From 8f7d352f7e7de7416fdcddac20f36aa9bc26f7c5 Mon Sep 17 00:00:00 2001 From: Flashtate98 <106729837+flashtate98@users.noreply.github.com> Date: Fri, 17 Apr 2026 13:26:08 -0500 Subject: [PATCH 01/11] Implement Auchenai Crypts Strategies and TBC Dungeon Contexts (#2229) ## Pull Request Description This PR aims to add bot strategies to the Auchenai Crypts dungeon, specifically for the boss Shirrak the Dead Watcher, as his focus fire mechanic is really annoying to deal with. Additionally I have added TbcDungeonActionContext.h and TbcDungeonTriggerContext.h for future reference as I add more strategies to TBC dungeons that need it. A HUGE thank you to @brighton-chi for all his help. This has been a fun learning experience! ## Feature Evaluation - Describe the **minimum logic** required to achieve the intended behavior. Trigger: A 20 yard radius grid search is performed to locate the focus fire trigger NPC Action: Bots will flee from the trigger NPC using MoveAway with a 5 yard safety buffer Multiplier: A for loop that prevents bots from running back into the focus fire mechanic while its active. Tanking: Tanks have a set coordinate to drag the boss to for the duration of the fight. - Describe the **processing cost** when this logic executes across many bots. Minimal, these scripts only execute when Shirrak has been engaged. ## How to Test the Changes Go into Auchenai Crypts (Normal or Heroic) and engage Shirrak the Dead Watcher ## 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**) This logic is only applied to Auchenai Crypts and activates during Shirrak's encounter. - Does this change modify default bot behavior? - - [ ] No - - [X] Yes (**explain why**) Behavior only applies when in the instance and when engaged with Shirrak. - Does this change add new decision branches or increase maintenance complexity? - - [ ] No - - [X] Yes (**explain below**) New dungeon contexts were added (TbcDungeonActionContext and TbcDungeonTriggerContext) to provide a clean and dedicated structure for future TBC dungeon strategies that will be developed. This was done to be in alignment with the existing WOTLK contexts that already exist. ## Messages to Translate Does this change add bot messages to translate? - - [X] No - - [ ] Yes (**list messages in the table**) | Message key | Default message | | --------------- | ------------------ | | | | | | | ## AI Assistance Was AI assistance used while working on this change? - - [ ] No - - [X] Yes (**explain below**) Gemini was used to help me understand existing code in the module I was referencing and reusing to develop this strategy as I am not a programmer and hardly know anything about C++. ## Final Checklist - - [X] Stability is not compromised. - - [ ] Performance impact is understood, tested, and acceptable. - - [ ] Added logic complexity is justified and explained. - - [ ] Documentation updated if needed (Conf comments, WiKi commands). ## Notes for Reviewers If there are any better alternatives that could be used to help improve the strategy in any way, please suggest it. I am very new to this and want to learn and improve. --------- Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com> Co-authored-by: bash Co-authored-by: Revision Co-authored-by: kadeshar --- .../Action/AuchenaiCryptsActions.cpp | 117 ++++++++++++++++++ .../Action/AuchenaiCryptsActions.h | 31 +++++ .../AuchenaiCryptsActionContext.h | 34 +++++ .../AuchenaiCryptsTriggerContext.h | 35 ++++++ .../Multiplier/AuchenaiCryptsMultipliers.cpp | 45 +++++++ .../Multiplier/AuchenaiCryptsMultipliers.h | 13 ++ .../Strategy/AuchenaiCryptsStrategy.cpp | 21 ++++ .../Strategy/AuchenaiCryptsStrategy.h | 19 +++ .../Trigger/AuchenaiCryptsTriggers.cpp | 34 +++++ .../Trigger/AuchenaiCryptsTriggers.h | 38 ++++++ src/Ai/Dungeon/DungeonStrategyContext.h | 4 +- src/Ai/Dungeon/TbcDungeonActionContext.h | 6 + src/Ai/Dungeon/TbcDungeonTriggerContext.h | 6 + src/Bot/Engine/BuildSharedActionContexts.cpp | 2 + src/Bot/Engine/BuildSharedTriggerContexts.cpp | 2 + src/Bot/PlayerbotAI.cpp | 5 +- 16 files changed, 410 insertions(+), 2 deletions(-) create mode 100644 src/Ai/Dungeon/AuchenaiCrypts/Action/AuchenaiCryptsActions.cpp create mode 100644 src/Ai/Dungeon/AuchenaiCrypts/Action/AuchenaiCryptsActions.h create mode 100644 src/Ai/Dungeon/AuchenaiCrypts/AuchenaiCryptsActionContext.h create mode 100644 src/Ai/Dungeon/AuchenaiCrypts/AuchenaiCryptsTriggerContext.h create mode 100644 src/Ai/Dungeon/AuchenaiCrypts/Multiplier/AuchenaiCryptsMultipliers.cpp create mode 100644 src/Ai/Dungeon/AuchenaiCrypts/Multiplier/AuchenaiCryptsMultipliers.h create mode 100644 src/Ai/Dungeon/AuchenaiCrypts/Strategy/AuchenaiCryptsStrategy.cpp create mode 100644 src/Ai/Dungeon/AuchenaiCrypts/Strategy/AuchenaiCryptsStrategy.h create mode 100644 src/Ai/Dungeon/AuchenaiCrypts/Trigger/AuchenaiCryptsTriggers.cpp create mode 100644 src/Ai/Dungeon/AuchenaiCrypts/Trigger/AuchenaiCryptsTriggers.h create mode 100644 src/Ai/Dungeon/TbcDungeonActionContext.h create mode 100644 src/Ai/Dungeon/TbcDungeonTriggerContext.h diff --git a/src/Ai/Dungeon/AuchenaiCrypts/Action/AuchenaiCryptsActions.cpp b/src/Ai/Dungeon/AuchenaiCrypts/Action/AuchenaiCryptsActions.cpp new file mode 100644 index 000000000..2ec7907c7 --- /dev/null +++ b/src/Ai/Dungeon/AuchenaiCrypts/Action/AuchenaiCryptsActions.cpp @@ -0,0 +1,117 @@ +#include "Playerbots.h" +#include "AiFactory.h" +#include "AuchenaiCryptsTriggers.h" +#include "AuchenaiCryptsActions.h" + +// Shirrak the Dead Watcher + +static const Position SHIRRAK_RANGED_POSITION = { -21.777f, -162.700f, 26.062f }; +static const Position SHIRRAK_TANK_POSITION = { -65.171f, -162.920f, 26.504f }; + +// Tank will position Shirrak at the specified coordinates, further down the corridor past the stairs + +bool ShirrakTankPositionBossAction::Execute(Event /*event*/) +{ + Unit* shirrak = AI_VALUE2(Unit*, "find target", "shirrak the dead watcher"); + if (!shirrak) + return false; + + if (bot->GetVictim() != shirrak) + return Attack(shirrak); + + if (shirrak->GetVictim() == bot && bot->IsWithinMeleeRange(shirrak) && + bot->GetHealthPct()>30.0f) + { + const Position& position = SHIRRAK_TANK_POSITION; + float distToPosition = bot->GetExactDist2d(position.GetPositionX(), + position.GetPositionY()); + if (distToPosition > 6.0f) + { + float dX = position.GetPositionX() - bot->GetPositionX(); + float dY = position.GetPositionY() - bot->GetPositionY(); + float moveDist = std::min(2.0f, distToPosition); + float moveX = bot->GetPositionX() + (dX / distToPosition) * moveDist; + float moveY = bot->GetPositionY() + (dY / distToPosition) * moveDist; + + return MoveTo(bot->GetMapId(), moveX, moveY, bot->GetPositionZ(), false, false, + false, false, MovementPriority::MOVEMENT_COMBAT, true, true); + } + } + + return false; +} + +// Flee from Shirrak's Focus Fire + +bool ShirrakFleeFocusFireAction::Execute(Event /*event*/) +{ + std::list creatureList; + bot->GetCreatureListWithEntryInGrid(creatureList, static_cast(AuchenaiCryptsIDs::NPC_FOCUS_FIRE), 20.0f); + + for (Creature* flare : creatureList) + { + if (flare && flare->IsAlive()) + { + float currentDistance = bot->GetDistance2d(flare); + constexpr float safeDistance = 12.0f; + constexpr float buffer = 5.0f; + + if (currentDistance < safeDistance) + { + bot->AttackStop(); + + float distanceToMove = safeDistance - currentDistance + buffer; + + return MoveAway(flare, distanceToMove); + } + } + } + return false; +} + +// Ranged should keep distance from Shirrak, staying at the edge of the stairs + +bool ShirrakRangedKeepDistanceAction::Execute(Event /*event*/) +{ + + std::vector rangedBots; + if (Group* group = bot->GetGroup()) + { + for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next()) + { + Player* member = ref->GetSource(); + if (member && botAI->IsRanged(member)) + rangedBots.push_back(member); + } + } + + auto findIt = std::find(rangedBots.begin(), rangedBots.end(), bot); + size_t botIndex = (findIt != rangedBots.end()) ? std::distance(rangedBots.begin(), findIt) : 0; + size_t count = rangedBots.size(); + + constexpr float arcSpan = M_PI / 2.0f; + float arcCenter = M_PI; + float arcStart = arcCenter - (arcSpan / 2.0f); + + float angle = (count <= 1) ? arcCenter : (arcStart + (arcSpan * (float)botIndex / (float)(count - 1))); + + constexpr float spreadRadius = 3.0f; + float targetX = SHIRRAK_RANGED_POSITION.GetPositionX() + cos(angle) * spreadRadius; + float targetY = SHIRRAK_RANGED_POSITION.GetPositionY() + sin(angle) * spreadRadius; + + float distToSpot = bot->GetExactDist2d(targetX, targetY); + + if (distToSpot > 4.0f) + { + float dX = targetX - bot->GetPositionX(); + float dY = targetY - bot->GetPositionY(); + + float moveDist = std::min(2.0f, distToSpot); + float moveX = bot->GetPositionX() + (dX / distToSpot) * moveDist; + float moveY = bot->GetPositionY() + (dY / distToSpot) * moveDist; + + return MoveTo(bot->GetMapId(), moveX, moveY, bot->GetPositionZ(), false, false, + false, false, MovementPriority::MOVEMENT_COMBAT, true, false); + } + return false; +} diff --git a/src/Ai/Dungeon/AuchenaiCrypts/Action/AuchenaiCryptsActions.h b/src/Ai/Dungeon/AuchenaiCrypts/Action/AuchenaiCryptsActions.h new file mode 100644 index 000000000..4764efb65 --- /dev/null +++ b/src/Ai/Dungeon/AuchenaiCrypts/Action/AuchenaiCryptsActions.h @@ -0,0 +1,31 @@ +#ifndef _PLAYERBOT_TBCDUNGEONAUCHENAICRYPTSACTIONS_H +#define _PLAYERBOT_TBCDUNGEONAUCHENAICRYPTSACTIONS_H + +#include "AttackAction.h" +#include "MovementActions.h" +#include "AuchenaiCryptsTriggers.h" + +// Shirrak the Dead Watcher + +class ShirrakTankPositionBossAction : public AttackAction +{ +public: + ShirrakTankPositionBossAction(PlayerbotAI* botAI) : AttackAction(botAI, "shirrak tank position boss") {} + bool Execute(Event event) override; +}; + +class ShirrakFleeFocusFireAction : public MovementAction +{ +public: + ShirrakFleeFocusFireAction(PlayerbotAI* botAI) : MovementAction(botAI, "shirrak flee focus fire") {} + bool Execute(Event event) override; +}; + +class ShirrakRangedKeepDistanceAction : public MovementAction +{ +public: + ShirrakRangedKeepDistanceAction(PlayerbotAI* botAI) : MovementAction(botAI, "shirrak ranged keep distance") {} + bool Execute(Event event) override; +}; + +#endif diff --git a/src/Ai/Dungeon/AuchenaiCrypts/AuchenaiCryptsActionContext.h b/src/Ai/Dungeon/AuchenaiCrypts/AuchenaiCryptsActionContext.h new file mode 100644 index 000000000..4eea58716 --- /dev/null +++ b/src/Ai/Dungeon/AuchenaiCrypts/AuchenaiCryptsActionContext.h @@ -0,0 +1,34 @@ +#ifndef _PLAYERBOT_TBCDUNGEONAUCHENAICRYPTSACTIONCONTEXT_H +#define _PLAYERBOT_TBCDUNGEONAUCHENAICRYPTSACTIONCONTEXT_H + +#include "AiObjectContext.h" +#include "Action.h" +#include "AuchenaiCryptsActions.h" + +class TbcDungeonAuchenaiCryptsActionContext : public NamedObjectContext +{ +public: + TbcDungeonAuchenaiCryptsActionContext() : NamedObjectContext(false, true) + { + creators["shirrak tank position boss"] = + &TbcDungeonAuchenaiCryptsActionContext::shirrak_tank_position_boss; + + creators["shirrak flee focus fire"] = + &TbcDungeonAuchenaiCryptsActionContext::shirrak_flee_focus_fire; + + creators["shirrak ranged keep distance"] = + &TbcDungeonAuchenaiCryptsActionContext::shirrak_ranged_keep_distance; + } +private: + + static Action* shirrak_tank_position_boss( + PlayerbotAI* botAI) { return new ShirrakTankPositionBossAction(botAI); } + + static Action* shirrak_flee_focus_fire( + PlayerbotAI* botAI) { return new ShirrakFleeFocusFireAction(botAI); } + + static Action* shirrak_ranged_keep_distance( + PlayerbotAI* botAI) { return new ShirrakRangedKeepDistanceAction(botAI); } +}; + +#endif diff --git a/src/Ai/Dungeon/AuchenaiCrypts/AuchenaiCryptsTriggerContext.h b/src/Ai/Dungeon/AuchenaiCrypts/AuchenaiCryptsTriggerContext.h new file mode 100644 index 000000000..95f15f16a --- /dev/null +++ b/src/Ai/Dungeon/AuchenaiCrypts/AuchenaiCryptsTriggerContext.h @@ -0,0 +1,35 @@ +#ifndef _PLAYERBOT_TBCDUNGEONAUCHENAICRYPTSTRIGGERCONTEXT_H +#define _PLAYERBOT_TBCDUNGEONAUCHENAICRYPTSTRIGGERCONTEXT_H + +#include "AiObjectContext.h" +#include "TriggerContext.h" +#include "AuchenaiCryptsTriggers.h" + +class TbcDungeonAuchenaiCryptsTriggerContext : public NamedObjectContext +{ +public: + // Shirrak the Dead Watcher + TbcDungeonAuchenaiCryptsTriggerContext() + { + creators["shirrak tank position boss"] = + &TbcDungeonAuchenaiCryptsTriggerContext::shirrak_tank_position_boss; + + creators["shirrak flee focus fire"] = + &TbcDungeonAuchenaiCryptsTriggerContext::shirrak_flee_focus_fire; + + creators["shirrak ranged keep distance"] = + &TbcDungeonAuchenaiCryptsTriggerContext::shirrak_ranged_keep_distance; + } +private: + // Shirrak the Dead Watcher + static Trigger* shirrak_tank_position_boss( + PlayerbotAI* botAI) { return new ShirrakTankPositionBossTrigger(botAI); } + + static Trigger* shirrak_flee_focus_fire( + PlayerbotAI* botAI) { return new ShirrakFleeFocusFireTrigger(botAI); } + + static Trigger* shirrak_ranged_keep_distance( + PlayerbotAI* botAI) { return new ShirrakRangedKeepDistanceTrigger(botAI); } +}; + +#endif diff --git a/src/Ai/Dungeon/AuchenaiCrypts/Multiplier/AuchenaiCryptsMultipliers.cpp b/src/Ai/Dungeon/AuchenaiCrypts/Multiplier/AuchenaiCryptsMultipliers.cpp new file mode 100644 index 000000000..2f74a5a58 --- /dev/null +++ b/src/Ai/Dungeon/AuchenaiCrypts/Multiplier/AuchenaiCryptsMultipliers.cpp @@ -0,0 +1,45 @@ +#include "AuchenaiCryptsMultipliers.h" +#include "AuchenaiCryptsActions.h" +#include "AuchenaiCryptsTriggers.h" +#include "MovementActions.h" +#include "ReachTargetActions.h" +#include "FollowActions.h" +#include "AiObjectContext.h" +#include "Playerbots.h" + +// Shirrak the Dead Watcher + +// Flee from Focus Fire and dont run back in +float ShirrakFleeFocusFireMultiplier::GetValue(Action* action) +{ + if (!AI_VALUE2(Unit*, "find target", "shirrak the dead watcher")) + return 1.0f; + + std::list creatureList; + bot->GetCreatureListWithEntryInGrid(creatureList, static_cast(AuchenaiCryptsIDs::NPC_FOCUS_FIRE), 20.0f); + + for (Creature* flare : creatureList) + { + if (flare && flare->IsAlive()) + { + if (dynamic_cast(action)) + return 0.0f; + + float currentDistance = bot->GetDistance2d(flare); + constexpr float safeDistance = 12.0f; + constexpr float buffer = 5.0f; + + if (currentDistance < safeDistance + buffer && ( + dynamic_cast(action) || + dynamic_cast(action) || + dynamic_cast(action) || + dynamic_cast(action) || + dynamic_cast(action) || + dynamic_cast(action))) + { + return 0.0f; + } + } + } + return 1.0f; +} diff --git a/src/Ai/Dungeon/AuchenaiCrypts/Multiplier/AuchenaiCryptsMultipliers.h b/src/Ai/Dungeon/AuchenaiCrypts/Multiplier/AuchenaiCryptsMultipliers.h new file mode 100644 index 000000000..df5de2318 --- /dev/null +++ b/src/Ai/Dungeon/AuchenaiCrypts/Multiplier/AuchenaiCryptsMultipliers.h @@ -0,0 +1,13 @@ +#ifndef _PLAYERBOT_TBCDUNGEONAUCHENAICRYPTSMULTIPLIERS_H +#define _PLAYERBOT_TBCDUNGEONAUCHENAICRYPTSMULTIPLIERS_H + +#include "Multiplier.h" + +class ShirrakFleeFocusFireMultiplier : public Multiplier +{ +public: + ShirrakFleeFocusFireMultiplier(PlayerbotAI* botAI) : Multiplier(botAI, "shirrak flee focus fire") {} + float GetValue(Action* action) override; +}; + +#endif diff --git a/src/Ai/Dungeon/AuchenaiCrypts/Strategy/AuchenaiCryptsStrategy.cpp b/src/Ai/Dungeon/AuchenaiCrypts/Strategy/AuchenaiCryptsStrategy.cpp new file mode 100644 index 000000000..f975d46bb --- /dev/null +++ b/src/Ai/Dungeon/AuchenaiCrypts/Strategy/AuchenaiCryptsStrategy.cpp @@ -0,0 +1,21 @@ +#include "AuchenaiCryptsTriggers.h" +#include "AuchenaiCryptsStrategy.h" +#include "AuchenaiCryptsMultipliers.h" + +void TbcDungeonAuchenaiCryptsStrategy::InitTriggers(std::vector& triggers) +{ + // Shirrak The Dead Watcher + triggers.push_back(new TriggerNode("shirrak tank position boss", { + NextAction("shirrak tank position boss", ACTION_RAID + 1) })); + + triggers.push_back(new TriggerNode("shirrak flee focus fire", { + NextAction("shirrak flee focus fire", ACTION_EMERGENCY + 10) })); + + triggers.push_back(new TriggerNode("shirrak ranged keep distance", { + NextAction("shirrak ranged keep distance", ACTION_RAID + 1) })); +} + +void TbcDungeonAuchenaiCryptsStrategy::InitMultipliers(std::vector& multipliers) +{ + multipliers.push_back(new ShirrakFleeFocusFireMultiplier(botAI)); +} diff --git a/src/Ai/Dungeon/AuchenaiCrypts/Strategy/AuchenaiCryptsStrategy.h b/src/Ai/Dungeon/AuchenaiCrypts/Strategy/AuchenaiCryptsStrategy.h new file mode 100644 index 000000000..ff82a0266 --- /dev/null +++ b/src/Ai/Dungeon/AuchenaiCrypts/Strategy/AuchenaiCryptsStrategy.h @@ -0,0 +1,19 @@ +#ifndef _PLAYERBOT_TBCDUNGEONAUCHENAICRYPTSSTRATEGY_H +#define _PLAYERBOT_TBCDUNGEONAUCHENAICRYPTSSTRATEGY_H + +#include "AiObjectContext.h" +#include "Strategy.h" +#include "Multiplier.h" + +class TbcDungeonAuchenaiCryptsStrategy : public Strategy +{ +public: + TbcDungeonAuchenaiCryptsStrategy(PlayerbotAI* botAI) : Strategy(botAI) {} + + virtual std::string const getName() override { return "tbc-ac"; } + + virtual void InitTriggers(std::vector &triggers) override; + virtual void InitMultipliers(std::vector &multipliers) override; +}; + +#endif diff --git a/src/Ai/Dungeon/AuchenaiCrypts/Trigger/AuchenaiCryptsTriggers.cpp b/src/Ai/Dungeon/AuchenaiCrypts/Trigger/AuchenaiCryptsTriggers.cpp new file mode 100644 index 000000000..372614d2f --- /dev/null +++ b/src/Ai/Dungeon/AuchenaiCrypts/Trigger/AuchenaiCryptsTriggers.cpp @@ -0,0 +1,34 @@ +#include "Playerbots.h" +#include "AuchenaiCryptsTriggers.h" +#include "AiObject.h" +#include "AiObjectContext.h" + +// Shirrak the Dead Watcher + +bool ShirrakTankPositionBossTrigger::IsActive() +{ + return botAI->IsTank(bot) && + AI_VALUE2(Unit*, "find target", "shirrak the dead watcher"); +} + +bool ShirrakFleeFocusFireTrigger::IsActive() +{ + if (!AI_VALUE2(Unit*, "find target", "shirrak the dead watcher")) + return false; + + std::list creatureList; + bot->GetCreatureListWithEntryInGrid(creatureList, static_cast(AuchenaiCryptsIDs::NPC_FOCUS_FIRE), 20.0f); + + for (Creature* flare : creatureList) + { + if (flare && flare->IsAlive()) + return true; + } + return false; +} + +bool ShirrakRangedKeepDistanceTrigger::IsActive() +{ + return botAI->IsRanged(bot) && + AI_VALUE2(Unit*, "find target", "shirrak the dead watcher"); +} diff --git a/src/Ai/Dungeon/AuchenaiCrypts/Trigger/AuchenaiCryptsTriggers.h b/src/Ai/Dungeon/AuchenaiCrypts/Trigger/AuchenaiCryptsTriggers.h new file mode 100644 index 000000000..1d3144194 --- /dev/null +++ b/src/Ai/Dungeon/AuchenaiCrypts/Trigger/AuchenaiCryptsTriggers.h @@ -0,0 +1,38 @@ +#ifndef _PLAYERBOT_TBCDUNGEONAUCHENAICRYPTSTRIGGERS_H +#define _PLAYERBOT_TBCDUNGEONAUCHENAICRYPTSTRIGGERS_H + +#include "Trigger.h" +#include "GenericTriggers.h" +#include "DungeonStrategyUtils.h" + +enum class AuchenaiCryptsIDs : uint32 +{ + // Shirrak The Dead Watcher + NPC_FOCUS_FIRE = 18374, +}; + +class ShirrakTankPositionBossTrigger : public Trigger +{ +public: + ShirrakTankPositionBossTrigger(PlayerbotAI* botAI) : Trigger(botAI, "shirrak tank position boss") {} + + bool IsActive() override; +}; + +class ShirrakFleeFocusFireTrigger : public Trigger +{ +public: + ShirrakFleeFocusFireTrigger(PlayerbotAI* botAI) : Trigger(botAI, "shirrak flee focus fire") {} + + bool IsActive() override; +}; + +class ShirrakRangedKeepDistanceTrigger : public Trigger +{ +public: + ShirrakRangedKeepDistanceTrigger(PlayerbotAI* botAI) : Trigger(botAI, "shirrak ranged keep distance") {} + + bool IsActive() override; +}; + +#endif diff --git a/src/Ai/Dungeon/DungeonStrategyContext.h b/src/Ai/Dungeon/DungeonStrategyContext.h index 3311aeee2..07e5fe505 100644 --- a/src/Ai/Dungeon/DungeonStrategyContext.h +++ b/src/Ai/Dungeon/DungeonStrategyContext.h @@ -2,6 +2,7 @@ #define _PLAYERBOT_DUNGEONSTRATEGYCONTEXT_H #include "Strategy.h" +#include "AuchenaiCrypts/Strategy/AuchenaiCryptsStrategy.h" #include "UtgardeKeep/Strategy/UtgardeKeepStrategy.h" #include "Nexus/Strategy/NexusStrategy.h" #include "AzjolNerub/Strategy/AzjolNerubStrategy.h" @@ -44,7 +45,7 @@ class DungeonStrategyContext : public NamedObjectContext // ... // Burning Crusade - // ... + creators["tbc-ac"] = &DungeonStrategyContext::tbc_ac; // Auchindoun: Auchenai Crypts // Wrath of the Lich King creators["wotlk-uk"] = &DungeonStrategyContext::wotlk_uk; // Utgarde Keep @@ -65,6 +66,7 @@ class DungeonStrategyContext : public NamedObjectContext creators["wotlk-fos"] = &DungeonStrategyContext::wotlk_fos; // The Forge of Souls } private: + static Strategy* tbc_ac(PlayerbotAI* botAI) { return new TbcDungeonAuchenaiCryptsStrategy(botAI); } static Strategy* wotlk_uk(PlayerbotAI* botAI) { return new WotlkDungeonUKStrategy(botAI); } static Strategy* wotlk_nex(PlayerbotAI* botAI) { return new WotlkDungeonNexStrategy(botAI); } static