[HOT FIX] MS build issues regarding folder / command lenght usage or rc.exe (#2038)

This commit is contained in:
bashermens
2026-01-19 22:45:28 +01:00
committed by GitHub
parent fd07e02a8a
commit 41c53365ae
1119 changed files with 27 additions and 27 deletions

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#include "NewRpgAction.h"
#include <cmath>
#include <cstdint>
#include <cstdlib>
#include "BroadcastHelper.h"
#include "ChatHelper.h"
#include "DBCStores.h"
#include "G3D/Vector2.h"
#include "GossipDef.h"
#include "IVMapMgr.h"
#include "NewRpgInfo.h"
#include "NewRpgStrategy.h"
#include "Object.h"
#include "ObjectAccessor.h"
#include "ObjectDefines.h"
#include "ObjectGuid.h"
#include "ObjectMgr.h"
#include "PathGenerator.h"
#include "Player.h"
#include "PlayerbotAI.h"
#include "Playerbots.h"
#include "Position.h"
#include "QuestDef.h"
#include "Random.h"
#include "RandomPlayerbotMgr.h"
#include "SharedDefines.h"
#include "StatsWeightCalculator.h"
#include "Timer.h"
#include "TravelMgr.h"
#include "World.h"
bool TellRpgStatusAction::Execute(Event event)
{
Player* owner = event.getOwner();
if (!owner)
return false;
std::string out = botAI->rpgInfo.ToString();
bot->Whisper(out.c_str(), LANG_UNIVERSAL, owner);
return true;
}
bool StartRpgDoQuestAction::Execute(Event event)
{
Player* owner = event.getOwner();
if (!owner)
return false;
std::string const text = event.getParam();
PlayerbotChatHandler ch(owner);
uint32 questId = ch.extractQuestId(text);
const Quest* quest = sObjectMgr->GetQuestTemplate(questId);
if (quest)
{
botAI->rpgInfo.ChangeToDoQuest(questId, quest);
bot->Whisper("Start to do quest " + std::to_string(questId), LANG_UNIVERSAL, owner);
return true;
}
bot->Whisper("Invalid quest " + text, LANG_UNIVERSAL, owner);
return false;
}
bool NewRpgStatusUpdateAction::Execute(Event event)
{
NewRpgInfo& info = botAI->rpgInfo;
switch (info.status)
{
case RPG_IDLE:
{
return RandomChangeStatus({RPG_GO_CAMP, RPG_GO_GRIND, RPG_WANDER_RANDOM, RPG_WANDER_NPC, RPG_DO_QUEST,
RPG_TRAVEL_FLIGHT, RPG_REST});
}
case RPG_GO_GRIND:
{
WorldPosition& originalPos = info.go_grind.pos;
assert(info.go_grind.pos != WorldPosition());
// GO_GRIND -> WANDER_RANDOM
if (bot->GetExactDist(originalPos) < 10.0f)
{
info.ChangeToWanderRandom();
return true;
}
break;
}
case RPG_GO_CAMP:
{
WorldPosition& originalPos = info.go_camp.pos;
assert(info.go_camp.pos != WorldPosition());
// GO_CAMP -> WANDER_NPC
if (bot->GetExactDist(originalPos) < 10.0f)
{
info.ChangeToWanderNpc();
return true;
}
break;
}
case RPG_WANDER_RANDOM:
{
// WANDER_RANDOM -> IDLE
if (info.HasStatusPersisted(statusWanderRandomDuration))
{
info.ChangeToIdle();
return true;
}
break;
}
case RPG_WANDER_NPC:
{
if (info.HasStatusPersisted(statusWanderNpcDuration))
{
info.ChangeToIdle();
return true;
}
break;
}
case RPG_DO_QUEST:
{
// DO_QUEST -> IDLE
if (info.HasStatusPersisted(statusDoQuestDuration))
{
info.ChangeToIdle();
return true;
}
break;
}
case RPG_TRAVEL_FLIGHT:
{
if (info.flight.inFlight && !bot->IsInFlight())
{
// flight arrival
info.ChangeToIdle();
return true;
}
break;
}
case RPG_REST:
{
// REST -> IDLE
if (info.HasStatusPersisted(statusRestDuration))
{
info.ChangeToIdle();
return true;
}
break;
