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<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.
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 -->
No functional changes in this PR--just cleaning up a bunch of unused
code.
Engine::CreateActionNode creates an empty node when one is not supplied
by an ActionNodeFactory. That means that all ActionNodes in class
strategies that are empty (no prerequisite, alternative, or
continuation) are unnecessary. I've already deleted some in past PRs.
This one gets rid of all that remains.
I also deleted DeathKnightBuffStrategyFactoryInternal, which provides
the "bdps" strategy for DKs, which is not associated with any actions.
It's just a dead factory and inoperative strategy.
## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->
<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.
## 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.
-->
## 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
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [ ] No
- - [x] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->
I had GPT-5.4 run a check for any empty ActionNodes that I missed after
I was done, and it caught a few.
<!--
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.
-->
170 lines
6.6 KiB
C++
170 lines
6.6 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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#ifndef _PLAYERBOT_GENERICPALADINSTRATEGYACTIONNODEFACTORY_H
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#define _PLAYERBOT_GENERICPALADINSTRATEGYACTIONNODEFACTORY_H
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#include "Action.h"
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#include "NamedObjectContext.h"
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class PlayerbotAI;
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class GenericPaladinStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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GenericPaladinStrategyActionNodeFactory()
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{
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creators["cleanse poison"] = &cleanse_poison;
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creators["cleanse disease"] = &cleanse_disease;
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creators["cleanse poison on party"] = &cleanse_poison_on_party;
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creators["cleanse disease on party"] = &cleanse_disease_on_party;
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creators["seal of corruption"] = &seal_of_corruption;
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creators["seal of vengeance"] = &seal_of_vengeance;
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creators["seal of command"] = &seal_of_command;
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creators["seal of wisdom"] = &seal_of_wisdom;
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creators["seal of justice"] = &seal_of_justice;
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creators["hand of reckoning"] = &hand_of_reckoning;
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creators["judgement of wisdom"] = &judgement_of_wisdom;
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creators["divine shield"] = &divine_shield;
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creators["flash of light"] = &flash_of_light;
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creators["flash of light on party"] = &flash_of_light_on_party;
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creators["retribution aura"] = &retribution_aura;
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creators["taunt spell"] = &hand_of_reckoning;
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creators["righteous defense"] = &righteous_defense;
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creators["avenger's shield"] = &avengers_shield;
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creators["divine sacrifice"] = &divine_sacrifice;
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}
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private:
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static ActionNode* retribution_aura(PlayerbotAI* /* ai */)
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{
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return new ActionNode("retribution aura",
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/*P*/ {},
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/*A*/ { NextAction("devotion aura") },
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/*C*/ {});
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}
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static ActionNode* cleanse_poison(PlayerbotAI* /* ai */)
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{
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return new ActionNode("cleanse poison",
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/*P*/ {},
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/*A*/ { NextAction("purify poison") },
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/*C*/ {});
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}
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static ActionNode* cleanse_disease(PlayerbotAI* /* ai */)
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{
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return new ActionNode("cleanse disease",
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/*P*/ {},
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/*A*/ { NextAction("purify disease") },
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/*C*/ {});
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}
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static ActionNode* cleanse_poison_on_party(PlayerbotAI* /* ai */)
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{
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return new ActionNode("cleanse poison on party",
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/*P*/ {},
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/*A*/ { NextAction("purify poison on party") },
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/*C*/ {});
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}
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static ActionNode* cleanse_disease_on_party(PlayerbotAI* /* ai */)
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{
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return new ActionNode("cleanse disease on party",
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/*P*/ {},
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/*A*/ { NextAction("purify disease on party") },
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/*C*/ {});
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}
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static ActionNode* seal_of_corruption(PlayerbotAI* /* ai */)
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{
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return new ActionNode("seal of corruption",
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/*P*/ {},
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/*A*/ { NextAction("seal of vengeance") },
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/*C*/ {});
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}
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static ActionNode* seal_of_vengeance(PlayerbotAI* /* ai */)
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{
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return new ActionNode("seal of vengeance",
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/*P*/ {},
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/*A*/ { NextAction("seal of command") },
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/*C*/ {});
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}
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static ActionNode* seal_of_command(PlayerbotAI* /* ai */)
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{
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return new ActionNode("seal of command",
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/*P*/ {},
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/*A*/ { NextAction("seal of righteousness") },
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/*C*/ {});
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}
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static ActionNode* seal_of_wisdom(PlayerbotAI* /* ai */)
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{
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return new ActionNode ("seal of wisdom",
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/*P*/ {},
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/*A*/ { NextAction("seal of corruption") },
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/*C*/ {});
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}
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static ActionNode* seal_of_justice(PlayerbotAI* /* ai */)
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{
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return new ActionNode("seal of justice",
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/*P*/ {},
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/*A*/ { NextAction("seal of corruption") },
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/*C*/ {});
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}
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static ActionNode* hand_of_reckoning(PlayerbotAI* /* ai */)
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{
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return new ActionNode("hand of reckoning",
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/*P*/ {},
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/*A*/ { NextAction("righteous defense") },
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/*C*/ {});
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}
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static ActionNode* righteous_defense(PlayerbotAI* /* ai */)
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{
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return new ActionNode("righteous defense",
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/*P*/ {},
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/*A*/ { NextAction("avenger's shield") },
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/*C*/ {});
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}
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static ActionNode* avengers_shield(PlayerbotAI* /* ai */)
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{
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return new ActionNode("avenger's shield",
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/*P*/ {},
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/*A*/ { NextAction("judgement of wisdom") },
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/*C*/ {});
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}
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static ActionNode* divine_sacrifice(PlayerbotAI* /* ai */)
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{
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return new ActionNode("divine sacrifice",
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/*P*/ {},
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/*A*/ {},
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/*C*/ { NextAction("cancel divine sacrifice") });
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}
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static ActionNode* judgement_of_wisdom(PlayerbotAI* /* ai */)
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{
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return new ActionNode("judgement of wisdom",
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/*P*/ {},
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/*A*/ { NextAction("judgement of light") },
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/*C*/ {});
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}
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static ActionNode* divine_shield(PlayerbotAI* /* ai */)
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{
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return new ActionNode("divine shield",
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/*P*/ {},
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/*A*/ { NextAction("divine protection") },
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/*C*/ {});
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}
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static ActionNode* flash_of_light(PlayerbotAI* /* ai */)
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{
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return new ActionNode("flash of light",
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/*P*/ {},
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/*A*/ { NextAction("holy light") },
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/*C*/ {});
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}
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static ActionNode* flash_of_light_on_party(PlayerbotAI* /* ai */)
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{
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return new ActionNode("flash of light on party",
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/*P*/ {},
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/*A*/ { NextAction("holy light on party") },
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/*C*/ {});
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}
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};
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#endif
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