From 38912d4a8a869eb11e6e2e090487bd4bf50318d2 Mon Sep 17 00:00:00 2001 From: Yunfan Li <56597220+liyunfan1223@users.noreply.github.com> Date: Fri, 14 Mar 2025 21:31:33 +0800 Subject: [PATCH] Auto do quest feature (new rpg strategy) (#1034) * New rpg startup speed up and refactor * New rpg do quest * Fix invalid height in quest poi * Add quest accept and reward limitation * New rpg quest improvement * Organize quest log, reward quests and fix grind target * Quest dropped statistic and remove redundant code * Decrease grind relevance lower than loot * Fix new rpg drop quest * Go to reward quest instead of innkeeper when quest completed * Fix incorrect logic in do quest reward * Fix reset quests in factory * Fix crash on grind target value Co-authored-by: SaW * Fix a minor error in DoCompletedQuest * Let bots get rid of impossible quests faster * Increase loot fluency (especially for caster) * Remove seasonal quests from auto accept * Enhance quest accept condition check * Add questgiver check (limit acceptation of quest 7946) * Questgiver check and localization * Near npc fix * Fix quest item report * Add lowPriorityQuest set for quests can not be done * Improve gameobjects loot * Do complete quest * FIx move far to teleport check * Accept or reward quest from game objects * Fix possible crash in rpg game objects * Fix ChooseNpcOrGameObjectToInteract crash --------- Co-authored-by: SaW --- src/LootObjectStack.cpp | 2 +- src/PlayerbotAI.cpp | 46 +- src/PlayerbotAI.h | 7 +- src/RandomPlayerbotMgr.cpp | 178 ++-- src/RandomPlayerbotMgr.h | 7 + src/factory/PlayerbotFactory.cpp | 35 +- src/strategy/actions/AcceptQuestAction.cpp | 2 +- src/strategy/actions/ActionContext.h | 2 + src/strategy/actions/ChatActionContext.h | 2 + src/strategy/actions/ChooseTargetActions.cpp | 19 +- src/strategy/actions/DropQuestAction.cpp | 1 + src/strategy/actions/QuestAction.cpp | 126 ++- src/strategy/actions/QuestAction.h | 7 + .../actions/TalkToQuestGiverAction.cpp | 1 - .../actions/WorldPacketActionContext.h | 4 +- .../generic/ChatCommandHandlerStrategy.cpp | 1 + src/strategy/generic/CombatStrategy.cpp | 3 +- src/strategy/generic/GrindingStrategy.cpp | 13 +- .../generic/LootNonCombatStrategy.cpp | 4 +- .../generic/WorldPacketHandlerStrategy.cpp | 4 +- src/strategy/rogue/RogueActions.cpp | 10 + src/strategy/rogue/RogueActions.h | 2 +- src/strategy/rpg/NewRpgAction.cpp | 595 +++++++------ src/strategy/rpg/NewRpgAction.h | 89 +- src/strategy/rpg/NewRpgBaseAction.cpp | 801 ++++++++++++++++++ src/strategy/rpg/NewRpgBaseAction.h | 58 ++ src/strategy/rpg/NewRpgInfo.cpp | 119 +++ src/strategy/rpg/NewRpgInfo.h | 136 +++ src/strategy/rpg/NewRpgStrategy.cpp | 16 +- src/strategy/rpg/NewRpgStrategy.h | 81 +- src/strategy/rpg/NewRpgTriggers.h | 2 +- src/strategy/triggers/ChatTriggerContext.h | 2 + src/strategy/triggers/LootTriggers.cpp | 4 +- src/strategy/triggers/TriggerContext.h | 10 +- src/strategy/values/AvailableLootValue.cpp | 2 +- src/strategy/values/GrindTargetValue.cpp | 74 +- src/strategy/values/LastMovementValue.h | 1 + src/strategy/values/NearestGameObjects.cpp | 18 - src/strategy/values/NearestGameObjects.h | 21 +- .../values/PossibleRpgTargetsValue.cpp | 125 +++ src/strategy/values/PossibleRpgTargetsValue.h | 34 + src/strategy/values/ValueContext.h | 4 + 42 files changed, 2051 insertions(+), 617 deletions(-) create mode 100644 src/strategy/rpg/NewRpgBaseAction.cpp create mode 100644 src/strategy/rpg/NewRpgBaseAction.h create mode 100644 src/strategy/rpg/NewRpgInfo.cpp create mode 100644 src/strategy/rpg/NewRpgInfo.h diff --git a/src/LootObjectStack.cpp b/src/LootObjectStack.cpp index 196e986c..3d34987f 100644 --- a/src/LootObjectStack.cpp +++ b/src/LootObjectStack.cpp @@ -9,7 +9,7 @@ #include "Playerbots.h" #include "Unit.h" -#define MAX_LOOT_OBJECT_COUNT 10 +#define MAX_LOOT_OBJECT_COUNT 200 LootTarget::LootTarget(ObjectGuid guid) : guid(guid), asOfTime(time(nullptr)) {} diff --git a/src/PlayerbotAI.cpp b/src/PlayerbotAI.cpp index 87ef92a2..06b6971b 100644 --- a/src/PlayerbotAI.cpp +++ b/src/PlayerbotAI.cpp @@ -14,10 +14,13 @@ #include "BudgetValues.h" #include "ChannelMgr.h" #include "CharacterPackets.h" +#include "Common.h" #include "CreatureAIImpl.h" +#include "CreatureData.h" #include "EmoteAction.h" #include "Engine.h" #include "ExternalEventHelper.h" +#include "GameObjectData.h" #include "GameTime.h" #include "GuildMgr.h" #include "GuildTaskMgr.h" @@ -32,6 +35,7 @@ #include "MoveSplineInit.h" #include "NewRpgStrategy.h" #include "ObjectGuid.h" +#include "ObjectMgr.h" #include "PerformanceMonitor.h" #include "Player.h" #include "PlayerbotAIConfig.h" @@ -204,7 +208,7 @@ PlayerbotAI::PlayerbotAI(Player* bot) masterIncomingPacketHandlers.AddHandler(CMSG_PUSHQUESTTOPARTY, "quest share"); botOutgoingPacketHandlers.AddHandler(SMSG_QUESTUPDATE_COMPLETE, "quest update complete"); botOutgoingPacketHandlers.AddHandler(SMSG_QUESTUPDATE_ADD_KILL, "quest update add kill"); - botOutgoingPacketHandlers.AddHandler(SMSG_QUESTUPDATE_ADD_ITEM, "quest update add item"); + // botOutgoingPacketHandlers.AddHandler(SMSG_QUESTUPDATE_ADD_ITEM, "quest update add item"); // SMSG_QUESTUPDATE_ADD_ITEM no longer used botOutgoingPacketHandlers.AddHandler(SMSG_QUEST_CONFIRM_ACCEPT, "confirm quest"); } @@ -2287,10 +2291,46 @@ const AreaTableEntry* PlayerbotAI::GetCurrentZone() std::string PlayerbotAI::GetLocalizedAreaName(const AreaTableEntry* entry) { + std::string name; if (entry) - return entry->area_name[sWorld->GetDefaultDbcLocale()]; + { + name = entry->area_name[sWorld->GetDefaultDbcLocale()]; + if (name.empty()) + name = entry->area_name[LOCALE_enUS]; + } - return ""; + return name; +} + +std::string PlayerbotAI::GetLocalizedCreatureName(uint32 entry) +{ + std::string name; + const CreatureLocale* cl = sObjectMgr->GetCreatureLocale(entry); + if (cl) + ObjectMgr::GetLocaleString(cl->Name, sWorld->GetDefaultDbcLocale(), name); + if (name.empty()) + { + CreatureTemplate const* ct = sObjectMgr->GetCreatureTemplate(entry); + if (ct) + name = ct->Name; + } + return name; +} + + +std::string PlayerbotAI::GetLocalizedGameObjectName(uint32 entry) +{ + std::string name; + const GameObjectLocale* gl = sObjectMgr->GetGameObjectLocale(entry); + if (gl) + ObjectMgr::GetLocaleString(gl->Name, sWorld->GetDefaultDbcLocale(), name); + if (name.empty()) + { + GameObjectTemplate const* gt = sObjectMgr->GetGameObjectTemplate(entry); + if (gt) + name = gt->name; + } + return name; } std::vector PlayerbotAI::GetPlayersInGroup() diff --git a/src/PlayerbotAI.h b/src/PlayerbotAI.h index b6a71c7d..9b4602cb 100644 --- a/src/PlayerbotAI.h +++ b/src/PlayerbotAI.h @@ -13,8 +13,10 @@ #include "ChatFilter.h" #include "ChatHelper.h" #include "Common.h" +#include "CreatureData.h" #include "Event.h" #include "Item.h" +#include "NewRpgInfo.h" #include "NewRpgStrategy.h" #include "PlayerbotAIBase.h" #include "PlayerbotAIConfig.h" @@ -435,7 +437,8 @@ public: const AreaTableEntry* GetCurrentArea(); const AreaTableEntry* GetCurrentZone(); static std::string GetLocalizedAreaName(const AreaTableEntry* entry); - + static std::string GetLocalizedCreatureName(uint32 entry); + static std::string GetLocalizedGameObjectName(uint32 entry); bool TellMaster(std::ostringstream& stream, PlayerbotSecurityLevel securityLevel = PLAYERBOT_SECURITY_ALLOW_ALL); bool TellMaster(std::string const text, PlayerbotSecurityLevel securityLevel = PLAYERBOT_SECURITY_ALLOW_ALL); bool TellMasterNoFacing(std::ostringstream& stream, @@ -579,6 +582,8 @@ public: static bool IsHealingSpell(uint32 spellFamilyName, flag96 spelFalimyFlags); static SpellFamilyNames Class2SpellFamilyName(uint8 cls); NewRpgInfo rpgInfo; + NewRpgStatistic rpgStatistic; + std::unordered_set lowPriorityQuest; private: static void _fillGearScoreData(Player* player, Item* item, std::vector* gearScore, uint32& twoHandScore, diff --git a/src/RandomPlayerbotMgr.cpp b/src/RandomPlayerbotMgr.cpp index fd8e3fa4..657cf0bb 100644 --- a/src/RandomPlayerbotMgr.cpp +++ b/src/RandomPlayerbotMgr.cpp @@ -31,6 +31,7 @@ #include "GuildTaskMgr.h" #include "LFGMgr.h" #include "MapMgr.h" +#include "NewRpgInfo.h" #include "NewRpgStrategy.h" #include "PerformanceMonitor.h" #include "Player.h" @@ -371,7 +372,7 @@ void RandomPlayerbotMgr::UpdateAIInternal(uint32 elapsed, bool /*minimal*/) sRandomPlayerbotMgr->CheckLfgQueue(); } - if (time(nullptr) > (printStatsTimer + 300)) + if (sPlayerbotAIConfig->randomBotAutologin && time(nullptr) > (printStatsTimer + 300)) { if (!printStatsTimer) { @@ -1466,6 +1467,82 @@ void RandomPlayerbotMgr::RandomTeleport(Player* bot, std::vector& tlocs.size()); } +void RandomPlayerbotMgr::PrepareZone2LevelBracket() +{ + // Classic WoW - Low - level zones + zone2LevelBracket[1] = {5, 12}; // Dun Morogh + zone2LevelBracket[12] = {5, 12}; // Elwynn Forest + zone2LevelBracket[14] = {5, 12}; // Durotar + zone2LevelBracket[85] = {5, 12}; // Tirisfal Glades + zone2LevelBracket[141] = {5, 12}; // Teldrassil + zone2LevelBracket[215] = {5, 12}; // Mulgore + zone2LevelBracket[3430] = {5, 12}; // Eversong Woods + zone2LevelBracket[3524] = {5, 12}; // Azuremyst Isle + + // Classic WoW - Mid - level zones + zone2LevelBracket[17] = {10, 25}; // Barrens + zone2LevelBracket[38] = {10, 20}; // Loch Modan + zone2LevelBracket[40] = {10, 21}; // Westfall + zone2LevelBracket[130] = {10, 23}; // Silverpine Forest + zone2LevelBracket[148] = {10, 21}; // Darkshore + zone2LevelBracket[3433] = {10, 22}; // Ghostlands + zone2LevelBracket[3525] = {10, 21}; // Bloodmyst Isle + + // Classic WoW - High - level zones + zone2LevelBracket[10] = {19, 33}; // Deadwind Pass + zone2LevelBracket[11] = {21, 30}; // Wetlands + zone2LevelBracket[44] = {16, 28}; // Redridge Mountains + zone2LevelBracket[267] = {20, 34}; // Hillsbrad Foothills + zone2LevelBracket[331] = {18, 33}; // Ashenvale + zone2LevelBracket[400] = {24, 36}; // Thousand Needles + zone2LevelBracket[406] = {16, 29}; // Stonetalon Mountains + + // Classic WoW - Higher - level zones + zone2LevelBracket[3] = {36, 46}; // Badlands + zone2LevelBracket[8] = {36, 46}; // Swamp of Sorrows + zone2LevelBracket[15] = {35, 46}; // Dustwallow Marsh + zone2LevelBracket[16] = {45, 52}; // Azshara + zone2LevelBracket[33] = {32, 47}; // Stranglethorn Vale + zone2LevelBracket[45] = {30, 42}; // Arathi Highlands + zone2LevelBracket[47] = {42, 51}; // Hinterlands + zone2LevelBracket[51] = {45, 51}; // Searing Gorge + zone2LevelBracket[357] = {40, 52}; // Feralas + zone2LevelBracket[405] = {30, 41}; // Desolace + zone2LevelBracket[440] = {41, 52}; // Tanaris + + // Classic WoW - Top - level zones + zone2LevelBracket[4] = {52, 57}; // Blasted Lands + zone2LevelBracket[28] = {50, 60}; // Western Plaguelands + zone2LevelBracket[46] = {51, 60}; // Burning Steppes + zone2LevelBracket[139] = {54, 62}; // Eastern Plaguelands + zone2LevelBracket[361] = {47, 57}; // Felwood + zone2LevelBracket[490] = {49, 56}; // Un'Goro Crater + zone2LevelBracket[618] = {54, 61}; // Winterspring + zone2LevelBracket[1377] = {54, 63}; // Silithus + + // The Burning Crusade - Zones + zone2LevelBracket[3483] = {58, 66}; // Hellfire Peninsula + zone2LevelBracket[3518] = {64, 70}; // Nagrand + zone2LevelBracket[3519] = {62, 73}; // Terokkar Forest + zone2LevelBracket[3520] = {66, 73}; // Shadowmoon Valley + zone2LevelBracket[3521] = {60, 67}; // Zangarmarsh + zone2LevelBracket[3522] = {64, 73}; // Blade's Edge Mountains + zone2LevelBracket[3523] = {67, 73}; // Netherstorm + zone2LevelBracket[4080] = {68, 73}; // Isle of Quel'Danas + + // Wrath of the Lich King - Zones + zone2LevelBracket[65] = {71, 77}; // Dragonblight + zone2LevelBracket[66] = {74, 80}; // Zul'Drak + zone2LevelBracket[67] = {77, 80}; // Storm Peaks + zone2LevelBracket[210] = {77, 80}; // Icecrown Glacier + zone2LevelBracket[394] = {72, 78}; // Grizzly Hills + zone2LevelBracket[495] = {68, 74}; // Howling Fjord + zone2LevelBracket[2817] = {77, 80}; // Crystalsong Forest + zone2LevelBracket[3537] = {68, 75}; // Borean Tundra + zone2LevelBracket[3711] = {75, 80}; // Sholazar Basin + zone2LevelBracket[4197] = {79, 80}; // Wintergrasp +} + void RandomPlayerbotMgr::PrepareTeleportCache() { uint32 maxLevel = sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL); @@ -1542,6 +1619,7 @@ void RandomPlayerbotMgr::PrepareTeleportCache() if (sPlayerbotAIConfig->enableNewRpgStrategy) { + PrepareZone2LevelBracket(); LOG_INFO("playerbots", "Preparing innkeepers locations for level..."); results = WorldDatabase.Query( "SELECT " @@ -1550,8 +1628,7 @@ void RandomPlayerbotMgr::PrepareTeleportCache() "position_y, " "position_z, " "orientation, " - "t.faction, " - "t.entry " + "t.faction " "FROM " "creature c " "INNER JOIN creature_template t on c.id1 = t.entry " @@ -1573,7 +1650,6 @@ void RandomPlayerbotMgr::PrepareTeleportCache() float z = fields[3].Get(); float orient = fields[4].Get(); uint32 faction = fields[5].Get(); - uint32 c_entry = fields[6].Get(); const FactionTemplateEntry* entry = sFactionTemplateStore.LookupEntry(faction); WorldLocation loc(mapId, x + cos(orient) * 5.0f, y + sin(orient) * 5.0f, z + 0.5f, orient + M_PI); @@ -1581,35 +1657,13 @@ void RandomPlayerbotMgr::PrepareTeleportCache() Map* map = sMapMgr->FindMap(loc.GetMapId(), 0); if (!map) continue; - const AreaTableEntry* area = sAreaTableStore.LookupEntry(map->GetAreaId(1, x, y, z)); + const AreaTableEntry* area = sAreaTableStore.LookupEntry(map->GetAreaId(PHASEMASK_NORMAL, x, y, z)); uint32 zoneId = area->zone ? area->zone : area->ID; - uint32 level = area->area_level; - for (int i = 5; i <= maxLevel; i++) + if (zone2LevelBracket.find(zoneId) == zone2LevelBracket.end()) + continue; + LevelBracket bracket = zone2LevelBracket[zoneId]; + for (int i = bracket.low; i <= bracket.high; i++) { - std::vector& locs = locsPerLevelCache[i]; - int counter = 0; - WorldLocation levelLoc; - for (auto& checkLoc : locs) - { - if (loc.GetMapId() != checkLoc.GetMapId()) - continue; - - if (loc.GetExactDist(checkLoc) > 1500.0f) - continue; - - if (zoneId != - map->GetZoneId(1, checkLoc.GetPositionX(), checkLoc.GetPositionY(), checkLoc.GetPositionZ())) - continue; - - counter++; - levelLoc = checkLoc; - if (counter >= 15) - break; - } - - if (counter < 15) - continue; - if (!