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https://github.com/liyunfan1223/mod-playerbots.git
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# Pull Request Brighton caught a mistake I made changeing the action registry, so the correct action was no longer triggering. I cleaned that up, and renamed the action. ## How to Test the Changes - This was tested by adding logging to both equip actions. But to test this without that, the best way to verify the fix is to stop alts from auto upgrading via config. Then they should correctly follow the configured behavior. ## Complexity & Impact Does this change add new decision branches? - - [x ] No - - [ ] Yes (**explain below**) Does this change increase per-bot or per-tick processing? - - [x] No - - [ ] Yes (**describe and justify impact**) Could this logic scale poorly under load? - - [x] No - - [ ] Yes (**explain why**) --- ## Defaults & Configuration Does this change modify default bot behavior? - - [x] No - - [ ] Yes (**explain why**) If this introduces more advanced or AI-heavy logic: - - [x] Lightweight mode remains the default - - [ ] More complex behavior is optional and thereby configurable --- ## AI Assistance Was AI assistance (e.g. ChatGPT or similar tools) used while working on this change? - - [x] No - - [ ] Yes (**explain below**) If yes, please specify: - AI tool or model used (e.g. ChatGPT, GPT-4, Claude, etc.) - Purpose of usage (e.g. brainstorming, refactoring, documentation, code generation) - Which parts of the change were influenced or generated - Whether the result was manually reviewed and adapted AI assistance is allowed, but all submitted code must be fully understood, reviewed, and owned by the contributor. Any AI-influenced changes must be verified against existing CORE and PB logic. We expect contributors to be honest about what they do and do not understand. --- ## 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 --- ## Notes for Reviewers Anything that significantly improves realism at the cost of stability or performance should be carefully discussed before merging.
415 lines
16 KiB
C++
415 lines
16 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
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* and/or modify it under version 3 of the License, or (at your option), any later version.
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*/
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#include "EquipAction.h"
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#include <utility>
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#include "Event.h"
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#include "ItemCountValue.h"
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#include "ItemUsageValue.h"
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#include "ItemVisitors.h"
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#include "Playerbots.h"
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#include "StatsWeightCalculator.h"
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#include "ItemPackets.h"
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bool EquipAction::Execute(Event event)
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{
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std::string const text = event.getParam();
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ItemIds ids = chat->parseItems(text);
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EquipItems(ids);
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return true;
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}
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void EquipAction::EquipItems(ItemIds ids)
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{
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for (ItemIds::iterator i = ids.begin(); i != ids.end(); i++)
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{
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FindItemByIdVisitor visitor(*i);
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EquipItem(&visitor);
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}
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}
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// Return bagslot with smalest bag.
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uint8 EquipAction::GetSmallestBagSlot()
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{
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int8 curBag = 0;
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uint32 curSlots = 0;
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for (uint8 bag = INVENTORY_SLOT_BAG_START; bag < INVENTORY_SLOT_BAG_END; ++bag)
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{
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const Bag* const pBag = (Bag*)bot->GetItemByPos(INVENTORY_SLOT_BAG_0, bag);
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if (pBag)
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{
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if (curBag > 0 && curSlots < pBag->GetBagSize())
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continue;
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curBag = bag;
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curSlots = pBag->GetBagSize();
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}
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else
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return bag;
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}
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return curBag;
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}
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void EquipAction::EquipItem(FindItemVisitor* visitor)
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{
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IterateItems(visitor);
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std::vector<Item*> items = visitor->GetResult();
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if (!items.empty())
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EquipItem(*items.begin());
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}
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void EquipAction::EquipItem(Item* item)
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{
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uint8 bagIndex = item->GetBagSlot();
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uint8 slot = item->GetSlot();
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const ItemTemplate* itemProto = item->GetTemplate();
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uint32 itemId = itemProto->ItemId;
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uint8 invType = itemProto->InventoryType;
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// Handle ammunition separately
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if (invType == INVTYPE_AMMO)
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{
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bot->SetAmmo(itemId);
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std::ostringstream out;
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out << "equipping " << chat->FormatItem(itemProto);
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botAI->TellMaster(out);
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return;
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}
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// Handle bags first
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bool equippedBag = false;
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if (itemProto->Class == ITEM_CLASS_CONTAINER)
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{
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// Attempt to equip as a bag
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Bag* pBag = reinterpret_cast<Bag*>(item);
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uint8 newBagSlot = GetSmallestBagSlot();
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if (newBagSlot > 0)
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{
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uint16 src = ((bagIndex << 8) | slot);
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uint16 dst = ((INVENTORY_SLOT_BAG_0 << 8) | newBagSlot);
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bot->SwapItem(src, dst);
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equippedBag = true;
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}
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}
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// If we didn't equip as a bag, try to equip as gear
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if (!equippedBag)
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{
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// Ranged weapons aren't handled by the rest of the weapon equip logic
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// Handle them early here to avoid issues.
