From 8b1250f219463062f685aa495cc309c73eca0ab2 Mon Sep 17 00:00:00 2001 From: dillyns <49765217+dillyns@users.noreply.github.com> Date: Fri, 12 Jun 2026 16:05:55 -0400 Subject: [PATCH 1/7] Remove hardcoded "mana potion" actions from Druid, Mage, and Spriest (#2430) ## Pull Request Description Currently, a mage druid or shadow priest bot would use a mana potion without the "potions" strategy if Innervate, Evocation, or Disperse were unavailable. Removes hardcoded calls to "mana potion". Mana potions should be used with the potions strategy only. ## Feature Evaluation - Describe the **minimum logic** required to achieve the intended behavior. - Describe the **processing cost** when this logic executes across many bots. ## How to Test the Changes Create a druid, mage, or shadow priest bot and make sure they do not have the potions strategy (co -potions). Make sure the bot has a mana potion in their inventory. Get them to go out of mana. They should not use the potion. Add the potions strategy (co +potions). They should now use the potion on the "low mana" trigger like everyone else. ## Impact Assessment - Does this change increase per-bot/per-tick processing or risk scaling poorly with thousands of bots? - - [x] No, not at all - - [ ] Minimal impact (**explain below**) - - [ ] Moderate impact (**explain below**) - Does this change modify default bot behavior? - - [x] No - - [ ] Yes (**explain why**) - Does this change add new decision branches or increase maintenance complexity? - - [x] No - - [ ] Yes (**explain below**) ## AI Assistance Was AI assistance used while working on this change? - - [ ] No - - [x] Yes (**explain below**) Claude was used to search for any instances of mana potion usage outside of the potions strategy. ## Final Checklist - - [x] Stability is not compromised. - - [x] Performance impact is understood, tested, and acceptable. - - [x] Added logic complexity is justified and explained. - - [x] Any new bot dialogue lines are translated. - - [x] Documentation updated if needed (Conf comments, WiKi commands). ## Notes for Reviewers --- src/Ai/Base/Strategy/UsePotionsStrategy.cpp | 2 +- src/Ai/Class/Druid/Strategy/GenericDruidStrategy.cpp | 9 --------- src/Ai/Class/Mage/Strategy/GenericMageStrategy.cpp | 10 ---------- .../Strategy/ShadowPriestStrategyActionNodeFactory.h | 8 -------- 4 files changed, 1 insertion(+), 28 deletions(-) diff --git a/src/Ai/Base/Strategy/UsePotionsStrategy.cpp b/src/Ai/Base/Strategy/UsePotionsStrategy.cpp index 27f690cf1..8696784ff 100644 --- a/src/Ai/Base/Strategy/UsePotionsStrategy.cpp +++ b/src/Ai/Base/Strategy/UsePotionsStrategy.cpp @@ -32,5 +32,5 @@ void UsePotionsStrategy::InitTriggers(std::vector& triggers) triggers.push_back(new TriggerNode( "critical health", { NextAction("healthstone", ACTION_MEDIUM_HEAL + 1) })); triggers.push_back( - new TriggerNode("low mana", { NextAction("mana potion", ACTION_EMERGENCY) })); + new TriggerNode("medium mana", { NextAction("mana potion", ACTION_EMERGENCY) })); } diff --git a/src/Ai/Class/Druid/Strategy/GenericDruidStrategy.cpp b/src/Ai/Class/Druid/Strategy/GenericDruidStrategy.cpp index d5e7b9f40..7393f7c51 100644 --- a/src/Ai/Class/Druid/Strategy/GenericDruidStrategy.cpp +++ b/src/Ai/Class/Druid/Strategy/GenericDruidStrategy.cpp @@ -24,7 +24,6 @@ public: creators["entangling roots on cc"] = &entangling_roots_on_cc; creators["cyclone on cc"] = &cyclone_on_cc; creators["hibernate on cc"] = &hibernate_on_cc; - creators["innervate"] = &innervate; } private: @@ -107,14 +106,6 @@ private: /*A*/ {}, /*C*/ {}); } - - static ActionNode* innervate([[maybe_unused]] PlayerbotAI* botAI) - { - return new ActionNode("innervate", - /*P*/ {}, - /*A*/ { NextAction("mana potion") }, - /*C*/ {}); - } }; GenericDruidStrategy::GenericDruidStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI) diff --git a/src/Ai/Class/Mage/Strategy/GenericMageStrategy.cpp b/src/Ai/Class/Mage/Strategy/GenericMageStrategy.cpp index 36b594ce9..9277cb651 100644 --- a/src/Ai/Class/Mage/Strategy/GenericMageStrategy.cpp +++ b/src/Ai/Class/Mage/Strategy/GenericMageStrategy.cpp @@ -28,7 +28,6 @@ public: creators["frostbolt"] = &frostbolt; creators["frostfire bolt"] = &frostfire_bolt; creators["scorch"] = &scorch; - creators["evocation"] = &evocation; creators["remove curse"] = &remove_curse; creators["remove curse on party"] = &remove_curse_on_party; creators["fireball"] = &fireball; @@ -59,14 +58,6 @@ private: /*C*/ {}); } - static ActionNode* evocation([[maybe_unused]] PlayerbotAI* botAI) - { - return new ActionNode("evocation", - /*P*/ {}, - /*A*/ { NextAction("mana potion") }, - /*C*/ {}); - } - static ActionNode* remove_curse([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("remove curse", @@ -127,7 +118,6 @@ void GenericMageStrategy::InitTriggers(std::vector& triggers) else if (bot->HasSpell(SPELL_CONJURE_MANA_AGATE)) triggers.push_back(new TriggerNode("high mana", { NextAction("use mana agate", 90.0f) })); - triggers.push_back(new TriggerNode("medium mana", { NextAction("mana potion", 90.0f) })); triggers.push_back(new TriggerNode("low mana", { NextAction("evocation", 90.0f) })); // Counterspell / Spellsteal Triggers diff --git a/src/Ai/Class/Priest/Strategy/ShadowPriestStrategyActionNodeFactory.h b/src/Ai/Class/Priest/Strategy/ShadowPriestStrategyActionNodeFactory.h index 4efcc6f6a..27528be68 100644 --- a/src/Ai/Class/Priest/Strategy/ShadowPriestStrategyActionNodeFactory.h +++ b/src/Ai/Class/Priest/Strategy/ShadowPriestStrategyActionNodeFactory.h @@ -17,7 +17,6 @@ public: ShadowPriestStrategyActionNodeFactory() { creators["mind blast"] = &mind_blast; - creators["dispersion"] = &dispersion; creators["mind flay"] = &mind_flay; creators["smite"] = &smite; } @@ -47,13 +46,6 @@ private: /*C*/ {}); } - static ActionNode* dispersion([[maybe_unused]] PlayerbotAI* botAI) - { - return new ActionNode("dispersion", - /*P*/ {}, - /*A*/ { NextAction("mana potion") }, - /*C*/ {}); - } }; #endif From db3cd7a93b35afb53b517e0b4af24b3f0f3f0eb5 Mon Sep 17 00:00:00 2001 From: Crow Date: Fri, 12 Jun 2026 15:06:07 -0500 Subject: [PATCH 2/7] Delete Empty ActionNodes (#2445) ## Pull Request Description No functional changes in this PR--just cleaning up a bunch of unused code. Engine::CreateActionNode creates an empty node when one is not supplied by an ActionNodeFactory. That means that all ActionNodes in class strategies that are empty (no prerequisite, alternative, or continuation) are unnecessary. I've already deleted some in past PRs. This one gets rid of all that remains. I also deleted DeathKnightBuffStrategyFactoryInternal, which provides the "bdps" strategy for DKs, which is not associated with any actions. It's just a dead factory and inoperative strategy. ## Feature Evaluation - Describe the **minimum logic** required to achieve the intended behavior. - Describe the **processing cost** when this logic executes across many bots. ## How to Test the Changes ## Impact Assessment - Does this change increase per-bot/per-tick processing or risk scaling poorly with thousands of bots? - - [x] No, not at all - - [ ] Minimal impact (**explain below**) - - [ ] Moderate impact (**explain below**) - Does this change modify default bot behavior? - - [x] No - - [ ] Yes (**explain why**) - Does this change add new decision branches or increase maintenance complexity? - - [x] No - - [ ] Yes (**explain below**) ## AI Assistance Was AI assistance used while working on this change? - - [ ] No - - [x] Yes (**explain below**) I had GPT-5.4 run a check for any empty ActionNodes that I missed after I was done, and it caught a few. ## Final Checklist - - [x] Stability is not compromised. - - [x] Performance impact is understood, tested, and acceptable. - - [x] Added logic complexity is justified and explained. - - [x] Any new bot dialogue lines are translated. - - [x] Documentation updated if needed (Conf comments, WiKi commands). ## Notes for Reviewers --- src/Ai/Class/Dk/DKAiObjectContext.cpp | 13 -- .../Strategy/GenericDKNonCombatStrategy.cpp | 34 +---- .../Dk/Strategy/GenericDKNonCombatStrategy.h | 9 -- .../Class/Dk/Strategy/GenericDKStrategy.cpp | 120 +----------------- src/Ai/Class/Dk/Strategy/UnholyDKStrategy.cpp | 3 +- .../Druid/Strategy/BearDruidStrategy.cpp | 55 -------- .../Class/Druid/Strategy/CatDruidStrategy.cpp | 67 ---------- .../GenericDruidNonCombatStrategy.cpp | 1 - .../Druid/Strategy/GenericDruidStrategy.cpp | 63 --------- .../Druid/Strategy/RestoDruidStrategy.cpp | 19 +-- .../Paladin/Strategy/DpsPaladinStrategy.cpp | 11 -- .../Strategy/GenericPaladinStrategy.cpp | 1 - .../GenericPaladinStrategyActionNodeFactory.h | 111 +--------------- .../Paladin/Strategy/HealPaladinStrategy.cpp | 6 +- .../Strategy/OffhealRetPaladinStrategy.cpp | 22 ---- .../GenericPriestStrategyActionNodeFactory.h | 13 -- .../Class/Rogue/Strategy/DpsRogueStrategy.cpp | 43 ------- .../Strategy/AfflictionWarlockStrategy.cpp | 38 +----- .../Strategy/DemonologyWarlockStrategy.cpp | 46 +------ .../Strategy/DestructionWarlockStrategy.cpp | 42 +----- .../Strategy/GenericWarlockStrategy.cpp | 22 +--- .../Warlock/Strategy/TankWarlockStrategy.cpp | 25 +--- .../Warrior/Strategy/ArmsWarriorStrategy.cpp | 33 ----- .../Warrior/Strategy/FuryWarriorStrategy.cpp | 11 -- .../Warrior/Strategy/TankWarriorStrategy.cpp | 22 ---- 25 files changed, 17 insertions(+), 813 deletions(-) diff --git a/src/Ai/Class/Dk/DKAiObjectContext.cpp b/src/Ai/Class/Dk/DKAiObjectContext.cpp index 85f8bc8cd..e8d7f2118 100644 --- a/src/Ai/Class/Dk/DKAiObjectContext.cpp +++ b/src/Ai/Class/Dk/DKAiObjectContext.cpp @@ -51,18 +51,6 @@ private: static Strategy* blood(PlayerbotAI* botAI) { return new BloodDKStrategy(botAI); } }; -class DeathKnightDKBuffStrategyFactoryInternal : public NamedObjectContext -{ -public: - DeathKnightDKBuffStrategyFactoryInternal() : NamedObjectContext(false, true) - { - creators["bdps"] = &DeathKnightDKBuffStrategyFactoryInternal::bdps; - } - -private: - static Strategy* bdps(PlayerbotAI* botAI) { return new DKBuffDpsStrategy(botAI); } -}; - class DeathKnightTriggerFactoryInternal : public NamedObjectContext { public: @@ -299,7 +287,6 @@ void DKAiObjectContext::BuildSharedStrategyContexts(SharedNamedObjectContextList AiObjectContext::BuildSharedStrategyContexts(strategyContexts); strategyContexts.Add(new