(entry->hostileMask & 4)) { hordeStarterPerLevelCache[i].push_back(loc); @@ -1618,12 +1672,10 @@ void RandomPlayerbotMgr::PrepareTeleportCache() { allianceStarterPerLevelCache[i].push_back(loc); } - LOG_DEBUG("playerbots", "Area: {} Level: {} creature_entry: {} add to: {} {}({},{},{},{})", area->ID, - level, c_entry, i, counter, levelLoc.GetPositionX(), levelLoc.GetPositionY(), - levelLoc.GetPositionZ(), levelLoc.GetMapId()); } } while (results->NextRow()); } + // add all initial position for (uint32 i = 1; i < MAX_RACES; i++) { @@ -2629,9 +2681,8 @@ void RandomPlayerbotMgr::PrintStats() uint32 engine_noncombat = 0; uint32 engine_combat = 0; uint32 engine_dead = 0; - uint32 stateCount[MAX_TRAVEL_STATE + 1] = {0}; - std::vector> questCount; std::unordered_map rpgStatusCount; + NewRpgStatistic rpgStasticTotal; std::unordered_map zoneCount; uint8 maxBotLevel = 0; for (PlayerBotMap::iterator i = playerBots.begin(); i != playerBots.end(); ++i) @@ -2706,41 +2757,19 @@ void RandomPlayerbotMgr::PrintStats() zoneCount[bot->GetZoneId()]++; if (sPlayerbotAIConfig->enableNewRpgStrategy) - rpgStatusCount[botAI->rpgInfo.status]++; - - if (TravelTarget* target = botAI->GetAiObjectContext()->GetValue("travel target")->Get()) { - TravelState state = target->getTravelState(); - stateCount[state]++; - - Quest const* quest; - if (target->getDestination()) - quest = target->getDestination()->GetQuestTemplate(); - - if (quest) - { - bool found = false; - - for (auto& q : questCount) - { - if (q.first != quest) - continue; - - q.second++; - found = true; - } - - if (!found) - questCount.push_back(std::make_pair(quest, 1)); - } + rpgStatusCount[botAI->rpgInfo.status]++; + rpgStasticTotal += botAI->rpgStatistic; } } + LOG_INFO("playerbots", "Bots level:"); // uint32 maxLevel = sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL); - uint32 currentAlliance = 0, currentHorde = 0; - uint32 step = std::max(1, (maxBotLevel + 4) / 8); - uint32 from = 1; + uint32_t currentAlliance = 0, currentHorde = 0; + uint32_t step = std::max(1, static_cast((maxBotLevel + 4) / 8)); + uint32_t from = 1; + for (uint8 i = 1; i <= maxBotLevel; ++i) { currentAlliance += alliance[i]; @@ -2800,19 +2829,18 @@ void RandomPlayerbotMgr::PrintStats() if (sPlayerbotAIConfig->enableNewRpgStrategy) { - LOG_INFO("playerbots", "Bots rpg status:", dead); - LOG_INFO("playerbots", " IDLE: {}", rpgStatusCount[NewRpgStatus::IDLE]); - LOG_INFO("playerbots", " REST: {}", rpgStatusCount[NewRpgStatus::REST]); - LOG_INFO("playerbots", " GO_GRIND: {}", rpgStatusCount[NewRpgStatus::GO_GRIND]); - LOG_INFO("playerbots", " GO_INNKEEPER: {}", rpgStatusCount[NewRpgStatus::GO_INNKEEPER]); - LOG_INFO("playerbots", " NEAR_RANDOM: {}", rpgStatusCount[NewRpgStatus::NEAR_RANDOM]); - LOG_INFO("playerbots", " NEAR_NPC: {}", rpgStatusCount[NewRpgStatus::NEAR_NPC]); + LOG_INFO("playerbots", "Bots rpg status:"); + LOG_INFO("playerbots", " Idle: {}, Rest: {}, GoGrind: {}, GoInnkeeper: {}, MoveRandom: {}, MoveNpc: {}, DoQuest: {}", + rpgStatusCount[RPG_IDLE], rpgStatusCount[RPG_REST], rpgStatusCount[RPG_GO_GRIND], rpgStatusCount[RPG_GO_INNKEEPER], + rpgStatusCount[RPG_NEAR_RANDOM], rpgStatusCount[RPG_NEAR_NPC], rpgStatusCount[RPG_DO_QUEST]); + + LOG_INFO("playerbots", "Bots total quests:"); + LOG_INFO("playerbots", " Accepted: {}, Rewarded: {}, Dropped: {}", + rpgStasticTotal.questAccepted, rpgStasticTotal.questRewarded, rpgStasticTotal.questDropped); } LOG_INFO("playerbots", "Bots engine:", dead); - LOG_INFO("playerbots", " Non-combat: {}", engine_noncombat); - LOG_INFO("playerbots", " Combat: {}", engine_combat); - LOG_INFO("playerbots", " Dead: {}", engine_dead); + LOG_INFO("playerbots", " Non-combat: {}, Combat: {}, Dead: {}", engine_noncombat, engine_combat, engine_dead); // LOG_INFO("playerbots", "Bots questing:"); // LOG_INFO("playerbots", " Picking quests: {}", diff --git a/src/RandomPlayerbotMgr.h b/src/RandomPlayerbotMgr.h index 4206a977..fc9ab95a 100644 --- a/src/RandomPlayerbotMgr.h +++ b/src/RandomPlayerbotMgr.h @@ -171,12 +171,19 @@ public: static uint8 GetTeamClassIdx(bool isAlliance, uint8 claz) { return isAlliance * 20 + claz; } void PrepareAddclassCache(); + void PrepareZone2LevelBracket(); void PrepareTeleportCache(); void Init(); std::map> addclassCache; std::map> locsPerLevelCache; std::map> allianceStarterPerLevelCache; std::map> hordeStarterPerLevelCache; + struct LevelBracket { + uint32 low; + uint32 high; + bool InsideBracket(uint32 val) { return val >= low && val <= high; } + }; + std::map zone2LevelBracket; std::map> bankerLocsPerLevelCache; protected: void OnBotLoginInternal(Player* const bot) override; diff --git a/src/factory/PlayerbotFactory.cpp b/src/factory/PlayerbotFactory.cpp index c98bf5c5..f45b525f 100644 --- a/src/factory/PlayerbotFactory.cpp +++ b/src/factory/PlayerbotFactory.cpp @@ -31,6 +31,7 @@ #include "PlayerbotAIConfig.h" #include "PlayerbotDbStore.h" #include "Playerbots.h" +#include "QuestDef.h" #include "RandomItemMgr.h" #include "RandomPlayerbotFactory.h" #include "ReputationMgr.h" @@ -979,30 +980,23 @@ void PlayerbotFactory::ClearSpells() void PlayerbotFactory::ResetQuests() { + for (uint8 slot = 0; slot < MAX_QUEST_LOG_SIZE; ++slot) + { + bot->SetQuestSlot(slot, 0); + } ObjectMgr::QuestMap const& questTemplates = sObjectMgr->GetQuestTemplates(); for (ObjectMgr::QuestMap::const_iterator i = questTemplates.begin(); i != questTemplates.end(); ++i) { Quest const* quest = i->second; uint32 entry = quest->GetQuestId(); + if (bot->GetQuestStatus(entry) == QUEST_STATUS_NONE) + continue; + + bot->RemoveRewardedQuest(entry); + bot->RemoveActiveQuest(entry, false); - // remove all quest entries for 'entry' from quest log - for (uint8 slot = 0; slot < MAX_QUEST_LOG_SIZE; ++slot) - { - uint32 quest = bot->GetQuestSlotQuestId(slot); - if (quest == entry) - { - bot->SetQuestSlot(slot, 0); - } - } - - // reset rewarded for restart repeatable quest - bot->getQuestStatusMap().erase(entry); - // bot->getQuestStatusMap()[entry].m_rewarded = false; - // bot->getQuestStatusMap()[entry].m_status = QUEST_STATUS_NONE; } - // bot->UpdateForQuestWorldObjects(); - CharacterDatabase.Execute("DELETE FROM character_queststatus WHERE guid = {}", bot->GetGUID().GetCounter()); } void PlayerbotFactory::InitSpells() { InitAvailableSpells(); } @@ -1618,6 +1612,11 @@ void PlayerbotFactory::InitEquipment(bool incremental, bool second_chance) if (level < 20 && (slot == EQUIPMENT_SLOT_FINGER1 || slot == EQUIPMENT_SLOT_FINGER2)) continue; + if (level < 5 && (slot != EQUIPMENT_SLOT_MAINHAND) && (slot != EQUIPMENT_SLOT_OFFHAND) && + (slot != EQUIPMENT_SLOT_FEET) && (slot != EQUIPMENT_SLOT_LEGS) && (slot != EQUIPMENT_SLOT_CHEST) && + (slot != EQUIPMENT_SLOT_RANGED)) + continue; + Item* oldItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, slot); if (second_chance && oldItem) @@ -1782,6 +1781,10 @@ void PlayerbotFactory::InitEquipment(bool incremental, bool second_chance) if (level < 20 && (slot == EQUIPMENT_SLOT_FINGER1 || slot == EQUIPMENT_SLOT_FINGER2)) continue; + + if (level < 5 && (slot != EQUIPMENT_SLOT_MAINHAND) && (slot != EQUIPMENT_SLOT_OFFHAND) && + (slot != EQUIPMENT_SLOT_FEET) && (slot != EQUIPMENT_SLOT_LEGS) && (slot != EQUIPMENT_SLOT_CHEST)) + continue; if (Item* oldItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, slot)) bot->DestroyItem(INVENTORY_SLOT_BAG_0, slot, true); diff --git a/src/strategy/actions/AcceptQuestAction.cpp b/src/strategy/actions/AcceptQuestAction.cpp index 74085039..82b63c64 100644 --- a/src/strategy/actions/AcceptQuestAction.cpp +++ b/src/strategy/actions/AcceptQuestAction.cpp @@ -87,7 +87,7 @@ bool AcceptQuestAction::Execute(Event event) { std::stringstream ss; ss << "AcceptQuestAction [" << qInfo->GetTitle() << "] - [" << std::to_string(qInfo->GetQuestId()) << "]"; - LOG_INFO("playerbots", "{}", ss.str().c_str()); + LOG_DEBUG("playerbots", "{}", ss.str().c_str()); // botAI->TellMaster(ss.str()); } diff --git a/src/strategy/actions/ActionContext.h b/src/strategy/actions/ActionContext.h index 0ffe08eb..c69063d9 100644 --- a/src/strategy/actions/ActionContext.h +++ b/src/strategy/actions/ActionContext.h @@ -247,6 +247,7 @@ public: creators["new rpg go innkeeper"] = &ActionContext::new_rpg_go_innkeeper; creators["new rpg move random"] = &ActionContext::new_rpg_move_random; creators["new rpg move npc"] = &ActionContext::new_rpg_move_npc; + creators["new rpg do quest"] = &ActionContext::new_rpg_do_quest; } private: @@ -428,6 +429,7 @@ private: static Action* new_rpg_go_innkeeper(PlayerbotAI* ai) { return new NewRpgGoInnKeeperAction(ai); } static Action* new_rpg_move_random(PlayerbotAI* ai) { return new NewRpgMoveRandomAction(ai); } static Action* new_rpg_move_npc(PlayerbotAI* ai) { return new NewRpgMoveNpcAction(ai); } + static Action* new_rpg_do_quest(PlayerbotAI* ai) { return new NewRpgDoQuestAction(ai); } }; #endif diff --git a/src/strategy/actions/ChatActionContext.h b/src/strategy/actions/ChatActionContext.h index f4cd9cba..52ca826a 100644 --- a/src/strategy/actions/ChatActionContext.h +++ b/src/strategy/actions/ChatActionContext.h @@ -90,6 +90,7 @@ public: creators["log"] = &ChatActionContext::log; creators["los"] = &ChatActionContext::los; creators["rpg status"] = &ChatActionContext::rpg_status; + creators["rpg do quest"] = &ChatActionContext::rpg_do_quest; creators["aura"] = &ChatActionContext::aura; creators["drop"] = &ChatActionContext::drop; creators["clean quest log"] = &ChatActionContext::clean_quest_log; @@ -261,6 +262,7 @@ private: static Action* log(PlayerbotAI* botAI) { return new LogLevelAction(botAI); } static Action* los(PlayerbotAI* botAI) { return new TellLosAction(botAI); } static Action* rpg_status(PlayerbotAI* botAI) { return new TellRpgStatusAction(botAI); } + static Action* rpg_do_quest(PlayerbotAI* botAI) { return new StartRpgDoQuestAction(botAI); } static Action* aura(PlayerbotAI* ai) { return new TellAuraAction(ai); } static Action* ll(PlayerbotAI* botAI) { return new LootStrategyAction(botAI); } static Action* ss(PlayerbotAI* botAI) { return new SkipSpellsListAction(botAI); } diff --git a/src/strategy/actions/ChooseTargetActions.cpp b/src/strategy/actions/ChooseTargetActions.cpp index 54813766..e4df1e02 100644 --- a/src/strategy/actions/ChooseTargetActions.cpp +++ b/src/strategy/actions/ChooseTargetActions.cpp @@ -34,28 +34,17 @@ bool AttackAnythingAction::isUseful() if (!botAI->AllowActivity(GRIND_ACTIVITY)) // Bot not allowed to be active return false; - if (!AI_VALUE(bool, "can move around")) + if (botAI->HasStrategy("stay", BOT_STATE_NON_COMBAT)) + return false; + + if (bot->IsInCombat()) return false; - - - // if (context->GetValue("travel target")->Get()->isTraveling() && - // ChooseRpgTargetAction::isFollowValid( - // bot, *context->GetValue("travel target")->Get()->getPosition())) // Bot is traveling - // return false; Unit* target = GetTarget(); if (!target) return false; - bool inactiveGrindStatus = botAI->rpgInfo.status == NewRpgStatus::GO_GRIND || - botAI->rpgInfo.status == NewRpgStatus::NEAR_NPC || - botAI->rpgInfo.status == NewRpgStatus::REST || - botAI->rpgInfo.status == NewRpgStatus::GO_INNKEEPER; - - if (inactiveGrindStatus && bot->GetDistance(target) > 25.0f) - return false; - std::string const name = std::string(target->GetName()); // Check for invalid targets: Dummy, Charge Target, Melee Target, Ranged Target if (!name.empty() && diff --git a/src/strategy/actions/DropQuestAction.cpp b/src/strategy/actions/DropQuestAction.cpp index eea9337f..672358cb 100644 --- a/src/strategy/actions/DropQuestAction.cpp +++ b/src/strategy/actions/DropQuestAction.cpp @@ -132,6 +132,7 @@ bool CleanQuestLogAction::Execute(Event event) } // Remove quest + botAI->rpgStatistic.questDropped++; bot->SetQuestSlot(slot, 0); bot->TakeQuestSourceItem(questId, false); bot->SetQuestStatus(questId, QUEST_STATUS_NONE); diff --git a/src/strategy/actions/QuestAction.cpp b/src/strategy/actions/QuestAction.cpp index 4ecb4ff7..29201944 100644 --- a/src/strategy/actions/QuestAction.cpp +++ b/src/strategy/actions/QuestAction.cpp @@ -4,9 +4,14 @@ */ #include "QuestAction.h" +#include +#include "Chat.h" #include "ChatHelper.h" #include "Event.h" +#include "ItemTemplate.h" +#include "ObjectGuid.h" +#include "ObjectMgr.h" #include "Playerbots.h" #include "ReputationMgr.h" #include "ServerFacade.h" @@ -258,6 +263,7 @@ bool QuestAction::AcceptQuest(Quest const* quest, ObjectGuid questGiver) bool QuestUpdateCompleteAction::Execute(Event event) { + // the action can hardly be triggered WorldPacket p(event.getPacket()); p.rpos(0); @@ -265,22 +271,26 @@ bool QuestUpdateCompleteAction::Execute(Event event) p >> questId; p.print_storage(); - LOG_INFO("playerbots", "Packet: empty{} questId{}", p.empty(), questId); + // LOG_INFO("playerbots", "Packet: empty{} questId{}", p.empty(), questId); Quest const* qInfo = sObjectMgr->GetQuestTemplate(questId); if (qInfo) { - std::map placeholders; + // std::map placeholders; + // placeholders["%quest_link"] = format; + + // if (botAI->HasStrategy("debug quest", BotState::BOT_STATE_NON_COMBAT) || botAI->HasStrategy("debug rpg", BotState::BOT_STATE_COMBAT)) + // { + // LOG_INFO("playerbots", "{} => Quest [ {} ] completed", bot->GetName(), qInfo->GetTitle()); + // bot->Say("Quest [ " + format + " ] completed", LANG_UNIVERSAL); + // } const auto format = ChatHelper::FormatQuest(qInfo); - placeholders["%quest_link"] = format; - - if (botAI->HasStrategy("debug quest", BotState::BOT_STATE_NON_COMBAT) || botAI->HasStrategy("debug rpg", BotState::BOT_STATE_COMBAT)) - { - LOG_INFO("playerbots", "{} => Quest [ {} ] completed", bot->GetName(), qInfo->GetTitle()); - bot->Say("Quest [ " + format + " ] completed", LANG_UNIVERSAL); - } - botAI->TellMasterNoFacing("Quest completed " + format); + if (botAI->GetMaster()) + botAI->TellMasterNoFacing("Quest completed " + format); BroadcastHelper::BroadcastQuestUpdateComplete(botAI, bot, qInfo); + botAI->rpgStatistic.questCompleted++; + // LOG_DEBUG("playerbots", "[New rpg] {} complete