Strategy* wotlk_an(PlayerbotAI* botAI) { return new WotlkDungeonANStrategy(botAI); } diff --git a/src/Ai/Dungeon/TbcDungeonActionContext.h b/src/Ai/Dungeon/TbcDungeonActionContext.h new file mode 100644 index 000000000..8c3547224 --- /dev/null +++ b/src/Ai/Dungeon/TbcDungeonActionContext.h @@ -0,0 +1,6 @@ +#ifndef _PLAYERBOT_TBCDUNGEONACTIONCONTEXT_H +#define _PLAYERBOT_TBCDUNGEONACTIONCONTEXT_H + +#include "AuchenaiCrypts/AuchenaiCryptsActionContext.h" + +#endif diff --git a/src/Ai/Dungeon/TbcDungeonTriggerContext.h b/src/Ai/Dungeon/TbcDungeonTriggerContext.h new file mode 100644 index 000000000..9a680b7af --- /dev/null +++ b/src/Ai/Dungeon/TbcDungeonTriggerContext.h @@ -0,0 +1,6 @@ +#ifndef _PLAYERBOT_TBCDUNGEONTRIGGERCONTEXT_H +#define _PLAYERBOT_TBCDUNGEONTRIGGERCONTEXT_H + +#include "AuchenaiCrypts/AuchenaiCryptsTriggerContext.h" + +#endif diff --git a/src/Bot/Engine/BuildSharedActionContexts.cpp b/src/Bot/Engine/BuildSharedActionContexts.cpp index 8fbb6c135..7e243eadb 100644 --- a/src/Bot/Engine/BuildSharedActionContexts.cpp +++ b/src/Bot/Engine/BuildSharedActionContexts.cpp @@ -18,6 +18,7 @@ #include "Ai/Raid/Ulduar/RaidUlduarActionContext.h" #include "Ai/Raid/Onyxia/RaidOnyxiaActionContext.h" #include "Ai/Raid/Icecrown/RaidIccActionContext.h" +#include "Ai/Dungeon/TbcDungeonActionContext.h" #include "Ai/Dungeon/WotlkDungeonActionContext.h" void AiObjectContext::BuildSharedActionContexts(SharedNamedObjectContextList& actionContexts) @@ -41,6 +42,7 @@ void AiObjectContext::BuildSharedActionContexts(SharedNamedObjectContextList& triggerContexts) @@ -41,6 +42,7 @@ void AiObjectContext::BuildSharedTriggerContexts(SharedNamedObjectContextList allInstanceStrategies = { "aq20", "bwl", "karazhan", "gruulslair", "icc", "magtheridon", "moltencore", - "naxx", "onyxia", "ssc", "tempestkeep", "ulduar", "voa", "wotlk-an", "wotlk-cos", + "naxx", "onyxia", "ssc", "tbc-ac", "tempestkeep", "ulduar", "voa", "wotlk-an", "wotlk-cos", "wotlk-dtk", "wotlk-eoe", "wotlk-fos", "wotlk-gd", "wotlk-hol", "wotlk-hor", "wotlk-hos", "wotlk-nex", "wotlk-occ", "wotlk-ok", "wotlk-os", "wotlk-pos", "wotlk-toc", "wotlk-uk", "wotlk-up", "wotlk-vh", "zulaman" @@ -1600,6 +1600,9 @@ void PlayerbotAI::ApplyInstanceStrategies(uint32 mapId, bool tellMaster) case 550: strategyName = "tempestkeep"; // Tempest Keep break; + case 558: + strategyName = "tbc-ac"; // Auchindoun: Auchenai Crypts + break; case 565: strategyName = "gruulslair"; // Gruul's Lair break; From 937b4903bba4123536480481d0997d16b9ba15d0 Mon Sep 17 00:00:00 2001 From: Crow Date: Fri, 17 Apr 2026 13:26:29 -0500 Subject: [PATCH 02/11] Fix Potential Dereference in AttackAction (#2308) ## Pull Request Description AttackAction::Attack() uses target before checking it. This has never historically been a problem for me, but yesterday it was somehow causing me to crash every time I ordered a bot to attack. Rebuilding didn't solve the issue so it didn't seem to be a bad build. The problem was fixed by moving the target check to the beginning of the function. I restored the function to its existing ordering today and tested again, and somehow I don't crash anymore regardless. I'm confused as hell, but regardless, this is a fix that should be made. ## 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 Order bots to "attack" a target. ## 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 try to help me identify the source of the crash. I couldn't trace it to any particular PR, but it did identify the issue that is the subject of this PR. ## 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 --------- Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com> Co-authored-by: bash Co-authored-by: Revision Co-authored-by: kadeshar --- src/Ai/Base/Actions/AttackAction.cpp | 35 ++++++++++++++-------------- 1 file changed, 17 insertions(+), 18 deletions(-) diff --git a/src/Ai/Base/Actions/AttackAction.cpp b/src/Ai/Base/Actions/AttackAction.cpp index 96bf5c4d3..af964f360 100644 --- a/src/Ai/Base/Actions/AttackAction.cpp +++ b/src/Ai/Base/Actions/AttackAction.cpp @@ -53,22 +53,6 @@ bool AttackMyTargetAction::Execute(Event /*event*/) bool AttackAction::Attack(Unit* target, bool /*with_pet*/ /*true*/) { - Unit* oldTarget = context->GetValue("current target")->Get(); - bool shouldMelee = bot->IsWithinMeleeRange(target) || botAI->IsMelee(bot); - - bool sameTarget = oldTarget == target && bot->GetVictim() == target; - bool inCombat = botAI->GetState() == BOT_STATE_COMBAT; - bool sameAttackMode = bot->HasUnitState(UNIT_STATE_MELEE_ATTACKING) == shouldMelee; - - if (bot->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE || - bot->HasUnitState(UNIT_STATE_IN_FLIGHT)) - { - if (verbose) - botAI->TellError("I cannot attack in flight"); - - return false; - } - if (!target) { if (verbose) @@ -85,6 +69,15 @@ bool AttackAction::Attack(Unit* target, bool /*with_pet*/ /*true*/) return false; } + if (bot->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE || + bot->HasUnitState(UNIT_STATE_IN_FLIGHT)) + { + if (verbose) + botAI->TellError("I cannot attack in flight"); + + return false; + } + // Check if bot OR target is in prohibited zone/area (skip for duels) if ((target->IsPlayer() || target->IsPet()) && (!bot->duel || bot->duel->Opponent != target) && @@ -121,6 +114,13 @@ bool AttackAction::Attack(Unit* target, bool /*with_pet*/ /*true*/) return false; } + Unit* oldTarget = context->GetValue("current target")->Get(); + bool shouldMelee = bot->IsWithinMeleeRange(target) || botAI->IsMelee(bot); + + bool sameTarget = oldTarget == target && bot->GetVictim() == target; + bool inCombat = botAI->GetState() == BOT_STATE_COMBAT; + bool sameAttackMode = bot->HasUnitState(UNIT_STATE_MELEE_ATTACKING) == shouldMelee; + if (sameTarget && inCombat && sameAttackMode) { if (verbose) @@ -146,8 +146,7 @@ bool AttackAction::Attack(Unit* target, bool /*with_pet*/ /*true*/) ObjectGuid guid = target->GetGUID(); bot->SetSelection(target->GetGUID()); - context->GetValue("old target")->Set(oldTarget); - + context->GetValue("old target")->Set(oldTarget); context->GetValue("current target")->Set(target); context->GetValue("available loot")->Get()->Add(guid); From ce1adebc789d8006a9a4535b15c96bf6f43a9802 Mon Sep 17 00:00:00 2001 From: Hokken Date: Fri, 17 Apr 2026 19:26:42 +0100 Subject: [PATCH 03/11] fix(Core): scope AddPlayerBot loading count to master account (#2307) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit ## Problem `AddPlayerBot()` falsely rejects player bot additions with *"You have added too many bots (more than 40)"* even when the player has zero personal bots. This happens because the `MaxAddedBots` check at `PlayerbotMgr.cpp:124` adds `botLoading.size()` to the player's personal bot count: ```cpp uint32 count = mgr->GetPlayerbotsCount() + botLoading.size(); ``` `botLoading` is a `static std::unordered_set` on `PlayerbotHolder` — shared by both `PlayerbotMgr` (per-player) and `RandomPlayerbotMgr` (singleton). When `RandomPlayerbotMgr` loads random bots at startup (up to 60 per interval via `RandomBotsPerInterval`), their GUIDs go into the same global set. During the startup loading window, `botLoading.size()` can easily reach 100–300, far exceeding the default `MaxAddedBots = 40` limit. The result: any player who logs in during the random bot loading window and tries `.playerbot add ` gets blocked, even though the limit is intended to be per-player. ### How to reproduce 1. Set `AiPlayerbot.RandomBotAutologin = 1` (default) with 500 random bots 2. Start the server 3. Log in immediately while random bots are still loading 4. Run `.playerbot add ` for an offline character on your account 5. Get *"You have added too many bots (more than 40)"* despite having 0 personal bots 6. Wait 1–2 minutes for random bot loading to finish, try again — works ### Root cause - `PlayerbotHolder::botLoading` is declared `static` at `PlayerbotMgr.h:60`, so both `PlayerbotMgr` and `RandomPlayerbotMgr` share the same set - `AddPlayerBot()` inserts into `botLoading` at line 147 for ALL callers — both player-initiated adds (`masterAccountId > 0`) and random bot spawns (`masterAccountId = 0`) - The count check at line 124 uses `botLoading.size()` (the entire global set) instead of filtering to bots being loaded for the requesting player - The config comment confirms the intended scope: *"The maximum number of bots that a player can control simultaneously"* ## Fix Change `botLoading` from `unordered_set` to `unordered_map` where the value is the `masterAccountId` passed to `AddPlayerBot()`. Random bots are loaded with `masterAccountId = 0`. The count check now iterates the map and only counts entries matching the current player's `masterAccountId`: ```cpp uint32 loadingForMaster = 0; for (auto const& [guid, acctId] : botLoading) { if (acctId == masterAccountId) ++loadingForMaster; } uint32 count = mgr->GetPlayerbotsCount() + loadingForMaster; ``` ### Callsite compatibility All 10 existing `botLoading` callsites were audited: | Callsite | Operation | Compatible | |----------|-----------|-----------| | `PlayerbotMgr.cpp:85` | `find()` by key | Yes | | `PlayerbotMgr.cpp:153` | `emplace()` (was `insert()`) | Changed | | `PlayerbotMgr.cpp:174` | `erase()` by key | Yes | | `PlayerbotMgr.cpp:209` | `erase()` by key | Yes | | `PlayerbotMgr.cpp:229` | `erase()` by key | Yes | | `PlayerbotMgr.cpp:1163` | `find()` by key | Yes | | `RandomPlayerbotMgr.cpp:429` | `empty()` | Yes | The six unchanged callsites use `find()`, `erase()`, and `empty()` which operate on keys identically for both `unordered_set` and `unordered_map`. ## Files changed | File | Change | |------|--------| | `src/Bot/PlayerbotMgr.h` | `botLoading` type: `unordered_set` → `unordered_map` | | `src/Bot/PlayerbotMgr.cpp` | Definition type updated, `insert` → `emplace` with `masterAccountId`, count check filters by `masterAccountId` | ## What is NOT changed - `MaxAddedBots` config key and default value (40) — unchanged - Random bot loading behavior — unchanged - The `botLoading.empty()` throttle in `RandomPlayerbotMgr` — unchanged - In-game group invite flow — unaffected (does not go through `AddPlayerBot`) - No new config keys, no schema changes, no API changes --------- Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com> Co-authored-by: bash Co-authored-by: Revision Co-authored-by: kadeshar Co-authored-by: Hokken Co-authored-by: Claude Opus 4.6 (1M context) --- src/Bot/PlayerbotMgr.cpp | 12 +++++++++--- src/Bot/PlayerbotMgr.h | 2 +- 2 files changed, 10 insertions(+), 4 deletions(-) diff --git a/src/Bot/PlayerbotMgr.cpp b/src/Bot/PlayerbotMgr.cpp index c3b614a98..8327e2f36 100644 --- a/src/Bot/PlayerbotMgr.cpp +++ b/src/Bot/PlayerbotMgr.cpp @@ -64,7 +64,7 @@ private: }; std::unordered_set BotInitGuard::botsBeingInitialized; -std::unordered_set PlayerbotHolder::botLoading; +std::unordered_map PlayerbotHolder::botLoading; PlayerbotHolder::PlayerbotHolder() : PlayerbotAIBase(false) {} class PlayerbotLoginQueryHolder : public LoginQueryHolder @@ -121,7 +121,13 @@ void PlayerbotHolder::AddPlayerBot(ObjectGuid playerGuid, uint32 masterAccountId LOG_DEBUG("playerbots", "PlayerbotMgr not found for master player with GUID: {}", masterPlayer->GetGUID().GetRawValue()); return; } - uint32 count = mgr->GetPlayerbotsCount() + botLoading.size(); + uint32 loadingForMaster = 0; + for (auto const& [guid, acctId] : botLoading) + { + if (acctId == masterAccountId) + ++loadingForMaster; + } + uint32 count = mgr->GetPlayerbotsCount() + loadingForMaster; if (count >= PlayerbotAIConfig::instance().maxAddedBots) { allowed = false; @@ -144,7 +150,7 @@ void PlayerbotHolder::AddPlayerBot(ObjectGuid playerGuid, uint32 masterAccountId return; } - botLoading.insert(playerGuid); + botLoading.emplace(playerGuid, masterAccountId); // Always login in with world session to avoid race condition sWorld->AddQueryHolderCallback(CharacterDatabase.DelayQueryHolder(holder)) diff --git a/src/Bot/PlayerbotMgr.h b/src/Bot/PlayerbotMgr.h index b80f6f236..316e34d47 100644 --- a/src/Bot/PlayerbotMgr.h +++ b/src/Bot/PlayerbotMgr.h @@ -57,7 +57,7 @@ protected: virtual void OnBotLoginInternal(Player* const bot) = 0; PlayerBotMap playerBots; - static std::unordered_set botLoading; + static std::unordered_map botLoading; }; class PlayerbotMgr : public PlayerbotHolder From d01316fe645eb582224db8edd8987a63402ec053 Mon Sep 17 00:00:00 2001 From: Crow Date: Fri, 17 Apr 2026 13:26:53 -0500 Subject: [PATCH 04/11] Exclude Isle of Quel'danas Areas From PvP (#2304) ## Pull Request Description Adds the vendor/quest hub areas of the Isle of Quel'danas to excluded PvP areas (Shattered Sun Staging Area, Sun's Reach Sanctum, Sun's Reach Harbor, Sun's Reach Armory). Otherwise, bots attack each other and piss off all the Shattered Sun Offensive guards and NPCs. ## 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 one of the above-mentioned areas while PvP flagged (or on a PvP server, like me). See if bots attack. ## 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 --------- Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com> Co-authored-by: bash Co-authored-by: Revision Co-authored-by: kadeshar --- conf/playerbots.conf.dist | 6 +++--- src/PlayerbotAIConfig.cpp | 9 ++++++--- 2 files changed, 9 insertions(+), 6 deletions(-) diff --git a/conf/playerbots.conf.dist b/conf/playerbots.conf.dist index 88920a050..d9f194747 100644 --- a/conf/playerbots.conf.dist +++ b/conf/playerbots.conf.dist @@ -581,10 +581,10 @@ AiPlayerbot.AutoGearScoreLimit = 0 # Default: food, taxi, and raid are enabled AiPlayerbot.BotCheats = "food,taxi,raid" -# List of attunement quests (comma-separated list of quest IDs) that are automatically completed for all bots. +# List of attunement quests (comma-separated list of quest IDs) that are automatically completed for all bots. # While mod-playerbots does not restore removed attunement requirements, other mods, such as mod-individual-progression, may do so. # This is meant to exclude bots from such requirements. -# +# # Default: # Caverns of Time - Part 1 # - 10279, To The Master's Lair @@ -1319,7 +1319,7 @@ AiPlayerbot.DeleteRandomBotArenaTeams = 0 AiPlayerbot.PvpProhibitedZoneIds = "2255,656,2361,2362,2363,976,35,2268,3425,392,541,1446,3828,3712,3738,3565,3539,3623,4152,3988,4658,4284,4418,4436,4275,4323,4395,3703,4298,3951" # PvP Restricted Areas (bots don't pvp) -AiPlayerbot.PvpProhibitedAreaIds = "976,35,392,2268,4161,4010,4317,4312,3649,3887,3958,3724,4080,3938,3754,3786,3973" +AiPlayerbot.PvpProhibitedAreaIds = "976,35,392,2268,4161,4010,4317,4312,3649,3887,3958,3724,4080,3938,3754,3786,3973,4085,4086,4087,4088" # Improve reaction speeds in battlegrounds and arenas (may cause lag) AiPlayerbot.FastReactInBG = 1 diff --git a/src/PlayerbotAIConfig.cpp b/src/PlayerbotAIConfig.cpp index 8c8343db2..32443c46d 100644 --- a/src/PlayerbotAIConfig.cpp +++ b/src/PlayerbotAIConfig.cpp @@ -167,11 +167,13 @@ bool PlayerbotAIConfig::Initialize() pvpProhibitedZoneIds); LoadList>( sConfigMgr->GetOption("AiPlayerbot.PvpProhibitedAreaIds", - "976,35,392,2268,4161,4010,4317,4312,3649,3887,3958,3724,4080,3938,3754,3786,3973"), + "976,35,392,2268,4161,4010,4317,4312,3649,3887,3958,3724,4080,3938,3754,3786," + "3973,4085,4086,4087,4088"), pvpProhibitedAreaIds); fastReactInBG = sConfigMgr->GetOption("AiPlayerbot.FastReactInBG", true); LoadList>( - sConfigMgr->GetOption("AiPlayerbot.RandomBotQuestIds", "3802,5505,6502,7761,7848,10277,10285,11492,13188,13189,24499,24511,24710,24712"), + sConfigMgr->GetOption("AiPlayerbot.RandomBotQuestIds", "3802,5505,6502,7761,7848,10277,10285,11492," + "13188,13189,24499,24511,24710,24712"), randomBotQuestIds); LoadSet>( @@ -181,7 +183,8 @@ bool PlayerbotAIConfig::Initialize() "165739,165738,175245,175970,176325,176327,123329,2560"), disallowedGameObjects); LoadSet>( - sConfigMgr->GetOption("AiPlayerbot.AttunementQuests", "10279,10277,10282,10283,10284,10285,10296,10297,10298,11481,11482,11488,11490,11492,10901,10888,10445,10985"), + sConfigMgr->GetOption("AiPlayerbot.AttunementQuests", "10279,10277,10282,10283,10284,10285,10296," + "10297,10298,11481,11482,11488,11490,11492,10901,10888,10445,10985"), attunementQuests); LoadSet>( From a34681bd7e9f55cfaebddc2eba41911e2381d051 Mon Sep 17 00:00:00 2001 From: Crow Date: Fri, 17 Apr 2026 13:27:11 -0500 Subject: [PATCH 05/11] Modify UpdateAI to Allow Future Methods to Interrupt Bot Spells (#2295) Note: Resubmitted because the prior PR had master for the source ## Pull Request Description This PR adds to PlayerbotAI::UpdateAI a boolean variable, pendingCastInterrupt, and a public function, RequestCastInterrupt(), that toggles the variable and would then call InterruptSpells in UpdateAI. This lets an external script hook into UpdateAI to interrupt a spell that is in the process of being cast. This should allow raid/dungeon strategies to actually interrupt spells, such as for avoiding hazards, as you cannot do so by calling InterruptSpells() or Reset() or anything else with a raid/dungeon action method. ## Feature Evaluation - Describe the **minimum logic** required to achieve the intended behavior. - Describe the **processing cost** when this logic executes across many bots. There is no processing cost from this PR itself since it just adds a simple boolean check that will always return false unless other methods are implemented to call RequestCastInterrupt(). ## How to Test the Changes This PR doesn't do anything by itself, but confirmation of no performance impact can be tested by just playing with the PR merged. I tested this by introducing scripts that called RequestCastInterrupt() for Archimonde (included in the Hyjal PR now) and for Auchenai Crypts (built on the strategy from flashtate's PR just for test purposes), and spells were interrupted as intended. ## 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? - - [ ] No - - [x] Yes (**explain below**) I'm not sure if it counts as "yes" here, but this PR opens up the ability for scripts to be added that would add real checks to UpdateAI. The impact of such scripts will depend on how they are implemented, however. It is possible (and intended) for the external calls to be highly limited in scope (e.g., only bots in a particular circumstance in a particular boss fight). ## AI Assistance Was AI assistance used while working on this change? - - [ ] No - - [x] Yes (**explain below**) Claude Sonnet 4.6 was used to brainstorm different possibilities to allow external scripts to interrupt spells. I considered different options before settling on this one due to it not requiring core changes, being easily usable in boss strategies, and not having any performance impact on its own. ## 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 --------- Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com> Co-authored-by: bash Co-authored-by: Revision Co-authored-by: kadeshar --- src/Bot/PlayerbotAI.cpp | 136 ++++++++++++++++++++++++++-------------- src/Bot/PlayerbotAI.h | 6 +- 2 files changed, 92 insertions(+), 50 deletions(-) diff --git a/src/Bot/PlayerbotAI.cpp b/src/Bot/PlayerbotAI.cpp index 744fd7497..4c1fbb53d 100644 --- a/src/Bot/PlayerbotAI.cpp +++ b/src/Bot/PlayerbotAI.cpp @@ -266,77 +266,104 @@ void PlayerbotAI::UpdateAI(uint32 elapsed, bool minimal) if (!CanUpdateAI()) return; - // Handle the current spell + // Handle a spell that is still in its preparing phase (including channeled spells). Spell* currentSpell = bot->GetCurrentSpell(CURRENT_GENERIC_SPELL); if (!currentSpell) currentSpell = bot->GetCurrentSpell(CURRENT_CHANNELED_SPELL); if (currentSpell) { - const SpellInfo* spellInfo = currentSpell->GetSpellInfo(); - if (spellInfo && currentSpell->getState() == SPELL_STATE_PREPARING) + if (currentSpell->getState() == SPELL_STATE_PREPARING) { - Unit* spellTarget = currentSpell->m_targets.GetUnitTarget(); - // Interrupt if target is dead or spell can't target dead units - if (spellTarget && !spellTarget->IsAlive() && !spellInfo->IsAllowingDeadTarget()) + // Allow external scripts to interrupt a cast in progress + if (spellInterruptRequested) { + spellInterruptRequested = false; InterruptSpell(); YieldThread(bot, GetReactDelay()); return; } - GameObject* goSpellTarget = currentSpell->m_targets.GetGOTarget(); - - if (goSpellTarget && !goSpellTarget->isSpawned()) + const SpellInfo* spellInfo = currentSpell->GetSpellInfo(); + if (spellInfo) { - InterruptSpell(); - YieldThread(bot, GetReactDelay()); - return; - } - - bool isHeal = false; - bool isSingleTarget = true; - - for (uint8 i = 0; i < 3; ++i) - { - if (!spellInfo->Effects[i].Effect) - continue; - - // Check if spell is a heal - if (spellInfo->Effects[i].Effect == SPELL_EFFECT_HEAL || - spellInfo->Effects[i].Effect == SPELL_EFFECT_HEAL_MAX_HEALTH || - spellInfo->Effects[i].Effect == SPELL_EFFECT_HEAL_MECHANICAL) - isHeal = true; - - // Check if spell is single-target - if ((spellInfo->Effects[i].TargetA.GetTarget() && - spellInfo->Effects[i].TargetA.GetTarget() != TARGET_UNIT_TARGET_ALLY) || - (spellInfo->Effects[i].TargetB.GetTarget() && - spellInfo->Effects[i].TargetB.GetTarget() != TARGET_UNIT_TARGET_ALLY)) + Unit* spellTarget = currentSpell->m_targets.GetUnitTarget(); + // Interrupt if target is dead or spell can't target dead units + if (spellTarget && !spellTarget->IsAlive() && !spellInfo->IsAllowingDeadTarget()) { - isSingleTarget = false; + InterruptSpell(); + YieldThread(bot, GetReactDelay()); + return; } - } - // Interrupt if target ally has full health (heal by other member) - if (isHeal && isSingleTarget && spellTarget && spellTarget->IsFullHealth()) - { - InterruptSpell(); + GameObject* goSpellTarget = currentSpell->m_targets.GetGOTarget(); + + if (goSpellTarget && !goSpellTarget->isSpawned()) + { + InterruptSpell(); + YieldThread(bot, GetReactDelay()); + return; + } + + bool isHeal = false; + bool isSingleTarget = true; + + for (uint8 i = 0; i < 3; ++i) + { + if (!spellInfo->Effects[i].Effect) + continue; + + // Check if spell is a heal + if (spellInfo->Effects[i].Effect == SPELL_EFFECT_HEAL || + spellInfo->Effects[i].Effect == SPELL_EFFECT_HEAL_MAX_HEALTH || + spellInfo->Effects[i].Effect == SPELL_EFFECT_HEAL_MECHANICAL) + isHeal = true; + + // Check if spell is single-target + if ((spellInfo->Effects[i].TargetA.GetTarget() && + spellInfo->Effects[i].TargetA.GetTarget() != TARGET_UNIT_TARGET_ALLY) || + (spellInfo->Effects[i].TargetB.GetTarget() && + spellInfo->Effects[i].TargetB.GetTarget() != TARGET_UNIT_TARGET_ALLY)) + { + isSingleTarget = false; + } + } + + // Interrupt if target ally has full health (heal by other member) + if (isHeal && isSingleTarget && spellTarget && spellTarget->IsFullHealth()) + { + InterruptSpell(); + YieldThread(bot, GetReactDelay()); + return; + } + + // Ensure bot is facing target if necessary + if (spellTarget && !bot->HasInArc(CAST_ANGLE_IN_FRONT, spellTarget) && + (spellInfo->FacingCasterFlags & SPELL_FACING_FLAG_INFRONT)) + { + ServerFacade::instance().SetFacingTo(bot, spellTarget); + } + + // Wait for spell cast YieldThread(bot, GetReactDelay()); return; } + } + } - // Ensure bot is facing target if necessary - if (spellTarget && !bot->HasInArc(CAST_ANGLE_IN_FRONT, spellTarget) && - (spellInfo->FacingCasterFlags & SPELL_FACING_FLAG_INFRONT)) - { - ServerFacade::instance().SetFacingTo(bot, spellTarget); - } - - // Wait for spell cast + if (spellInterruptRequested) + { + // At this point the preparing-cast branch above did not consume the request. + // Interrupt a current channel if one still exists; otherwise, clear the stale request. + if (bot->GetCurrentSpell(CURRENT_CHANNELED_SPELL)) + { + spellInterruptRequested = false; + InterruptSpell(); YieldThread(bot, GetReactDelay()); return; } + + spellInterruptRequested = false; } // Handle transport check delay @@ -1598,7 +1625,7 @@ void PlayerbotAI::ApplyInstanceStrategies(uint32 mapId, bool tellMaster) strategyName = "ssc"; // Serpentshrine Cavern break; case 550: - strategyName = "tempestkeep"; // Tempest Keep + strategyName = "tempestkeep"; // Tempest Keep: The Eye break; case 558: strategyName = "tbc-ac"; // Auchindoun: Auchenai Crypts @@ -4192,6 +4219,19 @@ void PlayerbotAI::RemoveAura(std::string const name) bot->RemoveAurasDueToSpell(spellid); } +void PlayerbotAI::RequestSpellInterrupt() +{ + Spell* currentSpell = bot->GetCurrentSpell(CURRENT_GENERIC_SPELL); + if (currentSpell && currentSpell->getState() == SPELL_STATE_PREPARING) + { + spellInterruptRequested = true; + return; + } + + if (bot->GetCurrentSpell(CURRENT_CHANNELED_SPELL)) + spellInterruptRequested = true; +} + bool PlayerbotAI::IsInterruptableSpellCasting(Unit* target, std::string const spell) { if (!IsValidUnit(target)) diff --git a/src/Bot/PlayerbotAI.h b/src/Bot/PlayerbotAI.h index cfa27ed4e..5a0dc7485 100644 --- a/src/Bot/PlayerbotAI.h +++ b/src/Bot/PlayerbotAI.h @@ -3,8 +3,8 @@ * and/or modify it under version 3 of the License, or (at your option), any later version. */ -#ifndef _PLAYERBOT_PLAYERbotAI_H -#define _PLAYERBOT_PLAYERbotAI_H +#ifndef _PLAYERBOT_PLAYERBOTAI_H +#define _PLAYERBOT_PLAYERBOTAI_H #include @@ -471,6 +471,7 @@ public: void SpellInterrupted(uint32 spellid); int32 CalculateGlobalCooldown(uint32 spellid); void InterruptSpell(); + void RequestSpellInterrupt(); void RemoveAura(std::string const name); void RemoveShapeshift(); void WaitForSpellCast(Spell* spell); @@ -647,6 +648,7 @@ protected: BotCheatMask cheatMask = BotCheatMask::none; Position jumpDestination = Position(); uint32 nextTransportCheck = 0; + bool spellInterruptRequested = false; }; #endif From 6c517eb9d1e4f750bf9e3c5443e6295bc0fc46cc Mon Sep 17 00:00:00 2001 From: NoxMax <50133316+NoxMax@users.noreply.github.com> Date: Fri, 17 Apr 2026 12:27:44 -0600 Subject: [PATCH 06/11] Feat: Reintroduce timed logouts (#2289) ## Pull Request Description Timed logouts was enabled in the past, but was disabled due to a misdiagnosis on an issue that caused crashes. That issue was better understood and resolved in #2131. Now timed logouts are reintroduced for alt-bots and addclass-bots. As before, random-bots do not and should not accept logout commands. Note that if the bot's master has instant logout privileges according to `InstantLogout` in worldserver.conf, so would the bot. If not, neither would the bot. ## Feature Evaluation - Describe the **minimum logic** required to achieve the intended behavior. - Describe the **processing cost** when this logic executes across many bots. Feature at minimum logic needed to implement. No measurable processing cost. ## How to Test the Changes 1. Have your account gmlevel set to 2 in acore_auth>account_access just to test how it works with security parameters. 2. Set `InstantLogout = 3` in worldserver.conf. 3. Invite an addclass or alt-bot. 4. Bot should logout if whispered "logout" to or if you logout. 5. If not in a resting place, neither you nor the bot should be able to instant logout according to the security setting. 6. After the bot logout, log it back in and whisper "logout" again, but right after whisper "cancel logout" or "logout cancel". That should cancel the logout. 7. Have your account gmlevel set to 3 in acore_auth>account_access. (when you change your gmlevel, you need to log out of your account for the change to take effect) 8. You are now at admin gmlevel, and with `InstantLogout = 3`, you and any bot under your command should be able to logout instantly. ## 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**) Bots now trigger instant or timed logout under the same circumstances that would apply to their master. - Does this change add new decision branches or increase maintenance complexity? - - [ ] No - - [x] Yes (**explain below**) Checks if bot is eligible for instant logout or not. If not, timed logout applies to them. ## 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 While testing this I was having some odd issues with the command `account set gmlevel`. Not sure what's going on there, but for purposes of testing this and changing your account security level, doing it directly in the DB at "acore_auth>account_access" is going to be most reliable. --- src/Bot/PlayerbotAI.cpp | 47 +++++++++++---------------- src/Bot/PlayerbotMgr.cpp | 70 ++++++++++++++++++++++++++++------------ 2 files changed, 67 insertions(+), 50 deletions(-) diff --git a/src/Bot/PlayerbotAI.cpp b/src/Bot/PlayerbotAI.cpp index 4c1fbb53d..f02a79e70 100644 --- a/src/Bot/PlayerbotAI.cpp +++ b/src/Bot/PlayerbotAI.cpp @@ -243,10 +243,22 @@ void PlayerbotAI::UpdateAI(uint32 elapsed, bool minimal) nextAICheckDelay = 0; // Early return if bot is in invalid state - if (!bot || !bot->GetSession() || !bot->IsInWorld() || bot->IsBeingTeleported() || - bot->GetSession()->isLogingOut() || bot->IsDuringRemoveFromWorld()) + if (!bot || !bot->GetSession() || !bot->IsInWorld() || bot->IsBeingTeleported() || bot->IsDuringRemoveFromWorld()) return; + // During timed logout countdown, cancel if bot enters combat (this cancellation is handled client-side for real players). + if (bot->GetSession()->isLogingOut()) + { + bool canLogoutInCombat = bot->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING); + if (bot->IsInCombat() && !canLogoutInCombat) + { + WorldPackets::Character::LogoutCancel cancelData = WorldPacket(CMSG_LOGOUT_CANCEL); + bot->GetSession()->HandleLogoutCancelOpcode(cancelData); + } + else + return; + } + // Handle cheat options (set bot health and power if cheats are enabled) if (bot->IsAlive() && (static_cast(GetCheat()) > 0 || static_cast(sPlayerbotAIConfig.botCheatMask) > 0)) @@ -715,30 +727,9 @@ void PlayerbotAI::HandleCommand(uint32 type, const std::string& text, Player& fr Reset(true); } - // TODO: missing implementation to port - /*else if (filtered == "logout") - { - if (!(bot->IsStunnedByLogout() || bot->GetSession()->isLogingOut())) - { - if (type == CHAT_MSG_WHISPER) - TellPlayer(&fromPlayer, BOT_TEXT("logout_start")); - - if (master && master->GetPlayerbotMgr()) - SetShouldLogOut(true); - } - } - else if (filtered == "logout cancel") - { - if (bot->IsStunnedByLogout() || bot->GetSession()->isLogingOut()) - { - if (type == CHAT_MSG_WHISPER) - TellPlayer(&fromPlayer, BOT_TEXT("logout_cancel")); - - WorldPacket p; - bot->GetSession()->HandleLogoutCancelOpcode(p); - SetShouldLogOut(false); - } - } + // Commented-out logout commands blocks removed from here and implemented in HandleCommand. + // Remaining is a commented-out action delay command block. + /* else if ((filtered.size() > 5) && (filtered.substr(0, 5) == "wait ") && (filtered.find("wait for attack") == std::string::npos)) { @@ -1084,7 +1075,7 @@ void PlayerbotAI::HandleCommand(uint32 type, std::string const text, Player* fro TellMaster(message); } } - else if (filtered == "logout cancel") + else if (filtered == "cancel logout" || filtered == "logout cancel") { if (!bot->GetSession()->isLogingOut()) return; @@ -1100,9 +1091,7 @@ void PlayerbotAI::HandleCommand(uint32 type, std::string const text, Player* fro bot->GetSession()->HandleLogoutCancelOpcode(data); } else - { chatCommands.push_back(ChatCommandHolder(filtered, fromPlayer, type)); - } } void PlayerbotAI::HandleBotOutgoingPacket(WorldPacket const& packet) diff --git a/src/Bot/PlayerbotMgr.cpp b/src/Bot/PlayerbotMgr.cpp index 8327e2f36..fd205fe23 100644 --- a/src/Bot/PlayerbotMgr.cpp +++ b/src/Bot/PlayerbotMgr.cpp @@ -299,6 +299,11 @@ void PlayerbotHolder::LogoutAllBots() if (!botAI || botAI->IsRealPlayer()) continue; + // If bot is mid-countdown, cancel the timer so LogoutPlayerBot proceeds immediately. + WorldSession* session = bot->GetSession(); + if (session && session->isLogingOut()) + session->SetLogoutStartTime(0); + LogoutPlayerBot(bot->GetGUID()); } } @@ -361,36 +366,50 @@ void PlayerbotHolder::LogoutPlayerBot(ObjectGuid guid) WorldSession* botWorldSessionPtr = bot->GetSession(); WorldSession* masterWorldSessionPtr = nullptr; + // If already in timed logout countdown, complete it once the 20-second timer expires. if (botWorldSessionPtr->isLogingOut()) + { + if (botWorldSessionPtr->ShouldLogOut(time(nullptr))) + { + std::string message = PlayerbotTextMgr::instance().GetBotTextOrDefault( + "goodbye", "Goodbye!", {}); + botAI->TellMaster(message); + RemoveFromPlayerbotsMap(guid); + botWorldSessionPtr->LogoutPlayer(true); + delete botWorldSessionPtr; + } return; + } Player* master = botAI->GetMaster(); if (master) masterWorldSessionPtr = master->GetSession(); - // TODO: Review whether or not to implement timed logout. - // Unused block. Useful only for timed logout. -/* - // check for instant logout - bool logout = botWorldSessionPtr->ShouldLogOut(time(nullptr)); + // Instant logout checking: + bool logout = + bot->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) || + bot->HasUnitState(UNIT_STATE_IN_FLIGHT) || + (masterWorldSessionPtr && !masterWorldSessionPtr->GetPlayer()) || + // Master's socket is already gone (EXIT GAME -> EXIT NOW is the most typical cause). + // Force instant logout. Without this, the bot restarts its 20-second countdown and fires LogoutPlayer() 20 seconds + // after the master's Player object has been deleted, causing the bot's logout to crash on the now deleted master. + (masterWorldSessionPtr && masterWorldSessionPtr->IsSocketClosed()) || + (masterWorldSessionPtr && masterWorldSessionPtr->ShouldLogOut(time(nullptr))) || + // If the bot's master has security clearance for `InstantLogout` in worldserver.conf, so does the bot. + (master && + (master->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) || + master->HasUnitState(UNIT_STATE_IN_FLIGHT) || + (masterWorldSessionPtr && + masterWorldSessionPtr->GetSecurity() >= (AccountTypes)sWorld->getIntConfig(CONFIG_INSTANT_LOGOUT)))); - if (masterWorldSessionPtr && masterWorldSessionPtr->ShouldLogOut(time(nullptr))) - logout = true; + if (!logout) + { + // Start the 20-second logout countdown. CancelLogout() can interrupt this. + WorldPackets::Character::LogoutRequest data = WorldPacket(CMSG_LOGOUT_REQUEST); + botWorldSessionPtr->HandleLogoutRequestOpcode(data); + return; + } - if (masterWorldSessionPtr && !masterWorldSessionPtr->GetPlayer()) - logout = true; - - if (bot->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) || bot->HasUnitState(UNIT_STATE_IN_FLIGHT) || - botWorldSessionPtr->GetSecurity() >= (AccountTypes)sWorld->getIntConfig(CONFIG_INSTANT_LOGOUT)) - logout = true; - - if (master && - (master->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) || master->HasUnitState(UNIT_STATE_IN_FLIGHT) || - (masterWorldSessionPtr && - masterWorldSessionPtr->GetSecurity() >= (AccountTypes)sWorld->getIntConfig(CONFIG_INSTANT_LOGOUT)))) - logout = true; -*/ - // Instant logout (the only option right now) { std::string message = PlayerbotTextMgr::instance().GetBotTextOrDefault( "goodbye", "Goodbye!", {}); @@ -1478,6 +1497,15 @@ void PlayerbotMgr::UpdateAIInternal(uint32 elapsed, bool /*minimal*/) { SetNextCheckDelay(sPlayerbotAIConfig.reactDelay); CheckTellErrors(elapsed); + + // Complete timed logouts for added bots once the 20-second countdown has elapsed. + std::vector expiredLogouts; + for (auto const& [botGuid, bot] : playerBots) + if (bot && bot->GetSession() && bot->GetSession()->ShouldLogOut(time(nullptr))) + expiredLogouts.push_back(botGuid); + + for (ObjectGuid const& guid : expiredLogouts) + LogoutPlayerBot(guid); } void PlayerbotMgr::HandleCommand(uint32 type, std::string const text) From c0c2b6ab5b501dcec4fad85d5ff3bf6ae9627e9e Mon Sep 17 00:00:00 2001 From: Scarecr0w12 Date: Fri, 17 Apr 2026 15:54:36 -0500 Subject: [PATCH 07/11] feat(Core/Playerbots): Initialize bot professions and specializations (#2287) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit ## Pull Request Description Initialize random bot professions from the factory using class-matching or weighted-random profession pairs, respect the active primary profession cap, and restore required profession tools during bot init/refresh. This PR also initializes profession specializations for eligible bots so crafted professions are not left in an unspecialized state after profession assignment. Supported specialization families include: - Alchemy: Transmute / Elixir / Potion - Engineering: Goblin / Gnomish - Leatherworking: Dragonscale / Elemental / Tribal - Tailoring: Spellfire / Mooncloth / Shadoweave - Blacksmithing: Armorsmith / Weaponsmith, plus Hammersmith / Axesmith / Swordsmith for eligible Weaponsmith bots Specialization choices are stored in bot values so they remain stable across later refreshes. Required tool items are also restored for relevant professions during maintenance. ## Feature Evaluation - Describe the **minimum logic** required to achieve the intended behavior. - Select one or two professions during factory initialization from a small weighted list. - Clamp the assigned professions to the configured primary profession limit. - Learn the profession starter spell and set skill to the bot’s profession cap. - For professions with supported specialization branches, assign exactly one valid specialization when the bot meets the same level/skill gates used by AzerothCore profession scripts. - Persist the specialization selection in stored bot values so the choice is stable and does not need to be recalculated repeatedly. - Restore missing profession tools only when the bot has the related profession and the tool is absent. - Describe the **processing cost** when this logic executes across many bots. - The added logic executes only during bot init/refresh, not as part of per-tick combat or trigger evaluation. - Runtime cost is limited to a few small switch statements, stored value lookups, spell checks, and item presence checks. - No expensive repeated searches, map scans, or per-trigger decision trees were added. - The design keeps specialization selection deterministic after first assignment by storing the result, avoiding repeated random branching later. ## How to Test the Changes 1. Build and restart the server with this branch. 2. Trigger random bot creation, refresh, or level-based reroll for multiple bots. 3. Verify in `Playerbots.log` that bots receive profession pairs and, when eligible, profession specializations. 4. Check that low-level bots do not receive specializations before the required thresholds. 5. Check that eligible bots do receive one specialization for supported profession families. 6. Verify that specialization choices remain stable across subsequent refreshes. 