mod-playerbots/src/Ai/Class/Warrior/Strategy/TankWarriorStrategy.cpp
Crow db3cd7a93b
Delete Empty ActionNodes (#2445)
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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.
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## 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
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- Describe the **minimum logic** required to achieve the intended
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- Describe the **processing cost** when this logic executes across many
bots.



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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**)



## AI Assistance
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- - [x] Yes (**explain below**)
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I had GPT-5.4 run a check for any empty ActionNodes that I missed after
I was done, and it caught a few.

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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
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## 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
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2026-06-12 13:06:07 -07:00

346 lines
8.4 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 "TankWarriorStrategy.h"
class TankWarriorStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
TankWarriorStrategyActionNodeFactory()
{
creators["charge"] = &charge;
creators["sunder armor"] = &sunder_armor;
creators["commanding shout"] = &commanding_shout;
creators["devastate"] = &devastate;
creators["last stand"] = &last_stand;
creators["heroic throw on snare target"] = &heroic_throw_on_snare_target;
creators["heroic throw taunt"] = &heroic_throw_taunt;
creators["taunt"] = &taunt;
creators["taunt spell"] = &taunt;
}
private:
static ActionNode* heroic_throw_taunt(PlayerbotAI* /*botAI*/)
{
return new ActionNode(
"heroic throw",
/*P*/ {},
/*A*/ { NextAction("shield slam") },
/*C*/ {}
);
}
static ActionNode* heroic_throw_on_snare_target(PlayerbotAI* /*botAI*/)
{
return new ActionNode(
"heroic throw on snare target",
/*P*/ {},
/*A*/ { NextAction("taunt on snare target") },
/*C*/ {}
);
}
static ActionNode* last_stand(PlayerbotAI* /*botAI*/)
{
return new ActionNode(
"last stand",
/*P*/ {},
/*A*/ { NextAction("intimidating shout") },
/*C*/ {}
);
}
static ActionNode* devastate(PlayerbotAI* /*botAI*/)
{
return new ActionNode(
"devastate",
/*P*/ {},
/*A*/ { NextAction("sunder armor") },
/*C*/ {}
);
}
static ActionNode* commanding_shout(PlayerbotAI* /*botAI*/)
{
return new ActionNode(
"commanding shout",
/*P*/ {},
/*A*/ { NextAction("battle shout") },
/*C*/ {}
);
}
static ActionNode* sunder_armor(PlayerbotAI* /*botAI*/)
{
return new ActionNode(
"sunder armor",
/*P*/ {},
/*A*/ { NextAction("melee") },
/*C*/ {}
);
}
static ActionNode* charge(PlayerbotAI* /*botAI*/)
{
return new ActionNode(
"charge",
/*P*/ {},
/*A*/ { NextAction("reach melee") },
/*C*/ {}
);
}
static ActionNode* taunt(PlayerbotAI* /*botAI*/)
{
return new ActionNode(
"taunt",
/*P*/ {},
/*A*/ { NextAction("heroic throw taunt") },
/*C*/ {}
);
}
};
TankWarriorStrategy::TankWarriorStrategy(PlayerbotAI* botAI) : GenericWarriorStrategy(botAI)
{
actionNodeFactories.Add(new TankWarriorStrategyActionNodeFactory());
}
std::vector<NextAction> TankWarriorStrategy::getDefaultActions()
{
return {
