mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-02-08 05:01:09 +00:00
[HOT FIX] MS build issues regarding folder / command lenght usage or rc.exe (#2038)
This commit is contained in:
352
src/Ai/Base/Actions/LfgActions.cpp
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352
src/Ai/Base/Actions/LfgActions.cpp
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/*
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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 "LfgActions.h"
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#include "AiFactory.h"
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#include "ItemVisitors.h"
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#include "LFGMgr.h"
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#include "LFGPackets.h"
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#include "Opcodes.h"
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#include "Playerbots.h"
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#include "World.h"
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#include "WorldPacket.h"
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using namespace lfg;
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bool LfgJoinAction::Execute(Event event) { return JoinLFG(); }
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uint32 LfgJoinAction::GetRoles()
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{
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if (!sRandomPlayerbotMgr->IsRandomBot(bot))
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{
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if (botAI->IsTank(bot))
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return PLAYER_ROLE_TANK;
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if (botAI->IsHeal(bot))
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return PLAYER_ROLE_HEALER;
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else
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return PLAYER_ROLE_DAMAGE;
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}
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uint8 spec = AiFactory::GetPlayerSpecTab(bot);
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switch (bot->getClass())
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{
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case CLASS_DRUID:
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if (spec == 2)
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return PLAYER_ROLE_HEALER;
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else if (spec == 1 && bot->HasAura(16931) /* thick hide */)
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return PLAYER_ROLE_TANK;
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else
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return PLAYER_ROLE_DAMAGE;
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break;
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case CLASS_PALADIN:
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if (spec == 1)
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return PLAYER_ROLE_TANK;
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else if (!spec)
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return PLAYER_ROLE_HEALER;
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else
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return PLAYER_ROLE_DAMAGE;
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break;
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case CLASS_PRIEST:
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if (spec != 2)
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return PLAYER_ROLE_HEALER;
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else
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return PLAYER_ROLE_DAMAGE;
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break;
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case CLASS_SHAMAN:
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if (spec == 2)
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return PLAYER_ROLE_HEALER;
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else
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return PLAYER_ROLE_DAMAGE;
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break;
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case CLASS_WARRIOR:
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if (spec == 2)
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return PLAYER_ROLE_TANK;
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else
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return PLAYER_ROLE_DAMAGE;
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break;
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case CLASS_DEATH_KNIGHT:
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if (spec == 0)
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return PLAYER_ROLE_TANK;
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else
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return PLAYER_ROLE_DAMAGE;
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break;
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default:
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return PLAYER_ROLE_DAMAGE;
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break;
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}
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return PLAYER_ROLE_DAMAGE;
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}
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bool LfgJoinAction::JoinLFG()
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{
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// check if already in lfg
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LfgState state = sLFGMgr->GetState(bot->GetGUID());
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if (state != LFG_STATE_NONE)
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return false;
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/*ItemCountByQuality visitor;
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IterateItems(&visitor, ITERATE_ITEMS_IN_EQUIP);
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bool random = urand(0, 100) < 20;
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bool heroic = urand(0, 100) < 50 &&
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(visitor.count[ITEM_QUALITY_EPIC] >= 3 || visitor.count[ITEM_QUALITY_RARE] >= 10) &&
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bot->GetLevel() >= 70;
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bool rbotAId = !heroic && (urand(0, 100) < 50 && visitor.count[ITEM_QUALITY_EPIC] >= 5 &&
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(bot->GetLevel() == 60 || bot->GetLevel() == 70 || bot->GetLevel() == 80));*/
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LfgDungeonSet list;
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std::vector<uint32> selected;
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std::vector<uint32> dungeons = sRandomPlayerbotMgr->LfgDungeons[bot->GetTeamId()];
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if (!dungeons.size())
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return false;
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for (std::vector<uint32>::iterator i = dungeons.begin(); i != dungeons.end(); ++i)
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{
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LFGDungeonEntry const* dungeon = sLFGDungeonStore.LookupEntry(*i);
