Add argument "all" to "rep" command and new "emblems" command (#2035)

## Summary
- restrict `reputation all` to a curated list of WotLK/BC/Classic
faction IDs (filtered by team)
- reuse a shared formatter for reputation lines
- add an `emblems` chat command to report emblem counts

### Multibot will need a update

<img width="420" height="131" alt="image"
src="https://github.com/user-attachments/assets/bedf9dd8-e8de-465f-96d0-f9c2f1dacfc1"
/>

<img width="601" height="623" alt="image"
src="https://github.com/user-attachments/assets/1edde264-baed-4cfb-a401-208bea189139"
/>

<img width="670" height="661" alt="image"
src="https://github.com/user-attachments/assets/a70e2174-dd1d-4e14-b6e4-2938c26ccb29"
/>

<img width="650" height="48" alt="image"
src="https://github.com/user-attachments/assets/241e332a-23ce-4d81-be53-4d83e10d246a"
/>

---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
Co-authored-by: bash <hermensb@gmail.com>
Co-authored-by: Revision <tkn963@gmail.com>
Co-authored-by: kadeshar <kadeshar@gmail.com>
This commit is contained in:
Alex Dcnh 2026-05-02 21:18:54 +02:00 committed by GitHub
parent 4bd5a9b89c
commit 4a79a46da5
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7 changed files with 143 additions and 23 deletions

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@ -0,0 +1,39 @@
/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#include "TellEmblemsAction.h"
#include <array>
#include "Event.h"
#include "Playerbots.h"
bool TellEmblemsAction::Execute(Event /*event*/)
{
static std::array<uint32, 6> const emblemIds = {
29434, // Badge of Justice
40752, // Emblem of Heroism
40753, // Emblem of Valor
45624, // Emblem of Conquest
47241, // Emblem of Triumph
49426 // Emblem of Frost
};
botAI->TellMaster("=== Emblems ===");
for (uint32 itemId : emblemIds)
{
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
if (!proto)
continue;
uint32 count = bot->GetItemCount(itemId, false);
std::ostringstream out;
out << chat->FormatItem(proto, count);
botAI->TellMaster(out);
}
return true;
}

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@ -0,0 +1,21 @@
/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#ifndef _PLAYERBOT_TELLEMBLEMSACTION_H
#define _PLAYERBOT_TELLEMBLEMSACTION_H
#include "InventoryAction.h"
class PlayerbotAI;
class TellEmblemsAction : public InventoryAction
{
public:
TellEmblemsAction(PlayerbotAI* botAI) : InventoryAction(botAI, "emblems") {}
bool Execute(Event event) override;
};
#endif

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@ -5,34 +5,23 @@
#include "TellReputationAction.h" #include "TellReputationAction.h"
#include <algorithm>
#include "Event.h" #include "Event.h"
#include "PlayerbotAI.h" #include "PlayerbotAI.h"
#include "ReputationMgr.h" #include "ReputationMgr.h"
bool TellReputationAction::Execute(Event /*event*/) #include "SharedDefines.h"
std::string TellReputationAction::BuildReputationLine(FactionEntry const* entry)
{ {
Player* master = GetMaster(); ReputationMgr& repMgr = bot->GetReputationMgr();
if (!master) ReputationRank rank = repMgr.GetRank(entry);
return false; int32 reputation = repMgr.GetReputation(entry->ID);
ObjectGuid selection = master->GetTarget();
if (selection.IsEmpty())
return false;
Unit* unit = ObjectAccessor::GetUnit(*master, selection);
if (!unit)
return false;
FactionTemplateEntry const* factionTemplate = unit->GetFactionTemplateEntry();
uint32 faction = factionTemplate->faction;
FactionEntry const* entry = sFactionStore.LookupEntry(faction);
int32 reputation = bot->GetReputationMgr().GetReputation(faction);
std::ostringstream out; std::ostringstream out;
out << entry->name[0] << ": "; out << entry->name[0] << ": |cff";
out << "|cff";
ReputationRank rank = bot->GetReputationMgr().GetRank(entry);
switch (rank) switch (rank)
{ {
case REP_HATED: case REP_HATED:
@ -71,7 +60,65 @@ bool TellReputationAction::Execute(Event /*event*/)
base -= ReputationMgr::PointsInRank[i]; base -= ReputationMgr::PointsInRank[i];
out << " (" << (reputation - base) << "/" << ReputationMgr::PointsInRank[rank] << ")"; out << " (" << (reputation - base) << "/" << ReputationMgr::PointsInRank[rank] << ")";
botAI->TellMaster(out); return out.str();
}
bool TellReputationAction::Execute(Event event)
{
std::string const param = event.getParam();
if (param == "all")
{
ReputationMgr& repMgr = bot->GetReputationMgr();
std::vector<std::string> lines;
FactionStateList const& stateList = repMgr.GetStateList();
lines.reserve(stateList.size());
for (auto const& itr : stateList)
{
FactionState const& faction = itr.second;
if (!(faction.Flags & FACTION_FLAG_VISIBLE))
continue;
if (faction.Flags & (FACTION_FLAG_HIDDEN | FACTION_FLAG_INVISIBLE_FORCED) &&
!(faction.Flags & FACTION_FLAG_SPECIAL))
continue;
FactionEntry const* entry = sFactionStore.LookupEntry(faction.ID);
if (!entry)
continue;
lines.push_back(BuildReputationLine(entry));
}
std::sort(lines.begin(), lines.end());
botAI->TellMaster("=== Reputations ===");
for (auto const& line : lines)
botAI->TellMaster(line);
return true;
}
Player* master = GetMaster();
if (!master)
return false;
ObjectGuid selection = master->GetTarget();
if (selection.IsEmpty())
return false;
Unit* unit = ObjectAccessor::GetUnit(*master, selection);
if (!unit)
return false;
FactionTemplateEntry const* factionTemplate = unit->GetFactionTemplateEntry();
FactionEntry const* entry = sFactionStore.LookupEntry(factionTemplate->faction);
if (!entry)
return false;
botAI->TellMaster(BuildReputationLine(entry));
return true; return true;
} }

