mod-playerbots/src/Ai/Base/Trigger/PvpTriggers.cpp
Keleborn ccce14238e
Core Update, change to DeserterCheck and signature (#2354)
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DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
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## Pull Request Description
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Required change for
https://github.com/azerothcore/azerothcore-wotlk/pull/24641


## Feature Evaluation
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- Describe the **processing cost** when this logic executes across many
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## How to Test the Changes
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## Impact Assessment
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- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [ ] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



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



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



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- - [ ] Yes (**explain below**)
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update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
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## Final Checklist

- - [ ] Stability is not compromised.
- - [ ] Performance impact is understood, tested, and acceptable.
- - [ ] Added logic complexity is justified and explained.
- - [ ] Any new bot dialogue lines are translated.
- - [ ] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
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2026-05-03 07:16:34 -07:00

338 lines
10 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 "PvpTriggers.h"
#include "BattleGroundTactics.h"
#include "BattlegroundEY.h"
#include "BattlegroundMgr.h"
#include "BattlegroundWS.h"
#include "Playerbots.h"
#include "ServerFacade.h"
#include "BattlegroundAV.h"
#include "BattlegroundEY.h"
bool EnemyPlayerNear::IsActive() { return AI_VALUE(Unit*, "enemy player target"); }
bool PlayerHasNoFlag::IsActive()
{
if (botAI->GetBot()->InBattleground())
{
if (botAI->GetBot()->GetBattlegroundTypeId() == BattlegroundTypeId::BATTLEGROUND_WS)
{
BattlegroundWS* bg = (BattlegroundWS*)botAI->GetBot()->GetBattleground();
if (!(bg->GetFlagState(bg->GetOtherTeamId(bot->GetTeamId())) == BG_WS_FLAG_STATE_ON_PLAYER))
return true;
if (bot->GetGUID() == bg->GetFlagPickerGUID(TEAM_ALLIANCE) ||
bot->GetGUID() == bg->GetFlagPickerGUID(TEAM_HORDE))
{
return false;
}
return true;
}
return false;
}
return false;
}
bool PlayerIsInBattleground::IsActive() { return botAI->GetBot()->InBattleground(); }
bool BgWaitingTrigger::IsActive()
{
if (bot->InBattleground())
{
if (bot->GetBattleground() && bot->GetBattleground()->GetStatus() == STATUS_WAIT_JOIN)
return true;
}
return false;
}
bool BgActiveTrigger::IsActive()
{
if (bot->InBattleground())
{
if (bot->GetBattleground() && bot->GetBattleground()->GetStatus() == STATUS_IN_PROGRESS)
return true;
}
return false;
}
bool BgInviteActiveTrigger::IsActive()
{
if (bot->InBattleground() || !bot->InBattlegroundQueue())
{
return false;
}
for (uint8 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
{
BattlegroundQueueTypeId queueTypeId = bot->GetBattlegroundQueueTypeId(i);
if (queueTypeId == BATTLEGROUND_QUEUE_NONE)