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if (!dungeon || (dungeon->TypeID != LFG_TYPE_RANDOM && dungeon->TypeID != LFG_TYPE_DUNGEON &&
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dungeon->TypeID != LFG_TYPE_HEROIC && dungeon->TypeID != LFG_TYPE_RAID))
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continue;
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auto const& botLevel = bot->GetLevel();
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/*LFG_TYPE_RANDOM on classic is 15-58 so bot over level 25 will never queue*/
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if (dungeon->MinLevel && (botLevel < dungeon->MinLevel || botLevel > dungeon->MaxLevel) ||
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(botLevel > dungeon->MinLevel + 10 && dungeon->TypeID == LFG_TYPE_DUNGEON))
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continue;
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selected.push_back(dungeon->ID);
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list.insert(dungeon->ID);
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}
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if (!selected.size())
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return false;
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if (list.empty())
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return false;
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bool many = list.size() > 1;
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LFGDungeonEntry const* dungeon = sLFGDungeonStore.LookupEntry(*list.begin());
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// check role for console msg
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std::string _roles = "multiple roles";
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uint32 roleMask = GetRoles();
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if (roleMask & PLAYER_ROLE_TANK)
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_roles = "TANK";
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if (roleMask & PLAYER_ROLE_HEALER)
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_roles = "HEAL";
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if (roleMask & PLAYER_ROLE_DAMAGE)
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_roles = "DPS";
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LOG_INFO("playerbots", "Bot {} {}:{} <{}>: queues LFG, Dungeon as {} ({})", bot->GetGUID().ToString().c_str(),
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bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(), bot->GetName().c_str(), _roles,
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many ? "several dungeons" : dungeon->Name[0]);
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// Set RbotAId Browser comment
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std::string const _gs = std::to_string(botAI->GetEquipGearScore(bot/*, false, false*/));
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// JoinLfg is not threadsafe, so make packet and queue into session
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// sLFGMgr->JoinLfg(bot, roleMask, list, _gs);
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WorldPacket* data = new WorldPacket(CMSG_LFG_JOIN);
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*data << (uint32)roleMask;
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*data << (bool)false;
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*data << (bool)false;
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// Slots
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*data << (uint8)(list.size());
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for (uint32 dungeon : list)
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*data << (uint32)dungeon;
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// Needs
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*data << (uint8)3 << (uint8)0 << (uint8)0 << (uint8)0;
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*data << _gs;
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bot->GetSession()->QueuePacket(data);
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return true;
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}
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bool LfgRoleCheckAction::Execute(Event event)
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{
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if (Group* group = bot->GetGroup())
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{
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uint32 currentRoles = sLFGMgr->GetRoles(bot->GetGUID());
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uint32 newRoles = GetRoles();
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// if (currentRoles == newRoles)
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// return false;
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WorldPacket* packet = new WorldPacket(CMSG_LFG_SET_ROLES);
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*packet << (uint8)newRoles;
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bot->GetSession()->QueuePacket(packet);
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// sLFGMgr->SetRoles(bot->GetGUID(), newRoles);
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// sLFGMgr->UpdateRoleCheck(group->GetGUID(), bot->GetGUID(), newRoles);
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LOG_INFO("playerbots", "Bot {} {}:{} <{}>: LFG roles checked", bot->GetGUID().ToString().c_str(),
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bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(), bot->GetName().c_str());
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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 LfgAcceptAction::Execute(Event event)
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{
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uint32 id = AI_VALUE(uint32, "lfg proposal");
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// Try accept if already stored
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if (id)
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{
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if (bot->IsInCombat() || bot->isDead())
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{
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WorldPacket* packet = new WorldPacket(CMSG_LFG_PROPOSAL_RESULT);
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*packet << id << false;
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bot->GetSession()->QueuePacket(packet);
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return true;
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}
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botAI->GetAiObjectContext()->GetValue<uint32>("lfg proposal")->Set(0);
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bot->ClearUnitState(UNIT_STATE_ALL_STATE);
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WorldPacket* packet = new WorldPacket(CMSG_LFG_PROPOSAL_RESULT);
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*packet << id << true;
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bot->GetSession()->QueuePacket(packet);
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if (sRandomPlayerbotMgr->IsRandomBot(bot) && !bot->GetGroup())
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{
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sRandomPlayerbotMgr->Refresh(bot);
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botAI->ResetStrategies();
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}
