Keleborn 714bb6bca3
Shorten paths (#2396)
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DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
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Every action and decision executes PER BOT AND PER TRIGGER. Small
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## Pull Request Description
<!-- Describe what this change does and why it is needed -->
This is designed to significantly shorten the overall path while
maintaining the more detailed structure. I tried to follow the principle
of removing any folder that had 1 or 2 files in it, shortenining
dungeon/raid names to acronyms, and removing instances when the base
name was in the file name (Like Raid) etc.


## Feature Evaluation
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## Impact Assessment
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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**)



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Plan and execute

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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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2026-05-31 18:38:01 +02:00

429 lines
13 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.
*/
#ifndef _PLAYERBOT_PALADINACTIONS_H
#define _PLAYERBOT_PALADINACTIONS_H
#include "AiObject.h"
#include "GenericSpellActions.h"
// seals
BUFF_ACTION(CastSealOfRighteousnessAction, "seal of righteousness");
BUFF_ACTION(CastSealOfJusticeAction, "seal of justice");
BUFF_ACTION(CastSealOfLightAction, "seal of light");
BUFF_ACTION(CastSealOfWisdomAction, "seal of wisdom");
BUFF_ACTION(CastSealOfCommandAction, "seal of command");
BUFF_ACTION(CastSealOfVengeanceAction, "seal of vengeance");
BUFF_ACTION(CastSealOfCorruptionAction, "seal of corruption");
// judgements
SPELL_ACTION(CastJudgementAction, "judgement");
SPELL_ACTION(CastJudgementOfLightAction, "judgement of light");
SPELL_ACTION(CastJudgementOfWisdomAction, "judgement of wisdom");
SPELL_ACTION(CastJudgementOfJusticeAction, "judgement of justice");
// auras
BUFF_ACTION(CastDevotionAuraAction, "devotion aura");
BUFF_ACTION(CastRetributionAuraAction, "retribution aura");
BUFF_ACTION(CastConcentrationAuraAction, "concentration aura");
BUFF_ACTION(CastShadowResistanceAuraAction, "shadow resistance aura");
BUFF_ACTION(CastFrostResistanceAuraAction, "frost resistance aura");
BUFF_ACTION(CastFireResistanceAuraAction, "fire resistance aura");
BUFF_ACTION(CastCrusaderAuraAction, "crusader aura");
BUFF_ACTION(CastSanctityAuraAction, "sanctity aura");
SPELL_ACTION(CastHolyShockAction, "holy shock");
// consecration
MELEE_ACTION(CastConsecrationAction, "consecration");
// repentance
SNARE_ACTION(CastRepentanceSnareAction, "repentance");
DEBUFF_ACTION(CastRepentanceAction, "repentance");
ENEMY_HEALER_ACTION(CastRepentanceOnHealerAction, "repentance");
// hamme of wrath
SPELL_ACTION(CastHammerOfWrathAction, "hammer of wrath");
// buffs
BUFF_ACTION(CastDivineFavorAction, "divine favor");
// blessings
// fury
BUFF_ACTION(CastRighteousFuryAction, "righteous fury");
class CastDivineStormAction : public CastMeleeSpellAction
{
public:
CastDivineStormAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "divine storm") {}
};
class CastCrusaderStrikeAction : public CastMeleeSpellAction
{
public:
CastCrusaderStrikeAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "crusader strike") {}
};
class CastSealSpellAction : public CastBuffSpellAction
{
public:
CastSealSpellAction(PlayerbotAI* botAI, std::string const name) : CastBuffSpellAction(botAI, name) {}
bool isUseful() override;
};
class CastBlessingOfMightAction : public CastBuffSpellAction
{
public:
CastBlessingOfMightAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "blessing of might") {}
bool Execute(Event event) override;
};
class CastBlessingOfMightOnPartyAction : public BuffOnPartyAction
{
public:
CastBlessingOfMightOnPartyAction(PlayerbotAI* botAI) : BuffOnPartyAction(botAI, "blessing of might") {}
std::string const getName() override { return "blessing of might on party"; }
Unit* GetTarget() override;
Value<Unit*>* GetTargetValue() override;
bool Execute(Event event) override;
};
class CastBlessingOfWisdomAction : public CastBuffSpellAction
{
public:
CastBlessingOfWisdomAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "blessing of wisdom") {}
bool Execute(Event event) override;
};
class CastBlessingOfWisdomOnPartyAction : public BuffOnPartyAction
{
public:
CastBlessingOfWisdomOnPartyAction(PlayerbotAI* botAI) : BuffOnPartyAction(botAI, "blessing of wisdom") {}
std::string const getName() override { return "blessing of wisdom on party"; }
Unit* GetTarget() override;
Value<Unit*>* GetTargetValue() override;
