mirror of
https://github.com/liyunfan1223/mod-playerbots.git
synced 2026-06-20 15:39:25 +02:00
1291 lines
42 KiB
C++
1291 lines
42 KiB
C++
#include "NewRpgBaseAction.h"
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#include "BroadcastHelper.h"
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#include "ChatHelper.h"
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#include "Creature.h"
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#include "G3D/Vector2.h"
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#include "GameObject.h"
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#include "GossipDef.h"
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#include "GridTerrainData.h"
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#include "IVMapMgr.h"
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#include "NewRpgInfo.h"
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#include "NewRpgStrategy.h"
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#include "Object.h"
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#include "ObjectAccessor.h"
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#include "OutdoorPvPMgr.h"
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#include "ObjectDefines.h"
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#include "ObjectGuid.h"
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#include "ObjectMgr.h"
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#include "PathGenerator.h"
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#include "Player.h"
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#include "PlayerbotAI.h"
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#include "PlayerbotAIConfig.h"
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#include "Playerbots.h"
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#include "Position.h"
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#include "QuestDef.h"
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#include "Random.h"
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#include "RandomPlayerbotMgr.h"
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#include "SharedDefines.h"
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#include "StatsWeightCalculator.h"
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#include "Timer.h"
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#include "TravelMgr.h"
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bool NewRpgBaseAction::MoveFarTo(WorldPosition dest)
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{
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if (dest == WorldPosition())
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return false;
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if (dest != botAI->rpgInfo.moveFarPos)
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{
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// clear stuck information if it's a new dest
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botAI->rpgInfo.SetMoveFarTo(dest);
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}
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// performance optimization
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if (IsWaitingForLastMove(MovementPriority::MOVEMENT_NORMAL))
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{
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return false;
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}
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// Let previously committed movement finish before recomputing.
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//
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// MoveTo internally caps its stored delay at maxWaitForMove
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// (default 5s), but a long path (200+ yd routed around a
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// mountain) takes 30+ seconds to walk. After 5s
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// IsWaitingForLastMove returns false and MoveFarTo re-enters.
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// Without this gate, DoMovePoint would call mm->Clear() and
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// reissue MovePoint from the new bot position — and from a new
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// position mmap's partial-path endpoint often differs, so the
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// bot gets clobbered mid-walk and ends up oscillating (e.g.
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// cave entrance -> inside cave -> cave entrance -> mountain
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// base -> cave entrance...) around an unreachable destination.
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//
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// If the bot is still actively walking toward its last
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// committed point on the same map, just let the current spline
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// finish. The stuck counter below continues to track real
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// progress toward dest and triggers teleport recovery if the
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// committed paths genuinely aren't closing the gap.
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{
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LastMovement& lastMove = AI_VALUE(LastMovement&, "last movement");
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if (bot->isMoving() && lastMove.lastMoveToMapId == bot->GetMapId())
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{
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float remaining = bot->GetExactDist(lastMove.lastMoveToX, lastMove.lastMoveToY, lastMove.lastMoveToZ);
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if (remaining > 10.0f)
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return true;
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}
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}
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// stuck check
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float disToDest = bot->GetDistance(dest);
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// Require a meaningful improvement (5yd) to reset the stuck counter.
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// The old 1yd threshold was small enough that bots oscillating back
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// and forth around an obstacle would keep "making progress" forever
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// and never trigger the teleport recovery below.
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if (disToDest + 5.0f < botAI->rpgInfo.nearestMoveFarDis)
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{
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botAI->rpgInfo.nearestMoveFarDis = disToDest;
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botAI->rpgInfo.stuckTs = getMSTime();
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botAI->rpgInfo.stuckAttempts = 0;
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}
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else if (++botAI->rpgInfo.stuckAttempts >= 5 && GetMSTimeDiffToNow(botAI->rpgInfo.stuckTs) >= stuckTime)
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{
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// No meaningful progress toward dest for `stuckTime`: fall
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// back to teleporting directly so the bot can get on with
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// its RPG objective instead of oscillating indefinitely.
