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30 changed files with 208 additions and 867 deletions

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@@ -502,8 +502,8 @@ AiPlayerbot.AutoGearScoreLimit = 0
# "power" (bots have infinite energy, rage, and runic power)
# "taxi" (bots may use all flight paths, though they will not actually learn them)
# "raid" (bots use cheats implemented into raid strategies)
# To use multiple cheats, separate them by commas below (e.g., to enable all, use "gold,health,mana,power,raid,taxi")
# Default: taxi and raid are enabled
# To use multiple cheats, separate them by commas below (e.g., to enable all, use "gold,health,mana,power,taxi")
# Default: taxi is enabled
AiPlayerbot.BotCheats = "taxi,raid"
#
@@ -1107,7 +1107,7 @@ AiPlayerbot.RandomBotArenaTeamMinRating = 1000
AiPlayerbot.DeleteRandomBotArenaTeams = 0
# PvP Restricted Zones (bots don't pvp)
AiPlayerbot.PvpProhibitedZoneIds = "2255,656,2361,2362,2363,976,35,2268,3425,392,541,1446,3828,3712,3738,3565,3539,3623,4152,3988,4658,4284,4418,4436,4275,4323,4395,3703,4298,3951"
AiPlayerbot.PvpProhibitedZoneIds = "2255,656,2361,2362,2363,976,35,2268,3425,392,541,1446,3828,3712,3738,3565,3539,3623,4152,3988,4658,4284,4418,4436,4275,4323,4395,3703,4298,139,3951"
# PvP Restricted Areas (bots don't pvp)
AiPlayerbot.PvpProhibitedAreaIds = "976,35,392,2268,4161,4010,4317,4312,3649,3887,3958,3724,4080"

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@@ -947,21 +947,8 @@ bool BroadcastHelper::BroadcastSuggestThunderfury(PlayerbotAI* ai, Player* bot)
{
std::map<std::string, std::string> placeholders;
ItemTemplate const* thunderfuryProto = sObjectMgr->GetItemTemplate(19019);
// placeholders["%thunderfury_link"] = GET_PLAYERBOT_AI(bot)->GetChatHelper()->FormatItem(thunderfuryProto); // Old code
// [Crash fix] Protect from nil AI : a real player doesn't have PlayerbotAI.
// Before: direct deref GET_PLAYERBOT_AI(bot)->... could crash World/General.
if (auto* ai = GET_PLAYERBOT_AI(bot))
{
if (auto* chat = ai->GetChatHelper())
placeholders["%thunderfury_link"] = chat->FormatItem(thunderfuryProto);
else
placeholders["%thunderfury_link"] = ""; // fallback: no chat helper
}
else
{
placeholders["%thunderfury_link"] = ""; // fallback: no d'AI (real player)
}
// End crash fix
placeholders["%thunderfury_link"] = GET_PLAYERBOT_AI(bot)->GetChatHelper()->FormatItem(thunderfuryProto);
return BroadcastToChannelWithGlobalChance(
ai,
BOT_TEXT2("thunderfury_spam", placeholders),

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@@ -2373,7 +2373,7 @@ std::string PlayerbotAI::GetLocalizedGameObjectName(uint32 entry)
return name;
}
/*std::vector<Player*> PlayerbotAI::GetPlayersInGroup()
std::vector<Player*> PlayerbotAI::GetPlayersInGroup()
{
std::vector<Player*> members;
@@ -2392,34 +2392,6 @@ std::string PlayerbotAI::GetLocalizedGameObjectName(uint32 entry)
members.push_back(ref->GetSource());
}
return members;
}*/
std::vector<Player*> PlayerbotAI::GetPlayersInGroup()
{
std::vector<Player*> members;
Group* group = bot->GetGroup();
if (!group)
return members;
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (!member)
continue;
// Celaning, we don't call 2 times GET_PLAYERBOT_AI and never reference it if nil
if (auto* ai = GET_PLAYERBOT_AI(member))
{
// If it's a bot (not real player) => we ignor it
if (!ai->IsRealPlayer())
continue;
}
members.push_back(member);
}
return members;
}
@@ -3998,37 +3970,15 @@ bool IsAlliance(uint8 race)
bool PlayerbotAI::HasRealPlayerMaster()
{
// if (master)
// {
// PlayerbotAI* masterBotAI = GET_PLAYERBOT_AI(master);
// return !masterBotAI || masterBotAI->IsRealPlayer();
// }
//
// return false;
// Removes a long-standing crash (0xC0000005 ACCESS_VIOLATION)
/* 1) The "master" pointer can be null if the bot was created
without a master player or if the master was just removed. */
if (!master)
return false;
/* 2) Is the master player still present in the world?
