mod-playerbots/src/Ai/Class/Warlock/Strategy/GenericWarlockNonCombatStrategy.cpp
dillyns c9c936d5c1
Add Unending Breath to Warlock NonCombat Strat (#2074)
# Pull Request

Adds actions and triggers for Warlock class to cast Unending Breath when
swimming, following the existing implementation for Shaman Water
Breathing.

---

## Feature Evaluation

Add triggers for Warlock noncombat strategy for Unending Breath on self
and party.
Triggers should only be active while swimming.
Minimal runtime cost on Warlock bots trigger processing.

---

## How to Test the Changes

- Bring a Warlock bot into water
- It should cast Unending Breath on itself and anyone in the party

## Complexity & Impact

- Does this change add new decision branches?
    - [ ] No
    - [x] Yes (**explain below**)
It adds triggers to Warlock to decide when to cast Unending Breath on
self or party members.

- Does this change increase per-bot or per-tick processing?
    - [ ] No
    - [x] Yes (**describe and justify impact**)
Minimal additional processing for Warlock triggers, same as already
existing triggers for Shaman.

- 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?
    - [ ] No
    - [x] Yes (**explain below**)

Claude was used to explore the codebase to find similar implementations
that already existed.

---

## 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>
2026-02-08 09:36:27 -08:00

222 lines
9.5 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 "GenericWarlockNonCombatStrategy.h"
#include "AiFactory.h"
#include "Playerbots.h"
class GenericWarlockNonCombatStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
GenericWarlockNonCombatStrategyActionNodeFactory()
{
creators["fel armor"] = &fel_armor;
creators["demon armor"] = &demon_armor;
creators["summon voidwalker"] = &summon_voidwalker;
creators["summon felguard"] = &summon_felguard;
creators["summon succubus"] = &summon_succubus;
creators["summon felhunter"] = &summon_felhunter;
}
// Pet skills are setup in pass-through fashion, so if one fails, it attempts to cast the next one
// The order goes Felguard -> Felhunter -> Succubus -> Voidwalker -> Imp
// Pets are summoned based on the non-combat strategy you have active, the warlock's level, and if they have a soul shard available
private:
static ActionNode* fel_armor([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("fel armor",
/*P*/ {},
/*A*/ { NextAction("demon armor") },
/*C*/ {});
}
static ActionNode* demon_armor([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("demon armor",
/*P*/ {},
/*A*/ { NextAction("demon skin") },
/*C*/ {});
}
static ActionNode* summon_voidwalker([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("summon voidwalker",
/*P*/ {},
/*A*/ { NextAction("summon imp") },
/*C*/ {});
}
static ActionNode* summon_succubus([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("summon succubus",
/*P*/ {},
/*A*/ { NextAction("summon voidwalker") },
/*C*/ {});
}
static ActionNode* summon_felhunter([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("summon felhunter",
/*P*/ {},
/*A*/ { NextAction("summon succubus") },
/*C*/ {});
}
static ActionNode* summon_felguard([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("summon felguard",
/*P*/ {},
/*A*/ { NextAction("summon felhunter") },
/*C*/ {});
}
};
GenericWarlockNonCombatStrategy::GenericWarlockNonCombatStrategy(PlayerbotAI* botAI) : NonCombatStrategy(botAI)
{
actionNodeFactories.Add(new GenericWarlockNonCombatStrategyActionNodeFactory());
}
void GenericWarlockNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
NonCombatStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode("has pet", { NextAction("toggle pet spell", 60.0f) }));
triggers.push_back(new TriggerNode("new pet", { NextAction("set pet stance", 60.0f) }));
triggers.push_back(new TriggerNode("no pet", { NextAction("fel domination", 30.0f) }));
triggers.push_back(new TriggerNode("no soul shard", { NextAction("create soul shard", 60.0f) }));
triggers.push_back(new TriggerNode("too many soul shards", { NextAction("destroy soul shard", 60.0f) }));
triggers.push_back(new TriggerNode("soul link", { NextAction("soul link", 28.0f) }));
triggers.push_back(new TriggerNode("demon armor", { NextAction("fel armor", 27.0f) }));
triggers.push_back(new TriggerNode("unending breath", { NextAction("unending breath", 12.0f) }));
triggers.push_back(new TriggerNode("unending breath on party", { NextAction("unending breath on party", 11.0f) }));
triggers.push_back(new TriggerNode("no healthstone", { NextAction("create healthstone", 26.0f) }));
triggers.push_back(new TriggerNode("no soulstone", { NextAction("create soulstone", 25.0f) }));
triggers.push_back(new TriggerNode("life tap", { NextAction("life tap", 23.0f) }));
}
// Non-combat strategy for summoning a Imp
// Enabled by default for the Destruction spec
