Resolved issues with herb gathering (#926)

* Check game objects loot tables and determine if loot is valid

* Removed LOS checks since they already occur and removed enemy near node check

* Dismount if mounted, decresed interaction distance, added looting delay

* Decreased interaction distance

* oops, wrong file

* Check game objects loot tables and determine if loot is valid
This commit is contained in:
avirar
2025-01-30 10:29:17 +11:00
committed by GitHub
parent 247c67e449
commit 0c8785d8d1
4 changed files with 131 additions and 53 deletions

View File

@@ -81,7 +81,8 @@ void LootObject::Refresh(Player* bot, ObjectGuid lootGUID)
GameObject* go = botAI->GetGameObject(lootGUID);
if (go && go->isSpawned() && go->GetGoState() == GO_STATE_READY)
{
bool isQuestItemOnly = false;
bool onlyHasQuestItems = true;
bool hasAnyQuestItems = false;
GameObjectQuestItemList const* items = sObjectMgr->GetGameObjectQuestItemList(go->GetEntry());
for (int i = 0; i < MAX_GAMEOBJECT_QUEST_ITEMS; i++)
@@ -89,19 +90,88 @@ void LootObject::Refresh(Player* bot, ObjectGuid lootGUID)
if (!items || i >= items->size())
break;
auto itemId = uint32((*items)[i]);
uint32 itemId = uint32((*items)[i]);
if (!itemId)
continue;
hasAnyQuestItems = true;
if (IsNeededForQuest(bot, itemId))
{
this->guid = lootGUID;
return;
}
isQuestItemOnly |= itemId > 0;
const ItemTemplate* proto = sObjectMgr->GetItemTemplate(itemId);
if (!proto)
continue;
if (proto->Class != ITEM_CLASS_QUEST)
{
onlyHasQuestItems = false;
}
}
if (isQuestItemOnly)
// Retrieve the correct loot table entry
uint32 lootEntry = go->GetGOInfo()->GetLootId();
if (lootEntry == 0)
return;
// Check the main loot template
if (const LootTemplate* lootTemplate = LootTemplates_Gameobject.GetLootFor(lootEntry))
{
Loot loot;
lootTemplate->Process(loot, LootTemplates_Gameobject, 1, bot);
for (const LootItem& item : loot.items)
{
uint32 itemId = item.itemid;
if (!itemId)
continue;
const ItemTemplate* proto = sObjectMgr->GetItemTemplate(itemId);
if (!proto)
continue;
if (proto->Class != ITEM_CLASS_QUEST)
{
onlyHasQuestItems = false;
break;
}
// If this item references another loot table, process it
if (const LootTemplate* refLootTemplate = LootTemplates_Reference.GetLootFor(itemId))
{
Loot refLoot;
refLootTemplate->Process(refLoot, LootTemplates_Reference, 1, bot);
for (const LootItem& refItem : refLoot.items)
{
uint32 refItemId = refItem.itemid;
if (!refItemId)
continue;
const ItemTemplate* refProto = sObjectMgr->GetItemTemplate(refItemId);
if (!refProto)
continue;
if (refProto->Class != ITEM_CLASS_QUEST)
{
onlyHasQuestItems = false;
break;
}
}
}
}
}
// If gameobject has only quest items that bot doesnt need, skip it.
if (hasAnyQuestItems && onlyHasQuestItems)
return;
// Otherwise, loot it.
guid = lootGUID;
uint32 goId = go->GetEntry();
uint32 lockId = go->GetGOInfo()->GetLockId();
LockEntry const* lockInfo = sLockStore.LookupEntry(lockId);
@@ -119,6 +189,7 @@ void LootObject::Refresh(Player* bot, ObjectGuid lootGUID)
guid = lootGUID;
}
break;
case LOCK_KEY_SKILL:
if (goId == 13891 || goId == 19535) // Serpentbloom
{
@@ -131,6 +202,7 @@ void LootObject::Refresh(Player* bot, ObjectGuid lootGUID)
guid = lootGUID;
}
break;
case LOCK_KEY_NONE:
guid = lootGUID;
break;