If FindPlayer fails, we invalidate "master" and stop here. */
if (!ObjectAccessor::FindPlayer(master->GetGUID()))
if (master)
{
master = nullptr; // avoids repeating the check on the next tick
return false;
PlayerbotAI* masterBotAI = GET_PLAYERBOT_AI(master);
return !masterBotAI || masterBotAI->IsRealPlayer();
}
/* 3) If the master is a bot, we check that it is itself controlled
by a real player. Otherwise, it's already a real player → true. */
if (PlayerbotAI* masterBotAI = GET_PLAYERBOT_AI(master))
return masterBotAI->IsRealPlayer(); // bot controlled by a player?
return true; // master = real player
return false;
}
bool PlayerbotAI::HasActivePlayerMaster() { return master && !GET_PLAYERBOT_AI(master); }
bool PlayerbotAI::IsAlt() { return HasRealPlayerMaster() && !sRandomPlayerbotMgr->IsRandomBot(bot); }
@@ -4242,6 +4192,19 @@ bool PlayerbotAI::AllowActive(ActivityType activityType)
}
}
// only keep updating till initializing time has completed,
// which prevents unneeded expensive GameTime calls.
if (_isBotInitializing)
{
_isBotInitializing = GameTime::GetUptime().count() < sPlayerbotAIConfig->maxRandomBots * 0.11;
// no activity allowed during bot initialization
if (_isBotInitializing)
{
return false;
}
}
// General exceptions
if (activityType == PACKET_ACTIVITY)
{

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@@ -611,6 +611,7 @@ private:
Item* FindItemInInventory(std::function<bool(ItemTemplate const*)> checkItem) const;
void HandleCommands();
void HandleCommand(uint32 type, const std::string& text, Player& fromPlayer, const uint32 lang = LANG_UNIVERSAL);
bool _isBotInitializing = false;
protected:
Player* bot;

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@@ -148,7 +148,7 @@ bool PlayerbotAIConfig::Initialize()
LoadList<std::vector<uint32>>(
sConfigMgr->GetOption<std::string>("AiPlayerbot.PvpProhibitedZoneIds",
"2255,656,2361,2362,2363,976,35,2268,3425,392,541,1446,3828,3712,3738,3565,"
"3539,3623,4152,3988,4658,4284,4418,4436,4275,4323,4395,3703,4298,3951"),
"3539,3623,4152,3988,4658,4284,4418,4436,4275,4323,4395,3703,4298,139,3951"),
pvpProhibitedZoneIds);
LoadList<std::vector<uint32>>(sConfigMgr->GetOption<std::string>("AiPlayerbot.PvpProhibitedAreaIds", "976,35"),
pvpProhibitedAreaIds);

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@@ -36,28 +36,8 @@
#include "BroadcastHelper.h"
#include "PlayerbotDbStore.h"
#include "WorldSessionMgr.h"
#include "DatabaseEnv.h"
#include <algorithm>
#include "Log.h"
#include <shared_mutex> // removes a long-standing crash (0xC0000005 ACCESS_VIOLATION)
#include "TravelMgr.h"
namespace {
// [Crash fix] Centralize clearing of pointer values in the AI context
static void ClearAIContextPointerValues(PlayerbotAI* ai)
{
if (!ai) return;
if (AiObjectContext* ctx = ai->GetAiObjectContext())
{
// Known today
if (auto* tt = ctx->GetValue<TravelTarget*>("travel target"))
tt->Set(nullptr);
// TODO: add other pointer-type values here if you have any
// e.g.: ctx->GetValue<SomePtr>("some key")->Set(nullptr);
}
}
}
#include "DatabaseEnv.h" // Added for gender choice
#include <algorithm> // Added for gender choice
class BotInitGuard
{
@@ -142,7 +122,7 @@ void PlayerbotHolder::AddPlayerBot(ObjectGuid playerGuid, uint32 masterAccountId
