mirror of
https://github.com/mod-playerbots/mod-playerbots.git
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# Pull Request
Removed unused variables and fixed styling issues.
## How to Test the Changes
- Step-by-step instructions to test the change
- Any required setup (e.g. multiple players, bots, specific
configuration)
- Expected behavior and how to verify it
## 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:
- [ ] 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**)
---
## 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
This was filtered from the code provided by SmashingQuasar. Eliminated
variables were confirmed to be not used, but unclear at times if that is
due to mistakes in writing.
---------
Co-authored-by: bashermens <31279994+hermensbas@users.noreply.github.com>
160 lines
4.8 KiB
C++
160 lines
4.8 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 "QueryQuestAction.h"
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#include "ChatHelper.h"
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#include "Event.h"
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#include "PlayerbotAI.h"
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void QueryQuestAction::TellObjective(std::string const name, uint32 available, uint32 required)
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{
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botAI->TellMaster(chat->FormatQuestObjective(name, available, required));
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}
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bool QueryQuestAction::Execute(Event event)
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{
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Player* bot = botAI->GetBot();
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WorldPosition botPos(bot);
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WorldPosition* ptr_botpos = &botPos;
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std::string text = event.getParam();
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bool travel = false;
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if (text.find("travel") != std::string::npos)
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{
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travel = true;
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chat->eraseAllSubStr(text, " travel");
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}
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PlayerbotChatHandler ch(bot);
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uint32 questId = ch.extractQuestId(text);
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if (!questId)
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{
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for (uint8 slot = 0; slot < MAX_QUEST_LOG_SIZE; ++slot)
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{
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uint32 logQuest = bot->GetQuestSlotQuestId(slot);
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Quest const* quest = sObjectMgr->GetQuestTemplate(logQuest);
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if (!quest)
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continue;
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if (text.find(quest->GetTitle()) != std::string::npos)
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{
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questId = quest->GetQuestId();
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break;
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}
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}
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}
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for (uint16 slot = 0; slot < MAX_QUEST_LOG_SIZE; ++slot)
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{
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if (questId != bot->GetQuestSlotQuestId(slot))
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continue;
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std::ostringstream out;
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out << "--- " << chat->FormatQuest(sObjectMgr->GetQuestTemplate(questId)) << " ";
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if (bot->GetQuestStatus(questId) == QUEST_STATUS_COMPLETE)
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{
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out << "|c0000FF00completed|r ---";
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botAI->TellMaster(out);
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}
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else
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{
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out << "|c00FF0000not completed|r ---";
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botAI->TellMaster(out);
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TellObjectives(questId);
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}
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if (travel)
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{
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uint32 limit = 0;
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std::vector<TravelDestination*> allDestinations =
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TravelMgr::instance().getQuestTravelDestinations(bot, questId, true, true, -1);
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std::sort(allDestinations.begin(), allDestinations.end(), [ptr_botpos](TravelDestination* i, TravelDestination* j) {return i->distanceTo(ptr_botpos) < j->distanceTo(ptr_botpos); });
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for (auto dest : allDestinations)
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{
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if (limit > 50)
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continue;
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std::ostringstream out;
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uint32 tpoints = dest->getPoints(true).size();
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uint32 apoints = dest->getPoints().size();
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out << round(dest->distanceTo(&botPos));
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out << " to " << dest->getTitle();
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out << " " << apoints;
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if (apoints < tpoints)
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out << "/" << tpoints;
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out << " points.";
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if (!dest->isActive(bot))
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out << " not active";
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botAI->TellMaster(out);
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limit++;
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}
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}
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return true;
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}
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return false;
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}
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void QueryQuestAction::TellObjectives(uint32 questId)
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{
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Quest const* questTemplate = sObjectMgr->GetQuestTemplate(questId);
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// Checks if the questTemplate is valid
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if (!questTemplate)
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{
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botAI->TellMaster("Quest template not found.");
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return;
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}
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QuestStatusData questStatus = bot->getQuestStatusMap()[questId];
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for (uint32 i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
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{
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// Checks for objective text
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if (!questTemplate->ObjectiveText[i].empty())
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botAI->TellMaster(questTemplate->ObjectiveText[i]);
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// Checks for required items
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if (questTemplate->RequiredItemId[i])
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{
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uint32 required = questTemplate->RequiredItemCount[i];
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uint32 available = questStatus.ItemCount[i];
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ItemTemplate const* proto = sObjectMgr->GetItemTemplate(questTemplate->RequiredItemId[i]);
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if (proto)
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TellObjective(chat->FormatItem(proto), available, required);
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}
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// Checks for required NPCs or GOs
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if (questTemplate->RequiredNpcOrGo[i])
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{
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uint32 required = questTemplate->RequiredNpcOrGoCount[i];
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uint32 available = questStatus.CreatureOrGOCount[i];
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if (questTemplate->RequiredNpcOrGo[i] < 0)
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{
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if (GameObjectTemplate const* info = sObjectMgr->GetGameObjectTemplate(-questTemplate->RequiredNpcOrGo[i]))
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TellObjective(info->name, available, required);
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}
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else
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{
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if (CreatureTemplate const* info = sObjectMgr->GetCreatureTemplate(questTemplate->RequiredNpcOrGo[i]))
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TellObjective(info->Name, available, required);
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}
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}
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}
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}
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