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botAI->rpgInfo.stuckTs = getMSTime();
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botAI->rpgInfo.stuckAttempts = 0;
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const AreaTableEntry* entry = sAreaTableStore.LookupEntry(bot->GetZoneId());
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std::string zone_name = PlayerbotAI::GetLocalizedAreaName(entry);
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LOG_DEBUG("playerbots","[New RPG] Teleport {} from ({},{},{},{}) to ({},{},{},{}) as it stuck when moving far - Zone: {} ({})",
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bot->GetName(), bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(), bot->GetMapId(),
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dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(), dest.GetMapId(), bot->GetZoneId(), zone_name);
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botAI->TeleportTo(dest);
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return true;
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}
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float dis = bot->GetExactDist(dest);
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// Long distance + travel nodes enabled: use the pre-computed node graph
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// (A*, flight paths, transports) instead of repeated mmap hops.
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if (dis > MAX_PATHFINDING_DISTANCE && sPlayerbotAIConfig.enableTravelNodes)
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{
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if (!botAI->rpgInfo.HasActiveTravelPlan())
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StartTravelPlan(dest);
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return UpdateTravelPlan();
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}
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// Crossed below the travel-node threshold — clear any leftover plan
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if (botAI->rpgInfo.HasActiveTravelPlan())
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botAI->rpgInfo.ClearTravel();
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// Short range: close enough for a single mmap call
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if (dis < pathFinderDis)
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{
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return MoveTo(dest.GetMapId(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(), false, false,
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false, true);
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}
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// Primary strategy: ask mmap for a route to the TRUE destination.
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// If mmap can reach it directly (PATHFIND_NORMAL) or partially
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// (PATHFIND_INCOMPLETE — destinations beyond the smooth-path cap
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// of ~296 yards, or where local geometry blocks the final step),
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// walk to the furthest reachable waypoint mmap computed. This
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// lets bots follow the real route around obstacles (mountains,
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// cave walls, cliffs) instead of trying to cut straight through.
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// The spline system walks the whole returned path smoothly, so
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// subsequent ticks early-out via IsWaitingForLastMove and no
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// further PathGenerator calls fire until the bot arrives.
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{
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PathResult path = GeneratePath(dest.GetPositionX(), dest.GetPositionY(),
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dest.GetPositionZ(), RELAXED_PATH_ACCEPT_MASK);
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if (path.reachable)
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{
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// Only commit if the mmap endpoint actually makes progress
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// toward the destination. For pathological INCOMPLETE
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// results (e.g. disconnected polys that still report
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// INCOMPLETE) the endpoint can land right under the bot;
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// fall through to cone sampling in that case.
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float endDistToDest = dest.GetExactDist(path.actualEnd.x, path.actualEnd.y, path.actualEnd.z);
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if (endDistToDest + 5.0f < disToDest)
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return MoveTo(bot->GetMapId(), path.actualEnd.x, path.actualEnd.y, path.actualEnd.z, false, false, false, true);
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}
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}
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// Fallback: mmap couldn't route to the destination. Sample the
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// forward cone for a reachable stepping stone so the bot keeps
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// moving and can try again from a new vantage point. Cap at 2
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// samples — we already spent one PathGenerator call above and at
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// 3000 bots every extra CalculatePath matters.