quest {}", bot->GetName(), qInfo->GetQuestId()); + // botAI->rpgStatistic.questCompleted++; } return true; @@ -296,39 +306,39 @@ bool QuestUpdateAddKillAction::Execute(Event event) uint32 entry, questId, available, required; p >> questId >> entry >> available >> required; - + // LOG_INFO("playerbots", "[New rpg] Quest {} -> Creature {} ({}/{})", questId, entry, available, required); const Quest* qInfo = sObjectMgr->GetQuestTemplate(questId); if (qInfo && (entry & 0x80000000)) { entry &= 0x7FFFFFFF; const GameObjectTemplate* info = sObjectMgr->GetGameObjectTemplate(entry); if (info) - BroadcastHelper::BroadcastQuestUpdateAddKill(botAI, bot, qInfo, available, required, info->name); + { + std::string infoName = botAI->GetLocalizedGameObjectName(entry); + BroadcastHelper::BroadcastQuestUpdateAddKill(botAI, bot, qInfo, available, required, infoName); + if (botAI->GetMaster()) + { + std::ostringstream out; + out << infoName << " " << available << "/" << required << " " << ChatHelper::FormatQuest(qInfo); + botAI->TellMasterNoFacing(out.str()); + } + } } else if (qInfo) { CreatureTemplate const* info = sObjectMgr->GetCreatureTemplate(entry); if (info) { - BroadcastHelper::BroadcastQuestUpdateAddKill(botAI, bot, qInfo, available, required, info->Name); + std::string infoName = botAI->GetLocalizedCreatureName(entry); + BroadcastHelper::BroadcastQuestUpdateAddKill(botAI, bot, qInfo, available, required, infoName); + if (botAI->GetMaster()) + { + std::ostringstream out; + out << infoName << " " << available << "/" << required << " " << ChatHelper::FormatQuest(qInfo); + botAI->TellMasterNoFacing(out.str()); + } } - } - else - { - std::map placeholders; - placeholders["%quest_id"] = questId; - placeholders["%available"] = available; - placeholders["%required"] = required; - - if (botAI->HasStrategy("debug quest", BotState::BOT_STATE_COMBAT) || botAI->HasStrategy("debug quest", BotState::BOT_STATE_NON_COMBAT)) - { - LOG_INFO("playerbots", "{} => {}", bot->GetName(), BOT_TEXT2("%available/%required for questId: %quest_id", placeholders)); - botAI->Say(BOT_TEXT2("%available/%required for questId: %quest_id", placeholders)); - } - - botAI->TellMasterNoFacing(BOT_TEXT2("%available/%required for questId: %quest_id", placeholders)); - } - + } return false; } @@ -363,8 +373,62 @@ bool QuestUpdateAddItemAction::Execute(Event event) BroadcastHelper::BroadcastQuestUpdateAddItem(botAI, bot, pair.first, availableItemsCount, requiredItemsCount, itemPrototype); } - } + } + return false; +} + +bool QuestItemPushResultAction::Execute(Event event) +{ + WorldPacket packet = event.getPacket(); + ObjectGuid guid; + uint32 received, created, sendChatMessage, itemSlot, itemEntry, itemSuffixFactory, count, itemCount; + uint8 bagSlot; + int32 itemRandomPropertyId; + packet >> guid >> received >> created >> sendChatMessage; + packet >> bagSlot >> itemSlot >> itemEntry >> itemSuffixFactory >> itemRandomPropertyId; + packet >> count >> itemCount; + + if (guid != bot->GetGUID()) + return false; + const ItemTemplate* proto = sObjectMgr->GetItemTemplate(itemEntry); + if (!proto) + return false; + + for (uint16 i = 0; i < MAX_QUEST_LOG_SIZE; ++i) + { + uint32 questId = bot->GetQuestSlotQuestId(i); + if (!questId) + continue; + + const Quest* quest = sObjectMgr->GetQuestTemplate(questId); + if (!quest) + return false; + + const QuestStatusData& q_status = bot->getQuestStatusMap().at(questId); + + for (int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; i++) + { + uint32 itemId = quest->RequiredItemId[i]; + if (!itemId) + continue; + + int32 previousCount = itemCount - count; + if (itemId == itemEntry && previousCount < quest->RequiredItemCount[i]) + { + if (botAI->GetMaster()) + { + std::string itemLink = ChatHelper::FormatItem(proto); + std::ostringstream out; + int32 required = quest->RequiredItemCount[i]; + int32 available = std::min((int32)itemCount, required); + out << itemLink << " " << available << "/" << required << " " << ChatHelper::FormatQuest(quest); + botAI->TellMasterNoFacing(out.str()); + } + } + } + } + return false; } diff --git a/src/strategy/actions/QuestAction.h b/src/strategy/actions/QuestAction.h index 1d2497e0..680154cf 100644 --- a/src/strategy/actions/QuestAction.h +++ b/src/strategy/actions/QuestAction.h @@ -66,4 +66,11 @@ public: bool Execute(Event event) override; }; +class QuestItemPushResultAction : public Action +{ +public: + QuestItemPushResultAction(PlayerbotAI* ai) : Action(ai, "quest item push result") {} + bool Execute(Event event) override;; +}; + #endif diff --git a/src/strategy/actions/TalkToQuestGiverAction.cpp b/src/strategy/actions/TalkToQuestGiverAction.cpp index 772d3ff7..93f85d91 100644 --- a/src/strategy/actions/TalkToQuestGiverAction.cpp +++ b/src/strategy/actions/TalkToQuestGiverAction.cpp @@ -173,7 +173,6 @@ void TalkToQuestGiverAction::RewardMultipleItem(Quest const* quest, Object* ques std::ostringstream outid; if (!botAI->IsAlt() || sPlayerbotAIConfig->autoPickReward == "yes") { - // Pick the first item of the best rewards. bestIds = BestRewards(quest); if (!bestIds.empty()) { diff --git a/src/strategy/actions/WorldPacketActionContext.h b/src/strategy/actions/WorldPacketActionContext.h index 947b4826..a119b3a7 100644 --- a/src/strategy/actions/WorldPacketActionContext.h +++ b/src/strategy/actions/WorldPacketActionContext.h @@ -79,7 +79,8 @@ public: creators["quest update failed timer"] = &WorldPacketActionContext::quest_update_failed_timer; creators["quest update complete"] = &WorldPacketActionContext::quest_update_complete; creators["turn in query quest"] = &WorldPacketActionContext::turn_in_query_quest; - + creators["quest item push result"] = &WorldPacketActionContext::quest_item_push_result; + creators["party command"] = &WorldPacketActionContext::party_command; creators["tell cast failed"] = &WorldPacketActionContext::tell_cast_failed; creators["accept duel"] = &WorldPacketActionContext::accept_duel; @@ -139,6 +140,7 @@ private: static Action* quest_update_failed(PlayerbotAI* ai) { return new QuestUpdateFailedAction(ai); } static Action* quest_update_failed_timer(PlayerbotAI* ai) { return new QuestUpdateFailedTimerAction(ai); } static Action* quest_update_complete(PlayerbotAI* botAI) { return new QuestUpdateCompleteAction(botAI); } + static Action* quest_item_push_result(PlayerbotAI* ai) { return new QuestItemPushResultAction(ai); } static Action* turn_in_quest(PlayerbotAI* botAI) { return new TalkToQuestGiverAction(botAI); } static Action* accept_quest(PlayerbotAI* botAI) { return new AcceptQuestAction(botAI); } diff --git a/src/strategy/generic/ChatCommandHandlerStrategy.cpp b/src/strategy/generic/ChatCommandHandlerStrategy.cpp index 072814a2..4cf71cae 100644 --- a/src/strategy/generic/ChatCommandHandlerStrategy.cpp +++ b/src/strategy/generic/ChatCommandHandlerStrategy.cpp @@ -109,6 +109,7 @@ ChatCommandHandlerStrategy::ChatCommandHandlerStrategy(PlayerbotAI* botAI) : Pas supported.push_back("log"); supported.push_back("los"); supported.push_back("rpg status"); + supported.push_back("rpg do quest"); supported.push_back("aura"); supported.push_back("drop"); supported.push_back("share"); diff --git a/src/strategy/generic/CombatStrategy.cpp b/src/strategy/generic/CombatStrategy.cpp index 6bbf09cd..5026d3b3 100644 --- a/src/strategy/generic/CombatStrategy.cpp +++ b/src/strategy/generic/CombatStrategy.cpp @@ -12,8 +12,9 @@ void CombatStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("enemy out of spell", NextAction::array(0, new NextAction("reach spell", ACTION_HIGH), nullptr))); + // drop target relevance 99 (lower than Worldpacket triggers) triggers.push_back( - new TriggerNode("invalid target", NextAction::array(0, new NextAction("drop target", 100), nullptr))); + new TriggerNode("invalid target", NextAction::array(0, new NextAction("drop target", 99), nullptr))); triggers.push_back( new TriggerNode("mounted", NextAction::array(0, new NextAction("check mount state", 54), nullptr))); // triggers.push_back(new TriggerNode("out of react range", NextAction::array(0, new NextAction("flee to master", diff --git a/src/strategy/generic/GrindingStrategy.cpp b/src/strategy/generic/GrindingStrategy.cpp index 87970637..e20b7fbe 100644 --- a/src/strategy/generic/GrindingStrategy.cpp +++ b/src/strategy/generic/GrindingStrategy.cpp @@ -7,14 +7,19 @@ #include "Playerbots.h" -NextAction** GrindingStrategy::getDefaultActions() { return nullptr; } +NextAction** GrindingStrategy::getDefaultActions() +{ + return NextAction::array(0, + new NextAction("drink", 4.2f), + new NextAction("food", 4.1f), + nullptr); +} void GrindingStrategy::InitTriggers(std::vector& triggers) { - triggers.push_back(new TriggerNode("timer", NextAction::array(0, new NextAction("drink", 10.2f), nullptr))); - triggers.push_back(new TriggerNode("timer", NextAction::array(0, new NextAction("food", 10.1f), nullptr))); + // reduce lower than loot triggers.push_back( - new TriggerNode("no target", NextAction::array(0, new NextAction("attack anything", 10.0f), nullptr))); + new TriggerNode("no target", NextAction::array(0, new NextAction("attack anything", 4.0f), nullptr))); } void MoveRandomStrategy::InitTriggers(std::vector& triggers) diff --git a/src/strategy/generic/LootNonCombatStrategy.cpp b/src/strategy/generic/LootNonCombatStrategy.cpp index 57cc296a..89fb6b5d 100644 --- a/src/strategy/generic/LootNonCombatStrategy.cpp +++ b/src/strategy/generic/LootNonCombatStrategy.cpp @@ -13,13 +13,13 @@ void LootNonCombatStrategy::InitTriggers(std::vector& triggers) triggers.push_back( new TriggerNode("far from loot target", NextAction::array(0, new NextAction("move to loot", 7.0f), nullptr))); triggers.push_back(new TriggerNode("can loot", NextAction::array(0, new NextAction("open loot", 8.0f), nullptr))); - triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("add all loot", 1.0f), nullptr))); + triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("add all loot", 5.0f), nullptr))); } void GatherStrategy::InitTriggers(std::vector& triggers) { triggers.push_back( - new TriggerNode("timer", NextAction::array(0, new NextAction("add gathering loot", 2.0f), nullptr))); + new TriggerNode("timer", NextAction::array(0, new NextAction("add gathering loot", 5.0f), nullptr))); } void RevealStrategy::InitTriggers(std::vector& triggers) diff --git a/src/strategy/generic/WorldPacketHandlerStrategy.cpp b/src/strategy/generic/WorldPacketHandlerStrategy.cpp index d68cea4c..efdc06ef 100644 --- a/src/strategy/generic/WorldPacketHandlerStrategy.cpp +++ b/src/strategy/generic/WorldPacketHandlerStrategy.cpp @@ -39,6 +39,8 @@ void WorldPacketHandlerStrategy::InitTriggers(std::vector& trigger triggers.push_back(new TriggerNode("within area trigger", NextAction::array(0, new NextAction("area trigger", relevance), nullptr))); triggers.push_back(new TriggerNode("loot response", NextAction::array(0, new NextAction("store loot", relevance), nullptr))); triggers.push_back(new TriggerNode("item push result", NextAction::array(0, new NextAction("query item usage", relevance), new NextAction("equip upgrades", relevance), nullptr))); + triggers.push_back(new TriggerNode("item push result", NextAction::array(0, new NextAction("quest item push result", relevance), nullptr))); + triggers.push_back(new TriggerNode("ready check finished", NextAction::array(0, new NextAction("finish ready check", relevance), nullptr))); // triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("security check", relevance), new NextAction("check mail", relevance), nullptr))); triggers.push_back(new TriggerNode("guild invite", NextAction::array(0, new NextAction("guild accept", relevance), nullptr))); @@ -79,7 +81,7 @@ WorldPacketHandlerStrategy::WorldPacketHandlerStrategy(PlayerbotAI* botAI) : Pas // quests supported.push_back("quest update add kill"); - supported.push_back("quest update add item"); + // supported.push_back("quest update add item"); supported.push_back("quest update failed"); supported.push_back("quest update failed timer"); supported.push_back("quest update complete"); diff --git a/src/strategy/rogue/RogueActions.cpp b/src/strategy/rogue/RogueActions.cpp index d037347f..89d744c1 100644 --- a/src/strategy/rogue/RogueActions.cpp +++ b/src/strategy/rogue/RogueActions.cpp @@ -8,8 +8,18 @@ #include "Event.h" #include "ObjectGuid.h" #include "Player.h" +#include "PlayerbotAIConfig.h" #include "Playerbots.h" +bool CastStealthAction::isUseful() +{ + Unit* target = AI_VALUE(Unit*, "current target"); + if (target && bot->GetDistance(target) >= sPlayerbotAIConfig->spellDistance) + return false; + return true; +} + + bool CastStealthAction::isPossible() { // do not use with WSG flag or EYE flag diff --git a/src/strategy/rogue/RogueActions.h b/src/strategy/rogue/RogueActions.h index c6fc4b5b..9b276ccd 100644 --- a/src/strategy/rogue/RogueActions.h +++ b/src/strategy/rogue/RogueActions.h @@ -44,7 +44,7 @@ public: CastStealthAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "stealth") {} std::string const GetTargetName() override { return "self target"; } - + bool isUseful() override; bool isPossible() override; }; diff --git a/src/strategy/rpg/NewRpgAction.cpp b/src/strategy/rpg/NewRpgAction.cpp index 0f6697d7..ebacbdb8 100644 --- a/src/strategy/rpg/NewRpgAction.cpp +++ b/src/strategy/rpg/NewRpgAction.cpp @@ -2,18 +2,32 @@ #include #include +#include +#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) @@ -26,118 +40,156 @@ bool TellRpgStatusAction::Execute(Event event) 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 NewRpgStatus::IDLE: + case RPG_IDLE: { uint32 roll = urand(1, 100); // IDLE -> NEAR_NPC - // if ((!info.lastNearNpc || info.lastNearNpc + setNpcInterval < getMSTime()) && roll <= 30) if (roll <= 30) { - GuidVector possibleTargets = AI_VALUE(GuidVector, "possible rpg targets"); - if (!possibleTargets.empty()) + GuidVector possibleTargets = AI_VALUE(GuidVector, "possible new rpg targets"); + if (possibleTargets.size() >= 3) { - info.Reset(); - info.lastNearNpc = getMSTime(); - info.status = NewRpgStatus::NEAR_NPC; + info.ChangeToNearNpc(); return true; } } // IDLE -> GO_INNKEEPER else if (roll <= 45) { - WorldPosition pos = SelectRandomInnKeeperPos(); + WorldPosition pos = SelectRandomInnKeeperPos(bot); if (pos != WorldPosition() && bot->GetExactDist(pos) > 50.0f) { - info.Reset(); - info.lastGoInnKeeper = getMSTime(); - info.status = NewRpgStatus::GO_INNKEEPER; - info.innKeeperPos = pos; + info.ChangeToGoInnkeeper(pos); return true; } } // IDLE -> GO_GRIND - else if (roll <= 90) + else if (roll <= 100) { - WorldPosition pos = SelectRandomGrindPos(); + if (roll >= 60) + { + std::vector 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; + 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.Reset(); - info.lastGoGrind = getMSTime(); - info.status = NewRpgStatus::GO_GRIND; - info.grindPos = pos; + info.ChangeToGoGrind(pos); return true; } } // IDLE -> REST - info.Reset(); - info.status = NewRpgStatus::REST; - info.lastRest = getMSTime(); + info.ChangeToRest(); bot->SetStandState(UNIT_STAND_STATE_SIT); return true; } - case NewRpgStatus::GO_GRIND: + case RPG_GO_GRIND: { - WorldPosition& originalPos = info.grindPos; - assert(info.grindPos != WorldPosition()); + WorldPosition& originalPos = info.go_grind.pos; + assert(info.go_grind.pos != WorldPosition()); // GO_GRIND -> NEAR_RANDOM if (bot->GetExactDist(originalPos) < 10.0f) { - info.Reset(); - info.status = NewRpgStatus::NEAR_RANDOM; - info.lastNearRandom = getMSTime(); - info.grindPos = WorldPosition(); + info.ChangeToNearRandom(); return true; } break; } - case NewRpgStatus::GO_INNKEEPER: + case RPG_GO_INNKEEPER: { - WorldPosition& originalPos = info.innKeeperPos; - assert(info.innKeeperPos != WorldPosition()); + WorldPosition& originalPos = info.go_innkeeper.pos; + assert(info.go_innkeeper.pos != WorldPosition()); // GO_INNKEEPER -> NEAR_NPC if (bot->GetExactDist(originalPos) < 10.0f) { - info.Reset(); - info.lastNearNpc = getMSTime(); - info.status = NewRpgStatus::NEAR_NPC; - info.innKeeperPos = WorldPosition(); + info.ChangeToNearNpc(); return true; } break; } - case NewRpgStatus::NEAR_RANDOM: + case RPG_NEAR_RANDOM: { // NEAR_RANDOM -> IDLE - if (info.lastNearRandom + statusNearRandomDuration < getMSTime()) + if (info.HasStatusPersisted(statusNearRandomDuration)) { - info.Reset(); - info.status = NewRpgStatus::IDLE; + info.ChangeToIdle(); return true; } break; } - case NewRpgStatus::NEAR_NPC: + case RPG_DO_QUEST: { - if (info.lastNearNpc + statusNearNpcDuration < getMSTime()) + // DO_QUEST -> IDLE + if (info.HasStatusPersisted(statusDoQuestDuration)) { - info.Reset(); - info.status = NewRpgStatus::IDLE; + info.ChangeToIdle(); return true; } break; } - case NewRpgStatus::REST: + case RPG_NEAR_NPC: + { + if (info.HasStatusPersisted(statusNearNpcDuration)) + { + info.ChangeToIdle(); + return true; + } + break; + } + case RPG_REST: { // REST -> IDLE - if (info.lastRest + statusRestDuration < getMSTime()) + if (info.HasStatusPersisted(statusRestDuration)) { - info.Reset(); - info.status = NewRpgStatus::IDLE; + info.ChangeToIdle(); return true; } break; @@ -148,258 +200,259 @@ bool NewRpgStatusUpdateAction::Execute(Event event) return false; } -WorldPosition NewRpgStatusUpdateAction::SelectRandomGrindPos() +bool NewRpgGoGrindAction::Execute(Event event) { - const std::vector& locs = sRandomPlayerbotMgr->locsPerLevelCache[bot->GetLevel()]; - std::vector lo_prepared_locs, hi_prepared_locs; - for (auto& loc : locs) - { - if (bot->GetMapId() != loc.GetMapId()) - continue; + if (SearchQuestGiverAndAcceptOrReward()) + return true; - if (bot->GetMap()->GetZoneId(bot->GetPhaseMask(), loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ()) != - bot->GetZoneId()) - continue; - - if (bot->GetExactDist(loc) < 500.0f) - { - hi_prepared_locs.push_back(loc); - } - - if (bot->GetExactDist(loc) < 2500.0f) - { - lo_prepared_locs.push_back(loc); - } - } - WorldPosition dest{}; - if (urand(1, 100) <= 50 && !hi_prepared_locs.empty()) - { - uint32 idx = urand(0, hi_prepared_locs.size() - 1); - dest = hi_prepared_locs[idx]; - } - else if (!lo_prepared_locs.empty()) - { - uint32 idx = urand(0, lo_prepared_locs.size() - 1); - dest = lo_prepared_locs[idx]; - } - LOG_DEBUG("playerbots", "[New Rpg] Bot {} select random grind pos Map:{} X:{} Y:{} Z:{} ({}+{} available in {})", - bot->GetName(), dest.GetMapId(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(), - hi_prepared_locs.size(), lo_prepared_locs.size() - hi_prepared_locs.size(), locs.size()); - return dest; + return MoveFarTo(botAI->rpgInfo.go_grind.pos); } -WorldPosition NewRpgStatusUpdateAction::SelectRandomInnKeeperPos() +bool NewRpgGoInnKeeperAction::Execute(Event event) { - const std::vector& locs = IsAlliance(bot->getRace()) - ? sRandomPlayerbotMgr->allianceStarterPerLevelCache[bot->GetLevel()] - : sRandomPlayerbotMgr->hordeStarterPerLevelCache[bot->GetLevel()]; - std::vector prepared_locs; - for (auto& loc : locs) - { - if (bot->GetMapId() != loc.GetMapId()) - continue; - - if (bot->GetMap()->GetZoneId(bot->GetPhaseMask(), loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ()) != - bot->GetZoneId()) - continue; - - float range = bot->GetLevel() <= 5 ? 500.0f : 2500.0f; - if (bot->GetExactDist(loc) < range) - { - prepared_locs.push_back(loc); - } - } - WorldPosition dest{}; - if (!prepared_locs.empty()) - { - uint32 idx = urand(0, prepared_locs.size() - 1); - dest = prepared_locs[idx]; - } - LOG_DEBUG("playerbots", "[New Rpg] Bot {} select random inn keeper pos Map:{} X:{} Y:{} Z:{} ({} available in {})", - bot->GetName(), dest.GetMapId(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(), - prepared_locs.size(), locs.size()); - return dest; + if (SearchQuestGiverAndAcceptOrReward()) + return true; + + return MoveFarTo(botAI->rpgInfo.go_innkeeper.pos); } -bool NewRpgGoFarAwayPosAction::MoveFarTo(WorldPosition dest) -{ - if (dest == WorldPosition()) - return false; - - float dis = bot->GetExactDist(dest); - if (dis < pathFinderDis) - { - return MoveTo(dest.getMapId(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(), false, false, - false, true); - } - - // performance optimization - if (IsWaitingForLastMove(MovementPriority::MOVEMENT_NORMAL)) - { - return false; - } - - // stuck check - float disToDest = bot->GetDistance(dest); - if (disToDest + 1.0f < botAI->rpgInfo.nearestMoveFarDis) - { - botAI->rpgInfo.nearestMoveFarDis = disToDest; - botAI->rpgInfo.stuckTs = getMSTime(); - botAI->rpgInfo.stuckAttempts = 0; - } - else if (++botAI->rpgInfo.stuckAttempts >= 10 && botAI->rpgInfo.stuckTs + stuckTime < getMSTime()) - { - // Unfortunately we've been stuck here for over 5 mins, fallback to teleporting directly to the destination - botAI->rpgInfo.stuckTs = getMSTime(); - botAI->rpgInfo.stuckAttempts = 0; - const AreaTableEntry* entry = sAreaTableStore.LookupEntry(bot->GetZoneId()); - std::string zone_name = PlayerbotAI::GetLocalizedAreaName(entry); - LOG_DEBUG("playerbots", "[New Rpg] Teleport {} from ({},{},{},{}) to ({},{},{},{}) as it stuck when moving far - Zone: {} ({})", bot->GetName(), - bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(), bot->GetMapId(), - dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(), dest.getMapId(), bot->GetZoneId(), zone_name); - return bot->TeleportTo(dest); - } - - float minDelta = M_PI; - const float x = bot->GetPositionX(); - const float y = bot->GetPositionY(); - const float z = bot->GetPositionZ(); - float rx, ry, rz; - bool found = false; - int attempt = 3; - while (--attempt) - { - float angle = bot->GetAngle(&dest); - float delta = urand(1, 100) <= 75 ? (rand_norm() - 0.5) * M_PI * 0.5 : (rand_norm() - 0.5) * M_PI * 2; - angle += delta; - float dis = rand_norm() * pathFinderDis; - float dx = x + cos(angle) * dis; - float dy = y + sin(angle) * dis; - float dz = z + 0.5f; - PathGenerator path(bot); - path.CalculatePath(dx, dy, dz); - PathType type = path.GetPathType(); - uint32 typeOk = PATHFIND_NORMAL | PATHFIND_INCOMPLETE | PATHFIND_FARFROMPOLY; - bool canReach = !(type & (~typeOk)); - - if (canReach && fabs(delta) <= minDelta) - { - found = true; - const G3D::Vector3& endPos = path.GetActualEndPosition(); - rx = endPos.x; - ry = endPos.y; - rz = endPos.z; - minDelta = fabs(delta); - } - } - if (found) - { - return MoveTo(bot->GetMapId(), rx, ry, rz, false, false, false, true); - } - return false; -} - -bool NewRpgGoGrindAction::Execute(Event event) { return MoveFarTo(botAI->rpgInfo.grindPos); } - -bool NewRpgGoInnKeeperAction::Execute(Event event) { return MoveFarTo(botAI->rpgInfo.innKeeperPos); } - bool NewRpgMoveRandomAction::Execute(Event event) { - float distance = rand_norm() * moveStep; - Map* map = bot->GetMap(); - const float x = bot->GetPositionX(); - const float y = bot->GetPositionY(); - const float z = bot->GetPositionZ(); - int attempts = 5; - while (--attempts) - { - float angle = (float)rand_norm() * 2 * static_cast(M_PI); - float dx = x + distance * cos(angle); - float dy = y + distance * sin(angle); - float dz = z; - if (!map->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(), - dx, dy, dz)) - continue; - - if (map->IsInWater(bot->GetPhaseMask(), dx, dy, dz, bot->GetCollisionHeight())) - continue; - - bool moved = MoveTo(bot->GetMapId(), dx, dy, dz, false, false, false, true); - if (moved) - return true; - } - - return false; + if (SearchQuestGiverAndAcceptOrReward()) + return true; + + return MoveRandomNear(); } bool NewRpgMoveNpcAction::Execute(Event event) { NewRpgInfo& info = botAI->rpgInfo; - if (!info.npcPos) + if (!info.near_npc.npc) { - GuidVector possibleTargets = AI_VALUE(GuidVector, "possible rpg targets"); - if (possibleTargets.empty()) - return false; - int idx = urand(0, possibleTargets.size() - 1); - ObjectGuid guid = possibleTargets[idx]; - Unit* unit = botAI->GetUnit(guid); - if (unit) + // No npc can be found, switch to IDLE + ObjectGuid npc = ChooseNpcOrGameObjectToInteract(); + if (npc.IsEmpty()) { - info.npcPos = GuidPosition(unit); - info.lastReachNpc = 0; + info.ChangeToIdle(); + return true; } - else - return false; + info.near_npc.npc = npc; + info.near_npc.lastReach = 0; + return true; } - if (bot->GetDistance(info.npcPos) <= INTERACTION_DISTANCE) + Unit* unit = botAI->GetUnit(info.near_npc.npc); + if (unit && bot->GetDistance(unit) <= INTERACTION_DISTANCE) { - if (!info.lastReachNpc) + if (!info.near_npc.lastReach) { - info.lastReachNpc = getMSTime(); + info.near_npc.lastReach = getMSTime(); + InteractWithNpcOrGameObjectForQuest(info.near_npc.npc); return true; } - if (info.lastReachNpc && info.lastReachNpc + stayTime > getMSTime()) + if (info.near_npc.lastReach && GetMSTimeDiffToNow(info.near_npc.lastReach) < npcStayTime) return false; - info.npcPos = GuidPosition(); - info.lastReachNpc = 0; + // has reached the npc for more than `npcStayTime`, select the next target + info.near_npc.npc = ObjectGuid(); + info.near_npc.lastReach = 0; } else { - assert(info.npcPos); - Unit* unit = botAI->GetUnit(info.npcPos); - if (!unit) - return false; - float x = unit->GetPositionX(); - float y = unit->GetPositionY(); - float z = unit->GetPositionZ(); - float mapId = unit->GetMapId(); - float angle = 0.f; - if (bot->IsWithinLOS(x, y, z)) - { - if (!unit->isMoving()) - angle = unit->GetAngle(bot) + (M_PI * irand(-25, 25) / 100.0); // Closest 45 degrees towards the target - else - angle = unit->GetOrientation() + - (M_PI * irand(-25, 25) / 100.0); // 45 degrees infront of target (leading it's movement) - } - else - angle = 2 * M_PI * rand_norm(); // A circle around the target. - float rnd = rand_norm(); - x += cos(angle) * INTERACTION_DISTANCE * rnd; - y += sin(angle) * INTERACTION_DISTANCE * rnd; - // bool exact = true; - if (!unit->GetMap()->CheckCollisionAndGetValidCoords(unit, unit->GetPositionX(), unit->GetPositionY(), - unit->GetPositionZ(), x, y, z)) - { - x = unit->GetPositionX(); - y = unit->GetPositionY(); - z = unit->GetPositionZ(); - // exact = false; - } - return MoveTo(mapId, x, y, z, false, false, false, true); + return MoveNpcTo(info.near_npc.npc); } return true; -} \ No newline at end of file +} + +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; + 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; + 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; +} diff --git a/src/strategy/rpg/NewRpgAction.h b/src/strategy/rpg/NewRpgAction.h index 83cb604a..422d5775 100644 --- a/src/strategy/rpg/NewRpgAction.h +++ b/src/strategy/rpg/NewRpgAction.h @@ -3,9 +3,15 @@ #include "Duration.h" #include "MovementActions.h" +#include "NewRpgInfo.h" #include "NewRpgStrategy.h" +#include "Object.h" +#include "ObjectDefines.h" +#include "ObjectGuid.h" +#include "QuestDef.h" #include "TravelMgr.h" #include "PlayerbotAI.h" +#include "NewRpgBaseAction.h" class TellRpgStatusAction : public Action { @@ -15,65 +21,78 @@ public: bool Execute(Event event) override; }; -class NewRpgStatusUpdateAction : public Action +class StartRpgDoQuestAction : public Action { public: - NewRpgStatusUpdateAction(PlayerbotAI* botAI) : Action(botAI, "new rpg status update") {} + StartRpgDoQuestAction(PlayerbotAI* botAI) : Action(botAI, "start rpg do quest") {} + + bool Execute(Event event) override; +}; + +class NewRpgStatusUpdateAction : public NewRpgBaseAction +{ +public: + NewRpgStatusUpdateAction(PlayerbotAI* botAI) : NewRpgBaseAction(botAI, "new rpg status update") + { + // int statusCount = RPG_STATUS_END - 1; + + // transitionMat.resize(statusCount, std::vector(statusCount, 0)); + + // transitionMat[RPG_IDLE][RPG_GO_GRIND] = 20; + // transitionMat[RPG_IDLE][RPG_GO_INNKEEPER] = 15; + // transitionMat[RPG_IDLE][RPG_NEAR_NPC] = 30; + // transitionMat[RPG_IDLE][RPG_DO_QUEST] = 35; + } bool Execute(Event event) override; protected: - // const int32 setGrindInterval = 5 * 60 * 1000; - // const int32 setNpcInterval = 1 * 60 * 1000; + // static NewRpgStatusTransitionProb transitionMat; const int32 statusNearNpcDuration = 5 * 60 * 1000; const int32 statusNearRandomDuration = 5 * 60 * 1000; const int32 statusRestDuration = 30 * 1000; - WorldPosition SelectRandomGrindPos(); - WorldPosition SelectRandomInnKeeperPos(); + const int32 statusDoQuestDuration = 30 * 60 * 1000; }; -class NewRpgGoFarAwayPosAction : public MovementAction +class NewRpgGoGrindAction : public NewRpgBaseAction { public: - NewRpgGoFarAwayPosAction(PlayerbotAI* botAI, std::string name) : MovementAction(botAI, name) {} - // bool Execute(Event event) override; - bool MoveFarTo(WorldPosition dest); - -protected: - // WorldPosition dest; - const float pathFinderDis = 70.0f; // path finder - const uint32 stuckTime = 5 * 60 * 1000; -}; - -class NewRpgGoGrindAction : public NewRpgGoFarAwayPosAction -{ -public: - NewRpgGoGrindAction(PlayerbotAI* botAI) : NewRpgGoFarAwayPosAction(botAI, "new rpg go grind") {} + NewRpgGoGrindAction(PlayerbotAI* botAI) : NewRpgBaseAction(botAI, "new rpg go grind") {} bool Execute(Event event) override; }; -class NewRpgGoInnKeeperAction : public NewRpgGoFarAwayPosAction +class NewRpgGoInnKeeperAction : public NewRpgBaseAction { public: - NewRpgGoInnKeeperAction(PlayerbotAI* botAI) : NewRpgGoFarAwayPosAction(botAI, "new rpg go innkeeper") {} + NewRpgGoInnKeeperAction(PlayerbotAI* botAI) : NewRpgBaseAction(botAI, "new rpg go innkeeper") {} bool Execute(Event event) override; }; -class NewRpgMoveRandomAction : public MovementAction +class NewRpgMoveRandomAction : public NewRpgBaseAction { public: - NewRpgMoveRandomAction(PlayerbotAI* botAI) : MovementAction(botAI, "new rpg move random") {} + NewRpgMoveRandomAction(PlayerbotAI* botAI) : NewRpgBaseAction(botAI, "new rpg move random") {} + bool Execute(Event event) override; +}; + +class NewRpgMoveNpcAction : public NewRpgBaseAction +{ +public: + NewRpgMoveNpcAction(PlayerbotAI* botAI) : NewRpgBaseAction(botAI, "new rpg move npcs") {} + bool Execute(Event event) override; + + const uint32 npcStayTime = 8 * 1000; +}; + +class NewRpgDoQuestAction : public NewRpgBaseAction +{ +public: + NewRpgDoQuestAction(PlayerbotAI* botAI) : NewRpgBaseAction(botAI, "new rpg do quest") {} bool Execute(Event event) override; protected: - const float moveStep = 50.0f; -}; - -class NewRpgMoveNpcAction : public MovementAction -{ -public: - NewRpgMoveNpcAction(PlayerbotAI* botAI) : MovementAction(botAI, "new rpg move npcs") {} - bool Execute(Event event) override; -protected: - const uint32 stayTime = 8 * 1000; + bool DoIncompleteQuest(); + bool DoCompletedQuest(); + + const uint32 poiStayTime = 5 * 60 * 1000; }; #endif \ No newline at end of file diff --git a/src/strategy/rpg/NewRpgBaseAction.cpp b/src/strategy/rpg/NewRpgBaseAction.cpp new file mode 100644 index 00000000..3fb6f2b3 --- /dev/null +++ b/src/strategy/rpg/NewRpgBaseAction.cpp @@ -0,0 +1,801 @@ +#include "NewRpgBaseAction.h" +#include "ChatHelper.h" +#include "G3D/Vector2.h" +#include "GameObject.h" +#include "GossipDef.h" +#include "GridTerrainData.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" + +bool NewRpgBaseAction::MoveFarTo(WorldPosition dest) +{ + if (dest == WorldPosition()) + return false; + + if (dest != botAI->rpgInfo.moveFarPos) + { + // clear stuck information if it's a new dest + botAI->rpgInfo.SetMoveFarTo(dest); + } + + float dis = bot->GetExactDist(dest); + if (dis < pathFinderDis) + { + return MoveTo(dest.getMapId(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(), false, false, + false, true); + } + + // performance optimization + if (IsWaitingForLastMove(MovementPriority::MOVEMENT_NORMAL)) + { + return false; + } + + // stuck check + float disToDest = bot->GetDistance(dest); + if (disToDest + 1.0f < botAI->rpgInfo.nearestMoveFarDis) + { + botAI->rpgInfo.nearestMoveFarDis = disToDest; + botAI->rpgInfo.stuckTs = getMSTime(); + botAI->rpgInfo.stuckAttempts = 0; + } + else if (++botAI->rpgInfo.stuckAttempts >= 10 && GetMSTimeDiffToNow(botAI->rpgInfo.stuckTs) >= stuckTime) + { + // Unfortunately we've been stuck here for over 5 mins, fallback to teleporting directly to the destination + botAI->rpgInfo.stuckTs = getMSTime(); + botAI->rpgInfo.stuckAttempts = 0; + const AreaTableEntry* entry = sAreaTableStore.LookupEntry(bot->GetZoneId()); + std::string zone_name = PlayerbotAI::GetLocalizedAreaName(entry); + LOG_DEBUG("playerbots", "[New Rpg] Teleport {} from ({},{},{},{}) to ({},{},{},{}) as it stuck when moving far - Zone: {} ({})", bot->GetName(), + bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(), bot->GetMapId(), + dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(), dest.getMapId(), bot->GetZoneId(), zone_name); + return bot->TeleportTo(dest); + } + + float minDelta = M_PI; + const float x = bot->GetPositionX(); + const float y = bot->GetPositionY(); + const float z = bot->GetPositionZ(); + float rx, ry, rz; + bool found = false; + int attempt = 3; + while (--attempt) + { + float angle = bot->GetAngle(&dest); + float delta = urand(1, 100) <= 75 ? (rand_norm() - 0.5) * M_PI * 0.5 : (rand_norm() - 0.5) * M_PI * 2; + angle += delta; + float dis = rand_norm() * pathFinderDis; + float dx = x + cos(angle) * dis; + float dy = y + sin(angle) * dis; + float dz = z + 0.5f; + PathGenerator path(bot); + path.CalculatePath(dx, dy, dz); + PathType type = path.GetPathType(); + uint32 typeOk = PATHFIND_NORMAL | PATHFIND_INCOMPLETE | PATHFIND_FARFROMPOLY; + bool canReach = !(type & (~typeOk)); + + if (canReach && fabs(delta) <= minDelta) + { + found = true; + const G3D::Vector3& endPos = path.GetActualEndPosition(); + rx = endPos.x; + ry = endPos.y; + rz = endPos.z; + minDelta = fabs(delta); + } + } + if (found) + { + return MoveTo(bot->GetMapId(), rx, ry, rz, false, false, false, true); + } + return false; +} + +bool NewRpgBaseAction::MoveNpcTo(ObjectGuid guid, float distance) +{ + if (IsWaitingForLastMove(MovementPriority::MOVEMENT_NORMAL)) + { + return false; + } + + Unit* unit = botAI->GetUnit(guid); + if (!unit) + return false; + float x = unit->GetPositionX(); + float y = unit->GetPositionY(); + float z = unit->GetPositionZ(); + float mapId = unit->GetMapId(); + float angle = 0.f; + + if (!unit->isMoving()) + angle = unit->GetAngle(bot) + (M_PI * irand(-25, 25) / 100.0); // Closest 45 degrees towards the target + else + angle = unit->GetOrientation() + + (M_PI * irand(-25, 25) / 100.0); // 45 degrees infront of target (leading it's movement) + + float rnd = rand_norm(); + x += cos(angle) * distance * rnd; + y += sin(angle) * distance * rnd; + if (!unit->GetMap()->CheckCollisionAndGetValidCoords(unit, unit->GetPositionX(), unit->GetPositionY(), + unit->GetPositionZ(), x, y, z)) + { + x = unit->GetPositionX(); + y = unit->GetPositionY(); + z = unit->GetPositionZ(); + } + return MoveTo(mapId, x, y, z, false, false, false, true); +} + +bool NewRpgBaseAction::MoveRandomNear(float moveStep, MovementPriority priority) +{ + if (IsWaitingForLastMove(priority)) + { + return false; + } + + float distance = rand_norm() * moveStep; + Map* map = bot->GetMap(); + const float x = bot->GetPositionX(); + const float y = bot->GetPositionY(); + const float z = bot->GetPositionZ(); + int attempts = 5; + while (--attempts) + { + float angle = (float)rand_norm() * 2 * static_cast(M_PI); + float dx = x + distance * cos(angle); + float dy = y + distance * sin(angle); + float dz = z; + + PathGenerator path(bot); + path.CalculatePath(dx, dy, dz); + PathType type = path.GetPathType(); + uint32 typeOk = PATHFIND_NORMAL | PATHFIND_INCOMPLETE | PATHFIND_FARFROMPOLY; + bool canReach = !(type & (~typeOk)); + + if (!canReach) + continue; + + if (!map->CanReachPositionAndGetValidCoords(bot, dx, dy, dz)) + continue; + + if (map->IsInWater(bot->GetPhaseMask(), dx, dy, dz, bot->GetCollisionHeight())) + continue; + + bool moved = MoveTo(bot->GetMapId(), dx, dy, dz, false, false, false, true, priority); + if (moved) + return true; + } + + return false; +} + +bool NewRpgBaseAction::ForceToWait(uint32 duration, MovementPriority priority) +{ + AI_VALUE(LastMovement&, "last movement").Set(bot->GetMapId(), + bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(), bot->GetOrientation(), duration, priority); + return true; +} + +/// @TODO: Fix redundant code +/// Quest related method refer to TalkToQuestGiverAction.h +bool NewRpgBaseAction::InteractWithNpcOrGameObjectForQuest(ObjectGuid guid) +{ + WorldObject* object = ObjectAccessor::GetWorldObject(*bot, guid); + if (!object || !bot->CanInteractWithQuestGiver(object)) + return false; + + // Creature* creature = bot->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_NONE); + // if (creature) + // { + // WorldPacket packet(CMSG_GOSSIP_HELLO); + // packet << guid; + // bot->GetSession()->HandleGossipHelloOpcode(packet); + // } + + bot->PrepareQuestMenu(guid); + const QuestMenu &menu = bot->PlayerTalkClass->GetQuestMenu(); + if (menu.Empty()) + return true; + + for (uint8 idx = 0; idx < menu.GetMenuItemCount(); idx++) + { + const QuestMenuItem &item = menu.GetItem(idx); + const Quest* quest = sObjectMgr->GetQuestTemplate(item.QuestId); + if (!quest) + continue; + + const QuestStatus &status = bot->GetQuestStatus(item.QuestId); + if (status == QUEST_STATUS_NONE && bot->CanTakeQuest(quest, false) && + bot->CanAddQuest(quest, false) && IsQuestWorthDoing(quest) && IsQuestCapableDoing(quest)) + { + AcceptQuest(quest, guid); + if (botAI->GetMaster()) + botAI->TellMasterNoFacing("Quest accepted " + ChatHelper::FormatQuest(quest)); + BroadcastHelper::BroadcastQuestAccepted(botAI, bot, quest); + botAI->rpgStatistic.questAccepted++; + LOG_DEBUG("playerbots", "[New rpg] {} accept quest {}", bot->GetName(), quest->GetQuestId()); + } + if (status == QUEST_STATUS_COMPLETE && bot->CanRewardQuest(quest, 0, false)) + { + TurnInQuest(quest, guid); + if (botAI->GetMaster()) + botAI->TellMasterNoFacing("Quest rewarded " + ChatHelper::FormatQuest(quest)); + BroadcastHelper::BroadcastQuestTurnedIn(botAI, bot, quest); + botAI->rpgStatistic.questRewarded++; + LOG_DEBUG("playerbots", "[New rpg] {} turned in quest {}", bot->GetName(), quest->GetQuestId()); + } + } + return true; +} + +bool NewRpgBaseAction::AcceptQuest(Quest const* quest, ObjectGuid guid) +{ + WorldPacket p(CMSG_QUESTGIVER_ACCEPT_QUEST); + uint32 unk1 = 0; + p << guid << quest->GetQuestId() << unk1; + p.rpos(0); + bot->GetSession()->HandleQuestgiverAcceptQuestOpcode(p); + + return true; +} + +bool NewRpgBaseAction::TurnInQuest(Quest const* quest, ObjectGuid guid) +{ + uint32 questID = quest->GetQuestId(); + + if (bot->GetQuestRewardStatus(questID)) + { + return false; + } + + if (!bot->CanRewardQuest(quest, false)) + { + return false; + } + + bot->PlayDistanceSound(621); + + WorldPacket p(CMSG_QUESTGIVER_CHOOSE_REWARD); + p << guid << quest->GetQuestId(); + if (quest->GetRewChoiceItemsCount() <= 1) + { + p << 0; + bot->GetSession()->HandleQuestgiverChooseRewardOpcode(p); + } + else + { + uint32 bestId = BestReward(quest); + p << bestId; + bot->GetSession()->HandleQuestgiverChooseRewardOpcode(p); + } + + return true; +} + +uint32 NewRpgBaseAction::BestReward(Quest const* quest) +{ + ItemIds returnIds; + ItemUsage bestUsage = ITEM_USAGE_NONE; + if (quest->GetRewChoiceItemsCount() <= 1) + return 0; + else + { + for (uint8 i = 0; i < quest->GetRewChoiceItemsCount(); ++i) + { + ItemUsage usage = AI_VALUE2(ItemUsage, "item usage", quest->RewardChoiceItemId[i]); + if (usage == ITEM_USAGE_EQUIP || usage == ITEM_USAGE_REPLACE) + bestUsage = ITEM_USAGE_EQUIP; + else if (usage == ITEM_USAGE_BAD_EQUIP && bestUsage != ITEM_USAGE_EQUIP) + bestUsage = usage; + else if (usage != ITEM_USAGE_NONE && bestUsage == ITEM_USAGE_NONE) + bestUsage = usage; + } + StatsWeightCalculator calc(bot); + uint32 best = 0; + float bestScore = 0; + for (uint8 i = 0; i < quest->GetRewChoiceItemsCount(); ++i) + { + ItemUsage usage = AI_VALUE2(ItemUsage, "item usage", quest->RewardChoiceItemId[i]); + if (usage == bestUsage || usage == ITEM_USAGE_REPLACE) + { + float score = calc.CalculateItem(quest->RewardChoiceItemId[i]); + if (score > bestScore) + { + bestScore = score; + best = i; + } + } + } + return best; + } +} + +bool NewRpgBaseAction::IsQuestWorthDoing(Quest const* quest) +{ + bool isLowLevelQuest = bot->GetLevel() > (bot->GetQuestLevel(quest) + sWorld->getIntConfig(CONFIG_QUEST_LOW_LEVEL_HIDE_DIFF)); + + if (isLowLevelQuest) + return false; + + if (quest->IsRepeatable()) + return false; + + if (quest->IsSeasonal()) + return false; + + return true; +} + +bool NewRpgBaseAction::IsQuestCapableDoing(Quest const* quest) +{ + bool highLevelQuest = bot->GetLevel() + 3 < bot->GetQuestLevel(quest); + if (highLevelQuest) + return false; + + // Elite quest and dungeon quest etc + if (quest->GetType() != 0) + return false; + + // now we only capable of doing solo quests + if (quest->GetSuggestedPlayers() >= 2) + return false; + + return true; +} + +bool NewRpgBaseAction::OrganizeQuestLog() +{ + int32 freeSlotNum = 0; + + for (uint16 i = 0; i < MAX_QUEST_LOG_SIZE; ++i) + { + uint32 questId = bot->GetQuestSlotQuestId(i); + if (!questId) + freeSlotNum++; + } + + // it's ok if we have two more free slots + if (freeSlotNum >= 2) + return false; + + int32 dropped = 0; + // remove quests that not worth doing or not capable of doing + for (uint16 i = 0; i < MAX_QUEST_LOG_SIZE; ++i) + { + uint32 questId = bot->GetQuestSlotQuestId(i); + if (!questId) + continue; + + const Quest* quest = sObjectMgr->GetQuestTemplate(questId); + if (!IsQuestWorthDoing(quest) || + !IsQuestCapableDoing(quest) || + bot->GetQuestStatus(questId) == QUEST_STATUS_FAILED) + { + LOG_DEBUG("playerbots", "[New rpg] {} drop quest {}", bot->GetName(), questId); + WorldPacket packet(CMSG_QUESTLOG_REMOVE_QUEST); + packet << (uint8)i; + bot->GetSession()->HandleQuestLogRemoveQuest(packet); + if (botAI->GetMaster()) + botAI->TellMasterNoFacing("Quest dropped " + ChatHelper::FormatQuest(quest)); + botAI->rpgStatistic.questDropped++; + dropped++; + } + } + + // drop more than 8 quests at once to avoid repeated accept and drop + if (dropped >= 8) + return true; + + // remove festival/class quests and quests in different zone + for (uint16 i = 0; i < MAX_QUEST_LOG_SIZE; ++i) + { + uint32 questId = bot->GetQuestSlotQuestId(i); + if (!questId) + continue; + + const Quest* quest = sObjectMgr->GetQuestTemplate(questId); + if (quest->GetZoneOrSort() < 0 || + (quest->GetZoneOrSort() > 0 && quest->GetZoneOrSort() != bot->GetZoneId())) + { + LOG_DEBUG("playerbots", "[New