mod-playerbots/src/Ai/Base/Actions/EquipAction.cpp
Mat 240bb2dfca
Autogear suffixes (#2415)
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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
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

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## Pull Request Description
Suffix scoring was already wired up in playerbots, bots could evaluate
suffix items they owned, but factory init scored candidates with
randomPropertyId = 0 and equipped via EquipNewItem which doesn't roll
suffixes, so suffix items always looked like junk and never got picked.

Added a cached item_enchantment_template pool in RandomItemMgr, a
PickBestRandomPropertyId helper that picks the best suffix per bot
class/spec, and added it on the equipped item via
SetItemRandomProperties.

Tested levels 20-80, suffixes match spec. Closes #2370.



## Feature Evaluation
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If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
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<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.

For items with RandomProperty != 0 or RandomSuffix != 0, run the
item_enchantment_template pool once, score each candidate suffix against
the bot's existing class/spec stat weights, keep the highest, and stamp
that id on the item right after EquipNewItem. Items without a suffix
pool skip the helper entirely. Without this, every suffix template
scores as base stats only (often near zero) and never gets picked during
factory init.

- Describe the **processing cost** when this logic executes across many
bots.

Startup: one SELECT entry, ench FROM item_enchantment_template (few
hundred rows), parsed into an unordered_map<uint32, vector<uint32>>
once. No SQL afterwards.
Per bot during init: PickBestRandomPropertyId only runs on candidates
that actually have a suffix pool. Each call is a hash lookup plus a loop
over 5-15 enchantment ids, each doing DBC lookups already used by the
scoring code. Cost is mostly by the existing CalculateRandomProperty
work, not new logic.
Scales linearly with bot count, same as the rest of factory init. No new
per-tick work.


## How to Test the Changes

1. Generate a fresh random bot at level 20-79 and use autogear (cloth,
leather, mail, plate, lots of suffix gear at that range).
2. Inspect the bot's gear. Items with names like "of the Eagle", "of the
Monkey", "of Healing", etc... should be equipped, with the suffix stats
visible on the tooltip.
3. Generate a level 80 bot at high gear-score limit. Confirm it still
equips raid epics normally (epics have no suffix pool, so this path is
untouched).



## 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?
    - - [ ] No
    - - [x] Yes (**explain why**)
Bots now consider random-suffix items during factory init and equip them
with the best suffix for their class/spec. Before, suffix items were
effectively invisible to init autogear because they scored as base stats
only. This is the intended fix for #2370.


- Does this change add new decision branches or increase maintenance
complexity?
    - - [ ] No
    - - [x] Yes (**explain below**)
Added one new public method on StatsWeightCalculator
(PickBestRandomPropertyId) and one new cache in RandomItemMgr
(LoadEnchantmentPool + GetEnchantmentPool). The candidate list in
InitEquipment changed from vector<uint32> to vector<pair<uint32, int32>>
to carry the chosen suffix id alongside the item id. Logic mirrors
existing patterns in the same files (DBC lookups, SQL-backed caches,
signed randomPropertyId encoding), no new abstractions, no new wrappers.


## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
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Was AI assistance used while working on this change?
- - [ ] No
- - [x] Yes (**explain below**)
Used AI to help me find the bug. It mapped the existing scoring pipeline
and pointed out that PlayerbotFactory::InitEquipment was scoring
candidates with randomPropertyId = 0 and equipping via EquipNewItem
(which doesn't roll suffixes), so the scoring side was already built,
just never fed real suffix ids during init. I reviewed and tested all
the code in-game across levels 20-80 and multiple classes/specs.