7. Verify that profession tools are restored when missing: - Mining Pick - Blacksmith Hammer - Arclight Spanner - Runed Arcanite Rod - Skinning Knife 8. For a few bots, inspect in game or via debug tooling that profession spells/specialization spells are present as expected. Expected behavior: - Bots receive professions that respect the configured primary profession limit. - Profession skill values are initialized to the level-based cap. - Eligible bots receive exactly one valid specialization for supported profession families. - Specialization assignments are logged and persist across refreshes. - Profession tools are restored only when required. ## 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**) Explanation: - The added work runs during initialization/refresh rather than normal per-tick behavior. - Logic is bounded, data-local, and based on direct skill/spell/value checks. - Does this change modify default bot behavior? - - [ ] No - - [x] Yes (**explain why**) Explanation: - Bots can now start with initialized professions, required tools, and eligible profession specializations instead of remaining partially configured or unspecialized. - Does this change add new decision branches or increase maintenance complexity? - - [ ] No - - [x] Yes (**explain below**) Explanation: - The factory now contains specialization assignment branches for supported profession families. - Complexity is intentionally limited to init-time switch-based logic with stored specialization values to preserve predictability. ## AI Assistance Was AI assistance used while working on this change? - - [ ] No - - [x] Yes (**explain below**) AI assistance was used for: - code generation and refactoring in `PlayerbotFactory` - drafting and refining profession/specialization initialization logic - PR description preparation All generated and suggested code was reviewed, adjusted, built locally, and validated before submission. ## 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 - Target branch is `test-staging`. - Profession/specialization logic is intentionally limited to init/refresh paths to avoid per-tick cost. - Specialization selections are stored to keep bot behavior stable across later refreshes. - Recent changes also add debug logging for assigned specializations and save the bot after specialization learning so assignments are visible and persisted. --------- Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com> Co-authored-by: bash Co-authored-by: Revision Co-authored-by: kadeshar --- conf/playerbots.conf.dist | 7 +- src/Bot/Factory/PlayerbotFactory.cpp | 595 ++++++++++++++++++++++++--- src/Bot/Factory/PlayerbotFactory.h | 82 ++++ src/PlayerbotAIConfig.cpp | 2 + src/PlayerbotAIConfig.h | 1 + 5 files changed, 620 insertions(+), 67 deletions(-) diff --git a/conf/playerbots.conf.dist b/conf/playerbots.conf.dist index d9f194747..b3a3d2ab0 100644 --- a/conf/playerbots.conf.dist +++ b/conf/playerbots.conf.dist @@ -651,9 +651,14 @@ AiPlayerbot.BotTaxiGapJitterMs = 100 #################################################################################################### # PROFESSIONS -# Note: Random bots currently do not get professions # +# Percentage of randombots in each class bucket that receive a class-matching +# weighted profession combination. The remaining randombots use the weighted +# random sane-pair profession pool. +# Default: 30 +AiPlayerbot.ClassMatchingProfessionChance = 30 + # Automatically adds the 'master fishing' strategy to bots that have the fishing skill when the bots master fishes. # Default: 1 (Enabled) AiPlayerbot.EnableFishingWithMaster = 1 diff --git a/src/Bot/Factory/PlayerbotFactory.cpp b/src/Bot/Factory/PlayerbotFactory.cpp index 11f301feb..9dfae8987 100644 --- a/src/Bot/Factory/PlayerbotFactory.cpp +++ b/src/Bot/Factory/PlayerbotFactory.cpp @@ -5,6 +5,7 @@ #include "PlayerbotFactory.h" +#include #include #include "AccountMgr.h" @@ -47,10 +48,11 @@ static std::vector initSlotsOrder = {EQUIPMENT_SLOT_TRINKET1, EQUIPMENT_ EQUIPMENT_SLOT_LEGS, EQUIPMENT_SLOT_HANDS, EQUIPMENT_SLOT_NECK, EQUIPMENT_SLOT_BODY, EQUIPMENT_SLOT_WAIST, EQUIPMENT_SLOT_FEET, EQUIPMENT_SLOT_WRISTS, EQUIPMENT_SLOT_FINGER1, EQUIPMENT_SLOT_FINGER2, EQUIPMENT_SLOT_BACK}; -uint32 PlayerbotFactory::tradeSkills[] = {SKILL_ALCHEMY, SKILL_ENCHANTING, SKILL_SKINNING, SKILL_TAILORING, - SKILL_LEATHERWORKING, SKILL_ENGINEERING, SKILL_HERBALISM, SKILL_MINING, - SKILL_BLACKSMITHING, SKILL_COOKING, SKILL_FIRST_AID, SKILL_FISHING, - SKILL_JEWELCRAFTING}; +uint32 PlayerbotFactory::tradeSkills[] = {SKILL_ALCHEMY, SKILL_ENCHANTING, SKILL_SKINNING, + SKILL_TAILORING, SKILL_LEATHERWORKING, SKILL_ENGINEERING, + SKILL_HERBALISM, SKILL_INSCRIPTION, SKILL_MINING, + SKILL_BLACKSMITHING, SKILL_COOKING, SKILL_FIRST_AID, + SKILL_FISHING, SKILL_JEWELCRAFTING}; std::list PlayerbotFactory::classQuestIds; std::list PlayerbotFactory::specialQuestIds; @@ -58,6 +60,264 @@ std::vector PlayerbotFactory::enchantSpellIdCache; std::vector PlayerbotFactory::enchantGemIdCache; std::unordered_map> PlayerbotFactory::trainerIdCache; +bool PlayerbotFactory::IsPrimaryTradeSkill(uint16 skillId) +{ + SkillLineEntry const* skillLine = sSkillLineStore.LookupEntry(skillId); + return skillLine && skillLine->categoryId == SKILL_CATEGORY_PROFESSION; +} + +bool PlayerbotFactory::IsGatheringTradeSkill(uint16 skillId) +{ + switch (skillId) + { + case SKILL_HERBALISM: + case SKILL_MINING: + case SKILL_SKINNING: + return true; + default: + return false; + } +} + +bool PlayerbotFactory::IsCraftingTradeSkill(uint16 skillId) +{ + return IsPrimaryTradeSkill(skillId) && !IsGatheringTradeSkill(skillId); +} + +uint32 PlayerbotFactory::GetProfessionStarterSpell(uint16 skillId) +{ + static constexpr std::array, 14> ProfessionStarterSpells = {{ + {SKILL_ALCHEMY, 2259}, + {SKILL_BLACKSMITHING, 2018}, + {SKILL_COOKING, 2550}, + {SKILL_ENCHANTING, 7411}, + {SKILL_ENGINEERING, 4036}, + {SKILL_FIRST_AID, 3273}, + {SKILL_FISHING, 7620}, + {SKILL_HERBALISM, 2366}, + {SKILL_INSCRIPTION, 45357}, + {SKILL_JEWELCRAFTING, 25229}, + {SKILL_LEATHERWORKING, 2108}, + {SKILL_MINING, 2575}, + {SKILL_SKINNING, 8613}, + {SKILL_TAILORING, 3908} + }}; + + for (auto const& [professionSkill, starterSpell] : ProfessionStarterSpells) + { + if (professionSkill == skillId) + return starterSpell; + } + + return 0; +} + +std::vector PlayerbotFactory::GetClassProfessionPairs(Player* bot) +{ + switch (bot->getClass()) + { + case CLASS_WARRIOR: + return {{SKILL_MINING, SKILL_BLACKSMITHING, 45}, + {SKILL_MINING, SKILL_ENGINEERING, 30}, + {SKILL_MINING, SKILL_JEWELCRAFTING, 15}, + {SKILL_HERBALISM, SKILL_ALCHEMY, 10}}; + case CLASS_PALADIN: + return {{SKILL_MINING, SKILL_BLACKSMITHING, 45}, + {SKILL_MINING, SKILL_JEWELCRAFTING, 30}, + {SKILL_MINING, SKILL_ENGINEERING, 15}, + {SKILL_HERBALISM, SKILL_ALCHEMY, 10}}; + case CLASS_DEATH_KNIGHT: + return {{SKILL_MINING, SKILL_BLACKSMITHING, 45}, + {SKILL_MINING, SKILL_ENGINEERING, 35}, + {SKILL_MINING, SKILL_JEWELCRAFTING, 20}}; + case CLASS_HUNTER: + return {{SKILL_SKINNING, SKILL_LEATHERWORKING, 45}, + {SKILL_MINING, SKILL_ENGINEERING, 35}, + {SKILL_HERBALISM, SKILL_ALCHEMY, 10}, + {SKILL_MINING, SKILL_JEWELCRAFTING, 10}}; + case CLASS_ROGUE: + return {{SKILL_SKINNING, SKILL_LEATHERWORKING, 35}, + {SKILL_HERBALISM, SKILL_ALCHEMY, 25}, + {SKILL_MINING, SKILL_ENGINEERING, 25}, + {SKILL_MINING, SKILL_JEWELCRAFTING, 10}, + {SKILL_HERBALISM, SKILL_INSCRIPTION, 5}}; + case CLASS_DRUID: + return {{SKILL_SKINNING, SKILL_LEATHERWORKING, 35}, + {SKILL_HERBALISM, SKILL_ALCHEMY, 35}, + {SKILL_HERBALISM, SKILL_INSCRIPTION, 20}, + {SKILL_MINING, SKILL_JEWELCRAFTING, 10}}; + case CLASS_SHAMAN: + return {{SKILL_HERBALISM, SKILL_ALCHEMY, 35}, + {SKILL_SKINNING, SKILL_LEATHERWORKING, 25}, + {SKILL_HERBALISM, SKILL_INSCRIPTION, 25}, + {SKILL_MINING, SKILL_JEWELCRAFTING, 15}}; + case CLASS_PRIEST: + return {{SKILL_TAILORING, SKILL_ENCHANTING, 45}, + {SKILL_HERBALISM, SKILL_INSCRIPTION, 30}, + {SKILL_HERBALISM, SKILL_ALCHEMY, 25}}; + case CLASS_MAGE: + return {{SKILL_TAILORING, SKILL_ENCHANTING, 50}, + {SKILL_HERBALISM, SKILL_ALCHEMY, 25}, + {SKILL_HERBALISM, SKILL_INSCRIPTION, 25}}; + case CLASS_WARLOCK: + default: + return {{SKILL_TAILORING, SKILL_ENCHANTING, 50}, + {SKILL_HERBALISM, SKILL_ALCHEMY, 25}, + {SKILL_HERBALISM, SKILL_INSCRIPTION, 25}}; + } +} + +std::vector PlayerbotFactory::GetRandomProfessionPairs() +{ + return {{SKILL_MINING, SKILL_BLACKSMITHING, 20}, + {SKILL_MINING, SKILL_ENGINEERING, 18}, + {SKILL_MINING, SKILL_JEWELCRAFTING, 16}, + {SKILL_SKINNING, SKILL_LEATHERWORKING, 18}, + {SKILL_HERBALISM, SKILL_ALCHEMY, 18}, + {SKILL_HERBALISM, SKILL_INSCRIPTION, 14}, + {SKILL_TAILORING, SKILL_ENCHANTING, 10}, + {SKILL_HERBALISM, SKILL_MINING, 6}, + {SKILL_HERBALISM, SKILL_SKINNING, 5}, + {SKILL_MINING, SKILL_SKINNING, 5}}; +} + +std::pair PlayerbotFactory::ChooseProfessionPair( + std::vector const& professionPairs) +{ + uint32 totalWeight = 0; + for (WeightedProfessionPair const& pair : professionPairs) + totalWeight += pair.weight; + + if (!totalWeight) + return {SKILL_HERBALISM, SKILL_ALCHEMY}; + + uint32 roll = urand(1, totalWeight); + for (WeightedProfessionPair const& pair : professionPairs) + { + if (roll <= pair.weight) + return {pair.firstSkill, pair.secondSkill}; + + roll -= pair.weight; + } + + WeightedProfessionPair const& fallback = professionPairs.back(); + return {fallback.firstSkill, fallback.secondSkill}; +} + +bool PlayerbotFactory::HasProfessionPair(std::vector const& professionPairs, + uint16 firstSkill, uint16 secondSkill) +{ + for (WeightedProfessionPair const& pair : professionPairs) + { + if (pair.firstSkill == firstSkill && pair.secondSkill == secondSkill) + return true; + } + + return false; +} + +uint16 PlayerbotFactory::ChooseSingleProfession(std::vector const& professionPairs) +{ + std::vector> gatheringSkills; + std::vector> craftingSkills; + + auto addWeightedSkill = [](std::vector>& skills, uint16 skillId, uint32 weight) + { + for (std::pair& skill : skills) + { + if (skill.first == skillId) + { + skill.second += weight; + return; + } + } + + skills.push_back({skillId, weight}); + }; + + for (WeightedProfessionPair const& pair : professionPairs) + { + if (IsGatheringTradeSkill(pair.firstSkill)) + addWeightedSkill(gatheringSkills, pair.firstSkill, pair.weight); + if (IsCraftingTradeSkill(pair.firstSkill)) + addWeightedSkill(craftingSkills, pair.firstSkill, pair.weight); + + if (IsGatheringTradeSkill(pair.secondSkill)) + addWeightedSkill(gatheringSkills, pair.secondSkill, pair.weight); + if (IsCraftingTradeSkill(pair.secondSkill)) + addWeightedSkill(craftingSkills, pair.secondSkill, pair.weight); + } + + std::vector>* selectedPool = nullptr; + if (!gatheringSkills.empty() && !craftingSkills.empty()) + selectedPool = urand(0, 1) == 0 ? &gatheringSkills : &craftingSkills; + else if (!gatheringSkills.empty()) + selectedPool = &gatheringSkills; + else if (!craftingSkills.empty()) + selectedPool = &craftingSkills; + + if (!selectedPool || selectedPool->empty()) + return SKILL_HERBALISM; + + uint32 totalWeight = 0; + for (std::pair const& skill : *selectedPool) + totalWeight += skill.second; + + if (!totalWeight) + return selectedPool->front().first; + + uint32 roll = urand(1, totalWeight); + for (std::pair const& skill : *selectedPool) + { + if (roll <= skill.second) + return skill.first; + + roll -= skill.second; + } + + return selectedPool->back().first; +} + +uint32 PlayerbotFactory::GetStoredOrRandomValue(Player* bot, + std::string const& key, + uint32 minValue, + uint32 maxValue) +{ + uint32 value = sRandomPlayerbotMgr.GetValue(bot, key); + if (value < minValue || value > maxValue) + { + value = urand(minValue, maxValue); + sRandomPlayerbotMgr.SetValue(bot, key, value); + } + + return value; +} + +bool PlayerbotFactory::HasAnySpell(Player* bot, std::vector const& spells) +{ + for (uint32 spellId : spells) + { + if (bot->HasSpell(spellId)) + return true; + } + + return false; +} + +bool PlayerbotFactory::LearnProfessionSpecialization(Player* bot, + ProfessionSpecializationSpell knownSpell, + ProfessionSpecializationSpell learnSpell) +{ + uint32 const knownSpellId = static_cast(knownSpell); + uint32 const learnSpellId = static_cast(learnSpell); + + if (bot->HasSpell(knownSpellId) || !sSpellMgr->GetSpellInfo(learnSpellId)) + return false; + + bot->CastSpell(bot, learnSpellId, true); + return bot->HasSpell(knownSpellId); +} + PlayerbotFactory::PlayerbotFactory(Player* bot, uint32 level, uint32 itemQuality, uint32 gearScoreLimit) : level(level), itemQuality(itemQuality), gearScoreLimit(gearScoreLimit), bot(bot) { @@ -2250,69 +2510,278 @@ bool PlayerbotFactory::CanEquipUnseenItem(uint8 slot, uint16& dest, uint32 item) void PlayerbotFactory::InitTradeSkills() { + if (!sRandomPlayerbotMgr.IsRandomBot(bot)) + return; + + uint32 const maxPrimaryTradeSkills = + std::min(2, sWorld->getIntConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL)); + uint16 firstSkill = sRandomPlayerbotMgr.GetValue(bot, "firstSkill"); uint16 secondSkill = sRandomPlayerbotMgr.GetValue(bot, "secondSkill"); - if (!firstSkill || !secondSkill) + ProfessionRollType professionRollType = + static_cast(sRandomPlayerbotMgr.GetValue(bot, "professionRollType")); + + if (professionRollType != ProfessionRollType::Class && professionRollType != ProfessionRollType::Random) { - std::vector firstSkills; - std::vector secondSkills; + professionRollType = urand(1, 100) <= sPlayerbotAIConfig.classMatchingProfessionChance + ? ProfessionRollType::Class + : ProfessionRollType::Random; + sRandomPlayerbotMgr.SetValue(bot, "professionRollType", static_cast(professionRollType)); + } - switch (bot->getClass()) - { - case CLASS_WARRIOR: - case CLASS_PALADIN: - case CLASS_DEATH_KNIGHT: - firstSkills.push_back(SKILL_MINING); - secondSkills.push_back(SKILL_BLACKSMITHING); - secondSkills.push_back(SKILL_ENGINEERING); - secondSkills.push_back(SKILL_JEWELCRAFTING); - break; - case CLASS_SHAMAN: - case CLASS_DRUID: - case CLASS_HUNTER: - case CLASS_ROGUE: - firstSkills.push_back(SKILL_SKINNING); - secondSkills.push_back(SKILL_LEATHERWORKING); - break; - default: - firstSkills.push_back(SKILL_TAILORING); - secondSkills.push_back(SKILL_ENCHANTING); - } + std::vector professionPairs = professionRollType == ProfessionRollType::Class + ? GetClassProfessionPairs(bot) + : GetRandomProfessionPairs(); - switch (urand(0, 6)) + bool const hasStoredProfessionPair = firstSkill && secondSkill && firstSkill != secondSkill && + IsPrimaryTradeSkill(firstSkill) && IsPrimaryTradeSkill(secondSkill) && + HasProfessionPair(professionPairs, firstSkill, secondSkill); + bool const keepExistingProfessionPair = maxPrimaryTradeSkills < 2 && hasStoredProfessionPair; + + if (maxPrimaryTradeSkills == 1 && !keepExistingProfessionPair) + { + if (!IsPrimaryTradeSkill(firstSkill) || secondSkill != 0) { - case 0: - firstSkill = SKILL_HERBALISM; - secondSkill = SKILL_ALCHEMY; - break; - case 1: - firstSkill = SKILL_HERBALISM; - secondSkill = SKILL_MINING; - break; - case 2: - firstSkill = SKILL_MINING; - secondSkill = SKILL_SKINNING; - break; - case 3: - firstSkill = SKILL_HERBALISM; - secondSkill = SKILL_SKINNING; - break; - default: - firstSkill = firstSkills[urand(0, firstSkills.size() - 1)]; - secondSkill = secondSkills[urand(0, secondSkills.size() - 1)]; - break; + firstSkill = ChooseSingleProfession(professionPairs); + secondSkill = 0; + + sRandomPlayerbotMgr.SetValue(bot, "firstSkill", firstSkill); + sRandomPlayerbotMgr.SetValue(bot, "secondSkill", secondSkill); } + } + else if (maxPrimaryTradeSkills == 0 && !keepExistingProfessionPair) + { + firstSkill = 0; + secondSkill = 0; sRandomPlayerbotMgr.SetValue(bot, "firstSkill", firstSkill); sRandomPlayerbotMgr.SetValue(bot, "secondSkill", secondSkill); } + if (maxPrimaryTradeSkills >= 2 && + (!firstSkill || !secondSkill || firstSkill == secondSkill || !IsPrimaryTradeSkill(firstSkill) || + !IsPrimaryTradeSkill(secondSkill) || !HasProfessionPair(professionPairs, firstSkill, secondSkill))) + { + auto const& professionPair = ChooseProfessionPair(professionPairs); + firstSkill = professionPair.first; + secondSkill = professionPair.second; + + sRandomPlayerbotMgr.SetValue(bot, "firstSkill", firstSkill); + sRandomPlayerbotMgr.SetValue(bot, "secondSkill", secondSkill); + } + + std::vector primarySkills; + if (keepExistingProfessionPair) + { + primarySkills.push_back(firstSkill); + primarySkills.push_back(secondSkill); + } + else if (maxPrimaryTradeSkills > 0) + primarySkills.push_back(firstSkill); + if (!keepExistingProfessionPair && maxPrimaryTradeSkills > 1) + primarySkills.push_back(secondSkill); + SetRandomSkill(SKILL_FIRST_AID); SetRandomSkill(SKILL_FISHING); SetRandomSkill(SKILL_COOKING); - SetRandomSkill(firstSkill); - SetRandomSkill(secondSkill); + for (uint16 skillId : primarySkills) + SetRandomSkill(skillId); + + std::vector skillsToLearn = {SKILL_FIRST_AID, SKILL_FISHING, SKILL_COOKING}; + skillsToLearn.insert(skillsToLearn.end(), primarySkills.begin(), primarySkills.end()); + + for (uint16 skillId : skillsToLearn) + { + uint32 spellId = GetProfessionStarterSpell(skillId); + if (!spellId || bot->HasSpell(spellId)) + continue; + + if (IsPrimaryTradeSkill(skillId) && !bot->GetFreePrimaryProfessionPoints() && + !(keepExistingProfessionPair && bot->HasSkill(skillId))) + continue; + + bot->learnSpell(spellId, false); + } + + InitTradeSpecializations(); +} + +void PlayerbotFactory::InitTradeSpecializations() +{ + InitAlchemySpecialization(); + InitEngineeringSpecialization(); + InitLeatherworkingSpecialization(); + InitTailoringSpecialization(); + InitBlacksmithingSpecialization(); +} + +bool PlayerbotFactory::InitAlchemySpecialization() +{ + if (!bot->HasSkill(SKILL_ALCHEMY) || + bot->GetBaseSkillValue(SKILL_ALCHEMY) < 325 || + bot->GetLevel() <= 67) + return false; + + if (HasAnySpell(bot, {static_cast(ProfessionSpecializationSpell::Transmute), + static_cast(ProfessionSpecializationSpell::Elixir), + static_cast(ProfessionSpecializationSpell::Potion)})) + return false; + + switch (GetStoredOrRandomValue(bot, "alchemySpecialization", 1, 3)) + { + case 1: + return LearnProfessionSpecialization(bot, + ProfessionSpecializationSpell::Transmute, + ProfessionSpecializationSpell::LearnTransmute); + case 2: + return LearnProfessionSpecialization(bot, + ProfessionSpecializationSpell::Elixir, + ProfessionSpecializationSpell::LearnElixir); + case 3: + default: + return LearnProfessionSpecialization(bot, + ProfessionSpecializationSpell::Potion, + ProfessionSpecializationSpell::LearnPotion); + } +} + +bool PlayerbotFactory::InitEngineeringSpecialization() +{ + if (!bot->HasSkill(SKILL_ENGINEERING) || + bot->GetBaseSkillValue(SKILL_ENGINEERING) < 200 || + bot->GetLevel() < 30) + return false; + + if (HasAnySpell(bot, {static_cast(ProfessionSpecializationSpell::Goblin), + static_cast(ProfessionSpecializationSpell::Gnomish)})) + return false; + + switch (GetStoredOrRandomValue(bot, "engineeringSpecialization", 1, 2)) + { + case 1: + return LearnProfessionSpecialization(bot, + ProfessionSpecializationSpell::Goblin, + ProfessionSpecializationSpell::LearnGoblin); + case 2: + default: + return LearnProfessionSpecialization(bot, + ProfessionSpecializationSpell::Gnomish, + ProfessionSpecializationSpell::LearnGnomish); + } +} + +bool PlayerbotFactory::InitLeatherworkingSpecialization() +{ + if (!bot->HasSkill(SKILL_LEATHERWORKING) || + bot->GetBaseSkillValue(SKILL_LEATHERWORKING) < 225 || + bot->GetLevel() <= 40) + return false; + + if (HasAnySpell(bot, {static_cast(ProfessionSpecializationSpell::Dragon), + static_cast(ProfessionSpecializationSpell::Elemental), + static_cast(ProfessionSpecializationSpell::Tribal)})) + return false; + + switch (GetStoredOrRandomValue(bot, "leatherSpecialization", 1, 3)) + { + case 1: + return LearnProfessionSpecialization(bot, + ProfessionSpecializationSpell::Dragon, + ProfessionSpecializationSpell::LearnDragon); + case 2: + return LearnProfessionSpecialization(bot, + ProfessionSpecializationSpell::Elemental, + ProfessionSpecializationSpell::LearnElemental); + case 3: + default: + return LearnProfessionSpecialization(bot, + ProfessionSpecializationSpell::Tribal, + ProfessionSpecializationSpell::LearnTribal); + } +} + +bool PlayerbotFactory::InitTailoringSpecialization() +{ + if (!bot->HasSkill(SKILL_TAILORING) || + bot->GetBaseSkillValue(SKILL_TAILORING) < 350 || + bot->GetLevel() <= 59) + return false; + + if (HasAnySpell(bot, {static_cast(ProfessionSpecializationSpell::Spellfire), + static_cast(ProfessionSpecializationSpell::Mooncloth), + static_cast(ProfessionSpecializationSpell::Shadoweave)})) + return false; + + switch (GetStoredOrRandomValue(bot, "tailorSpecialization", 1, 3)) + { + case 1: + return LearnProfessionSpecialization(bot, + ProfessionSpecializationSpell::Spellfire, + ProfessionSpecializationSpell::LearnSpellfire); + case 2: + return LearnProfessionSpecialization(bot, + ProfessionSpecializationSpell::Mooncloth, + ProfessionSpecializationSpell::LearnMooncloth); + case 3: + default: + return LearnProfessionSpecialization(bot, + ProfessionSpecializationSpell::Shadoweave, + ProfessionSpecializationSpell::LearnShadoweave); + } +} + +bool PlayerbotFactory::InitBlacksmithingSpecialization() +{ + bool learnedSpecialization = false; + + if (!bot->HasSkill(SKILL_BLACKSMITHING) || + bot->GetBaseSkillValue(SKILL_BLACKSMITHING) < 225) + return false; + + if (!bot->HasSpell(static_cast(ProfessionSpecializationSpell::Armor)) && + !bot->HasSpell(static_cast(ProfessionSpecializationSpell::Weapon))) + { + switch (GetStoredOrRandomValue(bot, "blacksmithSpecialization", 1, 2)) + { + case 1: + learnedSpecialization = LearnProfessionSpecialization(bot, + ProfessionSpecializationSpell::Armor, + ProfessionSpecializationSpell::LearnArmor); + break; + case 2: + default: + learnedSpecialization = LearnProfessionSpecialization(bot, + ProfessionSpecializationSpell::Weapon, + ProfessionSpecializationSpell::LearnWeapon); + break; + } + } + + if (!bot->HasSpell(static_cast(ProfessionSpecializationSpell::Weapon)) || + bot->GetBaseSkillValue(SKILL_BLACKSMITHING) < 250 || + bot->GetLevel() <= 49 || + HasAnySpell(bot, {static_cast(ProfessionSpecializationSpell::Hammer), + static_cast(ProfessionSpecializationSpell::Axe), + static_cast(ProfessionSpecializationSpell::Sword)})) + return learnedSpecialization; + + switch (GetStoredOrRandomValue(bot, "blacksmithWeaponSpecialization", 1, 3)) + { + case 1: + return LearnProfessionSpecialization(bot, + ProfessionSpecializationSpell::Hammer, + ProfessionSpecializationSpell::LearnHammer); + case 2: + return LearnProfessionSpecialization(bot, + ProfessionSpecializationSpell::Axe, + ProfessionSpecializationSpell::LearnAxe); + case 3: + default: + return LearnProfessionSpecialization(bot, + ProfessionSpecializationSpell::Sword, + ProfessionSpecializationSpell::LearnSword); + } } void PlayerbotFactory::UpdateTradeSkills() @@ -2456,6 +2925,9 @@ void PlayerbotFactory::InitSkills() break; } + InitTradeSkills(); + InitInventorySkill(); + // switch (bot->getClass()) // { // case CLASS_WARRIOR: @@ -3804,30 +4276,21 @@ void PlayerbotFactory::InitInventory() void PlayerbotFactory::InitInventorySkill() { - if (bot->HasSkill(SKILL_MINING)) - { + if (bot->HasSkill(SKILL_MINING) && !bot->HasItemCount(2901, 1, true)) StoreItem(2901, 1); // Mining Pick - } - if (bot->HasSkill(SKILL_BLACKSMITHING) || bot->HasSkill(SKILL_ENGINEERING)) - { + if ((bot->HasSkill(SKILL_BLACKSMITHING) || bot->HasSkill(SKILL_ENGINEERING)) && + !bot->HasItemCount(5956, 1, true)) StoreItem(5956, 1); // Blacksmith Hammer - } - if (bot->HasSkill(SKILL_ENGINEERING)) - { + if (bot->HasSkill(SKILL_ENGINEERING) && !bot->HasItemCount(6219, 1, true)) StoreItem(6219, 1); // Arclight Spanner - } - if (bot->HasSkill(SKILL_ENCHANTING)) - { + if (bot->HasSkill(SKILL_ENCHANTING) && !bot->HasItemCount(16207, 1, true)) StoreItem(16207, 1); // Runed Arcanite Rod - } - if (bot->HasSkill(SKILL_SKINNING)) - { + if (bot->HasSkill(SKILL_SKINNING) && !bot->HasItemCount(7005, 1, true)) StoreItem(7005, 1); // Skinning Knife - } } Item* PlayerbotFactory::StoreItem(uint32 itemId, uint32 count) diff --git a/src/Bot/Factory/PlayerbotFactory.h b/src/Bot/Factory/PlayerbotFactory.h index d943463ea..1962c0428 100644 --- a/src/Bot/Factory/PlayerbotFactory.h +++ b/src/Bot/Factory/PlayerbotFactory.h @@ -6,6 +6,9 @@ #ifndef _PLAYERBOT_PLAYERBOTFACTORY_H #define _PLAYERBOT_PLAYERBOTFACTORY_H +#include +#include + #include "InventoryAction.h" #include "Player.h" #include "PlayerbotAI.h" @@ -87,12 +90,91 @@ public: void InitAttunementQuests(); private: + enum class ProfessionSpecializationSpell : uint32 + { + Weapon = 9787, + Armor = 9788, + Hammer = 17040, + Axe = 17041, + Sword = 17039, + + LearnWeapon = 9789, + LearnArmor = 9790, + LearnHammer = 39099, + LearnAxe = 39098, + LearnSword = 39097, + + Dragon = 10656, + Elemental = 10658, + Tribal = 10660, + + LearnDragon = 10657, + LearnElemental = 10659, + LearnTribal = 10661, + + Spellfire = 26797, + Mooncloth = 26798, + Shadoweave = 26801, + + Goblin = 20222, + Gnomish = 20219, + + LearnGoblin = 20221, + LearnGnomish = 20220, + + LearnSpellfire = 26796, + LearnMooncloth = 26799, + LearnShadoweave = 26800, + + Transmute = 28672, + Elixir = 28677, + Potion = 28675, + + LearnTransmute = 28674, + LearnElixir = 28678, + LearnPotion = 28676 + }; + + enum class ProfessionRollType : uint32 + { + Random = 1, + Class = 2 + }; + + struct WeightedProfessionPair + { + uint16 firstSkill; + uint16 secondSkill; + uint32 weight; + }; + void Prepare(); // void InitSecondEquipmentSet(); // void InitEquipmentNew(bool incremental); bool CanEquipItem(ItemTemplate const* proto); bool CanEquipUnseenItem(uint8 slot, uint16& dest, uint32 item); + static bool IsPrimaryTradeSkill(uint16 skillId); + static bool IsGatheringTradeSkill(uint16 skillId); + static bool IsCraftingTradeSkill(uint16 skillId); + static uint32 GetProfessionStarterSpell(uint16 skillId); + static std::vector GetClassProfessionPairs(Player* bot); + static std::vector GetRandomProfessionPairs(); + static std::pair ChooseProfessionPair(std::vector const& professionPairs); + static bool HasProfessionPair(std::vector const& professionPairs, + uint16 firstSkill, uint16 secondSkill); + static uint16 ChooseSingleProfession(std::vector const& professionPairs); + static uint32 GetStoredOrRandomValue(Player* bot, std::string const& key, uint32 minValue, uint32 maxValue); + static bool HasAnySpell(Player* bot, std::vector const& spells); + static bool LearnProfessionSpecialization(Player* bot, + ProfessionSpecializationSpell knownSpell, + ProfessionSpecializationSpell learnSpell); void InitTradeSkills(); + void InitTradeSpecializations(); + bool InitAlchemySpecialization(); + bool InitEngineeringSpecialization(); + bool InitLeatherworkingSpecialization(); + bool InitTailoringSpecialization(); + bool InitBlacksmithingSpecialization(); void UpdateTradeSkills(); void SetRandomSkill(uint16 id); void ClearSpells(); diff --git a/src/PlayerbotAIConfig.cpp b/src/PlayerbotAIConfig.cpp index 32443c46d..a8daf972a 100644 --- a/src/PlayerbotAIConfig.cpp +++ b/src/PlayerbotAIConfig.cpp @@ -236,6 +236,8 @@ bool PlayerbotAIConfig::Initialize() EnableICCBuffs = sConfigMgr->GetOption("AiPlayerbot.EnableICCBuffs", true); //////////////////////////// Professions + classMatchingProfessionChance = + std::min(100, sConfigMgr->GetOption("AiPlayerbot.ClassMatchingProfessionChance", 30)); fishingDistanceFromMaster = sConfigMgr->GetOption("AiPlayerbot.FishingDistanceFromMaster", 10.0f); endFishingWithMaster = sConfigMgr->GetOption("AiPlayerbot.EndFishingWithMaster", 30.0f); fishingDistance = sConfigMgr->GetOption("AiPlayerbot.FishingDistance", 40.0f); diff --git a/src/PlayerbotAIConfig.h b/src/PlayerbotAIConfig.h index 4e758e79e..877672678 100644 --- a/src/PlayerbotAIConfig.h +++ b/src/PlayerbotAIConfig.h @@ -152,6 +152,7 @@ public: // Professions bool enableFishingWithMaster; + uint32 classMatchingProfessionChance; float fishingDistanceFromMaster, fishingDistance, endFishingWithMaster; // chat From 665a702a65a3cd77157bfa1edf6d9f1d607b6ae4 Mon Sep 17 00:00:00 2001 From: kadeshar Date: Fri, 17 Apr 2026 22:54:52 +0200 Subject: [PATCH 08/11] Worldbuff classic support (#2311) ## Pull Request Description Added support for flask and food for vanilla and TBC ## Vanilla | Class | Spec | Buff IDs | Buffs | | --- | --- | --- | --- | | Warrior | Arms | `17538`, `24799` | Elixir of the Mongoose; Smoked Desert Dumplings | | Warrior | Fury | `17538`, `24799` | Elixir of the Mongoose; Smoked Desert Dumplings | | Warrior | Protection | `17626`, `25661` | Flask of the Titans; Dirge's Kickin' Chimaerok Chops | | Paladin | Holy | `17627`, `18194` | Flask of Distilled Wisdom; Nightfin Soup | | Paladin | Protection | `17626`, `25661` | Flask of the Titans; Dirge's Kickin' Chimaerok Chops | | Paladin | Retribution | `17628`, `24799` | Flask of Supreme Power; Smoked Desert Dumplings | | Hunter | Beast Mastery | `17538`, `18192` | Elixir of the Mongoose; Grilled Squid | | Hunter | Marksmanship | `17538`, `18192` | Elixir of the Mongoose; Grilled Squid | | Hunter | Survival | `17538`, `18192` | Elixir of the Mongoose; Grilled Squid | | Rogue | Assassination | `17538`, `18192` | Elixir of the Mongoose; Grilled Squid | | Rogue | Combat | `17538`, `18192` | Elixir of the Mongoose; Grilled Squid | | Rogue | Subtlety | `17538`, `18192` | Elixir of the Mongoose; Grilled Squid | | Priest | Discipline | `17628`, `18194` | Flask of Supreme Power; Nightfin Soup | | Priest | Holy | `17627`, `18194` | Flask of Distilled Wisdom; Nightfin Soup | | Priest | Shadow | `17628`, `18194` | Flask of Supreme Power; Nightfin Soup | | Shaman | Elemental | `17628`, `18194` | Flask of Supreme Power; Nightfin Soup | | Shaman | Enhancement | `17538`, `24799` | Elixir of the Mongoose; Smoked Desert Dumplings | | Shaman | Restoration | `17627`, `18194` | Flask of Distilled Wisdom; Nightfin Soup | | Mage | Arcane | `17628`, `18194` | Flask of Supreme Power; Nightfin Soup | | Mage | Fire | `17628`, `18194` | Flask of Supreme Power; Nightfin Soup | | Mage | Frost | `17628`, `18194` | Flask of Supreme Power; Nightfin Soup | | Warlock | Affliction | `17628`, `25661` | Flask of Supreme Power; Dirge's Kickin' Chimaerok Chops | | Warlock | Demonology | `17628`, `25661` | Flask of Supreme Power; Dirge's Kickin' Chimaerok Chops | | Warlock | Destruction | `17628`, `25661` | Flask of Supreme Power; Dirge's Kickin' Chimaerok Chops | | Druid | Balance | `17628`, `18194` | Flask of Supreme Power; Nightfin Soup | | Druid | Feral Bear | `17626`, `25661` | Flask of the Titans; Dirge's Kickin' Chimaerok Chops | | Druid | Restoration | `17627`, `18194` | Flask of Distilled Wisdom; Nightfin Soup | | Druid | Feral Cat | `17538`, `24799` | Elixir of the Mongoose; Smoked Desert Dumplings | ## TBC | Class | Spec | Buff IDs | Buffs | | --- | --- | --- | --- | | Warrior | Arms | `28520`, `33256` | Flask of Relentless Assault; Roasted Clefthoof | | Warrior | Fury | `28520`, `33256` | Flask of Relentless Assault; Roasted Clefthoof | | Warrior | Protection | `28518`, `33257` | Flask of Fortification; Fisherman's Feast | | Paladin | Holy | `28491`, `39627`, `33263` | Elixir of Healing Power; Elixir of Draenic Wisdom; Blackened Basilisk | | Paladin | Protection | `28518`, `33257` | Flask of Fortification; Fisherman's Feast | | Paladin | Retribution | `28520`, `33256` | Flask of Relentless Assault; Roasted Clefthoof | | Hunter | Beast Mastery | `28520`, `33261` | Flask of Relentless Assault; Warp Burger | | Hunter | Marksmanship | `28520`, `33261` | Flask of Relentless Assault; Warp Burger | | Hunter | Survival | `28520`, `33261` | Flask of Relentless Assault; Warp Burger | | Rogue | Assassination | `28520`, `33261` | Flask of Relentless Assault; Warp Burger | | Rogue | Combat | `28520`, `33261` | Flask of Relentless Assault; Warp Burger | | Rogue | Subtlety | `28520`, `33261` | Flask of Relentless Assault; Warp Burger | | Priest | Discipline | `28491`, `39627`, `33263` | Elixir of Healing Power; Elixir of Draenic Wisdom; Blackened Basilisk | | Priest | Holy | `28491`, `39627`, `33263` | Elixir of Healing Power; Elixir of Draenic Wisdom; Blackened Basilisk | | Priest | Shadow | `28540`, `33263` | Flask of Pure Death; Blackened Basilisk | | Shaman | Elemental | `28521`, `33263` | Flask of Blinding Light; Blackened Basilisk | | Shaman | Enhancement | `28520`, `33261` | Flask of Relentless Assault; Warp Burger | | Shaman | Restoration | `28491`, `39627`, `33263` | Elixir of Healing Power; Elixir of Draenic Wisdom; Blackened Basilisk | | Mage | Arcane | `28521`, `33263` | Flask of Blinding Light; Blackened Basilisk | | Mage | Fire | `28540`, `33263` | Flask of Pure Death; Blackened Basilisk | | Mage | Frost | `28540`, `33263` | Flask of Pure Death; Blackened Basilisk | | Warlock | Affliction | `28540`, `33263` | Flask of Pure Death; Blackened Basilisk | | Warlock | Demonology | `28540`, `33263` | Flask of Pure Death; Blackened Basilisk | | Warlock | Destruction | `28540`, `33263` | Flask of Pure Death; Blackened Basilisk | | Druid | Balance | `28521`, `33263` | Flask of Blinding Light; Blackened Basilisk | | Druid | Feral Bear | `28518`, `33257` | Flask of Fortification; Fisherman's Feast | | Druid | Restoration | `28491`, `39627`, `33263` | Elixir of Healing Power; Elixir of Draenic Wisdom; Blackened Basilisk | | Druid | Feral Cat | `28520`, `33261` | Flask of Relentless Assault; Warp Burger | ## How to Test the Changes 1. Invite bot with 60-79 level 2. Add him strategy `nc +worldbuff` 3. Bot should apply buffs ## 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**) Prepare list of buffs based on website and apply them to matrix. Randomly reviewed ids with guides and in-game ## 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 [VANILLA_CONSUMABLE_WORLD_BUFFS.md](https://github.com/user-attachments/files/26761020/VANILLA_CONSUMABLE_WORLD_BUFFS.md) [TBC_CONSUMABLE_WORLD_BUFFS.md](https://github.com/user-attachments/files/26761021/TBC_CONSUMABLE_WORLD_BUFFS.md) --- conf/playerbots.conf.dist | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/conf/playerbots.conf.dist b/conf/playerbots.conf.dist index b3a3d2ab0..5ce5485d0 100644 --- a/conf/playerbots.conf.dist +++ b/conf/playerbots.conf.dist @@ -1802,10 +1802,10 @@ AiPlayerbot.PremadeSpecLink.11.6.80 = 05320021--230033312031500531353013251 # Requires sending the command "nc +worldbuff" in chat to a bot (or a group of bots) to enable # Each entry in the matrix should be formatted as follows: Entry:FactionID,ClassID,SpecID,MinimumLevel,MaximumLevel:SpellID1,SpellID2,etc.; # FactionID may be set to 0 for the entry to apply buffs to bots of either faction -# The default entries create a cross-faction list of level 80 buffs for each implemented pve spec from the "Premade Specs" section +# The default entries create a cross-faction level 60-69 Vanilla buffs, level 70-79 TBC buffs, and level 80 buffs for each implemented pve spec from the "Premade Specs" section # The default entries may be deleted or modified, and new custom entries may be added -AiPlayerbot.WorldBuffMatrix = # WARRIOR ARMS 1:0,1,0,80,80:53760,57358; # WARRIOR FURY 2:0,1,1,80,80:53760,57358; # WARRIOR PROTECTION 3:0,1,2,80,80:53758,57356; # PALADIN HOLY 4:0,2,0,80,80:53749,57332,60347; # PALADIN PROTECTION 5:0,2,1,80,80:53758,57356; # PALADIN RETRIBUTION 6:0,2,2,80,80:53760,57371; # HUNTER BEAST 7:0,3,0,80,80:53760,57325; # HUNTER MARKSMANSHIP 8:0,3,1,80,80:53760,57358; # HUNTER SURVIVAL 9:0,3,2,80,80:53760,57367; # ROGUE ASSASSINATION 10:0,4,0,80,80:53760,57325; # ROGUE COMBAT 11:0,4,1,80,80:53760,57358; # ROGUE SUBTLETY 12:0,4,2,80,80:53760,57367; # PRIEST DISCIPLINE 13:0,5,0,80,80:53755,57327; # PRIEST HOLY 14:0,5,1,80,80:53755,57327; # PRIEST SHADOW 15:0,5,2,80,80:53755,57327; # DEATH KNIGHT BLOOD 16:0,6,0,80,80:53758,57356; # DEATH KNIGHT FROST 17:0,6,1,80,80:53760,57358; # DEATH KNIGHT UNHOLY 18:0,6,2,80,80:53760,57358; # DEATH KNIGHT BLOOD DPS 19:0,6,3,80,80:53760,57371; # SHAMAN ELEMENTAL 20:0,7,0,80,80:53755,57327; # SHAMAN ENHANCEMENT 21:0,7,1,80,80:53760,57325; # SHAMAN RESTORATION 22:0,7,2,80,80:53755,57327; # MAGE ARCANE 23:0,8,0,80,80:53755,57327; # MAGE FIRE 24:0,8,1,80,80:53755,57327; # MAGE FROST 25:0,8,2,80,80:53755,57327; # WARLOCK AFFLICTION 26:0,9,0,80,80:53755,57327; # WARLOCK DEMONOLOGY 27:0,9,1,80,80:53755,57327; # WARLOCK DESTRUCTION 28:0,9,2,80,80:53755,57327; # DRUID BALANCE 29:0,11,0,80,80:53755,57327; # DRUID FERAL BEAR 30:0,11,1,80,80:53749,53763,57367; # DRUID RESTORATION 31:0,11,2,80,80:54212,57334; # DRUID FERAL CAT 32:0,11,3,80,80:53760,57358 +AiPlayerbot.WorldBuffMatrix = # WARRIOR ARMS 1:0,1,0,80,80:53760,57358; # WARRIOR FURY 2:0,1,1,80,80:53760,57358; # WARRIOR PROTECTION 3:0,1,2,80,80:53758,57356; # PALADIN HOLY 4:0,2,0,80,80:53749,57332,60347; # PALADIN PROTECTION 5:0,2,1,80,80:53758,57356; # PALADIN RETRIBUTION 6:0,2,2,80,80:53760,57371; # HUNTER BEAST 7:0,3,0,80,80:53760,57325; # HUNTER MARKSMANSHIP 8:0,3,1,80,80:53760,57358; # HUNTER SURVIVAL 9:0,3,2,80,80:53760,57367; # ROGUE ASSASSINATION 10:0,4,0,80,80:53760,57325; # ROGUE COMBAT 11:0,4,1,80,80:53760,57358; # ROGUE SUBTLETY 12:0,4,2,80,80:53760,57367; # PRIEST DISCIPLINE 13:0,5,0,80,80:53755,57327; # PRIEST HOLY 14:0,5,1,80,80:53755,57327; # PRIEST SHADOW 15:0,5,2,80,80:53755,57327; # DEATH KNIGHT BLOOD 16:0,6,0,80,80:53758,57356; # DEATH KNIGHT FROST 17:0,6,1,80,80:53760,57358; # DEATH KNIGHT UNHOLY 18:0,6,2,80,80:53760,57358; # DEATH KNIGHT BLOOD DPS 19:0,6,3,80,80:53760,57371; # SHAMAN ELEMENTAL 20:0,7,0,80,80:53755,57327; # SHAMAN ENHANCEMENT 21:0,7,1,80,80:53760,57325; # SHAMAN RESTORATION 22:0,7,2,80,80:53755,57327; # MAGE ARCANE 23:0,8,0,80,80:53755,57327; # MAGE FIRE 24:0,8,1,80,80:53755,57327; # MAGE FROST 25:0,8,2,80,80:53755,57327; # WARLOCK AFFLICTION 26:0,9,0,80,80:53755,57327; # WARLOCK DEMONOLOGY 27:0,9,1,80,80:53755,57327; # WARLOCK DESTRUCTION 28:0,9,2,80,80:53755,57327; # DRUID BALANCE 29:0,11,0,80,80:53755,57327; # DRUID FERAL BEAR 30:0,11,1,80,80:53749,53763,57367; # DRUID RESTORATION 31:0,11,2,80,80:54212,57334; # DRUID FERAL CAT 32:0,11,3,80,80:53760,57358; # WARRIOR ARMS TBC 33:0,1,0,70,79:28520,33256; # WARRIOR FURY TBC 34:0,1,1,70,79:28520,33256; # WARRIOR PROTECTION TBC 35:0,1,2,70,79:28518,33257; # PALADIN HOLY TBC 36:0,2,0,70,79:28491,39627,33263; # PALADIN PROTECTION TBC 37:0,2,1,70,79:28518,33257; # PALADIN RETRIBUTION TBC 38:0,2,2,70,79:28520,33256; # HUNTER BEAST TBC 39:0,3,0,70,79:28520,33261; # HUNTER MARKSMANSHIP TBC 40:0,3,1,70,79:28520,33261; # HUNTER SURVIVAL TBC 41:0,3,2,70,79:28520,33261; # ROGUE ASSASSINATION TBC 42:0,4,0,70,79:28520,33261; # ROGUE COMBAT TBC 43:0,4,1,70,79:28520,33261; # ROGUE SUBTLETY TBC 44:0,4,2,70,79:28520,33261; # PRIEST DISCIPLINE TBC 45:0,5,0,70,79:28491,39627,33263; # PRIEST HOLY TBC 46:0,5,1,70,79:28491,39627,33263; # PRIEST SHADOW TBC 47:0,5,2,70,79:28540,33263; # SHAMAN ELEMENTAL TBC 48:0,7,0,70,79:28521,33263; # SHAMAN ENHANCEMENT TBC 49:0,7,1,70,79:28520,33261; # SHAMAN RESTORATION TBC 50:0,7,2,70,79:28491,39627,33263; # MAGE ARCANE TBC 51:0,8,0,70,79:28521,33263; # MAGE FIRE TBC 52:0,8,1,70,79:28540,33263; # MAGE FROST TBC 53:0,8,2,70,79:28540,33263; # WARLOCK AFFLICTION TBC 54:0,9,0,70,79:28540,33263; # WARLOCK DEMONOLOGY TBC 55:0,9,1,70,79:28540,33263; # WARLOCK DESTRUCTION TBC 56:0,9,2,70,79:28540,33263; # DRUID BALANCE TBC 57:0,11,0,70,79:28521,33263; # DRUID FERAL BEAR TBC 58:0,11,1,70,79:28518,33257; # DRUID RESTORATION TBC 59:0,11,2,70,79:28491,39627,33263; # DRUID FERAL CAT TBC 60:0,11,3,70,79:28520,33261; # WARRIOR ARMS VANILLA 61:0,1,0,60,69:17538,24799; # WARRIOR FURY VANILLA 62:0,1,1,60,69:17538,24799; # WARRIOR PROTECTION VANILLA 63:0,1,2,60,69:17626,25661; # PALADIN HOLY VANILLA 64:0,2,0,60,69:17627,18194; # PALADIN PROTECTION VANILLA 65:0,2,1,60,69:17626,25661; # PALADIN RETRIBUTION VANILLA 66:0,2,2,60,69:17628,24799; # HUNTER BEAST VANILLA 67:0,3,0,60,69:17538,18192; # HUNTER MARKSMANSHIP VANILLA 68:0,3,1,60,69:17538,18192; # HUNTER SURVIVAL VANILLA 69:0,3,2,60,69:17538,18192; # ROGUE ASSASSINATION VANILLA 70:0,4,0,60,69:17538,18192; # ROGUE COMBAT VANILLA 71:0,4,1,60,69:17538,18192; # ROGUE SUBTLETY VANILLA 72:0,4,2,60,69:17538,18192; # PRIEST DISCIPLINE VANILLA 73:0,5,0,60,69:17628,18194; # PRIEST HOLY VANILLA 74:0,5,1,60,69:17627,18194; # PRIEST SHADOW VANILLA 75:0,5,2,60,69:17628,18194; # SHAMAN ELEMENTAL VANILLA 76:0,7,0,60,69:17628,18194; # SHAMAN ENHANCEMENT VANILLA 77:0,7,1,60,69:17538,24799; # SHAMAN RESTORATION VANILLA 78:0,7,2,60,69:17627,18194; # MAGE ARCANE VANILLA 79:0,8,0,60,69:17628,18194; # MAGE FIRE VANILLA 80:0,8,1,60,69:17628,18194; # MAGE FROST VANILLA 81:0,8,2,60,69:17628,18194; # WARLOCK AFFLICTION VANILLA 82:0,9,0,60,69:17628,25661; # WARLOCK DEMONOLOGY VANILLA 83:0,9,1,60,69:17628,25661; # WARLOCK DESTRUCTION VANILLA 84:0,9,2,60,69:17628,25661; # DRUID BALANCE VANILLA 85:0,11,0,60,69:17628,18194; # DRUID FERAL BEAR VANILLA 86:0,11,1,60,69:17626,25661; # DRUID RESTORATION VANILLA 87:0,11,2,60,69:17627,18194; # DRUID FERAL CAT VANILLA 88:0,11,3,60,69:17538,24799 # # From 19249e90a0e254bb36a66653201894edf293da16 Mon Sep 17 00:00:00 2001 From: kadeshar Date: Fri, 17 Apr 2026 23:07:47 +0200 Subject: [PATCH 09/11] Pull strategy migration (#2310) ## Pull Request Description Pull strategy migration from cmangos for tank specializations ## How to Test the Changes 1. Invite bot tank 2. Use `reset boAI` or `nc +pull,+pull back` + `co +pull,+pull back` 3. Order bot to pull using command `pull my target` or `pull rti target` 4. Bot should run to mob, use ranged skill and back to point where he started pull Without `pull back` strategy bot run to mob, use ranged skill and wait on mob until he come to bot ## 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**) Help with migration and solving some problems ## 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. - - [ ] Documentation updated if needed (Conf comments, WiKi commands). ## Notes for Reviewers Stability test after randomize new bots obraz --------- Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com> --- .../2026_04_12_00_ai_playerbot_pull_texts.sql | 102 ++++++ src/Ai/Base/ActionContext.h | 15 + src/Ai/Base/Actions/GenericSpellActions.cpp | 25 +- src/Ai/Base/Actions/GenericSpellActions.h | 5 + src/Ai/Base/Actions/PullActions.cpp | 321 ++++++++++++++++++ src/Ai/Base/Actions/PullActions.h | 90 +++++ src/Ai/Base/ChatActionContext.h | 5 + src/Ai/Base/ChatTriggerContext.h | 6 + .../Strategy/ChatCommandHandlerStrategy.cpp | 6 + src/Ai/Base/Strategy/PullStrategy.cpp | 222 +++++++++++- src/Ai/Base/Strategy/PullStrategy.h | 58 +++- .../Base/Strategy/WaitForAttackStrategy.cpp | 1 + src/Ai/Base/StrategyContext.h | 2 + src/Ai/Base/Trigger/PullTriggers.cpp | 68 ++++ src/Ai/Base/Trigger/PullTriggers.h | 35 ++ src/Ai/Base/TriggerContext.h | 7 + src/Ai/Class/Dk/DKAiObjectContext.cpp | 4 +- .../Dk/Strategy/DeathKnightPullStrategy.cpp | 43 +++ .../Dk/Strategy/DeathKnightPullStrategy.h | 19 ++ src/Ai/Class/Druid/DruidAiObjectContext.cpp | 3 + .../Druid/Strategy/DruidPullStrategy.cpp | 46 +++ .../Class/Druid/Strategy/DruidPullStrategy.h | 20 ++ .../Class/Paladin/PaladinAiObjectContext.cpp | 3 + .../Paladin/Strategy/PaladinPullStrategy.cpp | 46 +++ .../Paladin/Strategy/PaladinPullStrategy.h | 20 ++ .../Warrior/Strategy/WarriorPullStrategy.cpp | 27 ++ .../Warrior/Strategy/WarriorPullStrategy.h | 19 ++ .../Class/Warrior/WarriorAiObjectContext.cpp | 4 +- src/Bot/Engine/Engine.cpp | 6 + src/Bot/Engine/Engine.h | 1 + src/Bot/Factory/AiFactory.cpp | 16 +- src/Bot/PlayerbotAI.cpp | 5 + src/Bot/PlayerbotAI.h | 1 + 33 files changed, 1229 insertions(+), 22 deletions(-) create mode 100644 data/sql/playerbots/updates/2026_04_12_00_ai_playerbot_pull_texts.sql create mode 100644 src/Ai/Base/Actions/PullActions.cpp create mode 100644 src/Ai/Base/Actions/PullActions.h create mode 100644 src/Ai/Base/Trigger/PullTriggers.cpp create mode 100644 src/Ai/Base/Trigger/PullTriggers.h create mode 100644 src/Ai/Class/Dk/Strategy/DeathKnightPullStrategy.cpp create mode 100644 src/Ai/Class/Dk/Strategy/DeathKnightPullStrategy.h create mode 100644 src/Ai/Class/Druid/Strategy/DruidPullStrategy.cpp create mode 100644 src/Ai/Class/Druid/Strategy/DruidPullStrategy.h create mode 100644 src/Ai/Class/Paladin/Strategy/PaladinPullStrategy.cpp create mode 100644 src/Ai/Class/Paladin/Strategy/PaladinPullStrategy.h create mode 100644 src/Ai/Class/Warrior/Strategy/WarriorPullStrategy.cpp create mode 100644 