continue;
BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(queueTypeId);
GroupQueueInfo ginfo;
if (bgQueue.GetPlayerGroupInfoData(bot->GetGUID(), &ginfo))
{
if (ginfo.IsInvitedToBGInstanceGUID && ginfo.RemoveInviteTime)
{
LOG_INFO("playerbots", "Bot {} <{}> ({} {}) : Invited to BG but not in BG",
bot->GetGUID().ToString().c_str(), bot->GetName(), bot->GetLevel(),
bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H");
return true;
}
}
}
return false;
}
bool InsideBGTrigger::IsActive() { return bot->InBattleground() && bot->GetBattleground(); }
bool PlayerIsInBattlegroundWithoutFlag::IsActive()
{
if (botAI->GetBot()->InBattleground())
{
if (botAI->GetBot()->GetBattlegroundTypeId() == BattlegroundTypeId::BATTLEGROUND_WS)
{
BattlegroundWS* bg = (BattlegroundWS*)botAI->GetBot()->GetBattleground();
if (!(bg->GetFlagState(bg->GetOtherTeamId(bot->GetTeamId())) == BG_WS_FLAG_STATE_ON_PLAYER))
return true;
if (bot->GetGUID() == bg->GetFlagPickerGUID(TEAM_ALLIANCE) ||
bot->GetGUID() == bg->GetFlagPickerGUID(TEAM_ALLIANCE))
{
return false;
}
}
return true;
}
return false;
}
bool PlayerHasFlag::IsActive()
{
return IsCapturingFlag(bot);
}
bool PlayerHasFlag::IsCapturingFlag(Player* bot)
{
if (bot->InBattleground())
{
if (bot->GetBattlegroundTypeId() == BATTLEGROUND_WS)
{
BattlegroundWS* bg = (BattlegroundWS*)bot->GetBattleground();
// bot is horde and has ally flag
if (bot->GetGUID() == bg->GetFlagPickerGUID(TEAM_ALLIANCE))
{
if (bg->GetFlagPickerGUID(TEAM_HORDE)) // enemy has flag too
{
if (GameObject* go = bg->GetBGObject(BG_WS_OBJECT_H_FLAG))
{
// only indicate capturing if signicant distance from own flag
// (otherwise allow bot to defend itself)
return bot->GetDistance(go) > 36.0f;
}
}
return true; // enemy doesnt have flag so we can cap immediately
}
// bot is ally and has horde flag
if (bot->GetGUID() == bg->GetFlagPickerGUID(TEAM_HORDE))
{
if (bg->GetFlagPickerGUID(TEAM_ALLIANCE)) // enemy has flag too
{
if (GameObject* go = bg->GetBGObject(BG_WS_OBJECT_A_FLAG))
{
// only indicate capturing if signicant distance from own flag
// (otherwise allow bot to defend itself)
return bot->GetDistance(go) > 36.0f;
}
}
return true; // enemy doesnt have flag so we can cap immediately
}
return false; // bot doesn't have flag
}
if (bot->GetBattlegroundTypeId() == BATTLEGROUND_EY)
{
BattlegroundEY* bg = (BattlegroundEY*)bot->GetBattleground();
// Check if bot has the flag
if (bot->GetGUID() == bg->GetFlagPickerGUID())
{
// Count how many bases the bot's team owns
uint32 controlledBases = 0;
for (uint8 point = 0; point < EY_POINTS_MAX; ++point)
{
if (bg->GetCapturePointInfo(point)._ownerTeamId == bot->GetTeamId())
controlledBases++;
}
// If no bases are controlled, bot should go aggressive
if (controlledBases == 0)
return false; // bot has flag but no place to take it
// Otherwise, return false and stay defensive / move to base
return bot->GetGUID() == bg->GetFlagPickerGUID();
}
}
return false;
}
return false;
}
bool TeamHasFlag::IsActive()
{
if (!botAI->GetBot()->InBattleground())
return false;
if (botAI->GetBot()->GetBattlegroundTypeId() != BattlegroundTypeId::BATTLEGROUND_WS)
return false;
BattlegroundWS* bg = (BattlegroundWS*)botAI->GetBot()->GetBattleground();
ObjectGuid botGuid = bot->GetGUID();
TeamId teamId = bot->GetTeamId();
TeamId enemyTeamId = bg->GetOtherTeamId(teamId);
