mod-playerbots/src/Mgr/Talent/Talentspec.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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## Impact Assessment
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- 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
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    - - [x] No
    - - [ ] Yes (**explain below**)



## Messages to Translate
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- Does this change add bot messages to translate?
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    - - [ ] Yes (**list messages in the table**)

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

## AI Assistance
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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

508 lines
14 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 "Talentspec.h"
#include "Event.h"
#include "Player.h"
#include "SpellMgr.h"
#include "World.h"
uint32 TalentSpec::TalentListEntry::tabPage() const
{
return talentTabInfo->TalentTabID == 41 ? 1 : talentTabInfo->tabpage;
}
// Checks a talent link on basic validity.
bool TalentSpec::CheckTalentLink(std::string const link, std::ostringstream* out)
{
std::string const validChar = "-";
std::string const validNums = "012345";
uint32 nums = 0;
for (char const& c : link)
{
if (validChar.find(c) == std::string::npos && validNums.find(c) == std::string::npos)
{
*out << "talent link is invalid. Must be in format 0-0-0";
return false;
}
if (validNums.find(c) != std::string::npos)
nums++;
}
if (nums == 0)
{
*out << "talent link is invalid. Needs atleast one number.";
return false;
}
return true;
}
uint32 TalentSpec::LeveltoPoints(uint32 level) const
{
uint32 talentPointsForLevel = level < 10 ? 0 : level - 9;
return uint32(talentPointsForLevel * sWorld->getRate(RATE_TALENT));
}
uint32 TalentSpec::PointstoLevel(uint32 points) const
{
return uint32(ceil(points / sWorld->getRate(RATE_TALENT))) + 9;
}
TalentSpec::TalentSpec(uint32 classMask) { GetTalents(classMask); }
TalentSpec::TalentSpec(TalentSpec* base, std::string const link)
{
talents = base->talents;
ReadTalents(link);
}
TalentSpec::TalentSpec(Player* bot)
{
GetTalents(bot->getClassMask());
ReadTalents(bot);
}
TalentSpec::TalentSpec(Player* bot, std::string const link)
{
GetTalents(bot->getClassMask());
ReadTalents(link);
}
// Check the talentspec for errors.
bool TalentSpec::CheckTalents(uint32 level, std::ostringstream* out)
{
for (auto& entry : talents)
{
if (entry.rank > entry.maxRank)
{
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(entry.talentInfo->RankID[0]);
*out << "spec is not for this class. " << spellInfo->SpellName[0] << " has " << (entry.rank - entry.maxRank)
<< " points above max rank.";
return false;
}
if (entry.rank > 0 && entry.talentInfo->DependsOn)
{
if (sTalentStore.LookupEntry(entry.talentInfo->DependsOn))
{
bool found = false;
SpellInfo const* spellInfodep = nullptr;
for (auto& dep : talents)
if (dep.talentInfo->TalentID == entry.talentInfo->DependsOn)
{
spellInfodep = sSpellMgr->GetSpellInfo(dep.talentInfo->RankID[0]);
if (dep.rank >= entry.talentInfo->DependsOnRank)
found = true;
}
if (!found)
{
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(entry.talentInfo->RankID[0]);
*out << "spec is invalid. Talent:" << spellInfo->SpellName[0]
<< " needs: " << spellInfodep->SpellName[0] << " at rank: " << entry.talentInfo->DependsOnRank;
return false;
}
}
}
}
for (uint8 i = 0; i < 3; i++)
{
std::vector<TalentListEntry> talentTree = GetTalentTree(i);
uint32 points = 0;
for (auto& entry : talentTree)
{
if (entry.rank > 0 && entry.talentInfo->Row * 5 > points)
{
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(entry.talentInfo->RankID[0]);
*out << "spec is is invalid. Talent " << spellInfo->SpellName[0] << " is selected with only " << points
<< " in row below it.";
return false;
}
points += entry.rank;
}
}
if (points > LeveltoPoints(level))
{
*out << "spec is for a higher level. (" << PointstoLevel(points) << ")";
return false;
}
return true;
}
// Set the talents for the bots to the current spec.
void TalentSpec::ApplyTalents(Player* bot, std::ostringstream* /*out*/)
{
for (auto& entry : talents)
{
if (entry.rank == 0)
continue;
bot->LearnTalent(entry.talentInfo->TalentID, entry.rank - 1);
}
}
// Returns a base talentlist for a class.
