient = fields[4].Get<float>();
uint32 faction = fields[5].Get<uint32>();
uint32 c_entry = fields[6].Get<uint32>();
const FactionTemplateEntry* entry = sFactionTemplateStore.LookupEntry(faction);
WorldLocation loc(mapId, x + cos(orient) * 5.0f, y + sin(orient) * 5.0f, z + 0.5f, orient + M_PI);
@ -1581,35 +1672,13 @@ void RandomPlayerbotMgr::PrepareTeleportCache()
Map* map = sMapMgr->FindMap(loc.GetMapId(), 0);
if (!map)
continue;
const AreaTableEntry* area = sAreaTableStore.LookupEntry(map->GetAreaId(1, x, y, z));
const AreaTableEntry* area = sAreaTableStore.LookupEntry(map->GetAreaId(PHASEMASK_NORMAL, x, y, z));
uint32 zoneId = area->zone ? area->zone : area->ID;
uint32 level = area->area_level;
for (int i = 5; i <= maxLevel; i++)
if (zone2LevelBracket.find(zoneId) == zone2LevelBracket.end())
continue;
LevelBracket bracket = zone2LevelBracket[zoneId];
for (int i = bracket.low; i <= bracket.high; i++)
{
std::vector<WorldLocation>& locs = locsPerLevelCache[i];
int counter = 0;
WorldLocation levelLoc;
for (auto& checkLoc : locs)
{
if (loc.GetMapId() != checkLoc.GetMapId())
continue;
if (loc.GetExactDist(checkLoc) > 1500.0f)
continue;
if (zoneId !=
map->GetZoneId(1, checkLoc.GetPositionX(), checkLoc.GetPositionY(), checkLoc.GetPositionZ()))
continue;
counter++;
levelLoc = checkLoc;
if (counter >= 15)
break;
}
if (counter < 15)
continue;
if (!(entry->hostileMask & 4))
{
hordeStarterPerLevelCache[i].push_back(loc);
@ -1618,12 +1687,10 @@ void RandomPlayerbotMgr::PrepareTeleportCache()
{
allianceStarterPerLevelCache[i].push_back(loc);
}
LOG_DEBUG("playerbots", "Area: {} Level: {} creature_entry: {} add to: {} {}({},{},{},{})", area->ID,
level, c_entry, i, counter, levelLoc.GetPositionX(), levelLoc.GetPositionY(),
levelLoc.GetPositionZ(), levelLoc.GetMapId());
}
} while (results->NextRow());
}
// add all initial position
for (uint32 i = 1; i < MAX_RACES; i++)
{
@ -2629,9 +2696,8 @@ void RandomPlayerbotMgr::PrintStats()
uint32 engine_noncombat = 0;
uint32 engine_combat = 0;
uint32 engine_dead = 0;
uint32 stateCount[MAX_TRAVEL_STATE + 1] = {0};
std::vector<std::pair<Quest const*, int32>> questCount;
std::unordered_map<NewRpgStatus, int> rpgStatusCount;
NewRpgStatistic rpgStasticTotal;
std::unordered_map<uint32, int> zoneCount;
uint8 maxBotLevel = 0;
for (PlayerBotMap::iterator i = playerBots.begin(); i != playerBots.end(); ++i)
@ -2706,41 +2772,19 @@ void RandomPlayerbotMgr::PrintStats()
zoneCount[bot->GetZoneId()]++;
if (sPlayerbotAIConfig->enableNewRpgStrategy)
{
rpgStatusCount[botAI->rpgInfo.status]++;
if (TravelTarget* target = botAI->GetAiObjectContext()->GetValue<TravelTarget*>("travel target")->Get())
{
TravelState state = target->getTravelState();
stateCount[state]++;
Quest const* quest;
if (target->getDestination())
quest = target->getDestination()->GetQuestTemplate();
if (quest)
{
bool found = false;
for (auto& q : questCount)
{
if (q.first != quest)
continue;
q.second++;
found = true;
}
if (!found)
questCount.push_back(std::make_pair(quest, 1));
}
rpgStasticTotal += botAI->rpgStatistic;
}
}
LOG_INFO("playerbots", "Bots level:");
// uint32 maxLevel = sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL);
uint32 currentAlliance = 0, currentHorde = 0;
uint32 step = std::max(1, (maxBotLevel + 4) / 8);
uint32 from = 1;
uint32_t currentAlliance = 0, currentHorde = 0;
uint32_t step = std::max(1, static_cast<int>((maxBotLevel + 4) / 8));
uint32_t from = 1;
for (uint8 i = 1; i <= maxBotLevel; ++i)
{
currentAlliance += alliance[i];
@ -2800,19 +2844,18 @@ void RandomPlayerbotMgr::PrintStats()
if (sPlayerbotAIConfig->enableNewRpgStrategy)
{
LOG_INFO("playerbots", "Bots rpg status:", dead);
LOG_INFO("playerbots", " IDLE: {}", rpgStatusCount[NewRpgStatus::IDLE]);
LOG_INFO("playerbots", " REST: {}", rpgStatusCount[NewRpgStatus::REST]);
LOG_INFO("playerbots", " GO_GRIND: {}", rpgStatusCount[NewRpgStatus::GO_GRIND]);
LOG_INFO("playerbots", " GO_INNKEEPER: {}", rpgStatusCount[NewRpgStatus::GO_INNKEEPER]);
LOG_INFO("playerbots", " NEAR_RANDOM: {}", rpgStatusCount[NewRpgStatus::NEAR_RANDOM]);
LOG_INFO("playerbots", " NEAR_NPC: {}", rpgStatusCount[NewRpgStatus::NEAR_NPC]);
LOG_INFO("playerbots", "Bots rpg status:");
LOG_INFO("playerbots", " Idle: {}, Rest: {}, GoGrind: {}, GoInnkeeper: {}, MoveRandom: {}, MoveNpc: {}, DoQuest: {}",
rpgStatusCount[RPG_IDLE], rpgStatusCount[RPG_REST], rpgStatusCount[RPG_GO_GRIND], rpgStatusCount[RPG_GO_INNKEEPER],
rpgStatusCount[RPG_NEAR_RANDOM], rpgStatusCount[RPG_NEAR_NPC], rpgStatusCount[RPG_DO_QUEST]);
LOG_INFO("playerbots", "Bots total quests:");
LOG_INFO("playerbots", " Accepted: {}, Rewarded: {}, Dropped: {}",
rpgStasticTotal.questAccepted, rpgStasticTotal.questRewarded, rpgStasticTotal.questDropped);
}
LOG_INFO("playerbots", "Bots engine:", dead);
LOG_INFO("playerbots", " Non-combat: {}", engine_noncombat);
LOG_INFO("playerbots", " Combat: {}", engine_combat);
LOG_INFO("playerbots", " Dead: {}", engine_dead);
LOG_INFO("playerbots", " Non-combat: {}, Combat: {}, Dead: {}", engine_noncombat, engine_combat, engine_dead);
// LOG_INFO("playerbots", "Bots questing:");
// LOG_INFO("playerbots", " Picking quests: {}",

View File

@ -171,12 +171,19 @@ public:
static uint8 GetTeamClassIdx(bool isAlliance, uint8 claz) { return isAlliance * 20 + claz; }
void PrepareAddclassCache();
void PrepareZone2LevelBracket();
void PrepareTeleportCache();
void Init();
std::map<uint8, std::unordered_set<ObjectGuid>> addclassCache;
std::map<uint8, std::vector<WorldLocation>> locsPerLevelCache;
std::map<uint8, std::vector<WorldLocation>> allianceStarterPerLevelCache;
std::map<uint8, std::vector<WorldLocation>> hordeStarterPerLevelCache;
struct LevelBracket {
uint32 low;
uint32 high;
bool InsideBracket(uint32 val) { return val >= low && val <= high; }
};
std::map<uint32, LevelBracket> zone2LevelBracket;
std::map<uint8, std::vector<WorldLocation>> bankerLocsPerLevelCache;
protected:
void OnBotLoginInternal(Player* const bot) override;

View File

@ -31,6 +31,7 @@
#include "PlayerbotAIConfig.h"
#include "PlayerbotDbStore.h"
#include "Playerbots.h"
#include "QuestDef.h"
#include "RandomItemMgr.h"
#include "RandomPlayerbotFactory.h"
#include "ReputationMgr.h"
@ -979,30 +980,23 @@ void PlayerbotFactory::ClearSpells()
void PlayerbotFactory::ResetQuests()
{
for (uint8 slot = 0; slot < MAX_QUEST_LOG_SIZE; ++slot)
{
bot->SetQuestSlot(slot, 0);
}
ObjectMgr::QuestMap const& questTemplates = sObjectMgr->GetQuestTemplates();
for (ObjectMgr::QuestMap::const_iterator i = questTemplates.begin(); i != questTemplates.end(); ++i)
{
Quest const* quest = i->second;
uint32 entry = quest->GetQuestId();
if (bot->GetQuestStatus(entry) == QUEST_STATUS_NONE)
continue;
// remove all quest entries for 'entry' from quest log
for (uint8 slot = 0; slot < MAX_QUEST_LOG_SIZE; ++slot)
{
uint32 quest = bot->GetQuestSlotQuestId(slot);
if (quest == entry)
{
bot->SetQuestSlot(slot, 0);
}
}
bot->RemoveRewardedQuest(entry);
bot->RemoveActiveQuest(entry, false);
// reset rewarded for restart repeatable quest
bot->getQuestStatusMap().erase(entry);
// bot->getQuestStatusMap()[entry].m_rewarded = false;
// bot->getQuestStatusMap()[entry].m_status = QUEST_STATUS_NONE;
}
// bot->UpdateForQuestWorldObjects();
CharacterDatabase.Execute("DELETE FROM character_queststatus WHERE guid = {}", bot->GetGUID().GetCounter());
}
void PlayerbotFactory::InitSpells() { InitAvailableSpells(); }
@ -1618,6 +1612,11 @@ void PlayerbotFactory::InitEquipment(bool incremental, bool second_chance)
if (level < 20 && (slot == EQUIPMENT_SLOT_FINGER1 || slot == EQUIPMENT_SLOT_FINGER2))
continue;
if (level < 5 && (slot != EQUIPMENT_SLOT_MAINHAND) && (slot != EQUIPMENT_SLOT_OFFHAND) &&
(slot != EQUIPMENT_SLOT_FEET) && (slot != EQUIPMENT_SLOT_LEGS) && (slot != EQUIPMENT_SLOT_CHEST) &&
(slot != EQUIPMENT_SLOT_RANGED))
continue;
Item* oldItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
if (second_chance && oldItem)
@ -1783,6 +1782,10 @@ void PlayerbotFactory::InitEquipment(bool incremental, bool second_chance)
if (level < 20 && (slot == EQUIPMENT_SLOT_FINGER1 || slot == EQUIPMENT_SLOT_FINGER2))
continue;
if (level < 5 && (slot != EQUIPMENT_SLOT_MAINHAND) && (slot != EQUIPMENT_SLOT_OFFHAND) &&
(slot != EQUIPMENT_SLOT_FEET) && (slot != EQUIPMENT_SLOT_LEGS) && (slot != EQUIPMENT_SLOT_CHEST))
continue;
if (Item* oldItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, slot))
bot->DestroyItem(INVENTORY_SLOT_BAG_0, slot, true);

View File

@ -87,7 +87,7 @@ bool AcceptQuestAction::Execute(Event event)
{
std::stringstream ss;
ss << "AcceptQuestAction [" << qInfo->GetTitle() << "] - [" << std::to_string(qInfo->GetQuestId()) << "]";
LOG_INFO("playerbots", "{}", ss.str().c_str());
LOG_DEBUG("playerbots", "{}", ss.str().c_str());
// botAI->TellMaster(ss.str());
}

View File

@ -135,6 +135,7 @@ public:
creators["move to loot"] = &ActionContext::move_to_loot;
creators["open loot"] = &ActionContext::open_loot;
creators["guard"] = &ActionContext::guard;
creators["return to stay position"] = &ActionContext::return_to_stay_position;
creators["move out of enemy contact"] = &ActionContext::move_out_of_enemy_contact;
creators["set facing"] = &ActionContext::set_facing;
creators["set behind"] = &ActionContext::set_behind;
@ -247,6 +248,7 @@ public:
creators["new rpg go innkeeper"] = &ActionContext::new_rpg_go_innkeeper;
creators["new rpg move random"] = &ActionContext::new_rpg_move_random;
creators["new rpg move npc"] = &ActionContext::new_rpg_move_npc;
creators["new rpg do quest"] = &ActionContext::new_rpg_do_quest;
}
private:
@ -270,6 +272,7 @@ private:
static Action* drop_target(PlayerbotAI* botAI) { return new DropTargetAction(botAI); }
static Action* attack_duel_opponent(PlayerbotAI* botAI) { return new AttackDuelOpponentAction(botAI); }
static Action* guard(PlayerbotAI* botAI) { return new GuardAction(botAI); }
static Action* return_to_stay_position(PlayerbotAI* botAI) { return new ReturnToStayPositionAction(botAI); }
static Action* open_loot(PlayerbotAI* botAI) { return new OpenLootAction(botAI); }
static Action* move_to_loot(PlayerbotAI* botAI) { return new MoveToLootAction(botAI); }
static Action* _return(PlayerbotAI* botAI) { return new ReturnAction(botAI); }
@ -428,6 +431,7 @@ private:
static Action* new_rpg_go_innkeeper(PlayerbotAI* ai) { return new NewRpgGoInnKeeperAction(ai); }
static Action* new_rpg_move_random(PlayerbotAI* ai) { return new NewRpgMoveRandomAction(ai); }
static Action* new_rpg_move_npc(PlayerbotAI* ai) { return new NewRpgMoveNpcAction(ai); }
static Action* new_rpg_do_quest(PlayerbotAI* ai) { return new NewRpgDoQuestAction(ai); }
};
#endif

View File

@ -75,6 +75,8 @@
#include "WhoAction.h"
#include "WtsAction.h"
#include "OpenItemAction.h"
#include "UnlockItemAction.h"
#include "UnlockTradedItemAction.h"
class ChatActionContext : public NamedObjectContext<Action>
{
@ -82,6 +84,8 @@ public:
ChatActionContext()
{
creators["open items"] = &ChatActionContext::open_items;
creators["unlock items"] = &ChatActionContext::unlock_items;
creators["unlock traded item"] = &ChatActionContext::unlock_traded_item;
creators["range"] = &ChatActionContext::range;
creators["stats"] = &ChatActionContext::stats;
creators["quests"] = &ChatActionContext::quests;
@ -90,6 +94,7 @@ public:
creators["log"] = &ChatActionContext::log;
creators["los"] = &ChatActionContext::los;
creators["rpg status"] = &ChatActionContext::rpg_status;
creators["rpg do quest"] = &ChatActionContext::rpg_do_quest;
creators["aura"] = &ChatActionContext::aura;
creators["drop"] = &ChatActionContext::drop;
creators["clean quest log"] = &ChatActionContext::clean_quest_log;
@ -183,6 +188,8 @@ public:
private:
static Action* open_items(PlayerbotAI* botAI) { return new OpenItemAction(botAI); }
static Action* unlock_items(PlayerbotAI* botAI) { return new UnlockItemAction(botAI); }
static Action* unlock_traded_item(PlayerbotAI* botAI) { return new UnlockTradedItemAction(botAI); }
static Action* range(PlayerbotAI* botAI) { return new RangeAction(botAI); }
static Action* flag(PlayerbotAI* botAI) { return new FlagAction(botAI); }
static Action* craft(PlayerbotAI* botAI) { return new SetCraftAction(botAI); }
@ -261,6 +268,7 @@ private:
static Action* log(PlayerbotAI* botAI) { return new LogLevelAction(botAI); }
static Action* los(PlayerbotAI* botAI) { return new TellLosAction(botAI); }
static Action* rpg_status(PlayerbotAI* botAI) { return new TellRpgStatusAction(botAI); }
static Action* rpg_do_quest(PlayerbotAI* botAI) { return new StartRpgDoQuestAction(botAI); }
static Action* aura(PlayerbotAI* ai) { return new TellAuraAction(ai); }
static Action* ll(PlayerbotAI* botAI) { return new LootStrategyAction(botAI); }
static Action* ss(PlayerbotAI* botAI) { return new SkipSpellsListAction(botAI); }

View File

@ -10,7 +10,7 @@
#include "Playerbots.h"
#include "PositionValue.h"
void ReturnPositionResetAction::ResetReturnPosition()
void PositionsResetAction::ResetReturnPosition()
{
PositionMap& posMap = context->GetValue<PositionMap&>("position")->Get();
PositionInfo pos = posMap["return"];
@ -18,7 +18,7 @@ void ReturnPositionResetAction::ResetReturnPosition()
posMap["return"] = pos;
}
void ReturnPositionResetAction::SetReturnPosition(float x, float y, float z)
void PositionsResetAction::SetReturnPosition(float x, float y, float z)
{
PositionMap& posMap = context->GetValue<PositionMap&>("position")->Get();
PositionInfo pos = posMap["return"];
@ -26,6 +26,22 @@ void ReturnPositionResetAction::SetReturnPosition(float x, float y, float z)
posMap["return"] = pos;
}
void PositionsResetAction::ResetStayPosition()
{
PositionMap& posMap = context->GetValue<PositionMap&>("position")->Get();
PositionInfo pos = posMap["stay"];
pos.Reset();
posMap["stay"] = pos;
}
void PositionsResetAction::SetStayPosition(float x, float y, float z)
{
PositionMap& posMap = context->GetValue<PositionMap&>("position")->Get();
PositionInfo pos = posMap["stay"];
pos.Set(x, y, z, botAI->GetBot()->GetMapId());
posMap["stay"] = pos;
}
bool FollowChatShortcutAction::Execute(Event event)
{
Player* master = GetMaster();
@ -34,7 +50,7 @@ bool FollowChatShortcutAction::Execute(Event event)
// botAI->Reset();
botAI->ChangeStrategy("+follow,-passive,-grind,-move from group", BOT_STATE_NON_COMBAT);
botAI->ChangeStrategy("-follow,-passive,-grind,-move from group", BOT_STATE_COMBAT);
botAI->ChangeStrategy("-stay,-follow,-passive,-grind,-move from group", BOT_STATE_COMBAT);
botAI->GetAiObjectContext()->GetValue<GuidVector>("prioritized targets")->Reset();
PositionMap& posMap = context->GetValue<PositionMap&>("position")->Get();
@ -42,6 +58,10 @@ bool FollowChatShortcutAction::Execute(Event event)
pos.Reset();
posMap["return"] = pos;
pos = posMap["stay"];
pos.Reset();
posMap["stay"] = pos;
if (bot->IsInCombat())
{
Formation* formation = AI_VALUE(Formation*, "formation");
@ -103,9 +123,10 @@ bool StayChatShortcutAction::Execute(Event event)
botAI->Reset();
botAI->ChangeStrategy("+stay,-passive,-move from group", BOT_STATE_NON_COMBAT);
botAI->ChangeStrategy("-follow,-passive,-move from group", BOT_STATE_COMBAT);
botAI->ChangeStrategy("+stay,-follow,-passive,-move from group", BOT_STATE_COMBAT);
SetReturnPosition(bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ());
SetStayPosition(bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ());
botAI->TellMaster("Staying");
return true;
@ -133,10 +154,11 @@ bool FleeChatShortcutAction::Execute(Event event)
return false;
botAI->Reset();
botAI->ChangeStrategy("+follow,+passive", BOT_STATE_NON_COMBAT);
botAI->ChangeStrategy("+follow,+passive", BOT_STATE_COMBAT);
botAI->ChangeStrategy("+follow,-stay,+passive", BOT_STATE_NON_COMBAT);
botAI->ChangeStrategy("+follow,-stay,+passive", BOT_STATE_COMBAT);
ResetReturnPosition();
ResetStayPosition();
if (bot->GetMapId() != master->GetMapId() || bot->GetDistance(master) > sPlayerbotAIConfig->sightDistance)
{
@ -155,10 +177,11 @@ bool GoawayChatShortcutAction::Execute(Event event)
return false;
botAI->Reset();
botAI->ChangeStrategy("+runaway", BOT_STATE_NON_COMBAT);
botAI->ChangeStrategy("+runaway", BOT_STATE_COMBAT);
botAI->ChangeStrategy("+runaway,-stay", BOT_STATE_NON_COMBAT);
botAI->ChangeStrategy("+runaway,-stay", BOT_STATE_COMBAT);
ResetReturnPosition();
ResetStayPosition();
botAI->TellMaster("Running away");
return true;
@ -171,9 +194,10 @@ bool GrindChatShortcutAction::Execute(Event event)
return false;
botAI->Reset();
botAI->ChangeStrategy("+grind,-passive", BOT_STATE_NON_COMBAT);
botAI->ChangeStrategy("+grind,-passive,-stay", BOT_STATE_NON_COMBAT);
ResetReturnPosition();
ResetStayPosition();
botAI->TellMaster("Grinding");
return true;
@ -193,6 +217,7 @@ bool TankAttackChatShortcutAction::Execute(Event event)
botAI->ChangeStrategy("-passive", BOT_STATE_COMBAT);
ResetReturnPosition();
ResetStayPosition();
botAI->TellMaster("Attacking");
return true;