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botAI->Reset();
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return true;
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}
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// If we get the proposal packet, accept immediately
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if (!event.getPacket().empty())
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{
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WorldPacket p(event.getPacket());
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uint32 dungeonId;
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uint8 state;
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p >> dungeonId >> state >> id;
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if (id)
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{
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if (bot->IsInCombat() || bot->isDead())
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{
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WorldPacket* packet = new WorldPacket(CMSG_LFG_PROPOSAL_RESULT);
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*packet << id << false;
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bot->GetSession()->QueuePacket(packet);
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return true;
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}
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botAI->GetAiObjectContext()->GetValue<uint32>("lfg proposal")->Set(0);
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bot->ClearUnitState(UNIT_STATE_ALL_STATE);
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WorldPacket* packet = new WorldPacket(CMSG_LFG_PROPOSAL_RESULT);
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*packet << id << true;
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bot->GetSession()->QueuePacket(packet);
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if (sRandomPlayerbotMgr->IsRandomBot(bot) && !bot->GetGroup())
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{
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sRandomPlayerbotMgr->Refresh(bot);
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botAI->ResetStrategies();
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}
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botAI->Reset();
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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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bool LfgLeaveAction::Execute(Event event)
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{
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// Don't leave if lfg strategy enabled
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// if (botAI->HasStrategy("lfg", BOT_STATE_NON_COMBAT))
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// return false;
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// Don't leave if already invited / in dungeon
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if (sLFGMgr->GetState(bot->GetGUID()) > LFG_STATE_QUEUED)
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return false;
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WorldPacket* packet = new WorldPacket(CMSG_LFG_LEAVE);
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bot->GetSession()->QueuePacket(packet);
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// sLFGMgr->LeaveLfg(bot->GetGUID());
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return true;
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}
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bool LfgLeaveAction::isUseful() { return true; }
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bool LfgTeleportAction::Execute(Event event)
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{
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bool out = false;
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WorldPacket p(event.getPacket());
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if (!p.empty())
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{
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p.rpos(0);
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p >> out;
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}
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bot->ClearUnitState(UNIT_STATE_ALL_STATE);
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WorldPacket* packet = new WorldPacket(CMSG_LFG_TELEPORT);
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*packet << out;
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bot->GetSession()->QueuePacket(packet);
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// sLFGMgr->TeleportPlayer(bot, out);
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return true;
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}
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bool LfgJoinAction::isUseful()
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{
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if (!sPlayerbotAIConfig->randomBotJoinLfg)
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{
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// botAI->ChangeStrategy("-lfg", BOT_STATE_NON_COMBAT);
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return false;
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}
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if (bot->GetLevel() < 15)
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return false;
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// don't use if active player master
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if (GET_PLAYERBOT_AI(bot)->IsRealPlayer())
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return false;
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if (bot->GetGroup() && bot->GetGroup()->GetLeaderGUID() != bot->GetGUID())
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{
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// botAI->ChangeStrategy("-lfg", BOT_STATE_NON_COMBAT);
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return false;
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}
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if (bot->IsBeingTeleported())
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return false;
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if (bot->InBattleground())
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return false;
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if (bot->InBattlegroundQueue())
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return false;
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if (bot->isDead())
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return false;
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if (!sRandomPlayerbotMgr->IsRandomBot(bot))
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return false;
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Map* map = bot->GetMap();
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if (map && map->Instanceable())
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return false;
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LfgState state = sLFGMgr->GetState(bot->GetGUID());
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if (state != LFG_STATE_NONE)
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return false;
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return true;
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}
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