#include "NewRpgBaseAction.h" #include #include #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 "Item.h" #include "ItemTemplate.h" #include "LootMgr.h" #include "Map.h" #include "ModelIgnoreFlags.h" #include "MotionMaster.h" #include "MoveSplineInitArgs.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 "PlayerbotTextMgr.h" #include "Playerbots.h" #include "Position.h" #include "QuestDef.h" #include "Random.h" #include "RandomPlayerbotMgr.h" #include "SharedDefines.h" #include "Spell.h" #include "SpellInfo.h" #include "SpellMgr.h" #include "StatsWeightCalculator.h" #include "Timer.h" #include "TravelMgr.h" bool NewRpgBaseAction::MoveFarTo(WorldPosition dest) { if (dest == WorldPosition()) { EmitDebugMove("MoveFar", "empty-dest", 0.0f, 0.0f, 0.0f); return false; } UpdateMovementState(); if (!IsMovingAllowed()) { EmitDebugMove("MoveFar", "cant-move", dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ()); return false; } // Resume a transport ride if we're still on the same boat as last tick. if (WaitForTransport()) return true; WorldPosition botPos(bot); LastMovement& lastMove = AI_VALUE(LastMovement&, "last movement"); // Short-stop: at destination — stop and clear the cached path. { float const totalDistance = botPos.distance(dest); if (totalDistance < sPlayerbotAIConfig.targetPosRecalcDistance) { if (!lastMove.lastPath.empty() && lastMove.lastPath.getBack().distance(dest) <= totalDistance) lastMove.clear(); bot->StopMoving(); EmitDebugMove("MoveFar", "arrived", dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ()); return false; } } // Per-tick re-resolve: rebuild the TravelPath from the bot's current // position every tick (10% reuse short-circuits via the cached // lastPath). Recovers naturally from knockback, off-route drift, // destination changes, and blocked waypoints. TravelPath path = ResolveMovePath(botPos, dest, lastMove); lastMove.setPath(path); if (path.empty()) { EmitDebugMove("MoveFar", "no-path", dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ()); return false; } // Trim leading waypoints behind the bot, bridge with mmap probe if // the new head requires it. May empty the path (collapsed) — let // the next tick rebuild from a fresh start. path.makeShortCut(botPos, sPlayerbotAIConfig.reactDistance, bot); if (path.empty()) return true; // Special head segment (portal / area-trigger / transport / flight)? // UpcommingSpecialMovement cuts the path so the head is the special; // HandleSpecialMovement dispatches the matching action. bool const onTransport = bot->GetTransport() != nullptr; if (path.UpcommingSpecialMovement(botPos, sPlayerbotAIConfig.reactDistance, onTransport)) { if (HandleSpecialMovement(path)) return true; // Special handler declined (e.g. AREA_TRIGGER with entry → caller // dispatches the walk into the trigger volume). Fall through. } // Transport guard: bot is on a transport but no special movement // applies this tick — don't dispatch a walk spline (would fight the // transport's own movement). if (onTransport) return false; // ClipPath — truncate at first hostile creature in range / non-walkable // hop / drifted past reactDistance / > 125 sqDist jump. path.ClipPath(botAI, bot, false); if (path.empty()) return false; // Walk dispatch. std::vector const& pts = path.getPointPath(); Movement::PointsArray points; points.reserve(pts.size()); for (auto const& wp : pts) points.emplace_back(wp.GetPositionX(), wp.GetPositionY(), wp.GetPositionZ()); if (points.size() < 2) { // Single-point fallback path (cmangos pattern: ResolveMovePath // emits a single dest point if nothing else worked). Hand it // to the engine's MovePoint via MoveTo. EmitDebugMove("MoveFar", "single-point", dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ()); return MoveTo(dest.GetMapId(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(), false, false, false, false); } if (!bot->IsMounted() && !bot->IsInCombat() && bot->IsOutdoors() && bot->IsAlive()) botAI->DoSpecificAction("check mount state", Event(), true); return DispatchPathPoints(dest, points, "walk"); } bool NewRpgBaseAction::DispatchPathPoints(WorldPosition const& dest, Movement::PointsArray& points, char const* label) { if (points.size() < 2) return false; // MoveFarTo runs makeShortCut + setPath upstream now, so no need // for the local prefix-trim or lastMove.setPath here. for (auto& pt : points) bot->UpdateAllowedPositionZ(pt.x, pt.y, pt.z); // ClipPath now runs at MoveFarTo level on the TravelPath before the // points array is built. No per-dispatch clip here. if (points.size() < 2) return false; G3D::Vector3 const& last = points.back(); float totalDist = 0.f; for (size_t i = 1; i < points.size(); ++i) totalDist += (points[i] - points[i - 1]).length(); LastMovement& lastMove = AI_VALUE(LastMovement&, "last movement"); // Skip cosmetic walking for random bots with no nearby player — // teleport to the path tail and schedule a cooldown instead. if (sRandomPlayerbotMgr.IsRandomBot(bot)) { WorldPosition tail(dest.GetMapId(), last.x, last.y, last.z); time_t now = time(nullptr); if (totalDist > sPlayerbotAIConfig.reactDistance && lastMove.nextTeleport <= now && !botAI->HasPlayerNearby(&tail)) { float speed = std::max(bot->GetSpeed(MOVE_RUN), 0.1f); lastMove.nextTeleport = now + (time_t)(totalDist / speed); EmitDebugMove("MoveFar", "teleport", tail.GetPositionX(), tail.GetPositionY(), tail.GetPositionZ()); WorldPosition botPos(bot); return bot->TeleportTo(dest.GetMapId(), tail.GetPositionX(), tail.GetPositionY(), tail.GetPositionZ(), botPos.getAngleTo(tail)); } } // Match master's walk pace when they're walking and within 5y. ForcedMovement moveMode = FORCED_MOVEMENT_RUN; if (Player* master = botAI->GetMaster()) { if (bot->IsFriendlyTo(master) && master->IsWalking() && bot->GetExactDist2d(master) < 5.0f) { moveMode = FORCED_MOVEMENT_WALK; } } // Clear emote/sit/cast so the spline can begin cleanly. bot->ClearEmoteState(); if (!bot->IsStandState()) bot->SetStandState(UNIT_STAND_STATE_STAND); if (bot->IsNonMeleeSpellCast(true)) bot->InterruptNonMeleeSpells(true); bot->GetMotionMaster()->Clear(); bot->GetMotionMaster()->MoveSplinePath(&points, moveMode); EmitDebugMove("MoveFar", label, last.x, last.y, last.z); // WaitForReach: leave ~10y headroom on long paths. float waitDist = totalDist > sPlayerbotAIConfig.reactDistance ? std::max(totalDist - 10.0f, 0.0f) : totalDist; UnitMoveType const speedType = (moveMode == FORCED_MOVEMENT_WALK) ? MOVE_WALK : MOVE_RUN; float speed = std::max(bot->GetSpeed(speedType), 0.1f); float duration = 1000.0f * (waitDist / speed) + sPlayerbotAIConfig.reactDelay; duration = std::min(duration, (float)sPlayerbotAIConfig.maxWaitForMove); if (duration < 0.0f) duration = 0.0f; lastMove.Set(bot->GetMapId(), last.x, last.y, last.z, bot->GetOrientation(), (uint32)duration, MovementPriority::MOVEMENT_NORMAL); return true; } bool NewRpgBaseAction::MoveWorldObjectTo(ObjectGuid guid, float distance) { WorldObject* object = botAI->GetWorldObject(guid); if (!object) return false; Map* map = bot->GetMap(); if (!map) return false; // 8 angles around