mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
Fix crash:
PlayerbotAI::FindOilFor was making the server randomly crashing ChooseTravelTargetAction::getNewTarget: when active bot groupping was making the server crash as looking for unexisting params Several bug fixes and tweak to Quest and Group New fucntionnality: Bots will now share quests randomly to their party Bots will try to accomplish group member quest before moving on to new target Bots will try to sells items only after few levels ( 5 ) when in group When dropping a quest bots will try to select a new one they are on instead of idling for few time Bots will no longuer try to invite themselfs to group or if group is full Bots are now allowed to leave party by themself Bots in groupe if not leader are forbbiden to tag in bgs Bots in bot-groups no have a more limited range to look for grind target Polish logs
This commit is contained in:
@@ -4220,12 +4220,12 @@ Item* PlayerbotAI::FindStoneFor(Item* weapon) const
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return stone;
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}
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static const uint32 uPriorizedWizardOilIds[5] =
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static const std::vector<WizardOilDisplayId> uPriorizedWizardOilIds =
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{
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MINOR_WIZARD_OIL, LESSER_WIZARD_OIL, BRILLIANT_WIZARD_OIL, WIZARD_OIL, SUPERIOR_WIZARD_OIL
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};
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static const uint32 uPriorizedManaOilIds[4] =
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static const std::vector<ManaOilDisplayId> uPriorizedManaOilIds =
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{
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MINOR_MANA_OIL, LESSER_MANA_OIL, BRILLIANT_MANA_OIL, SUPERIOR_MANA_OIL,
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};
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@@ -4236,11 +4236,11 @@ Item* PlayerbotAI::FindOilFor(Item* weapon) const
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ItemTemplate const* pProto = weapon->GetTemplate();
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if (pProto && (pProto->SubClass == ITEM_SUBCLASS_WEAPON_SWORD || pProto->SubClass == ITEM_SUBCLASS_WEAPON_STAFF || pProto->SubClass == ITEM_SUBCLASS_WEAPON_DAGGER))
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{
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for (uint8 i = 0; i < std::size(uPriorizedWizardOilIds); ++i)
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for (const auto& id : uPriorizedWizardOilIds)
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{
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oil = FindConsumable(uPriorizedWizardOilIds[i]);
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oil = FindConsumable(uPriorizedWizardOilIds[id]);
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if (!oil)
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oil = FindConsumable(uPriorizedManaOilIds[i]);
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oil = FindConsumable(uPriorizedManaOilIds[id]);
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if (oil)
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return oil;
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@@ -4248,11 +4248,11 @@ Item* PlayerbotAI::FindOilFor(Item* weapon) const
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}
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else if (pProto && (pProto->SubClass == ITEM_SUBCLASS_WEAPON_MACE || pProto->SubClass == ITEM_SUBCLASS_WEAPON_MACE2))
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{
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for (uint8 i = 0; i < std::size(uPriorizedManaOilIds); ++i)
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for (const auto& id : uPriorizedManaOilIds)
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{
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oil = FindConsumable(uPriorizedManaOilIds[i]);
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oil = FindConsumable(uPriorizedManaOilIds[id]);
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if (!oil)
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oil = FindConsumable(uPriorizedWizardOilIds[i]);
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oil = FindConsumable(uPriorizedWizardOilIds[id]);
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if (oil)
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return oil;
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@@ -4741,3 +4741,11 @@ uint8 PlayerbotAI::FindEquipSlot(ItemTemplate const* proto, uint32 slot, bool sw
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// no free position
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return NULL_SLOT;
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}
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bool PlayerbotAI::IsSafe(Player* player)
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{
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return player && player->GetMapId() == bot->GetMapId() && player->GetInstanceId() == bot->GetInstanceId() && !player->IsBeingTeleported();
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}
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bool PlayerbotAI::IsSafe(WorldObject* obj)
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{
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return obj && obj->GetMapId() == bot->GetMapId() && obj->GetInstanceId() == bot->GetInstanceId() && (!obj->IsPlayer() || !((Player*)obj)->IsBeingTeleported());
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}
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@@ -433,6 +433,11 @@ class PlayerbotAI : public PlayerbotAIBase
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bool AllowActive(ActivityType activityType);
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bool AllowActivity(ActivityType activityType = ALL_ACTIVITY, bool checkNow = false);
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//Check if player is safe to use.
