Files
mod-playerbots/src/Bot/Factory/PlayerbotFactory.cpp
Rikus Louw ea60b38eb9 Add Serpentshrine Cavern attunement quest to bot factory (#2136)
# Pull Request

I've being getting ready to test Serpentshrine Cavern strategy on
`test-staging`, but noticed the bots don't currently have attunement
setup.

Added attunement quest.

---

## Design Philosophy

We prioritize **stability, performance, and predictability** over
behavioral realism.
Complex player-mimicking logic is intentionally limited due to its
negative impact on scalability, maintainability, and
long-term robustness.

Excessive processing overhead can lead to server hiccups, increased CPU
usage, and degraded performance for all
participants. Because every action and
decision tree is executed **per bot and per trigger**, even small
increases in logic complexity can scale poorly and
negatively affect both players and
world (random) bots. Bots are not expected to behave perfectly, and
perfect simulation of human decision-making is not a
project goal. Increased behavioral
realism often introduces disproportionate cost, reduced predictability,
and significantly higher maintenance overhead.

Every additional branch of logic increases long-term responsibility. All
decision paths must be tested, validated, and
maintained continuously as the system evolves.
If advanced or AI-intensive behavior is introduced, the **default
configuration must remain the lightweight decision
model**. More complex behavior should only be
available as an **explicit opt-in option**, clearly documented as having
a measurable performance cost.

Principles:

- **Stability before intelligence**  
  A stable system is always preferred over a smarter one.

- **Performance is a shared resource**  
  Any increase in bot cost affects all players and all bots.

- **Simple logic scales better than smart logic**  
Predictable behavior under load is more valuable than perfect decisions.

- **Complexity must justify itself**  
  If a feature cannot clearly explain its cost, it should not exist.

- **Defaults must be cheap**  
  Expensive behavior must always be optional and clearly communicated.

- **Bots should look reasonable, not perfect**  
  The goal is believable behavior, not human simulation.

Before submitting, confirm that this change aligns with those
principles.

---

## Feature Evaluation

Please answer the following:

- Describe the **minimum logic** required to achieve the intended
behavior?
- Describe the **cheapest implementation** that produces an acceptable
result?
- Describe the **runtime cost** when this logic executes across many
bots?

---

## How to Test the Changes

- Add bots and convert to raid
- Make sure you have attunement by completing
[this](https://www.wowhead.com/tbc/quest=13431/the-cudgel-of-kardesh)
quest
- Teleport to SSC and summon bots. The bots should appear in the raid.

## 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?
- - [ ] No
- - [x] Yes (**explain why**)

This adds the attunement quest for SSC by default

If this introduces more advanced or AI-heavy logic:
- - [x] 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**)

If yes, please specify:

- AI tool or model used (e.g. ChatGPT, GPT-4, Claude, etc.)
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation)
- Which parts of the change were influenced or generated
- Whether the result was manually reviewed and adapted

AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
Any AI-influenced changes must be verified against existing CORE and PB
logic. We expect contributors to be honest
about what they do and do not understand.

---

## 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

Anything that significantly improves realism at the cost of stability or
performance should be carefully discussed
before merging.
2026-02-23 11:02:11 -08:00

