2025-04-20 13:24:05 -04:00

460 lines
15 KiB
C++

#include "NewRpgAction.h"
#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)
{
Player* owner = event.getOwner();
if (!owner)
return false;
std::string out = botAI->rpgInfo.ToString();
bot->Whisper(out.c_str(), LANG_UNIVERSAL, owner);
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 RPG_IDLE:
{
uint32 roll = urand(1, 100);
// IDLE -> NEAR_NPC
if (roll <= 30)
{
GuidVector possibleTargets = AI_VALUE(GuidVector, "possible new rpg targets");
if (possibleTargets.size() >= 3)
{
info.ChangeToNearNpc();
return true;
}
}
// IDLE -> GO_INNKEEPER
else if (roll <= 45)
{
WorldPosition pos = SelectRandomInnKeeperPos(bot);
if (pos != WorldPosition() && bot->GetExactDist(pos) > 50.0f)
{
info.ChangeToGoInnkeeper(pos);
return true;
}
}
// IDLE -> GO_GRIND
else if (roll <= 100)
{
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.ChangeToGoGrind(pos);
return true;
}
}
// IDLE -> REST
info.ChangeToRest();
bot->SetStandState(UNIT_STAND_STATE_SIT);
return true;
}
case RPG_GO_GRIND:
{
WorldPosition& originalPos = info.go_grind.pos;
assert(info.go_grind.pos != WorldPosition());
// GO_GRIND -> NEAR_RANDOM
if (bot->GetExactDist(originalPos) < 10.0f)
{
info.ChangeToNearRandom();
return true;
}
break;
}
case RPG_GO_INNKEEPER:
{
WorldPosition& originalPos = info.go_innkeeper.pos;
assert(info.go_innkeeper.pos != WorldPosition());
// GO_INNKEEPER -> NEAR_NPC
if (bot->GetExactDist(originalPos) < 10.0f)
{
info.ChangeToNearNpc();
return true;
}
break;
}
case RPG_NEAR_RANDOM:
{
// NEAR_RANDOM -> IDLE
if (info.HasStatusPersisted(statusNearRandomDuration))
{
info.ChangeToIdle();
return true;
}
break;
}
case RPG_DO_QUEST:
{
// DO_QUEST -> IDLE
if (info.HasStatusPersisted(statusDoQuestDuration))
{
info.ChangeToIdle();
return true;
}
break;
}
case RPG_NEAR_NPC:
{
if (info.HasStatusPersisted(statusNearNpcDuration))
{
info.ChangeToIdle();
return true;
}
break;
}
case RPG_REST:
{
// REST -> IDLE
if (info.HasStatusPersisted(statusRestDuration))
{
info.ChangeToIdle();
return true;
}
break;
}
default:
break;
}
return false;
}
bool NewRpgGoGrindAction::Execute(Event event)
{
if (SearchQuestGiverAndAcceptOrReward())
return true;
return MoveFarTo(botAI->rpgInfo.go_grind.pos);
}
bool NewRpgGoInnKeeperAction::Execute(Event event)
{
if (SearchQuestGiverAndAcceptOrReward())
return true;
return MoveFarTo(botAI->rpgInfo.go_innkeeper.pos);
}
bool NewRpgMoveRandomAction::Execute(Event event)
{
if (SearchQuestGiverAndAcceptOrReward())
return true;
return MoveRandomNear();
}
bool NewRpgMoveNpcAction::Execute(Event event)
{
NewRpgInfo& info = botAI->rpgInfo;
if (!info.near_npc.npcOrGo)
{
// No npc can be found, switch to IDLE
ObjectGuid npcOrGo = ChooseNpcOrGameObjectToInteract();
if (npcOrGo.IsEmpty())
{
info.ChangeToIdle();
return true;
}
info.near_npc.npcOrGo = npcOrGo;
info.near_npc.lastReach = 0;
return true;
}
WorldObject* object = ObjectAccessor::GetWorldObject(*bot, info.near_npc.npcOrGo);
if (object && IsWithinInteractionDist(object))
{
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;
// has reached the npc for more than `npcStayTime`, select the next target
info.near_npc.npcOrGo = ObjectGuid();
info.near_npc.lastReach = 0;
}
else
{
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;
}