PlayerbotMgr* mgr = GET_PLAYERBOT_MGR(masterPlayer);
if (!mgr)
{
LOG_DEBUG("mod-playerbots", "PlayerbotMgr not found for master player with GUID: {}", masterPlayer->GetGUID().GetRawValue());
LOG_DEBUG("playerbots", "PlayerbotMgr not found for master player with GUID: {}", masterPlayer->GetGUID().GetRawValue());
return;
}
uint32 count = mgr->GetPlayerbotsCount() + botLoading.size();
@@ -222,70 +202,31 @@ void PlayerbotHolder::HandlePlayerBotLoginCallback(PlayerbotLoginQueryHolder con
void PlayerbotHolder::UpdateSessions()
{
// snapshot of keys
std::vector<ObjectGuid> guids;
guids.reserve(playerBots.size());
for (auto const& kv : playerBots)
guids.push_back(kv.first);
// safe iterate of snapshot of keys.
for (ObjectGuid const& guid : guids)
for (PlayerBotMap::const_iterator itr = GetPlayerBotsBegin(); itr != GetPlayerBotsEnd(); ++itr)
{
Player* bot = GetPlayerBot(guid);
if (!bot)
continue;
Player* const bot = itr->second;
if (bot->IsBeingTeleported())
{
if (PlayerbotAI* botAI = GET_PLAYERBOT_AI(bot))
PlayerbotAI* botAI = GET_PLAYERBOT_AI(bot);
if (botAI)
{
botAI->HandleTeleportAck();
// Dont process packets in the same tick as a teleport ack
continue;
}
}
if (!bot->IsInWorld())
else if (bot->IsInWorld())
{
continue;
}
if (WorldSession* sess = bot->GetSession())
{
// This may log the bot out or mutate the map, hence the usage of a snapshop
HandleBotPackets(sess);
HandleBotPackets(bot->GetSession());
}
}
}
/*void PlayerbotHolder::HandleBotPackets(WorldSession* session)
void PlayerbotHolder::HandleBotPackets(WorldSession* session)
{
WorldPacket* packet;
while (session->GetPacketQueue().next(packet))
{
OpcodeClient opcode = static_cast<OpcodeClient>(packet->GetOpcode());
ClientOpcodeHandler const* opHandle = opcodeTable[opcode];
opHandle->Call(session, *packet);
delete packet;
}
}*/
void PlayerbotHolder::HandleBotPackets(WorldSession* session) // [Crash Fix] Secure packet dispatch (avoid calling on a null handler)
{
WorldPacket* packet;
while (session->GetPacketQueue().next(packet))
{
const OpcodeClient opcode = static_cast<OpcodeClient>(packet->GetOpcode());
const ClientOpcodeHandler* opHandle = opcodeTable[opcode];
if (!opHandle)
{
// Unknown handler: drop cleanly
delete packet;
continue;
}
opHandle->Call(session, *packet);
delete packet;
}
@@ -375,13 +316,10 @@ void PlayerbotHolder::LogoutPlayerBot(ObjectGuid guid)
sPlayerbotDbStore->Save(botAI);
}
LOG_DEBUG("mod-playerbots", "Bot {} logging out", bot->GetName().c_str());
LOG_DEBUG("playerbots", "Bot {} logging out", bot->GetName().c_str());
bot->SaveToDB(false, false);
// WorldSession* botWorldSessionPtr = bot->GetSession();
WorldSession* botWorldSessionPtr = bot->GetSession(); // Small safeguard on the session (as a precaution)
if (!botWorldSessionPtr)
return;
WorldSession* botWorldSessionPtr = bot->GetSession();
WorldSession* masterWorldSessionPtr = nullptr;
if (botWorldSessionPtr->isLogingOut())
@@ -414,13 +352,11 @@ void PlayerbotHolder::LogoutPlayerBot(ObjectGuid guid)
logout = true;
}
/*TravelTarget* target = nullptr;
TravelTarget* target = nullptr;
if (botAI->GetAiObjectContext()) // Maybe some day re-write to delate all pointer values.
