mod-playerbots/src/Ai/Base/Actions/DropQuestAction.cpp
Keleborn 866a73dfbf
Clean up unused variables (#2268)
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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 -->
Clean up a bunch of additional unused variable warnings. 


## Feature Evaluation
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it is very obvious it will not have
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- Describe the **processing cost** when this logic executes across many
bots.



## How to Test the Changes
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## 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**)



## Messages to Translate
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- Does this change add bot messages to translate?
    - - [x] No
    - - [ ] Yes (**list messages in the table**)

| Message key  | Default message |
| --------------- | ------------------ |
|			 |			      |
|			 |			      |

## AI Assistance
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    - - [x] Yes (**explain below**)
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Claude reviewed the warnings log from a build and suggested a series of
changes. I focused just on these warnings for now. Every line was
reviewed. Some sections need to be reviewed by author for intent.



## 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 (Conf comments, WiKi commands).

## Notes for Reviewers
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2026-04-24 23:03:36 +02:00

250 lines
8.1 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 "DropQuestAction.h"
#include "ChatHelper.h"
#include "Event.h"
#include "Playerbots.h"
bool DropQuestAction::Execute(Event event)
{
std::string const link = event.getParam();
Player* master = GetMaster();
if (!master)
return false;
PlayerbotChatHandler handler(master);
uint32 entry = handler.extractQuestId(link);
// remove all quest entries for 'entry' from quest log
for (uint8 slot = 0; slot < MAX_QUEST_LOG_SIZE; ++slot)
{
uint32 logQuest = bot->GetQuestSlotQuestId(slot);
Quest const* quest = sObjectMgr->GetQuestTemplate(logQuest);
if (!quest)
continue;
if (logQuest == entry || link.find(quest->GetTitle()) != std::string::npos)
{
bot->SetQuestSlot(slot, 0);
// we ignore unequippable quest items in this case, its' still be equipped
bot->TakeQuestSourceItem(logQuest, false);
entry = logQuest;
break;
}
}
if (!entry)
return false;
bot->RemoveRewardedQuest(entry);
bot->RemoveActiveQuest(entry, false);
if (botAI->HasStrategy("debug quest", BotState::BOT_STATE_NON_COMBAT) || botAI->HasStrategy("debug rpg", BotState::BOT_STATE_COMBAT))
{
const Quest* pQuest = sObjectMgr->GetQuestTemplate(entry);
const std::string text_quest = ChatHelper::FormatQuest(pQuest);
LOG_INFO("playerbots", "{} => Quest [ {} ] removed", bot->GetName(), pQuest->GetTitle());
bot->Say("Quest [ " + text_quest + " ] removed", LANG_UNIVERSAL);
}
botAI->TellMaster("Quest removed");
return true;
}
bool CleanQuestLogAction::Execute(Event event)
{
Player* requester = event.getOwner() ? event.getOwner() : GetMaster();
if (!requester)
{
botAI->TellMaster("No event owner detected");
return false;
}
if (!sPlayerbotAIConfig.dropObsoleteQuests)
return false;
// Only output this message if "debug rpg" strategy is enabled
if (botAI->HasStrategy("debug rpg", BotState::BOT_STATE_COMBAT))
botAI->TellMaster("Clean Quest Log command received, removing grey/trivial quests...");
uint8 botLevel = bot->GetLevel(); // Get bot's level
for (uint8 slot = 0; slot < MAX_QUEST_LOG_SIZE; ++slot)
{
uint32 questId = bot->GetQuestSlotQuestId(slot);
if (!questId)
continue;
const Quest* quest = sObjectMgr->GetQuestTemplate(questId);
if (!quest)
continue;
// Determine if quest is trivial by comparing levels
int32 questLevel = quest->GetQuestLevel();
if (questLevel == -1) // For scaling quests, default to bot level
questLevel = botLevel;
// Set the level difference for when a quest becomes trivial
// This was determined by using the Lua code the client uses
int32 trivialLevel = 5;