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if (invType == INVTYPE_RANGED || invType == INVTYPE_THROWN || invType == INVTYPE_RANGEDRIGHT)
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{
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WorldPacket packet(CMSG_AUTOEQUIP_ITEM_SLOT, 2);
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ObjectGuid itemguid = item->GetGUID();
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packet << itemguid << uint8(EQUIPMENT_SLOT_RANGED);
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WorldPackets::Item::AutoEquipItemSlot nicePacket(std::move(packet));
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nicePacket.Read();
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bot->GetSession()->HandleAutoEquipItemSlotOpcode(nicePacket);
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std::ostringstream out;
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out << "Equipping " << chat->FormatItem(itemProto) << " in ranged slot";
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botAI->TellMaster(out);
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return;
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}
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uint8 dstSlot = botAI->FindEquipSlot(itemProto, NULL_SLOT, true);
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// Check if the item is a weapon and whether the bot can dual wield or use Titan Grip
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bool isWeapon = (itemProto->Class == ITEM_CLASS_WEAPON);
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bool canTitanGrip = bot->CanTitanGrip();
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bool canDualWield = bot->CanDualWield();
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bool isTwoHander = (invType == INVTYPE_2HWEAPON);
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bool isValidTGWeapon = false;
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if (canTitanGrip && isTwoHander)
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{
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// Titan Grip-valid 2H weapon subclasses: Axe2, Mace2, Sword2
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isValidTGWeapon = (itemProto->SubClass == ITEM_SUBCLASS_WEAPON_AXE2 ||
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itemProto->SubClass == ITEM_SUBCLASS_WEAPON_MACE2 ||
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itemProto->SubClass == ITEM_SUBCLASS_WEAPON_SWORD2);
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}
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// Check if the main hand currently has a 2H weapon equipped
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Item* currentMHItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
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bool have2HWeaponEquipped = (currentMHItem && currentMHItem->GetTemplate()->InventoryType == INVTYPE_2HWEAPON);
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// bool canDualWieldOrTG = (canDualWield || (canTitanGrip && isTwoHander));
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bool canDualWieldOrTG = (canDualWield || isTwoHander);
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// If this is a weapon and we can dual wield or Titan Grip, check if we can improve main/off-hand setup
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if (isWeapon && canDualWieldOrTG)
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{
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// Fetch current main hand and offhand items
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Item* mainHandItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
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Item* offHandItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
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// Set up the stats calculator once and reuse results for performance
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StatsWeightCalculator calculator(bot);
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calculator.SetItemSetBonus(false);
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calculator.SetOverflowPenalty(false);
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// Calculate item scores once and store them
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float newItemScore = calculator.CalculateItem(itemId);
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float mainHandScore = mainHandItem ? calculator.CalculateItem(mainHandItem->GetTemplate()->ItemId) : 0.0f;
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float offHandScore = offHandItem ? calculator.CalculateItem(offHandItem->GetTemplate()->ItemId) : 0.0f;
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// Determine where this weapon can go
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bool canGoMain = (invType == INVTYPE_WEAPON ||
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invType == INVTYPE_WEAPONMAINHAND ||
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isTwoHander);
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bool canTGOff = false;
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if (canTitanGrip && isTwoHander && isValidTGWeapon)
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canTGOff = true;
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bool canGoOff = (invType == INVTYPE_WEAPON ||
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invType == INVTYPE_WEAPONOFFHAND ||
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canTGOff);
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// Check if the main hand item can go to offhand if needed
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bool mainHandCanGoOff = false;
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if (mainHandItem)
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{
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const ItemTemplate* mhProto = mainHandItem->GetTemplate();
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bool mhIsValidTG = false;
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if (canTitanGrip && mhProto->InventoryType == INVTYPE_2HWEAPON)
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{
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mhIsValidTG = (mhProto->SubClass == ITEM_SUBCLASS_WEAPON_AXE2 ||
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mhProto->SubClass == ITEM_SUBCLASS_WEAPON_MACE2 ||
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mhProto->SubClass == ITEM_SUBCLASS_WEAPON_SWORD2);
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}
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mainHandCanGoOff = (mhProto->InventoryType == INVTYPE_WEAPON ||
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mhProto->InventoryType == INVTYPE_WEAPONOFFHAND ||
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(mhProto->InventoryType == INVTYPE_2HWEAPON && mhIsValidTG));
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}
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// Priority 1: Replace main hand if the new weapon is strictly better
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// and if conditions allow (e.g. no conflicting 2H logic)
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bool betterThanMH = (newItemScore > mainHandScore);
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// If a one-handed weapon is better, we can still use it instead of a two-handed weapon
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bool mhConditionOK = (invType != INVTYPE_2HWEAPON ||
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(isTwoHander && !canTitanGrip) ||
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(canTitanGrip && isValidTGWeapon));
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if (canGoMain && betterThanMH && mhConditionOK)
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{