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This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
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languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
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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
<!-- Anything else that's helpful to review or test your pull request.
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---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
Co-authored-by: bash <hermensb@gmail.com>
Co-authored-by: Revision <tkn963@gmail.com>
Co-authored-by: kadeshar <kadeshar@gmail.com>
2026-05-30 06:48:07 -07:00

417 lines
16 KiB
C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, 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 "EquipAction.h"
#include <utility>
#include "Event.h"
#include "ItemCountValue.h"
#include "ItemUsageValue.h"
#include "ItemVisitors.h"
#include "Playerbots.h"
#include "StatsWeightCalculator.h"
#include "ItemPackets.h"
bool EquipAction::Execute(Event event)
{
std::string const text = event.getParam();
ItemIds ids = chat->parseItems(text);
EquipItems(ids);
return true;
}
void EquipAction::EquipItems(ItemIds ids)
{
for (ItemIds::iterator i = ids.begin(); i != ids.end(); i++)
{
FindItemByIdVisitor visitor(*i);
EquipItem(&visitor);
}
}
// Return bagslot with smalest bag.
uint8 EquipAction::GetSmallestBagSlot()
{
int8 curBag = 0;
uint32 curSlots = 0;
for (uint8 bag = INVENTORY_SLOT_BAG_START; bag < INVENTORY_SLOT_BAG_END; ++bag)
{
const Bag* const pBag = (Bag*)bot->GetItemByPos(INVENTORY_SLOT_BAG_0, bag);
if (pBag)
{
if (curBag > 0 && curSlots < pBag->GetBagSize())
continue;
curBag = bag;
curSlots = pBag->GetBagSize();
}
else
return bag;
}
return curBag;
}
void EquipAction::EquipItem(FindItemVisitor* visitor)
{
IterateItems(visitor);
std::vector<Item*> items = visitor->GetResult();
if (!items.empty())
EquipItem(*items.begin());
}
void EquipAction::EquipItem(Item* item)
{
uint8 bagIndex = item->GetBagSlot();
uint8 slot = item->GetSlot();
const ItemTemplate* itemProto = item->GetTemplate();
uint32 itemId = itemProto->ItemId;
uint8 invType = itemProto->InventoryType;
// Handle ammunition separately
if (invType == INVTYPE_AMMO)
{
bot->SetAmmo(itemId);
std::ostringstream out;
out << "equipping " << chat->FormatItem(itemProto);
botAI->TellMaster(out);
return;
}
// Handle bags first
bool equippedBag = false;
if (itemProto->Class == ITEM_CLASS_CONTAINER)
{
// Attempt to equip as a bag
uint8 newBagSlot = GetSmallestBagSlot();
if (newBagSlot > 0)
{
uint16 src = ((bagIndex << 8) | slot);
uint16 dst = ((INVENTORY_SLOT_BAG_0 << 8) | newBagSlot);
bot->SwapItem(src, dst);
equippedBag = true;
}
}
// If we didn't equip as a bag, try to equip as gear
if (!equippedBag)
{
// Ranged weapons aren't handled by the rest of the weapon equip logic
// Handle them early here to avoid issues.
if (invType == INVTYPE_RANGED || invType == INVTYPE_THROWN || invType == INVTYPE_RANGEDRIGHT)
{
WorldPacket packet(CMSG_AUTOEQUIP_ITEM_SLOT, 2);
ObjectGuid itemguid = item->GetGUID();
packet << itemguid << uint8(EQUIPMENT_SLOT_RANGED);
WorldPackets::Item::AutoEquipItemSlot nicePacket(std::move(packet));
nicePacket.Read();
