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https://github.com/mod-playerbots/mod-playerbots.git
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Big update.
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178
src/strategy/values/QuestValues.h
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178
src/strategy/values/QuestValues.h
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/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version.
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*/
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#ifndef _PLAYERBOT_QUESTVALUES_H
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#define _PLAYERBOT_QUESTVALUES_H
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#include "NamedObjectContext.h"
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#include "TravelMgr.h"
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#include "Value.h"
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class Player;
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class PlayerbotAI;
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struct CreatureData;
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struct GameObjectData;
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enum class QuestRelationFlag : uint32
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{
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none = 0,
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objective1 = 1,
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objective2 = 2,
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objective3 = 4,
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objective4 = 8,
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questGiver = 16,
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questTaker = 32,
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maxQuestRelationFlag = 64
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};
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// questId, QuestRelationFlag
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typedef std::unordered_map<uint32, uint32> questRelationMap;
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// entry
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typedef std::unordered_map<int32, questRelationMap> entryQuestRelationMap;
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// entry
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typedef std::unordered_map<int32, std::vector<GuidPosition>> questEntryGuidps;
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// QuestRelationFlag
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typedef std::unordered_map<uint32, questEntryGuidps> questRelationGuidps;
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// questId
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typedef std::unordered_map<uint32, questRelationGuidps> questGuidpMap;
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// questId
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typedef std::unordered_map<uint32, std::vector<GuidPosition>> questGiverMap;
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//Returns the quest relation Flags for all entries and quests
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class EntryQuestRelationMapValue : public SingleCalculatedValue<entryQuestRelationMap>
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{
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public:
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EntryQuestRelationMapValue(PlayerbotAI* botAI) : SingleCalculatedValue(botAI, "entry quest relation map") { }
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entryQuestRelationMap Calculate() override;
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};
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//Generic quest object finder
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class FindQuestObjectData
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{
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public:
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FindQuestObjectData() { GetObjectiveEntries(); }
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void GetObjectiveEntries();
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void operator()(CreatureData const& creatureData);
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void operator()(GameObjectData const& gameobjectData);
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questGuidpMap GetResult() const { return data; };
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private:
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std::unordered_map<int32, std::vector<std::pair<uint32, QuestRelationFlag>>> entryMap;
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std::unordered_map<uint32, std::vector<std::pair<uint32, QuestRelationFlag>>> itemMap;
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entryQuestRelationMap relationMap;
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questGuidpMap data;
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};
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//All objects to start, do or finish a quest.
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class QuestGuidpMapValue : public SingleCalculatedValue<questGuidpMap>
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{
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public:
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QuestGuidpMapValue(PlayerbotAI* botAI) : SingleCalculatedValue(botAI, "quest guidp map") { }
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questGuidpMap Calculate() override;
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};
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//All questgivers and their quests that are Useful for a specific level
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class QuestGiversValue : public SingleCalculatedValue<questGiverMap>, public Qualified
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{
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public:
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QuestGiversValue(PlayerbotAI* botAI) : SingleCalculatedValue(botAI, "quest givers") { }
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questGiverMap Calculate() override;
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};
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//All questgivers that have a quest for the bot.
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class ActiveQuestGiversValue : public CalculatedValue<std::vector<GuidPosition>>
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{
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public:
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ActiveQuestGiversValue(PlayerbotAI* botAI) : CalculatedValue(botAI, "active quest givers", 5) { }
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std::vector<GuidPosition> Calculate() override;
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};
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//All quest takers that the bot has a quest for.
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class ActiveQuestTakersValue : public CalculatedValue<std::vector<GuidPosition>>
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{
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public:
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ActiveQuestTakersValue(PlayerbotAI* botAI) : CalculatedValue(botAI, "active quest takers", 5) { }
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std::vector<GuidPosition> Calculate() override;
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};
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//All objectives that the bot still has to complete.
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class ActiveQuestObjectivesValue : public CalculatedValue<std::vector<GuidPosition>>
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{
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public:
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ActiveQuestObjectivesValue(PlayerbotAI* botAI) : CalculatedValue(botAI, "active quest objectives", 5) { }
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std::vector<GuidPosition> Calculate() override;
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};
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//Free quest log slots
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class FreeQuestLogSlotValue : public Uint8CalculatedValue
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{
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public:
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FreeQuestLogSlotValue(PlayerbotAI* botAI) : Uint8CalculatedValue(botAI, "free quest log slots", 2) { }
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uint8 Calculate() override;
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};
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//Dialog status npc
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class DialogStatusValue : public Uint32CalculatedValue, public Qualified
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{
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public:
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DialogStatusValue(PlayerbotAI* botAI, std::string const name = "dialog status") : Uint32CalculatedValue(botAI, name , 2) { }
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static uint32 getDialogStatus(Player* bot, int32 questgiver, uint32 questId = 0);
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uint32 Calculate() override;
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};
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//Dialog status npc quest
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class DialogStatusQuestValue : public DialogStatusValue
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{
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public:
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DialogStatusQuestValue(PlayerbotAI* botAI) : DialogStatusValue(botAI, "dialog status quest") { }
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uint32 Calculate() override;
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};
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//Can accept quest from npc
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class CanAcceptQuestValue : public BoolCalculatedValue, public Qualified
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{
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public:
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CanAcceptQuestValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "can accept quest npc") { }
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bool Calculate() override;
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};
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//Can accept low level quest from npc
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class CanAcceptQuestLowLevelValue : public BoolCalculatedValue, public Qualified
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{
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public:
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CanAcceptQuestLowLevelValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "can accept quest low level npc") { }
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bool Calculate() override;
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};
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//Can hand in quest to npc
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class CanTurnInQuestValue : public BoolCalculatedValue, public Qualified
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{
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public:
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CanTurnInQuestValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "can turn in quest npc") { }
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bool Calculate() override;
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};
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#endif
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