Pull target overlap fix (#2335)

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DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
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one. Bots don't need to behave perfectly; believable behavior is the
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Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
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## Pull Request Description
<!-- Describe what this change does and why it is needed -->

Fixed "pull target" value which was overlap with new pull strategy.
Related with #2334 

## How to Test the Changes
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- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
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1. Invite tank bot to party
2. Use `nc +debug`
3. Use command `do attack my target`
4. In debug shouldnt be `reach pull` or similar

## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [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
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Was AI assistance used while working on this change?
- - [ ] No
- - [x] Yes (**explain below**)
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To analyze problem with value

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TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
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data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
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## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
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This commit is contained in:
kadeshar 2026-04-25 23:40:53 +02:00 committed by GitHub
parent 605f1d7aaa
commit ed5791eabf
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
4 changed files with 15 additions and 2 deletions

View File

@ -49,7 +49,7 @@ PullStrategy* PullStrategy::Get(PlayerbotAI* botAI)
Unit* PullStrategy::GetTarget() const
{
ObjectGuid const guid = botAI->GetAiObjectContext()->GetValue<ObjectGuid>("pull target")->Get();
ObjectGuid const guid = botAI->GetAiObjectContext()->GetValue<ObjectGuid>("pull strategy target")->Get();
if (guid.IsEmpty())
return nullptr;
@ -66,7 +66,7 @@ bool PullStrategy::HasTarget() const { return GetTarget() != nullptr; }
void PullStrategy::SetTarget(Unit* target)
{
botAI->GetAiObjectContext()->GetValue<ObjectGuid>("pull target")->Set(target ? target->GetGUID() : ObjectGuid::Empty);
botAI->GetAiObjectContext()->GetValue<ObjectGuid>("pull strategy target")->Set(target ? target->GetGUID() : ObjectGuid::Empty);
}
std::string PullStrategy::GetPullActionName() const

View File

@ -116,6 +116,15 @@ public:
}
};
class PullStrategyTargetValue : public ManualSetValue<ObjectGuid>
{
public:
PullStrategyTargetValue(PlayerbotAI* botAI, std::string const name = "pull strategy target")
: ManualSetValue<ObjectGuid>(botAI, ObjectGuid::Empty, name)
{
}
};
class FindTargetValue : public UnitCalculatedValue, public Qualified
{
public:

View File

@ -241,6 +241,7 @@ public:
creators["travel target"] = &ValueContext::travel_target;
creators["talk target"] = &ValueContext::talk_target;
creators["pull target"] = &ValueContext::pull_target;
creators["pull strategy target"] = &ValueContext::pull_strategy_target;
creators["focus heal targets"] = &ValueContext::focus_heal_targets;
creators["group"] = &ValueContext::group;
creators["range"] = &ValueContext::range;
@ -498,6 +499,7 @@ private:
static UntypedValue* next_rpg_action(PlayerbotAI* botAI) { return new NextRpgActionValue(botAI); }
static UntypedValue* travel_target(PlayerbotAI* botAI) { return new TravelTargetValue(botAI); }
static UntypedValue* pull_target(PlayerbotAI* botAI) { return new PullTargetValue(botAI); }
static UntypedValue* pull_strategy_target(PlayerbotAI* botAI) { return new PullStrategyTargetValue(botAI); }
static UntypedValue* focus_heal_targets(PlayerbotAI* botAI) { return new FocusHealTargetValue(botAI); }
static UntypedValue* bg_master(PlayerbotAI* botAI) { return new BgMasterValue(botAI); }

View File

@ -867,6 +867,7 @@ void PlayerbotAI::Reset(bool full)
aiObjectContext->GetValue<Unit*>("current target")->Set(nullptr);
aiObjectContext->GetValue<GuidVector>("prioritized targets")->Reset();
aiObjectContext->GetValue<ObjectGuid>("pull target")->Set(ObjectGuid::Empty);
aiObjectContext->GetValue<ObjectGuid>("pull strategy target")->Set(ObjectGuid::Empty);
aiObjectContext->GetValue<GuidPosition>("rpg target")->Set(GuidPosition());
aiObjectContext->GetValue<LootObject>("loot target")->Set(LootObject());
aiObjectContext->GetValue<uint32>("lfg proposal")->Set(0);
@ -1476,6 +1477,7 @@ void PlayerbotAI::DoNextAction(bool min)
aiObjectContext->GetValue<Unit*>("current target")->Set(nullptr);
aiObjectContext->GetValue<Unit*>("enemy player target")->Set(nullptr);
aiObjectContext->GetValue<ObjectGuid>("pull target")->Set(ObjectGuid::Empty);
aiObjectContext->GetValue<ObjectGuid>("pull strategy target")->Set(ObjectGuid::Empty);
aiObjectContext->GetValue<LootObject>("loot target")->Set(LootObject());
ChangeEngine(BOT_STATE_DEAD);