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Bots Don't Autoequip Tools & Other Misc Weapons (#2346)
<!-- Thank you for contributing to mod-playerbots, please make sure that you... 1. Submit your PR to the test-staging branch, not master. 2. Read the guidelines below before submitting. 3. Don't delete parts of this template. DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND PREDICTABILITY over behavioral realism. Every action and decision executes PER BOT AND PER TRIGGER. Small increases in logic complexity scale poorly across thousands of bots and negatively affect all. We prioritize a stable system over a smarter one. Bots don't need to behave perfectly; believable behavior is the goal, not human simulation. Default behavior must be cheap in processing; expensive behavior must be opt-in. Before submitting, make sure your changes aligns with these principles. --> ## Pull Request Description <!-- Describe what this change does and why it is needed --> Solve the rest of #2344 Now, bots won't autoequip any weapon from ITEM_SUBCLASS_WEAPON_MISC, which includes all of the basic tools and some other crap that they have no need to autoequip, either. Bots are still eligible to equip those weapons (such as through the "e" command). Note that MISC includes the Argent Tournament lances. I've not played WotLK, but I assume those might be relevant for a strategy. It shouldn't be a problem though because I've intentionally not made bots ineligible for MISC weapons; they just won't consider them upgrades on their own. I also cleaned up ItemUsageValue::QueryItemUsageForEquip to consolidate checks and so on. None of that should be functional, or I screwed up. The check for MISC is on lines 219 through 221. ## Feature Evaluation <!-- If your PR is very minimal (comment typo, wrong ID reference, etc), and it is very obvious it will not have any impact on performance, you may skip these question. If necessary, a maintainer may ask you for them later. --> <!-- Please answer the following: --> - 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 <!-- - Step-by-step instructions to test the change. - Any required setup (e.g. multiple players, number of bots, specific configuration). - Expected behavior and how to verify it. --> Activate selfbot. Unequip all weapons and have nothing in the inventory except for a MISC weapon such as a skinning knife. Whisper self "equip upgrade"--nothing should happen. Whisper self "e [LINK TO WEAPON]"--the bot should equip the weapon. ## Impact Assessment <!-- As a generic test, before and after measure of pmon (playerbot pmon tick) can help you here. --> - 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**) There's an extra check but totally meaningless with respect to performance. - Does this change modify default bot behavior? - - [ ] No - - [x] Yes (**explain why**) They won't auto-equip crap that will prevent them from using abilities. - Does this change add new decision branches or increase maintenance complexity? - - [x] No - - [ ] Yes (**explain below**) ## AI Assistance <!-- AI assistance is allowed, but all submitted code must be fully understood, reviewed, and owned by the contributor. We expect contributors to be honest about what they do and do not understand. --> Was AI assistance used while working on this change? - - [ ] No - - [x] Yes (**explain below**) <!-- If yes, please specify: - Purpose of usage (e.g. brainstorming, refactoring, documentation, code generation). - Which parts of the change were influenced or generated, and whether it was thoroughly reviewed. --> I had GPT-5.4 evaluate different spots where I thought an exclusion could be added before settling on this one. <!-- TRANSLATIONS: Anything new that the bots say in chat must be in a translatable format. This is done using GetBotTextOrDefault, which you can search for in the codebase to find examples. Your code needs to have English as the default fallback, while the full translations need to be in an SQL update file. The languages in the file are the nine language options supported by AzerothCore: English, Korean, French, German, Chinese, Taiwanese, Spanish, Spanish Mexico, and Russian. See data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as an example of a translation SQL update, whose content are called within the codebase at src/strategy/actions/FishingAction.cpp --> ## 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 <!-- Anything else that's helpful to review or test your pull request. -->
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@ -180,19 +180,11 @@ ItemUsage ItemUsageValue::QueryItemUsageForEquip(ItemTemplate const* itemProto,
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delete pItem;
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if (result != EQUIP_ERR_OK && result != EQUIP_ERR_CANT_CARRY_MORE_OF_THIS)
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{
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return ITEM_USAGE_NONE;
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}
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// Check is unique items are equipped or not
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bool needToCheckUnique = false;
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if (result == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS)
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{
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needToCheckUnique = true;
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}
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else if (itemProto->HasFlag(ITEM_FLAG_UNIQUE_EQUIPPABLE))
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{
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needToCheckUnique = true;
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}
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// Check if unique items are equipped or not
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bool needToCheckUnique = result == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS ||
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itemProto->HasFlag(ITEM_FLAG_UNIQUE_EQUIPPABLE);
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if (needToCheckUnique)
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{
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@ -206,14 +198,11 @@ ItemUsage ItemUsageValue::QueryItemUsageForEquip(ItemTemplate const* itemProto,
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bool isEquipped = (totalItemCount > bagItemCount);
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if (isEquipped)
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{
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return ITEM_USAGE_NONE; // Item is already equipped
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}
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// If not equipped, continue processing
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}
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if (itemProto->Class == ITEM_CLASS_QUIVER)
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if (bot->getClass() != CLASS_HUNTER)
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if (itemProto->Class == ITEM_CLASS_QUIVER && bot->getClass() != CLASS_HUNTER)
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return ITEM_USAGE_NONE;
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if (itemProto->Class == ITEM_CLASS_CONTAINER)
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@ -221,13 +210,15 @@ ItemUsage ItemUsageValue::QueryItemUsageForEquip(ItemTemplate const* itemProto,
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if (itemProto->SubClass != ITEM_SUBCLASS_CONTAINER)
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return ITEM_USAGE_NONE; // Todo add logic for non-bag containers. We want to look at professions/class and
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// only replace if non-bag is larger than bag.
