Files
mod-playerbots/src/PlayerbotFactory.cpp
2023-08-01 23:21:06 +08:00

3030 lines
100 KiB
C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version.
*/
#include "PlayerbotFactory.h"
#include "AccountMgr.h"
#include "AiFactory.h"
#include "ArenaTeamMgr.h"
#include "GuildMgr.h"
#include "MapMgr.h"
#include "PetDefines.h"
#include "Playerbots.h"
#include "PerformanceMonitor.h"
#include "PlayerbotDbStore.h"
#include "RandomItemMgr.h"
#include "RandomPlayerbotFactory.h"
#include "ItemVisitors.h"
#include "InventoryAction.h"
#include "SharedDefines.h"
#include <random>
#include <utility>
#define PLAYER_SKILL_INDEX(x) (PLAYER_SKILL_INFO_1_1 + ((x)*3))
#define ITEM_SUBCLASS_MASK_SINGLE_HAND (\
(1 << ITEM_SUBCLASS_WEAPON_AXE) | (1 << ITEM_SUBCLASS_WEAPON_MACE) |\
(1 << ITEM_SUBCLASS_WEAPON_SWORD) | (1 << ITEM_SUBCLASS_WEAPON_DAGGER) | (1 << ITEM_SUBCLASS_WEAPON_FIST))
uint32 PlayerbotFactory::tradeSkills[] =
{
SKILL_ALCHEMY,
SKILL_ENCHANTING,
SKILL_SKINNING,
SKILL_TAILORING,
SKILL_LEATHERWORKING,
SKILL_ENGINEERING,
SKILL_HERBALISM,
SKILL_MINING,
SKILL_BLACKSMITHING,
SKILL_COOKING,
SKILL_FIRST_AID,
SKILL_FISHING,
SKILL_JEWELCRAFTING
};
std::list<uint32> PlayerbotFactory::classQuestIds;
std::list<uint32> PlayerbotFactory::specialQuestIds;
PlayerbotFactory::PlayerbotFactory(Player* bot, uint32 level, uint32 itemQuality) : level(level), itemQuality(itemQuality), InventoryAction(GET_PLAYERBOT_AI(bot), "factory")
{
}
void PlayerbotFactory::Init()
{
if (sPlayerbotAIConfig->randomBotPreQuests)
{
ObjectMgr::QuestMap const& questTemplates = sObjectMgr->GetQuestTemplates();
for (ObjectMgr::QuestMap::const_iterator i = questTemplates.begin(); i != questTemplates.end(); ++i)
{
uint32 questId = i->first;
Quest const* quest = i->second;
if (!quest->GetRequiredClasses() || quest->IsRepeatable() || quest->GetMinLevel() < 10)
continue;
AddPrevQuests(questId, classQuestIds);
classQuestIds.remove(questId);
classQuestIds.push_back(questId);
}
}
for (std::vector<uint32>::iterator i = sPlayerbotAIConfig->randomBotQuestIds.begin(); i != sPlayerbotAIConfig->randomBotQuestIds.end(); ++i)
{
uint32 questId = *i;
AddPrevQuests(questId, specialQuestIds);
specialQuestIds.remove(questId);
specialQuestIds.push_back(questId);
}
}
void PlayerbotFactory::Prepare()
{
if (!itemQuality)
{
// if (level < 80) {
itemQuality = ITEM_QUALITY_RARE;
// } else {
// itemQuality = ITEM_QUALITY_EPIC;
// }
}
if (bot->isDead())
bot->ResurrectPlayer(1.0f, false);
bot->CombatStop(true);
if (!sPlayerbotAIConfig->disableRandomLevels)
{
bot->GiveLevel(level);
// bot->SetLevel(level);
}
else if (bot->getLevel() < sPlayerbotAIConfig->randombotStartingLevel)
{
bot->SetLevel(sPlayerbotAIConfig->randombotStartingLevel);
}
if (!sPlayerbotAIConfig->randomBotShowHelmet || !urand(0, 4))
{
bot->SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM);
}
if (!sPlayerbotAIConfig->randomBotShowCloak || !urand(0, 4))
{
bot->SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK);
}
}
void PlayerbotFactory::Randomize(bool incremental)
{
// if (sPlayerbotAIConfig->disableRandomLevels)
// {
// return;
// }
LOG_INFO("playerbots", "Preparing to {} randomize...", (incremental ? "incremental" : "full"));
Prepare();
// bot->SaveToDB(false, false);
// bot->SaveToDB(false, false);
LOG_INFO("playerbots", "Resetting player...");
PerformanceMonitorOperation* pmo = sPerformanceMonitor->start(PERF_MON_RNDBOT, "PlayerbotFactory_Reset");
bot->resetTalents(true);
// bot->SaveToDB(false, false);
ClearSkills();
// bot->SaveToDB(false, false);
ClearSpells();
bot->SaveToDB(false, false);
if (!incremental)
{
ResetQuests();
}
ClearInventory();
bot->SaveToDB(false, false);
bot->GiveLevel(level);
bot->InitStatsForLevel();
CancelAuras();
bot->SaveToDB(false, false);
if (pmo)
pmo->finish();
/*
pmo = sPerformanceMonitor->start(PERF_MON_RNDBOT, "PlayerbotFactory_Immersive");
LOG_INFO("playerbots", "Initializing immersive...");
InitImmersive();
if (pmo)
pmo->finish();
*/
if (sPlayerbotAIConfig->randomBotPreQuests)
{
LOG_INFO("playerbots", "Initializing quests...");
pmo = sPerformanceMonitor->start(PERF_MON_RNDBOT, "PlayerbotFactory_Quests");
InitQuests(classQuestIds);
InitQuests(specialQuestIds);
// quest rewards boost bot level, so reduce back
if (!sPlayerbotAIConfig->disableRandomLevels)
{
bot->SetLevel(level);
}
else if (bot->getLevel() < sPlayerbotAIConfig->randombotStartingLevel)
{
bot->SetLevel(sPlayerbotAIConfig->randombotStartingLevel);
}
ClearInventory();
bot->SetUInt32Value(PLAYER_XP, 0);
CancelAuras();
bot->SaveToDB(false, false);
if (pmo)
pmo->finish();
}
pmo = sPerformanceMonitor->start(PERF_MON_RNDBOT, "PlayerbotFactory_Spells1");
LOG_INFO("playerbots", "Initializing spells (step 1)...");
// bot->LearnDefaultSkills();
InitClassSpells();
// bot->SaveToDB(false, false);
InitAvailableSpells();
// bot->SaveToDB(false, false);
if (pmo)
pmo->finish();
LOG_INFO("playerbots", "Initializing skills (step 1)...");
pmo = sPerformanceMonitor->start(PERF_MON_RNDBOT, "PlayerbotFactory_Skills1");
InitSkills();
// bot->SaveToDB(false, false);
InitSpecialSpells();
// bot->SaveToDB(false, false);
// InitTradeSkills();
if (pmo)
pmo->finish();
pmo = sPerformanceMonitor->start(PERF_MON_RNDBOT, "PlayerbotFactory_Talents");
LOG_INFO("playerbots", "Initializing talents...");
InitTalentsTree();
// bot->SaveToDB(false, false);
sRandomPlayerbotMgr->SetValue(bot->GetGUID().GetCounter(), "specNo", 0);
sPlayerbotDbStore->Reset(botAI);
// botAI->DoSpecificAction("auto talents");
botAI->ResetStrategies(false); // fix wrong stored strategy
if (pmo)
pmo->finish();
pmo = sPerformanceMonitor->start(PERF_MON_RNDBOT, "PlayerbotFactory_Spells2");
LOG_INFO("playerbots", "Initializing spells (step 2)...");
InitAvailableSpells();
// bot->SaveToDB(false, false);
if (pmo)
pmo->finish();
pmo = sPerformanceMonitor->start(PERF_MON_RNDBOT, "PlayerbotFactory_Mounts");
LOG_INFO("playerbots", "Initializing mounts...");
InitMounts();
bot->SaveToDB(false, false);
if (pmo)
pmo->finish();
pmo = sPerformanceMonitor->start(PERF_MON_RNDBOT, "PlayerbotFactory_Skills2");
// LOG_INFO("playerbots", "Initializing skills (step 2)...");
// UpdateTradeSkills();
if (pmo)
pmo->finish();
pmo = sPerformanceMonitor->start(PERF_MON_RNDBOT, "PlayerbotFactory_Equip");
LOG_INFO("playerbots", "Initializing equipmemt...");
InitEquipment(incremental);
// bot->SaveToDB(false, false);
if (pmo)
pmo->finish();
if (bot->getLevel() >= sPlayerbotAIConfig->minEnchantingBotLevel)
{
pmo = sPerformanceMonitor->start(PERF_MON_RNDBOT, "PlayerbotFactory_Enchant");
LOG_INFO("playerbots", "Initializing enchant templates...");
LoadEnchantContainer();
if (pmo)
pmo->finish();
}
pmo = sPerformanceMonitor->start(PERF_MON_RNDBOT, "PlayerbotFactory_Bags");
LOG_INFO("playerbots", "Initializing bags...");
InitBags();
// bot->SaveToDB(false, false);
if (pmo)
pmo->finish();
pmo = sPerformanceMonitor->start(PERF_MON_RNDBOT, "PlayerbotFactory_Ammo");
LOG_INFO("playerbots", "Initializing ammo...");
InitAmmo();
if (pmo)
pmo->finish();
pmo = sPerformanceMonitor->start(PERF_MON_RNDBOT, "PlayerbotFactory_Food");
LOG_INFO("playerbots", "Initializing food...");
InitFood();
if (pmo)
pmo->finish();
pmo = sPerformanceMonitor->start(PERF_MON_RNDBOT, "PlayerbotFactory_Potions");
LOG_INFO("playerbots", "Initializing potions...");
InitPotions();
if (pmo)
pmo->finish();
pmo = sPerformanceMonitor->start(PERF_MON_RNDBOT, "PlayerbotFactory_Reagents");
LOG_INFO("playerbots", "Initializing reagents...");
InitReagents();
if (pmo)
pmo->finish();
pmo = sPerformanceMonitor->start(PERF_MON_RNDBOT, "PlayerbotFactory_EqSets");
LOG_INFO("playerbots", "Initializing second equipment set...");
// InitSecondEquipmentSet();
if (pmo)
pmo->finish();
// if (bot->getLevel() >= sPlayerbotAIConfig->minEnchantingBotLevel)
// {
// pmo = sPerformanceMonitor->start(PERF_MON_RNDBOT, "PlayerbotFactory_EnchantTemplate");
// LOG_INFO("playerbots", "Initializing enchant templates...");
// ApplyEnchantTemplate();
// if (pmo)
// pmo->finish();
// }
pmo = sPerformanceMonitor->start(PERF_MON_RNDBOT, "PlayerbotFactory_Inventory");
LOG_INFO("playerbots", "Initializing inventory...");
// InitInventory();
if (pmo)
pmo->finish();
pmo = sPerformanceMonitor->start(PERF_MON_RNDBOT, "PlayerbotFactory_Consumable");
LOG_INFO("playerbots", "Initializing consumables...");
AddConsumables();
if (pmo)
pmo->finish();
pmo = sPerformanceMonitor->start(PERF_MON_RNDBOT, "PlayerbotFactory_Guilds");
LOG_INFO("playerbots", "Initializing guilds...");
bot->SaveToDB(false, false);
InitGuild();
// bot->SaveToDB(false, false);
if (pmo)
pmo->finish();
if (bot->getLevel() >= 70)
{
pmo = sPerformanceMonitor->start(PERF_MON_RNDBOT, "PlayerbotFactory_Arenas");
LOG_INFO("playerbots", "Initializing arena teams...");
InitArenaTeam();
if (pmo)
pmo->finish();
}
bot->RemovePet(nullptr, PET_SAVE_AS_CURRENT, true);
if (bot->getLevel() >= 10)
{
pmo = sPerformanceMonitor->start(PERF_MON_RNDBOT, "PlayerbotFactory_Pet");
LOG_INFO("playerbots", "Initializing pet...");
InitPet();
if (pmo)
pmo->finish();
}
pmo = sPerformanceMonitor->start(PERF_MON_RNDBOT, "PlayerbotFactory_Save");
LOG_INFO("playerbots", "Saving to DB...");
bot->SetMoney(urand(level * 100000, level * 5 * 100000));
bot->SetHealth(bot->GetMaxHealth());
bot->SetPower(POWER_MANA, bot->GetMaxPower(POWER_MANA));
bot->SaveToDB(false, false);
LOG_INFO("playerbots", "Done.");
if (pmo)
pmo->finish();
}
void PlayerbotFactory::Refresh()
{
Prepare();
InitEquipment(true);
InitAmmo();
InitFood();
InitReagents();
InitPotions();
InitTalents(true);
InitClassSpells();
InitAvailableSpells();
bot->DurabilityRepairAll(false, 1.0f, false);
uint32 money = urand(level * 1000, level * 5 * 1000);
if (bot->GetMoney() < money)
bot->SetMoney(money);
bot->SaveToDB(false, false);
// Prepare();
// InitAmmo();
// InitFood();
// InitPotions();
//bot->SaveToDB();
}
void PlayerbotFactory::AddConsumables()
{
switch (bot->getClass())
{
case CLASS_PRIEST:
case CLASS_MAGE:
case CLASS_WARLOCK:
{
if (level >= 5 && level < 20)
{
StoreItem(CONSUM_ID_MINOR_WIZARD_OIL, 5);
}
if (level >= 20 && level < 40)
{
StoreItem(CONSUM_ID_MINOR_MANA_OIL, 5);