@@ -200,7 +272,11 @@ LootObject::LootObject(LootObject const& other)
bool LootObject::IsLootPossible(Player* bot)
{
if (IsEmpty() || !GetWorldObject(bot))
if (IsEmpty() || !bot)
return false;
WorldObject* worldObj = GetWorldObject(bot); // Store result to avoid multiple calls
if (!worldObj)
return false;
PlayerbotAI* botAI = GET_PLAYERBOT_AI(bot);
@@ -211,7 +287,7 @@ bool LootObject::IsLootPossible(Player* bot)
if (reqItem && !bot->HasItemCount(reqItem, 1))
return false;
if (abs(GetWorldObject(bot)->GetPositionZ() - bot->GetPositionZ()) > INTERACTION_DISTANCE)
if (abs(worldObj->GetPositionZ() - bot->GetPositionZ()) > INTERACTION_DISTANCE -2.0f)
return false;
Creature* creature = botAI->GetCreature(guid);
@@ -236,25 +312,32 @@ bool LootObject::IsLootPossible(Player* bot)
uint32 skillValue = uint32(bot->GetSkillValue(skillId));
if (reqSkillValue > skillValue)
return false;
if (skillId == SKILL_MINING && !bot->HasItemCount(756, 1) &&
!bot->HasItemCount(778, 1) &&
!bot->HasItemCount(1819, 1) &&
!bot->HasItemCount(1893, 1) &&
!bot->HasItemCount(1959, 1) &&
!bot->HasItemCount(2901, 1) &&
!bot->HasItemCount(9465, 1) &&
!bot->HasItemCount(20723, 1) &&
!bot->HasItemCount(40772, 1) &&
!bot->HasItemCount(40892, 1) &&
!bot->HasItemCount(40893, 1) )
if (skillId == SKILL_SKINNING && !bot->HasItemCount(7005, 1) &&
!bot->HasItemCount(40772, 1) &&
!bot->HasItemCount(40893, 1) &&
!bot->HasItemCount(12709, 1) &&
!bot->HasItemCount(19901, 1) )
return false;
if (skillId == SKILL_MINING &&
!bot->HasItemCount(756, 1) &&
!bot->HasItemCount(778, 1) &&
!bot->HasItemCount(1819, 1) &&
!bot->HasItemCount(1893, 1) &&
!bot->HasItemCount(1959, 1) &&
!bot->HasItemCount(2901, 1) &&
!bot->HasItemCount(9465, 1) &&
!bot->HasItemCount(20723, 1) &&
!bot->HasItemCount(40772, 1) &&
!bot->HasItemCount(40892, 1) &&
!bot->HasItemCount(40893, 1))
{
return false; // Bot is missing a mining pick
}
if (skillId == SKILL_SKINNING &&
!bot->HasItemCount(7005, 1) &&
!bot->HasItemCount(40772, 1) &&
!bot->HasItemCount(40893, 1) &&
!bot->HasItemCount(12709, 1) &&
!bot->HasItemCount(19901, 1))
{
return false; // Bot is missing a skinning knife
}
return true;
}
@@ -297,7 +380,6 @@ LootObject LootObjectStack::GetLoot(float maxDistance)
std::vector<LootObject> ordered = OrderByDistance(maxDistance);
return ordered.empty() ? LootObject() : *ordered.begin();
}
std::vector<LootObject> LootObjectStack::OrderByDistance(float maxDistance)
{
availableLoot.shrink(time(nullptr) - 30);
@@ -308,17 +390,23 @@ std::vector<LootObject> LootObjectStack::OrderByDistance(float maxDistance)
{
ObjectGuid guid = i->guid;
LootObject lootObject(bot, guid);
if (!lootObject.IsLootPossible(bot))
if (!lootObject.IsLootPossible(bot)) // Ensure loot object is valid
continue;
float distance = bot->GetDistance(lootObject.GetWorldObject(bot));
WorldObject* worldObj = lootObject.GetWorldObject(bot);
if (!worldObj) // Prevent null pointer dereference
{
continue;
}
float distance = bot->GetDistance(worldObj);
if (!maxDistance || distance <= maxDistance)
sortedMap[distance] = lootObject;
}
std::vector<LootObject> result;
for (std::map<float, LootObject>::iterator i = sortedMap.begin(); i != sortedMap.end(); i++)
result.push_back(i->second);
for (auto& [_, lootObject] : sortedMap)
result.push_back(lootObject);
return result;
}

