Update EquipAction.cpp

This commit is contained in:
avirar
2024-12-14 18:21:28 +11:00
committed by GitHub
parent a9eb41600d
commit f8da773ce1

View File

@@ -91,22 +91,29 @@ void EquipAction::EquipItem(Item* item)
uint8 dstSlot = botAI->FindEquipSlot(itemProto, NULL_SLOT, true);
bool have2HWeapon = false;
bool isValidTGWeapon = false;
if (dstSlot == EQUIPMENT_SLOT_MAINHAND)
if (bot->CanTitanGrip() && itemProto->InventoryType == INVTYPE_2HWEAPON)
{
isValidTGWeapon = (itemProto->SubClass == ITEM_SUBCLASS_WEAPON_AXE2 ||
itemProto->SubClass == ITEM_SUBCLASS_WEAPON_MACE2 ||
itemProto->SubClass == ITEM_SUBCLASS_WEAPON_SWORD2);
}
// Check if we currently have a 2H weapon in main hand
{
Item* currentWeapon = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
have2HWeapon = currentWeapon && currentWeapon->GetTemplate()->InventoryType == INVTYPE_2HWEAPON;
isValidTGWeapon = itemProto->SubClass == ITEM_SUBCLASS_WEAPON_AXE2 ||
itemProto->SubClass == ITEM_SUBCLASS_WEAPON_MACE2 ||
itemProto->SubClass == ITEM_SUBCLASS_WEAPON_SWORD2;
}
// New logic: Ensure strongest weapon is in main hand for dual wield/Titan Grip scenarios
bool isWeapon = (itemProto->Class == ITEM_CLASS_WEAPON);
bool canDualWieldOrTG = (bot->CanDualWield() || (bot->CanTitanGrip() && itemProto->InventoryType == INVTYPE_2HWEAPON));
if (isWeapon && canDualWieldOrTG && dstSlot == EQUIPMENT_SLOT_MAINHAND &&
((itemProto->InventoryType != INVTYPE_2HWEAPON && !have2HWeapon) || (bot->CanTitanGrip() && isValidTGWeapon)))
// Perform best-weapon logic if this is a weapon and the bot can dual wield or Titan Grip
if (isWeapon && canDualWieldOrTG &&
((itemProto->InventoryType != INVTYPE_2HWEAPON && !have2HWeapon) ||
(bot->CanTitanGrip() && isValidTGWeapon)))
{
// Compare current mainhand and offhand weapons to the new item
// Compare new item to mainhand and offhand regardless of initial dstSlot
Item* mainHandItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
Item* offHandItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
@@ -118,29 +125,24 @@ void EquipAction::EquipItem(Item* item)
float mainHandScore = mainHandItem ? calculator.CalculateItem(mainHandItem->GetTemplate()->ItemId) : 0.0f;
float offHandScore = offHandItem ? calculator.CalculateItem(offHandItem->GetTemplate()->ItemId) : 0.0f;
// Determine if new weapon is best
bool newIsBest = (newItemScore > mainHandScore && newItemScore > offHandScore);
bool betterThanOff = (newItemScore > offHandScore) && !newIsBest;
// Check that the new item can go main hand
bool canGoMain = (itemProto->InventoryType == INVTYPE_WEAPON ||
itemProto->InventoryType == INVTYPE_WEAPONMAINHAND ||
(bot->CanTitanGrip() && itemProto->InventoryType == INVTYPE_2HWEAPON));
// Check Titan Grip offhand eligibility
bool canTGOff = false;
if (bot->CanTitanGrip() && itemProto->InventoryType == INVTYPE_2HWEAPON)
{
// Titan Grip allows 2H axes, maces, swords in offhand
canTGOff = (isValidTGWeapon);
// Titan Grip allows certain 2H weapons in offhand
canTGOff = isValidTGWeapon;
}
// Check that the new item can go off hand
bool canGoOff = (itemProto->InventoryType == INVTYPE_WEAPON ||
itemProto->InventoryType == INVTYPE_WEAPONOFFHAND ||
canTGOff);
// Check what the main hand item can do if we move it
bool mainHandCanGoOff = false;
if (mainHandItem)
{
@@ -149,14 +151,18 @@ void EquipAction::EquipItem(Item* item)
(mhProto->SubClass == ITEM_SUBCLASS_WEAPON_AXE2 ||
mhProto->SubClass == ITEM_SUBCLASS_WEAPON_MACE2 ||
mhProto->SubClass == ITEM_SUBCLASS_WEAPON_SWORD2));
mainHandCanGoOff = (mhProto->InventoryType == INVTYPE_WEAPON ||
mhProto->InventoryType == INVTYPE_WEAPONOFFHAND ||
(mhProto->InventoryType == INVTYPE_2HWEAPON && mhIsValidTG));
}
