#include "NewRpgBaseAction.h" #include "BroadcastHelper.h" #include "ChatHelper.h" #include "Creature.h" #include "G3D/Vector2.h" #include "GameObject.h" #include "GossipDef.h" #include "GridTerrainData.h" #include "IVMapMgr.h" #include "NewRpgInfo.h" #include "NewRpgStrategy.h" #include "Object.h" #include "ObjectAccessor.h" #include "OutdoorPvPMgr.h" #include "ObjectDefines.h" #include "ObjectGuid.h" #include "ObjectMgr.h" #include "PathGenerator.h" #include "Player.h" #include "PlayerbotAI.h" #include "PlayerbotAIConfig.h" #include "Playerbots.h" #include "Position.h" #include "QuestDef.h" #include "Random.h" #include "RandomPlayerbotMgr.h" #include "SharedDefines.h" #include "StatsWeightCalculator.h" #include "Timer.h" #include "TravelMgr.h" bool NewRpgBaseAction::MoveFarTo(WorldPosition dest) { if (dest == WorldPosition()) return false; if (dest != botAI->rpgInfo.moveFarPos) { // clear stuck information if it's a new dest botAI->rpgInfo.SetMoveFarTo(dest); } // performance optimization if (IsWaitingForLastMove(MovementPriority::MOVEMENT_NORMAL)) { return false; } // Let previously committed movement finish before recomputing. // // MoveTo internally caps its stored delay at maxWaitForMove // (default 5s), but a long path (200+ yd routed around a // mountain) takes 30+ seconds to walk. After 5s // IsWaitingForLastMove returns false and MoveFarTo re-enters. // Without this gate, DoMovePoint would call mm->Clear() and // reissue MovePoint from the new bot position — and from a new // position mmap's partial-path endpoint often differs, so the // bot gets clobbered mid-walk and ends up oscillating (e.g. // cave entrance -> inside cave -> cave entrance -> mountain // base -> cave entrance...) around an unreachable destination. // // If the bot is still actively walking toward its last // committed point on the same map, just let the current spline // finish. The stuck counter below continues to track real // progress toward dest and triggers teleport recovery if the // committed paths genuinely aren't closing the gap. { LastMovement& lastMove = AI_VALUE(LastMovement&, "last movement"); if (bot->isMoving() && lastMove.lastMoveToMapId == bot->GetMapId()) { float remaining = bot->GetExactDist(lastMove.lastMoveToX, lastMove.lastMoveToY, lastMove.lastMoveToZ); if (remaining > 10.0f) return true; } } // stuck check float disToDest = bot->GetDistance(dest); // Require a meaningful improvement (5yd) to reset the stuck counter. // The old 1yd threshold was small enough that bots oscillating back // and forth around an obstacle would keep "making progress" forever // and never trigger the teleport recovery below. if (disToDest + 5.0f < botAI->rpgInfo.nearestMoveFarDis) { botAI->rpgInfo.nearestMoveFarDis = disToDest; botAI->rpgInfo.stuckTs = getMSTime(); botAI->rpgInfo.stuckAttempts = 0; } else if (++botAI->rpgInfo.stuckAttempts >= 5 && GetMSTimeDiffToNow(botAI->rpgInfo.stuckTs) >= stuckTime) { // No meaningful progress toward dest for `stuckTime`: fall // back to teleporting directly so the bot can get on with // its RPG objective instead of oscillating indefinitely. botAI->rpgInfo.stuckTs = getMSTime(); botAI->rpgInfo.stuckAttempts = 0; const AreaTableEntry* entry = sAreaTableStore.LookupEntry(bot->GetZoneId()); std::string zone_name = PlayerbotAI::GetLocalizedAreaName(entry); LOG_DEBUG("playerbots","[New RPG] Teleport {} from ({},{},{},{}) to ({},{},{},{}) as it stuck when moving far - Zone: {} ({})", bot->GetName(), bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(), bot->GetMapId(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(), dest.GetMapId(), bot->GetZoneId(), zone_name); botAI->TeleportTo(dest); return true; } float dis = bot->GetExactDist(dest); // Long distance + travel nodes enabled: use the pre-computed node graph // (A*, flight paths, transports) instead of repeated mmap hops. if (dis > MAX_PATHFINDING_DISTANCE && sPlayerbotAIConfig.enableTravelNodes) { if (!botAI->rpgInfo.HasActiveTravelPlan()) StartTravelPlan(dest); return UpdateTravelPlan(); } // Crossed below the travel-node threshold — clear any leftover plan if (botAI->rpgInfo.HasActiveTravelPlan()) botAI->rpgInfo.ClearTravel(); // Short range: close enough for a single mmap call if (dis < pathFinderDis) { return MoveTo(dest.GetMapId(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(), false, false, false, true); } // Primary strategy: ask mmap for a route to the TRUE destination. // If mmap can reach it directly (PATHFIND_NORMAL) or partially // (PATHFIND_INCOMPLETE — destinations beyond the smooth-path cap // of ~296 yards, or where local geometry blocks the final step), // walk to the furthest reachable waypoint mmap computed. This // lets bots follow the real route around obstacles (mountains, // cave walls, cliffs) instead of trying to cut straight through. // The spline system walks the whole returned path smoothly, so // subsequent ticks early-out via IsWaitingForLastMove and no // further PathGenerator calls fire until the bot arrives. { PathResult path = GeneratePath(dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(), RELAXED_PATH_ACCEPT_MASK); if (path.reachable) { // Only commit if the mmap endpoint actually makes progress // toward the destination. For pathological INCOMPLETE // results (e.g. disconnected polys that still report // INCOMPLETE) the endpoint can land right under the bot; // fall through to cone sampling in that case. float endDistToDest = dest.GetExactDist(path.actualEnd.x, path.actualEnd.y, path.actualEnd.z); if (endDistToDest + 5.0f < disToDest) return MoveTo(bot->GetMapId(), path.actualEnd.x, path.actualEnd.y, path.actualEnd.z, false, false, false, true); } } // Fallback: mmap couldn't route to the destination. Sample the // forward cone for a reachable stepping stone so the bot keeps // moving and can try again from a new vantage point. Cap at 2 // samples — we already spent one PathGenerator call above and at // 3000 bots every extra CalculatePath matters. float minDelta = M_PI; const float x = bot->GetPositionX(); const float y = bot->GetPositionY(); const float z = bot->GetPositionZ(); const float baseAngle = bot->GetAngle(&dest); float rx, ry, rz; bool found = false; for (int attempt = 0; attempt < 2; ++attempt) { float delta = (rand_norm() - 0.5f) * static_cast(M_PI); // ±π/2, forward cone float sampleDis = (0.5f + rand_norm() * 0.5f) * pathFinderDis; float angle = baseAngle + delta; float dx = x + cos(angle) * sampleDis; float dy = y + sin(angle) * sampleDis; float dz = z + 0.5f; PathResult path = GeneratePath(dx, dy, dz, RELAXED_PATH_ACCEPT_MASK); if (path.reachable && fabs(delta) <= minDelta) { found = true; rx = path.actualEnd.x; ry = path.actualEnd.y; rz = path.actualEnd.z; minDelta = fabs(delta); } } if (found) { return MoveTo(bot->GetMapId(), rx, ry, rz, false, false, false, true); } return false; } void NewRpgBaseAction::StartTravelPlan(WorldPosition dest) { TravelPlan& plan = botAI->rpgInfo.travelPlan; GetTravelPlan(plan, dest); LOG_DEBUG("playerbots","[New RPG] Bot {} starting travel plan to ({:.0f},{:.0f},{:.0f}) map={}, {} points", bot->GetName(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(), dest.GetMapId(), plan.steps.size()); } bool NewRpgBaseAction::UpdateTravelPlan() { TravelPlan& plan = botAI->rpgInfo.travelPlan; bool result = ExecuteTravelPlan(plan); if (!plan.IsActive()) botAI->rpgInfo.ClearTravel(); return result; } bool NewRpgBaseAction::MoveWorldObjectTo(ObjectGuid guid, float distance) { if (IsWaitingForLastMove(MovementPriority::MOVEMENT_NORMAL)) return false; WorldObject* object = botAI->GetWorldObject(guid); if (!object) return false; float x = object->GetPositionX(); float y = object->GetPositionY(); float z = object->GetPositionZ(); float mapId = object->GetMapId(); float angle = 0.f; if (!object->ToUnit() || !object->ToUnit()->isMoving()) angle = object->GetAngle(bot) + (M_PI * irand(-25, 25) / 100.0); // Closest 45 degrees towards the target else angle = object->GetOrientation() + (M_PI * irand(-25, 25) / 100.0); // 45 degrees infront of target (leading it's movement) float rnd = rand_norm(); x += cos(angle) * distance * rnd; y += sin(angle) * distance * rnd; if (!object->GetMap()->CheckCollisionAndGetValidCoords(object, object->GetPositionX(), object->GetPositionY(), object->GetPositionZ(), x, y, z)) { x = object->GetPositionX(); y = object->GetPositionY(); z = object->GetPositionZ(); } return MoveTo(mapId, x, y, z, false, false, false, true); } bool