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if (GetSmallestBagSize() >= itemProto->ContainerSlots)
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return ITEM_USAGE_NONE;
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return ITEM_USAGE_EQUIP;
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}
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if (itemProto->Class == ITEM_CLASS_WEAPON && itemProto->SubClass == ITEM_SUBCLASS_WEAPON_MISC)
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return ITEM_USAGE_NONE;
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bool shouldEquip = false;
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// uint32 statWeight = sRandomItemMgr.GetLiveStatWeight(bot, itemProto->ItemId);
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StatsWeightCalculator calculator(bot);
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@ -254,19 +245,14 @@ ItemUsage ItemUsageValue::QueryItemUsageForEquip(ItemTemplate const* itemProto,
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uint8 dstSlot = botAI->FindEquipSlot(itemProto, NULL_SLOT, true);
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// Check if dest wasn't set correctly by CanEquipItem and use FindEquipSlot instead
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// This occurs with unique items that are already in the bots bags when CanEquipItem is called
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if (dest == 0)
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{
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if (dstSlot != NULL_SLOT)
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if (dest == 0 && dstSlot != NULL_SLOT)
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{
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// Construct dest from dstSlot
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dest = (INVENTORY_SLOT_BAG_0 << 8) | dstSlot;
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}
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}
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if (dstSlot == EQUIPMENT_SLOT_FINGER1 || dstSlot == EQUIPMENT_SLOT_TRINKET1)
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{
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possibleSlots = 2;
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}
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// Check weapon case separately to keep things a bit cleaner
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bool have2HWeapon = false;
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@ -283,14 +269,9 @@ ItemUsage ItemUsageValue::QueryItemUsageForEquip(ItemTemplate const* itemProto,
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itemProto->SubClass == ITEM_SUBCLASS_WEAPON_SWORD2);
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// If the bot can Titan Grip, ignore any 2H weapon that isn't a 2H sword, mace, or axe.
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if (bot->CanTitanGrip())
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{
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// If this weapon is 2H but not one of the valid TG weapon types, do not equip it at all.
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if (itemProto->InventoryType == INVTYPE_2HWEAPON && !isValidTGWeapon)
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{
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if (bot->CanTitanGrip() && itemProto->InventoryType == INVTYPE_2HWEAPON && !isValidTGWeapon)
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return ITEM_USAGE_NONE;
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}
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}
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// Now handle the logic for equipping and possible offhand slots
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// If the bot can Dual Wield and:
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@ -317,10 +298,8 @@ ItemUsage ItemUsageValue::QueryItemUsageForEquip(ItemTemplate const* itemProto,
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if (shouldEquipInSlot)
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return ITEM_USAGE_EQUIP;
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else
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{
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return ITEM_USAGE_BAD_EQUIP;
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}
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}
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ItemTemplate const* oldItemProto = oldItem->GetTemplate();
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float oldScore = calculator.CalculateItem(oldItemProto->ItemId, oldItem->GetInt32Value(ITEM_FIELD_RANDOM_PROPERTIES_ID));
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@ -328,23 +307,17 @@ ItemUsage ItemUsageValue::QueryItemUsageForEquip(ItemTemplate const* itemProto,
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{
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// uint32 oldStatWeight = sRandomItemMgr.GetLiveStatWeight(bot, oldItemProto->ItemId);
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if (itemScore || oldScore)
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{
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shouldEquipInSlot = itemScore > oldScore * sPlayerbotAIConfig.equipUpgradeThreshold;
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}
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}
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// Bigger quiver
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if (itemProto->Class == ITEM_CLASS_QUIVER)
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{
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if (!oldItem || oldItemProto->ContainerSlots < itemProto->ContainerSlots)
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{
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return ITEM_USAGE_EQUIP;
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}
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else
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{
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return ITEM_USAGE_NONE;
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}
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}
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bool existingShouldEquip = true;
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if (oldItemProto->Class == ITEM_CLASS_WEAPON && !sRandomItemMgr.CanEquipWeapon(bot->getClass(), oldItemProto))
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