View File

@ -10,13 +10,15 @@
class PlayerbotAI;
class ReturnPositionResetAction : public Action
class PositionsResetAction : public Action
{
public:
ReturnPositionResetAction(PlayerbotAI* botAI, std::string const name) : Action(botAI, name) {}
PositionsResetAction(PlayerbotAI* botAI, std::string const name) : Action(botAI, name) {}
void ResetReturnPosition();
void SetReturnPosition(float x, float y, float z);
void ResetStayPosition();
void SetStayPosition(float x, float y, float z);
};
class FollowChatShortcutAction : public MovementAction
@ -27,10 +29,10 @@ public:
bool Execute(Event event) override;
};
class StayChatShortcutAction : public ReturnPositionResetAction
class StayChatShortcutAction : public PositionsResetAction
{
public:
StayChatShortcutAction(PlayerbotAI* botAI) : ReturnPositionResetAction(botAI, "stay chat shortcut") {}
StayChatShortcutAction(PlayerbotAI* botAI) : PositionsResetAction(botAI, "stay chat shortcut") {}
bool Execute(Event event) override;
};
@ -43,34 +45,34 @@ public:
bool Execute(Event event) override;
};
class FleeChatShortcutAction : public ReturnPositionResetAction
class FleeChatShortcutAction : public PositionsResetAction
{
public:
FleeChatShortcutAction(PlayerbotAI* botAI) : ReturnPositionResetAction(botAI, "flee chat shortcut") {}
FleeChatShortcutAction(PlayerbotAI* botAI) : PositionsResetAction(botAI, "flee chat shortcut") {}
bool Execute(Event event) override;
};
class GoawayChatShortcutAction : public ReturnPositionResetAction
class GoawayChatShortcutAction : public PositionsResetAction
{
public:
GoawayChatShortcutAction(PlayerbotAI* botAI) : ReturnPositionResetAction(botAI, "runaway chat shortcut") {}
GoawayChatShortcutAction(PlayerbotAI* botAI) : PositionsResetAction(botAI, "runaway chat shortcut") {}
bool Execute(Event event) override;
};
class GrindChatShortcutAction : public ReturnPositionResetAction
class GrindChatShortcutAction : public PositionsResetAction
{
public:
GrindChatShortcutAction(PlayerbotAI* botAI) : ReturnPositionResetAction(botAI, "grind chat shortcut") {}
GrindChatShortcutAction(PlayerbotAI* botAI) : PositionsResetAction(botAI, "grind chat shortcut") {}
bool Execute(Event event) override;
};
class TankAttackChatShortcutAction : public ReturnPositionResetAction
class TankAttackChatShortcutAction : public PositionsResetAction
{
public:
TankAttackChatShortcutAction(PlayerbotAI* botAI) : ReturnPositionResetAction(botAI, "tank attack chat shortcut") {}
TankAttackChatShortcutAction(PlayerbotAI* botAI) : PositionsResetAction(botAI, "tank attack chat shortcut") {}
bool Execute(Event event) override;
};

View File

@ -34,28 +34,17 @@ bool AttackAnythingAction::isUseful()
if (!botAI->AllowActivity(GRIND_ACTIVITY)) // Bot not allowed to be active
return false;
if (!AI_VALUE(bool, "can move around"))
if (botAI->HasStrategy("stay", BOT_STATE_NON_COMBAT))
return false;
// if (context->GetValue<TravelTarget*>("travel target")->Get()->isTraveling() &&
// ChooseRpgTargetAction::isFollowValid(
// bot, *context->GetValue<TravelTarget*>("travel target")->Get()->getPosition())) // Bot is traveling
// return false;
if (bot->IsInCombat())
return false;
Unit* target = GetTarget();
if (!target)
return false;
bool inactiveGrindStatus = botAI->rpgInfo.status == NewRpgStatus::GO_GRIND ||
botAI->rpgInfo.status == NewRpgStatus::NEAR_NPC ||
botAI->rpgInfo.status == NewRpgStatus::REST ||
botAI->rpgInfo.status == NewRpgStatus::GO_INNKEEPER;
if (inactiveGrindStatus && bot->GetDistance(target) > 25.0f)
return false;
std::string const name = std::string(target->GetName());
// Check for invalid targets: Dummy, Charge Target, Melee Target, Ranged Target
if (!name.empty() &&

View File

@ -132,6 +132,7 @@ bool CleanQuestLogAction::Execute(Event event)
}
// Remove quest
botAI->rpgStatistic.questDropped++;
bot->SetQuestSlot(slot, 0);
bot->TakeQuestSourceItem(questId, false);
bot->SetQuestStatus(questId, QUEST_STATUS_NONE);

View File

@ -4,64 +4,23 @@
#include "WorldPacket.h"
#include "Player.h"
#include "ObjectMgr.h"
bool OpenItemAction::Execute(Event event)
{
bool foundOpenable = false;
// Check main inventory slots
for (uint8 slot = EQUIPMENT_SLOT_START; slot < INVENTORY_SLOT_ITEM_END; ++slot)
Item* item = botAI->FindOpenableItem();
if (item)
{
Item* item = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
uint8 bag = item->GetBagSlot(); // Retrieves the bag slot (0 for main inventory)
uint8 slot = item->GetSlot(); // Retrieves the actual slot inside the bag
if (item && CanOpenItem(item))
{
OpenItem(item, INVENTORY_SLOT_BAG_0, slot);
foundOpenable = true;
}
}
// Check items in the bags
for (uint8 bag = INVENTORY_SLOT_BAG_START; bag < INVENTORY_SLOT_BAG_END; ++bag)
{
Bag* bagItem = bot->GetBagByPos(bag);
if (!bagItem)
continue;
for (uint32 slot = 0; slot < bagItem->GetBagSize(); ++slot)
{
Item* item = bot->GetItemByPos(bag, slot);
if (item && CanOpenItem(item))
{
OpenItem(item, bag, slot);
foundOpenable = true;
}
}
}
// If no openable items found
if (!foundOpenable)
{
botAI->TellError("No openable items in inventory.");
}
return foundOpenable;
}
bool OpenItemAction::CanOpenItem(Item* item)
{
if (!item)
return false;
ItemTemplate const* itemTemplate = item->GetTemplate();
if (!itemTemplate)
return false;
// Check if the item has the openable flag
return itemTemplate->Flags & ITEM_FLAG_HAS_LOOT;
}
void OpenItemAction::OpenItem(Item* item, uint8 bag, uint8 slot)
{
WorldPacket packet(CMSG_OPEN_ITEM);

View File

@ -21,9 +21,6 @@ public:
bool Execute(Event event) override;
private:
// Checks if the given item can be opened (i.e., has the openable flag)
bool CanOpenItem(Item* item);
// Performs the action of opening the item
void OpenItem(Item* item, uint8 bag, uint8 slot);
};

View File

@ -159,3 +159,25 @@ bool ReturnAction::isUseful()
PositionInfo pos = context->GetValue<PositionMap&>("position")->Get()[qualifier];
return pos.isSet() && AI_VALUE2(float, "distance", "position_random") > sPlayerbotAIConfig->followDistance;
}
bool ReturnToStayPositionAction::isPossible()
{
PositionMap& posMap = AI_VALUE(PositionMap&, "position");
PositionInfo stayPosition = posMap["stay"];
if (stayPosition.isSet())
{
const float distance = bot->GetDistance(stayPosition.x, stayPosition.y, stayPosition.z);
if (distance > sPlayerbotAIConfig->reactDistance)
{
botAI->TellMaster("The stay position is too far to return. I am going to stay where I am now");
// Set the stay position to current position
stayPosition.Set(bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(), bot->GetMapId());
posMap["stay"] = stayPosition;
}
return true;
}
return false;
}

View File

@ -40,6 +40,13 @@ public:
GuardAction(PlayerbotAI* botAI) : MoveToPositionAction(botAI, "move to position", "guard") {}
};
class ReturnToStayPositionAction : public MoveToPositionAction
{
public:
ReturnToStayPositionAction(PlayerbotAI* ai) : MoveToPositionAction(ai, "move to position", "stay") {}
virtual bool isPossible();
};
class SetReturnPositionAction : public Action
{
public:

View File

@ -4,9 +4,14 @@
*/
#include "QuestAction.h"
#include <sstream>
#include "Chat.h"
#include "ChatHelper.h"
#include "Event.h"
#include "ItemTemplate.h"
#include "ObjectGuid.h"
#include "ObjectMgr.h"
#include "Playerbots.h"
#include "ReputationMgr.h"
#include "ServerFacade.h"
@ -258,6 +263,7 @@ bool QuestAction::AcceptQuest(Quest const* quest, ObjectGuid questGiver)
bool QuestUpdateCompleteAction::Execute(Event event)
{
// the action can hardly be triggered
WorldPacket p(event.getPacket());
p.rpos(0);
@ -265,22 +271,26 @@ bool QuestUpdateCompleteAction::Execute(Event event)
p >> questId;
p.print_storage();
LOG_INFO("playerbots", "Packet: empty{} questId{}", p.empty(), questId);
// LOG_INFO("playerbots", "Packet: empty{} questId{}", p.empty(), questId);
Quest const* qInfo = sObjectMgr->GetQuestTemplate(questId);
if (qInfo)
{
std::map<std::string, std::string> placeholders;
const auto format = ChatHelper::FormatQuest(qInfo);
placeholders["%quest_link"] = format;
// std::map<std::string, std::string> placeholders;
// placeholders["%quest_link"] = format;
if (botAI->HasStrategy("debug quest", BotState::BOT_STATE_NON_COMBAT) || botAI->HasStrategy("debug rpg", BotState::BOT_STATE_COMBAT))
{
LOG_INFO("playerbots", "{} => Quest [ {} ] completed", bot->GetName(), qInfo->GetTitle());
bot->Say("Quest [ " + format + " ] completed", LANG_UNIVERSAL);
}
// if (botAI->HasStrategy("debug quest", BotState::BOT_STATE_NON_COMBAT) || botAI->HasStrategy("debug rpg", BotState::BOT_STATE_COMBAT))
// {
// LOG_INFO("playerbots", "{} => Quest [ {} ] completed", bot->GetName(), qInfo->GetTitle());
// bot->Say("Quest [ " + format + " ] completed", LANG_UNIVERSAL);
// }
const auto format = ChatHelper::FormatQuest(qInfo);
if (botAI->GetMaster())
botAI->TellMasterNoFacing("Quest completed " + format);
BroadcastHelper::BroadcastQuestUpdateComplete(botAI, bot, qInfo);
botAI->rpgStatistic.questCompleted++;
// LOG_DEBUG("playerbots", "[New rpg] {} complete quest {}", bot->GetName(), qInfo->GetQuestId());
// botAI->rpgStatistic.questCompleted++;
}
return true;
@ -296,39 +306,39 @@ bool QuestUpdateAddKillAction::Execute(Event event)
uint32 entry, questId, available, required;
p >> questId >> entry >> available >> required;
// LOG_INFO("playerbots", "[New rpg] Quest {} -> Creature {} ({}/{})", questId, entry, available, required);
const Quest* qInfo = sObjectMgr->GetQuestTemplate(questId);
if (qInfo && (entry & 0x80000000))
{
entry &= 0x7FFFFFFF;
const GameObjectTemplate* info = sObjectMgr->GetGameObjectTemplate(entry);
if (info)
BroadcastHelper::BroadcastQuestUpdateAddKill(botAI, bot, qInfo, available, required, info->name);
{
std::string infoName = botAI->GetLocalizedGameObjectName(entry);
BroadcastHelper::BroadcastQuestUpdateAddKill(botAI, bot, qInfo, available, required, infoName);
if (botAI->GetMaster())
{
std::ostringstream out;
out << infoName << " " << available << "/" << required << " " << ChatHelper::FormatQuest(qInfo);
botAI->TellMasterNoFacing(out.str());
}
}
}
else if (qInfo)
{
CreatureTemplate const* info = sObjectMgr->GetCreatureTemplate(entry);
if (info)
{
BroadcastHelper::BroadcastQuestUpdateAddKill(botAI, bot, qInfo, available, required, info->Name);
}
}
else
std::string infoName = botAI->GetLocalizedCreatureName(entry);
BroadcastHelper::BroadcastQuestUpdateAddKill(botAI, bot, qInfo, available, required, infoName);
if (botAI->GetMaster())
{
std::map<std::string, std::string> placeholders;
placeholders["%quest_id"] = questId;
placeholders["%available"] = available;
placeholders["%required"] = required;
if (botAI->HasStrategy("debug quest", BotState::BOT_STATE_COMBAT) || botAI->HasStrategy("debug quest", BotState::BOT_STATE_NON_COMBAT))
{
LOG_INFO("playerbots", "{} => {}", bot->GetName(), BOT_TEXT2("%available/%required for questId: %quest_id", placeholders));
botAI->Say(BOT_TEXT2("%available/%required for questId: %quest_id", placeholders));
std::ostringstream out;
out << infoName << " " << available << "/" << required << " " << ChatHelper::FormatQuest(qInfo);
botAI->TellMasterNoFacing(out.str());
}
}
botAI->TellMasterNoFacing(BOT_TEXT2("%available/%required for questId: %quest_id", placeholders));
}
return false;
}
@ -364,6 +374,60 @@ bool QuestUpdateAddItemAction::Execute(Event event)
BroadcastHelper::BroadcastQuestUpdateAddItem(botAI, bot, pair.first, availableItemsCount, requiredItemsCount, itemPrototype);
}
}
return false;
}
bool QuestItemPushResultAction::Execute(Event event)
{
WorldPacket packet = event.getPacket();
ObjectGuid guid;
uint32 received, created, sendChatMessage, itemSlot, itemEntry, itemSuffixFactory, count, itemCount;
uint8 bagSlot;
int32 itemRandomPropertyId;
packet >> guid >> received >> created >> sendChatMessage;
packet >> bagSlot >> itemSlot >> itemEntry >> itemSuffixFactory >> itemRandomPropertyId;
packet >> count >> itemCount;
if (guid != bot->GetGUID())
return false;
const ItemTemplate* proto = sObjectMgr->GetItemTemplate(itemEntry);
if (!proto)
return false;
for (uint16 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
uint32 questId = bot->GetQuestSlotQuestId(i);
if (!questId)
continue;
const Quest* quest = sObjectMgr->GetQuestTemplate(questId);
if (!quest)
return false;
const QuestStatusData& q_status = bot->getQuestStatusMap().at(questId);
for (int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; i++)
{
uint32 itemId = quest->RequiredItemId[i];
if (!itemId)
continue;
int32 previousCount = itemCount - count;
if (itemId == itemEntry && previousCount < quest->RequiredItemCount[i])
{
if (botAI->GetMaster())
{
std::string itemLink = ChatHelper::FormatItem(proto);
std::ostringstream out;
int32 required = quest->RequiredItemCount[i];
int32 available = std::min((int32)itemCount, required);
out << itemLink << " " << available << "/" << required << " " << ChatHelper::FormatQuest(quest);
botAI->TellMasterNoFacing(out.str());
}
}
}
}
return false;
}

View File

@ -66,4 +66,11 @@ public:
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

View File

@ -14,6 +14,12 @@ bool ReachTargetAction::Execute(Event event) { return ReachCombatTo(AI_VALUE(Uni
bool ReachTargetAction::isUseful()
{
// do not move while staying
if (botAI->HasStrategy("stay", botAI->GetState()))
{
return false;
}
// do not move while casting
if (bot->GetCurrentSpell(CURRENT_CHANNELED_SPELL) != nullptr)
{
@ -30,6 +36,12 @@ std::string const ReachTargetAction::GetTargetName() { return "current target";
bool CastReachTargetSpellAction::isUseful()
{
// do not move while staying
if (botAI->HasStrategy("stay", botAI->GetState()))
{
return false;
}
return sServerFacade->IsDistanceGreaterThan(AI_VALUE2(float, "distance", "current target"),
(distance + sPlayerbotAIConfig->contactDistance));
}

View File

@ -11,6 +11,7 @@
#include "Playerbots.h"
#include "RTSCValues.h"
#include "RtscAction.h"
#include "PositionValue.h"
Creature* SeeSpellAction::CreateWps(Player* wpOwner, float x, float y, float z, float o, uint32 entry, Creature* lastWp,
bool important)
@ -123,6 +124,15 @@ bool SeeSpellAction::MoveToSpell(WorldPosition& spellPosition, bool inFormation)
if (inFormation)
SetFormationOffset(spellPosition);
if (botAI->HasStrategy("stay", botAI->GetState()))
{
PositionMap& posMap = AI_VALUE(PositionMap&, "position");
PositionInfo stayPosition = posMap["stay"];
stayPosition.Set(spellPosition.getX(), spellPosition.getY(), spellPosition.getZ(), spellPosition.getMapId());
posMap["stay"] = stayPosition;
}
if (bot->IsWithinLOS(spellPosition.getX(), spellPosition.getY(), spellPosition.getZ()))
return MoveNear(spellPosition.getMapId(), spellPosition.getX(), spellPosition.getY(), spellPosition.getZ(), 0);

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@ -8,6 +8,7 @@
#include "Event.h"
#include "LastMovementValue.h"
#include "Playerbots.h"
#include "PositionValue.h"
bool StayActionBase::Stay()
{
@ -42,6 +43,17 @@ bool StayAction::Execute(Event event) { return Stay(); }
bool StayAction::isUseful()
{
// Check if the bots is in stay position
PositionInfo stayPosition = AI_VALUE(PositionMap&, "position")["stay"];
if (stayPosition.isSet())
{
const float distance = bot->GetDistance(stayPosition.x, stayPosition.y, stayPosition.z);
if (sPlayerbotAIConfig->followDistance)
{
return false;
}
}
// move from group takes priority over stay as it's added and removed automatically
// (without removing/adding stay)
if (botAI->HasStrategy("move from group", BOT_STATE_COMBAT) ||

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@ -173,7 +173,6 @@ void TalkToQuestGiverAction::RewardMultipleItem(Quest const* quest, Object* ques
std::ostringstream outid;
if (!botAI->IsAlt() || sPlayerbotAIConfig->autoPickReward == "yes")
{
// Pick the first item of the best rewards.
bestIds = BestRewards(quest);
if (!bestIds.empty())
{

