mod-playerbots/src/Ai/Base/Actions/EquipAction.cpp
Keleborn 3db2a5a193
Refactor of EquipActions (#1994)
#PR Description 

The root cause of issue #1987 was the AI Value item usage becoming a
very expensive call when bots gained professions accidentally.

My original approach was to eliminate it entirely, but after inputs and
testing I decided to introduce a more focused Ai value "Item upgrade"
that only checks equipment and ammo inheriting directly from item usage,
so the logic is unified between them.

Upgrades are now only assessed when receiving an item that can be
equipped.

Additionally, I noticed that winning loot rolls did not trigger the
upgrade action, so I added a new package handler for that.


Performance needs to be re-evaluated, but I expect a reduction in calls
and in the cost of each call.

I tested with bots and selfbot in deadmines and ahadowfang keep.

---------

Co-authored-by: bashermens <31279994+hermensbas@users.noreply.github.com>
2026-02-08 12:41:33 +01:00

415 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
Bag* pBag = reinterpret_cast<Bag*>(item);
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);
float mainHandScore = mainHandItem ? calculator.CalculateItem(mainHandItem->GetTemplate()->ItemId) : 0.0f;
float offHandScore = offHandItem ? calculator.CalculateItem(offHandItem->GetTemplate()->ItemId) : 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 EquipUpgradesTriggeredAction::Execute(Event event)
{
if (!sPlayerbotAIConfig.autoEquipUpgradeLoot && !sRandomPlayerbotMgr.IsRandomBot(bot))
return false;
if (event.GetSource() == "trade status")
{
WorldPacket p(event.getPacket());
p.rpos(0);
uint32 status;
p >> status;
if (status != TRADE_STATUS_TRADE_ACCEPT)
return false;
}
if (event.GetSource() == "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;
}