// If the bot is carrying any flag, don't activate
if (botGuid == bg->GetFlagPickerGUID(TEAM_ALLIANCE) || botGuid == bg->GetFlagPickerGUID(TEAM_HORDE))
return false;
// Check: Own team has enemy flag, enemy team does NOT have your flag
bool ownTeamHasFlag = bg->GetFlagState(enemyTeamId) == BG_WS_FLAG_STATE_ON_PLAYER;
bool enemyTeamHasFlag = bg->GetFlagState(teamId) == BG_WS_FLAG_STATE_ON_PLAYER;
return ownTeamHasFlag && !enemyTeamHasFlag;
}
bool EnemyTeamHasFlag::IsActive()
{
if (botAI->GetBot()->InBattleground())
{
if (botAI->GetBot()->GetBattlegroundTypeId() == BattlegroundTypeId::BATTLEGROUND_WS)
{
BattlegroundWS* bg = (BattlegroundWS*)botAI->GetBot()->GetBattleground();
if (bot->GetTeamId() == TEAM_HORDE)
{
if (!bg->GetFlagPickerGUID(TEAM_HORDE).IsEmpty())
return true;
}
else
{
if (!bg->GetFlagPickerGUID(TEAM_ALLIANCE).IsEmpty())
return true;
}
}
return false;
}
return false;
}
bool EnemyFlagCarrierNear::IsActive()
{
Unit* carrier = AI_VALUE(Unit*, "enemy flag carrier");
if (!carrier || !ServerFacade::instance().IsDistanceLessOrEqualThan(ServerFacade::instance().GetDistance2d(bot, carrier), 100.f))
return false;
// Check if there is another enemy player target closer than the FC
Unit* nearbyEnemy = AI_VALUE(Unit*, "enemy player target");
if (nearbyEnemy)
{
float distToFC = ServerFacade::instance().GetDistance2d(bot, carrier);
float distToEnemy = ServerFacade::instance().GetDistance2d(bot, nearbyEnemy);
// If the other enemy is significantly closer, don't pursue FC
if (distToEnemy + 15.0f < distToFC) // Add small buffer
return false;
}
return true;
}
bool TeamFlagCarrierNear::IsActive()
{
if (bot->GetBattlegroundTypeId() == BATTLEGROUND_WS)
{
BattlegroundWS* bg = dynamic_cast<BattlegroundWS*>(bot->GetBattleground());
if (bg)
{
bool bothFlagsNotAtBase =
bg->GetFlagState(TEAM_ALLIANCE) != BG_WS_FLAG_STATE_ON_BASE &&
bg->GetFlagState(TEAM_HORDE) != BG_WS_FLAG_STATE_ON_BASE;
if (bothFlagsNotAtBase)
return false;
}
}
Unit* carrier = AI_VALUE(Unit*, "team flag carrier");
return carrier && ServerFacade::instance().IsDistanceLessOrEqualThan(ServerFacade::instance().GetDistance2d(bot, carrier), 200.f);
}
bool PlayerWantsInBattlegroundTrigger::IsActive()
{
if (bot->InBattleground())
return false;
if (bot->GetBattleground() && bot->GetBattleground()->GetStatus() == STATUS_WAIT_JOIN)
return false;
if (bot->GetBattleground() && bot->GetBattleground()->GetStatus() == STATUS_IN_PROGRESS)
return false;
if (bot->IsDeserter())
return false;
return true;
}
bool VehicleNearTrigger::IsActive()
{
GuidVector npcs = AI_VALUE(GuidVector, "nearest vehicles");
return npcs.size();
}
bool InVehicleTrigger::IsActive() { return botAI->IsInVehicle(); }
bool AllianceNoSnowfallGY::IsActive()
{
if (!bot || bot->GetTeamId() != TEAM_ALLIANCE)
return false;
Battleground* bg = bot->GetBattleground();
if (bg && BGTactics::GetBotStrategyForTeam(bg, TEAM_ALLIANCE) != AV_STRATEGY_BALANCED)
return false;
float botX = bot->GetPositionX();
if (botX <= -562.0f)
return false;
if (bot->GetBattlegroundTypeId() != BATTLEGROUND_AV)
return false;
if (BattlegroundAV* av = dynamic_cast<BattlegroundAV*>(bg))
{
const BG_AV_NodeInfo& snowfall = av->GetAVNodeInfo(BG_AV_NODES_SNOWFALL_GRAVE);
return snowfall.OwnerId != TEAM_ALLIANCE; // Active if the Snowfall Graveyard is NOT fully controlled by the Alliance
}
return false;
}