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bool IsSafe(Player* player);
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bool IsSafe(WorldObject* obj);
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bool HasCheat(BotCheatMask mask) { return ((uint32)mask & (uint32)cheatMask) != 0 || ((uint32)mask & (uint32)sPlayerbotAIConfig->botCheatMask) != 0; }
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BotCheatMask GetCheat() { return cheatMask; }
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void SetCheat(BotCheatMask mask) { cheatMask = mask; }
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@@ -1096,27 +1096,10 @@ bool QuestRelationTravelDestination::isActive(Player* bot)
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if (AI_VALUE(uint8, "free quest log slots") < 5)
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return false;
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if (!AI_VALUE2(bool, "group or", "following party,near leader,can accept quest npc::" + std::to_string(entry))) //Noone has yellow exclamation mark.
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//None has yellow exclamation mark.
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if (!AI_VALUE2(bool, "group or", "following party,near leader,can accept quest npc::" + std::to_string(entry)))
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if (!AI_VALUE2(bool, "group or", "following party,near leader,can accept quest low level npc::" + std::to_string(entry) + "need quest objective::" + std::to_string(questId))) //Noone can do this quest for a usefull reward.
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return false;
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// higher chance bot will do rewarding quest (better gear etc)
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if (dialogStatus != DIALOG_STATUS_AVAILABLE)
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{
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if (dialogStatus != DIALOG_STATUS_LOW_LEVEL_AVAILABLE)
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{
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bool hasGoodReward = false;
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for (uint8 i = 0; i < questTemplate->GetRewChoiceItemsCount(); ++i)
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{
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ItemUsage usage = AI_VALUE2_LAZY(ItemUsage, "item usage", questTemplate->RewardChoiceItemId[i]);
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if (usage == ITEM_USAGE_EQUIP || usage == ITEM_USAGE_REPLACE)
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{
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hasGoodReward = true;
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break;
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}
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}
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}
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}
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}
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else
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{
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@@ -1275,6 +1258,7 @@ std::string const RpgTravelDestination::getTitle()
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{
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std::ostringstream out;
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if(entry > 0)
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out << "rpg npc ";
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out << " " << ChatHelper::FormatWorldEntry(entry);
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@@ -15,7 +15,7 @@ bool AcceptAllQuestsAction::ProcessQuest(Quest const* quest, Object* questGiver)
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if (botAI->HasStrategy("debug quest", BotState::BOT_STATE_NON_COMBAT) || botAI->HasStrategy("debug rpg", BotState::BOT_STATE_COMBAT))
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{
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LOG_INFO("playerbots", "Quest [ {} ] accepted", quest->GetTitle());
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LOG_INFO("playerbots", "{} => Quest [ {} ] accepted", bot->GetName(), quest->GetTitle());
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bot->Say("Quest [ " + text_quest + " ] accepted", LANG_UNIVERSAL);
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}
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@@ -8,6 +8,7 @@
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#include "AddLootAction.h"
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#include "AttackAction.h"
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#include "AutoLearnSpellAction.h"
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#include "ShareQuestAction.h"
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#include "BattleGroundTactics.h"
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#include "BattleGroundJoinAction.h"
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#include "BuyAction.h"
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@@ -152,6 +153,7 @@ class ActionContext : public NamedObjectContext<Action>
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creators["war stomp"] = &ActionContext::war_stomp;
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creators["auto talents"] = &ActionContext::auto_talents;
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creators["auto learn spell"] = &ActionContext::auto_learn_spell;
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creators["auto share quest"] = &ActionContext::auto_share_quest;
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creators["auto teleport for level"] = &ActionContext::auto_teleport_for_level;
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creators["auto upgrade equip"] = &ActionContext::auto_upgrade_equip;
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creators["xp gain"] = &ActionContext::xp_gain;
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@@ -321,6 +323,7 @@ class ActionContext : public NamedObjectContext<Action>
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static Action* war_stomp(PlayerbotAI* botAI) { return new CastWarStompAction(botAI); }
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static Action* auto_talents(PlayerbotAI* botAI) { return new AutoSetTalentsAction(botAI); }
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static Action* auto_learn_spell(PlayerbotAI* botAI) { return new AutoLearnSpellAction(botAI); }
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static Action* auto_share_quest(PlayerbotAI* ai) { return new AutoShareQuestAction(ai); }
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static Action* auto_teleport_for_level(PlayerbotAI* botAI) { return new AutoTeleportForLevelAction(botAI); }