DeathKnightStrategyFactoryInternal()); strategyContexts.Add(new DeathKnightCombatStrategyFactoryInternal()); - strategyContexts.Add(new DeathKnightDKBuffStrategyFactoryInternal()); } void DKAiObjectContext::BuildSharedActionContexts(SharedNamedObjectContextList& actionContexts) diff --git a/src/Ai/Class/Dk/Strategy/GenericDKNonCombatStrategy.cpp b/src/Ai/Class/Dk/Strategy/GenericDKNonCombatStrategy.cpp index 9bf2b54b1..a10d117f3 100644 --- a/src/Ai/Class/Dk/Strategy/GenericDKNonCombatStrategy.cpp +++ b/src/Ai/Class/Dk/Strategy/GenericDKNonCombatStrategy.cpp @@ -5,36 +5,9 @@ #include "GenericDKNonCombatStrategy.h" -class GenericDKNonCombatStrategyActionNodeFactory : public NamedObjectFactory -{ -public: - GenericDKNonCombatStrategyActionNodeFactory() - { - creators["bone shield"] = &bone_shield; - creators["horn of winter"] = &horn_of_winter; - } - -private: - static ActionNode* bone_shield([[maybe_unused]] PlayerbotAI* botAI) - { - return new ActionNode("bone shield", - /*P*/ {}, - /*A*/ {}, - /*C*/ {}); - } - - static ActionNode* horn_of_winter([[maybe_unused]] PlayerbotAI* botAI) - { - return new ActionNode("horn of winter", - /*P*/ {}, - /*A*/ {}, - /*C*/ {}); - } -}; - GenericDKNonCombatStrategy::GenericDKNonCombatStrategy(PlayerbotAI* botAI) : NonCombatStrategy(botAI) { - actionNodeFactories.Add(new GenericDKNonCombatStrategyActionNodeFactory()); + // No custom ActionNodeFactory needed } void GenericDKNonCombatStrategy::InitTriggers(std::vector& triggers) @@ -47,8 +20,3 @@ void GenericDKNonCombatStrategy::InitTriggers(std::vector& trigger triggers.push_back( new TriggerNode("bone shield", { NextAction("bone shield", 21.0f) })); } - -void DKBuffDpsStrategy::InitTriggers(std::vector& /*triggers*/) -{ - -} diff --git a/src/Ai/Class/Dk/Strategy/GenericDKNonCombatStrategy.h b/src/Ai/Class/Dk/Strategy/GenericDKNonCombatStrategy.h index 37e8c74bc..b7c3ad857 100644 --- a/src/Ai/Class/Dk/Strategy/GenericDKNonCombatStrategy.h +++ b/src/Ai/Class/Dk/Strategy/GenericDKNonCombatStrategy.h @@ -20,13 +20,4 @@ public: void InitTriggers(std::vector& triggers) override; }; -class DKBuffDpsStrategy : public Strategy -{ -public: - DKBuffDpsStrategy(PlayerbotAI* botAI) : Strategy(botAI) {} - - void InitTriggers(std::vector& triggers) override; - std::string const getName() override { return "bdps"; } -}; - #endif diff --git a/src/Ai/Class/Dk/Strategy/GenericDKStrategy.cpp b/src/Ai/Class/Dk/Strategy/GenericDKStrategy.cpp index 109341612..258dfad79 100644 --- a/src/Ai/Class/Dk/Strategy/GenericDKStrategy.cpp +++ b/src/Ai/Class/Dk/Strategy/GenericDKStrategy.cpp @@ -1,5 +1,6 @@ -#/* - * Copyright (C) 2016+ AzerothCore , 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. +/* + * Copyright (C) 2016+ AzerothCore , 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 "GenericDKStrategy.h" @@ -12,53 +13,12 @@ class GenericDKStrategyActionNodeFactory : public NamedObjectFactory public: GenericDKStrategyActionNodeFactory() { - // blood - // creators["rune tap"] = &rune_tap; cd - // creators["vampiric blood"] = &vampiric_blood; - // creators["death pact"] = &death_pact; - // creators["hysteria"] = &hysteria; boost party - // creators["dancing rune weapon"] = &dancing_rune_weapon; //cd - // creators["dark command"] = &dark_command; taunt - - // frost - // creators["chains of ice"] = &chains_of_ice; - // creators["icy clutch"] = &icy_clutch; - creators["horn of winter"] = &horn_of_winter; - creators["killing machine"] = &killing_machine; // buff - // creators["deathchill"] = &deathchill; //boost - creators["icebound fortitude"] = &icebound_fortitude; - // creators["mind freeze"] = &mind_freeze; interrupt - // creators["empower rune weapon"] = &empower_rune_weapon; boost - // creators["hungering cold"] = &hungering_cold; snare - // creators["unbreakable armor"] = &unbreakable_armor; boost +cd - // creators["improved icy talons"] = &improved_icy_talons; boost party - - // unholy - creators["death and decay"] = &death_and_decay; - // creators["raise dead"] = &raise_dead; - // creators["army of the dead"] = &army of the dead; - // creators["summon gargoyle"] = &army of the dead; - // creators["anti magic shell"] = &anti_magic_shell; cd + creators["killing machine"] = &killing_machine; creators["anti magic zone"] = &anti_magic_zone; - // creators["ghoul frenzy"] = &ghoul_frenzy; - creators["corpse explosion"] = &corpse_explosion; - creators["bone shield"] = &bone_shield; - creators["heart strike"] = &heart_strike; creators["death grip"] = &death_grip; - creators["plague strike"] = &plague_strike; - creators["pestilence"] = &pestilence; - creators["icy touch"] = &icy_touch; } private: - static ActionNode* death_coil([[maybe_unused]] PlayerbotAI* botAI) - { - return new ActionNode("death coil", - /*P*/ {}, - /*A*/ {}, - /*C*/ {}); - } - static ActionNode* death_grip([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("death grip", @@ -67,54 +27,6 @@ private: /*C*/ {}); } - static ActionNode* plague_strike([[maybe_unused]] PlayerbotAI* botAI) - { - return new ActionNode("plague strike", - /*P*/ {}, - /*A*/ {}, - /*C*/ {}); - } - - static ActionNode* icy_touch([[maybe_unused]] PlayerbotAI* botAI) - { - return new ActionNode("icy touch", - /*P*/ {}, - /*A*/ {}, - /*C*/ {}); - } - - static ActionNode* heart_strike([[maybe_unused]] PlayerbotAI* botAI) - { - return new ActionNode("heart strike", - /*P*/ {}, - /*A*/ {}, - /*C*/ {}); - } - - static ActionNode* pestilence([[maybe_unused]] PlayerbotAI* botAI) - { - return new ActionNode("pestilence", - /*P*/ {}, - /*A*/ {}, - /*C*/ {}); - } - - static ActionNode* horn_of_winter([[maybe_unused]] PlayerbotAI* botAI) - { - return new ActionNode("horn of winter", - /*P*/ {}, - /*A*/ {}, - /*C*/ {}); - } - - static ActionNode* bone_shield([[maybe_unused]] PlayerbotAI* botAI) - { - return new ActionNode("bone shield", - /*P*/ {}, - /*A*/ {}, - /*C*/ {}); - } - static ActionNode* killing_machine([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("killing machine", @@ -123,22 +35,6 @@ private: /*C*/ {}); } - static ActionNode* corpse_explosion([[maybe_unused]] PlayerbotAI* botAI) - { - return new ActionNode("corpse explosion", - /*P*/ {}, - /*A*/ {}, - /*C*/ {}); - } - - static ActionNode* death_and_decay([[maybe_unused]] PlayerbotAI* botAI) - { - return new ActionNode("death and decay", - /*P*/ {}, - /*A*/ {}, - /*C*/ {}); - } - static ActionNode* anti_magic_zone([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("anti magic zone", @@ -146,14 +42,6 @@ private: /*A*/ { NextAction("anti magic shell") }, /*C*/ {}); } - - static ActionNode* icebound_fortitude([[maybe_unused]] PlayerbotAI* botAI) - { - return new ActionNode("icebound fortitude", - /*P*/ {}, - /*A*/ {}, - /*C*/ {}); - } }; GenericDKStrategy::GenericDKStrategy(PlayerbotAI* botAI) : MeleeCombatStrategy(botAI) diff --git a/src/Ai/Class/Dk/Strategy/UnholyDKStrategy.cpp b/src/Ai/Class/Dk/Strategy/UnholyDKStrategy.cpp index 40a0ac041..d7c321f35 100644 --- a/src/Ai/Class/Dk/Strategy/UnholyDKStrategy.cpp +++ b/src/Ai/Class/Dk/Strategy/UnholyDKStrategy.cpp @@ -1,5 +1,6 @@ /* - * Copyright (C) 2016+ AzerothCore , 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. + * Copyright (C) 2016+ AzerothCore , 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 "UnholyDKStrategy.h" diff --git a/src/Ai/Class/Druid/Strategy/BearDruidStrategy.cpp b/src/Ai/Class/Druid/Strategy/BearDruidStrategy.cpp index 418f057cd..b848a4595 100644 --- a/src/Ai/Class/Druid/Strategy/BearDruidStrategy.cpp +++ b/src/Ai/Class/Druid/Strategy/BearDruidStrategy.cpp @@ -13,16 +13,11 @@ public: BearDruidStrategyActionNodeFactory() { creators["feral charge - bear"] = &feral_charge_bear; - creators["swipe (bear)"] = &swipe_bear; - creators["bear form"] = &bear_form; creators["dire bear form"] = &dire_bear_form; - creators["mangle (bear)"] = &mangle_bear; creators["maul"] = &maul; creators["bash"] = &bash; creators["swipe"] = &swipe; creators["lacerate"] = &lacerate; - creators["demoralizing roar"] = &demoralizing_roar; - creators["taunt spell"] = &growl; } private: @@ -36,26 +31,6 @@ private: ); } - static ActionNode* swipe_bear([[maybe_unused]] PlayerbotAI* botAI) - { - return new ActionNode( - "swipe (bear)", - /*P*/ {}, - /*A*/ {}, - /*C*/ {} - ); - } - - static ActionNode* bear_form([[maybe_unused]] PlayerbotAI* botAI) - { - return new ActionNode( - "bear form", - /*P*/ {}, - /*A*/ {}, - /*C*/ {} - ); - } - static ActionNode* dire_bear_form([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode( @@ -66,16 +41,6 @@ private: ); } - static ActionNode* mangle_bear([[maybe_unused]] PlayerbotAI* botAI) - { - return new ActionNode( - "mangle (bear)", - /*P*/ {}, - /*A*/ {}, - /*C*/ {} - ); - } - static ActionNode* maul([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode( @@ -115,26 +80,6 @@ private: /*C*/ {} ); } - - static ActionNode* growl([[maybe_unused]] PlayerbotAI* botAI) - { - return new ActionNode( - "growl", - /*P*/ {}, - /*A*/ {}, - /*C*/ {} - ); - } - - static ActionNode* demoralizing_roar([[maybe_unused]] PlayerbotAI* botAI) - { - return new ActionNode( - "demoralizing roar", - /*P*/ {}, - /*A*/ {}, - /*C*/ {} - ); - } }; BearDruidStrategy::BearDruidStrategy(PlayerbotAI* botAI) : FeralDruidStrategy(botAI) diff --git a/src/Ai/Class/Druid/Strategy/CatDruidStrategy.cpp b/src/Ai/Class/Druid/Strategy/CatDruidStrategy.cpp index df6ba4a92..151eda277 100644 --- a/src/Ai/Class/Druid/Strategy/CatDruidStrategy.cpp +++ b/src/Ai/Class/Druid/Strategy/CatDruidStrategy.cpp @@ -12,41 +12,15 @@ class CatDruidStrategyActionNodeFactory : public NamedObjectFactory public: CatDruidStrategyActionNodeFactory() { - creators["faerie fire (feral)"] = &faerie_fire_feral; - creators["melee"] = &melee; creators["feral charge - cat"] = &feral_charge_cat; creators["cat form"] = &cat_form; creators["claw"] = &claw; - creators["mangle (cat)"] = &mangle_cat; - creators["rake"] = &rake; - creators["ferocious bite"] = &ferocious_bite; - creators["rip"] = &rip; creators["pounce"] = &pounce; creators["ravage"] = &ravage; creators["prowl"] = &prowl; } private: - static ActionNode* faerie_fire_feral([[maybe_unused]] PlayerbotAI* botAI) - { - return new ActionNode( - "faerie fire (feral)", - /*P*/ {}, - /*A*/ {}, - /*C*/ {} - ); - } - - static ActionNode* melee([[maybe_unused]] PlayerbotAI* botAI) - { - return