4769 lines
165 KiB
C++

/*
* 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 "PlayerbotFactory.h"
#include <utility>
#include "AccountMgr.h"
#include "AiFactory.h"
#include "ArenaTeam.h"
#include "ArenaTeamMgr.h"
#include "DBCStores.h"
#include "DBCStructure.h"
#include "GuildMgr.h"
#include "InventoryAction.h"
#include "Item.h"
#include "ItemTemplate.h"
#include "ItemVisitors.h"
#include "Log.h"
#include "LootMgr.h"
#include "ObjectMgr.h"
#include "PerfMonitor.h"
#include "PetDefines.h"
#include "Player.h"
#include "PlayerbotAI.h"
#include "PlayerbotAIConfig.h"
#include "PlayerbotRepository.h"
#include "PlayerbotGuildMgr.h"
#include "Playerbots.h"
#include "QuestDef.h"
#include "RandomItemMgr.h"
#include "RandomPlayerbotFactory.h"
#include "ReputationMgr.h"
#include "SharedDefines.h"
#include "StatsWeightCalculator.h"
#include "World.h"
#include "AiObjectContext.h"
#include "ItemPackets.h"
const uint64 diveMask = (1LL << 7) | (1LL << 44) | (1LL << 37) | (1LL << 38) | (1LL << 26) | (1LL << 30) | (1LL << 27) |
(1LL << 33) | (1LL << 24) | (1LL << 34);
static std::vector<uint32> initSlotsOrder = {EQUIPMENT_SLOT_TRINKET1, EQUIPMENT_SLOT_TRINKET2, EQUIPMENT_SLOT_MAINHAND,
EQUIPMENT_SLOT_OFFHAND, EQUIPMENT_SLOT_RANGED, EQUIPMENT_SLOT_HEAD, EQUIPMENT_SLOT_SHOULDERS, EQUIPMENT_SLOT_CHEST,
EQUIPMENT_SLOT_LEGS, EQUIPMENT_SLOT_HANDS, EQUIPMENT_SLOT_NECK, EQUIPMENT_SLOT_BODY, EQUIPMENT_SLOT_WAIST,
EQUIPMENT_SLOT_FEET, EQUIPMENT_SLOT_WRISTS, EQUIPMENT_SLOT_FINGER1, EQUIPMENT_SLOT_FINGER2, EQUIPMENT_SLOT_BACK};
uint32 PlayerbotFactory::tradeSkills[] = {SKILL_ALCHEMY, SKILL_ENCHANTING, SKILL_SKINNING, SKILL_TAILORING,
SKILL_LEATHERWORKING, SKILL_ENGINEERING, SKILL_HERBALISM, SKILL_MINING,
SKILL_BLACKSMITHING, SKILL_COOKING, SKILL_FIRST_AID, SKILL_FISHING,
SKILL_JEWELCRAFTING};
std::list<uint32> PlayerbotFactory::classQuestIds;
std::list<uint32> PlayerbotFactory::specialQuestIds;
std::vector<uint32> PlayerbotFactory::enchantSpellIdCache;
std::vector<uint32> PlayerbotFactory::enchantGemIdCache;
std::unordered_map<uint32, std::vector<uint32>> PlayerbotFactory::trainerIdCache;
PlayerbotFactory::PlayerbotFactory(Player* bot, uint32 level, uint32 itemQuality, uint32 gearScoreLimit)
: level(level), itemQuality(itemQuality), gearScoreLimit(gearScoreLimit), bot(bot)
{
botAI = GET_PLAYERBOT_AI(bot);
if (!this->itemQuality)
{
uint32 gs = sPlayerbotAIConfig.randomGearScoreLimit == 0
? 0
: PlayerbotFactory::CalcMixedGearScore(sPlayerbotAIConfig.randomGearScoreLimit,
sPlayerbotAIConfig.randomGearQualityLimit);
this->itemQuality = sPlayerbotAIConfig.randomGearQualityLimit;
this->gearScoreLimit = gs;
}
}
void PlayerbotFactory::Init()
{
if (sPlayerbotAIConfig.randomBotPreQuests)
{
ObjectMgr::QuestMap const& questTemplates = sObjectMgr->GetQuestTemplates();
for (ObjectMgr::QuestMap::const_iterator i = questTemplates.begin(); i != questTemplates.end(); ++i)
{
uint32 questId = i->first;
Quest const* quest = i->second;
if (!quest->GetRequiredClasses() || quest->IsRepeatable() || quest->GetMinLevel() < 10)
continue;
if (quest->GetRewSpellCast() > 0)
{
int32 spellId = quest->GetRewSpellCast();
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
if (!spellInfo)
continue;
}
else if (quest->GetRewSpell() > 0)
{
int32 spellId = quest->GetRewSpell();
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
if (!spellInfo)
continue;
}
AddPrevQuests(questId, classQuestIds);
classQuestIds.remove(questId);
classQuestIds.push_back(questId);
}
}
for (std::vector<uint32>::iterator i = sPlayerbotAIConfig.randomBotQuestIds.begin();
i != sPlayerbotAIConfig.randomBotQuestIds.end(); ++i)
{
uint32 questId = *i;
AddPrevQuests(questId, specialQuestIds);
specialQuestIds.remove(questId);
specialQuestIds.push_back(questId);
}
uint32 maxStoreSize = sSpellMgr->GetSpellInfoStoreSize();
for (uint32 id = 1; id < maxStoreSize; ++id)
{
if (id == 7218 || id == 19927 || id == 44119 || id == 47147 || id == 47181 ||
id == 47242 || id == 50358 || id == 52639) // Test Enchants
continue;
if (id == 35791 || id == 39405) // Grandfathered TBC Enchants
continue;
if (id == 15463 || id == 15490) // Legendary Arcane Amalgamation
continue;
if (id == 29467 || id == 29475 || id == 29480 || id == 29483) // Naxx40 Sapphiron Shoulder Enchants
continue;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(id);
if (!spellInfo)
continue;
//uint32 requiredLevel = spellInfo->BaseLevel; //not used, line marked for removal.
for (uint8 j = 0; j < MAX_SPELL_EFFECTS; ++j)
{
if (spellInfo->Effects[j].Effect != SPELL_EFFECT_ENCHANT_ITEM)
continue;
uint32 enchant_id = spellInfo->Effects[j].MiscValue;
if (!enchant_id)
continue;
SpellItemEnchantmentEntry const* enchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
if (!enchant || (enchant->slot != PERM_ENCHANTMENT_SLOT && enchant->slot != TEMP_ENCHANTMENT_SLOT))
continue;
// SpellInfo const* enchantSpell = sSpellMgr->GetSpellInfo(enchant->spellid[0]);
// if (!enchantSpell)
// continue;
if (strstr(spellInfo->SpellName[0], "Test"))
break;
enchantSpellIdCache.push_back(id);
break;
// LOG_INFO("playerbots", "Add {} to enchantment spells", id);
}
}
LOG_INFO("playerbots", "Loading {} enchantment spells", enchantSpellIdCache.size());
for (auto iter = sSpellItemEnchantmentStore.begin(); iter != sSpellItemEnchantmentStore.end(); iter++)
{
uint32 gemId = iter->GemID;
if (gemId == 0)
{
continue;
}
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(gemId);
if (!proto)
{
continue;
}
if (proto->ItemLevel < 60)
{
continue;
}
if (proto->HasFlag(ITEM_FLAG_UNIQUE_EQUIPPABLE))
{
continue;
}
if (sRandomItemMgr.IsTestItem(gemId))
{
continue;
}
if (!sGemPropertiesStore.LookupEntry(proto->GemProperties))
{
continue;
}
// LOG_INFO("playerbots", "Add {} to enchantment gems", gemId);
enchantGemIdCache.push_back(gemId);
}
LOG_INFO("playerbots", "Loading {} enchantment gems", enchantGemIdCache.size());
}
void PlayerbotFactory::Prepare()
{
if (bot->isDead())
bot->ResurrectPlayer(1.0f, false);
bot->CombatStop(true);
uint32 currentLevel = bot->GetLevel();
bot->GiveLevel(level);
if (level != currentLevel)
{
bot->SetUInt32Value(PLAYER_XP, 0);
}
if (!sPlayerbotAIConfig.randomBotShowHelmet || !urand(0, 4))
{
bot->SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM);
}
if (!sPlayerbotAIConfig.randomBotShowCloak || !urand(0, 4))
{
bot->SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK);
}
}
void PlayerbotFactory::Randomize(bool incremental)
{
// if (sPlayerbotAIConfig.disableRandomLevels)
// {
// return;
// }
LOG_DEBUG("playerbots", "{} randomizing {} (level {} class = {})...", (incremental ? "Incremental" : "Full"),
bot->GetName().c_str(), level, bot->getClass());
// LOG_DEBUG("playerbots", "Preparing to {} randomize...", (incremental ? "incremental" : "full"));
Prepare();
LOG_DEBUG("playerbots", "Resetting player...");
PerfMonitorOperation* pmo = sPerfMonitor.start(PERF_MON_RNDBOT, "PlayerbotFactory_Reset");
if (!PlayerbotAIConfig::instance().equipmentPersistence || level < PlayerbotAIConfig::instance().equipmentPersistenceLevel)
bot->resetTalents(true);
if (!incremental)
{
ClearSkills();
ClearSpells();
ResetQuests();
if (!PlayerbotAIConfig::instance().equipmentPersistence || level < PlayerbotAIConfig::instance().equipmentPersistenceLevel)
ClearAllItems();
}
ClearInventory();
bot->RemoveAllSpellCooldown();
UnbindInstance();
bot->GiveLevel(level);
bot->InitStatsForLevel(true);
CancelAuras();
// bot->SaveToDB(false, false);
if (pmo)
pmo->finish();
// pmo = sPerfMonitor.start(PERF_MON_RNDBOT, "PlayerbotFactory_Immersive");
// LOG_INFO("playerbots", "Initializing immersive...");
// InitImmersive();
// if (pmo)
// pmo->finish();
if (sPlayerbotAIConfig.randomBotPreQuests)
{
pmo = sPerfMonitor.start(PERF_MON_RNDBOT, "PlayerbotFactory_Quests");
InitInstanceQuests();
InitAttunementQuests();
if (pmo)
pmo->finish();
}
else
{
pmo = sPerfMonitor.start(PERF_MON_RNDBOT, "PlayerbotFactory_Quests");
InitAttunementQuests();
if (pmo)
pmo->finish();
}
LOG_DEBUG("playerbots", "Initializing skills (step 1)...");
pmo = sPerfMonitor.start(PERF_MON_RNDBOT, "PlayerbotFactory_Skills1");
bot->LearnDefaultSkills();
InitSkills();
if (pmo)
pmo->finish();
pmo = sPerfMonitor.start(PERF_MON_RNDBOT, "PlayerbotFactory_Spells1");
LOG_DEBUG("playerbots", "Initializing spells (step 1)...");
InitClassSpells();
InitAvailableSpells();
if (pmo)
pmo->finish();
pmo = sPerfMonitor.start(PERF_MON_RNDBOT, "PlayerbotFactory_Talents");
LOG_DEBUG("playerbots", "Initializing talents...");
if (!incremental || !sPlayerbotAIConfig.equipmentPersistence ||
bot->GetLevel() < sPlayerbotAIConfig.equipmentPersistenceLevel)
{
InitTalentsTree();
}
sRandomPlayerbotMgr.SetValue(bot->GetGUID().GetCounter(), "specNo", 0);
if (botAI)
{
PlayerbotRepository::instance().Reset(botAI);
// botAI->DoSpecificAction("auto talents");
botAI->ResetStrategies(false); // fix wrong stored strategy
}
if (pmo)
pmo->finish();
pmo = sPerfMonitor.start(PERF_MON_RNDBOT, "PlayerbotFactory_Spells2");
LOG_DEBUG("playerbots", "Initializing spells (step 2)...");
InitAvailableSpells();
if (pmo)
pmo->finish();
pmo = sPerfMonitor.start(PERF_MON_RNDBOT, "PlayerbotFactory_Reputation");
LOG_DEBUG("playerbots", "Initializing reputation...");
InitReputation();
if (pmo)
pmo->finish();
LOG_DEBUG("playerbots", "Initializing special spells...");
pmo = sPerfMonitor.start(PERF_MON_RNDBOT, "PlayerbotFactory_Spells3");
InitSpecialSpells();
if (pmo)
pmo->finish();
pmo = sPerfMonitor.start(PERF_MON_RNDBOT, "PlayerbotFactory_Mounts");
LOG_DEBUG("playerbots", "Initializing mounts...");
InitMounts();
// bot->SaveToDB(false, false);
if (pmo)
pmo->finish();
// pmo = sPerfMonitor.start(PERF_MON_RNDBOT, "PlayerbotFactory_Skills2");
// LOG_INFO("playerbots", "Initializing skills (step 2)...");
// UpdateTradeSkills();
// if (pmo)
// pmo->finish();
pmo = sPerfMonitor.start(PERF_MON_RNDBOT, "PlayerbotFactory_Equip");
LOG_DEBUG("playerbots", "Initializing equipmemt...");
if (!incremental || !sPlayerbotAIConfig.equipmentPersistence ||
bot->GetLevel() < sPlayerbotAIConfig.equipmentPersistenceLevel)
{
if (sPlayerbotAIConfig.incrementalGearInit || !incremental)
InitEquipment(incremental, incremental ? false : sPlayerbotAIConfig.twoRoundsGearInit);
}
// bot->SaveToDB(false, false);
if (pmo)
pmo->finish();
// if (bot->GetLevel() >= sPlayerbotAIConfig.minEnchantingBotLevel)
// {
// pmo = sPerfMonitor.start(PERF_MON_RNDBOT, "PlayerbotFactory_Enchant");
// LOG_INFO("playerbots", "Initializing enchant templates...");
// LoadEnchantContainer();
// if (pmo)
// pmo->finish();
// }
pmo = sPerfMonitor.start(PERF_MON_RNDBOT, "PlayerbotFactory_Bags");
LOG_DEBUG("playerbots", "Initializing bags...");
InitBags();
// bot->SaveToDB(false, false);
if (pmo)
pmo->finish();
pmo = sPerfMonitor.start(PERF_MON_RNDBOT, "PlayerbotFactory_Ammo");
LOG_DEBUG("playerbots", "Initializing ammo...");
InitAmmo();
if (pmo)
pmo->finish();
pmo = sPerfMonitor.start(PERF_MON_RNDBOT, "PlayerbotFactory_Food");
LOG_DEBUG("playerbots", "Initializing food...");
InitFood();
if (pmo)
pmo->finish();
pmo = sPerfMonitor.start(PERF_MON_RNDBOT, "PlayerbotFactory_Potions");
LOG_DEBUG("playerbots", "Initializing potions...");
InitPotions();
if (pmo)
pmo->finish();
pmo = sPerfMonitor.start(PERF_MON_RNDBOT, "PlayerbotFactory_Reagents");
LOG_DEBUG("playerbots", "Initializing reagents...");
InitReagents();
if (pmo)
pmo->finish();
pmo = sPerfMonitor.start(PERF_MON_RNDBOT, "PlayerbotFactory_Keys");
LOG_DEBUG("playerbots", "Initializing keys...");
InitKeyring();
if (pmo)
pmo->finish();
// pmo = sPerfMonitor.start(PERF_MON_RNDBOT, "PlayerbotFactory_EqSets");
// LOG_DEBUG("playerbots", "Initializing second equipment set...");
// InitSecondEquipmentSet();
// if (pmo)
// pmo->finish();
if (bot->GetLevel() >= sPlayerbotAIConfig.minEnchantingBotLevel)
{
ApplyEnchantAndGemsNew();
}
// {
// pmo = sPerfMonitor.start(PERF_MON_RNDBOT, "PlayerbotFactory_EnchantTemplate");
// LOG_INFO("playerbots", "Initializing enchant templates...");
// ApplyEnchantTemplate();
// if (pmo)
// pmo->finish();
// }
pmo = sPerfMonitor.start(PERF_MON_RNDBOT, "PlayerbotFactory_Inventory");
LOG_DEBUG("playerbots", "Initializing inventory...");
// InitInventory();
if (pmo)
pmo->finish();
pmo = sPerfMonitor.start(PERF_MON_RNDBOT, "PlayerbotFactory_Consumable");
LOG_DEBUG("playerbots", "Initializing consumables...");
InitConsumables();
if (pmo)
pmo->finish();
LOG_DEBUG("playerbots", "Initializing glyphs...");
InitGlyphs();
// bot->SaveToDB(false, false);
pmo = sPerfMonitor.start(PERF_MON_RNDBOT, "PlayerbotFactory_Guilds");
// bot->SaveToDB(false, false);
if (sPlayerbotAIConfig.randomBotGuildCount > 0)
{
LOG_DEBUG("playerbots", "Initializing guilds...");
InitGuild();
}
// bot->SaveToDB(false, false);
if (pmo)
pmo->finish();
if (bot->GetLevel() >= 70)
{
pmo = sPerfMonitor.start(PERF_MON_RNDBOT, "PlayerbotFactory_Arenas");
// LOG_INFO("playerbots", "Initializing arena teams...");
InitArenaTeam();
if (pmo)
pmo->finish();
}
if (!incremental)
{
bot->RemovePet(nullptr, PET_SAVE_AS_CURRENT, true);
bot->RemovePet(nullptr, PET_SAVE_NOT_IN_SLOT, true);
// bot->SaveToDB(false, false);
}
if (bot->GetLevel() >= 10)
{
pmo = sPerfMonitor.start(PERF_MON_RNDBOT, "PlayerbotFactory_Pet");
LOG_DEBUG("playerbots", "Initializing pet...");
InitPet();
// bot->SaveToDB(false, false);
InitPetTalents();
if (pmo)
pmo->finish();
}
pmo = sPerfMonitor.start(PERF_MON_RNDBOT, "PlayerbotFactory_Save");
LOG_DEBUG("playerbots", "Saving to DB...");
bot->SetMoney(urand(level * 100000, level * 5 * 100000));
bot->SetHealth(bot->GetMaxHealth());
bot->SetPower(POWER_MANA, bot->GetMaxPower(POWER_MANA));
bot->SaveToDB(false, false);
LOG_DEBUG("playerbots", "Initialization Done.");
if (pmo)
pmo->finish();
}
void PlayerbotFactory::Refresh()
{
// Prepare();
// if (!sPlayerbotAIConfig.equipmentPersistence || bot->GetLevel() < sPlayerbotAIConfig.equipmentPersistenceLevel)
// {
// InitEquipment(true);
// }
InitAttunementQuests();
ClearInventory();
InitAmmo();
InitFood();
InitReagents();
InitConsumables();
InitPotions();
InitPet();
InitPetTalents();
InitSkills();
InitClassSpells();
InitAvailableSpells();
InitReputation();
InitSpecialSpells();
InitMounts();
InitKeyring();
if (!sPlayerbotAIConfig.equipmentPersistence || bot->GetLevel() < sPlayerbotAIConfig.equipmentPersistenceLevel)
{
InitTalentsTree(true, true, true);
}
if (bot->GetLevel() >= sPlayerbotAIConfig.minEnchantingBotLevel)
{
ApplyEnchantAndGemsNew();
}
bot->DurabilityRepairAll(false, 1.0f, false);
if (bot->isDead())
bot->ResurrectPlayer(1.0f, false);
uint32 money = urand(level * 1000, level * 5 * 1000);
if (bot->GetMoney() < money)
bot->SetMoney(money);
// bot->SaveToDB(false, false);
}
void PlayerbotFactory::InitConsumables()
{
int specTab = AiFactory::GetPlayerSpecTab(bot);
std::vector<std::pair<uint32, uint32>> items;
switch (bot->getClass())
{
case CLASS_PRIEST:
{
// Discipline or Holy: Mana Oil
if (specTab == 0 || specTab == 1)
{
std::vector<uint32> mana_oils = {BRILLIANT_MANA_OIL, SUPERIOR_MANA_OIL, LESSER_MANA_OIL, MINOR_MANA_OIL};
for (uint32 itemId : mana_oils)
{
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
if (proto->RequiredLevel > level || level > 75)
continue;
items.push_back({itemId, 4});
break;
}
}
// Shadow: Wizard Oil
if (specTab == 2)
{
std::vector<uint32> wizard_oils = {BRILLIANT_WIZARD_OIL, SUPERIOR_WIZARD_OIL, WIZARD_OIL, LESSER_WIZARD_OIL, MINOR_WIZARD_OIL};
for (uint32 itemId : wizard_oils)
{
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
if (proto->RequiredLevel > level || level > 75)
continue;
items.push_back({itemId, 4});
break;
}
}
break;
}
case CLASS_MAGE:
{
// Always Wizard Oil
std::vector<uint32> wizard_oils = {BRILLIANT_WIZARD_OIL, SUPERIOR_WIZARD_OIL, WIZARD_OIL, LESSER_WIZARD_OIL, MINOR_WIZARD_OIL};
for (uint32 itemId : wizard_oils)
{
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
if (proto->RequiredLevel > level || level > 75)
continue;
items.push_back({itemId, 4});
break;
}
break;
}
case CLASS_DRUID:
{
// Balance: Wizard Oil
if (specTab == 0)
{
std::vector<uint32> wizard_oils = {BRILLIANT_WIZARD_OIL, SUPERIOR_WIZARD_OIL, WIZARD_OIL, LESSER_WIZARD_OIL, MINOR_WIZARD_OIL};
for (uint32 itemId : wizard_oils)
{
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
if (proto->RequiredLevel > level || level > 75)
continue;
items.push_back({itemId, 4});
break;
}
}
// Feral: Sharpening Stones & Weightstones
else if (specTab == 1)
{
std::vector<uint32> sharpening_stones = {ADAMANTITE_SHARPENING_STONE, FEL_SHARPENING_STONE, DENSE_SHARPENING_STONE, SOLID_SHARPENING_STONE, HEAVY_SHARPENING_STONE, COARSE_SHARPENING_STONE, ROUGH_SHARPENING_STONE};
std::vector<uint32> weightstones = {ADAMANTITE_WEIGHTSTONE, FEL_WEIGHTSTONE, DENSE_WEIGHTSTONE, SOLID_WEIGHTSTONE, HEAVY_WEIGHTSTONE, COARSE_WEIGHTSTONE, ROUGH_WEIGHTSTONE};
for (uint32 itemId : sharpening_stones)
{
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
if (proto->RequiredLevel > level || level > 75)
continue;
items.push_back({itemId, 20});
break;
}
for (uint32 itemId : weightstones)
{
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
if (proto->RequiredLevel > level || level > 75)
continue;
items.push_back({itemId, 20});
break;
}
}
// Restoration: Mana Oil
else if (specTab == 2)
{
std::vector<uint32> mana_oils = {BRILLIANT_MANA_OIL, SUPERIOR_MANA_OIL, LESSER_MANA_OIL, MINOR_MANA_OIL};
for (uint32 itemId : mana_oils)
{
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
if (proto->RequiredLevel > level || level > 75)
continue;
items.push_back({itemId, 4});
break;
}
}
break;
}
case CLASS_PALADIN:
{
// Holy: Mana Oil
if (specTab == 0)
{
std::vector<uint32> mana_oils = {BRILLIANT_MANA_OIL, SUPERIOR_MANA_OIL, LESSER_MANA_OIL, MINOR_MANA_OIL};
for (uint32 itemId : mana_oils)
{
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
if (proto->RequiredLevel > level || level > 75)
continue;
items.push_back({itemId, 4});
break;
}
}
// Protection: Wizard Oil (Protection prioritizes Superior over Brilliant)
else if (specTab == 1)
{
std::vector<uint32> wizard_oils = {BRILLIANT_WIZARD_OIL, SUPERIOR_WIZARD_OIL, WIZARD_OIL, LESSER_WIZARD_OIL, MINOR_WIZARD_OIL};
for (uint32 itemId : wizard_oils)
{