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@ -24,12 +24,17 @@ bool TradeStatusAction::Execute(Event event)
return false;
PlayerbotAI* traderBotAI = GET_PLAYERBOT_AI(trader);
if (trader != master && !traderBotAI)
// Allow the master and group members to trade
if (trader != master && !traderBotAI && (!bot->GetGroup() || !bot->GetGroup()->IsMember(trader->GetGUID())))
{
bot->Whisper("I'm kind of busy now", LANG_UNIVERSAL, trader);
return false;
}
if ((trader != master || !botAI->GetSecurity()->CheckLevelFor(PLAYERBOT_SECURITY_ALLOW_ALL, true, master)) &&
// Allow trades from group members or bots
if ((!bot->GetGroup() || !bot->GetGroup()->IsMember(trader->GetGUID())) &&
(trader != master || !botAI->GetSecurity()->CheckLevelFor(PLAYERBOT_SECURITY_ALLOW_ALL, true, master)) &&
!traderBotAI)
{
WorldPacket p;
@ -109,9 +114,9 @@ bool TradeStatusAction::Execute(Event event)
bot->SetFacingToObject(trader);
BeginTrade();
return true;
}
return false;
}

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@ -0,0 +1,84 @@
#include "TradeStatusExtendedAction.h"
#include "Event.h"
#include "Player.h"
#include "PlayerbotAI.h"
#include "WorldPacket.h"
#include "TradeData.h"
bool TradeStatusExtendedAction::Execute(Event event)
{
Player* trader = bot->GetTrader();
if (!trader)
return false;
TradeData* tradeData = trader->GetTradeData();
if (!tradeData)
return false;
WorldPacket p(event.getPacket());
p.rpos(0);
uint8 isTraderData;
uint32 unknown1, slotCount1, slotCount2, tradeGold, spellCast;
p >> isTraderData;
p >> unknown1;
p >> slotCount1;
p >> slotCount2;
p >> tradeGold;
p >> spellCast;
for (uint8 i = 0; i < TRADE_SLOT_COUNT; ++i)
{
uint8 tradeSlot;
p >> tradeSlot;
if (tradeSlot >= TRADE_SLOT_COUNT)
break; // End of packet
uint32 itemId, displayId, count, wrapped, lockId;
uint64 giftCreator, creator;
uint32 permEnchant, gem1, gem2, gem3;
uint32 spellCharges, suffixFactor, randomProp, maxDurability, durability;
p >> itemId;
p >> displayId;
p >> count;
p >> wrapped;
p >> giftCreator;
p >> permEnchant;
p >> gem1;
p >> gem2;
p >> gem3;
p >> creator;
p >> spellCharges;
p >> suffixFactor;
p >> randomProp;
p >> lockId;
p >> maxDurability;
p >> durability;
// Check for locked items in "Do Not Trade" slot
if (tradeSlot == TRADE_SLOT_NONTRADED && lockId > 0)
{
// Get the actual item reference from TradeData
Item* lockbox = tradeData->GetItem(TRADE_SLOT_NONTRADED);
if (!lockbox)
{
return false;
}
if (bot->getClass() == CLASS_ROGUE && bot->HasSpell(1804) && lockbox->IsLocked()) // Pick Lock spell
{
// botAI->CastSpell(1804, bot, lockbox); // Attempt to cast Pick Lock on the lockbox
botAI->DoSpecificAction("unlock traded item");
botAI->SetNextCheckDelay(4000); // Delay before accepting trade
}
else
{
botAI->TellMaster("I can't unlock this item.");
}
}
}
return true;
}

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@ -0,0 +1,17 @@
#ifndef _PLAYERBOT_TRADESTATUSEXTENDEDACTION_H
#define _PLAYERBOT_TRADESTATUSEXTENDEDACTION_H
#include "QueryItemUsageAction.h"
class Player;
class PlayerbotAI;
class TradeStatusExtendedAction : public QueryItemUsageAction
{
public:
TradeStatusExtendedAction(PlayerbotAI* botAI) : QueryItemUsageAction(botAI, "trade status extended") {}
bool Execute(Event event) override;
};
#endif

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@ -0,0 +1,38 @@
#include "UnlockItemAction.h"
#include "PlayerbotAI.h"
#include "ItemTemplate.h"
#include "WorldPacket.h"
#include "Player.h"
#include "ObjectMgr.h"
#include "SpellInfo.h"
#define PICK_LOCK_SPELL_ID 1804
bool UnlockItemAction::Execute(Event event)
{
bool foundLockedItem = false;
Item* item = botAI->FindLockedItem();
if (item)
{
UnlockItem(item);
foundLockedItem = true;
}
return foundLockedItem;
}
void UnlockItemAction::UnlockItem(Item* item)
{
// Use CastSpell to unlock the item
if (botAI->CastSpell(PICK_LOCK_SPELL_ID, bot, item))
{
std::ostringstream out;
out << "Used Pick Lock on: " << item->GetTemplate()->Name1;
botAI->TellMaster(out.str());
}
else
{
botAI->TellError("Failed to cast Pick Lock.");
}
}

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@ -0,0 +1,19 @@
#ifndef _PLAYERBOT_UNLOCKITEMACTION_H
#define _PLAYERBOT_UNLOCKITEMACTION_H
#include "Action.h"
class PlayerbotAI;
class UnlockItemAction : public Action
{
public:
UnlockItemAction(PlayerbotAI* botAI) : Action(botAI, "unlock item") { }
bool Execute(Event event) override;
private:
void UnlockItem(Item* item);
};
#endif

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@ -0,0 +1,98 @@
#include "UnlockTradedItemAction.h"
#include "Playerbots.h"
#include "TradeData.h"
#include "SpellInfo.h"
#define PICK_LOCK_SPELL_ID 1804
bool UnlockTradedItemAction::Execute(Event event)
{
Player* trader = bot->GetTrader();
if (!trader)
return false; // No active trade session
TradeData* tradeData = trader->GetTradeData();
if (!tradeData)
return false; // No trade data available
Item* lockbox = tradeData->GetItem(TRADE_SLOT_NONTRADED);
if (!lockbox)
{
botAI->TellError("No item in the Do Not Trade slot.");
return false;
}
if (!CanUnlockItem(lockbox))
{
botAI->TellError("Cannot unlock this item.");
return false;
}
UnlockItem(lockbox);
return true;
}
bool UnlockTradedItemAction::CanUnlockItem(Item* item)
{
if (!item)
return false;
ItemTemplate const* itemTemplate = item->GetTemplate();
if (!itemTemplate)
return false;
// Ensure the bot is a rogue and has Lockpicking skill
if (bot->getClass() != CLASS_ROGUE || !botAI->HasSkill(SKILL_LOCKPICKING))
return false;
// Ensure the item is actually locked
if (itemTemplate->LockID == 0 || !item->IsLocked())
return false;
// Check if the bot's Lockpicking skill is high enough
uint32 lockId = itemTemplate->LockID;
LockEntry const* lockInfo = sLockStore.LookupEntry(lockId);
if (!lockInfo)
return false;
uint32 botSkill = bot->GetSkillValue(SKILL_LOCKPICKING);
for (uint8 j = 0; j < 8; ++j)
{
if (lockInfo->Type[j] == LOCK_KEY_SKILL && SkillByLockType(LockType(lockInfo->Index[j])) == SKILL_LOCKPICKING)
{
uint32 requiredSkill = lockInfo->Skill[j];
if (botSkill >= requiredSkill)
return true;
else
{
std::ostringstream out;
out << "Lockpicking skill too low (" << botSkill << "/" << requiredSkill << ") to unlock: "
<< item->GetTemplate()->Name1;
botAI->TellMaster(out.str());
}
}
}
return false;
}
void UnlockTradedItemAction::UnlockItem(Item* item)
{
if (!bot->HasSpell(PICK_LOCK_SPELL_ID))
{
botAI->TellError("Cannot unlock, Pick Lock spell is missing.");
return;
}
// Use CastSpell to unlock the item
if (botAI->CastSpell(PICK_LOCK_SPELL_ID, bot->GetTrader(), item)) // Unit target is trader
{
std::ostringstream out;
out << "Picking Lock on traded item: " << item->GetTemplate()->Name1;
botAI->TellMaster(out.str());
}
else
{
botAI->TellError("Failed to cast Pick Lock.");
}
}

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@ -0,0 +1,20 @@
#ifndef _PLAYERBOT_UNLOCKTRADEDITEMACTION_H
#define _PLAYERBOT_UNLOCKTRADEDITEMACTION_H
#include "Action.h"
class PlayerbotAI;
class UnlockTradedItemAction : public Action
{
public:
UnlockTradedItemAction(PlayerbotAI* botAI) : Action(botAI, "unlock traded item") {}
bool Execute(Event event) override;
private:
bool CanUnlockItem(Item* item);
void UnlockItem(Item* item);
};
#endif

View File

@ -11,6 +11,7 @@
#include "GridNotifiersImpl.h"
#include "PlayerbotAIConfig.h"
#include "Playerbots.h"
#include "PositionValue.h"
bool UseMeetingStoneAction::Execute(Event event)
{
@ -224,6 +225,16 @@ bool SummonAction::Teleport(Player* summoner, Player* player)
player->GetMotionMaster()->Clear();
AI_VALUE(LastMovement&, "last movement").clear();
player->TeleportTo(mapId, x, y, z, 0);
if (botAI->HasStrategy("stay", botAI->GetState()))
{
PositionMap& posMap = AI_VALUE(PositionMap&, "position");
PositionInfo stayPosition = posMap["stay"];
stayPosition.Set(x,y, z, mapId);
posMap["stay"] = stayPosition;
}
return true;
}
}

View File

@ -37,6 +37,7 @@
#include "TellCastFailedAction.h"
#include "TellMasterAction.h"
#include "TradeStatusAction.h"
#include "TradeStatusExtendedAction.h"
#include "UseMeetingStoneAction.h"
#include "NamedObjectContext.h"
@ -65,6 +66,7 @@ public:
creators["check mount state"] = &WorldPacketActionContext::check_mount_state;
creators["remember taxi"] = &WorldPacketActionContext::remember_taxi;
creators["accept trade"] = &WorldPacketActionContext::accept_trade;
creators["trade status extended"] = &WorldPacketActionContext::trade_status_extended;
creators["store loot"] = &WorldPacketActionContext::store_loot;
// quest
@ -79,6 +81,7 @@ public:
creators["quest update failed timer"] = &WorldPacketActionContext::quest_update_failed_timer;
creators["quest update complete"] = &WorldPacketActionContext::quest_update_complete;
creators["turn in query quest"] = &WorldPacketActionContext::turn_in_query_quest;
creators["quest item push result"] = &WorldPacketActionContext::quest_item_push_result;
creators["party command"] = &WorldPacketActionContext::party_command;
creators["tell cast failed"] = &WorldPacketActionContext::tell_cast_failed;
@ -117,6 +120,7 @@ private:
static Action* party_command(PlayerbotAI* botAI) { return new PartyCommandAction(botAI); }
static Action* store_loot(PlayerbotAI* botAI) { return new StoreLootAction(botAI); }
static Action* accept_trade(PlayerbotAI* botAI) { return new TradeStatusAction(botAI); }
static Action* trade_status_extended(PlayerbotAI* botAI) { return new TradeStatusExtendedAction(botAI); }
static Action* remember_taxi(PlayerbotAI* botAI) { return new RememberTaxiAction(botAI); }
static Action* check_mount_state(PlayerbotAI* botAI) { return new CheckMountStateAction(botAI); }
static Action* area_trigger(PlayerbotAI* botAI) { return new AreaTriggerAction(botAI); }
@ -139,6 +143,7 @@ private:
static Action* quest_update_failed(PlayerbotAI* ai) { return new QuestUpdateFailedAction(ai); }
static Action* quest_update_failed_timer(PlayerbotAI* ai) { return new QuestUpdateFailedTimerAction(ai); }
static Action* quest_update_complete(PlayerbotAI* botAI) { return new QuestUpdateCompleteAction(botAI); }
static Action* quest_item_push_result(PlayerbotAI* ai) { return new QuestItemPushResultAction(ai); }
static Action* turn_in_quest(PlayerbotAI* botAI) { return new TalkToQuestGiverAction(botAI); }
static Action* accept_quest(PlayerbotAI* botAI) { return new AcceptQuestAction(botAI); }

View File

@ -96,6 +96,10 @@ void ChatCommandHandlerStrategy::InitTriggers(std::vector<TriggerNode*>& trigger
new TriggerNode("open items", NextAction::array(0, new NextAction("open items", relevance), nullptr)));
triggers.push_back(
new TriggerNode("qi", NextAction::array(0, new NextAction("query item usage", relevance), nullptr)));
triggers.push_back(
new TriggerNode("unlock items", NextAction::array(0, new NextAction("unlock items", relevance), nullptr)));
triggers.push_back(
new TriggerNode("unlock traded item", NextAction::array(0, new NextAction("unlock traded item", relevance), nullptr)));
}
ChatCommandHandlerStrategy::ChatCommandHandlerStrategy(PlayerbotAI* botAI) : PassTroughStrategy(botAI)
@ -109,6 +113,7 @@ ChatCommandHandlerStrategy::ChatCommandHandlerStrategy(PlayerbotAI* botAI) : Pas
supported.push_back("log");
supported.push_back("los");
supported.push_back("rpg status");
supported.push_back("rpg do quest");
supported.push_back("aura");
supported.push_back("drop");
supported.push_back("share");
@ -171,4 +176,6 @@ ChatCommandHandlerStrategy::ChatCommandHandlerStrategy(PlayerbotAI* botAI) : Pas
supported.push_back("calc");
supported.push_back("open items");
supported.push_back("qi");
supported.push_back("unlock items");
supported.push_back("unlock traded item");
}

View File

@ -12,8 +12,9 @@ void CombatStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("enemy out of spell",
NextAction::array(0, new NextAction("reach spell", ACTION_HIGH), nullptr)));
// drop target relevance 99 (lower than Worldpacket triggers)
triggers.push_back(
new TriggerNode("invalid target", NextAction::array(0, new NextAction("drop target", 100), nullptr)));
new TriggerNode("invalid target", NextAction::array(0, new NextAction("drop target", 99), nullptr)));
triggers.push_back(
new TriggerNode("mounted", NextAction::array(0, new NextAction("check mount state", 54), nullptr)));
// triggers.push_back(new TriggerNode("out of react range", NextAction::array(0, new NextAction("flee to master",

View File

@ -7,14 +7,19 @@
#include "Playerbots.h"
NextAction** GrindingStrategy::getDefaultActions() { return nullptr; }
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)
{
triggers.push_back(new TriggerNode("timer", NextAction::array(0, new NextAction("drink", 10.2f), nullptr)));
triggers.push_back(new TriggerNode("timer", NextAction::array(0, new NextAction("food", 10.1f), nullptr)));
// reduce lower than loot
triggers.push_back(
new TriggerNode("no target", NextAction::array(0, new NextAction("attack anything", 10.0f), nullptr)));
new TriggerNode("no target", NextAction::array(0, new NextAction("attack anything", 4.0f), nullptr)));
}
void MoveRandomStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)

View File

@ -13,13 +13,13 @@ void LootNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
triggers.push_back(
new TriggerNode("far from loot target", NextAction::array(0, new NextAction("move to loot", 7.0f), nullptr)));
triggers.push_back(new TriggerNode("can loot", NextAction::array(0, new NextAction("open loot", 8.0f), nullptr)));
triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("add all loot", 1.0f), nullptr)));
triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("add all loot", 5.0f), nullptr)));
}
void GatherStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(
new TriggerNode("timer", NextAction::array(0, new NextAction("add gathering loot", 2.0f), nullptr)));
new TriggerNode("timer", NextAction::array(0, new NextAction("add gathering loot", 5.0f), nullptr)));
}
void RevealStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)

View File

@ -7,6 +7,13 @@
#include "Playerbots.h"
void StayStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode(
"return to stay position",
NextAction::array(0, new NextAction("return to stay position", ACTION_MOVE), nullptr)));
}
NextAction** StayStrategy::getDefaultActions() { return NextAction::array(0, new NextAction("stay", 1.0f), nullptr); }
void SitStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)

View File

@ -10,12 +10,13 @@
class PlayerbotAI;
class StayStrategy : public NonCombatStrategy
class StayStrategy : public Strategy
{
public:
StayStrategy(PlayerbotAI* botAI) : NonCombatStrategy(botAI) {}
StayStrategy(PlayerbotAI* botAI) : Strategy(botAI) {}
std::string const getName() override { return "stay"; }
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
NextAction** getDefaultActions() override;
};

View File

@ -35,10 +35,15 @@ void WorldPacketHandlerStrategy::InitTriggers(std::vector<TriggerNode*>& trigger
new NextAction("taxi", relevance), nullptr)));
triggers.push_back(new TriggerNode("taxi done", NextAction::array(0, new NextAction("taxi", relevance), nullptr)));
triggers.push_back(new TriggerNode("trade status", NextAction::array(0, new NextAction("accept trade", relevance), new NextAction("equip upgrades", relevance), nullptr)));
triggers.push_back(new TriggerNode("trade status extended", NextAction::array(0, new NextAction("trade status extended", relevance), nullptr)));
triggers.push_back(new TriggerNode("area trigger", NextAction::array(0, new NextAction("reach area trigger", relevance), nullptr)));
triggers.push_back(new TriggerNode("within area trigger", NextAction::array(0, new NextAction("area trigger", relevance), nullptr)));
triggers.push_back(new TriggerNode("loot response", NextAction::array(0, new NextAction("store loot", relevance), nullptr)));
triggers.push_back(new TriggerNode("item push result", NextAction::array(0, new NextAction("query item usage", relevance), new NextAction("equip upgrades", relevance), nullptr)));
triggers.push_back(new TriggerNode("item push result", NextAction::array(0, new NextAction("unlock items", relevance),
new NextAction("open items", relevance),
new NextAction("query item usage", relevance),
new NextAction("equip upgrades", relevance), nullptr)));
triggers.push_back(new TriggerNode("item push result", NextAction::array(0, new NextAction("quest item push result", relevance), nullptr)));
triggers.push_back(new TriggerNode("ready check finished", NextAction::array(0, new NextAction("finish ready check", relevance), nullptr)));
// triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("security check", relevance), new NextAction("check mail", relevance), nullptr)));
triggers.push_back(new TriggerNode("guild invite", NextAction::array(0, new NextAction("guild accept", relevance), nullptr)));
@ -79,7 +84,7 @@ WorldPacketHandlerStrategy::WorldPacketHandlerStrategy(PlayerbotAI* botAI) : Pas
// quests
supported.push_back("quest update add kill");
supported.push_back("quest update add item");
// supported.push_back("quest update add item");
supported.push_back("quest update failed");
supported.push_back("quest update failed timer");
supported.push_back("quest update complete");

View File

@ -8,8 +8,18 @@
#include "Event.h"
#include "ObjectGuid.h"
#include "Player.h"
#include "PlayerbotAIConfig.h"
#include "Playerbots.h"
bool CastStealthAction::isUseful()
{
Unit* target = AI_VALUE(Unit*, "current target");
if (target && bot->GetDistance(target) >= sPlayerbotAIConfig->spellDistance)
return false;
return true;
}
bool CastStealthAction::isPossible()
{
// do not use with WSG flag or EYE flag

View File

@ -44,7 +44,7 @@ public:
CastStealthAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "stealth") {}
std::string const GetTargetName() override { return "self target"; }
bool isUseful() override;
bool isPossible() override;
};