StoreItem(CONSUM_ID_MINOR_WIZARD_OIL, 5);
}
if (level >= 40 && level < 45)
{
StoreItem(CONSUM_ID_MINOR_MANA_OIL, 5);
StoreItem(CONSUM_ID_WIZARD_OIL, 5);
}
if (level >= 45 && level < 52)
{
StoreItem(CONSUM_ID_BRILLIANT_MANA_OIL, 5);
StoreItem(CONSUM_ID_BRILLIANT_WIZARD_OIL, 5);
}
if (level >= 52 && level < 58) {
StoreItem(CONSUM_ID_SUPERIOR_MANA_OIL, 5);
StoreItem(CONSUM_ID_BRILLIANT_WIZARD_OIL, 5);
}
if (level >= 58)
{
StoreItem(CONSUM_ID_SUPERIOR_MANA_OIL, 5);
StoreItem(CONSUM_ID_SUPERIOR_WIZARD_OIL, 5);
}
break;
}
case CLASS_PALADIN:
case CLASS_WARRIOR:
case CLASS_HUNTER:
{
if (level >= 1 && level < 5)
{
StoreItem(CONSUM_ID_ROUGH_SHARPENING_STONE, 5);
StoreItem(CONSUM_ID_ROUGH_WEIGHTSTONE, 5);
}
if (level >= 5 && level < 15)
{
StoreItem(CONSUM_ID_COARSE_WEIGHTSTONE, 5);
StoreItem(CONSUM_ID_COARSE_SHARPENING_STONE, 5);
}
if (level >= 15 && level < 25)
{
StoreItem(CONSUM_ID_HEAVY_WEIGHTSTONE, 5);
StoreItem(CONSUM_ID_HEAVY_SHARPENING_STONE, 5);
}
if (level >= 25 && level < 35)
{
StoreItem(CONSUM_ID_SOL_SHARPENING_STONE, 5);
StoreItem(CONSUM_ID_SOLID_WEIGHTSTONE, 5);
}
if (level >= 35 && level < 50)
{
StoreItem(CONSUM_ID_DENSE_WEIGHTSTONE, 5);
StoreItem(CONSUM_ID_DENSE_SHARPENING_STONE, 5);
}
if (level >= 50 && level < 60)
{
StoreItem(CONSUM_ID_FEL_SHARPENING_STONE, 5);
StoreItem(CONSUM_ID_FEL_WEIGHTSTONE, 5);
}
if (level >= 60)
{
StoreItem(CONSUM_ID_ADAMANTITE_WEIGHTSTONE, 5);
StoreItem(CONSUM_ID_ADAMANTITE_SHARPENING_STONE, 5);
}
break;
}
case CLASS_ROGUE:
{
if (level >= 20 && level < 28)
{
StoreItem(CONSUM_ID_INSTANT_POISON, 5);
}
if (level >= 28 && level < 30)
{
StoreItem(CONSUM_ID_INSTANT_POISON_II, 5);
}
if (level >= 30 && level < 36)
{
StoreItem(CONSUM_ID_DEADLY_POISON, 5);
StoreItem(CONSUM_ID_INSTANT_POISON_II, 5);
}
if (level >= 36 && level < 44)
{
StoreItem(CONSUM_ID_DEADLY_POISON_II, 5);
StoreItem(CONSUM_ID_INSTANT_POISON_III, 5);
}
if (level >= 44 && level < 52)
{
StoreItem(CONSUM_ID_DEADLY_POISON_III, 5);
StoreItem(CONSUM_ID_INSTANT_POISON_IV, 5);
}
if (level >= 52 && level < 60) {
StoreItem(CONSUM_ID_DEADLY_POISON_IV, 5);
StoreItem(CONSUM_ID_INSTANT_POISON_V, 5);
}
if (level >= 60 && level < 62)
{
StoreItem(CONSUM_ID_DEADLY_POISON_V, 5);
StoreItem(CONSUM_ID_INSTANT_POISON_VI, 5);
}
if (level >= 62 && level < 68)
{
StoreItem(CONSUM_ID_DEADLY_POISON_VI, 5);
StoreItem(CONSUM_ID_INSTANT_POISON_VI, 5);
}
if (level >= 68)
{
StoreItem(CONSUM_ID_DEADLY_POISON_VII, 5);
StoreItem(CONSUM_ID_INSTANT_POISON_VII, 5);
}
break;
}
}
}
void PlayerbotFactory::InitPet()
{
Pet* pet = bot->GetPet();
if (!pet)
{
if (bot->getClass() != CLASS_HUNTER)
return;
Map* map = bot->GetMap();
if (!map)
return;
std::vector<uint32> ids;
CreatureTemplateContainer const* creatures = sObjectMgr->GetCreatureTemplates();
for (CreatureTemplateContainer::const_iterator itr = creatures->begin(); itr != creatures->end(); ++itr)
{
if (!itr->second.IsTameable(bot->CanTameExoticPets()))
continue;
if (itr->second.minlevel > bot->getLevel())
continue;
ids.push_back(itr->first);
}
if (ids.empty())
{
LOG_ERROR("playerbots", "No pets available for bot {} ({} level)", bot->GetName().c_str(), bot->getLevel());
return;
}
for (uint32 i = 0; i < 100; i++)
{
uint32 index = urand(0, ids.size() - 1);
CreatureTemplate const* co = sObjectMgr->GetCreatureTemplate(ids[index]);
if (!co)
continue;
if (co->Name.size() > 21)
continue;
uint32 guid = map->GenerateLowGuid<HighGuid::Pet>();
uint32 pet_number = sObjectMgr->GeneratePetNumber();
if (bot->GetPetStable() && bot->GetPetStable()->CurrentPet) {
bot->GetPetStable()->CurrentPet.value();
// bot->GetPetStable()->CurrentPet.reset();
bot->RemovePet(nullptr, PET_SAVE_AS_CURRENT);
bot->RemovePet(nullptr, PET_SAVE_NOT_IN_SLOT);
}
if (bot->GetPetStable() && bot->GetPetStable()->GetUnslottedHunterPet()) {
bot->GetPetStable()->UnslottedPets.clear();
bot->RemovePet(nullptr, PET_SAVE_AS_CURRENT);
bot->RemovePet(nullptr, PET_SAVE_NOT_IN_SLOT);
}
// }
pet = bot->CreateTamedPetFrom(co->Entry, 0);
if (!pet)
{
LOG_ERROR("playerbots", "No pet.");
continue;
}
// prepare visual effect for levelup
pet->SetUInt32Value(UNIT_FIELD_LEVEL, bot->GetLevel() - 1);
// add to world
pet->GetMap()->AddToMap(pet->ToCreature());
// visual effect for levelup
pet->SetUInt32Value(UNIT_FIELD_LEVEL, bot->GetLevel());
// caster have pet now
bot->SetMinion(pet, true);
pet->InitTalentForLevel();
pet->SavePetToDB(PET_SAVE_AS_CURRENT);
break;
}
}
if (pet)
{
pet->InitStatsForLevel(bot->getLevel());
pet->SetLevel(bot->getLevel());
pet->SetPower(POWER_HAPPINESS, HAPPINESS_LEVEL_SIZE * 2);
pet->SetHealth(pet->GetMaxHealth());
}
else
{
LOG_ERROR("playerbots", "Cannot create pet for bot {}", bot->GetName().c_str());
return;
}
// LOG_INFO("playerbots", "Start make spell auto cast for {} spells. {} already auto casted.", pet->m_spells.size(), pet->GetPetAutoSpellSize());
for (PetSpellMap::const_iterator itr = pet->m_spells.begin(); itr != pet->m_spells.end(); ++itr)
{
// LOG_INFO("playerbots", "Start. Make spell {} for pet {} auto cast, bot: {}. state: {}", itr->first, pet->GetName(), bot->GetName(),
// itr->second.state);
if (itr->second.state == PETSPELL_REMOVED)
continue;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(itr->first);
if (!spellInfo)
continue;
if (spellInfo->IsPassive()) {
// LOG_INFO("playerbots", "Start. Make spell {} for pet {} auto cast, bot: {}. Passive continue.",
// itr->first, pet->GetName(), bot->GetName());
continue;
}
// LOG_INFO("playerbots", "Make spell {} for pet {} auto cast, bot: {}. old_active: {}. old_state: {}.",
// itr->first, pet->GetName(), bot->GetName(), itr->second.active, itr->second.state);
pet->ToggleAutocast(spellInfo, true);
// LOG_INFO("playerbots", "AFTER - Make spell {} for pet {} auto cast, bot: {}. active: {}. state: {}.",
// itr->first, pet->GetName(), bot->GetName(), itr->second.active, itr->second.state);
}
// LOG_INFO("playerbots", "AFTER, {} already auto casted.", pet->GetPetAutoSpellSize());
pet->SavePetToDB(PET_SAVE_AS_CURRENT);
}
void PlayerbotFactory::ClearSkills()
{
for (uint32 i = 0; i < sizeof(tradeSkills) / sizeof(uint32); ++i)
{
bot->SetSkill(tradeSkills[i], 0, 0, 0);
}
bot->SetUInt32Value(PLAYER_SKILL_INDEX(0), 0);
bot->SetUInt32Value(PLAYER_SKILL_INDEX(1), 0);
// unlearn default race/class skills
PlayerInfo const* info = sObjectMgr->GetPlayerInfo(bot->getRace(), bot->getClass());
for (PlayerCreateInfoSkills::const_iterator itr = info->skills.begin(); itr != info->skills.end(); ++itr)
{
uint32 skillId = itr->SkillId;
if (!bot->HasSkill(skillId))
continue;
bot->SetSkill(skillId, 0, 0, 0);
}
}
void PlayerbotFactory::ClearEverything()
{
bot->SaveToDB(false, false);
LOG_INFO("playerbots", "Resetting player...");
bot->resetTalents(true);
bot->SaveToDB(false, false);
ClearSkills();
// bot->SaveToDB(false, false);
ClearSpells();
bot->SaveToDB(false, false);
ClearInventory();
ResetQuests();
bot->SaveToDB(false, false);
}
void PlayerbotFactory::ClearSpells()
{
std::list<uint32> spells;
for(PlayerSpellMap::iterator itr = bot->GetSpellMap().begin(); itr != bot->GetSpellMap().end(); ++itr)
{
uint32 spellId = itr->first;
const SpellInfo* spellInfo = sSpellMgr->GetSpellInfo(spellId);
if(itr->second->State == PLAYERSPELL_REMOVED) {
continue;
}
spells.push_back(spellId);
}
for (std::list<uint32>::iterator i = spells.begin(); i != spells.end(); ++i)
{
bot->removeSpell(*i, SPEC_MASK_ALL, false);
}
}
void PlayerbotFactory::ResetQuests()
{
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();
// 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();
}
void PlayerbotFactory::InitTalentsTree(bool increment/*false*/, bool use_template/*true*/)
{
uint32 specNo;
uint8 cls = bot->getClass();
if (increment && bot->getLevel() > 10) {
specNo = AiFactory::GetPlayerSpecTab(bot);
} else {
uint32 point = urand(0, 100);
uint32 p1 = sPlayerbotAIConfig->specProbability[cls][0];
uint32 p2 = p1 + sPlayerbotAIConfig->specProbability[cls][1];
specNo = (point < p1 ? 0 : (point < p2 ? 1 : 2));
}
// use template if can
if (use_template && sPlayerbotAIConfig->defaultTalentsOrder[cls][specNo].size() > 0) {
InitTalentsByTemplate(specNo);
} else {
InitTalents(specNo);
if (bot->GetFreeTalentPoints())
InitTalents((specNo + 1) % 3);
}
}
class DestroyItemsVisitor : public IterateItemsVisitor
{
public:
DestroyItemsVisitor(Player* bot) : IterateItemsVisitor(), bot(bot) { }
bool Visit(Item* item) override
{
uint32 id = item->GetTemplate()->ItemId;
if (CanKeep(id))
{
keep.insert(id);
return true;
}
bot->DestroyItem(item->GetBagSlot(), item->GetSlot(), true);
return true;
}
private:
bool CanKeep(uint32 id)
{
if (keep.find(id) != keep.end())
return false;
if (sPlayerbotAIConfig->IsInRandomQuestItemList(id))
return true;
return false;
}
Player* bot;
std::set<uint32> keep;
};
bool PlayerbotFactory::CanEquipArmor(ItemTemplate const* proto)
{
if (proto->SubClass == ITEM_SUBCLASS_ARMOR_PLATE && !bot->HasSkill(SKILL_PLATE_MAIL)) {
return false;
}
if (proto->SubClass == ITEM_SUBCLASS_ARMOR_MAIL && !bot->HasSkill(SKILL_MAIL)) {
return false;
}
if (proto->SubClass == ITEM_SUBCLASS_ARMOR_LEATHER && !bot->HasSkill(SKILL_LEATHER)) {
return false;
}
if (proto->SubClass == ITEM_SUBCLASS_ARMOR_CLOTH && !bot->HasSkill(SKILL_CLOTH)) {
return false;
}
if (proto->SubClass == ITEM_SUBCLASS_ARMOR_SHIELD && !bot->HasSkill(SKILL_SHIELD)) {
return false;
}
return true;
// for (uint8 slot = 0; slot < EQUIPMENT_SLOT_END; ++slot)
// {
// if (slot == EQUIPMENT_SLOT_TABARD || slot == EQUIPMENT_SLOT_BODY)
// continue;
// if (slot == EQUIPMENT_SLOT_OFFHAND && bot->getClass() == CLASS_ROGUE && proto->Class != ITEM_CLASS_WEAPON)
// continue;
// if (slot == EQUIPMENT_SLOT_OFFHAND && bot->getClass() == CLASS_PALADIN && proto->SubClass != ITEM_SUBCLASS_ARMOR_SHIELD)
// continue;
// }
// uint8 sp = 0;
// uint8 ap = 0;
// uint8 tank = 0;
// for (uint8 j = 0; j < MAX_ITEM_PROTO_STATS; ++j)
// {
// // for ItemStatValue != 0
// if(!proto->ItemStat[j].ItemStatValue)
// continue;
// AddItemStats(proto->ItemStat[j].ItemStatType, sp, ap, tank);
// }
// return CheckItemStats(sp, ap, tank);
}
bool PlayerbotFactory::CheckItemStats(uint8 sp, uint8 ap, uint8 tank)
