mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
Handle bot gear upgrades for multi-slot items
Switch to using opcode "CMSG_AUTOEQUIP_ITEM_SLOT" to equip items to specific slots, rather than "right clicking" item upgrades. Fixes an issue with rings, trinkets and offhand weapons where the bot would only ever upgrade their first slot. Also evaluate the above item types for equipping in both slots rather than just comparing to the first item.
This commit is contained in:
@@ -9,6 +9,7 @@
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#include "ItemCountValue.h"
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#include "ItemUsageValue.h"
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#include "Playerbots.h"
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#include "StatsWeightCalculator.h"
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bool EquipAction::Execute(Event event)
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{
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@@ -62,16 +63,17 @@ void EquipAction::EquipItem(Item* item)
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{
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uint8 bagIndex = item->GetBagSlot();
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uint8 slot = item->GetSlot();
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uint32 itemId = item->GetTemplate()->ItemId;
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const ItemTemplate* itemProto = item->GetTemplate();
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uint32 itemId = itemProto->ItemId;
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if (item->GetTemplate()->InventoryType == INVTYPE_AMMO)
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if (itemProto->InventoryType == INVTYPE_AMMO)
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{
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bot->SetAmmo(itemId);
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}
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else
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{
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bool equipedBag = false;
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if (item->GetTemplate()->Class == ITEM_CLASS_CONTAINER)
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bool equippedBag = false;
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if (itemProto->Class == ITEM_CLASS_CONTAINER)
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{
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Bag* pBag = (Bag*)&item;
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uint8 newBagSlot = GetSmallestBagSlot();
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@@ -80,20 +82,64 @@ void EquipAction::EquipItem(Item* item)
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uint16 src = ((bagIndex << 8) | slot);
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uint16 dst = ((INVENTORY_SLOT_BAG_0 << 8) | newBagSlot);
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bot->SwapItem(src, dst);
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equipedBag = true;
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equippedBag = true;
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}
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}
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if (!equipedBag)
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if (!equippedBag)
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{
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WorldPacket packet(CMSG_AUTOEQUIP_ITEM, 2);
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packet << bagIndex << slot;
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bot->GetSession()->HandleAutoEquipItemOpcode(packet);
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uint8 dstSlot = botAI->FindEquipSlot(item->GetTemplate(), NULL_SLOT, true);
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if (dstSlot == EQUIPMENT_SLOT_FINGER1 ||
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dstSlot == EQUIPMENT_SLOT_TRINKET1 ||
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dstSlot == EQUIPMENT_SLOT_MAINHAND)
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{
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Item* const equippedItems[2] = {
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bot->GetItemByPos(INVENTORY_SLOT_BAG_0, dstSlot),
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bot->GetItemByPos(INVENTORY_SLOT_BAG_0, dstSlot + 1)
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};
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if (equippedItems[0])
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{
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if (equippedItems[1])
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{
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// Both slots are full - determine worst item to replace
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StatsWeightCalculator calculator(bot);
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calculator.SetItemSetBonus(false);
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calculator.SetOverflowPenalty(false);
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// float newItemScore = calculator.CalculateItem(itemId);
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float equippedItemScore[2] = {
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equippedItemScore[0] = calculator.CalculateItem(equippedItems[0]->GetTemplate()->ItemId),
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equippedItemScore[1] = calculator.CalculateItem(equippedItems[1]->GetTemplate()->ItemId)
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};
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// Second item is worse than first, equip candidate item in second slot
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if (equippedItemScore[0] > equippedItemScore[1])
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{
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dstSlot++;
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}
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}
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else // No item equipped in slot 2, equip in that slot instead of replacing first item
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{
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dstSlot++;
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}
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}
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}
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WorldPacket packet(CMSG_AUTOEQUIP_ITEM_SLOT, 2);
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ObjectGuid itemguid = item->GetGUID();
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packet << itemguid << dstSlot;
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bot->GetSession()->HandleAutoEquipItemSlotOpcode(packet);
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// WorldPacket packet(CMSG_AUTOEQUIP_ITEM, 2);
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// packet << bagIndex << slot;
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// bot->GetSession()->HandleAutoEquipItemOpcode(packet);
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}
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}
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std::ostringstream out;
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out << "equipping " << chat->FormatItem(item->GetTemplate());
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out << "equipping " << chat->FormatItem(itemProto);
