mirror of
https://github.com/liyunfan1223/mod-playerbots.git
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<!-- Thank you for contributing to mod-playerbots, please make sure that you... 1. Submit your PR to the test-staging branch, not master. 2. Read the guidelines below before submitting. 3. Don't delete parts of this template. DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND PREDICTABILITY over behavioral realism. Every action and decision executes PER BOT AND PER TRIGGER. Small increases in logic complexity scale poorly across thousands of bots and negatively affect all. We prioritize a stable system over a smarter one. Bots don't need to behave perfectly; believable behavior is the goal, not human simulation. Default behavior must be cheap in processing; expensive behavior must be opt-in. Before submitting, make sure your changes aligns with these principles. --> ## Pull Request Description Suffix scoring was already wired up in playerbots, bots could evaluate suffix items they owned, but factory init scored candidates with randomPropertyId = 0 and equipped via EquipNewItem which doesn't roll suffixes, so suffix items always looked like junk and never got picked. Added a cached item_enchantment_template pool in RandomItemMgr, a PickBestRandomPropertyId helper that picks the best suffix per bot class/spec, and added it on the equipped item via SetItemRandomProperties. Tested levels 20-80, suffixes match spec. Closes #2370. ## Feature Evaluation <!-- If your PR is very minimal (comment typo, wrong ID reference, etc), and it is very obvious it will not have any impact on performance, you may skip these question. If necessary, a maintainer may ask you for them later. --> <!-- Please answer the following: --> - Describe the **minimum logic** required to achieve the intended behavior. For items with RandomProperty != 0 or RandomSuffix != 0, run the item_enchantment_template pool once, score each candidate suffix against the bot's existing class/spec stat weights, keep the highest, and stamp that id on the item right after EquipNewItem. Items without a suffix pool skip the helper entirely. Without this, every suffix template scores as base stats only (often near zero) and never gets picked during factory init. - Describe the **processing cost** when this logic executes across many bots. Startup: one SELECT entry, ench FROM item_enchantment_template (few hundred rows), parsed into an unordered_map<uint32, vector<uint32>> once. No SQL afterwards. Per bot during init: PickBestRandomPropertyId only runs on candidates that actually have a suffix pool. Each call is a hash lookup plus a loop over 5-15 enchantment ids, each doing DBC lookups already used by the scoring code. Cost is mostly by the existing CalculateRandomProperty work, not new logic. Scales linearly with bot count, same as the rest of factory init. No new per-tick work. ## How to Test the Changes 1. Generate a fresh random bot at level 20-79 and use autogear (cloth, leather, mail, plate, lots of suffix gear at that range). 2. Inspect the bot's gear. Items with names like "of the Eagle", "of the Monkey", "of Healing", etc... should be equipped, with the suffix stats visible on the tooltip. 3. Generate a level 80 bot at high gear-score limit. Confirm it still equips raid epics normally (epics have no suffix pool, so this path is untouched). ## Impact Assessment <!-- As a generic test, before and after measure of pmon (playerbot pmon tick) can help you here. --> - Does this change increase per-bot/per-tick processing or risk scaling poorly with thousands of bots? - - [x] No, not at all - - [ ] Minimal impact (**explain below**) - - [ ] Moderate impact (**explain below**) - Does this change modify default bot behavior? - - [ ] No - - [x] Yes (**explain why**) Bots now consider random-suffix items during factory init and equip them with the best suffix for their class/spec. Before, suffix items were effectively invisible to init autogear because they scored as base stats only. This is the intended fix for #2370. - Does this change add new decision branches or increase maintenance complexity? - - [ ] No - - [x] Yes (**explain below**) Added one new public method on StatsWeightCalculator (PickBestRandomPropertyId) and one new cache in RandomItemMgr (LoadEnchantmentPool + GetEnchantmentPool). The candidate list in InitEquipment changed from vector<uint32> to vector<pair<uint32, int32>> to carry the chosen suffix id alongside the item id. Logic mirrors existing patterns in the same files (DBC lookups, SQL-backed caches, signed randomPropertyId encoding), no new abstractions, no new wrappers. ## AI Assistance <!-- AI assistance is allowed, but all submitted code must be fully understood, reviewed, and owned by the contributor. We expect contributors to be honest about what they do and do not understand. --> Was AI assistance used while working on this change? - - [ ] No - - [x] Yes (**explain below**) Used AI to help me find the bug. It mapped the existing scoring pipeline and pointed out that PlayerbotFactory::InitEquipment was scoring candidates with randomPropertyId = 0 and equipping via EquipNewItem (which doesn't roll suffixes), so the scoring side was already built, just never fed real suffix ids during init. I reviewed and tested all the code in-game across levels 20-80 and multiple classes/specs. <!-- TRANSLATIONS: Anything new that the bots say in chat must be in a translatable format. This is done using GetBotTextOrDefault, which you can search for in the codebase to find examples. Your code needs to have English as the default fallback, while the full translations need to be in an SQL update file. The languages in the file are the nine language options supported by AzerothCore: English, Korean, French, German, Chinese, Taiwanese, Spanish, Spanish Mexico, and Russian. See data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as an example of a translation SQL update, whose content are called within the codebase at src/strategy/actions/FishingAction.cpp --> ## Final Checklist - - [x] Stability is not compromised. - - [x] Performance impact is understood, tested, and acceptable. - - [x] Added logic complexity is justified and explained. - - [x] Any new bot dialogue lines are translated. - - [x] Documentation updated if needed (Conf comments, WiKi commands). ## Notes for Reviewers <!-- Anything else that's helpful to review or test your pull request. --> --------- Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com> Co-authored-by: bash <hermensb@gmail.com> Co-authored-by: Revision <tkn963@gmail.com> Co-authored-by: kadeshar <kadeshar@gmail.com>
417 lines
16 KiB
C++
417 lines
16 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
