Added Item requirement and cleaned up config a bit

This commit is contained in:
Flerp 2025-11-07 20:28:35 -08:00
parent 1650bdc9a9
commit 96b8f233e5
2 changed files with 47 additions and 13 deletions

View File

@ -1,15 +1,38 @@
# AutoFish module
AutoFish.Enabled = 1
# How often to scan (ms). 150250ms feels instant without being spammy.
AutoFish.TickMs = 200
# Max distance to look for your own bobber
# Delay between checking the bobber for a fish
# Values: 0-15000
AuoFish.TickMs = 200
# Max distance to look for your own Bobber
# Values: 1.0-100.0
AutoFish.ScanRange = 30.0
# Bobber entries to watch (comma-separated). Default covers classic/WotLK.
# Bobber entries to watch
# Values: ID(s) of the bobber entities, comma separated
AutoFish.BobberEntries = 35591
# Automatically loot fish
# Values: 1 for on, 0 for off
AutoFish.ServerAutoLoot = 1
# Automatically Recast the fishing line
# Values: 1 for on, 0 for off
AutoFish.AutoRecast = 1
# Delay before recasting the fishing line
# Values:
AutoFish.RecastDelayMs = 500
# Spell ID used to recast the fishing line
# Values: Spell ID of "Fishing"
AutoFish.RecastSpell = 18248
# Delay before looting from the loot window)
# Values: 0-3000
AutoFish.AutoLootDelayMs = 120
# Bag item required to activate autofish
# Values: Item ID, if 0 then no item required
AutoFish.RequiredItemId = 0

View File

@ -19,8 +19,9 @@ namespace
uint32 sTickMs = 200;
float sScanRange = 30.0f;
uint32 sRecastDelayMs = 500;
uint32 sRecastSpell = 18248; // your corrected spell
uint32 sAutoLootDelayMs = 120; // small delay so pools populate loot
uint32 sRecastSpell = 18248;
uint32 sAutoLootDelayMs = 120;
uint32 sRequiredItemId = 0;
std::vector<uint32> sBobberEntries;
struct GuidHash { std::size_t operator()(ObjectGuid const& g) const noexcept { return std::hash<uint64>()(g.GetRawValue()); } };
@ -45,6 +46,15 @@ namespace
return out;
}
bool RequirementMet(Player* plr)
{
if (!plr)
return false;
if (sRequiredItemId == 0)
return true;
return plr->HasItemCount(sRequiredItemId, 1, false);
}
void ScheduleRecast(Player* plr)
{
if (!sAutoRecast || !plr || !plr->IsInWorld())
@ -71,7 +81,7 @@ namespace
else
{
Player* plr = ObjectAccessor::FindPlayer(it->first);
if (plr && plr->IsInWorld() && plr->IsAlive() && !plr->IsInCombat())
if (plr && plr->IsInWorld() && plr->IsAlive() && !plr->IsInCombat() && RequirementMet(plr))
plr->CastSpell(plr, sRecastSpell, true);
it = sRecastTimers.erase(it);
}
@ -90,9 +100,9 @@ namespace
}
Player* plr = ObjectAccessor::FindPlayer(it->first);
if (plr && plr->IsInWorld())
if (plr && plr->IsInWorld() && RequirementMet(plr))
{
ObjectGuid lootGuid = plr->GetLootGUID(); // bobber for open water OR the pool GO for schools
ObjectGuid lootGuid = plr->GetLootGUID();
if (lootGuid.IsGameObject())
{
if (GameObject* lootGo = ObjectAccessor::GetGameObject(*plr, lootGuid))
@ -118,7 +128,7 @@ namespace
void TryAutoFish(Player* plr)
{
if (!plr || !plr->IsInWorld())
if (!plr || !plr->IsInWorld() || !RequirementMet(plr))
return;
std::list<GameObject*> nearList;
@ -132,9 +142,9 @@ namespace
if (go->getLootState() == GO_READY && go->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE)
{
go->Use(plr); // fires skillups/achievements and opens the correct loot source
go->Use(plr);
if (sServerAutoLoot)
ScheduleAutoLoot(plr); // loot whatever the server opened (bobber or pool GO)
ScheduleAutoLoot(plr);
ScheduleRecast(plr);
return;
}
@ -157,6 +167,7 @@ public:
sRecastDelayMs = sConfigMgr->GetOption<uint32>("AutoFish.RecastDelayMs", 500u);
sRecastSpell = sConfigMgr->GetOption<uint32>("AutoFish.RecastSpell", 18248u);
sAutoLootDelayMs = sConfigMgr->GetOption<uint32>("AutoFish.AutoLootDelayMs", 120u);
sRequiredItemId = sConfigMgr->GetOption<uint32>("AutoFish.RequiredItemId", 0u);
sBobberEntries = ParseEntryList(sConfigMgr->GetOption<std::string>("AutoFish.BobberEntries", "35591"));
}