void TalentSpec::GetTalents(uint32 classMask)
{
TalentListEntry entry;
for (uint32 i = 0; i < sTalentStore.GetNumRows(); ++i)
{
TalentEntry const* talentInfo = sTalentStore.LookupEntry(i);
if (!talentInfo)
continue;
TalentTabEntry const* talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
if (!talentTabInfo)
continue;
if ((classMask & talentTabInfo->ClassMask) == 0)
continue;
entry.entry = i;
entry.rank = 0;
entry.talentInfo = talentInfo;
entry.talentTabInfo = talentTabInfo;
for (uint8 rank = 0; rank < MAX_TALENT_RANK; ++rank)
{
uint32 spellId = talentInfo->RankID[rank];
if (!spellId)
continue;
entry.maxRank = rank + 1;
}
talents.push_back(entry);
}
SortTalents(talents, SORT_BY_DEFAULT);
}
// Sorts a talent list by page, row, column.
bool sortTalentMap(TalentSpec::TalentListEntry i, TalentSpec::TalentListEntry j, uint32* tabSort)
{
uint32 itab = i.tabPage();
uint32 jtab = j.tabPage();
if (tabSort[itab] < tabSort[jtab])
return true;
if (tabSort[itab] > tabSort[jtab])
return false;
if (i.talentInfo->Row < j.talentInfo->Row)
return true;
if (i.talentInfo->Row > j.talentInfo->Row)
return false;
if (i.talentInfo->Col < j.talentInfo->Col)
return true;
return false;
}
void TalentSpec::SortTalents(uint32 sortBy) { SortTalents(talents, sortBy); }
// Sort the talents.
void TalentSpec::SortTalents(std::vector<TalentListEntry>& talents, uint32 sortBy)
{
switch (sortBy)
{
case SORT_BY_DEFAULT:
{
uint32 tabSort[] = {0, 1, 2};
std::sort(talents.begin(), talents.end(),
[&tabSort](TalentSpec::TalentListEntry i, TalentSpec::TalentListEntry j)
{ return sortTalentMap(i, j, tabSort); });
break;
}
case SORT_BY_POINTS_TREE:
{
uint32 tabSort[] = {GetTalentPoints(talents, 0) * 100 - urand(0, 99),
GetTalentPoints(talents, 1) * 100 - urand(0, 99),
GetTalentPoints(talents, 2) * 100 - urand(0, 99)};
std::sort(talents.begin(), talents.end(),
[&tabSort](TalentSpec::TalentListEntry i, TalentSpec::TalentListEntry j)
{ return sortTalentMap(i, j, tabSort); });
break;
}
}
}
// Set the talent ranks to the current rank of the player.
void TalentSpec::ReadTalents(Player* bot)
{
for (auto& entry : talents)
for (uint8 rank = 0; rank < MAX_TALENT_RANK; ++rank)
{
uint32 spellId = entry.talentInfo->RankID[rank];
if (!spellId)
continue;
if (bot->HasSpell(spellId))
{
entry.rank = rank + 1;
points += 1;
}
}
}
// Set the talent ranks to the ranks of the link.
void TalentSpec::ReadTalents(std::string const link)
{
//uint32 rank = 0; //not used, line marked for removal.
uint32 pos = 0;
uint32 tab = 0;
std::string chr;
if (link.substr(pos, 1) == "-")
{
pos++;
tab++;
}
if (link.substr(pos, 1) == "-")
{
pos++;
tab++;
}
for (auto& entry : talents)
{
if (entry.tabPage() == tab)
{
chr = link.substr(pos, 1);
if (chr == " " || chr == "#")
break;
entry.rank = stoi(chr);
points += entry.rank;
pos++;
if (pos <= link.size() && link.substr(pos, 1) == "-")
{
pos++;
tab++;
}
if (pos <= link.size() && link.substr(pos, 1) == "-")
{
pos++;
tab++;
}
}
if (pos > link.size() - 1)
break;
}
}
// Returns only a specific tree from a talent list.
std::vector<TalentSpec::TalentListEntry> TalentSpec::GetTalentTree(uint32 tabpage)
{
std::vector<TalentListEntry> retList;
for (auto& entry : talents)
if (entry.tabPage() == tabpage)
retList.push_back(entry);
return retList;
}
uint32 TalentSpec::GetTalentPoints(int32 tabpage) { return GetTalentPoints(talents, tabpage); };
// Counts the point in a talent list.
uint32 TalentSpec::GetTalentPoints(std::vector<TalentListEntry>& talents, int32 tabpage)
{
if (tabpage == -1)
return points;
uint32 tPoints = 0;
for (auto& entry : talents)
if (entry.tabPage() == tabpage)
tPoints = tPoints + entry.rank;
return tPoints;
}
// Generates a wow-head link from a talent list.