{
switch (bot->getClass())
{
case CLASS_PRIEST:
case CLASS_MAGE:
case CLASS_WARLOCK:
if (!sp || ap > sp || tank > sp)
return false;
break;
case CLASS_PALADIN:
case CLASS_WARRIOR:
if ((!ap && !tank) || sp > ap || sp > tank)
return false;
break;
case CLASS_HUNTER:
case CLASS_ROGUE:
if (!ap || sp > ap || sp > tank)
return false;
break;
case CLASS_DEATH_KNIGHT:
if ((!ap && !tank) || sp > ap || sp > tank)
return false;
break;
}
return sp || ap || tank;
}
void PlayerbotFactory::AddItemStats(uint32 mod, uint8 &sp, uint8 &ap, uint8 &tank)
{
switch (mod)
{
case ITEM_MOD_HEALTH:
case ITEM_MOD_STAMINA:
case ITEM_MOD_MANA:
case ITEM_MOD_INTELLECT:
case ITEM_MOD_SPIRIT:
++sp;
break;
}
switch (mod)
{
case ITEM_MOD_AGILITY:
case ITEM_MOD_STRENGTH:
case ITEM_MOD_HEALTH:
case ITEM_MOD_STAMINA:
++tank;
break;
}
switch (mod)
{
case ITEM_MOD_HEALTH:
case ITEM_MOD_STAMINA:
case ITEM_MOD_AGILITY:
case ITEM_MOD_STRENGTH:
++ap;
break;
}
}
bool PlayerbotFactory::CanEquipWeapon(ItemTemplate const* proto)
{
switch (bot->getClass())
{
case CLASS_PRIEST:
if (proto->SubClass != ITEM_SUBCLASS_WEAPON_STAFF &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_WAND &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_MACE)
return false;
break;
case CLASS_MAGE:
case CLASS_WARLOCK:
if (proto->SubClass != ITEM_SUBCLASS_WEAPON_STAFF &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_WAND &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_DAGGER &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_SWORD)
return false;
break;
case CLASS_WARRIOR:
if (proto->SubClass != ITEM_SUBCLASS_WEAPON_MACE2 &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_AXE &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_POLEARM &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_SWORD2 &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_MACE &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_SWORD &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_GUN &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_CROSSBOW &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_BOW &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_THROWN)
return false;
break;
case CLASS_PALADIN:
if (proto->SubClass != ITEM_SUBCLASS_WEAPON_MACE2 &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_SWORD2 &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_MACE &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_AXE2 &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_SWORD)
return false;
break;
case CLASS_DEATH_KNIGHT:
if (proto->SubClass != ITEM_SUBCLASS_WEAPON_MACE2 &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_POLEARM &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_SWORD2 &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_AXE2 &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_AXE &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_MACE &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_SWORD)
return false;
break;
case CLASS_SHAMAN:
if (proto->SubClass != ITEM_SUBCLASS_WEAPON_MACE &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_AXE &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_FIST &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_MACE2 &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_AXE2 &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_DAGGER &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_FIST &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_STAFF)
return false;
break;
case CLASS_DRUID:
if (proto->SubClass != ITEM_SUBCLASS_WEAPON_MACE &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_MACE2 &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_DAGGER &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_STAFF)
return false;
break;
case CLASS_HUNTER:
if (proto->SubClass != ITEM_SUBCLASS_WEAPON_AXE2 &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_AXE &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_SWORD2 &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_POLEARM &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_FIST &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_GUN &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_CROSSBOW &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_STAFF &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_BOW)
return false;
break;
case CLASS_ROGUE:
if (proto->SubClass != ITEM_SUBCLASS_WEAPON_DAGGER &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_SWORD &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_FIST &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_MACE &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_GUN &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_CROSSBOW &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_BOW &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_THROWN)
return false;
break;
}
return true;
}
bool PlayerbotFactory::CanEquipItem(ItemTemplate const* proto, uint32 desiredQuality)
{
if (proto->Duration & 0x80000000)
return false;
if (proto->Quality != desiredQuality)
return false;
if (proto->Bonding == BIND_QUEST_ITEM || proto->Bonding == BIND_WHEN_USE)
return false;
if (proto->Class == ITEM_CLASS_CONTAINER)
return true;
uint32 requiredLevel = proto->RequiredLevel;
if (!requiredLevel)
return false;
uint32 level = bot->getLevel();
uint32 delta = 2;
if (level < 15)
delta = 15; // urand(7, 15);
// else if (proto->Class == ITEM_CLASS_WEAPON || proto->SubClass == ITEM_SUBCLASS_ARMOR_SHIELD)
// delta = urand(2, 3);
// else if (!(level % 10) || (level % 10) == 9)
// delta = 2;
else if (level < 40)
delta = 10; //urand(5, 10);
else if (level < 60)
delta = 6; // urand(3, 7);
else if (level < 70)
delta = 9; // urand(2, 5);
else if (level < 80)
delta = 9; // urand(2, 4);
else if (level == 80)
delta = 2; // urand(2, 4);
if (desiredQuality > ITEM_QUALITY_NORMAL &&
(requiredLevel > level || requiredLevel < level - delta))
return false;
return true;
}
void Shuffle(std::vector<uint32>& items)
{
uint32 count = items.size();
for (uint32 i = 0; i < count * 5; i++)
{
int i1 = urand(0, count - 1);
int i2 = urand(0, count - 1);
uint32 item = items[i1];
items[i1] = items[i2];
items[i2] = item;
}
}
void PlayerbotFactory::InitEquipmentNew(bool incremental)
{
if (incremental)
{
DestroyItemsVisitor visitor(bot);
IterateItems(&visitor, (IterateItemsMask)(ITERATE_ITEMS_IN_BAGS | ITERATE_ITEMS_IN_BANK));
}
else
{
DestroyItemsVisitor visitor(bot);
IterateItems(&visitor, ITERATE_ALL_ITEMS);
}
std::string const& specName = AiFactory::GetPlayerSpecName(bot);
if (specName.empty())
return;
// look for upgrades
for (uint8 slot = 0; slot < EQUIPMENT_SLOT_END; ++slot)
{
if (slot == EQUIPMENT_SLOT_TABARD && !bot->GetGuildId())
continue;
bool isUpgrade = false;
bool found = false;
bool noItem = false;
uint32 quality = urand(ITEM_QUALITY_UNCOMMON, ITEM_QUALITY_EPIC);
uint32 attempts = 10;
if (urand(0, 100) < 100 * sPlayerbotAIConfig->randomGearLoweringChance && quality > ITEM_QUALITY_NORMAL) {
quality--;
}
// current item;
Item* oldItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
if (oldItem)
isUpgrade = true;
uint32 itemInSlot = isUpgrade ? oldItem->GetTemplate()->ItemId : 0;
uint32 maxLevel = sPlayerbotAIConfig->randomBotMaxLevel;
if (maxLevel > sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL))
maxLevel = sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL);
uint32 minLevel = sPlayerbotAIConfig->randomBotMinLevel;
if (minLevel < sWorld->getIntConfig(CONFIG_START_PLAYER_LEVEL))
minLevel = sWorld->getIntConfig(CONFIG_START_PLAYER_LEVEL);
// test
do
{
if (isUpgrade)
{
std::vector<uint32> ids = sRandomItemMgr->GetUpgradeList(bot, specName, slot, 0, itemInSlot);
if (!ids.empty())
Shuffle(ids);
for (uint32 index = 0; index < ids.size(); ++index)
{
uint32 newItemId = ids[index];
if (incremental && !IsDesiredReplacement(oldItem))
{
continue;
}
uint16 dest;
if (!CanEquipUnseenItem(slot, dest, newItemId))
continue;
if (oldItem)
{
bot->RemoveItem(INVENTORY_SLOT_BAG_0, slot, true);
oldItem->DestroyForPlayer(bot);
}
Item* newItem = bot->EquipNewItem(dest, newItemId, true);
if (newItem)
{
newItem->AddToWorld();
newItem->AddToUpdateQueueOf(bot);
bot->AutoUnequipOffhandIfNeed();
newItem->SetOwnerGUID(bot->GetGUID());
EnchantItem(newItem);
LOG_INFO("playerbots", "Bot {} {}:{} <{}>: Equip: {}, slot: {}, Old item: {}",
bot->GetGUID().ToString().c_str(), IsAlliance(bot->getRace()) ? "A" : "H", bot->getLevel(), bot->GetName(), newItemId, slot, itemInSlot);
found = true;
break;
}
}
}
else
{
std::vector<uint32> ids = sRandomItemMgr->GetUpgradeList(bot, specName, slot, quality, itemInSlot);
if (!ids.empty())
Shuffle(ids);
for (uint32 index = 0; index < ids.size(); ++index)
{
uint32 newItemId = ids[index];
uint16 dest;
if (!CanEquipUnseenItem(slot, dest, newItemId))
continue;
Item* newItem = bot->EquipNewItem(dest, newItemId, true);
if (newItem)
{
bot->AutoUnequipOffhandIfNeed();
newItem->SetOwnerGUID(bot->GetGUID());
EnchantItem(newItem);
found = true;
LOG_INFO("playerbots", "Bot {} {}:{} <{}>: Equip: {}, slot: {}",
bot->GetGUID().ToString().c_str(), IsAlliance(bot->getRace()) ? "A" : "H", bot->getLevel(), bot->GetName(), newItemId, slot);
break;
}
}
}
quality--;
} while (!found && quality != ITEM_QUALITY_POOR);
if (!found)
{
LOG_INFO("playerbots", "Bot {} {}:{} <{}>: no item for slot {}",
bot->GetGUID().ToString().c_str(), IsAlliance(bot->getRace()) ? "A" : "H", bot->getLevel(), bot->GetName(), slot);
continue;
}
}
}
void PlayerbotFactory::InitEquipment(bool incremental)
{
DestroyItemsVisitor visitor(bot);
IterateItems(&visitor, ITERATE_ALL_ITEMS);
std::map<uint8, std::vector<uint32> > items;
int tab = AiFactory::GetPlayerSpecTab(bot);
for(uint8 slot = 0; slot < EQUIPMENT_SLOT_END; ++slot)
{
if (slot == EQUIPMENT_SLOT_TABARD || slot == EQUIPMENT_SLOT_BODY)
continue;
uint32 desiredQuality = itemQuality;
if (urand(0, 100) < 100 * sPlayerbotAIConfig->randomGearLoweringChance && desiredQuality > ITEM_QUALITY_NORMAL) {
desiredQuality--;
}
do
{
ItemTemplateContainer const* itemTemplates = sObjectMgr->GetItemTemplateStore();