rpg] {} drop quest {}", bot->GetName(), questId); + WorldPacket packet(CMSG_QUESTLOG_REMOVE_QUEST); + packet << (uint8)i; + bot->GetSession()->HandleQuestLogRemoveQuest(packet); + if (botAI->GetMaster()) + botAI->TellMasterNoFacing("Quest dropped " + ChatHelper::FormatQuest(quest)); + botAI->rpgStatistic.questDropped++; + dropped++; + } + } + + if (dropped >= 8) + return true; + + // clear quests log + for (uint16 i = 0; i < MAX_QUEST_LOG_SIZE; ++i) + { + uint32 questId = bot->GetQuestSlotQuestId(i); + if (!questId) + continue; + + const Quest* quest = sObjectMgr->GetQuestTemplate(questId); + LOG_DEBUG("playerbots", "[New rpg] {} drop quest {}", bot->GetName(), questId); + WorldPacket packet(CMSG_QUESTLOG_REMOVE_QUEST); + packet << (uint8)i; + bot->GetSession()->HandleQuestLogRemoveQuest(packet); + if (botAI->GetMaster()) + botAI->TellMasterNoFacing("Quest dropped " + ChatHelper::FormatQuest(quest)); + botAI->rpgStatistic.questDropped++; + } + + return true; +} + +bool NewRpgBaseAction::SearchQuestGiverAndAcceptOrReward() +{ + OrganizeQuestLog(); + if (ObjectGuid npc = ChooseNpcOrGameObjectToInteract(true, 80.0f)) + { + const WorldObject* object = ObjectAccessor::GetWorldObject(*bot, npc); + if (bot->GetDistance(object) <= INTERACTION_DISTANCE) + { + InteractWithNpcOrGameObjectForQuest(npc); + ForceToWait(5000); + return true; + } + return MoveNpcTo(npc); + } + return false; +} + +ObjectGuid NewRpgBaseAction::ChooseNpcOrGameObjectToInteract(bool questgiverOnly, float distanceLimit) +{ + GuidVector possibleTargets = AI_VALUE(GuidVector, "possible new rpg targets"); + GuidVector possibleGameObjects = AI_VALUE(GuidVector, "possible new rpg game objects"); + + if (possibleTargets.empty() && possibleGameObjects.empty()) + return ObjectGuid(); + + WorldObject* nearestObject = nullptr; + for (ObjectGuid& guid: possibleTargets) + { + WorldObject* object = ObjectAccessor::GetWorldObject(*bot, guid); + + if (!object || !object->IsInWorld()) + continue; + + if (distanceLimit && bot->GetDistance(object) > distanceLimit) + continue; + + if (HasQuestToAcceptOrReward(object)) + { + if (!nearestObject || bot->GetExactDist(nearestObject) > bot->GetExactDist(object)) + nearestObject = object; + break; + } + } + + for (ObjectGuid& guid: possibleGameObjects) + { + WorldObject* object = ObjectAccessor::GetWorldObject(*bot, guid); + + if (!object || !object->IsInWorld()) + continue; + + if (distanceLimit && bot->GetDistance(object) > distanceLimit) + continue; + + if (HasQuestToAcceptOrReward(object)) + { + if (!nearestObject || bot->GetExactDist(nearestObject) > bot->GetExactDist(object)) + nearestObject = object; + break; + } + } + + if (nearestObject) + return nearestObject->GetGUID(); + + // No questgiver to accept or reward + if (questgiverOnly) + return ObjectGuid(); + + if (possibleTargets.empty()) + return ObjectGuid(); + + int idx = urand(0, possibleTargets.size() - 1); + ObjectGuid guid = possibleTargets[idx]; + WorldObject* object = ObjectAccessor::GetCreatureOrPetOrVehicle(*bot, guid); + if (!object) + object = ObjectAccessor::GetGameObject(*bot, guid); + + if (object && object->IsInWorld()) + { + return object->GetGUID(); + } + return ObjectGuid(); +} + +bool NewRpgBaseAction::HasQuestToAcceptOrReward(WorldObject* object) +{ + ObjectGuid guid = object->GetGUID(); + bot->PrepareQuestMenu(guid); + const QuestMenu &menu = bot->PlayerTalkClass->GetQuestMenu(); + if (menu.Empty()) + return false; + + for (uint8 idx = 0; idx < menu.GetMenuItemCount(); idx++) + { + const QuestMenuItem &item = menu.GetItem(idx); + const Quest* quest = sObjectMgr->GetQuestTemplate(item.QuestId); + if (!quest) + continue; + const QuestStatus &status = bot->GetQuestStatus(item.QuestId); + if (status == QUEST_STATUS_COMPLETE && bot->CanRewardQuest(quest, 0, false)) + { + return true; + } + } + for (uint8 idx = 0; idx < menu.GetMenuItemCount(); idx++) + { + const QuestMenuItem &item = menu.GetItem(idx); + const Quest* quest = sObjectMgr->GetQuestTemplate(item.QuestId); + if (!quest) + continue; + + const QuestStatus &status = bot->GetQuestStatus(item.QuestId); + if (status == QUEST_STATUS_NONE && bot->CanTakeQuest(quest, false) && + bot->CanAddQuest(quest, false) && IsQuestWorthDoing(quest) && IsQuestCapableDoing(quest)) + { + return true; + } + } + return false; +} + +static std::vector GenerateRandomWeights(int n) { + std::vector weights(n); + float sum = 0.0; + + for (int i = 0; i < n; ++i) { + weights[i] = rand_norm(); + sum += weights[i]; + } + for (int i = 0; i < n; ++i) { + weights[i] /= sum; + } + return weights; +} + +bool NewRpgBaseAction::GetQuestPOIPosAndObjectiveIdx(uint32 questId, std::vector &poiInfo, bool toComplete) +{ + Quest const* quest = sObjectMgr->GetQuestTemplate(questId); + if (!quest) + return false; + + const QuestPOIVector* poiVector = sObjectMgr->GetQuestPOIVector(questId); + if (!poiVector) + { + return false; + } + + const QuestStatusData& q_status = bot->getQuestStatusMap().at(questId); + + if (toComplete && q_status.Status == QUEST_STATUS_COMPLETE) + { + for (const QuestPOI &qPoi : *poiVector) + { + if (qPoi.MapId != bot->GetMapId()) + continue; + + // not the poi pos to reward quest + if (qPoi.ObjectiveIndex != -1) + continue; + + if (qPoi.points.size() == 0) + continue; + + float dx = 0, dy = 0; + std::vector weights = GenerateRandomWeights(qPoi.points.size()); + for (size_t i = 0; i < qPoi.points.size(); i++) + { + const QuestPOIPoint &point = qPoi.points[i]; + dx += point.x * weights[i]; + dy += point.y * weights[i]; + } + + if (bot->GetDistance2d(dx, dy) >= 1500.0f) + continue; + + float dz = std::max(bot->GetMap()->GetHeight(dx, dy, MAX_HEIGHT), bot->GetMap()->GetWaterLevel(dx, dy)); + + if (dz == INVALID_HEIGHT || dz == VMAP_INVALID_HEIGHT_VALUE) + continue; + + if (bot->GetZoneId() != bot->GetMap()->GetZoneId(bot->GetPhaseMask(), dx, dy, dz)) + continue; + + poiInfo.push_back({{dx, dy}, qPoi.ObjectiveIndex}); + } + + if (poiInfo.empty()) + return false; + + return true; + } + + if (q_status.Status != QUEST_STATUS_INCOMPLETE) + return false; + + // Get incomplete quest objective index + std::vector incompleteObjectiveIdx; + for (int i = 0; i < QUEST_OBJECTIVES_COUNT; i++) + { + int32 npcOrGo = quest->RequiredNpcOrGo[i]; + if (!npcOrGo) + continue; + + if (q_status.CreatureOrGOCount[i] < quest->RequiredNpcOrGoCount[i]) + incompleteObjectiveIdx.push_back(i); + } + for (int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; i++) + { + uint32 itemId = quest->RequiredItemId[i]; + if (!itemId) + continue; + + if (q_status.ItemCount[i] < quest->RequiredItemCount[i]) + incompleteObjectiveIdx.push_back(QUEST_OBJECTIVES_COUNT + i); + } + + // Get POIs to go + for (const QuestPOI &qPoi : *poiVector) + { + if (qPoi.MapId != bot->GetMapId()) + continue; + + bool inComplete = false; + for (uint32 objective : incompleteObjectiveIdx) + { + if (qPoi.ObjectiveIndex == objective) + { + inComplete = true; + break; + } + } + if (!inComplete) + continue; + if (qPoi.points.size() == 0) + continue; + float dx = 0, dy = 0; + std::vector weights = GenerateRandomWeights(qPoi.points.size()); + for (size_t i = 0; i < qPoi.points.size(); i++) + { + const QuestPOIPoint &point = qPoi.points[i]; + dx += point.x * weights[i]; + dy += point.y * weights[i]; + } + + if (bot->GetDistance2d(dx, dy) >= 1500.0f) + continue; + + float dz = std::max(bot->GetMap()->GetHeight(dx, dy, MAX_HEIGHT), bot->GetMap()->GetWaterLevel(dx, dy)); + + if (dz == INVALID_HEIGHT || dz == VMAP_INVALID_HEIGHT_VALUE) + continue; + + if (bot->GetZoneId() != bot->GetMap()->GetZoneId(bot->GetPhaseMask(), dx, dy, dz)) + continue; + + poiInfo.push_back({{dx, dy}, qPoi.ObjectiveIndex}); + } + + if (poiInfo.size() == 0) { + // LOG_DEBUG("playerbots", "[New rpg] {}: No available poi can be found for quest {}", bot->GetName(), questId); + return false; + } + + return true; +} + +WorldPosition NewRpgBaseAction::SelectRandomGrindPos(Player* bot) +{ + const std::vector& locs = sRandomPlayerbotMgr->locsPerLevelCache[bot->GetLevel()]; + float hiRange = 500.0f; + float loRange = 2500.0f; + if (bot->GetLevel() < 5) + { + hiRange /= 10; + loRange /= 10; + } + std::vector lo_prepared_locs, hi_prepared_locs; + for (auto& loc : locs) + { + if (bot->GetMapId() != loc.GetMapId()) + continue; + + if (bot->GetExactDist(loc) > 2500.0f) + continue; + + if (bot->GetMap()->GetZoneId(bot->GetPhaseMask(), loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ()) != + bot->GetZoneId()) + continue; + + if (bot->GetExactDist(loc) < 500.0f) + { + hi_prepared_locs.push_back(loc); + } + + if (bot->GetExactDist(loc) < 2500.0f) + { + lo_prepared_locs.push_back(loc); + } + } + WorldPosition dest{}; + if (urand(1, 100) <= 50 && !hi_prepared_locs.empty()) + { + uint32 idx = urand(0, hi_prepared_locs.size() - 1); + dest = hi_prepared_locs[idx]; + } + else if (!lo_prepared_locs.empty()) + { + uint32 idx = urand(0, lo_prepared_locs.size() - 1); + dest = lo_prepared_locs[idx]; + } + LOG_DEBUG("playerbots", "[New Rpg] Bot {} select random grind pos Map:{} X:{} Y:{} Z:{} ({}+{} available in {})", + bot->GetName(), dest.GetMapId(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(), + hi_prepared_locs.size(), lo_prepared_locs.size() - hi_prepared_locs.size(), locs.size()); + return dest; +} + +WorldPosition NewRpgBaseAction::SelectRandomInnKeeperPos(Player* bot) +{ + const std::vector& locs = IsAlliance(bot->getRace()) + ? sRandomPlayerbotMgr->allianceStarterPerLevelCache[bot->GetLevel()] + : sRandomPlayerbotMgr->hordeStarterPerLevelCache[bot->GetLevel()]; + std::vector prepared_locs; + for (auto& loc : locs) + { + if (bot->GetMapId() != loc.GetMapId()) + continue; + + float range = bot->GetLevel() <= 5 ? 500.0f : 2500.0f; + if (bot->GetExactDist(loc) > range) + continue; + + if (bot->GetMap()->GetZoneId(bot->GetPhaseMask(), loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ()) != + bot->GetZoneId()) + continue; + + prepared_locs.push_back(loc); + } + WorldPosition dest{}; + if (!prepared_locs.empty()) + { + uint32 idx = urand(0, prepared_locs.size() - 1); + dest = prepared_locs[idx]; + } + LOG_DEBUG("playerbots", "[New Rpg] Bot {} select random inn keeper pos Map:{} X:{} Y:{} Z:{} ({} available in {})", + bot->GetName(), dest.GetMapId(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(), + prepared_locs.size(), locs.size()); + return dest; +} \ No newline at end of file diff --git a/src/strategy/rpg/NewRpgBaseAction.h b/src/strategy/rpg/NewRpgBaseAction.h new file mode 100644 index 00000000..0d5a4ae8 --- /dev/null +++ b/src/strategy/rpg/NewRpgBaseAction.h @@ -0,0 +1,58 @@ +#ifndef _PLAYERBOT_NEWRPGBASEACTION_H +#define _PLAYERBOT_NEWRPGBASEACTION_H + +#include "Duration.h" +#include "LastMovementValue.h" +#include "MovementActions.h" +#include "NewRpgStrategy.h" +#include "Object.h" +#include "ObjectDefines.h" +#include "ObjectGuid.h" +#include "QuestDef.h" +#include "TravelMgr.h" +#include "PlayerbotAI.h" + +struct POIInfo { + G3D::Vector2 pos; + int32 objectiveIdx; +}; + +/// A base (composition) class for all new rpg actions +/// All functions that may be shared by multiple actions should be declared here +/// And we should make all actions composable instead of inheritable +class NewRpgBaseAction : public MovementAction +{ +public: + NewRpgBaseAction(PlayerbotAI* botAI, std::string name) : MovementAction(botAI, name) {} + +protected: + // MOVEMENT RELATED + bool MoveFarTo(WorldPosition dest); + bool MoveNpcTo(ObjectGuid guid, float distance = INTERACTION_DISTANCE); + bool MoveRandomNear(float moveStep = 50.0f, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL); + bool ForceToWait(uint32 duration, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL); + + // QUEST RELATED + bool SearchQuestGiverAndAcceptOrReward(); + ObjectGuid ChooseNpcOrGameObjectToInteract(bool questgiverOnly = false, float distanceLimit = 0.0f); + bool HasQuestToAcceptOrReward(WorldObject* object); + bool InteractWithNpcOrGameObjectForQuest(ObjectGuid guid); + bool AcceptQuest(Quest const* quest, ObjectGuid guid); + bool TurnInQuest(Quest const* quest, ObjectGuid guid); + uint32 BestReward(Quest const* quest); + bool IsQuestWorthDoing(Quest const* quest); + bool IsQuestCapableDoing(Quest const* quest); + bool OrganizeQuestLog(); + +protected: + bool GetQuestPOIPosAndObjectiveIdx(uint32 questId, std::vector &poiInfo, bool toComplete = false); + static WorldPosition SelectRandomGrindPos(Player* bot); + static WorldPosition SelectRandomInnKeeperPos(Player* bot); + +protected: + // WorldPosition dest; + const float pathFinderDis = 70.0f; // path finder + const uint32 stuckTime = 5 * 60 * 1000; +}; + +#endif \ No newline at end of file diff --git a/src/strategy/rpg/NewRpgInfo.cpp b/src/strategy/rpg/NewRpgInfo.cpp new file mode 100644 index 00000000..70c7ef9f --- /dev/null +++ b/src/strategy/rpg/NewRpgInfo.cpp @@ -0,0 +1,119 @@ +#include "NewRpgInfo.h" +#include "Timer.h" + +void NewRpgInfo::ChangeToGoGrind(WorldPosition pos) +{ + Reset(); + status = RPG_GO_GRIND; + go_grind = GoGrind(); + go_grind.pos = pos; +} + +void NewRpgInfo::ChangeToGoInnkeeper(WorldPosition pos) +{ + Reset(); + status = RPG_GO_INNKEEPER; + go_innkeeper = GoInnkeeper(); + go_innkeeper.pos = pos; +} + +void NewRpgInfo::ChangeToNearNpc() +{ + Reset(); + status = RPG_NEAR_NPC; + near_npc = NearNpc(); +} + +void NewRpgInfo::ChangeToNearRandom() +{ + Reset(); + status = RPG_NEAR_RANDOM; + near_random = NearRandom(); +} + +void NewRpgInfo::ChangeToDoQuest(uint32 questId, const Quest* quest) +{ + Reset(); + status = RPG_DO_QUEST; + do_quest = DoQuest(); + do_quest.questId = questId; + do_quest.quest = quest; +} + +void NewRpgInfo::ChangeToRest() +{ + Reset(); + status = RPG_REST; + rest = Rest(); +} + +void NewRpgInfo::ChangeToIdle() +{ + Reset(); + status = RPG_IDLE; +} + +bool NewRpgInfo::CanChangeTo(NewRpgStatus status) +{ + return true; +} + +void NewRpgInfo::Reset() +{ + *this = NewRpgInfo(); + startT = getMSTime(); +} + +void NewRpgInfo::SetMoveFarTo(WorldPosition pos) +{ + nearestMoveFarDis = FLT_MAX; + stuckTs = 0; + stuckAttempts = 0; + moveFarPos = pos; +} + +std::string NewRpgInfo::ToString() +{ + std::stringstream out; + out << "Status: "; + switch (status) + { + case RPG_GO_GRIND: + out << "GO_GRIND"; + out << "\nGrindPos: " << go_grind.pos.GetMapId() << " " << go_grind.pos.GetPositionX() << " " << go_grind.pos.GetPositionY() << " " << go_grind.pos.GetPositionZ(); + out << "\nlastGoGrind: " << startT; + break; + case RPG_GO_INNKEEPER: + out << "GO_INNKEEPER"; + out << "\nInnKeeperPos: " << go_innkeeper.pos.GetMapId() << " " << go_innkeeper.pos.GetPositionX() << " " << go_innkeeper.pos.GetPositionY() << " " << go_innkeeper.pos.GetPositionZ(); + out << "\nlastGoInnKeeper: " << startT; + break; + case RPG_NEAR_NPC: + out << "NEAR_NPC"; + out << "\nnpcEntry: " << near_npc.npc.GetCounter(); + out << "\nlastNearNpc: " << startT; + out << "\nlastReachNpc: " << near_npc.lastReach; + break; + case RPG_NEAR_RANDOM: + out << "NEAR_RANDOM"; + out << "\nlastNearRandom: " << startT; + break; + case RPG_IDLE: + out << "IDLE"; + break; + case RPG_REST: + out << "REST"; + out << "\nlastRest: " << startT; + break; + case RPG_DO_QUEST: + out << "DO_QUEST"; + out << "\nquestId: " << do_quest.questId; + out << "\nobjectiveIdx: " << do_quest.objectiveIdx; + out << "\npoiPos: " << do_quest.pos.GetMapId() << " " << do_quest.pos.GetPositionX() << " " << do_quest.pos.GetPositionY() << " " << do_quest.pos.GetPositionZ(); + out << "\nlastReachPOI: " << do_quest.lastReachPOI; + break; + default: + out << "UNKNOWN"; + } + return out.str(); +} \ No newline at end of file diff --git a/src/strategy/rpg/NewRpgInfo.h b/src/strategy/rpg/NewRpgInfo.h new file mode 100644 index 00000000..162b8465 --- /dev/null +++ b/src/strategy/rpg/NewRpgInfo.h @@ -0,0 +1,136 @@ +#ifndef _PLAYERBOT_NEWRPGINFO_H +#define _PLAYERBOT_NEWRPGINFO_H + +#include "Define.h" +#include "ObjectGuid.h" +#include "ObjectMgr.h" +#include "QuestDef.h" +#include "Strategy.h" +#include "Timer.h" +#include "TravelMgr.h" + +enum NewRpgStatus: int +{ + RPG_STATUS_START = 0, + // Going to far away place + RPG_GO_GRIND = 0, + RPG_GO_INNKEEPER = 1, + // Exploring nearby + RPG_NEAR_RANDOM = 2, + RPG_NEAR_NPC = 3, + // Do Quest (based on quest status) + RPG_DO_QUEST = 4, + // Taking a break + RPG_REST = 5, + // Initial status + RPG_IDLE = 6, + RPG_STATUS_END = 7 +}; + +using NewRpgStatusTransitionProb = std::vector>; + +struct NewRpgInfo +{ + NewRpgInfo() {} + + // RPG_GO_GRIND + struct GoGrind { + GoGrind() = default; + WorldPosition pos{}; + }; + // RPG_GO_INNKEEPER + struct GoInnkeeper { + GoInnkeeper() = default; + WorldPosition pos{}; + }; + // RPG_NEAR_NPC + struct NearNpc { + NearNpc() = default; + ObjectGuid npc{}; + uint32 lastReach{0}; + }; + // RPG_NEAR_RANDOM + struct NearRandom { + NearRandom() = default; + }; + // NewRpgStatus::QUESTING + struct DoQuest { + const Quest* quest{nullptr}; + uint32 questId{0}; + int32 objectiveIdx{0}; + WorldPosition pos{}; + uint32 lastReachPOI{0}; + }; + // RPG_REST + struct Rest { + Rest() = default; + }; + struct Idle { + }; + NewRpgStatus status{RPG_IDLE}; + + uint32 startT{0}; // start timestamp of the current status + + // MOVE_FAR + float nearestMoveFarDis{FLT_MAX}; + uint32 stuckTs{0}; + uint32 stuckAttempts{0}; + WorldPosition moveFarPos; + // END MOVE_FAR + + union { + GoGrind go_grind; + GoInnkeeper go_innkeeper; + NearNpc near_npc; + NearRandom near_random; + DoQuest do_quest; + Rest rest; + DoQuest quest; + }; + + bool HasStatusPersisted(uint32 maxDuration) { return GetMSTimeDiffToNow(startT) > maxDuration; } + void ChangeToGoGrind(WorldPosition pos); + void ChangeToGoInnkeeper(WorldPosition pos); + void ChangeToNearNpc(); + void ChangeToNearRandom(); + void ChangeToDoQuest(uint32 questId, const Quest* quest); + void ChangeToRest(); + void ChangeToIdle(); + bool CanChangeTo(NewRpgStatus status); + void Reset(); + void SetMoveFarTo(WorldPosition pos); + std::string ToString(); +}; + +struct NewRpgStatistic +{ + uint32 questAccepted{0}; + uint32 questCompleted{0}; + uint32 questAbandoned{0}; + uint32 questRewarded{0}; + uint32 questDropped{0}; + NewRpgStatistic operator+(const NewRpgStatistic& other) const + { + NewRpgStatistic result; + result.questAccepted = this->questAccepted + other.questAccepted; + result.questCompleted = this->questCompleted + other.questCompleted; + result.questAbandoned = this->questAbandoned + other.questAbandoned; + result.questRewarded = this->questRewarded + other.questRewarded; + result.questDropped = this->questDropped + other.questDropped; + return result; + } + NewRpgStatistic& operator+=(const NewRpgStatistic& other) + { + this->questAccepted += other.questAccepted; + this->questCompleted += other.questCompleted; + this->questAbandoned += other.questAbandoned; + this->questRewarded += other.questRewarded; + this->questDropped += other.questDropped; + return *this; + } +}; + +// not sure is it necessary but keep it for now +#define RPG_INFO(x, y) botAI->rpgInfo.x.y + +#endif \ No newline at end of file diff --git a/src/strategy/rpg/NewRpgStrategy.cpp b/src/strategy/rpg/NewRpgStrategy.cpp index 82bd03ba..9a078d4a 100644 --- a/src/strategy/rpg/NewRpgStrategy.cpp +++ b/src/strategy/rpg/NewRpgStrategy.cpp @@ -11,22 +11,28 @@ NewRpgStrategy::NewRpgStrategy(PlayerbotAI* botAI) : Strategy(botAI) {} NextAction** NewRpgStrategy::getDefaultActions() { - return NextAction::array(0, new NextAction("new rpg status update", 5.0f), nullptr); + // the releavance should be greater than grind + return NextAction::array(0, + new NextAction("new rpg status update", 11.0f), + nullptr); } void NewRpgStrategy::InitTriggers(std::vector& triggers) { triggers.push_back( - new TriggerNode("go grind status", NextAction::array(0, new NextAction("new rpg go grind", 1.0f), nullptr))); + new TriggerNode("go grind status", NextAction::array(0, new NextAction("new rpg go grind", 3.0f), nullptr))); triggers.push_back( - new TriggerNode("go innkeeper status", NextAction::array(0, new NextAction("new rpg go innkeeper", 1.0f), nullptr))); + new TriggerNode("go innkeeper status", NextAction::array(0, new NextAction("new rpg go innkeeper", 3.0f), nullptr))); triggers.push_back( - new TriggerNode("near random status", NextAction::array(0, new NextAction("new rpg move random", 1.0f), nullptr))); + new TriggerNode("near random status", NextAction::array(0, new NextAction("new rpg move random", 3.0f), nullptr))); triggers.push_back( - new TriggerNode("near npc status", NextAction::array(0, new NextAction("new rpg move npc", 1.0f), nullptr))); + new TriggerNode("near npc status", NextAction::array(0, new NextAction("new rpg move npc", 3.0f), nullptr))); + + triggers.push_back( + new TriggerNode("do quest status", NextAction::array(0, new NextAction("new rpg do quest", 3.0f), nullptr))); } void NewRpgStrategy::InitMultipliers(std::vector& multipliers) diff --git a/src/strategy/rpg/NewRpgStrategy.h b/src/strategy/rpg/NewRpgStrategy.h index 1c5a6423..59fa61fe 100644 --- a/src/strategy/rpg/NewRpgStrategy.h +++ b/src/strategy/rpg/NewRpgStrategy.h @@ -6,91 +6,12 @@ #ifndef _PLAYERBOT_NEWRPGSTRATEGY_H #define _PLAYERBOT_NEWRPGSTRATEGY_H -#include #include "Strategy.h" #include "TravelMgr.h" +#include "NewRpgInfo.h" class PlayerbotAI; -enum class NewRpgStatus -{ - // Going to far away place - GO_GRIND, - GO_INNKEEPER, - // Exploring nearby - NEAR_RANDOM, - NEAR_NPC, - // Taking a break - REST, - // Initial status - IDLE -}; - -struct NewRpgInfo -{ - NewRpgStatus status{NewRpgStatus::IDLE}; - // NewRpgStatus::GO_GRIND - WorldPosition grindPos{}; - uint32 lastGoGrind{0}; - // NewRpgStatus::GO_INNKEEPER - WorldPosition innKeeperPos{}; - uint32 lastGoInnKeeper{0}; - // NewRpgStatus::NEAR_NPC - GuidPosition npcPos{}; - uint32 lastNearNpc{0}; - uint32 lastReachNpc{0}; - // NewRpgStatus::NEAR_RANDOM - uint32 lastNearRandom{0}; - // NewRpgStatus::REST - uint32 lastRest{0}; - // MOVE_FAR - float nearestMoveFarDis{FLT_MAX}; - uint32 stuckTs{0}; - uint32 stuckAttempts{0}; - std::string ToString() - { - std::stringstream out; - out << "Status: "; - switch (status) - { - case NewRpgStatus::GO_GRIND: - out << "GO_GRIND"; - out << "\nGrindPos: " << grindPos.GetMapId() << " " << grindPos.GetPositionX() << " " << grindPos.GetPositionY() << " " << grindPos.GetPositionZ(); - out << "\nlastGoGrind: " << lastGoGrind; - break; - case NewRpgStatus::GO_INNKEEPER: - out << "GO_INNKEEPER"; - out << "\nInnKeeperPos: " << innKeeperPos.GetMapId() << " " << innKeeperPos.GetPositionX() << " " << innKeeperPos.GetPositionY() << " " << innKeeperPos.GetPositionZ(); - out << "\nlastGoInnKeeper: " << lastGoInnKeeper; - break; - case NewRpgStatus::NEAR_NPC: - out << "NEAR_NPC"; - out << "\nNpcPos: " << npcPos.GetMapId() << " " << npcPos.GetPositionX() << " " << npcPos.GetPositionY() << " " << npcPos.GetPositionZ(); - out << "\nlastNearNpc: " << lastNearNpc; - out << "\nlastReachNpc: " << lastReachNpc; - break; - case NewRpgStatus::NEAR_RANDOM: - out << "NEAR_RANDOM"; - out << "\nlastNearRandom: " << lastNearRandom; - break; - case NewRpgStatus::IDLE: - out << "IDLE"; - break; - case NewRpgStatus::REST: - out << "REST"; - out << "\nlastRest: " << lastRest; - break; - default: - out << "UNKNOWN"; - } - return out.str(); - } - void Reset() - { - *this = NewRpgInfo(); - } -}; - class NewRpgStrategy : public Strategy { public: diff --git a/src/strategy/rpg/NewRpgTriggers.h b/src/strategy/rpg/NewRpgTriggers.h index 9827d57e..fe2efe3e 100644 --- a/src/strategy/rpg/NewRpgTriggers.h +++ b/src/strategy/rpg/NewRpgTriggers.h @@ -7,7 +7,7 @@ class NewRpgStatusTrigger : public Trigger { public: - NewRpgStatusTrigger(PlayerbotAI* botAI, NewRpgStatus status = NewRpgStatus::IDLE) + NewRpgStatusTrigger(PlayerbotAI* botAI, NewRpgStatus status = RPG_IDLE) : Trigger(botAI, "new rpg status"), status(status) { } diff --git a/src/strategy/triggers/ChatTriggerContext.h b/src/strategy/triggers/ChatTriggerContext.h index 5f7ab843..be2c97d5 100644 --- a/src/strategy/triggers/ChatTriggerContext.h +++ b/src/strategy/triggers/ChatTriggerContext.h @@ -25,6 +25,7 @@ public: creators["log"] = &ChatTriggerContext::log; creators["los"] = &ChatTriggerContext::los; creators["rpg status"] = &ChatTriggerContext::rpg_status; + creators["rpg do quest"] = &ChatTriggerContext::rpg_do_quest; creators["aura"] = &ChatTriggerContext::aura; creators["drop"] = &ChatTriggerContext::drop; creators["share"] = &ChatTriggerContext::share; @@ -214,6 +215,7 @@ private: static Trigger* log(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "log"); } static Trigger* los(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "los"); } static Trigger* rpg_status(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "rpg status"); } + static Trigger* rpg_do_quest(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "rpg do quest"); } static Trigger* aura(PlayerbotAI* ai) { return new ChatCommandTrigger(ai, "aura"); } static Trigger* loot_all(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "add all loot"); } static Trigger* release(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "release"); } diff --git a/src/strategy/triggers/LootTriggers.cpp b/src/strategy/triggers/LootTriggers.cpp index 17c13042..eed1a3ec 100644 --- a/src/strategy/triggers/LootTriggers.cpp +++ b/src/strategy/triggers/LootTriggers.cpp @@ -12,10 +12,10 @@ bool LootAvailableTrigger::IsActive() { return AI_VALUE(bool, "has available loot") && + // if loot target if empty, always pass distance check (sServerFacade->IsDistanceLessOrEqualThan(AI_VALUE2(float, "distance", "loot target"), INTERACTION_DISTANCE - 2.0f) || - AI_VALUE(GuidVector, "all targets").empty()) && - !AI_VALUE2(bool, "combat", "self target"); + AI_VALUE(GuidVector, "all targets").empty()); } bool FarFromCurrentLootTrigger::IsActive() diff --git a/src/strategy/triggers/TriggerContext.h b/src/strategy/triggers/TriggerContext.h index d47b75bd..17e236ec 100644 --- a/src/strategy/triggers/TriggerContext.h +++ b/src/strategy/triggers/TriggerContext.h @@ -220,6 +220,7 @@ public: creators["go innkeeper status"] = &TriggerContext::go_innkeeper_status; creators["near random status"] = &TriggerContext::near_random_status; creators["near npc status"] = &TriggerContext::near_npc_status; + creators["do quest status"] = &TriggerContext::do_quest_status; } private: @@ -410,10 +411,11 @@ private: static Trigger* rpg_craft(PlayerbotAI* botAI) { return new RpgCraftTrigger(botAI); } static Trigger* rpg_trade_useful(PlayerbotAI* botAI) { return new RpgTradeUsefulTrigger(botAI); } static Trigger* rpg_duel(PlayerbotAI* botAI) { return new RpgDuelTrigger(botAI); } - static Trigger* go_grind_status(PlayerbotAI* botAI) { return new NewRpgStatusTrigger(botAI, NewRpgStatus::GO_GRIND); } - static Trigger* go_innkeeper_status(PlayerbotAI* botAI) { return new NewRpgStatusTrigger(botAI, NewRpgStatus::GO_INNKEEPER); } - static Trigger* near_random_status(PlayerbotAI* botAI) { return new NewRpgStatusTrigger(botAI, NewRpgStatus::NEAR_RANDOM); } - static Trigger* near_npc_status(PlayerbotAI* botAI) { return new NewRpgStatusTrigger(botAI, NewRpgStatus::NEAR_NPC); } + static Trigger* go_grind_status(PlayerbotAI* botAI) { return new NewRpgStatusTrigger(botAI, RPG_GO_GRIND); } + static Trigger* go_innkeeper_status(PlayerbotAI* botAI) { return new NewRpgStatusTrigger(botAI, RPG_GO_INNKEEPER); } + static Trigger* near_random_status(PlayerbotAI* botAI) { return new NewRpgStatusTrigger(botAI, RPG_NEAR_RANDOM); } + static Trigger* near_npc_status(PlayerbotAI* botAI) { return new NewRpgStatusTrigger(botAI, RPG_NEAR_NPC); } + static Trigger* do_quest_status(PlayerbotAI* botAI) { return new NewRpgStatusTrigger(botAI, RPG_DO_QUEST); } }; #endif diff --git a/src/strategy/values/AvailableLootValue.cpp b/src/strategy/values/AvailableLootValue.cpp index 2adb410f..a0506c4a 100644 --- a/src/strategy/values/AvailableLootValue.cpp +++ b/src/strategy/values/AvailableLootValue.cpp @@ -26,5 +26,5 @@ 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); + sServerFacade->IsDistanceLessOrEqualThan(AI_VALUE2(float, "distance", "loot target"), INTERACTION_DISTANCE - 2); } diff --git