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
if (proto->RequiredLevel > level || level > 75)
continue;
items.push_back({itemId, 4});
break;
}
}
// Retribution: Sharpening Stones & Weightstones
else if (specTab == 2)
{
std::vector<uint32> sharpening_stones = {ADAMANTITE_SHARPENING_STONE, FEL_SHARPENING_STONE, DENSE_SHARPENING_STONE, SOLID_SHARPENING_STONE, HEAVY_SHARPENING_STONE, COARSE_SHARPENING_STONE, ROUGH_SHARPENING_STONE};
std::vector<uint32> weightstones = {ADAMANTITE_WEIGHTSTONE, FEL_WEIGHTSTONE, DENSE_WEIGHTSTONE, SOLID_WEIGHTSTONE, HEAVY_WEIGHTSTONE, COARSE_WEIGHTSTONE, ROUGH_WEIGHTSTONE};
for (uint32 itemId : sharpening_stones)
{
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
if (proto->RequiredLevel > level || level > 75)
continue;
items.push_back({itemId, 20});
break;
}
for (uint32 itemId : weightstones)
{
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
if (proto->RequiredLevel > level || level > 75)
continue;
items.push_back({itemId, 20});
break;
}
}
break;
}
case CLASS_WARRIOR:
case CLASS_HUNTER:
{
// Sharpening Stones & Weightstones
std::vector<uint32> sharpening_stones = {ADAMANTITE_SHARPENING_STONE, FEL_SHARPENING_STONE, DENSE_SHARPENING_STONE, SOLID_SHARPENING_STONE, HEAVY_SHARPENING_STONE, COARSE_SHARPENING_STONE, ROUGH_SHARPENING_STONE};
std::vector<uint32> weightstones = {ADAMANTITE_WEIGHTSTONE, FEL_WEIGHTSTONE, DENSE_WEIGHTSTONE, SOLID_WEIGHTSTONE, HEAVY_WEIGHTSTONE, COARSE_WEIGHTSTONE, ROUGH_WEIGHTSTONE};
for (uint32 itemId : sharpening_stones)
{
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
if (proto->RequiredLevel > level || level > 75)
continue;
items.push_back({itemId, 20});
break;
}
for (uint32 itemId : weightstones)
{
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
if (proto->RequiredLevel > level || level > 75)
continue;
items.push_back({itemId, 20});
break;
}
break;
}
case CLASS_ROGUE:
{
// Poisons
std::vector<uint32> instant_poisons = {INSTANT_POISON_IX, INSTANT_POISON_VIII, INSTANT_POISON_VII, INSTANT_POISON_VI, INSTANT_POISON_V, INSTANT_POISON_IV, INSTANT_POISON_III, INSTANT_POISON_II, INSTANT_POISON};
std::vector<uint32> deadly_poisons = {DEADLY_POISON_IX, DEADLY_POISON_VIII, DEADLY_POISON_VII, DEADLY_POISON_VI, DEADLY_POISON_V, DEADLY_POISON_IV, DEADLY_POISON_III, DEADLY_POISON_II, DEADLY_POISON};
for (uint32 itemId : deadly_poisons)
{
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
if (proto->RequiredLevel > level)
continue;
items.push_back({itemId, 20});
break;
}
for (uint32 itemId : instant_poisons)
{
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
if (proto->RequiredLevel > level)
continue;
items.push_back({itemId, 20});
break;
}
break;
}
default:
break;
}
for (std::pair<uint32, uint32> item : items)
{
int count = (int)item.second - (int)bot->GetItemCount(item.first);
if (count > 0)
StoreItem(item.first, count);
}
}
void PlayerbotFactory::InitPetTalents()
{
if (bot->GetLevel() <= 70 && sPlayerbotAIConfig.limitTalentsExpansion)
return;
Pet* pet = bot->GetPet();
if (!pet)
{
// LOG_INFO("playerbots", "{} init pet talents failed with no pet", bot->GetName().c_str());
return;
}
CreatureTemplate const* ci = pet->GetCreatureTemplate();
if (!ci)
{
// LOG_INFO("playerbots", "{} init pet talents failed with no creature template", bot->GetName().c_str());
return;
}
CreatureFamilyEntry const* pet_family = sCreatureFamilyStore.LookupEntry(ci->family);
if (!pet_family || pet_family->petTalentType < 0)
{
// LOG_INFO("playerbots", "{} init pet talents failed with petTalentType < 0({})", bot->GetName().c_str(),
// pet_family->petTalentType);
return;
}
std::unordered_map<uint32, std::vector<TalentEntry const*>> spells;
bool diveTypePet = (1LL << ci->family) & diveMask;
for (uint32 i = 0; i < sTalentStore.GetNumRows(); ++i)
{
TalentEntry const* talentInfo = sTalentStore.LookupEntry(i);
if (!talentInfo)
continue;
TalentTabEntry const* talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
// prevent learn talent for different family (cheating)
if (!((1 << pet_family->petTalentType) & talentTabInfo->petTalentMask))
continue;
bool diveClass = talentInfo->TalentID == 2201 || talentInfo->TalentID == 2208 || talentInfo->TalentID == 2219 ||
talentInfo->TalentID == 2203;
if (diveClass && !diveTypePet)
continue;
bool dashClass = talentInfo->TalentID == 2119 || talentInfo->TalentID == 2207 || talentInfo->TalentID == 2111 ||
talentInfo->TalentID == 2109;
if (dashClass && diveTypePet)
continue;
spells[talentInfo->Row].push_back(talentInfo);
}
std::vector<std::vector<uint32>> order =
sPlayerbotAIConfig.parsedHunterPetLinkOrder[pet_family->petTalentType][20];
uint32 maxTalentPoints = pet->GetMaxTalentPointsForLevel(pet->GetLevel());
if (order.empty())
{
int row = 0;
for (auto i = spells.begin(); i != spells.end(); ++i, ++row)
{
std::vector<TalentEntry const*>& spells_row = i->second;
if (spells_row.empty())
{
LOG_INFO("playerbots", "{}: No spells for talent row {}", bot->GetName().c_str(), i->first);
continue;
}
int attemptCount = 0;
// keep learning for the last row
while (!spells_row.empty() &&
((((int)maxTalentPoints - (int)pet->GetFreeTalentPoints()) < 3 * (row + 1)) || (row == 5)) &&
attemptCount++ < 10 && pet->GetFreeTalentPoints())
{
int index = urand(0, spells_row.size() - 1);
TalentEntry const* talentInfo = spells_row[index];
int maxRank = 0;
for (int rank = 0; rank < std::min((uint32)MAX_TALENT_RANK, (uint32)pet->GetFreeTalentPoints()); ++rank)
{
uint32 spellId = talentInfo->RankID[rank];
if (!spellId)
continue;
maxRank = rank;
}
// LOG_INFO("playerbots", "{} learn pet talent {}({})", bot->GetName().c_str(), talentInfo->TalentID,
// maxRank);
if (talentInfo->DependsOn)
{
bot->LearnPetTalent(pet->GetGUID(), talentInfo->DependsOn,
std::min(talentInfo->DependsOnRank, bot->GetFreeTalentPoints() - 1));
}
bot->LearnPetTalent(pet->GetGUID(), talentInfo->TalentID, maxRank);
spells_row.erase(spells_row.begin() + index);
}
}
}
else
{
uint32 spec = pet_family->petTalentType;
uint32 startPoints = pet->GetMaxTalentPointsForLevel(pet->GetLevel());
while (startPoints > 1 && startPoints < 20 &&
sPlayerbotAIConfig.parsedHunterPetLinkOrder[spec][startPoints].size() == 0)
{
startPoints--;
}
for (uint32 points = startPoints; points <= 20; points++)
{
if (sPlayerbotAIConfig.parsedHunterPetLinkOrder[spec][points].size() == 0)
continue;
for (std::vector<uint32>& p : sPlayerbotAIConfig.parsedHunterPetLinkOrder[spec][points])
{
uint32 row = p[0], col = p[1], lvl = p[2];
uint32 talentID = 0;
uint32 learnLevel = 0;
std::vector<TalentEntry const*>& spell = spells[row];
for (TalentEntry const* talentInfo : spell)
{
if (talentInfo->Col != col)
{
continue;
}
if (talentInfo->DependsOn)
{
bot->LearnPetTalent(pet->GetGUID(), talentInfo->DependsOn,
std::min(talentInfo->DependsOnRank, bot->GetFreeTalentPoints() - 1));
}
talentID = talentInfo->TalentID;
uint32 currentTalentRank = 0;
for (uint8 rank = 0; rank < MAX_TALENT_RANK; ++rank)
{
if (talentInfo->RankID[rank] && pet->HasSpell(talentInfo->RankID[rank]))
{
currentTalentRank = rank + 1;
break;
}
}
learnLevel = std::min(lvl, pet->GetFreeTalentPoints() + currentTalentRank) - 1;
}
bot->LearnPetTalent(pet->GetGUID(), talentID, learnLevel);
if (pet->GetFreeTalentPoints() == 0)
{
break;
}
}
if (pet->GetFreeTalentPoints() == 0)
{
break;
}
}
}
bot->SendTalentsInfoData(true);
}
void PlayerbotFactory::InitPet()
{
Pet* pet = bot->GetPet();
if (!pet && bot->GetPetStable() && bot->GetPetStable()->CurrentPet)
return;
if (!pet)
{
if (bot->getClass() != CLASS_HUNTER || bot->GetLevel() < 10)
return;
Map* map = bot->GetMap();
if (!map)
return;
std::vector<uint32> ids;
CreatureTemplateContainer const* creatures = sObjectMgr->GetCreatureTemplates();
for (CreatureTemplateContainer::const_iterator itr = creatures->begin(); itr != creatures->end(); ++itr)
{
if (!itr->second.IsTameable(bot->CanTameExoticPets()))
continue;
if (itr->second.minlevel > bot->GetLevel())
continue;
bool onlyWolf = sPlayerbotAIConfig.hunterWolfPet == 2 ||
(sPlayerbotAIConfig.hunterWolfPet == 1 &&
bot->GetLevel() >= sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL));
// Wolf only (for higher dps)
if (onlyWolf && itr->second.family != CREATURE_FAMILY_WOLF)
continue;
// Exclude configured pet families
if (std::find(sPlayerbotAIConfig.excludedHunterPetFamilies.begin(),
sPlayerbotAIConfig.excludedHunterPetFamilies.end(),
itr->second.family) != sPlayerbotAIConfig.excludedHunterPetFamilies.end())
continue;
ids.push_back(itr->first);
}
if (ids.empty())
{
LOG_ERROR("playerbots", "No pets available for bot {} ({} level)", bot->GetName().c_str(), bot->GetLevel());
return;
}
for (uint32 i = 0; i < 10; i++)
{
uint32 index = urand(0, ids.size() - 1);
CreatureTemplate const* co = sObjectMgr->GetCreatureTemplate(ids[index]);
if (!co)
continue;
if (co->Name.size() > 21)
continue;
uint32 guid = map->GenerateLowGuid<HighGuid::Pet>();
uint32 pet_number = sObjectMgr->GeneratePetNumber();
if (bot->GetPetStable() && bot->GetPetStable()->CurrentPet)
{
auto petGuid = bot->GetPetStable()->CurrentPet.value(); // To correct the build warnin in VS
// bot->GetPetStable()->CurrentPet.value();
// bot->GetPetStable()->CurrentPet.reset();
bot->RemovePet(nullptr, PET_SAVE_AS_CURRENT);
bot->RemovePet(nullptr, PET_SAVE_NOT_IN_SLOT);
}
if (bot->GetPetStable() && bot->GetPetStable()->GetUnslottedHunterPet())
{
bot->GetPetStable()->UnslottedPets.clear();
bot->RemovePet(nullptr, PET_SAVE_AS_CURRENT);
bot->RemovePet(nullptr, PET_SAVE_NOT_IN_SLOT);
}
// }
pet = bot->CreateTamedPetFrom(co->Entry, 0);
if (!pet)
{
continue;
}
// prepare visual effect for levelup
pet->SetUInt32Value(UNIT_FIELD_LEVEL, bot->GetLevel() - 1);
// add to world
pet->GetMap()->AddToMap(pet->ToCreature());
// visual effect for levelup
pet->SetUInt32Value(UNIT_FIELD_LEVEL, bot->GetLevel());
// caster have pet now
bot->SetMinion(pet, true);
pet->InitTalentForLevel();
pet->SavePetToDB(PET_SAVE_AS_CURRENT);
bot->PetSpellInitialize();
break;
}
}
if (pet)
{
pet->InitStatsForLevel(bot->GetLevel());
pet->SetLevel(bot->GetLevel());
pet->SetPower(POWER_HAPPINESS, pet->GetMaxPower(Powers(POWER_HAPPINESS)));
pet->SetHealth(pet->GetMaxHealth());
}
else
{
LOG_ERROR("playerbots", "Cannot create pet for bot {}", bot->GetName().c_str());
return;
}
// LOG_INFO("playerbots", "Start make spell auto cast for {} spells. {} already auto casted.", pet->m_spells.size(),
// pet->GetPetAutoSpellSize());
for (PetSpellMap::const_iterator itr = pet->m_spells.begin(); itr != pet->m_spells.end(); ++itr)
{
if (itr->second.state == PETSPELL_REMOVED)
continue;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(itr->first);
if (!spellInfo)
continue;
if (spellInfo->IsPassive())
{
continue;
}
pet->ToggleAutocast(spellInfo, true);
}
}
void PlayerbotFactory::ClearSkills()
{
for (uint32 i = 0; i < sizeof(tradeSkills) / sizeof(uint32); ++i)
{
bot->SetSkill(tradeSkills[i], 0, 0, 0);
}
bot->SetUInt32Value(PLAYER_SKILL_INDEX(0), 0);
bot->SetUInt32Value(PLAYER_SKILL_INDEX(1), 0);
// unlearn default race/class skills
if (PlayerInfo const* info = sObjectMgr->GetPlayerInfo(bot->getRace(), bot->getClass()))
{
for (PlayerCreateInfoSkills::const_iterator itr = info->skills.begin(); itr != info->skills.end(); ++itr)
{
uint32 skillId = itr->SkillId;
if (!bot->HasSkill(skillId))
continue;
bot->SetSkill(skillId, 0, 0, 0);
}
}
}
void PlayerbotFactory::ClearEverything()
{
bot->GiveLevel(bot->getClass() == CLASS_DEATH_KNIGHT ? sWorld->getIntConfig(CONFIG_START_HEROIC_PLAYER_LEVEL)
: sWorld->getIntConfig(CONFIG_START_PLAYER_LEVEL));
bot->SetUInt32Value(PLAYER_XP, 0);
LOG_INFO("playerbots", "Resetting player...");
bot->resetTalents(true);
ClearSkills();
ClearSpells();
ClearInventory();
ResetQuests();
// bot->SaveToDB(false, false);
}
void PlayerbotFactory::ClearSpells()
{
std::list<uint32> spells;
for (PlayerSpellMap::iterator itr = bot->GetSpellMap().begin(); itr != bot->GetSpellMap().end(); ++itr)
{
uint32 spellId = itr->first;
//const SpellInfo* spellInfo = sSpellMgr->GetSpellInfo(spellId); //not used, line marked for removal.
if (itr->second->State == PLAYERSPELL_REMOVED)
{
continue;
}
spells.push_back(spellId);
}
for (std::list<uint32>::iterator i = spells.begin(); i != spells.end(); ++i)
{
bot->removeSpell(*i, SPEC_MASK_ALL, false);
}
}
void PlayerbotFactory::ResetQuests()
{
for (uint8 slot = 0; slot < MAX_QUEST_LOG_SIZE; ++slot)
{
bot->SetQuestSlot(slot, 0);
}
ObjectMgr::QuestMap const& questTemplates = sObjectMgr->GetQuestTemplates();
for (ObjectMgr::QuestMap::const_iterator i = questTemplates.begin(); i != questTemplates.end(); ++i)
{
Quest const* quest = i->second;
uint32 entry = quest->GetQuestId();
if (bot->GetQuestStatus(entry) == QUEST_STATUS_NONE)
continue;
bot->RemoveRewardedQuest(entry);
bot->RemoveActiveQuest(entry, false);
}
}
void PlayerbotFactory::InitTalentsTree(bool increment /*false*/, bool use_template /*true*/, bool reset /*false*/)
{
uint32 specTab;
uint8 cls = bot->getClass();
std::map<uint8, uint32> tabs = AiFactory::GetPlayerSpecTabs(bot);
uint32 total_tabs = tabs[0] + tabs[1] + tabs[2];
if (increment && total_tabs != 0)
{
/// @todo: match current talent with template
specTab = AiFactory::GetPlayerSpecTab(bot);
/// @todo: fix cat druid hardcode
if (bot->getClass() == CLASS_DRUID && specTab == DRUID_TAB_FERAL && bot->GetLevel() >= 20)
{
bool isCat = !bot->HasAura(16931);
if (!isCat && bot->GetLevel() == 20)
{
uint32 bearP = sPlayerbotAIConfig.randomClassSpecProb[cls][1];
uint32 catP = sPlayerbotAIConfig.randomClassSpecProb[cls][3];
if (urand(1, bearP + catP) <= catP)
isCat = true;
}
if (isCat)
{
specTab = 3;
}
}
}
else
{
uint32 pointSum = 0;
for (int i = 0; i < MAX_SPECNO; i++)
{
pointSum += sPlayerbotAIConfig.randomClassSpecProb[cls][i];
}
uint32 point = urand(1, pointSum);
uint32 currentP = 0;
int i;
for (i = 0; i < MAX_SPECNO; i++)
{
currentP += sPlayerbotAIConfig.randomClassSpecProb[cls][i];
if (point <= currentP)
{
specTab = i;
break;
}
}
if (i == MAX_SPECNO)
{
specTab = 0;
LOG_ERROR("playerbots", "Fail to select spec num for bot {}! Set to 0.", bot->GetName());
}
}
if (reset)
{
bot->resetTalents(true);
}
// use template if can
if (use_template)
{
InitTalentsByTemplate(specTab);
}
// if LimitTalentsExpansion = 1 there may be unused talent points
if (bot->GetFreeTalentPoints())
InitTalents((specTab + 1) % 3);
if (bot->GetFreeTalentPoints())
InitTalents((specTab + 2) % 3);
bot->SendTalentsInfoData(false);
}
void PlayerbotFactory::InitTalentsBySpecNo(Player* bot, int specNo, bool reset)
{
if (reset)
{
bot->resetTalents(true);
}
uint32 cls = bot->getClass();
int startLevel = bot->GetLevel();
uint32 classMask = bot->getClassMask();
std::unordered_map<uint32, std::vector<TalentEntry const*>> spells_row;
for (uint32 i = 0; i < sTalentStore.GetNumRows(); ++i)
{
TalentEntry const* talentInfo = sTalentStore.LookupEntry(i);
if (!talentInfo)
continue;
TalentTabEntry const* talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
if (!talentTabInfo)
continue;
if ((classMask & talentTabInfo->ClassMask) == 0)
continue;
spells_row[talentInfo->Row].push_back(talentInfo);
}
while (startLevel > 1 && startLevel < 80 &&
sPlayerbotAIConfig.parsedSpecLinkOrder[cls][specNo][startLevel].size() == 0)
{
startLevel--;
}
for (int level = startLevel; level <= 80; level++)
{
if (sPlayerbotAIConfig.parsedSpecLinkOrder[cls][specNo][level].size() == 0)
{
continue;
}
for (std::vector<uint32>& p : sPlayerbotAIConfig.parsedSpecLinkOrder[cls][specNo][level])
{
uint32 tab = p[0], row = p[1], col = p[2], lvl = p[3];
uint32 talentID = -1;
std::vector<TalentEntry const*>& spells = spells_row[row];
if (spells.size() <= 0)
{
return;
}
for (TalentEntry const* talentInfo : spells)
{
if (talentInfo->Col != col)
{
continue;
}
TalentTabEntry const* talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
if (talentTabInfo->tabpage != tab)
{
continue;
}
if (talentInfo->DependsOn)
{
bot->LearnTalent(talentInfo->DependsOn,
std::min(talentInfo->DependsOnRank, bot->GetFreeTalentPoints() - 1));
}
talentID = talentInfo->TalentID;
}
bot->LearnTalent(talentID, std::min(lvl, bot->GetFreeTalentPoints()) - 1);
if (bot->GetFreeTalentPoints() == 0)
{
break;
}
}
if (bot->GetFreeTalentPoints() == 0)
{
break;
}
}
bot->SendTalentsInfoData(false);
}
void PlayerbotFactory::InitTalentsByParsedSpecLink(Player* bot, std::vector<std::vector<uint32>> parsedSpecLink,
bool reset)
{
if (reset)
{
bot->resetTalents(true);
}
uint32 classMask = bot->getClassMask();
std::unordered_map<uint32, std::vector<TalentEntry const*>> spells_row;
for (uint32 i = 0; i < sTalentStore.GetNumRows(); ++i)
{
TalentEntry const* talentInfo = sTalentStore.LookupEntry(i);
if (!talentInfo)
continue;
TalentTabEntry const* talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
if (!talentTabInfo)
continue;
if ((classMask & talentTabInfo->ClassMask) == 0)
continue;
spells_row[talentInfo->Row].push_back(talentInfo);
}
for (std::vector<uint32>& p : parsedSpecLink)
{
uint32 tab = p[0], row = p[1], col = p[2], lvl = p[3];
uint32 talentID = -1;
std::vector<TalentEntry const*>& spells = spells_row[row];
if (spells.size() <= 0)
{
return;
}
for (TalentEntry const* talentInfo : spells)
{
if (talentInfo->Col != col)
{
continue;
}
TalentTabEntry const* talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
if (talentTabInfo->tabpage != tab)
{
continue;
}
if (talentInfo->DependsOn)
{
bot->LearnTalent(talentInfo->DependsOn,
std::min(talentInfo->DependsOnRank, bot->GetFreeTalentPoints() - 1));
}
talentID = talentInfo->TalentID;
}
bot->LearnTalent(talentID, std::min(lvl, bot->GetFreeTalentPoints()) - 1);
if (bot->GetFreeTalentPoints() == 0)
{
break;
}
}
bot->SendTalentsInfoData(false);
}
class DestroyItemsVisitor : public IterateItemsVisitor
{
public:
DestroyItemsVisitor(Player* bot) : IterateItemsVisitor(), bot(bot) {}
bool Visit(Item* item) override
{
uint32 id = item->GetTemplate()->ItemId;
if (CanKeep(id))
{
keep.insert(id);
return true;
}
bot->DestroyItem(item->GetBagSlot(), item->GetSlot(), true);
return true;
}
private:
bool CanKeep(uint32 id)
{
if (keep.find(id) != keep.end())
return false;
if (sPlayerbotAIConfig.IsInRandomQuestItemList(id))
return true;
return false;
}