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* and/or modify it under version 3 of the License, or (at your option), any later version.
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*/
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#include "EquipAction.h"
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#include <utility>
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#include "Event.h"
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#include "ItemCountValue.h"
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#include "ItemUsageValue.h"
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#include "ItemVisitors.h"
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#include "Playerbots.h"
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#include "StatsWeightCalculator.h"
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#include "ItemPackets.h"
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bool EquipAction::Execute(Event event)
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{
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std::string const text = event.getParam();
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ItemIds ids = chat->parseItems(text);
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EquipItems(ids);
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return true;
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}
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void EquipAction::EquipItems(ItemIds ids)
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{
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for (ItemIds::iterator i = ids.begin(); i != ids.end(); i++)
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{
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FindItemByIdVisitor visitor(*i);
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EquipItem(&visitor);
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}
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}
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// Return bagslot with smalest bag.
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uint8 EquipAction::GetSmallestBagSlot()
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{
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int8 curBag = 0;
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uint32 curSlots = 0;
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for (uint8 bag = INVENTORY_SLOT_BAG_START; bag < INVENTORY_SLOT_BAG_END; ++bag)
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{
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const Bag* const pBag = (Bag*)bot->GetItemByPos(INVENTORY_SLOT_BAG_0, bag);
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if (pBag)
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{
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if (curBag > 0 && curSlots < pBag->GetBagSize())
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continue;
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curBag = bag;
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curSlots = pBag->GetBagSize();
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}
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else
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return bag;
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}
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return curBag;
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}
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void EquipAction::EquipItem(FindItemVisitor* visitor)
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{
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IterateItems(visitor);
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std::vector<Item*> items = visitor->GetResult();
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if (!items.empty())
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EquipItem(*items.begin());
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}
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void EquipAction::EquipItem(Item* item)
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{
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uint8 bagIndex = item->GetBagSlot();
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uint8 slot = item->GetSlot();
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const ItemTemplate* itemProto = item->GetTemplate();
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uint32 itemId = itemProto->ItemId;
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uint8 invType = itemProto->InventoryType;
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// Handle ammunition separately
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if (invType == INVTYPE_AMMO)
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{
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bot->SetAmmo(itemId);
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std::ostringstream out;
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out << "equipping " << chat->FormatItem(itemProto);
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botAI->TellMaster(out);
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return;
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}
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// Handle bags first
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bool equippedBag = false;
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if (itemProto->Class == ITEM_CLASS_CONTAINER)
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{
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// Attempt to equip as a bag
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uint8 newBagSlot = GetSmallestBagSlot();
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if (newBagSlot > 0)
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{
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uint16 src = ((bagIndex << 8) | slot);
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uint16 dst = ((INVENTORY_SLOT_BAG_0 << 8) | newBagSlot);
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bot->SwapItem(src, dst);
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equippedBag = true;
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}
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}
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// If we didn't equip as a bag, try to equip as gear
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if (!equippedBag)
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{
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// Ranged weapons aren't handled by the rest of the weapon equip logic
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// Handle them early here to avoid issues.
