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https://github.com/liyunfan1223/mod-playerbots.git
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# Pull Request
This is the first in a series of PRs intended to eliminate warnings in
the module. The design intent is to eliminate the calling event when not
needed in the body of the function. Based off of SmashingQuasars work.
---
## 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
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>
227 lines
6.7 KiB
C++
227 lines
6.7 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 "GenericActions.h"
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#include "PlayerbotAI.h"
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#include "Player.h"
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#include "Pet.h"
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#include "PlayerbotAIConfig.h"
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#include "CreatureAI.h"
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#include "Playerbots.h"
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#include "CharmInfo.h"
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#include "SpellMgr.h"
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#include "SpellInfo.h"
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#include <vector>
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#include <algorithm>
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enum PetSpells
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{
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PET_PROWL_1 = 24450,
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PET_PROWL_2 = 24452,
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PET_PROWL_3 = 24453,
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PET_COWER = 1742,
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PET_LEAP = 47482,
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PET_SPELL_LOCK_1 = 19244,
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PET_SPELL_LOCK_2 = 19647,
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PET_DEVOUR_MAGIC_1 = 19505,
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PET_DEVOUR_MAGIC_2 = 19731,
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PET_DEVOUR_MAGIC_3 = 19734,
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PET_DEVOUR_MAGIC_4 = 19736,
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PET_DEVOUR_MAGIC_5 = 27276,
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PET_DEVOUR_MAGIC_6 = 27277,
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PET_DEVOUR_MAGIC_7 = 48011,
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PET_SPIRIT_WOLF_LEAP = 58867
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};
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static std::vector<uint32> disabledPetSpells = {
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PET_PROWL_1, PET_PROWL_2, PET_PROWL_3,
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PET_COWER, PET_LEAP,
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PET_SPELL_LOCK_1, PET_SPELL_LOCK_2,
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PET_DEVOUR_MAGIC_1, PET_DEVOUR_MAGIC_2, PET_DEVOUR_MAGIC_3,
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PET_DEVOUR_MAGIC_4, PET_DEVOUR_MAGIC_5, PET_DEVOUR_MAGIC_6, PET_DEVOUR_MAGIC_7, PET_SPIRIT_WOLF_LEAP
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};
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bool MeleeAction::isUseful()
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{
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// do not allow if can't attack from vehicle
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if (botAI->IsInVehicle() && !botAI->IsInVehicle(false, false, true))
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return false;
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return true;
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}
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bool TogglePetSpellAutoCastAction::Execute(Event /*event*/)
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{
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Pet* pet = bot->GetPet();
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if (!pet)
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{
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return false;
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}
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// hack on high level spell after low level initialization
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std::vector<unsigned int> shouldRemove;
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for (unsigned int& m_autospell : pet->m_autospells)
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{
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if (!pet->HasSpell(m_autospell))
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{
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shouldRemove.push_back(m_autospell);
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}
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}
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for (unsigned int spellId : shouldRemove)
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{
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auto autospellItr = std::find(pet->m_autospells.begin(), pet->m_autospells.end(), spellId);
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if (autospellItr != pet->m_autospells.end())
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pet->m_autospells.erase(autospellItr);
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}
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bool toggled = false;
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for (PetSpellMap::const_iterator itr = pet->m_spells.begin(); itr != pet->m_spells.end(); ++itr)
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{
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if (itr->second.state == PETSPELL_REMOVED)
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continue;
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uint32 spellId = itr->first;
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const SpellInfo* spellInfo = sSpellMgr->GetSpellInfo(spellId);
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if (!spellInfo->IsAutocastable())
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continue;
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bool shouldApply = true;
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for (uint32 disabledSpell : disabledPetSpells)
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{
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if (spellId == disabledSpell)
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{
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shouldApply = false;
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break;
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}
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}
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bool isAutoCast = false;
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for (unsigned int& m_autospell : pet->m_autospells)
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{
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if (m_autospell == spellId)
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{
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isAutoCast = true;
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break;
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}
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}
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if (shouldApply != isAutoCast)
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{
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pet->ToggleAutocast(spellInfo, shouldApply);
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toggled = true;
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}
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}
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// Debug message if pet spells have been toggled and debug is enabled
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if (toggled && sPlayerbotAIConfig.petChatCommandDebug == 1)
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botAI->TellMaster("Pet autocast spells have been toggled.");
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return toggled;
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}
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bool PetAttackAction::Execute(Event /*event*/)
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{
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Guardian* pet = bot->GetGuardianPet();
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if (!pet)
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return false;
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// Do not attack if the pet's stance is set to "passive".