the target starting at the bot's preferred follow // angle (group-aware spread). For each angle, ask the engine for a // valid nearby ground point at the requested distance — that snaps // to terrain/collision. LOS check ignores M2 models so long-distance // NPCs through forested terrain still pass; the mmap probe in // MoveFarTo is the authoritative reachability check. float const followAngle = GetFollowAngle(); float const searchSize = bot->GetObjectSize(); for (float step = 0.0f; step < 2.0f * static_cast(M_PI); step += static_cast(M_PI) / 4.0f) { float const angle = followAngle + step; float x = object->GetPositionX(); float y = object->GetPositionY(); float z = object->GetPositionZ(); object->GetNearPoint(bot, x, y, z, searchSize, distance, angle); if (!bot->IsWithinLOS(x, y, z + bot->GetCollisionHeight(), VMAP::ModelIgnoreFlags::M2)) continue; return MoveFarTo(WorldPosition(object->GetMapId(), x, y, z)); } return false; } bool NewRpgBaseAction::MoveRandomNear(float moveStep, MovementPriority priority, WorldObject* center) { float const distance = (0.4f + rand_norm() * 0.6f) * moveStep; float const angle = (float)rand_norm() * 2 * static_cast(M_PI); float const dx = bot->GetPositionX() + distance * cos(angle); float const dy = bot->GetPositionY() + distance * sin(angle); float const dz = bot->GetPositionZ(); bool moved = MoveTo(bot->GetMapId(), dx, dy, dz, false, false, false, true, priority); EmitDebugMove("MoveRandomNear", moved ? "mmap" : "fail", dx, dy, dz); return moved; } 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()); EmitDebugMove("Flight:taxi", "taxi", flightMaster->GetPositionX(), flightMaster->GetPositionY(), flightMaster->GetPositionZ()); 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(PlayerbotTextMgr::instance().GetBotTextOrDefault( "new_rpg_quest_accepted", "Quest accepted %quest", {{"%quest", 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(PlayerbotTextMgr::instance().GetBotTextOrDefault( "new_rpg_quest_rewarded", "Quest rewarded %quest", {{"%quest", 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(PlayerbotTextMgr::instance().GetBotTextOrDefault( "new_rpg_quest_dropped", "Quest dropped %quest", {{"%quest", 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(PlayerbotTextMgr::instance().GetBotTextOrDefault( "new_rpg_quest_dropped", "Quest dropped %quest", {{"%quest", 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(PlayerbotTextMgr::instance().GetBotTextOrDefault( "new_rpg_quest_dropped", "Quest dropped %quest", {{"%quest", 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; } static bool BotNeedsItemForQuest(Player* bot, uint32 itemId) { for (uint16 slot = 0; slot < MAX_QUEST_LOG_SIZE; ++slot) { uint32 questId = bot->GetQuestSlotQuestId(slot); if (!questId) continue; if (bot->GetQuestStatus(questId) != QUEST_STATUS_INCOMPLETE) continue; Quest const* quest = sObjectMgr->GetQuestTemplate(questId); if (!quest) continue; QuestStatusData const& qs = bot->getQuestStatusMap().at(questId); for (int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i) { if (!quest->RequiredItemCount[i]) continue; if (qs.ItemCount[i] >= quest->RequiredItemCount[i]) continue; if (quest->RequiredItemId[i] == itemId) return true; } } return false; } bool NewRpgBaseAction::TryLootQuestGO(ObjectGuid& pursuedGO, float searchRange) { if (!bot->IsAlive() || bot->IsBeingTeleported() || bot->IsInFlight() || bot->GetVehicle() || bot->GetTransport()) return false; // valid = spawned, selectable, holds a quest item we still need. // INTERACT_COND is fine — ConditionMgr already gates on quest state. auto isValidTarget = [&](GameObject* go) -> bool { if (!go || !go->IsInWorld() || !go->isSpawned()) return false; if (!