From db3cd7a93b35afb53b517e0b4af24b3f0f3f0eb5 Mon Sep 17 00:00:00 2001 From: Crow Date: Fri, 12 Jun 2026 15:06:07 -0500 Subject: [PATCH] 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)