mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
Quest polish + log fixes
This commit is contained in:
@@ -41,63 +41,129 @@ bool ChooseTravelTargetAction::Execute(Event event)
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void ChooseTravelTargetAction::getNewTarget(TravelTarget* newTarget, TravelTarget* oldTarget)
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{
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bool foundTarget = false;
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foundTarget = SetGroupTarget(newTarget); //Join groups members
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//Empty bags/repair
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if (!foundTarget && urand(1, 100) > 10) //90% chance
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{
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if (AI_VALUE2(bool, "group or", "should sell,can sell,following party,near leader") ||
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AI_VALUE2(bool, "group or", "should repair,can repair,following party,near leader") ||
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(AI_VALUE2(bool, "group or", "should sell,can ah sell,following party,near leader") && bot->GetLevel() > 5))
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{
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foundTarget = SetRpgTarget(newTarget); //Go to town to sell items or repair
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}
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}
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//Rpg in city
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if (!foundTarget && urand(1, 100) > 90 && bot->GetLevel() > 5) //10% chance
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{
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foundTarget = SetNpcFlagTarget(newTarget, { UNIT_NPC_FLAG_BANKER,UNIT_NPC_FLAG_BATTLEMASTER,UNIT_NPC_FLAG_AUCTIONEER });
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}
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// PvP activities
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bool pvpActivate = false;
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if (pvpActivate && !foundTarget && urand(0, 4) && bot->GetLevel() > 50)
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{
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WorldPosition pos = WorldPosition(bot);
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WorldPosition* botPos = &pos;
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TravelTarget* target = context->GetValue<TravelTarget*>("travel target")->Get();
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TravelDestination* dest = ChooseTravelTargetAction::FindDestination(bot, "Tarren Mill");
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if (dest)
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{
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std::vector<WorldPosition*> points = dest->nextPoint(botPos, true);
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if (!points.empty())
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{
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target->setTarget(dest, points.front());
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target->setForced(true);
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std::ostringstream out; out << "Traveling to " << dest->getTitle();
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botAI->TellMasterNoFacing(out.str());
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foundTarget = true;
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}
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}
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}
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//Grind for money
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if (!foundTarget && AI_VALUE(bool, "should get money"))
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{
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//Empty mail for money
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//if (AI_VALUE(bool, "can get mail"))
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//{
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// foundTarget = SetGOTypeTarget(requester, newTarget, GAMEOBJECT_TYPE_MAILBOX, "", false); //Find a mailbox
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//}
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if (!foundTarget)
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{
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if (urand(1, 100) > 50) //50% Focus on active quests for money.
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{
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if (urand(1, 100) > 50) //50% Focus on active quests for money.
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{
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foundTarget = SetQuestTarget(newTarget, false, true, true); //Turn in quests for money.
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}
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if (!foundTarget)
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{
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foundTarget = SetQuestTarget(newTarget, true, false, false); //Find new (low) level quests
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}
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}
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else
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{
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foundTarget = SetGrindTarget(newTarget); //Go grind mobs for money
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}
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}
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}
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//Continue current target.
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if (!foundTarget && urand(1, 100) > 10) //90% chance
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{
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foundTarget = SetCurrentTarget(newTarget, oldTarget); //Extend current target.
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}
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//Get mail
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//if (!foundTarget && urand(1, 100) > 70) //30% chance
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//{
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// if (AI_VALUE(bool, "can get mail"))
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// {
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// foundTarget = SetGOTypeTarget(requester, newTarget, GAMEOBJECT_TYPE_MAILBOX, "", false); //Find a mailbox
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// }
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//}
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//Dungeon in group.
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if (!foundTarget && urand(1, 100) > 50) //50% chance
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if (AI_VALUE(bool, "can fight boss"))
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{
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foundTarget = SetBossTarget( newTarget); //Go fight a (dungeon boss)
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}
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//Do quests (start, do, end)
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if (!foundTarget && urand(1, 100) > 5) //95% chance
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{
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foundTarget = SetQuestTarget(newTarget, false); //Do any nearby
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}
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//Enpty bags/repair
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if (!foundTarget && urand(1, 100) > 10) //90% chance
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if (AI_VALUE2(bool, "group or", "should sell,can sell,following party,near leader") || AI_VALUE2(bool, "group or", "should repair,can repair,following party,near leader"))
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foundTarget = SetRpgTarget(newTarget); //Go to town to sell items or repair
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//Rpg in city
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if (!foundTarget && urand(1, 100) > 90) //10% chance
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foundTarget = SetNpcFlagTarget(newTarget, { UNIT_NPC_FLAG_BANKER,UNIT_NPC_FLAG_BATTLEMASTER,UNIT_NPC_FLAG_AUCTIONEER });
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//Grind for money
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if (!foundTarget && AI_VALUE(bool, "should get money")) {
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if (urand(1, 100) > 66)
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{
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foundTarget = SetQuestTarget(newTarget, true); //Turn in quests for money.