NewRpgBaseAction::MoveRandomNear(float moveStep, MovementPriority priority, WorldObject* center) { if (IsWaitingForLastMove(priority)) return false; Map* map = bot->GetMap(); const float x = bot->GetPositionX(); const float y = bot->GetPositionY(); const float z = bot->GetPositionZ(); // Previously: attempts = 1. A single random sample often landed in // water / blocked geometry / unreachable poly, the function returned // false, and the caller had no fallback — bot stood still. Retry a // handful of times with a fresh distance each loop so a bad roll // doesn't lock the bot in place. for (int attempt = 0; attempt < 8; ++attempt) { float distance = (0.4f + rand_norm() * 0.6f) * moveStep; float angle = (float)rand_norm() * 2 * static_cast(M_PI); float dx = x + distance * cos(angle); float dy = y + distance * sin(angle); float dz = z; PathResult path = GeneratePath(dx, dy, dz, RELAXED_PATH_ACCEPT_MASK); if (!path.reachable) continue; if (!map->CanReachPositionAndGetValidCoords(bot, dx, dy, dz)) continue; if (map->IsInWater(bot->GetPhaseMask(), dx, dy, dz, bot->GetCollisionHeight())) continue; bool moved = MoveTo(bot->GetMapId(), dx, dy, dz, false, false, false, true, priority); if (moved) return true; } return false; } bool NewRpgBaseAction::ForceToWait(uint32 duration, MovementPriority priority) { AI_VALUE(LastMovement&, "last movement") .Set(bot->GetMapId(), bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(), bot->GetOrientation(), duration, priority); return true; } bool NewRpgBaseAction::TakeFlight(std::vector const& taxiNodes, Creature* flightMaster) { if (taxiNodes.size() < 2 || !flightMaster || !flightMaster->IsAlive()) return false; botAI->RemoveShapeshift(); if (bot->IsMounted()) bot->Dismount(); if (!bot->ActivateTaxiPathTo(taxiNodes, flightMaster, 0)) { LOG_DEBUG("playerbots", "[New RPG] Bot {} flight ({} nodes, {} to {}) failed", bot->GetName(), taxiNodes.size(), taxiNodes.front(), taxiNodes.back()); return false; } LOG_DEBUG("playerbots", "[New RPG] Bot {} taking flight ({} nodes, {} to {})", bot->GetName(), taxiNodes.size(), taxiNodes.front(), taxiNodes.back()); return true; } /// @TODO: Fix redundant code /// Quest related method refer to TalkToQuestGiverAction.h bool NewRpgBaseAction::InteractWithNpcOrGameObjectForQuest(ObjectGuid guid) { WorldObject* object = ObjectAccessor::GetWorldObject(*bot, guid); if (!object || !bot->CanInteractWithQuestGiver(object)) return false; // Creature* creature = bot->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_NONE); // if (creature) // { // WorldPacket packet(CMSG_GOSSIP_HELLO); // packet << guid; // bot->GetSession()->HandleGossipHelloOpcode(packet); // } bot->PrepareQuestMenu(guid); const QuestMenu& menu = bot->PlayerTalkClass->GetQuestMenu(); if (menu.Empty()) return true; for (uint8 idx = 0; idx < menu.GetMenuItemCount(); idx++) { const QuestMenuItem& item = menu.GetItem(idx); const Quest* quest = sObjectMgr->GetQuestTemplate(item.QuestId); if (!quest) continue; const QuestStatus& status = bot->GetQuestStatus(item.QuestId); if (status == QUEST_STATUS_NONE && bot->CanTakeQuest(quest, false) && bot->CanAddQuest(quest, false) && IsQuestWorthDoing(quest) && IsQuestCapableDoing(quest)) { AcceptQuest(quest, guid); if (botAI->GetMaster()) botAI->TellMasterNoFacing("Quest accepted " + ChatHelper::FormatQuest(quest)); BroadcastHelper::BroadcastQuestAccepted(botAI, bot, quest); botAI->rpgStatistic.questAccepted++; LOG_DEBUG("playerbots", "[New RPG] {} accept quest {}", bot->GetName(), quest->GetQuestId()); } if (status == QUEST_STATUS_COMPLETE && bot->CanRewardQuest(quest, 0, false)) { TurnInQuest(quest, guid); if (botAI->GetMaster()) botAI->TellMasterNoFacing("Quest rewarded " + ChatHelper::FormatQuest(quest)); BroadcastHelper::BroadcastQuestTurnedIn(botAI, bot, quest); botAI->rpgStatistic.questRewarded++; LOG_DEBUG("playerbots", "[New RPG] {} turned in quest {}", bot->GetName(), quest->GetQuestId()); } } return true; } bool NewRpgBaseAction::CanInteractWithQuestGiver(Object* questGiver) { // This is a variant of Player::CanInteractWithQuestGiver // that removes the distance check and keeps all other checks switch (questGiver->GetTypeId()) { case TYPEID_UNIT: // Player::GetNPCIfCanInteractWith { ObjectGuid guid = questGiver->GetGUID(); // unit checks if (!guid) return false; if (!bot->IsInWorld() || bot->IsDuringRemoveFromWorld()) return false; if (bot->IsInFlight()) return false; // exist (we need look pets also for some interaction (quest/etc) Creature* creature = ObjectAccessor::GetCreatureOrPetOrVehicle(*bot, guid); if (!creature) return false; // Deathstate checks if (!bot->IsAlive() && !