mod-playerbots/src/Ai/Base/Actions/UseMeetingStoneAction.cpp
Keleborn 441f9f7552
Warnings PR 1: Event warnings and headers (#2106)
# Pull Request

This is the first in a series of PRs intended to eliminate warnings in
the module. The design intent is to eliminate the calling event when not
needed in the body of the function. Based off of SmashingQuasars work.

---

## 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

Anything that significantly improves realism at the cost of stability or
performance should be carefully discussed
before merging.

---------

Co-authored-by: bashermens <31279994+hermensbas@users.noreply.github.com>
2026-02-14 20:55:10 +01:00

235 lines
7.9 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 "UseMeetingStoneAction.h"
#include "CellImpl.h"
#include "Event.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "NearestGameObjects.h"
#include "PlayerbotAIConfig.h"
#include "Playerbots.h"
#include "PositionValue.h"
bool UseMeetingStoneAction::Execute(Event event)
{
Player* master = GetMaster();
if (!master)
return false;
WorldPacket p(event.getPacket());
p.rpos(0);
ObjectGuid guid;
p >> guid;
if (master->GetTarget() && master->GetTarget() != bot->GetGUID())
return false;
if (!master->GetTarget() && master->GetGroup() != bot->GetGroup())
return false;
if (master->IsBeingTeleported())
return false;
if (bot->IsInCombat())
{
botAI->TellError("I am in combat");
return false;
}
Map* map = master->GetMap();
if (!map)
return false;
GameObject* gameObject = map->GetGameObject(guid);
if (!gameObject)
return false;
GameObjectTemplate const* goInfo = gameObject->GetGOInfo();
if (!goInfo || goInfo->entry != 179944)
return false;
return Teleport(master, bot, false);
}
bool SummonAction::Execute(Event /*event*/)
{
Player* master = GetMaster();
if (!master)
return false;
if (Pet* pet = bot->GetPet())
botAI->PetFollow();
if (master->GetSession()->GetSecurity() >= SEC_PLAYER)
{
// botAI->GetAiObjectContext()->GetValue<GuidVector>("prioritized targets")->Set({});
AI_VALUE(std::list<FleeInfo>&, "recently flee info").clear();
return Teleport(master, bot, true);
}
if (SummonUsingGos(master, bot, true) || SummonUsingNpcs(master, bot, true))
{
botAI->TellMasterNoFacing("Hello!");
return true;
}
if (SummonUsingGos(bot, master, true) || SummonUsingNpcs(bot, master, true))
{
botAI->TellMasterNoFacing("Welcome!");
return true;
}
return false;
}
bool SummonAction::SummonUsingGos(Player* summoner, Player* player, bool preserveAuras)
{
std::list<GameObject*> targets;
AnyGameObjectInObjectRangeCheck u_check(summoner, sPlayerbotAIConfig.sightDistance);
Acore::GameObjectListSearcher<AnyGameObjectInObjectRangeCheck> searcher(summoner, targets, u_check);
Cell::VisitObjects(summoner, searcher, sPlayerbotAIConfig.sightDistance);
for (GameObject* go : targets)
{
if (go->isSpawned() && go->GetGoType() == GAMEOBJECT_TYPE_MEETINGSTONE)
return Teleport(summoner, player, preserveAuras);
}
botAI->TellError(summoner == bot ? "There is no meeting stone nearby" : "There is no meeting stone near you");
return false;
}
bool SummonAction::SummonUsingNpcs(Player* summoner, Player* player, bool preserveAuras)
{
if (!sPlayerbotAIConfig.summonAtInnkeepersEnabled)
return false;
std::list<Unit*> targets;
Acore::AnyUnitInObjectRangeCheck u_check(summoner, sPlayerbotAIConfig.sightDistance);
Acore::UnitListSearcher<Acore::AnyUnitInObjectRangeCheck> searcher(summoner, targets, u_check);