Player* bot;
std::set<uint32> keep;
};
bool PlayerbotFactory::CanEquipArmor(ItemTemplate const* proto)
{
if (proto->SubClass == ITEM_SUBCLASS_ARMOR_PLATE && !bot->HasSkill(SKILL_PLATE_MAIL))
{
return false;
}
if (proto->SubClass == ITEM_SUBCLASS_ARMOR_MAIL && !bot->HasSkill(SKILL_MAIL))
{
return false;
}
if (proto->SubClass == ITEM_SUBCLASS_ARMOR_LEATHER && !bot->HasSkill(SKILL_LEATHER))
{
return false;
}
if (proto->SubClass == ITEM_SUBCLASS_ARMOR_CLOTH && !bot->HasSkill(SKILL_CLOTH))
{
return false;
}
if (proto->SubClass == ITEM_SUBCLASS_ARMOR_SHIELD && !bot->HasSkill(SKILL_SHIELD))
{
return false;
}
return true;
// for (uint8 slot = 0; slot < EQUIPMENT_SLOT_END; ++slot)
// {
// if (slot == EQUIPMENT_SLOT_TABARD || slot == EQUIPMENT_SLOT_BODY)
// continue;
// if (slot == EQUIPMENT_SLOT_OFFHAND && bot->getClass() == CLASS_ROGUE && proto->Class != ITEM_CLASS_WEAPON)
// continue;
// if (slot == EQUIPMENT_SLOT_OFFHAND && bot->getClass() == CLASS_PALADIN && proto->SubClass !=
// ITEM_SUBCLASS_ARMOR_SHIELD)
// continue;
// }
// uint8 sp = 0;
// uint8 ap = 0;
// uint8 tank = 0;
// for (uint8 j = 0; j < MAX_ITEM_PROTO_STATS; ++j)
// {
// // for ItemStatValue != 0
// if (!proto->ItemStat[j].ItemStatValue)
// continue;
// AddItemStats(proto->ItemStat[j].ItemStatType, sp, ap, tank);
// }
// return CheckItemStats(sp, ap, tank);
}
bool PlayerbotFactory::CheckItemStats(uint8 sp, uint8 ap, uint8 tank)
{
switch (bot->getClass())
{
case CLASS_PRIEST:
case CLASS_MAGE:
case CLASS_WARLOCK:
if (!sp || ap > sp || tank > sp)
return false;
break;
case CLASS_PALADIN:
case CLASS_WARRIOR:
if ((!ap && !tank) || sp > ap || sp > tank)
return false;
break;
case CLASS_HUNTER:
case CLASS_ROGUE:
if (!ap || sp > ap || sp > tank)
return false;
break;
case CLASS_DEATH_KNIGHT:
if ((!ap && !tank) || sp > ap || sp > tank)
return false;
break;
}
return sp || ap || tank;
}
void PlayerbotFactory::AddItemStats(uint32 mod, uint8& sp, uint8& ap, uint8& tank)
{
switch (mod)
{
case ITEM_MOD_HEALTH:
case ITEM_MOD_STAMINA:
case ITEM_MOD_MANA:
case ITEM_MOD_INTELLECT:
case ITEM_MOD_SPIRIT:
++sp;
break;
}
switch (mod)
{
case ITEM_MOD_AGILITY:
case ITEM_MOD_STRENGTH:
case ITEM_MOD_HEALTH:
case ITEM_MOD_STAMINA:
++tank;
break;
}
switch (mod)
{
case ITEM_MOD_HEALTH:
case ITEM_MOD_STAMINA:
case ITEM_MOD_AGILITY:
case ITEM_MOD_STRENGTH:
++ap;
break;
}
}
bool PlayerbotFactory::CanEquipWeapon(ItemTemplate const* proto)
{
switch (bot->getClass())
{
case CLASS_PRIEST:
if (proto->SubClass != ITEM_SUBCLASS_WEAPON_STAFF && proto->SubClass != ITEM_SUBCLASS_WEAPON_WAND &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_MACE && proto->SubClass != ITEM_SUBCLASS_WEAPON_DAGGER)
return false;
break;
case CLASS_MAGE:
case CLASS_WARLOCK:
if (proto->SubClass != ITEM_SUBCLASS_WEAPON_STAFF && proto->SubClass != ITEM_SUBCLASS_WEAPON_WAND &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_DAGGER && proto->SubClass != ITEM_SUBCLASS_WEAPON_SWORD)
return false;
break;
case CLASS_WARRIOR:
if (proto->SubClass != ITEM_SUBCLASS_WEAPON_MACE2 && proto->SubClass != ITEM_SUBCLASS_WEAPON_AXE &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_POLEARM && proto->SubClass != ITEM_SUBCLASS_WEAPON_SWORD2 &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_MACE && proto->SubClass != ITEM_SUBCLASS_WEAPON_SWORD &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_GUN && proto->SubClass != ITEM_SUBCLASS_WEAPON_CROSSBOW &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_BOW && proto->SubClass != ITEM_SUBCLASS_WEAPON_THROWN &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_AXE2 && proto->SubClass != ITEM_SUBCLASS_WEAPON_FIST &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_DAGGER && proto->SubClass != ITEM_SUBCLASS_WEAPON_STAFF)
return false;
break;
case CLASS_PALADIN:
case CLASS_DEATH_KNIGHT:
if (proto->SubClass != ITEM_SUBCLASS_WEAPON_MACE2 && proto->SubClass != ITEM_SUBCLASS_WEAPON_POLEARM &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_SWORD2 && proto->SubClass != ITEM_SUBCLASS_WEAPON_AXE2 &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_AXE && proto->SubClass != ITEM_SUBCLASS_WEAPON_MACE &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_SWORD)
return false;
break;
case CLASS_SHAMAN:
if (proto->SubClass != ITEM_SUBCLASS_WEAPON_MACE && proto->SubClass != ITEM_SUBCLASS_WEAPON_AXE &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_FIST && proto->SubClass != ITEM_SUBCLASS_WEAPON_MACE2 &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_AXE2 && proto->SubClass != ITEM_SUBCLASS_WEAPON_DAGGER &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_STAFF)
return false;
break;
case CLASS_DRUID:
if (proto->SubClass != ITEM_SUBCLASS_WEAPON_MACE && proto->SubClass != ITEM_SUBCLASS_WEAPON_MACE2 &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_DAGGER && proto->SubClass != ITEM_SUBCLASS_WEAPON_STAFF &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_POLEARM)
return false;
break;
case CLASS_HUNTER:
if (proto->SubClass != ITEM_SUBCLASS_WEAPON_DAGGER && proto->SubClass != ITEM_SUBCLASS_WEAPON_BOW &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_AXE2 && proto->SubClass != ITEM_SUBCLASS_WEAPON_AXE &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_SWORD2 && proto->SubClass != ITEM_SUBCLASS_WEAPON_SWORD &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_FIST && proto->SubClass != ITEM_SUBCLASS_WEAPON_GUN &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_CROSSBOW && proto->SubClass != ITEM_SUBCLASS_WEAPON_STAFF &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_POLEARM)
return false;
break;
case CLASS_ROGUE:
if (proto->SubClass != ITEM_SUBCLASS_WEAPON_DAGGER && proto->SubClass != ITEM_SUBCLASS_WEAPON_SWORD &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_FIST && proto->SubClass != ITEM_SUBCLASS_WEAPON_MACE &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_GUN && proto->SubClass != ITEM_SUBCLASS_WEAPON_CROSSBOW &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_BOW && proto->SubClass != ITEM_SUBCLASS_WEAPON_THROWN &&
proto->SubClass != ITEM_SUBCLASS_WEAPON_AXE)
return false;
break;
}
return true;
}
bool PlayerbotFactory::CanEquipItem(ItemTemplate const* proto)
{
if (proto->Duration != 0)
return false;
if (proto->Bonding == BIND_QUEST_ITEM /*|| proto->Bonding == BIND_WHEN_USE*/)
return false;
if (proto->Class == ITEM_CLASS_CONTAINER)
return true;
uint32 requiredLevel = proto->RequiredLevel;
// disable since bad performance
bool hasItem = bot->HasItemCount(proto->ItemId, 1, false);
// bot->GetItemCount()
// !requiredLevel -> it's a quest reward item
if (!requiredLevel && hasItem)
return false;
uint32 level = bot->GetLevel();
if (requiredLevel > level)
return false;
return true;
}
void Shuffle(std::vector<uint32>& items)
{
uint32 count = items.size();
for (uint32 i = 0; i < count * 5; i++)
{
int i1 = urand(0, count - 1);
int i2 = urand(0, count - 1);
uint32 item = items[i1];
items[i1] = items[i2];
items[i2] = item;
}
}
// void PlayerbotFactory::InitEquipmentNew(bool incremental)
// {
// if (incremental)
// {
// DestroyItemsVisitor visitor(bot);
// IterateItems(&visitor, (IterateItemsMask)(ITERATE_ITEMS_IN_BAGS | ITERATE_ITEMS_IN_BANK));
// }
// else
// {
// DestroyItemsVisitor visitor(bot);
// IterateItems(&visitor, ITERATE_ALL_ITEMS);
// }
// std::string const& specName = AiFactory::GetPlayerSpecName(bot);
// if (specName.empty())
// return;
// // look for upgrades
// for (uint8 slot = 0; slot < EQUIPMENT_SLOT_END; ++slot)
// {
// if (slot == EQUIPMENT_SLOT_TABARD && !bot->GetGuildId())
// continue;
// bool isUpgrade = false;
// bool found = false;
// bool noItem = false;
// uint32 quality = urand(ITEM_QUALITY_UNCOMMON, ITEM_QUALITY_EPIC);
// uint32 attempts = 10;
// if (urand(0, 100) < 100 * sPlayerbotAIConfig.randomGearLoweringChance && quality > ITEM_QUALITY_NORMAL)
// {
// quality--;
// }
// // current item;
// Item* oldItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
// if (oldItem)
// isUpgrade = true;
// uint32 itemInSlot = isUpgrade ? oldItem->GetTemplate()->ItemId : 0;
// uint32 maxLevel = sPlayerbotAIConfig.randomBotMaxLevel;
// if (maxLevel > sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL))
// maxLevel = sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL);
// uint32 minLevel = sPlayerbotAIConfig.randomBotMinLevel;
// if (minLevel < sWorld->getIntConfig(CONFIG_START_PLAYER_LEVEL))
// minLevel = sWorld->getIntConfig(CONFIG_START_PLAYER_LEVEL);
// // test
// do
// {
// if (isUpgrade)
// {
// std::vector<uint32> ids = sRandomItemMgr.GetUpgradeList(bot, specName, slot, 0, itemInSlot);
// if (!ids.empty())
// Shuffle(ids);
// for (uint32 index = 0; index < ids.size(); ++index)
// {
// uint32 newItemId = ids[index];
// if (incremental && !IsDesiredReplacement(oldItem))
// {
// continue;
// }
// uint16 dest;
// if (!CanEquipUnseenItem(slot, dest, newItemId))
// continue;
// if (oldItem)
// {
// bot->RemoveItem(INVENTORY_SLOT_BAG_0, slot, true);
// oldItem->DestroyForPlayer(bot);
// }
// Item* newItem = bot->EquipNewItem(dest, newItemId, true);
// if (newItem)
// {
// newItem->AddToWorld();
// newItem->AddToUpdateQueueOf(bot);
// bot->AutoUnequipOffhandIfNeed();
// newItem->SetOwnerGUID(bot->GetGUID());
// EnchantItem(newItem);
// LOG_INFO("playerbots", "Bot {} {}:{} <{}>: Equip: {}, slot: {}, Old item: {}",
// bot->GetGUID().ToString().c_str(), IsAlliance(bot->getRace()) ? "A" : "H",
// bot->GetLevel(), bot->GetName(), newItemId, slot, itemInSlot);
// found = true;
// break;
// }
// }
// }
// else
// {
// std::vector<uint32> ids = sRandomItemMgr.GetUpgradeList(bot, specName, slot, quality, itemInSlot);
// if (!ids.empty())
// Shuffle(ids);
// for (uint32 index = 0; index < ids.size(); ++index)
// {
// uint32 newItemId = ids[index];
// uint16 dest;
// if (!CanEquipUnseenItem(slot, dest, newItemId))
// continue;
// Item* newItem = bot->EquipNewItem(dest, newItemId, true);
// if (newItem)
// {
// bot->AutoUnequipOffhandIfNeed();
// newItem->SetOwnerGUID(bot->GetGUID());
// EnchantItem(newItem);
// found = true;
// LOG_INFO("playerbots", "Bot {} {}:{} <{}>: Equip: {}, slot: {}",
// bot->GetGUID().ToString().c_str(), IsAlliance(bot->getRace()) ? "A" : "H",
// bot->GetLevel(), bot->GetName(), newItemId, slot);
// break;
// }
// }
// }
// quality--;
// } while (!found && quality != ITEM_QUALITY_POOR);
// if (!found)
// {
// LOG_INFO("playerbots", "Bot {} {}:{} <{}>: no item for slot {}",
// bot->GetGUID().ToString().c_str(), IsAlliance(bot->getRace()) ? "A" : "H", bot->GetLevel(),
// bot->GetName(), slot);
// continue;
// }
// }
// }
void PlayerbotFactory::InitEquipment(bool incremental, bool second_chance)
{
if (incremental && !sPlayerbotAIConfig.incrementalGearInit)
return;
if (level < 5)
{
// original items
if (CharStartOutfitEntry const* oEntry = GetCharStartOutfitEntry(bot->getRace(), bot->getClass(), bot->getGender()))
{
for (int j = 0; j < MAX_OUTFIT_ITEMS; ++j)
{
if (oEntry->ItemId[j] <= 0)
continue;
uint32 itemId = oEntry->ItemId[j];
// skip hearthstone
if (itemId == 6948)
continue;
// just skip, reported in ObjectMgr::LoadItemTemplates
ItemTemplate const* iProto = sObjectMgr->GetItemTemplate(itemId);
if (!iProto)
continue;
// BuyCount by default
uint32 count = iProto->BuyCount;
// special amount for food/drink
if (iProto->Class == ITEM_CLASS_CONSUMABLE && iProto->SubClass == ITEM_SUBCLASS_FOOD)
{
continue;
}
if (bot->HasItemCount(itemId, count))
{
continue;
}
bot->StoreNewItemInBestSlots(itemId, count);
}
}
return;
}
std::unordered_map<uint8, std::vector<uint32>> items;
// int tab = AiFactory::GetPlayerSpecTab(bot);
uint32 blevel = bot->GetLevel();
int32 delta = std::min(blevel, 10u);
StatsWeightCalculator calculator(bot);
for (int32 slot : initSlotsOrder)
{
if (slot == EQUIPMENT_SLOT_TABARD || slot == EQUIPMENT_SLOT_BODY)
continue;
if (level < 50 && (slot == EQUIPMENT_SLOT_TRINKET1 || slot == EQUIPMENT_SLOT_TRINKET2))
continue;
if (level < 30 && (slot == EQUIPMENT_SLOT_NECK || slot == EQUIPMENT_SLOT_HEAD))
continue;
if (level < 20 && (slot == EQUIPMENT_SLOT_FINGER1 || slot == EQUIPMENT_SLOT_FINGER2))
continue;
if (level < 5 && (slot != EQUIPMENT_SLOT_MAINHAND) && (slot != EQUIPMENT_SLOT_OFFHAND) &&
(slot != EQUIPMENT_SLOT_FEET) && (slot != EQUIPMENT_SLOT_LEGS) && (slot != EQUIPMENT_SLOT_CHEST) &&
(slot != EQUIPMENT_SLOT_RANGED))
continue;
Item* oldItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
if (second_chance && oldItem)
{
bot->DestroyItem(INVENTORY_SLOT_BAG_0, slot, true);
}
oldItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
int32 desiredQuality = itemQuality;
if (urand(0, 100) < 100 * sPlayerbotAIConfig.randomGearLoweringChance && desiredQuality > ITEM_QUALITY_NORMAL)
desiredQuality--;
do
{
for (uint32 requiredLevel = bot->GetLevel(); requiredLevel > std::max((int32)bot->GetLevel() - delta, 0);
requiredLevel--)
{
for (InventoryType inventoryType : GetPossibleInventoryTypeListBySlot((EquipmentSlots)slot))
{
for (uint32 itemId : sRandomItemMgr.GetCachedEquipments(requiredLevel, inventoryType))
{
uint32 skipProb = 25;
if (urand(1, 100) <= skipProb)
continue;
// disable next expansion gear
if (sPlayerbotAIConfig.limitGearExpansion && bot->GetLevel() <= 60 && itemId >= 23728)
continue;
if (sPlayerbotAIConfig.limitGearExpansion && bot->GetLevel() <= 70 && itemId >= 35570 &&
itemId != 36737 && itemId != 37739 &&
itemId != 37740) // transition point from TBC -> WOTLK isn't as clear, and there are other
// wearable TBC items above 35570 but nothing of significance
continue;
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
if (!proto)
continue;
bool shouldCheckGS = desiredQuality > ITEM_QUALITY_NORMAL;
if (shouldCheckGS && gearScoreLimit != 0 &&
CalcMixedGearScore(proto->ItemLevel, proto->Quality) > gearScoreLimit)
{
continue;
}
if (proto->Class != ITEM_CLASS_WEAPON && proto->Class != ITEM_CLASS_ARMOR)
continue;
if (proto->Quality != desiredQuality)
continue;
if (proto->Class == ITEM_CLASS_ARMOR &&
(slot == EQUIPMENT_SLOT_HEAD || slot == EQUIPMENT_SLOT_SHOULDERS ||
slot == EQUIPMENT_SLOT_CHEST || slot == EQUIPMENT_SLOT_WAIST ||
slot == EQUIPMENT_SLOT_LEGS || slot == EQUIPMENT_SLOT_FEET ||
slot == EQUIPMENT_SLOT_WRISTS || slot == EQUIPMENT_SLOT_HANDS) &&
!CanEquipArmor(proto))
continue;
if (proto->Class == ITEM_CLASS_WEAPON && !CanEquipWeapon(proto))
continue;
if (slot == EQUIPMENT_SLOT_OFFHAND && bot->getClass() == CLASS_ROGUE &&
proto->Class != ITEM_CLASS_WEAPON)
continue;
items[slot].push_back(itemId);
}
}
}
} while (items[slot].size() < 25 && desiredQuality-- > ITEM_QUALITY_POOR);
std::vector<uint32>& ids = items[slot];
if (ids.empty())
{
continue;
}
float bestScoreForSlot = -1;
uint32 bestItemForSlot = 0;
for (int index = 0; index < ids.size(); index++)
{
uint32 newItemId = ids[index];
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(newItemId);
float cur_score = calculator.CalculateItem(newItemId);
if (cur_score > bestScoreForSlot)
{
// delay heavy check to here
if (!CanEquipItem(proto))
continue;
uint16 dest;
if (!CanEquipUnseenItem(slot, dest, newItemId))
continue;
bestScoreForSlot = cur_score;
bestItemForSlot = newItemId;
}
}
if (bestItemForSlot == 0)
{
continue;
}
uint16 dest;
if (!CanEquipUnseenItem(slot, dest, bestItemForSlot))
{
continue;
}
if (incremental && oldItem)
{
float old_score = calculator.CalculateItem(oldItem->GetEntry(), oldItem->GetItemRandomPropertyId());
if (bestScoreForSlot < 1.2f * old_score)
continue;
}
if (oldItem)
{
uint8 bagIndex = oldItem->GetBagSlot();
uint8 slot = oldItem->GetSlot();
uint8 dstBag = NULL_BAG;
WorldPacket packet(CMSG_AUTOSTORE_BAG_ITEM, 3);
packet << bagIndex << slot << dstBag;
WorldPackets::Item::AutoStoreBagItem nicePacket(std::move(packet));
nicePacket.Read();
bot->GetSession()->HandleAutoStoreBagItemOpcode(nicePacket);
}
oldItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
// fail to store in bag
if (oldItem)
continue;
Item* newItem = bot->EquipNewItem(dest, bestItemForSlot, true);
bot->AutoUnequipOffhandIfNeed();
// if (newItem)
// {
// newItem->AddToWorld();
// newItem->AddToUpdateQueueOf(bot);
// }
}
// Secondary init for better equips
/// @todo: clean up duplicate code
if (second_chance)
{
for (int32 slot : initSlotsOrder)
{
if (slot == EQUIPMENT_SLOT_TABARD || slot == EQUIPMENT_SLOT_BODY)
continue;
if (level < 50 && (slot == EQUIPMENT_SLOT_TRINKET1 || slot == EQUIPMENT_SLOT_TRINKET2))
continue;
if (level < 30 && (slot == EQUIPMENT_SLOT_NECK || slot == EQUIPMENT_SLOT_HEAD))
continue;
if (level < 20 && (slot == EQUIPMENT_SLOT_FINGER1 || slot == EQUIPMENT_SLOT_FINGER2))
continue;
if (level < 5 && (slot != EQUIPMENT_SLOT_MAINHAND) && (slot != EQUIPMENT_SLOT_OFFHAND) &&
(slot != EQUIPMENT_SLOT_FEET) && (slot != EQUIPMENT_SLOT_LEGS) && (slot != EQUIPMENT_SLOT_CHEST) &&
(slot != EQUIPMENT_SLOT_RANGED))
continue;
if (Item* oldItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, slot))
bot->DestroyItem(INVENTORY_SLOT_BAG_0, slot, true);
std::vector<uint32>& ids = items[slot];
if (ids.empty())
continue;
float bestScoreForSlot = -1;
uint32 bestItemForSlot = 0;
for (int index = 0; index < ids.size(); index++)
{
uint32 newItemId = ids[index];
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(newItemId);
float cur_score = calculator.CalculateItem(newItemId);
if (cur_score > bestScoreForSlot)
{
// delay heavy check to here
if (!CanEquipItem(proto))
continue;
uint16 dest;
if (!CanEquipUnseenItem(slot, dest, newItemId))
continue;
bestScoreForSlot = cur_score;
bestItemForSlot = newItemId;
}
}
if (bestItemForSlot == 0)
continue;
uint16 dest;
if (!CanEquipUnseenItem(slot, dest, bestItemForSlot))
continue;
Item* newItem = bot->EquipNewItem(dest, bestItemForSlot, true);
bot->AutoUnequipOffhandIfNeed();
// if (newItem)
// {
// newItem->AddToWorld();
// newItem->AddToUpdateQueueOf(bot);
// }
}
}
}
bool PlayerbotFactory::IsDesiredReplacement(Item* item)
{
if (!item)
return true;
ItemTemplate const* proto = item->GetTemplate();
uint32 requiredLevel = proto->RequiredLevel;
if (!requiredLevel)
{
return true;
}
// if (!requiredLevel)
// {
// requiredLevel = sRandomItemMgr.GetMinLevelFromCache(proto->ItemId);
// }