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// Equip new weapon in main hand
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{
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WorldPacket eqPacket(CMSG_AUTOEQUIP_ITEM_SLOT, 2);
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ObjectGuid newItemGuid = item->GetGUID();
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eqPacket << newItemGuid << uint8(EQUIPMENT_SLOT_MAINHAND);
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WorldPackets::Item::AutoEquipItemSlot nicePacket(std::move(eqPacket));
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nicePacket.Read();
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bot->GetSession()->HandleAutoEquipItemSlotOpcode(nicePacket);
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}
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// Try moving old main hand weapon to offhand if beneficial
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if (mainHandItem && mainHandCanGoOff && (!offHandItem || mainHandScore > offHandScore))
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{
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const ItemTemplate* oldMHProto = mainHandItem->GetTemplate();
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WorldPacket offhandPacket(CMSG_AUTOEQUIP_ITEM_SLOT, 2);
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ObjectGuid oldMHGuid = mainHandItem->GetGUID();
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offhandPacket << oldMHGuid << uint8(EQUIPMENT_SLOT_OFFHAND);
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WorldPackets::Item::AutoEquipItemSlot nicePacket(std::move(offhandPacket));
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nicePacket.Read();
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bot->GetSession()->HandleAutoEquipItemSlotOpcode(nicePacket);
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std::ostringstream moveMsg;
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moveMsg << "Main hand upgrade found. Moving " << chat->FormatItem(oldMHProto) << " to offhand";
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botAI->TellMaster(moveMsg);
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}
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std::ostringstream out;
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out << "Equipping " << chat->FormatItem(itemProto) << " in main hand";
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botAI->TellMaster(out);
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return;
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}
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// Priority 2: If not better than main hand, check if better than offhand
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else if (canGoOff && newItemScore > offHandScore)
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{
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// Equip in offhand
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WorldPacket eqPacket(CMSG_AUTOEQUIP_ITEM_SLOT, 2);
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ObjectGuid newItemGuid = item->GetGUID();
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eqPacket << newItemGuid << uint8(EQUIPMENT_SLOT_OFFHAND);
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WorldPackets::Item::AutoEquipItemSlot nicePacket(std::move(eqPacket));
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nicePacket.Read();
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bot->GetSession()->HandleAutoEquipItemSlotOpcode(nicePacket);
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std::ostringstream out;
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out << "Equipping " << chat->FormatItem(itemProto) << " in offhand";
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botAI->TellMaster(out);
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return;
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}
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else
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{
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// No improvement, do nothing
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return;
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}
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}
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// If not a special dual-wield/TG scenario or no improvement found, fall back to original logic
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if (dstSlot == EQUIPMENT_SLOT_FINGER1 ||
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dstSlot == EQUIPMENT_SLOT_TRINKET1 ||
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(dstSlot == EQUIPMENT_SLOT_MAINHAND && canDualWield &&
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((invType != INVTYPE_2HWEAPON && !have2HWeaponEquipped) || (canTitanGrip && isValidTGWeapon))))
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{
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// Handle ring/trinket dual-slot logic
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Item* const equippedItems[2] = {
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bot->GetItemByPos(INVENTORY_SLOT_BAG_0, dstSlot),
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bot->GetItemByPos(INVENTORY_SLOT_BAG_0, dstSlot + 1)
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};
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if (equippedItems[0])
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{
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if (equippedItems[1])
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{
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// Both slots are full - pick the worst item to replace, but only if new item is better
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StatsWeightCalculator calc(bot);
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calc.SetItemSetBonus(false);
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calc.SetOverflowPenalty(false);
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// Calculate new item score with random properties
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int32 newItemRandomProp = item->GetItemRandomPropertyId();
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float newItemScore = calc.CalculateItem(itemId, newItemRandomProp);
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// Calculate equipped items scores with random properties
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int32 firstRandomProp = equippedItems[0]->GetItemRandomPropertyId();
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int32 secondRandomProp = equippedItems[1]->GetItemRandomPropertyId();
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float firstItemScore = calc.CalculateItem(equippedItems[0]->GetTemplate()->ItemId, firstRandomProp);
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float secondItemScore = calc.CalculateItem(equippedItems[1]->GetTemplate()->ItemId, secondRandomProp);
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// Determine which slot (if any) should be replaced
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bool betterThanFirst = newItemScore > firstItemScore;
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bool betterThanSecond = newItemScore > secondItemScore;
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// Early return if new item is not better than either equipped item
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if (!betterThanFirst && !betterThanSecond)
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return;
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if (betterThanFirst && betterThanSecond)
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{
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// New item is better than both - replace the worse of the two equipped items