(creature->GetCreatureTemplate()->type_flags & CREATURE_TYPE_FLAG_VISIBLE_TO_GHOSTS)) return false; // alive or spirit healer if (!creature->IsAlive() && !(creature->GetCreatureTemplate()->type_flags & CREATURE_TYPE_FLAG_INTERACT_WHILE_DEAD)) return false; // appropriate npc type if (!creature->HasNpcFlag(UNIT_NPC_FLAG_QUESTGIVER)) return false; // not allow interaction under control, but allow with own pets if (creature->GetCharmerGUID()) return false; // xinef: perform better check if (creature->GetReactionTo(bot) <= REP_UNFRIENDLY) return false; return true; } case TYPEID_GAMEOBJECT: // Player::GetGameObjectIfCanInteractWith { ObjectGuid guid = questGiver->GetGUID(); if (GameObject* go = bot->GetMap()->GetGameObject(guid)) { if (go->GetGoType() == GAMEOBJECT_TYPE_QUESTGIVER) { // Players cannot interact with gameobjects that use the "Point" icon if (go->GetGOInfo()->IconName == "Point") return false; return true; } } return false; } // unused for now // case TYPEID_PLAYER: // return bot->IsAlive() && questGiver->ToPlayer()->IsAlive(); // case TYPEID_ITEM: // return bot->IsAlive(); default: break; } return false; } bool NewRpgBaseAction::IsWithinInteractionDist(Object* questGiver) { // This is a variant of Player::CanInteractWithQuestGiver // that only keep the distance check switch (questGiver->GetTypeId()) { case TYPEID_UNIT: { ObjectGuid guid = questGiver->GetGUID(); // unit checks if (!guid) return false; // exist (we need look pets also for some interaction (quest/etc) Creature* creature = ObjectAccessor::GetCreatureOrPetOrVehicle(*bot, guid); if (!creature) return false; if (!creature->IsWithinDistInMap(bot, INTERACTION_DISTANCE)) return false; return true; } case TYPEID_GAMEOBJECT: { ObjectGuid guid = questGiver->GetGUID(); if (GameObject* go = bot->GetMap()->GetGameObject(guid)) { if (go->IsWithinDistInMap(bot)) { return true; } } return false; } // case TYPEID_PLAYER: // return bot->IsAlive() && questGiver->ToPlayer()->IsAlive(); // case TYPEID_ITEM: // return bot->IsAlive(); default: break; } return false; } bool NewRpgBaseAction::AcceptQuest(Quest const* quest, ObjectGuid guid) { WorldPacket p(CMSG_QUESTGIVER_ACCEPT_QUEST); uint32 unk1 = 0; p << guid << quest->GetQuestId() << unk1; p.rpos(0); bot->GetSession()->HandleQuestgiverAcceptQuestOpcode(p); return true; } bool NewRpgBaseAction::TurnInQuest(Quest const* quest, ObjectGuid guid) { uint32 questID = quest->GetQuestId(); if (bot->GetQuestRewardStatus(questID)) { return false; } if (!bot->CanRewardQuest(quest, false)) { return false; } bot->PlayDistanceSound(621); WorldPacket p(CMSG_QUESTGIVER_CHOOSE_REWARD); p << guid << quest->GetQuestId(); if (quest->GetRewChoiceItemsCount() <= 1) { p << 0; bot->GetSession()->HandleQuestgiverChooseRewardOpcode(p); } else { uint32 bestId = BestRewardIndex(quest); p << bestId; bot->GetSession()->HandleQuestgiverChooseRewardOpcode(p); } return true; } uint32 NewRpgBaseAction::BestRewardIndex(Quest const* quest) { ItemIds returnIds; ItemUsage bestUsage = ITEM_USAGE_NONE; if (quest->GetRewChoiceItemsCount() <= 1) return 0; else { for (uint8 i = 0; i < quest->GetRewChoiceItemsCount(); ++i) { ItemUsage usage = AI_VALUE2(ItemUsage, "item usage", quest->RewardChoiceItemId[i]); if (usage == ITEM_USAGE_EQUIP || usage == ITEM_USAGE_REPLACE) bestUsage = ITEM_USAGE_EQUIP; else if (usage == ITEM_USAGE_BAD_EQUIP && bestUsage != ITEM_USAGE_EQUIP) bestUsage = usage; else if (usage != ITEM_USAGE_NONE && bestUsage == ITEM_USAGE_NONE) bestUsage = usage; } StatsWeightCalculator calc(bot); uint32 best = 0; float bestScore = 0; for (uint8 i = 0; i < quest->GetRewChoiceItemsCount(); ++i) { ItemUsage usage = AI_VALUE2(ItemUsage, "item usage", quest->RewardChoiceItemId[i]); if (usage == bestUsage || usage == ITEM_USAGE_REPLACE) { float score = calc.CalculateItem(quest->RewardChoiceItemId[i]); if (score > bestScore) { bestScore = score; best = i; } } } return best; } } bool NewRpgBaseAction::IsQuestWorthDoing(Quest const* quest) { bool isLowLevelQuest = bot->GetLevel() > (bot->GetQuestLevel(quest) + sWorld->getIntConfig(CONFIG_QUEST_LOW_LEVEL_HIDE_DIFF)); if (isLowLevelQuest) return false; if (quest->IsRepeatable()) return false; if (quest->IsSeasonal()) return false; return true; } bool NewRpgBaseAction::IsQuestCapableDoing(Quest const* quest) { bool highLevelQuest = bot->GetLevel() + 3 < bot->GetQuestLevel(quest); if (highLevelQuest) return false; // Elite quest and dungeon quest etc if (quest->GetType() != 0) return false; // now we only capable of doing solo quests if (quest->GetSuggestedPlayers() >= 2) return false; return true; } bool NewRpgBaseAction::OrganizeQuestLog() { int32 freeSlotNum = 0; for (uint16 i = 0; i < MAX_QUEST_LOG_SIZE; ++i) { uint32 questId = bot->GetQuestSlotQuestId(i); if (!questId) freeSlotNum++; } // it's ok if we have two more free slots if (freeSlotNum >= 2) return false; int32 dropped = 0; // remove quests that not worth doing or not capable of doing for (uint16 i = 0; i < MAX_QUEST_LOG_SIZE; ++i) { uint32 questId = bot->GetQuestSlotQuestId(i); if (!questId) continue; const Quest* quest = sObjectMgr->GetQuestTemplate(questId); if (!IsQuestWorthDoing(quest) || !IsQuestCapableDoing(quest) || bot->GetQuestStatus(questId) == QUEST_STATUS_FAILED) { LOG_DEBUG("playerbots", "[New RPG] {} drop quest {}", bot->GetName(), questId); WorldPacket packet(CMSG_QUESTLOG_REMOVE_QUEST); packet << (uint8)i; bot->GetSession()->HandleQuestLogRemoveQuest(packet); if (botAI->GetMaster()) botAI->TellMasterNoFacing("Quest dropped " + ChatHelper::FormatQuest(quest)); botAI->rpgStatistic.questDropped++; dropped++; } } // drop more than 8 quests at once to avoid repeated accept and drop if (dropped >= 8) return true; // remove festival/class quests and quests in different zone for (uint16 i = 0; i < MAX_QUEST_LOG_SIZE; ++i) { uint32 questId = bot->GetQuestSlotQuestId(i); if (!questId) continue; const Quest* quest = sObjectMgr->GetQuestTemplate(questId); const int64_t botZoneId = this->bot->GetZoneId(); if (quest->GetZoneOrSort() < 0 || (quest->GetZoneOrSort() > 0 && quest->GetZoneOrSort() != botZoneId)) { LOG_DEBUG("playerbots", "[New RPG] {} drop quest {}", bot->GetName(), questId); WorldPacket packet(CMSG_QUESTLOG_REMOVE_QUEST); packet << (uint8)i; bot->GetSession()->HandleQuestLogRemoveQuest(packet); if (botAI->GetMaster()) botAI->TellMasterNoFacing("Quest dropped " + ChatHelper::FormatQuest(quest)); botAI->rpgStatistic.questDropped++; dropped++; } } if (dropped >= 8) return true; // clear quests log for (uint16 i = 0; i < MAX_QUEST_LOG_SIZE; ++i) { uint32 questId = bot->GetQuestSlotQuestId(i); if (!questId) continue; const Quest* quest = sObjectMgr->GetQuestTemplate(questId); LOG_DEBUG("playerbots", "[New RPG] {} drop quest {}", bot->GetName(), questId); WorldPacket packet(CMSG_QUESTLOG_REMOVE_QUEST); packet << (uint8)i; bot->GetSession()->HandleQuestLogRemoveQuest(packet); if (botAI->GetMaster()) botAI->TellMasterNoFacing("Quest dropped " + ChatHelper::FormatQuest(quest)); botAI->rpgStatistic.questDropped++; } return true; } bool NewRpgBaseAction::SearchQuestGiverAndAcceptOrReward() { OrganizeQuestLog(); if (ObjectGuid npcOrGo = ChooseNpcOrGameObjectToInteract(true, 80.0f)) { WorldObject* object = ObjectAccessor::GetWorldObject(*bot, npcOrGo); if (bot->CanInteractWithQuestGiver(object)) { InteractWithNpcOrGameObjectForQuest(npcOrGo); ForceToWait(5000); return true; } return MoveWorldObjectTo(npcOrGo); } return false; } ObjectGuid NewRpgBaseAction::ChooseNpcOrGameObjectToInteract(bool questgiverOnly, float distanceLimit) { GuidVector possibleTargets = AI_VALUE(GuidVector, "possible new rpg targets"); GuidVector possibleGameObjects = AI_VALUE(GuidVector, "possible new rpg game objects"); if (possibleTargets.empty() && possibleGameObjects.empty()) return ObjectGuid(); WorldObject* nearestObject = nullptr; for (ObjectGuid& guid : possibleTargets) { WorldObject* object = ObjectAccessor::GetWorldObject(*bot, guid); if (!object || !object->IsInWorld()) continue; if (distanceLimit && bot->GetDistance(object) > distanceLimit) continue; if (CanInteractWithQuestGiver(object) && HasQuestToAcceptOrReward(object)) { if (!nearestObject || bot->GetExactDist(nearestObject) > bot->GetExactDist(object)) nearestObject = object; break; } } for (ObjectGuid& guid : possibleGameObjects) { WorldObject* object = ObjectAccessor::GetWorldObject(*bot, guid); if (!object || !object->IsInWorld()) continue; if (distanceLimit && bot->GetDistance(object) > distanceLimit) continue; if (CanInteractWithQuestGiver(object) && HasQuestToAcceptOrReward(object)) { if (!nearestObject || bot->GetExactDist(nearestObject) > bot->GetExactDist(object)) nearestObject = object; break; } } if (nearestObject) return nearestObject->GetGUID(); // No questgiver to accept or reward if (questgiverOnly) return ObjectGuid(); if (possibleTargets.empty()) return ObjectGuid(); int idx = urand(0, possibleTargets.size() - 1); ObjectGuid guid = possibleTargets[idx]; WorldObject* object = ObjectAccessor::GetCreatureOrPetOrVehicle(*bot, guid); if (!object) object = ObjectAccessor::GetGameObject(*bot, guid); if (object && object->IsInWorld()) { return object->GetGUID(); } return ObjectGuid(); } bool NewRpgBaseAction::HasQuestToAcceptOrReward(WorldObject* object) { ObjectGuid guid = object->GetGUID(); bot->PrepareQuestMenu(guid); const QuestMenu& menu = bot->PlayerTalkClass->GetQuestMenu(); if (menu.Empty()) return false; for (uint8 idx = 0; idx < menu.GetMenuItemCount(); idx++) { const QuestMenuItem& item = menu.GetItem(idx); const Quest* quest = sObjectMgr->GetQuestTemplate(item.QuestId); if (!quest) continue; const QuestStatus& status = bot->GetQuestStatus(item.QuestId); if (status == QUEST_STATUS_COMPLETE && bot->CanRewardQuest(quest, 0, false)) { return true; } } for (uint8 idx = 0; idx < menu.GetMenuItemCount(); idx++) { const QuestMenuItem& item = menu.GetItem(idx); const Quest* quest = sObjectMgr->GetQuestTemplate(item.QuestId); if (!quest) continue; const QuestStatus& status = bot->GetQuestStatus(item.QuestId); if (status == QUEST_STATUS_NONE && bot->CanTakeQuest(quest, false) && bot->CanAddQuest(quest, false) && IsQuestWorthDoing(quest) && IsQuestCapableDoing(quest)) { return true; } } return false; } static std::vector GenerateRandomWeights(int n) { std::vector weights(n); float sum = 0.0; for (int i = 0; i < n; ++i) { weights[i] = rand_norm(); sum += weights[i]; } for (int i = 0; i < n; ++i) { weights[i] /= sum; } return weights; } bool NewRpgBaseAction::GetQuestPOIPosAndObjectiveIdx(uint32 questId, std::vector& poiInfo, bool toComplete) { Quest const* quest = sObjectMgr->GetQuestTemplate(questId); if (!quest) return false; const QuestPOIVector* poiVector = sObjectMgr->GetQuestPOIVector(questId); if (!poiVector) { return false; } const QuestStatusData& q_status = bot->getQuestStatusMap().at(questId); if (toComplete && q_status.Status == QUEST_STATUS_COMPLETE) { for (const QuestPOI& qPoi : *poiVector) { if (qPoi.MapId != bot->GetMapId()) continue; // not the poi pos to reward quest if (qPoi.ObjectiveIndex != -1) continue; if (qPoi.points.size() == 0) continue; float dx = 0, dy = 0; std::vector weights = GenerateRandomWeights(qPoi.points.size()); for (size_t i = 0; i < qPoi.points.size(); i++) { const QuestPOIPoint& point = qPoi.points[i]; dx += point.x * weights[i]; dy += point.y * weights[i]; } if (bot->GetDistance2d(dx, dy) >= 1500.0f) continue; float dz = std::max(bot->GetMap()->GetHeight(dx, dy, MAX_HEIGHT), bot->GetMap()->GetWaterLevel(dx, dy)); if (dz == INVALID_HEIGHT || dz == VMAP_INVALID_HEIGHT_VALUE) continue; if (bot->GetZoneId() != bot->GetMap()->GetZoneId(bot->GetPhaseMask(), dx, dy, dz)) continue; poiInfo.push_back({{dx, dy}, qPoi.ObjectiveIndex}); } if (poiInfo.empty()) return false; return true; } if (q_status.Status != QUEST_STATUS_INCOMPLETE) return false; // Get incomplete quest objective index std::vector incompleteObjectiveIdx; for (int i = 0; i < QUEST_OBJECTIVES_COUNT; i++) { int32 npcOrGo = quest->RequiredNpcOrGo[i]; if (!npcOrGo) continue; if (q_status.CreatureOrGOCount[i] < quest->RequiredNpcOrGoCount[i]) incompleteObjectiveIdx.push_back(i); } for (int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; i++) { uint32 itemId = quest->RequiredItemId[i]; if (!itemId) continue; if (q_status.ItemCount[i] < quest->RequiredItemCount[i]) incompleteObjectiveIdx.push_back(QUEST_OBJECTIVES_COUNT + i); } // Get POIs to go for (const QuestPOI& qPoi : *poiVector) { if (qPoi.MapId != bot->GetMapId()) continue; bool inComplete = false; for (uint32 objective : incompleteObjectiveIdx) { if (qPoi.ObjectiveIndex == objective) { inComplete = true; break; } } if (!inComplete) continue; if (qPoi.points.size() == 0) continue; float dx = 0, dy = 0; std::vector weights = GenerateRandomWeights(qPoi.points.size()); for (size_t i = 0; i < qPoi.points.size(); i++) { const QuestPOIPoint& point = qPoi.points[i]; dx += point.x * weights[i]; dy += point.y * weights[i]; } if (bot->GetDistance2d(dx, dy) >= 1500.0f) continue; float dz = std::max(bot->GetMap()->GetHeight(dx, dy, MAX_HEIGHT), bot->GetMap()->GetWaterLevel(dx, dy)); if (dz == INVALID_HEIGHT || dz == VMAP_INVALID_HEIGHT_VALUE) continue; if (bot->GetZoneId() != bot->GetMap()->GetZoneId(bot->GetPhaseMask(), dx, dy, dz)) continue; poiInfo.push_back({{dx, dy}, qPoi.ObjectiveIndex}); } if (poiInfo.size() == 0) { // LOG_DEBUG("playerbots", "[New rpg] {}: No available poi can be found for quest {}", bot->GetName(), questId); return false; } return true; } WorldPosition NewRpgBaseAction::SelectRandomGrindPos(Player* bot) { const std::vector& locs = sTravelMgr.GetLocsPerLevelCache(bot->GetLevel()); float hiRange = 500.0f; float loRange = 2500.0f; if (bot->GetLevel() < 5) { hiRange /= 3; loRange /= 3; } std::vector lo_prepared_locs, hi_prepared_locs; bool inCity = false; if (AreaTableEntry const* zone = sAreaTableStore.LookupEntry(bot->GetZoneId())) { if (zone->flags & AREA_FLAG_CAPITAL) inCity = true; } for (auto& loc : locs) { if (bot->GetMapId() != loc.GetMapId()) continue; if (bot->GetExactDist(loc) > 2500.0f) continue; if (!inCity && bot->GetMap()->GetZoneId(bot->GetPhaseMask(), loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ()) != bot->GetZoneId()) continue; if (bot->GetExactDist(loc) < hiRange) { hi_prepared_locs.push_back(loc); } if (bot->GetExactDist(loc) < loRange) { lo_prepared_locs.push_back(loc); } } WorldPosition dest{}; if (urand(1, 100) <= 50 && !hi_prepared_locs.empty()) { uint32 idx = urand(0, hi_prepared_locs.size() - 1); dest = hi_prepared_locs[idx]; } else if (!lo_prepared_locs.empty()) { uint32 idx = urand(0, lo_prepared_locs.size() - 1); dest = lo_prepared_locs[idx]; } if (!dest.IsValid()) return dest; LOG_DEBUG("playerbots", "[New RPG] Bot {} select random grind pos Map:{} X:{} Y:{} Z:{} ({}+{} available in {})", bot->GetName(), dest.GetMapId(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(), hi_prepared_locs.size(), lo_prepared_locs.size() - hi_prepared_locs.size(), locs.size()); return dest; } WorldPosition NewRpgBaseAction::SelectRandomCampPos(Player* bot) { const std::vector locs = sTravelMgr.GetTravelHubs(bot); bool inCity = false; if (AreaTableEntry const* zone = sAreaTableStore.LookupEntry(bot->GetZoneId())) { if (zone->flags & AREA_FLAG_CAPITAL) inCity = true; } std::vector prepared_locs; for (auto& loc : locs) { if (bot->GetMapId() != loc.GetMapId()) continue; float range = bot->GetLevel() <= 5 ? 500.0f : 2500.0f; if (bot->GetExactDist(loc) > range) continue; if (bot->GetExactDist(loc) < 50.0f) continue; if (!inCity && bot->GetMap()->GetZoneId(bot->GetPhaseMask(), loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ()) != bot->GetZoneId()) continue; prepared_locs.push_back(loc); } WorldPosition dest{}; if (!prepared_locs.empty()) { uint32 idx = urand(0, prepared_locs.size() - 1); dest = prepared_locs[idx]; } if (!dest.IsValid()) return dest; LOG_DEBUG("playerbots", "[New RPG] Bot {} select random inn keeper pos Map:{} X:{} Y:{} Z:{} ({} available in {})", bot->GetName(), dest.GetMapId(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(), prepared_locs.size(), locs.size()); return dest; } bool NewRpgBaseAction::SelectRandomFlightTaxiNode(uint32& flightMasterEntry, WorldPosition& flightMasterPos, std::vector& path) { TravelMgr::FlightMasterInfo const* info = sTravelMgr.GetNearestFlightMasterInfo(bot); if (!info) return false; std::vector> availablePaths = sTravelMgr.GetOptimalFlightDestinations(bot); if (availablePaths.empty()) return false; flightMasterEntry = info->templateEntry; flightMasterPos = info->pos; path = availablePaths[urand(0, availablePaths.size() - 1)]; LOG_DEBUG("playerbots", "[New RPG] Bot {} select random flight taxi node from:{} (node {}) to:{} ({} available)", bot->GetName(), flightMasterEntry, path[0], path[path.size() - 1], availablePaths.size()); return true; } bool NewRpgBaseAction::RandomChangeStatus(std::vector candidateStatus) { std::vector availableStatus; uint32 probSum = 0; for (NewRpgStatus status : candidateStatus) { if (sPlayerbotAIConfig.RpgStatusProbWeight[status] == 0) continue; if (CheckRpgStatusAvailable(status)) { availableStatus.push_back(status); probSum += sPlayerbotAIConfig.RpgStatusProbWeight[status]; } } if (availableStatus.empty() || probSum == 0) { botAI->rpgInfo.ChangeToRest(); bot->SetStandState(UNIT_STAND_STATE_SIT); return true; } uint32 rand = urand(1, probSum); uint32 accumulate = 0; NewRpgStatus chosenStatus = RPG_STATUS_END; for (NewRpgStatus status : availableStatus) { accumulate += sPlayerbotAIConfig.RpgStatusProbWeight[status]; if (accumulate >= rand) { chosenStatus = status; break; } } switch (chosenStatus) { case RPG_WANDER_RANDOM: { botAI->rpgInfo.ChangeToWanderRandom(); return true; } case RPG_WANDER_NPC: { botAI->rpgInfo.ChangeToWanderNpc(); return true; } case RPG_GO_GRIND: { WorldPosition pos = SelectRandomGrindPos(bot); if (pos != WorldPosition()) { botAI->rpgInfo.ChangeToGoGrind(pos); return true; } return false; } case RPG_GO_CAMP: { WorldPosition pos = SelectRandomCampPos(bot); if (pos != WorldPosition()) { botAI->rpgInfo.ChangeToGoCamp(pos); return true; } return false; } case RPG_DO_QUEST: { std::vector availableQuests; for (uint8 slot = 0; slot < MAX_QUEST_LOG_SIZE; ++slot) { uint32 questId = bot->GetQuestSlotQuestId(slot); if (botAI->lowPriorityQuest.find(questId) != botAI->lowPriorityQuest.end()) continue; std::vector poiInfo; if (GetQuestPOIPosAndObjectiveIdx(questId, poiInfo, true)) { availableQuests.push_back(questId); } } if (availableQuests.size()) { uint32 questId = availableQuests[urand(0, availableQuests.size() - 1)]; const Quest* quest = sObjectMgr->GetQuestTemplate(questId); if (quest) { botAI->rpgInfo.ChangeToDoQuest(questId, quest); return true; } } return false; } case RPG_TRAVEL_FLIGHT: { uint32 flightMasterEntry = 0; WorldPosition flightMasterPos; std::vector path; if (SelectRandomFlightTaxiNode(flightMasterEntry, flightMasterPos, path)) { botAI->rpgInfo.ChangeToTravelFlight(flightMasterEntry, flightMasterPos, path); return true; } return false; } case RPG_IDLE: { botAI->rpgInfo.ChangeToIdle(); return true; } case RPG_REST: { botAI->rpgInfo.ChangeToRest(); bot->SetStandState(UNIT_STAND_STATE_SIT); return true; } case RPG_OUTDOOR_PVP: { botAI->rpgInfo.ChangeToOutdoorPvp(); return true; } default: { botAI->rpgInfo.ChangeToRest(); bot->SetStandState(UNIT_STAND_STATE_SIT); return true; } } return false; } bool NewRpgBaseAction::CheckRpgStatusAvailable(NewRpgStatus status) { switch (status) { case RPG_IDLE: case RPG_REST: return true; case RPG_WANDER_RANDOM: { Unit* target = AI_VALUE(Unit*, "grind target"); return target != nullptr; } case RPG_GO_GRIND: { WorldPosition pos = SelectRandomGrindPos(bot); return pos != WorldPosition(); } case RPG_GO_CAMP: { WorldPosition pos = SelectRandomCampPos(bot); return pos != WorldPosition(); } case RPG_WANDER_NPC: { GuidVector possibleTargets = AI_VALUE(GuidVector, "possible new rpg targets"); return possibleTargets.size() >= 3; } case RPG_DO_QUEST: { std::vector availableQuests; for (uint8 slot = 0; slot < MAX_QUEST_LOG_SIZE; ++slot) { uint32 questId = bot->GetQuestSlotQuestId(slot); if (botAI->lowPriorityQuest.find(questId) != botAI->lowPriorityQuest.end()) continue; std::vector poiInfo; if (GetQuestPOIPosAndObjectiveIdx(questId, poiInfo, true)) { return true; } } return false; } case RPG_TRAVEL_FLIGHT: { uint32 flightMasterEntry = 0; WorldPosition flightMasterPos; std::vector path; return SelectRandomFlightTaxiNode(flightMasterEntry, flightMasterPos, path); } case RPG_OUTDOOR_PVP: { if (!bot->IsPvP()) return false; uint32 zoneId = bot->GetZoneId(); if (zoneId == AREA_NAGRAND) return false; OutdoorPvP* outdoorPvP = sOutdoorPvPMgr->GetOutdoorPvPToZoneId(zoneId); return outdoorPvP != nullptr; } default: return false; } return false; }