mirror of
https://github.com/mod-playerbots/mod-playerbots
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Fixes #1276 This change adds logic to detect if an item is a relic and ensures it can only be equipped by bots of the corresponding class: - Idols are restricted to druids - Librams are restricted to paladins - Sigils are restricted to death knights - Totems are restricted to shamans Fixes a bug where bots would attempt to equip relics regardless of class restrictions. Additionally, this commit resolves two unrelated build warnings found in the same file.
366 lines
14 KiB
C++
366 lines
14 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 "EquipAction.h"
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#include "Event.h"
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#include "ItemCountValue.h"
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#include "ItemUsageValue.h"
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#include "Playerbots.h"
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#include "StatsWeightCalculator.h"
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bool EquipAction::Execute(Event event)
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{
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std::string const text = event.getParam();
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ItemIds ids = chat->parseItems(text);
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EquipItems(ids);
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return true;
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}
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void EquipAction::EquipItems(ItemIds ids)
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{
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for (ItemIds::iterator i = ids.begin(); i != ids.end(); i++)
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{
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FindItemByIdVisitor visitor(*i);
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EquipItem(&visitor);
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}
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}
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// Return bagslot with smalest bag.
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uint8 EquipAction::GetSmallestBagSlot()
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{
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int8 curBag = 0;
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uint32 curSlots = 0;
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for (uint8 bag = INVENTORY_SLOT_BAG_START; bag < INVENTORY_SLOT_BAG_END; ++bag)
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{
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const Bag* const pBag = (Bag*)bot->GetItemByPos(INVENTORY_SLOT_BAG_0, bag);
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if (pBag)
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{
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if (curBag > 0 && curSlots < pBag->GetBagSize())
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continue;
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curBag = bag;
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curSlots = pBag->GetBagSize();
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}
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else
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return bag;
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}
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return curBag;
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}
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void EquipAction::EquipItem(FindItemVisitor* visitor)
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{
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IterateItems(visitor);
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std::vector<Item*> items = visitor->GetResult();
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if (!items.empty())
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EquipItem(*items.begin());
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}
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void EquipAction::EquipItem(Item* item)
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{
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uint8 bagIndex = item->GetBagSlot();
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uint8 slot = item->GetSlot();
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const ItemTemplate* itemProto = item->GetTemplate();
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uint32 itemId = itemProto->ItemId;
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uint8 invType = itemProto->InventoryType;
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// Ensure only the correct classes attempt to equip relics
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if (itemProto->SubClass == ITEM_SUBCLASS_ARMOR_IDOL && bot->getClass() != CLASS_DRUID)
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return;
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if (itemProto->SubClass == ITEM_SUBCLASS_ARMOR_SIGIL && bot->getClass() != CLASS_DEATH_KNIGHT)
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return;
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if (itemProto->SubClass == ITEM_SUBCLASS_ARMOR_LIBRAM && bot->getClass() != CLASS_PALADIN)
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return;
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if (itemProto->SubClass == ITEM_SUBCLASS_ARMOR_TOTEM && bot->getClass() != CLASS_SHAMAN)
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return;
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// Handle ammunition separately
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if (invType == INVTYPE_AMMO)
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{
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bot->SetAmmo(itemId);
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std::ostringstream out;
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out << "equipping " << chat->FormatItem(itemProto);
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botAI->TellMaster(out);
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return;
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}
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// Handle bags first
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bool equippedBag = false;
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if (itemProto->Class == ITEM_CLASS_CONTAINER)
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{
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// Attempt to equip as a bag
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uint8 newBagSlot = GetSmallestBagSlot();
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if (newBagSlot > 0)
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{
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uint16 src = ((bagIndex << 8) | slot);
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uint16 dst = ((INVENTORY_SLOT_BAG_0 << 8) | newBagSlot);
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bot->SwapItem(src, dst);
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equippedBag = true;
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}
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}
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// If we didn't equip as a bag, try to equip as gear
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if (!equippedBag)
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{
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// Ranged weapons aren't handled by the rest of the weapon equip logic
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// Handle them early here to avoid issues.