new ActionNode( - "melee", - /*P*/ {}, - /*A*/ {}, - /*C*/ {} - ); - } - static ActionNode* feral_charge_cat([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode( @@ -77,46 +51,6 @@ private: ); } - static ActionNode* mangle_cat([[maybe_unused]] PlayerbotAI* botAI) - { - return new ActionNode( - "mangle (cat)", - /*P*/ {}, - /*A*/ {}, - /*C*/ {} - ); - } - - static ActionNode* rake([[maybe_unused]] PlayerbotAI* botAI) - { - return new ActionNode( - "rake", - /*P*/ {}, - /*A*/ {}, - /*C*/ {} - ); - } - - static ActionNode* ferocious_bite([[maybe_unused]] PlayerbotAI* botAI) - { - return new ActionNode( - "ferocious bite", - /*P*/ {}, - /*A*/ {}, - /*C*/ {} - ); - } - - static ActionNode* rip([[maybe_unused]] PlayerbotAI* botAI) - { - return new ActionNode( - "rip", - /*P*/ {}, - /*A*/ {}, - /*C*/ {} - ); - } - static ActionNode* ravage([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode( @@ -146,7 +80,6 @@ private: /*C*/ {} ); } - }; CatDruidStrategy::CatDruidStrategy(PlayerbotAI* botAI) : FeralDruidStrategy(botAI) diff --git a/src/Ai/Class/Druid/Strategy/GenericDruidNonCombatStrategy.cpp b/src/Ai/Class/Druid/Strategy/GenericDruidNonCombatStrategy.cpp index 0977540f6..b125a9dba 100644 --- a/src/Ai/Class/Druid/Strategy/GenericDruidNonCombatStrategy.cpp +++ b/src/Ai/Class/Druid/Strategy/GenericDruidNonCombatStrategy.cpp @@ -109,7 +109,6 @@ private: /*A*/ {}, /*C*/ {}); } - }; GenericDruidNonCombatStrategy::GenericDruidNonCombatStrategy(PlayerbotAI* botAI) : NonCombatStrategy(botAI) diff --git a/src/Ai/Class/Druid/Strategy/GenericDruidStrategy.cpp b/src/Ai/Class/Druid/Strategy/GenericDruidStrategy.cpp index 7393f7c51..5895ac027 100644 --- a/src/Ai/Class/Druid/Strategy/GenericDruidStrategy.cpp +++ b/src/Ai/Class/Druid/Strategy/GenericDruidStrategy.cpp @@ -14,75 +14,12 @@ class GenericDruidStrategyActionNodeFactory : public NamedObjectFactory -{ -public: - RestoDruidStrategyActionNodeFactory() { - creators["nourish on party"] = &nourish_on_party; - } - -private: - static ActionNode* nourish_on_party([[maybe_unused]] PlayerbotAI* botAI) - { - return new ActionNode("nourish on party", - /*P*/ {}, - /*A*/ {}, - /*C*/ {}); - } -}; - RestoDruidStrategy::RestoDruidStrategy(PlayerbotAI* botAI) : GenericDruidStrategy(botAI) { - actionNodeFactories.Add(new RestoDruidStrategyActionNodeFactory()); + // No custom ActionNodeFactory needed } void RestoDruidStrategy::InitTriggers(std::vector& triggers) diff --git a/src/Ai/Class/Paladin/Strategy/DpsPaladinStrategy.cpp b/src/Ai/Class/Paladin/Strategy/DpsPaladinStrategy.cpp index fc6ae92a0..6598bc9da 100644 --- a/src/Ai/Class/Paladin/Strategy/DpsPaladinStrategy.cpp +++ b/src/Ai/Class/Paladin/Strategy/DpsPaladinStrategy.cpp @@ -16,7 +16,6 @@ public: creators["sanctity aura"] = &sanctity_aura; creators["retribution aura"] = &retribution_aura; creators["blessing of might"] = &blessing_of_might; - creators["crusader strike"] = &crusader_strike; creators["repentance"] = &repentance; creators["repentance on enemy healer"] = &repentance_on_enemy_healer; creators["repentance on snare target"] = &repentance_on_snare_target; @@ -34,16 +33,6 @@ private: ); } - static ActionNode* crusader_strike([[maybe_unused]] PlayerbotAI* botAI) - { - return new ActionNode( - "crusader strike", - /*P*/ {}, - /*A*/ {}, - /*C*/ {} - ); - } - static ActionNode* repentance([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode( diff --git a/src/Ai/Class/Paladin/Strategy/GenericPaladinStrategy.cpp b/src/Ai/Class/Paladin/Strategy/GenericPaladinStrategy.cpp index 315b4a96f..b258c5b9d 100644 --- a/src/Ai/Class/Paladin/Strategy/GenericPaladinStrategy.cpp +++ b/src/Ai/Class/Paladin/Strategy/GenericPaladinStrategy.cpp @@ -56,7 +56,6 @@ void PaladinCureStrategy::InitTriggers(std::vector& triggers) void PaladinBoostStrategy::InitTriggers(std::vector& /*triggers*/) { - // triggers.push_back(new TriggerNode("divine favor", { NextAction("divine favor", // ACTION_HIGH + 1) })); } diff --git a/src/Ai/Class/Paladin/Strategy/GenericPaladinStrategyActionNodeFactory.h b/src/Ai/Class/Paladin/Strategy/GenericPaladinStrategyActionNodeFactory.h index 1ac76dbd2..d73fcaabf 100644 --- a/src/Ai/Class/Paladin/Strategy/GenericPaladinStrategyActionNodeFactory.h +++ b/src/Ai/Class/Paladin/Strategy/GenericPaladinStrategyActionNodeFactory.h @@ -16,10 +16,8 @@ class GenericPaladinStrategyActionNodeFactory : public NamedObjectFactory -{ -}; - HealPaladinStrategy::HealPaladinStrategy(PlayerbotAI* botAI) : GenericPaladinStrategy(botAI) { - actionNodeFactories.Add(new HealPaladinStrategyActionNodeFactory()); + // No custom ActionNodeFactory needed } std::vector HealPaladinStrategy::getDefaultActions() diff --git a/src/Ai/Class/Paladin/Strategy/OffhealRetPaladinStrategy.cpp b/src/Ai/Class/Paladin/Strategy/OffhealRetPaladinStrategy.cpp index b25fc36b3..239882e13 100644 --- a/src/Ai/Class/Paladin/Strategy/OffhealRetPaladinStrategy.cpp +++ b/src/Ai/Class/Paladin/Strategy/OffhealRetPaladinStrategy.cpp @@ -18,8 +18,6 @@ public: creators["seal of vengeance"] = &seal_of_vengeance; creators["seal of command"] = &seal_of_command; creators["blessing of might"] = &blessing_of_might; - creators["crusader strike"] = &crusader_strike; - creators["divine plea"] = &divine_plea; } private: @@ -72,26 +70,6 @@ private: /*C*/ {} ); } - - static ActionNode* crusader_strike([[maybe_unused]] PlayerbotAI* botAI) - { - return new ActionNode( - "crusader strike", - /*P*/ {}, - /*A*/ {}, - /*C*/ {} - ); - } - - static ActionNode* divine_plea([[maybe_unused]] PlayerbotAI* botAI) - { - return new ActionNode( - "divine plea", - /*P*/ {}, - /*A*/ {}, - /*C*/ {} - ); - } }; OffhealRetPaladinStrategy::OffhealRetPaladinStrategy(PlayerbotAI* botAI) : GenericPaladinStrategy(botAI) diff --git a/src/Ai/Class/Priest/Strategy/GenericPriestStrategyActionNodeFactory.h b/src/Ai/Class/Priest/Strategy/GenericPriestStrategyActionNodeFactory.h index ab6a0c2ba..904c39696 100644 --- a/src/Ai/Class/Priest/Strategy/GenericPriestStrategyActionNodeFactory.h +++ b/src/Ai/Class/Priest/Strategy/GenericPriestStrategyActionNodeFactory.h @@ -21,7 +21,6 @@ public: creators["divine spirit"] = &divine_spirit; creators["divine spirit on party"] = &divine_spirit_on_party; creators["power word: shield"] = &power_word_shield; - // creators["power word: shield on party"] = &power_word_shield_on_party; creators["renew"] = &renew; creators["renew on party"] = &renew_on_party; creators["greater heal"] = &greater_heal; @@ -33,8 +32,6 @@ public: creators["flash heal"] = &flash_heal; creators["flash heal on party"] = &flash_heal_on_party; creators["psychic scream"] = &psychic_scream; - // creators["fade"] = &fade; - creators["shadowfiend"] = &shadowfiend; } private: @@ -210,16 +207,6 @@ private: /*C*/ {} ); } - - static ActionNode* shadowfiend([[maybe_unused]] PlayerbotAI* botAI) - { - return new ActionNode( - "shadowfiend", - /*P*/ {}, - /*A*/ {}, - /*C*/ {} - ); - } }; class CurePriestStrategyActionNodeFactory : public NamedObjectFactory diff --git a/src/Ai/Class/Rogue/Strategy/DpsRogueStrategy.cpp b/src/Ai/Class/Rogue/Strategy/DpsRogueStrategy.cpp index 06aeda57c..0c3405b94 100644 --- a/src/Ai/Class/Rogue/Strategy/DpsRogueStrategy.cpp +++ b/src/Ai/Class/Rogue/Strategy/DpsRogueStrategy.cpp @@ -14,7 +14,6 @@ public: { creators["sinister strike"] = &sinister_strike; creators["kick"] = &kick; - creators["kidney shot"] = &kidney_shot; creators["backstab"] = &backstab; creators["rupture"] = &rupture; } @@ -40,15 +39,6 @@ private: /*C*/ {} ); } - static ActionNode* kidney_shot([[maybe_unused]] PlayerbotAI* botAI) - { - return new ActionNode( - "kidney shot", - /*P*/ {}, - /*A*/ {}, - /*C*/ {} - ); - } static ActionNode* backstab([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode( @@ -235,9 +225,6 @@ public: StealthedRogueStrategyActionNodeFactory() { creators["ambush"] = &ambush; - creators["cheap shot"] = &cheap_shot; - creators["garrote"] = &garrote; - creators["sap"] = &sap; creators["sinister strike"] = &sinister_strike; } @@ -252,36 +239,6 @@ private: ); } - static ActionNode* cheap_shot([[maybe_unused]] PlayerbotAI* botAI) - { - return new ActionNode( - "cheap shot", - /*P*/ {}, - /*A*/ {}, - /*C*/ {} - ); - } - - static ActionNode* garrote([[maybe_unused]] PlayerbotAI* botAI) - { - return new ActionNode( - "garrote", - /*P*/ {}, - /*A*/ {}, - /*C*/ {} - ); - } - - static ActionNode* sap([[maybe_unused]] PlayerbotAI* botAI) - { - return new ActionNode( - "sap", - /*P*/ {}, - /*A*/ {}, - /*C*/ {} - ); - } - static ActionNode* sinister_strike([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode( diff --git a/src/Ai/Class/Warlock/Strategy/AfflictionWarlockStrategy.cpp b/src/Ai/Class/Warlock/Strategy/AfflictionWarlockStrategy.cpp index 78da04d99..93db05762 100644 --- a/src/Ai/Class/Warlock/Strategy/AfflictionWarlockStrategy.cpp +++ b/src/Ai/Class/Warlock/Strategy/AfflictionWarlockStrategy.cpp @@ -6,45 +6,9 @@ #include "AfflictionWarlockStrategy.h" #include "Playerbots.h" -// ===== Action Node Factory ===== -class AfflictionWarlockStrategyActionNodeFactory : public NamedObjectFactory -{ -public: - AfflictionWarlockStrategyActionNodeFactory() - { - creators["corruption"] = &corruption; - creators["corruption on attacker"] = &corruption; - creators["unstable affliction"] = &unstable_affliction; - creators["unstable affliction on attacker"] = &unstable_affliction; - creators["haunt"] = &haunt; - creators["shadow bolt"] = &shadow_bolt; - creators["drain soul"] = &drain_soul; - creators["life tap"] = &life_tap; - creators["shadowflame"] = &shadowflame; - creators["seed of corruption on attacker"] = &seed_of_corruption; - creators["seed of corruption"] = &seed_of_corruption; - creators["rain of fire"] = &rain_of_fire; - } - -private: - static ActionNode* corruption(PlayerbotAI*) { return new ActionNode("corruption", {}, {}, {}); } - static ActionNode* corruption_on_attacker(PlayerbotAI*) { return new ActionNode("corruption on attacker", {}, {}, {}); } - static ActionNode* unstable_affliction(PlayerbotAI*) { return new ActionNode("unstable affliction", {}, {}, {}); } - static ActionNode* unstable_affliction_on_attacker(PlayerbotAI*) { return new ActionNode("unstable affliction on attacker", {}, {}, {}); } - static ActionNode* haunt(PlayerbotAI*) { return new