View File

@ -2,18 +2,32 @@
#include <cmath>
#include <cstdint>
#include <cstdlib>
#include "ChatHelper.h"
#include "G3D/Vector2.h"
#include "GossipDef.h"
#include "IVMapMgr.h"
#include "NewRpgInfo.h"
#include "NewRpgStrategy.h"
#include "Object.h"
#include "ObjectAccessor.h"
#include "ObjectDefines.h"
#include "ObjectGuid.h"
#include "ObjectMgr.h"
#include "PathGenerator.h"
#include "Player.h"
#include "PlayerbotAI.h"
#include "Playerbots.h"
#include "Position.h"
#include "QuestDef.h"
#include "Random.h"
#include "RandomPlayerbotMgr.h"
#include "SharedDefines.h"
#include "StatsWeightCalculator.h"
#include "Timer.h"
#include "TravelMgr.h"
#include "BroadcastHelper.h"
#include "World.h"
bool TellRpgStatusAction::Execute(Event event)
@ -26,118 +40,156 @@ bool TellRpgStatusAction::Execute(Event event)
return true;
}
bool StartRpgDoQuestAction::Execute(Event event)
{
Player* owner = event.getOwner();
if (!owner)
return false;
std::string const text = event.getParam();
PlayerbotChatHandler ch(owner);
uint32 questId = ch.extractQuestId(text);
const Quest* quest = sObjectMgr->GetQuestTemplate(questId);
if (quest)
{
botAI->rpgInfo.ChangeToDoQuest(questId, quest);
bot->Whisper("Start to do quest " + std::to_string(questId), LANG_UNIVERSAL, owner);
return true;
}
bot->Whisper("Invalid quest " + text, LANG_UNIVERSAL, owner);
return false;
}
bool NewRpgStatusUpdateAction::Execute(Event event)
{
NewRpgInfo& info = botAI->rpgInfo;
/// @TODO: Refactor by transition probability
switch (info.status)
{
case NewRpgStatus::IDLE:
case RPG_IDLE:
{
uint32 roll = urand(1, 100);
// IDLE -> NEAR_NPC
// if ((!info.lastNearNpc || info.lastNearNpc + setNpcInterval < getMSTime()) && roll <= 30)
if (roll <= 30)
{
GuidVector possibleTargets = AI_VALUE(GuidVector, "possible rpg targets");
if (!possibleTargets.empty())
GuidVector possibleTargets = AI_VALUE(GuidVector, "possible new rpg targets");
if (possibleTargets.size() >= 3)
{
info.Reset();
info.lastNearNpc = getMSTime();
info.status = NewRpgStatus::NEAR_NPC;
info.ChangeToNearNpc();
return true;
}
}
// IDLE -> GO_INNKEEPER
else if (roll <= 45)
{
WorldPosition pos = SelectRandomInnKeeperPos();
WorldPosition pos = SelectRandomInnKeeperPos(bot);
if (pos != WorldPosition() && bot->GetExactDist(pos) > 50.0f)
{
info.Reset();
info.lastGoInnKeeper = getMSTime();
info.status = NewRpgStatus::GO_INNKEEPER;
info.innKeeperPos = pos;
info.ChangeToGoInnkeeper(pos);
return true;
}
}
// IDLE -> GO_GRIND
else if (roll <= 90)
else if (roll <= 100)
{
WorldPosition pos = SelectRandomGrindPos();
if (roll >= 60)
{
std::vector<uint32> availableQuests;
for (uint8 slot = 0; slot < MAX_QUEST_LOG_SIZE; ++slot)
{
uint32 questId = bot->GetQuestSlotQuestId(slot);
if (botAI->lowPriorityQuest.find(questId) != botAI->lowPriorityQuest.end())
continue;
std::vector<POIInfo> poiInfo;
if (GetQuestPOIPosAndObjectiveIdx(questId, poiInfo, true))
{
availableQuests.push_back(questId);
}
}
if (availableQuests.size())
{
uint32 questId = availableQuests[urand(0, availableQuests.size() - 1)];
const Quest* quest = sObjectMgr->GetQuestTemplate(questId);
if (quest)
{
// IDLE -> DO_QUEST
info.ChangeToDoQuest(questId, quest);
return true;
}
}
}
WorldPosition pos = SelectRandomGrindPos(bot);
if (pos != WorldPosition())
{
info.Reset();
info.lastGoGrind = getMSTime();
info.status = NewRpgStatus::GO_GRIND;
info.grindPos = pos;
info.ChangeToGoGrind(pos);
return true;
}
}
// IDLE -> REST
info.Reset();
info.status = NewRpgStatus::REST;
info.lastRest = getMSTime();
info.ChangeToRest();
bot->SetStandState(UNIT_STAND_STATE_SIT);
return true;
}
case NewRpgStatus::GO_GRIND:
case RPG_GO_GRIND:
{
WorldPosition& originalPos = info.grindPos;
assert(info.grindPos != WorldPosition());
WorldPosition& originalPos = info.go_grind.pos;
assert(info.go_grind.pos != WorldPosition());
// GO_GRIND -> NEAR_RANDOM
if (bot->GetExactDist(originalPos) < 10.0f)
{
info.Reset();
info.status = NewRpgStatus::NEAR_RANDOM;
info.lastNearRandom = getMSTime();
info.grindPos = WorldPosition();
info.ChangeToNearRandom();
return true;
}
break;
}
case NewRpgStatus::GO_INNKEEPER:
case RPG_GO_INNKEEPER:
{
WorldPosition& originalPos = info.innKeeperPos;
assert(info.innKeeperPos != WorldPosition());
WorldPosition& originalPos = info.go_innkeeper.pos;
assert(info.go_innkeeper.pos != WorldPosition());
// GO_INNKEEPER -> NEAR_NPC
if (bot->GetExactDist(originalPos) < 10.0f)
{
info.Reset();
info.lastNearNpc = getMSTime();
info.status = NewRpgStatus::NEAR_NPC;
info.innKeeperPos = WorldPosition();
info.ChangeToNearNpc();
return true;
}
break;
}
case NewRpgStatus::NEAR_RANDOM:
case RPG_NEAR_RANDOM:
{
// NEAR_RANDOM -> IDLE
if (info.lastNearRandom + statusNearRandomDuration < getMSTime())
if (info.HasStatusPersisted(statusNearRandomDuration))
{
info.Reset();
info.status = NewRpgStatus::IDLE;
info.ChangeToIdle();
return true;
}
break;
}
case NewRpgStatus::NEAR_NPC:
case RPG_DO_QUEST:
{
if (info.lastNearNpc + statusNearNpcDuration < getMSTime())
// DO_QUEST -> IDLE
if (info.HasStatusPersisted(statusDoQuestDuration))
{
info.Reset();
info.status = NewRpgStatus::IDLE;
info.ChangeToIdle();
return true;
}
break;
}
case NewRpgStatus::REST:
case RPG_NEAR_NPC:
{
if (info.HasStatusPersisted(statusNearNpcDuration))
{
info.ChangeToIdle();
return true;
}
break;
}
case RPG_REST:
{
// REST -> IDLE
if (info.lastRest + statusRestDuration < getMSTime())
if (info.HasStatusPersisted(statusRestDuration))
{
info.Reset();
info.status = NewRpgStatus::IDLE;
info.ChangeToIdle();
return true;
}
break;
@ -148,258 +200,260 @@ bool NewRpgStatusUpdateAction::Execute(Event event)
return false;
}
WorldPosition NewRpgStatusUpdateAction::SelectRandomGrindPos()
bool NewRpgGoGrindAction::Execute(Event event)
{
const std::vector<WorldLocation>& locs = sRandomPlayerbotMgr->locsPerLevelCache[bot->GetLevel()];
std::vector<WorldLocation> lo_prepared_locs, hi_prepared_locs;
for (auto& loc : locs)
{
if (bot->GetMapId() != loc.GetMapId())
continue;
if (SearchQuestGiverAndAcceptOrReward())
return true;
if (bot->GetMap()->GetZoneId(bot->GetPhaseMask(), loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ()) !=
bot->GetZoneId())
continue;
if (bot->GetExactDist(loc) < 500.0f)
{
hi_prepared_locs.push_back(loc);
return MoveFarTo(botAI->rpgInfo.go_grind.pos);
}
if (bot->GetExactDist(loc) < 2500.0f)
bool NewRpgGoInnKeeperAction::Execute(Event event)
{
lo_prepared_locs.push_back(loc);
}
}
WorldPosition dest{};
if (urand(1, 100) <= 50 && !hi_prepared_locs.empty())
{
uint32 idx = urand(0, hi_prepared_locs.size() - 1);
dest = hi_prepared_locs[idx];
}
else if (!lo_prepared_locs.empty())
{
uint32 idx = urand(0, lo_prepared_locs.size() - 1);
dest = lo_prepared_locs[idx];
}
LOG_DEBUG("playerbots", "[New Rpg] Bot {} select random grind pos Map:{} X:{} Y:{} Z:{} ({}+{} available in {})",
bot->GetName(), dest.GetMapId(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(),
hi_prepared_locs.size(), lo_prepared_locs.size() - hi_prepared_locs.size(), locs.size());
return dest;
}
if (SearchQuestGiverAndAcceptOrReward())
return true;
WorldPosition NewRpgStatusUpdateAction::SelectRandomInnKeeperPos()
{
const std::vector<WorldLocation>& locs = IsAlliance(bot->getRace())
? sRandomPlayerbotMgr->allianceStarterPerLevelCache[bot->GetLevel()]
: sRandomPlayerbotMgr->hordeStarterPerLevelCache[bot->GetLevel()];
std::vector<WorldLocation> prepared_locs;
for (auto& loc : locs)
{
if (bot->GetMapId() != loc.GetMapId())
continue;
if (bot->GetMap()->GetZoneId(bot->GetPhaseMask(), loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ()) !=
bot->GetZoneId())
continue;
float range = bot->GetLevel() <= 5 ? 500.0f : 2500.0f;
if (bot->GetExactDist(loc) < range)
{
prepared_locs.push_back(loc);
return MoveFarTo(botAI->rpgInfo.go_innkeeper.pos);
}
}
WorldPosition dest{};
if (!prepared_locs.empty())
{
uint32 idx = urand(0, prepared_locs.size() - 1);
dest = prepared_locs[idx];
}
LOG_DEBUG("playerbots", "[New Rpg] Bot {} select random inn keeper pos Map:{} X:{} Y:{} Z:{} ({} available in {})",
bot->GetName(), dest.GetMapId(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(),
prepared_locs.size(), locs.size());
return dest;
}
bool NewRpgGoFarAwayPosAction::MoveFarTo(WorldPosition dest)
{
if (dest == WorldPosition())
return false;
float dis = bot->GetExactDist(dest);
if (dis < pathFinderDis)
{
return MoveTo(dest.getMapId(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(), false, false,
false, true);
}
// performance optimization
if (IsWaitingForLastMove(MovementPriority::MOVEMENT_NORMAL))
{
return false;
}
// stuck check
float disToDest = bot->GetDistance(dest);
if (disToDest + 1.0f < botAI->rpgInfo.nearestMoveFarDis)
{
botAI->rpgInfo.nearestMoveFarDis = disToDest;
botAI->rpgInfo.stuckTs = getMSTime();
botAI->rpgInfo.stuckAttempts = 0;
}
else if (++botAI->rpgInfo.stuckAttempts >= 10 && botAI->rpgInfo.stuckTs + stuckTime < getMSTime())
{
// Unfortunately we've been stuck here for over 5 mins, fallback to teleporting directly to the destination
botAI->rpgInfo.stuckTs = getMSTime();
botAI->rpgInfo.stuckAttempts = 0;
const AreaTableEntry* entry = sAreaTableStore.LookupEntry(bot->GetZoneId());
std::string zone_name = PlayerbotAI::GetLocalizedAreaName(entry);
LOG_DEBUG("playerbots", "[New Rpg] Teleport {} from ({},{},{},{}) to ({},{},{},{}) as it stuck when moving far - Zone: {} ({})", bot->GetName(),
bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(), bot->GetMapId(),
dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(), dest.getMapId(), bot->GetZoneId(), zone_name);
return bot->TeleportTo(dest);
}
float minDelta = M_PI;
const float x = bot->GetPositionX();
const float y = bot->GetPositionY();
const float z = bot->GetPositionZ();
float rx, ry, rz;
bool found = false;
int attempt = 3;
while (--attempt)
{
float angle = bot->GetAngle(&dest);
float delta = urand(1, 100) <= 75 ? (rand_norm() - 0.5) * M_PI * 0.5 : (rand_norm() - 0.5) * M_PI * 2;
angle += delta;
float dis = rand_norm() * pathFinderDis;
float dx = x + cos(angle) * dis;
float dy = y + sin(angle) * dis;
float dz = z + 0.5f;
PathGenerator path(bot);
path.CalculatePath(dx, dy, dz);
PathType type = path.GetPathType();
uint32 typeOk = PATHFIND_NORMAL | PATHFIND_INCOMPLETE | PATHFIND_FARFROMPOLY;
bool canReach = !(type & (~typeOk));
if (canReach && fabs(delta) <= minDelta)
{
found = true;
const G3D::Vector3& endPos = path.GetActualEndPosition();
rx = endPos.x;
ry = endPos.y;
rz = endPos.z;
minDelta = fabs(delta);
}
}
if (found)
{
return MoveTo(bot->GetMapId(), rx, ry, rz, false, false, false, true);
}
return false;
}
bool NewRpgGoGrindAction::Execute(Event event) { return MoveFarTo(botAI->rpgInfo.grindPos); }
bool NewRpgGoInnKeeperAction::Execute(Event event) { return MoveFarTo(botAI->rpgInfo.innKeeperPos); }
bool NewRpgMoveRandomAction::Execute(Event event)
{
float distance = rand_norm() * moveStep;
Map* map = bot->GetMap();
const float x = bot->GetPositionX();
const float y = bot->GetPositionY();
const float z = bot->GetPositionZ();
int attempts = 5;
while (--attempts)
{
float angle = (float)rand_norm() * 2 * static_cast<float>(M_PI);
float dx = x + distance * cos(angle);
float dy = y + distance * sin(angle);
float dz = z;
if (!map->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(),
dx, dy, dz))
continue;
if (map->IsInWater(bot->GetPhaseMask(), dx, dy, dz, bot->GetCollisionHeight()))
continue;
bool moved = MoveTo(bot->GetMapId(), dx, dy, dz, false, false, false, true);
if (moved)
if (SearchQuestGiverAndAcceptOrReward())
return true;
}
return false;
return MoveRandomNear();
}
bool NewRpgMoveNpcAction::Execute(Event event)
{
NewRpgInfo& info = botAI->rpgInfo;
if (!info.npcPos)
if (!info.near_npc.npcOrGo)
{
GuidVector possibleTargets = AI_VALUE(GuidVector, "possible rpg targets");
if (possibleTargets.empty())
return false;
int idx = urand(0, possibleTargets.size() - 1);
ObjectGuid guid = possibleTargets[idx];
Unit* unit = botAI->GetUnit(guid);
if (unit)
// No npc can be found, switch to IDLE
ObjectGuid npcOrGo = ChooseNpcOrGameObjectToInteract();
if (npcOrGo.IsEmpty())
{
info.npcPos = GuidPosition(unit);
info.lastReachNpc = 0;
info.ChangeToIdle();
return true;
}
else
return false;
}
if (bot->GetDistance(info.npcPos) <= INTERACTION_DISTANCE)
{
if (!info.lastReachNpc)
{
info.lastReachNpc = getMSTime();
info.near_npc.npcOrGo = npcOrGo;
info.near_npc.lastReach = 0;
return true;
}
if (info.lastReachNpc && info.lastReachNpc + stayTime > getMSTime())
WorldObject* object = ObjectAccessor::GetWorldObject(*bot, info.near_npc.npcOrGo);
if (object && bot->GetDistance(object) <= INTERACTION_DISTANCE)
{
if (!info.near_npc.lastReach)
{
info.near_npc.lastReach = getMSTime();
if (bot->CanInteractWithQuestGiver(object))
InteractWithNpcOrGameObjectForQuest(info.near_npc.npcOrGo);
return true;
}
if (info.near_npc.lastReach && GetMSTimeDiffToNow(info.near_npc.lastReach) < npcStayTime)
return false;
info.npcPos = GuidPosition();
info.lastReachNpc = 0;
// has reached the npc for more than `npcStayTime`, select the next target
info.near_npc.npcOrGo = ObjectGuid();
info.near_npc.lastReach = 0;
}
else
{
assert(info.npcPos);
Unit* unit = botAI->GetUnit(info.npcPos);
if (!unit)
return false;
float x = unit->GetPositionX();
float y = unit->GetPositionY();
float z = unit->GetPositionZ();
float mapId = unit->GetMapId();
float angle = 0.f;
if (bot->IsWithinLOS(x, y, z))
{
if (!unit->isMoving())
angle = unit->GetAngle(bot) + (M_PI * irand(-25, 25) / 100.0); // Closest 45 degrees towards the target
else
angle = unit->GetOrientation() +
(M_PI * irand(-25, 25) / 100.0); // 45 degrees infront of target (leading it's movement)
}
else
angle = 2 * M_PI * rand_norm(); // A circle around the target.
float rnd = rand_norm();
x += cos(angle) * INTERACTION_DISTANCE * rnd;
y += sin(angle) * INTERACTION_DISTANCE * rnd;
// bool exact = true;
if (!unit->GetMap()->CheckCollisionAndGetValidCoords(unit, unit->GetPositionX(), unit->GetPositionY(),
unit->GetPositionZ(), x, y, z))
{
x = unit->GetPositionX();
y = unit->GetPositionY();
z = unit->GetPositionZ();
// exact = false;
}
return MoveTo(mapId, x, y, z, false, false, false, true);
return MoveWorldObjectTo(info.near_npc.npcOrGo);
}
return true;
}
bool NewRpgDoQuestAction::Execute(Event event)
{
if (SearchQuestGiverAndAcceptOrReward())
return true;
NewRpgInfo& info = botAI->rpgInfo;
uint32 questId = RPG_INFO(quest, questId);
const Quest* quest = RPG_INFO(quest, quest);
uint8 questStatus = bot->GetQuestStatus(questId);
switch (questStatus)
{
case QUEST_STATUS_INCOMPLETE:
return DoIncompleteQuest();
case QUEST_STATUS_COMPLETE:
return DoCompletedQuest();
default:
break;
}
botAI->rpgInfo.ChangeToIdle();
return true;
}
bool NewRpgDoQuestAction::DoIncompleteQuest()
{
uint32 questId = RPG_INFO(do_quest, questId);
if (botAI->rpgInfo.do_quest.pos != WorldPosition())
{
/// @TODO: extract to a new function
int32 currentObjective = botAI->rpgInfo.do_quest.objectiveIdx;
// check if the objective has completed
Quest const* quest = sObjectMgr->GetQuestTemplate(questId);
const QuestStatusData& q_status = bot->getQuestStatusMap().at(questId);
bool completed = true;
if (currentObjective < QUEST_OBJECTIVES_COUNT)
{
if (q_status.CreatureOrGOCount[currentObjective] < quest->RequiredNpcOrGoCount[currentObjective])
completed = false;
}
else if (currentObjective < QUEST_OBJECTIVES_COUNT + QUEST_ITEM_OBJECTIVES_COUNT)
{
if (q_status.ItemCount[currentObjective - QUEST_OBJECTIVES_COUNT] <
quest->RequiredItemCount[currentObjective - QUEST_OBJECTIVES_COUNT])
completed = false;
}
// the current objective is completed, clear and find a new objective later
if (completed)
{
botAI->rpgInfo.do_quest.lastReachPOI = 0;
botAI->rpgInfo.do_quest.pos = WorldPosition();
botAI->rpgInfo.do_quest.objectiveIdx = 0;
}
}
if (botAI->rpgInfo.do_quest.pos == WorldPosition())
{
std::vector<POIInfo> poiInfo;
if (!GetQuestPOIPosAndObjectiveIdx(questId, poiInfo))
{
// can't find a poi pos to go, stop doing quest for now
botAI->rpgInfo.ChangeToIdle();
return true;
}
uint32 rndIdx = urand(0, poiInfo.size() - 1);
G3D::Vector2 nearestPoi = poiInfo[rndIdx].pos;
int32 objectiveIdx = poiInfo[rndIdx].objectiveIdx;
float dx = nearestPoi.x, dy = nearestPoi.y;
// z = MAX_HEIGHT as we do not know accurate z
float dz = std::max(bot->GetMap()->GetHeight(dx, dy, MAX_HEIGHT), bot->GetMap()->GetWaterLevel(dx, dy));
// double check for GetQuestPOIPosAndObjectiveIdx
if (dz == INVALID_HEIGHT || dz == VMAP_INVALID_HEIGHT_VALUE)
return false;
WorldPosition pos(bot->GetMapId(), dx, dy, dz);
botAI->rpgInfo.do_quest.lastReachPOI = 0;
botAI->rpgInfo.do_quest.pos = pos;
botAI->rpgInfo.do_quest.objectiveIdx = objectiveIdx;
}
if (bot->GetDistance(botAI->rpgInfo.do_quest.pos) > 10.0f && !botAI->rpgInfo.do_quest.lastReachPOI)
{
return MoveFarTo(botAI->rpgInfo.do_quest.pos);
}
// Now we are near the quest objective
// kill mobs and looting quest should be done automatically by grind strategy
if (!botAI->rpgInfo.do_quest.lastReachPOI)
{
botAI->rpgInfo.do_quest.lastReachPOI = getMSTime();
return true;
}
// stayed at this POI for more than 5 minutes
if (GetMSTimeDiffToNow(botAI->rpgInfo.do_quest.lastReachPOI) >= poiStayTime)
{
bool hasProgression = false;
int32 currentObjective = botAI->rpgInfo.do_quest.objectiveIdx;
// check if the objective has progression
Quest const* quest = sObjectMgr->GetQuestTemplate(questId);
const QuestStatusData& q_status = bot->getQuestStatusMap().at(questId);
if (currentObjective < QUEST_OBJECTIVES_COUNT)
{
if (q_status.CreatureOrGOCount[currentObjective] != 0 && quest->RequiredNpcOrGoCount[currentObjective])
hasProgression = true;
}
else if (currentObjective < QUEST_OBJECTIVES_COUNT + QUEST_ITEM_OBJECTIVES_COUNT)
{
if (q_status.ItemCount[currentObjective - QUEST_OBJECTIVES_COUNT] != 0 &&
quest->RequiredItemCount[currentObjective - QUEST_OBJECTIVES_COUNT])
hasProgression = true;
}
if (!hasProgression)
{
// we has reach the poi for more than 5 mins but no progession
// may not be able to complete this quest, marked as abandoned
/// @TODO: It may be better to make lowPriorityQuest a global set shared by all bots (or saved in db)
botAI->lowPriorityQuest.insert(questId);
botAI->rpgStatistic.questAbandoned++;
LOG_DEBUG("playerbots", "[New rpg] {} marked as abandoned quest {}", bot->GetName(), questId);
botAI->rpgInfo.ChangeToIdle();
return true;
}
// clear and select another poi later
botAI->rpgInfo.do_quest.lastReachPOI = 0;
botAI->rpgInfo.do_quest.pos = WorldPosition();
botAI->rpgInfo.do_quest.objectiveIdx = 0;
return true;
}
return MoveRandomNear(20.0f);
}
bool NewRpgDoQuestAction::DoCompletedQuest()
{
uint32 questId = RPG_INFO(quest, questId);
const Quest* quest = RPG_INFO(quest, quest);
if (RPG_INFO(quest, objectiveIdx) != -1)
{
// if quest is completed, back to poi with -1 idx to reward
BroadcastHelper::BroadcastQuestUpdateComplete(botAI, bot, quest);
botAI->rpgStatistic.questCompleted++;
std::vector<POIInfo> poiInfo;
if (!GetQuestPOIPosAndObjectiveIdx(questId, poiInfo, true))
{
// can't find a poi pos to reward, stop doing quest for now
botAI->rpgInfo.ChangeToIdle();
return false;
}
assert(poiInfo.size() > 0);
// now we get the place to get rewarded
float dx = poiInfo[0].pos.x, dy = poiInfo[0].pos.y;
// z = MAX_HEIGHT as we do not know accurate z
float dz = std::max(bot->GetMap()->GetHeight(dx, dy, MAX_HEIGHT), bot->GetMap()->GetWaterLevel(dx, dy));
// double check for GetQuestPOIPosAndObjectiveIdx
if (dz == INVALID_HEIGHT || dz == VMAP_INVALID_HEIGHT_VALUE)
return false;
WorldPosition pos(bot->GetMapId(), dx, dy, dz);
botAI->rpgInfo.do_quest.lastReachPOI = 0;
botAI->rpgInfo.do_quest.pos = pos;
botAI->rpgInfo.do_quest.objectiveIdx = -1;
}
if (botAI->rpgInfo.do_quest.pos == WorldPosition())
return false;
if (bot->GetDistance(botAI->rpgInfo.do_quest.pos) > 10.0f && !botAI->rpgInfo.do_quest.lastReachPOI)
return MoveFarTo(botAI->rpgInfo.do_quest.pos);
// Now we are near the qoi of reward
// the quest should be rewarded by SearchQuestGiverAndAcceptOrReward
if (!botAI->rpgInfo.do_quest.lastReachPOI)
{
botAI->rpgInfo.do_quest.lastReachPOI = getMSTime();
return true;
}
// stayed at this POI for more than 5 minutes
if (GetMSTimeDiffToNow(botAI->rpgInfo.do_quest.lastReachPOI) >= poiStayTime)
{
// e.g. Can not reward quest to gameobjects
/// @TODO: It may be better to make lowPriorityQuest a global set shared by all bots (or saved in db)
botAI->lowPriorityQuest.insert(questId);
botAI->rpgStatistic.questAbandoned++;
LOG_DEBUG("playerbots", "[New rpg] {} marked as abandoned quest {}", bot->GetName(), questId);
botAI->rpgInfo.ChangeToIdle();
return true;
}
return false;
}

