mod-playerbots/src/Ai/Base/Actions/StayActions.cpp
Keleborn 439293e100
Warnings PR 2 clean unused variables (#2107)
# Pull Request

Removed unused variables and fixed styling issues. 


## How to Test the Changes

- Step-by-step instructions to test the change
- Any required setup (e.g. multiple players, bots, specific
configuration)
- Expected behavior and how to verify it

## Complexity & Impact

- Does this change add new decision branches?
    - [x] No
    - [] Yes (**explain below**)

- Does this change increase per-bot or per-tick processing?
    - [x] No
    - [ ] Yes (**describe and justify impact**)

- Could this logic scale poorly under load?
    - [x] No
    - [ ] Yes (**explain why**)

---

## Defaults & Configuration

- Does this change modify default bot behavior?
    - [x] No
    - [ ] Yes (**explain why**)

If this introduces more advanced or AI-heavy logic:

- [ ] Lightweight mode remains the default
- [ ] More complex behavior is optional and thereby configurable

---

## AI Assistance

- Was AI assistance (e.g. ChatGPT or similar tools) 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] Documentation updated if needed

---

## Notes for Reviewers

This was filtered from the code provided by SmashingQuasar. Eliminated
variables were confirmed to be not used, but unclear at times if that is
due to mistakes in writing.

---------

Co-authored-by: bashermens <31279994+hermensbas@users.noreply.github.com>
2026-02-27 16:04:33 -08:00

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2.1 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 "StayActions.h"
#include "Event.h"
#include "LastMovementValue.h"
#include "Playerbots.h"
#include "PositionValue.h"
bool StayActionBase::Stay()
{
AI_VALUE(LastMovement&, "last movement").Set(nullptr);
// if (!urand(0, 10))
// botAI->PlaySound(TEXT_EMOTE_YAWN);
if (bot->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE)
return false;
uint32 sitDelay = sPlayerbotAIConfig.sitDelay / 1000;
time_t stayTime = AI_VALUE(time_t, "stay time");
time_t now = time(nullptr);
if (!stayTime)
{
stayTime = now - urand(0, sitDelay / 2);
context->GetValue<time_t>("stay time")->Set(stayTime);
}
// Stop the bot from moving immediately when action is called
if (bot->isMoving())
{
bot->StopMoving();
bot->ClearUnitState(UNIT_STATE_CHASE);
bot->ClearUnitState(UNIT_STATE_FOLLOW);
}
return true;
}
bool StayAction::Execute(Event /*event*/) { return Stay(); }
bool StayAction::isUseful()
{
// Check if the bots is in stay position
PositionInfo stayPosition = AI_VALUE(PositionMap&, "position")["stay"];
if (stayPosition.isSet())
{
if (sPlayerbotAIConfig.followDistance)
return false;
}
// move from group takes priority over stay as it's added and removed automatically
// (without removing/adding stay)
if (botAI->HasStrategy("move from group", BOT_STATE_COMBAT) ||
botAI->HasStrategy("move from group", BOT_STATE_NON_COMBAT))
return false;
// Only useful if the bot is currently moving
return AI_VALUE2(bool, "moving", "self target");
}
bool SitAction::Execute(Event /*event*/)
{
if (bot->isMoving())
return false;
bot->SetStandState(UNIT_STAND_STATE_SIT);
return true;
}
bool SitAction::isUseful() { return !AI_VALUE2(bool, "moving", "self target"); }