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static Action* auto_upgrade_equip(PlayerbotAI* botAI) { return new AutoUpgradeEquipAction(botAI); }
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static Action* xp_gain(PlayerbotAI* botAI) { return new XpGainAction(botAI); }
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@@ -171,7 +171,7 @@ class ChatActionContext : public NamedObjectContext<Action>
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creators["naxx chat shortcut"] = &ChatActionContext::naxx_chat_shortcut;
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creators["bwl chat shortcut"] = &ChatActionContext::bwl_chat_shortcut;
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creators["tell expected dps"] = &ChatActionContext::tell_expected_dps;
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creators["join"] = &ChatActionContext::join;
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}
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private:
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@@ -268,6 +268,7 @@ class ChatActionContext : public NamedObjectContext<Action>
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static Action* naxx_chat_shortcut(PlayerbotAI* ai) { return new NaxxChatShortcutAction(ai); }
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static Action* bwl_chat_shortcut(PlayerbotAI* ai) { return new BwlChatShortcutAction(ai); }
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static Action* tell_expected_dps(PlayerbotAI* ai) { return new TellExpectedDpsAction(ai); }
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static Action* join(PlayerbotAI* ai) { return new JoinGroupAction(ai); }
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};
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#endif
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@@ -129,11 +129,18 @@ float ChooseRpgTargetAction::getMaxRelevance(GuidPosition guidP)
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bool ChooseRpgTargetAction::Execute(Event event)
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{
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TravelTarget* travelTarget = AI_VALUE(TravelTarget*, "travel target");
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uint32 num = 0;
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Player* master = botAI->GetMaster();
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GuidPosition masterRpgTarget;
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if (master && master != bot && GET_PLAYERBOT_AI(master) && master->GetMapId() == bot->GetMapId() && !master->IsBeingTeleported())
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{
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Player* player = botAI->GetMaster();
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GuidPosition masterRpgTarget = PAI_VALUE(GuidPosition, "rpg target");
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}
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else
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master = nullptr;
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std::unordered_map<ObjectGuid, uint32> targets;
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uint32 num = 0;
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GuidVector possibleTargets = AI_VALUE(GuidVector, "possible rpg targets");
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GuidVector possibleObjects = AI_VALUE(GuidVector, "nearest game objects no los");
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GuidVector possiblePlayers = AI_VALUE(GuidVector, "nearest friendly players");
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@@ -216,10 +223,15 @@ bool ChooseRpgTargetAction::Execute(Event event)
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for (auto it = begin(targets); it != end(targets);)
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{
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if (it->second == 0 || (hasGoodRelevance && it->second <= 1.0))
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{
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//Remove empty targets.
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if (it->second == 0)
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it = targets.erase(it);
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//Remove useless targets if there's any good ones
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else if (hasGoodRelevance && it->second <= 1.0)
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it = targets.erase(it);
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//Remove useless targets if it's not masters target.
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else if (!hasGoodRelevance && master && (!masterRpgTarget || it->first != masterRpgTarget))
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it = targets.erase(it);
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}
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else
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++it;
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}
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@@ -44,11 +44,11 @@ void ChooseTravelTargetAction::getNewTarget(TravelTarget* newTarget, TravelTarge
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foundTarget = SetGroupTarget(newTarget); //Join groups members
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//Empty bags/repair
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if (!foundTarget && urand(1, 100) > 10) //90% chance
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if (!foundTarget && urand(1, 100) > 10 && bot->GetLevel() > 5) //90% chance
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{
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if (AI_VALUE2(bool, "group or", "should sell,can sell,following party,near leader") ||
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AI_VALUE2(bool, "group or", "should repair,can repair,following party,near leader") ||
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(AI_VALUE2(bool, "group or", "should sell,can ah sell,following party,near leader") && bot->GetLevel() > 5))
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AI_VALUE2(bool, "group or", "should repair,can repair,following party,near leader")
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)
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{
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foundTarget = SetRpgTarget(newTarget); //Go to town to sell items or repair
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}
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@@ -132,10 +132,12 @@ void ChooseTravelTargetAction::getNewTarget(TravelTarget* newTarget, TravelTarge
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//Dungeon in group.