ActionNode("haunt", {}, {}, {}); } - static ActionNode* shadow_bolt(PlayerbotAI*) { return new ActionNode("shadow bolt", {}, {}, {}); } - static ActionNode* drain_soul(PlayerbotAI*) { return new ActionNode("drain soul", {}, {}, {}); } - static ActionNode* life_tap(PlayerbotAI*) { return new ActionNode("life tap", {}, {}, {}); } - static ActionNode* shadowflame(PlayerbotAI*) { return new ActionNode("shadowflame", {}, {}, {}); } - static ActionNode* seed_of_corruption_on_attacker(PlayerbotAI*) { return new ActionNode("seed of corruption on attacker", {}, {}, {}); } - static ActionNode* seed_of_corruption(PlayerbotAI*) { return new ActionNode("seed of corruption", {}, {}, {}); } - static ActionNode* rain_of_fire(PlayerbotAI*) { return new ActionNode("rain of fire", {}, {}, {}); } -}; - -// ===== Single Target Strategy ===== AfflictionWarlockStrategy::AfflictionWarlockStrategy(PlayerbotAI* botAI) : GenericWarlockStrategy(botAI) { - actionNodeFactories.Add(new AfflictionWarlockStrategyActionNodeFactory()); + // No custom ActionNodeFactory needed } // ===== Default Actions ===== diff --git a/src/Ai/Class/Warlock/Strategy/DemonologyWarlockStrategy.cpp b/src/Ai/Class/Warlock/Strategy/DemonologyWarlockStrategy.cpp index 6bb4e9de5..c8d68523a 100644 --- a/src/Ai/Class/Warlock/Strategy/DemonologyWarlockStrategy.cpp +++ b/src/Ai/Class/Warlock/Strategy/DemonologyWarlockStrategy.cpp @@ -6,53 +6,9 @@ #include "DemonologyWarlockStrategy.h" #include "Playerbots.h" -// ===== Action Node Factory ===== -class DemonologyWarlockStrategyActionNodeFactory : public NamedObjectFactory -{ -public: - DemonologyWarlockStrategyActionNodeFactory() - { - creators["metamorphosis"] = &metamorphosis; - creators["demonic empowerment"] = &demonic_empowerment; - creators["corruption"] = &corruption; - creators["corruption on attacker"] = &corruption_on_attacker; - creators["immolate"] = &immolate; - creators["immolate on attacker"] = &immolate_on_attacker; - creators["incinerate"] = &incinerate; - creators["soul fire"] = &soul_fire; - creators["shadow bolt"] = &shadow_bolt; - creators["life tap"] = &life_tap; - creators["immolation aura"] = &immolation_aura; - creators["shadowflame"] = &shadowflame; - creators["seed of corruption on attacker"] = &seed_of_corruption_on_attacker; - creators["seed of corruption"] = &seed_of_corruption; - creators["rain of fire"] = &rain_of_fire; - creators["demon charge"] = &demon_charge; - } - -private: - static ActionNode* metamorphosis(PlayerbotAI*) { return new ActionNode("metamorphosis", {}, {}, {}); } - static ActionNode* demonic_empowerment(PlayerbotAI*) { return new ActionNode("demonic empowerment", {}, {}, {}); } - static ActionNode* corruption(PlayerbotAI*) { return new ActionNode("corruption", {}, {}, {}); } - static ActionNode* corruption_on_attacker(PlayerbotAI*) { return new ActionNode("corruption on attacker", {}, {}, {}); } - static ActionNode* immolate(PlayerbotAI*) { return new ActionNode("immolate", {}, {}, {}); } - static ActionNode* immolate_on_attacker(PlayerbotAI*) { return new ActionNode("immolate on attacker", {}, {}, {}); } - static ActionNode* incinerate(PlayerbotAI*) { return new ActionNode("incinerate", {}, {}, {}); } - static ActionNode* soul_fire(PlayerbotAI*) { return new ActionNode("soul fire", {}, {}, {}); } - static ActionNode* shadow_bolt(PlayerbotAI*) { return new ActionNode("shadow bolt", {}, {}, {}); } - static ActionNode* life_tap(PlayerbotAI*) { return new ActionNode("life tap", {}, {}, {}); } - static ActionNode* immolation_aura(PlayerbotAI*) { return new ActionNode("immolation aura", {}, {}, {}); } - static ActionNode* shadowflame(PlayerbotAI*) { return new ActionNode("shadowflame", {}, {}, {}); } - static ActionNode* seed_of_corruption_on_attacker(PlayerbotAI*) { return new ActionNode("seed of corruption on attacker", {}, {}, {}); } - static ActionNode* seed_of_corruption(PlayerbotAI*) { return new ActionNode("seed of corruption", {}, {}, {}); } - static ActionNode* rain_of_fire(PlayerbotAI*) { return new ActionNode("rain of fire", {}, {}, {}); } - static ActionNode* demon_charge(PlayerbotAI*) { return new ActionNode("demon charge", {}, {}, {}); } -}; - -// ===== Single Target Strategy ===== DemonologyWarlockStrategy::DemonologyWarlockStrategy(PlayerbotAI* botAI) : GenericWarlockStrategy(botAI) { - actionNodeFactories.Add(new DemonologyWarlockStrategyActionNodeFactory()); + // No custom ActionNodeFactory needed } // ===== Default Actions ===== diff --git a/src/Ai/Class/Warlock/Strategy/DestructionWarlockStrategy.cpp b/src/Ai/Class/Warlock/Strategy/DestructionWarlockStrategy.cpp index af44de01c..2bbb32255 100644 --- a/src/Ai/Class/Warlock/Strategy/DestructionWarlockStrategy.cpp +++ b/src/Ai/Class/Warlock/Strategy/DestructionWarlockStrategy.cpp @@ -6,49 +6,9 @@ #include "DestructionWarlockStrategy.h" #include "Playerbots.h" -// ===== Action Node Factory ===== -class DestructionWarlockStrategyActionNodeFactory : public NamedObjectFactory -{ -public: - DestructionWarlockStrategyActionNodeFactory() - { - creators["immolate"] = &immolate; - creators["conflagrate"] = &conflagrate; - creators["chaos bolt"] = &chaos_bolt; - creators["incinerate"] = &incinerate; - creators["corruption"] = &corruption; - creators["corruption on attacker"] = &corruption_on_attacker; - creators["shadow bolt"] = &shadow_bolt; - creators["shadowburn"] = &shadowburn; - creators["life tap"] = &life_tap; - creators["shadowfury"] = &shadowfury; - creators["shadowflame"] = &shadowflame; - creators["seed of corruption"] = &seed_of_corruption; - creators["seed of corruption on attacker"] = &seed_of_corruption; - creators["rain of fire"] = &rain_of_fire; - } - -private: - static ActionNode* immolate(PlayerbotAI*) { return new ActionNode("immolate", {}, {}, {}); } - static ActionNode* conflagrate(PlayerbotAI*) { return new ActionNode("conflagrate", {}, {}, {}); } - static ActionNode* chaos_bolt(PlayerbotAI*) { return new ActionNode("chaos bolt", {}, {}, {}); } - static ActionNode* incinerate(PlayerbotAI*) { return new ActionNode("incinerate", {}, {}, {}); } - static ActionNode* corruption(PlayerbotAI*) { return new ActionNode("corruption", {}, {}, {}); } - static ActionNode* corruption_on_attacker(PlayerbotAI*) { return new ActionNode("corruption on attacker", {}, {}, {}); } - static ActionNode* shadow_bolt(PlayerbotAI*) { return new ActionNode("shadow bolt", {}, {}, {}); } - static ActionNode* shadowburn(PlayerbotAI*) { return new ActionNode("shadowburn", {}, {}, {}); } - static ActionNode* life_tap(PlayerbotAI*) { return new ActionNode("life tap", {}, {}, {}); } - static ActionNode* shadowfury(PlayerbotAI*) { return new ActionNode("shadowfury", {}, {}, {}); } - static ActionNode* shadowflame(PlayerbotAI*) { return new ActionNode("shadowflame", {}, {}, {}); } - static ActionNode* seed_of_corruption(PlayerbotAI*) { return new ActionNode("seed of corruption", {}, {}, {}); } - static ActionNode* seed_of_corruption_on_attacker(PlayerbotAI*) { return new ActionNode("seed of corruption on attacker", {}, {}, {}); } - static ActionNode* rain_of_fire(PlayerbotAI*) { return new ActionNode("rain of fire", {}, {}, {}); } -}; - -// ===== Single Target Strategy ===== DestructionWarlockStrategy::DestructionWarlockStrategy(PlayerbotAI* botAI) : GenericWarlockStrategy(botAI) { - actionNodeFactories.Add(new DestructionWarlockStrategyActionNodeFactory()); + // No custom ActionNodeFactory needed } // ===== Default Actions ===== diff --git a/src/Ai/Class/Warlock/Strategy/GenericWarlockStrategy.cpp b/src/Ai/Class/Warlock/Strategy/GenericWarlockStrategy.cpp index d5e06b54c..15fd1d57a 100644 --- a/src/Ai/Class/Warlock/Strategy/GenericWarlockStrategy.cpp +++ b/src/Ai/Class/Warlock/Strategy/GenericWarlockStrategy.cpp @@ -5,29 +5,9 @@ #include "GenericWarlockStrategy.h" -class GenericWarlockStrategyActionNodeFactory : public NamedObjectFactory -{ -public: - GenericWarlockStrategyActionNodeFactory() - { - creators["banish on cc"] = &banish_on_cc; - creators["fear on cc"] = &fear_on_cc; - creators["spell lock"] = &spell_lock; - creators["devour magic purge"] = &devour_magic_purge; - creators["devour magic cleanse"] = &devour_magic_cleanse; - } - -private: - static ActionNode* banish_on_cc(PlayerbotAI*) { return new ActionNode("banish on cc", {}, {}, {}); } - static ActionNode* fear_on_cc(PlayerbotAI*) { return new ActionNode("fear on cc", {}, {}, {}); } - static ActionNode* spell_lock(PlayerbotAI*) { return new ActionNode("spell lock", {}, {}, {}); } - static ActionNode* devour_magic_purge(PlayerbotAI*) { return new ActionNode("devour magic purge", {}, {}, {}); } - static ActionNode* devour_magic_cleanse(PlayerbotAI*) { return new ActionNode("devour magic cleanse", {}, {}, {}); } -}; - GenericWarlockStrategy::GenericWarlockStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI) { - actionNodeFactories.Add(new GenericWarlockStrategyActionNodeFactory()); + // No custom ActionNodeFactory needed } std::vector GenericWarlockStrategy::getDefaultActions() diff --git a/src/Ai/Class/Warlock/Strategy/TankWarlockStrategy.cpp b/src/Ai/Class/Warlock/Strategy/TankWarlockStrategy.cpp index ce10e6b9c..6e3c6cdcc 100644 --- a/src/Ai/Class/Warlock/Strategy/TankWarlockStrategy.cpp +++ b/src/Ai/Class/Warlock/Strategy/TankWarlockStrategy.cpp @@ -5,36 +5,13 @@ #include "TankWarlockStrategy.h" -// Combat strategy for a Warlock Tank, for certain bosses like Twin Emperors -// Priority is set to spam Searing Pain and use Shadow Ward on CD -// Disabled by default -// To enable, type "co +tank" -// To disable, type "co -tank" - -// ===== Action Node Factory ===== -class TankWarlockStrategyActionNodeFactory : public NamedObjectFactory -{ -public: - TankWarlockStrategyActionNodeFactory() - { - creators["shadow ward"] = &shadow_ward; - creators["searing pain"] = &searing_pain; - } - -private: - static ActionNode* shadow_ward(PlayerbotAI*) { return new ActionNode("shadow ward", {}, {}, {}); } - static ActionNode* searing_pain(PlayerbotAI*) { return new ActionNode("searing pain", {}, {}, {}); } -}; - -// ===== Warlock Tank Combat Strategy ===== TankWarlockStrategy::TankWarlockStrategy(PlayerbotAI* botAI) : GenericWarlockStrategy(botAI) { - actionNodeFactories.Add(new TankWarlockStrategyActionNodeFactory()); + // No custom ActionNodeFactory needed } std::vector