for (ItemTemplateContainer::const_iterator i = itemTemplates->begin(); i != itemTemplates->end(); ++i)
{
uint32 itemId = i->first;
if (sRandomItemMgr->IsTestItem(itemId)) {
continue;
}
ItemTemplate const* proto = &i->second;
if (!proto)
continue;
if (proto->Class != ITEM_CLASS_WEAPON &&
proto->Class != ITEM_CLASS_ARMOR &&
proto->Class != ITEM_CLASS_CONTAINER &&
proto->Class != ITEM_CLASS_PROJECTILE)
continue;
if (!CanEquipItem(proto, desiredQuality))
continue;
if (proto->Class == ITEM_CLASS_ARMOR && (
slot == EQUIPMENT_SLOT_HEAD ||
slot == EQUIPMENT_SLOT_SHOULDERS ||
slot == EQUIPMENT_SLOT_CHEST ||
slot == EQUIPMENT_SLOT_WAIST ||
slot == EQUIPMENT_SLOT_LEGS ||
slot == EQUIPMENT_SLOT_FEET ||
slot == EQUIPMENT_SLOT_WRISTS ||
slot == EQUIPMENT_SLOT_HANDS) && !CanEquipArmor(proto))
continue;
if (proto->Class == ITEM_CLASS_WEAPON && !CanEquipWeapon(proto))
continue;
if (slot == EQUIPMENT_SLOT_OFFHAND && bot->getClass() == CLASS_ROGUE && proto->Class != ITEM_CLASS_WEAPON)
continue;
uint16 dest = 0;
if (CanEquipUnseenItem(slot, dest, itemId))
items[slot].push_back(itemId);
}
} while (items[slot].size() < 10 && desiredQuality-- > ITEM_QUALITY_NORMAL);
}
for (uint8 slot = 0; slot < EQUIPMENT_SLOT_END; ++slot)
{
if (slot == EQUIPMENT_SLOT_TABARD || slot == EQUIPMENT_SLOT_BODY)
continue;
std::vector<uint32>& ids = items[slot];
if (ids.empty())
{
sLog->outMessage("playerbot", LOG_LEVEL_DEBUG, "%s: no items to equip for slot %d", bot->GetName().c_str(), slot);
continue;
}
Item* oldItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
if (incremental && !IsDesiredReplacement(oldItem)) {
sLog->outMessage("playerbot", LOG_LEVEL_DEBUG, "%s: doesn't desire to replace current slot %d", bot->GetName().c_str(), slot);
continue;
}
float bestScoreForSlot = -1;
uint32 bestItemForSlot = 0;
for (int attempts = 0; attempts < std::min((int)ids.size(), 25); attempts++)
{
uint32 index = urand(0, ids.size() - 1);
uint32 newItemId = ids[index];
uint16 dest;
if (!CanEquipUnseenItem(slot, dest, newItemId))
continue;
float cur_score = CalculateItemScore(newItemId, bot);
if (cur_score > bestScoreForSlot) {
bestScoreForSlot = cur_score;
bestItemForSlot = newItemId;
}
}
if (bestItemForSlot == 0) {
// sLog->outMessage("playerbot", LOG_LEVEL_INFO, "%s: equip failed for slot %d(bestItemForSlot == 0))", bot->GetName().c_str(), slot);
continue;
}
if (oldItem)
{
bot->RemoveItem(INVENTORY_SLOT_BAG_0, slot, true);
oldItem->DestroyForPlayer(bot, false);
}
uint16 dest;
if (!CanEquipUnseenItem(slot, dest, bestItemForSlot)) {
sLog->outMessage("playerbot", LOG_LEVEL_DEBUG, "%s: equip failed for slot %d", bot->GetName().c_str(), slot);
continue;
}
Item* newItem = bot->EquipNewItem(dest, bestItemForSlot, true);
if (newItem)
{
newItem->AddToWorld();
newItem->AddToUpdateQueueOf(bot);
// bot->AutoUnequipOffhandIfNeed();
// EnchantItem(newItem);
}
}
}
bool PlayerbotFactory::IsDesiredReplacement(Item* item)
{
if (!item)
return true;
ItemTemplate const* proto = item->GetTemplate();
uint32 requiredLevel = proto->RequiredLevel;
if (!requiredLevel)
{
requiredLevel = sRandomItemMgr->GetMinLevelFromCache(proto->ItemId);
}
uint32 delta = 1 + (80 - bot->getLevel()) / 10;
return int32(bot->getLevel() - requiredLevel) > delta;
}
inline Item* StoreNewItemInInventorySlot(Player* player, uint32 newItemId, uint32 count)
{
ItemPosCountVec vDest;
InventoryResult msg = player->CanStoreNewItem(INVENTORY_SLOT_BAG_0, NULL_SLOT, vDest, newItemId, count);
if (msg == EQUIP_ERR_OK)
{
if (Item* newItem = player->StoreNewItem(vDest, newItemId, true, Item::GenerateItemRandomPropertyId(newItemId)))
{
return newItem;
}
}
return nullptr;
}
void PlayerbotFactory::InitSecondEquipmentSet()
{
if (bot->getClass() == CLASS_MAGE || bot->getClass() == CLASS_WARLOCK || bot->getClass() == CLASS_PRIEST)
return;
std::map<uint32, std::vector<uint32>> items;
uint32 desiredQuality = itemQuality;
while (urand(0, 100) < 100 * sPlayerbotAIConfig->randomGearLoweringChance && desiredQuality > ITEM_QUALITY_NORMAL)
{
desiredQuality--;
}
ItemTemplateContainer const* itemTemplate = sObjectMgr->GetItemTemplateStore();
do
{
for (auto const& itr : *itemTemplate)
{
ItemTemplate const* proto = &itr.second;
if (!proto)
continue;
if (!CanEquipItem(proto, desiredQuality))
continue;
if (proto->Class == ITEM_CLASS_WEAPON)
{
//if (!CanEquipWeapon(proto))
// continue;
if (sRandomItemMgr->HasStatWeight(proto->ItemId))
{
if (!sRandomItemMgr->GetLiveStatWeight(bot, proto->ItemId))
continue;
}
Item* existingItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
if (existingItem)
{
switch (existingItem->GetTemplate()->SubClass)
{
case ITEM_SUBCLASS_WEAPON_AXE:
case ITEM_SUBCLASS_WEAPON_DAGGER:
case ITEM_SUBCLASS_WEAPON_FIST:
case ITEM_SUBCLASS_WEAPON_MACE:
case ITEM_SUBCLASS_WEAPON_SWORD:
if (proto->SubClass == ITEM_SUBCLASS_WEAPON_AXE || proto->SubClass == ITEM_SUBCLASS_WEAPON_DAGGER || proto->SubClass == ITEM_SUBCLASS_WEAPON_FIST ||
proto->SubClass == ITEM_SUBCLASS_WEAPON_MACE || proto->SubClass == ITEM_SUBCLASS_WEAPON_SWORD)
continue;
break;
default:
if (proto->SubClass != ITEM_SUBCLASS_WEAPON_AXE && proto->SubClass != ITEM_SUBCLASS_WEAPON_DAGGER && proto->SubClass != ITEM_SUBCLASS_WEAPON_FIST &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_MACE && proto->SubClass != ITEM_SUBCLASS_WEAPON_SWORD)
continue;
break;
}
}
}
else if (proto->Class == ITEM_CLASS_ARMOR && proto->SubClass == ITEM_SUBCLASS_ARMOR_SHIELD)
{
//if (!CanEquipArmor(proto))
// continue;
if (sRandomItemMgr->HasStatWeight(proto->ItemId))
{
if (!sRandomItemMgr->GetLiveStatWeight(bot, proto->ItemId))
continue;
}
if (Item* existingItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND))
if (existingItem->GetTemplate()->SubClass == ITEM_SUBCLASS_ARMOR_SHIELD)
continue;
}
else
continue;
items[proto->Class].push_back(itr.first);
}
} while (items[ITEM_CLASS_ARMOR].empty() && items[ITEM_CLASS_WEAPON].empty() && desiredQuality-- > ITEM_QUALITY_NORMAL);
for (std::map<uint32, std::vector<uint32>>::iterator i = items.begin(); i != items.end(); ++i)
{
std::vector<uint32>& ids = i->second;
if (ids.empty())
{
LOG_DEBUG("playerbots", "{}: no items to make second equipment set for slot {}", bot->GetName().c_str(), i->first);
continue;
}
for (uint32 attempts = 0; attempts < 15; attempts++)
{
uint32 index = urand(0, ids.size() - 1);
uint32 newItemId = ids[index];
if (Item* newItem = StoreNewItemInInventorySlot(bot, newItemId, 1))
{
newItem->SetOwnerGUID(bot->GetGUID());
EnchantItem(newItem);
newItem->AddToWorld();
newItem->AddToUpdateQueueOf(bot);
break;
}
}
}
}
void PlayerbotFactory::InitBags()
{
for (uint8 slot = INVENTORY_SLOT_BAG_START; slot < INVENTORY_SLOT_BAG_END; ++slot)
{
uint32 newItemId = 23162;
uint16 dest;
if (!CanEquipUnseenItem(slot, dest, newItemId))
continue;
Item* newItem = bot->EquipNewItem(dest, newItemId, true);
if (newItem)
{
newItem->AddToWorld();
newItem->AddToUpdateQueueOf(bot);
}
}
}
void PlayerbotFactory::EnchantItem(Item* item)
{
if (bot->getLevel() < sPlayerbotAIConfig->minEnchantingBotLevel)
return;
if (urand(0, 100) < 100 * sPlayerbotAIConfig->randomGearLoweringChance)
return;
ItemTemplate const* proto = item->GetTemplate();
uint32 itemLevel = proto->ItemLevel;
std::vector<uint32> ids;
for (uint32 id = 1; id < sSpellMgr->GetSpellInfoStoreSize(); ++id)
{
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(id);
if (!spellInfo)
continue;
uint32 requiredLevel = spellInfo->BaseLevel;
if (requiredLevel && (requiredLevel > itemLevel || requiredLevel < itemLevel - 35))
continue;
if (spellInfo->MaxLevel && level > spellInfo->MaxLevel)
continue;
uint32 spellLevel = spellInfo->SpellLevel;
if (spellLevel && (spellLevel > level || spellLevel < level - 10))
continue;
for (uint8 j = 0; j < MAX_SPELL_EFFECTS; ++j)
{
if (spellInfo->Effects[j].Effect != SPELL_EFFECT_ENCHANT_ITEM)
continue;
uint32 enchant_id = spellInfo->Effects[j].MiscValue;
if (!enchant_id)
continue;
SpellItemEnchantmentEntry const* enchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
if (!enchant || enchant->slot != PERM_ENCHANTMENT_SLOT)
continue;
SpellInfo const* enchantSpell = sSpellMgr->GetSpellInfo(enchant->spellid[0]);
if (!enchantSpell || (enchantSpell->SpellLevel && enchantSpell->SpellLevel > level))
continue;
uint8 sp = 0;
uint8 ap = 0;
uint8 tank = 0;
for (uint8 i = ITEM_MOD_MANA; i < MAX_ITEM_MOD; ++i)
{
if (enchant->type[i] != ITEM_ENCHANTMENT_TYPE_STAT)
continue;
AddItemStats(enchant->spellid[i], sp, ap, tank);
}
if (!CheckItemStats(sp, ap, tank))
continue;
if (enchant->EnchantmentCondition && !bot->EnchantmentFitsRequirements(enchant->EnchantmentCondition, -1))
continue;
if (!item->IsFitToSpellRequirements(spellInfo))
continue;
ids.push_back(enchant_id);
}
}
if (ids.empty())
{
LOG_DEBUG("playerbots", "{}: no enchantments found for item {}", bot->GetName().c_str(), item->GetTemplate()->ItemId);
return;
}
uint32 index = urand(0, ids.size() - 1);
uint32 id = ids[index];
SpellItemEnchantmentEntry const* enchant = sSpellItemEnchantmentStore.LookupEntry(id);
if (!enchant)
return;
bot->ApplyEnchantment(item, PERM_ENCHANTMENT_SLOT, false);
item->SetEnchantment(PERM_ENCHANTMENT_SLOT, id, 0, 0, bot->GetGUID());
bot->ApplyEnchantment(item, PERM_ENCHANTMENT_SLOT, true);
}
bool PlayerbotFactory::CanEquipUnseenItem(uint8 slot, uint16 &dest, uint32 item)
{
dest = 0;
if (Item* pItem = Item::CreateItem(item, 1, bot, false, 0, true))
{
InventoryResult result = bot->CanEquipItem(slot, dest, pItem, true, false);
pItem->RemoveFromUpdateQueueOf(bot);
delete pItem;
return result == EQUIP_ERR_OK;
}
return false;
}
void PlayerbotFactory::InitTradeSkills()
{
uint16 firstSkill = sRandomPlayerbotMgr->GetValue(bot, "firstSkill");
uint16 secondSkill = sRandomPlayerbotMgr->GetValue(bot, "secondSkill");
if (!firstSkill || !secondSkill)
{
std::vector<uint32> firstSkills;
std::vector<uint32> secondSkills;
switch (bot->getClass())
{
case CLASS_WARRIOR:
case CLASS_PALADIN:
case CLASS_DEATH_KNIGHT:
firstSkills.push_back(SKILL_MINING);
secondSkills.push_back(SKILL_BLACKSMITHING);
secondSkills.push_back(SKILL_ENGINEERING);
secondSkills.push_back(SKILL_JEWELCRAFTING);