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if (!foundTarget && urand(1, 100) > 50) //50% chance
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{
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if (AI_VALUE(bool, "can fight boss"))
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{
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foundTarget = SetBossTarget( newTarget); //Go fight a (dungeon boss)
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}
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}
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//Do quests (start, do, end)
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if (!foundTarget && urand(1, 100) > 5) //95% chance
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@@ -48,7 +48,7 @@ bool DropQuestAction::Execute(Event event)
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{
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const Quest* pQuest = sObjectMgr->GetQuestTemplate(entry);
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const std::string text_quest = ChatHelper::FormatQuest(pQuest);
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LOG_INFO("playerbots", "Quest [ {} ] removed", pQuest->GetTitle());
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LOG_INFO("playerbots", "{} => Quest [ {} ] removed", bot->GetName(), pQuest->GetTitle());
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bot->Say("Quest [ " + text_quest + " ] removed", LANG_UNIVERSAL);
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}
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@@ -103,7 +103,19 @@ bool CleanQuestLogAction::Execute(Event event)
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void CleanQuestLogAction::DropQuestType(uint8& numQuest, uint8 wantNum, bool isGreen, bool hasProgress, bool isComplete)
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{
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std::vector<uint8> slots;
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for (uint8 slot = 0; slot < MAX_QUEST_LOG_SIZE; ++slot)
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slots.push_back(slot);
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if (wantNum < 100)
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{
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std::random_device rd;
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std::mt19937 g(rd());
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std::shuffle(slots.begin(), slots.end(), g);
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}
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for (uint8 slot : slots)
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{
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uint32 questId = bot->GetQuestSlotQuestId(slot);
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if (!questId)
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@@ -153,6 +165,12 @@ void CleanQuestLogAction::DropQuestType(uint8& numQuest, uint8 wantNum, bool isG
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numQuest--;
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if (botAI->HasStrategy("debug quest", BotState::BOT_STATE_NON_COMBAT) || botAI->HasStrategy("debug rpg", BotState::BOT_STATE_COMBAT))
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{
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const std::string text_quest = ChatHelper::FormatQuest(quest);
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LOG_INFO("playerbots", "{} => Quest [ {} ] removed", bot->GetName(), quest->GetTitle());
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bot->Say("Quest [ " + text_quest + " ] removed", LANG_UNIVERSAL);
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}
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botAI->TellMaster("Quest removed" + chat->FormatQuest(quest));
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}
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}
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@@ -22,9 +22,16 @@ bool InviteToGroupAction::Invite(Player* player)
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if (!player || !player->IsInWorld())
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return false;
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if (bot == player)
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return false;
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if (!GET_PLAYERBOT_AI(player) && !botAI->GetSecurity()->CheckLevelFor(PLAYERBOT_SECURITY_INVITE, true, player))
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return false;
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if (Group* group = player->GetGroup())
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if (!group->isRaidGroup() && group->GetMembersCount() > 4)
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group->ConvertToRaid();
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WorldPacket p;
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uint32 roles_mask = 0;
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p << player->GetName();
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@@ -46,6 +53,9 @@ bool InviteNearbyToGroupAction::Execute(Event event)
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if (player->GetGroup())
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continue;
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if (player == bot)
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continue;
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if (botAI)
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{
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if (botAI->GetGrouperType() == GrouperType::SOLO && !botAI->HasRealPlayerMaster()) // Do not invite solo players.