if (botLevel >= 40)
trivialLevel = 8;
else if (botLevel >= 30)
trivialLevel = 7;
else if (botLevel >= 20)
trivialLevel = 6;
// Check if the quest is trivial (grey) for the bot
if ((botLevel - questLevel) > trivialLevel)
{
// Output only if "debug rpg" strategy is enabled
if (botAI->HasStrategy("debug rpg", BotState::BOT_STATE_COMBAT))
botAI->TellMaster("Quest [ " + quest->GetTitle() + " ] will be removed because it is trivial (grey).");
// Remove quest
botAI->rpgStatistic.questDropped++;
bot->SetQuestSlot(slot, 0);
bot->TakeQuestSourceItem(questId, false);
bot->SetQuestStatus(questId, QUEST_STATUS_NONE);
bot->RemoveRewardedQuest(questId);
if (botAI->HasStrategy("debug rpg", BotState::BOT_STATE_COMBAT))
{
const std::string text_quest = ChatHelper::FormatQuest(quest);
LOG_INFO("playerbots", "{} => Quest [ {} ] removed", bot->GetName(), quest->GetTitle());
bot->Say("Quest [ " + text_quest + " ] removed", LANG_UNIVERSAL);
}
if (botAI->HasStrategy("debug rpg", BotState::BOT_STATE_COMBAT))
botAI->TellMaster("Quest [ " + quest->GetTitle() + " ] has been removed.");
}
else
{
// Only output if "debug rpg" strategy is enabled
if (botAI->HasStrategy("debug rpg", BotState::BOT_STATE_COMBAT))
botAI->TellMaster("Quest [ " + quest->GetTitle() + " ] is not trivial and will be kept.");
}
}
return true;
}
void CleanQuestLogAction::DropQuestType(uint8& numQuest, uint8 wantNum, bool isGreen, bool hasProgress, bool isComplete)
{
std::vector<uint8> slots;
for (uint8 slot = 0; slot < MAX_QUEST_LOG_SIZE; ++slot)
slots.push_back(slot);
if (wantNum < 100)
{
std::random_device rd;
std::mt19937 g(rd());
std::shuffle(slots.begin(), slots.end(), g);
}
for (uint8 slot : slots)
{
uint32 questId = bot->GetQuestSlotQuestId(slot);
if (!questId)
continue;
Quest const* quest = sObjectMgr->GetQuestTemplate(questId);
if (!quest)
continue;
// Do not drop class quest, may be not rewarding gold but important spells
if (quest->GetRequiredClasses())
continue;
if (wantNum == 100)
numQuest++;
int32 lowLevelDiff = sWorld->getIntConfig(CONFIG_QUEST_LOW_LEVEL_HIDE_DIFF);
if (lowLevelDiff < 0 ||
bot->GetLevel() <= bot->GetQuestLevel(quest) + uint32(lowLevelDiff)) // Quest is not gray
{
if (bot->GetLevel() + 5 > bot->GetQuestLevel(quest)) // Quest is not red
{
if (!isGreen)
continue;
}
}
else // Quest is gray
{
if (isGreen)
continue;
}
if (HasProgress(bot, quest) && !hasProgress && bot->GetQuestStatus(questId) != QUEST_STATUS_FAILED)
continue;
if (bot->GetQuestStatus(questId) == QUEST_STATUS_COMPLETE && !isComplete)
continue;
// Always drop failed quests
if (numQuest <= wantNum && bot->GetQuestStatus(questId) != QUEST_STATUS_FAILED)
continue;
// Drop quest.
bot->SetQuestSlot(slot, 0);
// We ignore unequippable quest items in this case, its' still be equipped
bot->TakeQuestSourceItem(questId, false);
bot->SetQuestStatus(questId, QUEST_STATUS_NONE);
bot->RemoveRewardedQuest(questId);
numQuest--;
if (botAI->HasStrategy("debug quest", BotState::BOT_STATE_NON_COMBAT) || botAI->HasStrategy("debug rpg", BotState::BOT_STATE_COMBAT))
{
const std::string text_quest = ChatHelper::FormatQuest(quest);
LOG_INFO("playerbots", "{} => Quest [ {} ] removed", bot->GetName(), quest->GetTitle());
bot->Say("Quest [ " + text_quest + " ] removed", LANG_UNIVERSAL);
}
botAI->TellMaster("Quest removed" + chat->FormatQuest(quest));
}
}
bool CleanQuestLogAction::HasProgress(Player* bot, Quest const* quest)
{
uint32 questId = quest->GetQuestId();
if (bot->GetQuestStatus(questId) == QUEST_STATUS_COMPLETE)
return true;
QuestStatusData questStatus = bot->getQuestStatusMap()[questId];
for (uint32 i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
{
if (!quest->ObjectiveText[i].empty())
return true;
if (quest->RequiredItemId[i])
{
int required = quest->RequiredItemCount[i];
int available = questStatus.ItemCount[i];
if (available > 0 && required > 0)
return true;
}
if (quest->RequiredNpcOrGo[i])
{
int required = quest->RequiredNpcOrGoCount[i];
int available = questStatus.CreatureOrGOCount[i];
if (available > 0 && required > 0)
return true;
}
}
return false;
}