mod-playerbots/src/Ai/Base/Actions/TameAction.cpp
kadeshar 55c5d29e2d
Replace hardcoded bot texts (#2408)
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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
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->

Replaced hardcoded bot text with translationable.

Related with: #1295 


## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
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1. Invite bots
2. Check that text after "follow" and "stay" return texts "Following"
and "Staying"

## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



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



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



## AI Assistance
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AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
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Was AI assistance used while working on this change?
- - [ ] No
- - [x] Yes (**explain below**)
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Summary hardcoded text and checking that they already exists to reuse.

<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

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

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
2026-05-22 21:41:24 -07:00

538 lines
19 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 "TameAction.h"
#include <algorithm>
#include <cctype>
#include <random>
#include <set>
#include <sstream>
#include "DBCStructure.h"
#include "ObjectMgr.h"
#include "Pet.h"
#include "Player.h"
#include "PlayerbotAI.h"
#include "PlayerbotFactory.h"
#include "PlayerbotTextMgr.h"
#include "SpellMgr.h"
#include "WorldSession.h"
bool IsExoticPet(const CreatureTemplate* creature)
{
// Use the IsExotic() method from CreatureTemplate
return creature && creature->IsExotic();
}
bool HasBeastMastery(Player* bot)
{
// Beast Mastery talent aura ID for WotLK is 53270
return bot->HasAura(53270);
}
bool TameAction::Execute(Event event)
{
// Parse the user's input command into mode and value (e.g. "name wolf", "id 1234", etc.)
std::string param = event.getParam();
std::istringstream iss(param);
std::string mode, value;
iss >> mode;
std::getline(iss, value);
value.erase(0, value.find_first_not_of(" ")); // Remove leading spaces from value
bool found = false;
// Reset any previous pet name/id state
lastPetName = "";
lastPetId = 0;
// If the command is "family" with no value, list all available pet families
if (mode == "family" && value.empty())
{
std::set<std::string> normalFamilies;
std::set<std::string> exoticFamilies;
// Loop over all creature templates and collect tameable families
CreatureTemplateContainer const* creatures = sObjectMgr->GetCreatureTemplates();
for (auto itr = creatures->begin(); itr != creatures->end(); ++itr)
{
const CreatureTemplate& creature = itr->second;
if (!creature.IsTameable(true))
continue;
CreatureFamilyEntry const* familyEntry = sCreatureFamilyStore.LookupEntry(creature.family);
if (!familyEntry)
continue;
std::string familyName = familyEntry->Name[0];
if (familyName.empty())
continue;
if (creature.IsExotic())
exoticFamilies.insert(familyName);
else
normalFamilies.insert(familyName);
}
// Build the output message for the user
std::ostringstream oss;
oss << "Available pet families: ";
size_t count = 0;
for (auto const& name : normalFamilies)
{
if (count++ != 0)
oss << ", ";
oss << name;
}
if (!exoticFamilies.empty())
{
if (!normalFamilies.empty())
oss << " | ";
oss << "Exotic: ";
count = 0;
for (auto const& name : exoticFamilies)
{
if (count++ != 0)
oss << ", ";
oss << name;
}
}
botAI->TellError(oss.str());
return true;
}
// Handle "tame abandon" command to give up your current pet
if (mode == "abandon")
{
return AbandonPet();
}
// Try to process the command based on mode and value
if (mode == "name" && !value.empty())
{
found = SetPetByName(value);
}
else if (mode == "id" && !value.empty())
{
// Try to convert value to an integer and set pet by ID
try
{
uint32 id = std::stoul(value);
found = SetPetById(id);
}
catch (...)
{
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"tame_invalid_id_error", "Invalid tame id.", {}));
}
}
else if (mode == "family" && !value.empty())