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if (invType == INVTYPE_RANGED || invType == INVTYPE_THROWN || invType == INVTYPE_RANGEDRIGHT)
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{
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WorldPacket packet(CMSG_AUTOEQUIP_ITEM_SLOT, 2);
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ObjectGuid itemguid = item->GetGUID();
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packet << itemguid << uint8(EQUIPMENT_SLOT_RANGED);
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WorldPackets::Item::AutoEquipItemSlot nicePacket(std::move(packet));
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nicePacket.Read();
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bot->GetSession()->HandleAutoEquipItemSlotOpcode(nicePacket);
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std::ostringstream out;
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out << "Equipping " << chat->FormatItem(itemProto) << " in ranged slot";
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botAI->TellMaster(out);
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return;
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}
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uint8 dstSlot = botAI->FindEquipSlot(itemProto, NULL_SLOT, true);
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// Check if the item is a weapon and whether the bot can dual wield or use Titan Grip
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bool isWeapon = (itemProto->Class == ITEM_CLASS_WEAPON);
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bool canTitanGrip = bot->CanTitanGrip();
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bool canDualWield = bot->CanDualWield();
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bool isTwoHander = (invType == INVTYPE_2HWEAPON);
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bool isValidTGWeapon = false;
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if (canTitanGrip && isTwoHander)
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{
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// Titan Grip-valid 2H weapon subclasses: Axe2, Mace2, Sword2
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isValidTGWeapon = (itemProto->SubClass == ITEM_SUBCLASS_WEAPON_AXE2 ||
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itemProto->SubClass == ITEM_SUBCLASS_WEAPON_MACE2 ||
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itemProto->SubClass == ITEM_SUBCLASS_WEAPON_SWORD2);
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}
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// Check if the main hand currently has a 2H weapon equipped
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Item* currentMHItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
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bool have2HWeaponEquipped = (currentMHItem && currentMHItem->GetTemplate()->InventoryType == INVTYPE_2HWEAPON);
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// bool canDualWieldOrTG = (canDualWield || (canTitanGrip && isTwoHander));
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bool canDualWieldOrTG = (canDualWield || isTwoHander);
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// If this is a weapon and we can dual wield or Titan Grip, check if we can improve main/off-hand setup
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if (isWeapon && canDualWieldOrTG)
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{
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// Fetch current main hand and offhand items
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Item* mainHandItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
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Item* offHandItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
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// Set up the stats calculator once and reuse results for performance
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StatsWeightCalculator calculator(bot);
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calculator.SetItemSetBonus(false);
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calculator.SetOverflowPenalty(false);
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// Calculate item scores once and store them
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float newItemScore = calculator.CalculateItem(itemId, item->GetItemRandomPropertyId());
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float mainHandScore = mainHandItem
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? calculator.CalculateItem(mainHandItem->GetTemplate()->ItemId, mainHandItem->GetItemRandomPropertyId()) : 0.0f;
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float offHandScore = offHandItem
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? calculator.CalculateItem(offHandItem->GetTemplate()->ItemId, offHandItem->GetItemRandomPropertyId()) : 0.0f;
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// Determine where this weapon can go
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bool canGoMain = (invType == INVTYPE_WEAPON ||
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invType == INVTYPE_WEAPONMAINHAND ||
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isTwoHander);
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bool canTGOff = false;
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if (canTitanGrip && isTwoHander && isValidTGWeapon)
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canTGOff = true;
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bool canGoOff = (invType == INVTYPE_WEAPON ||
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invType == INVTYPE_WEAPONOFFHAND ||
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canTGOff);
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// Check if the main hand item can go to offhand if needed
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bool mainHandCanGoOff = false;
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if (mainHandItem)
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{
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const ItemTemplate* mhProto = mainHandItem->GetTemplate();
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bool mhIsValidTG = false;
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if (canTitanGrip && mhProto->InventoryType == INVTYPE_2HWEAPON)
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{
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mhIsValidTG = (mhProto->SubClass == ITEM_SUBCLASS_WEAPON_AXE2 ||
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mhProto->SubClass == ITEM_SUBCLASS_WEAPON_MACE2 ||
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mhProto->SubClass == ITEM_SUBCLASS_WEAPON_SWORD2);
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}
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mainHandCanGoOff = (mhProto->InventoryType == INVTYPE_WEAPON ||
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mhProto->InventoryType == INVTYPE_WEAPONOFFHAND ||
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(mhProto->InventoryType == INVTYPE_2HWEAPON && mhIsValidTG));
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}
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// Priority 1: Replace main hand if the new weapon is strictly better
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// and if conditions allow (e.g. no conflicting 2H logic)
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bool betterThanMH = (newItemScore > mainHandScore);
