2024-07-30 15:11:24 +02:00

331 lines
9.8 KiB
C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version.
*/
#include "QuestAction.h"
#include "Event.h"
#include "ChatHelper.h"
#include "Playerbots.h"
#include "ReputationMgr.h"
#include "ServerFacade.h"
bool QuestAction::Execute(Event event)
{
ObjectGuid guid = event.getObject();
Player* master = GetMaster();
if (!guid)
{
if (!master)
{
guid = bot->GetTarget();
}
else
{
guid = master->GetTarget();
}
}
if (guid)
{
return ProcessQuests(guid);
}
bool result = false;
GuidVector npcs = AI_VALUE(GuidVector, "nearest npcs");
for (const auto npc : npcs)
{
Unit* unit = botAI->GetUnit(npc);
if (unit && bot->GetDistance(unit) <= INTERACTION_DISTANCE)
result |= ProcessQuests(unit);
}
std::list<ObjectGuid> gos = AI_VALUE(std::list<ObjectGuid>, "nearest game objects");
for (const auto go : gos)
{
GameObject* gameobj = botAI->GetGameObject(go);
if (gameobj && bot->GetDistance(gameobj) <= INTERACTION_DISTANCE)
result |= ProcessQuests(gameobj);
}
return result;
}
bool QuestAction::CompleteQuest(Player* player, uint32 entry)
{
Quest const* pQuest = sObjectMgr->GetQuestTemplate(entry);
// If player doesn't have the quest
if (!pQuest || player->GetQuestStatus(entry) == QUEST_STATUS_NONE)
{
return false;
}
// Add quest items for quests that require items
for (uint8 x = 0; x < QUEST_ITEM_OBJECTIVES_COUNT; ++x)
{
uint32 id = pQuest->RequiredItemId[x];
uint32 count = pQuest->RequiredItemCount[x];
if (!id || !count)
{
continue;
}
uint32 curItemCount = player->GetItemCount(id, true);
ItemPosCountVec dest;
uint8 msg = player->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, id, count - curItemCount);
if (msg == EQUIP_ERR_OK)
{
Item* item = player->StoreNewItem(dest, id, true);
player->SendNewItem(item, count - curItemCount, true, false);
}
}
// All creature/GO slain/casted (not required, but otherwise it will display "Creature slain 0/10")
for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
{
int32 creature = pQuest->RequiredNpcOrGo[i];
uint32 creaturecount = pQuest->RequiredNpcOrGoCount[i];
// TODO check if we need a REQSPELL condition, this methods and sql entry dosent seem implemented ?
/*if (uint32 spell_id = pQuest->GetReqSpell[i])
{
for (uint16 z = 0; z < creaturecount; ++z)
{
player->CastedCreatureOrGO(creature, ObjectGuid(), spell_id);
}
}*/
/*else*/ if (creature > 0)
{
if (CreatureTemplate const* cInfo = sObjectMgr->GetCreatureTemplate(creature))
for (uint16 z = 0; z < creaturecount; ++z)
{
player->KilledMonster(cInfo, ObjectGuid::Empty);
}
}
else if (creature < 0)
{
for (uint16 z = 0; z < creaturecount; ++z)
{
player->KillCreditGO(-creature);
}
}
}
// If the quest requires reputation to complete
if (uint32 repFaction = pQuest->GetRepObjectiveFaction())
{
uint32 repValue = pQuest->GetRepObjectiveValue();
uint32 curRep = player->GetReputationMgr().GetReputation(repFaction);
if (curRep < repValue)
if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(repFaction))
{
player->GetReputationMgr().SetReputation(factionEntry, repValue);
}
}
// If the quest requires money
int32 ReqOrRewMoney = pQuest->GetRewOrReqMoney();
if (ReqOrRewMoney < 0)
{
player->ModifyMoney(-ReqOrRewMoney);
}
player->CompleteQuest(entry);
if (botAI->HasStrategy("debug quest", BotState::BOT_STATE_NON_COMBAT) || botAI->HasStrategy("debug rpg", BotState::BOT_STATE_COMBAT))
{
LOG_INFO("playerbots", "Quest [ {} ] completed", pQuest->GetTitle());
bot->Say("Quest [ " + ChatHelper::FormatQuest(pQuest) + " ] completed", LANG_UNIVERSAL);
}
botAI->TellMasterNoFacing("Quest completed " + ChatHelper::FormatQuest(pQuest));
return true;
}
bool QuestAction::ProcessQuests(ObjectGuid questGiver)
{
if (GameObject* gameObject = botAI->GetGameObject(questGiver))
if (gameObject->GetGoType() == GAMEOBJECT_TYPE_QUESTGIVER)
return ProcessQuests(gameObject);
Creature* creature = botAI->GetCreature(questGiver);
if (creature)
return ProcessQuests(creature);
return false;
}
bool QuestAction::ProcessQuests(WorldObject* questGiver)
{
ObjectGuid guid = questGiver->GetGUID();
if (bot->GetDistance(questGiver) > INTERACTION_DISTANCE && !sPlayerbotAIConfig->syncQuestWithPlayer)
{