{
found = SetPetByFamily(value);
}
else if (mode == "rename" && !value.empty())
{
found = RenamePet(value);
}
else
{
// Unrecognized command or missing argument; show usage
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"tame_usage_error",
"Usage: tame name <name> | tame id <id> | tame family <family> | tame rename <new name> | tame abandon",
{}));
return false;
}
// If the requested tame/rename failed, return failure
if (!found)
return false;
// For all non-rename commands, initialize the new pet and talents, then notify the master
if (mode != "rename")
{
Player* bot = botAI->GetBot();
PlayerbotFactory factory(bot, bot->GetLevel());
factory.InitPet();
factory.InitPetTalents();
if (!lastPetName.empty() && lastPetId != 0)
{
std::ostringstream oss;
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"tame_pet_changed",
"Pet changed to %name, ID: %id.",
{{"%name", lastPetName}, {"%id", std::to_string(lastPetId)}}));
}
else
{
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"tame_pet_changed_initialized", "Pet changed and initialized!", {}));
}
}
return true;
}
bool TameAction::SetPetByName(const std::string& name)
{
// Make a lowercase copy of the input name for case-insensitive comparison
std::string lowerName = name;
std::transform(lowerName.begin(), lowerName.end(), lowerName.begin(), ::tolower);
// Get the full list of creature templates from the object manager
CreatureTemplateContainer const* creatures = sObjectMgr->GetCreatureTemplates();
Player* bot = botAI->GetBot();
// Iterate through all creature templates
for (auto itr = creatures->begin(); itr != creatures->end(); ++itr)
{
const CreatureTemplate& creature = itr->second;
std::string creatureName = creature.Name;
// Convert creature's name to lowercase for comparison
std::transform(creatureName.begin(), creatureName.end(), creatureName.begin(), ::tolower);
// If the input name matches this creature's name
if (creatureName == lowerName)
{
// Skip if the creature isn't tameable at all
if (!creature.IsTameable(true))
continue;
// If the creature is exotic and the bot doesn't have Beast Mastery, show error and fail
if (IsExoticPet(&creature) && !HasBeastMastery(bot))
{
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"tame_exotic_requires_beast_mastery",
"I cannot use exotic pets unless I have the Beast Mastery talent.",
{}));
return false;
}
// Skip if the creature isn't tameable by this bot (respecting exotic pet rules)
if (!creature.IsTameable(bot->CanTameExoticPets()))
continue;
// Store the found pet's name and entry ID for later use/feedback
lastPetName = creature.Name;
lastPetId = creature.Entry;
// Create and set this pet for the bot
return CreateAndSetPet(creature.Entry);
}
}
// If no suitable pet found, show an error and return failure
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"tame_no_pet_by_name", "No tameable pet found with name: %name", {{"%name", name}}));
return false;
}
bool TameAction::SetPetById(uint32 id)
{
// Look up the creature template by its numeric entry/id
CreatureTemplate const* creature = sObjectMgr->GetCreatureTemplate(id);
Player* bot = botAI->GetBot();
// Proceed only if a valid creature was found
if (creature)
{
// Check if this creature is ever tameable (ignore bot's own restrictions for now)
if (!creature->IsTameable(true))
{
// If not tameable at all, show an error and fail
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"tame_no_pet_by_id", "No tameable pet found with id: %id", {{"%id", std::to_string(id)}}));
return false;
}
// If it's an exotic pet, make sure the bot has the Beast Mastery talent
if (IsExoticPet(creature) && !HasBeastMastery(bot))
{
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"tame_exotic_requires_beast_mastery",
"I cannot use exotic pets unless I have the Beast Mastery talent.",
{}));
return false;
}
// Check if the bot is actually allowed to tame this pet (honoring exotic pet rules)
if (!creature->IsTameable(bot->CanTameExoticPets()))
{
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"tame_no_pet_by_id", "No tameable pet found with id: %id", {{"%id", std::to_string(id)}}));
return false;
}
// Remember this pet's name and id for later feedback
lastPetName = creature->Name;