break;
case CLASS_SHAMAN:
case CLASS_DRUID:
case CLASS_HUNTER:
case CLASS_ROGUE:
firstSkills.push_back(SKILL_SKINNING);
secondSkills.push_back(SKILL_LEATHERWORKING);
break;
default:
firstSkills.push_back(SKILL_TAILORING);
secondSkills.push_back(SKILL_ENCHANTING);
}
switch (urand(0, 6))
{
case 0:
firstSkill = SKILL_HERBALISM;
secondSkill = SKILL_ALCHEMY;
break;
case 1:
firstSkill = SKILL_HERBALISM;
secondSkill = SKILL_MINING;
break;
case 2:
firstSkill = SKILL_MINING;
secondSkill = SKILL_SKINNING;
break;
case 3:
firstSkill = SKILL_HERBALISM;
secondSkill = SKILL_SKINNING;
break;
default:
firstSkill = firstSkills[urand(0, firstSkills.size() - 1)];
secondSkill = secondSkills[urand(0, secondSkills.size() - 1)];
break;
}
sRandomPlayerbotMgr->SetValue(bot, "firstSkill", firstSkill);
sRandomPlayerbotMgr->SetValue(bot, "secondSkill", secondSkill);
}
SetRandomSkill(SKILL_FIRST_AID);
SetRandomSkill(SKILL_FISHING);
SetRandomSkill(SKILL_COOKING);
SetRandomSkill(firstSkill);
SetRandomSkill(secondSkill);
}
void PlayerbotFactory::UpdateTradeSkills()
{
for (uint32 i = 0; i < sizeof(tradeSkills) / sizeof(uint32); ++i)
{
if (bot->GetSkillValue(tradeSkills[i]) == 1)
bot->SetSkill(tradeSkills[i], 0, 0, 0);
}
}
void PlayerbotFactory::InitSkills()
{
uint32 maxValue = level * 5;
bot->UpdateSkillsForLevel();
uint16 step = bot->GetSkillValue(SKILL_RIDING) ? bot->GetSkillStep(SKILL_RIDING) : 1;
if (bot->getLevel() >= 70)
bot->SetSkill(SKILL_RIDING, step, 300, 300);
else if (bot->getLevel() >= 60)
bot->SetSkill(SKILL_RIDING, step, 225, 225);
else if (bot->getLevel() >= 40)
bot->SetSkill(SKILL_RIDING, step, 150, 150);
else if (bot->getLevel() >= 20)
bot->SetSkill(SKILL_RIDING, step, 75, 75);
else
bot->SetSkill(SKILL_RIDING, 0, 0, 0);
uint32 skillLevel = bot->getLevel() < 40 ? 0 : 1;
uint32 dualWieldLevel = bot->getLevel() < 20 ? 0 : 1;
SetRandomSkill(SKILL_DEFENSE);
switch (bot->getClass())
{
case CLASS_DRUID:
SetRandomSkill(SKILL_MACES);
SetRandomSkill(SKILL_STAVES);
SetRandomSkill(SKILL_2H_MACES);
SetRandomSkill(SKILL_DAGGERS);
SetRandomSkill(SKILL_POLEARMS);
SetRandomSkill(SKILL_FIST_WEAPONS);
break;
case CLASS_WARRIOR:
SetRandomSkill(SKILL_SWORDS);
SetRandomSkill(SKILL_AXES);
SetRandomSkill(SKILL_BOWS);
SetRandomSkill(SKILL_GUNS);
SetRandomSkill(SKILL_MACES);
SetRandomSkill(SKILL_2H_SWORDS);
SetRandomSkill(SKILL_STAVES);
SetRandomSkill(SKILL_2H_MACES);
SetRandomSkill(SKILL_2H_AXES);
SetRandomSkill(SKILL_DAGGERS);
SetRandomSkill(SKILL_CROSSBOWS);
SetRandomSkill(SKILL_POLEARMS);
SetRandomSkill(SKILL_FIST_WEAPONS);
SetRandomSkill(SKILL_THROWN);
bot->SetSkill(SKILL_DUAL_WIELD, 0, dualWieldLevel, dualWieldLevel);
bot->SetSkill(SKILL_PLATE_MAIL, 0, skillLevel, skillLevel);
break;
case CLASS_PALADIN:
SetRandomSkill(SKILL_SWORDS);
SetRandomSkill(SKILL_AXES);
SetRandomSkill(SKILL_MACES);
SetRandomSkill(SKILL_2H_SWORDS);
SetRandomSkill(SKILL_2H_MACES);
SetRandomSkill(SKILL_2H_AXES);
SetRandomSkill(SKILL_POLEARMS);
bot->SetSkill(SKILL_PLATE_MAIL, 0, skillLevel, skillLevel);
break;
case CLASS_PRIEST:
SetRandomSkill(SKILL_MACES);
SetRandomSkill(SKILL_STAVES);
SetRandomSkill(SKILL_DAGGERS);
SetRandomSkill(SKILL_WANDS);
break;
case CLASS_SHAMAN:
SetRandomSkill(SKILL_AXES);
SetRandomSkill(SKILL_MACES);
SetRandomSkill(SKILL_STAVES);
SetRandomSkill(SKILL_2H_MACES);
SetRandomSkill(SKILL_2H_AXES);
SetRandomSkill(SKILL_DAGGERS);
SetRandomSkill(SKILL_FIST_WEAPONS);
bot->SetSkill(SKILL_MAIL, 0, skillLevel, skillLevel);
break;
case CLASS_MAGE:
SetRandomSkill(SKILL_SWORDS);
SetRandomSkill(SKILL_STAVES);
SetRandomSkill(SKILL_DAGGERS);
SetRandomSkill(SKILL_WANDS);
break;
case CLASS_WARLOCK:
SetRandomSkill(SKILL_SWORDS);
SetRandomSkill(SKILL_STAVES);
SetRandomSkill(SKILL_DAGGERS);
SetRandomSkill(SKILL_WANDS);
break;
case CLASS_HUNTER:
SetRandomSkill(SKILL_SWORDS);
SetRandomSkill(SKILL_AXES);
SetRandomSkill(SKILL_BOWS);
SetRandomSkill(SKILL_GUNS);
SetRandomSkill(SKILL_2H_SWORDS);
SetRandomSkill(SKILL_STAVES);
SetRandomSkill(SKILL_2H_AXES);
SetRandomSkill(SKILL_DAGGERS);
SetRandomSkill(SKILL_CROSSBOWS);
SetRandomSkill(SKILL_POLEARMS);
SetRandomSkill(SKILL_FIST_WEAPONS);
SetRandomSkill(SKILL_THROWN);
bot->SetSkill(SKILL_MAIL, 0, skillLevel, skillLevel);
bot->SetSkill(SKILL_DUAL_WIELD, 0, dualWieldLevel, dualWieldLevel);
break;
case CLASS_ROGUE:
SetRandomSkill(SKILL_SWORDS);
SetRandomSkill(SKILL_AXES);
SetRandomSkill(SKILL_BOWS);
SetRandomSkill(SKILL_GUNS);
SetRandomSkill(SKILL_MACES);
SetRandomSkill(SKILL_DAGGERS);
SetRandomSkill(SKILL_CROSSBOWS);
SetRandomSkill(SKILL_FIST_WEAPONS);
SetRandomSkill(SKILL_THROWN);
break;
case CLASS_DEATH_KNIGHT:
SetRandomSkill(SKILL_SWORDS);
SetRandomSkill(SKILL_AXES);
SetRandomSkill(SKILL_MACES);
SetRandomSkill(SKILL_2H_SWORDS);
SetRandomSkill(SKILL_2H_MACES);
SetRandomSkill(SKILL_2H_AXES);
SetRandomSkill(SKILL_POLEARMS);
bot->SetSkill(SKILL_DUAL_WIELD, 0, dualWieldLevel, dualWieldLevel);
break;
default:
break;
}
// switch (bot->getClass())
// {
// case CLASS_WARRIOR:
// case CLASS_PALADIN:
// bot->SetSkill(SKILL_PLATE_MAIL, 0, skillLevel, skillLevel);
// break;
// case CLASS_SHAMAN:
// case CLASS_HUNTER:
// bot->SetSkill(SKILL_MAIL, 0, skillLevel, skillLevel);
// break;
// default:
// break;
// }
}
void PlayerbotFactory::SetRandomSkill(uint16 id)
{
uint32 maxValue = level * 5;
// do not let skill go beyond limit even if maxlevel > blizzlike
// if (level > 60)
// {
// maxValue = (level + 10) * 5;
// }
// uint32 value = urand(maxValue - level, maxValue);
uint32 value = maxValue;
uint32 curValue = bot->GetSkillValue(id);
uint16 step = bot->GetSkillValue(id) ? bot->GetSkillStep(id) : 1;
if (!bot->HasSkill(id) || value > curValue)
bot->SetSkill(id, step, value, maxValue);
}
void PlayerbotFactory::InitAvailableSpells()
{
bot->LearnDefaultSkills();
CreatureTemplateContainer const* creatureTemplateContainer = sObjectMgr->GetCreatureTemplates();
for (CreatureTemplateContainer::const_iterator i = creatureTemplateContainer->begin(); i != creatureTemplateContainer->end(); ++i)
{
CreatureTemplate const& co = i->second;
if (co.trainer_type != TRAINER_TYPE_TRADESKILLS && co.trainer_type != TRAINER_TYPE_CLASS)
continue;
if (co.trainer_type == TRAINER_TYPE_CLASS && co.trainer_class != bot->getClass())
continue;
uint32 trainerId = co.Entry;
TrainerSpellData const* trainer_spells = sObjectMgr->GetNpcTrainerSpells(trainerId);
if (!trainer_spells)
trainer_spells = sObjectMgr->GetNpcTrainerSpells(trainerId);
if (!trainer_spells)
continue;
for (TrainerSpellMap::const_iterator itr = trainer_spells->spellList.begin(); itr != trainer_spells->spellList.end(); ++itr)
{
TrainerSpell const* tSpell = &itr->second;
if (!tSpell)
continue;
if (!tSpell->learnedSpell[0] && !bot->IsSpellFitByClassAndRace(tSpell->learnedSpell[0]))
continue;
TrainerSpellState state = bot->GetTrainerSpellState(tSpell);
if (state != TRAINER_SPELL_GREEN)
continue;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(tSpell->spell);
bool learn = true;
for (uint8 j = 0; j < 3; ++j)
{
if (!tSpell->learnedSpell[j] && !bot->IsSpellFitByClassAndRace(tSpell->learnedSpell[j]))
continue;
if (spellInfo->Effects[j].Effect == SPELL_EFFECT_PROFICIENCY ||
spellInfo->Effects[j].Effect == SPELL_EFFECT_SKILL_STEP ||
spellInfo->Effects[j].Effect == SPELL_EFFECT_DUAL_WIELD)
{
learn = false;
break;
}
}
if (!learn) {
continue;
}
if (tSpell->learnedSpell[0]) {
bot->learnSpell(tSpell->learnedSpell[0], false);
}
else {
LOG_INFO("playerbots", "!tSpell->learnedSpell[0] {}", tSpell->spell);
botAI->CastSpell(tSpell->spell, bot);
}
}
}
}
void PlayerbotFactory::InitClassSpells()
{
int32_t level = bot->getLevel();
switch (bot->getClass())
{
case CLASS_WARRIOR:
bot->learnSpell(78, true);
bot->learnSpell(2457, true);
if (level >= 10) {
bot->learnSpell(71, false); // Defensive Stance
bot->learnSpell(355, false); // Taunt
bot->learnSpell(7386, false); // Sunder Armor
}
if (level >= 30) {
bot->learnSpell(2458, false); // Berserker Stance
}
break;
case CLASS_PALADIN:
bot->learnSpell(21084, true);
bot->learnSpell(635, true);
if (level >= 12) {
bot->learnSpell(7328, false); // Redemption
}
break;
case CLASS_ROGUE:
bot->learnSpell(1752, true);
bot->learnSpell(2098, true);
break;
case CLASS_DEATH_KNIGHT:
bot->learnSpell(45477, true);
bot->learnSpell(47541, true);
bot->learnSpell(45462, true);
bot->learnSpell(45902, true);
//to leave DK starting area
bot->learnSpell(50977, false);
break;
case CLASS_HUNTER:
bot->learnSpell(2973, true);
bot->learnSpell(75, true);
if (level >= 10) {
bot->learnSpell(883, false); // call pet
bot->learnSpell(1515, false); // tame pet
bot->learnSpell(6991, false); // feed pet
bot->learnSpell(982, false); // revive pet
bot->learnSpell(2641, false); // dismiss pet
}
break;
case CLASS_PRIEST:
bot->learnSpell(585, true);
bot->learnSpell(2050, true);
break;
case CLASS_MAGE:
bot->learnSpell(133, true);
bot->learnSpell(168, true);
break;
case CLASS_WARLOCK:
bot->learnSpell(687, true);
bot->learnSpell(686, true);
if (level >= 10) {
bot->learnSpell(697, false); // summon voidwalker
}
if (level >= 20) {
bot->learnSpell(712, false); // summon succubus
}
if (level >= 30) {
bot->learnSpell(691, false); // summon felhunter
}
break;
case CLASS_DRUID:
bot->learnSpell(5176, true);
bot->learnSpell(5185, true);
if (level >= 10) {
bot->learnSpell(5487, false); // bear form
bot->learnSpell(6795, false); // Growl
bot->learnSpell(6807, false); // Maul
}
break;
case CLASS_SHAMAN:
bot->learnSpell(403, true);
bot->learnSpell(331, true);
bot->learnSpell(66747, false); // Totem of the Earthen Ring
if (level >= 4) {
bot->learnSpell(8071, false); // stoneskin totem
}
if (level >= 10) {
bot->learnSpell(3599, false); // searing totem
}
if (level >= 20) {
bot->learnSpell(5394, false); // healing stream totem
}
break;
default:
break;
}
}
void PlayerbotFactory::InitSpecialSpells()
{
for (std::vector<uint32>::iterator i = sPlayerbotAIConfig->randomBotSpellIds.begin(); i != sPlayerbotAIConfig->randomBotSpellIds.end(); ++i)
{
uint32 spellId = *i;
bot->learnSpell(spellId);
}
// to leave DK starting area
if (bot->getClass() == CLASS_DEATH_KNIGHT)
{
bot->learnSpell(50977, false);
}
}