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if (!foundTarget)
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foundTarget = SetQuestTarget(newTarget); //Do low level quests
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}
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else if (urand(1, 100) > 50) {
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foundTarget = SetGrindTarget(newTarget); //Go grind mobs for money
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}
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else {
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foundTarget = SetNewQuestTarget(newTarget); //Find a low level quest to do
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}
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foundTarget = SetQuestTarget(newTarget, true, true, true); //Do any nearby
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}
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//Continue
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if (!foundTarget && urand(1, 100) > 10) //90% chance
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foundTarget = SetCurrentTarget(newTarget, oldTarget); //Extend current target.
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//Dungeon in group
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if (!foundTarget && urand(1, 100) > 50) //50% chance
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if (AI_VALUE(bool, "can fight boss"))
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foundTarget = SetBossTarget(newTarget); //Go fight a (dungeon boss)
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if (!foundTarget && urand(1, 100) > 5) //95% chance
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foundTarget = SetQuestTarget(newTarget); //Do a target of an active quest.
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if (!foundTarget && urand(1, 100) > 5)
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foundTarget = SetNewQuestTarget(newTarget); //Find a new quest to do.
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if (!foundTarget && botAI->HasStrategy("explore", BOT_STATE_NON_COMBAT)) //Explore a unexplored sub-zone.
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//Explore a nearby unexplored area.
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if (!foundTarget && botAI->HasStrategy("explore", BotState::BOT_STATE_NON_COMBAT) && urand(1, 100) > 90) //10% chance Explore a unexplored sub-zone.
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{
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foundTarget = SetExploreTarget(newTarget);
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}
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// if (!foundTarget)
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//foundTarget = SetRpgTarget(target);
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//Just hang with an npc
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if (!foundTarget && urand(1, 100) > 50) //50% chance
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{
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foundTarget = SetRpgTarget(newTarget);
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if (foundTarget)
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newTarget->setForced(true);
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}
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if (!foundTarget)
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SetNullTarget(newTarget); //Idle a bit.
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{
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foundTarget = SetGrindTarget(newTarget);
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}
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if (!foundTarget)
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SetNullTarget(newTarget); //Idle a bit.
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}
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void ChooseTravelTargetAction::setNewTarget(TravelTarget* newTarget, TravelTarget* oldTarget)
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@@ -396,44 +462,56 @@ bool ChooseTravelTargetAction::SetCurrentTarget(TravelTarget* target, TravelTarg
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return target->isActive();
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}
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bool ChooseTravelTargetAction::SetQuestTarget(TravelTarget* target, bool onlyCompleted)
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bool ChooseTravelTargetAction::SetQuestTarget(TravelTarget* target, bool onlyCompleted, bool newQuests, bool activeQuests, bool completedQuests)
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{
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std::vector<TravelDestination*> activeDestinations;
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std::vector<WorldPosition*> activePoints;
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QuestStatusMap& questMap = bot->getQuestStatusMap();
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WorldPosition botLocation(bot);
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bool onlyClassQuest = !urand(0, 10);
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//Find destinations related to the active quests.
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for (auto& quest : questMap)
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if (newQuests)
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{
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if (bot->IsQuestRewarded(quest.first))
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continue;
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uint32 questId = quest.first;
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QuestStatusData* questStatus = &quest.second;
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if (onlyCompleted && sObjectMgr->GetQuestTemplate(questId) && !bot->CanRewardQuest(sObjectMgr->GetQuestTemplate(questId), false))
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continue;
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std::vector<TravelDestination*> questDestinations = sTravelMgr->getQuestTravelDestinations(bot, questId, botAI->HasRealPlayerMaster(), false, 5000);
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std::vector<WorldPosition*> questPoints;
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for (auto& questDestination : questDestinations)
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{
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std::vector<WorldPosition*> destinationPoints = questDestination->getPoints();
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if (!destinationPoints.empty())
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questPoints.insert(questPoints.end(), destinationPoints.begin(), destinationPoints.end());
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}
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if (getBestDestination(&questDestinations, &questPoints))
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{
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activeDestinations.push_back(questDestinations.front());
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activePoints.push_back(questPoints.front());
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}
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activeDestinations = sTravelMgr->getQuestTravelDestinations(bot, -1, true, false, 400 + bot->GetLevel() * 10); //Prefer new quests near the player at lower levels.
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}
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if (activeQuests || completedQuests)
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{
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QuestStatusMap& questMap = bot->getQuestStatusMap();
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//Find destinations related to the active quests.