(go->GetPhaseMask() & bot->GetPhaseMask())) return false; if (go->HasGameObjectFlag(GO_FLAG_NOT_SELECTABLE)) return false; GameObjectTemplate const* info = go->GetGOInfo(); if (!info) return false; // per-player quest drops via gameobject_questitem (Webwood Eggs…) if (GameObjectQuestItemList const* items = sObjectMgr->GetGameObjectQuestItemList(go->GetEntry())) { for (size_t i = 0; i < MAX_GAMEOBJECT_QUEST_ITEMS && i < items->size(); ++i) { uint32 itemId = uint32((*items)[i]); if (!itemId) continue; if (BotNeedsItemForQuest(bot, itemId)) return true; } } // standard loot template (chests, fishing holes) if (uint32 lootId = info->GetLootId()) { if (LootTemplates_Gameobject.HaveQuestLootForPlayer(lootId, bot)) return true; } return false; }; // 2.5y sits inside the 3.5y loot gate with headroom const float lootRange = 2.5f; // stick with the committed target — re-picking nearest every tick // causes zig-zag walks in dense spawn clusters if (pursuedGO) { GameObject* existing = botAI->GetGameObject(pursuedGO); if (existing && isValidTarget(existing) && bot->GetDistance(existing) <= searchRange) { if (bot->GetDistance(existing) > lootRange) return MoveWorldObjectTo(existing->GetGUID(), lootRange); // in range — loot strategy opens it return true; } pursuedGO.Clear(); } GuidVector possibleGameObjects = AI_VALUE(GuidVector, "possible new rpg game objects"); if (possibleGameObjects.empty()) return false; GameObject* best = nullptr; float bestDist = searchRange; for (ObjectGuid guid : possibleGameObjects) { GameObject* go = botAI->GetGameObject(guid); if (!isValidTarget(go)) continue; float d = bot->GetDistance(go); if (d >= bestDist) continue; best = go; bestDist = d; } if (!best) return false; // commit pursuedGO = best->GetGUID(); if (bot->GetDistance(best) > lootRange) return MoveWorldObjectTo(best->GetGUID(), lootRange); // in range — consume the tick so we don't fall through to wander return true; } bool NewRpgBaseAction::TryUseQuestGO(ObjectGuid& pursuedGO, float searchRange) { if (!bot->IsAlive() || bot->IsBeingTeleported() || bot->IsInFlight() || bot->GetVehicle() || bot->GetTransport()) return false; std::unordered_set neededGoEntries; for (uint16 slot = 0; slot < MAX_QUEST_LOG_SIZE; ++slot) { uint32 questId = bot->GetQuestSlotQuestId(slot); if (!questId) continue; if (bot->GetQuestStatus(questId) != QUEST_STATUS_INCOMPLETE) continue; Quest const* quest = sObjectMgr->GetQuestTemplate(questId); if (!quest) continue; QuestStatusData const& qs = bot->getQuestStatusMap().at(questId); for (int i = 0; i < QUEST_OBJECTIVES_COUNT; ++i) { int32 entry = quest->RequiredNpcOrGo[i]; if (entry >= 0) continue; if (qs.CreatureOrGOCount[i] >= quest->RequiredNpcOrGoCount[i]) continue; neededGoEntries.insert(uint32(-entry)); } } if (neededGoEntries.empty()) return false; auto isValidTarget = [&](GameObject* go) -> bool { if (!go || !go->IsInWorld() || !go->isSpawned()) return false; if (!