feat(Core/Loot): Quest GO loot, bag-make-room, item-pursuit

This commit is contained in:
bash 2026-05-10 17:30:44 +02:00
parent f5745bd923
commit 75493b5f89
5 changed files with 139 additions and 25 deletions

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@ -29,6 +29,10 @@ void DestroyItemAction::DestroyItem(FindItemVisitor* visitor)
std::vector<Item*> items = visitor->GetResult();
for (Item* item : items)
{
// backstop: never drop an active quest item
if (bot->HasQuestForItem(item->GetTemplate()->ItemId))
continue;
std::ostringstream out;
out << chat->FormatItem(item->GetTemplate()) << " destroyed";
botAI->TellMaster(out);
@ -67,18 +71,11 @@ bool SmartDestroyItemAction::Execute(Event /*event*/)
return true;
}
// ITEM_USAGE_QUEST is excluded — those are still-needed quest items
std::vector<uint32> bestToDestroy = {ITEM_USAGE_NONE}; // First destroy anything useless.
if (!AI_VALUE(bool, "can sell") &&
AI_VALUE(
bool,
"should get money")) // We need money so quest items are less important since they can't directly be sold.
bestToDestroy.push_back(ITEM_USAGE_QUEST);
else // We don't need money so destroy the cheapest stuff.
{
bestToDestroy.push_back(ITEM_USAGE_VENDOR);
bestToDestroy.push_back(ITEM_USAGE_AH);
}
bestToDestroy.push_back(ITEM_USAGE_VENDOR);
bestToDestroy.push_back(ITEM_USAGE_AH);
// If we still need room
bestToDestroy.push_back(

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@ -5,6 +5,9 @@
#include "LootAction.h"
#include <limits>
#include "Bag.h"
#include "ChatHelper.h"
#include "Event.h"
#include "GuildMgr.h"
@ -76,7 +79,11 @@ bool OpenLootAction::Execute(Event /*event*/)
bool result = DoLoot(lootObject);
if (result)
{
AI_VALUE(LootObjectStack*, "available loot")->Remove(lootObject.guid);
// MarkCompleted (not Remove) — "add all loot" reads
// "nearest corpses" without a lootable filter, so a plain
// Remove lets the same corpse re-enter the stack on the next
// tick. The completed set blocks re-add for ~5 min.
AI_VALUE(LootObjectStack*, "available loot")->MarkCompleted(lootObject.guid);
context->GetValue<LootObject>("loot target")->Set(LootObject());
}
return result;
@ -139,8 +146,9 @@ bool OpenLootAction::DoLoot(LootObject& lootObject)
if (go && (go->GetGoState() != GO_STATE_READY))
return false;
// This prevents dungeon chests like Tribunal Chest (Halls of Stone) from being ninja'd by the bots
if (go && go->HasFlag(GAMEOBJECT_FLAGS, GO_FLAG_INTERACT_COND))
// Block event-gated chests (Tribunal Chest, Gunship Armory) but allow
// wild quest GOs (Moonpetal Lily etc.) when the bot is on the quest.
if (go && go->HasFlag(GAMEOBJECT_FLAGS, GO_FLAG_INTERACT_COND) && !lootObject.isNeededQuestItem)
return false;
// This prevents raid chests like Gunship Armory (ICC) from being ninja'd by the bots
@ -377,6 +385,12 @@ bool StoreLootAction::Execute(Event event)
