diff --git a/src/Ai/Base/Value/GrindTargetValue.cpp b/src/Ai/Base/Value/GrindTargetValue.cpp index ce021a2d9..573de8fb0 100644 --- a/src/Ai/Base/Value/GrindTargetValue.cpp +++ b/src/Ai/Base/Value/GrindTargetValue.cpp @@ -107,7 +107,7 @@ Unit* GrindTargetValue::FindTargetForGrinding(uint32 assistCount) continue; } - bool inactiveGrindStatus = botAI->rpgInfo.status != RPG_WANDER_RANDOM && botAI->rpgInfo.status != RPG_IDLE; + bool inactiveGrindStatus = botAI->rpgInfo.GetStatus() != RPG_WANDER_RANDOM && botAI->rpgInfo.GetStatus() != RPG_IDLE; float aggroRange = 30.0f; if (unit->ToCreature()) diff --git a/src/Ai/World/Rpg/Action/NewRpgAction.cpp b/src/Ai/World/Rpg/Action/NewRpgAction.cpp index 41fec2291..2c42741c8 100644 --- a/src/Ai/World/Rpg/Action/NewRpgAction.cpp +++ b/src/Ai/World/Rpg/Action/NewRpgAction.cpp @@ -64,17 +64,18 @@ bool StartRpgDoQuestAction::Execute(Event event) bool NewRpgStatusUpdateAction::Execute(Event event) { NewRpgInfo& info = botAI->rpgInfo; - switch (info.status) + NewRpgStatus status = info.GetStatus(); + switch (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()); + auto& data = std::get(info.data); + WorldPosition& originalPos = data.pos; + assert(data.pos != WorldPosition()); // GO_GRIND -> WANDER_RANDOM if (bot->GetExactDist(originalPos) < 10.0f) { @@ -85,8 +86,9 @@ bool NewRpgStatusUpdateAction::Execute(Event event) } case RPG_GO_CAMP: { - WorldPosition& originalPos = info.go_camp.pos; - assert(info.go_camp.pos != WorldPosition()); + auto& data = std::get(info.data); + WorldPosition& originalPos = data.pos; + assert(data.pos != WorldPosition()); // GO_CAMP -> WANDER_NPC if (bot->GetExactDist(originalPos) < 10.0f) { @@ -126,7 +128,8 @@ bool NewRpgStatusUpdateAction::Execute(Event event) } case RPG_TRAVEL_FLIGHT: { - if (info.flight.inFlight && !bot->IsInFlight()) + auto& data = std::get(info.data); + if (data.inFlight && !bot->IsInFlight()) { // flight arrival info.ChangeToIdle(); @@ -154,8 +157,10 @@ bool NewRpgGoGrindAction::Execute(Event event) { if (SearchQuestGiverAndAcceptOrReward()) return true; + if (auto* data = std::get_if(&botAI->rpgInfo.data)) + return MoveFarTo(data->pos); - return MoveFarTo(botAI->rpgInfo.go_grind.pos); + return false; } bool NewRpgGoCampAction::Execute(Event event) @@ -163,7 +168,10 @@ bool NewRpgGoCampAction::Execute(Event event) if (SearchQuestGiverAndAcceptOrReward()) return true; - return MoveFarTo(botAI->rpgInfo.go_camp.pos); + if (auto* data = std::get_if(&botAI->rpgInfo.data)) + return MoveFarTo(data->pos); + + return false; } bool NewRpgWanderRandomAction::Execute(Event event) @@ -177,7 +185,11 @@ bool NewRpgWanderRandomAction::Execute(Event event) bool NewRpgWanderNpcAction::Execute(Event event) { NewRpgInfo& info = botAI->rpgInfo; - if (!info.wander_npc.npcOrGo) + auto* dataPtr = std::get_if(&info.data); + if (!dataPtr) + return false; + auto& data = *dataPtr; + if (!data.npcOrGo) { // No npc can be found, switch to IDLE ObjectGuid npcOrGo = ChooseNpcOrGameObjectToInteract(); @@ -186,33 +198,32 @@ bool NewRpgWanderNpcAction::Execute(Event