View File

@ -3,9 +3,15 @@
#include "Duration.h"
#include "MovementActions.h"
#include "NewRpgInfo.h"
#include "NewRpgStrategy.h"
#include "Object.h"
#include "ObjectDefines.h"
#include "ObjectGuid.h"
#include "QuestDef.h"
#include "TravelMgr.h"
#include "PlayerbotAI.h"
#include "NewRpgBaseAction.h"
class TellRpgStatusAction : public Action
{
@ -15,65 +21,78 @@ public:
bool Execute(Event event) override;
};
class NewRpgStatusUpdateAction : public Action
class StartRpgDoQuestAction : public Action
{
public:
NewRpgStatusUpdateAction(PlayerbotAI* botAI) : Action(botAI, "new rpg status update") {}
StartRpgDoQuestAction(PlayerbotAI* botAI) : Action(botAI, "start rpg do quest") {}
bool Execute(Event event) override;
};
class NewRpgStatusUpdateAction : public NewRpgBaseAction
{
public:
NewRpgStatusUpdateAction(PlayerbotAI* botAI) : NewRpgBaseAction(botAI, "new rpg status update")
{
// int statusCount = RPG_STATUS_END - 1;
// transitionMat.resize(statusCount, std::vector<int>(statusCount, 0));
// transitionMat[RPG_IDLE][RPG_GO_GRIND] = 20;
// transitionMat[RPG_IDLE][RPG_GO_INNKEEPER] = 15;
// transitionMat[RPG_IDLE][RPG_NEAR_NPC] = 30;
// transitionMat[RPG_IDLE][RPG_DO_QUEST] = 35;
}
bool Execute(Event event) override;
protected:
// const int32 setGrindInterval = 5 * 60 * 1000;
// const int32 setNpcInterval = 1 * 60 * 1000;
// static NewRpgStatusTransitionProb transitionMat;
const int32 statusNearNpcDuration = 5 * 60 * 1000;
const int32 statusNearRandomDuration = 5 * 60 * 1000;
const int32 statusRestDuration = 30 * 1000;
WorldPosition SelectRandomGrindPos();
WorldPosition SelectRandomInnKeeperPos();
const int32 statusDoQuestDuration = 30 * 60 * 1000;
};
class NewRpgGoFarAwayPosAction : public MovementAction
class NewRpgGoGrindAction : public NewRpgBaseAction
{
public:
NewRpgGoFarAwayPosAction(PlayerbotAI* botAI, std::string name) : MovementAction(botAI, name) {}
// bool Execute(Event event) override;
bool MoveFarTo(WorldPosition dest);
protected:
// WorldPosition dest;
const float pathFinderDis = 70.0f; // path finder
const uint32 stuckTime = 5 * 60 * 1000;
};
class NewRpgGoGrindAction : public NewRpgGoFarAwayPosAction
{
public:
NewRpgGoGrindAction(PlayerbotAI* botAI) : NewRpgGoFarAwayPosAction(botAI, "new rpg go grind") {}
NewRpgGoGrindAction(PlayerbotAI* botAI) : NewRpgBaseAction(botAI, "new rpg go grind") {}
bool Execute(Event event) override;
};
class NewRpgGoInnKeeperAction : public NewRpgGoFarAwayPosAction
class NewRpgGoInnKeeperAction : public NewRpgBaseAction
{
public:
NewRpgGoInnKeeperAction(PlayerbotAI* botAI) : NewRpgGoFarAwayPosAction(botAI, "new rpg go innkeeper") {}
NewRpgGoInnKeeperAction(PlayerbotAI* botAI) : NewRpgBaseAction(botAI, "new rpg go innkeeper") {}
bool Execute(Event event) override;
};
class NewRpgMoveRandomAction : public MovementAction
class NewRpgMoveRandomAction : public NewRpgBaseAction
{
public:
NewRpgMoveRandomAction(PlayerbotAI* botAI) : MovementAction(botAI, "new rpg move random") {}
NewRpgMoveRandomAction(PlayerbotAI* botAI) : NewRpgBaseAction(botAI, "new rpg move random") {}
bool Execute(Event event) override;
};
class NewRpgMoveNpcAction : public NewRpgBaseAction
{
public:
NewRpgMoveNpcAction(PlayerbotAI* botAI) : NewRpgBaseAction(botAI, "new rpg move npcs") {}
bool Execute(Event event) override;
const uint32 npcStayTime = 8 * 1000;
};
class NewRpgDoQuestAction : public NewRpgBaseAction
{
public:
NewRpgDoQuestAction(PlayerbotAI* botAI) : NewRpgBaseAction(botAI, "new rpg do quest") {}
bool Execute(Event event) override;
protected:
const float moveStep = 50.0f;
};
bool DoIncompleteQuest();
bool DoCompletedQuest();
class NewRpgMoveNpcAction : public MovementAction
{
public:
NewRpgMoveNpcAction(PlayerbotAI* botAI) : MovementAction(botAI, "new rpg move npcs") {}
bool Execute(Event event) override;
protected:
const uint32 stayTime = 8 * 1000;
const uint32 poiStayTime = 5 * 60 * 1000;
};
#endif