// bot->GetSession()->HandleLootMoneyOpcode(packet);
}
// one make-room destroy per loot packet — CanStoreNewItem after a junk
// destroy can still report full while CMSG_AUTOSTORE_LOOT_ITEM is
// queued, so a multi-quest-item packet would otherwise destroy more
// junk than necessary
bool destroyedThisPacket = false;
for (uint8 i = 0; i < items; ++i)
{
uint32 itemid;
@ -402,7 +416,9 @@ bool StoreLootAction::Execute(Event event)
if (!proto)
continue;
if (!botAI->HasActivePlayerMaster() && AI_VALUE(uint8, "bag space") > 80)
// bags >80%: skip non-stackable junk (quest items exempt)
if (!botAI->HasActivePlayerMaster() && AI_VALUE(uint8, "bag space") > 80 &&
!bot->HasQuestForItem(itemid))
{
uint32 maxStack = proto->GetMaxStackSize();
if (maxStack == 1)
@ -438,6 +454,55 @@ bool StoreLootAction::Execute(Event event)
GuildTaskMgr::instance().CheckItemTask(itemid, itemcount, ref->GetSource(), bot);
}
// bags full + quest item: make room by dropping cheapest junk
if (!destroyedThisPacket && bot->HasQuestForItem(itemid))
{
ItemPosCountVec dest;
InventoryResult can =
bot->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, itemid, itemcount);
if (can == EQUIP_ERR_INVENTORY_FULL || can == EQUIP_ERR_BAG_FULL)
{
// picked by usage, not quality — high-level bots have no grays
Item* victim = nullptr;
uint32 minPrice = std::numeric_limits<uint32>::max();
auto consider = [&](uint8 bag, uint8 slot)
{
Item* it = bot->GetItemByPos(bag, slot);
if (!it)
return;
ItemTemplate const* tpl = it->GetTemplate();
if (!tpl)
return;
if (bot->HasQuestForItem(tpl->ItemId))
return;
ItemUsage usage = AI_VALUE2(ItemUsage, "item usage", tpl->ItemId);
if (usage != ITEM_USAGE_NONE && usage != ITEM_USAGE_VENDOR &&
usage != ITEM_USAGE_BAD_EQUIP && usage != ITEM_USAGE_BROKEN_EQUIP)
return;
if (tpl->SellPrice < minPrice)
{
minPrice = tpl->SellPrice;
victim = it;
}
};
for (uint8 slot = INVENTORY_SLOT_ITEM_START; slot < INVENTORY_SLOT_ITEM_END; ++slot)
consider(INVENTORY_SLOT_BAG_0, slot);
for (uint8 bag = INVENTORY_SLOT_BAG_START; bag < INVENTORY_SLOT_BAG_END; ++bag)
{
Bag* pBag = bot->GetBagByPos(bag);
if (!pBag)
continue;
for (uint32 slot = 0; slot < pBag->GetBagSize(); ++slot)
consider(bag, static_cast<uint8>(slot));
}
if (victim)
{
bot->DestroyItem(victim->GetBagSlot(), victim->GetSlot(), true);
destroyedThisPacket = true;
}
}
}
WorldPacket* packet = new WorldPacket(CMSG_AUTOSTORE_LOOT_ITEM, 1);
*packet << itemindex;
bot->GetSession()->QueuePacket(packet);
@ -453,7 +518,7 @@ bool StoreLootAction::Execute(Event event)
BroadcastHelper::BroadcastLootingItem(botAI, bot, proto);
}
AI_VALUE(LootObjectStack*, "available loot")->Remove(guid);
AI_VALUE(LootObjectStack*, "available loot")->MarkCompleted(guid);
// release loot
WorldPacket* packet = new WorldPacket(CMSG_LOOT_RELEASE, 8);