uint32 delta = 1 + (80 - bot->GetLevel()) / 10;
return proto->Quality < ITEM_QUALITY_RARE || int32(bot->GetLevel() - requiredLevel) > delta;
}
inline Item* StoreNewItemInInventorySlot(Player* player, uint32 newItemId, uint32 count)
{
ItemPosCountVec vDest;
InventoryResult msg = player->CanStoreNewItem(INVENTORY_SLOT_BAG_0, NULL_SLOT, vDest, newItemId, count);
if (msg == EQUIP_ERR_OK)
{
if (Item* newItem = player->StoreNewItem(vDest, newItemId, true, Item::GenerateItemRandomPropertyId(newItemId)))
{
return newItem;
}
}
return nullptr;
}
// void PlayerbotFactory::InitSecondEquipmentSet()
// {
// if (bot->getClass() == CLASS_MAGE || bot->getClass() == CLASS_WARLOCK || bot->getClass() == CLASS_PRIEST)
// return;
// std::map<uint32, std::vector<uint32>> items;
// uint32 desiredQuality = itemQuality;
// while (urand(0, 100) < 100 * sPlayerbotAIConfig.randomGearLoweringChance && desiredQuality >
// ITEM_QUALITY_NORMAL)
// {
// desiredQuality--;
// }
// ItemTemplateContainer const* itemTemplate = sObjectMgr->GetItemTemplateStore();
// do
// {
// for (auto const& itr : *itemTemplate)
// {
// ItemTemplate const* proto = &itr.second;
// if (!proto)
// continue;
// if (!CanEquipItem(proto, desiredQuality))
// continue;
// if (proto->Class == ITEM_CLASS_WEAPON)
// {
// //if (!CanEquipWeapon(proto))
// // continue;
// if (sRandomItemMgr.HasStatWeight(proto->ItemId))
// {
// if (!sRandomItemMgr.GetLiveStatWeight(bot, proto->ItemId))
// continue;
// }
// Item* existingItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
// if (existingItem)
// {
// switch (existingItem->GetTemplate()->SubClass)
// {
// case ITEM_SUBCLASS_WEAPON_AXE:
// case ITEM_SUBCLASS_WEAPON_DAGGER:
// case ITEM_SUBCLASS_WEAPON_FIST:
// case ITEM_SUBCLASS_WEAPON_MACE:
// case ITEM_SUBCLASS_WEAPON_SWORD:
// if (proto->SubClass == ITEM_SUBCLASS_WEAPON_AXE || proto->SubClass ==
// ITEM_SUBCLASS_WEAPON_DAGGER || proto->SubClass == ITEM_SUBCLASS_WEAPON_FIST ||
// proto->SubClass == ITEM_SUBCLASS_WEAPON_MACE || proto->SubClass ==
// ITEM_SUBCLASS_WEAPON_SWORD) continue;
// break;
// default:
// if (proto->SubClass != ITEM_SUBCLASS_WEAPON_AXE && proto->SubClass !=
// ITEM_SUBCLASS_WEAPON_DAGGER && proto->SubClass != ITEM_SUBCLASS_WEAPON_FIST &&
// proto->SubClass != ITEM_SUBCLASS_WEAPON_MACE && proto->SubClass !=
// ITEM_SUBCLASS_WEAPON_SWORD) continue;
// break;
// }
// }
// }
// else if (proto->Class == ITEM_CLASS_ARMOR && proto->SubClass == ITEM_SUBCLASS_ARMOR_SHIELD)
// {
// //if (!CanEquipArmor(proto))
// // continue;
// if (sRandomItemMgr.HasStatWeight(proto->ItemId))
// {
// if (!sRandomItemMgr.GetLiveStatWeight(bot, proto->ItemId))
// continue;
// }
// if (Item* existingItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND))
// if (existingItem->GetTemplate()->SubClass == ITEM_SUBCLASS_ARMOR_SHIELD)
// continue;
// }
// else
// continue;
// items[proto->Class].push_back(itr.first);
// }
// } while (items[ITEM_CLASS_ARMOR].empty() && items[ITEM_CLASS_WEAPON].empty() && desiredQuality-- >
// ITEM_QUALITY_NORMAL);
// for (std::map<uint32, std::vector<uint32>>::iterator i = items.begin(); i != items.end(); ++i)
// {
// std::vector<uint32>& ids = i->second;
// if (ids.empty())
// {
// LOG_DEBUG("playerbots", "{}: no items to make second equipment set for slot {}",
// bot->GetName().c_str(), i->first); continue;
// }
// for (uint32 attempts = 0; attempts < 15; attempts++)
// {
// uint32 index = urand(0, ids.size() - 1);
// uint32 newItemId = ids[index];
// if (Item* newItem = StoreNewItemInInventorySlot(bot, newItemId, 1))
// {
// newItem->SetOwnerGUID(bot->GetGUID());
// EnchantItem(newItem);
// newItem->AddToWorld();
// newItem->AddToUpdateQueueOf(bot);
// break;
// }
// }
// }
// }
void PlayerbotFactory::InitBags(bool destroyOld)
{
for (uint8 slot = INVENTORY_SLOT_BAG_START; slot < INVENTORY_SLOT_BAG_END; ++slot)
{
uint32 newItemId = 51809;
Item* old_bag = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
if (old_bag && old_bag->GetTemplate()->ItemId == newItemId)
continue;
uint16 dest;
if (!CanEquipUnseenItem(slot, dest, newItemId))
continue;
if (old_bag && destroyOld)
bot->DestroyItem(INVENTORY_SLOT_BAG_0, slot, true);
if (old_bag)
continue;
Item* newItem = bot->EquipNewItem(dest, newItemId, true);
// if (newItem)
// {
// newItem->AddToWorld();
// newItem->AddToUpdateQueueOf(bot);
// }
}
}
void PlayerbotFactory::EnchantItem(Item* item)
{
if (bot->GetLevel() < sPlayerbotAIConfig.minEnchantingBotLevel)
return;
if (urand(0, 100) < 100 * sPlayerbotAIConfig.randomGearLoweringChance)
return;
ItemTemplate const* proto = item->GetTemplate();
uint32 itemLevel = proto->ItemLevel;
std::vector<uint32> ids;
for (uint32 id = 1; id < sSpellMgr->GetSpellInfoStoreSize(); ++id)
{
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(id);
if (!spellInfo)
continue;
uint32 requiredLevel = spellInfo->BaseLevel;
if (requiredLevel && (requiredLevel > itemLevel || requiredLevel < itemLevel - 35))
continue;
if (spellInfo->MaxLevel && level > spellInfo->MaxLevel)
continue;
uint32 spellLevel = spellInfo->SpellLevel;
if (spellLevel && (spellLevel > level || spellLevel < level - 10))
continue;
for (uint8 j = 0; j < MAX_SPELL_EFFECTS; ++j)
{
if (spellInfo->Effects[j].Effect != SPELL_EFFECT_ENCHANT_ITEM)
continue;
uint32 enchant_id = spellInfo->Effects[j].MiscValue;
if (!enchant_id)
continue;
SpellItemEnchantmentEntry const* enchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
if (!enchant || enchant->slot != PERM_ENCHANTMENT_SLOT)
continue;
SpellInfo const* enchantSpell = sSpellMgr->GetSpellInfo(enchant->spellid[0]);
if (!enchantSpell || (enchantSpell->SpellLevel && enchantSpell->SpellLevel > level))
continue;
uint8 sp = 0;
uint8 ap = 0;
uint8 tank = 0;
for (uint8 i = ITEM_MOD_MANA; i < MAX_ITEM_MOD; ++i)
{
if (enchant->type[i] != ITEM_ENCHANTMENT_TYPE_STAT)
continue;
AddItemStats(enchant->spellid[i], sp, ap, tank);
}
if (!CheckItemStats(sp, ap, tank))
continue;
if (enchant->EnchantmentCondition && !bot->EnchantmentFitsRequirements(enchant->EnchantmentCondition, -1))
continue;
if (!item->IsFitToSpellRequirements(spellInfo))
continue;
ids.push_back(enchant_id);
}
}
if (ids.empty())
{
LOG_DEBUG("playerbots", "{}: no enchantments found for item {}", bot->GetName().c_str(),
item->GetTemplate()->ItemId);
return;
}
uint32 index = urand(0, ids.size() - 1);
uint32 id = ids[index];
SpellItemEnchantmentEntry const* enchant = sSpellItemEnchantmentStore.LookupEntry(id);
if (!enchant)
return;
bot->ApplyEnchantment(item, PERM_ENCHANTMENT_SLOT, false);
item->SetEnchantment(PERM_ENCHANTMENT_SLOT, id, 0, 0, bot->GetGUID());
bot->ApplyEnchantment(item, PERM_ENCHANTMENT_SLOT, true);
}
bool PlayerbotFactory::CanEquipUnseenItem(uint8 slot, uint16& dest, uint32 item)
{
dest = 0;
if (Item* pItem = Item::CreateItem(item, 1, bot, false, 0, true))
{
InventoryResult result = botAI ? botAI->CanEquipItem(slot, dest, pItem, true, true)
: bot->CanEquipItem(slot, dest, pItem, true, true);
pItem->RemoveFromUpdateQueueOf(bot);
delete pItem;
return result == EQUIP_ERR_OK;
}
return false;
}
void PlayerbotFactory::InitTradeSkills()
{
uint16 firstSkill = sRandomPlayerbotMgr.GetValue(bot, "firstSkill");
uint16 secondSkill = sRandomPlayerbotMgr.GetValue(bot, "secondSkill");
if (!firstSkill || !secondSkill)
{
std::vector<uint32> firstSkills;
std::vector<uint32> secondSkills;
switch (bot->getClass())
{
case CLASS_WARRIOR:
case CLASS_PALADIN:
case CLASS_DEATH_KNIGHT:
firstSkills.push_back(SKILL_MINING);
secondSkills.push_back(SKILL_BLACKSMITHING);
secondSkills.push_back(SKILL_ENGINEERING);
secondSkills.push_back(SKILL_JEWELCRAFTING);
break;
case CLASS_SHAMAN:
case CLASS_DRUID:
case CLASS_HUNTER:
case CLASS_ROGUE:
firstSkills.push_back(SKILL_SKINNING);
secondSkills.push_back(SKILL_LEATHERWORKING);
break;
default:
firstSkills.push_back(SKILL_TAILORING);
secondSkills.push_back(SKILL_ENCHANTING);
}
switch (urand(0, 6))
{
case 0:
firstSkill = SKILL_HERBALISM;
secondSkill = SKILL_ALCHEMY;
break;
case 1:
firstSkill = SKILL_HERBALISM;
secondSkill = SKILL_MINING;
break;
case 2:
firstSkill = SKILL_MINING;
secondSkill = SKILL_SKINNING;
break;
case 3:
firstSkill = SKILL_HERBALISM;
secondSkill = SKILL_SKINNING;
break;
default:
firstSkill = firstSkills[urand(0, firstSkills.size() - 1)];
secondSkill = secondSkills[urand(0, secondSkills.size() - 1)];
break;
}
sRandomPlayerbotMgr.SetValue(bot, "firstSkill", firstSkill);
sRandomPlayerbotMgr.SetValue(bot, "secondSkill", secondSkill);
}
SetRandomSkill(SKILL_FIRST_AID);
SetRandomSkill(SKILL_FISHING);
SetRandomSkill(SKILL_COOKING);
SetRandomSkill(firstSkill);
SetRandomSkill(secondSkill);
}
void PlayerbotFactory::UpdateTradeSkills()
{
for (uint32 i = 0; i < sizeof(tradeSkills) / sizeof(uint32); ++i)
{
if (bot->GetSkillValue(tradeSkills[i]) == 1)
bot->SetSkill(tradeSkills[i], 0, 0, 0);
}
}
void PlayerbotFactory::InitSkills()
{
//uint32 maxValue = level * 5; //not used, line marked for removal.
bot->UpdateSkillsForLevel();
bot->SetSkill(SKILL_RIDING, 0, 0, 0);
if (bot->GetLevel() >= sPlayerbotAIConfig.useGroundMountAtMinLevel)
bot->learnSpell(33388);
if (bot->GetLevel() >= sPlayerbotAIConfig.useFastGroundMountAtMinLevel)
bot->learnSpell(33391);
if (bot->GetLevel() >= sPlayerbotAIConfig.useFlyMountAtMinLevel)
bot->learnSpell(34090);
if (bot->GetLevel() >= sPlayerbotAIConfig.useFastFlyMountAtMinLevel)
bot->learnSpell(34091);
uint32 skillLevel = bot->GetLevel() < 40 ? 0 : 1;
uint32 dualWieldLevel = bot->GetLevel() < 20 ? 0 : 1;
SetRandomSkill(SKILL_DEFENSE);
SetRandomSkill(SKILL_UNARMED);
switch (bot->getClass())
{
case CLASS_DRUID:
SetRandomSkill(SKILL_MACES);
SetRandomSkill(SKILL_STAVES);
SetRandomSkill(SKILL_2H_MACES);
SetRandomSkill(SKILL_DAGGERS);
SetRandomSkill(SKILL_POLEARMS);
SetRandomSkill(SKILL_FIST_WEAPONS);
break;
case CLASS_WARRIOR:
SetRandomSkill(SKILL_SWORDS);
SetRandomSkill(SKILL_AXES);
SetRandomSkill(SKILL_BOWS);
SetRandomSkill(SKILL_GUNS);
SetRandomSkill(SKILL_MACES);
SetRandomSkill(SKILL_2H_SWORDS);
SetRandomSkill(SKILL_STAVES);
SetRandomSkill(SKILL_2H_MACES);
SetRandomSkill(SKILL_2H_AXES);
SetRandomSkill(SKILL_DAGGERS);
SetRandomSkill(SKILL_CROSSBOWS);
SetRandomSkill(SKILL_POLEARMS);
SetRandomSkill(SKILL_FIST_WEAPONS);
SetRandomSkill(SKILL_THROWN);
bot->SetSkill(SKILL_DUAL_WIELD, 0, dualWieldLevel, dualWieldLevel);
bot->SetSkill(SKILL_PLATE_MAIL, 0, skillLevel, skillLevel);
bot->SetCanDualWield(dualWieldLevel);
break;
case CLASS_PALADIN:
SetRandomSkill(SKILL_SWORDS);
SetRandomSkill(SKILL_AXES);
SetRandomSkill(SKILL_MACES);
SetRandomSkill(SKILL_2H_SWORDS);
SetRandomSkill(SKILL_2H_MACES);
SetRandomSkill(SKILL_2H_AXES);
SetRandomSkill(SKILL_POLEARMS);
bot->SetSkill(SKILL_PLATE_MAIL, 0, skillLevel, skillLevel);
break;
case CLASS_PRIEST:
SetRandomSkill(SKILL_MACES);
SetRandomSkill(SKILL_STAVES);
SetRandomSkill(SKILL_DAGGERS);
SetRandomSkill(SKILL_WANDS);
break;
case CLASS_SHAMAN:
SetRandomSkill(SKILL_AXES);
SetRandomSkill(SKILL_MACES);
SetRandomSkill(SKILL_STAVES);
SetRandomSkill(SKILL_2H_MACES);
SetRandomSkill(SKILL_2H_AXES);
SetRandomSkill(SKILL_DAGGERS);
SetRandomSkill(SKILL_FIST_WEAPONS);
bot->SetSkill(SKILL_MAIL, 0, skillLevel, skillLevel);
break;
case CLASS_MAGE:
SetRandomSkill(SKILL_SWORDS);
SetRandomSkill(SKILL_STAVES);
SetRandomSkill(SKILL_DAGGERS);
SetRandomSkill(SKILL_WANDS);
break;
case CLASS_WARLOCK:
SetRandomSkill(SKILL_SWORDS);
SetRandomSkill(SKILL_STAVES);
SetRandomSkill(SKILL_DAGGERS);
SetRandomSkill(SKILL_WANDS);
break;
case CLASS_HUNTER:
SetRandomSkill(SKILL_SWORDS);
SetRandomSkill(SKILL_AXES);
SetRandomSkill(SKILL_BOWS);
SetRandomSkill(SKILL_GUNS);
SetRandomSkill(SKILL_2H_SWORDS);
SetRandomSkill(SKILL_STAVES);
SetRandomSkill(SKILL_2H_AXES);
SetRandomSkill(SKILL_DAGGERS);
SetRandomSkill(SKILL_CROSSBOWS);
SetRandomSkill(SKILL_POLEARMS);
SetRandomSkill(SKILL_FIST_WEAPONS);
SetRandomSkill(SKILL_THROWN);
bot->SetSkill(SKILL_DUAL_WIELD, 0, dualWieldLevel, dualWieldLevel);
bot->SetSkill(SKILL_MAIL, 0, skillLevel, skillLevel);
bot->SetCanDualWield(dualWieldLevel);
break;
case CLASS_ROGUE:
SetRandomSkill(SKILL_SWORDS);
SetRandomSkill(SKILL_AXES);
SetRandomSkill(SKILL_BOWS);
SetRandomSkill(SKILL_GUNS);
SetRandomSkill(SKILL_MACES);
SetRandomSkill(SKILL_DAGGERS);
SetRandomSkill(SKILL_CROSSBOWS);
SetRandomSkill(SKILL_FIST_WEAPONS);
SetRandomSkill(SKILL_THROWN);
SetRandomSkill(SKILL_LOCKPICKING);
bot->SetSkill(SKILL_DUAL_WIELD, 0, 1, 1);
bot->SetCanDualWield(true);
break;
case CLASS_DEATH_KNIGHT:
SetRandomSkill(SKILL_SWORDS);
SetRandomSkill(SKILL_AXES);
SetRandomSkill(SKILL_MACES);
SetRandomSkill(SKILL_2H_SWORDS);
SetRandomSkill(SKILL_2H_MACES);
SetRandomSkill(SKILL_2H_AXES);
SetRandomSkill(SKILL_POLEARMS);
bot->SetSkill(SKILL_DUAL_WIELD, 0, dualWieldLevel, dualWieldLevel);
bot->SetCanDualWield(dualWieldLevel);
break;
default:
break;
}
// switch (bot->getClass())
// {
// case CLASS_WARRIOR:
// case CLASS_PALADIN:
// bot->SetSkill(SKILL_PLATE_MAIL, 0, skillLevel, skillLevel);
// break;
// case CLASS_SHAMAN:
// case CLASS_HUNTER:
// bot->SetSkill(SKILL_MAIL, 0, skillLevel, skillLevel);
// break;
// default:
// break;
// }
}
void PlayerbotFactory::SetRandomSkill(uint16 id)
{
uint32 maxValue = level * 5;
// do not let skill go beyond limit even if maxlevel > blizzlike
// if (level > 60)
// {
// maxValue = (level + 10) * 5;
// }
// uint32 value = urand(maxValue - level, maxValue);
uint32 value = maxValue;
//uint32 curValue = bot->GetSkillValue(id); //not used, line marked for removal.
uint16 step = bot->GetSkillValue(id) ? bot->GetSkillStep(id) : 1;
// if (!bot->HasSkill(id) || value > curValue)
bot->SetSkill(id, step, value, maxValue);
}
void PlayerbotFactory::InitAvailableSpells()
{
if (trainerIdCache[bot->getClass()].empty())
{
CreatureTemplateContainer const* creatureTemplateContainer = sObjectMgr->GetCreatureTemplates();
for (CreatureTemplateContainer::const_iterator i = creatureTemplateContainer->begin();
i != creatureTemplateContainer->end(); ++i)
{
Trainer::Trainer* trainer = sObjectMgr->GetTrainer(i->first);
if (!trainer)
continue;
if (trainer->GetTrainerType() != Trainer::Type::Tradeskill &&
trainer->GetTrainerType() != Trainer::Type::Class)
continue;
if (trainer->GetTrainerType() == Trainer::Type::Class &&
!trainer->IsTrainerValidForPlayer(bot))
continue;
trainerIdCache[bot->getClass()].push_back(i->first);
}
}
for (uint32 trainerId : trainerIdCache[bot->getClass()])
{
Trainer::Trainer* trainer = sObjectMgr->GetTrainer(trainerId);
for (auto& spell : trainer->GetSpells())
{
// simplified version of Trainer::TeachSpell method
Trainer::Spell const* trainerSpell = trainer->GetSpell(spell.SpellId);
if (!trainerSpell)
continue;
if (!trainer->CanTeachSpell(bot, trainerSpell))
continue;
if (trainerSpell->IsCastable())
bot->CastSpell(bot, trainerSpell->SpellId, true);
else
bot->learnSpell(trainerSpell->SpellId, false);
}
}
}
void PlayerbotFactory::InitClassSpells()
{
int32_t level = bot->GetLevel();
switch (bot->getClass())
{
case CLASS_WARRIOR:
bot->learnSpell(78, true);
bot->learnSpell(2457, true);
if (level >= 10)
{
bot->learnSpell(71, false); // Defensive Stance
bot->learnSpell(355, false); // Taunt
bot->learnSpell(7386, false); // Sunder Armor
}
if (level >= 30)
{
bot->learnSpell(2458, false); // Berserker Stance
}
break;
case CLASS_PALADIN:
bot->learnSpell(21084, true);
bot->learnSpell(635, true);
if (level >= 12)
{
bot->learnSpell(7328, false); // Redemption
}
break;
case CLASS_ROGUE:
bot->learnSpell(1752, true);
bot->learnSpell(2098, true);
break;
case CLASS_DEATH_KNIGHT:
bot->learnSpell(45477, true);
bot->learnSpell(47541, true);
bot->learnSpell(45462, true);
bot->learnSpell(45902, true);
// to leave DK starting area
bot->learnSpell(53428, false);
bot->learnSpell(50977, false);
bot->learnSpell(49142, false);
bot->learnSpell(48778, false);
break;
case CLASS_HUNTER:
bot->learnSpell(2973, true);
bot->learnSpell(75, true);
if (level >= 10)
{
bot->learnSpell(883, false); // call pet
bot->learnSpell(1515, false); // tame pet
bot->learnSpell(6991, false); // feed pet
bot->learnSpell(982, false); // revive pet
bot->learnSpell(2641, false); // dismiss pet
}
break;
case CLASS_PRIEST:
bot->learnSpell(585, true);
bot->learnSpell(2050, true);
break;
case CLASS_MAGE:
bot->learnSpell(133, true);
bot->learnSpell(168, true);
break;
case CLASS_WARLOCK:
bot->learnSpell(687, true);
bot->learnSpell(686, true);
bot->learnSpell(688, false); // summon imp
if (level >= 10)
{
bot->learnSpell(697, false); // summon voidwalker
}
if (level >= 20)
{
bot->learnSpell(712, false); // summon succubus
}
if (level >= 30)
{
bot->learnSpell(691, false); // summon felhunter
}
break;
case CLASS_DRUID:
bot->learnSpell(5176, true);
bot->learnSpell(5185, true);
if (level >= 10)
{
bot->learnSpell(5487, false); // bear form
bot->learnSpell(6795, false); // Growl
bot->learnSpell(6807, false); // Maul
}
break;
case CLASS_SHAMAN:
bot->learnSpell(403, true);
bot->learnSpell(331, true);
// bot->learnSpell(66747, true); // Totem of the Earthen Ring
if (level >= 4)
{
bot->learnSpell(8071, false); // stoneskin totem
}
if (level >= 10)
{
bot->learnSpell(3599, false); // searing totem
}
if (level >= 20)
{
bot->learnSpell(5394, false); // healing stream totem
}
break;
default:
break;
}
}
void PlayerbotFactory::InitSpecialSpells()
{
for (std::vector<uint32>::iterator i = sPlayerbotAIConfig.randomBotSpellIds.begin();
i != sPlayerbotAIConfig.randomBotSpellIds.end(); ++i)
{
uint32 spellId = *i;
bot->learnSpell(spellId);
}
// to leave DK starting area
if (bot->getClass() == CLASS_DEATH_KNIGHT)
{
bot->learnSpell(50977, false);
}
}
void PlayerbotFactory::InitTalents(uint32 specNo)
{
uint32 classMask = bot->getClassMask();
std::unordered_map<uint32, std::vector<TalentEntry const*>> spells;
for (uint32 i = 0; i < sTalentStore.GetNumRows(); ++i)
{
TalentEntry const* talentInfo = sTalentStore.LookupEntry(i);
if (!talentInfo)
continue;
TalentTabEntry const* talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
if (!talentTabInfo || talentTabInfo->tabpage != specNo)
continue;
if ((classMask & talentTabInfo->ClassMask) == 0)
continue;
spells[talentInfo->Row].push_back(talentInfo);
}
uint32 freePoints = bot->GetFreeTalentPoints();