lastPetId = creature->Entry;
// Set and create the pet for the bot
return CreateAndSetPet(creature->Entry);
}
// If no valid creature was found by id, show an error
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"tame_no_pet_by_id", "No tameable pet found with id: %id", {{"%id", std::to_string(id)}}));
return false;
}
bool TameAction::SetPetByFamily(const std::string& family)
{
// Convert the input family name to lowercase for case-insensitive comparison
std::string lowerFamily = family;
std::transform(lowerFamily.begin(), lowerFamily.end(), lowerFamily.begin(), ::tolower);
// Get all creature templates from the object manager
CreatureTemplateContainer const* creatures = sObjectMgr->GetCreatureTemplates();
Player* bot = botAI->GetBot();
// Prepare a list of candidate creatures and track if any exotic pet is found
std::vector<const CreatureTemplate*> candidates;
bool foundExotic = false;
// Iterate through all creature templates
for (auto itr = creatures->begin(); itr != creatures->end(); ++itr)
{
const CreatureTemplate& creature = itr->second;
// Skip if this creature is never tameable
if (!creature.IsTameable(true))
continue;
// Look up the family entry for this creature
CreatureFamilyEntry const* familyEntry = sCreatureFamilyStore.LookupEntry(creature.family);
if (!familyEntry)
continue;
// Compare the family name in a case-insensitive way
std::string familyName = familyEntry->Name[0];
std::transform(familyName.begin(), familyName.end(), familyName.begin(), ::tolower);
if (familyName != lowerFamily)
continue;
// If the creature is exotic, check Beast Mastery talent requirements
if (IsExoticPet(&creature))
{
foundExotic = true;
if (!HasBeastMastery(bot))
continue;
}
// Only add as candidate if this bot is allowed to tame it (including exotic rules)
if (!creature.IsTameable(bot->CanTameExoticPets()))
continue;
candidates.push_back(&creature);
}
// If no candidates found, inform the user of the reason and return false
if (candidates.empty())
{
if (foundExotic && !HasBeastMastery(bot))
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"tame_exotic_requires_beast_mastery",
"I cannot use exotic pets unless I have the Beast Mastery talent.",
{}));
else
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"tame_no_pet_by_family", "No tameable pet found with family: %family", {{"%family", family}}));
return false;
}
// Randomly select one candidate from the list to tame
std::random_device rd;
std::mt19937 gen(rd());
std::uniform_int_distribution<> dis(0, candidates.size() - 1);
const CreatureTemplate* selected = candidates[dis(gen)];
// Save the selected pet's name and id for feedback
lastPetName = selected->Name;
lastPetId = selected->Entry;
// Attempt to create and set the new pet for the bot
return CreateAndSetPet(selected->Entry);
}
bool TameAction::RenamePet(const std::string& newName)
{
Player* bot = botAI->GetBot();
Pet* pet = bot->GetPet();
// Check if the bot currently has a pet
if (!pet)
{
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"tame_no_pet_to_rename", "You have no pet to rename.", {}));
return false;
}
// Validate the new name: must not be empty and max 12 characters
if (newName.empty() || newName.length() > 12)
{
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"tame_pet_name_length_error",
"Pet name must be between 1 and 12 alphabetic characters.",
{}));
return false;
}
// Ensure all characters in the new name are alphabetic
for (char c : newName)
{
if (!std::isalpha(static_cast<unsigned char>(c)))
{
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"tame_pet_name_alpha_error",
"Pet name must only contain alphabetic characters (A-Z, a-z).",
{}));
return false;
}
}
// Normalize the name: capitalize the first letter, lowercase the rest
std::string normalized = newName;
normalized[0] = std::toupper(normalized[0]);
for (size_t i = 1; i < normalized.size(); ++i)
normalized[i] = std::tolower(normalized[i]);
// Check if the new name is reserved or forbidden
if (sObjectMgr->IsReservedName(normalized))
{
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"tame_pet_name_forbidden_error",
"That pet name is forbidden. Please choose another name.",
{}));
return false;
}
// Set the pet's name and save it to the database
