mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
542 lines
17 KiB
C++
542 lines
17 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 "LootAction.h"
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#include "ChatHelper.h"
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#include "Event.h"
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#include "GuildMgr.h"
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#include "GuildTaskMgr.h"
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#include "ItemUsageValue.h"
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#include "LootObjectStack.h"
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#include "LootStrategyValue.h"
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#include "PlayerbotAIConfig.h"
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#include "Playerbots.h"
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#include "ServerFacade.h"
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#include "GuildMgr.h"
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#include "BroadcastHelper.h"
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bool LootAction::Execute(Event /*event*/)
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{
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if (!AI_VALUE(bool, "has available loot"))
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return false;
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LootObject prevLoot = AI_VALUE(LootObject, "loot target");
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LootObject const& lootObject =
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AI_VALUE(LootObjectStack*, "available loot")->GetLoot(sPlayerbotAIConfig->lootDistance);
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if (!prevLoot.IsEmpty() && prevLoot.guid != lootObject.guid)
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{
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WorldPacket* packet = new WorldPacket(CMSG_LOOT_RELEASE, 8);
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*packet << prevLoot.guid;
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bot->GetSession()->QueuePacket(packet);
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// bot->GetSession()->HandleLootReleaseOpcode(packet);
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}
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// Provide a system to check if the game object id is disallowed in the user configurable list or not.
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// Check if the game object id is disallowed in the user configurable list or not.
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if (sPlayerbotAIConfig->disallowedGameObjects.find(lootObject.guid.GetEntry()) != sPlayerbotAIConfig->disallowedGameObjects.end())
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{
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return false; // Game object ID is disallowed, so do not proceed
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}
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else
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{
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context->GetValue<LootObject>("loot target")->Set(lootObject);
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return true;
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}
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}
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bool LootAction::isUseful()
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{
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return sPlayerbotAIConfig->freeMethodLoot || !bot->GetGroup() || bot->GetGroup()->GetLootMethod() != FREE_FOR_ALL;
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}
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enum ProfessionSpells
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{
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ALCHEMY = 2259,
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BLACKSMITHING = 2018,
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COOKING = 2550,
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ENCHANTING = 7411,
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ENGINEERING = 49383,
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FIRST_AID = 3273,
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FISHING = 7620,
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HERB_GATHERING = 2366,
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INSCRIPTION = 45357,
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JEWELCRAFTING = 25229,
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MINING = 2575,
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SKINNING = 8613,
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TAILORING = 3908
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};
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bool OpenLootAction::Execute(Event /*event*/)
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{
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LootObject lootObject = AI_VALUE(LootObject, "loot target");
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bool result = DoLoot(lootObject);
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if (result)
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{
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AI_VALUE(LootObjectStack*, "available loot")->Remove(lootObject.guid);
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context->GetValue<LootObject>("loot target")->Set(LootObject());
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}
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return result;
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}
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bool OpenLootAction::DoLoot(LootObject& lootObject)
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{
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if (lootObject.IsEmpty())
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return false;
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Creature* creature = botAI->GetCreature(lootObject.guid);
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if (creature && bot->GetDistance(creature) > INTERACTION_DISTANCE - 2.0f)
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return false;
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// Dismount if the bot is mounted
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if (bot->IsMounted())
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{
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bot->Dismount();
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botAI->SetNextCheckDelay(sPlayerbotAIConfig->lootDelay); // Small delay to avoid animation issues
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}
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if (creature && creature->HasFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE))
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{