TankWarlockStrategy::getDefaultActions() { - // Shadow Ward is the highest priority, Searing Pain next. return { NextAction("shadow ward", 27.5f), NextAction("searing pain", 27.0f) diff --git a/src/Ai/Class/Warrior/Strategy/ArmsWarriorStrategy.cpp b/src/Ai/Class/Warrior/Strategy/ArmsWarriorStrategy.cpp index 193aab1d7..4addfa054 100644 --- a/src/Ai/Class/Warrior/Strategy/ArmsWarriorStrategy.cpp +++ b/src/Ai/Class/Warrior/Strategy/ArmsWarriorStrategy.cpp @@ -15,9 +15,6 @@ public: creators["piercing howl"] = &piercing_howl; creators["mocking blow"] = &mocking_blow; creators["heroic strike"] = &heroic_strike; - creators["enraged regeneration"] = &enraged_regeneration; - creators["retaliation"] = &retaliation; - creators["shattering throw"] = &shattering_throw; } private: @@ -70,36 +67,6 @@ private: /*C*/ {} ); } - - static ActionNode* enraged_regeneration(PlayerbotAI* /*botAI*/) - { - return new ActionNode( - "enraged regeneration", - /*P*/ {}, - /*A*/ {}, - /*C*/ {} - ); - } - - static ActionNode* retaliation(PlayerbotAI* /*botAI*/) - { - return new ActionNode( - "retaliation", - /*P*/ {}, - /*A*/ {}, - /*C*/ {} - ); - } - - static ActionNode* shattering_throw(PlayerbotAI* /*botAI*/) - { - return new ActionNode( - "shattering throw", - /*P*/ {}, - /*A*/ {}, - /*C*/ {} - ); - } }; ArmsWarriorStrategy::ArmsWarriorStrategy(PlayerbotAI* botAI) : GenericWarriorStrategy(botAI) diff --git a/src/Ai/Class/Warrior/Strategy/FuryWarriorStrategy.cpp b/src/Ai/Class/Warrior/Strategy/FuryWarriorStrategy.cpp index 24e05ffe9..c1999473f 100644 --- a/src/Ai/Class/Warrior/Strategy/FuryWarriorStrategy.cpp +++ b/src/Ai/Class/Warrior/Strategy/FuryWarriorStrategy.cpp @@ -14,7 +14,6 @@ public: creators["intercept"] = &intercept; creators["piercing howl"] = &piercing_howl; creators["pummel"] = &pummel; - creators["enraged regeneration"] = &enraged_regeneration; } private: @@ -57,16 +56,6 @@ private: /*C*/ {} ); } - - static ActionNode* enraged_regeneration(PlayerbotAI* /*botAI*/) - { - return new ActionNode( - "enraged regeneration", - /*P*/ {}, - /*A*/ {}, - /*C*/ {} - ); - } }; FuryWarriorStrategy::FuryWarriorStrategy(PlayerbotAI* botAI) : GenericWarriorStrategy(botAI) diff --git a/src/Ai/Class/Warrior/Strategy/TankWarriorStrategy.cpp b/src/Ai/Class/Warrior/Strategy/TankWarriorStrategy.cpp index f256f2093..727039e2e 100644 --- a/src/Ai/Class/Warrior/Strategy/TankWarriorStrategy.cpp +++ b/src/Ai/Class/Warrior/Strategy/TankWarriorStrategy.cpp @@ -19,8 +19,6 @@ public: creators["heroic throw taunt"] = &heroic_throw_taunt; creators["taunt"] = &taunt; creators["taunt spell"] = &taunt; - creators["vigilance"] = &vigilance; - creators["enraged regeneration"] = &enraged_regeneration; } private: @@ -103,26 +101,6 @@ private: /*C*/ {} ); } - - static ActionNode* vigilance(PlayerbotAI* /*botAI*/) - { - return new ActionNode( - "vigilance", - /*P*/ {}, - /*A*/ {}, - /*C*/ {} - ); - } - - static ActionNode* enraged_regeneration(PlayerbotAI* /*botAI*/) - { - return new ActionNode( - "enraged regeneration", - /*P*/ {}, - /*A*/ {}, - /*C*/ {} - ); - } }; TankWarriorStrategy::TankWarriorStrategy(PlayerbotAI* botAI) : GenericWarriorStrategy(botAI) From 410a8fa5eb41e11955725c7651bf4146ed46e05e Mon Sep 17 00:00:00 2001 From: dillyns <49765217+dillyns@users.noreply.github.com> Date: Fri, 12 Jun 2026 16:06:14 -0400 Subject: [PATCH 3/7] Load saved strategies for selfbot (#2458) ## Pull Request Description When you enable selfbot you always get default strategies for your class and talents. This PR loads the characters last saved strategies. ## Feature Evaluation - Describe the **minimum logic** required to achieve the intended behavior. - Describe the **processing cost** when this logic executes across many bots. ## How to Test the Changes Before run ".playerbot bot self" then "co ?" You should see that are given default strategies for your class/spec change it via "co +" ex. I told an arcane mage to use frost strategy using "co +frost,?" disable selfbot via ".playerbot bot self" reenable selfbot again and check the strategies. they will be defaults again After After reenabling selfbot and check strategies, your changes should be maintained. ## Impact Assessment - Does this change increase per-bot/per-tick processing or risk scaling poorly with thousands of bots? - - [x] No, not at all - - [ ] Minimal impact (**explain below**) - - [ ] Moderate impact (**explain below**) - Does this change modify default bot behavior? - - [x] No - - [ ] Yes (**explain why**) - Does this change add new decision branches or increase maintenance complexity? - - [x] No - - [ ] Yes (**explain below**) ## AI Assistance Was AI assistance used while working on this change? - - [x] No - - [ ] Yes (**explain below**) ## Final Checklist - - [x] Stability is not compromised. - - [x] Performance impact is understood, tested, and acceptable. - - [x] Added logic complexity is justified and explained. - - [x] Any new bot dialogue lines are translated. - - [x] Documentation updated if needed (Conf comments, WiKi commands). ## Notes for Reviewers --- src/Bot/PlayerbotMgr.cpp | 1 + 1 file changed, 1 insertion(+) diff --git a/src/Bot/PlayerbotMgr.cpp b/src/Bot/PlayerbotMgr.cpp index 9d9f5688f..511b21a9f 100644 --- a/src/Bot/PlayerbotMgr.cpp +++ b/src/Bot/PlayerbotMgr.cpp @@ -1068,6 +1068,7 @@ std::vector PlayerbotHolder::HandlePlayerbotCommand(char const* arg messages.push_back("Enable player botAI"); PlayerbotsMgr::instance().AddPlayerbotData(master, true); GET_PLAYERBOT_AI(master)->SetMaster(master); + PlayerbotRepository::instance().Load(GET_PLAYERBOT_AI(master)); } return messages; From 58b67038b16cce3751ff3678eaf233dbea6c0861 Mon Sep 17 00:00:00 2001 From: NoxMax <50133316+NoxMax@users.noreply.github.com> Date: Fri, 12 Jun 2026 14:06:41 -0600 Subject: [PATCH 4/7] Fix: Prevent user error when using lower than needed value for RandomBotAccountCount (#2438) ## Pull Request Description The required number of accounts is now always calculated on server start. The manual value of RandomBotAccountCount is only used when it's >= the calculated value. This prevents user error of using lower than needed value, during initial account creation or after. Moved `AddClassAccountPoolSize` and `RandomBotAccountPrefix` up. They belong with the other account creation configs. Minor comment edits in `CalculateAvailableCharsPerAccount`; no code change there. ## Feature Evaluation - Describe the **minimum logic** required to achieve the intended behavior. - Describe the **processing cost** when this logic executes across many bots. Logic is at minimum to prevent this user error. Required number of accounts is now always calculated, but the calculation only happens on server start. ## How to Test the Changes - Make sure to have a snapshot of your server as this testing involves account deletions, so that it's easier to revert things. - The functional change is only in RandomPlayerbotFactory.cpp, so you can quickly copy/paste the whole of `CalculateTotalAccountCount` to run this test 1. First delete your accounts `DeleteRandomBotAccounts = 1` 2. Then reboot with ``` AiPlayerbot.MaxRandomBots = 500 RandomBotAccountCount = 0 DeleteRandomBotAccounts = 0 AddClassAccountPoolSize = 10 ``` server should create the correct number of accounts needed: (500/10) +10 = 60 3. Reboot with a `RandomBotAccountCount` value equal to 100, server should create for you 50 new accounts, for a total of 110. 4. Delete your accounts again. 5. Reboot with a `RandomBotAccountCount = 30` (which is 20 less than required), server should give you a terminal warning and proceed to create 50+10 accounts. The 500 randombots should login and behave normally. ## Impact Assessment - Does this change increase per-bot/per-tick processing or risk scaling poorly with thousands of bots? - - [ ] No, not at all - - [x] Minimal impact (**explain below**) - - [ ] Moderate impact (**explain below**) Account calculations will always be done on boot. No effect on the rest of the runtime. - Does this change modify default bot behavior? - - [x] No - - [ ] Yes (**explain why**) - Does this change add new decision branches or increase maintenance complexity? - - [x] No - - [ ] Yes (**explain below**) ## AI Assistance Was AI assistance used while working on this change? - - [x] No - - [ ] Yes (**explain below**) ## Final Checklist - - [x] Stability is not compromised. - - [x] Performance impact is understood, tested, and acceptable. - - [x] Added logic complexity is justified and explained. - - [x] Any new bot dialogue lines are translated. - - [x] Documentation updated if needed (Conf comments, WiKi commands). ## Notes for Reviewers --- conf/playerbots.conf.dist | 20 +++++++++------ src/Bot/Factory/RandomPlayerbotFactory.cpp | 29 +++++++++++----------- 2 files changed, 27 insertions(+), 22 deletions(-) diff --git a/conf/playerbots.conf.dist b/conf/playerbots.conf.dist index d673cd53e..69c84b4f2 100644 --- a/conf/playerbots.conf.dist +++ b/conf/playerbots.conf.dist @@ -89,11 +89,21 @@ AiPlayerbot.MinRandomBots = 500 AiPlayerbot.MaxRandomBots = 500 # Randombot accounts -# If you are not using any expansion at all, you may have to set this manually, in which case please -# ensure that RandomBotAccountCount is at least greater than (MaxRandomBots / 10 + AddClassAccountPoolSize) +# Set to 0 to automatically calculate needed accounts based on MaxRandomBots, EnablePeriodicOnlineOffline +# and its ratio, and AddClassAccountPoolSize. Set manually if you want to create more accounts than needed. +# If the manual value is less than the required, the system will override it with the required value. # Default: 0 (automatic) AiPlayerbot.RandomBotAccountCount = 0 +# Addclass accounts +# Number of accounts created for bots reserved for the addclass command. As with randombots, each account has +# 10 bots (or 9 if WotLK is disabled), one bot for each class. +AiPlayerbot.AddClassAccountPoolSize = 50 + +# Prefix for created bot accounts (of any type). +# Do not change this prefix while there are existing bot accounts. +AiPlayerbot.RandomBotAccountPrefix = "rndbot" + # Delete all randombot accounts # To apply this, set the number to 1 and run the Worldserver. Once deletion is complete, if you would # like to recreate randombots, set the number back to 0 and rerun the Worldserver. @@ -128,9 +138,6 @@ AiPlayerbot.MaxAddedBots = 40 # Default: 1 (enabled) AiPlayerbot.AddClassCommand = 1 -# Set the addclass command account pool size -AiPlayerbot.AddClassAccountPoolSize = 50 - # Bot group invitation permission level (0 = GM only, 1 = accept based on level, 2 = always accept) # Default: 1 (accept based on level) AiPlayerbot.GroupInvitationPermission = 1 @@ -680,9 +687,6 @@ AiPlayerbot.EndFishingWithMaster = 30.0 # Enable/Disable randomly generated password for randombot accounts AiPlayerbot.RandomBotRandomPassword = 0 -# Prefix for account names to create for randombots -AiPlayerbot.RandomBotAccountPrefix = "rndbot" - # Minimum and maximum levels for randombots AiPlayerbot.RandomBotMinLevel = 1 AiPlayerbot.RandomBotMaxLevel = 80 diff --git a/src/Bot/Factory/RandomPlayerbotFactory.cpp b/src/Bot/Factory/RandomPlayerbotFactory.cpp index 530715191..6e5005723 100644 --- a/src/Bot/Factory/RandomPlayerbotFactory.cpp +++ b/src/Bot/Factory/RandomPlayerbotFactory.cpp @@ -334,18 +334,12 @@ uint32 RandomPlayerbotFactory::CalculateTotalAccountCount() sPlayerbotAIConfig.addClassAccountPoolSize == 0 ? 