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#include "NewRpgBaseAction.h"
#include "ChatHelper.h"
#include "G3D/Vector2.h"
#include "GameObject.h"
#include "GossipDef.h"
#include "GridTerrainData.h"
#include "IVMapMgr.h"
#include "NewRpgInfo.h"
#include "NewRpgStrategy.h"
#include "Object.h"
#include "ObjectAccessor.h"
#include "ObjectDefines.h"
#include "ObjectGuid.h"
#include "ObjectMgr.h"
#include "PathGenerator.h"
#include "Player.h"
#include "PlayerbotAI.h"
#include "Playerbots.h"
#include "Position.h"
#include "QuestDef.h"
#include "Random.h"
#include "RandomPlayerbotMgr.h"
#include "SharedDefines.h"
#include "StatsWeightCalculator.h"
#include "Timer.h"
#include "TravelMgr.h"
#include "BroadcastHelper.h"
bool NewRpgBaseAction::MoveFarTo(WorldPosition dest)
{
if (dest == WorldPosition())
return false;
if (dest != botAI->rpgInfo.moveFarPos)
{
// clear stuck information if it's a new dest
botAI->rpgInfo.SetMoveFarTo(dest);
}
float dis = bot->GetExactDist(dest);
if (dis < pathFinderDis)
{
return MoveTo(dest.getMapId(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(), false, false,
false, true);
}
// performance optimization
if (IsWaitingForLastMove(MovementPriority::MOVEMENT_NORMAL))
{
return false;
}
// stuck check
float disToDest = bot->GetDistance(dest);
if (disToDest + 1.0f < botAI->rpgInfo.nearestMoveFarDis)
{
botAI->rpgInfo.nearestMoveFarDis = disToDest;
botAI->rpgInfo.stuckTs = getMSTime();
botAI->rpgInfo.stuckAttempts = 0;
}
else if (++botAI->rpgInfo.stuckAttempts >= 10 && GetMSTimeDiffToNow(botAI->rpgInfo.stuckTs) >= stuckTime)
{
// Unfortunately we've been stuck here for over 5 mins, fallback to teleporting directly to the destination
botAI->rpgInfo.stuckTs = getMSTime();
botAI->rpgInfo.stuckAttempts = 0;
const AreaTableEntry* entry = sAreaTableStore.LookupEntry(bot->GetZoneId());
std::string zone_name = PlayerbotAI::GetLocalizedAreaName(entry);
LOG_DEBUG("playerbots", "[New Rpg] Teleport {} from ({},{},{},{}) to ({},{},{},{}) as it stuck when moving far - Zone: {} ({})", bot->GetName(),
bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(), bot->GetMapId(),
dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(), dest.getMapId(), bot->GetZoneId(), zone_name);
return bot->TeleportTo(dest);
}
float minDelta = M_PI;
const float x = bot->GetPositionX();
const float y = bot->GetPositionY();
const float z = bot->GetPositionZ();
float rx, ry, rz;
bool found = false;
int attempt = 3;
while (--attempt)
{
float angle = bot->GetAngle(&dest);
float delta = urand(1, 100) <= 75 ? (rand_norm() - 0.5) * M_PI * 0.5 : (rand_norm() - 0.5) * M_PI * 2;
angle += delta;
float dis = rand_norm() * pathFinderDis;
float dx = x + cos(angle) * dis;
float dy = y + sin(angle) * dis;
float dz = z + 0.5f;
PathGenerator path(bot);
path.CalculatePath(dx, dy, dz);
PathType type = path.GetPathType();
uint32 typeOk = PATHFIND_NORMAL | PATHFIND_INCOMPLETE | PATHFIND_FARFROMPOLY;
bool canReach = !(type & (~typeOk));
if (canReach && fabs(delta) <= minDelta)
{
found = true;
const G3D::Vector3& endPos = path.GetActualEndPosition();
rx = endPos.x;
ry = endPos.y;
rz = endPos.z;
minDelta = fabs(delta);
}
}
if (found)
{
return MoveTo(bot->GetMapId(), rx, ry, rz, false, false, false, true);
}
return false;
}
bool NewRpgBaseAction::MoveWorldObjectTo(ObjectGuid guid, float distance)
{
if (IsWaitingForLastMove(MovementPriority::MOVEMENT_NORMAL))
{
return false;
}
WorldObject* object = botAI->GetWorldObject(guid);
if (!object)
return false;
float x = object->GetPositionX();
float y = object->GetPositionY();
float z = object->GetPositionZ();
float mapId = object->GetMapId();
float angle = 0.f;
if (!object->ToUnit() || !object->ToUnit()->isMoving())
angle = object->GetAngle(bot) + (M_PI * irand(-25, 25) / 100.0); // Closest 45 degrees towards the target
else
angle = object->GetOrientation() +
(M_PI * irand(-25, 25) / 100.0); // 45 degrees infront of target (leading it's movement)
float rnd = rand_norm();
x += cos(angle) * distance * rnd;
y += sin(angle) * distance * rnd;
if (!object->GetMap()->CheckCollisionAndGetValidCoords(object, object->GetPositionX(), object->GetPositionY(),
object->GetPositionZ(), x, y, z))
{
x = object->GetPositionX();
y = object->GetPositionY();
z = object->GetPositionZ();
}
return MoveTo(mapId, x, y, z, false, false, false, true);
}
bool NewRpgBaseAction::MoveRandomNear(float moveStep, MovementPriority priority)
{
if (IsWaitingForLastMove(priority))
{
return false;
}
float distance = rand_norm() * moveStep;
Map* map = bot->GetMap();
const float x = bot->GetPositionX();
const float y = bot->GetPositionY();
const float z = bot->GetPositionZ();
int attempts = 5;
while (--attempts)
{
float angle = (float)rand_norm() * 2 * static_cast<float>(M_PI);
float dx = x + distance * cos(angle);
float dy = y + distance * sin(angle);
float dz = z;
PathGenerator path(bot);
path.CalculatePath(dx, dy, dz);
PathType type = path.GetPathType();
uint32 typeOk = PATHFIND_NORMAL | PATHFIND_INCOMPLETE | PATHFIND_FARFROMPOLY;
bool canReach = !(type & (~typeOk));
if (!canReach)
continue;
if (!map->CanReachPositionAndGetValidCoords(bot, dx, dy, dz))
continue;
if (map->IsInWater(bot->GetPhaseMask(), dx, dy, dz, bot->GetCollisionHeight()))
continue;
bool moved = MoveTo(bot->GetMapId(), dx, dy, dz, false, false, false, true, priority);
if (moved)
return true;
}
return false;
}
bool NewRpgBaseAction::ForceToWait(uint32 duration, MovementPriority priority)
{
AI_VALUE(LastMovement&, "last movement").Set(bot->GetMapId(),
bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(), bot->GetOrientation(), duration, priority);
return true;
}
/// @TODO: Fix redundant code
/// Quest related method refer to TalkToQuestGiverAction.h
bool NewRpgBaseAction::InteractWithNpcOrGameObjectForQuest(ObjectGuid guid)
{
WorldObject* object = ObjectAccessor::GetWorldObject(*bot, guid);
if (!object || !bot->CanInteractWithQuestGiver(object))
return false;
// Creature* creature = bot->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_NONE);
// if (creature)
// {
// WorldPacket packet(CMSG_GOSSIP_HELLO);
// packet << guid;
// bot->GetSession()->HandleGossipHelloOpcode(packet);
// }
bot->PrepareQuestMenu(guid);
const QuestMenu &menu = bot->PlayerTalkClass->GetQuestMenu();
if (menu.Empty())
return true;
for (uint8 idx = 0; idx < menu.GetMenuItemCount(); idx++)
{
const QuestMenuItem &item = menu.GetItem(idx);
const Quest* quest = sObjectMgr->GetQuestTemplate(item.QuestId);
if (!quest)
continue;
const QuestStatus &status = bot->GetQuestStatus(item.QuestId);
if (status == QUEST_STATUS_NONE && bot->CanTakeQuest(quest, false) &&
bot->CanAddQuest(quest, false) && IsQuestWorthDoing(quest) && IsQuestCapableDoing(quest))
{
AcceptQuest(quest, guid);
if (botAI->GetMaster())
botAI->TellMasterNoFacing("Quest accepted " + ChatHelper::FormatQuest(quest));
BroadcastHelper::BroadcastQuestAccepted(botAI, bot, quest);
botAI->rpgStatistic.questAccepted++;
LOG_DEBUG("playerbots", "[New rpg] {} accept quest {}", bot->GetName(), quest->GetQuestId());
}
if (status == QUEST_STATUS_COMPLETE && bot->CanRewardQuest(quest, 0, false))
{
TurnInQuest(quest, guid);
if (botAI->GetMaster())
botAI->TellMasterNoFacing("Quest rewarded " + ChatHelper::FormatQuest(quest));
BroadcastHelper::BroadcastQuestTurnedIn(botAI, bot, quest);
botAI->rpgStatistic.questRewarded++;
LOG_DEBUG("playerbots", "[New rpg] {} turned in quest {}", bot->GetName(), quest->GetQuestId());
}
}
return true;
}
bool NewRpgBaseAction::AcceptQuest(Quest const* quest, ObjectGuid guid)
{
WorldPacket p(CMSG_QUESTGIVER_ACCEPT_QUEST);
uint32 unk1 = 0;
p << guid << quest->GetQuestId() << unk1;
p.rpos(0);
bot->GetSession()->HandleQuestgiverAcceptQuestOpcode(p);
return true;
}
bool NewRpgBaseAction::TurnInQuest(Quest const* quest, ObjectGuid guid)
{
uint32 questID = quest->GetQuestId();
if (bot->GetQuestRewardStatus(questID))
{
return false;
}
if (!bot->CanRewardQuest(quest, false))
{
return false;
}
bot->PlayDistanceSound(621);
WorldPacket p(CMSG_QUESTGIVER_CHOOSE_REWARD);
p << guid << quest->GetQuestId();
if (quest->GetRewChoiceItemsCount() <= 1)
{
p << 0;
bot->GetSession()->HandleQuestgiverChooseRewardOpcode(p);
}
else
{
uint32 bestId = BestReward(quest);
p << bestId;
bot->GetSession()->HandleQuestgiverChooseRewardOpcode(p);
}
return true;
}
uint32 NewRpgBaseAction::BestReward(Quest const* quest)
{
ItemIds returnIds;
ItemUsage bestUsage = ITEM_USAGE_NONE;
if (quest->GetRewChoiceItemsCount() <= 1)
return 0;
else
{
for (uint8 i = 0; i < quest->GetRewChoiceItemsCount(); ++i)
{
ItemUsage usage = AI_VALUE2(ItemUsage, "item usage", quest->RewardChoiceItemId[i]);
if (usage == ITEM_USAGE_EQUIP || usage == ITEM_USAGE_REPLACE)
bestUsage = ITEM_USAGE_EQUIP;
else if (usage == ITEM_USAGE_BAD_EQUIP && bestUsage != ITEM_USAGE_EQUIP)
bestUsage = usage;
else if (usage != ITEM_USAGE_NONE && bestUsage == ITEM_USAGE_NONE)
bestUsage = usage;
}
StatsWeightCalculator calc(bot);
uint32 best = 0;
float bestScore = 0;
for (uint8 i = 0; i < quest->GetRewChoiceItemsCount(); ++i)
{
ItemUsage usage = AI_VALUE2(ItemUsage, "item usage", quest->RewardChoiceItemId[i]);
if (usage == bestUsage || usage == ITEM_USAGE_REPLACE)
{
float score = calc.CalculateItem(quest->RewardChoiceItemId[i]);
if (score > bestScore)
{
bestScore = score;
best = i;
}
}
}
return best;
}
}
bool NewRpgBaseAction::IsQuestWorthDoing(Quest const* quest)
{
bool isLowLevelQuest = bot->GetLevel() > (bot->GetQuestLevel(quest) + sWorld->getIntConfig(CONFIG_QUEST_LOW_LEVEL_HIDE_DIFF));
if (isLowLevelQuest)
return false;
if (quest->IsRepeatable())
return false;
if (quest->IsSeasonal())
return false;
return true;
}
bool NewRpgBaseAction::IsQuestCapableDoing(Quest const* quest)
{
bool highLevelQuest = bot->GetLevel() + 3 < bot->GetQuestLevel(quest);
if (highLevelQuest)
return false;
// Elite quest and dungeon quest etc
if (quest->GetType() != 0)
return false;
// now we only capable of doing solo quests
if (quest->GetSuggestedPlayers() >= 2)
return false;
return true;
}
bool NewRpgBaseAction::OrganizeQuestLog()
{
int32 freeSlotNum = 0;
for (uint16 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
uint32 questId = bot->GetQuestSlotQuestId(i);
if (!questId)
freeSlotNum++;
}
// it's ok if we have two more free slots
if (freeSlotNum >= 2)
return false;
int32 dropped = 0;
// remove quests that not worth doing or not capable of doing
for (uint16 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
uint32 questId = bot->GetQuestSlotQuestId(i);
if (!questId)
continue;
const Quest* quest = sObjectMgr->GetQuestTemplate(questId);
if (!IsQuestWorthDoing(quest) ||
!IsQuestCapableDoing(quest) ||
bot->GetQuestStatus(questId) == QUEST_STATUS_FAILED)
{
LOG_DEBUG("playerbots", "[New rpg] {} drop quest {}", bot->GetName(), questId);
WorldPacket packet(CMSG_QUESTLOG_REMOVE_QUEST);
packet << (uint8)i;
bot->GetSession()->HandleQuestLogRemoveQuest(packet);
if (botAI->GetMaster())
botAI->TellMasterNoFacing("Quest dropped " + ChatHelper::FormatQuest(quest));
botAI->rpgStatistic.questDropped++;
dropped++;
}
}
// drop more than 8 quests at once to avoid repeated accept and drop
if (dropped >= 8)
return true;
// remove festival/class quests and quests in different zone
for (uint16 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
uint32 questId = bot->GetQuestSlotQuestId(i);
if (!questId)
continue;
const Quest* quest = sObjectMgr->GetQuestTemplate(questId);
if (quest->GetZoneOrSort() < 0 ||
(quest->GetZoneOrSort() > 0 && quest->GetZoneOrSort() != bot->GetZoneId()))
{
LOG_DEBUG("playerbots", "[New rpg] {} drop quest {}", bot->GetName(), questId);
WorldPacket packet(CMSG_QUESTLOG_REMOVE_QUEST);
packet << (uint8)i;
bot->GetSession()->HandleQuestLogRemoveQuest(packet);
if (botAI->GetMaster())
botAI->TellMasterNoFacing("Quest dropped " + ChatHelper::FormatQuest(quest));
botAI->rpgStatistic.questDropped++;
dropped++;
}
}
if (dropped >= 8)
return true;
// clear quests log
for (uint16 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
uint32 questId = bot->GetQuestSlotQuestId(i);
if (!questId)
continue;
const Quest* quest = sObjectMgr->GetQuestTemplate(questId);
LOG_DEBUG("playerbots", "[New rpg] {} drop quest {}", bot->GetName(), questId);
WorldPacket packet(CMSG_QUESTLOG_REMOVE_QUEST);
packet << (uint8)i;
bot->GetSession()->HandleQuestLogRemoveQuest(packet);
if (botAI->GetMaster())
botAI->TellMasterNoFacing("Quest dropped " + ChatHelper::FormatQuest(quest));
botAI->rpgStatistic.questDropped++;
}
return true;
}
bool NewRpgBaseAction::SearchQuestGiverAndAcceptOrReward()
{
OrganizeQuestLog();
if (ObjectGuid npcOrGo = ChooseNpcOrGameObjectToInteract(true, 80.0f))
{
WorldObject* object = ObjectAccessor::GetWorldObject(*bot, npcOrGo);
if (bot->CanInteractWithQuestGiver(object))
{
InteractWithNpcOrGameObjectForQuest(npcOrGo);
ForceToWait(5000);
return true;
}
return MoveWorldObjectTo(npcOrGo);
}
return false;
}
ObjectGuid NewRpgBaseAction::ChooseNpcOrGameObjectToInteract(bool questgiverOnly, float distanceLimit)
{
GuidVector possibleTargets = AI_VALUE(GuidVector, "possible new rpg targets");
GuidVector possibleGameObjects = AI_VALUE(GuidVector, "possible new rpg game objects");
if (possibleTargets.empty() && possibleGameObjects.empty())
return ObjectGuid();
WorldObject* nearestObject = nullptr;
for (ObjectGuid& guid: possibleTargets)
{
WorldObject* object = ObjectAccessor::GetWorldObject(*bot, guid);
if (!object || !object->IsInWorld())
continue;
if (distanceLimit && bot->GetDistance(object) > distanceLimit)
continue;
if (HasQuestToAcceptOrReward(object))
{
if (!nearestObject || bot->GetExactDist(nearestObject) > bot->GetExactDist(object))
nearestObject = object;
break;
}
}
for (ObjectGuid& guid: possibleGameObjects)
{
WorldObject* object = ObjectAccessor::GetWorldObject(*bot, guid);
if (!object || !object->IsInWorld())
continue;
if (distanceLimit && bot->GetDistance(object) > distanceLimit)
continue;
if (HasQuestToAcceptOrReward(object))
{
if (!nearestObject || bot->GetExactDist(nearestObject) > bot->GetExactDist(object))
nearestObject = object;
break;
}
}
if (nearestObject)
return nearestObject->GetGUID();
// No questgiver to accept or reward
if (questgiverOnly)
return ObjectGuid();
if (possibleTargets.empty())
return ObjectGuid();
int idx = urand(0, possibleTargets.size() - 1);
ObjectGuid guid = possibleTargets[idx];
WorldObject* object = ObjectAccessor::GetCreatureOrPetOrVehicle(*bot, guid);
if (!object)
object = ObjectAccessor::GetGameObject(*bot, guid);
if (object && object->IsInWorld())
{
return object->GetGUID();
}
return ObjectGuid();
}
bool NewRpgBaseAction::HasQuestToAcceptOrReward(WorldObject* object)
{
ObjectGuid guid = object->GetGUID();
bot->PrepareQuestMenu(guid);
const QuestMenu &menu = bot->PlayerTalkClass->GetQuestMenu();
if (menu.Empty())
return false;
for (uint8 idx = 0; idx < menu.GetMenuItemCount(); idx++)
{
const QuestMenuItem &item = menu.GetItem(idx);
const Quest* quest = sObjectMgr->GetQuestTemplate(item.QuestId);
if (!quest)
continue;
const QuestStatus &status = bot->GetQuestStatus(item.QuestId);
if (status == QUEST_STATUS_COMPLETE && bot->CanRewardQuest(quest, 0, false))
{
return true;
}
}
for (uint8 idx = 0; idx < menu.GetMenuItemCount(); idx++)
{
const QuestMenuItem &item = menu.GetItem(idx);
const Quest* quest = sObjectMgr->GetQuestTemplate(item.QuestId);
if (!quest)
continue;
const QuestStatus &status = bot->GetQuestStatus(item.QuestId);
if (status == QUEST_STATUS_NONE && bot->CanTakeQuest(quest, false) &&
bot->CanAddQuest(quest, false) && IsQuestWorthDoing(quest) && IsQuestCapableDoing(quest))
{
return true;
}
}
return false;
}
static std::vector<float> GenerateRandomWeights(int n) {
std::vector<float> weights(n);
float sum = 0.0;
for (int i = 0; i < n; ++i) {
weights[i] = rand_norm();
sum += weights[i];
}
for (int i = 0; i < n; ++i) {
weights[i] /= sum;
}
return weights;
}
bool NewRpgBaseAction::GetQuestPOIPosAndObjectiveIdx(uint32 questId, std::vector<POIInfo> &poiInfo, bool toComplete)
{
Quest const* quest = sObjectMgr->GetQuestTemplate(questId);
if (!quest)
return false;
const QuestPOIVector* poiVector = sObjectMgr->GetQuestPOIVector(questId);
if (!poiVector)
{
return false;
}
const QuestStatusData& q_status = bot->getQuestStatusMap().at(questId);
if (toComplete && q_status.Status == QUEST_STATUS_COMPLETE)
{
for (const QuestPOI &qPoi : *poiVector)
{
if (qPoi.MapId != bot->GetMapId())
continue;
// not the poi pos to reward quest
if (qPoi.ObjectiveIndex != -1)
continue;
if (qPoi.points.size() == 0)
continue;
float dx = 0, dy = 0;
std::vector<float> weights = GenerateRandomWeights(qPoi.points.size());
for (size_t i = 0; i < qPoi.points.size(); i++)
{
const QuestPOIPoint &point = qPoi.points[i];
dx += point.x * weights[i];
dy += point.y * weights[i];
}
if (bot->GetDistance2d(dx, dy) >= 1500.0f)
continue;
float dz = std::max(bot->GetMap()->GetHeight(dx, dy, MAX_HEIGHT), bot->GetMap()->GetWaterLevel(dx, dy));
if (dz == INVALID_HEIGHT || dz == VMAP_INVALID_HEIGHT_VALUE)
continue;
if (bot->GetZoneId() != bot->GetMap()->GetZoneId(bot->GetPhaseMask(), dx, dy, dz))
continue;
poiInfo.push_back({{dx, dy}, qPoi.ObjectiveIndex});
}
if (poiInfo.empty())
return false;
return true;
}
if (q_status.Status != QUEST_STATUS_INCOMPLETE)
return false;
// Get incomplete quest objective index
std::vector<int32> incompleteObjectiveIdx;
for (int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
{
int32 npcOrGo = quest->RequiredNpcOrGo[i];
if (!npcOrGo)
continue;
if (q_status.CreatureOrGOCount[i] < quest->RequiredNpcOrGoCount[i])
incompleteObjectiveIdx.push_back(i);
}
for (int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; i++)
{
uint32 itemId = quest->RequiredItemId[i];
if (!itemId)
continue;
if (q_status.ItemCount[i] < quest->RequiredItemCount[i])
incompleteObjectiveIdx.push_back(QUEST_OBJECTIVES_COUNT + i);
}
// Get POIs to go
for (const QuestPOI &qPoi : *poiVector)
{
if (qPoi.MapId != bot->GetMapId())
continue;
bool inComplete = false;
for (uint32 objective : incompleteObjectiveIdx)
{
if (qPoi.ObjectiveIndex == objective)
{
inComplete = true;
break;
}
}
if (!inComplete)
continue;
if (qPoi.points.size() == 0)
continue;
float dx = 0, dy = 0;
std::vector<float> weights = GenerateRandomWeights(qPoi.points.size());
for (size_t i = 0; i < qPoi.points.size(); i++)
{
const QuestPOIPoint &point = qPoi.points[i];
dx += point.x * weights[i];
dy += point.y * weights[i];
}
if (bot->GetDistance2d(dx, dy) >= 1500.0f)
continue;
float dz = std::max(bot->GetMap()->GetHeight(dx, dy, MAX_HEIGHT), bot->GetMap()->GetWaterLevel(dx, dy));
if (dz == INVALID_HEIGHT || dz == VMAP_INVALID_HEIGHT_VALUE)
continue;
if (bot->GetZoneId() != bot->GetMap()->GetZoneId(bot->GetPhaseMask(), dx, dy, dz))
continue;
poiInfo.push_back({{dx, dy}, qPoi.ObjectiveIndex});
}
if (poiInfo.size() == 0) {
// LOG_DEBUG("playerbots", "[New rpg] {}: No available poi can be found for quest {}", bot->GetName(), questId);
return false;
}
return true;
}
WorldPosition NewRpgBaseAction::SelectRandomGrindPos(Player* bot)
{
const std::vector<WorldLocation>& locs = sRandomPlayerbotMgr->locsPerLevelCache[bot->GetLevel()];
float hiRange = 500.0f;
float loRange = 2500.0f;
if (bot->GetLevel() < 5)
{
hiRange /= 10;
loRange /= 10;
}
std::vector<WorldLocation> lo_prepared_locs, hi_prepared_locs;
for (auto& loc : locs)
{
if (bot->GetMapId() != loc.GetMapId())
continue;
if (bot->GetExactDist(loc) > 2500.0f)
continue;
if (bot->GetMap()->GetZoneId(bot->GetPhaseMask(), loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ()) !=
bot->GetZoneId())
continue;
if (bot->GetExactDist(loc) < 500.0f)
{
hi_prepared_locs.push_back(loc);
}
if (bot->GetExactDist(loc) < 2500.0f)
{
lo_prepared_locs.push_back(loc);
}
}
WorldPosition dest{};
if (urand(1, 100) <= 50 && !hi_prepared_locs.empty())
{
uint32 idx = urand(0, hi_prepared_locs.size() - 1);
dest = hi_prepared_locs[idx];
}
else if (!lo_prepared_locs.empty())
{
uint32 idx = urand(0, lo_prepared_locs.size() - 1);
dest = lo_prepared_locs[idx];
}
LOG_DEBUG("playerbots", "[New Rpg] Bot {} select random grind pos Map:{} X:{} Y:{} Z:{} ({}+{} available in {})",
bot->GetName(), dest.GetMapId(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(),
hi_prepared_locs.size(), lo_prepared_locs.size() - hi_prepared_locs.size(), locs.size());
return dest;
}
WorldPosition NewRpgBaseAction::SelectRandomInnKeeperPos(Player* bot)
{
const std::vector<WorldLocation>& locs = IsAlliance(bot->getRace())
? sRandomPlayerbotMgr->allianceStarterPerLevelCache[bot->GetLevel()]
: sRandomPlayerbotMgr->hordeStarterPerLevelCache[bot->GetLevel()];
std::vector<WorldLocation> prepared_locs;
for (auto& loc : locs)
{
if (bot->GetMapId() != loc.GetMapId())
continue;
float range = bot->GetLevel() <= 5 ? 500.0f : 2500.0f;
if (bot->GetExactDist(loc) > range)
continue;
if (bot->GetMap()->GetZoneId(bot->GetPhaseMask(), loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ()) !=
bot->GetZoneId())
continue;
prepared_locs.push_back(loc);
}
WorldPosition dest{};
if (!prepared_locs.empty())
{
uint32 idx = urand(0, prepared_locs.size() - 1);
dest = prepared_locs[idx];
}
LOG_DEBUG("playerbots", "[New Rpg] Bot {} select random inn keeper pos Map:{} X:{} Y:{} Z:{} ({} available in {})",
bot->GetName(), dest.GetMapId(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(),
prepared_locs.size(), locs.size());
return dest;
}

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@ -0,0 +1,58 @@
#ifndef _PLAYERBOT_NEWRPGBASEACTION_H
#define _PLAYERBOT_NEWRPGBASEACTION_H
#include "Duration.h"
#include "LastMovementValue.h"
#include "MovementActions.h"
#include "NewRpgStrategy.h"
#include "Object.h"
#include "ObjectDefines.h"
#include "ObjectGuid.h"
#include "QuestDef.h"
#include "TravelMgr.h"
#include "PlayerbotAI.h"
struct POIInfo {
G3D::Vector2 pos;
int32 objectiveIdx;
};
/// A base (composition) class for all new rpg actions
/// All functions that may be shared by multiple actions should be declared here
/// And we should make all actions composable instead of inheritable
class NewRpgBaseAction : public MovementAction
{
public:
NewRpgBaseAction(PlayerbotAI* botAI, std::string name) : MovementAction(botAI, name) {}
protected:
// MOVEMENT RELATED
bool MoveFarTo(WorldPosition dest);
bool MoveWorldObjectTo(ObjectGuid guid, float distance = INTERACTION_DISTANCE);
bool MoveRandomNear(float moveStep = 50.0f, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL);
bool ForceToWait(uint32 duration, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL);
// QUEST RELATED
bool SearchQuestGiverAndAcceptOrReward();
ObjectGuid ChooseNpcOrGameObjectToInteract(bool questgiverOnly = false, float distanceLimit = 0.0f);
bool HasQuestToAcceptOrReward(WorldObject* object);
bool InteractWithNpcOrGameObjectForQuest(ObjectGuid guid);
bool AcceptQuest(Quest const* quest, ObjectGuid guid);
bool TurnInQuest(Quest const* quest, ObjectGuid guid);
uint32 BestReward(Quest const* quest);
bool IsQuestWorthDoing(Quest const* quest);
bool IsQuestCapableDoing(Quest const* quest);
bool OrganizeQuestLog();
protected:
bool GetQuestPOIPosAndObjectiveIdx(uint32 questId, std::vector<POIInfo> &poiInfo, bool toComplete = false);
static WorldPosition SelectRandomGrindPos(Player* bot);
static WorldPosition SelectRandomInnKeeperPos(Player* bot);
protected:
// WorldPosition dest;
const float pathFinderDis = 70.0f; // path finder
const uint32 stuckTime = 5 * 60 * 1000;
};
#endif