event) info.ChangeToIdle(); return true; } - info.wander_npc.npcOrGo = npcOrGo; - info.wander_npc.lastReach = 0; + data.npcOrGo = npcOrGo; + data.lastReach = 0; return true; } - WorldObject* object = ObjectAccessor::GetWorldObject(*bot, info.wander_npc.npcOrGo); + WorldObject* object = ObjectAccessor::GetWorldObject(*bot, data.npcOrGo); if (object && IsWithinInteractionDist(object)) { - if (!info.wander_npc.lastReach) + if (!data.lastReach) { - info.wander_npc.lastReach = getMSTime(); + data.lastReach = getMSTime(); if (bot->CanInteractWithQuestGiver(object)) - InteractWithNpcOrGameObjectForQuest(info.wander_npc.npcOrGo); + InteractWithNpcOrGameObjectForQuest(data.npcOrGo); return true; } - if (info.wander_npc.lastReach && GetMSTimeDiffToNow(info.wander_npc.lastReach) < npcStayTime) + if (data.lastReach && GetMSTimeDiffToNow(data.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; + data.npcOrGo = ObjectGuid(); + data.lastReach = 0; } else - { - return MoveWorldObjectTo(info.wander_npc.npcOrGo); - } + return MoveWorldObjectTo(data.npcOrGo); + return true; } @@ -222,29 +233,33 @@ bool NewRpgDoQuestAction::Execute(Event event) return true; NewRpgInfo& info = botAI->rpgInfo; - uint32 questId = RPG_INFO(quest, questId); - const Quest* quest = RPG_INFO(quest, quest); + auto* dataPtr = std::get_if(&info.data); + if (!dataPtr) + return false; + auto& data = *dataPtr; + uint32 questId = data.questId; + const Quest* quest = data.quest; uint8 questStatus = bot->GetQuestStatus(questId); switch (questStatus) { case QUEST_STATUS_INCOMPLETE: - return DoIncompleteQuest(); + return DoIncompleteQuest(data); case QUEST_STATUS_COMPLETE: - return DoCompletedQuest(); + return DoCompletedQuest(data); default: break; } - botAI->rpgInfo.ChangeToIdle(); + info.ChangeToIdle(); return true; } -bool NewRpgDoQuestAction::DoIncompleteQuest() +bool NewRpgDoQuestAction::DoIncompleteQuest(NewRpgInfo::DoQuest& data) { - uint32 questId = RPG_INFO(do_quest, questId); - if (botAI->rpgInfo.do_quest.pos != WorldPosition()) + uint32 questId = data.questId; + if (data.pos != WorldPosition()) { /// @TODO: extract to a new function - int32 currentObjective = botAI->rpgInfo.do_quest.objectiveIdx; + int32 currentObjective = data.objectiveIdx; // check if the objective has completed Quest const* quest = sObjectMgr->GetQuestTemplate(questId); const QuestStatusData& q_status = bot->getQuestStatusMap().at(questId); @@ -263,12 +278,12 @@ bool NewRpgDoQuestAction::DoIncompleteQuest() // 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; + data.lastReachPOI = 0; + data.pos = WorldPosition(); + data.objectiveIdx = 0; } } - if (botAI->rpgInfo.do_quest.pos == WorldPosition()) + if (data.pos == WorldPosition()) { std::vector poiInfo; if (!GetQuestPOIPosAndObjectiveIdx(questId, poiInfo)) @@ -291,28 +306,28 @@ bool NewRpgDoQuestAction::DoIncompleteQuest() 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; + data.lastReachPOI = 0; + data.pos = pos; + data.objectiveIdx = objectiveIdx; } - if (bot->GetDistance(botAI->rpgInfo.do_quest.pos) > 10.0f && !botAI->rpgInfo.do_quest.lastReachPOI) + if (bot->GetDistance(data.pos) > 10.0f && !data.lastReachPOI) { - return MoveFarTo(botAI->rpgInfo.do_quest.pos); + return MoveFarTo(data.