2 : -1); if (!res || res->Fetch()[0].Get() == 0) - { break; - } std::this_thread::sleep_for(std::chrono::milliseconds(50)); // Extra 50ms fixed delay for safety. } } - // Checks if randomBotAccountCount is set, otherwise calculate it dynamically. - if (sPlayerbotAIConfig.randomBotAccountCount > 0) - return sPlayerbotAIConfig.randomBotAccountCount; - // Check existing account types uint32 existingRndBotAccounts = 0; uint32 existingAddClassAccounts = 0; @@ -366,16 +360,14 @@ uint32 RandomPlayerbotFactory::CalculateTotalAccountCount() } while (typeCheck->NextRow()); } - // Determine divisor based on Death Knight login eligibility and requested A&H faction ratio + // Determine divisor based on Death Knight availability and requested A&H faction ratio int divisor = CalculateAvailableCharsPerAccount(); // Calculate max bots int maxBots = sPlayerbotAIConfig.maxRandomBots; - // Take periodic online - offline into account + // Take periodic online/offline into account if (sPlayerbotAIConfig.enablePeriodicOnlineOffline) - { maxBots *= sPlayerbotAIConfig.periodicOnlineOfflineRatio; - } // Calculate number of accounts needed for RNDbots // Result is rounded up for maxBots not cleanly divisible by the divisor @@ -416,11 +408,22 @@ uint32 RandomPlayerbotFactory::CalculateTotalAccountCount() } // Return existing total plus any additional accounts needed - return existingTotal + additionalAccountsNeeded; + uint32 calculatedTotal = existingTotal + additionalAccountsNeeded; + + // Manually set randomBotAccountCount meets the requirements + if (sPlayerbotAIConfig.randomBotAccountCount >= calculatedTotal) + return sPlayerbotAIConfig.randomBotAccountCount; + // Manually set randomBotAccountCount doesn't meet the requirements. Using calculated value + if (sPlayerbotAIConfig.randomBotAccountCount > 0) + LOG_WARN("playerbots", "RandomBotAccountCount ({}) is lower than the required calculated value ({}). Using the calculated value instead.", + sPlayerbotAIConfig.randomBotAccountCount, calculatedTotal); + + return calculatedTotal; } uint32 RandomPlayerbotFactory::CalculateAvailableCharsPerAccount() { + // Death Knight availability according to their login eligibility, and if WotLK is enabled at all. bool noDK = sPlayerbotAIConfig.disableDeathKnightLogin || sWorld->getIntConfig(CONFIG_EXPANSION) != EXPANSION_WRATH_OF_THE_LICH_KING; uint32 availableChars = noDK ? 9 : 10; @@ -434,11 +437,9 @@ uint32 RandomPlayerbotFactory::CalculateAvailableCharsPerAccount() float unavailableRatio = static_cast((std::max(hordeRatio, allianceRatio) - std::min(hordeRatio, allianceRatio))) / (std::max(hordeRatio, allianceRatio) * 2); + // Conservative floor to ensure enough characters (may result in more accounts than needed). if (unavailableRatio != 0) - { - // conservative floor to ensure enough chars (may result in more accounts than needed) availableChars = availableChars - availableChars * unavailableRatio; - } return availableChars; } From 03d184cbef57198c4fd22bcf6138a61995cb1ba4 Mon Sep 17 00:00:00 2001 From: Mat Date: Fri, 12 Jun 2026 22:11:45 +0200 Subject: [PATCH 5/7] Fix bot leader handling (#2462) ## Pull Request Description With the default formation, FollowAction::isUseful resolved the follow target as "group leader" and returned false when the bot itself was leader, so an alt bot left as group leader never moved. Gate on the master first (matching Execute, which already positions relative to master) and fall back to group leader only when no master is set. Fixes [#2443](https://github.com/Noscopezz/mod-playerbots/issues/2443) ## Feature Evaluation - Describe the **minimum logic** required to achieve the intended behavior. - Describe the **processing cost** when this logic executes across many bots. ## How to Test the Changes 1. Be leader and have alt bot in group 2. Change to Alt 3. Leader and every other bot should follow you and listen to your commands even if you are not leader. give leader command will still work without breaking other Fixes so we have middle groud which should make everyone happy. 4. Play around, it should work every time ## Impact Assessment - Does this change increase per-bot/per-tick processing or risk scaling poorly with thousands of bots? - - [x] No, not at all - - [ ] Minimal impact (**explain below**) - - [ ] Moderate impact (**explain below**) - Does this change modify default bot behavior? - - [ ] No - - [x] Yes (**explain why**) explained above - Does this change add new decision branches or increase maintenance complexity? - - [x] No - - [ ] Yes (**explain below**) ## AI Assistance Was AI assistance used while working on this change? - - [x] No - - [ ] Yes (**explain below**) ## Final Checklist - - [x] Stability is not compromised. - - [x] Performance impact is understood, tested, and acceptable. - - [x] Added logic complexity is justified and explained. - - [x] Any new bot dialogue lines are translated. - - [x] Documentation updated if needed (Conf comments, WiKi commands). ## Notes for Reviewers --- src/Ai/Base/Actions/FollowActions.cpp | 2 ++ 1 file changed, 2 insertions(+) diff --git a/src/Ai/Base/Actions/FollowActions.cpp b/src/Ai/Base/Actions/FollowActions.cpp index f82b05368..baa6e3e41 100644 --- a/src/Ai/Base/Actions/FollowActions.cpp +++ b/src/Ai/Base/Actions/FollowActions.cpp @@ -259,6 +259,8 @@ bool FollowAction::isUseful() Unit* fTarget = nullptr; if (!target.empty()) fTarget = AI_VALUE(Unit*, target); + else if (botAI->GetMaster()) + fTarget = botAI->GetMaster(); else fTarget = AI_VALUE(Unit*, "group leader"); From 8542e39c77fa825b160ab1c24ffb59a81466c8ec Mon Sep 17 00:00:00 2001 From: dillyns <49765217+dillyns@users.noreply.github.com> Date: Fri, 12 Jun 2026 16:13:02 -0400 Subject: [PATCH 6/7] Add Core Hounds to MC strategy (#2446) ## Pull Request Description PR adds actions to the Molten Core strategy to allow the bots to handle the core hound packs better. These are the packs where all the hounds need to die together. The strat adds skull marks to the highest hp core hound, with a 10% buffer so the skull doesnt rapidly change targets, allowing the bots to make sure the hounds all die closer together ## Feature Evaluation - Describe the **minimum logic** required to achieve the intended behavior. - Describe the **processing cost** when this logic executes across many bots. ## How to Test the Changes Go to Molten Core to the area with the Core Hounds packs (where the first and second bosses are). Pull a pack. The bots should automatically mark the highest core hound with a skull. ## Impact Assessment - Does this change increase per-bot/per-tick processing or risk scaling poorly with thousands of bots? - - [x] No, not at all - - [ ] Minimal impact (**explain below**) - - [ ] Moderate impact (**explain below**) - Does this change modify default bot behavior? - - [x] No - - [ ] Yes (**explain why**) - Does this change add new decision branches or increase maintenance complexity? - - [x] No - - [ ] Yes (**explain below**) ## AI Assistance Was AI assistance used while working on this change? - - [ ] No - - [x] Yes (**explain below**) Claude was used to generate the marking action's execute function, which I then reviewed and modifed to improve. ## Final Checklist - - [x] Stability is not compromised. - - [x] Performance impact is understood, tested, and acceptable. - - [x] Added logic complexity is justified and explained. - - [x] Any new bot dialogue lines are translated. - - [x] Documentation updated if needed (Conf comments, WiKi commands). ## Notes for Reviewers --- src/Ai/Raid/MC/MCActionContext.h | 2 ++ src/Ai/Raid/MC/MCActions.cpp | 42 +++++++++++++++++++++++++++++++ src/Ai/Raid/MC/MCActions.h | 9 +++++++ src/Ai/Raid/MC/MCHelpers.h | 3 +++ src/Ai/Raid/MC/MCStrategy.cpp | 5 ++++ src/Ai/Raid/MC/MCTriggerContext.h | 2 ++ src/Ai/Raid/MC/MCTriggers.cpp | 5 ++++ src/Ai/Raid/MC/MCTriggers.h | 7 ++++++ 8 files changed, 75 insertions(+) diff --git a/src/Ai/Raid/MC/MCActionContext.h b/src/Ai/Raid/MC/MCActionContext.h index 3cc95257a..111e63922 100644 --- a/src/Ai/Raid/MC/MCActionContext.h +++ b/src/Ai/Raid/MC/MCActionContext.h @@ -26,6 +26,7 @@ public: creators["mc golemagg assist tank attack core rager"] = &RaidMcActionContext::golemagg_assist_tank_attack_core_rager; creators["mc majordomo shadow resistance"] = &RaidMcActionContext::majordomo_shadow_resistance; creators["mc ragnaros fire resistance"] = &RaidMcActionContext::ragnaros_fire_resistance; + creators["mc core hound mark"] = &RaidMcActionContext::core_hound_mark; } private: @@ -44,6 +45,7 @@ private: static Action* golemagg_assist_tank_attack_core_rager(PlayerbotAI* botAI) { return new McGolemaggAssistTankAttackCoreRagerAction(botAI); } static Action* majordomo_shadow_resistance(PlayerbotAI* botAI) { return new BossShadowResistanceAction(botAI, "majordomo executus"); } static Action* ragnaros_fire_resistance(PlayerbotAI* botAI) { return new BossFireResistanceAction(botAI, "ragnaros"); } + static Action* core_hound_mark(PlayerbotAI* botAI) { return new McCoreHoundMarkAction(botAI); } }; #endif diff --git a/src/Ai/Raid/MC/MCActions.cpp b/src/Ai/Raid/MC/MCActions.cpp index 96050ac43..f4868613d 100644 --- a/src/Ai/Raid/MC/MCActions.cpp +++ b/src/Ai/Raid/MC/MCActions.cpp @@ -212,3 +212,45 @@ bool McGolemaggAssistTankAttackCoreRagerAction::Execute(Event event) return false; } + +Unit* McCoreHoundMarkAction::GetTarget() +{ + Unit* highestHealthHound = nullptr; + for (auto const& [guid, ref] : bot->GetThreatMgr().GetThreatenedByMeList()) + { + Unit* unit = ref->GetOwner(); + if (unit && unit->IsAlive() && unit->GetEntry() == NPC_CORE_HOUND) + { + if (!highestHealthHound || unit->GetHealth() > highestHealthHound->GetHealth()) + highestHealthHound = unit; + } + } + + if (!highestHealthHound) + return nullptr; + + Group* group = bot->GetGroup(); + ObjectGuid currentSkullGuid = group ? group->GetTargetIcon(RtiTargetValue::skullIndex) : ObjectGuid::Empty; + if (!currentSkullGuid.IsEmpty() && currentSkullGuid != highestHealthHound->GetGUID()) + { + // Only switch skull if the new target has meaningfully more health (10% buffer) to prevent rapid re-marking + if (Unit* currentSkullUnit = botAI->GetUnit(currentSkullGuid)) + if (currentSkullUnit->IsAlive() && highestHealthHound->GetHealth() <= currentSkullUnit->GetHealth() * 1.10f) + return nullptr; + } + + if (currentSkullGuid.IsEmpty() || currentSkullGuid != highestHealthHound->GetGUID()) + return highestHealthHound; + + return nullptr; +} + +bool McCoreHoundMarkAction::Execute(Event /*event*/) +{ + Unit* target = GetTarget(); + if (!target) + return false; + + bot->GetGroup()->SetTargetIcon(RtiTargetValue::skullIndex, bot->GetGUID(), target->GetGUID()); + return true; +} diff --git a/src/Ai/Raid/MC/MCActions.h b/src/Ai/Raid/MC/MCActions.h index 680b311d3..ad4d47a91 100644 --- a/src/Ai/Raid/MC/MCActions.h +++ b/src/Ai/Raid/MC/MCActions.h @@ -64,4 +64,13 @@ public: bool Execute(Event event) override; }; +class McCoreHoundMarkAction : public Action +{ +public: + McCoreHoundMarkAction(PlayerbotAI* botAI, std::string const name = "mc core hound mark") + : Action(botAI, name) {}; + Unit* GetTarget() override; + bool Execute(Event event) override; +}; + #endif diff --git a/src/Ai/Raid/MC/MCHelpers.h b/src/Ai/Raid/MC/MCHelpers.h index 5dc821246..139cde423 100644 --- a/src/Ai/Raid/MC/MCHelpers.h +++ b/src/Ai/Raid/MC/MCHelpers.h @@ -7,6 +7,9 @@ enum MoltenCoreNPCs { // Golemagg NPC_CORE_RAGER = 11672, + + // Core Hound (trash) + NPC_CORE_HOUND = 11671, }; enum MoltenCoreSpells { diff --git a/src/Ai/Raid/MC/MCStrategy.cpp b/src/Ai/Raid/MC/MCStrategy.cpp index fc63c66b9..0b2eddd23 100644 --- a/src/Ai/Raid/MC/MCStrategy.cpp +++ b/src/Ai/Raid/MC/MCStrategy.cpp @@ -71,6 +71,11 @@ void RaidMcStrategy::InitTriggers(std::vector& triggers) triggers.push_back( new TriggerNode("mc ragnaros fire resistance", { NextAction("mc ragnaros fire resistance", ACTION_RAID) })); + + // Trash + triggers.push_back( + new TriggerNode("mc core hound mark", + { NextAction("mc core hound mark", ACTION_RAID) })); } void RaidMcStrategy::InitMultipliers(std::vector& multipliers) diff --git a/src/Ai/Raid/MC/MCTriggerContext.h b/src/Ai/Raid/MC/MCTriggerContext.h index 7efa95298..67d8b3935 100644 --- a/src/Ai/Raid/MC/MCTriggerContext.h +++ b/src/Ai/Raid/MC/MCTriggerContext.h @@ -25,6 +25,7 @@ public: creators["mc golemagg is assist tank"] = &RaidMcTriggerContext::golemagg_is_assist_tank; creators["mc majordomo shadow resistance"] = &RaidMcTriggerContext::majordomo_shadow_resistance; creators["mc ragnaros fire resistance"] = &RaidMcTriggerContext::ragnaros_fire_resistance; + creators["mc core hound mark"] = &RaidMcTriggerContext::core_hound_mark; } private: @@ -43,6 +44,7 @@ private: static Trigger* golemagg_is_assist_tank(PlayerbotAI* botAI) { return new McGolemaggIsAssistTankTrigger(botAI); } static Trigger* majordomo_shadow_resistance(PlayerbotAI* botAI) { return new BossShadowResistanceTrigger(botAI, "majordomo executus"); } static Trigger* ragnaros_fire_resistance(PlayerbotAI* botAI) { return new BossFireResistanceTrigger(botAI, "ragnaros"); } + static Trigger* core_hound_mark(PlayerbotAI* botAI) { return new McCoreHoundMarkTrigger(botAI); } }; #endif diff --git a/src/Ai/Raid/MC/MCTriggers.cpp b/src/Ai/Raid/MC/MCTriggers.cpp index b9b2aa1b7..d0571b1d2 100644 --- a/src/Ai/Raid/MC/MCTriggers.cpp +++ b/src/Ai/Raid/MC/MCTriggers.cpp @@ -38,3 +38,8 @@ bool McGolemaggIsAssistTankTrigger::IsActive() { return AI_VALUE2(Unit*, "find target", "golemagg the incinerator") && PlayerbotAI::IsAssistTank(bot); } + +bool McCoreHoundMarkTrigger::IsActive() +{ + return PlayerbotAI::IsMainTank(bot) && AI_VALUE2(Unit*, "find target", "core hound"); +} diff --git a/src/Ai/Raid/MC/MCTriggers.h b/src/Ai/Raid/MC/MCTriggers.h index 4cd84a2df..7d91bb1e7 100644 --- a/src/Ai/Raid/MC/MCTriggers.h +++ b/src/Ai/Raid/MC/MCTriggers.h @@ -47,4 +47,11 @@ public: bool IsActive() override; }; +class McCoreHoundMarkTrigger : public Trigger +{ +public: + McCoreHoundMarkTrigger(PlayerbotAI* botAI) : Trigger(botAI, "mc core hound mark") {} + bool IsActive() override; +}; + #endif From 7eff13a9f8a32b3d6711c53feb2f053842974f98 Mon Sep 17 00:00:00 2001 From: Crow Date: Fri, 12 Jun 2026 16:57:49 -0500 Subject: [PATCH 7/7] Implement remaining racials* + minor modifications to racials strategy (#2456) ## Pull Request Description *The title is a lie because I did not implement Cannibalize. I don't think that one is ever going to be worth the processing cost to find nearby corpses. Anyway: - Implemented Stoneform and PoisonDiseaseBleedTrigger. - Implemented Escape Artist and MovementImpairedTrigger. The trigger excludes Stealth and Prowl, like with Hand of Freedom. I realize Gnomes cannot normally be Druids, but I have left Prowl in, in case somebody uses a mod to make it happen. I could easily be persuaded to remove the Prowl exclusion, though. - Implemented Rogue version of Arcane Torrent, used based on the low energy trigger. - Implemented DK version of Arcane Torrent; I don't know shit about DKs, and it doesn't look like there is any runic-energy-related trigger, so I just made this a generic boost trigger. That means it's used on cooldown while the boost strategy is active and the encounter trips the balance that causes boost trigger to fire. It's not great, but it's better than not using the ability at all. - All racials, plus Lifeblood (which is also under the racials strategy), are gated behind HasSpell() checks. This stops bots from evaluating racials they don't have and reduces log spam. - Removed the ActionNodeFactory for racials, which was used only for Lifeblood with Gift of the Naaru alternative. I split those abilities into their own TriggerNodes, behind their own spell checks. - Increased threshold for Lifeblood and Gift of the Naaru use to medium health instead of low health. These are not strong heals, plus they are HoTs, so bots may as well get more use out of them. Gift of the Naaru can be used on allies as well, but I did not implement it (because of the effort and because I don't think it's worth the processing cost anyway for such an insignificant heal). - Removed spell checks from EMFH and WoTF IsPossible() since they are checked before the trigger is evaluated. - Removed IsUseful() overrides from EMFH and WoTF since the checks are already in the triggers. If we should have the checks done twice anyway, LMK. ## Feature Evaluation - Describe the **minimum logic** required to achieve the intended behavior. - Describe the **processing cost** when this logic executes across many bots. ## How to Test the Changes I tested: - EMFH with Fear - Escape Artist with Entangling Roots - Stoneform with Rupture - Arcane Torrent (Rogue version) I did not test the DK version of Arcane Torrent. I did not check all possible conditions for the CC breaks, but it can be done most easily by self-botting and using the .aura GM command. The racials strategy is a default combat strategy only so for testing at least you may want to add nc +racials to make it easier. ## Impact Assessment - Does this change increase per-bot/per-tick processing or risk scaling poorly with thousands of bots? - - [ ] No, not at all - - [x] Minimal impact (**explain below**) - - [ ] Moderate impact (**explain below**) New triggers always add more processing, but this stuff is insignificant. - Does this change modify default bot behavior? - - [ ] No - - [x] Yes (**explain why**) Racials is a default combat strategy so new racials/changes to existing racials modifies default behavior. - Does this change add new decision branches or increase maintenance complexity? - - [x] No - - [ ] Yes (**explain below**) ## AI Assistance Was AI assistance used while working on this change? - - [x] No - - [ ] Yes (**explain below**) ## Final Checklist - - [x] Stability is not compromised. - - [x] Performance impact is understood, tested, and acceptable. - - [x] Added logic complexity is justified and explained. - - [x] Any new bot dialogue lines are translated. - - [x] Documentation updated if needed (Conf comments, WiKi commands). ## Notes for Reviewers --- src/Ai/Base/ActionContext.h | 4 + src/Ai/Base/Actions/GenericSpellActions.cpp | 23 +--- src/Ai/Base/Actions/GenericSpellActions.h | 18 ++- src/Ai/Base/Strategy/RacialsStrategy.cpp | 129 ++++++++++++++------ src/Ai/Base/Trigger/GenericTriggers.cpp | 13 ++ src/Ai/Base/Trigger/GenericTriggers.h | 16 +++ src/Ai/Base/TriggerContext.h | 4 + 7 files changed, 149 insertions(+), 58 deletions(-) diff --git a/src/Ai/Base/ActionContext.h b/src/Ai/Base/ActionContext.h index 3026cfd50..7cde4dbfd 100644 --- a/src/Ai/Base/ActionContext.h +++ b/src/Ai/Base/ActionContext.h @@ -175,6 +175,8 @@ public: creators["berserking"] = &ActionContext::berserking; creators["every man for himself"] = &ActionContext::every_man_for_himself; creators["will of the forsaken"] = &ActionContext::will_of_the_forsaken; + creators["stoneform"] = &ActionContext::stoneform; + creators["escape artist"] = &ActionContext::escape_artist; creators["use trinket"] = &ActionContext::use_trinket; creators["auto talents"] = &ActionContext::auto_talents; creators["auto share quest"] = &ActionContext::auto_share_quest; @@ -380,6 +382,8 @@ private: static Action* berserking(PlayerbotAI* botAI) { return new CastBerserkingAction(botAI); } static Action* every_man_for_himself(PlayerbotAI* botAI) { return new CastEveryManForHimselfAction(botAI); } static Action* will_of_the_forsaken(PlayerbotAI* botAI) { return new