// To enable, type "nc +imp"
// To disable, type "nc -imp"
SummonImpStrategy::SummonImpStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {}
void SummonImpStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("no pet", { NextAction("summon imp", 29.0f) }));
triggers.push_back(new TriggerNode("wrong pet", { NextAction("summon imp", 29.0f) }));
}
// Non-combat strategy for summoning a Voidwalker
// Disabled by default
// To enable, type "nc +voidwalker"
// To disable, type "nc -voidwalker"
SummonVoidwalkerStrategy::SummonVoidwalkerStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {}
void SummonVoidwalkerStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("no pet", { NextAction("summon voidwalker", 29.0f) }));
triggers.push_back(new TriggerNode("wrong pet", { NextAction("summon voidwalker", 29.0f) }));
}
// Non-combat strategy for summoning a Succubus
// Disabled by default
// To enable, type "nc +succubus"
// To disable, type "nc -succubus"
SummonSuccubusStrategy::SummonSuccubusStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {}
void SummonSuccubusStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("no pet", { NextAction("summon succubus", 29.0f) }));
triggers.push_back(new TriggerNode("wrong pet", { NextAction("summon succubus", 29.0f) }));
}
// Non-combat strategy for summoning a Felhunter
// Enabled by default for the Affliction spec
// To enable, type "nc +felhunter"
// To disable, type "nc -felhunter"
SummonFelhunterStrategy::SummonFelhunterStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {}
void SummonFelhunterStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("no pet", { NextAction("summon felhunter", 29.0f) }));
triggers.push_back(new TriggerNode("wrong pet", { NextAction("summon felhunter", 29.0f) }));
}
// Non-combat strategy for summoning a Felguard
// Enabled by default for the Demonology spec
// To enable, type "nc +felguard"
// To disable, type "nc -felguard"
SummonFelguardStrategy::SummonFelguardStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {}
void SummonFelguardStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("no pet", { NextAction("summon felguard", 29.0f) }));
triggers.push_back(new TriggerNode("wrong pet", { NextAction("summon felguard", 29.0f) }));
}
// Non-combat strategy for selecting themselves to receive soulstone
// Disabled by default
// To enable, type "nc +ss self"
// To disable, type "nc -ss self"
SoulstoneSelfStrategy::SoulstoneSelfStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {}
void SoulstoneSelfStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("soulstone", { NextAction("soulstone self", 24.0f) }));
}
// Non-combat strategy for selecting the master to receive soulstone
// Disabled by default
// To enable, type "nc +ss master"
// To disable, type "nc -ss master"
SoulstoneMasterStrategy::SoulstoneMasterStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {}
void SoulstoneMasterStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("soulstone", { NextAction("soulstone master", 24.0f) }));
}
// Non-combat strategy for selecting tanks to receive soulstone
// Disabled by default
// To enable, type "nc +ss tank"
// To disable, type "nc -ss tank"
SoulstoneTankStrategy::SoulstoneTankStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {}
void SoulstoneTankStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("soulstone", { NextAction("soulstone tank", 24.0f) }));
}
// Non-combat strategy for selecting healers to receive soulstone
// Disabled by default
// To enable, type "nc +ss healer"
// To disable, type "nc -ss healer"
SoulstoneHealerStrategy::SoulstoneHealerStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {}
void SoulstoneHealerStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("soulstone", { NextAction("soulstone healer", 24.0f) }));
}
// Non-combat strategy for using Spellstone
// Enabled by default for Affliction and Demonology specs
// To enable, type "nc +spellstone"
// To disable, type "nc -spellstone"
UseSpellstoneStrategy::UseSpellstoneStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {}
void UseSpellstoneStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("no spellstone", { NextAction("create spellstone", 24.0f) }));
triggers.push_back(new TriggerNode("spellstone", { NextAction("spellstone", 24.0f) }));
}
// Non-combat strategy for using Firestone
// Enabled by default for the Destruction spec
// To enable, type "nc +firestone"
// To disable, type "nc -firestone"
UseFirestoneStrategy::UseFirestoneStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {}
void UseFirestoneStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("no firestone", { NextAction("create firestone", 24.0f) }));
triggers.push_back(new TriggerNode("firestone", { NextAction("firestone", 24.0f) }));
}