void PlayerbotFactory::InitTalents(uint32 specNo)
{
uint32 classMask = bot->getClassMask();
std::map<uint32, std::vector<TalentEntry const*> > spells;
for (uint32 i = 0; i < sTalentStore.GetNumRows(); ++i)
{
TalentEntry const *talentInfo = sTalentStore.LookupEntry(i);
if(!talentInfo)
continue;
TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentInfo->TalentTab );
if(!talentTabInfo || talentTabInfo->tabpage != specNo)
continue;
if( (classMask & talentTabInfo->ClassMask) == 0 )
continue;
spells[talentInfo->Row].push_back(talentInfo);
}
uint32 freePoints = bot->GetFreeTalentPoints();
for (std::map<uint32, std::vector<TalentEntry const*> >::iterator i = spells.begin(); i != spells.end(); ++i)
{
std::vector<TalentEntry const*> &spells_row = i->second;
if (spells_row.empty())
{
sLog->outMessage("playerbot", LOG_LEVEL_ERROR, "%s: No spells for talent row %d", bot->GetName().c_str(), i->first);
continue;
}
int attemptCount = 0;
while (!spells_row.empty() && (int)freePoints - (int)bot->GetFreeTalentPoints() < 5 && attemptCount++ < 3 && bot->GetFreeTalentPoints())
{
int index = urand(0, spells_row.size() - 1);
TalentEntry const *talentInfo = spells_row[index];
int maxRank = 0;
for (int rank = 0; rank < std::min((uint32)MAX_TALENT_RANK, bot->GetFreeTalentPoints()); ++rank)
{
uint32 spellId = talentInfo->RankID[rank];
if (!spellId)
continue;
maxRank = rank;
}
bot->LearnTalent(talentInfo->TalentID, maxRank);
spells_row.erase(spells_row.begin() + index);
}
freePoints = bot->GetFreeTalentPoints();
}
}
void PlayerbotFactory::InitTalentsByTemplate(uint32 specNo)
{
if (sPlayerbotAIConfig->defaultTalentsOrder[bot->getClass()][specNo].size() == 0) {
return;
}
uint32 classMask = bot->getClassMask();
std::map<uint32, std::vector<TalentEntry const*> > spells_row;
for (uint32 i = 0; i < sTalentStore.GetNumRows(); ++i)
{
TalentEntry const *talentInfo = sTalentStore.LookupEntry(i);
if(!talentInfo)
continue;
TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentInfo->TalentTab );
if(!talentTabInfo)
continue;
if( (classMask & talentTabInfo->ClassMask) == 0 )
continue;
spells_row[talentInfo->Row].push_back(talentInfo);
}
// bot->SaveToDB();
for (std::vector<uint32> p : sPlayerbotAIConfig->defaultTalentsOrder[bot->getClass()][specNo]) {
uint32 tab = p[0], row = p[1], col = p[2], lvl = p[3];
uint32 talentID = -1;
std::vector<TalentEntry const*> &spells = spells_row[row];
assert(spells.size() > 0);
for (TalentEntry const* talentInfo : spells) {
if (talentInfo->Col != col) {
continue;
}
TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentInfo->TalentTab );
if (talentTabInfo->tabpage != tab) {
continue;
}
talentID = talentInfo->TalentID;
}
assert(talentID != -1);
bot->LearnTalent(talentID, std::min(lvl, bot->GetFreeTalentPoints()) - 1);
if (bot->GetFreeTalentPoints() == 0) {
break;
}
}
}
ObjectGuid PlayerbotFactory::GetRandomBot()
{
GuidVector guids;
for (std::vector<uint32>::iterator i = sPlayerbotAIConfig->randomBotAccounts.begin(); i != sPlayerbotAIConfig->randomBotAccounts.end(); i++)
{
uint32 accountId = *i;
if (!AccountMgr::GetCharactersCount(accountId))
continue;
CharacterDatabasePreparedStatement * stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARS_BY_ACCOUNT_ID);
stmt->SetData(0, accountId);
PreparedQueryResult result = CharacterDatabase.Query(stmt);
if (!result)
continue;
do
{
Field* fields = result->Fetch();
ObjectGuid guid = ObjectGuid::Create<HighGuid::Player>(fields[0].Get<uint32>());
if (!ObjectAccessor::FindPlayer(guid))
guids.push_back(guid);
} while (result->NextRow());
}
if (guids.empty())
return ObjectGuid::Empty;
uint32 index = urand(0, guids.size() - 1);
return guids[index];
}
void PlayerbotFactory::AddPrevQuests(uint32 questId, std::list<uint32>& questIds)
{
Quest const *quest = sObjectMgr->GetQuestTemplate(questId);
for (Quest::PrevQuests::const_iterator iter = quest->prevQuests.begin(); iter != quest->prevQuests.end(); ++iter)
{
uint32 prevId = abs(*iter);
AddPrevQuests(prevId, questIds);
questIds.remove(prevId);
questIds.push_back(prevId);
}
}
void PlayerbotFactory::InitQuests(std::list<uint32>& questMap)
{
uint32 count = 0;
for (std::list<uint32>::iterator i = questMap.begin(); i != questMap.end(); ++i)
{
uint32 questId = *i;
Quest const *quest = sObjectMgr->GetQuestTemplate(questId);
if (!bot->SatisfyQuestClass(quest, false) || quest->GetMinLevel() > bot->getLevel() || !bot->SatisfyQuestRace(quest, false))
continue;
bot->SetQuestStatus(questId, QUEST_STATUS_COMPLETE);
bot->RewardQuest(quest, 0, bot, false);
LOG_INFO("playerbots", "Bot {} ({} level) rewarded quest {}: {} (MinLevel={}, QuestLevel={})",
bot->GetName().c_str(), bot->getLevel(), questId, quest->GetTitle().c_str(), quest->GetMinLevel(), quest->GetQuestLevel());
if (!(count++ % 10))
ClearInventory();
}
ClearInventory();
}
void PlayerbotFactory::ClearInventory()
{
DestroyItemsVisitor visitor(bot);
IterateItems(&visitor);
}
void PlayerbotFactory::ClearAllItems()
{
DestroyItemsVisitor visitor(bot);
IterateItems(&visitor, ITERATE_ALL_ITEMS);
}
void PlayerbotFactory::InitAmmo()
{
if (bot->getClass() != CLASS_HUNTER && bot->getClass() != CLASS_ROGUE && bot->getClass() != CLASS_WARRIOR)
return;
Item* const pItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED);
if (!pItem)
return;
uint32 subClass = 0;
switch (pItem->GetTemplate()->SubClass)
{
case ITEM_SUBCLASS_WEAPON_GUN:
subClass = ITEM_SUBCLASS_BULLET;
break;
case ITEM_SUBCLASS_WEAPON_BOW:
case ITEM_SUBCLASS_WEAPON_CROSSBOW:
subClass = ITEM_SUBCLASS_ARROW;
break;
}
if (!subClass)
return;
uint32 entry = sRandomItemMgr->GetAmmo(level, subClass);
uint32 count = bot->GetItemCount(entry) / 200;
uint32 maxCount = 5 + level / 10;
if (count < maxCount)
{
for (uint32 i = 0; i < maxCount - count; i++)
{
if (Item* newItem = StoreNewItemInInventorySlot(bot, entry, 200))
newItem->AddToUpdateQueueOf(bot);
}
}
bot->SetAmmo(entry);
}
void PlayerbotFactory::InitMounts()
{
uint32 firstmount = 20;
uint32 secondmount = 40;
uint32 thirdmount = 60;
uint32 fourthmount = 70;
if (bot->getLevel() < firstmount)
return;
std::map<uint8, std::map<uint32, std::vector<uint32>>> mounts;
std::vector<uint32> slow, fast, fslow, ffast;
switch (bot->getRace())
{
case RACE_HUMAN:
slow = { 470, 6648, 458, 472 };
fast = { 23228, 23227, 23229 };
break;
case RACE_ORC:
slow = { 6654, 6653, 580 };
fast = { 23250, 23252, 23251 };
break;
case RACE_DWARF:
slow = { 6899, 6777, 6898 };
fast = { 23238, 23239, 23240 };
break;
case RACE_NIGHTELF:
slow = { 10789, 8394, 10793 };
fast = { 24252, 63637, 22723 };
break;
case RACE_UNDEAD_PLAYER:
slow = { 17463, 17464, 17462 };
fast = { 17465, 23246, 66846 };
break;
case RACE_TAUREN:
slow = { 18990, 18989, 64657 };
fast = { 23249, 23248, 23247 };
break;
case RACE_GNOME:
slow = { 10969, 17453, 10873, 17454 };
fast = { 23225, 23223, 23222 };
break;
case RACE_TROLL:
slow = { 10796, 10799, 8395, 472 };
fast = { 23241, 23242, 23243 };
break;
case RACE_DRAENEI:
slow = { 34406, 35711, 35710 };
fast = { 35713, 35712, 35714 };
break;
case RACE_BLOODELF:
slow = { 33660, 35020, 35022, 35018 };
fast = { 35025, 35025, 35027 };
break;
}
switch (bot->GetTeamId())
{
case TEAM_ALLIANCE:
fslow = { 32235, 32239, 32240 };
ffast = { 32242, 32289, 32290, 32292 };
break;
case TEAM_HORDE:
fslow = { 32244, 32245, 32243 };
ffast = { 32295, 32297, 32246, 32296 };
break;
default:
break;
}
mounts[bot->getRace()][0] = slow;
mounts[bot->getRace()][1] = fast;
mounts[bot->getRace()][2] = fslow;
mounts[bot->getRace()][3] = ffast;
for (uint32 type = 0; type < 4; type++)
{
if (bot->getLevel() < secondmount && type == 1)
continue;
if (bot->getLevel() < thirdmount && type == 2)
continue;
if (bot->getLevel() < fourthmount && type == 3)
continue;
uint32 index = urand(0, mounts[bot->getRace()][type].size() - 1);
uint32 spell = mounts[bot->getRace()][type][index];
if (spell)
{
bot->learnSpell(spell);
LOG_DEBUG("playerbots", "Bot {} ({}) learned {} mount {}", bot->GetGUID().ToString().c_str(), bot->getLevel(), type == 0 ? "slow" : (type == 1 ? "fast" : "flying"), spell);
}
}
}
void PlayerbotFactory::InitPotions()
{
uint32 effects[] = { SPELL_EFFECT_HEAL, SPELL_EFFECT_ENERGIZE };
for (uint8 i = 0; i < 2; ++i)
{
uint32 effect = effects[i];
FindPotionVisitor visitor(bot, effect);
IterateItems(&visitor);
if (!visitor.GetResult().empty())
continue;
uint32 itemId = sRandomItemMgr->GetRandomPotion(level, effect);
if (!itemId)
{
LOG_INFO("playerbots", "No potions (type {}) available for bot {} ({} level)", effect, bot->GetName().c_str(), bot->getLevel());
continue;
}
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
if (!proto)
continue;
uint32 maxCount = proto->GetMaxStackSize();
if (Item* newItem = StoreNewItemInInventorySlot(bot, itemId, urand(maxCount / 2, maxCount)))
newItem->AddToUpdateQueueOf(bot);
}
}
void PlayerbotFactory::InitFood()
{
std::map<uint32, std::vector<uint32> > items;
ItemTemplateContainer const* itemTemplateContainer = sObjectMgr->GetItemTemplateStore();
for (ItemTemplateContainer::const_iterator i = itemTemplateContainer->begin(); i != itemTemplateContainer->end(); ++i)
{
uint32 itemId = i->first;
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
if (!proto)
continue;
if (proto->Class != ITEM_CLASS_CONSUMABLE ||
proto->SubClass != ITEM_SUBCLASS_FOOD ||
(proto->Spells[0].SpellCategory != 11 && proto->Spells[0].SpellCategory != 59) ||
proto->Bonding != NO_BIND)
continue;
if (proto->RequiredLevel > bot->getLevel() || proto->RequiredLevel < bot->getLevel() - 9)
continue;
if (proto->RequiredSkill && !bot->HasSkill(proto->RequiredSkill))
continue;
if (proto->Area || proto->Map || proto->RequiredCityRank || proto->RequiredHonorRank)
continue;
items[proto->Spells[0].SpellCategory].push_back(itemId);
}
uint32 categories[] = { 11, 59 };
for (int i = 0; i < sizeof(categories) / sizeof(uint32); ++i)
{
uint32 category = categories[i];
std::vector<uint32>& ids = items[category];
int tries = 0;
for (int j = 0; j < 2; j++) {
uint32 index = urand(0, ids.size() - 1);
if (index >= ids.size())
continue;
uint32 itemId = ids[index];
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
// beer / wine ...