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@ -0,0 +1,119 @@
#include "NewRpgInfo.h"
#include "Timer.h"
void NewRpgInfo::ChangeToGoGrind(WorldPosition pos)
{
Reset();
status = RPG_GO_GRIND;
go_grind = GoGrind();
go_grind.pos = pos;
}
void NewRpgInfo::ChangeToGoInnkeeper(WorldPosition pos)
{
Reset();
status = RPG_GO_INNKEEPER;
go_innkeeper = GoInnkeeper();
go_innkeeper.pos = pos;
}
void NewRpgInfo::ChangeToNearNpc()
{
Reset();
status = RPG_NEAR_NPC;
near_npc = NearNpc();
}
void NewRpgInfo::ChangeToNearRandom()
{
Reset();
status = RPG_NEAR_RANDOM;
near_random = NearRandom();
}
void NewRpgInfo::ChangeToDoQuest(uint32 questId, const Quest* quest)
{
Reset();
status = RPG_DO_QUEST;
do_quest = DoQuest();
do_quest.questId = questId;
do_quest.quest = quest;
}
void NewRpgInfo::ChangeToRest()
{
Reset();
status = RPG_REST;
rest = Rest();
}
void NewRpgInfo::ChangeToIdle()
{
Reset();
status = RPG_IDLE;
}
bool NewRpgInfo::CanChangeTo(NewRpgStatus status)
{
return true;
}
void NewRpgInfo::Reset()
{
*this = NewRpgInfo();
startT = getMSTime();
}
void NewRpgInfo::SetMoveFarTo(WorldPosition pos)
{
nearestMoveFarDis = FLT_MAX;
stuckTs = 0;
stuckAttempts = 0;
moveFarPos = pos;
}
std::string NewRpgInfo::ToString()
{
std::stringstream out;
out << "Status: ";
switch (status)
{
case RPG_GO_GRIND:
out << "GO_GRIND";
out << "\nGrindPos: " << go_grind.pos.GetMapId() << " " << go_grind.pos.GetPositionX() << " " << go_grind.pos.GetPositionY() << " " << go_grind.pos.GetPositionZ();
out << "\nlastGoGrind: " << startT;
break;
case RPG_GO_INNKEEPER:
out << "GO_INNKEEPER";
out << "\nInnKeeperPos: " << go_innkeeper.pos.GetMapId() << " " << go_innkeeper.pos.GetPositionX() << " " << go_innkeeper.pos.GetPositionY() << " " << go_innkeeper.pos.GetPositionZ();
out << "\nlastGoInnKeeper: " << startT;
break;
case RPG_NEAR_NPC:
out << "NEAR_NPC";
out << "\nnpcOrGoEntry: " << near_npc.npcOrGo.GetCounter();
out << "\nlastNearNpc: " << startT;
out << "\nlastReachNpcOrGo: " << near_npc.lastReach;
break;
case RPG_NEAR_RANDOM:
out << "NEAR_RANDOM";
out << "\nlastNearRandom: " << startT;
break;
case RPG_IDLE:
out << "IDLE";
break;
case RPG_REST:
out << "REST";
out << "\nlastRest: " << startT;
break;
case RPG_DO_QUEST:
out << "DO_QUEST";
out << "\nquestId: " << do_quest.questId;
out << "\nobjectiveIdx: " << do_quest.objectiveIdx;
out << "\npoiPos: " << do_quest.pos.GetMapId() << " " << do_quest.pos.GetPositionX() << " " << do_quest.pos.GetPositionY() << " " << do_quest.pos.GetPositionZ();
out << "\nlastReachPOI: " << do_quest.lastReachPOI;
break;
default:
out << "UNKNOWN";
}
return out.str();
}

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@ -0,0 +1,136 @@
#ifndef _PLAYERBOT_NEWRPGINFO_H
#define _PLAYERBOT_NEWRPGINFO_H
#include "Define.h"
#include "ObjectGuid.h"
#include "ObjectMgr.h"
#include "QuestDef.h"
#include "Strategy.h"
#include "Timer.h"
#include "TravelMgr.h"
enum NewRpgStatus: int
{
RPG_STATUS_START = 0,
// Going to far away place
RPG_GO_GRIND = 0,
RPG_GO_INNKEEPER = 1,
// Exploring nearby
RPG_NEAR_RANDOM = 2,
RPG_NEAR_NPC = 3,
// Do Quest (based on quest status)
RPG_DO_QUEST = 4,
// Taking a break
RPG_REST = 5,
// Initial status
RPG_IDLE = 6,
RPG_STATUS_END = 7
};
using NewRpgStatusTransitionProb = std::vector<std::vector<int>>;
struct NewRpgInfo
{
NewRpgInfo() {}
// RPG_GO_GRIND
struct GoGrind {
GoGrind() = default;
WorldPosition pos{};
};
// RPG_GO_INNKEEPER
struct GoInnkeeper {
GoInnkeeper() = default;
WorldPosition pos{};
};
// RPG_NEAR_NPC
struct NearNpc {
NearNpc() = default;
ObjectGuid npcOrGo{};
uint32 lastReach{0};
};
// RPG_NEAR_RANDOM
struct NearRandom {
NearRandom() = default;
};
// NewRpgStatus::QUESTING
struct DoQuest {
const Quest* quest{nullptr};
uint32 questId{0};
int32 objectiveIdx{0};
WorldPosition pos{};
uint32 lastReachPOI{0};
};
// RPG_REST
struct Rest {
Rest() = default;
};
struct Idle {
};
NewRpgStatus status{RPG_IDLE};
uint32 startT{0}; // start timestamp of the current status
// MOVE_FAR
float nearestMoveFarDis{FLT_MAX};
uint32 stuckTs{0};
uint32 stuckAttempts{0};
WorldPosition moveFarPos;
// END MOVE_FAR
union {
GoGrind go_grind;
GoInnkeeper go_innkeeper;
NearNpc near_npc;
NearRandom near_random;
DoQuest do_quest;
Rest rest;
DoQuest quest;
};
bool HasStatusPersisted(uint32 maxDuration) { return GetMSTimeDiffToNow(startT) > maxDuration; }
void ChangeToGoGrind(WorldPosition pos);
void ChangeToGoInnkeeper(WorldPosition pos);
void ChangeToNearNpc();
void ChangeToNearRandom();
void ChangeToDoQuest(uint32 questId, const Quest* quest);
void ChangeToRest();
void ChangeToIdle();
bool CanChangeTo(NewRpgStatus status);
void Reset();
void SetMoveFarTo(WorldPosition pos);
std::string ToString();
};
struct NewRpgStatistic
{
uint32 questAccepted{0};
uint32 questCompleted{0};
uint32 questAbandoned{0};
uint32 questRewarded{0};
uint32 questDropped{0};
NewRpgStatistic operator+(const NewRpgStatistic& other) const
{
NewRpgStatistic result;
result.questAccepted = this->questAccepted + other.questAccepted;
result.questCompleted = this->questCompleted + other.questCompleted;
result.questAbandoned = this->questAbandoned + other.questAbandoned;
result.questRewarded = this->questRewarded + other.questRewarded;
result.questDropped = this->questDropped + other.questDropped;
return result;
}
NewRpgStatistic& operator+=(const NewRpgStatistic& other)
{
this->questAccepted += other.questAccepted;
this->questCompleted += other.questCompleted;
this->questAbandoned += other.questAbandoned;
this->questRewarded += other.questRewarded;
this->questDropped += other.questDropped;
return *this;
}
};
// not sure is it necessary but keep it for now
#define RPG_INFO(x, y) botAI->rpgInfo.x.y
#endif

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@ -11,22 +11,28 @@ NewRpgStrategy::NewRpgStrategy(PlayerbotAI* botAI) : Strategy(botAI) {}
NextAction** NewRpgStrategy::getDefaultActions()
{
return NextAction::array(0, new NextAction("new rpg status update", 5.0f), nullptr);
// the releavance should be greater than grind
return NextAction::array(0,
new NextAction("new rpg status update", 11.0f),
nullptr);
}
void NewRpgStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(
new TriggerNode("go grind status", NextAction::array(0, new NextAction("new rpg go grind", 1.0f), nullptr)));
new TriggerNode("go grind status", NextAction::array(0, new NextAction("new rpg go grind", 3.0f), nullptr)));
triggers.push_back(
new TriggerNode("go innkeeper status", NextAction::array(0, new NextAction("new rpg go innkeeper", 1.0f), nullptr)));
new TriggerNode("go innkeeper status", NextAction::array(0, new NextAction("new rpg go innkeeper", 3.0f), nullptr)));
triggers.push_back(
new TriggerNode("near random status", NextAction::array(0, new NextAction("new rpg move random", 1.0f), nullptr)));
new TriggerNode("near random status", NextAction::array(0, new NextAction("new rpg move random", 3.0f), nullptr)));
triggers.push_back(
new TriggerNode("near npc status", NextAction::array(0, new NextAction("new rpg move npc", 1.0f), nullptr)));
new TriggerNode("near npc status", NextAction::array(0, new NextAction("new rpg move npc", 3.0f), nullptr)));
triggers.push_back(
new TriggerNode("do quest status", NextAction::array(0, new NextAction("new rpg do quest", 3.0f), nullptr)));
}
void NewRpgStrategy::InitMultipliers(std::vector<Multiplier*>& multipliers)

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@ -6,91 +6,12 @@
#ifndef _PLAYERBOT_NEWRPGSTRATEGY_H
#define _PLAYERBOT_NEWRPGSTRATEGY_H
#include <cstdint>
#include "Strategy.h"
#include "TravelMgr.h"
#include "NewRpgInfo.h"
class PlayerbotAI;
enum class NewRpgStatus
{
// Going to far away place
GO_GRIND,
GO_INNKEEPER,
// Exploring nearby
NEAR_RANDOM,
NEAR_NPC,
// Taking a break
REST,
// Initial status
IDLE
};
struct NewRpgInfo
{
NewRpgStatus status{NewRpgStatus::IDLE};
// NewRpgStatus::GO_GRIND
WorldPosition grindPos{};
uint32 lastGoGrind{0};
// NewRpgStatus::GO_INNKEEPER
WorldPosition innKeeperPos{};
uint32 lastGoInnKeeper{0};
// NewRpgStatus::NEAR_NPC
GuidPosition npcPos{};
uint32 lastNearNpc{0};
uint32 lastReachNpc{0};
// NewRpgStatus::NEAR_RANDOM
uint32 lastNearRandom{0};
// NewRpgStatus::REST
uint32 lastRest{0};
// MOVE_FAR
float nearestMoveFarDis{FLT_MAX};
uint32 stuckTs{0};
uint32 stuckAttempts{0};
std::string ToString()
{
std::stringstream out;
out << "Status: ";
switch (status)
{
case NewRpgStatus::GO_GRIND:
out << "GO_GRIND";
out << "\nGrindPos: " << grindPos.GetMapId() << " " << grindPos.GetPositionX() << " " << grindPos.GetPositionY() << " " << grindPos.GetPositionZ();
out << "\nlastGoGrind: " << lastGoGrind;
break;
case NewRpgStatus::GO_INNKEEPER:
out << "GO_INNKEEPER";
out << "\nInnKeeperPos: " << innKeeperPos.GetMapId() << " " << innKeeperPos.GetPositionX() << " " << innKeeperPos.GetPositionY() << " " << innKeeperPos.GetPositionZ();
out << "\nlastGoInnKeeper: " << lastGoInnKeeper;
break;
case NewRpgStatus::NEAR_NPC:
out << "NEAR_NPC";
out << "\nNpcPos: " << npcPos.GetMapId() << " " << npcPos.GetPositionX() << " " << npcPos.GetPositionY() << " " << npcPos.GetPositionZ();
out << "\nlastNearNpc: " << lastNearNpc;
out << "\nlastReachNpc: " << lastReachNpc;
break;
case NewRpgStatus::NEAR_RANDOM:
out << "NEAR_RANDOM";
out << "\nlastNearRandom: " << lastNearRandom;
break;
case NewRpgStatus::IDLE:
out << "IDLE";
break;
case NewRpgStatus::REST:
out << "REST";
out << "\nlastRest: " << lastRest;
break;
default:
out << "UNKNOWN";
}
return out.str();
}
void Reset()
{
*this = NewRpgInfo();
}
};
class NewRpgStrategy : public Strategy
{
public:

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@ -7,7 +7,7 @@
class NewRpgStatusTrigger : public Trigger
{
public:
NewRpgStatusTrigger(PlayerbotAI* botAI, NewRpgStatus status = NewRpgStatus::IDLE)
NewRpgStatusTrigger(PlayerbotAI* botAI, NewRpgStatus status = RPG_IDLE)
: Trigger(botAI, "new rpg status"), status(status)
{
}

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@ -17,6 +17,8 @@ public:
ChatTriggerContext()
{
creators["open items"] = &ChatTriggerContext::open_items;
creators["unlock items"] = &ChatTriggerContext::unlock_items;
creators["unlock traded item"] = &ChatTriggerContext::unlock_traded_item;
creators["quests"] = &ChatTriggerContext::quests;
creators["stats"] = &ChatTriggerContext::stats;
creators["leave"] = &ChatTriggerContext::leave;
@ -25,6 +27,7 @@ public:
creators["log"] = &ChatTriggerContext::log;
creators["los"] = &ChatTriggerContext::los;
creators["rpg status"] = &ChatTriggerContext::rpg_status;
creators["rpg do quest"] = &ChatTriggerContext::rpg_do_quest;
creators["aura"] = &ChatTriggerContext::aura;
creators["drop"] = &ChatTriggerContext::drop;
creators["share"] = &ChatTriggerContext::share;
@ -132,6 +135,8 @@ public:
private:
static Trigger* open_items(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "open items"); }
static Trigger* unlock_items(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "unlock items"); }
static Trigger* unlock_traded_item(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "unlock traded item"); }
static Trigger* ra(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "ra"); }
static Trigger* range(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "range"); }
static Trigger* flag(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "flag"); }
@ -214,6 +219,7 @@ private:
static Trigger* log(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "log"); }
static Trigger* los(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "los"); }
static Trigger* rpg_status(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "rpg status"); }
static Trigger* rpg_do_quest(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "rpg do quest"); }
static Trigger* aura(PlayerbotAI* ai) { return new ChatCommandTrigger(ai, "aura"); }
static Trigger* loot_all(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "add all loot"); }
static Trigger* release(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "release"); }

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@ -15,6 +15,7 @@
#include "ObjectGuid.h"
#include "PlayerbotAIConfig.h"
#include "Playerbots.h"
#include "PositionValue.h"
#include "SharedDefines.h"
#include "TemporarySummon.h"
#include "ThreatMgr.h"
@ -507,11 +508,22 @@ bool IsBehindTargetTrigger::IsActive()
bool IsNotBehindTargetTrigger::IsActive()
{
if (botAI->HasStrategy("stay", botAI->GetState()))
{
return false;
}
Unit* target = AI_VALUE(Unit*, "current target");
return target && !AI_VALUE2(bool, "behind", "current target");
}
bool IsNotFacingTargetTrigger::IsActive() { return !AI_VALUE2(bool, "facing", "current target"); }
bool IsNotFacingTargetTrigger::IsActive()
{
if (botAI->HasStrategy("stay", botAI->GetState()))
{
return false;
}
return !AI_VALUE2(bool, "facing", "current target");
}
bool HasCcTargetTrigger::IsActive()
{
@ -599,6 +611,18 @@ bool NewPlayerNearbyTrigger::IsActive() { return AI_VALUE(ObjectGuid, "new playe
bool CollisionTrigger::IsActive() { return AI_VALUE2(bool, "collision", "self target"); }
bool ReturnToStayPositionTrigger::IsActive()
{
PositionInfo stayPosition = AI_VALUE(PositionMap&, "position")["stay"];
if (stayPosition.isSet())
{
const float distance = bot->GetDistance(stayPosition.x, stayPosition.y, stayPosition.z);
return distance > sPlayerbotAIConfig->followDistance;
}
return false;
}
bool GiveItemTrigger::IsActive()
{
return AI_VALUE2(Unit*, "party member without item", item) && AI_VALUE2(uint32, "item count", item);

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@ -827,6 +827,14 @@ public:
SitTrigger(PlayerbotAI* botAI) : StayTimeTrigger(botAI, sPlayerbotAIConfig->sitDelay, "sit") {}
};
class ReturnToStayPositionTrigger : public Trigger
{
public:
ReturnToStayPositionTrigger(PlayerbotAI* ai) : Trigger(ai, "return to stay position", 2) {}
virtual bool IsActive() override;
};
class ReturnTrigger : public StayTimeTrigger
{
public:

View File

@ -12,10 +12,10 @@
bool LootAvailableTrigger::IsActive()
{
return AI_VALUE(bool, "has available loot") &&
// if loot target if empty, always pass distance check
(sServerFacade->IsDistanceLessOrEqualThan(AI_VALUE2(float, "distance", "loot target"),
INTERACTION_DISTANCE - 2.0f) ||
AI_VALUE(GuidVector, "all targets").empty()) &&
!AI_VALUE2(bool, "combat", "self target");
AI_VALUE(GuidVector, "all targets").empty());
}
bool FarFromCurrentLootTrigger::IsActive()

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@ -30,6 +30,7 @@ public:
{
creators["return"] = &TriggerContext::_return;
creators["sit"] = &TriggerContext::sit;
creators["return to stay position"] = &TriggerContext::return_to_stay_position;
creators["collision"] = &TriggerContext::collision;
creators["timer"] = &TriggerContext::Timer;
@ -220,6 +221,7 @@ public:
creators["go innkeeper status"] = &TriggerContext::go_innkeeper_status;
creators["near random status"] = &TriggerContext::near_random_status;
creators["near npc status"] = &TriggerContext::near_npc_status;
creators["do quest status"] = &TriggerContext::do_quest_status;
}
private:
@ -227,6 +229,7 @@ private:
static Trigger* give_water(PlayerbotAI* botAI) { return new GiveWaterTrigger(botAI); }
static Trigger* no_rti(PlayerbotAI* botAI) { return new NoRtiTrigger(botAI); }
static Trigger* _return(PlayerbotAI* botAI) { return new ReturnTrigger(botAI); }
static Trigger* return_to_stay_position(PlayerbotAI* ai) { return new ReturnToStayPositionTrigger(ai); }
static Trigger* sit(PlayerbotAI* botAI) { return new SitTrigger(botAI); }
static Trigger* far_from_rpg_target(PlayerbotAI* botAI) { return new FarFromRpgTargetTrigger(botAI); }
static Trigger* near_rpg_target(PlayerbotAI* botAI) { return new NearRpgTargetTrigger(botAI); }
@ -410,10 +413,11 @@ private:
static Trigger* rpg_craft(PlayerbotAI* botAI) { return new RpgCraftTrigger(botAI); }
static Trigger* rpg_trade_useful(PlayerbotAI* botAI) { return new RpgTradeUsefulTrigger(botAI); }
static Trigger* rpg_duel(PlayerbotAI* botAI) { return new RpgDuelTrigger(botAI); }
static Trigger* go_grind_status(PlayerbotAI* botAI) { return new NewRpgStatusTrigger(botAI, NewRpgStatus::GO_GRIND); }
static Trigger* go_innkeeper_status(PlayerbotAI* botAI) { return new NewRpgStatusTrigger(botAI, NewRpgStatus::GO_INNKEEPER); }
static Trigger* near_random_status(PlayerbotAI* botAI) { return new NewRpgStatusTrigger(botAI, NewRpgStatus::NEAR_RANDOM); }
static Trigger* near_npc_status(PlayerbotAI* botAI) { return new NewRpgStatusTrigger(botAI, NewRpgStatus::NEAR_NPC); }
static Trigger* go_grind_status(PlayerbotAI* botAI) { return new NewRpgStatusTrigger(botAI, RPG_GO_GRIND); }
static Trigger* go_innkeeper_status(PlayerbotAI* botAI) { return new NewRpgStatusTrigger(botAI, RPG_GO_INNKEEPER); }
static Trigger* near_random_status(PlayerbotAI* botAI) { return new NewRpgStatusTrigger(botAI, RPG_NEAR_RANDOM); }
static Trigger* near_npc_status(PlayerbotAI* botAI) { return new NewRpgStatusTrigger(botAI, RPG_NEAR_NPC); }
static Trigger* do_quest_status(PlayerbotAI* botAI) { return new NewRpgStatusTrigger(botAI, RPG_DO_QUEST); }
};
#endif