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if (invType == INVTYPE_RANGED || invType == INVTYPE_THROWN || invType == INVTYPE_RANGEDRIGHT)
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{
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WorldPacket packet(CMSG_AUTOEQUIP_ITEM_SLOT, 2);
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ObjectGuid itemguid = item->GetGUID();
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packet << itemguid << uint8(EQUIPMENT_SLOT_RANGED);
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bot->GetSession()->HandleAutoEquipItemSlotOpcode(packet);
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std::ostringstream out;
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out << "Equipping " << chat->FormatItem(itemProto) << " in ranged slot";
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botAI->TellMaster(out);
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return;
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}
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uint8 dstSlot = botAI->FindEquipSlot(itemProto, NULL_SLOT, true);
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// Check if the item is a weapon and whether the bot can dual wield or use Titan Grip
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bool isWeapon = (itemProto->Class == ITEM_CLASS_WEAPON);
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bool canTitanGrip = bot->CanTitanGrip();
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bool canDualWield = bot->CanDualWield();
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bool isTwoHander = (invType == INVTYPE_2HWEAPON);
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bool isValidTGWeapon = false;
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if (canTitanGrip && isTwoHander)
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{
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// Titan Grip-valid 2H weapon subclasses: Axe2, Mace2, Sword2
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isValidTGWeapon = (itemProto->SubClass == ITEM_SUBCLASS_WEAPON_AXE2 ||
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itemProto->SubClass == ITEM_SUBCLASS_WEAPON_MACE2 ||
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itemProto->SubClass == ITEM_SUBCLASS_WEAPON_SWORD2);
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}
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// Check if the main hand currently has a 2H weapon equipped
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Item* currentMHItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
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bool have2HWeaponEquipped = (currentMHItem && currentMHItem->GetTemplate()->InventoryType == INVTYPE_2HWEAPON);
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// bool canDualWieldOrTG = (canDualWield || (canTitanGrip && isTwoHander));
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bool canDualWieldOrTG = (canDualWield || isTwoHander);
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// If this is a weapon and we can dual wield or Titan Grip, check if we can improve main/off-hand setup
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if (isWeapon && canDualWieldOrTG)
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{
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// Fetch current main hand and offhand items
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Item* mainHandItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
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Item* offHandItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
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// Set up the stats calculator once and reuse results for performance
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StatsWeightCalculator calculator(bot);
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calculator.SetItemSetBonus(false);
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calculator.SetOverflowPenalty(false);
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// Calculate item scores once and store them
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float newItemScore = calculator.CalculateItem(itemId);
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float mainHandScore = mainHandItem ? calculator.CalculateItem(mainHandItem->GetTemplate()->ItemId) : 0.0f;
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float offHandScore = offHandItem ? calculator.CalculateItem(offHandItem->GetTemplate()->ItemId) : 0.0f;
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// Determine where this weapon can go
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bool canGoMain = (invType == INVTYPE_WEAPON ||
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invType == INVTYPE_WEAPONMAINHAND ||
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isTwoHander);
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bool canTGOff = false;
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if (canTitanGrip && isTwoHander && isValidTGWeapon)
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canTGOff = true;
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bool canGoOff = (invType == INVTYPE_WEAPON ||
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invType == INVTYPE_WEAPONOFFHAND ||
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canTGOff);
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// Check if the main hand item can go to offhand if needed
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bool mainHandCanGoOff = false;
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if (mainHandItem)
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{
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const ItemTemplate* mhProto = mainHandItem->GetTemplate();
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bool mhIsValidTG = false;
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if (canTitanGrip && mhProto->InventoryType == INVTYPE_2HWEAPON)
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{
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mhIsValidTG = (mhProto->SubClass == ITEM_SUBCLASS_WEAPON_AXE2 ||
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mhProto->SubClass == ITEM_SUBCLASS_WEAPON_MACE2 ||
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mhProto->SubClass == ITEM_SUBCLASS_WEAPON_SWORD2);
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}
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mainHandCanGoOff = (mhProto->InventoryType == INVTYPE_WEAPON ||
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mhProto->InventoryType == INVTYPE_WEAPONOFFHAND ||
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(mhProto->InventoryType == INVTYPE_2HWEAPON && mhIsValidTG));
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}
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// Priority 1: Replace main hand if the new weapon is strictly better
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// and if conditions allow (e.g. no conflicting 2H logic)
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bool betterThanMH = (newItemScore > mainHandScore);
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bool mhConditionOK = ((invType != INVTYPE_2HWEAPON && !have2HWeaponEquipped) ||
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(isTwoHander && !canTitanGrip) ||
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(canTitanGrip && isValidTGWeapon));
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if (canGoMain && betterThanMH && mhConditionOK)
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{
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// Equip new weapon in main hand
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{
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WorldPacket eqPacket(CMSG_AUTOEQUIP_ITEM_SLOT, 2);
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ObjectGuid newItemGuid = item->GetGUID();
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eqPacket << newItemGuid << uint8(EQUIPMENT_SLOT_MAINHAND);
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bot->GetSession()->HandleAutoEquipItemSlotOpcode(eqPacket);
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}
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// Try moving old main hand weapon to offhand if beneficial
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if (mainHandItem && mainHandCanGoOff && (!offHandItem || mainHandScore > offHandScore))
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{
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const ItemTemplate* oldMHProto = mainHandItem->GetTemplate();
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WorldPacket offhandPacket(CMSG_AUTOEQUIP_ITEM_SLOT, 2);
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ObjectGuid oldMHGuid = mainHandItem->GetGUID();
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offhandPacket << oldMHGuid << uint8(EQUIPMENT_SLOT_OFFHAND);
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bot->GetSession()->HandleAutoEquipItemSlotOpcode(offhandPacket);
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std::ostringstream moveMsg;
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moveMsg << "Main hand upgrade found. Moving " << chat->FormatItem(oldMHProto) << " to offhand";
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botAI->TellMaster(moveMsg);
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}
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std::ostringstream out;
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out << "Equipping " << chat->FormatItem(itemProto) << " in main hand";
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botAI->TellMaster(out);