for (auto i = spells.begin(); i != spells.end(); ++i)
{
std::vector<TalentEntry const*>& spells_row = i->second;
if (spells_row.empty())
{
LOG_INFO("playerbots", "{}: No spells for talent row {}", bot->GetName().c_str(), i->first);
continue;
}
int attemptCount = 0;
while (!spells_row.empty() && (int)freePoints - (int)bot->GetFreeTalentPoints() < 5 && attemptCount++ < 3 &&
bot->GetFreeTalentPoints())
{
int index = urand(0, spells_row.size() - 1);
TalentEntry const* talentInfo = spells_row[index];
int maxRank = 0;
for (int rank = 0; rank < std::min((uint32)MAX_TALENT_RANK, bot->GetFreeTalentPoints()); ++rank)
{
uint32 spellId = talentInfo->RankID[rank];
if (!spellId)
continue;
maxRank = rank;
}
if (talentInfo->DependsOn)
{
bot->LearnTalent(talentInfo->DependsOn,
std::min(talentInfo->DependsOnRank, bot->GetFreeTalentPoints() - 1));
}
bot->LearnTalent(talentInfo->TalentID, maxRank);
spells_row.erase(spells_row.begin() + index);
}
freePoints = bot->GetFreeTalentPoints();
}
}
void PlayerbotFactory::InitTalentsByTemplate(uint32 specTab)
{
// if (sPlayerbotAIConfig.parsedSpecLinkOrder[bot->getClass()][specNo][80].size() == 0)
// {
// return;
// }
uint32 cls = bot->getClass();
int startLevel = bot->GetLevel();
uint32 specIndex = sPlayerbotAIConfig.randomClassSpecIndex[cls][specTab];
uint32 classMask = bot->getClassMask();
std::unordered_map<uint32, std::vector<TalentEntry const*>> spells_row;
for (uint32 i = 0; i < sTalentStore.GetNumRows(); ++i)
{
TalentEntry const* talentInfo = sTalentStore.LookupEntry(i);
if (!talentInfo)
continue;
TalentTabEntry const* talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
if (!talentTabInfo)
continue;
if ((classMask & talentTabInfo->ClassMask) == 0)
continue;
spells_row[talentInfo->Row].push_back(talentInfo);
}
while (startLevel > 1 && startLevel < 80 &&
sPlayerbotAIConfig.parsedSpecLinkOrder[cls][specIndex][startLevel].size() == 0)
{
startLevel--;
}
for (int level = startLevel; level <= 80; level++)
{
if (sPlayerbotAIConfig.parsedSpecLinkOrder[cls][specIndex][level].size() == 0)
{
continue;
}
for (std::vector<uint32>& p : sPlayerbotAIConfig.parsedSpecLinkOrder[cls][specIndex][level])
{
uint32 tab = p[0], row = p[1], col = p[2], lvl = p[3];
if (sPlayerbotAIConfig.limitTalentsExpansion && bot->GetLevel() <= 60 && (row > 6 || (row == 6 && col != 1)))
continue;
if (sPlayerbotAIConfig.limitTalentsExpansion && bot->GetLevel() <= 70 && (row > 8 || (row == 8 && col != 1)))
continue;
uint32 talentID = 0;
uint32 learnLevel = 0;
std::vector<TalentEntry const*>& spells = spells_row[row];
if (spells.size() <= 0)
{
return;
}
for (TalentEntry const* talentInfo : spells)
{
if (talentInfo->Col != col)
{
continue;
}
TalentTabEntry const* talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
if (talentTabInfo->tabpage != tab)
{
continue;
}
if (talentInfo->DependsOn)
{
bot->LearnTalent(talentInfo->DependsOn,
std::min(talentInfo->DependsOnRank, bot->GetFreeTalentPoints() - 1));
}
talentID = talentInfo->TalentID;
uint32 currentTalentRank = 0;
for (uint8 rank = 0; rank < MAX_TALENT_RANK; ++rank)
{
if (talentInfo->RankID[rank] && bot->HasTalent(talentInfo->RankID[rank], bot->GetActiveSpec()))
{
currentTalentRank = rank + 1;
break;
}
}
learnLevel = std::min(lvl, bot->GetFreeTalentPoints() + currentTalentRank) - 1;
}
bot->LearnTalent(talentID, learnLevel);
if (bot->GetFreeTalentPoints() == 0)
{
break;
}
}
if (bot->GetFreeTalentPoints() == 0)
{
break;
}
}
}
ObjectGuid PlayerbotFactory::GetRandomBot()
{
GuidVector guids;
for (std::vector<uint32>::iterator i = sPlayerbotAIConfig.randomBotAccounts.begin();
i != sPlayerbotAIConfig.randomBotAccounts.end(); i++)
{
uint32 accountId = *i;
if (!AccountMgr::GetCharactersCount(accountId))
continue;
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARS_BY_ACCOUNT_ID);
stmt->SetData(0, accountId);
PreparedQueryResult result = CharacterDatabase.Query(stmt);
if (!result)
continue;
do
{
Field* fields = result->Fetch();
ObjectGuid guid = ObjectGuid::Create<HighGuid::Player>(fields[0].Get<uint32>());
if (!ObjectAccessor::FindPlayer(guid))
guids.push_back(guid);
} while (result->NextRow());
}
if (guids.empty())
return ObjectGuid::Empty;
uint32 index = urand(0, guids.size() - 1);
return guids[index];
}
void PlayerbotFactory::AddPrevQuests(uint32 questId, std::list<uint32>& questIds)
{
Quest const* quest = sObjectMgr->GetQuestTemplate(questId);
for (Quest::PrevQuests::const_iterator iter = quest->prevQuests.begin(); iter != quest->prevQuests.end(); ++iter)
{
uint32 prevId = abs(*iter);
AddPrevQuests(prevId, questIds);
questIds.remove(prevId);
questIds.push_back(prevId);
}
}
void PlayerbotFactory::InitQuests(std::list<uint32>& questMap, bool withRewardItem)
{
uint32 count = 0;
for (std::list<uint32>::iterator i = questMap.begin(); i != questMap.end(); ++i)
{
uint32 questId = *i;
Quest const* quest = sObjectMgr->GetQuestTemplate(questId);
if (!bot->SatisfyQuestClass(quest, false) || quest->GetMinLevel() > bot->GetLevel() ||
!bot->SatisfyQuestRace(quest, false))
continue;
bot->SetQuestStatus(questId, QUEST_STATUS_COMPLETE);
// set reward to 5 to skip majority quest reward
uint32 reward = withRewardItem ? 0 : 5;
bot->RewardQuest(quest, reward, bot, false);
if (!withRewardItem)
{
// destroy the quest reward item
if (uint32 itemId = quest->RewardChoiceItemId[reward])
{
bot->DestroyItemCount(itemId, quest->RewardChoiceItemCount[reward], true);
}
if (quest->GetRewItemsCount())
{
for (uint32 i = 0; i < quest->GetRewItemsCount(); ++i)
{
if (uint32 itemId = quest->RewardItemId[i])
{
bot->DestroyItemCount(itemId, quest->RewardItemIdCount[i], true);
}
}
}
}
}
}
void PlayerbotFactory::InitInstanceQuests()
{
// Yunfan: use configuration instead of hard code
uint32 currentXP = bot->GetUInt32Value(PLAYER_XP);
// LOG_INFO("playerbots", "Initializing quests...");
InitQuests(classQuestIds, false);
InitQuests(specialQuestIds, false);
// quest rewards boost bot level, so reduce back
bot->GiveLevel(level);
ClearInventory();
bot->SetUInt32Value(PLAYER_XP, currentXP);
}
void PlayerbotFactory::ClearInventory()
{
DestroyItemsVisitor visitor(bot);
IterateItems(&visitor);
}
void PlayerbotFactory::ClearAllItems()
{
DestroyItemsVisitor visitor(bot);
IterateItems(&visitor, ITERATE_ALL_ITEMS);
}
void PlayerbotFactory::InitAmmo()
{
if (bot->getClass() != CLASS_HUNTER && bot->getClass() != CLASS_ROGUE && bot->getClass() != CLASS_WARRIOR)
return;
Item* const pItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED);
if (!pItem)
return;
uint32 subClass = 0;
switch (pItem->GetTemplate()->SubClass)
{
case ITEM_SUBCLASS_WEAPON_GUN:
subClass = ITEM_SUBCLASS_BULLET;
break;
case ITEM_SUBCLASS_WEAPON_BOW:
case ITEM_SUBCLASS_WEAPON_CROSSBOW:
subClass = ITEM_SUBCLASS_ARROW;
break;
default:
break;
}
if (!subClass)
return;
std::vector<uint32> ammoEntryList = sRandomItemMgr.GetAmmo(level, subClass);
uint32 entry = 0;
for (uint32 tEntry : ammoEntryList)
{
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(tEntry);
if (!proto)
continue;
// disable next expansion ammo
if (sPlayerbotAIConfig.limitGearExpansion && bot->GetLevel() <= 60 && tEntry >= 23728)
continue;
if (sPlayerbotAIConfig.limitGearExpansion && bot->GetLevel() <= 70 && tEntry >= 35570)
continue;
entry = tEntry;
break;
}
if (!entry)
return;
uint32 count = bot->GetItemCount(entry);
uint32 maxCount = bot->getClass() == CLASS_HUNTER ? 6000 : 1000;
if (count < maxCount)
{
if (Item* newItem = StoreNewItemInInventorySlot(bot, entry, maxCount - count))
{
newItem->AddToUpdateQueueOf(bot);
}
}
bot->SetAmmo(entry);
}
uint32 PlayerbotFactory::CalcMixedGearScore(uint32 gs, uint32 quality)
{
return gs * PlayerbotAI::GetItemScoreMultiplier(ItemQualities(quality));
}
void PlayerbotFactory::InitMounts()
{
uint32 firstmount = sPlayerbotAIConfig.useGroundMountAtMinLevel;
uint32 secondmount = sPlayerbotAIConfig.useFastGroundMountAtMinLevel;
uint32 thirdmount = sPlayerbotAIConfig.useFlyMountAtMinLevel;
uint32 fourthmount = sPlayerbotAIConfig.useFastFlyMountAtMinLevel;
if (bot->GetLevel() < firstmount)
return;
std::map<uint8, std::map<uint32, std::vector<uint32>>> mounts;
std::vector<uint32> slow, fast, fslow, ffast;
switch (bot->getRace())
{
case RACE_HUMAN:
slow = {470, 6648, 458, 472};
fast = {23228, 23227, 23229};
break;
case RACE_ORC:
slow = {6654, 6653, 580};
fast = {23250, 23252, 23251};
break;
case RACE_DWARF:
slow = {6899, 6777, 6898};
fast = {23238, 23239, 23240};
break;
case RACE_NIGHTELF:
slow = {10789, 8394, 10793};
fast = {23219, 23220, 63637};
break;
case RACE_UNDEAD_PLAYER:
slow = {17463, 17464, 17462};
fast = {17465, 23246, 66846};
break;
case RACE_TAUREN:
slow = {18990, 18989, 64657};
fast = {23249, 23248, 23247};
break;
case RACE_GNOME:
slow = {10969, 17453, 10873, 17454};
fast = {23225, 23223, 23222};
break;
case RACE_TROLL:
slow = {10796, 10799, 8395};
fast = {23241, 23242, 23243};
break;
case RACE_DRAENEI:
slow = {34406, 35711, 35710};
fast = {35713, 35712, 35714};
break;
case RACE_BLOODELF:
slow = {33660, 35020, 35022, 35018};
fast = {35025, 35025, 35027};
break;
}
switch (bot->GetTeamId())
{
case TEAM_ALLIANCE:
fslow = {32235, 32239, 32240};
ffast = {32242, 32289, 32290, 32292};
break;
case TEAM_HORDE:
fslow = {32244, 32245, 32243};
ffast = {32295, 32297, 32246, 32296};
break;
default:
break;
}
mounts[bot->getRace()][0] = slow;
mounts[bot->getRace()][1] = fast;
mounts[bot->getRace()][2] = fslow;
mounts[bot->getRace()][3] = ffast;
for (uint32 type = 0; type < 4; type++)
{
bool hasMount = false;
for (uint32& spell : mounts[bot->getRace()][type])
{
if (bot->HasSpell(spell))
{
hasMount = true;
break;
}
}
if (hasMount)
continue;
if (bot->GetLevel() < secondmount && type == 1)
continue;
if (bot->GetLevel() < thirdmount && type == 2)
continue;
if (bot->GetLevel() < fourthmount && type == 3)
continue;
uint32 index = urand(0, mounts[bot->getRace()][type].size() - 1);
uint32 spell = mounts[bot->getRace()][type][index];
if (spell)
{
bot->learnSpell(spell);
LOG_DEBUG("playerbots", "Bot {} ({}) learned {} mount {}", bot->GetGUID().ToString().c_str(),
bot->GetLevel(), type == 0 ? "slow" : (type == 1 ? "fast" : "flying"), spell);
}
}
}
void PlayerbotFactory::UnbindInstance()
{
Player* p = bot;
ObjectGuid guid = p->GetGUID();
for (uint8 d = 0; d < MAX_DIFFICULTY; ++d)
{
std::vector<InstanceSave*> toUnbind;
BoundInstancesMap const& m_boundInstances = sInstanceSaveMgr->PlayerGetBoundInstances(guid, Difficulty(d));
for (BoundInstancesMap::const_iterator itr = m_boundInstances.begin(); itr != m_boundInstances.end(); ++itr)
{
InstanceSave* instanceSave = itr->second.save;
toUnbind.push_back(instanceSave);
}
for (std::vector<InstanceSave*>::const_iterator itr = toUnbind.begin(); itr != toUnbind.end(); ++itr)
sInstanceSaveMgr->PlayerUnbindInstance(guid, (*itr)->GetMapId(), (*itr)->GetDifficulty(), true, p);
}
}
void PlayerbotFactory::InitPotions()
{
uint32 effects[] = {SPELL_EFFECT_HEAL, SPELL_EFFECT_ENERGIZE};
for (uint8 i = 0; i < 2; ++i)
{
uint32 effect = effects[i];
if (effect == SPELL_EFFECT_ENERGIZE && !bot->GetPower(POWER_MANA))
continue;
FindPotionVisitor visitor(bot, effect);
IterateItems(&visitor);
if (!visitor.GetResult().empty())
continue;
uint32 itemId = sRandomItemMgr.GetRandomPotion(level, effect);
if (!itemId)
{
// LOG_INFO("playerbots", "No potions (type {}) available for bot {} ({} level)", effect,
// bot->GetName().c_str(), bot->GetLevel());
continue;
}
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
if (!proto)
continue;
uint32 maxCount = proto->GetMaxStackSize();
if (Item* newItem = StoreNewItemInInventorySlot(bot, itemId, urand(maxCount / 2, maxCount)))
newItem->AddToUpdateQueueOf(bot);
}
}
std::vector<uint32> PlayerbotFactory::GetCurrentGemsCount()
{
std::vector<uint32> curcount(4);
for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
{
Item* pItem2 = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (pItem2 && !pItem2->IsBroken() && pItem2->HasSocket())
{
for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot <= PRISMATIC_ENCHANTMENT_SLOT;
++enchant_slot)
{
if (enchant_slot == BONUS_ENCHANTMENT_SLOT)
continue;
uint32 enchant_id = pItem2->GetEnchantmentId(EnchantmentSlot(enchant_slot));
if (!enchant_id)
continue;
SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
if (!enchantEntry)
continue;
uint32 gemid = enchantEntry->GemID;
if (!gemid)
continue;
ItemTemplate const* gemProto = sObjectMgr->GetItemTemplate(gemid);
if (!gemProto)
continue;
GemPropertiesEntry const* gemProperty = sGemPropertiesStore.LookupEntry(gemProto->GemProperties);
if (!gemProperty)
continue;
uint8 GemColor = gemProperty->color;
for (uint8 b = 0, tmpcolormask = 1; b < 4; b++, tmpcolormask <<= 1)
{
if (tmpcolormask & GemColor)
++curcount[b];
}
}
}
}
return curcount;
}
void PlayerbotFactory::InitFood()
{
if (botAI && botAI->HasCheat(BotCheatMask::food))
{
return;
}
std::unordered_map<uint32, std::vector<uint32>> items;
ItemTemplateContainer const* itemTemplateContainer = sObjectMgr->GetItemTemplateStore();
for (ItemTemplateContainer::const_iterator i = itemTemplateContainer->begin(); i != itemTemplateContainer->end();
++i)
{
uint32 itemId = i->first;
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
if (!proto)
continue;
if (proto->Class != ITEM_CLASS_CONSUMABLE || proto->SubClass != ITEM_SUBCLASS_FOOD ||
(proto->Spells[0].SpellCategory != 11 && proto->Spells[0].SpellCategory != 59) || proto->Bonding != NO_BIND)
continue;
if (proto->RequiredLevel > bot->GetLevel() || proto->RequiredLevel < bot->GetLevel() - 9)
continue;
if (proto->RequiredSkill && !bot->HasSkill(proto->RequiredSkill))
continue;
if (proto->Area || proto->Map || proto->RequiredCityRank || proto->RequiredHonorRank)
continue;
items[proto->Spells[0].SpellCategory].push_back(itemId);
}
uint32 categories[] = {11, 59};
for (int i = 0; i < sizeof(categories) / sizeof(uint32); ++i)
{
uint32 category = categories[i];
std::vector<uint32>& ids = items[category];
int tries = 0;
for (int j = 0; j < 2; j++)
{
uint32 index = urand(0, ids.size() - 1);
if (index >= ids.size())
continue;
uint32 itemId = ids[index];
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
// beer / wine ...
if (proto->Spells[0].SpellId == 11007 || proto->Spells[0].SpellId == 11008 ||
proto->Spells[0].SpellId == 11009 || proto->Spells[0].SpellId == 11629 ||
proto->Spells[0].SpellId == 50986)
{
tries++;
if (tries > 5)
{
continue;
}
j--;
continue;
}
StoreItem(itemId, proto->GetMaxStackSize());
}
}
}
void PlayerbotFactory::InitReagents()
{
int specTab = AiFactory::GetPlayerSpecTab(bot);
std::vector<std::pair<uint32, uint32>> items;
switch (bot->getClass())
{
case CLASS_DEATH_KNIGHT:
if (level >= 56)
items.push_back({37201, 40}); // Corpse Dust
break;
case CLASS_DRUID:
if (level >= 20 && level < 30)
items.push_back({17034, 20}); // Maple Seed
else if (level >= 30 && level < 40)
items.push_back({17035, 20}); // Stranglethorn Seed
else if (level >= 40 && level < 50)
items.push_back({17036, 20}); // Ashwood Seed
else if (level >= 50 && level < 60)
{
items.push_back({17037, 20}); // Hornbeam Seed
items.push_back({17021, 20}); // Wild Berries
}
else if (level >= 60 && level < 69)
{
items.push_back({17038, 20}); // Ironwood Seed
items.push_back({17026, 20}); // Wild Thornroot
}
else if (level == 69)
{
items.push_back({22147, 20}); // Flintweed Seed
items.push_back({17026, 20}); // Wild Thornroot
}
else if (level >= 70 && level < 79)
{
items.push_back({22147, 20}); // Flintweed Seed
items.push_back({22148, 20}); // Wild Quillvine
}
else if (level == 79)
{
items.push_back({44614, 20}); // Starleaf Seed
items.push_back({22148, 20}); // Wild Quillvine
}
else if (level >= 80)
{
items.push_back({44614, 20}); // Starleaf Seed
items.push_back({44605, 20}); // Wild Spineleaf
}
break;
case CLASS_MAGE:
if (level >= 20)
items.push_back({17031, 20}); // Rune of Teleportation
if (level >= 40)
items.push_back({17032, 20}); // Rune of Portals
if (level >= 56)
items.push_back({17020, 20}); // Arcane Powder
break;
case CLASS_PALADIN:
if (level >= 52)
items.push_back({21177, 80}); // Symbol of Kings
break;
case CLASS_PRIEST:
if (level >= 48 && level < 56)
items.push_back({17028, 40}); // Holy Candle
else if (level >= 56 && level < 60)
{
items.push_back({17028, 20}); // Holy Candle
items.push_back({17029, 20}); // Sacred Candle
}
else if (level >= 60 && level < 77)
items.push_back({17029, 40}); // Sacred Candle
else if (level >= 77 && level < 80)
{
items.push_back({17029, 20}); // Sacred Candle
items.push_back({44615, 20}); // Devout Candle
}
else if (level >= 80)
items.push_back({44615, 40}); // Devout Candle
break;
case CLASS_SHAMAN:
if (level >= 4)
items.push_back({5175, 1}); // Earth Totem
if (level >= 10)
items.push_back({5176, 1}); // Flame Totem
if (level >= 20)
items.push_back({5177, 1}); // Water Totem
if (level >= 30)
{
items.push_back({5178, 1}); // Air Totem
items.push_back({17030, 20}); // Ankh
}
break;
case CLASS_WARLOCK:
items.push_back({6265, 5}); // Soul Shard
break;
default:
break;
}
for (std::pair item : items)
{
int count = (int)item.second - (int)bot->GetItemCount(item.first);
if (count > 0)
StoreItem(item.first, count);
}
}
void PlayerbotFactory::CleanupConsumables() // remove old consumables as part of randombot level-up maintenance
{
std::vector<Item*> itemsToDelete;
std::vector<Item*> items;
for (uint32 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
if (Item* item = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, i))
items.push_back(item);
for (uint32 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
if (Bag* bag = (Bag*)bot->GetItemByPos(INVENTORY_SLOT_BAG_0, i))
for (uint32 j = 0; j < bag->GetBagSize(); ++j)
if (Item* item = bag->GetItemByPos(j))
items.push_back(item);
for (Item* item : items)
{
ItemTemplate const* proto = item->GetTemplate();
if (!proto) continue;
// Remove ammo
if (proto->Class == ITEM_CLASS_PROJECTILE)
itemsToDelete.push_back(item);
// Remove food/drink
if (proto->Class == ITEM_CLASS_CONSUMABLE && proto->SubClass == ITEM_SUBCLASS_FOOD)
itemsToDelete.push_back(item);
// Remove potions
if (proto->Class == ITEM_CLASS_CONSUMABLE && proto->SubClass == ITEM_SUBCLASS_POTION)
itemsToDelete.push_back(item);
// Remove reagents