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@ -29,6 +29,7 @@ public:
creators["check mount state"] = &WorldPacketTriggerContext::check_mount_state;
creators["activate taxi"] = &WorldPacketTriggerContext::taxi;
creators["trade status"] = &WorldPacketTriggerContext::trade_status;
creators["trade status extended"] = &WorldPacketTriggerContext::trade_status_extended;
creators["loot response"] = &WorldPacketTriggerContext::loot_response;
creators["out of react range"] = &WorldPacketTriggerContext::out_of_react_range;
@ -108,6 +109,7 @@ private:
static Trigger* out_of_react_range(PlayerbotAI* botAI) { return new OutOfReactRangeTrigger(botAI); }
static Trigger* loot_response(PlayerbotAI* botAI) { return new WorldPacketTrigger(botAI, "loot response"); }
static Trigger* trade_status(PlayerbotAI* botAI) { return new WorldPacketTrigger(botAI, "trade status"); }
static Trigger* trade_status_extended(PlayerbotAI* botAI) { return new WorldPacketTrigger(botAI, "trade status extended"); }
static Trigger* cannot_equip(PlayerbotAI* botAI) { return new WorldPacketTrigger(botAI, "cannot equip"); }
static Trigger* check_mount_state(PlayerbotAI* botAI) { return new WorldPacketTrigger(botAI, "check mount state"); }
static Trigger* area_trigger(PlayerbotAI* botAI) { return new WorldPacketTrigger(botAI, "area trigger"); }

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@ -26,5 +26,5 @@ bool CanLootValue::Calculate()
{
LootObject loot = AI_VALUE(LootObject, "loot target");
return !loot.IsEmpty() && loot.GetWorldObject(bot) && loot.IsLootPossible(bot) &&
sServerFacade->IsDistanceLessOrEqualThan(AI_VALUE2(float, "distance", "loot target"), INTERACTION_DISTANCE);
sServerFacade->IsDistanceLessOrEqualThan(AI_VALUE2(float, "distance", "loot target"), INTERACTION_DISTANCE - 2);
}

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@ -5,6 +5,7 @@
#include "GrindTargetValue.h"
#include "NewRpgInfo.h"
#include "Playerbots.h"
#include "ReputationMgr.h"
#include "SharedDefines.h"
@ -52,7 +53,7 @@ Unit* GrindTargetValue::FindTargetForGrinding(uint32 assistCount)
float distance = 0;
Unit* result = nullptr;
// std::unordered_map<uint32, bool> needForQuestMap;
std::unordered_map<uint32, bool> needForQuestMap;
for (ObjectGuid const guid : targets)
{
@ -99,19 +100,6 @@ Unit* GrindTargetValue::FindTargetForGrinding(uint32 assistCount)
if (!bot->InBattleground() && (int)unit->GetLevel() - (int)bot->GetLevel() > 4 && !unit->GetGUID().IsPlayer())
continue;
// if (needForQuestMap.find(unit->GetEntry()) == needForQuestMap.end())
// needForQuestMap[unit->GetEntry()] = needForQuest(unit);
// if (!needForQuestMap[unit->GetEntry()])
// {
// Creature* creature = dynamic_cast<Creature*>(unit);
// if ((urand(0, 100) < 60 || (context->GetValue<TravelTarget*>("travel target")->Get()->isWorking() &&
// context->GetValue<TravelTarget*>("travel target")->Get()->getDestination()->getName() != "GrindTravelDestination")))
// {
// continue;
// }
// }
if (Creature* creature = unit->ToCreature())
if (CreatureTemplate const* CreatureTemplate = creature->GetCreatureTemplate())
if (CreatureTemplate->rank > CREATURE_ELITE_NORMAL && !AI_VALUE(bool, "can fight elite"))
@ -122,6 +110,26 @@ Unit* GrindTargetValue::FindTargetForGrinding(uint32 assistCount)
continue;
}
bool inactiveGrindStatus = botAI->rpgInfo.status == RPG_GO_GRIND ||
botAI->rpgInfo.status == RPG_NEAR_NPC ||
botAI->rpgInfo.status == RPG_REST ||
botAI->rpgInfo.status == RPG_GO_INNKEEPER ||
botAI->rpgInfo.status == RPG_DO_QUEST;
bool notHostile = !bot->IsHostileTo(unit); /*|| (unit->ToCreature() && unit->ToCreature()->IsCivilian());*/
float aggroRange = 30.0f;
if (unit->ToCreature())
aggroRange = std::min(30.0f, unit->ToCreature()->GetAggroRange(bot) + 10.0f);
bool outOfAggro = unit->ToCreature() && bot->GetDistance(unit) > aggroRange;
if (inactiveGrindStatus && (outOfAggro || notHostile))
{
if (needForQuestMap.find(unit->GetEntry()) == needForQuestMap.end())
needForQuestMap[unit->GetEntry()] = needForQuest(unit);
if (!needForQuestMap[unit->GetEntry()])
continue;
}
if (group)
{
Group::MemberSlotList const& groupSlot = group->GetMemberSlots();
@ -155,8 +163,6 @@ Unit* GrindTargetValue::FindTargetForGrinding(uint32 assistCount)
bool GrindTargetValue::needForQuest(Unit* target)
{
bool justCheck = (bot->GetGUID() == target->GetGUID());
QuestStatusMap& questMap = bot->getQuestStatusMap();
for (auto& quest : questMap)
{
@ -170,16 +176,9 @@ bool GrindTargetValue::needForQuest(Unit* target)
QuestStatus status = bot->GetQuestStatus(questId);
if ((status == QUEST_STATUS_COMPLETE && !bot->GetQuestRewardStatus(questId)))
if (status == QUEST_STATUS_INCOMPLETE)
{
if (!justCheck && !target->hasInvolvedQuest(questId))
continue;
return true;
}
else if (status == QUEST_STATUS_INCOMPLETE)
{
QuestStatusData* questStatus = sTravelMgr->getQuestStatus(bot, questId);
const QuestStatusData* questStatus = &bot->getQuestStatusMap()[questId];
if (questTemplate->GetQuestLevel() > bot->GetLevel() + 5)
continue;
@ -193,32 +192,17 @@ bool GrindTargetValue::needForQuest(Unit* target)
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)
{
uint32 required = questTemplate->RequiredItemCount[j];
uint32 available = questStatus->ItemCount[j];
if (required && available < required)
if (required && available < required && target->GetEntry() == entry)
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;
}
}

View File

@ -71,6 +71,9 @@ Item* ItemForSpellValue::Calculate()
if (!strcmpi(spellInfo->SpellName[0], "disenchant"))
return nullptr;
if (!strcmpi(spellInfo->SpellName[0], "pick lock"))
return nullptr;
for (uint8 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; slot++)
{
itemForSpell = GetItemFitsToSpellRequirements(slot, spellInfo);

View File

@ -17,6 +17,7 @@ class Unit;
enum class MovementPriority
{
MOVEMENT_IDLE,
MOVEMENT_WANDER,
MOVEMENT_NORMAL,
MOVEMENT_COMBAT,
MOVEMENT_FORCED

View File

@ -12,24 +12,6 @@
#include "SharedDefines.h"
#include "SpellMgr.h"
class AnyGameObjectInObjectRangeCheck
{
public:
AnyGameObjectInObjectRangeCheck(WorldObject const* obj, float range) : i_obj(obj), i_range(range) {}
WorldObject const& GetFocusObject() const { return *i_obj; }
bool operator()(GameObject* u)
{
if (u && i_obj->IsWithinDistInMap(u, i_range) && u->isSpawned() && u->GetGOInfo())
return true;
return false;
}
private:
WorldObject const* i_obj;
float i_range;
};
GuidVector NearestGameObjects::Calculate()
{
std::list<GameObject*> targets;

View File

@ -8,15 +8,34 @@
#include "PlayerbotAIConfig.h"
#include "Value.h"
#include "GameObject.h"
class PlayerbotAI;
class AnyGameObjectInObjectRangeCheck
{
public:
AnyGameObjectInObjectRangeCheck(WorldObject const* obj, float range) : i_obj(obj), i_range(range) {}
WorldObject const& GetFocusObject() const { return *i_obj; }
bool operator()(GameObject* u)
{
if (u && i_obj->IsWithinDistInMap(u, i_range) && u->isSpawned() && u->GetGOInfo())
return true;
return false;
}
private:
WorldObject const* i_obj;
float i_range;
};
class NearestGameObjects : public ObjectGuidListCalculatedValue
{
public:
NearestGameObjects(PlayerbotAI* botAI, float range = sPlayerbotAIConfig->sightDistance, bool ignoreLos = false,
std::string const name = "nearest game objects")
: ObjectGuidListCalculatedValue(botAI, name, 2 * 1000), range(range), ignoreLos(ignoreLos)
: ObjectGuidListCalculatedValue(botAI, name, 1 * 1000), range(range), ignoreLos(ignoreLos)
{
}

View File

@ -63,3 +63,25 @@ bool PositionValue::Load(std::string const text)
}
WorldPosition CurrentPositionValue::Calculate() { return WorldPosition(bot); }
PositionInfo SinglePositionValue::Calculate()
{
PositionMap& posMap = AI_VALUE(PositionMap&, "position");
return posMap[getQualifier()];
}
void SinglePositionValue::Set(PositionInfo value)
{
PositionMap& posMap = AI_VALUE(PositionMap&, "position");
PositionInfo pos = posMap[getQualifier()];
pos = value;
posMap[getQualifier()] = pos;
}
void SinglePositionValue::Reset()
{
PositionMap& posMap = AI_VALUE(PositionMap&, "position");
PositionInfo pos = posMap[getQualifier()];
pos.Reset();
posMap[getQualifier()] = pos;
}

View File

@ -6,6 +6,7 @@
#ifndef _PLAYERBOT_POSITIONVALUE_H
#define _PLAYERBOT_POSITIONVALUE_H
#include "NamedObjectContext.h"
#include "TravelMgr.h"
#include "Value.h"
@ -15,6 +16,10 @@ class PositionInfo
{
public:
PositionInfo() : valueSet(false), x(0), y(0), z(0), mapId(0) {}
PositionInfo(float x, float y, float z, uint32 mapId, bool valueSet = true)
: valueSet(valueSet), x(x), y(y), z(z), mapId(mapId)
{
}
PositionInfo(PositionInfo const& other)
: valueSet(other.valueSet), x(other.x), y(other.y), z(other.z), mapId(other.mapId)
{
@ -72,4 +77,13 @@ public:
WorldPosition Calculate() override;
};
class SinglePositionValue : public CalculatedValue<PositionInfo>, public Qualified
{
public:
SinglePositionValue(PlayerbotAI* ai, std::string name = "pos") : CalculatedValue(ai, name), Qualified() {};
virtual PositionInfo Calculate() override;
virtual void Set(PositionInfo value) override;
virtual void Reset() override;
};
#endif

View File

@ -8,8 +8,11 @@
#include "CellImpl.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "ObjectGuid.h"
#include "Playerbots.h"
#include "ServerFacade.h"
#include "SharedDefines.h"
#include "NearestGameObjects.h"
std::vector<uint32> PossibleRpgTargetsValue::allowedNpcFlags;
@ -78,3 +81,125 @@ bool PossibleRpgTargetsValue::AcceptUnit(Unit* unit)
return false;
}
std::vector<uint32> PossibleNewRpgTargetsValue::allowedNpcFlags;
PossibleNewRpgTargetsValue::PossibleNewRpgTargetsValue(PlayerbotAI* botAI, float range)
: NearestUnitsValue(botAI, "possible new rpg targets", range, true)
{
if (allowedNpcFlags.empty())
{
allowedNpcFlags.push_back(UNIT_NPC_FLAG_INNKEEPER);
allowedNpcFlags.push_back(UNIT_NPC_FLAG_GOSSIP);
allowedNpcFlags.push_back(UNIT_NPC_FLAG_QUESTGIVER);
allowedNpcFlags.push_back(UNIT_NPC_FLAG_FLIGHTMASTER);
allowedNpcFlags.push_back(UNIT_NPC_FLAG_BANKER);
allowedNpcFlags.push_back(UNIT_NPC_FLAG_GUILD_BANKER);
allowedNpcFlags.push_back(UNIT_NPC_FLAG_TRAINER_CLASS);
allowedNpcFlags.push_back(UNIT_NPC_FLAG_TRAINER_PROFESSION);
allowedNpcFlags.push_back(UNIT_NPC_FLAG_VENDOR_AMMO);
allowedNpcFlags.push_back(UNIT_NPC_FLAG_VENDOR_FOOD);
allowedNpcFlags.push_back(UNIT_NPC_FLAG_VENDOR_POISON);
allowedNpcFlags.push_back(UNIT_NPC_FLAG_VENDOR_REAGENT);
allowedNpcFlags.push_back(UNIT_NPC_FLAG_AUCTIONEER);
allowedNpcFlags.push_back(UNIT_NPC_FLAG_STABLEMASTER);
allowedNpcFlags.push_back(UNIT_NPC_FLAG_PETITIONER);
allowedNpcFlags.push_back(UNIT_NPC_FLAG_TABARDDESIGNER);
allowedNpcFlags.push_back(UNIT_NPC_FLAG_BATTLEMASTER);
allowedNpcFlags.push_back(UNIT_NPC_FLAG_TRAINER);
allowedNpcFlags.push_back(UNIT_NPC_FLAG_VENDOR);
allowedNpcFlags.push_back(UNIT_NPC_FLAG_REPAIR);
}
}
GuidVector PossibleNewRpgTargetsValue::Calculate()
{
std::list<Unit*> targets;
FindUnits(targets);
GuidVector results;
std::vector<std::pair<ObjectGuid, float>> guidDistancePairs;
for (Unit* unit : targets)
{
if (AcceptUnit(unit) && (ignoreLos || bot->IsWithinLOSInMap(unit)))
guidDistancePairs.push_back({unit->GetGUID(), bot->GetExactDist(unit)});
}
// Override to sort by distance
std::sort(guidDistancePairs.begin(), guidDistancePairs.end(), [](const auto& a, const auto& b) {
return a.second < b.second;
});
for (const auto& pair : guidDistancePairs) {
results.push_back(pair.first);
}
return results;
}
void PossibleNewRpgTargetsValue::FindUnits(std::list<Unit*>& targets)
{
Acore::AnyUnitInObjectRangeCheck u_check(bot, range);
Acore::UnitListSearcher<Acore::AnyUnitInObjectRangeCheck> searcher(bot, targets, u_check);
Cell::VisitAllObjects(bot, searcher, range);
}
bool PossibleNewRpgTargetsValue::AcceptUnit(Unit* unit)
{
if (unit->IsHostileTo(bot) || unit->GetTypeId() == TYPEID_PLAYER)
return false;
if (unit->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITHEALER))
return false;
for (uint32 npcFlag : allowedNpcFlags)
{
if (unit->HasFlag(UNIT_NPC_FLAGS, npcFlag))
return true;
}
return false;
}
std::vector<GameobjectTypes> PossibleNewRpgGameObjectsValue::allowedGOFlags;
GuidVector PossibleNewRpgGameObjectsValue::Calculate()
{
std::list<GameObject*> targets;
AnyGameObjectInObjectRangeCheck u_check(bot, range);
Acore::GameObjectListSearcher<AnyGameObjectInObjectRangeCheck> searcher(bot, targets, u_check);
Cell::VisitAllObjects(bot, searcher, range);
std::vector<std::pair<ObjectGuid, float>> guidDistancePairs;
for (GameObject* go : targets)
{
bool flagCheck = false;
for (uint32 goFlag : allowedGOFlags)
{
if (go->GetGoType() == goFlag)
{
flagCheck = true;
break;
}
}
if (!flagCheck)
continue;
if (!ignoreLos && !bot->IsWithinLOSInMap(go))
continue;
guidDistancePairs.push_back({go->GetGUID(), bot->GetExactDist(go)});
}
GuidVector results;
// Sort by distance
std::sort(guidDistancePairs.begin(), guidDistancePairs.end(), [](const auto& a, const auto& b) {
return a.second < b.second;
});
for (const auto& pair : guidDistancePairs) {
results.push_back(pair.first);
}
return results;
}

View File

@ -6,8 +6,10 @@
#ifndef _PLAYERBOT_POSSIBLERPGTARGETSVALUE_H
#define _PLAYERBOT_POSSIBLERPGTARGETSVALUE_H
#include "NearestGameObjects.h"
#include "NearestUnitsValue.h"
#include "PlayerbotAIConfig.h"
#include "SharedDefines.h"
class PlayerbotAI;
@ -23,4 +25,36 @@ protected:
bool AcceptUnit(Unit* unit) override;
};
class PossibleNewRpgTargetsValue : public NearestUnitsValue
{
public:
PossibleNewRpgTargetsValue(PlayerbotAI* botAI, float range = 150.0f);
static std::vector<uint32> allowedNpcFlags;
GuidVector Calculate() override;
protected:
void FindUnits(std::list<Unit*>& targets) override;
bool AcceptUnit(Unit* unit) override;
};
class PossibleNewRpgGameObjectsValue : public ObjectGuidListCalculatedValue
{
public:
PossibleNewRpgGameObjectsValue(PlayerbotAI* botAI, float range = 150.0f, bool ignoreLos = true)
: ObjectGuidListCalculatedValue(botAI, "possible new rpg game objects"), range(range), ignoreLos(ignoreLos)
{
if (allowedGOFlags.empty())
{
allowedGOFlags.push_back(GAMEOBJECT_TYPE_QUESTGIVER);
}
}
static std::vector<GameobjectTypes> allowedGOFlags;
GuidVector Calculate() override;
private:
float range;
bool ignoreLos;
};
#endif

View File

@ -118,6 +118,8 @@ public:
creators["prioritized targets"] = &ValueContext::prioritized_targets;
creators["all targets"] = &ValueContext::all_targets;
creators["possible rpg targets"] = &ValueContext::possible_rpg_targets;
creators["possible new rpg targets"] = &ValueContext::possible_new_rpg_targets;
creators["possible new rpg game objects"] = &ValueContext::possible_new_rpg_game_objects;
creators["nearest adds"] = &ValueContext::nearest_adds;
creators["nearest corpses"] = &ValueContext::nearest_corpses;
creators["log level"] = &ValueContext::log_level;
@ -192,6 +194,7 @@ public:
creators["rti cc"] = &ValueContext::rti_cc;
creators["rti"] = &ValueContext::rti;
creators["position"] = &ValueContext::position;
creators["pos"] = &ValueContext::pos;
creators["current position"] = &ValueContext::current_position;
creators["threat"] = &ValueContext::threat;
@ -340,6 +343,7 @@ private:
static UntypedValue* attackers(PlayerbotAI* botAI) { return new AttackersValue(botAI); }
static UntypedValue* position(PlayerbotAI* botAI) { return new PositionValue(botAI); }
static UntypedValue* pos(PlayerbotAI* ai) { return new SinglePositionValue(ai); }
static UntypedValue* current_position(PlayerbotAI* botAI) { return new CurrentPositionValue(botAI); }
static UntypedValue* rti(PlayerbotAI* botAI) { return new RtiValue(botAI); }
static UntypedValue* rti_cc(PlayerbotAI* botAI) { return new RtiCcValue(botAI); }
@ -406,6 +410,8 @@ private:
static UntypedValue* nearest_enemy_players(PlayerbotAI* botAI) { return new NearestEnemyPlayersValue(botAI); }
static UntypedValue* nearest_corpses(PlayerbotAI* botAI) { return new NearestCorpsesValue(botAI); }
static UntypedValue* possible_rpg_targets(PlayerbotAI* botAI) { return new PossibleRpgTargetsValue(botAI); }
static UntypedValue* possible_new_rpg_targets(PlayerbotAI* botAI) { return new PossibleNewRpgTargetsValue(botAI); }
static UntypedValue* possible_new_rpg_game_objects(PlayerbotAI* botAI) { return new PossibleNewRpgGameObjectsValue(botAI); }
static UntypedValue* possible_targets(PlayerbotAI* botAI) { return new PossibleTargetsValue(botAI); }
static UntypedValue* possible_triggers(PlayerbotAI* botAI) { return new PossibleTriggersValue(botAI); }
static UntypedValue* possible_targets_no_los(PlayerbotAI* botAI)