View File

@@ -51,29 +51,11 @@ bool AddGatheringLootAction::AddLoot(ObjectGuid guid)
if (loot.IsEmpty() || !wo)
return false;
if (!bot->IsWithinLOSInMap(wo))
return false;
if (loot.skillId == SKILL_NONE)
return false;
if (!loot.IsLootPossible(bot))
return false;
if (sServerFacade->IsDistanceGreaterThan(sServerFacade->GetDistance2d(bot, wo), INTERACTION_DISTANCE))
{
std::list<Unit*> targets;
Acore::AnyUnfriendlyUnitInObjectRangeCheck u_check(bot, bot, sPlayerbotAIConfig->lootDistance);
Acore::UnitListSearcher<Acore::AnyUnfriendlyUnitInObjectRangeCheck> searcher(bot, targets, u_check);
Cell::VisitAllObjects(bot, searcher, sPlayerbotAIConfig->lootDistance * 1.5f);
if (!targets.empty())
{
std::ostringstream out;
out << "Kill that " << targets.front()->GetName() << " so I can loot freely";
botAI->TellError(out.str());
return false;
}
}
return AddAllLootAction::AddLoot(guid);
}

View File

@@ -79,9 +79,16 @@ bool OpenLootAction::DoLoot(LootObject& lootObject)
return false;
Creature* creature = botAI->GetCreature(lootObject.guid);
if (creature && bot->GetDistance(creature) > INTERACTION_DISTANCE)
if (creature && bot->GetDistance(creature) > INTERACTION_DISTANCE - 2.0f)
return false;
// Dismount if the bot is mounted
if (bot->IsMounted())
{
bot->Dismount();
botAI->SetNextCheckDelay(sPlayerbotAIConfig->lootDelay); // Small delay to avoid animation issues
}
if (creature && creature->HasFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE))
{
WorldPacket packet(CMSG_LOOT, 8);
@@ -116,7 +123,7 @@ bool OpenLootAction::DoLoot(LootObject& lootObject)
}
GameObject* go = botAI->GetGameObject(lootObject.guid);
if (go && bot->GetDistance(go) > INTERACTION_DISTANCE)
if (go && bot->GetDistance(go) > INTERACTION_DISTANCE - 2.0f)
return false;
if (go && (go->GetGoState() != GO_STATE_READY))
@@ -418,6 +425,7 @@ bool StoreLootAction::Execute(Event event)
WorldPacket packet(CMSG_AUTOSTORE_LOOT_ITEM, 1);
packet << itemindex;
bot->GetSession()->HandleAutostoreLootItemOpcode(packet);
botAI->SetNextCheckDelay(sPlayerbotAIConfig->lootDelay);
if (proto->Quality > ITEM_QUALITY_NORMAL && !urand(0, 50) && botAI->HasStrategy("emote", BOT_STATE_NON_COMBAT) && sPlayerbotAIConfig->randomBotEmote)
botAI->PlayEmote(TEXT_EMOTE_CHEER);

View File

@@ -13,9 +13,9 @@ bool LootAvailableTrigger::IsActive()
{
return AI_VALUE(bool, "has available loot") &&
(sServerFacade->IsDistanceLessOrEqualThan(AI_VALUE2(float, "distance", "loot target"),
INTERACTION_DISTANCE) ||
INTERACTION_DISTANCE - 2.0f) ||
AI_VALUE(GuidVector, "all targets").empty()) &&
!AI_VALUE2(bool, "combat", "self target") && !AI_VALUE2(bool, "mounted", "self target");
!AI_VALUE2(bool, "combat", "self target");
}
bool FarFromCurrentLootTrigger::IsActive()
@@ -24,7 +24,7 @@ bool FarFromCurrentLootTrigger::IsActive()
if (!loot.IsLootPossible(bot))
return false;
return AI_VALUE2(float, "distance", "loot target") > INTERACTION_DISTANCE;
return AI_VALUE2(float, "distance", "loot target") >= INTERACTION_DISTANCE - 2.0f;
}
bool CanLootTrigger::IsActive() { return AI_VALUE(bool, "can loot"); }