}
default:
break;
}
return false;
}
bool NewRpgGoGrindAction::Execute(Event event)
{
if (SearchQuestGiverAndAcceptOrReward())
return true;
return MoveFarTo(botAI->rpgInfo.go_grind.pos);
}
bool NewRpgGoCampAction::Execute(Event event)
{
if (SearchQuestGiverAndAcceptOrReward())
return true;
return MoveFarTo(botAI->rpgInfo.go_camp.pos);
}
bool NewRpgWanderRandomAction::Execute(Event event)
{
if (SearchQuestGiverAndAcceptOrReward())
return true;
return MoveRandomNear();
}
bool NewRpgWanderNpcAction::Execute(Event event)
{
NewRpgInfo& info = botAI->rpgInfo;
if (!info.wander_npc.npcOrGo)
{
// No npc can be found, switch to IDLE
ObjectGuid npcOrGo = ChooseNpcOrGameObjectToInteract();
if (npcOrGo.IsEmpty())
{
info.ChangeToIdle();
return true;
}
info.wander_npc.npcOrGo = npcOrGo;
info.wander_npc.lastReach = 0;
return true;
}
WorldObject* object = ObjectAccessor::GetWorldObject(*bot, info.wander_npc.npcOrGo);
if (object && IsWithinInteractionDist(object))
{
if (!info.wander_npc.lastReach)
{
info.wander_npc.lastReach = getMSTime();
if (bot->CanInteractWithQuestGiver(object))
InteractWithNpcOrGameObjectForQuest(info.wander_npc.npcOrGo);
return true;
}
if (info.wander_npc.lastReach && GetMSTimeDiffToNow(info.wander_npc.lastReach) < npcStayTime)
return false;
// has reached the npc for more than `npcStayTime`, select the next target
info.wander_npc.npcOrGo = ObjectGuid();
info.wander_npc.lastReach = 0;
}
else
{
return MoveWorldObjectTo(info.wander_npc.npcOrGo);
}
return true;
}
bool NewRpgDoQuestAction::Execute(Event event)
{
if (SearchQuestGiverAndAcceptOrReward())
return true;
NewRpgInfo& info = botAI->rpgInfo;
uint32 questId = RPG_INFO(quest, questId);
const Quest* quest = RPG_INFO(quest, quest);
uint8 questStatus = bot->GetQuestStatus(questId);
switch (questStatus)
{
case QUEST_STATUS_INCOMPLETE:
return DoIncompleteQuest();
case QUEST_STATUS_COMPLETE:
return DoCompletedQuest();
default:
break;
}
botAI->rpgInfo.ChangeToIdle();
return true;
}
bool NewRpgDoQuestAction::DoIncompleteQuest()
{
uint32 questId = RPG_INFO(do_quest, questId);
if (botAI->rpgInfo.do_quest.pos != WorldPosition())
{
/// @TODO: extract to a new function
int32 currentObjective = botAI->rpgInfo.do_quest.objectiveIdx;
// check if the objective has completed
Quest const* quest = sObjectMgr->GetQuestTemplate(questId);
const QuestStatusData& q_status = bot->getQuestStatusMap().at(questId);
bool completed = true;
if (currentObjective < QUEST_OBJECTIVES_COUNT)
{
if (q_status.CreatureOrGOCount[currentObjective] < quest->RequiredNpcOrGoCount[currentObjective])
completed = false;
}
else if (currentObjective < QUEST_OBJECTIVES_COUNT + QUEST_ITEM_OBJECTIVES_COUNT)
{
if (q_status.ItemCount[currentObjective - QUEST_OBJECTIVES_COUNT] <
quest->RequiredItemCount[currentObjective - QUEST_OBJECTIVES_COUNT])
completed = false;
}
// the current objective is completed, clear and find a new objective later
if (completed)
{
botAI->rpgInfo.do_quest.lastReachPOI = 0;
botAI->rpgInfo.do_quest.pos = WorldPosition();
botAI->rpgInfo.do_quest.objectiveIdx = 0;
}
}
if (botAI->rpgInfo.do_quest.pos == WorldPosition())
{
std::vector<POIInfo> poiInfo;
if (!GetQuestPOIPosAndObjectiveIdx(questId, poiInfo))
{