a/src/strategy/values/GrindTargetValue.cpp b/src/strategy/values/GrindTargetValue.cpp index b21f62a9..da8fed80 100644 --- a/src/strategy/values/GrindTargetValue.cpp +++ b/src/strategy/values/GrindTargetValue.cpp @@ -5,6 +5,7 @@ #include "GrindTargetValue.h" +#include "NewRpgInfo.h" #include "Playerbots.h" #include "ReputationMgr.h" #include "SharedDefines.h" @@ -52,7 +53,7 @@ Unit* GrindTargetValue::FindTargetForGrinding(uint32 assistCount) float distance = 0; Unit* result = nullptr; - // std::unordered_map needForQuestMap; + std::unordered_map needForQuestMap; for (ObjectGuid const guid : targets) { @@ -99,19 +100,6 @@ Unit* GrindTargetValue::FindTargetForGrinding(uint32 assistCount) if (!bot->InBattleground() && (int)unit->GetLevel() - (int)bot->GetLevel() > 4 && !unit->GetGUID().IsPlayer()) continue; - // if (needForQuestMap.find(unit->GetEntry()) == needForQuestMap.end()) - // needForQuestMap[unit->GetEntry()] = needForQuest(unit); - - // if (!needForQuestMap[unit->GetEntry()]) - // { - // Creature* creature = dynamic_cast(unit); - // if ((urand(0, 100) < 60 || (context->GetValue("travel target")->Get()->isWorking() && - // context->GetValue("travel target")->Get()->getDestination()->getName() != "GrindTravelDestination"))) - // { - // continue; - // } - // } - if (Creature* creature = unit->ToCreature()) if (CreatureTemplate const* CreatureTemplate = creature->GetCreatureTemplate()) if (CreatureTemplate->rank > CREATURE_ELITE_NORMAL && !AI_VALUE(bool, "can fight elite")) @@ -122,6 +110,26 @@ Unit* GrindTargetValue::FindTargetForGrinding(uint32 assistCount) continue; } + bool inactiveGrindStatus = botAI->rpgInfo.status == RPG_GO_GRIND || + botAI->rpgInfo.status == RPG_NEAR_NPC || + botAI->rpgInfo.status == RPG_REST || + botAI->rpgInfo.status == RPG_GO_INNKEEPER || + botAI->rpgInfo.status == RPG_DO_QUEST; + + bool notHostile = !bot->IsHostileTo(unit); /*|| (unit->ToCreature() && unit->ToCreature()->IsCivilian());*/ + float aggroRange = 30.0f; + if (unit->ToCreature()) + aggroRange = std::min(30.0f, unit->ToCreature()->GetAggroRange(bot) + 10.0f); + bool outOfAggro = unit->ToCreature() && bot->GetDistance(unit) > aggroRange; + if (inactiveGrindStatus && (outOfAggro || notHostile)) + { + if (needForQuestMap.find(unit->GetEntry()) == needForQuestMap.end()) + needForQuestMap[unit->GetEntry()] = needForQuest(unit); + + if (!needForQuestMap[unit->GetEntry()]) + continue; + } + if (group) { Group::MemberSlotList const& groupSlot = group->GetMemberSlots(); @@ -155,8 +163,6 @@ Unit* GrindTargetValue::FindTargetForGrinding(uint32 assistCount) bool GrindTargetValue::needForQuest(Unit* target) { - bool justCheck = (bot->GetGUID() == target->GetGUID()); - QuestStatusMap& questMap = bot->getQuestStatusMap(); for (auto& quest : questMap) { @@ -170,16 +176,9 @@ bool GrindTargetValue::needForQuest(Unit* target) QuestStatus status = bot->GetQuestStatus(questId); - if ((status == QUEST_STATUS_COMPLETE && !bot->GetQuestRewardStatus(questId))) + if (status == QUEST_STATUS_INCOMPLETE) { - if (!justCheck && !target->hasInvolvedQuest(questId)) - continue; - - return true; - } - else if (status == QUEST_STATUS_INCOMPLETE) - { - QuestStatusData* questStatus = sTravelMgr->getQuestStatus(bot, questId); + const QuestStatusData* questStatus = &bot->getQuestStatusMap()[questId]; if (questTemplate->GetQuestLevel() > bot->GetLevel() + 5) continue; @@ -193,33 +192,18 @@ bool GrindTargetValue::needForQuest(Unit* target) int required = questTemplate->RequiredNpcOrGoCount[j]; int available = questStatus->CreatureOrGOCount[j]; - if (required && available < required && (target->GetEntry() == entry || justCheck)) + if (required && available < required && target->GetEntry() == entry) return true; } - - if (justCheck) - { - int32 itemId = questTemplate->RequiredItemId[j]; - - if (itemId && itemId > 0) - { - uint32 required = questTemplate->RequiredItemCount[j]; - uint32 available = questStatus->ItemCount[j]; - - if (required && available < required) - return true; - } - } } - if (!justCheck) + if (CreatureTemplate const* data = sObjectMgr->GetCreatureTemplate(target->GetEntry())) { - if (CreatureTemplate const* data = sObjectMgr->GetCreatureTemplate(target->GetEntry())) + if (uint32 lootId = data->lootid) { - if (uint32 lootId = data->lootid) + if (LootTemplates_Creature.HaveQuestLootForPlayer(lootId, bot)) { - if (LootTemplates_Creature.HaveQuestLootForPlayer(lootId, bot)) - return true; + return true; } } } diff --git a/src/strategy/values/LastMovementValue.h b/src/strategy/values/LastMovementValue.h index a22debb5..f3ecf916 100644 --- a/src/strategy/values/LastMovementValue.h +++ b/src/strategy/values/LastMovementValue.h @@ -17,6 +17,7 @@ class Unit; enum class MovementPriority { MOVEMENT_IDLE, + MOVEMENT_WANDER, MOVEMENT_NORMAL, MOVEMENT_COMBAT, MOVEMENT_FORCED diff --git a/src/strategy/values/NearestGameObjects.cpp b/src/strategy/values/NearestGameObjects.cpp index a600bc65..85a34282 100644 --- a/src/strategy/values/NearestGameObjects.cpp +++ b/src/strategy/values/NearestGameObjects.cpp @@ -12,24 +12,6 @@ #include "SharedDefines.h" #include "SpellMgr.h" -class AnyGameObjectInObjectRangeCheck -{ -public: - AnyGameObjectInObjectRangeCheck(WorldObject const* obj, float range) : i_obj(obj), i_range(range) {} - WorldObject const& GetFocusObject() const { return *i_obj; } - bool operator()(GameObject* u) - { - if (u && i_obj->IsWithinDistInMap(u, i_range) && u->isSpawned() && u->GetGOInfo()) - return true; - - return false; - } - -private: - WorldObject const* i_obj; - float i_range; -}; - GuidVector NearestGameObjects::Calculate() { std::list targets; diff --git a/src/strategy/values/NearestGameObjects.h b/src/strategy/values/NearestGameObjects.h index 04d16480..e29467d8 100644 --- a/src/strategy/values/NearestGameObjects.h +++ b/src/strategy/values/NearestGameObjects.h @@ -8,15 +8,34 @@ #include "PlayerbotAIConfig.h" #include "Value.h" +#include "GameObject.h" class PlayerbotAI; +class AnyGameObjectInObjectRangeCheck +{ +public: + AnyGameObjectInObjectRangeCheck(WorldObject const* obj, float range) : i_obj(obj), i_range(range) {} + WorldObject const& GetFocusObject() const { return *i_obj; } + bool operator()(GameObject* u) + { + if (u && i_obj->IsWithinDistInMap(u, i_range) && u->isSpawned() && u->GetGOInfo()) + return true; + + return false; + } + +private: + WorldObject const* i_obj; + float i_range; +}; + class NearestGameObjects : public ObjectGuidListCalculatedValue { public: NearestGameObjects(PlayerbotAI* botAI, float range = sPlayerbotAIConfig->sightDistance, bool ignoreLos = false, std::string const name = "nearest game objects") - : ObjectGuidListCalculatedValue(botAI, name, 2 * 1000), range(range), ignoreLos(ignoreLos) + : ObjectGuidListCalculatedValue(botAI, name, 1 * 1000), range(range), ignoreLos(ignoreLos) { } diff --git a/src/strategy/values/PossibleRpgTargetsValue.cpp b/src/strategy/values/PossibleRpgTargetsValue.cpp index 55ee94b3..cee20d9b 100644 --- a/src/strategy/values/PossibleRpgTargetsValue.cpp +++ b/src/strategy/values/PossibleRpgTargetsValue.cpp @@ -8,8 +8,11 @@ #include "CellImpl.h" #include "GridNotifiers.h" #include "GridNotifiersImpl.h" +#include "ObjectGuid.h" #include "Playerbots.h" #include "ServerFacade.h" +#include "SharedDefines.h" +#include "NearestGameObjects.h" std::vector PossibleRpgTargetsValue::allowedNpcFlags; @@ -78,3 +81,125 @@ bool PossibleRpgTargetsValue::AcceptUnit(Unit* unit) return false; } + + +std::vector PossibleNewRpgTargetsValue::allowedNpcFlags; + +PossibleNewRpgTargetsValue::PossibleNewRpgTargetsValue(PlayerbotAI* botAI, float range) + : NearestUnitsValue(botAI, "possible new rpg targets", range, true) +{ + if (allowedNpcFlags.empty()) + { + allowedNpcFlags.push_back(UNIT_NPC_FLAG_INNKEEPER); + allowedNpcFlags.push_back(UNIT_NPC_FLAG_GOSSIP); + allowedNpcFlags.push_back(UNIT_NPC_FLAG_QUESTGIVER); + allowedNpcFlags.push_back(UNIT_NPC_FLAG_FLIGHTMASTER); + allowedNpcFlags.push_back(UNIT_NPC_FLAG_BANKER); + allowedNpcFlags.push_back(UNIT_NPC_FLAG_GUILD_BANKER); + allowedNpcFlags.push_back(UNIT_NPC_FLAG_TRAINER_CLASS); + allowedNpcFlags.push_back(UNIT_NPC_FLAG_TRAINER_PROFESSION); + allowedNpcFlags.push_back(UNIT_NPC_FLAG_VENDOR_AMMO); + allowedNpcFlags.push_back(UNIT_NPC_FLAG_VENDOR_FOOD); + allowedNpcFlags.push_back(UNIT_NPC_FLAG_VENDOR_POISON); + allowedNpcFlags.push_back(UNIT_NPC_FLAG_VENDOR_REAGENT); + allowedNpcFlags.push_back(UNIT_NPC_FLAG_AUCTIONEER); + allowedNpcFlags.push_back(UNIT_NPC_FLAG_STABLEMASTER); + allowedNpcFlags.push_back(UNIT_NPC_FLAG_PETITIONER); + allowedNpcFlags.push_back(UNIT_NPC_FLAG_TABARDDESIGNER); + allowedNpcFlags.push_back(UNIT_NPC_FLAG_BATTLEMASTER); + + allowedNpcFlags.push_back(UNIT_NPC_FLAG_TRAINER); + allowedNpcFlags.push_back(UNIT_NPC_FLAG_VENDOR); + allowedNpcFlags.push_back(UNIT_NPC_FLAG_REPAIR); + } +} + +GuidVector PossibleNewRpgTargetsValue::Calculate() +{ + std::list targets; + FindUnits(targets); + + GuidVector results; + std::vector> guidDistancePairs; + for (Unit* unit : targets) + { + if (AcceptUnit(unit) && (ignoreLos || bot->IsWithinLOSInMap(unit))) + guidDistancePairs.push_back({unit->GetGUID(), bot->GetExactDist(unit)}); + } + // Override to sort by distance + std::sort(guidDistancePairs.begin(), guidDistancePairs.end(), [](const auto& a, const auto& b) { + return a.second < b.second; + }); + + for (const auto& pair : guidDistancePairs) { + results.push_back(pair.first); + } + return results; +} + +void PossibleNewRpgTargetsValue::FindUnits(std::list& targets) +{ + Acore::AnyUnitInObjectRangeCheck u_check(bot, range); + Acore::UnitListSearcher searcher(bot, targets, u_check); + Cell::VisitAllObjects(bot, searcher, range); +} + +bool PossibleNewRpgTargetsValue::AcceptUnit(Unit* unit) +{ + if (unit->IsHostileTo(bot) || unit->GetTypeId() == TYPEID_PLAYER) + return false; + + if (unit->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITHEALER)) + return false; + + for (uint32 npcFlag : allowedNpcFlags) + { + if (unit->HasFlag(UNIT_NPC_FLAGS, npcFlag)) + return true; + } + + return false; +} + +std::vector PossibleNewRpgGameObjectsValue::allowedGOFlags; + +GuidVector PossibleNewRpgGameObjectsValue::Calculate() +{ + std::list targets; + AnyGameObjectInObjectRangeCheck u_check(bot, range); + Acore::GameObjectListSearcher searcher(bot, targets, u_check); + Cell::VisitAllObjects(bot, searcher, range); + + + std::vector> guidDistancePairs; + for (GameObject* go : targets) + { + bool flagCheck = false; + for (uint32 goFlag : allowedGOFlags) + { + if (go->GetGoType() == goFlag) + { + flagCheck = true; + break; + } + } + if (!flagCheck) + continue; + + if (!ignoreLos && !bot->IsWithinLOSInMap(go)) + continue; + + guidDistancePairs.push_back({go->GetGUID(), bot->GetExactDist(go)}); + } + GuidVector results; + + // Sort by distance + std::sort(guidDistancePairs.begin(), guidDistancePairs.end(), [](const auto& a, const auto& b) { + return a.second < b.second; + }); + + for (const auto& pair : guidDistancePairs) { + results.push_back(pair.first); + } + return results; +} diff --git a/src/strategy/values/PossibleRpgTargetsValue.h b/src/strategy/values/PossibleRpgTargetsValue.h index 287f5db3..23124803 100644 --- a/src/strategy/values/PossibleRpgTargetsValue.h +++ b/src/strategy/values/PossibleRpgTargetsValue.h @@ -6,8 +6,10 @@ #ifndef _PLAYERBOT_POSSIBLERPGTARGETSVALUE_H #define _PLAYERBOT_POSSIBLERPGTARGETSVALUE_H +#include "NearestGameObjects.h" #include "NearestUnitsValue.h" #include "PlayerbotAIConfig.h" +#include "SharedDefines.h" class PlayerbotAI; @@ -23,4 +25,36 @@ protected: bool AcceptUnit(Unit* unit) override; }; +class PossibleNewRpgTargetsValue : public NearestUnitsValue +{ +public: + PossibleNewRpgTargetsValue(PlayerbotAI* botAI, float range = 150.0f); + + static std::vector allowedNpcFlags; + GuidVector Calculate() override; +protected: + void FindUnits(std::list& targets) override; + bool AcceptUnit(Unit* unit) override; +}; + +class PossibleNewRpgGameObjectsValue : public ObjectGuidListCalculatedValue +{ +public: + PossibleNewRpgGameObjectsValue(PlayerbotAI* botAI, float range = 150.0f, bool ignoreLos = true) + : ObjectGuidListCalculatedValue(botAI, "possible new rpg game objects"), range(range), ignoreLos(ignoreLos) + { + if (allowedGOFlags.empty()) + { + allowedGOFlags.push_back(GAMEOBJECT_TYPE_QUESTGIVER); + } + } + + static std::vector allowedGOFlags; + GuidVector Calculate() override; + +private: + float range; + bool ignoreLos; +}; + #endif diff --git a/src/strategy/values/ValueContext.h b/src/strategy/values/ValueContext.h index f57c8083..88f4b224 100644 --- a/src/strategy/values/ValueContext.h +++ b/src/strategy/values/ValueContext.h @@ -118,6 +118,8 @@ public: creators["prioritized targets"] = &ValueContext::prioritized_targets; creators["all targets"] = &ValueContext::all_targets; creators["possible rpg targets"] = &ValueContext::possible_rpg_targets; + creators["possible new rpg targets"] = &ValueContext::possible_new_rpg_targets; + creators["possible new rpg game objects"] = &ValueContext::possible_new_rpg_game_objects; creators["nearest adds"] = &ValueContext::nearest_adds; creators["nearest corpses"] = &ValueContext::nearest_corpses; creators["log level"] = &ValueContext::log_level; @@ -406,6 +408,8 @@ private: static UntypedValue* nearest_enemy_players(PlayerbotAI* botAI) { return new NearestEnemyPlayersValue(botAI); } static UntypedValue* nearest_corpses(PlayerbotAI* botAI) { return new NearestCorpsesValue(botAI); } static UntypedValue* possible_rpg_targets(PlayerbotAI* botAI) { return new PossibleRpgTargetsValue(botAI); } + static UntypedValue* possible_new_rpg_targets(PlayerbotAI* botAI) { return new PossibleNewRpgTargetsValue(botAI); } + static UntypedValue* possible_new_rpg_game_objects(PlayerbotAI* botAI) { return new PossibleNewRpgGameObjectsValue(botAI); } static UntypedValue* possible_targets(PlayerbotAI* botAI) { return new PossibleTargetsValue(botAI); } static UntypedValue* possible_triggers(PlayerbotAI* botAI) { return new PossibleTriggersValue(botAI); } static UntypedValue* possible_targets_no_los(PlayerbotAI* botAI)