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https://github.com/mod-playerbots/mod-playerbots
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Enhanced dual-wield logic
Description of Changes:
Implemented logic to ensure the strongest weapon is always placed in the main hand for dual-wielding or Titan Grip-capable bots.
When equipping a new weapon, the code now compares the new weapon’s score with the currently equipped main-hand and off-hand weapons.
If the new weapon is the strongest, it goes into the main hand. The previous main-hand weapon may be moved to the off-hand if it is allowed (e.g., not a main-hand-only weapon) and provides a performance improvement.
Titan Grip conditions are accounted for, allowing valid two-handed weapons (2H axes, maces, swords) to be placed in the off-hand as well.
This commit is contained in:
@@ -99,7 +99,111 @@ void EquipAction::EquipItem(Item* item)
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itemProto->SubClass == ITEM_SUBCLASS_WEAPON_MACE2 ||
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itemProto->SubClass == ITEM_SUBCLASS_WEAPON_MACE2 ||
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itemProto->SubClass == ITEM_SUBCLASS_WEAPON_SWORD2;
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itemProto->SubClass == ITEM_SUBCLASS_WEAPON_SWORD2;
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}
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}
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// New logic: Ensure strongest weapon is in main hand for dual wield/Titan Grip scenarios
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bool isWeapon = (itemProto->Class == ITEM_CLASS_WEAPON);
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bool canDualWieldOrTG = (bot->CanDualWield() || (bot->CanTitanGrip() && itemProto->InventoryType == INVTYPE_2HWEAPON));
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if (isWeapon && canDualWieldOrTG && dstSlot == EQUIPMENT_SLOT_MAINHAND &&
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((itemProto->InventoryType != INVTYPE_2HWEAPON && !have2HWeapon) || (bot->CanTitanGrip() && isValidTGWeapon)))
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{
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// Compare current mainhand and offhand weapons to the new item
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Item* mainHandItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
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Item* offHandItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
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StatsWeightCalculator calculator(bot);
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calculator.SetItemSetBonus(false);
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calculator.SetOverflowPenalty(false);
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float newItemScore = calculator.CalculateItem(itemId);
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float mainHandScore = mainHandItem ? calculator.CalculateItem(mainHandItem->GetTemplate()->ItemId) : 0.0f;
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float offHandScore = offHandItem ? calculator.CalculateItem(offHandItem->GetTemplate()->ItemId) : 0.0f;
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// Determine if new weapon is best
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bool newIsBest = (newItemScore > mainHandScore && newItemScore > offHandScore);
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bool betterThanOff = (newItemScore > offHandScore) && !newIsBest;
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// Check that the new item can go main hand
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bool canGoMain = (itemProto->InventoryType == INVTYPE_WEAPON ||
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itemProto->InventoryType == INVTYPE_WEAPONMAINHAND ||
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(bot->CanTitanGrip() && itemProto->InventoryType == INVTYPE_2HWEAPON));
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// Check Titan Grip offhand eligibility
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bool canTGOff = false;
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if (bot->CanTitanGrip() && itemProto->InventoryType == INVTYPE_2HWEAPON)
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{
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// Titan Grip allows 2H axes, maces, swords in offhand
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canTGOff = (isValidTGWeapon);
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}
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// Check that the new item can go off hand
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bool canGoOff = (itemProto->InventoryType == INVTYPE_WEAPON ||
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itemProto->InventoryType == INVTYPE_WEAPONOFFHAND ||
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canTGOff);
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// Check what the main hand item can do if we move it
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bool mainHandCanGoOff = false;
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if (mainHandItem)
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{
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const ItemTemplate* mhProto = mainHandItem->GetTemplate();
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bool mhIsValidTG = (bot->CanTitanGrip() && mhProto->InventoryType == INVTYPE_2HWEAPON &&
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(mhProto->SubClass == ITEM_SUBCLASS_WEAPON_AXE2 ||
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mhProto->SubClass == ITEM_SUBCLASS_WEAPON_MACE2 ||
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mhProto->SubClass == ITEM_SUBCLASS_WEAPON_SWORD2));
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mainHandCanGoOff = (mhProto->InventoryType == INVTYPE_WEAPON ||
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mhProto->InventoryType == INVTYPE_WEAPONOFFHAND ||
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(mhProto->InventoryType == INVTYPE_2HWEAPON && mhIsValidTG));
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}
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// If new weapon is best of all three, put it in main hand
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if (newIsBest && canGoMain)
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{
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// Equip new weapon in main hand
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{
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WorldPacket eqPacket(CMSG_AUTOEQUIP_ITEM_SLOT, 2);
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ObjectGuid newItemGuid = item->GetGUID();
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eqPacket << newItemGuid << uint8(EQUIPMENT_SLOT_MAINHAND);
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bot->GetSession()->HandleAutoEquipItemSlotOpcode(eqPacket);
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}
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// If there was a main hand item, try to move it to offhand if it improves offhand
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if (mainHandItem && mainHandCanGoOff)
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{
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// Only move if it's better than the current offhand or offhand is empty
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if (!offHandItem || mainHandScore > offHandScore)
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{
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WorldPacket offhandPacket(CMSG_AUTOEQUIP_ITEM_SLOT, 2);
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ObjectGuid oldMHGuid = mainHandItem->GetGUID();
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offhandPacket << oldMHGuid << uint8(EQUIPMENT_SLOT_OFFHAND);
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bot->GetSession()->HandleAutoEquipItemSlotOpcode(offhandPacket);
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}
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}
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std::ostringstream out;
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out << "equipping " << chat->FormatItem(itemProto) << " as the best weapon in main hand";
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botAI->TellMaster(out);
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return;
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}
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else if (betterThanOff && canGoOff)
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{
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// Equip the new weapon in offhand
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WorldPacket eqPacket(CMSG_AUTOEQUIP_ITEM_SLOT, 2);
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ObjectGuid newItemGuid = item->GetGUID();
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eqPacket << newItemGuid << uint8(EQUIPMENT_SLOT_OFFHAND);
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bot->GetSession()->HandleAutoEquipItemSlotOpcode(eqPacket);
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std::ostringstream out;
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out << "equipping " << chat->FormatItem(itemProto) << " in offhand";
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botAI->TellMaster(out);
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return;
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}
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else
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{
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// Not an improvement or can't place it properly, do nothing
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return;
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}
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}
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// Existing logic below - do not remove or modify existing comments
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if (dstSlot == EQUIPMENT_SLOT_FINGER1 ||
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if (dstSlot == EQUIPMENT_SLOT_FINGER1 ||
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dstSlot == EQUIPMENT_SLOT_TRINKET1 ||
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dstSlot == EQUIPMENT_SLOT_TRINKET1 ||
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(dstSlot == EQUIPMENT_SLOT_MAINHAND && bot->CanDualWield() &&
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(dstSlot == EQUIPMENT_SLOT_MAINHAND && bot->CanDualWield() &&
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