NextAction("devastate", ACTION_DEFAULT + 0.3f),
NextAction("revenge", ACTION_DEFAULT + 0.2f),
NextAction("demoralizing shout", ACTION_DEFAULT + 0.1f),
NextAction("melee", ACTION_DEFAULT)
};
}
void TankWarriorStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
GenericWarriorStrategy::InitTriggers(triggers);
triggers.push_back(
new TriggerNode(
"vigilance",
{
NextAction("vigilance", ACTION_HIGH + 7)
}
)
);
triggers.push_back(
new TriggerNode(
"enemy out of melee",
{
NextAction("heroic throw", ACTION_MOVE + 11),
NextAction("charge", ACTION_MOVE + 10)
}
)
);
triggers.push_back(
new TriggerNode(
"thunder clap and rage",
{
NextAction("thunder clap", ACTION_MOVE + 11)
}
)
);
triggers.push_back(
new TriggerNode(
"defensive stance",
{
NextAction("defensive stance", ACTION_HIGH + 9)
}
)
);
triggers.push_back(
new TriggerNode(
"commanding shout",
{
NextAction("commanding shout", ACTION_HIGH + 8)
}
)
);
triggers.push_back(
new TriggerNode(
"bloodrage",
{
NextAction("bloodrage", ACTION_HIGH + 2)
}
)
);
triggers.push_back(
new TriggerNode(
"sunder armor",
{
NextAction("devastate", ACTION_HIGH + 2)
}
)
);
triggers.push_back(
new TriggerNode(
"medium rage available",
{
NextAction("shield slam", ACTION_HIGH + 2),
NextAction("devastate", ACTION_HIGH + 1)
}
)
);
triggers.push_back(
new TriggerNode(
"shield block",
{
NextAction("shield block", ACTION_INTERRUPT + 1)
}
)
);
triggers.push_back(
new TriggerNode(
"revenge",
{
NextAction("revenge", ACTION_HIGH + 2)
}
)
);
triggers.push_back(
new TriggerNode(
"disarm",
{
NextAction("disarm", ACTION_HIGH + 1)
}
)
);
triggers.push_back(
new TriggerNode(
"lose aggro",
{
NextAction("taunt", ACTION_INTERRUPT + 1)
}
)
);
triggers.push_back(
new TriggerNode(
"taunt on snare target",
{
NextAction("heroic throw on snare target", ACTION_INTERRUPT)
}
)
);
triggers.push_back(
new TriggerNode(
"low health",
{
NextAction("shield wall", ACTION_MEDIUM_HEAL)
}
)
);
triggers.push_back(
new TriggerNode(
"critical health",
{
NextAction("last stand", ACTION_EMERGENCY + 3),
NextAction("enraged regeneration", ACTION_EMERGENCY + 2)
}
)
);
triggers.push_back(
new TriggerNode(
"high aoe",
{
NextAction("challenging shout", ACTION_HIGH + 3)
}
)
);
triggers.push_back(
new TriggerNode(
"concussion blow",
{
NextAction("concussion blow", ACTION_INTERRUPT)
}
)
);
triggers.push_back(
new TriggerNode(
"shield bash",
{
NextAction("shield bash", ACTION_INTERRUPT)
}
)
);
triggers.push_back(
new TriggerNode(
"shield bash on enemy healer",
{
NextAction("shield bash on enemy healer", ACTION_INTERRUPT)
}
)
);
triggers.push_back(
new TriggerNode(
"spell reflection",
{
NextAction("spell reflection", ACTION_INTERRUPT + 1)
}
)
);
triggers.push_back(
new TriggerNode(
"victory rush",
{
NextAction("victory rush", ACTION_INTERRUPT)
}
)
);
triggers.push_back(
new TriggerNode(
"sword and board",
{
NextAction("shield slam", ACTION_INTERRUPT)
}
)
);
triggers.push_back(
new TriggerNode(
"rend",
{
NextAction("rend", ACTION_NORMAL + 1)
}
)
);
triggers.push_back(
new TriggerNode(
"rend on attacker",
{
NextAction("rend on attacker", ACTION_NORMAL + 1)
}
)
);
triggers.push_back(
new TriggerNode(
"protect party member",
{
NextAction("intervene", ACTION_EMERGENCY)
}
)
);
triggers.push_back(
new TriggerNode(
"high rage available",
{
NextAction("heroic strike", ACTION_HIGH)
}
)
);
triggers.push_back(
new TriggerNode(
"medium rage available",
{
NextAction("thunder clap", ACTION_HIGH + 1)
}
)
);
}