{
target = botAI->GetAiObjectContext()->GetValue<TravelTarget*>("travel target")->Get();
}*/
// [Crash fix] Centralized cleanup of pointer values in the context
ClearAIContextPointerValues(botAI);
}
// Peiru: Allow bots to always instant logout to see if this resolves logout crashes
logout = true;
@@ -437,25 +373,19 @@ void PlayerbotHolder::LogoutPlayerBot(ObjectGuid guid)
botWorldSessionPtr->HandleLogoutRequestOpcode(data);
if (!bot)
{
/*RemoveFromPlayerbotsMap(guid);
delete botWorldSessionPtr;
if (target)
delete target;*/
// [Crash fix] bot can be destroyed by the logout request: clean up without touching old pointers
RemoveFromPlayerbotsMap(guid);
delete botWorldSessionPtr;
if (target)
delete target;
}
return;
}
else
{
/*RemoveFromPlayerbotsMap(guid); // deletes bot player ptr inside this WorldSession PlayerBotMap
RemoveFromPlayerbotsMap(guid); // deletes bot player ptr inside this WorldSession PlayerBotMap
delete botWorldSessionPtr; // finally delete the bot's WorldSession
if (target)
delete target;*/
// [Crash fix] no more deleting 'target' here: ownership handled by the AI/Context
RemoveFromPlayerbotsMap(guid); // deletes bot player ptr inside this WorldSession PlayerBotMap
delete botWorldSessionPtr; // finally delete the bot's WorldSession
delete target;
}
return;
} // if instant logout possible, do it
@@ -488,11 +418,11 @@ void PlayerbotHolder::DisablePlayerBot(ObjectGuid guid)
sPlayerbotDbStore->Save(botAI);
}
LOG_DEBUG("mod-playerbots", "Bot {} logged out", bot->GetName().c_str());
LOG_DEBUG("playerbots", "Bot {} logged out", bot->GetName().c_str());
bot->SaveToDB(false, false);
/*if (botAI->GetAiObjectContext()) // Maybe some day re-write to delate all pointer values.
if (botAI->GetAiObjectContext()) // Maybe some day re-write to delate all pointer values.
{
TravelTarget* target = botAI->GetAiObjectContext()->GetValue<TravelTarget*>("travel target")->Get();
if (target)
@@ -501,9 +431,7 @@ void PlayerbotHolder::DisablePlayerBot(ObjectGuid guid)
RemoveFromPlayerbotsMap(guid); // deletes bot player ptr inside this WorldSession PlayerBotMap
delete botAI;*/
// [Crash fix] Centralized cleanup of pointer values in the context
ClearAIContextPointerValues(botAI);
delete botAI;
}
}
@@ -599,9 +527,6 @@ void PlayerbotHolder::OnBotLogin(Player* const bot)
{
botAI->ResetStrategies(!sRandomPlayerbotMgr->IsRandomBot(bot));
}
botAI->Reset(true); // Reset transient states (incl. LFG "proposal") to avoid the "one or more players are not eligible" error after reconnect.
