Exclude Invalid Weapons from Shaman Enchants & Refactor Temporary Enchant Spellcasting (#2345)

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## Pull Request Description
<!-- Describe what this change does and why it is needed -->
Fix for issue #2343 

I excluded the MISC and FISHING POLE weapon subclasses from weapon
enchants. MISC includes the entry profession "weapons" (skinning knife,
mining pick, blacksmithing hammer, arclight spanner) and some other crap
that I suspect is not enchantable, but even if it is there's no good
reason to do so (like Brewfest steins). The subclass doesn't include
weapons that can be used for professions but you might actually want to
use for fighting (like Finkle's Skinner).

To clean things up overall, I removed the intermediate class
CastEnchantItemAction between CastSpellAction and
CastEnchantItemMainHandAction and CastEnchantItemOffHandAction.
CastEnchantItemAction is not doing anything helpful that can't easily be
replicated in the MH/OH classes, and I can't think of any future reason
for keeping CastEnchantItemAction. I also brought the CanCastSpell check
into the MH/OH classes--previously it just wasn't run for the weapon
enchant spells, and I can't think of any good reason why it shouldn't
be.

I also added Execute functions to both CastEnchantItemMainHandAction and
CastEnchantItemOffHandAction so they actually directly cast the enchant
on the specified hand instead of running through CastSpellAction's
Execute (and thus going through item for spell). I wasn't having
problems with the wrong hand being applied under the prior approach, but
this is a more direct and better approach anyway.

Other changes are just formatting.

## Feature Evaluation
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- Describe the **minimum logic** required to achieve the intended
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- Describe the **processing cost** when this logic executes across many
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The new path is very similar to the old one but just adds a check that
is common to all spells and early returns to avoid invalid results.

## How to Test the Changes
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1. Log into a Shaman and activate selfbot
2. Check to make sure the correct enchantments are applied (e.g., MH
Windfury and OH Flametongue for a dual-wielding Enhancement Shaman)
3. Equip a profession weapon such as a skinning knife and make sure the
Shaman does not attempt to enchant it

## Impact Assessment
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tick) can help you here. -->
- 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**)

This just stops Shamans from trying to enchant stuff that they can't.

- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



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Was AI assistance used while working on this change?
- - [ ] No
- - [x] Yes (**explain below**)
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I kicked around some ideas with GPT-5.4 with respect to the refactoring
aspect of the PR after I had fixed the bug.
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## 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
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This commit is contained in:
Crow 2026-05-09 00:40:35 -05:00 committed by GitHub
parent 7af675e712
commit 826887133d
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
2 changed files with 46 additions and 54 deletions