Cell::VisitObjects(summoner, searcher, sPlayerbotAIConfig.sightDistance);
for (Unit* unit : targets)
{
if (unit && unit->HasNpcFlag(UNIT_NPC_FLAG_INNKEEPER))
{
if (!player->HasItemCount(6948, 1, false))
{
botAI->TellError(player == bot ? "I have no hearthstone" : "You have no hearthstone");
return false;
}
if (player->HasSpellCooldown(8690))
{
botAI->TellError(player == bot ? "My hearthstone is not ready" : "Your hearthstone is not ready");
return false;
}
// Trigger cooldown
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(8690);
if (!spellInfo)
return false;
Spell spell(player, spellInfo, TRIGGERED_NONE);
spell.SendSpellCooldown();
return Teleport(summoner, player, preserveAuras);
}
}
botAI->TellError(summoner == bot ? "There are no innkeepers nearby" : "There are no innkeepers near you");
return false;
}
bool SummonAction::Teleport(Player* summoner, Player* player, bool preserveAuras)
{
// Player* master = GetMaster();
if (!summoner || summoner == player)
return false;
if (player->GetVehicle())
{
botAI->TellError("You cannot summon me while I'm on a vehicle");
return false;
}
if (!summoner->IsBeingTeleported() && !player->IsBeingTeleported())
{
float followAngle = GetFollowAngle();
for (float angle = followAngle - M_PI; angle <= followAngle + M_PI; angle += M_PI / 4)
{
uint32 mapId = summoner->GetMapId();
float x = summoner->GetPositionX() + cos(angle) * sPlayerbotAIConfig.followDistance;
float y = summoner->GetPositionY() + sin(angle) * sPlayerbotAIConfig.followDistance;
float z = summoner->GetPositionZ();
if (summoner->IsWithinLOS(x, y, z))
{
if (sPlayerbotAIConfig.botRepairWhenSummon) // .conf option to repair bot gear when summoned 0 = off, 1 = on
bot->DurabilityRepairAll(false, 1.0f, false);
if (summoner->IsInCombat() && !sPlayerbotAIConfig.allowSummonInCombat)
{
botAI->TellError("You cannot summon me while you're in combat");
return false;
}
if (!summoner->IsAlive() && !sPlayerbotAIConfig.allowSummonWhenMasterIsDead)
{
botAI->TellError("You cannot summon me while you're dead");
return false;
}
if (bot->isDead() && !bot->HasPlayerFlag(PLAYER_FLAGS_GHOST) &&
!sPlayerbotAIConfig.allowSummonWhenBotIsDead)
{
botAI->TellError("You cannot summon me while I'm dead, you need to release my spirit first");
return false;
}
bool revive =
sPlayerbotAIConfig.reviveBotWhenSummoned == 2 ||
(sPlayerbotAIConfig.reviveBotWhenSummoned == 1 && !summoner->IsInCombat() && summoner->IsAlive());
if (bot->isDead() && revive)
{
bot->ResurrectPlayer(1.0f, false);
bot->SpawnCorpseBones();
botAI->TellMasterNoFacing("I live, again!");
botAI->GetAiObjectContext()->GetValue<GuidVector>("prioritized targets")->Reset();
}
player->GetMotionMaster()->Clear();
AI_VALUE(LastMovement&, "last movement").clear();
if (!preserveAuras)
player->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TELEPORTED |
AURA_INTERRUPT_FLAG_CHANGE_MAP);
player->TeleportTo(mapId, x, y, z, 0);
if (player->GetPet())
player->GetPet()->NearTeleportTo(x, y, z, player->GetOrientation());
if (player->GetGuardianPet())
player->GetGuardianPet()->NearTeleportTo(x, y, z, player->GetOrientation());
if (botAI->HasStrategy("stay", botAI->GetState()))
{
PositionMap& posMap = AI_VALUE(PositionMap&, "position");
PositionInfo stayPosition = posMap["stay"];
stayPosition.Set(x,y, z, mapId);
posMap["stay"] = stayPosition;
}
return true;
}
}
}
if (summoner != player)
botAI->TellError("Not enough place to summon");
return false;
}