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WorldPacket* packet = new WorldPacket(CMSG_LOOT, 8);
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*packet << lootObject.guid;
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bot->GetSession()->QueuePacket(packet);
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// bot->GetSession()->HandleLootOpcode(packet);
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botAI->SetNextCheckDelay(sPlayerbotAIConfig->lootDelay);
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return true;
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}
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if (bot->isMoving())
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{
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bot->StopMoving();
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}
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if (creature)
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{
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SkillType skill = creature->GetCreatureTemplate()->GetRequiredLootSkill();
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if (!CanOpenLock(skill, lootObject.reqSkillValue))
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return false;
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switch (skill)
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{
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case SKILL_ENGINEERING:
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return botAI->HasSkill(SKILL_ENGINEERING) ? botAI->CastSpell(ENGINEERING, creature) : false;
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case SKILL_HERBALISM:
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return botAI->HasSkill(SKILL_HERBALISM) ? botAI->CastSpell(32605, creature) : false;
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case SKILL_MINING:
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return botAI->HasSkill(SKILL_MINING) ? botAI->CastSpell(32606, creature) : false;
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default:
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return botAI->HasSkill(SKILL_SKINNING) ? botAI->CastSpell(SKINNING, creature) : false;
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}
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}
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GameObject* go = botAI->GetGameObject(lootObject.guid);
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if (go && bot->GetDistance(go) > INTERACTION_DISTANCE - 2.0f)
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return false;
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if (go && (go->GetGoState() != GO_STATE_READY))
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return false;
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// This prevents dungeon chests like Tribunal Chest (Halls of Stone) from being ninja'd by the bots
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if (go && go->HasFlag(GAMEOBJECT_FLAGS, GO_FLAG_INTERACT_COND))
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return false;
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// This prevents raid chests like Gunship Armory (ICC) from being ninja'd by the bots
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if (go && go->HasFlag(GAMEOBJECT_FLAGS, GO_FLAG_NOT_SELECTABLE))
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return false;
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if (lootObject.skillId == SKILL_MINING)
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return botAI->HasSkill(SKILL_MINING) ? botAI->CastSpell(MINING, bot) : false;
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if (lootObject.skillId == SKILL_HERBALISM)
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return botAI->HasSkill(SKILL_HERBALISM) ? botAI->CastSpell(HERB_GATHERING, bot) : false;
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uint32 spellId = GetOpeningSpell(lootObject);
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if (!spellId)
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return false;
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return botAI->CastSpell(spellId, bot);
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}
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uint32 OpenLootAction::GetOpeningSpell(LootObject& lootObject)
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{
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if (GameObject* go = botAI->GetGameObject(lootObject.guid))
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if (go->isSpawned())
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return GetOpeningSpell(lootObject, go);
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return 0;
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}
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uint32 OpenLootAction::GetOpeningSpell(LootObject& lootObject, GameObject* go)
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{
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for (PlayerSpellMap::iterator itr = bot->GetSpellMap().begin(); itr != bot->GetSpellMap().end(); ++itr)
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{
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uint32 spellId = itr->first;
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if (itr->second->State == PLAYERSPELL_REMOVED || !itr->second->Active)
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continue;
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if (spellId == MINING || spellId == HERB_GATHERING)
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continue;
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SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
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if (!spellInfo)
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continue;
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if (CanOpenLock(lootObject, spellInfo, go))
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return spellId;
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}
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for (uint32 spellId = 0; spellId < sSpellMgr->GetSpellInfoStoreSize(); spellId++)
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{
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if (spellId == MINING || spellId == HERB_GATHERING)
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continue;
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SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
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if (!spellInfo)
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continue;
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if (CanOpenLock(lootObject, spellInfo, go))
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return spellId;
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}
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return sPlayerbotAIConfig->openGoSpell;