if (proto->Spells[0].SpellId == 11007 || proto->Spells[0].SpellId == 11008 || proto->Spells[0].SpellId == 11009 ||
proto->Spells[0].SpellId == 11629 || proto->Spells[0].SpellId == 50986)
{
tries++;
if (tries > 5) {
continue;
}
j--;
continue;
}
// bot->StoreNewItemInBestSlots(itemId, urand(1, proto->GetMaxStackSize()));
bot->StoreNewItemInBestSlots(itemId, proto->GetMaxStackSize());
}
}
}
void PlayerbotFactory::InitReagents()
{
int level = bot->getLevel();
std::vector<std::pair<uint32, uint32>> items;
switch (bot->getClass())
{
case CLASS_ROGUE:
{
std::vector<int> instant_poison_ids = {43231, 43230, 21927, 8928, 8927, 8926, 6950, 6949, 6947};
std::vector<int> deadly_poison_ids = {43233, 43232, 22054, 22053, 20844, 8985, 8984, 2893, 2892};
for (int& itemId: deadly_poison_ids) {
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
if (proto->RequiredLevel > bot->getLevel())
continue;
items.push_back({itemId, 20}); // deadly poison
break;
}
for (int& itemId: instant_poison_ids) {
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
if (proto->RequiredLevel > bot->getLevel())
continue;
items.push_back({itemId, 20}); // instant poison
break;
}
}
break;
case CLASS_SHAMAN:
// items.push_back({46978, 1}); // Totem
if (bot->getLevel() >= 30)
items.push_back({17030, 40}); // Ankh
break;
case CLASS_WARLOCK:
items.push_back({6265, 10}); // shard
break;
case CLASS_PRIEST:
if (level >= 48 && level < 60) {
items.push_back({17028, 40});
// bot->StoreNewItemInBestSlots(17028, 40); // Wild Berries
} else if (level >= 60 && level < 80) {
items.push_back({17029, 40});
// bot->StoreNewItemInBestSlots(17029, 40); // Wild Berries
} else if (level >= 80) {
items.push_back({44615, 40});
// bot->StoreNewItemInBestSlots(44615, 40); // Wild Berries
}
break;
case CLASS_MAGE:
items.push_back({17020, 40});
// bot->StoreNewItemInBestSlots(17020, 40); // Arcane Powder
break;
case CLASS_DRUID:
if (level >= 20 && level < 30) {
items.push_back({17034, 40});
}
if (level >= 30 && level < 40) {
items.push_back({17035, 40});
}
if (level >= 40 && level < 50) {
items.push_back({17036, 40});
}
if (level >= 50 && level < 60) {
items.push_back({17037, 40});
items.push_back({17021, 40});
}
if (level >= 60 && level < 70) {
items.push_back({17038, 40});
items.push_back({17026, 40});
}
if (level >= 70 && level < 80) {
items.push_back({22147, 40});
items.push_back({22148, 40});
}
if (level >= 80) {
items.push_back({44614, 40});
items.push_back({44605, 40});
}
break;
case CLASS_PALADIN:
items.push_back({21177, 100});
break;
case CLASS_DEATH_KNIGHT:
items.push_back({21177, 40});
break;
default:
break;
}
for (std::pair item : items) {
bot->StoreNewItemInBestSlots(item.first, item.second);
}
}
void PlayerbotFactory::CancelAuras()
{
bot->RemoveAllAuras();
}
void PlayerbotFactory::InitInventory()
{
InitInventoryTrade();
InitInventoryEquip();
InitInventorySkill();
}
void PlayerbotFactory::InitInventorySkill()
{
if (bot->HasSkill(SKILL_MINING))
{
StoreItem(2901, 1); // Mining Pick
}
if (bot->HasSkill(SKILL_BLACKSMITHING) || bot->HasSkill(SKILL_ENGINEERING))
{
StoreItem(5956, 1); // Blacksmith Hammer
}
if (bot->HasSkill(SKILL_ENGINEERING))
{
StoreItem(6219, 1); // Arclight Spanner
}
if (bot->HasSkill(SKILL_ENCHANTING))
{
StoreItem(16207, 1); // Runed Arcanite Rod
}
if (bot->HasSkill(SKILL_SKINNING))
{
StoreItem(7005, 1); // Skinning Knife
}
}
Item* PlayerbotFactory::StoreItem(uint32 itemId, uint32 count)
{
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
ItemPosCountVec sDest;
InventoryResult msg = bot->CanStoreNewItem(INVENTORY_SLOT_BAG_0, NULL_SLOT, sDest, itemId, count);
if (msg != EQUIP_ERR_OK)
return nullptr;
return bot->StoreNewItem(sDest, itemId, true, Item::GenerateItemRandomPropertyId(itemId));
}
void PlayerbotFactory::InitInventoryTrade()
{
uint32 itemId = sRandomItemMgr->GetRandomTrade(level);
if (!itemId)
{
LOG_ERROR("playerbots", "No trade items available for bot {} ({} level)", bot->GetName().c_str(), bot->getLevel());
return;
}
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
if (!proto)
return;
uint32 count = 1, stacks = 1;
switch (proto->Quality)
{
case ITEM_QUALITY_NORMAL:
count = proto->GetMaxStackSize();
stacks = urand(1, 3);
break;
case ITEM_QUALITY_UNCOMMON:
stacks = 1;
int maxStackSize = proto->GetMaxStackSize()/2;
uint32 max = std::max(1, maxStackSize);
count = urand(1, max);
break;
}
for (uint32 i = 0; i < stacks; i++)
StoreItem(itemId, count);
}
void PlayerbotFactory::InitInventoryEquip()
{
std::vector<uint32> ids;
uint32 desiredQuality = itemQuality;
if (urand(0, 100) < 100 * sPlayerbotAIConfig->randomGearLoweringChance && desiredQuality > ITEM_QUALITY_NORMAL)
{
desiredQuality--;
}
ItemTemplateContainer const* itemTemplates = sObjectMgr->GetItemTemplateStore();
for (auto const& itr : *itemTemplates)
{
ItemTemplate const* proto = &itr.second;
if (!proto)
continue;
if ((proto->Class != ITEM_CLASS_ARMOR && proto->Class != ITEM_CLASS_WEAPON) || (proto->Bonding == BIND_WHEN_PICKED_UP || proto->Bonding == BIND_WHEN_USE))
continue;
if (proto->Class == ITEM_CLASS_ARMOR && !CanEquipArmor(proto))
continue;
if (proto->Class == ITEM_CLASS_WEAPON && !CanEquipWeapon(proto))
continue;
if (!CanEquipItem(proto, desiredQuality))
continue;
ids.push_back(itr.first);
}
uint32 maxCount = urand(0, 3);
uint32 count = 0;
for (uint32 attempts = 0; attempts < 15; attempts++)
{
uint32 index = urand(0, ids.size() - 1);
if (index >= ids.size())
continue;
uint32 itemId = ids[index];
if (StoreItem(itemId, 1) && count++ >= maxCount)
break;
}
}
void PlayerbotFactory::InitGuild()
{
if (bot->GetGuildId())
return;
bot->SaveToDB(false, false);
// add guild tabard
if (bot->GetGuildId() && !bot->HasItemCount(5976, 1))
StoreItem(5976, 1);
if (sPlayerbotAIConfig->randomBotGuilds.empty())
RandomPlayerbotFactory::CreateRandomGuilds();
std::vector<uint32> guilds;
for (std::vector<uint32>::iterator i = sPlayerbotAIConfig->randomBotGuilds.begin(); i != sPlayerbotAIConfig->randomBotGuilds.end(); ++i)
guilds.push_back(*i);
if (guilds.empty())
{
LOG_ERROR("playerbots", "No random guilds available");
return;
}
int index = urand(0, guilds.size() - 1);
uint32 guildId = guilds[index];
Guild* guild = sGuildMgr->GetGuildById(guildId);
if (!guild)
{
LOG_ERROR("playerbots", "Invalid guild {}", guildId);
return;
}
if (guild->GetMemberSize() < urand(10, 15))
guild->AddMember(bot->GetGUID(), urand(GR_OFFICER, GR_INITIATE));
// add guild tabard
if (bot->GetGuildId() && bot->getLevel() > 9 && urand(0, 4) && !bot->HasItemCount(5976, 1))
StoreItem(5976, 1);
bot->SaveToDB(false, false);
}
void PlayerbotFactory::InitImmersive()
{
uint32 owner = bot->GetGUID().GetCounter();
std::map<Stats, uint32> percentMap;
bool initialized = false;
for (uint32 i = STAT_STRENGTH; i < MAX_STATS; ++i)
{
Stats type = (Stats)i;
std::ostringstream name;
name << "immersive_stat_" << i;
uint32 value = sRandomPlayerbotMgr->GetValue(owner, name.str());
if (value)
initialized = true;
percentMap[type] = value;
}
if (!initialized)
{
switch (bot->getClass())
{
case CLASS_DRUID:
case CLASS_SHAMAN:
percentMap[STAT_STRENGTH] = 10;
percentMap[STAT_INTELLECT] = 10;
percentMap[STAT_SPIRIT] = 20;
percentMap[STAT_AGILITY] = 30;
percentMap[STAT_STAMINA] = 30;
break;
case CLASS_PALADIN:
percentMap[STAT_STRENGTH] = 10;
percentMap[STAT_INTELLECT] = 10;
percentMap[STAT_SPIRIT] = 20;
percentMap[STAT_AGILITY] = 50;
percentMap[STAT_STAMINA] = 10;
break;
case CLASS_WARRIOR:
percentMap[STAT_STRENGTH] = 10;
percentMap[STAT_SPIRIT] = 20;
percentMap[STAT_AGILITY] = 50;
percentMap[STAT_STAMINA] = 20;
break;
case CLASS_ROGUE:
case CLASS_HUNTER:
percentMap[STAT_SPIRIT] = 40;
percentMap[STAT_AGILITY] = 50;
percentMap[STAT_STAMINA] = 10;
break;
case CLASS_MAGE:
percentMap[STAT_INTELLECT] = 50;
percentMap[STAT_SPIRIT] = 40;
percentMap[STAT_STAMINA] = 10;
break;
case CLASS_PRIEST:
percentMap[STAT_INTELLECT] = 50;
percentMap[STAT_SPIRIT] = 40;
percentMap[STAT_STAMINA] = 10;
break;
case CLASS_WARLOCK:
percentMap[STAT_INTELLECT] = 50;
percentMap[STAT_SPIRIT] = 10;
percentMap[STAT_STAMINA] = 40;
break;
}
for (uint8 i = 0; i < 5; i++)
{
Stats from = (Stats)urand(STAT_STRENGTH, MAX_STATS - 1);
Stats to = (Stats)urand(STAT_STRENGTH, MAX_STATS - 1);
int32 delta = urand(0, 5 + bot->getLevel() / 3);
if (from != to && percentMap[to] + delta <= 100 && percentMap[from] - delta >= 0)
{
percentMap[to] += delta;
percentMap[from] -= delta;
}
}
for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i)
{
Stats type = (Stats)i;
std::ostringstream name;
name << "immersive_stat_" << i;
sRandomPlayerbotMgr->SetValue(owner, name.str(), percentMap[type]);
}
}
}
void PlayerbotFactory::InitArenaTeam()
{
if (!sPlayerbotAIConfig->IsInRandomAccountList(bot->GetSession()->GetAccountId()))
return;
if (sPlayerbotAIConfig->randomBotArenaTeams.empty())
RandomPlayerbotFactory::CreateRandomArenaTeams();
std::vector<uint32> arenateams;
for (std::vector<uint32>::iterator i = sPlayerbotAIConfig->randomBotArenaTeams.begin(); i != sPlayerbotAIConfig->randomBotArenaTeams.end(); ++i)
arenateams.push_back(*i);
if (arenateams.empty())
{
LOG_ERROR("playerbots", "No random arena team available");
return;
}
int index = urand(0, arenateams.size() - 1);
uint32 arenateamID = arenateams[index];
ArenaTeam* arenateam = sArenaTeamMgr->GetArenaTeamById(arenateamID);
if (!arenateam)
{
LOG_ERROR("playerbots", "Invalid arena team {}", arenateamID);
return;
}
if (arenateam->GetMembersSize() < ((uint32)arenateam->GetType() * 2) && bot->getLevel() >= 70)
{
ObjectGuid capt = arenateam->GetCaptain();
Player* botcaptain = ObjectAccessor::FindPlayer(capt);
if ((bot && bot->GetArenaTeamId(arenateam->GetSlot())) || sCharacterCache->GetCharacterArenaTeamIdByGuid(bot->GetGUID(), arenateam->GetSlot()) != 0)
return;
if (botcaptain && botcaptain->GetTeamId() == bot->GetTeamId()) //need?