src/Ai/Class/Warrior/Strategy/WarriorPullStrategy.h diff --git a/data/sql/playerbots/updates/2026_04_12_00_ai_playerbot_pull_texts.sql b/data/sql/playerbots/updates/2026_04_12_00_ai_playerbot_pull_texts.sql new file mode 100644 index 000000000..4e9c17583 --- /dev/null +++ b/data/sql/playerbots/updates/2026_04_12_00_ai_playerbot_pull_texts.sql @@ -0,0 +1,102 @@ +-- ######################################################### +-- Playerbots - Add pull command texts +-- Localized for all WotLK locales (koKR, frFR, deDE, zhCN, +-- zhTW, esES, esMX, ruRU) +-- ######################################################### + +DELETE FROM ai_playerbot_texts WHERE name IN ( + 'pull_no_target_error', + 'pull_target_too_far_error', + 'pull_invalid_target_error', + 'pull_action_unavailable_error' +); +DELETE FROM ai_playerbot_texts_chance WHERE name IN ( + 'pull_no_target_error', + 'pull_target_too_far_error', + 'pull_invalid_target_error', + 'pull_action_unavailable_error' +); + +-- pull_no_target_error +INSERT INTO `ai_playerbot_texts` + (`id`, `name`, `text`, `say_type`, `reply_type`, + `text_loc1`, `text_loc2`, `text_loc3`, `text_loc4`, + `text_loc5`, `text_loc6`, `text_loc7`, `text_loc8`) +VALUES ( + 1755, + 'pull_no_target_error', + 'You have no target', + 0, 0, + '대상이 없습니다', + 'Vous n''avez pas de cible', + 'Du hast kein Ziel', + '你没有目标', + '你沒有目標', + 'No tienes objetivo', + 'No tienes objetivo', + 'У вас нет цели'); + +INSERT INTO ai_playerbot_texts_chance (name, probability) VALUES ('pull_no_target_error', 100); + +-- pull_target_too_far_error +INSERT INTO `ai_playerbot_texts` + (`id`, `name`, `text`, `say_type`, `reply_type`, + `text_loc1`, `text_loc2`, `text_loc3`, `text_loc4`, + `text_loc5`, `text_loc6`, `text_loc7`, `text_loc8`) +VALUES ( + 1756, + 'pull_target_too_far_error', + 'The target is too far away', + 0, 0, + '대상이 너무 멀리 있습니다', + 'La cible est trop loin', + 'Das Ziel ist zu weit entfernt', + '目标太远了', + '目標太遠了', + 'El objetivo está demasiado lejos', + 'El objetivo está demasiado lejos', + 'Цель слишком далеко'); + +INSERT INTO ai_playerbot_texts_chance (name, probability) VALUES ('pull_target_too_far_error', 100); + +-- pull_invalid_target_error +INSERT INTO `ai_playerbot_texts` + (`id`, `name`, `text`, `say_type`, `reply_type`, + `text_loc1`, `text_loc2`, `text_loc3`, `text_loc4`, + `text_loc5`, `text_loc6`, `text_loc7`, `text_loc8`) +VALUES ( + 1757, + 'pull_invalid_target_error', + 'The target can''t be pulled', + 0, 0, + '해당 대상은 풀링할 수 없습니다', + 'La cible ne peut pas être attirée', + 'Das Ziel kann nicht gepullt werden', + '该目标无法被拉怪', + '該目標無法被拉怪', + 'No se puede hacer pull al objetivo', + 'No se puede hacer pull al objetivo', + 'Эту цель нельзя пуллить'); + +INSERT INTO ai_playerbot_texts_chance (name, probability) VALUES ('pull_invalid_target_error', 100); + +-- pull_action_unavailable_error: %action_name is replaced with the configured pull action +INSERT INTO `ai_playerbot_texts` + (`id`, `name`, `text`, `say_type`, `reply_type`, + `text_loc1`, `text_loc2`, `text_loc3`, `text_loc4`, + `text_loc5`, `text_loc6`, `text_loc7`, `text_loc8`) +VALUES ( + 1758, + 'pull_action_unavailable_error', + 'Can''t perform pull action ''%action_name''', + 0, 0, + '''%action_name'' 풀 액션을 수행할 수 없습니다', + 'Impossible d''effectuer l''action d''engagement ''%action_name''', + 'Die Pull-Aktion ''%action_name'' kann nicht ausgeführt werden', + '无法执行拉怪动作“%action_name”', + '無法執行拉怪動作「%action_name」', + 'No se puede realizar la acción de pull ''%action_name''', + 'No se puede realizar la acción de pull ''%action_name''', + 'Невозможно выполнить действие пула ''%action_name'''); + +INSERT INTO ai_playerbot_texts_chance (name, probability) VALUES ('pull_action_unavailable_error', 100); diff --git a/src/Ai/Base/ActionContext.h b/src/Ai/Base/ActionContext.h index 79b5b4985..3026cfd50 100644 --- a/src/Ai/Base/ActionContext.h +++ b/src/Ai/Base/ActionContext.h @@ -45,6 +45,7 @@ #include "NonCombatActions.h" #include "OutfitAction.h" #include "PositionAction.h" +#include "PullActions.h" #include "DropQuestAction.h" #include "RandomBotUpdateAction.h" #include "ReachTargetActions.h" @@ -105,6 +106,13 @@ public: creators["shoot"] = &ActionContext::shoot; creators["lifeblood"] = &ActionContext::lifeblood; creators["arcane torrent"] = &ActionContext::arcane_torrent; + creators["pull my target"] = &ActionContext::pull_my_target; + creators["pull rti target"] = &ActionContext::pull_rti_target; + creators["pull start"] = &ActionContext::pull_start; + creators["pull action"] = &ActionContext::pull_action; + creators["pull end"] = &ActionContext::pull_end; + creators["return to pull position"] = &ActionContext::return_to_pull_position; + creators["reach pull"] = &ActionContext::reach_pull; creators["end pull"] = &ActionContext::end_pull; creators["healthstone"] = &ActionContext::healthstone; creators["healing potion"] = &ActionContext::healing_potion; @@ -313,6 +321,13 @@ private: static Action* gift_of_the_naaru(PlayerbotAI* botAI) { return new CastGiftOfTheNaaruAction(botAI); } static Action* lifeblood(PlayerbotAI* botAI) { return new CastLifeBloodAction(botAI); } static Action* arcane_torrent(PlayerbotAI* botAI) { return new CastArcaneTorrentAction(botAI); } + static Action* pull_my_target(PlayerbotAI* botAI) { return new PullMyTargetAction(botAI); } + static Action* pull_rti_target(PlayerbotAI* botAI) { return new PullRtiTargetAction(botAI); } + static Action* pull_start(PlayerbotAI* botAI) { return new PullStartAction(botAI); } + static Action* pull_action(PlayerbotAI* botAI) { return new PullAction(botAI); } + static Action* pull_end(PlayerbotAI* botAI) { return new PullEndAction(botAI); } + static Action* return_to_pull_position(PlayerbotAI* botAI) { return new ReturnToPullPositionAction(botAI); } + static Action* reach_pull(PlayerbotAI* botAI) { return new ReachPullAction(botAI); } static Action* mana_tap(PlayerbotAI* botAI) { return new CastManaTapAction(botAI); } static Action* end_pull(PlayerbotAI* botAI) { return new ChangeCombatStrategyAction(botAI, "-pull"); } static Action* cancel_channel(PlayerbotAI* botAI) { return new CancelChannelAction(botAI); } diff --git a/src/Ai/Base/Actions/GenericSpellActions.cpp b/src/Ai/Base/Actions/GenericSpellActions.cpp index 41911f62d..c81aca214 100644 --- a/src/Ai/Base/Actions/GenericSpellActions.cpp +++ b/src/Ai/Base/Actions/GenericSpellActions.cpp @@ -273,7 +273,7 @@ bool BuffOnPartyAction::Execute(Event /*event*/) } // End greater buff fix -CastShootAction::CastShootAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "shoot") +CastShootAction::CastShootAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "shoot"), shootSpellId(0) { if (Item* const pItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED)) { @@ -283,17 +283,40 @@ CastShootAction::CastShootAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "s { case ITEM_SUBCLASS_WEAPON_GUN: spell += " gun"; + shootSpellId = 3018; break; case ITEM_SUBCLASS_WEAPON_BOW: spell += " bow"; + shootSpellId = 3018; break; case ITEM_SUBCLASS_WEAPON_CROSSBOW: spell += " crossbow"; + shootSpellId = 3018; + break; + case ITEM_SUBCLASS_WEAPON_THROWN: + spell = "throw"; + shootSpellId = 2764; break; } } } +bool CastShootAction::isPossible() +{ + if (shootSpellId) + return botAI->CanCastSpell(shootSpellId, GetTarget(), false); + + return CastSpellAction::isPossible(); +} + +bool CastShootAction::Execute(Event /*event*/) +{ + if (shootSpellId) + return botAI->CastSpell(shootSpellId, GetTarget()); + + return botAI->CastSpell(spell, GetTarget()); +} + Value* CastDebuffSpellOnAttackerAction::GetTargetValue() { return context->GetValue("attacker without aura", spell); diff --git a/src/Ai/Base/Actions/GenericSpellActions.h b/src/Ai/Base/Actions/GenericSpellActions.h index dc0785713..e9dacb7d2 100644 --- a/src/Ai/Base/Actions/GenericSpellActions.h +++ b/src/Ai/Base/Actions/GenericSpellActions.h @@ -253,7 +253,12 @@ class CastShootAction : public CastSpellAction public: CastShootAction(PlayerbotAI* botAI); + bool isPossible() override; + bool Execute(Event event) override; ActionThreatType getThreatType() override { return ActionThreatType::None; } + +private: + uint32 shootSpellId; }; class CastLifeBloodAction : public CastHealingSpellAction diff --git a/src/Ai/Base/Actions/PullActions.cpp b/src/Ai/Base/Actions/PullActions.cpp new file mode 100644 index 000000000..805abd362 --- /dev/null +++ b/src/Ai/Base/Actions/PullActions.cpp @@ -0,0 +1,321 @@ +/* + * 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 "AttackersValue.h" +#include "CreatureAI.h" +#include "Playerbots.h" +#include "PlayerbotTextMgr.h" +#include "PositionValue.h" +#include "PullActions.h" +#include "PullStrategy.h" +#include "RtiTargetValue.h" +#include + +namespace +{ +float GetPullReachDistance(Player* bot, Unit* target, PullStrategy const* strategy) +{ + if (!bot || !target || !strategy) + return 0.0f; + + float const combatDistance = bot->GetCombatReach() + target->GetCombatReach(); + return std::max(0.0f, strategy->GetRange() - combatDistance); +} + +bool IsWithinPullRange(Player* bot, Unit* target, PullStrategy const* strategy) +{ + return bot && target && strategy && bot->GetExactDist(target) <= strategy->GetRange(); +} +} + +bool PullRequestAction::Execute(Event event) +{ + PullStrategy* strategy = PullStrategy::Get(botAI); + if (!strategy) + return false; + + if (!botAI->IsTank(bot)) + return false; + + Unit* target = GetPullTarget(event); + if (!target || !target->IsInWorld()) + { + std::string const text = PlayerbotTextMgr::instance().GetBotTextOrDefault( + "pull_no_target_error", "You have no target", {}); + botAI->TellError(text); + return false; + } + + float const maxPullDistance = sPlayerbotAIConfig.reactDistance * 3.0f; + if (target->GetMapId() != bot->GetMapId() || bot->GetDistance(target) > maxPullDistance) + { + std::string const text = PlayerbotTextMgr::instance().GetBotTextOrDefault( + "pull_target_too_far_error", "The target is too far away", {}); + botAI->TellError(text); + return false; + } + + if (!AttackersValue::IsPossibleTarget(target, bot)) + { + std::string const text = PlayerbotTextMgr::instance().GetBotTextOrDefault( + "pull_invalid_target_error", "The target can't be pulled", {}); + botAI->TellError(text); + return false; + } + + if (!strategy->CanDoPullAction(target)) + { + std::string const actionName = strategy->GetPullActionName(); + std::string const text = PlayerbotTextMgr::instance().GetBotTextOrDefault( + "pull_action_unavailable_error", + "Can't perform pull action '%action_name'", + {{"%action_name", actionName}}); + botAI->TellError(text); + return false; + } + + PositionMap& posMap = AI_VALUE(PositionMap&, "position"); + PositionInfo pullPosition = posMap["pull"]; + pullPosition.Set(bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(), bot->GetMapId()); + posMap["pull"] = pullPosition; + + strategy->RequestPull(target); + context->GetValue("current target")->Set(target); + botAI->ChangeEngine(BOT_STATE_COMBAT); + botAI->SetNextCheckDelay(sPlayerbotAIConfig.reactDelay); + return true; +} + +Unit* PullMyTargetAction::GetPullTarget(Event event) +{ + Player* requester = event.getOwner() ? event.getOwner() : GetMaster(); + if (event.GetSource() == "attack anything") + return botAI->GetCreature(event.getObject()); + + return requester ? requester->GetSelectedUnit() : nullptr; +} + +Unit* PullRtiTargetAction::GetPullTarget(Event /*event*/) +{ + Unit* rtiTarget = AI_VALUE(Unit*, "rti target"); + if (rtiTarget) + return rtiTarget; + + Group* group = bot->GetGroup(); + if (!group) + return nullptr; + + std::string const rti = AI_VALUE(std::string, "rti"); + int32 const index = RtiTargetValue::GetRtiIndex(rti); + if (index < 0) + return nullptr; + + ObjectGuid const guid = group->GetTargetIcon(index); + return guid.IsEmpty() ? nullptr : botAI->GetUnit(guid); +} + +bool PullStartAction::Execute(Event event) +{ + PullStrategy* strategy = PullStrategy::Get(botAI); + if (!strategy) + return false; + + Unit* target = strategy->GetTarget(); + if (!target) + return false; + + std::string const preActionName = strategy->GetPreActionName(); + if (!preActionName.empty() && !botAI->DoSpecificAction(preActionName, event, true)) + return false; + + if (Pet* pet = bot->GetPet()) + { + Creature* creature = pet->ToCreature(); + if (creature) + { + strategy->SetPetReactState(creature->GetReactState()); + creature->SetReactState(REACT_PASSIVE); + } + } + + strategy->OnPullStarted(); + return true; +} + +PullAction::PullAction(PlayerbotAI* botAI, std::string const name) : CastSpellAction(botAI, name) { InitPullAction(); } + +Unit* PullAction::GetTarget() +{ + PullStrategy* strategy = PullStrategy::Get(botAI); + if (!strategy) + return nullptr; + + return strategy->GetTarget(); +} + +std::vector PullAction::getPrerequisites() +{ + PullStrategy* strategy = PullStrategy::Get(botAI); + Unit* target = strategy ? strategy->GetTarget() : nullptr; + if (!strategy || !target) + return {}; + + return IsWithinPullRange(bot, target, strategy) ? std::vector{} + : std::vector{ NextAction("reach pull", ACTION_MOVE) }; +} + +bool PullAction::Execute(Event event) +{ + InitPullAction(); + + PullStrategy* strategy = PullStrategy::Get(botAI); + if (!strategy) + return false; + + Unit* target = strategy->GetTarget(); + if (!target || !target->IsInWorld()) + return false; + + if (target->IsInCombat()) + return false; + + if (!IsWithinPullRange(bot, target, strategy)) + { + strategy->RequestPull(target, false); + return false; + } + + if (bot->isMoving()) + { + bot->StopMoving(); + strategy->RequestPull(target, false); + return false; + } + + context->GetValue("current target")->Set(target); + if (!botAI->DoSpecificAction(strategy->GetPullActionName(), event, true)) + return false; + + return true; +} + +bool PullAction::isPossible() +{ + InitPullAction(); + + PullStrategy* strategy = PullStrategy::Get(botAI); + if (!strategy) + return false; + + Unit* target = strategy->GetTarget(); + std::string const spellName = strategy->GetSpellName(); + if (!target || !target->IsInWorld() || target->GetMapId() != bot->GetMapId() || spellName.empty()) + return false; + + return true; +} + +void PullAction::InitPullAction() +{ + PullStrategy* strategy = PullStrategy::Get(botAI); + if (!strategy) + return; + + std::string const spellName = strategy->GetSpellName(); + if (spellName.empty()) + return; + + spell = spellName; + + bool isShoot = (spellName == "shoot" || spellName == "shoot bow" || + spellName == "shoot gun" || spellName == "shoot crossbow" || + spellName == "throw"); + range = botAI->GetRange(isShoot ? "shoot" : "spell"); +} + +bool PullEndAction::Execute(Event /*event*/) +{ + PullStrategy* strategy = PullStrategy::Get(botAI); + if (!strategy) + return false; + + Unit* pullTarget = strategy->GetTarget(); + + if (!strategy->HasPullStarted() && !strategy->IsPullPendingToStart() && !strategy->HasTarget()) + return false; + + if (Pet* pet = bot->GetPet()) + { + Creature* creature = pet->ToCreature(); + if (creature) + creature->SetReactState(strategy->GetPetReactState()); + } + + PositionMap& posMap = AI_VALUE(PositionMap&, "position"); + PositionInfo pullPosition = posMap["pull"]; + if (pullPosition.isSet()) + posMap.erase("pull"); + + if (pullTarget && context->GetValue("current target")->Get() == pullTarget) + context->GetValue("current target")->Set(nullptr); + + strategy->OnPullEnded(); + return true; +} + +bool ReturnToPullPositionAction::Execute(Event /*event*/) +{ + PositionInfo pullPosition = AI_VALUE(PositionMap&, "position")["pull"]; + if (!pullPosition.isSet() || pullPosition.mapId != bot->GetMapId()) + return false; + + return MoveTo(pullPosition.mapId, pullPosition.x, pullPosition.y, pullPosition.z, + false, false, false, false, MovementPriority::MOVEMENT_COMBAT, true); +} + +bool ReturnToPullPositionAction::isUseful() +{ + PullStrategy* strategy = PullStrategy::Get(botAI); + Unit* target = strategy ? strategy->GetTarget() : nullptr; + if (!strategy || !target || !target->IsInCombat()) + return false; + + PositionInfo pullPosition = AI_VALUE(PositionMap&, "position")["pull"]; + return pullPosition.isSet() && pullPosition.mapId == bot->GetMapId() && + bot->GetDistance(pullPosition.x, pullPosition.y, pullPosition.z) > sPlayerbotAIConfig.followDistance; +} + +bool ReachPullAction::Execute(Event /*event*/) +{ + Unit* target = GetTarget(); + PullStrategy* strategy = PullStrategy::Get(botAI); + if (!target || !strategy) + return false; + + float const reachDistance = GetPullReachDistance(bot, target, strategy); + return ReachCombatTo(target, reachDistance); +} + +bool ReachPullAction::isUseful() +{ + if (botAI->HasStrategy("stay", botAI->GetState())) + return false; + + if (bot->GetCurrentSpell(CURRENT_CHANNELED_SPELL) != nullptr) + return false; + + PullStrategy* strategy = PullStrategy::Get(botAI); + Unit* target = strategy ? strategy->GetTarget() : nullptr; + return target && !IsWithinPullRange(bot, target, strategy); +} + +Unit* ReachPullAction::GetTarget() +{ + PullStrategy* strategy = PullStrategy::Get(botAI); + if (!strategy) + return nullptr; + + return strategy->GetTarget(); +} diff --git a/src/Ai/Base/Actions/PullActions.h b/src/Ai/Base/Actions/PullActions.h new file mode 100644 index 000000000..299dd4a1e --- /dev/null +++ b/src/Ai/Base/Actions/PullActions.h @@ -0,0 +1,90 @@ +/* + * 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. + */ + +#ifndef _PLAYERBOT_PULLACTIONS_H +#define _PLAYERBOT_PULLACTIONS_H + +#include "GenericSpellActions.h" +#include "ReachTargetActions.h" + +class PullRequestAction : public Action +{ +public: + PullRequestAction(PlayerbotAI* botAI, std::string const name) : Action(botAI, name) {} + + bool Execute(Event event) override; + +protected: + virtual Unit* GetPullTarget(Event event) = 0; +}; + +class PullMyTargetAction : public PullRequestAction +{ +public: + PullMyTargetAction(PlayerbotAI* botAI) : PullRequestAction(botAI, "pull my target") {} + +private: + Unit* GetPullTarget(Event event) override; +}; + +class PullRtiTargetAction : public PullRequestAction +{ +public: + PullRtiTargetAction(PlayerbotAI* botAI) : PullRequestAction(botAI, "pull rti target") {} + +private: + Unit* GetPullTarget(Event event) override; +}; + +class PullStartAction : public Action +{ +public: + PullStartAction(PlayerbotAI* botAI, std::string const name = "pull start") : Action(botAI, name) {} + + bool Execute(Event event) override; +}; + +class PullAction : public CastSpellAction +{ +public: + PullAction(PlayerbotAI* botAI, std::string const name = "pull action"); + + bool Execute(Event event) override; + bool isPossible() override; + std::vector getPrerequisites() override; + Unit* GetTarget() override; + +private: + void InitPullAction(); +}; + +class PullEndAction : public Action +{ +public: + PullEndAction(PlayerbotAI* botAI, std::string const name = "pull end") : Action(botAI, name) {} + + bool Execute(Event event) override; +}; + +class ReachPullAction : public ReachTargetAction +{ +public: + ReachPullAction(PlayerbotAI* botAI) : ReachTargetAction(botAI, "reach pull", botAI->GetRange("spell")) {} + + bool Execute(Event event) override; + bool isUseful() override; + Unit* GetTarget() override; +}; + +class ReturnToPullPositionAction : public MovementAction +{ +public: + ReturnToPullPositionAction(PlayerbotAI* botAI) : MovementAction(botAI, "return to pull position") {} + + bool Execute(Event event) override; + bool isUseful() override; +}; + +#endif diff --git a/src/Ai/Base/ChatActionContext.h b/src/Ai/Base/ChatActionContext.h index 6f11fb33c..af51c23ae 100644 --- a/src/Ai/Base/ChatActionContext.h +++ b/src/Ai/Base/ChatActionContext.h @@ -43,6 +43,7 @@ #include "NewRpgAction.h" #include "PassLeadershipToMasterAction.h" #include "PositionAction.h" +#include "PullActions.h" #include "QueryItemUsageAction.h" #include "QueryQuestAction.h" #include "RangeAction.h" @@ -138,6 +139,8 @@ public: creators["autogear"] = &ChatActionContext::autogear; creators["equip upgrade"] = &ChatActionContext::equip_upgrade; creators["attack my target"] = &ChatActionContext::attack_my_target; + creators["pull my target"] = &ChatActionContext::pull_my_target; + creators["pull rti target"] = &ChatActionContext::pull_rti_target; creators["chat"] = &ChatActionContext::chat; creators["home"] = &ChatActionContext::home; creators["destroy"] = &ChatActionContext::destroy; @@ -250,6 +253,8 @@ private: static Action* home(PlayerbotAI* botAI) { return new SetHomeAction(botAI); } static Action* chat(PlayerbotAI* botAI) { return new ChangeChatAction(botAI); } static Action* attack_my_target(PlayerbotAI* botAI) { return new AttackMyTargetAction(botAI); } + static Action* pull_my_target(PlayerbotAI* botAI) { return new PullMyTargetAction(botAI); } + static