mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
Merge pull request #777 from avirar/titans_grip_weapon_type_restrictions
Enhanced dual wield/titan grip equip logic
This commit is contained in:
@@ -65,17 +65,24 @@ void EquipAction::EquipItem(Item* item)
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uint8 slot = item->GetSlot();
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uint8 slot = item->GetSlot();
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const ItemTemplate* itemProto = item->GetTemplate();
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const ItemTemplate* itemProto = item->GetTemplate();
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uint32 itemId = itemProto->ItemId;
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uint32 itemId = itemProto->ItemId;
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uint8 invType = itemProto->InventoryType;
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if (itemProto->InventoryType == INVTYPE_AMMO)
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// Handle ammunition separately
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if (invType == INVTYPE_AMMO)
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{
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{
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bot->SetAmmo(itemId);
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bot->SetAmmo(itemId);
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std::ostringstream out;
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out << "equipping " << chat->FormatItem(itemProto);
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botAI->TellMaster(out);
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return;
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}
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}
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else
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{
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// Handle bags first
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bool equippedBag = false;
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bool equippedBag = false;
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if (itemProto->Class == ITEM_CLASS_CONTAINER)
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if (itemProto->Class == ITEM_CLASS_CONTAINER)
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{
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{
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Bag* pBag = (Bag*)&item;
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// Attempt to equip as a bag
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Bag* pBag = reinterpret_cast<Bag*>(item);
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uint8 newBagSlot = GetSmallestBagSlot();
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uint8 newBagSlot = GetSmallestBagSlot();
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if (newBagSlot > 0)
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if (newBagSlot > 0)
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{
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{
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@@ -86,25 +93,145 @@ void EquipAction::EquipItem(Item* item)
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}
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}
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}
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}
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// If we didn't equip as a bag, try to equip as gear
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if (!equippedBag)
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if (!equippedBag)
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{
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{
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uint8 dstSlot = botAI->FindEquipSlot(itemProto, NULL_SLOT, true);
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uint8 dstSlot = botAI->FindEquipSlot(itemProto, NULL_SLOT, true);
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bool have2HWeapon = false;
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// Check if the item is a weapon and whether the bot can dual wield or use Titan Grip
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bool isWeapon = (itemProto->Class == ITEM_CLASS_WEAPON);
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bool canTitanGrip = bot->CanTitanGrip();
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bool canDualWield = bot->CanDualWield();
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bool isTwoHander = (invType == INVTYPE_2HWEAPON);
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bool isValidTGWeapon = false;
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bool isValidTGWeapon = false;
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if (dstSlot == EQUIPMENT_SLOT_MAINHAND)
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if (canTitanGrip && isTwoHander)
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{
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{
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Item* currentWeapon = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
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// Titan Grip-valid 2H weapon subclasses: Axe2, Mace2, Sword2
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have2HWeapon = currentWeapon && currentWeapon->GetTemplate()->InventoryType == INVTYPE_2HWEAPON;
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isValidTGWeapon = (itemProto->SubClass == ITEM_SUBCLASS_WEAPON_AXE2 ||
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isValidTGWeapon = itemProto->SubClass == ITEM_SUBCLASS_WEAPON_AXE2 ||
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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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// Check if the main hand currently has a 2H weapon equipped
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Item* currentMHItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
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bool have2HWeaponEquipped = (currentMHItem && currentMHItem->GetTemplate()->InventoryType == INVTYPE_2HWEAPON);
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bool canDualWieldOrTG = (canDualWield || (canTitanGrip && isTwoHander));
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// If this is a weapon and we can dual wield or Titan Grip, check if we can improve main/off-hand setup
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if (isWeapon && canDualWieldOrTG)
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{
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// Fetch current main hand and offhand items
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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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// Set up the stats calculator once and reuse results for performance
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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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// Calculate item scores once and store them
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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 where this weapon can go
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bool canGoMain = (invType == INVTYPE_WEAPON ||
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invType == INVTYPE_WEAPONMAINHAND ||
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(canTitanGrip && isTwoHander));
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bool canTGOff = false;
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if (canTitanGrip && isTwoHander && isValidTGWeapon)
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canTGOff = true;
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bool canGoOff = (invType == INVTYPE_WEAPON ||
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invType == INVTYPE_WEAPONOFFHAND ||