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}
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bool OpenLootAction::CanOpenLock(LootObject& /*lootObject*/, SpellInfo const* spellInfo, GameObject* go)
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{
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for (uint8 effIndex = 0; effIndex <= EFFECT_2; effIndex++)
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{
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if (spellInfo->Effects[effIndex].Effect != SPELL_EFFECT_OPEN_LOCK &&
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spellInfo->Effects[effIndex].Effect != SPELL_EFFECT_SKINNING)
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return false;
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uint32 lockId = go->GetGOInfo()->GetLockId();
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if (!lockId)
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return false;
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LockEntry const* lockInfo = sLockStore.LookupEntry(lockId);
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if (!lockInfo)
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return false;
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for (uint8 j = 0; j < 8; ++j)
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{
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switch (lockInfo->Type[j])
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{
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/*
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case LOCK_KEY_ITEM:
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return true;
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*/
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case LOCK_KEY_SKILL:
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{
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if (uint32(spellInfo->Effects[effIndex].MiscValue) != lockInfo->Index[j])
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continue;
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uint32 skillId = SkillByLockType(LockType(lockInfo->Index[j]));
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if (skillId == SKILL_NONE)
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return true;
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if (CanOpenLock(skillId, lockInfo->Skill[j]))
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return true;
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}
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}
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}
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}
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return false;
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}
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bool OpenLootAction::CanOpenLock(uint32 skillId, uint32 reqSkillValue)
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{
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uint32 skillValue = bot->GetSkillValue(skillId);
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return skillValue >= reqSkillValue || !reqSkillValue;
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}
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/*
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uint32 StoreLootAction::RoundPrice(double price)
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{
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if (price < 100)
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{
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return (uint32)price;
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}
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if (price < 10000)
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{
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return (uint32)(price / 100.0) * 100;
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}
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if (price < 100000)
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{
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return (uint32)(price / 1000.0) * 1000;
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}
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return (uint32)(price / 10000.0) * 10000;
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}
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bool StoreLootAction::AuctionItem(uint32 itemId)
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{
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ItemTemplate const* proto = sItemStorage.LookupEntry<ItemTemplate>(itemId);
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if (!proto)
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return false;
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if (!proto || proto->Bonding == BIND_WHEN_PICKED_UP || proto->Bonding == BIND_QUEST_ITEM)
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return false;
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Item* oldItem = bot->GetItemByEntry(itemId);
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if (!oldItem)
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return false;
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AuctionHouseEntry const* ahEntry = AuctionHouseMgr::GetAuctionHouseEntry(unit->getFaction());
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if (!ahEntry)
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return false;
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AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(ahEntry);
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uint32 price = oldItem->GetCount() * proto->BuyPrice * sRandomPlayerbotMgr->GetBuyMultiplier(bot);
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uint32 stackCount = urand(1, proto->GetMaxStackSize());
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if (!price || !stackCount)
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return false;
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if (!stackCount)
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stackCount = 1;
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if (urand(0, 100) <= sAhBotConfig.underPriceProbability * 100)
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price = price * 100 / urand(100, 200);
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uint32 bidPrice = RoundPrice(stackCount * price);
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uint32 buyoutPrice = RoundPrice(stackCount * urand(price, 4 * price / 3));
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Item* item = Item::CreateItem(proto->ItemId, stackCount);
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if (!item)
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return false;
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uint32 auction_time = uint32(urand(8, 24) * HOUR * sWorld->getConfig(CONFIG_FLOAT_RATE_AUCTION_TIME));
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AuctionEntry* auctionEntry = new AuctionEntry;