bool Execute(Event event) override;
};
class CastBlessingOfKingsAction : public CastBuffSpellAction
{
public:
CastBlessingOfKingsAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "blessing of kings") {}
};
class CastBlessingOfKingsOnPartyAction : public BuffOnPartyAction
{
public:
CastBlessingOfKingsOnPartyAction(PlayerbotAI* botAI) : BuffOnPartyAction(botAI, "blessing of kings") {}
std::string const getName() override { return "blessing of kings on party"; }
Unit* GetTarget() override;
Value<Unit*>* GetTargetValue() override; // added for Sanctuary priority
bool Execute(Event event) override; // added for 2 paladins logic
};
class CastBlessingOfSanctuaryAction : public CastBuffSpellAction
{
public:
CastBlessingOfSanctuaryAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "blessing of sanctuary") {}
};
class CastBlessingOfSanctuaryOnPartyAction : public BuffOnPartyAction
{
public:
CastBlessingOfSanctuaryOnPartyAction(PlayerbotAI* botAI) : BuffOnPartyAction(botAI, "blessing of sanctuary") {}
std::string const getName() override { return "blessing of sanctuary on party"; }
Unit* GetTarget() override;
Value<Unit*>* GetTargetValue() override;
bool Execute(Event event) override;
};
class CastHolyLightAction : public CastHealingSpellAction
{
public:
CastHolyLightAction(PlayerbotAI* botAI) : CastHealingSpellAction(botAI, "holy light") {}
};
class CastHolyShockOnPartyAction : public HealPartyMemberAction
{
public:
CastHolyShockOnPartyAction(PlayerbotAI* botAI)
: HealPartyMemberAction(botAI, "holy shock", 25.0f, HealingManaEfficiency::LOW) {}
};
class CastHolyLightOnPartyAction : public HealPartyMemberAction
{
public:
CastHolyLightOnPartyAction(PlayerbotAI* botAI)
: HealPartyMemberAction(botAI, "holy light", 50.0f, HealingManaEfficiency::MEDIUM) {}
};
class CastFlashOfLightAction : public CastHealingSpellAction
{
public:
CastFlashOfLightAction(PlayerbotAI* botAI) : CastHealingSpellAction(botAI, "flash of light") {}
};
class CastFlashOfLightOnPartyAction : public HealPartyMemberAction
{
public:
CastFlashOfLightOnPartyAction(PlayerbotAI* botAI)
: HealPartyMemberAction(botAI, "flash of light", 15.0f, HealingManaEfficiency::HIGH) {}
};
class CastLayOnHandsAction : public CastHealingSpellAction
{
public:
CastLayOnHandsAction(PlayerbotAI* botAI) : CastHealingSpellAction(botAI, "lay on hands") {}
};
class CastLayOnHandsOnPartyAction : public HealPartyMemberAction
{
public:
CastLayOnHandsOnPartyAction(PlayerbotAI* botAI) : HealPartyMemberAction(botAI, "lay on hands") {}
};
class CastDivineProtectionAction : public CastBuffSpellAction
{
public:
CastDivineProtectionAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "divine protection") {}
};
class CastDivineProtectionOnPartyAction : public HealPartyMemberAction
{
public:
CastDivineProtectionOnPartyAction(PlayerbotAI* botAI) : HealPartyMemberAction(botAI, "divine protection") {}
std::string const getName() override { return "divine protection on party"; }
};
class CastDivineShieldAction : public CastBuffSpellAction
{
public:
CastDivineShieldAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "divine shield") {}
};
class CastHolyWrathAction : public CastMeleeSpellAction
{
public:
CastHolyWrathAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "holy wrath") {}
};
class CastHammerOfJusticeAction : public CastMeleeSpellAction
{
public:
CastHammerOfJusticeAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "hammer of justice") {}
};
class CastHammerOfTheRighteousAction : public CastMeleeSpellAction
{
public:
CastHammerOfTheRighteousAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "hammer of the righteous") {}
};
class CastPurifyPoisonAction : public CastCureSpellAction
{
public:
CastPurifyPoisonAction(PlayerbotAI* botAI) : CastCureSpellAction(botAI, "purify") {}
};
class CastPurifyDiseaseAction : public CastCureSpellAction
{
public:
CastPurifyDiseaseAction(PlayerbotAI* botAI) : CastCureSpellAction(botAI, "purify") {}
};
class CastPurifyPoisonOnPartyAction : public CurePartyMemberAction
{
public:
CastPurifyPoisonOnPartyAction(PlayerbotAI* botAI) : CurePartyMemberAction(botAI, "purify", DISPEL_POISON) {}
std::string const getName() override { return "purify poison on party"; }
};
class CastPurifyDiseaseOnPartyAction : public CurePartyMemberAction
{
public:
CastPurifyDiseaseOnPartyAction(PlayerbotAI* botAI) : CurePartyMemberAction(botAI, "purify", DISPEL_DISEASE) {}
std::string const getName() override { return "purify disease on party"; }
};
class CastHandOfReckoningAction : public CastSpellAction
{
public:
CastHandOfReckoningAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "hand of reckoning") {}
};
class CastRighteousDefenseAction : public CastSpellAction
{
public:
CastRighteousDefenseAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "righteous defense") {}
virtual Unit* GetTarget() override;
};
class CastCleansePoisonAction : public CastCureSpellAction
{
public:
CastCleansePoisonAction(PlayerbotAI* botAI) : CastCureSpellAction(botAI, "cleanse") {}
};
class CastCleanseDiseaseAction : public CastCureSpellAction
{
public:
CastCleanseDiseaseAction(PlayerbotAI* botAI) : CastCureSpellAction(botAI, "cleanse") {}
};
class CastCleanseMagicAction : public CastCureSpellAction
{
public:
CastCleanseMagicAction(PlayerbotAI* botAI) : CastCureSpellAction(botAI, "cleanse") {}
};
class CastCleansePoisonOnPartyAction : public CurePartyMemberAction
{
public:
CastCleansePoisonOnPartyAction(PlayerbotAI* botAI) : CurePartyMemberAction(botAI, "cleanse", DISPEL_POISON) {}
std::string const getName() override { return "cleanse poison on party"; }
};
class CastCleanseDiseaseOnPartyAction : public CurePartyMemberAction
{
public:
CastCleanseDiseaseOnPartyAction(PlayerbotAI* botAI) : CurePartyMemberAction(botAI, "cleanse", DISPEL_DISEASE) {}
std::string const getName() override { return "cleanse disease on party"; }
};
class CastCleanseMagicOnPartyAction : public CurePartyMemberAction
{
public:
CastCleanseMagicOnPartyAction(PlayerbotAI* botAI) : CurePartyMemberAction(botAI, "cleanse", DISPEL_MAGIC) {}
std::string const getName() override { return "cleanse magic on party"; }
};
BEGIN_SPELL_ACTION(CastAvengersShieldAction, "avenger's shield")
END_SPELL_ACTION()
BEGIN_SPELL_ACTION(CastExorcismAction, "exorcism")
END_SPELL_ACTION()
class CastHolyShieldAction : public CastBuffSpellAction
{
public:
CastHolyShieldAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "holy shield") {}
};
class CastRedemptionAction : public ResurrectPartyMemberAction
{
public:
CastRedemptionAction(PlayerbotAI* botAI) : ResurrectPartyMemberAction(botAI, "redemption") {}
};
class CastHammerOfJusticeOnEnemyHealerAction : public CastSpellOnEnemyHealerAction
{
public:
CastHammerOfJusticeOnEnemyHealerAction(PlayerbotAI* botAI)
: CastSpellOnEnemyHealerAction(botAI, "hammer of justice") {}
};
class CastHammerOfJusticeSnareAction : public CastSnareSpellAction
{
public:
CastHammerOfJusticeSnareAction(PlayerbotAI* botAI) : CastSnareSpellAction(botAI, "hammer of justice") {}
};
class CastSenseUndeadAction : public CastBuffSpellAction
{
public:
CastSenseUndeadAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "sense undead") {}
};
class CastTurnUndeadAction : public CastBuffSpellAction
{
public:
CastTurnUndeadAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "turn undead") {}
Value<Unit*>* GetTargetValue() override;
};
class CastHandOfFreedomOnPartyAction : public CastBuffSpellAction, public PartyMemberActionNameSupport
{
public:
CastHandOfFreedomOnPartyAction(PlayerbotAI* botAI)
: CastBuffSpellAction(botAI, "hand of freedom"), PartyMemberActionNameSupport("hand of freedom") {}
Unit* GetTarget() override;
Value<Unit*>* GetTargetValue() override;
std::string const GetTargetName() override { return "party member snared target"; }
std::string const getName() override { return PartyMemberActionNameSupport::getName(); }
bool isUseful() override;
};
PROTECT_ACTION(CastBlessingOfProtectionProtectAction, "blessing of protection");
class CastDivinePleaAction : public CastBuffSpellAction
{
public:
CastDivinePleaAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "divine plea") {}
};
class ShieldOfRighteousnessAction : public CastMeleeSpellAction
{
public:
ShieldOfRighteousnessAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "shield of righteousness") {}
};
class CastBeaconOfLightOnMainTankAction : public BuffOnMainTankAction
{
public:
CastBeaconOfLightOnMainTankAction(PlayerbotAI* botAI) : BuffOnMainTankAction(botAI, "beacon of light", true) {}
};
class CastSacredShieldOnMainTankAction : public BuffOnMainTankAction
{
public:
CastSacredShieldOnMainTankAction(PlayerbotAI* botAI) : BuffOnMainTankAction(botAI, "sacred shield", false) {}
};
class CastAvengingWrathAction : public CastBuffSpellAction
{
public:
CastAvengingWrathAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "avenging wrath") {}
};
class CastDivineIlluminationAction : public CastBuffSpellAction
{
public:
CastDivineIlluminationAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "divine illumination") {}
};
class CastDivineSacrificeAction : public CastBuffSpellAction
{
public:
CastDivineSacrificeAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "divine sacrifice") {}
bool isUseful() override;
};
class CastCancelDivineSacrificeAction : public Action
{
public:
CastCancelDivineSacrificeAction(PlayerbotAI* botAI) : Action(botAI, "cancel divine sacrifice") {}
bool Execute(Event event) override;
bool isUseful() override;
};
#endif