#include "botpch.h" //#include "../../playerbot.h" //#include "GuildBankAction.h" //#include "../values/ItemCountValue.h" using namespace std; using namespace ai; /*bool GuildBankAction::Execute(Event event) { string text = event.getParam(); if (text.empty()) return false; list gos = AI_VALUE(list, "nearest game objects"); for (list::iterator i = gos.begin(); i != gos.end(); i++) { GameObject* go = ai->GetGameObject(*i); if (!go || !bot->GetGameObjectIfCanInteractWith(go->GetObjectGuid(), GAMEOBJECT_TYPE_GUILD_BANK)) continue; return Execute(text, go); } ai->TellMaster("Cannot find the guild bank nearby"); return false; } bool GuildBankAction::Execute(string text, GameObject* bank) { bool result = true; list found = parseItems(text); if (found.empty()) return false; for (list::iterator i = found.begin(); i != found.end(); i++) { Item* item = *i; if (item) result &= MoveFromCharToBank(item, bank); } return result; } bool GuildBankAction::MoveFromCharToBank(Item* item, GameObject* bank) { uint32 playerSlot = item->GetSlot(); uint32 playerBag = item->GetBagSlot(); Guild* guild = sGuildMgr.GetGuildById(bot->GetGuildId()); guild->MoveFromCharToBank(bot, playerBag, playerSlot, 0, INVENTORY_SLOT_BAG_0, 0); ostringstream out; out << chat->formatItem(item->GetProto()) << " put to guild bank"; ai->TellMaster(out); return true; }*/