sPlayerbotDbStore->Load(botAI);
if (master && !master->HasUnitState(UNIT_STATE_IN_FLIGHT))
@@ -621,21 +546,16 @@ void PlayerbotHolder::OnBotLogin(Player* const bot)
if (master && master->GetGroup() && !group)
{
Group* mgroup = master->GetGroup();
// if (mgroup->GetMembersCount() >= 5)
if (mgroup->GetMembersCount() + 1 > 5) // only convert in raid if the add of THIS bot make group > 5
if (mgroup->GetMembersCount() >= 5)
{
if (!mgroup->isRaidGroup() && !mgroup->isLFGGroup() && !mgroup->isBGGroup() && !mgroup->isBFGroup())
{
mgroup->ConvertToRaid();
}
//if (mgroup->isRaidGroup())
//{
//mgroup->AddMember(bot);
//}
mgroup->AddMember(bot);
LOG_DEBUG("mod-playerbots", "[GROUP] after add: members={}, isRaid={}, isLFG={}",
(int)mgroup->GetMembersCount(), mgroup->isRaidGroup() ? 1 : 0, mgroup->isLFGGroup() ? 1 : 0);
if (mgroup->isRaidGroup())
{
mgroup->AddMember(bot);
}
}
else
{
@@ -814,11 +734,9 @@ std::string const PlayerbotHolder::ProcessBotCommand(std::string const cmd, Obje
}
}
// if (GET_PLAYERBOT_AI(bot))
if (PlayerbotAI* ai = GET_PLAYERBOT_AI(bot)) // [Tidy/Crash fix] Acquire AI once and reuse; avoid multiple GET_PLAYERBOT_AI calls.
if (GET_PLAYERBOT_AI(bot))
{
// if (Player* master = GET_PLAYERBOT_AI(bot)->GetMaster())
if (Player* master = ai->GetMaster())
if (Player* master = GET_PLAYERBOT_AI(bot)->GetMaster())
{
if (master->GetSession()->GetSecurity() <= SEC_PLAYER && sPlayerbotAIConfig->autoInitOnly &&
cmd != "init=auto")
@@ -1673,7 +1591,7 @@ void PlayerbotMgr::OnBotLoginInternal(Player* const bot)
botAI->SetMaster(master);
botAI->ResetStrategies();
LOG_INFO("mod-playerbots", "Bot {} logged in", bot->GetName().c_str());
LOG_INFO("playerbots", "Bot {} logged in", bot->GetName().c_str());
}
void PlayerbotMgr::OnPlayerLogin(Player* player)
@@ -1808,70 +1726,21 @@ void PlayerbotsMgr::RemovePlayerBotData(ObjectGuid const& guid, bool is_AI)
PlayerbotAI* PlayerbotsMgr::GetPlayerbotAI(Player* player)
{
// if (!(sPlayerbotAIConfig->enabled) || !player)
// {
if (!(sPlayerbotAIConfig->enabled) || !player)
{
return nullptr;
}
// if (player->GetSession()->isLogingOut() || player->IsDuringRemoveFromWorld()) {
// return nullptr;
// }
// // if (player->GetSession()->isLogingOut() || player->IsDuringRemoveFromWorld()) {
// // return nullptr;
// // }
// auto itr = _playerbotsAIMap.find(player->GetGUID());
// if (itr != _playerbotsAIMap.end())
// {
// if (itr->second->IsBotAI())
// return reinterpret_cast<PlayerbotAI*>(itr->second);
// }
//
// return nullptr;
// removes a long-standing crash (0xC0000005 ACCESS_VIOLATION)
if (!player || !sPlayerbotAIConfig->enabled)
return nullptr;
// First read the GUID into a local variable, but ONLY after the check!
ObjectGuid guid = player->GetGUID(); // <-- OK here, we know that player != nullptr
{
std::shared_lock rlock(_aiMutex);
auto it = _playerbotsAIMap.find(guid);
if (it != _playerbotsAIMap.end() && it->second->IsBotAI())
return static_cast<PlayerbotAI*>(it->second);
}
// Transient state: NEVER break the master ⇄ bots relationship here.