{
arenateam->AddMember(bot->GetGUID());
arenateam->SaveToDB();
}
}
bot->SaveToDB(false, false);
}
void PlayerbotFactory::ApplyEnchantTemplate()
{
uint8 tab = AiFactory::GetPlayerSpecTab(bot);
switch (bot->getClass())
{
case CLASS_WARRIOR:
if (tab == 2)
ApplyEnchantTemplate(12);
else if (tab == 1)
ApplyEnchantTemplate(11);
else
ApplyEnchantTemplate(10);
break;
case CLASS_DRUID:
if (tab == 2)
ApplyEnchantTemplate(112);
else if (tab == 0)
ApplyEnchantTemplate(110);
else
ApplyEnchantTemplate(111);
break;
case CLASS_SHAMAN:
if (tab == 0)
ApplyEnchantTemplate(70);
else if (tab == 2)
ApplyEnchantTemplate(71);
else
ApplyEnchantTemplate(72);
break;
case CLASS_PALADIN:
if (tab == 0)
ApplyEnchantTemplate(20);
else if (tab == 2)
ApplyEnchantTemplate(22);
else if (tab == 1)
ApplyEnchantTemplate(21);
break;
case CLASS_HUNTER:
ApplyEnchantTemplate(30);
break;
case CLASS_ROGUE:
ApplyEnchantTemplate(40);
break;
case CLASS_MAGE:
ApplyEnchantTemplate(80);
break;
case CLASS_WARLOCK:
ApplyEnchantTemplate(90);
break;
case CLASS_PRIEST:
ApplyEnchantTemplate(50);
break;
}
}
void PlayerbotFactory::ApplyEnchantTemplate(uint8 spec)
{
for (EnchantContainer::const_iterator itr = GetEnchantContainerBegin(); itr != GetEnchantContainerEnd(); ++itr)
if ((*itr).ClassId == bot->getClass() && (*itr).SpecId == spec)
botAI->EnchantItemT((*itr).SpellId, (*itr).SlotId);
}
void PlayerbotFactory::LoadEnchantContainer()
{
m_EnchantContainer.clear();
PlayerbotsDatabasePreparedStatement* stmt = PlayerbotsDatabase.GetPreparedStatement(PLAYERBOTS_SEL_ENCHANTS);
if (PreparedQueryResult result = PlayerbotsDatabase.Query(stmt))
{
do
{
Field* fields = result->Fetch();
EnchantTemplate pEnchant;
pEnchant.ClassId = fields[0].Get<uint8>();
pEnchant.SpecId = fields[1].Get<uint8>();
pEnchant.SpellId = fields[2].Get<uint32>();
pEnchant.SlotId = fields[3].Get<uint8>();
m_EnchantContainer.push_back(std::move(pEnchant));
}
while (result->NextRow());
}
}
float PlayerbotFactory::CalculateItemScore(uint32 item_id, Player* bot)
{
float score = 0;
int tab = AiFactory::GetPlayerSpecTab(bot);
ItemTemplateContainer const* itemTemplates = sObjectMgr->GetItemTemplateStore();
ItemTemplate const* proto = &itemTemplates->at(item_id);
uint8 cls = bot->getClass();
int agility = 0, strength = 0, intellect = 0, spirit = 0;
int stamina = 0, defense = 0, dodge = 0, parry = 0, block = 0, resilience = 0;
int hit = 0, crit = 0, haste = 0, expertise = 0, attack_power = 0;
int mana_regeneration = 0, spell_power = 0, armor_penetration = 0, spell_penetration = 0;
int armor = 0;
int itemLevel = proto->ItemLevel;
int quality = proto->Quality;
int dps = (proto->Damage[0].DamageMin + proto->Damage[0].DamageMax) / 2 * proto->Delay / 1000;
armor += proto->Armor;
block += proto->Block;
for (int i = 0; i < proto->StatsCount; i++) {
const _ItemStat &stat = proto->ItemStat[i];
const int32 &value = stat.ItemStatValue;
switch (stat.ItemStatType) {
case ITEM_MOD_AGILITY:
agility += value;
break;
case ITEM_MOD_STRENGTH:
strength += value;
break;
case ITEM_MOD_INTELLECT:
intellect += value;
break;
case ITEM_MOD_SPIRIT:
spirit += value;
break;
case ITEM_MOD_STAMINA:
stamina += value;
break;
case ITEM_MOD_DEFENSE_SKILL_RATING:
defense += value;
break;
case ITEM_MOD_PARRY_RATING:
parry += value;
break;
case ITEM_MOD_BLOCK_RATING:
case ITEM_MOD_BLOCK_VALUE:
block += value;
break;
case ITEM_MOD_RESILIENCE_RATING:
resilience += value;
break;
case ITEM_MOD_HIT_RATING:
hit += value;
break;
case ITEM_MOD_CRIT_RATING:
crit += value;
break;
case ITEM_MOD_HASTE_RATING:
haste += value;
break;
case ITEM_MOD_EXPERTISE_RATING:
expertise += value;
break;
case ITEM_MOD_ATTACK_POWER:
attack_power += value;
break;
case ITEM_MOD_SPELL_POWER:
spell_power += value;
break;
case ITEM_MOD_MANA_REGENERATION:
mana_regeneration += value;
break;
default:
break;
}
}
if (cls == CLASS_HUNTER) {
// AGILITY only
score = agility * 2.5 + attack_power + armor_penetration * 2 + dps * 5 + hit * 3 + crit * 2 + haste * 2.5 + intellect;
} else if (cls == CLASS_WARLOCK ||
cls == CLASS_MAGE ||
(cls == CLASS_PRIEST && tab == 2) || // shadow
(cls == CLASS_SHAMAN && tab == 0) || // element
(cls == CLASS_DRUID && tab == 0) // balance
) {
// SPELL DPS
score = intellect * 0.5 + spirit * 0.5 + spell_power + spell_penetration
+ hit * 1.5 + crit * 0.7 + haste * 1;
} else if ((cls == CLASS_PALADIN && tab == 0) || // holy
(cls == CLASS_PRIEST && tab != 2) || // discipline / holy
(cls == CLASS_SHAMAN && tab == 2) || // heal
(cls == CLASS_DRUID && tab == 2)
) {
// HEALER
score = intellect * 0.5 + spirit * 0.5 + spell_power + mana_regeneration * 0.5 + crit * 0.5 + haste * 1;
} else if (cls == CLASS_ROGUE) {
// AGILITY mainly (STRENGTH also)
score = agility * 2 + strength + attack_power + armor_penetration * 1 + dps * 5 + hit * 2 + crit * 1.5 + haste * 1.5 + expertise * 2.5;
} else if ((cls == CLASS_PALADIN && tab == 2) || // retribution
(cls == CLASS_WARRIOR && tab != 2) || // arm / fury
(cls == CLASS_DEATH_KNIGHT && tab != 0) // ice / unholy
) {
// STRENGTH mainly (AGILITY also)
score = strength * 2 + agility + attack_power + armor_penetration + dps * 5 + hit * 1.5 + crit * 1.5 + haste * 1.5 + expertise * 2;
} else if ((cls == CLASS_SHAMAN && tab == 1)) { // enhancement
// STRENGTH mainly (AGILITY, INTELLECT also)
score = strength * 1 + agility * 1.5 + intellect * 1.5 + attack_power + spell_power * 1.5 + armor_penetration * 0.5 + dps * 5
+ hit * 2 + crit * 1.5 + haste * 1.5 + expertise * 2;
} else if ((cls == CLASS_WARRIOR && tab == 2) ||
(cls == CLASS_PALADIN && tab == 1)) {
// TANK WITH SHIELD
score = strength * 1 + agility * 2 + attack_power * 0.2
+ defense * 2.5 + parry * 2 + dodge * 2 + resilience * 2 + block * 2 + armor * 0.5 + stamina * 3
+ hit * 1 + crit * 0.2 + haste * 0.5 + expertise * 3;
} else if (cls == CLASS_DEATH_KNIGHT && tab == 0){
// BLOOD DK TANK
score = strength * 1 + agility * 2 + attack_power * 0.2
+ defense * 3.5 + parry * 2 + dodge * 2 + resilience * 2 + armor * 0.5 + stamina * 2.5
+ hit * 2 + crit * 0.5 + haste * 0.5 + expertise * 3.5;
} else {
// BEAR DRUID TANK (AND FERAL DRUID...?)
score = agility * 1.5 + strength * 1 + attack_power * 0.5 + armor_penetration * 0.5 + dps * 2
+ defense * 0.25 + dodge * 0.25 + armor * 0.5 + stamina * 1.5
+ hit * 1 + crit * 1 + haste * 0.5 + expertise * 3;
}
if (proto->Class == ITEM_CLASS_ARMOR && NotSameArmorType(proto->SubClass, bot))
{
score *= 0.8;
}
if (proto->Class == ITEM_CLASS_WEAPON) {
bool isDoubleHand = proto->Class == ITEM_CLASS_WEAPON &&
!(ITEM_SUBCLASS_MASK_SINGLE_HAND & (1 << proto->SubClass)) &&
!(ITEM_SUBCLASS_MASK_WEAPON_RANGED & (1 << proto->SubClass));
if (isDoubleHand) {
score *= 0.5;
}
// spec without double hand
// enhancement, rogue, ice dk, shield tank
if (isDoubleHand &&
((cls == CLASS_SHAMAN && tab == 1 && bot->HasSpell(674)) ||
(cls == CLASS_ROGUE) ||
(cls == CLASS_DEATH_KNIGHT && tab == 1) ||
(cls == CLASS_WARRIOR && tab == 1 && !bot->HasSpell(49152)) ||
IsShieldTank(bot))) {
score *= 0.1;
}
// spec with double hand
// fury with titan's grip, bear, retribution, blood dk
if (isDoubleHand &&
((cls == CLASS_WARRIOR && tab == 1 && bot->HasSpell(49152)) ||
(cls == CLASS_DRUID && tab == 1) ||
(cls == CLASS_PALADIN && tab == 2) ||
(cls == CLASS_DEATH_KNIGHT && tab == 0) ||
(cls == CLASS_SHAMAN && tab == 1 && !bot->HasSpell(674)))) {
score *= 10;
}
}
return (0.01 + score) * itemLevel * (quality + 1);
// return score;
}
bool PlayerbotFactory::IsShieldTank(Player* bot)
{
int tab = AiFactory::GetPlayerSpecTab(bot);
return (bot->getClass() == CLASS_WARRIOR && tab == 2) || (bot->getClass() == CLASS_PALADIN && tab == 1);
}
bool PlayerbotFactory::NotSameArmorType(uint32 item_subclass_armor, Player* bot)
{
if (bot->HasSkill(SKILL_PLATE_MAIL)) {
return item_subclass_armor != ITEM_SUBCLASS_ARMOR_PLATE;
}
if (bot->HasSkill(SKILL_MAIL)) {
return item_subclass_armor != ITEM_SUBCLASS_ARMOR_MAIL;
}
if (bot->HasSkill(SKILL_LEATHER)) {
return item_subclass_armor != ITEM_SUBCLASS_ARMOR_LEATHER;
}
return false;
}