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) + if (!data.lastReachPOI) { - botAI->rpgInfo.do_quest.lastReachPOI = getMSTime(); + data.lastReachPOI = getMSTime(); return true; } // stayed at this POI for more than 5 minutes - if (GetMSTimeDiffToNow(botAI->rpgInfo.do_quest.lastReachPOI) >= poiStayTime) + if (GetMSTimeDiffToNow(data.lastReachPOI) >= poiStayTime) { bool hasProgression = false; - int32 currentObjective = botAI->rpgInfo.do_quest.objectiveIdx; + int32 currentObjective = data.objectiveIdx; // check if the objective has progression Quest const* quest = sObjectMgr->GetQuestTemplate(questId); const QuestStatusData& q_status = bot->getQuestStatusMap().at(questId); @@ -339,21 +354,21 @@ bool NewRpgDoQuestAction::DoIncompleteQuest() 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; + data.lastReachPOI = 0; + data.pos = WorldPosition(); + data.objectiveIdx = 0; return true; } return MoveRandomNear(20.0f); } -bool NewRpgDoQuestAction::DoCompletedQuest() +bool NewRpgDoQuestAction::DoCompletedQuest(NewRpgInfo::DoQuest& data) { - uint32 questId = RPG_INFO(quest, questId); - const Quest* quest = RPG_INFO(quest, quest); + uint32 questId = data.questId; + const Quest* quest = data.quest; - if (RPG_INFO(quest, objectiveIdx) != -1) + if (data.objectiveIdx != -1) { // if quest is completed, back to poi with -1 idx to reward BroadcastHelper::BroadcastQuestUpdateComplete(botAI, bot, quest); @@ -376,26 +391,26 @@ bool NewRpgDoQuestAction::DoCompletedQuest() 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; + data.lastReachPOI = 0; + data.pos = pos; + data.objectiveIdx = -1; } - if (botAI->rpgInfo.do_quest.pos == WorldPosition()) + if (data.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); + if (bot->GetDistance(data.pos) > 10.0f && !data.lastReachPOI) + return MoveFarTo(data.pos); // Now we are near the qoi of reward // the quest should be rewarded by SearchQuestGiverAndAcceptOrReward - if (!botAI->rpgInfo.do_quest.lastReachPOI) + if (!data.lastReachPOI) { - botAI->rpgInfo.do_quest.lastReachPOI = getMSTime(); + data.lastReachPOI = getMSTime(); return true; } // stayed at this POI for more than 5 minutes - if (GetMSTimeDiffToNow(botAI->rpgInfo.do_quest.lastReachPOI) >= poiStayTime) + if (GetMSTimeDiffToNow(data.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) @@ -410,29 +425,33 @@ bool NewRpgDoQuestAction::DoCompletedQuest() bool NewRpgTravelFlightAction::Execute(Event event) { + NewRpgInfo& info = botAI->rpgInfo; + auto* dataPtr = std::get_if(&info.data); + if (!dataPtr) + return false; + + auto& data = *dataPtr; if (bot->IsInFlight()) { - botAI->rpgInfo.flight.inFlight = true; + data.inFlight = true; return false; } - Creature* flightMaster = ObjectAccessor::GetCreature(*bot, botAI->rpgInfo.flight.fromFlightMaster); + Creature* flightMaster = ObjectAccessor::GetCreature(*bot, data.fromFlightMaster); if (!flightMaster || !flightMaster->IsAlive()) { botAI->rpgInfo.ChangeToIdle(); return true; } - const TaxiNodesEntry* entry = sTaxiNodesStore.LookupEntry(botAI->rpgInfo.flight.toNode); + const TaxiNodesEntry* entry = sTaxiNodesStore.LookupEntry(data.toNode); if (bot->GetDistance(flightMaster) > INTERACTION_DISTANCE) - { return MoveFarTo(flightMaster); - } - std::vector nodes = {botAI->rpgInfo.flight.fromNode, botAI->rpgInfo.flight.toNode}; + + std::vector nodes = {data.fromNode, data.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(), diff --git a/src/Ai/World/Rpg/Action/NewRpgAction.h b/src/Ai/World/Rpg/Action/NewRpgAction.h index 0e621fc40..a8cb7a2bc 100644 --- a/src/Ai/World/Rpg/Action/NewRpgAction.h +++ b/src/Ai/World/Rpg/Action/NewRpgAction.h @@ -90,8 +90,8 @@ public: bool Execute(Event event) override; protected: - bool DoIncompleteQuest(); - bool DoCompletedQuest(); + bool DoIncompleteQuest(NewRpgInfo::DoQuest& data); + bool DoCompletedQuest(NewRpgInfo::DoQuest& data); const uint32 poiStayTime = 5 * 60 * 1000; }; diff --git a/src/Ai/World/Rpg/NewRpgInfo.cpp b/src/Ai/World/Rpg/NewRpgInfo.cpp index 889fb1ff9..def0d472d 100644 --- a/src/Ai/World/Rpg/NewRpgInfo.cpp +++ b/src/Ai/World/Rpg/NewRpgInfo.cpp @@ -6,71 +6,65 @@ void NewRpgInfo::ChangeToGoGrind(WorldPosition pos) { - Reset(); - status = RPG_GO_GRIND; - go_grind = GoGrind(); - go_grind.pos = pos; + startT = getMSTime(); + data = GoGrind{pos}; } void NewRpgInfo::ChangeToGoCamp(WorldPosition pos) { - Reset(); - status = RPG_GO_CAMP; - go_camp = GoCamp(); - go_camp.pos = pos; + startT = getMSTime(); + data = GoCamp{pos}; } void NewRpgInfo::ChangeToWanderNpc() { - Reset(); - status = RPG_WANDER_NPC; - wander_npc = WanderNpc(); + startT = getMSTime(); + data = WanderNpc{}; } void NewRpgInfo::ChangeToWanderRandom() { - Reset(); - status = RPG_WANDER_RANDOM; - WANDER_RANDOM = WanderRandom(); + startT = getMSTime(); + data = WanderRandom{}; } void NewRpgInfo::ChangeToDoQuest(uint32 questId, const Quest* quest) { - Reset(); - status = RPG_DO_QUEST; - do_quest = DoQuest(); + startT = getMSTime(); + DoQuest do_quest; do_quest.questId = questId; do_quest.quest = quest; + data = do_quest; } void NewRpgInfo::ChangeToTravelFlight(ObjectGuid fromFlightMaster, uint32 fromNode, uint32 toNode) { - Reset(); - status = RPG_TRAVEL_FLIGHT; - flight = TravelFlight(); + startT = getMSTime(); + TravelFlight flight; flight.fromFlightMaster = fromFlightMaster; flight.fromNode = fromNode; flight.toNode = toNode; + flight.inFlight = false; + data = flight; } void NewRpgInfo::ChangeToRest() { - Reset(); - status = RPG_REST; - rest = Rest(); + startT = getMSTime(); + data = Rest{}; } void NewRpgInfo::ChangeToIdle() { - Reset(); - status = RPG_IDLE; + startT = getMSTime(); + data = Idle{}; } bool NewRpgInfo::CanChangeTo(NewRpgStatus status) { return true; } void NewRpgInfo::Reset() { - *this = NewRpgInfo(); + data = Idle{}; startT = getMSTime(); } @@ -82,58 +76,83 @@ void NewRpgInfo::SetMoveFarTo(WorldPosition pos) moveFarPos = pos; } +NewRpgStatus NewRpgInfo::GetStatus() +{ + return std::visit([](auto&& arg) -> NewRpgStatus { + using T = std::decay_t; + if constexpr (std::is_same_v) return RPG_IDLE; + if constexpr (std::is_same_v) return RPG_GO_GRIND; + if constexpr (std::is_same_v) return RPG_GO_CAMP; + if constexpr (std::is_same_v) return RPG_WANDER_NPC; + if constexpr (std::is_same_v) return RPG_WANDER_RANDOM; + if constexpr (std::is_same_v) return RPG_REST; + if constexpr (std::is_same_v) return RPG_DO_QUEST; + if constexpr (std::is_same_v) return RPG_TRAVEL_FLIGHT; + return RPG_IDLE; + }, data); +} + std::string NewRpgInfo::ToString() { std::stringstream out; out << "Status: "; - switch (status) + std::visit([&out, this](auto&& arg) { - case RPG_GO_GRIND: + using T = std::decay_t; + if constexpr (std::is_same_v) + { out << "GO_GRIND"; - out << "\nGrindPos: " << go_grind.pos.GetMapId() << " " << go_grind.pos.GetPositionX() << " " - << go_grind.pos.GetPositionY() << " " << go_grind.pos.GetPositionZ(); + out << "\nGrindPos: " << arg.pos.GetMapId() << " " << arg.pos.GetPositionX() << " " + << arg.pos.GetPositionY() << " " << arg.pos.GetPositionZ(); out << "\nlastGoGrind: " << startT; - break; - case RPG_GO_CAMP: + } + else if constexpr (std::is_same_v) + { out << "GO_CAMP"; - out << "\nCampPos: " << go_camp.pos.GetMapId() << " " << go_camp.pos.GetPositionX() << " " - << go_camp.pos.GetPositionY() << " " << go_camp.pos.GetPositionZ(); + out << "\nCampPos: " << arg.pos.GetMapId() << " " << arg.pos.GetPositionX() << " " + << arg.pos.GetPositionY() << " " << arg.pos.GetPositionZ(); out << "\nlastGoCamp: " << startT; - break; - case RPG_WANDER_NPC: + } + else if constexpr (std::is_same_v) + { out << "WANDER_NPC"; - out << "\nnpcOrGoEntry: " << wander_npc.npcOrGo.GetCounter(); + out << "\nnpcOrGoEntry: " << arg.npcOrGo.GetCounter(); out << "\nlastWanderNpc: " << startT; - out << "\nlastReachNpcOrGo: " << wander_npc.lastReach; - break; - case RPG_WANDER_RANDOM: + out << "\nlastReachNpcOrGo: " << arg.lastReach; + } + else if constexpr (std::is_same_v) + { out << "WANDER_RANDOM"; out << "\nlastWanderRandom: " << startT; - break; - case RPG_IDLE: + } + else if constexpr (std::is_same_v) + { out << "IDLE"; - break; - case RPG_REST: + } + else if constexpr (std::is_same_v) + { out << "REST"; out << "\nlastRest: " << startT; - break; - case RPG_DO_QUEST: + } + else if constexpr (std::is_same_v) + { 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 << "\nquestId: " << arg.questId; + out << "\nobjectiveIdx: " << arg.objectiveIdx; + out << "\npoiPos: " << arg.pos.GetMapId() << " " << arg.pos.GetPositionX() << " " + << arg.pos.GetPositionY() << " " << arg.pos.GetPositionZ(); + out << "\nlastReachPOI: " << (arg.lastReachPOI ? GetMSTimeDiffToNow(arg.lastReachPOI) : 0); + } + else if constexpr (std::is_same_v) + { out << "TRAVEL_FLIGHT"; - out << "\nfromFlightMaster: " << flight.fromFlightMaster.GetEntry(); - out << "\nfromNode: " << flight.fromNode; - out << "\ntoNode: " << flight.toNode; - out << "\ninFlight: " << flight.inFlight; - break; - default: + out << "\nfromFlightMaster: " << arg.fromFlightMaster.GetEntry(); + out << "\nfromNode: " << arg.fromNode; + out << "\ntoNode: " << arg.toNode; + out << "\ninFlight: " << arg.inFlight; + } + else out << "UNKNOWN"; - } + }, data); return out.str(); } diff --git a/src/Ai/World/Rpg/NewRpgInfo.h b/src/Ai/World/Rpg/NewRpgInfo.h index 20f801bf7..5b6ae3cb9 100644 --- a/src/Ai/World/Rpg/NewRpgInfo.h +++ b/src/Ai/World/Rpg/NewRpgInfo.h @@ -13,7 +13,8 @@ using NewRpgStatusTransitionProb = std::vector>; struct NewRpgInfo { - NewRpgInfo() {} + NewRpgInfo() : data(Idle{}) {} + ~NewRpgInfo() = default; // RPG_GO_GRIND struct GoGrind @@ -61,7 +62,6 @@ struct NewRpgInfo struct Idle { }; - NewRpgStatus status{RPG_IDLE}; uint32 startT{0}; // start timestamp of the current status @@ -72,18 +72,19 @@ struct NewRpgInfo 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; - }; + using RpgData = std::variant< + Idle, + GoGrind, + GoCamp, + WanderNpc, + WanderRandom, + DoQuest, + Rest, + TravelFlight + >; + RpgData data; + NewRpgStatus GetStatus(); bool HasStatusPersisted(uint32 maxDuration) { return GetMSTimeDiffToNow(startT) > maxDuration; } void ChangeToGoGrind(WorldPosition pos); void ChangeToGoCamp(WorldPosition pos); @@ -127,7 +128,4 @@ struct NewRpgStatistic } }; -// not sure is it necessary but keep it for now -#define RPG_INFO(x, y) botAI->rpgInfo.x.y - #endif diff --git a/src/Ai/World/Rpg/Trigger/NewRpgTrigger.cpp b/src/Ai/World/Rpg/Trigger/NewRpgTrigger.cpp index 0804320ad..65e78eb4c 100644 --- a/src/Ai/World/Rpg/Trigger/NewRpgTrigger.cpp +++ b/src/Ai/World/Rpg/Trigger/NewRpgTrigger.cpp @@ -1,4 +1,4 @@ #include "NewRpgTriggers.h" #include "PlayerbotAI.h" -bool NewRpgStatusTrigger::IsActive() { return status == botAI->rpgInfo.status; } +bool NewRpgStatusTrigger::IsActive() { return status == botAI->rpgInfo.GetStatus(); } diff --git a/src/Bot/RandomPlayerbotMgr.cpp b/src/Bot/RandomPlayerbotMgr.cpp index 892368c66..c2b3fae3c 100644 --- a/src/Bot/RandomPlayerbotMgr.cpp +++ b/src/Bot/RandomPlayerbotMgr.cpp @@ -3252,7 +3252,7 @@ void RandomPlayerbotMgr::PrintStats() if (sPlayerbotAIConfig.enableNewRpgStrategy) { - rpgStatusCount[botAI->rpgInfo.status]++; + rpgStatusCount[botAI->rpgInfo.GetStatus()]++; rpgStasticTotal += botAI->rpgStatistic; botAI->rpgStatistic = NewRpgStatistic(); } diff --git a/src/PlayerbotAIConfig.h b/src/PlayerbotAIConfig.h index 729fc5be1..27177565c 100644 --- a/src/PlayerbotAIConfig.h +++ b/src/PlayerbotAIConfig.h @@ -42,21 +42,20 @@ enum class HealingManaEfficiency : uint8 enum NewRpgStatus : int { - RPG_STATUS_START = 0, - // Going to far away place - RPG_GO_GRIND = 0, - RPG_GO_CAMP = 1, + //Initial Status + RPG_IDLE = 0, + RPG_GO_GRIND = 1, + RPG_GO_CAMP = 2, // Exploring nearby - RPG_WANDER_RANDOM = 2, - RPG_WANDER_NPC = 3, + RPG_WANDER_RANDOM = 3, + RPG_WANDER_NPC = 4, // Do Quest (based on quest status) - RPG_DO_QUEST = 4, + RPG_DO_QUEST = 5, // Travel - RPG_TRAVEL_FLIGHT = 5, + + RPG_TRAVEL_FLIGHT = 6, // Taking a break - RPG_REST = 6, - // Initial status - RPG_IDLE = 7, + RPG_REST = 7, RPG_STATUS_END = 8 };