// can't find a poi pos to go, stop doing quest for now
botAI->rpgInfo.ChangeToIdle();
return true;
}
uint32 rndIdx = urand(0, poiInfo.size() - 1);
G3D::Vector2 nearestPoi = poiInfo[rndIdx].pos;
int32 objectiveIdx = poiInfo[rndIdx].objectiveIdx;
float dx = nearestPoi.x, dy = nearestPoi.y;
// z = MAX_HEIGHT as we do not know accurate z
float dz = std::max(bot->GetMap()->GetHeight(dx, dy, MAX_HEIGHT), bot->GetMap()->GetWaterLevel(dx, dy));
// double check for GetQuestPOIPosAndObjectiveIdx
if (dz == INVALID_HEIGHT || dz == VMAP_INVALID_HEIGHT_VALUE)
return false;
WorldPosition pos(bot->GetMapId(), dx, dy, dz);
botAI->rpgInfo.do_quest.lastReachPOI = 0;
botAI->rpgInfo.do_quest.pos = pos;
botAI->rpgInfo.do_quest.objectiveIdx = objectiveIdx;
}
if (bot->GetDistance(botAI->rpgInfo.do_quest.pos) > 10.0f && !botAI->rpgInfo.do_quest.lastReachPOI)
{
return MoveFarTo(botAI->rpgInfo.do_quest.pos);
}
// Now we are near the quest objective
// kill mobs and looting quest should be done automatically by grind strategy
if (!botAI->rpgInfo.do_quest.lastReachPOI)
{
botAI->rpgInfo.do_quest.lastReachPOI = getMSTime();
return true;
}
// stayed at this POI for more than 5 minutes
if (GetMSTimeDiffToNow(botAI->rpgInfo.do_quest.lastReachPOI) >= poiStayTime)
{
bool hasProgression = false;
int32 currentObjective = botAI->rpgInfo.do_quest.objectiveIdx;
// check if the objective has progression
Quest const* quest = sObjectMgr->GetQuestTemplate(questId);
const QuestStatusData& q_status = bot->getQuestStatusMap().at(questId);
if (currentObjective < QUEST_OBJECTIVES_COUNT)
{
if (q_status.CreatureOrGOCount[currentObjective] != 0 && quest->RequiredNpcOrGoCount[currentObjective])
hasProgression = true;
}
else if (currentObjective < QUEST_OBJECTIVES_COUNT + QUEST_ITEM_OBJECTIVES_COUNT)
{
if (q_status.ItemCount[currentObjective - QUEST_OBJECTIVES_COUNT] != 0 &&
quest->RequiredItemCount[currentObjective - QUEST_OBJECTIVES_COUNT])
hasProgression = true;
}
if (!hasProgression)
{
// we has reach the poi for more than 5 mins but no progession
// may not be able to complete this quest, marked as abandoned
/// @TODO: It may be better to make lowPriorityQuest a global set shared by all bots (or saved in db)
botAI->lowPriorityQuest.insert(questId);
botAI->rpgStatistic.questAbandoned++;
LOG_DEBUG("playerbots", "[New RPG] {} marked as abandoned quest {}", bot->GetName(), questId);
botAI->rpgInfo.ChangeToIdle();
return true;
}
// clear and select another poi later
botAI->rpgInfo.do_quest.lastReachPOI = 0;
botAI->rpgInfo.do_quest.pos = WorldPosition();
botAI->rpgInfo.do_quest.objectiveIdx = 0;
return true;
}
return MoveRandomNear(20.0f);
}
bool NewRpgDoQuestAction::DoCompletedQuest()
{
uint32 questId = RPG_INFO(quest, questId);
const Quest* quest = RPG_INFO(quest, quest);
if (RPG_INFO(quest, objectiveIdx) != -1)
{
// if quest is completed, back to poi with -1 idx to reward
BroadcastHelper::BroadcastQuestUpdateComplete(botAI, bot, quest);
botAI->rpgStatistic.questCompleted++;
std::vector<POIInfo> poiInfo;
if (!GetQuestPOIPosAndObjectiveIdx(questId, poiInfo, true))
{
// can't find a poi pos to reward, stop doing quest for now
botAI->rpgInfo.ChangeToIdle();
return false;
}
assert(poiInfo.size() > 0);