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@@ -165,3 +175,18 @@ bool InviteGuildToGroupAction::isUseful()
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{
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return bot->GetGuildId() && InviteNearbyToGroupAction::isUseful();
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};
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bool JoinGroupAction::Execute(Event event)
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{
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Player* master = event.getOwner();
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Group* group = master->GetGroup();
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if (group && (group->IsFull() || bot->GetGroup() == group))
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return false;
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if (bot->GetGroup())
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if (!botAI->DoSpecificAction("leave", event, true))
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return false;
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return Invite(bot);
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}
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@@ -20,6 +20,14 @@ class InviteToGroupAction : public Action
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virtual bool Invite(Player* player);
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};
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class JoinGroupAction : public InviteToGroupAction
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{
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public:
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JoinGroupAction(PlayerbotAI* ai, std::string name = "join") : InviteToGroupAction(ai, name) {}
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bool Execute(Event event) override;
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bool isUseful() override { return !bot->IsBeingTeleported(); }
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};
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class InviteNearbyToGroupAction : public InviteToGroupAction
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{
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public:
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@@ -97,14 +97,12 @@ bool LeaveGroupAction::Leave(Player* player)
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bool LeaveFarAwayAction::Execute(Event event)
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{
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return Leave(nullptr);
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// allow bot to leave party when they want
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return Leave(botAI->GetGroupMaster());
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}
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bool LeaveFarAwayAction::isUseful()
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{
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if (!sPlayerbotAIConfig->randomBotGroupNearby)
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return false;
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if (bot->InBattleground())
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return false;
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@@ -135,7 +135,7 @@ bool QuestAction::CompleteQuest(Player* player, uint32 entry)
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const std::string text_quest = ChatHelper::FormatQuest(pQuest);
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if (botAI->HasStrategy("debug quest", BotState::BOT_STATE_NON_COMBAT) || botAI->HasStrategy("debug rpg", BotState::BOT_STATE_COMBAT))
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{
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LOG_INFO("playerbots", "Quest [ {} ] completed", pQuest->GetTitle());
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LOG_INFO("playerbots", "{} => Quest [ {} ] completed", bot->GetName(), pQuest->GetTitle());
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bot->Say("Quest [ " + text_quest + " ] completed", LANG_UNIVERSAL);
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}
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botAI->TellMasterNoFacing("Quest completed " + text_quest);
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@@ -244,6 +244,9 @@ bool QuestUpdateCompleteAction::Execute(Event event)
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WorldPacket p(event.getPacket());
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p.rpos(0);
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if (p.empty())
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return false;
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uint32 entry, questId, available, required;
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ObjectGuid guid;
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p >> questId >> entry >> available >> required >> guid;
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@@ -254,7 +257,7 @@ bool QuestUpdateCompleteAction::Execute(Event event)
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const std::string text_quest = ChatHelper::FormatQuest(qInfo);
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if (botAI->HasStrategy("debug quest", BotState::BOT_STATE_NON_COMBAT) || botAI->HasStrategy("debug rpg", BotState::BOT_STATE_COMBAT))
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{
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LOG_INFO("playerbots", "Quest [ {} ] completed", qInfo->GetTitle());
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LOG_INFO("playerbots", "{} => Quest [ {} ] completed", bot->GetName(), qInfo->GetTitle());
