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https://github.com/mod-playerbots/mod-playerbots
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* New rpg startup speed up and refactor * New rpg do quest * Fix invalid height in quest poi * Add quest accept and reward limitation * New rpg quest improvement * Organize quest log, reward quests and fix grind target * Quest dropped statistic and remove redundant code * Decrease grind relevance lower than loot * Fix new rpg drop quest * Go to reward quest instead of innkeeper when quest completed * Fix incorrect logic in do quest reward * Fix reset quests in factory * Fix crash on grind target value Co-authored-by: SaW <swerkhoven@outlook.com> * Fix a minor error in DoCompletedQuest * Let bots get rid of impossible quests faster * Increase loot fluency (especially for caster) * Remove seasonal quests from auto accept * Enhance quest accept condition check * Add questgiver check (limit acceptation of quest 7946) * Questgiver check and localization * Near npc fix * Fix quest item report * Add lowPriorityQuest set for quests can not be done * Improve gameobjects loot * Do complete quest * FIx move far to teleport check * Accept or reward quest from game objects * Fix possible crash in rpg game objects * Fix ChooseNpcOrGameObjectToInteract crash --------- Co-authored-by: SaW <swerkhoven@outlook.com>
42 lines
1.5 KiB
C++
42 lines
1.5 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it
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* and/or modify it under version 2 of the License, or (at your option), any later version.
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*/
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#include "NewRpgStrategy.h"
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#include "Playerbots.h"
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NewRpgStrategy::NewRpgStrategy(PlayerbotAI* botAI) : Strategy(botAI) {}
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NextAction** NewRpgStrategy::getDefaultActions()
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{
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// the releavance should be greater than grind
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return NextAction::array(0,
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new NextAction("new rpg status update", 11.0f),
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nullptr);
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}
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void NewRpgStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(
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new TriggerNode("go grind status", NextAction::array(0, new NextAction("new rpg go grind", 3.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("go innkeeper status", NextAction::array(0, new NextAction("new rpg go innkeeper", 3.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("near random status", NextAction::array(0, new NextAction("new rpg move random", 3.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("near npc status", NextAction::array(0, new NextAction("new rpg move npc", 3.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("do quest status", NextAction::array(0, new NextAction("new rpg do quest", 3.0f), nullptr)));
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}
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void NewRpgStrategy::InitMultipliers(std::vector<Multiplier*>& multipliers)
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{
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// multipliers.push_back(new RpgActionMultiplier(botAI));
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}
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