// now we get the place to get rewarded
float dx = poiInfo[0].pos.x, dy = poiInfo[0].pos.y;
// z = MAX_HEIGHT as we do not know accurate z
float dz = std::max(bot->GetMap()->GetHeight(dx, dy, MAX_HEIGHT), bot->GetMap()->GetWaterLevel(dx, dy));
// double check for GetQuestPOIPosAndObjectiveIdx
if (dz == INVALID_HEIGHT || dz == VMAP_INVALID_HEIGHT_VALUE)
return false;
WorldPosition pos(bot->GetMapId(), dx, dy, dz);
botAI->rpgInfo.do_quest.lastReachPOI = 0;
botAI->rpgInfo.do_quest.pos = pos;
botAI->rpgInfo.do_quest.objectiveIdx = -1;
}
if (botAI->rpgInfo.do_quest.pos == WorldPosition())
return false;
if (bot->GetDistance(botAI->rpgInfo.do_quest.pos) > 10.0f && !botAI->rpgInfo.do_quest.lastReachPOI)
return MoveFarTo(botAI->rpgInfo.do_quest.pos);
// Now we are near the qoi of reward
// the quest should be rewarded by SearchQuestGiverAndAcceptOrReward
if (!botAI->rpgInfo.do_quest.lastReachPOI)
{
botAI->rpgInfo.do_quest.lastReachPOI = getMSTime();
return true;
}
// stayed at this POI for more than 5 minutes
if (GetMSTimeDiffToNow(botAI->rpgInfo.do_quest.lastReachPOI) >= poiStayTime)
{
// e.g. Can not reward quest to gameobjects
/// @TODO: It may be better to make lowPriorityQuest a global set shared by all bots (or saved in db)
botAI->lowPriorityQuest.insert(questId);
botAI->rpgStatistic.questAbandoned++;
LOG_DEBUG("playerbots", "[New RPG] {} marked as abandoned quest {}", bot->GetName(), questId);
botAI->rpgInfo.ChangeToIdle();
return true;
}
return false;
}
bool NewRpgTravelFlightAction::Execute(Event event)
{
if (bot->IsInFlight())
{
botAI->rpgInfo.flight.inFlight = true;
return false;
}
Creature* flightMaster = ObjectAccessor::GetCreature(*bot, botAI->rpgInfo.flight.fromFlightMaster);
if (!flightMaster || !flightMaster->IsAlive())
{
botAI->rpgInfo.ChangeToIdle();
return true;
}
const TaxiNodesEntry* entry = sTaxiNodesStore.LookupEntry(botAI->rpgInfo.flight.toNode);
if (bot->GetDistance(flightMaster) > INTERACTION_DISTANCE)
{
return MoveFarTo(flightMaster);
}
std::vector<uint32> nodes = {botAI->rpgInfo.flight.fromNode, botAI->rpgInfo.flight.toNode};
botAI->RemoveShapeshift();
if (bot->IsMounted())
{
bot->Dismount();
}
if (!bot->ActivateTaxiPathTo(nodes, flightMaster, 0))
{
LOG_DEBUG("playerbots", "[New RPG] {} active taxi path {} (from {} to {}) failed", bot->GetName(),
flightMaster->GetEntry(), nodes[0], nodes[1]);
botAI->rpgInfo.ChangeToIdle();
}
return true;
}

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#ifndef _PLAYERBOT_NEWRPGACTION_H
#define _PLAYERBOT_NEWRPGACTION_H
#include "Duration.h"
#include "MovementActions.h"
#include "NewRpgBaseAction.h"
#include "NewRpgInfo.h"
#include "NewRpgStrategy.h"
#include "Object.h"
#include "ObjectDefines.h"
#include "ObjectGuid.h"
#include "PlayerbotAI.h"
#include "QuestDef.h"
#include "TravelMgr.h"
class TellRpgStatusAction : public Action
{
public:
TellRpgStatusAction(PlayerbotAI* botAI) : Action(botAI, "rpg status") {}
bool Execute(Event event) override;
};
class StartRpgDoQuestAction : public Action
{
public:
StartRpgDoQuestAction(PlayerbotAI* botAI) : Action(botAI, "start rpg do quest") {}
bool Execute(Event event) override;
};
class NewRpgStatusUpdateAction : public NewRpgBaseAction
{
public:
NewRpgStatusUpdateAction(PlayerbotAI* botAI) : NewRpgBaseAction(botAI, "new rpg status update")
{
// int statusCount = RPG_STATUS_END - 1;
// transitionMat.resize(statusCount, std::vector<int>(statusCount, 0));
// transitionMat[RPG_IDLE][RPG_GO_GRIND] = 20;
// transitionMat[RPG_IDLE][RPG_GO_CAMP] = 15;
// transitionMat[RPG_IDLE][RPG_WANDER_NPC] = 30;
// transitionMat[RPG_IDLE][RPG_DO_QUEST] = 35;
}
bool Execute(Event event) override;
protected:
// static NewRpgStatusTransitionProb transitionMat;
const int32 statusWanderNpcDuration = 5 * 60 * 1000;
const int32 statusWanderRandomDuration = 5 * 60 * 1000;
const int32 statusRestDuration = 30 * 1000;
const int32 statusDoQuestDuration = 30 * 60 * 1000;
};
class NewRpgGoGrindAction : public NewRpgBaseAction
{
public:
NewRpgGoGrindAction(PlayerbotAI* botAI) : NewRpgBaseAction(botAI, "new rpg go grind") {}
bool Execute(Event event) override;
};
class NewRpgGoCampAction : public NewRpgBaseAction
{
public:
NewRpgGoCampAction(PlayerbotAI* botAI) : NewRpgBaseAction(botAI, "new rpg go camp") {}
bool Execute(Event event) override;
};
class NewRpgWanderRandomAction : public NewRpgBaseAction
{
public:
NewRpgWanderRandomAction(PlayerbotAI* botAI) : NewRpgBaseAction(botAI, "new rpg wander random") {}
bool Execute(Event event) override;
};
class NewRpgWanderNpcAction : public NewRpgBaseAction
{
public:
NewRpgWanderNpcAction(PlayerbotAI* botAI) : NewRpgBaseAction(botAI, "new rpg move npcs") {}
bool Execute(Event event) override;
const uint32 npcStayTime = 8 * 1000;
};
class NewRpgDoQuestAction : public NewRpgBaseAction
{
public:
NewRpgDoQuestAction(PlayerbotAI* botAI) : NewRpgBaseAction(botAI, "new rpg do quest") {}
bool Execute(Event event) override;
protected:
bool DoIncompleteQuest();
bool DoCompletedQuest();
const uint32 poiStayTime = 5 * 60 * 1000;
};
class NewRpgTravelFlightAction : public NewRpgBaseAction
{
public:
NewRpgTravelFlightAction(PlayerbotAI* botAI) : NewRpgBaseAction(botAI, "new rpg travel flight") {}
bool Execute(Event event) override;
};
#endif

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#ifndef _PLAYERBOT_NEWRPGBASEACTION_H
#define _PLAYERBOT_NEWRPGBASEACTION_H
#include "Duration.h"
#include "LastMovementValue.h"
#include "MovementActions.h"
#include "NewRpgInfo.h"
#include "NewRpgStrategy.h"
#include "Object.h"
#include "ObjectDefines.h"
#include "ObjectGuid.h"
#include "PlayerbotAI.h"
#include "QuestDef.h"
#include "TravelMgr.h"
struct POIInfo
{
G3D::Vector2 pos;
int32 objectiveIdx;
};
/// A base (composition) class for all new rpg actions
/// All functions that may be shared by multiple actions should be declared here
/// And we should make all actions composable instead of inheritable
class NewRpgBaseAction : public MovementAction
{
public:
NewRpgBaseAction(PlayerbotAI* botAI, std::string name) : MovementAction(botAI, name) {}
protected:
/* MOVEMENT RELATED */
bool MoveFarTo(WorldPosition dest);
bool MoveWorldObjectTo(ObjectGuid guid, float distance = INTERACTION_DISTANCE);
bool MoveRandomNear(float moveStep = 50.0f, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL);
bool ForceToWait(uint32 duration, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL);
/* QUEST RELATED CHECK */