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auctionEntry->Id = sObjectMgr->GenerateAuctionID();
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auctionEntry->itemGuidLow = item->GetGUID().GetCounter();
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auctionEntry->itemTemplate = item->GetEntry();
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auctionEntry->itemCount = item->GetCount();
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auctionEntry->itemRandomPropertyId = item->GetItemRandomPropertyId();
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auctionEntry->owner = bot->GetGUID().GetCounter();
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auctionEntry->startbid = bidPrice;
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auctionEntry->bidder = 0;
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auctionEntry->bid = 0;
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auctionEntry->buyout = buyoutPrice;
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auctionEntry->expireTime = time(nullptr) + auction_time;
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//auctionEntry->moneyDeliveryTime = 0;
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auctionEntry->deposit = 0;
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auctionEntry->auctionHouseEntry = ahEntry;
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auctionHouse->AddAuction(auctionEntry);
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sAuctionMgr.AddAItem(item);
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item->SaveToDB();
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auctionEntry->SaveToDB();
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LOG_ERROR("playerbots", "AhBot {} added {} of {} to auction {} for {}..{}", bot->GetName().c_str(), stackCount,
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proto->Name1.c_str(), 1, bidPrice, buyoutPrice);
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if (oldItem->GetCount() > stackCount)
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oldItem->SetCount(oldItem->GetCount() - stackCount);
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else
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bot->RemoveItem(item->GetBagSlot(), item->GetSlot(), true);
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return true;
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}
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*/
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bool StoreLootAction::Execute(Event event)
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{
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WorldPacket p(event.getPacket()); // (8+1+4+1+1+4+4+4+4+4+1)
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ObjectGuid guid;
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uint8 loot_type;
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uint32 gold = 0;
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uint8 items = 0;
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p.rpos(0);
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p >> guid; // 8 corpse guid
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p >> loot_type; // 1 loot type
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if (p.size() > 10)
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{
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p >> gold; // 4 money on corpse
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p >> items; // 1 number of items on corpse
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}
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bot->SetLootGUID(guid);
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if (gold > 0)
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{
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WorldPacket* packet = new WorldPacket(CMSG_LOOT_MONEY, 0);
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bot->GetSession()->QueuePacket(packet);
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// bot->GetSession()->HandleLootMoneyOpcode(packet);
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}
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for (uint8 i = 0; i < items; ++i)
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{
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uint32 itemid;
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uint32 itemcount;
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uint8 lootslot_type;
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uint8 itemindex;
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p >> itemindex;
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p >> itemid;
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p >> itemcount;
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p.read_skip<uint32>(); // display id
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p.read_skip<uint32>(); // randomSuffix
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p.read_skip<uint32>(); // randomPropertyId
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p >> lootslot_type; // 0 = can get, 1 = look only, 2 = master get
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if (lootslot_type != LOOT_SLOT_TYPE_ALLOW_LOOT && lootslot_type != LOOT_SLOT_TYPE_OWNER)
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continue;
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if (loot_type != LOOT_SKINNING && !IsLootAllowed(itemid, botAI))
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continue;
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ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemid);
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if (!proto)
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continue;
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if (!botAI->HasActivePlayerMaster() && AI_VALUE(uint8, "bag space") > 80)
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{
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uint32 maxStack = proto->GetMaxStackSize();
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if (maxStack == 1)
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continue;
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std::vector<Item*> found = parseItems(chat->FormatItem(proto));
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bool hasFreeStack = false;
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for (auto stack : found)
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{
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if (stack->GetCount() + itemcount < maxStack)
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{
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hasFreeStack = true;
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break;
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}
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}
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if (!hasFreeStack)
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continue;