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if (firstItemScore > secondItemScore)
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dstSlot++; // Replace second slot (worse)
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// else: keep dstSlot as-is (replace first slot)
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}
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else if (betterThanSecond)
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dstSlot++; // Only better than second slot - replace it
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}
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else
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{
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// Second slot empty, use it
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dstSlot++;
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}
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}
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}
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// Equip the item in the chosen slot
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{
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WorldPacket packet(CMSG_AUTOEQUIP_ITEM_SLOT, 2);
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ObjectGuid itemguid = item->GetGUID();
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packet << itemguid << dstSlot;
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WorldPackets::Item::AutoEquipItemSlot nicePacket(std::move(packet));
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nicePacket.Read();
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bot->GetSession()->HandleAutoEquipItemSlotOpcode(nicePacket);
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}
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}
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std::ostringstream out;
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out << "Equipping " << chat->FormatItem(itemProto);
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botAI->TellMaster(out);
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}
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ItemIds EquipAction::SelectInventoryItemsToEquip()
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{
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CollectItemsVisitor visitor;
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IterateItems(&visitor, ITERATE_ITEMS_IN_BAGS);
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ItemIds items;
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for (auto i = visitor.items.begin(); i != visitor.items.end(); ++i)
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{
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Item* item = *i;
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if (!item)
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continue;
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ItemTemplate const* itemTemplate = item->GetTemplate();
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if (!itemTemplate)
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continue;
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//TODO Expand to Glyphs and Gems, that can be placed in equipment
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//Pre-filter non-equipable items
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if (itemTemplate->InventoryType == INVTYPE_NON_EQUIP)
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continue;
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int32 randomProperty = item->GetItemRandomPropertyId();
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uint32 itemId = item->GetTemplate()->ItemId;
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std::string itemUsageParam;
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if (randomProperty != 0)
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itemUsageParam = std::to_string(itemId) + "," + std::to_string(randomProperty);
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else
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itemUsageParam = std::to_string(itemId);
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ItemUsage usage = AI_VALUE2(ItemUsage, "item upgrade", itemUsageParam);
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if (usage == ITEM_USAGE_EQUIP || usage == ITEM_USAGE_REPLACE || usage == ITEM_USAGE_BAD_EQUIP)
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items.insert(itemId);
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}
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return items;
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}
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bool EquipUpgradesPacketAction::Execute(Event event)
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{
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if (!sPlayerbotAIConfig.autoEquipUpgradeLoot && !sRandomPlayerbotMgr.IsRandomBot(bot))
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return false;
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std::string const source = event.GetSource();
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if (source == "trade status")
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{
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WorldPacket p(event.getPacket());
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p.rpos(0);
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uint32 status;
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p >> status;
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if (status != TRADE_STATUS_TRADE_ACCEPT)
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return false;
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}
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else if (source == "item push result")
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{
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WorldPacket p(event.getPacket());
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p.rpos(0);
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ObjectGuid playerGuid;
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uint32 received, created, sendChatMessage, itemSlot, itemId;
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uint8 bagSlot;
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p >> playerGuid;
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p >> received;
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p >> created;
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p >> sendChatMessage;
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p >> bagSlot;
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p >> itemSlot;
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p >> itemId;
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ItemTemplate const* item = sObjectMgr->GetItemTemplate(itemId);
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if (item->InventoryType == INVTYPE_NON_EQUIP)
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return false;
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}
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ItemIds items = SelectInventoryItemsToEquip();
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EquipItems(items);
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return true;
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}
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bool EquipUpgradeAction::Execute(Event /*event*/)
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{
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ItemIds items = SelectInventoryItemsToEquip();
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EquipItems(items);
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return true;
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}
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