View File

@ -17,7 +17,7 @@
#include "WorldPacket.h"
#include "Group.h"
#include "Chat.h"
#include "Ai/Base/Util/GenericBuffUtils.h"
#include "GenericBuffUtils.h"
#include "PlayerbotAI.h"
using ai::buff::MakeAuraQualifierForBuff;
@ -134,7 +134,8 @@ bool CastSpellAction::isPossible()
return botAI->CanCastSpell(spell, GetTarget());
}
CastMeleeSpellAction::CastMeleeSpellAction(PlayerbotAI* botAI, std::string const spell) : CastSpellAction(botAI, spell)
CastMeleeSpellAction::CastMeleeSpellAction(
PlayerbotAI* botAI, std::string const spell) : CastSpellAction(botAI, spell)
{
range = ATTACK_DISTANCE;
}
@ -182,56 +183,47 @@ bool CastAuraSpellAction::isUseful()
return false;
}
CastEnchantItemAction::CastEnchantItemAction(PlayerbotAI* botAI, std::string const spell)
: CastSpellAction(botAI, spell)
CastEnchantItemMainHandAction::CastEnchantItemMainHandAction(
PlayerbotAI* botAI, std::string const spell) : CastSpellAction(botAI, spell) {}
bool CastEnchantItemMainHandAction::Execute(Event /*event*/)
{
range = botAI->GetRange("spell");
Item* item = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
return item && botAI->CastSpell(spell, bot, item);
}
bool CastEnchantItemAction::isPossible()
{
// if (!CastSpellAction::isPossible())
// {
// botAI->TellMasterNoFacing("Impossible: " + spell);
// return false;
// }
uint32 spellId = AI_VALUE2(uint32, "spell id", spell);
// bool ok = AI_VALUE2(Item*, "item for spell", spellId);
// Item* item = AI_VALUE2(Item*, "item for spell", spellId);
// botAI->TellMasterNoFacing("spell: " + spell + ", spell id: " + std::to_string(spellId) + " item for spell: " +
// std::to_string(ok));
return spellId && AI_VALUE2(Item*, "item for spell", spellId);
}
CastEnchantItemMainHandAction::CastEnchantItemMainHandAction(PlayerbotAI* botAI, std::string const spell)
: CastEnchantItemAction(botAI, spell) {}
bool CastEnchantItemMainHandAction::isPossible()
{
if (!CastEnchantItemAction::isPossible())
return false;
Item* item = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
return item && !item->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT) &&
item->GetTemplate()->Class == ITEM_CLASS_WEAPON;
if (!item || item->GetTemplate()->SubClass == ITEM_SUBCLASS_WEAPON_MISC ||
item->GetTemplate()->SubClass == ITEM_SUBCLASS_WEAPON_FISHING_POLE ||
item->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT))
{
return false;
}
CastEnchantItemOffHandAction::CastEnchantItemOffHandAction(PlayerbotAI* botAI, std::string const spell)
: CastEnchantItemAction(botAI, spell) {}
return botAI->CanCastSpell(spell, bot, item);
}
CastEnchantItemOffHandAction::CastEnchantItemOffHandAction(
PlayerbotAI* botAI, std::string const spell) : CastSpellAction(botAI, spell) {}
bool CastEnchantItemOffHandAction::Execute(Event /*event*/)
{
Item* item = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
return item && botAI->CastSpell(spell, bot, item);
}
bool CastEnchantItemOffHandAction::isPossible()
{
if (!CastEnchantItemAction::isPossible())
return false;
Item* item = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
if (!item || item->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT))
if (!item || item->GetTemplate()->SubClass == ITEM_SUBCLASS_WEAPON_MISC ||
item->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT))
{
return false;
}
uint32 invType = item->GetTemplate()->InventoryType;
return invType == INVTYPE_WEAPON || invType == INVTYPE_WEAPONOFFHAND;
return botAI->CanCastSpell(spell, bot, item);
}
CastHealingSpellAction::CastHealingSpellAction(PlayerbotAI* botAI, std::string const spell, uint8 estAmount,
@ -245,7 +237,8 @@ bool CastHealingSpellAction::isUseful() { return CastAuraSpellAction::isUseful()
bool CastAoeHealSpellAction::isUseful() { return CastSpellAction::isUseful(); }
CastCureSpellAction::CastCureSpellAction(PlayerbotAI* botAI, std::string const spell) : CastSpellAction(botAI, spell)
CastCureSpellAction::CastCureSpellAction(
PlayerbotAI* botAI, std::string const spell) : CastSpellAction(botAI, spell)
{
range = botAI->GetRange("heal");
}
@ -267,13 +260,15 @@ bool BuffOnPartyAction::Execute(Event /*event*/)
std::string castName = spell; // default = mono
auto SendGroupRP = ai::chat::MakeGroupAnnouncer(bot);
castName = ai::buff::UpgradeToGroupIfAppropriate(bot, botAI, castName, /*announceOnMissing=*/true, SendGroupRP);
castName = ai::buff::UpgradeToGroupIfAppropriate(
bot, botAI, castName, /*announceOnMissing=*/true, SendGroupRP);
return botAI->CastSpell(castName, GetTarget());
}
// End greater buff fix
CastShootAction::CastShootAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "shoot"), shootSpellId(0)
CastShootAction::CastShootAction(
PlayerbotAI* botAI) : CastSpellAction(botAI, "shoot"), shootSpellId(0)
{
if (Item* const pItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED))
{
@ -327,7 +322,8 @@ Value<Unit*>* CastDebuffSpellOnMeleeAttackerAction::GetTargetValue()
return context->GetValue<Unit*>("melee attacker without aura", spell);
}
CastBuffSpellAction::CastBuffSpellAction(PlayerbotAI* botAI, std::string const spell, bool checkIsOwner, uint32 beforeDuration)
CastBuffSpellAction::CastBuffSpellAction(
PlayerbotAI* botAI, std::string const spell, bool checkIsOwner, uint32 beforeDuration)
: CastAuraSpellAction(botAI, spell, checkIsOwner, false, beforeDuration)
{
range = botAI->GetRange("spell");
@ -448,7 +444,8 @@ bool UseTrinketAction::UseTrinket(Item* item)
uint32 spellId = 0;
for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
{
if (item->GetTemplate()->Spells[i].SpellId > 0 && item->GetTemplate()->Spells[i].SpellTrigger == ITEM_SPELLTRIGGER_ON_USE)
if (item->GetTemplate()->Spells[i].SpellId > 0 &&
item->GetTemplate()->Spells[i].SpellTrigger == ITEM_SPELLTRIGGER_ON_USE)
{
spellId = item->GetTemplate()->Spells[i].SpellId;
const SpellInfo* spellInfo = sSpellMgr->GetSpellInfo(spellId);

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@ -121,26 +121,21 @@ public:
std::string const GetTargetName() override { return "self target"; }
};
class CastEnchantItemAction : public CastSpellAction
{
public:
CastEnchantItemAction(PlayerbotAI* botAI, std::string const spell);
bool isPossible() override;
std::string const GetTargetName() override { return "self target"; }
};
class CastEnchantItemMainHandAction : public CastEnchantItemAction
class CastEnchantItemMainHandAction : public CastSpellAction
{
public:
CastEnchantItemMainHandAction(PlayerbotAI* botAI, std::string const spell);
std::string const GetTargetName() override { return "self target"; }
bool Execute(Event event) override;
bool isPossible() override;
};
class CastEnchantItemOffHandAction : public CastEnchantItemAction
class CastEnchantItemOffHandAction : public CastSpellAction
{
public:
CastEnchantItemOffHandAction(PlayerbotAI* botAI, std::string const spell);
std::string const GetTargetName() override { return "self target"; }
bool Execute(Event event) override;
bool isPossible() override;
};