mirror of
https://github.com/liyunfan1223/mod-playerbots.git
synced 2026-06-20 15:39:25 +02:00
# 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>
160 lines
4.3 KiB
C++
160 lines
4.3 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
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* and/or modify it under version 3 of the License, or (at your option), any later version.
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*/
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#include "WhoAction.h"
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#include "AiFactory.h"
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#include "Event.h"
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#include "ItemVisitors.h"
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#include "Playerbots.h"
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#ifndef WIN32
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inline int strcmpi(char const* s1, char const* s2)
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{
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for (; *s1 && *s2 && (toupper(*s1) == toupper(*s2)); ++s1, ++s2)
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{
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}
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return *s1 - *s2;
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}
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#endif
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bool WhoAction::Execute(Event event)
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{
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Player* owner = event.getOwner();
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if (!owner)
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return false;
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std::ostringstream out;
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std::string const text = event.getParam();
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if (!text.empty())
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{
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out << QuerySkill(text);
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if (sRandomPlayerbotMgr.IsRandomBot(bot))
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out << QueryTrade(text);
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}
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else
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{
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out << QuerySpec(text);
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}
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if (!out.str().empty())
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{
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if (AreaTableEntry const* areaEntry = sAreaTableStore.LookupEntry(bot->GetAreaId()))
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{
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out << ", (|cffb04040" << areaEntry->area_name[0] << "|r)";
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}
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}
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if (botAI->GetMaster())
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{
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if (!out.str().empty())
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out << ", ";
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out << "playing with " << botAI->GetMaster()->GetName();
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}
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std::string const tell = out.str();
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if (tell.empty())
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return false;
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// ignore random bot chat filter
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bot->Whisper(tell, LANG_UNIVERSAL, owner);
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return true;
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}
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std::string const WhoAction::QueryTrade(std::string const text)
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{
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std::ostringstream out;
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std::vector<Item*> items = InventoryAction::parseItems(text);
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for (Item* sell : items)
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{
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int32 sellPrice =
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sell->GetTemplate()->SellPrice * sRandomPlayerbotMgr.GetSellMultiplier(bot) * sell->GetCount();
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if (!sellPrice)
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continue;
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out << "Selling " << chat->FormatItem(sell->GetTemplate(), sell->GetCount()) << " for "
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<< chat->formatMoney(sellPrice);
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return out.str();
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}
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return "";
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}
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std::string const WhoAction::QuerySkill(std::string const text)
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{
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std::ostringstream out;
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uint32 skill = chat->parseSkill(text);
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if (!skill || !botAI->HasSkill((SkillType)skill))
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return "";
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std::string const skillName = chat->FormatSkill(skill);
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uint32 spellId = AI_VALUE2(uint32, "spell id", skillName);
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uint16 value = bot->GetSkillValue(skill);
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uint16 maxSkill = bot->GetMaxSkillValue(skill);
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ObjectGuid guid = bot->GetGUID();
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std::string const data = "0";
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out << "|cFFFFFF00|Htrade:" << spellId << ":" << value << ":" << maxSkill << ":" << std::hex << std::uppercase
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<< guid.GetRawValue() << std::nouppercase << std::dec << ":" << data << "|h[" << skillName << "]|h|r"
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<< " |h|cff00ff00" << value << "|h|cffffffff/"
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<< "|h|cff00ff00" << maxSkill << "|h|cffffffff ";
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return out.str();
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}
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std::string const WhoAction::QuerySpec(std::string const /*text*/)
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{
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std::ostringstream out;
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uint8 spec = AiFactory::GetPlayerSpecTab(bot);
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out << "|h|cffffffff" << chat->FormatRace(bot->getRace()) << " [" << (bot->getGender() == GENDER_MALE ? "M" : "F")
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<< "] " << chat->FormatClass(bot, spec);
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out << " (|h|cff00ff00" << (uint32)bot->GetLevel() << "|h|cffffffff lvl), ";
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out << "|h|cff00ff00" << botAI->GetEquipGearScore(bot/*, false, false*/) << "|h|cffffffff GS (";
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ItemCountByQuality visitor;
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IterateItems(&visitor, ITERATE_ITEMS_IN_EQUIP);
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bool needSlash = false;
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if (visitor.count[ITEM_QUALITY_LEGENDARY])
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{
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out << "|h|cffff00ff" << visitor.count[ITEM_QUALITY_LEGENDARY] << "|h|cffffffff";
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needSlash = true;
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}
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if (visitor.count[ITEM_QUALITY_EPIC])
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{
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out << "|h|cffff00ff" << visitor.count[ITEM_QUALITY_EPIC] << "|h|cffffffff";
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needSlash = true;
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}
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if (visitor.count[ITEM_QUALITY_RARE])
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{
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if (needSlash)
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out << "/";
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out << "|h|cff8080ff" << visitor.count[ITEM_QUALITY_RARE] << "|h|cffffffff";
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needSlash = true;
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}
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if (visitor.count[ITEM_QUALITY_UNCOMMON])
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{
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if (needSlash)
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out << "/";
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out << "|h|cff00ff00" << visitor.count[ITEM_QUALITY_UNCOMMON] << "|h|cffffffff";
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needSlash = true;
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}
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out << ")";
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return out.str();
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}
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