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for (auto& quest : questMap)
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{
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if (bot->IsQuestRewarded(quest.first))
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continue;
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uint32 questId = quest.first;
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QuestStatusData* questStatus = &quest.second;
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const auto questTemplate = sObjectMgr->GetQuestTemplate(questId);
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if (!activeQuests && !bot->CanRewardQuest(questTemplate, false))
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continue;
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if (!completedQuests && bot->CanRewardQuest(questTemplate, false))
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continue;
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//Find quest takers or objectives
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std::vector<TravelDestination*> questDestinations = sTravelMgr->getQuestTravelDestinations(bot, questId, true, false, 0);
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if (onlyClassQuest && activeDestinations.size() && questDestinations.size()) //Only do class quests if we have any.
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{
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if (activeDestinations.front()->GetQuestTemplate()->GetRequiredClasses() && !questTemplate->GetRequiredClasses())
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continue;
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if (!activeDestinations.front()->GetQuestTemplate()->GetRequiredClasses() && questTemplate->GetRequiredClasses())
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activeDestinations.clear();
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}
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activeDestinations.insert(activeDestinations.end(), questDestinations.begin(), questDestinations.end());
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}
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}
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if (newQuests && activeDestinations.empty())
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activeDestinations = sTravelMgr->getQuestTravelDestinations(bot, -1, true, false); //If we really don't find any new quests look futher away.
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if (botAI->HasStrategy("debug travel", BotState::BOT_STATE_NON_COMBAT))
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botAI->TellMasterNoFacing(std::to_string(activeDestinations.size()) + " quest destinations found.");
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if (!getBestDestination(&activeDestinations, &activePoints))
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return false;
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@@ -30,10 +30,9 @@ class ChooseTravelTargetAction : public MovementAction
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void ReportTravelTarget(TravelTarget* newTarget, TravelTarget* oldTarget);
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bool getBestDestination(std::vector<TravelDestination*>* activeDestinations, std::vector<WorldPosition*>* activePoints);
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bool SetGroupTarget(TravelTarget* target);
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bool SetCurrentTarget(TravelTarget* target, TravelTarget* oldTarget);
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bool SetQuestTarget(TravelTarget* target, bool onlyCompleted = false);
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bool SetQuestTarget(TravelTarget* target, bool onlyCompleted = false, bool newQuests = true, bool activeQuests = true, bool completedQuests = true);
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bool SetNewQuestTarget(TravelTarget* target);
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bool SetRpgTarget(TravelTarget* target);
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bool SetGrindTarget(TravelTarget* target);
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@@ -47,8 +47,9 @@ bool DropQuestAction::Execute(Event event)
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if (botAI->HasStrategy("debug quest", BotState::BOT_STATE_NON_COMBAT) || botAI->HasStrategy("debug rpg", BotState::BOT_STATE_COMBAT))
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{
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const Quest* pQuest = sObjectMgr->GetQuestTemplate(entry);
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LOG_INFO("playerbots", "Quest [ {} ] dropped", pQuest->GetTitle());
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bot->Say("Quest [ " + ChatHelper::FormatQuest(pQuest) + " ] dropped", LANG_UNIVERSAL);
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const std::string text_quest = ChatHelper::FormatQuest(pQuest);
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LOG_INFO("playerbots", "Quest [ {} ] removed", pQuest->GetTitle());
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bot->Say("Quest [ " + text_quest + " ] removed", LANG_UNIVERSAL);
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}
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botAI->TellMaster("Quest removed");
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@@ -57,7 +58,8 @@ bool DropQuestAction::Execute(Event event)
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bool CleanQuestLogAction::Execute(Event event)
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{
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std::string const link = event.getParam();
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Player* requester = event.getOwner() ? event.getOwner() : GetMaster();
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std::string link = event.getParam();
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if (botAI->HasActivePlayerMaster())
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return false;
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@@ -66,13 +68,16 @@ bool CleanQuestLogAction::Execute(Event event)
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DropQuestType(totalQuests); //Count the total quests
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if (MAX_QUEST_LOG_SIZE - totalQuests > 6)
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return true;
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if (AI_VALUE(bool, "can fight equal")) // Only drop gray quests when able to fight proper lvl quests.
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{
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DropQuestType(totalQuests, MAX_QUEST_LOG_SIZE - 6); // Drop gray/red quests.
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DropQuestType(totalQuests, MAX_QUEST_LOG_SIZE - 6, false, true); // Drop gray/red quests with progress.
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DropQuestType(totalQuests, MAX_QUEST_LOG_SIZE - 6, false, true, true); // Drop gray/red completed quests.
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DropQuestType(totalQuests, MAX_QUEST_LOG_SIZE, true, true); //Drop failed quests
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return true;
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}
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if (AI_VALUE(bool, "can fight equal")) //Only drop gray quests when able to fight proper lvl quests.
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{
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DropQuestType(totalQuests, MAX_QUEST_LOG_SIZE - 6); //Drop gray/red quests.