if (proto->Class == ITEM_CLASS_REAGENT || (proto->Class == ITEM_CLASS_MISC && proto->SubClass == ITEM_SUBCLASS_REAGENT))
itemsToDelete.push_back(item);
}
std::set<uint32> idsToDelete = {
BRILLIANT_MANA_OIL, SUPERIOR_MANA_OIL, LESSER_MANA_OIL, MINOR_MANA_OIL,
BRILLIANT_WIZARD_OIL, SUPERIOR_WIZARD_OIL, WIZARD_OIL, LESSER_WIZARD_OIL, MINOR_WIZARD_OIL,
ADAMANTITE_SHARPENING_STONE, FEL_SHARPENING_STONE, DENSE_SHARPENING_STONE, SOLID_SHARPENING_STONE,
HEAVY_SHARPENING_STONE, COARSE_SHARPENING_STONE, ROUGH_SHARPENING_STONE,
ADAMANTITE_WEIGHTSTONE, FEL_WEIGHTSTONE, DENSE_WEIGHTSTONE, SOLID_WEIGHTSTONE,
HEAVY_WEIGHTSTONE, COARSE_WEIGHTSTONE, ROUGH_WEIGHTSTONE,
INSTANT_POISON_IX, INSTANT_POISON_VIII, INSTANT_POISON_VII, INSTANT_POISON_VI, INSTANT_POISON_V,
INSTANT_POISON_IV, INSTANT_POISON_III, INSTANT_POISON_II, INSTANT_POISON,
DEADLY_POISON_IX, DEADLY_POISON_VIII, DEADLY_POISON_VII, DEADLY_POISON_VI, DEADLY_POISON_V,
DEADLY_POISON_IV, DEADLY_POISON_III, DEADLY_POISON_II, DEADLY_POISON
};
for (Item* item : items)
{
ItemTemplate const* proto = item->GetTemplate();
if (!proto) continue;
if (idsToDelete.find(proto->ItemId) != idsToDelete.end())
itemsToDelete.push_back(item);
}
for (Item* item : itemsToDelete)
bot->DestroyItem(item->GetBagSlot(), item->GetSlot(), true);
}
void PlayerbotFactory::InitGlyphs(bool increment)
{
bot->InitGlyphsForLevel();
if (!increment && botAI &&
botAI->GetAiObjectContext()->GetValue<bool>("custom_glyphs")->Get())
return; // // Added for custom Glyphs - custom glyphs flag test
if (!increment)
{
for (uint32 slotIndex = 0; slotIndex < MAX_GLYPH_SLOT_INDEX; ++slotIndex)
{
uint32 glyph = bot->GetGlyph(slotIndex);
if (GlyphPropertiesEntry const* glyphEntry = sGlyphPropertiesStore.LookupEntry(glyph))
{
bot->RemoveAurasDueToSpell(glyphEntry->SpellId);
// Removed any triggered auras
Unit::AuraMap& ownedAuras = bot->GetOwnedAuras();
for (Unit::AuraMap::iterator iter = ownedAuras.begin(); iter != ownedAuras.end();)
{
Aura* aura = iter->second;
if (SpellInfo const* triggeredByAuraSpellInfo = aura->GetTriggeredByAuraSpellInfo())
{
if (triggeredByAuraSpellInfo->Id == glyphEntry->SpellId)
{
bot->RemoveOwnedAura(iter);
continue;
}
}
++iter;
}
bot->SetGlyph(slotIndex, 0, true);
}
}
}
if (sPlayerbotAIConfig.limitTalentsExpansion && bot->GetLevel() <= 70)
{
bot->SendTalentsInfoData(false);
return;
}
uint32 level = bot->GetLevel();
uint32 maxSlot = 0;
if (level >= 15)
maxSlot = 2;
if (level >= 30)
maxSlot = 3;
if (level >= 50)
maxSlot = 4;
if (level >= 70)
maxSlot = 5;
if (level >= 80)
maxSlot = 6;
uint8 glyphOrder[6] = {0, 1, 3, 2, 4, 5};
if (!maxSlot)
return;
uint8 cls = bot->getClass();
uint8 tab = AiFactory::GetPlayerSpecTab(bot);
/// @todo: fix cat druid hardcode
// Warrior PVP exceptions
if (bot->getClass() == CLASS_WARRIOR)
{
// Arms PvP (spec index 3): If the bot has the Second Wind talent
if (bot->HasAura(29838))
tab = 3;
// Fury PvP (spec index 4): If the bot has the Blood Craze talent
else if (bot->HasAura(16492))
tab = 4;
// Protection PvP (spec index 5): If the bot has the Gag Order talent
else if (bot->HasAura(12958))
tab = 5;
}
// Paladin PvP exceptions
if (bot->getClass() == CLASS_PALADIN)
{
// Holy PvP (spec index 3): If the bot has the Sacred Cleansing talent
if (bot->HasAura(53553))
tab = 3;
// Protection PvP (spec index 4): If the bot has the Reckoning talent
else if (bot->HasAura(20179))
tab = 4;
// Retribution PvP (spec index 5): If the bot has the Divine Purpose talent
else if (bot->HasAura(31872))
tab = 5;
}
// Hunter PvP exceptions
if (bot->getClass() == CLASS_HUNTER)
{
// Beast Mastery PvP (spec index 3): If the bot has the Thick Hide talent
if (bot->HasAura(19612))
tab = 3;
// Marksmanship PvP (spec index 4): If the bot has the Concussive Barrage talent
else if (bot->HasAura(35102))
tab = 4;
// Survival PvP (spec index 5): If the bot has the Entrapment talent and does NOT have the Concussive Barrage talent
else if (bot->HasAura(19388) && !bot->HasAura(35102))
tab = 5;
}
// Rogue PvP exceptions
if (bot->getClass() == CLASS_ROGUE)
{
// Assassination PvP (spec index 3): If the bot has the Deadly Brew talent
if (bot->HasAura(51626))
tab = 3;
// Combat PvP (spec index 4): If the bot has the Throwing Specialization talent
else if (bot->HasAura(51679))
tab = 4;
// Subtlety PvP (spec index 5): If the bot has the Waylay talent
else if (bot->HasAura(51696))
tab = 5;
}
// Priest PvP exceptions
if (bot->getClass() == CLASS_PRIEST)
{
// Discipline PvP (spec index 3): If the bot has the Improved Mana Burn talent
if (bot->HasAura(14772))
tab = 3;
// Holy PvP (spec index 4): If the bot has the Body and Soul talent
else if (bot->HasAura(64129))
tab = 4;
// Shadow PvP (spec index 5): If the bot has the Improved Vampiric Embrace talent
else if (bot->HasAura(27840))
tab = 5;
}
// Death Knight PvE/PvP exceptions
if (bot->getClass() == CLASS_DEATH_KNIGHT)
{
// Double Aura Blood PvE (spec index 3): If the bot has both the Abomination's Might and Improved Icy Talons
// talents
if (bot->HasAura(53138) && bot->HasAura(55610))
tab = 3;
// Blood PvP (spec index 4): If the bot has the Sudden Doom talent
else if (bot->HasAura(49529))
tab = 4;
// Frost PvP (spec index 5): If the bot has the Acclimation talent
else if (bot->HasAura(50152))
tab = 5;
// Unholy PvP (spec index 6): If the bot has the Magic Suppression talent
else if (bot->HasAura(49611))
tab = 6;
}
// Shaman PvP exceptions
if (bot->getClass() == CLASS_SHAMAN)
{
// Elemental PvP (spec index 3): If the bot has the Astral Shift talent
if (bot->HasAura(51479))
tab = 3;
// Enhancement PvP (spec index 4): If the bot has the Earthen Power talent
else if (bot->HasAura(51524))
tab = 4;
// Restoration PvP (spec index 5): If the bot has the Focused Mind talent
else if (bot->HasAura(30866))
tab = 5;
}
// Mage PvE/PvP exceptions
if (bot->getClass() == CLASS_MAGE)
{
// Frostfire PvE (spec index 3): If the bot has both the Burnout talent and the Ice Shards talent
if (bot->HasAura(44472) && bot->HasAura(15047))
tab = 3;
// Arcane PvP (spec index 4): If the bot has the Improved Blink talent
else if (bot->HasAura(31570))
tab = 4;
// Fire PvP (spec index 5): If the bot has the Fiery Payback talent
else if (bot->HasAura(64357))
tab = 5;
// Frost PvP (spec index 6): If the bot has the Shattered Barrier talent
else if (bot->HasAura(54787))
tab = 6;
}
// Warlock PvP exceptions
if (bot->getClass() == CLASS_WARLOCK)
{
// Affliction PvP (spec index 3): If the bot has the Improved Howl of Terror talent
if (bot->HasAura(30057))
tab = 3;
// Demonology PvP (spec index 4): If the bot has both the Nemesis talent and the Intensity talent
else if (bot->HasAura(63123) && bot->HasAura(18136))
tab = 4;
// Destruction PvP (spec index 5): If the bot has the Nether Protection talent
else if (bot->HasAura(30302))
tab = 5;
}
// Druid PvE/PvP exceptions
if (bot->getClass() == CLASS_DRUID)
{
// Cat PvE (spec index 3): If the bot is Feral spec, level 20 or higher, and does NOT have the Thick Hide talent
if (tab == DRUID_TAB_FERAL && bot->GetLevel() >= 20 && !bot->HasAura(16931))
tab = 3;
// Balance PvP (spec index 4): If the bot has the Owlkin Frenzy talent
else if (bot->HasAura(48393))
tab = 4;
// Feral PvP (spec index 5): If the bot has the Primal Tenacity talent
else if (bot->HasAura(33957))
tab = 5;
// Resto PvP (spec index 6): If the bot has the Improved Barkskin talent
else if (bot->HasAura(63411))
tab = 6;
}
std::list<uint32> glyphs;
ItemTemplateContainer const* itemTemplates = sObjectMgr->GetItemTemplateStore();
for (ItemTemplateContainer::const_iterator i = itemTemplates->begin(); i != itemTemplates->end(); ++i)
{
//uint32 itemId = i->first; //not used, line marked for removal.
ItemTemplate const* proto = &i->second;
if (!proto)
continue;
if (proto->Class != ITEM_CLASS_GLYPH)
continue;
if ((proto->AllowableClass & bot->getClassMask()) == 0 || (proto->AllowableRace & bot->getRaceMask()) == 0)
continue;
for (uint32 spell = 0; spell < MAX_ITEM_PROTO_SPELLS; spell++)
{
uint32 spellId = proto->Spells[spell].SpellId;
SpellInfo const* entry = sSpellMgr->GetSpellInfo(spellId);
if (!entry)
continue;
for (uint32 effect = 0; effect <= EFFECT_2; ++effect)
{
if (entry->Effects[effect].Effect != SPELL_EFFECT_APPLY_GLYPH)
continue;
uint32 glyph = entry->Effects[effect].MiscValue;
glyphs.push_back(glyph);
}
}
}
std::unordered_set<uint32> chosen;
for (uint32 slotIndex = 0; slotIndex < maxSlot; ++slotIndex)
{
uint8 realSlot = glyphOrder[slotIndex];
if (bot->GetGlyph(realSlot))
{
continue;
}
// uint32 slot = bot->GetGlyphSlot(slotIndex);
// GlyphSlotEntry const *gs = sGlyphSlotStore.LookupEntry(slot);
// if (!gs)
// continue;
if (sPlayerbotAIConfig.parsedSpecGlyph[cls][tab].size() > slotIndex &&
sPlayerbotAIConfig.parsedSpecGlyph[cls][tab][slotIndex] != 0)
{
uint32 itemId = sPlayerbotAIConfig.parsedSpecGlyph[cls][tab][slotIndex];
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
if (proto->Class != ITEM_CLASS_GLYPH)
continue;
if ((proto->AllowableClass & bot->getClassMask()) == 0 || (proto->AllowableRace & bot->getRaceMask()) == 0)
continue;
if (proto->RequiredLevel > bot->GetLevel())
continue;
uint32 glyph = 0;
for (uint32 spell = 0; spell < MAX_ITEM_PROTO_SPELLS; spell++)
{
uint32 spellId = proto->Spells[spell].SpellId;
SpellInfo const* entry = sSpellMgr->GetSpellInfo(spellId);
if (!entry)
continue;
for (uint32 effect = 0; effect <= EFFECT_2; ++effect)
{
if (entry->Effects[effect].Effect != SPELL_EFFECT_APPLY_GLYPH)
continue;
glyph = entry->Effects[effect].MiscValue;
}
}
if (!glyph)
{
continue;
}
GlyphPropertiesEntry const* glyphEntry = sGlyphPropertiesStore.LookupEntry(glyph);
bot->CastSpell(bot, glyphEntry->SpellId,
TriggerCastFlags(TRIGGERED_FULL_MASK &
~(TRIGGERED_IGNORE_SHAPESHIFT | TRIGGERED_IGNORE_CASTER_AURASTATE)));
bot->SetGlyph(realSlot, glyph, true);
chosen.insert(glyph);
}
else
{
uint32 slot = bot->GetGlyphSlot(realSlot);
GlyphSlotEntry const* gs = sGlyphSlotStore.LookupEntry(slot);
if (!gs)
continue;
std::vector<uint32> ids;
for (std::list<uint32>::iterator i = glyphs.begin(); i != glyphs.end(); ++i)
{
uint32 id = *i;
GlyphPropertiesEntry const* gp = sGlyphPropertiesStore.LookupEntry(id);
if (!gp || gp->TypeFlags != gs->TypeFlags)
continue;
ids.push_back(id);
}
//int maxCount = urand(0, 3); //not used, line marked for removal.
//int count = 0; //not used, line marked for removal.
//bool found = false; //not used, line marked for removal.
for (int attempts = 0; attempts < 15; ++attempts)
{
uint32 index = urand(0, ids.size() - 1);
if (index >= ids.size())
continue;
uint32 id = ids[index];
if (chosen.find(id) != chosen.end())
continue;
chosen.insert(id);
GlyphPropertiesEntry const* glyphEntry = sGlyphPropertiesStore.LookupEntry(id);
bot->CastSpell(bot, glyphEntry->SpellId,
TriggerCastFlags(TRIGGERED_FULL_MASK &
~(TRIGGERED_IGNORE_SHAPESHIFT | TRIGGERED_IGNORE_CASTER_AURASTATE)));
bot->SetGlyph(realSlot, id, true);
//found = true; //not used, line marked for removal.
break;
}
}
}
bot->SendTalentsInfoData(false);
}
void PlayerbotFactory::CancelAuras() { bot->RemoveAllAuras(); }
void PlayerbotFactory::InitInventory()
{
InitInventoryTrade();
InitInventoryEquip();
InitInventorySkill();
}
void PlayerbotFactory::InitInventorySkill()
{
if (bot->HasSkill(SKILL_MINING))
{
StoreItem(2901, 1); // Mining Pick
}
if (bot->HasSkill(SKILL_BLACKSMITHING) || bot->HasSkill(SKILL_ENGINEERING))
{
StoreItem(5956, 1); // Blacksmith Hammer
}
if (bot->HasSkill(SKILL_ENGINEERING))
{
StoreItem(6219, 1); // Arclight Spanner
}
if (bot->HasSkill(SKILL_ENCHANTING))
{
StoreItem(16207, 1); // Runed Arcanite Rod
}
if (bot->HasSkill(SKILL_SKINNING))
{
StoreItem(7005, 1); // Skinning Knife
}
}
Item* PlayerbotFactory::StoreItem(uint32 itemId, uint32 count)
{
//ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId); //not used, line marked for removal.
ItemPosCountVec sDest;
InventoryResult msg = bot->CanStoreNewItem(INVENTORY_SLOT_BAG_0, NULL_SLOT, sDest, itemId, count);
if (msg != EQUIP_ERR_OK)
return nullptr;
return bot->StoreNewItem(sDest, itemId, true, Item::GenerateItemRandomPropertyId(itemId));
}
void PlayerbotFactory::InitInventoryTrade()
{
uint32 itemId = sRandomItemMgr.GetRandomTrade(level);
if (!itemId)
{
LOG_ERROR("playerbots", "No trade items available for bot {} ({} level)", bot->GetName().c_str(),
bot->GetLevel());
return;
}
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
if (!proto)
return;
uint32 count = 1, stacks = 1;
switch (proto->Quality)
{
case ITEM_QUALITY_NORMAL:
count = proto->GetMaxStackSize();
stacks = urand(1, 3);
break;
case ITEM_QUALITY_UNCOMMON:
stacks = 1;
int maxStackSize = proto->GetMaxStackSize() / 2;
uint32 max = std::max(1, maxStackSize);
count = urand(1, max);
break;
}
for (uint32 i = 0; i < stacks; i++)
StoreItem(itemId, count);
}
void PlayerbotFactory::InitInventoryEquip()
{
std::vector<uint32> ids;
uint32 desiredQuality = itemQuality;
if (urand(0, 100) < 100 * sPlayerbotAIConfig.randomGearLoweringChance && desiredQuality > ITEM_QUALITY_NORMAL)
{
desiredQuality--;
}
ItemTemplateContainer const* itemTemplates = sObjectMgr->GetItemTemplateStore();
for (auto const& itr : *itemTemplates)
{
ItemTemplate const* proto = &itr.second;
if (!proto)
continue;
if ((proto->Class != ITEM_CLASS_ARMOR && proto->Class != ITEM_CLASS_WEAPON) ||
(proto->Bonding == BIND_WHEN_PICKED_UP || proto->Bonding == BIND_WHEN_USE))
continue;
if (proto->Class == ITEM_CLASS_ARMOR && !CanEquipArmor(proto))
continue;
if (proto->Class == ITEM_CLASS_WEAPON && !CanEquipWeapon(proto))
continue;
if (proto->Quality != desiredQuality)
continue;
if (!CanEquipItem(proto))
continue;
ids.push_back(itr.first);
}
uint32 maxCount = urand(0, 3);
uint32 count = 0;
for (uint32 attempts = 0; attempts < 15; attempts++)
{
uint32 index = urand(0, ids.size() - 1);
if (index >= ids.size())
continue;
uint32 itemId = ids[index];
if (StoreItem(itemId, 1) && count++ >= maxCount)
break;
}
}
void PlayerbotFactory::InitGuild()
{
if (bot->GetGuildId())
{
if (!bot->HasItemCount(5976, 1) && bot->GetLevel() > 9)
StoreItem(5976, 1);
return;
}
std::string guildName = PlayerbotGuildMgr::instance().AssignToGuild(bot);
if (guildName.empty())
return;
Guild* guild = sGuildMgr->GetGuildByName(guildName);
if (!guild)
{
if (!PlayerbotGuildMgr::instance().CreateGuild(bot, guildName))
LOG_ERROR("playerbots","Failed to create guild {} for bot {}", guildName, bot->GetName());
return;
}
else
{
if (guild->AddMember(bot->GetGUID(),urand(GR_OFFICER, GR_INITIATE)))
PlayerbotGuildMgr::instance().OnGuildUpdate(guild);
else
LOG_ERROR("playerbots","Bot {} failed to join guild {}.", bot->GetName(), guildName);
}
// add guild tabard
if (bot->GetGuildId() && bot->GetLevel() > 9 && urand(0, 4) && !bot->HasItemCount(5976, 1))
StoreItem(5976, 1);
}
void PlayerbotFactory::InitImmersive()
{
uint32 owner = bot->GetGUID().GetCounter();
std::map<Stats, uint32> percentMap;
bool initialized = false;
for (uint32 i = STAT_STRENGTH; i < MAX_STATS; ++i)
{
Stats type = (Stats)i;
std::ostringstream name;
name << "immersive_stat_" << i;
uint32 value = sRandomPlayerbotMgr.GetValue(owner, name.str());
if (value)
initialized = true;
percentMap[type] = value;
}
if (!initialized)
{
switch (bot->getClass())
{
case CLASS_DRUID:
case CLASS_SHAMAN:
percentMap[STAT_STRENGTH] = 10;
percentMap[STAT_INTELLECT] = 10;
percentMap[STAT_SPIRIT] = 20;
percentMap[STAT_AGILITY] = 30;
percentMap[STAT_STAMINA] = 30;
break;
case CLASS_PALADIN:
percentMap[STAT_STRENGTH] = 10;
percentMap[STAT_INTELLECT] = 10;
percentMap[STAT_SPIRIT] = 20;
percentMap[STAT_AGILITY] = 50;
percentMap[STAT_STAMINA] = 10;
break;
case CLASS_WARRIOR:
percentMap[STAT_STRENGTH] = 10;
percentMap[STAT_SPIRIT] = 20;
percentMap[STAT_AGILITY] = 50;
percentMap[STAT_STAMINA] = 20;
break;
case CLASS_ROGUE:
case CLASS_HUNTER:
percentMap[STAT_SPIRIT] = 40;
percentMap[STAT_AGILITY] = 50;
percentMap[STAT_STAMINA] = 10;
break;
case CLASS_MAGE:
percentMap[STAT_INTELLECT] = 50;
percentMap[STAT_SPIRIT] = 40;
percentMap[STAT_STAMINA] = 10;
break;
case CLASS_PRIEST:
percentMap[STAT_INTELLECT] = 50;
percentMap[STAT_SPIRIT] = 40;
percentMap[STAT_STAMINA] = 10;
break;
case CLASS_WARLOCK:
percentMap[STAT_INTELLECT] = 50;
percentMap[STAT_SPIRIT] = 10;
percentMap[STAT_STAMINA] = 40;
break;
}
for (uint8 i = 0; i < 5; i++)
{
Stats from = (Stats)urand(STAT_STRENGTH, MAX_STATS - 1);
Stats to = (Stats)urand(STAT_STRENGTH, MAX_STATS - 1);
int32 delta = urand(0, 5 + bot->GetLevel() / 3);
if (from != to && percentMap[to] + delta <= 100 && percentMap[from] - delta >= 0)
{
percentMap[to] += delta;
percentMap[from] -= delta;
}
}
for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i)
{
Stats type = (Stats)i;
std::ostringstream name;
name << "immersive_stat_" << i;
sRandomPlayerbotMgr.SetValue(owner, name.str(), percentMap[type]);
}
}
}
void PlayerbotFactory::InitArenaTeam()
{
if (!sPlayerbotAIConfig.IsInRandomAccountList(bot->GetSession()->GetAccountId()))
return;
// Currently the teams are only remade after a server restart and if deleteRandomBotArenaTeams = 1
// This is because randomBotArenaTeams is only empty on server restart.
// A manual reinitalization (.playerbots rndbot init) is also required after the teams have been deleted.
if (sPlayerbotAIConfig.randomBotArenaTeams.empty())
{
if (sPlayerbotAIConfig.deleteRandomBotArenaTeams)
{
LOG_INFO("playerbots", "Deleting random bot arena teams...");
for (auto it = sArenaTeamMgr->GetArenaTeams().begin(); it != sArenaTeamMgr->GetArenaTeams().end(); ++it)
{
ArenaTeam* arenateam = it->second;
if (arenateam->GetCaptain() && arenateam->GetCaptain().IsPlayer())
{
Player* bot = ObjectAccessor::FindPlayer(arenateam->GetCaptain());
PlayerbotAI* botAI = GET_PLAYERBOT_AI(bot);
if (!botAI || botAI->IsRealPlayer())
{
continue;
}
else
{
arenateam->Disband(nullptr);
}
}
}
LOG_INFO("playerbots", "Random bot arena teams deleted");
}
RandomPlayerbotFactory::CreateRandomArenaTeams(ARENA_TYPE_2v2, sPlayerbotAIConfig.randomBotArenaTeam2v2Count);
RandomPlayerbotFactory::CreateRandomArenaTeams(ARENA_TYPE_3v3, sPlayerbotAIConfig.randomBotArenaTeam3v3Count);
RandomPlayerbotFactory::CreateRandomArenaTeams(ARENA_TYPE_5v5, sPlayerbotAIConfig.randomBotArenaTeam5v5Count);