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bot->Say("Quest [ " + text_quest + " ] completed", LANG_UNIVERSAL);
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}
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botAI->TellMasterNoFacing("Quest completed " + text_quest);
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@@ -37,3 +37,74 @@ bool ShareQuestAction::Execute(Event event)
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return false;
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}
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bool AutoShareQuestAction::Execute(Event event)
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{
|
||||
Player* requester = event.getOwner() ? event.getOwner() : GetMaster();
|
||||
bool shared = false;
|
||||
|
||||
for (uint8 slot = 0; slot < MAX_QUEST_LOG_SIZE; ++slot)
|
||||
{
|
||||
uint32 logQuest = bot->GetQuestSlotQuestId(slot);
|
||||
Quest const* quest = sObjectMgr->GetQuestTemplate(logQuest);
|
||||
|
||||
if (!quest)
|
||||
continue;
|
||||
|
||||
bool partyNeedsQuest = false;
|
||||
|
||||
for (GroupReference* itr = bot->GetGroup()->GetFirstMember(); itr != nullptr; itr = itr->next())
|
||||
{
|
||||
Player* player = itr->GetSource();
|
||||
|
||||
if (!player || player == bot || !player->IsInWorld() || !botAI->IsSafe(player)) // skip self
|
||||
continue;
|
||||
|
||||
if (bot->GetDistance(player) > 10)
|
||||
continue;
|
||||
|
||||
if (!player->SatisfyQuestStatus(quest, false))
|
||||
continue;
|
||||
|
||||
if (player->GetQuestStatus(logQuest) == QUEST_STATUS_COMPLETE)
|
||||
continue;
|
||||
|
||||
if (!player->CanTakeQuest(quest, false))
|
||||
continue;
|
||||
|
||||
if (!player->SatisfyQuestLog(false))
|
||||
continue;
|
||||
|
||||
if (player->GetDivider())
|
||||
continue;
|
||||
|
||||
if (auto ai = GET_PLAYERBOT_AI(player))
|
||||
{
|
||||
if (PAI_VALUE(uint8, "free quest log slots") < 15 || !urand(0,5))
|
||||
{
|
||||
WorldPacket packet(CMSG_PUSHQUESTTOPARTY, 20);
|
||||
packet << logQuest;
|
||||
ai->HandleMasterIncomingPacket(packet);
|
||||
}
|
||||
}
|
||||
else
|
||||
partyNeedsQuest = true;
|
||||
}
|
||||
|
||||
if (!partyNeedsQuest)
|
||||
continue;
|
||||
|
||||
WorldPacket p;
|
||||
p << logQuest;
|
||||
bot->GetSession()->HandlePushQuestToParty(p);
|
||||
botAI->TellMaster("Quest shared");
|
||||
shared = true;
|
||||
}
|
||||
|
||||
return shared;
|
||||
}
|
||||
|
||||
bool AutoShareQuestAction::isUseful()
|
||||
{
|
||||
return bot->GetGroup() && !botAI->HasActivePlayerMaster();
|
||||
}
|
||||
@@ -12,9 +12,18 @@ class PlayerbotAI;
|
||||
class ShareQuestAction : public Action
|
||||
{
|
||||
public:
|
||||
ShareQuestAction(PlayerbotAI* botAI) : Action(botAI, "share quest") { }
|
||||
ShareQuestAction(PlayerbotAI* botAI, std::string name = "share quest") : Action(botAI, name) { }
|
||||
|
||||
bool Execute(Event event) override;
|
||||
};
|
||||
|
||||
class AutoShareQuestAction : public ShareQuestAction
|
||||
{
|
||||
public:
|
||||
AutoShareQuestAction(PlayerbotAI* ai) : ShareQuestAction(botAI, "auto share quest") {}
|
||||
bool Execute(Event event) override;
|
||||
|
||||
bool isUseful() override;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -87,7 +87,7 @@ bool TalkToQuestGiverAction::TurnInQuest(Quest const* quest, Object* questGiver,
|
||||
{
|
||||
const Quest* pQuest = sObjectMgr->GetQuestTemplate(questID);
|
||||
const std::string text_quest = ChatHelper::FormatQuest(pQuest);
|
||||
LOG_INFO("playerbots", "Quest [ {} ] completed", pQuest->GetTitle());
|
||||
LOG_INFO("playerbots", "{} => Quest [ {} ] completed", bot->GetName(), pQuest->GetTitle());
|
||||
bot->Say("Quest [ " + text_quest + " ] completed", LANG_UNIVERSAL);
|
||||
}
|
||||
|
||||
|
||||
@@ -20,5 +20,6 @@ void MaintenanceStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
triggers.push_back(new TriggerNode("move stuck", NextAction::array(0, new NextAction("reset", 1.0f), nullptr)));
|
||||
// triggers.push_back(new TriggerNode("move long stuck", NextAction::array(0, new NextAction("hearthstone", 0.9f), new NextAction("repop", 0.8f), nullptr)));
|
||||
triggers.push_back(new TriggerNode("random", NextAction::array(0, new NextAction("use random quest item", 0.9f), nullptr)));
|
||||
triggers.push_back(new TriggerNode("random", NextAction::array(0, new NextAction("auto share quest", 0.9f), NULL)));
|
||||
}
|
||||
|
||||
|
||||
@@ -306,6 +306,10 @@ bool RpgQueueBGTrigger::IsActive()
|
||||
if (!guidP.IsCreature())
|
||||
return false;
|
||||
|
||||
// if bot is not leader disallow tag bg
|
||||
if (bot->GetGroup() && !bot->GetGroup()->IsLeader(bot->GetGUID()))
|
||||
return false;
|
||||
|
||||
if (AI_VALUE(BattlegroundTypeId, "rpg bg type") == BATTLEGROUND_TYPE_NONE)
|
||||
return false;
|
||||
|
||||
|
||||
@@ -6,6 +6,7 @@
|
||||
#include "Playerbots.h"
|
||||
#include "ReputationMgr.h"
|
||||
#include "SharedDefines.h"
|
||||
#include "ServerFacade.h"
|
||||
|
||||
Unit* GrindTargetValue::Calculate()
|
||||
{
|
||||
@@ -80,6 +81,15 @@ Unit* GrindTargetValue::FindTargetForGrinding(uint32 assistCount)
|
||||
//if (!bot->InBattleground() && master && master->GetDistance(unit) >= sPlayerbotAIConfig->grindDistance && !sRandomPlayerbotMgr->IsRandomBot(bot))
|
||||
//continue;
|
||||
|
||||
// Bots in bot-groups no have a more limited range to look for grind target
|
||||
if (!bot->InBattleground() && master && botAI->HasStrategy("follow", BotState::BOT_STATE_NON_COMBAT)
|
||||
&& sServerFacade->GetDistance2d(master, unit) > sPlayerbotAIConfig->lootDistance)
|
||||
{
|
||||
if (botAI->HasStrategy("debug grind", BotState::BOT_STATE_NON_COMBAT))
|
||||
botAI->TellMaster(chat->FormatWorldobject(unit) + " ignored (far from master).");
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!bot->InBattleground() && (int)unit->GetLevel() - (int)bot->GetLevel() > 4 && !unit->GetGUID().IsPlayer())
|
||||
continue;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user