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DropQuestType(totalQuests, MAX_QUEST_LOG_SIZE - 6, false, true); //Drop gray/red quests with progress.
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DropQuestType(totalQuests, MAX_QUEST_LOG_SIZE - 6, false, true, true); //Drop gray/red completed quests.
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}
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if (MAX_QUEST_LOG_SIZE - totalQuests > 4)
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@@ -128,13 +133,13 @@ void CleanQuestLogAction::DropQuestType(uint8& numQuest, uint8 wantNum, bool isG
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continue;
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}
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if (HasProgress(bot, quest) && !hasProgress)
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if (HasProgress(bot, quest) && !hasProgress && bot->GetQuestStatus(questId) != QUEST_STATUS_FAILED)
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continue;
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if (bot->GetQuestStatus(questId) == QUEST_STATUS_COMPLETE && !isComplete)
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continue;
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if (numQuest <= wantNum && bot->GetQuestStatus(questId) != QUEST_STATUS_FAILED) // Always drop failed quests
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if (numQuest <= wantNum && bot->GetQuestStatus(questId) != QUEST_STATUS_FAILED)
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continue;
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//Drop quest.
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@@ -132,14 +132,16 @@ bool QuestAction::CompleteQuest(Player* player, uint32 entry)
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player->ModifyMoney(-ReqOrRewMoney);
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}
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player->CompleteQuest(entry);
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const std::string text_quest = ChatHelper::FormatQuest(pQuest);
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if (botAI->HasStrategy("debug quest", BotState::BOT_STATE_NON_COMBAT) || botAI->HasStrategy("debug rpg", BotState::BOT_STATE_COMBAT))
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{
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LOG_INFO("playerbots", "Quest [ {} ] completed", pQuest->GetTitle());
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bot->Say("Quest [ " + ChatHelper::FormatQuest(pQuest) + " ] completed", LANG_UNIVERSAL);
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bot->Say("Quest [ " + text_quest + " ] completed", LANG_UNIVERSAL);
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}
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botAI->TellMasterNoFacing("Quest completed " + text_quest);
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player->CompleteQuest(entry);
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botAI->TellMasterNoFacing("Quest completed " + ChatHelper::FormatQuest(pQuest));
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return true;
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}
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@@ -249,12 +251,13 @@ bool QuestUpdateCompleteAction::Execute(Event event)
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Quest const* qInfo = sObjectMgr->GetQuestTemplate(questId);
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if (qInfo)
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{
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const std::string text_quest = ChatHelper::FormatQuest(qInfo);
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if (botAI->HasStrategy("debug quest", BotState::BOT_STATE_NON_COMBAT) || botAI->HasStrategy("debug rpg", BotState::BOT_STATE_COMBAT))
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{
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LOG_INFO("playerbots", "Quest [ {} ] completed", qInfo->GetTitle());
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bot->Say("Quest [ " + ChatHelper::FormatQuest(qInfo) + " ] completed", LANG_UNIVERSAL);
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bot->Say("Quest [ " + text_quest + " ] completed", LANG_UNIVERSAL);
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}
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botAI->TellMasterNoFacing("Quest completed " + ChatHelper::FormatQuest(qInfo));
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botAI->TellMasterNoFacing("Quest completed " + text_quest);
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}
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return true;
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@@ -49,7 +49,7 @@ bool TalkToQuestGiverAction::ProcessQuest(Quest const* quest, Object* questGiver
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out << "|cffff0000Incompleted|r";
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break;
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case QUEST_STATUS_NONE:
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AcceptQuest(quest, questGiver->GetGUID());
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//AcceptQuest(quest, questGiver->GetGUID());
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out << "|cff00ff00Available|r";
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break;
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case QUEST_STATUS_FAILED:
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@@ -83,6 +83,14 @@ bool TalkToQuestGiverAction::TurnInQuest(Quest const* quest, Object* questGiver,
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RewardMultipleItem(quest, questGiver, out);
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}
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if (botAI->HasStrategy("debug quest", BotState::BOT_STATE_NON_COMBAT) || botAI->HasStrategy("debug rpg", BotState::BOT_STATE_COMBAT))
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{
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const Quest* pQuest = sObjectMgr->GetQuestTemplate(questID);
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const std::string text_quest = ChatHelper::FormatQuest(pQuest);
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LOG_INFO("playerbots", "Quest [ {} ] completed", pQuest->GetTitle());
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bot->Say("Quest [ " + text_quest + " ] completed", LANG_UNIVERSAL);
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}
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return true;
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}
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@@ -257,6 +265,7 @@ bool TurnInQueryQuestAction::Execute(Event event)
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out << "|cffff0000Incompleted|r";
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break;
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case QUEST_STATUS_NONE:
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//AcceptQuest(quest, object->GetGUID());
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out << "|cff00ff00Available|r";
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break;
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case QUEST_STATUS_FAILED:
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