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float minDelta = M_PI;
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const float x = bot->GetPositionX();
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const float y = bot->GetPositionY();
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const float z = bot->GetPositionZ();
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const float baseAngle = bot->GetAngle(&dest);
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float rx, ry, rz;
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bool found = false;
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for (int attempt = 0; attempt < 2; ++attempt)
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{
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float delta = (rand_norm() - 0.5f) * static_cast<float>(M_PI); // ±π/2, forward cone
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float sampleDis = (0.5f + rand_norm() * 0.5f) * pathFinderDis;
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float angle = baseAngle + delta;
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float dx = x + cos(angle) * sampleDis;
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float dy = y + sin(angle) * sampleDis;
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float dz = z + 0.5f;
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PathResult path = GeneratePath(dx, dy, dz, RELAXED_PATH_ACCEPT_MASK);
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if (path.reachable && fabs(delta) <= minDelta)
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{
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found = true;
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rx = path.actualEnd.x;
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ry = path.actualEnd.y;
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rz = path.actualEnd.z;
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minDelta = fabs(delta);
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}
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}
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if (found)
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{
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return MoveTo(bot->GetMapId(), rx, ry, rz, false, false, false, true);
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}
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return false;
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}
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void NewRpgBaseAction::StartTravelPlan(WorldPosition dest)
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{
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TravelPlan& plan = botAI->rpgInfo.travelPlan;
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GetTravelPlan(plan, dest);
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LOG_DEBUG("playerbots","[New RPG] Bot {} starting travel plan to ({:.0f},{:.0f},{:.0f}) map={}, {} points",
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bot->GetName(), dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(), dest.GetMapId(), plan.steps.size());
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}
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bool NewRpgBaseAction::UpdateTravelPlan()
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{
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TravelPlan& plan = botAI->rpgInfo.travelPlan;
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bool result = ExecuteTravelPlan(plan);
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if (!plan.IsActive())
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botAI->rpgInfo.ClearTravel();
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return result;
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}
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bool NewRpgBaseAction::MoveWorldObjectTo(ObjectGuid guid, float distance)
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{
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if (IsWaitingForLastMove(MovementPriority::MOVEMENT_NORMAL))
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return false;
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WorldObject* object = botAI->GetWorldObject(guid);
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if (!object)
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return false;
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float x = object->GetPositionX();
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float y = object->GetPositionY();
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float z = object->GetPositionZ();
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float mapId = object->GetMapId();
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float angle = 0.f;
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if (!object->ToUnit() || !object->ToUnit()->isMoving())
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angle = object->GetAngle(bot) + (M_PI * irand(-25, 25) / 100.0); // Closest 45 degrees towards the target
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else
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angle = object->GetOrientation() +
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(M_PI * irand(-25, 25) / 100.0); // 45 degrees infront of target (leading it's movement)
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float rnd = rand_norm();
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x += cos(angle) * distance * rnd;
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y += sin(angle) * distance * rnd;
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if (!object->GetMap()->CheckCollisionAndGetValidCoords(object, object->GetPositionX(), object->GetPositionY(),
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object->GetPositionZ(), x, y, z))
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{
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x = object->GetPositionX();
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y = object->GetPositionY();
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z = object->GetPositionZ();
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}
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return MoveTo(mapId, x, y, z, false, false, false, true);
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}
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bool NewRpgBaseAction::MoveRandomNear(float moveStep, MovementPriority priority, WorldObject* center)
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{
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if (IsWaitingForLastMove(priority))
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return false;
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Map* map = bot->GetMap();
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const float x = bot->GetPositionX();
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const float y = bot->GetPositionY();
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const float z = bot->GetPositionZ();
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// Previously: attempts = 1. A single random sample often landed in
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// water / blocked geometry / unreachable poly, the function returned
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// false, and the caller had no fallback — bot stood still. Retry a
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// handful of times with a fresh distance each loop so a bad roll
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// doesn't lock the bot in place.