ObjectGuid ChooseNpcOrGameObjectToInteract(bool questgiverOnly = false, float distanceLimit = 0.0f);
bool HasQuestToAcceptOrReward(WorldObject* object);
bool InteractWithNpcOrGameObjectForQuest(ObjectGuid guid);
bool CanInteractWithQuestGiver(Object* questGiver);
bool IsWithinInteractionDist(Object* object);
uint32 BestRewardIndex(Quest const* quest);
bool IsQuestWorthDoing(Quest const* quest);
bool IsQuestCapableDoing(Quest const* quest);
/* QUEST RELATED ACTION */
bool SearchQuestGiverAndAcceptOrReward();
bool AcceptQuest(Quest const* quest, ObjectGuid guid);
bool TurnInQuest(Quest const* quest, ObjectGuid guid);
bool OrganizeQuestLog();
protected:
bool GetQuestPOIPosAndObjectiveIdx(uint32 questId, std::vector<POIInfo>& poiInfo, bool toComplete = false);
static WorldPosition SelectRandomGrindPos(Player* bot);
static WorldPosition SelectRandomCampPos(Player* bot);
bool SelectRandomFlightTaxiNode(ObjectGuid& flightMaster, uint32& fromNode, uint32& toNode);
bool RandomChangeStatus(std::vector<NewRpgStatus> candidateStatus);
bool CheckRpgStatusAvailable(NewRpgStatus status);
protected:
/* FOR MOVE FAR */
const float pathFinderDis = 70.0f;
const uint32 stuckTime = 5 * 60 * 1000;
};
#endif

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#include "NewRpgInfo.h"
#include <cmath>
#include "Timer.h"
void NewRpgInfo::ChangeToGoGrind(WorldPosition pos)
{
Reset();
status = RPG_GO_GRIND;
go_grind = GoGrind();
go_grind.pos = pos;
}
void NewRpgInfo::ChangeToGoCamp(WorldPosition pos)
{
Reset();
status = RPG_GO_CAMP;
go_camp = GoCamp();
go_camp.pos = pos;
}
void NewRpgInfo::ChangeToWanderNpc()
{
Reset();
status = RPG_WANDER_NPC;
wander_npc = WanderNpc();
}
void NewRpgInfo::ChangeToWanderRandom()
{
Reset();
status = RPG_WANDER_RANDOM;
WANDER_RANDOM = WanderRandom();
}
void NewRpgInfo::ChangeToDoQuest(uint32 questId, const Quest* quest)
{
Reset();
status = RPG_DO_QUEST;
do_quest = DoQuest();
do_quest.questId = questId;
do_quest.quest = quest;
}
void NewRpgInfo::ChangeToTravelFlight(ObjectGuid fromFlightMaster, uint32 fromNode, uint32 toNode)
{
Reset();
status = RPG_TRAVEL_FLIGHT;
flight = TravelFlight();
flight.fromFlightMaster = fromFlightMaster;
flight.fromNode = fromNode;
flight.toNode = toNode;
}
void NewRpgInfo::ChangeToRest()
{
Reset();
status = RPG_REST;
rest = Rest();
}
void NewRpgInfo::ChangeToIdle()
{
Reset();
status = RPG_IDLE;
}
bool NewRpgInfo::CanChangeTo(NewRpgStatus status) { return true; }
void NewRpgInfo::Reset()
{
*this = NewRpgInfo();
startT = getMSTime();
}
void NewRpgInfo::SetMoveFarTo(WorldPosition pos)
{
nearestMoveFarDis = FLT_MAX;
stuckTs = 0;
stuckAttempts = 0;
moveFarPos = pos;
}
std::string NewRpgInfo::ToString()
{
std::stringstream out;
out << "Status: ";
switch (status)
{
case RPG_GO_GRIND:
out << "GO_GRIND";
out << "\nGrindPos: " << go_grind.pos.GetMapId() << " " << go_grind.pos.GetPositionX() << " "
<< go_grind.pos.GetPositionY() << " " << go_grind.pos.GetPositionZ();
out << "\nlastGoGrind: " << startT;
break;
case RPG_GO_CAMP:
out << "GO_CAMP";
out << "\nCampPos: " << go_camp.pos.GetMapId() << " " << go_camp.pos.GetPositionX() << " "
<< go_camp.pos.GetPositionY() << " " << go_camp.pos.GetPositionZ();
