Fix. Leave group actions (#1774)

Fix for issue #1768 where the bot master was not getting reset. 
I also cleaned up leave group action to focus up function scope.
I moved the resets from #612 to the actual leaving function.

Disclosure: LLMs were NOT used in authoring this PR.

Test cases to consider for testers.
1. Master disbands group with random bots. Bots should go about their
business.
2. If you can dual box, create a raid where two real player both invite
random bots. One player leaves group, their bots should also leave.
(edge case, if a random bot that is supposed to leave the group becomes
leader they may disband the whole group.
This commit is contained in:
Keleborn
2025-11-05 06:38:14 -08:00
committed by GitHub
parent d02d61e690
commit ce51191e8f
5 changed files with 125 additions and 167 deletions

View File

@@ -11,8 +11,11 @@
bool LeaveGroupAction::Execute(Event event)
{
Player* master = event.getOwner();
return Leave(master);
Player* player = event.getOwner();
if (player == botAI->GetMaster())
return Leave();
return false;
}
bool PartyCommandAction::Execute(Event event)
@@ -26,13 +29,21 @@ bool PartyCommandAction::Execute(Event event)
if (operation != PARTY_OP_LEAVE)
return false;
// Only leave if master has left the party, and randombot cannot set new master.
Player* master = GetMaster();
if (master && member == master->GetName())
return Leave(bot);
botAI->Reset();
{
if (sRandomPlayerbotMgr->IsRandomBot(bot))
{
Player* newMaster = botAI->FindNewMaster();
if (newMaster || bot->InBattleground())
{
botAI->SetMaster(newMaster);
return false;
}
}
return Leave();
}
return false;
}
@@ -42,17 +53,17 @@ bool UninviteAction::Execute(Event event)
if (p.GetOpcode() == CMSG_GROUP_UNINVITE)
{
p.rpos(0);
std::string membername;
p >> membername;
std::string memberName;
p >> memberName;
// player not found
if (!normalizePlayerName(membername))
if (!normalizePlayerName(memberName))
{
return false;
}
if (bot->GetName() == membername)
return Leave(bot);
if (bot->GetName() == memberName)
return Leave();
}
if (p.GetOpcode() == CMSG_GROUP_UNINVITE_GUID)
@@ -62,50 +73,29 @@ bool UninviteAction::Execute(Event event)
p >> guid;
if (bot->GetGUID() == guid)
return Leave(bot);
return Leave();
}
botAI->Reset();
return false;
}
bool LeaveGroupAction::Leave(Player* player)
bool LeaveGroupAction::Leave()
{
if (player &&
!botAI &&
!botAI->GetSecurity()->CheckLevelFor(PLAYERBOT_SECURITY_INVITE, false, player))
if (!botAI)
return false;
bool aiMaster = GET_PLAYERBOT_AI(botAI->GetMaster()) != nullptr;
botAI->TellMaster("Goodbye!", PLAYERBOT_SECURITY_TALK);
bool randomBot = sRandomPlayerbotMgr->IsRandomBot(bot);
bool shouldStay = randomBot && bot->GetGroup() && player == bot;
if (!shouldStay)
{
botAI->LeaveOrDisbandGroup();
}
if (randomBot)
{
GET_PLAYERBOT_AI(bot)->SetMaster(nullptr);
}
if (!aiMaster)
botAI->ResetStrategies(!randomBot);
botAI->Reset();
Player* master = botAI -> GetMaster();
if (master)
botAI->TellMaster("Goodbye!", PLAYERBOT_SECURITY_TALK);
botAI->LeaveOrDisbandGroup();
return true;
}
bool LeaveFarAwayAction::Execute(Event event)
{
// allow bot to leave party when they want
return Leave(botAI->GetGroupMaster());
return Leave();
}
bool LeaveFarAwayAction::isUseful()
@@ -165,7 +155,5 @@ bool LeaveFarAwayAction::isUseful()
return true;
}
botAI->Reset();
return false;
}