bot->GetSession()->HandleAutoEquipItemSlotOpcode(nicePacket);
std::ostringstream out;
out << "Equipping " << chat->FormatItem(itemProto) << " in ranged slot";
botAI->TellMaster(out);
return;
}
uint8 dstSlot = botAI->FindEquipSlot(itemProto, NULL_SLOT, true);
// Check if the item is a weapon and whether the bot can dual wield or use Titan Grip
bool isWeapon = (itemProto->Class == ITEM_CLASS_WEAPON);
bool canTitanGrip = bot->CanTitanGrip();
bool canDualWield = bot->CanDualWield();
bool isTwoHander = (invType == INVTYPE_2HWEAPON);
bool isValidTGWeapon = false;
if (canTitanGrip && isTwoHander)
{
// Titan Grip-valid 2H weapon subclasses: Axe2, Mace2, Sword2
isValidTGWeapon = (itemProto->SubClass == ITEM_SUBCLASS_WEAPON_AXE2 ||
itemProto->SubClass == ITEM_SUBCLASS_WEAPON_MACE2 ||
itemProto->SubClass == ITEM_SUBCLASS_WEAPON_SWORD2);
}
// Check if the main hand currently has a 2H weapon equipped
Item* currentMHItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
bool have2HWeaponEquipped = (currentMHItem && currentMHItem->GetTemplate()->InventoryType == INVTYPE_2HWEAPON);
// bool canDualWieldOrTG = (canDualWield || (canTitanGrip && isTwoHander));
bool canDualWieldOrTG = (canDualWield || isTwoHander);
// If this is a weapon and we can dual wield or Titan Grip, check if we can improve main/off-hand setup
if (isWeapon && canDualWieldOrTG)
{
// Fetch current main hand and offhand items
Item* mainHandItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
Item* offHandItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
// Set up the stats calculator once and reuse results for performance
StatsWeightCalculator calculator(bot);
calculator.SetItemSetBonus(false);
calculator.SetOverflowPenalty(false);
// Calculate item scores once and store them
float newItemScore = calculator.CalculateItem(itemId, item->GetItemRandomPropertyId());
float mainHandScore = mainHandItem
? calculator.CalculateItem(mainHandItem->GetTemplate()->ItemId, mainHandItem->GetItemRandomPropertyId()) : 0.0f;
float offHandScore = offHandItem
? calculator.CalculateItem(offHandItem->GetTemplate()->ItemId, offHandItem->GetItemRandomPropertyId()) : 0.0f;
// Determine where this weapon can go
bool canGoMain = (invType == INVTYPE_WEAPON ||
invType == INVTYPE_WEAPONMAINHAND ||
isTwoHander);
bool canTGOff = false;
if (canTitanGrip && isTwoHander && isValidTGWeapon)
canTGOff = true;
bool canGoOff = (invType == INVTYPE_WEAPON ||
invType == INVTYPE_WEAPONOFFHAND ||
canTGOff);
// Check if the main hand item can go to offhand if needed
bool mainHandCanGoOff = false;
if (mainHandItem)
{
const ItemTemplate* mhProto = mainHandItem->GetTemplate();
bool mhIsValidTG = false;
if (canTitanGrip && mhProto->InventoryType == INVTYPE_2HWEAPON)
{
mhIsValidTG = (mhProto->SubClass == ITEM_SUBCLASS_WEAPON_AXE2 ||
mhProto->SubClass == ITEM_SUBCLASS_WEAPON_MACE2 ||
mhProto->SubClass == ITEM_SUBCLASS_WEAPON_SWORD2);
}
mainHandCanGoOff = (mhProto->InventoryType == INVTYPE_WEAPON ||
mhProto->InventoryType == INVTYPE_WEAPONOFFHAND ||
(mhProto->InventoryType == INVTYPE_2HWEAPON && mhIsValidTG));
}
// Priority 1: Replace main hand if the new weapon is strictly better
// and if conditions allow (e.g. no conflicting 2H logic)
bool betterThanMH = (newItemScore > mainHandScore);
