Changing interaction behavior to use(player)
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12475ef9c2
commit
2d9736d6df
@ -2,16 +2,19 @@
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#include "Player.h"
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#include "GameObject.h"
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#include "ObjectAccessor.h"
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#include "GridNotifiers.h"
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#include "CellImpl.h"
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#include "Config.h"
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#include "WorldSession.h"
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#include <sstream>
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#include <vector>
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#include <list>
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#include <string>
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namespace
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{
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std::vector<uint32> sBobberEntries;
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bool sEnabled = true;
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uint32 sTickMs = 200;
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float sScanRange = 30.0f;
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std::vector<uint32> sBobberEntries;
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std::vector<uint32> ParseEntryList(std::string const& csv)
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{
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@ -20,47 +23,41 @@ namespace
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std::string item;
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while (std::getline(ss, item, ','))
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{
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auto trim = [](std::string& s)
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{
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s.erase(0, s.find_first_not_of(" \t\r\n"));
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s.erase(s.find_last_not_of(" \t\r\n") + 1);
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};
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trim(item);
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item.erase(0, item.find_first_not_of(" \t\r\n"));
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item.erase(item.find_last_not_of(" \t\r\n") + 1);
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if (!item.empty())
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out.push_back(static_cast<uint32>(std::stoul(item)));
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out.push_back(uint32(std::stoul(item)));
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}
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return out;
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}
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void TryAutoLootNearbyBobber(Player* plr)
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void TryAutoFish(Player* plr)
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{
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if (!plr || !plr->IsInWorld())
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return;
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std::list<GameObject*> goList;
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Acore::AllGameObjectsMatchingOneEntryInRange check(plr, sBobberEntries, sScanRange);
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Acore::GameObjectListSearcher<Acore::AllGameObjectsMatchingOneEntryInRange> searcher(plr, goList, check);
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Cell::VisitObjects(plr, searcher, sScanRange);
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std::list<GameObject*> nearList;
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for (auto entry : sBobberEntries)
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plr->GetGameObjectListWithEntryInGrid(nearList, entry, sScanRange);
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for (GameObject* go : goList)
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for (GameObject* go : nearList)
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{
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if (!go)
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if (!go || go->GetOwnerGUID() != plr->GetGUID())
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continue;
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if (go->GetOwnerGUID() != plr->GetGUID())
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continue;
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if (go->getLootState() == GO_READY)
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if (go->getLootState() == GO_READY && go->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE)
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{
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plr->SendLoot(go->GetGUID(), LOOT_FISHING);
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go->Use(plr);
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return;
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}
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}
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}
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}
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class AutoFish_WorldUpdate : public WorldScript
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class AutoFish_WorldScript : public WorldScript
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{
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public:
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AutoFish_WorldUpdate() : WorldScript("AutoFish_WorldUpdate") {}
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AutoFish_WorldScript() : WorldScript("AutoFish_WorldScript") {}
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void OnAfterConfigLoad(bool) override
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{
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@ -87,12 +84,12 @@ public:
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Player* plr = kv.second;
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if (!plr || !plr->IsInWorld() || plr->IsGameMaster())
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continue;
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TryAutoLootNearbyBobber(plr);
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TryAutoFish(plr);
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}
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}
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};
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void AddSC_autofish_world()
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{
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new AutoFish_WorldUpdate();
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new AutoFish_WorldScript();
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}
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