}
std::vector<uint32> arenateams;
for (std::vector<uint32>::iterator i = sPlayerbotAIConfig.randomBotArenaTeams.begin();
i != sPlayerbotAIConfig.randomBotArenaTeams.end(); ++i)
arenateams.push_back(*i);
if (arenateams.empty())
{
LOG_ERROR("playerbots", "No random arena team available");
return;
}
while (!arenateams.empty())
{
int index = urand(0, arenateams.size() - 1);
uint32 arenateamID = arenateams[index];
ArenaTeam* arenateam = sArenaTeamMgr->GetArenaTeamById(arenateamID);
if (!arenateam)
{
LOG_ERROR("playerbots", "Invalid arena team {}", arenateamID);
arenateams.erase(arenateams.begin() + index);
continue;
}
if (arenateam->GetMembersSize() < ((uint32)arenateam->GetType()) && bot->GetLevel() >= 70)
{
ObjectGuid capt = arenateam->GetCaptain();
Player* botcaptain = ObjectAccessor::FindPlayer(capt);
// To avoid bots removing each other from groups when queueing, force them to only be in one team
for (uint32 arena_slot = 0; arena_slot < MAX_ARENA_SLOT; ++arena_slot)
{
uint32 arenaTeamId = bot->GetArenaTeamId(arena_slot);
if (!arenaTeamId)
continue;
ArenaTeam* team = sArenaTeamMgr->GetArenaTeamById(arenaTeamId);
if (team)
{
if (sCharacterCache->GetCharacterArenaTeamIdByGuid(bot->GetGUID(), team->GetSlot()) != 0)
{
return;
}
return;
}
}
if (botcaptain && botcaptain->GetTeamId() == bot->GetTeamId()) // need?
{
// Add bot to arena team
arenateam->AddMember(bot->GetGUID());
// Only synchronize ratings once the team is full (avoid redundant work)
// The captain was added with incorrect ratings when the team was created,
// so we fix everyone's ratings once the roster is complete
if (arenateam->GetMembersSize() >= (uint32)arenateam->GetType())
{
uint32 teamRating = arenateam->GetRating();
// Use SetRatingForAll to align all members with team rating
arenateam->SetRatingForAll(teamRating);
// For bot-only teams, keep MMR synchronized with team rating
// This ensures matchmaking reflects the artificial team strength (1000-2000 range)
// instead of being influenced by the global CONFIG_ARENA_START_MATCHMAKER_RATING
for (auto& member : arenateam->GetMembers())
{
// Set MMR to match personal rating (which already matches team rating)
member.MatchMakerRating = member.PersonalRating;
member.MaxMMR = std::max(member.MaxMMR, member.PersonalRating);
}
// Force save all member data to database
arenateam->SaveToDB(true);
}
}
}
arenateams.erase(arenateams.begin() + index);
}
// bot->SaveToDB(false, false);
}
void PlayerbotFactory::ApplyEnchantTemplate()
{
uint8 tab = AiFactory::GetPlayerSpecTab(bot);
switch (bot->getClass())
{
case CLASS_WARRIOR:
if (tab == 2)
ApplyEnchantTemplate(12);
else if (tab == 1)
ApplyEnchantTemplate(11);
else
ApplyEnchantTemplate(10);
break;
case CLASS_DRUID:
if (tab == 2)
ApplyEnchantTemplate(112);
else if (tab == 0)
ApplyEnchantTemplate(110);
else
ApplyEnchantTemplate(111);
break;
case CLASS_SHAMAN:
if (tab == 0)
ApplyEnchantTemplate(70);
else if (tab == 2)
ApplyEnchantTemplate(71);
else
ApplyEnchantTemplate(72);
break;
case CLASS_PALADIN:
if (tab == 0)
ApplyEnchantTemplate(20);
else if (tab == 2)
ApplyEnchantTemplate(22);
else if (tab == 1)
ApplyEnchantTemplate(21);
break;
case CLASS_HUNTER:
ApplyEnchantTemplate(30);
break;
case CLASS_ROGUE:
ApplyEnchantTemplate(40);
break;
case CLASS_MAGE:
ApplyEnchantTemplate(80);
break;
case CLASS_WARLOCK:
ApplyEnchantTemplate(90);
break;
case CLASS_PRIEST:
ApplyEnchantTemplate(50);
break;
}
}
void PlayerbotFactory::ApplyEnchantTemplate(uint8 spec)
{
for (EnchantContainer::const_iterator itr = GetEnchantContainerBegin(); itr != GetEnchantContainerEnd(); ++itr)
if ((*itr).ClassId == bot->getClass() && (*itr).SpecId == spec)
{
uint32 spellid = (*itr).SpellId;
uint32 slot = (*itr).SlotId;
Item* pItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
if (!pItem || !pItem->IsInWorld() || !pItem->GetOwner() || !pItem->GetOwner()->IsInWorld() ||
!pItem->GetOwner()->GetSession())
return;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellid);
if (!spellInfo)
return;
uint32 enchantid = spellInfo->Effects[0].MiscValue;
if (!enchantid)
{
// LOG_ERROR("playerbots", "{}: Invalid enchantid ", enchantid, " report to devs",
// bot->GetName().c_str());
return;
}
if (!((1 << pItem->GetTemplate()->SubClass) & spellInfo->EquippedItemSubClassMask) &&
!((1 << pItem->GetTemplate()->InventoryType) & spellInfo->EquippedItemInventoryTypeMask))
{
// LOG_ERROR("playerbots", "{}: items could not be enchanted, wrong item type equipped",
// bot->GetName().c_str());
return;
}
bot->ApplyEnchantment(pItem, PERM_ENCHANTMENT_SLOT, false);
pItem->SetEnchantment(PERM_ENCHANTMENT_SLOT, enchantid, 0, 0);
bot->ApplyEnchantment(pItem, PERM_ENCHANTMENT_SLOT, true);
}
// botAI->EnchantItemT((*itr).SpellId, (*itr).SlotId);
// const SpellItemEnchantmentEntry* a = sSpellItemEnchantmentStore.LookupEntry(1);
}
void PlayerbotFactory::ApplyEnchantAndGemsNew(bool destroyOld)
{
//int32 bestGemEnchantId[4] = {-1, -1, -1, -1}; // 1, 2, 4, 8 color //not used, line marked for removal.
//float bestGemScore[4] = {0, 0, 0, 0}; //not used, line marked for removal.
std::vector<uint32> curCount = GetCurrentGemsCount();
uint8 jewelersCount = 0;
int requiredActive = 2;
std::vector<uint32> availableGems;
for (const uint32& enchantGem : enchantGemIdCache)
{
ItemTemplate const* gemTemplate = sObjectMgr->GetItemTemplate(enchantGem);
if (!gemTemplate)
continue;
const GemPropertiesEntry* gemProperties = sGemPropertiesStore.LookupEntry(gemTemplate->GemProperties);
if (!gemProperties)
continue;
if (sPlayerbotAIConfig.limitEnchantExpansion && bot->GetLevel() <= 70 && enchantGem >= 39900)
continue;
uint32 requiredLevel = gemTemplate->ItemLevel;
if (requiredLevel > bot->GetLevel())
{
continue;
}
uint32 enchant_id = gemProperties->spellitemenchantement;
if (!enchant_id)
continue;
SpellItemEnchantmentEntry const* enchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
if (!enchant || (enchant->slot != PERM_ENCHANTMENT_SLOT && enchant->slot != TEMP_ENCHANTMENT_SLOT))
{
continue;
}
if (enchant->requiredSkill && bot->GetSkillValue(enchant->requiredSkill) < enchant->requiredSkillValue)
{
continue;
}
if (enchant->requiredLevel > bot->GetLevel())
{
continue;
}
availableGems.push_back(enchantGem);
}
StatsWeightCalculator calculator(bot);
for (uint8 slot = 0; slot < EQUIPMENT_SLOT_END; ++slot)
{
if (slot == EQUIPMENT_SLOT_TABARD || slot == EQUIPMENT_SLOT_BODY)
continue;
Item* item = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
if (!item || !item->GetOwner())
{
continue;
}
if (item->GetTemplate() && item->GetTemplate()->Quality < ITEM_QUALITY_UNCOMMON)
continue;
int32 bestEnchantId = -1;
float bestScore = 0;
for (const uint32& enchantSpell : enchantSpellIdCache)
{
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(enchantSpell);
if (!spellInfo)
continue;
if (!item->IsFitToSpellRequirements(spellInfo))
{
continue;
}
uint32 requiredLevel = spellInfo->BaseLevel;
if (requiredLevel > bot->GetLevel())
{
continue;
}
// disable next expansion enchantments
if (sPlayerbotAIConfig.limitEnchantExpansion && bot->GetLevel() <= 60 && enchantSpell >= 27899)
continue;
if (sPlayerbotAIConfig.limitEnchantExpansion && bot->GetLevel() <= 70 && enchantSpell >= 44483)
continue;
for (uint8 j = 0; j < MAX_SPELL_EFFECTS; ++j)
{
if (spellInfo->Effects[j].Effect != SPELL_EFFECT_ENCHANT_ITEM)
continue;
uint32 enchant_id = spellInfo->Effects[j].MiscValue;
if (!enchant_id)
continue;
SpellItemEnchantmentEntry const* enchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
if (!enchant || (enchant->slot != PERM_ENCHANTMENT_SLOT && enchant->slot != TEMP_ENCHANTMENT_SLOT))
{
continue;
}
if (enchant->requiredSkill &&
(!bot->HasSkill(enchant->requiredSkill) ||
(bot->GetSkillValue(enchant->requiredSkill) < enchant->requiredSkillValue)))
{
continue;
}
if (enchant->requiredLevel > bot->GetLevel())
{
continue;
}
float score = calculator.CalculateEnchant(enchant_id);
if (score >= bestScore)
{
bestScore = score;
bestEnchantId = enchant_id;
}
}
}
// enchant item
if (bestEnchantId != -1)
{
bot->ApplyEnchantment(item, PERM_ENCHANTMENT_SLOT, false);
item->SetEnchantment(PERM_ENCHANTMENT_SLOT, bestEnchantId, 0, 0, bot->GetGUID());
bot->ApplyEnchantment(item, PERM_ENCHANTMENT_SLOT, true);
}
if (!item->HasSocket())
continue;
for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT + 3; ++enchant_slot)
{
uint8 socketColor = item->GetTemplate()->Socket[enchant_slot - SOCK_ENCHANTMENT_SLOT].Color;
if (!socketColor)
{
continue;
}
int32 enchantIdChosen = -1;
int32 colorChosen;
bool jewelersGemChosen;
float bestGemScore = -1;
for (uint32& enchantGem : availableGems)
{
ItemTemplate const* gemTemplate = sObjectMgr->GetItemTemplate(enchantGem);
if (!gemTemplate)
continue;
// Limit jewelers (JC) epic gems to 3
bool isJewelersGem = gemTemplate->ItemLimitCategory == 2;
if (isJewelersGem && jewelersCount >= 3)
continue;
const GemPropertiesEntry* gemProperties = sGemPropertiesStore.LookupEntry(gemTemplate->GemProperties);
if (!gemProperties)
continue;
if ((socketColor & gemProperties->color) == 0 && gemProperties->color == 1) // meta socket
continue;
uint32 enchant_id = gemProperties->spellitemenchantement;
if (!enchant_id)
continue;
//SpellItemEnchantmentEntry const* enchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id); //not used, line marked for removal.
StatsWeightCalculator calculator(bot);
float score = calculator.CalculateEnchant(enchant_id);
if (curCount[0] != 0)
{
// Ensure meta gem activation
for (int i = 1; i < curCount.size(); i++)
{
if (curCount[i] < requiredActive && (gemProperties->color & (1 << i)))
{
score *= 2;
break;
}
}
}
if (socketColor & gemProperties->color)
score *= 1.2;
if (score > bestGemScore)
{
enchantIdChosen = enchant_id;
colorChosen = gemProperties->color;
bestGemScore = score;
jewelersGemChosen = isJewelersGem;
}
}
if (enchantIdChosen == -1)
continue;
bot->ApplyEnchantment(item, EnchantmentSlot(enchant_slot), false);
item->SetEnchantment(EnchantmentSlot(enchant_slot), enchantIdChosen, 0, 0, bot->GetGUID());
bot->ApplyEnchantment(item, EnchantmentSlot(enchant_slot), true);
curCount = GetCurrentGemsCount();
if (jewelersGemChosen)
++jewelersCount;
}
}
}
std::vector<InventoryType> PlayerbotFactory::GetPossibleInventoryTypeListBySlot(EquipmentSlots slot)
{
std::vector<InventoryType> ret;
switch (slot)
{
case EQUIPMENT_SLOT_HEAD:
ret.push_back(INVTYPE_HEAD);
break;
case EQUIPMENT_SLOT_NECK:
ret.push_back(INVTYPE_NECK);
break;
case EQUIPMENT_SLOT_SHOULDERS:
ret.push_back(INVTYPE_SHOULDERS);
break;
case EQUIPMENT_SLOT_BODY:
ret.push_back(INVTYPE_BODY);
break;
case EQUIPMENT_SLOT_CHEST:
ret.push_back(INVTYPE_CHEST);
ret.push_back(INVTYPE_ROBE);
break;
case EQUIPMENT_SLOT_WAIST:
ret.push_back(INVTYPE_WAIST);
break;
case EQUIPMENT_SLOT_LEGS:
ret.push_back(INVTYPE_LEGS);
break;
case EQUIPMENT_SLOT_FEET:
ret.push_back(INVTYPE_FEET);
break;
case EQUIPMENT_SLOT_WRISTS:
ret.push_back(INVTYPE_WRISTS);
break;
case EQUIPMENT_SLOT_HANDS:
ret.push_back(INVTYPE_HANDS);
break;
case EQUIPMENT_SLOT_FINGER1:
case EQUIPMENT_SLOT_FINGER2:
ret.push_back(INVTYPE_FINGER);
break;
case EQUIPMENT_SLOT_TRINKET1:
case EQUIPMENT_SLOT_TRINKET2:
ret.push_back(INVTYPE_TRINKET);
break;
case EQUIPMENT_SLOT_BACK:
ret.push_back(INVTYPE_CLOAK);
break;
case EQUIPMENT_SLOT_MAINHAND:
ret.push_back(INVTYPE_WEAPON);
ret.push_back(INVTYPE_2HWEAPON);
ret.push_back(INVTYPE_WEAPONMAINHAND);
break;
case EQUIPMENT_SLOT_OFFHAND:
ret.push_back(INVTYPE_WEAPON);
ret.push_back(INVTYPE_2HWEAPON);
ret.push_back(INVTYPE_WEAPONOFFHAND);
ret.push_back(INVTYPE_SHIELD);
ret.push_back(INVTYPE_HOLDABLE);
break;
case EQUIPMENT_SLOT_RANGED:
ret.push_back(INVTYPE_RANGED);
ret.push_back(INVTYPE_RANGEDRIGHT);
ret.push_back(INVTYPE_RELIC);
break;
default:
break;
}
return ret;
}
void PlayerbotFactory::LoadEnchantContainer()
{
m_EnchantContainer.clear();
PlayerbotsDatabasePreparedStatement* stmt = PlayerbotsDatabase.GetPreparedStatement(PLAYERBOTS_SEL_ENCHANTS);
if (PreparedQueryResult result = PlayerbotsDatabase.Query(stmt))
{
do
{
Field* fields = result->Fetch();
EnchantTemplate pEnchant;
pEnchant.ClassId = fields[0].Get<uint8>();
pEnchant.SpecId = fields[1].Get<uint8>();
pEnchant.SpellId = fields[2].Get<uint32>();
pEnchant.SlotId = fields[3].Get<uint8>();
m_EnchantContainer.push_back(std::move(pEnchant));
} while (result->NextRow());
}
}
void PlayerbotFactory::IterateItems(IterateItemsVisitor* visitor, IterateItemsMask mask)
{
if (mask & ITERATE_ITEMS_IN_BAGS)
IterateItemsInBags(visitor);
if (mask & ITERATE_ITEMS_IN_EQUIP)
IterateItemsInEquip(visitor);
if (mask == ITERATE_ITEMS_IN_BANK)
IterateItemsInBank(visitor);
}
void PlayerbotFactory::IterateItemsInBags(IterateItemsVisitor* visitor)
{
for (uint32 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
if (Item* pItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (!visitor->Visit(pItem))
return;
for (uint32 i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; ++i)
if (Item* pItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (!visitor->Visit(pItem))
return;
for (uint32 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
if (Bag* pBag = (Bag*)bot->GetItemByPos(INVENTORY_SLOT_BAG_0, i))
for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
if (Item* pItem = pBag->GetItemByPos(j))
if (!visitor->Visit(pItem))
return;
}
void PlayerbotFactory::IterateItemsInEquip(IterateItemsVisitor* visitor)
{
for (uint8 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; slot++)
{
Item* const pItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
if (!pItem)
continue;
if (!visitor->Visit(pItem))
return;
}
}
void PlayerbotFactory::IterateItemsInBank(IterateItemsVisitor* visitor)
{
for (uint8 slot = BANK_SLOT_ITEM_START; slot < BANK_SLOT_ITEM_END; slot++)
{
Item* const pItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
if (!pItem)
continue;
if (!visitor->Visit(pItem))
return;
}
for (uint32 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
{
if (Bag* pBag = (Bag*)bot->GetItemByPos(INVENTORY_SLOT_BAG_0, i))
{
if (pBag)
{
for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
{
if (Item* pItem = pBag->GetItemByPos(j))
{
if (!pItem)
continue;
if (!visitor->Visit(pItem))
return;
}
}
}
}
}
}
void PlayerbotFactory::InitKeyring()
{
if (!bot)
return;
if (bot->GetLevel() < 70)
return;
ReputationMgr& repMgr = bot->GetReputationMgr(); // Reference, use . instead of ->
std::vector<std::pair<uint32, uint32>> keysToCheck;
// Reputation-based Keys (Honored requirement)
if (repMgr.GetRank(sFactionStore.LookupEntry(1011)) >= REP_HONORED && !bot->HasItemCount(30633, 1))
keysToCheck.emplace_back(1011, 30633); // Lower City - Auchenai Key
if (repMgr.GetRank(sFactionStore.LookupEntry(942)) >= REP_HONORED && !bot->HasItemCount(30623, 1))
keysToCheck.emplace_back(942, 30623); // Cenarion Expedition - Reservoir Key
if (repMgr.GetRank(sFactionStore.LookupEntry(989)) >= REP_HONORED && !bot->HasItemCount(30635, 1))
keysToCheck.emplace_back(989, 30635); // Keepers of Time - Key of Time
if (repMgr.GetRank(sFactionStore.LookupEntry(935)) >= REP_HONORED && !bot->HasItemCount(30634, 1))
keysToCheck.emplace_back(935, 30634); // The Sha'tar - Warpforged Key
// Faction-specific Keys (Honored requirement)
if (bot->GetTeamId() == TEAM_ALLIANCE && repMgr.GetRank(sFactionStore.LookupEntry(946)) >= REP_HONORED && !bot->HasItemCount(30622, 1))
keysToCheck.emplace_back(946, 30622); // Honor Hold - Flamewrought Key (Alliance)
if (bot->GetTeamId() == TEAM_HORDE && repMgr.GetRank(sFactionStore.LookupEntry(947)) >= REP_HONORED && !bot->HasItemCount(30637, 1))
keysToCheck.emplace_back(947, 30637); // Thrallmar - Flamewrought Key (Horde)
// Keys that do not require Rep or Faction
// Shattered Halls Key, Shadow Labyrinth Key, Key to the Arcatraz, Master's Key
std::vector<uint32> nonRepKeys = {28395, 27991, 31084, 24490};
for (uint32 keyId : nonRepKeys)
{
if (!bot->HasItemCount(keyId, 1))
keysToCheck.emplace_back(0, keyId);
}
// Assign keys
for (auto const& keyPair : keysToCheck)
{
uint32 keyId = keyPair.second;
if (keyId > 0)
{
if (Item* newItem = StoreNewItemInInventorySlot(bot,keyId, 1))
{
newItem->AddToUpdateQueueOf(bot);
}
}
}
}
void PlayerbotFactory::InitReputation()
{
if (!bot)
return;
if (bot->GetLevel() < 70)
return; // Only apply for level 70+ bots
ReputationMgr& repMgr = bot->GetReputationMgr();
// List of factions that require Honored reputation for heroic keys
std::vector<uint32> factions = {
1011, // Lower City
942, // Cenarion Expedition
989, // Keepers of Time
935 // The Sha'tar
};
// Add faction-specific reputation
if (bot->GetTeamId() == TEAM_ALLIANCE)
factions.push_back(946); // Honor Hold (Alliance)
else if (bot->GetTeamId() == TEAM_HORDE)
factions.push_back(947); // Thrallmar (Horde)
// Set reputation to Honored for each required faction
for (uint32 factionId : factions)
{
FactionEntry const* factionEntry = sFactionStore.LookupEntry(factionId);
if (!factionEntry)
continue;
// Bottom of Honored rank
int32 honoredRep = ReputationMgr::ReputationRankToStanding(static_cast<ReputationRank>(REP_HONORED - 1)) + 1;
// Get bot's current reputation with this faction
int32 currentRep = repMgr.GetReputation(factionEntry);
// Only set reputation if it's lower than the required Honored value
if (currentRep < honoredRep)
{
repMgr.SetReputation(factionEntry, honoredRep);
}
}
}
void PlayerbotFactory::InitAttunementQuests()
{
uint32 level = bot->GetLevel();
if (level < 55)
return; // Only apply for level 55+ bots
uint32 currentXP = bot->GetUInt32Value(PLAYER_XP);
// Complete all level-appropriate attunement quests for the bot
if (level >= 60)
{
std::list<uint32> questsToComplete;
// Check each quest status before adding to the completion list
for (uint32 questId : sPlayerbotAIConfig.attunementQuests)
{
QuestStatus questStatus = bot->GetQuestStatus(questId);
if (questStatus == QUEST_STATUS_NONE) // Quest not yet taken/completed
{
questsToComplete.push_back(questId);
}
}
// Only complete quests that haven't been finished yet
if (!questsToComplete.empty())
{
InitQuests(questsToComplete, false);
}
}
// Reset XP so bot's level remains unchanged
bot->GiveLevel(level);
bot->SetUInt32Value(PLAYER_XP, currentXP);
}