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canTGOff);
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// Check if the main hand item can go to offhand if needed
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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 = false;
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if (canTitanGrip && mhProto->InventoryType == INVTYPE_2HWEAPON)
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{
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mhIsValidTG = (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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}
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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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// Priority 1: Replace main hand if the new weapon is strictly better
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// and if conditions allow (e.g. no conflicting 2H logic)
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bool betterThanMH = (newItemScore > mainHandScore);
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bool mhConditionOK = ((invType != INVTYPE_2HWEAPON && !have2HWeaponEquipped) ||
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(canTitanGrip && isValidTGWeapon));
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if (canGoMain && betterThanMH && mhConditionOK)
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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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// Try moving old main hand weapon to offhand if beneficial
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if (mainHandItem && mainHandCanGoOff && (!offHandItem || mainHandScore > offHandScore))
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{
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const ItemTemplate* oldMHProto = mainHandItem->GetTemplate();
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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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std::ostringstream moveMsg;
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moveMsg << "Main hand upgrade found. Moving " << chat->FormatItem(oldMHProto) << " to offhand";
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botAI->TellMaster(moveMsg);
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}
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std::ostringstream out;
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out << "Equipping " << chat->FormatItem(itemProto) << " in main hand";
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botAI->TellMaster(out);
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return;
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}
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// Priority 2: If not better than main hand, check if better than offhand
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else if (canGoOff && newItemScore > offHandScore)
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{
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// Equip 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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// No improvement, do nothing
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return;
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}
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}
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// If not a special dual-wield/TG scenario or no improvement found, fall back to original logic
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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 && canDualWield &&
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((itemProto->InventoryType != INVTYPE_2HWEAPON && !have2HWeapon) || (bot->CanTitanGrip() && isValidTGWeapon))))
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((invType != INVTYPE_2HWEAPON && !have2HWeaponEquipped) || (canTitanGrip && isValidTGWeapon))))
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{
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{
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// Handle ring/trinket dual-slot logic
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Item* const equippedItems[2] = {
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Item* const equippedItems[2] = {
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bot->GetItemByPos(INVENTORY_SLOT_BAG_0, dstSlot),
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bot->GetItemByPos(INVENTORY_SLOT_BAG_0, dstSlot),
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bot->GetItemByPos(INVENTORY_SLOT_BAG_0, dstSlot + 1)
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bot->GetItemByPos(INVENTORY_SLOT_BAG_0, dstSlot + 1)
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@@ -114,39 +241,34 @@ void EquipAction::EquipItem(Item* item)
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{
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{
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if (equippedItems[1])
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if (equippedItems[1])
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{
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{
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// Both slots are full - determine worst item to replace
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// Both slots are full - pick the worst item to replace
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StatsWeightCalculator calculator(bot);
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StatsWeightCalculator calc(bot);
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calculator.SetItemSetBonus(false);
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calc.SetItemSetBonus(false);
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calculator.SetOverflowPenalty(false);
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calc.SetOverflowPenalty(false);
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// float newItemScore = calculator.CalculateItem(itemId);
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float firstItemScore = calc.CalculateItem(equippedItems[0]->GetTemplate()->ItemId);
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float equippedItemScore[2] = {
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float secondItemScore = calc.CalculateItem(equippedItems[1]->GetTemplate()->ItemId);
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equippedItemScore[0] = calculator.CalculateItem(equippedItems[0]->GetTemplate()->ItemId),
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equippedItemScore[1] = calculator.CalculateItem(equippedItems[1]->GetTemplate()->ItemId)
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};
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// Second item is worse than first, equip candidate item in second slot
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// If the second slot is worse, place the new item there
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if (equippedItemScore[0] > equippedItemScore[1])
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if (firstItemScore > secondItemScore)
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{
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{
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dstSlot++;
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dstSlot++;
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}
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}
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}
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}
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else // No item equipped in slot 2, equip in that slot instead of replacing first item
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else
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{
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{