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return;
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}
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// Priority 2: If not better than main hand, check if better than offhand
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else if (canGoOff && newItemScore > offHandScore)
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{
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// Equip in offhand
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WorldPacket eqPacket(CMSG_AUTOEQUIP_ITEM_SLOT, 2);
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ObjectGuid newItemGuid = item->GetGUID();
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eqPacket << newItemGuid << uint8(EQUIPMENT_SLOT_OFFHAND);
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bot->GetSession()->HandleAutoEquipItemSlotOpcode(eqPacket);
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std::ostringstream out;
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out << "Equipping " << chat->FormatItem(itemProto) << " in offhand";
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botAI->TellMaster(out);
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return;
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}
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else
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{
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// No improvement, do nothing
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return;
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}
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}
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// If not a special dual-wield/TG scenario or no improvement found, fall back to original logic
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if (dstSlot == EQUIPMENT_SLOT_FINGER1 ||
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dstSlot == EQUIPMENT_SLOT_TRINKET1 ||
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(dstSlot == EQUIPMENT_SLOT_MAINHAND && canDualWield &&
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((invType != INVTYPE_2HWEAPON && !have2HWeaponEquipped) || (canTitanGrip && isValidTGWeapon))))
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{
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// Handle ring/trinket dual-slot logic
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Item* const equippedItems[2] = {
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bot->GetItemByPos(INVENTORY_SLOT_BAG_0, dstSlot),
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bot->GetItemByPos(INVENTORY_SLOT_BAG_0, dstSlot + 1)
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};
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if (equippedItems[0])
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{
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if (equippedItems[1])
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{
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// Both slots are full - pick the worst item to replace
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StatsWeightCalculator calc(bot);
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calc.SetItemSetBonus(false);
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calc.SetOverflowPenalty(false);
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float firstItemScore = calc.CalculateItem(equippedItems[0]->GetTemplate()->ItemId);
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float secondItemScore = calc.CalculateItem(equippedItems[1]->GetTemplate()->ItemId);
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// If the second slot is worse, place the new item there
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if (firstItemScore > secondItemScore)
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{
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dstSlot++;
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}
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}
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else
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{
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// Second slot empty, use it
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dstSlot++;
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}
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}
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}
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// Equip the item in the chosen slot
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{
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WorldPacket packet(CMSG_AUTOEQUIP_ITEM_SLOT, 2);
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ObjectGuid itemguid = item->GetGUID();
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packet << itemguid << dstSlot;
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bot->GetSession()->HandleAutoEquipItemSlotOpcode(packet);
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}
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}
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std::ostringstream out;
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out << "Equipping " << chat->FormatItem(itemProto);
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botAI->TellMaster(out);
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}
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bool EquipUpgradesAction::Execute(Event event)
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{
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if (!sPlayerbotAIConfig->autoEquipUpgradeLoot && !sRandomPlayerbotMgr->IsRandomBot(bot))
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return false;
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if (event.GetSource() == "trade status")
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{
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WorldPacket p(event.getPacket());
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p.rpos(0);
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uint32 status;
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p >> status;
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if (status != TRADE_STATUS_TRADE_ACCEPT)
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return false;
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}
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ListItemsVisitor visitor;
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IterateItems(&visitor, ITERATE_ITEMS_IN_BAGS);
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ItemIds items;
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for (std::map<uint32, uint32>::iterator i = visitor.items.begin(); i != visitor.items.end(); ++i)
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{
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ItemUsage usage = AI_VALUE2(ItemUsage, "item usage", i->first);
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if (usage == ITEM_USAGE_EQUIP || usage == ITEM_USAGE_REPLACE || usage == ITEM_USAGE_BAD_EQUIP)
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{
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// LOG_INFO("playerbots", "Bot {} <{}> EquipUpgradesAction {} ({})", bot->GetGUID().ToString().c_str(),
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// bot->GetName().c_str(), i->first, usage == 1 ? "no item in slot" : usage == 2 ? "replace" : usage == 3 ?
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// "wrong item but empty slot" : "");
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items.insert(i->first);
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}
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}
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EquipItems(items);
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return true;
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}
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bool EquipUpgradeAction::Execute(Event /*event*/)
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{
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ListItemsVisitor visitor;
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IterateItems(&visitor, ITERATE_ITEMS_IN_BAGS);
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ItemIds items;
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for (std::map<uint32, uint32>::iterator i = visitor.items.begin(); i != visitor.items.end(); ++i)
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{
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ItemUsage usage = AI_VALUE2(ItemUsage, "item usage", i->first);
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if (usage == ITEM_USAGE_EQUIP || usage == ITEM_USAGE_REPLACE || usage == ITEM_USAGE_BAD_EQUIP)
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{
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// LOG_INFO("playerbots", "Bot {} <{}> EquipUpgradeAction item {} ({})", bot->GetGUID().ToString().c_str(),
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// bot->GetName().c_str(), i->first, usage == 1 ? "no item in slot" : usage == 2 ? "replace" : usage == 3 ?
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// "wrong item but empty slot" : "");
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items.insert(i->first);
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}
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}
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EquipItems(items);
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return true;
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}
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