Action* pull_rti_target(PlayerbotAI* botAI) { return new PullRtiTargetAction(botAI); } static Action* trainer(PlayerbotAI* botAI) { return new TrainerAction(botAI); } static Action* maintenance(PlayerbotAI* botAI) { return new MaintenanceAction(botAI); } static Action* remove_glyph(PlayerbotAI* botAI) { return new RemoveGlyphAction(botAI); } diff --git a/src/Ai/Base/ChatTriggerContext.h b/src/Ai/Base/ChatTriggerContext.h index 40316bd62..7742a9305 100644 --- a/src/Ai/Base/ChatTriggerContext.h +++ b/src/Ai/Base/ChatTriggerContext.h @@ -66,6 +66,9 @@ public: creators["autogear"] = &ChatTriggerContext::autogear; creators["equip upgrade"] = &ChatTriggerContext::equip_upgrade; creators["attack"] = &ChatTriggerContext::attack; + creators["pull"] = &ChatTriggerContext::pull; + creators["pull back"] = &ChatTriggerContext::pull_back; + creators["pull rti"] = &ChatTriggerContext::pull_rti; creators["chat"] = &ChatTriggerContext::chat; creators["accept"] = &ChatTriggerContext::accept; creators["home"] = &ChatTriggerContext::home; @@ -209,6 +212,9 @@ private: static Trigger* accept(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "accept"); } static Trigger* chat(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "chat"); } static Trigger* attack(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "attack"); } + static Trigger* pull(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "pull"); } + static Trigger* pull_back(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "pull back"); } + static Trigger* pull_rti(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "pull rti"); } static Trigger* trainer(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "trainer"); } static Trigger* maintenance(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "maintenance"); } static Trigger* remove_glyph(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "remove glyph"); } diff --git a/src/Ai/Base/Strategy/ChatCommandHandlerStrategy.cpp b/src/Ai/Base/Strategy/ChatCommandHandlerStrategy.cpp index 77a8d9d0b..adcadb233 100644 --- a/src/Ai/Base/Strategy/ChatCommandHandlerStrategy.cpp +++ b/src/Ai/Base/Strategy/ChatCommandHandlerStrategy.cpp @@ -81,6 +81,12 @@ void ChatCommandHandlerStrategy::InitTriggers(std::vector& trigger new TriggerNode("attackers", { NextAction("tell attackers", relevance) })); triggers.push_back( new TriggerNode("target", { NextAction("tell target", relevance) })); + triggers.push_back( + new TriggerNode("pull", { NextAction("pull my target", relevance) })); + triggers.push_back( + new TriggerNode("pull back", { NextAction("pull my target", relevance) })); + triggers.push_back( + new TriggerNode("pull rti", { NextAction("pull rti target", relevance) })); triggers.push_back( new TriggerNode("ready", { NextAction("ready check", relevance) })); triggers.push_back( diff --git a/src/Ai/Base/Strategy/PullStrategy.cpp b/src/Ai/Base/Strategy/PullStrategy.cpp index d0c7c9eac..fce917279 100644 --- a/src/Ai/Base/Strategy/PullStrategy.cpp +++ b/src/Ai/Base/Strategy/PullStrategy.cpp @@ -5,8 +5,184 @@ #include "PullStrategy.h" +#include "AiObjectContext.h" #include "PassiveMultiplier.h" +#include "Player.h" +#include "PlayerbotAI.h" #include "Playerbots.h" +#include "SpellMgr.h" + +class PullStrategyActionNodeFactory : public NamedObjectFactory +{ +public: + PullStrategyActionNodeFactory() + { + creators["pull start"] = &pull_start; + } + +private: + static ActionNode* pull_start(PlayerbotAI* /*botAI*/) + { + return new ActionNode("pull start", {}, {}, { NextAction("pull action", ACTION_NORMAL) }); + } +}; + +PullStrategy::PullStrategy(PlayerbotAI* botAI, std::string const action, std::string const preAction) + : Strategy(botAI), action(action), preAction(preAction) +{ + actionNodeFactories.Add(new PullStrategyActionNodeFactory()); +} + +PullStrategy* PullStrategy::Get(PlayerbotAI* botAI) +{ + if (!botAI) + return nullptr; + + if (PullStrategy* strategy = dynamic_cast(botAI->GetStrategy("pull", BOT_STATE_NON_COMBAT))) + { + if (strategy->IsPullPendingToStart() || strategy->HasPullStarted() || strategy->HasTarget()) + return strategy; + } + + return dynamic_cast(botAI->GetStrategy("pull", BOT_STATE_COMBAT)); +} + +Unit* PullStrategy::GetTarget() const +{ + ObjectGuid const guid = botAI->GetAiObjectContext()->GetValue("pull target")->Get(); + if (guid.IsEmpty()) + return nullptr; + + Unit* target = botAI->GetUnit(guid); + Player* bot = botAI->GetBot(); + if (!bot || !target || !target->IsInWorld() || target->GetMapId() != bot->GetMapId()) + return nullptr; + + return target; +} + +bool PullStrategy::HasTarget() const { return GetTarget() != nullptr; } + +void PullStrategy::SetTarget(Unit* target) +{ + botAI->GetAiObjectContext()->GetValue("pull target")->Set(target ? target->GetGUID() : ObjectGuid::Empty); +} + +std::string PullStrategy::GetPullActionName() const +{ + return action; +} + +std::string PullStrategy::GetSpellName() const +{ + Player* bot = botAI->GetBot(); + std::string spellName = GetPullActionName(); + if (!bot || spellName != "shoot") + return spellName; + + Item* equippedWeapon = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED); + if (!equippedWeapon) + return spellName; + + ItemTemplate const* itemTemplate = equippedWeapon->GetTemplate(); + if (!itemTemplate) + return spellName; + + switch (itemTemplate->SubClass) + { + case ITEM_SUBCLASS_WEAPON_THROWN: + return "throw"; + case ITEM_SUBCLASS_WEAPON_GUN: + return "shoot gun"; + case ITEM_SUBCLASS_WEAPON_BOW: + return "shoot bow"; + case ITEM_SUBCLASS_WEAPON_CROSSBOW: + return "shoot crossbow"; + default: + return spellName; + } +} + +float PullStrategy::GetRange() const +{ + Player* bot = botAI->GetBot(); + std::string const spellName = GetSpellName(); + if (bot && !spellName.empty()) + { + uint32 const spellId = botAI->GetAiObjectContext()->GetValue("spell id", spellName)->Get(); + if (SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId)) + return bot->GetSpellMaxRangeForTarget(GetTarget(), spellInfo) - CONTACT_DISTANCE; + } + + return (action == "shoot" ? botAI->GetRange("shoot") : botAI->GetRange("spell")) - CONTACT_DISTANCE; +} + +std::string PullStrategy::GetPreActionName() const +{ + return preAction; +} + +bool PullStrategy::CanDoPullAction(Unit* target) +{ + Player* bot = botAI->GetBot(); + if (!bot || !target) + return false; + + if (!target->IsInWorld() || target->GetMapId() != bot->GetMapId()) + return false; + + if (bot->getClass() != CLASS_DRUID && bot->getClass() != CLASS_PALADIN && + GetPullActionName() == "shoot" && !bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED)) + { + return false; + } + + std::string const spellName = GetSpellName(); + if (spellName.empty()) + return false; + + return true; +} + +void PullStrategy::RequestPull(Unit* target, bool resetTime) +{ + SetTarget(target); + pendingToStart = true; + if (resetTime) + pullStartTime = time(nullptr); +} + +void PullStrategy::OnPullStarted() { pendingToStart = false; } + +void PullStrategy::OnPullEnded() +{ + pullStartTime = 0; + pendingToStart = false; + SetTarget(nullptr); +} + +PullMultiplier::PullMultiplier(PlayerbotAI* botAI) : Multiplier(botAI, "pull") {} + +float PullMultiplier::GetValue(Action* action) +{ + PullStrategy const* strategy = PullStrategy::Get(botAI); + if (!strategy || !strategy->HasTarget() || !action) + return 1.0f; + + std::string const actionName = action->getName(); + if (actionName == "pull my target" || + actionName == "pull rti target" || + actionName == "reach pull" || + actionName == "pull start" || + actionName == "pull action" || + actionName == "return to pull position" || + actionName == "pull end" || + actionName == "follow" || + actionName == "set facing") + return 1.0f; + + return 0.0f; +} class MagePullMultiplier : public PassiveMultiplier { @@ -24,8 +200,16 @@ float MagePullMultiplier::GetValue(Action* action) if (!action) return 1.0f; + PullStrategy const* strategy = PullStrategy::Get(botAI); + if (!strategy || !strategy->HasTarget()) + return 1.0f; + std::string const name = action->getName(); - if (actionName == name || name == "reach spell" || name == "change strategy") + if (actionName == name || name == "pull action" || name == "pull start" || name == "pull end" || + name == "pull my target" || name == "pull rti target" || + name == "reach spell" || name == "reach pull" || + name == "return to pull position" || name == "follow" || + name == "set facing" || name == "change strategy") return 1.0f; return PassiveMultiplier::GetValue(action); @@ -34,18 +218,32 @@ float MagePullMultiplier::GetValue(Action* action) std::vector PullStrategy::getDefaultActions() { return { - NextAction(action, 105.0f), - NextAction("follow", 104.0f), - NextAction("end pull", 103.0f), + NextAction("pull action", 105.0f), }; } -void PullStrategy::InitTriggers(std::vector& triggers) { CombatStrategy::InitTriggers(triggers); } +void PullStrategy::InitTriggers(std::vector& triggers) +{ + triggers.push_back(new TriggerNode( + "pull start", + { + NextAction("pull start", 106.0f), + NextAction("pull action", ACTION_MOVE) + } + )); + + triggers.push_back(new TriggerNode( + "pull end", + { + NextAction("pull end", 107.0f) + } + )); +} void PullStrategy::InitMultipliers(std::vector& multipliers) { + multipliers.push_back(new PullMultiplier(botAI)); multipliers.push_back(new MagePullMultiplier(botAI, action)); - CombatStrategy::InitMultipliers(multipliers); } void PossibleAddsStrategy::InitTriggers(std::vector& triggers) @@ -61,3 +259,15 @@ void PossibleAddsStrategy::InitTriggers(std::vector& triggers) ) ); } + +void PullBackStrategy::InitTriggers(std::vector& triggers) +{ + Strategy::InitTriggers(triggers); + + triggers.push_back(new TriggerNode( + "return to pull position", + { + NextAction("return to pull position", ACTION_MOVE + 5.0f) + } + )); +} diff --git a/src/Ai/Base/Strategy/PullStrategy.h b/src/Ai/Base/Strategy/PullStrategy.h index bdd7332f3..428699c56 100644 --- a/src/Ai/Base/Strategy/PullStrategy.h +++ b/src/Ai/Base/Strategy/PullStrategy.h @@ -6,22 +6,65 @@ #ifndef _PLAYERBOT_PULLSTRATEGY_H #define _PLAYERBOT_PULLSTRATEGY_H -#include "CombatStrategy.h" +#include "Strategy.h" + +class Action; +class Multiplier; +class Unit; class PlayerbotAI; -class PullStrategy : public CombatStrategy +class PullStrategy : public Strategy { public: - PullStrategy(PlayerbotAI* botAI, std::string const action) : CombatStrategy(botAI), action(action) {} + PullStrategy(PlayerbotAI* botAI, std::string const action, std::string const preAction = ""); void InitTriggers(std::vector& triggers) override; void InitMultipliers(std::vector& multipliers) override; std::string const getName() override { return "pull"; } std::vector getDefaultActions() override; + uint32 GetType() const override { return STRATEGY_TYPE_COMBAT | STRATEGY_TYPE_NONCOMBAT; } + + static PullStrategy* Get(PlayerbotAI* botAI); + static uint8 GetMaxPullTime() { return 15; } + + time_t GetPullStartTime() const { return pullStartTime; } + bool IsPullPendingToStart() const { return pendingToStart; } + bool HasPullStarted() const { return pullStartTime > 0; } + + bool CanDoPullAction(Unit* target); + Unit* GetTarget() const; + bool HasTarget() const; + + virtual std::string GetPullActionName() const; + std::string GetSpellName() const; + float GetRange() const; + virtual std::string GetPreActionName() const; + + void RequestPull(Unit* target, bool resetTime = true); + void OnPullStarted(); + void OnPullEnded(); + + ReactStates GetPetReactState() const { return petReactState; } + void SetPetReactState(ReactStates reactState) { petReactState = reactState; } + +private: + void SetTarget(Unit* target); private: std::string const action; + std::string const preAction; + bool pendingToStart = false; + time_t pullStartTime = 0; + ReactStates petReactState = REACT_DEFENSIVE; +}; + +class PullMultiplier : public Multiplier +{ +public: + PullMultiplier(PlayerbotAI* botAI); + + float GetValue(Action* action) override; }; class PossibleAddsStrategy : public Strategy @@ -33,4 +76,13 @@ public: std::string const getName() override { return "adds"; } }; +class PullBackStrategy : public Strategy +{ +public: + PullBackStrategy(PlayerbotAI* botAI) : Strategy(botAI) {} + + void InitTriggers(std::vector& triggers) override; + std::string const getName() override { return "pull back"; } +}; + #endif diff --git a/src/Ai/Base/Strategy/WaitForAttackStrategy.cpp b/src/Ai/Base/Strategy/WaitForAttackStrategy.cpp index a38140512..21950f00c 100644 --- a/src/Ai/Base/Strategy/WaitForAttackStrategy.cpp +++ b/src/Ai/Base/Strategy/WaitForAttackStrategy.cpp @@ -82,6 +82,7 @@ float WaitForAttackMultiplier::GetValue(Action* action) actionName != "set facing" && actionName != "pull my target" && actionName != "pull rti target" && + actionName != "reach pull" && actionName != "pull start" && actionName != "pull action" && actionName != "pull end") diff --git a/src/Ai/Base/StrategyContext.h b/src/Ai/Base/StrategyContext.h index 5386e872b..8dab9c40d 100644 --- a/src/Ai/Base/StrategyContext.h +++ b/src/Ai/Base/StrategyContext.h @@ -95,6 +95,7 @@ public: creators["sit"] = &StrategyContext::sit; creators["mark rti"] = &StrategyContext::mark_rti; creators["adds"] = &StrategyContext::possible_adds; + creators["pull back"] = &StrategyContext::pull_back; creators["close"] = &StrategyContext::close; creators["ranged"] = &StrategyContext::ranged; creators["behind"] = &StrategyContext::behind; @@ -171,6 +172,7 @@ private: static Strategy* map_full(PlayerbotAI* botAI) { return new MapFullStrategy(botAI); } static Strategy* sit(PlayerbotAI* botAI) { return new SitStrategy(botAI); } static Strategy* possible_adds(PlayerbotAI* botAI) { return new PossibleAddsStrategy(botAI); } + static Strategy* pull_back(PlayerbotAI* botAI) { return new PullBackStrategy(botAI); } static Strategy* mount(PlayerbotAI* botAI) { return new MountStrategy(botAI); } static Strategy* bg(PlayerbotAI* botAI) { return new BGStrategy(botAI); } static Strategy* battleground(PlayerbotAI* botAI) { return new BattlegroundStrategy(botAI); } diff --git a/src/Ai/Base/Trigger/PullTriggers.cpp b/src/Ai/Base/Trigger/PullTriggers.cpp new file mode 100644 index 000000000..84c550faf --- /dev/null +++ b/src/Ai/Base/Trigger/PullTriggers.cpp @@ -0,0 +1,68 @@ +/* + * 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 "PullTriggers.h" + +#include "PositionValue.h" +#include "Player.h" +#include "PlayerbotAI.h" +#include "Playerbots.h" +#include "PullStrategy.h" + +bool PullStartTrigger::IsActive() +{ + PullStrategy const* strategy = PullStrategy::Get(botAI); + return strategy && strategy->IsPullPendingToStart(); +} + +bool PullEndTrigger::IsActive() +{ + PullStrategy const* strategy = PullStrategy::Get(botAI); + Player* bot = botAI->GetBot(); + if (!bot) + return false; + + if (!strategy || !strategy->HasPullStarted()) + return false; + + Unit* target = strategy->GetTarget(); + if (!target || !target->IsInWorld()) + return true; + + time_t const secondsSincePullStarted = time(nullptr) - strategy->GetPullStartTime(); + if (secondsSincePullStarted >= PullStrategy::GetMaxPullTime()) + return true; + + float distanceToPullTarget = bot->GetDistance(target); + if (distanceToPullTarget > ATTACK_DISTANCE && !target->IsNonMeleeSpellCast(false, false, true) && + (!botAI->IsRanged(bot) || distanceToPullTarget > botAI->GetRange("spell"))) + return false; + + if (!botAI->HasStrategy("pull back", BOT_STATE_COMBAT)) + return true; + + PositionInfo pullPosition = AI_VALUE(PositionMap&, "position")["pull"]; + if (!pullPosition.isSet() || pullPosition.mapId != bot->GetMapId()) + return true; + + return bot->GetDistance(pullPosition.x, pullPosition.y, pullPosition.z) <= botAI->GetRange("follow"); +} + +bool ReturnToPullPositionTrigger::IsActive() +{ + PullStrategy const* strategy = PullStrategy::Get(botAI); + Player* bot = botAI->GetBot(); + if (!bot) + return false; + + Unit* target = strategy ? strategy->GetTarget() : nullptr; + if (!strategy || !strategy->HasPullStarted() || !target || !target->IsInCombat() || + !botAI->HasStrategy("pull back", BOT_STATE_COMBAT)) + return false; + + PositionInfo pullPosition = AI_VALUE(PositionMap&, "position")["pull"]; + return pullPosition.isSet() && pullPosition.mapId == bot->GetMapId() && + bot->GetDistance(pullPosition.x, pullPosition.y, pullPosition.z) > sPlayerbotAIConfig.followDistance; +} diff --git a/src/Ai/Base/Trigger/PullTriggers.h b/src/Ai/Base/Trigger/PullTriggers.h new file mode 100644 index 000000000..d56036177 --- /dev/null +++ b/src/Ai/Base/Trigger/PullTriggers.h @@ -0,0 +1,35 @@ +/* + * 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. + */ + +#ifndef _PLAYERBOT_PULLTRIGGERS_H +#define _PLAYERBOT_PULLTRIGGERS_H + +#include "Trigger.h" + +class PullStartTrigger : public Trigger +{ +public: + PullStartTrigger(PlayerbotAI* botAI, std::string const name = "pull start") : Trigger(botAI, name) {} + + bool IsActive() override; +}; + +class PullEndTrigger : public Trigger +{ +public: + PullEndTrigger(PlayerbotAI* botAI, std::string const name = "pull end") : Trigger(botAI, name) {} + + bool IsActive() override; +}; + +class ReturnToPullPositionTrigger : public Trigger +{ +public: + ReturnToPullPositionTrigger(PlayerbotAI* botAI) : Trigger(botAI, "return to pull position") {} + + bool IsActive() override; +}; + +#endif diff --git a/src/Ai/Base/TriggerContext.h b/src/Ai/Base/TriggerContext.h index bfdddecf7..54edbb017 100644 --- a/src/Ai/Base/TriggerContext.h +++ b/src/Ai/Base/TriggerContext.h @@ -16,6 +16,7 @@ #include "NewRpgStrategy.h" #include "NewRpgTriggers.h" #include "PvpTriggers.h" +#include "PullTriggers.h" #include "RpgTriggers.h" #include "RtiTriggers.h" #include "StuckTriggers.h" @@ -129,6 +130,9 @@ public: creators["has attackers"] = &TriggerContext::has_attackers; creators["no possible targets"] = &TriggerContext::no_possible_targets; creators["possible adds"] = &TriggerContext::possible_adds; + creators["pull start"] = &TriggerContext::pull_start; + creators["pull end"] = &TriggerContext::pull_end; + creators["return to pull position"] = &TriggerContext::return_to_pull_position; creators["no drink"] = &TriggerContext::no_drink; creators["no food"] = &TriggerContext::no_food; @@ -280,6 +284,9 @@ private: static Trigger* swimming(PlayerbotAI* botAI) { return new IsSwimmingTrigger(botAI); } static Trigger* no_possible_targets(PlayerbotAI* botAI) { return new NoPossibleTargetsTrigger(botAI); } static Trigger* possible_adds(PlayerbotAI* botAI) { return new PossibleAddsTrigger(botAI); } + static Trigger* pull_start(PlayerbotAI* botAI) { return new PullStartTrigger(botAI); } + static Trigger* pull_end(PlayerbotAI* botAI) { return new PullEndTrigger(botAI); } + static Trigger* return_to_pull_position(PlayerbotAI* botAI) { return new ReturnToPullPositionTrigger(botAI); } static Trigger* can_loot(PlayerbotAI* botAI) { return new CanLootTrigger(botAI); } static Trigger* far_from_loot_target(PlayerbotAI* botAI) { return new FarFromCurrentLootTrigger(botAI); } static Trigger* far_from_master(PlayerbotAI* botAI) { return new FarFromMasterTrigger(botAI); } diff --git a/src/Ai/Class/Dk/DKAiObjectContext.cpp b/src/Ai/Class/Dk/DKAiObjectContext.cpp index 9a8271aa7..85f8bc8cd 100644 --- a/src/Ai/Class/Dk/DKAiObjectContext.cpp +++ b/src/Ai/Class/Dk/DKAiObjectContext.cpp @@ -8,11 +8,11 @@ #include "BloodDKStrategy.h" #include "DKActions.h" #include "DKTriggers.h" +#include "DeathKnightPullStrategy.h" #include "FrostDKStrategy.h" #include "GenericDKNonCombatStrategy.h" #include "GenericTriggers.h" #include "Playerbots.h" -#include "PullStrategy.h" #include "UnholyDKStrategy.h" class DeathKnightStrategyFactoryInternal : public NamedObjectContext @@ -28,7 +28,7 @@ public: private: static Strategy* nc(PlayerbotAI* botAI) { return new GenericDKNonCombatStrategy(botAI); } - static Strategy* pull(PlayerbotAI* botAI) { return new PullStrategy(botAI, "icy touch"); } + static Strategy* pull(PlayerbotAI* botAI) { return new DeathKnightPullStrategy(botAI); } static Strategy* frost_aoe(PlayerbotAI* botAI) { return new FrostDKAoeStrategy(botAI); } static Strategy* unholy_aoe(PlayerbotAI* botAI) { return new UnholyDKAoeStrategy(botAI); } }; diff --git a/src/Ai/Class/Dk/Strategy/DeathKnightPullStrategy.cpp b/src/Ai/Class/Dk/Strategy/DeathKnightPullStrategy.cpp new file mode 100644 index 000000000..be643b50c --- /dev/null +++ b/src/Ai/Class/Dk/Strategy/DeathKnightPullStrategy.cpp @@ -0,0 +1,43 @@ +/* + * 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 "DeathKnightPullStrategy.h" + +#include "AiObjectContext.h" +#include "Player.h" +#include "PlayerbotAI.h" +#include "Playerbots.h" + +std::string DeathKnightPullStrategy::GetPullActionName() const +{ + Player* bot = botAI->GetBot(); + Unit* target = GetTarget(); + if (!bot || !target || + (!botAI->HasStrategy("blood", BOT_STATE_COMBAT) && !botAI->HasStrategy("blood", BOT_STATE_NON_COMBAT))) + { + return PullStrategy::GetPullActionName(); + } + + uint32 const deathGripSpellId = botAI->GetAiObjectContext()->GetValue("spell id", "death grip")->Get(); + if (deathGripSpellId && bot->HasSpell(deathGripSpellId) && + botAI->CanCastSpell(deathGripSpellId, target)) + { + return "death grip"; + } + + uint32 const icyTouchSpellId = botAI->GetAiObjectContext()->GetValue("spell id", "icy touch")->Get(); + if (!icyTouchSpellId || !bot->HasSpell(icyTouchSpellId) || + !botAI->CanCastSpell(icyTouchSpellId, target)) + { + uint32 const darkCommandSpellId = botAI->GetAiObjectContext()->GetValue("spell id", "dark command")->Get(); + if (darkCommandSpellId && bot->HasSpell(darkCommandSpellId) && + botAI->CanCastSpell(darkCommandSpellId, target)) + { + return "dark command"; + } + } + + return PullStrategy::GetPullActionName(); +} diff --git a/src/Ai/Class/Dk/Strategy/DeathKnightPullStrategy.h b/src/Ai/Class/Dk/Strategy/DeathKnightPullStrategy.h new file mode 100644 index 000000000..ce80c69f6 --- /dev/null +++ b/src/Ai/Class/Dk/Strategy/DeathKnightPullStrategy.h @@ -0,0 +1,19 @@ +/* + * 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. + */ + +#ifndef _PLAYERBOT_DEATH_KNIGHT_PULL_STRATEGY_H +#define _PLAYERBOT_DEATH_KNIGHT_PULL_STRATEGY_H + +#include "PullStrategy.h" + +class DeathKnightPullStrategy : public PullStrategy +{ +public: + DeathKnightPullStrategy(PlayerbotAI* botAI) : PullStrategy(botAI, "icy touch") {} + + std::string GetPullActionName() const override; +}; + +#endif diff --git a/src/Ai/Class/Druid/DruidAiObjectContext.cpp b/src/Ai/Class/Druid/DruidAiObjectContext.cpp index 3d9086cff..4d74d1db3 100644 --- a/src/Ai/Class/Druid/DruidAiObjectContext.cpp +++ b/src/Ai/Class/Druid/DruidAiObjectContext.cpp @@ -19,6 +19,7 @@ #include "MeleeDruidStrategy.h" #include "OffhealDruidCatStrategy.h" #include "Playerbots.h" +#include "DruidPullStrategy.h" class DruidStrategyFactoryInternal : public NamedObjectContext { @@ -26,6 +27,7 @@ public: DruidStrategyFactoryInternal() { creators["nc"] = &DruidStrategyFactoryInternal::nc; + creators["pull"] = &DruidStrategyFactoryInternal::pull; creators["cat aoe"] = &DruidStrategyFactoryInternal::cat_aoe; creators["caster aoe"] = &DruidStrategyFactoryInternal::caster_aoe; creators["caster debuff"] = &DruidStrategyFactoryInternal::caster_debuff; @@ -40,6 +42,7 @@ public: private: static Strategy* nc(PlayerbotAI* botAI) { return new GenericDruidNonCombatStrategy(botAI); } + static Strategy* pull(PlayerbotAI* botAI) { return new DruidPullStrategy(botAI); } static Strategy* cat_aoe(PlayerbotAI* botAI) { return new CatAoeDruidStrategy(botAI); } static Strategy* caster_aoe(PlayerbotAI* botAI) { return new CasterDruidAoeStrategy(botAI); } static Strategy* caster_debuff(PlayerbotAI* botAI) { return new CasterDruidDebuffStrategy(botAI); } diff --git a/src/Ai/Class/Druid/Strategy/DruidPullStrategy.cpp b/src/Ai/Class/Druid/Strategy/DruidPullStrategy.cpp new file mode 100644 index 000000000..dc72b9e82 --- /dev/null +++ b/src/Ai/Class/Druid/Strategy/DruidPullStrategy.cpp @@ -0,0 +1,46 @@ +/* + * 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 "DruidPullStrategy.h" + +#include "AiObjectContext.h" +#include "Player.h" +#include "PlayerbotAI.h" +#include "Playerbots.h" + +std::string DruidPullStrategy::GetPullActionName() const +{ + Player* bot = botAI->GetBot(); + std::string actionName = PullStrategy::GetPullActionName(); + if (!bot) + return actionName; + + uint32 const faerieFireFeralId = botAI->GetAiObjectContext()->GetValue("spell id", "faerie fire (feral)")->Get(); + if (faerieFireFeralId && bot->HasSpell(faerieFireFeralId) && + (botAI->HasStrategy("bear", BOT_STATE_COMBAT) || botAI->HasStrategy("cat", BOT_STATE_COMBAT))) + { + actionName = "faerie fire (feral)"; + } + + Unit* target = GetTarget(); + uint32 const faerieFireSpellId = botAI->GetAiObjectContext()->GetValue("spell id", actionName)->Get(); + if (target && (!faerieFireSpellId || !bot->HasSpell(faerieFireSpellId) || + !botAI->CanCastSpell(faerieFireSpellId, target))) + { + uint32 const growlSpellId = botAI->GetAiObjectContext()->GetValue("spell id", "growl")->Get(); + if (growlSpellId && bot->HasSpell(growlSpellId) && botAI->CanCastSpell(growlSpellId, target)) + return "growl"; + } + + return actionName; +} + +std::string DruidPullStrategy::GetPreActionName() const +{ + if (GetPullActionName() == "faerie fire") + return ""; + + return PullStrategy::GetPreActionName(); +} diff --git a/src/Ai/Class/Druid/Strategy/DruidPullStrategy.h b/src/Ai/Class/Druid/Strategy/DruidPullStrategy.h new file mode 100644 index 000000000..9a52f262a --- /dev/null +++ b/src/Ai/Class/Druid/Strategy/DruidPullStrategy.h @@ -0,0 +1,20 @@ +/* + * 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. + */ + +#ifndef _PLAYERBOT_DRUID_PULL_STRATEGY_H +#define _PLAYERBOT_DRUID_PULL_STRATEGY_H + +#include "PullStrategy.h" + +class DruidPullStrategy : public PullStrategy +{ +public: + DruidPullStrategy(PlayerbotAI* botAI) : PullStrategy(botAI, "faerie fire", "dire bear form") {} + + std::string GetPullActionName() const override; + std::string GetPreActionName() const override; +}; + +#endif diff --git a/src/Ai/Class/Paladin/PaladinAiObjectContext.cpp b/src/Ai/Class/Paladin/PaladinAiObjectContext.cpp index 7edbf5c8f..a58ede3f8 100644 --- a/src/Ai/Class/Paladin/PaladinAiObjectContext.cpp +++ b/src/Ai/Class/Paladin/PaladinAiObjectContext.cpp @@ -12,6 +12,7 @@ #include "OffhealRetPaladinStrategy.h" #include "PaladinActions.h" #include "PaladinBuffStrategies.h" +#include "PaladinPullStrategy.h" #include "PaladinTriggers.h" #include "Playerbots.h" #include "TankPaladinStrategy.h" @@ -22,6 +23,7 @@ public: PaladinStrategyFactoryInternal() { creators["nc"] = &PaladinStrategyFactoryInternal::nc; + creators["pull"] = &PaladinStrategyFactoryInternal::pull; creators["cure"] = &PaladinStrategyFactoryInternal::cure; creators["boost"] = &PaladinStrategyFactoryInternal::boost; creators["cc"] = &PaladinStrategyFactoryInternal::cc; @@ -31,6 +33,7 @@ public: private: static Strategy* nc(PlayerbotAI* botAI) { return new GenericPaladinNonCombatStrategy(botAI); } + static Strategy* pull(PlayerbotAI* botAI) { return new PaladinPullStrategy(botAI); } static Strategy* cure(PlayerbotAI* botAI) { return new PaladinCureStrategy(botAI); } static Strategy* boost(PlayerbotAI* botAI) { return new PaladinBoostStrategy(botAI); } static Strategy* cc(PlayerbotAI* botAI) { return new PaladinCcStrategy(botAI); } diff --git a/src/Ai/Class/Paladin/Strategy/PaladinPullStrategy.cpp b/src/Ai/Class/Paladin/Strategy/PaladinPullStrategy.cpp new file mode 100644 index 000000000..ba0381b5a --- /dev/null +++ b/src/Ai/Class/Paladin/Strategy/PaladinPullStrategy.cpp @@ -0,0 +1,46 @@ +/* + * 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 "PaladinPullStrategy.h" + +#include "AiObjectContext.h" +#include "Player.h" +#include "PlayerbotAI.h" +#include "Playerbots.h" + +std::string PaladinPullStrategy::GetPullActionName() const +{ + Player* bot = botAI->GetBot(); + Unit* target = GetTarget(); + if (!bot || !target || + (!botAI->HasStrategy("tank", BOT_STATE_COMBAT) && !botAI->HasStrategy("tank", BOT_STATE_NON_COMBAT))) + { + return PullStrategy::GetPullActionName(); + } + + uint32 const avengersShieldSpellId = botAI->GetAiObjectContext()->GetValue("spell id", "avenger's shield")->Get(); + if (avengersShieldSpellId && bot->HasSpell(avengersShieldSpellId) && + botAI->CanCastSpell(avengersShieldSpellId, target)) + { + return "avenger's shield"; + } + + uint32 const handOfReckoningSpellId = botAI->GetAiObjectContext()->GetValue("spell id", "hand of reckoning")->Get(); + if (handOfReckoningSpellId && bot->HasSpell(handOfReckoningSpellId) && + botAI->CanCastSpell(handOfReckoningSpellId, target)) + { + return "hand of reckoning"; + } + + return PullStrategy::GetPullActionName(); +} + +std::string PaladinPullStrategy::GetPreActionName() const +{ + if (botAI->HasStrategy("tank", BOT_STATE_COMBAT) || botAI->HasStrategy("tank", BOT_STATE_NON_COMBAT)) + return ""; + + return PullStrategy::GetPreActionName(); +} diff --git a/src/Ai/Class/Paladin/Strategy/PaladinPullStrategy.h b/src/Ai/Class/Paladin/Strategy/PaladinPullStrategy.h new file mode 100644 index 000000000..43d014ec7 --- /dev/null +++ b/src/Ai/Class/Paladin/Strategy/PaladinPullStrategy.h @@ -0,0 +1,20 @@ +/* + * 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. + */ + +#ifndef _PLAYERBOT_PALADIN_PULL_STRATEGY_H +#define _PLAYERBOT_PALADIN_PULL_STRATEGY_H + +#include "PullStrategy.h" + +class PaladinPullStrategy : public PullStrategy +{ +public: + PaladinPullStrategy(PlayerbotAI* botAI) : PullStrategy(botAI, "judgement", "seal of righteousness") {} + + std::string GetPullActionName() const override; + std::string GetPreActionName() const override; +}; + +#endif diff --git a/src/Ai/Class/Warrior/Strategy/WarriorPullStrategy.cpp b/src/Ai/Class/Warrior/Strategy/WarriorPullStrategy.cpp new file mode 100644 index 000000000..cdae7e29c --- /dev/null +++ b/src/Ai/Class/Warrior/Strategy/WarriorPullStrategy.cpp @@ -0,0 +1,27 @@ +/* + * 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 "WarriorPullStrategy.h" + +#include "AiObjectContext.h" +#include "Player.h" +#include "PlayerbotAI.h" + +std::string WarriorPullStrategy::GetPullActionName() const +{ + Player* bot = botAI->GetBot(); + Unit* target = GetTarget(); + if (!bot || !target) + return PullStrategy::GetPullActionName(); + + uint32 const heroicThrowSpellId = botAI->GetAiObjectContext()->GetValue("spell id", "heroic throw")->Get(); + if (heroicThrowSpellId && bot->HasSpell(heroicThrowSpellId) && + botAI->CanCastSpell(heroicThrowSpellId, target)) + { + return "heroic throw"; + } + + return PullStrategy::GetPullActionName(); +} diff --git a/src/Ai/Class/Warrior/Strategy/WarriorPullStrategy.h b/src/Ai/Class/Warrior/Strategy/WarriorPullStrategy.h new file mode 100644 index 000000000..c63bb21ee --- /dev/null +++ b/src/Ai/Class/Warrior/Strategy/WarriorPullStrategy.h @@ -0,0 +1,19 @@ +/* + * 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. + */ + +#ifndef _PLAYERBOT_WARRIOR_PULL_STRATEGY_H +#define _PLAYERBOT_WARRIOR_PULL_STRATEGY_H + +#include "PullStrategy.h" + +class WarriorPullStrategy : public PullStrategy +{ +public: + WarriorPullStrategy(PlayerbotAI* botAI) : PullStrategy(botAI, "shoot") {} + + std::string GetPullActionName() const override; +}; + +#endif diff --git a/src/Ai/Class/Warrior/WarriorAiObjectContext.cpp b/src/Ai/Class/Warrior/WarriorAiObjectContext.cpp index 22754beab..781307729 100644 --- a/src/Ai/Class/Warrior/WarriorAiObjectContext.cpp +++ b/src/Ai/Class/Warrior/WarriorAiObjectContext.cpp @@ -10,8 +10,8 @@ #include "GenericWarriorNonCombatStrategy.h" #include "NamedObjectContext.h" #include "Playerbots.h" -#include "PullStrategy.h" #include "TankWarriorStrategy.h" +#include "WarriorPullStrategy.h" #include "WarriorActions.h" #include "WarriorTriggers.h" @@ -28,7 +28,7 @@ public: private: static Strategy* nc(PlayerbotAI* botAI) { return new GenericWarriorNonCombatStrategy(botAI); } static Strategy* warrior_aoe(PlayerbotAI* botAI) { return new WarrirorAoeStrategy(botAI); } - static Strategy* pull(PlayerbotAI* botAI) { return new PullStrategy(botAI, "shoot"); } + static Strategy* pull(PlayerbotAI* botAI) { return new WarriorPullStrategy(botAI); } }; class WarriorCombatStrategyFactoryInternal : public NamedObjectContext diff --git a/src/Bot/Engine/Engine.cpp b/src/Bot/Engine/Engine.cpp index bb4f2eb35..3131f7514 100644 --- a/src/Bot/Engine/Engine.cpp +++ b/src/Bot/Engine/Engine.cpp @@ -428,6 +428,12 @@ void Engine::toggleStrategy(std::string const name) bool Engine::HasStrategy(std::string const name) { return strategies.find(name) != strategies.end(); } +Strategy* Engine::GetStrategy(std::string const name) +{ + std::map::iterator i = strategies.find(name); + return i != strategies.end() ? i->second : nullptr; +} + void Engine::ProcessTriggers(bool minimal) { std::unordered_map fires; diff --git a/src/Bot/Engine/Engine.h b/src/Bot/Engine/Engine.h index 8a7c34189..976252cc5 100644 --- a/src/Bot/Engine/Engine.h +++ b/src/Bot/Engine/Engine.h @@ -70,6 +70,7 @@ public: void addStrategiesNoInit(std::string first, ...); bool removeStrategy(std::string const name, bool init = true); bool HasStrategy(std::string const name); + Strategy* GetStrategy(std::string const name); void removeAllStrategies(); void toggleStrategy(std::string const name); std::string const ListStrategies(); diff --git a/src/Bot/Factory/AiFactory.cpp b/src/Bot/Factory/AiFactory.cpp index a821886f9..6c638e807 100644 --- a/src/Bot/Factory/AiFactory.cpp +++ b/src/Bot/Factory/AiFactory.cpp @@ -315,7 +315,7 @@ void AiFactory::AddDefaultCombatStrategies(Player* player, PlayerbotAI* const fa break; case CLASS_WARRIOR: if (tab == WARRIOR_TAB_PROTECTION) - engine->addStrategiesNoInit("tank", "tank assist", "aoe", nullptr); + engine->addStrategiesNoInit("tank", "tank assist", "pull", "pull back", "aoe", nullptr); else if (tab == WARRIOR_TAB_ARMS || !player->HasSpell(1680)) // Whirlwind engine->addStrategiesNoInit("arms", "aoe", "dps assist", nullptr); else @@ -333,7 +333,7 @@ void AiFactory::AddDefaultCombatStrategies(Player* player, PlayerbotAI* const fa break; case CLASS_PALADIN: if (tab == PALADIN_TAB_PROTECTION) - engine->addStrategiesNoInit("tank", "tank assist", "bthreat", "barmor", "cure", nullptr); + engine->addStrategiesNoInit("tank", "tank assist", "pull", "pull back", "bthreat", "barmor", "cure", nullptr); else if (tab == PALADIN_TAB_HOLY) engine->addStrategiesNoInit("heal", "dps assist", "cure", "bcast", nullptr); else @@ -352,7 +352,7 @@ void AiFactory::AddDefaultCombatStrategies(Player* player, PlayerbotAI* const fa if (player->HasSpell(768) /*cat form*/ && !player->HasAura(16931) /*thick hide*/) engine->addStrategiesNoInit("cat", "dps assist", nullptr); else - engine->addStrategiesNoInit("bear", "tank assist", nullptr); + engine->addStrategiesNoInit("bear", "tank assist", "pull", "pull back", nullptr); } break; case CLASS_HUNTER: @@ -383,7 +383,7 @@ void AiFactory::AddDefaultCombatStrategies(Player* player, PlayerbotAI* const fa break; case CLASS_DEATH_KNIGHT: if (tab == DEATH_KNIGHT_TAB_BLOOD) - engine->addStrategiesNoInit("blood", "tank assist", nullptr); + engine->addStrategiesNoInit("blood", "tank assist", "pull", "pull back", nullptr); else if (tab == DEATH_KNIGHT_TAB_FROST) engine->addStrategiesNoInit("frost", "frost aoe", "dps assist", nullptr); else @@ -510,7 +510,7 @@ void AiFactory::AddDefaultNonCombatStrategies(Player* player, PlayerbotAI* const case CLASS_PALADIN: if (tab == PALADIN_TAB_PROTECTION) { - nonCombatEngine->addStrategiesNoInit("bthreat", "tank assist", "barmor", nullptr); + nonCombatEngine->addStrategiesNoInit("bthreat", "tank assist", "pull", "barmor", nullptr); if (player->GetLevel() >= 20) nonCombatEngine->addStrategy("bhealth", false); else @@ -548,14 +548,14 @@ void AiFactory::AddDefaultNonCombatStrategies(Player* player, PlayerbotAI* const if (player->GetLevel() >= 20 && !player->HasAura(16931) /*thick hide*/) nonCombatEngine->addStrategy("dps assist", false); else - nonCombatEngine->addStrategy("tank assist", false); + nonCombatEngine->addStrategiesNoInit("tank assist", "pull", nullptr); } else nonCombatEngine->addStrategiesNoInit("dps assist", "cure", nullptr); break; case CLASS_WARRIOR: if (tab == WARRIOR_TAB_PROTECTION) - nonCombatEngine->addStrategy("tank assist", false); + nonCombatEngine->addStrategiesNoInit("tank assist", "pull", nullptr); else nonCombatEngine->addStrategy("dps assist", false); break; @@ -571,7 +571,7 @@ void AiFactory::AddDefaultNonCombatStrategies(Player* player, PlayerbotAI* const break; case CLASS_DEATH_KNIGHT: if (tab == DEATH_KNIGHT_TAB_BLOOD) - nonCombatEngine->addStrategy("tank assist", false); + nonCombatEngine->addStrategiesNoInit("tank assist", "pull", nullptr); else nonCombatEngine->addStrategy("dps assist", false); break; diff --git a/src/Bot/PlayerbotAI.cpp b/src/Bot/PlayerbotAI.cpp index f02a79e70..7edc48aff 100644 --- a/src/Bot/PlayerbotAI.cpp +++ b/src/Bot/PlayerbotAI.cpp @@ -1795,6 +1795,11 @@ bool PlayerbotAI::ContainsStrategy(StrategyType type) bool PlayerbotAI::HasStrategy(std::string const name, BotState type) { return engines[type]->HasStrategy(name); } +Strategy* PlayerbotAI::GetStrategy(std::string const name, BotState type) +{ + return engines[type] ? engines[type]->GetStrategy(name) : nullptr; +} + void PlayerbotAI::ResetStrategies(bool load) { for (uint8 i = 0; i < BOT_STATE_MAX; i++) diff --git a/src/Bot/PlayerbotAI.h b/src/Bot/PlayerbotAI.h index 5a0dc7485..dc7770ed8 100644 --- a/src/Bot/PlayerbotAI.h +++ b/src/Bot/PlayerbotAI.h @@ -405,6 +405,7 @@ public: void ChangeStrategy(std::string const name, BotState type); void ClearStrategies(BotState type); std::vector GetStrategies(BotState type); + Strategy* GetStrategy(std::string const name, BotState type); void ApplyInstanceStrategies(uint32 mapId, bool tellMaster = false); void EvaluateHealerDpsStrategy(); bool ContainsStrategy(StrategyType type); From 9c5b1d0027a7cbdb337437e5a373c1f932bc62eb Mon Sep 17 00:00:00 2001 From: kadeshar Date: Sun, 19 Apr 2026 18:49:09 +0200 Subject: [PATCH 10/11] Pull strategy GetTarget fix (#2316) ## Pull Request Description Added safe-guard condition for PullStrategy.GetTarget ## How to Test the Changes 1. Invite bot tank 2. Use `reset boAI` or `nc +pull,+pull back` + `co +pull,+pull back` 3. Order bot to pull using command `pull my target` or `pull rti target` on dead creature 4. Bot should run to mob, use ranged skill and back to point where he started pull Without `pull back` strategy bot run to mob, use ranged skill and wait on mob until he come to bot ## 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 Fix proposed by @brighton-chi --- src/Ai/Base/Strategy/PullStrategy.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/src/Ai/Base/Strategy/PullStrategy.cpp b/src/Ai/Base/Strategy/PullStrategy.cpp index fce917279..3d5e3e94a 100644 --- a/src/Ai/Base/Strategy/PullStrategy.cpp +++ b/src/Ai/Base/Strategy/PullStrategy.cpp @@ -55,7 +55,8 @@ Unit* PullStrategy::GetTarget() const Unit* target = botAI->GetUnit(guid); Player* bot = botAI->GetBot(); - if (!bot || !target || !target->IsInWorld() || target->GetMapId() != bot->GetMapId()) + if (!bot || !target || !target->IsAlive() || !target->IsInWorld() || + target->GetMapId() != bot->GetMapId()) return nullptr; return target; From 52273b4971c923220bcbefa5c8bcaefe648a1968 Mon Sep 17 00:00:00 2001 From: kadeshar Date: Tue, 21 Apr 2026 19:37:54 +0200 Subject: [PATCH 11/11] Pull multiplier fix (#2317) ## Pull Request Description Fix for pull strategy multiplier and ending pull command ## How to Test the Changes 1. Invite tank bot 2. Order him to attack mob (not pull) ## 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/Ai/Base/Strategy/PullStrategy.cpp | 3 +++ src/Ai/Base/Trigger/PullTriggers.cpp | 8 +------- 2 files changed, 4 insertions(+), 7 deletions(-) diff --git a/src/Ai/Base/Strategy/PullStrategy.cpp b/src/Ai/Base/Strategy/PullStrategy.cpp index 3d5e3e94a..31351c571 100644 --- a/src/Ai/Base/Strategy/PullStrategy.cpp +++ b/src/Ai/Base/Strategy/PullStrategy.cpp @@ -170,6 +170,9 @@ float PullMultiplier::GetValue(Action* action) if (!strategy || !strategy->HasTarget() || !action) return 1.0f; + if (!strategy->IsPullPendingToStart() && !strategy->HasPullStarted()) + return 1.0f; + std::string const actionName = action->getName(); if (actionName == "pull my target" || actionName == "pull rti target" || diff --git a/src/Ai/Base/Trigger/PullTriggers.cpp b/src/Ai/Base/Trigger/PullTriggers.cpp index 84c550faf..4d23b3896 100644 --- a/src/Ai/Base/Trigger/PullTriggers.cpp +++ b/src/Ai/Base/Trigger/PullTriggers.cpp @@ -20,15 +20,12 @@ bool PullStartTrigger::IsActive() bool PullEndTrigger::IsActive() { PullStrategy const* strategy = PullStrategy::Get(botAI); - Player* bot = botAI->GetBot(); - if (!bot) - return false; if (!strategy || !strategy->HasPullStarted()) return false; Unit* target = strategy->GetTarget(); - if (!target || !target->IsInWorld()) + if (!target || !target->IsInWorld() || !target->IsAlive()) return true; time_t const secondsSincePullStarted = time(nullptr) - strategy->GetPullStartTime(); @@ -53,9 +50,6 @@ bool PullEndTrigger::IsActive() bool ReturnToPullPositionTrigger::IsActive() { PullStrategy const* strategy = PullStrategy::Get(botAI); - Player* bot = botAI->GetBot(); - if (!bot) - return false; Unit* target = strategy ? strategy->GetTarget() : nullptr; if (!strategy || !strategy->HasPullStarted() || !target || !target->IsInCombat() ||