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// If a one-handed weapon is better, we can still use it instead of a two-handed weapon
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bool mhConditionOK = (invType != INVTYPE_2HWEAPON ||
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(isTwoHander && !canTitanGrip) ||
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(canTitanGrip && isValidTGWeapon));
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if (canGoMain && betterThanMH && mhConditionOK)
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{
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// Equip new weapon in main hand
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{
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WorldPacket eqPacket(CMSG_AUTOEQUIP_ITEM_SLOT, 2);
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ObjectGuid newItemGuid = item->GetGUID();
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eqPacket << newItemGuid << uint8(EQUIPMENT_SLOT_MAINHAND);
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WorldPackets::Item::AutoEquipItemSlot nicePacket(std::move(eqPacket));
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nicePacket.Read();
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bot->GetSession()->HandleAutoEquipItemSlotOpcode(nicePacket);
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}
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// Try moving old main hand weapon to offhand if beneficial
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if (mainHandItem && mainHandCanGoOff && (!offHandItem || mainHandScore > offHandScore))
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{
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const ItemTemplate* oldMHProto = mainHandItem->GetTemplate();
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WorldPacket offhandPacket(CMSG_AUTOEQUIP_ITEM_SLOT, 2);
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ObjectGuid oldMHGuid = mainHandItem->GetGUID();
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offhandPacket << oldMHGuid << uint8(EQUIPMENT_SLOT_OFFHAND);
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WorldPackets::Item::AutoEquipItemSlot nicePacket(std::move(offhandPacket));
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nicePacket.Read();
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bot->GetSession()->HandleAutoEquipItemSlotOpcode(nicePacket);
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std::ostringstream moveMsg;
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moveMsg << "Main hand upgrade found. Moving " << chat->FormatItem(oldMHProto) << " to offhand";
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botAI->TellMaster(moveMsg);
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}
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std::ostringstream out;
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out << "Equipping " << chat->FormatItem(itemProto) << " in main hand";
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botAI->TellMaster(out);
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return;
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}
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// Priority 2: If not better than main hand, check if better than offhand
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else if (canGoOff && newItemScore > offHandScore)
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{
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// Equip in offhand
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WorldPacket eqPacket(CMSG_AUTOEQUIP_ITEM_SLOT, 2);
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ObjectGuid newItemGuid = item->GetGUID();
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eqPacket << newItemGuid << uint8(EQUIPMENT_SLOT_OFFHAND);
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WorldPackets::Item::AutoEquipItemSlot nicePacket(std::move(eqPacket));
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nicePacket.Read();
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bot->GetSession()->HandleAutoEquipItemSlotOpcode(nicePacket);
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std::ostringstream out;
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out << "Equipping " << chat->FormatItem(itemProto) << " in offhand";
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botAI->TellMaster(out);
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return;
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}
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else
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{
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// No improvement, do nothing
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return;
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}
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}
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// If not a special dual-wield/TG scenario or no improvement found, fall back to original logic
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if (dstSlot == EQUIPMENT_SLOT_FINGER1 ||
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dstSlot == EQUIPMENT_SLOT_TRINKET1 ||
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(dstSlot == EQUIPMENT_SLOT_MAINHAND && canDualWield &&
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((invType != INVTYPE_2HWEAPON && !have2HWeaponEquipped) || (canTitanGrip && isValidTGWeapon))))
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{
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// Handle ring/trinket dual-slot logic
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Item* const equippedItems[2] = {
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bot->GetItemByPos(INVENTORY_SLOT_BAG_0, dstSlot),
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bot->GetItemByPos(INVENTORY_SLOT_BAG_0, dstSlot + 1)
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};
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if (equippedItems[0])
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{
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if (equippedItems[1])
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{
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// Both slots are full - pick the worst item to replace, but only if new item is better
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StatsWeightCalculator calc(bot);
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calc.SetItemSetBonus(false);
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calc.SetOverflowPenalty(false);
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// Calculate new item score with random properties
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int32 newItemRandomProp = item->GetItemRandomPropertyId();
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float newItemScore = calc.CalculateItem(itemId, newItemRandomProp);
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// Calculate equipped items scores with random properties
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int32 firstRandomProp = equippedItems[0]->GetItemRandomPropertyId();
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int32 secondRandomProp = equippedItems[1]->GetItemRandomPropertyId();
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float firstItemScore = calc.CalculateItem(equippedItems[0]->GetTemplate()->ItemId, firstRandomProp);