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if (pet->GetReactState() == REACT_PASSIVE)
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return false;
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Unit* target = AI_VALUE(Unit*, "current target");
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if (!target)
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return false;
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if (!bot->IsValidAttackTarget(target))
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return false;
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// This section has been commented because it was overriding the
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// pet's stance to "passive" every time the attack action was executed.
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// pet->SetReactState(REACT_PASSIVE);
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pet->ClearUnitState(UNIT_STATE_FOLLOW);
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pet->AttackStop();
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pet->SetTarget(target->GetGUID());
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pet->GetCharmInfo()->SetIsCommandAttack(true);
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pet->GetCharmInfo()->SetIsAtStay(false);
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pet->GetCharmInfo()->SetIsFollowing(false);
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pet->GetCharmInfo()->SetIsCommandFollow(false);
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pet->GetCharmInfo()->SetIsReturning(false);
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pet->ToCreature()->AI()->AttackStart(target);
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return true;
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}
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bool SetPetStanceAction::Execute(Event /*event*/)
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{
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// Prepare a list to hold all controlled pet and guardian creatures
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std::vector<Creature*> targets;
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// Add the bot's main pet (if it exists) to the target list
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Pet* pet = bot->GetPet();
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if (pet)
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targets.push_back(pet);
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// Loop through all units controlled by the bot (could be pets, guardians, etc.)
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for (Unit::ControlSet::const_iterator itr = bot->m_Controlled.begin(); itr != bot->m_Controlled.end(); ++itr)
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{
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// Only add creatures (skip players, vehicles, etc.)
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Creature* creature = dynamic_cast<Creature*>(*itr);
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if (!creature)
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continue;
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// Avoid adding the main pet twice
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if (pet && creature == pet)
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continue;
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targets.push_back(creature);
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}
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// If there are no controlled pets or guardians, notify the player and exit
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if (targets.empty())
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{
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botAI->TellError("You have no pet or guardian pet.");
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return false;
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}
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// Get the default pet stance from the configuration
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int32 stance = sPlayerbotAIConfig.defaultPetStance;
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ReactStates react = REACT_DEFENSIVE;
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std::string stanceText = "defensive (from config, fallback)";
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// Map the config stance integer to a ReactStates value and a message
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switch (stance)
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{
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case 0:
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react = REACT_PASSIVE;
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stanceText = "passive (from config)";
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break;
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case 1:
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react = REACT_DEFENSIVE;
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stanceText = "defensive (from config)";
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break;
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case 2:
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react = REACT_AGGRESSIVE;
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stanceText = "aggressive (from config)";
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break;
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default:
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react = REACT_DEFENSIVE;
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stanceText = "defensive (from config, fallback)";
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break;
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}
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// Apply the stance to all target creatures (pets/guardians)
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for (Creature* target : targets)
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{
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target->SetReactState(react);
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CharmInfo* charmInfo = target->GetCharmInfo();
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// If the creature has a CharmInfo, set the player-visible stance as well
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if (charmInfo)
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charmInfo->SetPlayerReactState(react);
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}
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// If debug is enabled in config, inform the master of the new stance
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if (sPlayerbotAIConfig.petChatCommandDebug == 1)
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botAI->TellMaster("Pet stance set to " + stanceText + " (applied to all pets/guardians).");
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return true;
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}
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