std::string const TalentSpec::GetTalentLink()
{
std::string link = "";
std::string treeLink[3];
uint32 points[3];
uint32 curPoints = 0;
for (uint8 i = 0; i < 3; i++)
{
points[i] = GetTalentPoints(i);
for (auto& entry : GetTalentTree(i))
{
curPoints += entry.rank;
treeLink[i] += std::to_string(entry.rank);
if (curPoints >= points[i])
{
curPoints = 0;
break;
}
}
}
link = treeLink[0];
if (treeLink[1] != "0" || treeLink[2] != "0")
link = link + "-" + treeLink[1];
if (treeLink[2] != "0")
link = link + "-" + treeLink[2];
return link;
}
uint32 TalentSpec::highestTree()
{
uint32 p1 = GetTalentPoints(0);
uint32 p2 = GetTalentPoints(1);
uint32 p3 = GetTalentPoints(2);
if (p1 > p2 && p1 > p3)
return 0;
if (p2 > p1 && p2 > p3)
return 1;
if (p3 > p1 && p3 > p2)
return 2;
if (p1 > p2 || p1 > p3)
return 0;
if (p2 > p3 || p2 > p1)
return 1;
return 0;
}
std::string const TalentSpec::FormatSpec(Player* /*bot*/)
{
// uint8 cls = bot->getClass(); //not used, (used in lined 403), line marked for removal.
std::ostringstream out;
// out << chathelper:: specs[cls][highestTree()] << " (";
uint32 c0 = GetTalentPoints(0);
uint32 c1 = GetTalentPoints(1);
uint32 c2 = GetTalentPoints(2);
out << (c0 ? "|h|cff00ff00" : "") << c0 << "|h|cffffffff/";
out << (c1 ? "|h|cff00ff00" : "") << c1 << "|h|cffffffff/";
out << (c2 ? "|h|cff00ff00" : "") << c2 << "|h|cffffffff";
return out.str();
}
// Removes talentpoints to match the level
void TalentSpec::CropTalents(uint32 level)
{
if (points <= LeveltoPoints(level))
return;
SortTalents(talents, SORT_BY_POINTS_TREE);
uint32 points = 0;
for (auto& entry : talents)
{
if (points + entry.rank > LeveltoPoints(level))
entry.rank = std::max(0u, LeveltoPoints(level) - points);
points += entry.rank;
}
SortTalents(talents, SORT_BY_DEFAULT);
}
// Substracts ranks. Follows the sorting of the newList.
std::vector<TalentSpec::TalentListEntry> TalentSpec::SubTalentList(std::vector<TalentListEntry>& oldList,
std::vector<TalentListEntry>& newList,
uint32 reverse = SUBSTRACT_OLD_NEW)
{
std::vector<TalentSpec::TalentListEntry> deltaList = newList;
for (auto& newentry : deltaList)
for (auto& oldentry : oldList)
if (oldentry.entry == newentry.entry)
{
if (reverse == ABSOLUTE_DIST)
newentry.rank = std::abs(int32(newentry.rank - oldentry.rank));
else if (reverse == ADDED_POINTS || reverse == REMOVED_POINTS)
newentry.rank = std::max(0u, (newentry.rank - oldentry.rank) * (reverse / 2));
else
newentry.rank = (newentry.rank - oldentry.rank) * reverse;
}
return deltaList;
}
bool TalentSpec::isEarlierVersionOf(TalentSpec& newSpec)
{
for (auto& newentry : newSpec.talents)
for (auto& oldentry : talents)
if (oldentry.entry == newentry.entry)
if (oldentry.rank > newentry.rank)
return false;
return true;
}
// Modifies current talents towards new talents up to a maxium of points.
void TalentSpec::ShiftTalents(TalentSpec* currentSpec, uint32 level)
{
//uint32 currentPoints = currentSpec->GetTalentPoints(); //not used, line marked for removal.
if (points >= LeveltoPoints(level)) // We have no more points to spend. Better reset and crop
{
CropTalents(level);
return;
}
SortTalents(SORT_BY_POINTS_TREE); // Apply points first to the largest new tree.
std::vector<TalentSpec::TalentListEntry> deltaList = SubTalentList(currentSpec->talents, talents);
for (auto& entry : deltaList)
{
if (entry.rank < 0) // We have to remove talents. Might as well reset and crop the new list.
{
CropTalents(level);
return;
}
}
// Start from the current spec.
talents = currentSpec->talents;
for (auto& entry : deltaList)
{
if (entry.rank + points > LeveltoPoints(level)) // Running out of points. Only apply what we have left.
entry.rank = std::max(0, std::abs(int32(LeveltoPoints(level) - points)));
for (auto& subentry : talents)
if (entry.entry == subentry.entry)
subentry.rank = subentry.rank + entry.rank;
points = points + entry.rank;
}
}