CastWillOfTheForsakenAction(botAI); } + static Action* stoneform(PlayerbotAI* botAI) { return new CastStoneformAction(botAI); } + static Action* escape_artist(PlayerbotAI* botAI) { return new CastEscapeArtistAction(botAI); } static Action* use_trinket(PlayerbotAI* botAI) { return new UseTrinketAction(botAI); } static Action* auto_talents(PlayerbotAI* botAI) { return new AutoSetTalentsAction(botAI); } static Action* auto_share_quest(PlayerbotAI* ai) { return new AutoShareQuestAction(ai); } diff --git a/src/Ai/Base/Actions/GenericSpellActions.cpp b/src/Ai/Base/Actions/GenericSpellActions.cpp index 657fda7cd..50621484f 100644 --- a/src/Ai/Base/Actions/GenericSpellActions.cpp +++ b/src/Ai/Base/Actions/GenericSpellActions.cpp @@ -491,32 +491,13 @@ bool CastVehicleSpellAction::Execute(Event /*event*/) bool CastEveryManForHimselfAction::isPossible() { uint32 spellId = AI_VALUE2(uint32, "spell id", spell); - return spellId && bot->HasSpell(spellId) && !HasSpellOrCategoryCooldown(bot, spellId); -} - -bool CastEveryManForHimselfAction::isUseful() -{ - return (bot->HasAuraType(SPELL_AURA_MOD_STUN) || - bot->HasAuraType(SPELL_AURA_MOD_FEAR) || - bot->HasAuraType(SPELL_AURA_MOD_ROOT) || - bot->HasAuraType(SPELL_AURA_MOD_CONFUSE) || - bot->HasAuraType(SPELL_AURA_MOD_CHARM)) - && CastSpellAction::isUseful(); + return spellId && !HasSpellOrCategoryCooldown(bot, spellId); } bool CastWillOfTheForsakenAction::isPossible() { uint32 spellId = AI_VALUE2(uint32, "spell id", spell); - return spellId && bot->HasSpell(spellId) && !HasSpellOrCategoryCooldown(bot, spellId); -} - -bool CastWillOfTheForsakenAction::isUseful() -{ - return (bot->HasAuraType(SPELL_AURA_MOD_FEAR) || - bot->HasAuraType(SPELL_AURA_MOD_CHARM) || - bot->HasAuraType(SPELL_AURA_AOE_CHARM) || - bot->HasAuraWithMechanic(1 << MECHANIC_SLEEP)) - && CastSpellAction::isUseful(); + return spellId && !HasSpellOrCategoryCooldown(bot, spellId); } bool UseTrinketAction::Execute(Event /*event*/) diff --git a/src/Ai/Base/Actions/GenericSpellActions.h b/src/Ai/Base/Actions/GenericSpellActions.h index c17d96907..1d6e464ef 100644 --- a/src/Ai/Base/Actions/GenericSpellActions.h +++ b/src/Ai/Base/Actions/GenericSpellActions.h @@ -313,7 +313,6 @@ public: std::string const GetTargetName() override { return "self target"; } bool isPossible() override; - bool isUseful() override; }; class CastWillOfTheForsakenAction : public CastSpellAction @@ -323,7 +322,22 @@ public: std::string const GetTargetName() override { return "self target"; } bool isPossible() override; - bool isUseful() override; +}; + +class CastStoneformAction : public CastSpellAction +{ +public: + CastStoneformAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "stoneform") {} + + std::string const GetTargetName() override { return "self target"; } +}; + +class CastEscapeArtistAction : public CastSpellAction +{ +public: + CastEscapeArtistAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "escape artist") {} + + std::string const GetTargetName() override { return "self target"; } }; class UseTrinketAction : public Action diff --git a/src/Ai/Base/Strategy/RacialsStrategy.cpp b/src/Ai/Base/Strategy/RacialsStrategy.cpp index b5a84bbce..3382d3291 100644 --- a/src/Ai/Base/Strategy/RacialsStrategy.cpp +++ b/src/Ai/Base/Strategy/RacialsStrategy.cpp @@ -4,45 +4,104 @@ */ #include "RacialsStrategy.h" +#include "Playerbots.h" -class RacialsStrategyActionNodeFactory : public NamedObjectFactory +namespace { -public: - RacialsStrategyActionNodeFactory() { creators["lifeblood"] = &lifeblood; } - -private: - static ActionNode* lifeblood(PlayerbotAI* /*botAI*/) - { - return new ActionNode("lifeblood", - /*P*/ {}, - /*A*/ { NextAction("gift of the naaru") }, - /*C*/ {}); - } -}; - -void RacialsStrategy::InitTriggers(std::vector& triggers) -{ - triggers.push_back( - new TriggerNode("low health", { NextAction("lifeblood", ACTION_NORMAL + 5) })); - triggers.push_back( - new TriggerNode("medium aoe", { NextAction("war stomp", ACTION_NORMAL + 5) })); - triggers.push_back(new TriggerNode( - "low mana", { NextAction("arcane torrent", ACTION_NORMAL + 5) })); - - triggers.push_back(new TriggerNode( - "generic boost", { NextAction("blood fury", ACTION_NORMAL + 5), - NextAction("berserking", ACTION_NORMAL + 5), - NextAction("use trinket", ACTION_NORMAL + 4) })); - - triggers.push_back(new TriggerNode( - "loss of control", { NextAction("every man for himself", ACTION_EMERGENCY + 1) })); - - triggers.push_back(new TriggerNode( - "fear charm sleep", { NextAction("will of the forsaken", ACTION_EMERGENCY + 1) })); - + constexpr uint32 SPELL_ARCANE_TORRENT_ENERGY = 25046; + constexpr uint32 SPELL_ARCANE_TORRENT_MANA = 28730; + constexpr uint32 SPELL_ARCANE_TORRENT_RUNIC_POWER = 50613; + constexpr uint32 SPELL_WAR_STOMP = 20549; + constexpr uint32 SPELL_BERSERKING = 26297; + constexpr uint32 SPELL_EVERY_MAN_FOR_HIMSELF = 59752; + constexpr uint32 SPELL_WILL_OF_THE_FORSAKEN = 7744; + constexpr uint32 SPELL_STONEFORM = 20594; + constexpr uint32 SPELL_ESCAPE_ARTIST = 20589; } RacialsStrategy::RacialsStrategy(PlayerbotAI* botAI) : Strategy(botAI) { - actionNodeFactories.Add(new RacialsStrategyActionNodeFactory()); + // No custom ActionNodeFactory needed +} + +void RacialsStrategy::InitTriggers(std::vector& triggers) +{ + Player* bot = botAI->GetBot(); + + if (bot->HasSpell(SPELL_ARCANE_TORRENT_MANA)) + { + triggers.push_back(new TriggerNode( + "low mana", { NextAction("arcane torrent", ACTION_NORMAL + 5) })); + } + + if (bot->HasSpell(SPELL_ARCANE_TORRENT_ENERGY)) + { + triggers.push_back(new TriggerNode( + "low energy", { NextAction("arcane torrent", ACTION_NORMAL + 5) })); + } + + if (bot->HasSpell(SPELL_ARCANE_TORRENT_RUNIC_POWER)) + { + // No low runic power trigger exists; this trigger should be modified if one is added + triggers.push_back(new TriggerNode( + "generic boost", { NextAction("arcane torrent", ACTION_NORMAL + 5) })); + } + + if (bot->HasSpell(SPELL_WAR_STOMP)) + { + triggers.push_back(new TriggerNode( + "medium aoe", { NextAction("war stomp", ACTION_NORMAL + 5) })); + } + + if (bot->HasSpell(SPELL_BERSERKING)) + { + triggers.push_back(new TriggerNode( + "generic boost", { NextAction("berserking", ACTION_NORMAL + 5) })); + } + + if (bot->HasSpell(SPELL_EVERY_MAN_FOR_HIMSELF)) + { + triggers.push_back(new TriggerNode( + "loss of control", { NextAction("every man for himself", ACTION_EMERGENCY + 1) })); + } + + if (bot->HasSpell(SPELL_WILL_OF_THE_FORSAKEN)) + { + triggers.push_back(new TriggerNode( + "fear charm sleep", { NextAction("will of the forsaken", ACTION_EMERGENCY + 1) })); + } + + if (bot->HasSpell(SPELL_STONEFORM)) + { + triggers.push_back(new TriggerNode( + "poison disease bleed", { NextAction("stoneform", ACTION_DISPEL) })); + } + + if (bot->HasSpell(SPELL_ESCAPE_ARTIST)) + { + triggers.push_back(new TriggerNode( + "movement impaired", { NextAction("escape artist", ACTION_EMERGENCY + 1) })); + } + + if (botAI->HasSpell("blood fury")) + { + triggers.push_back(new TriggerNode( + "generic boost", { NextAction("blood fury", ACTION_NORMAL + 5) })); + } + + if (botAI->HasSpell("gift of the naaru")) + { + // Currently targets self only + triggers.push_back(new TriggerNode( + "medium health", { NextAction("gift of the naaru", ACTION_LIGHT_HEAL + 5) })); + } + + if (botAI->HasSpell("lifeblood")) + { + triggers.push_back(new TriggerNode( + "medium health", { NextAction("lifeblood", ACTION_LIGHT_HEAL + 5) })); + } + + triggers.push_back(new TriggerNode( + "generic boost", { NextAction("use trinket", ACTION_NORMAL + 4) })); } diff --git a/src/Ai/Base/Trigger/GenericTriggers.cpp b/src/Ai/Base/Trigger/GenericTriggers.cpp index aac920b5b..308146467 100644 --- a/src/Ai/Base/Trigger/GenericTriggers.cpp +++ b/src/Ai/Base/Trigger/GenericTriggers.cpp @@ -491,6 +491,19 @@ bool FearSleepSapTrigger::IsActive() bot->HasAuraWithMechanic(1 << MECHANIC_SAPPED); } +bool PoisonDiseaseBleedTrigger::IsActive() +{ + return botAI->HasAuraToDispel(bot, DISPEL_POISON) || + botAI->HasAuraToDispel(bot, DISPEL_DISEASE) || + bot->HasAuraWithMechanic(1 << MECHANIC_BLEED); +} + +bool MovementImpairedTrigger::IsActive() +{ + return botAI->IsMovementImpaired(bot) && + !botAI->HasAnyAuraOf(bot, "stealth", "prowl", nullptr); +} + bool HasAuraStackTrigger::IsActive() { return botAI->GetAura(getName(), GetTarget(), false, true, stack); diff --git a/src/Ai/Base/Trigger/GenericTriggers.h b/src/Ai/Base/Trigger/GenericTriggers.h index 3e662eb3b..418949a85 100644 --- a/src/Ai/Base/Trigger/GenericTriggers.h +++ b/src/Ai/Base/Trigger/GenericTriggers.h @@ -752,6 +752,22 @@ public: bool IsActive() override; }; +class PoisonDiseaseBleedTrigger : public Trigger +{ +public: + PoisonDiseaseBleedTrigger(PlayerbotAI* botAI) : Trigger(botAI, "poison disease bleed", 1) {} + + bool IsActive() override; +}; + +class MovementImpairedTrigger : public Trigger +{ +public: + MovementImpairedTrigger(PlayerbotAI* botAI) : Trigger(botAI, "movement impaired", 1) {} + + bool IsActive() override; +}; + class IsSwimmingTrigger : public Trigger { public: diff --git a/src/Ai/Base/TriggerContext.h b/src/Ai/Base/TriggerContext.h index d440e5b5f..111597620 100644 --- a/src/Ai/Base/TriggerContext.h +++ b/src/Ai/Base/TriggerContext.h @@ -66,6 +66,8 @@ public: creators["loss of control"] = &TriggerContext::loss_of_control; creators["fear charm sleep"] = &TriggerContext::fear_charm_sleep; creators["fear sleep sap"] = &TriggerContext::fear_sleep_sap; + creators["poison disease bleed"] = &TriggerContext::poison_disease_bleed; + creators["movement impaired"] = &TriggerContext::movement_impaired; creators["protect party member"] = &TriggerContext::protect_party_member; @@ -382,6 +384,8 @@ private: static Trigger* loss_of_control(PlayerbotAI* botAI) { return new LossOfControlTrigger(botAI); } static Trigger* fear_charm_sleep(PlayerbotAI* botAI) { return new FearCharmSleepTrigger(botAI); } static Trigger* fear_sleep_sap(PlayerbotAI* botAI) { return new FearSleepSapTrigger(botAI); } + static Trigger* poison_disease_bleed(PlayerbotAI* botAI) { return new PoisonDiseaseBleedTrigger(botAI); } + static Trigger* movement_impaired(PlayerbotAI* botAI) { return new MovementImpairedTrigger(botAI); } static Trigger* PartyMemberCriticalHealth(PlayerbotAI* botAI) { return new PartyMemberCriticalHealthTrigger(botAI);