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botAI->TellMaster(out);
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}
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@@ -205,102 +205,116 @@ ItemUsage ItemUsageValue::QueryItemUsageForEquip(ItemTemplate const* itemProto)
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!sRandomItemMgr->CanEquipArmor(bot->getClass(), bot->GetLevel(), itemProto))
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shouldEquip = false;
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Item* oldItem = bot->GetItemByPos(dest);
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// No item equiped
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if (!oldItem)
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uint8 possibleSlots = 1;
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uint8 dstSlot = botAI->FindEquipSlot(itemProto, NULL_SLOT, true);
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if (dstSlot == EQUIPMENT_SLOT_FINGER1 ||
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dstSlot == EQUIPMENT_SLOT_TRINKET1 ||
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dstSlot == EQUIPMENT_SLOT_MAINHAND)
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{
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if (shouldEquip)
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return ITEM_USAGE_EQUIP;
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else
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{
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return ITEM_USAGE_BAD_EQUIP;
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}
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possibleSlots = 2;
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}
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ItemTemplate const* oldItemProto = oldItem->GetTemplate();
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float oldScore = calculator.CalculateItem(oldItemProto->ItemId);
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if (oldItem)
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for (uint8 i = 0; i < possibleSlots; i++)
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{
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// uint32 oldStatWeight = sRandomItemMgr->GetLiveStatWeight(bot, oldItemProto->ItemId);
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if (itemScore || oldScore)
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bool shouldEquipInSlot = shouldEquip;
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Item* oldItem = bot->GetItemByPos(dest + i);
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// No item equipped
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if (!oldItem)
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{
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shouldEquip = itemScore > oldScore * sPlayerbotAIConfig->equipUpgradeThreshold;
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if (shouldEquipInSlot)
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return ITEM_USAGE_EQUIP;
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else
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{
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return ITEM_USAGE_BAD_EQUIP;
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}
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}
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}
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// Bigger quiver
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if (itemProto->Class == ITEM_CLASS_QUIVER)
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{
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if (!oldItem || oldItemProto->ContainerSlots < itemProto->ContainerSlots)
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ItemTemplate const* oldItemProto = oldItem->GetTemplate();
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float oldScore = calculator.CalculateItem(oldItemProto->ItemId);
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if (oldItem)
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{
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return ITEM_USAGE_EQUIP;
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// uint32 oldStatWeight = sRandomItemMgr->GetLiveStatWeight(bot, oldItemProto->ItemId);
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if (itemScore || oldScore)
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{
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shouldEquipInSlot = itemScore > oldScore * sPlayerbotAIConfig->equipUpgradeThreshold;
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}
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}
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else
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// Bigger quiver
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if (itemProto->Class == ITEM_CLASS_QUIVER)
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{
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return ITEM_USAGE_NONE;
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if (!oldItem || oldItemProto->ContainerSlots < itemProto->ContainerSlots)
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{
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return ITEM_USAGE_EQUIP;
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}
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else
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{
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return ITEM_USAGE_NONE;
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}
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}
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}
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bool existingShouldEquip = true;
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if (oldItemProto->Class == ITEM_CLASS_WEAPON && !sRandomItemMgr->CanEquipWeapon(bot->getClass(), oldItemProto))
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existingShouldEquip = false;
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bool existingShouldEquip = true;
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if (oldItemProto->Class == ITEM_CLASS_WEAPON && !sRandomItemMgr->CanEquipWeapon(bot->getClass(), oldItemProto))
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existingShouldEquip = false;
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if (oldItemProto->Class == ITEM_CLASS_ARMOR &&
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!sRandomItemMgr->CanEquipArmor(bot->getClass(), bot->GetLevel(), oldItemProto))
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existingShouldEquip = false;
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if (oldItemProto->Class == ITEM_CLASS_ARMOR &&
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!sRandomItemMgr->CanEquipArmor(bot->getClass(), bot->GetLevel(), oldItemProto))
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existingShouldEquip = false;
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// uint32 oldItemPower = sRandomItemMgr->GetLiveStatWeight(bot, oldItemProto->ItemId);
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// uint32 newItemPower = sRandomItemMgr->GetLiveStatWeight(bot, itemProto->ItemId);
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// uint32 oldItemPower = sRandomItemMgr->GetLiveStatWeight(bot, oldItemProto->ItemId);
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// uint32 newItemPower = sRandomItemMgr->GetLiveStatWeight(bot, itemProto->ItemId);
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// Compare items based on item level, quality or itemId.