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}
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Player* master = botAI->GetMaster();
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if (sRandomPlayerbotMgr->IsRandomBot(bot) && master)
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{
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uint32 price = itemcount * proto->BuyPrice * sRandomPlayerbotMgr->GetBuyMultiplier(bot) + gold;
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if (price)
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sRandomPlayerbotMgr->AddTradeDiscount(bot, master, price);
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if (Group* group = bot->GetGroup())
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for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
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if (ref->GetSource() != bot)
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sGuildTaskMgr->CheckItemTask(itemid, itemcount, ref->GetSource(), bot);
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}
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WorldPacket* packet = new WorldPacket(CMSG_AUTOSTORE_LOOT_ITEM, 1);
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*packet << itemindex;
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bot->GetSession()->QueuePacket(packet);
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// bot->GetSession()->HandleAutostoreLootItemOpcode(packet);
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botAI->SetNextCheckDelay(sPlayerbotAIConfig->lootDelay);
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if (proto->Quality > ITEM_QUALITY_NORMAL && !urand(0, 50) && botAI->HasStrategy("emote", BOT_STATE_NON_COMBAT) && sPlayerbotAIConfig->randomBotEmote)
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botAI->PlayEmote(TEXT_EMOTE_CHEER);
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if (proto->Quality >= ITEM_QUALITY_RARE && !urand(0, 1) && botAI->HasStrategy("emote", BOT_STATE_NON_COMBAT) && sPlayerbotAIConfig->randomBotEmote)
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botAI->PlayEmote(TEXT_EMOTE_CHEER);
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BroadcastHelper::BroadcastLootingItem(botAI, bot, proto);
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}
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AI_VALUE(LootObjectStack*, "available loot")->Remove(guid);
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// release loot
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WorldPacket* packet = new WorldPacket(CMSG_LOOT_RELEASE, 8);
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*packet << guid;
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bot->GetSession()->QueuePacket(packet);
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// bot->GetSession()->HandleLootReleaseOpcode(packet);
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return true;
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}
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bool StoreLootAction::IsLootAllowed(uint32 itemid, PlayerbotAI* botAI)
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{
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AiObjectContext* context = botAI->GetAiObjectContext();
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LootStrategy* lootStrategy = AI_VALUE(LootStrategy*, "loot strategy");
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ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemid);
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if (!proto)
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return false;
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std::set<uint32>& lootItems = AI_VALUE(std::set<uint32>&, "always loot list");
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if (lootItems.find(itemid) != lootItems.end())
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return true;
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uint32 max = proto->MaxCount;
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if (max > 0 && botAI->GetBot()->HasItemCount(itemid, max, true))
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return false;
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if (proto->StartQuest)
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{
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return true;
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}
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for (uint8 slot = 0; slot < MAX_QUEST_LOG_SIZE; ++slot)
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{
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uint32 entry = botAI->GetBot()->GetQuestSlotQuestId(slot);
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Quest const* quest = sObjectMgr->GetQuestTemplate(entry);
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if (!quest)
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continue;
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for (uint8 i = 0; i < 4; i++)
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{
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if (quest->RequiredItemId[i] == itemid)
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{
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// if (AI_VALUE2(uint32, "item count", proto->Name1) < quest->RequiredItemCount[i])
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// {
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// if (botAI->GetMaster() && sPlayerbotAIConfig->syncQuestWithPlayer)
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// return false; //Quest is autocomplete for the bot so no item needed.
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// }
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return true;
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}
|
|
}
|
|
}
|
|
|
|
// if (proto->Bonding == BIND_QUEST_ITEM || //Still testing if it works ok without these lines.
|
|
// proto->Bonding == BIND_QUEST_ITEM1 || //Eventually this has to be removed.
|
|
// proto->Class == ITEM_CLASS_QUEST)
|
|
//{
|
|
|
|
bool canLoot = lootStrategy->CanLoot(proto, context);
|
|
// if (canLoot && proto->Bonding == BIND_WHEN_PICKED_UP && botAI->HasActivePlayerMaster())
|
|
// canLoot = sPlayerbotAIConfig->IsInRandomAccountList(botAI->GetBot()->GetSession()->GetAccountId());
|
|
|
|
return canLoot;
|
|
}
|
|
|
|
bool ReleaseLootAction::Execute(Event /*event*/)
|
|
{
|
|
GuidVector gos = context->GetValue<GuidVector>("nearest game objects")->Get();
|
|
for (ObjectGuid const guid : gos)
|
|
{
|
|
WorldPacket* packet = new WorldPacket(CMSG_LOOT_RELEASE, 8);
|
|
*packet << guid;
|
|
bot->GetSession()->QueuePacket(packet);
|
|
}
|
|
|
|
GuidVector corpses = context->GetValue<GuidVector>("nearest corpses")->Get();
|
|
for (ObjectGuid const guid : corpses)
|
|
{
|
|
WorldPacket* packet = new WorldPacket(CMSG_LOOT_RELEASE, 8);
|
|
*packet << guid;
|
|
bot->GetSession()->QueuePacket(packet);
|
|
}
|
|
|
|
return true;
|
|
}
|