out << "\nlastGoCamp: " << startT;
break;
case RPG_WANDER_NPC:
out << "WANDER_NPC";
out << "\nnpcOrGoEntry: " << wander_npc.npcOrGo.GetCounter();
out << "\nlastWanderNpc: " << startT;
out << "\nlastReachNpcOrGo: " << wander_npc.lastReach;
break;
case RPG_WANDER_RANDOM:
out << "WANDER_RANDOM";
out << "\nlastWanderRandom: " << startT;
break;
case RPG_IDLE:
out << "IDLE";
break;
case RPG_REST:
out << "REST";
out << "\nlastRest: " << startT;
break;
case RPG_DO_QUEST:
out << "DO_QUEST";
out << "\nquestId: " << do_quest.questId;
out << "\nobjectiveIdx: " << do_quest.objectiveIdx;
out << "\npoiPos: " << do_quest.pos.GetMapId() << " " << do_quest.pos.GetPositionX() << " "
<< do_quest.pos.GetPositionY() << " " << do_quest.pos.GetPositionZ();
out << "\nlastReachPOI: " << do_quest.lastReachPOI ? GetMSTimeDiffToNow(do_quest.lastReachPOI) : 0;
break;
case RPG_TRAVEL_FLIGHT:
out << "TRAVEL_FLIGHT";
out << "\nfromFlightMaster: " << flight.fromFlightMaster.GetEntry();
out << "\nfromNode: " << flight.fromNode;
out << "\ntoNode: " << flight.toNode;
out << "\ninFlight: " << flight.inFlight;
break;
default:
out << "UNKNOWN";
}
return out.str();
}

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#ifndef _PLAYERBOT_NEWRPGINFO_H
#define _PLAYERBOT_NEWRPGINFO_H
#include "Define.h"
#include "ObjectGuid.h"
#include "ObjectMgr.h"
#include "QuestDef.h"
#include "Strategy.h"
#include "Timer.h"
#include "TravelMgr.h"
using NewRpgStatusTransitionProb = std::vector<std::vector<int>>;
struct NewRpgInfo
{
NewRpgInfo() {}
// RPG_GO_GRIND
struct GoGrind
{
WorldPosition pos{};
};
// RPG_GO_CAMP
struct GoCamp
{
WorldPosition pos{};
};
// RPG_WANDER_NPC
struct WanderNpc
{
ObjectGuid npcOrGo{};
uint32 lastReach{0};
};
// RPG_WANDER_RANDOM
struct WanderRandom
{
WanderRandom() = default;
};
// RPG_DO_QUEST
struct DoQuest
{
const Quest* quest{nullptr};
uint32 questId{0};
int32 objectiveIdx{0};
WorldPosition pos{};
uint32 lastReachPOI{0};
};
// RPG_TRAVEL_FLIGHT
struct TravelFlight
{
ObjectGuid fromFlightMaster{};
uint32 fromNode{0};
uint32 toNode{0};
bool inFlight{false};
};
// RPG_REST
struct Rest
{
Rest() = default;
};
struct Idle
{
};
NewRpgStatus status{RPG_IDLE};
uint32 startT{0}; // start timestamp of the current status
// MOVE_FAR
float nearestMoveFarDis{FLT_MAX};
uint32 stuckTs{0};
uint32 stuckAttempts{0};
WorldPosition moveFarPos;
// END MOVE_FAR
union
{
GoGrind go_grind;
GoCamp go_camp;
WanderNpc wander_npc;
WanderRandom WANDER_RANDOM;
DoQuest do_quest;
Rest rest;
DoQuest quest;
TravelFlight flight;
};
bool HasStatusPersisted(uint32 maxDuration) { return GetMSTimeDiffToNow(startT) > maxDuration; }
void ChangeToGoGrind(WorldPosition pos);
void ChangeToGoCamp(WorldPosition pos);
void ChangeToWanderNpc();
void ChangeToWanderRandom();
void ChangeToDoQuest(uint32 questId, const Quest* quest);
void ChangeToTravelFlight(ObjectGuid fromFlightMaster, uint32 fromNode, uint32 toNode);
void ChangeToRest();
void ChangeToIdle();
bool CanChangeTo(NewRpgStatus status);
void Reset();
void SetMoveFarTo(WorldPosition pos);
std::string ToString();
};
struct NewRpgStatistic
{
uint32 questAccepted{0};
uint32 questCompleted{0};
uint32 questAbandoned{0};
uint32 questRewarded{0};
uint32 questDropped{0};
