/* * Copyright (C) 2016+ AzerothCore , released under GNU GPL v2 license, you may redistribute it * and/or modify it under version 2 of the License, or (at your option), any later version. */ #include "AvailableLootValue.h" #include "LootObjectStack.h" #include "Playerbots.h" #include "ServerFacade.h" AvailableLootValue::AvailableLootValue(PlayerbotAI* botAI, std::string const name) : ManualSetValue(botAI, nullptr, name) { value = new LootObjectStack(botAI->GetBot()); } AvailableLootValue::~AvailableLootValue() { delete value; } LootTargetValue::LootTargetValue(PlayerbotAI* botAI, std::string const name) : ManualSetValue(botAI, LootObject(), name) { } 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 - 2); }