pet->SetName(normalized);
pet->SavePetToDB(PET_SAVE_AS_CURRENT);
bot->GetSession()->SendPetNameQuery(pet->GetGUID(), pet->GetEntry());
// Notify the master about the rename and give a tip to update the client name display
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"tame_pet_renamed", "Your pet has been renamed to %name!", {{"%name", normalized}}));
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"tame_pet_rename_refresh_hint",
"If you do not see the new name, please dismiss and recall your pet.",
{}));
// Remove the current pet and (re-)cast Call Pet spell if the bot is a hunter
bot->RemovePet(nullptr, PET_SAVE_AS_CURRENT, true);
if (bot->getClass() == CLASS_HUNTER && bot->HasSpell(883))
{
bot->CastSpell(bot, 883, true);
}
return true;
}
bool TameAction::CreateAndSetPet(uint32 creatureEntry)
{
Player* bot = botAI->GetBot();
// Ensure the player is a hunter and at least level 10 (required for pets)
if (bot->getClass() != CLASS_HUNTER || bot->GetLevel() < 10)
{
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"tame_only_hunters_level_10", "Only level 10+ hunters can have pets.", {}));
return false;
}
// Retrieve the creature template for the given entry (pet species info)
CreatureTemplate const* creature = sObjectMgr->GetCreatureTemplate(creatureEntry);
if (!creature)
{
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"tame_creature_template_not_found", "Creature template not found.", {}));
return false;
}
// If the bot already has a current pet or an unslotted pet, remove them to avoid conflicts
if (bot->GetPetStable() && bot->GetPetStable()->CurrentPet)
{
bot->RemovePet(nullptr, PET_SAVE_AS_CURRENT);
bot->RemovePet(nullptr, PET_SAVE_NOT_IN_SLOT);
}
if (bot->GetPetStable() && bot->GetPetStable()->GetUnslottedHunterPet())
{
bot->GetPetStable()->UnslottedPets.clear();
bot->RemovePet(nullptr, PET_SAVE_AS_CURRENT);
bot->RemovePet(nullptr, PET_SAVE_NOT_IN_SLOT);
}
// Create the new tamed pet from the specified creature entry
Pet* pet = bot->CreateTamedPetFrom(creatureEntry, 0);
if (!pet)
{
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"tame_create_pet_failed", "Failed to create pet.", {}));
return false;
}
// Set the pet's level to one below the bot's current level, then add to the map and set to full level
pet->SetUInt32Value(UNIT_FIELD_LEVEL, bot->GetLevel() - 1);
pet->GetMap()->AddToMap(pet->ToCreature());
pet->SetUInt32Value(UNIT_FIELD_LEVEL, bot->GetLevel());
// Set the pet as the bot's active minion
bot->SetMinion(pet, true);
// Initialize talents appropriate for the pet's level
pet->InitTalentForLevel();
// Save pet to the database as the current pet
pet->SavePetToDB(PET_SAVE_AS_CURRENT);
// Initialize available pet spells
bot->PetSpellInitialize();
// Further initialize pet stats to match the bot's level
pet->InitStatsForLevel(bot->GetLevel());
pet->SetLevel(bot->GetLevel());
// Set happiness and health of the pet to maximum values
pet->SetPower(POWER_HAPPINESS, pet->GetMaxPower(Powers(POWER_HAPPINESS)));
pet->SetHealth(pet->GetMaxHealth());
// Enable autocast for all active (not removed) non-passive spells the pet knows
for (PetSpellMap::const_iterator itr = pet->m_spells.begin(); itr != pet->m_spells.end(); ++itr)
{
if (itr->second.state == PETSPELL_REMOVED)
continue;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(itr->first);
if (!spellInfo)
continue;
if (spellInfo->IsPassive())
continue;
pet->ToggleAutocast(spellInfo, true);
}
return true;
}
bool TameAction::AbandonPet()
{
// Get the bot player and its current pet (if any)
Player* bot = botAI->GetBot();
Pet* pet = bot->GetPet();
// Check if the bot has a pet and that it is a hunter pet
if (pet && pet->getPetType() == HUNTER_PET)
{
// Remove the pet from the bot and mark it as deleted in the database
bot->RemovePet(pet, PET_SAVE_AS_DELETED);
// Inform the bot's master/player that the pet was abandoned
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"tame_pet_abandoned", "Your pet has been abandoned.", {}));
return true;
}
else
{
// If there is no hunter pet, show an error message
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"tame_no_hunter_pet_to_abandon", "You have no hunter pet to abandon.", {}));
return false;
}
}