// If new weapon is best of all three, put it in main hand// If new weapon is best of all three, put it in main hand
// Decide final equip slot based on comparison
if (newIsBest && canGoMain)
{
// Equip in main hand
dstSlot = EQUIPMENT_SLOT_MAINHAND;
// Equip new weapon in main hand
{
WorldPacket eqPacket(CMSG_AUTOEQUIP_ITEM_SLOT, 2);
@@ -164,11 +170,10 @@ void EquipAction::EquipItem(Item* item)
eqPacket << newItemGuid << uint8(EQUIPMENT_SLOT_MAINHAND);
bot->GetSession()->HandleAutoEquipItemSlotOpcode(eqPacket);
}
// If there was a main hand item, try to move it to offhand if it improves offhand
if (mainHandItem && mainHandCanGoOff)
{
// Only move if it's better than the current offhand or offhand is empty
if (!offHandItem || mainHandScore > offHandScore)
{
WorldPacket offhandPacket(CMSG_AUTOEQUIP_ITEM_SLOT, 2);
@@ -177,7 +182,7 @@ void EquipAction::EquipItem(Item* item)
bot->GetSession()->HandleAutoEquipItemSlotOpcode(offhandPacket);
}
}
std::ostringstream out;
out << "equipping " << chat->FormatItem(itemProto) << " as the best weapon in main hand";
botAI->TellMaster(out);
@@ -185,21 +190,14 @@ void EquipAction::EquipItem(Item* item)
}
else if (betterThanOff && canGoOff)
{
// If offhand is empty, just verify logic:
// Since newIsBest is false, the main hand is already equal or better than the new weapon.
// Thus, equipping this weapon in offhand is safe and correct.
if (!offHandItem)
{
// No additional main hand check needed because if it were better than main hand,
// newIsBest would have triggered above.
}
// Equip the new weapon in offhand
// Equip in offhand
dstSlot = EQUIPMENT_SLOT_OFFHAND;
WorldPacket eqPacket(CMSG_AUTOEQUIP_ITEM_SLOT, 2);
ObjectGuid newItemGuid = item->GetGUID();
eqPacket << newItemGuid << uint8(EQUIPMENT_SLOT_OFFHAND);
bot->GetSession()->HandleAutoEquipItemSlotOpcode(eqPacket);
std::ostringstream out;
out << "equipping " << chat->FormatItem(itemProto) << " in offhand";
botAI->TellMaster(out);
@@ -207,12 +205,14 @@ void EquipAction::EquipItem(Item* item)
}
else
{
// Not an improvement or can't place it properly, do nothing
// Not an improvement, do nothing and return
return;
}
}
// Existing logic below - do not remove or modify existing comments
// If we reach here, either not a dual-wield scenario, not a better weapon scenario,
// or the item isn't a weapon. Fall back to existing logic.
if (dstSlot == EQUIPMENT_SLOT_FINGER1 ||
dstSlot == EQUIPMENT_SLOT_TRINKET1 ||
(dstSlot == EQUIPMENT_SLOT_MAINHAND && bot->CanDualWield() &&
@@ -231,8 +231,7 @@ void EquipAction::EquipItem(Item* item)
StatsWeightCalculator calculator(bot);
calculator.SetItemSetBonus(false);
calculator.SetOverflowPenalty(false);
// float newItemScore = calculator.CalculateItem(itemId);
float equippedItemScore[2] = {
equippedItemScore[0] = calculator.CalculateItem(equippedItems[0]->GetTemplate()->ItemId),
equippedItemScore[1] = calculator.CalculateItem(equippedItems[1]->GetTemplate()->ItemId)
@@ -244,22 +243,18 @@ void EquipAction::EquipItem(Item* item)
dstSlot++;
}
}
else // No item equipped in slot 2, equip in that slot instead of replacing first item
else // No item equipped in slot 2, equip in that slot
{
dstSlot++;
}
}
}
// Perform the final equip if no special logic applied
WorldPacket packet(CMSG_AUTOEQUIP_ITEM_SLOT, 2);
ObjectGuid itemguid = item->GetGUID();
packet << itemguid << dstSlot;
bot->GetSession()->HandleAutoEquipItemSlotOpcode(packet);
// WorldPacket packet(CMSG_AUTOEQUIP_ITEM, 2);
// packet << bagIndex << slot;
// bot->GetSession()->HandleAutoEquipItemOpcode(packet);
}
}
@@ -268,6 +263,7 @@ void EquipAction::EquipItem(Item* item)
botAI->TellMaster(out);
}
bool EquipUpgradesAction::Execute(Event event)
{
if (!sPlayerbotAIConfig->autoEquipUpgradeLoot && !sRandomPlayerbotMgr->IsRandomBot(bot))