mod-playerbots/src/Ai/World/Rpg/Action/NewRpgBaseAction.cpp
Keleborn 53a607e147
Enable bots to do Outdoor pvp (#2217)
## Pull Request Description
Bots will now engage with outdoor pvp targets when in an area with them.
I carved this out of the guildrpg system Im working on since it should
work just fine as a standalone. Note this requires a core update
https://github.com/azerothcore/azerothcore-wotlk/pull/25103

## Feature Evaluation

Its not expensive. the status checks are fairly light and simple. Should
be on par with current rpg system actions

## How to Test the Changes

You can try to use selfbot to enable this while in EPL, or set the
probability of all other rpg actions to 0.


## 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?
    - [ ] No, not at all
    - [x] Minimal impact (**explain below**)
    - [ ] Moderate impact (**explain below**)

There is some impact, but should be minimal overall. 

- Does this change modify default bot behavior?
    - [ ] No
    - [x] Yes (**explain why**)
It will activate automatically based on default config. 


- Does this change add new decision branches or increase maintenance
complexity?
    - [ ] No
    - [x] Yes (**explain below**)

## AI Assistance
Was AI assistance used while working on this change?
- [ ] No
- [x] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->
Nothing beyond search functionality and autocomplete. 


## Final Checklist

- [x] Stability is not compromised.
- [x] Performance impact is understood, tested, and acceptable.
- [x] Added logic complexity is justified and explained.
- [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: bash <hermensb@gmail.com>
Co-authored-by: Revision <tkn963@gmail.com>
Co-authored-by: kadeshar <kadeshar@gmail.com>
2026-04-10 22:16:58 -07:00

1243 lines
40 KiB
C++

#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);
bot->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TELEPORTED | AURA_INTERRUPT_FLAG_CHANGE_MAP);
return bot->TeleportTo(dest);
}
float dis = bot->GetExactDist(dest);
if (dis < pathFinderDis)
{
return MoveTo(dest.GetMapId(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(), false, false,
false, true);
}
const uint32 typeOk = PATHFIND_NORMAL | PATHFIND_INCOMPLETE | PATHFIND_FARFROMPOLY;
// 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.
{
PathGenerator path(bot);
path.CalculatePath(dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ());
PathType type = path.GetPathType();
bool canReach = !(type & (~typeOk));
if (canReach)
{
const G3D::Vector3& endPos = path.GetActualEndPosition();
// 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(endPos.x, endPos.y, endPos.z);
if (endDistToDest + 5.0f < disToDest)
{
return MoveTo(bot->GetMapId(), endPos.x, endPos.y, endPos.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<float>(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;
PathGenerator path(bot);
path.CalculatePath(dx, dy, dz);
PathType type = path.GetPathType();
bool canReach = !(type & (~typeOk));
if (canReach && fabs(delta) <= minDelta)
{
found = true;
const G3D::Vector3& endPos = path.GetActualEndPosition();
rx = endPos.x;
ry = endPos.y;
rz = endPos.z;
minDelta = fabs(delta);
}
}
if (found)
{
return MoveTo(bot->GetMapId(), rx, ry, rz, false, false, false, true);
}
return false;
}
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<float>(M_PI);
float dx = x + distance * cos(angle);
float dy = y + distance * sin(angle);
float dz = z;
PathGenerator path(bot);
path.CalculatePath(dx, dy, dz);
PathType type = path.GetPathType();
uint32 typeOk = PATHFIND_NORMAL | PATHFIND_INCOMPLETE | PATHFIND_FARFROMPOLY;
bool canReach = !(type & (~typeOk));
if (!canReach)
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;
}
/// @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<float> GenerateRandomWeights(int n)
{
std::vector<float> 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>& 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<float> 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<int32> 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<float> 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<WorldLocation>& locs = sTravelMgr.GetLocsPerLevelCache(bot->GetLevel());
float hiRange = 500.0f;
float loRange = 2500.0f;
if (bot->GetLevel() < 5)
{
hiRange /= 3;
loRange /= 3;
}
std::vector<WorldLocation> 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];
}
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<WorldLocation> 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<WorldLocation> 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];
}
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(ObjectGuid& flightMaster, std::vector<uint32>& path)
{
flightMaster = sTravelMgr.GetNearestFlightMasterGuid(bot);
if (!flightMaster)
return false;
std::vector<std::vector<uint32>> availablePaths = sTravelMgr.GetOptimalFlightDestinations(bot);
if (availablePaths.empty())
return false;
path = availablePaths[urand(0, availablePaths.size() - 1)];
LOG_DEBUG("playerbots", "[New RPG] Bot {} select random flight taxi node from:{} (node {}) to:{} ({} available)",
bot->GetName(), flightMaster.GetEntry(), path[0], path[path.size() - 1], availablePaths.size());
return true;
}
bool NewRpgBaseAction::RandomChangeStatus(std::vector<NewRpgStatus> candidateStatus)
{
std::vector<NewRpgStatus> 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];
}
}
// Safety check. Default to "rest" if all RPG weights = 0
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<uint32> 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> 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:
{
ObjectGuid flightMaster;
std::vector<uint32> path;
if (SelectRandomFlightTaxiNode(flightMaster, path))
{
botAI->rpgInfo.ChangeToTravelFlight(flightMaster, 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<uint32> 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> poiInfo;
if (GetQuestPOIPosAndObjectiveIdx(questId, poiInfo, true))
{
return true;
}
}
return false;
}
case RPG_TRAVEL_FLIGHT:
{
ObjectGuid flightMaster;
std::vector<uint32> path;
return SelectRandomFlightTaxiNode(flightMaster, 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;
}