if (!ObjectAccessor::FindPlayer(guid))
auto itr = _playerbotsAIMap.find(player->GetGUID());
if (itr != _playerbotsAIMap.end())
{
RemovePlayerbotAI(guid, /*removeMgrEntry=*/false);
}
return nullptr;
}
// removes a long-standing crash (0xC0000005 ACCESS_VIOLATION)
PlayerbotAI* PlayerbotsMgr::GetPlayerbotAIByGuid(ObjectGuid guid)
{
if (!sPlayerbotAIConfig->enabled)
return nullptr;
std::shared_lock rlock(_aiMutex);
auto it = _playerbotsAIMap.find(guid);
if (it != _playerbotsAIMap.end() && it->second->IsBotAI())
return static_cast<PlayerbotAI*>(it->second);
return nullptr;
}
void PlayerbotsMgr::RemovePlayerbotAI(ObjectGuid const& guid, bool removeMgrEntry /*= true*/)
{
std::unique_lock wlock(_aiMutex);
if (auto it = _playerbotsAIMap.find(guid); it != _playerbotsAIMap.end())
{
delete it->second;
_playerbotsAIMap.erase(it);
LOG_DEBUG("mod-playerbots", "Removed stale AI for GUID {}",
static_cast<uint64>(guid.GetRawValue()));
if (itr->second->IsBotAI())
return reinterpret_cast<PlayerbotAI*>(itr->second);
}
if (removeMgrEntry)
_playerbotsMgrMap.erase(guid); // we NO longer touch the relation in a "soft" purge
return nullptr;
}
PlayerbotMgr* PlayerbotsMgr::GetPlayerbotMgr(Player* player)

View File

@@ -12,7 +12,6 @@
#include "PlayerbotAIBase.h"
#include "QueryHolder.h"
#include "QueryResult.h"
#include <shared_mutex> // removes a long-standing crash (0xC0000005 ACCESS_VIOLATION)
class ChatHandler;
class PlayerbotAI;
@@ -115,38 +114,13 @@ public:
void RemovePlayerBotData(ObjectGuid const& guid, bool is_AI);
PlayerbotAI* GetPlayerbotAI(Player* player);
PlayerbotAI* GetPlayerbotAIByGuid(ObjectGuid guid); // removes a long-standing crash (0xC0000005 ACCESS_VIOLATION)
// void RemovePlayerbotAI(ObjectGuid const& guid); // removes a long-standing crash (0xC0000005 ACCESS_VIOLATION)
// removeMgrEntry = true => "hard" purge (AI + manager relation), for real logouts
// removeMgrEntry = false => "soft" purge (AI only), for detected "stale" cases
void RemovePlayerbotAI(ObjectGuid const& guid, bool removeMgrEntry = true);
PlayerbotMgr* GetPlayerbotMgr(Player* player);
private:
std::unordered_map<ObjectGuid, PlayerbotAIBase*> _playerbotsAIMap;
std::unordered_map<ObjectGuid, PlayerbotAIBase*> _playerbotsMgrMap;
mutable std::shared_mutex _aiMutex; // removes a long-standing crash (0xC0000005 ACCESS_VIOLATION)
};
#define sPlayerbotsMgr PlayerbotsMgr::instance()
// Temporary addition If it keeps crashing, we will use them.
// Like
// BEFORE : PlayerbotAI* botAI = GET_PLAYERBOT_AI(bot);
// AFTER (safe) : PlayerbotAI* botAI = GET_PLAYERBOT_AI_SAFE(bot);
// BEFORE : if (PlayerbotAI* botAI = GET_PLAYERBOT_AI(player)) { ... }
// AFTER (safe) : if (PlayerbotAI* botAI = GET_PLAYERBOT_AI_SAFE(player)) { ... }
// --- SAFE helpers (append to PlayerbotMgr.h) ---
inline PlayerbotAI* GET_PLAYERBOT_AI_SAFE(Player* p)
{
// Avoid any dereference during transient states (nullptr, teleport, flight, etc.)