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for (int attempt = 0; attempt < 8; ++attempt)
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{
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float distance = (0.4f + rand_norm() * 0.6f) * moveStep;
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float angle = (float)rand_norm() * 2 * static_cast<float>(M_PI);
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float dx = x + distance * cos(angle);
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float dy = y + distance * sin(angle);
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float dz = z;
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PathResult path = GeneratePath(dx, dy, dz, RELAXED_PATH_ACCEPT_MASK);
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if (!path.reachable)
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continue;
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if (!map->CanReachPositionAndGetValidCoords(bot, dx, dy, dz))
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continue;
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if (map->IsInWater(bot->GetPhaseMask(), dx, dy, dz, bot->GetCollisionHeight()))
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continue;
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bool moved = MoveTo(bot->GetMapId(), dx, dy, dz, false, false, false, true, priority);
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if (moved)
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return true;
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}
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return false;
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}
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bool NewRpgBaseAction::ForceToWait(uint32 duration, MovementPriority priority)
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{
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AI_VALUE(LastMovement&, "last movement")
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.Set(bot->GetMapId(), bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(), bot->GetOrientation(),
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duration, priority);
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return true;
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}
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bool NewRpgBaseAction::TakeFlight(std::vector<uint32> const& taxiNodes, Creature* flightMaster)
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{
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if (taxiNodes.size() < 2 || !flightMaster || !flightMaster->IsAlive())
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return false;
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botAI->RemoveShapeshift();
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if (bot->IsMounted())
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bot->Dismount();
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if (!bot->ActivateTaxiPathTo(taxiNodes, flightMaster, 0))
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{
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LOG_DEBUG("playerbots", "[New RPG] Bot {} flight ({} nodes, {} to {}) failed",
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bot->GetName(), taxiNodes.size(), taxiNodes.front(), taxiNodes.back());
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return false;
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}
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LOG_DEBUG("playerbots", "[New RPG] Bot {} taking flight ({} nodes, {} to {})",
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bot->GetName(), taxiNodes.size(), taxiNodes.front(), taxiNodes.back());
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return true;
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}
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/// @TODO: Fix redundant code
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/// Quest related method refer to TalkToQuestGiverAction.h
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bool NewRpgBaseAction::InteractWithNpcOrGameObjectForQuest(ObjectGuid guid)
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{
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WorldObject* object = ObjectAccessor::GetWorldObject(*bot, guid);
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if (!object || !bot->CanInteractWithQuestGiver(object))
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return false;
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// Creature* creature = bot->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_NONE);
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// if (creature)
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// {
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// WorldPacket packet(CMSG_GOSSIP_HELLO);
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// packet << guid;
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// bot->GetSession()->HandleGossipHelloOpcode(packet);
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// }
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bot->PrepareQuestMenu(guid);
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const QuestMenu& menu = bot->PlayerTalkClass->GetQuestMenu();
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if (menu.Empty())
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return true;
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for (uint8 idx = 0; idx < menu.GetMenuItemCount(); idx++)
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{
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const QuestMenuItem& item = menu.GetItem(idx);
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const Quest* quest = sObjectMgr->GetQuestTemplate(item.QuestId);
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if (!quest)
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continue;
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const QuestStatus& status = bot->GetQuestStatus(item.QuestId);
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if (status == QUEST_STATUS_NONE && bot->CanTakeQuest(quest, false) && bot->CanAddQuest(quest, false) &&
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IsQuestWorthDoing(quest) && IsQuestCapableDoing(quest))
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{
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AcceptQuest(quest, guid);
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if (botAI->GetMaster())
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botAI->TellMasterNoFacing("Quest accepted " + ChatHelper::FormatQuest(quest));
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BroadcastHelper::BroadcastQuestAccepted(botAI, bot, quest);
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botAI->rpgStatistic.questAccepted++;
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LOG_DEBUG("playerbots", "[New RPG] {} accept quest {}", bot->GetName(), quest->GetQuestId());
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}
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if (status == QUEST_STATUS_COMPLETE && bot->CanRewardQuest(quest, 0, false))
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{
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TurnInQuest(quest, guid);
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if (botAI->GetMaster())
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botAI->TellMasterNoFacing("Quest rewarded " + ChatHelper::FormatQuest(quest));
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BroadcastHelper::BroadcastQuestTurnedIn(botAI, bot, quest);
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botAI->rpgStatistic.questRewarded++;
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LOG_DEBUG("playerbots", "[New RPG] {} turned in quest {}", bot->GetName(), quest->GetQuestId());
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}
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}
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return true;
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}
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bool NewRpgBaseAction::CanInteractWithQuestGiver(Object* questGiver)
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{