(go->GetPhaseMask() & bot->GetPhaseMask())) return false; if (go->HasGameObjectFlag(GO_FLAG_NOT_SELECTABLE)) return false; return neededGoEntries.count(go->GetEntry()) > 0; }; // commitment first if (pursuedGO) { GameObject* existing = botAI->GetGameObject(pursuedGO); if (existing && isValidTarget(existing) && bot->GetDistance(existing) <= searchRange) { if (bot->GetDistance(existing) > INTERACTION_DISTANCE) return MoveWorldObjectTo(existing->GetGUID(), INTERACTION_DISTANCE); existing->Use(bot); ForceToWait(2000); pursuedGO.Clear(); return true; } pursuedGO.Clear(); } GuidVector possibleGameObjects = AI_VALUE(GuidVector, "possible new rpg game objects"); GameObject* best = nullptr; float bestDist = searchRange; for (ObjectGuid guid : possibleGameObjects) { GameObject* go = botAI->GetGameObject(guid); if (!isValidTarget(go)) continue; float d = bot->GetDistance(go); if (d >= bestDist) continue; best = go; bestDist = d; } if (!best) return false; pursuedGO = best->GetGUID(); if (bot->GetDistance(best) > INTERACTION_DISTANCE) return MoveWorldObjectTo(best->GetGUID(), INTERACTION_DISTANCE); best->Use(bot); ForceToWait(2000); pursuedGO.Clear(); return true; } bool NewRpgBaseAction::TryUseQuestItem(ObjectGuid& pursuedGO, ObjectGuid& pursuedTarget, float searchRange) { if (!bot->IsAlive() || bot->IsBeingTeleported() || bot->IsInFlight() || bot->GetVehicle() || bot->GetTransport()) return false; std::unordered_set candidateItemEntries; // src items (the quest gave the bot a single item to use); branch C // (self/area cast) is only safe to fire on these — auto-firing every // ItemDrop on self can burn kill-credit sentinels and trigger // unintended scripted side effects. std::unordered_set srcItemEntries; std::unordered_set neededCreatureEntries; for (uint16 slot = 0; slot < MAX_QUEST_LOG_SIZE; ++slot) { uint32 questId = bot->GetQuestSlotQuestId(slot); if (!questId) continue; if (bot->GetQuestStatus(questId) != QUEST_STATUS_INCOMPLETE) continue; Quest const* quest = sObjectMgr->GetQuestTemplate(questId); if (!quest) continue; if (uint32 src = quest->GetSrcItemId()) { candidateItemEntries.insert(src); srcItemEntries.insert(src); } // handed out by the quest (brands, flares, nets, standards) for (int i = 0; i < QUEST_SOURCE_ITEM_IDS_COUNT; ++i) { if (uint32 drop = quest->ItemDrop[i]) candidateItemEntries.insert(drop); } QuestStatusData const& qs = bot->getQuestStatusMap().at(questId); for (int i = 0; i < QUEST_OBJECTIVES_COUNT; ++i) { int32 entry = quest->RequiredNpcOrGo[i]; if (entry <= 0) continue; if (qs.CreatureOrGOCount[i] >= quest->RequiredNpcOrGoCount[i]) continue; neededCreatureEntries.insert(uint32(entry)); } } if (candidateItemEntries.empty()) return false; for (uint32 itemEntry : candidateItemEntries) { Item* item = bot->GetItemByEntry(itemEntry); if (!item) continue; ItemTemplate const* proto = item->GetTemplate(); if (!proto) continue; uint32 useSpellId = 0; for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i) { if (proto->Spells[i].SpellTrigger != ITEM_SPELLTRIGGER_ON_USE) continue; if (proto->Spells[i].SpellId <= 0) continue; useSpellId = proto->Spells[i].SpellId; break; } if (!useSpellId) continue; SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(useSpellId); if (!spellInfo) continue; // A: spell needs a focus GO (moonwell / lectern / anvil) if (uint32 focusId = spellInfo->RequiresSpellFocus) { auto focusRadius = [](GameObject* go) -> float { GameObjectTemplate const* info = go->GetGOInfo(); // half radius so we end up inside, not on the rim return std::max(1.0f, float(info->spellFocus.dist) * 0.5f); }; auto isValidFocus = [&](GameObject* go) -> bool { if (!go || !go->IsInWorld() || !go->isSpawned()) return false; if (!