return p ? sPlayerbotsMgr->GetPlayerbotAI(p) : nullptr;
}
inline PlayerbotMgr* GET_PLAYERBOT_MGR_SAFE(Player* p)
{
return p ? sPlayerbotsMgr->GetPlayerbotMgr(p) : nullptr;
}
// --- end SAFE helpers ---
#endif

View File

@@ -30,7 +30,6 @@
#include "cs_playerbots.h"
#include "cmath"
#include "BattleGroundTactics.h"
#include "ObjectAccessor.h"
class PlayerbotsDatabaseScript : public DatabaseScript
{
@@ -109,7 +108,7 @@ public:
"|cffcccccchttps://github.com/liyunfan1223/mod-playerbots|r");
}
/*if (sPlayerbotAIConfig->enabled || sPlayerbotAIConfig->randomBotAutologin)
if (sPlayerbotAIConfig->enabled || sPlayerbotAIConfig->randomBotAutologin)
{
std::string roundedTime =
std::to_string(std::ceil((sPlayerbotAIConfig->maxRandomBots * 0.11 / 60) * 10) / 10.0);
@@ -118,7 +117,7 @@ public:
ChatHandler(player->GetSession()).SendSysMessage(
"|cff00ff00Playerbots:|r bot initialization at server startup takes about '"
+ roundedTime + "' minutes.");
}*/
}
}
}
@@ -137,7 +136,7 @@ public:
bool OnPlayerCanUseChat(Player* player, uint32 type, uint32 /*lang*/, std::string& msg, Player* receiver) override
{
/*if (type == CHAT_MSG_WHISPER)
if (type == CHAT_MSG_WHISPER)
{
if (PlayerbotAI* botAI = GET_PLAYERBOT_AI(receiver))
{
@@ -145,23 +144,14 @@ public:
return false;
}
}*/
if (type == CHAT_MSG_WHISPER && receiver) // [Crash Fix] Add non-null receiver check to avoid calling on a null pointer in edge cases.
{
if (PlayerbotAI* botAI = GET_PLAYERBOT_AI(receiver))
{
botAI->HandleCommand(type, msg, player);
return false;
}
}
}
return true;
}
void OnPlayerChat(Player* player, uint32 type, uint32 /*lang*/, std::string& msg, Group* group) override
{
/*for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
{
if (Player* member = itr->GetSource())
{
@@ -170,18 +160,6 @@ public:
botAI->HandleCommand(type, msg, player);
}
}
}*/
if (!group) return; // [Crash Fix] 'group' should not be null in this hook, but this safeguard prevents a crash if the caller changes or in case of an unexpected call.
for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
{
Player* member = itr->GetSource();
if (!member) continue;
if (PlayerbotAI* botAI = GET_PLAYERBOT_AI(member))
{
botAI->HandleCommand(type, msg, player);
}
}
}
@@ -198,9 +176,7 @@ public:
{
if (bot->GetGuildId() == player->GetGuildId())
{
// GET_PLAYERBOT_AI(bot)->HandleCommand(type, msg, player);
if (PlayerbotAI* ai = GET_PLAYERBOT_AI(bot)) // [Crash Fix] Possible crash source because we don't check if the returned pointer is not null
ai->HandleCommand(type, msg, player);
GET_PLAYERBOT_AI(bot)->HandleCommand(type, msg, player);
}
}
}
@@ -335,7 +311,7 @@ class PlayerbotsScript : public PlayerbotScript
public:
PlayerbotsScript() : PlayerbotScript("PlayerbotsScript") {}
/*bool OnPlayerbotCheckLFGQueue(lfg::Lfg5Guids const& guidsList) override
bool OnPlayerbotCheckLFGQueue(lfg::Lfg5Guids const& guidsList) override
{
bool nonBotFound = false;
for (ObjectGuid const& guid : guidsList.guids)
@@ -349,137 +325,7 @@ public:
}
return nonBotFound;
}*/
// New LFG Function
bool OnPlayerbotCheckLFGQueue(lfg::Lfg5Guids const& guidsList)
{
const size_t totalSlots = guidsList.guids.size();
size_t ignoredEmpty = 0, ignoredNonPlayer = 0;
size_t offlinePlayers = 0, botPlayers = 0, realPlayers = 0;
bool groupGuidSeen = false;
LOG_DEBUG("playerbots", "[LFG] check start: slots={}", totalSlots);
for (size_t i = 0; i < totalSlots; ++i)
{
ObjectGuid const& guid = guidsList.guids[i];
// 1) Placeholders to ignore
if (guid.IsEmpty())
{
++ignoredEmpty;
LOG_DEBUG("playerbots", "[LFG] slot {}: <empty> -> ignored", i);
continue;
}
// Group GUID: in the original implementation this counted as "non-bot found"
if (guid.IsGroup())
{
groupGuidSeen = true;
LOG_DEBUG("playerbots", "[LFG] slot {}: <GROUP GUID> -> counts as having a real player (compat)", i);
continue;
}
// Other non-Player GUIDs: various placeholders, ignore them
if (!guid.IsPlayer())
{
++ignoredNonPlayer;
LOG_DEBUG("playerbots", "[LFG] slot {}: guid={} (non-player/high={}) -> ignored", i,
static_cast<uint64>(guid.GetRawValue()), (unsigned)guid.GetHigh());
continue;
}
// 2) Player present?