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// This is a variant of Player::CanInteractWithQuestGiver
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// that removes the distance check and keeps all other checks
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switch (questGiver->GetTypeId())
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{
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case TYPEID_UNIT: // Player::GetNPCIfCanInteractWith
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{
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ObjectGuid guid = questGiver->GetGUID();
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// unit checks
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if (!guid)
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return false;
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if (!bot->IsInWorld() || bot->IsDuringRemoveFromWorld())
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return false;
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if (bot->IsInFlight())
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return false;
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// exist (we need look pets also for some interaction (quest/etc)
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Creature* creature = ObjectAccessor::GetCreatureOrPetOrVehicle(*bot, guid);
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if (!creature)
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return false;
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// Deathstate checks
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if (!bot->IsAlive() &&
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!(creature->GetCreatureTemplate()->type_flags & CREATURE_TYPE_FLAG_VISIBLE_TO_GHOSTS))
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return false;
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// alive or spirit healer
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if (!creature->IsAlive() &&
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!(creature->GetCreatureTemplate()->type_flags & CREATURE_TYPE_FLAG_INTERACT_WHILE_DEAD))
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return false;
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// appropriate npc type
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if (!creature->HasNpcFlag(UNIT_NPC_FLAG_QUESTGIVER))
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return false;
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// not allow interaction under control, but allow with own pets
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if (creature->GetCharmerGUID())
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return false;
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// xinef: perform better check
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if (creature->GetReactionTo(bot) <= REP_UNFRIENDLY)
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return false;
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return true;
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}
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case TYPEID_GAMEOBJECT: // Player::GetGameObjectIfCanInteractWith
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{
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ObjectGuid guid = questGiver->GetGUID();
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if (GameObject* go = bot->GetMap()->GetGameObject(guid))
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{
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if (go->GetGoType() == GAMEOBJECT_TYPE_QUESTGIVER)
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{
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// Players cannot interact with gameobjects that use the "Point" icon
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if (go->GetGOInfo()->IconName == "Point")
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return false;
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return true;
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}
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}
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return false;
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}
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// unused for now
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// case TYPEID_PLAYER:
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// return bot->IsAlive() && questGiver->ToPlayer()->IsAlive();
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// case TYPEID_ITEM:
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// return bot->IsAlive();
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default:
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break;
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}
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return false;
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}
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bool NewRpgBaseAction::IsWithinInteractionDist(Object* questGiver)
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{
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// This is a variant of Player::CanInteractWithQuestGiver
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// that only keep the distance check
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switch (questGiver->GetTypeId())
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{
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case TYPEID_UNIT:
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{
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ObjectGuid guid = questGiver->GetGUID();
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// unit checks
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if (!guid)
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return false;
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// exist (we need look pets also for some interaction (quest/etc)
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Creature* creature = ObjectAccessor::GetCreatureOrPetOrVehicle(*bot, guid);
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if (!creature)
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return false;
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if (!creature->IsWithinDistInMap(bot, INTERACTION_DISTANCE))
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return false;
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return true;
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}
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case TYPEID_GAMEOBJECT:
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{
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ObjectGuid guid = questGiver->GetGUID();
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if (GameObject* go = bot->GetMap()->GetGameObject(guid))
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{
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if (go->IsWithinDistInMap(bot))
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{
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return true;
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}
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}
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return false;
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}
|
|
// 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];
|
|
}
|
|
|
|
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<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];
|
|
}
|
|
|
|
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<uint32>& path)
|
|
{
|
|
TravelMgr::FlightMasterInfo const* info = sTravelMgr.GetNearestFlightMasterInfo(bot);
|
|
if (!info)
|
|
return false;
|
|
|
|
std::vector<std::vector<uint32>> 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<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];
|
|
}
|
|
}
|
|
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:
|
|
{
|
|
uint32 flightMasterEntry = 0;
|
|
WorldPosition flightMasterPos;
|
|
std::vector<uint32> 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<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:
|
|
{
|
|
uint32 flightMasterEntry = 0;
|
|
WorldPosition flightMasterPos;
|
|
std::vector<uint32> 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;
|
|
}
|