//if (botAI->HasStrategy("debug", BotState::BOT_STATE_COMBAT) || botAI->HasStrategy("debug", BotState::BOT_STATE_NON_COMBAT))
botAI->TellError("Cannot talk to quest giver");
return false;
}
if (!bot->HasInArc(CAST_ANGLE_IN_FRONT, questGiver, sPlayerbotAIConfig->sightDistance))
bot->SetFacingToObject(questGiver);
bot->SetTarget(guid);
bot->PrepareQuestMenu(guid);
QuestMenu& questMenu = bot->PlayerTalkClass->GetQuestMenu();
for (uint32 i = 0; i < questMenu.GetMenuItemCount(); ++i)
{
QuestMenuItem const& menuItem = questMenu.GetItem(i);
uint32 questID = menuItem.QuestId;
Quest const* quest = sObjectMgr->GetQuestTemplate(questID);
if (!quest)
continue;
ProcessQuest(quest, questGiver);
}
return true;
}
bool QuestAction::AcceptQuest(Quest const* quest, ObjectGuid questGiver)
{
std::ostringstream out;
uint32 questId = quest->GetQuestId();
if (bot->GetQuestStatus(questId) == QUEST_STATUS_COMPLETE)
out << "Already completed";
else if (!bot->CanTakeQuest(quest, false))
{
if (!bot->SatisfyQuestStatus(quest, false))
out << "Already on";
else
out << "Can't take";
}
else if (!bot->SatisfyQuestLog(false))
out << "Quest log is full";
else if (!bot->CanAddQuest(quest, false))
out << "Bags are full";
else
{
WorldPacket p(CMSG_QUESTGIVER_ACCEPT_QUEST);
uint32 unk1 = 0;
p << questGiver << questId << unk1;
p.rpos(0);
bot->GetSession()->HandleQuestgiverAcceptQuestOpcode(p);
if (bot->GetQuestStatus(questId) == QUEST_STATUS_NONE && sPlayerbotAIConfig->syncQuestWithPlayer)
{
Object* pObject = ObjectAccessor::GetObjectByTypeMask(*bot, questGiver, TYPEMASK_UNIT | TYPEMASK_GAMEOBJECT | TYPEMASK_ITEM);
bot->AddQuest(quest, pObject);
}
if (bot->GetQuestStatus(questId) != QUEST_STATUS_NONE && bot->GetQuestStatus(questId) != QUEST_STATUS_REWARDED)
{
out << "Accepted " << chat->FormatQuest(quest);
botAI->TellMaster(out);
return true;
}
out << "Cannot accept";
}
out << " " << chat->FormatQuest(quest);
botAI->TellMaster(out);
return false;
}
bool QuestUpdateCompleteAction::Execute(Event event)
{
WorldPacket p(event.getPacket());
p.rpos(0);
uint32 entry, questId, available, required;
ObjectGuid guid;
p >> questId >> entry >> available >> required >> guid;
Quest const* qInfo = sObjectMgr->GetQuestTemplate(questId);
if (qInfo)
{
if (botAI->HasStrategy("debug quest", BotState::BOT_STATE_NON_COMBAT) || botAI->HasStrategy("debug rpg", BotState::BOT_STATE_COMBAT))
{
LOG_INFO("playerbots", "Quest [ {} ] completed", qInfo->GetTitle());
bot->Say("Quest [ " + ChatHelper::FormatQuest(qInfo) + " ] completed", LANG_UNIVERSAL);
}
botAI->TellMasterNoFacing("Quest completed " + ChatHelper::FormatQuest(qInfo));
}
return true;
}
/*
* For creature or gameobject
*/
bool QuestUpdateAddKillAction::Execute(Event event)
{
WorldPacket p(event.getPacket());
p.rpos(0);
uint32 entry, questId, available, required;
ObjectGuid guid;
p >> questId >> entry >> available >> required >> guid;
std::stringstream ss;
ss << "Update progression kill questid {" << std::to_string(questId) << "} {" << std::to_string(available) << "} / {" << std::to_string(required) << "}";
botAI->TellMasterNoFacing(ss.str());
return false;
}
bool QuestUpdateAddItemAction::Execute(Event event)
{
WorldPacket p(event.getPacket());
p.rpos(0);
uint32 itemId, count;
p >> itemId >> count;
Player* requester = event.getOwner() ? event.getOwner() : GetMaster();
auto const* itemPrototype = sObjectMgr->GetItemTemplate(itemId);
std::stringstream ss;
ss << "Update progression itemid {" << std::to_string(itemId) << "} count: {" << std::to_string(count) << "}";
botAI->TellMasterNoFacing(ss.str());
return false;
}
bool QuestUpdateFailedAction::Execute(Event event)
{
//opcode SMSG_QUESTUPDATE_FAILED is never sent...(yet?)
return false;
}
bool QuestUpdateFailedTimerAction::Execute(Event event)
{
WorldPacket p(event.getPacket());
p.rpos(0);
uint32 questId;
p >> questId;
Player* requester = event.getOwner() ? event.getOwner() : GetMaster();
Quest const* qInfo = sObjectMgr->GetQuestTemplate(questId);
if (qInfo)
{
botAI->TellMaster("Failed timer for " + botAI->GetChatHelper()->FormatQuest(qInfo) +", abandoning");
}
else
{
botAI->TellMaster("Failed timer for " + std::to_string(questId));
}
//drop quest
bot->AbandonQuest(questId);
return false;
}