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@ -6,8 +6,11 @@
#ifndef _PLAYERBOT_TELLREPUTATIONACTION_H #ifndef _PLAYERBOT_TELLREPUTATIONACTION_H
#define _PLAYERBOT_TELLREPUTATIONACTION_H #define _PLAYERBOT_TELLREPUTATIONACTION_H
#include <string>
#include "Action.h" #include "Action.h"
struct FactionEntry;
class PlayerbotAI; class PlayerbotAI;
class TellReputationAction : public Action class TellReputationAction : public Action
@ -16,6 +19,9 @@ public:
TellReputationAction(PlayerbotAI* botAI) : Action(botAI, "reputation") {} TellReputationAction(PlayerbotAI* botAI) : Action(botAI, "reputation") {}
bool Execute(Event event) override; bool Execute(Event event) override;
private:
std::string BuildReputationLine(FactionEntry const* entry);
}; };
#endif #endif

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@ -66,6 +66,7 @@
#include "TaxiAction.h" #include "TaxiAction.h"
#include "TeleportAction.h" #include "TeleportAction.h"
#include "TellCastFailedAction.h" #include "TellCastFailedAction.h"
#include "TellEmblemsAction.h"
#include "TellItemCountAction.h" #include "TellItemCountAction.h"
#include "TellLosAction.h" #include "TellLosAction.h"
#include "TellReputationAction.h" #include "TellReputationAction.h"
@ -120,6 +121,7 @@ public:
creators["teleport"] = &ChatActionContext::teleport; creators["teleport"] = &ChatActionContext::teleport;
creators["taxi"] = &ChatActionContext::taxi; creators["taxi"] = &ChatActionContext::taxi;
creators["repair"] = &ChatActionContext::repair; creators["repair"] = &ChatActionContext::repair;
creators["emblems"] = &ChatActionContext::emblems;
creators["use"] = &ChatActionContext::use; creators["use"] = &ChatActionContext::use;
creators["item count"] = &ChatActionContext::item_count; creators["item count"] = &ChatActionContext::item_count;
creators["equip"] = &ChatActionContext::equip; creators["equip"] = &ChatActionContext::equip;
@ -276,6 +278,7 @@ private:
static Action* item_count(PlayerbotAI* botAI) { return new TellItemCountAction(botAI); } static Action* item_count(PlayerbotAI* botAI) { return new TellItemCountAction(botAI); }
static Action* use(PlayerbotAI* botAI) { return new UseItemAction(botAI); } static Action* use(PlayerbotAI* botAI) { return new UseItemAction(botAI); }
static Action* repair(PlayerbotAI* botAI) { return new RepairAllAction(botAI); } static Action* repair(PlayerbotAI* botAI) { return new RepairAllAction(botAI); }
static Action* emblems(PlayerbotAI* botAI) { return new TellEmblemsAction(botAI); }
static Action* taxi(PlayerbotAI* botAI) { return new TaxiAction(botAI); } static Action* taxi(PlayerbotAI* botAI) { return new TaxiAction(botAI); }
static Action* teleport(PlayerbotAI* botAI) { return new TeleportAction(botAI); } static Action* teleport(PlayerbotAI* botAI) { return new TeleportAction(botAI); }
static Action* release(PlayerbotAI* botAI) { return new ReleaseSpiritAction(botAI); } static Action* release(PlayerbotAI* botAI) { return new ReleaseSpiritAction(botAI); }