// If a one-handed weapon is better, we can still use it instead of a two-handed weapon
bool mhConditionOK = (invType != INVTYPE_2HWEAPON ||
(isTwoHander && !canTitanGrip) ||
(canTitanGrip && isValidTGWeapon));
if (canGoMain && betterThanMH && mhConditionOK)
{
// Equip new weapon in main hand
{
WorldPacket eqPacket(CMSG_AUTOEQUIP_ITEM_SLOT, 2);
ObjectGuid newItemGuid = item->GetGUID();
eqPacket << newItemGuid << uint8(EQUIPMENT_SLOT_MAINHAND);
WorldPackets::Item::AutoEquipItemSlot nicePacket(std::move(eqPacket));
nicePacket.Read();
bot->GetSession()->HandleAutoEquipItemSlotOpcode(nicePacket);
}
// Try moving old main hand weapon to offhand if beneficial
if (mainHandItem && mainHandCanGoOff && (!offHandItem || mainHandScore > offHandScore))
{
const ItemTemplate* oldMHProto = mainHandItem->GetTemplate();
WorldPacket offhandPacket(CMSG_AUTOEQUIP_ITEM_SLOT, 2);
ObjectGuid oldMHGuid = mainHandItem->GetGUID();
offhandPacket << oldMHGuid << uint8(EQUIPMENT_SLOT_OFFHAND);
WorldPackets::Item::AutoEquipItemSlot nicePacket(std::move(offhandPacket));
nicePacket.Read();
bot->GetSession()->HandleAutoEquipItemSlotOpcode(nicePacket);
std::ostringstream moveMsg;
moveMsg << "Main hand upgrade found. Moving " << chat->FormatItem(oldMHProto) << " to offhand";
botAI->TellMaster(moveMsg);
}
std::ostringstream out;
out << "Equipping " << chat->FormatItem(itemProto) << " in main hand";
botAI->TellMaster(out);
return;
}
// Priority 2: If not better than main hand, check if better than offhand
else if (canGoOff && newItemScore > offHandScore)
{
// Equip in offhand
WorldPacket eqPacket(CMSG_AUTOEQUIP_ITEM_SLOT, 2);
ObjectGuid newItemGuid = item->GetGUID();
eqPacket << newItemGuid << uint8(EQUIPMENT_SLOT_OFFHAND);
WorldPackets::Item::AutoEquipItemSlot nicePacket(std::move(eqPacket));
nicePacket.Read();
bot->GetSession()->HandleAutoEquipItemSlotOpcode(nicePacket);
std::ostringstream out;
out << "Equipping " << chat->FormatItem(itemProto) << " in offhand";
botAI->TellMaster(out);
return;
}
else
{
// No improvement, do nothing
return;
}
}
// If not a special dual-wield/TG scenario or no improvement found, fall back to original logic
if (dstSlot == EQUIPMENT_SLOT_FINGER1 ||
dstSlot == EQUIPMENT_SLOT_TRINKET1 ||
(dstSlot == EQUIPMENT_SLOT_MAINHAND && canDualWield &&
((invType != INVTYPE_2HWEAPON && !have2HWeaponEquipped) || (canTitanGrip && isValidTGWeapon))))
{
// Handle ring/trinket dual-slot logic
Item* const equippedItems[2] = {
bot->GetItemByPos(INVENTORY_SLOT_BAG_0, dstSlot),
bot->GetItemByPos(INVENTORY_SLOT_BAG_0, dstSlot + 1)
};
if (equippedItems[0])
{
if (equippedItems[1])
{
// Both slots are full - pick the worst item to replace, but only if new item is better
StatsWeightCalculator calc(bot);
calc.SetItemSetBonus(false);
calc.SetOverflowPenalty(false);
// Calculate new item score with random properties
int32 newItemRandomProp = item->GetItemRandomPropertyId();
float newItemScore = calc.CalculateItem(itemId, newItemRandomProp);
// Calculate equipped items scores with random properties
int32 firstRandomProp = equippedItems[0]->GetItemRandomPropertyId();
int32 secondRandomProp = equippedItems[1]->GetItemRandomPropertyId();