NewRpgStatistic operator+(const NewRpgStatistic& other) const
{
NewRpgStatistic result;
result.questAccepted = this->questAccepted + other.questAccepted;
result.questCompleted = this->questCompleted + other.questCompleted;
result.questAbandoned = this->questAbandoned + other.questAbandoned;
result.questRewarded = this->questRewarded + other.questRewarded;
result.questDropped = this->questDropped + other.questDropped;
return result;
}
NewRpgStatistic& operator+=(const NewRpgStatistic& other)
{
this->questAccepted += other.questAccepted;
this->questCompleted += other.questCompleted;
this->questAbandoned += other.questAbandoned;
this->questRewarded += other.questRewarded;
this->questDropped += other.questDropped;
return *this;
}
};
// not sure is it necessary but keep it for now
#define RPG_INFO(x, y) botAI->rpgInfo.x.y
#endif

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/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#include "NewRpgStrategy.h"
#include "Playerbots.h"
NewRpgStrategy::NewRpgStrategy(PlayerbotAI* botAI) : Strategy(botAI) {}
std::vector<NextAction> NewRpgStrategy::getDefaultActions()
{
// the releavance should be greater than grind
return {
NextAction("new rpg status update", 11.0f)
};
}
void NewRpgStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(
new TriggerNode(
"go grind status",
{
NextAction("new rpg go grind", 3.0f)
}
)
);
triggers.push_back(
new TriggerNode(
"go camp status",
{
NextAction("new rpg go camp", 3.0f)
}
)
);
triggers.push_back(
new TriggerNode(
"wander random status",
{
NextAction("new rpg wander random", 3.0f)
}
)
);
triggers.push_back(
new TriggerNode(
"wander npc status",
{
NextAction("new rpg wander npc", 3.0f)
}
)
);
triggers.push_back(
new TriggerNode(
"do quest status",
{
NextAction("new rpg do quest", 3.0f)
}
)
);
triggers.push_back(
new TriggerNode(
"travel flight status",
{
NextAction("new rpg travel flight", 3.0f)
}
)
);
}
void NewRpgStrategy::InitMultipliers(std::vector<Multiplier*>& multipliers)
{
}

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/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#ifndef _PLAYERBOT_NEWRPGSTRATEGY_H
#define _PLAYERBOT_NEWRPGSTRATEGY_H
#include "Strategy.h"
#include "TravelMgr.h"
#include "NewRpgInfo.h"
class PlayerbotAI;
class NewRpgStrategy : public Strategy
{
public:
NewRpgStrategy(PlayerbotAI* botAI);
std::string const getName() override { return "new rpg"; }
std::vector<NextAction> getDefaultActions() override;
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
void InitMultipliers(std::vector<Multiplier*>& multipliers) override;
};
#endif

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#include "NewRpgTriggers.h"
#include "PlayerbotAI.h"
bool NewRpgStatusTrigger::IsActive() { return status == botAI->rpgInfo.status; }

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#ifndef _PLAYERBOT_NEWRPGTRIGGERS_H
#define _PLAYERBOT_NEWRPGTRIGGERS_H
#include "NewRpgStrategy.h"
#include "Trigger.h"
class NewRpgStatusTrigger : public Trigger
{
public:
NewRpgStatusTrigger(PlayerbotAI* botAI, NewRpgStatus status = RPG_IDLE)
: Trigger(botAI, "new rpg status"), status(status)
{
}
bool IsActive() override;
protected:
NewRpgStatus status;
};
#endif