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@ -41,6 +41,7 @@ public:
creators["teleport"] = &ChatTriggerContext::teleport; creators["teleport"] = &ChatTriggerContext::teleport;
creators["taxi"] = &ChatTriggerContext::taxi; creators["taxi"] = &ChatTriggerContext::taxi;
creators["repair"] = &ChatTriggerContext::repair; creators["repair"] = &ChatTriggerContext::repair;
creators["emblems"] = &ChatTriggerContext::emblems;
creators["u"] = &ChatTriggerContext::use; creators["u"] = &ChatTriggerContext::use;
creators["use"] = &ChatTriggerContext::use; creators["use"] = &ChatTriggerContext::use;
creators["c"] = &ChatTriggerContext::item_count; creators["c"] = &ChatTriggerContext::item_count;
@ -235,6 +236,7 @@ private:
static Trigger* item_count(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "c"); } static Trigger* item_count(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "c"); }
static Trigger* use(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "use"); } static Trigger* use(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "use"); }
static Trigger* repair(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "repair"); } static Trigger* repair(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "repair"); }
static Trigger* emblems(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "emblems"); }
static Trigger* taxi(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "taxi"); } static Trigger* taxi(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "taxi"); }
static Trigger* teleport(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "teleport"); } static Trigger* teleport(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "teleport"); }
static Trigger* q(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "q"); } static Trigger* q(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "q"); }

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@ -114,6 +114,7 @@ void ChatCommandHandlerStrategy::InitTriggers(std::vector<TriggerNode*>& trigger
triggers.push_back(new TriggerNode("pet attack", { NextAction("pet attack", relevance) })); triggers.push_back(new TriggerNode("pet attack", { NextAction("pet attack", relevance) }));
triggers.push_back(new TriggerNode("roll", { NextAction("roll", relevance) })); triggers.push_back(new TriggerNode("roll", { NextAction("roll", relevance) }));
triggers.push_back(new TriggerNode("focus heal", { NextAction("focus heal targets", relevance) })); triggers.push_back(new TriggerNode("focus heal", { NextAction("focus heal targets", relevance) }));
triggers.push_back(new TriggerNode("emblems", { NextAction("emblems", relevance) }));
} }
ChatCommandHandlerStrategy::ChatCommandHandlerStrategy(PlayerbotAI* botAI) : PassTroughStrategy(botAI) ChatCommandHandlerStrategy::ChatCommandHandlerStrategy(PlayerbotAI* botAI) : PassTroughStrategy(botAI)
@ -138,6 +139,7 @@ ChatCommandHandlerStrategy::ChatCommandHandlerStrategy(PlayerbotAI* botAI) : Pas
supported.push_back("teleport"); supported.push_back("teleport");
supported.push_back("taxi"); supported.push_back("taxi");
supported.push_back("repair"); supported.push_back("repair");
supported.push_back("emblems");
supported.push_back("talents"); supported.push_back("talents");
supported.push_back("spells"); supported.push_back("spells");
supported.push_back("co"); supported.push_back("co");
@ -202,8 +204,8 @@ ChatCommandHandlerStrategy::ChatCommandHandlerStrategy(PlayerbotAI* botAI) : Pas
supported.push_back("unlock items"); supported.push_back("unlock items");
supported.push_back("unlock traded item"); supported.push_back("unlock traded item");
supported.push_back("tame"); supported.push_back("tame");
supported.push_back("glyphs"); // Added for custom Glyphs supported.push_back("glyphs");
supported.push_back("glyph equip"); // Added for custom Glyphs supported.push_back("glyph equip");
supported.push_back("pet"); supported.push_back("pet");
supported.push_back("pet attack"); supported.push_back("pet attack");
supported.push_back("wait for attack time"); supported.push_back("wait for attack time");