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// Second slot empty, use it
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dstSlot++;
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dstSlot++;
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}
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}
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}
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}
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}
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}
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// Equip the item in the chosen slot
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{
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WorldPacket packet(CMSG_AUTOEQUIP_ITEM_SLOT, 2);
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WorldPacket packet(CMSG_AUTOEQUIP_ITEM_SLOT, 2);
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ObjectGuid itemguid = item->GetGUID();
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ObjectGuid itemguid = item->GetGUID();
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packet << itemguid << dstSlot;
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packet << itemguid << dstSlot;
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bot->GetSession()->HandleAutoEquipItemSlotOpcode(packet);
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bot->GetSession()->HandleAutoEquipItemSlotOpcode(packet);
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// WorldPacket packet(CMSG_AUTOEQUIP_ITEM, 2);
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// packet << bagIndex << slot;
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// bot->GetSession()->HandleAutoEquipItemOpcode(packet);
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}
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}
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}
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}
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@@ -155,6 +277,7 @@ void EquipAction::EquipItem(Item* item)
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botAI->TellMaster(out);
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botAI->TellMaster(out);
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}
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}
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bool EquipUpgradesAction::Execute(Event event)
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bool EquipUpgradesAction::Execute(Event event)
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{
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{
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if (!sPlayerbotAIConfig->autoEquipUpgradeLoot && !sRandomPlayerbotMgr->IsRandomBot(bot))
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if (!sPlayerbotAIConfig->autoEquipUpgradeLoot && !sRandomPlayerbotMgr->IsRandomBot(bot))
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@@ -256,20 +256,42 @@ ItemUsage ItemUsageValue::QueryItemUsageForEquip(ItemTemplate const* itemProto)
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// Check weapon case separately to keep things a bit cleaner
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// Check weapon case separately to keep things a bit cleaner
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bool have2HWeapon = false;
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bool have2HWeapon = false;
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bool isValidTGWeapon = false;
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bool isValidTGWeapon = false;
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if (dstSlot == EQUIPMENT_SLOT_MAINHAND)
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if (dstSlot == EQUIPMENT_SLOT_MAINHAND)
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{
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{
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Item* currentWeapon = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
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Item* currentWeapon = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
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have2HWeapon = currentWeapon && currentWeapon->GetTemplate()->InventoryType == INVTYPE_2HWEAPON;
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have2HWeapon = currentWeapon && currentWeapon->GetTemplate()->InventoryType == INVTYPE_2HWEAPON;
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isValidTGWeapon = itemProto->SubClass == ITEM_SUBCLASS_WEAPON_AXE2 ||
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itemProto->SubClass == ITEM_SUBCLASS_WEAPON_MACE2 ||
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itemProto->SubClass == ITEM_SUBCLASS_WEAPON_SWORD2;
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if (bot->CanDualWield() && ((itemProto->InventoryType != INVTYPE_2HWEAPON && !have2HWeapon) || (bot->CanTitanGrip() && isValidTGWeapon)))
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// Determine if the new weapon is a valid Titan Grip weapon
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isValidTGWeapon = (itemProto->SubClass == ITEM_SUBCLASS_WEAPON_AXE2 ||
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itemProto->SubClass == ITEM_SUBCLASS_WEAPON_MACE2 ||
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itemProto->SubClass == ITEM_SUBCLASS_WEAPON_SWORD2);
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// If the bot can Titan Grip, ignore any 2H weapon that isn't a 2H sword, mace, or axe.
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if (bot->CanTitanGrip())
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{
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// If this weapon is 2H but not one of the valid TG weapon types, do not equip it at all.
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if (itemProto->InventoryType == INVTYPE_2HWEAPON && !isValidTGWeapon)
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{
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return ITEM_USAGE_NONE;
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}
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}
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// Now handle the logic for equipping and possible offhand slots
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// If the bot can Dual Wield and:
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// - The weapon is not 2H and we currently don't have a 2H weapon equipped
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// OR
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// - The bot can Titan Grip and it is a valid TG weapon
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// Then we can consider the offhand slot as well.
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if (bot->CanDualWield() &&
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((itemProto->InventoryType != INVTYPE_2HWEAPON && !have2HWeapon) ||
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(bot->CanTitanGrip() && isValidTGWeapon)))
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{
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{
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possibleSlots = 2;
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possibleSlots = 2;
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}
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}
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}
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}
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for (uint8 i = 0; i < possibleSlots; i++)
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for (uint8 i = 0; i < possibleSlots; i++)
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{
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{
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bool shouldEquipInSlot = shouldEquip;
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bool shouldEquipInSlot = shouldEquip;
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