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bool isBetter = false;
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if (itemScore > oldScore)
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isBetter = true;
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// else if (newItemPower == oldScore && itemProto->Quality > oldItemProto->Quality)
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// isBetter = true;
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// else if (newItemPower == oldScore && itemProto->Quality == oldItemProto->Quality && itemProto->ItemId >
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// oldItemProto->ItemId)
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// isBetter = true;
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// Compare items based on item level, quality or itemId.
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bool isBetter = false;
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if (itemScore > oldScore)
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isBetter = true;
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// else if (newItemPower == oldScore && itemProto->Quality > oldItemProto->Quality)
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// isBetter = true;
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// else if (newItemPower == oldScore && itemProto->Quality == oldItemProto->Quality && itemProto->ItemId >
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// oldItemProto->ItemId)
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// isBetter = true;
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Item* item = CurrentItem(itemProto);
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bool itemIsBroken =
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item && item->GetUInt32Value(ITEM_FIELD_DURABILITY) == 0 && item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY) > 0;
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bool oldItemIsBroken =
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oldItem->GetUInt32Value(ITEM_FIELD_DURABILITY) == 0 && oldItem->GetUInt32Value(ITEM_FIELD_MAXDURABILITY) > 0;
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if (itemProto->ItemId != oldItemProto->ItemId && (shouldEquip || !existingShouldEquip) && isBetter)
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{
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switch (itemProto->Class)
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Item* item = CurrentItem(itemProto);
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bool itemIsBroken =
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item && item->GetUInt32Value(ITEM_FIELD_DURABILITY) == 0 && item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY) > 0;
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bool oldItemIsBroken =
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oldItem->GetUInt32Value(ITEM_FIELD_DURABILITY) == 0 && oldItem->GetUInt32Value(ITEM_FIELD_MAXDURABILITY) > 0;
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if (itemProto->ItemId != oldItemProto->ItemId && (shouldEquipInSlot || !existingShouldEquip) && isBetter)
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{
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case ITEM_CLASS_ARMOR:
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if (oldItemProto->SubClass <= itemProto->SubClass)
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switch (itemProto->Class)
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{
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case ITEM_CLASS_ARMOR:
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if (oldItemProto->SubClass <= itemProto->SubClass)
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{
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// Need to add some logic to check second slot before returning, but as it happens, all three of these
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// return vals will result in an attempted equip action so it wouldn't have much effect currently
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if (itemIsBroken && !oldItemIsBroken)
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return ITEM_USAGE_BROKEN_EQUIP;
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else if (shouldEquipInSlot)
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return ITEM_USAGE_REPLACE;
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else
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return ITEM_USAGE_BAD_EQUIP;
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break;
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}
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default:
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{
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if (itemIsBroken && !oldItemIsBroken)
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return ITEM_USAGE_BROKEN_EQUIP;
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else if (shouldEquip)
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return ITEM_USAGE_REPLACE;
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else if (shouldEquipInSlot)
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return ITEM_USAGE_EQUIP;
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else
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return ITEM_USAGE_BAD_EQUIP;
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break;
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}
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default:
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{
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if (itemIsBroken && !oldItemIsBroken)
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return ITEM_USAGE_BROKEN_EQUIP;
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else if (shouldEquip)
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return ITEM_USAGE_EQUIP;
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else
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return ITEM_USAGE_BAD_EQUIP;
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}
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}
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// Item is not better but current item is broken and new one is not.
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if (oldItemIsBroken && !itemIsBroken)
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return ITEM_USAGE_EQUIP;
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}
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// Item is not better but current item is broken and new one is not.
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if (oldItemIsBroken && !itemIsBroken)
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return ITEM_USAGE_EQUIP;
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return ITEM_USAGE_NONE;
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}
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