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float secondItemScore = calc.CalculateItem(equippedItems[1]->GetTemplate()->ItemId, secondRandomProp);
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// Determine which slot (if any) should be replaced
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bool betterThanFirst = newItemScore > firstItemScore;
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bool betterThanSecond = newItemScore > secondItemScore;
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// Early return if new item is not better than either equipped item
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if (!betterThanFirst && !betterThanSecond)
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return;
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if (betterThanFirst && betterThanSecond)
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{
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// New item is better than both - replace the worse of the two equipped items
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if (firstItemScore > secondItemScore)
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dstSlot++; // Replace second slot (worse)
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// else: keep dstSlot as-is (replace first slot)
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}
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else if (betterThanSecond)
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dstSlot++; // Only better than second slot - replace it
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}
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else
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{
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// Second slot empty, use it
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dstSlot++;
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}
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}
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}
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// Equip the item in the chosen slot
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{
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WorldPacket packet(CMSG_AUTOEQUIP_ITEM_SLOT, 2);
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ObjectGuid itemguid = item->GetGUID();
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packet << itemguid << dstSlot;
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WorldPackets::Item::AutoEquipItemSlot nicePacket(std::move(packet));
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nicePacket.Read();
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bot->GetSession()->HandleAutoEquipItemSlotOpcode(nicePacket);
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}
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}
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std::ostringstream out;
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out << "Equipping " << chat->FormatItem(itemProto);
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botAI->TellMaster(out);
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}
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ItemIds EquipAction::SelectInventoryItemsToEquip()
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{
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CollectItemsVisitor visitor;
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IterateItems(&visitor, ITERATE_ITEMS_IN_BAGS);
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ItemIds items;
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for (auto i = visitor.items.begin(); i != visitor.items.end(); ++i)
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{
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Item* item = *i;
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if (!item)
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continue;
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ItemTemplate const* itemTemplate = item->GetTemplate();
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if (!itemTemplate)
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continue;
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//TODO Expand to Glyphs and Gems, that can be placed in equipment
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//Pre-filter non-equipable items
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if (itemTemplate->InventoryType == INVTYPE_NON_EQUIP)
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continue;
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int32 randomProperty = item->GetItemRandomPropertyId();
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uint32 itemId = item->GetTemplate()->ItemId;
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std::string itemUsageParam;
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if (randomProperty != 0)
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itemUsageParam = std::to_string(itemId) + "," + std::to_string(randomProperty);
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else
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itemUsageParam = std::to_string(itemId);
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ItemUsage usage = AI_VALUE2(ItemUsage, "item upgrade", itemUsageParam);
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if (usage == ITEM_USAGE_EQUIP || usage == ITEM_USAGE_REPLACE || usage == ITEM_USAGE_BAD_EQUIP)
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items.insert(itemId);
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}
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return items;
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}
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bool EquipUpgradesPacketAction::Execute(Event event)
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{
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if (!sPlayerbotAIConfig.autoEquipUpgradeLoot && !sRandomPlayerbotMgr.IsRandomBot(bot))
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return false;
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std::string const source = event.GetSource();
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if (source == "trade status")
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{
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WorldPacket p(event.getPacket());
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p.rpos(0);
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uint32 status;
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p >> status;
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if (status != TRADE_STATUS_TRADE_ACCEPT)
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return false;
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}
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else if (source == "item push result")
|
|
{
|
|
WorldPacket p(event.getPacket());
|
|
p.rpos(0);
|
|
ObjectGuid playerGuid;
|
|
uint32 received, created, sendChatMessage, itemSlot, itemId;
|
|
uint8 bagSlot;
|
|
|
|
p >> playerGuid;
|
|
p >> received;
|
|
p >> created;
|
|
p >> sendChatMessage;
|
|
p >> bagSlot;
|
|
p >> itemSlot;
|
|
p >> itemId;
|
|
|
|
ItemTemplate const* item = sObjectMgr->GetItemTemplate(itemId);
|
|
if (item->InventoryType == INVTYPE_NON_EQUIP)
|
|
return false;
|
|
}
|
|
|
|
ItemIds items = SelectInventoryItemsToEquip();
|
|
EquipItems(items);
|
|
return true;
|
|
}
|
|
|
|
bool EquipUpgradeAction::Execute(Event /*event*/)
|
|
{
|
|
ItemIds items = SelectInventoryItemsToEquip();
|
|
EquipItems(items);
|
|
return true;
|
|
}
|