(go->GetPhaseMask() & bot->GetPhaseMask())) return false; if (go->HasGameObjectFlag(GO_FLAG_NOT_SELECTABLE)) return false; GameObjectTemplate const* info = go->GetGOInfo(); if (!info || info->type != GAMEOBJECT_TYPE_SPELL_FOCUS) return false; return info->spellFocus.focusId == focusId; }; // commitment first if (pursuedGO) { GameObject* existing = botAI->GetGameObject(pursuedGO); if (existing && isValidFocus(existing) && bot->GetDistance(existing) <= searchRange) { float radius = focusRadius(existing); if (bot->GetDistance(existing) > radius) return MoveWorldObjectTo(existing->GetGUID(), radius); SpellCastTargets targets; bot->CastItemUseSpell(item, targets, 1, 0); ForceToWait(2000); pursuedGO.Clear(); return true; } pursuedGO.Clear(); } GuidVector possibleGameObjects = AI_VALUE(GuidVector, "possible new rpg game objects"); GameObject* best = nullptr; float bestDist = searchRange; float bestRadius = INTERACTION_DISTANCE; for (ObjectGuid guid : possibleGameObjects) { GameObject* go = botAI->GetGameObject(guid); if (!isValidFocus(go)) continue; float d = bot->GetDistance(go); if (d >= bestDist) continue; best = go; bestDist = d; bestRadius = focusRadius(go); } if (best) { pursuedGO = best->GetGUID(); if (bot->GetDistance(best) > bestRadius) return MoveWorldObjectTo(best->GetGUID(), bestRadius); SpellCastTargets targets; bot->CastItemUseSpell(item, targets, 1, 0); ForceToWait(2000); pursuedGO.Clear(); return true; } continue; } // B: spell needs a unit target — walk to the required creature if (spellInfo->NeedsExplicitUnitTarget() && !neededCreatureEntries.empty()) { auto isValidCreature = [&](Creature* c) -> bool { if (!c || !c->IsInWorld() || !c->IsAlive()) return false; if (!(c->GetPhaseMask() & bot->GetPhaseMask())) return false; return neededCreatureEntries.count(c->GetEntry()) > 0; }; // commitment first if (pursuedTarget) { Creature* existing = botAI->GetCreature(pursuedTarget); if (existing && isValidCreature(existing) && bot->GetDistance(existing) <= searchRange) { if (bot->GetDistance(existing) > INTERACTION_DISTANCE) return MoveWorldObjectTo(existing->GetGUID(), INTERACTION_DISTANCE); SpellCastTargets targets; targets.SetUnitTarget(existing); bot->CastItemUseSpell(item, targets, 1, 0); ForceToWait(2000); pursuedTarget.Clear(); return true; } pursuedTarget.Clear(); } GuidVector possibleTargets = AI_VALUE(GuidVector, "possible new rpg targets"); Creature* best = nullptr; float bestDist = searchRange; for (ObjectGuid guid : possibleTargets) { Creature* c = botAI->GetCreature(guid); if (!isValidCreature(c)) continue; float d = bot->GetDistance(c); if (d >= bestDist) continue; best = c; bestDist = d; } if (best) { pursuedTarget = best->GetGUID(); if (bot->GetDistance(best) > INTERACTION_DISTANCE) return MoveWorldObjectTo(best->GetGUID(), INTERACTION_DISTANCE); SpellCastTargets targets; targets.SetUnitTarget(best); bot->CastItemUseSpell(item, targets, 1, 0); ForceToWait(2000); pursuedTarget.Clear(); return true; } continue; } // C: self / area — fire at bot's position. Restrict to GetSrcItemId // items (the single item the quest hands the bot for self-use, e.g. // a potion). ItemDrop entries can be kill-credit sentinels or // scripted items that should never be auto-used on self. if (!srcItemEntries.count(itemEntry)) continue; SpellCastTargets targets; if (spellInfo->IsTargetingArea()) targets.SetDst(*bot); else targets.SetUnitTarget(bot); bot->CastItemUseSpell(item, targets, 1, 0); ForceToWait(2000); return true; } return false; } bool NewRpgBaseAction::HasNearbyQuestMob(float range) { // kill objectives + mobs that drop required quest items std::unordered_set neededCreatureEntries; std::unordered_set neededItemIds; for (uint16 slot = 0; slot < MAX_QUEST_LOG_SIZE; ++slot) { uint32 questId = bot->GetQuestSlotQuestId(slot); if (!questId) continue; if (bot->GetQuestStatus(questId) != QUEST_STATUS_INCOMPLETE) continue; Quest const* quest = sObjectMgr->GetQuestTemplate(questId); if (!quest) continue; QuestStatusData const& qs = bot->getQuestStatusMap().at(questId); for (int i = 0; i < QUEST_OBJECTIVES_COUNT; ++i) { int32 entry = quest->RequiredNpcOrGo[i]; if (entry <= 0) continue; if (qs.CreatureOrGOCount[i] >= quest->RequiredNpcOrGoCount[i]) continue; neededCreatureEntries.insert(uint32(entry)); } for (int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i) { if (!quest->RequiredItemCount[i]) continue; if (qs.ItemCount[i] >= quest->RequiredItemCount[i]) continue; if (quest->RequiredItemId[i]) neededItemIds.insert(quest->RequiredItemId[i]); } } if (neededCreatureEntries.empty() && neededItemIds.empty()) return false; GuidVector possibleTargets = AI_VALUE(GuidVector, "possible targets"); for (ObjectGuid guid : possibleTargets) { Creature* c = botAI->GetCreature(guid); if (!c || !c->IsInWorld() || !c->IsAlive()) continue; if (!(c->GetPhaseMask() & bot->GetPhaseMask())) continue; if (bot->GetDistance(c) > range) continue; // direct kill objective if (neededCreatureEntries.count(c->GetEntry())) return true; // drops a required quest item — HaveQuestLootForPlayer // already filters by what this player still needs if (!neededItemIds.empty()) { CreatureTemplate const* tmpl = c->GetCreatureTemplate(); if (tmpl && tmpl->lootid && LootTemplates_Creature.HaveQuestLootForPlayer(tmpl->lootid, bot)) { return true; } } } return false; } bool NewRpgBaseAction::HasNearbyQuestMobForObjective(float range, uint32 questId, int32 objectiveIdx) { if (!questId) return false; Quest const* quest = sObjectMgr->GetQuestTemplate(questId); if (!quest) return false; // Turn-in path: completed quest has no remaining mob objective. if (bot->GetQuestStatus(questId) == QUEST_STATUS_COMPLETE) return false; QuestStatusData const& qs = bot->getQuestStatusMap().at(questId); uint32 neededCreatureEntry = 0; uint32 neededItemId = 0; if (objectiveIdx >= 0 && objectiveIdx < QUEST_OBJECTIVES_COUNT) { int32 entry = quest->RequiredNpcOrGo[objectiveIdx]; if (entry > 0 && qs.CreatureOrGOCount[objectiveIdx] < quest->RequiredNpcOrGoCount[objectiveIdx]) { neededCreatureEntry = uint32(entry); } // Item objective sometimes lives in the same slot range. if (objectiveIdx < QUEST_ITEM_OBJECTIVES_COUNT && quest->RequiredItemId[objectiveIdx] && qs.ItemCount[objectiveIdx] < quest->RequiredItemCount[objectiveIdx]) { neededItemId = quest->RequiredItemId[objectiveIdx]; } } else if (objectiveIdx >= QUEST_OBJECTIVES_COUNT && objectiveIdx < QUEST_OBJECTIVES_COUNT + QUEST_ITEM_OBJECTIVES_COUNT) { int32 itemSlot = objectiveIdx - QUEST_OBJECTIVES_COUNT; if (quest->RequiredItemId[itemSlot] && qs.ItemCount[itemSlot] < quest->RequiredItemCount[itemSlot]) { neededItemId = quest->RequiredItemId[itemSlot]; } } if (!neededCreatureEntry && !neededItemId) return false; GuidVector possibleTargets = AI_VALUE(GuidVector, "possible targets"); for (ObjectGuid guid : possibleTargets) { Creature* c = botAI->GetCreature(guid); if (!c || !c->IsInWorld() || !c->IsAlive()) continue; if (!(c->GetPhaseMask() & bot->GetPhaseMask())) continue; if (bot->GetDistance(c) > range) continue; if (neededCreatureEntry && c->GetEntry() == neededCreatureEntry) return true; if (neededItemId) { CreatureTemplate const* tmpl = c->GetCreatureTemplate(); if (tmpl && tmpl->lootid && LootTemplates_Creature.HaveQuestLootForPlayer(tmpl->lootid, bot)) return true; } } 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; }