float firstItemScore = calc.CalculateItem(equippedItems[0]->GetTemplate()->ItemId, firstRandomProp);
float secondItemScore = calc.CalculateItem(equippedItems[1]->GetTemplate()->ItemId, secondRandomProp);
// Determine which slot (if any) should be replaced
bool betterThanFirst = newItemScore > firstItemScore;
bool betterThanSecond = newItemScore > secondItemScore;
// Early return if new item is not better than either equipped item
if (!betterThanFirst && !betterThanSecond)
return;
if (betterThanFirst && betterThanSecond)
{
// New item is better than both - replace the worse of the two equipped items
if (firstItemScore > secondItemScore)
dstSlot++; // Replace second slot (worse)
// else: keep dstSlot as-is (replace first slot)
}
else if (betterThanSecond)
dstSlot++; // Only better than second slot - replace it
}
else
{
// Second slot empty, use it
dstSlot++;
}
}
}
// Equip the item in the chosen slot
{
WorldPacket packet(CMSG_AUTOEQUIP_ITEM_SLOT, 2);
ObjectGuid itemguid = item->GetGUID();
packet << itemguid << dstSlot;
WorldPackets::Item::AutoEquipItemSlot nicePacket(std::move(packet));
nicePacket.Read();
bot->GetSession()->HandleAutoEquipItemSlotOpcode(nicePacket);
}
}
std::ostringstream out;
out << "Equipping " << chat->FormatItem(itemProto);
botAI->TellMaster(out);
}
ItemIds EquipAction::SelectInventoryItemsToEquip()
{
CollectItemsVisitor visitor;
IterateItems(&visitor, ITERATE_ITEMS_IN_BAGS);
ItemIds items;
for (auto i = visitor.items.begin(); i != visitor.items.end(); ++i)
{
Item* item = *i;
if (!item)
continue;
ItemTemplate const* itemTemplate = item->GetTemplate();
if (!itemTemplate)
continue;
//TODO Expand to Glyphs and Gems, that can be placed in equipment
//Pre-filter non-equipable items
if (itemTemplate->InventoryType == INVTYPE_NON_EQUIP)
continue;
int32 randomProperty = item->GetItemRandomPropertyId();
uint32 itemId = item->GetTemplate()->ItemId;
std::string itemUsageParam;
if (randomProperty != 0)
itemUsageParam = std::to_string(itemId) + "," + std::to_string(randomProperty);
else
itemUsageParam = std::to_string(itemId);
ItemUsage usage = AI_VALUE2(ItemUsage, "item upgrade", itemUsageParam);
if (usage == ITEM_USAGE_EQUIP || usage == ITEM_USAGE_REPLACE || usage == ITEM_USAGE_BAD_EQUIP)
items.insert(itemId);
}
return items;
}
bool EquipUpgradesPacketAction::Execute(Event event)
{
if (!sPlayerbotAIConfig.autoEquipUpgradeLoot && !sRandomPlayerbotMgr.IsRandomBot(bot))
return false;
std::string const source = event.GetSource();
if (source == "trade status")
{
WorldPacket p(event.getPacket());
p.rpos(0);
uint32 status;
p >> status;
if (status != TRADE_STATUS_TRADE_ACCEPT)
return false;
}
else if (source == "item push result")
{
WorldPacket p(event.getPacket());
p.rpos(0);
ObjectGuid playerGuid;
uint32 received, created, sendChatMessage, itemSlot, itemId;
uint8 bagSlot;
p >> playerGuid;
p >> received;
p >> created;
p >> sendChatMessage;
p >> bagSlot;
p >> itemSlot;
p >> itemId;
ItemTemplate const* item = sObjectMgr->GetItemTemplate(itemId);
if (item->InventoryType == INVTYPE_NON_EQUIP)
return false;
}
ItemIds items = SelectInventoryItemsToEquip();
EquipItems(items);
return true;
}
bool EquipUpgradeAction::Execute(Event /*event*/)
{
ItemIds items = SelectInventoryItemsToEquip();
EquipItems(items);
return true;
}