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@ -47,7 +47,13 @@ public:
{
if (allowedGOFlags.empty())
{
// questgivers for accept/turn-in; rest for quest progression
// (chests, runes, altars, moonwells, lily piles, …)
allowedGOFlags.push_back(GAMEOBJECT_TYPE_QUESTGIVER);
allowedGOFlags.push_back(GAMEOBJECT_TYPE_CHEST);
allowedGOFlags.push_back(GAMEOBJECT_TYPE_GOOBER);
allowedGOFlags.push_back(GAMEOBJECT_TYPE_SPELL_FOCUS);
allowedGOFlags.push_back(GAMEOBJECT_TYPE_GENERIC);
}
}

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@ -45,7 +45,8 @@ void LootTargetList::shrink(time_t fromTime)
}
}
LootObject::LootObject(Player* bot, ObjectGuid guid) : guid(), skillId(SKILL_NONE), reqSkillValue(0), reqItem(0)
LootObject::LootObject(Player* bot, ObjectGuid guid)
: guid(), skillId(SKILL_NONE), reqSkillValue(0), reqItem(0), isNeededQuestItem(false)
{
Refresh(bot, guid);
}
@ -55,6 +56,7 @@ void LootObject::Refresh(Player* bot, ObjectGuid lootGUID)
skillId = SKILL_NONE;
reqSkillValue = 0;
reqItem = 0;
isNeededQuestItem = false;
guid.Clear();
PlayerbotAI* botAI = GET_PLAYERBOT_AI(bot);
@ -101,6 +103,7 @@ void LootObject::Refresh(Player* bot, ObjectGuid lootGUID)
if (IsNeededForQuest(bot, itemId))
{
this->guid = lootGUID;
this->isNeededQuestItem = true;
return;
}
@ -135,10 +138,21 @@ void LootObject::Refresh(Player* bot, ObjectGuid lootGUID)
if (!proto)
continue;
// Moonpetal Lily, Hyacinth Mushroom etc. expose quest
// drops here (not in gameobject_questitem). Flag it so
// the INTERACT_COND gate lets the bot through.
if (IsNeededForQuest(bot, itemId))
{
this->guid = lootGUID;
this->isNeededQuestItem = true;
return;
}
if (proto->Class != ITEM_CLASS_QUEST)
{
onlyHasQuestItems = false;
break;
// keep scanning — a later item may be needed
continue;
}
// If this item references another loot table, process it
@ -157,11 +171,15 @@ void LootObject::Refresh(Player* bot, ObjectGuid lootGUID)
if (!refProto)
continue;
if (refProto->Class != ITEM_CLASS_QUEST)
if (IsNeededForQuest(bot, refItemId))
{
onlyHasQuestItems = false;
break;
this->guid = lootGUID;
this->isNeededQuestItem = true;
return;
}
if (refProto->Class != ITEM_CLASS_QUEST)
onlyHasQuestItems = false;
}
}
}
@ -270,6 +288,7 @@ LootObject::LootObject(LootObject const& other)
skillId = other.skillId;
reqSkillValue = other.reqSkillValue;
reqItem = other.reqItem;
isNeededQuestItem = other.isNeededQuestItem;
}
bool LootObject::IsLootPossible(Player* bot)
@ -299,10 +318,13 @@ bool LootObject::IsLootPossible(Player* bot)
return false;
}
// Prevent bot from running to chests that are unlootable (e.g. Gunship Armory before completing the event) or on
// respawn time
// Block event-gated chests (Gunship Armory pre-event) and unspawned
// GOs. INTERACT_COND alone is allowed when the GO holds a quest
// item we need — ConditionMgr already gates on quest state.
GameObject* go = botAI->GetGameObject(guid);
if (go && (go->HasFlag(GAMEOBJECT_FLAGS, GO_FLAG_INTERACT_COND | GO_FLAG_NOT_SELECTABLE) || !go->isSpawned()))
if (go && (go->HasFlag(GAMEOBJECT_FLAGS, GO_FLAG_NOT_SELECTABLE) || !go->isSpawned()))
return false;
if (go && go->HasFlag(GAMEOBJECT_FLAGS, GO_FLAG_INTERACT_COND) && !isNeededQuestItem)
return false;
if (skillId == SKILL_NONE)
@ -340,6 +362,13 @@ bool LootObject::IsLootPossible(Player* bot)
bool LootObjectStack::Add(ObjectGuid guid)
{
// expire old completed entries so a despawn/respawn with a reused
// guid can still be looted later
completedLoot.shrink(time(nullptr) - 300);
if (completedLoot.find(guid) != completedLoot.end())
return false;
if (availableLoot.size() >= MAX_LOOT_OBJECT_COUNT)
{
availableLoot.shrink(time(nullptr) - 30);
@ -363,7 +392,17 @@ void LootObjectStack::Remove(ObjectGuid guid)
availableLoot.erase(i);
}
void LootObjectStack::Clear() { availableLoot.clear(); }
void LootObjectStack::MarkCompleted(ObjectGuid guid)
{
Remove(guid);
completedLoot.insert(guid);
}
void LootObjectStack::Clear()
{
availableLoot.clear();
completedLoot.clear();
}
bool LootObjectStack::CanLoot(float maxDistance)
{

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@ -26,7 +26,7 @@ public:
class LootObject
{
public:
LootObject() : skillId(0), reqSkillValue(0), reqItem(0) {}
LootObject() : skillId(0), reqSkillValue(0), reqItem(0), isNeededQuestItem(false) {}
LootObject(Player* bot, ObjectGuid guid);
LootObject(LootObject const& other);
LootObject& operator=(LootObject const& other) = default;
@ -40,6 +40,9 @@ public:
uint32 skillId;
uint32 reqSkillValue;
uint32 reqItem;
// GO holds a quest item we still need; lets us bypass the
// INTERACT_COND blanket reject in the loot path
bool isNeededQuestItem;
private:
static bool IsNeededForQuest(Player* bot, uint32 itemId);
@ -73,6 +76,7 @@ public:
bool Add(ObjectGuid guid);
void Remove(ObjectGuid guid);
void MarkCompleted(ObjectGuid guid);
void Clear();
bool CanLoot(float maxDistance);
LootObject GetLoot(float maxDistance = 0);
@ -82,6 +86,9 @@ private:
Player* bot;
LootTargetList availableLoot;
// Guids we already opened loot on; blocks "add all loot" from
// re-adding the same corpse before it despawns.
LootTargetList completedLoot;
};
#endif