Player* player = ObjectAccessor::FindPlayer(guid);
if (!player)
{
++offlinePlayers;
LOG_DEBUG("playerbots", "[LFG] slot {}: player guid={} is offline/not in world", i,
static_cast<uint64>(guid.GetRawValue()));
continue;
}
// 3) Bot or real player?
if (GET_PLAYERBOT_AI(player) != nullptr)
{
++botPlayers;
LOG_DEBUG("playerbots", "[LFG] slot {}: BOT {} (lvl {}, class {})", i, player->GetName().c_str(),
player->GetLevel(), player->getClass());
}
else
{
++realPlayers;
LOG_DEBUG("playerbots", "[LFG] slot {}: REAL {} (lvl {}, class {})", i, player->GetName().c_str(),
player->GetLevel(), player->getClass());
}
}
// "Ultra-early phase" detection: only placeholders => DO NOT VETO
const bool onlyPlaceholders = (realPlayers + botPlayers + (groupGuidSeen ? 1 : 0)) == 0 &&
(ignoredEmpty + ignoredNonPlayer) == totalSlots;
// "Soft" LFG preflight if we actually see players AND at least one offline
if (!onlyPlaceholders && offlinePlayers > 0)
{
// Find a plausible leader: prefer a real online player, otherwise any online player
Player* leader = nullptr;
for (ObjectGuid const& guid : guidsList.guids)
if (guid.IsPlayer())
if (Player* p = ObjectAccessor::FindPlayer(guid))
if (GET_PLAYERBOT_AI(p) == nullptr)
{
leader = p;
break;
}
if (!leader)
for (ObjectGuid const& guid : guidsList.guids)
if (guid.IsPlayer())
if (Player* p = ObjectAccessor::FindPlayer(guid))
{
leader = p;
break;
}
if (leader)
{
Group* g = leader->GetGroup();
if (g)
{
LOG_DEBUG("playerbots", "[LFG-RESET] group members={}, isRaid={}, isLFGGroup={}",
(int)g->GetMembersCount(), g->isRaidGroup() ? 1 : 0, g->isLFGGroup() ? 1 : 0);
// "Soft" reset of LFG states on the bots' AI side (proposal/role-check, etc.)
for (GroupReference* ref = g->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (!member)
continue;
if (PlayerbotAI* ai = GET_PLAYERBOT_AI(member))
ai->Reset(true);
}
}
}
LOG_DEBUG("playerbots", "[LFG] preflight soft-reset triggered (offline detected) -> allowQueue=no (retry)");
return false; // ask the client to retry right after the reset
}
// "Hybrid" policy: permissive if only placeholders; otherwise original logic
bool allowQueue = onlyPlaceholders ? true : ((offlinePlayers == 0) && (realPlayers >= 1 || groupGuidSeen));
LOG_DEBUG("playerbots",
"[LFG] summary: slots={}, real={}, bots={}, offline={}, ignored(empty+nonPlayer)={}, "
"groupGuidSeen={} -> allowQueue={}",
totalSlots, realPlayers, botPlayers, offlinePlayers, (ignoredEmpty + ignoredNonPlayer),
(groupGuidSeen ? "yes" : "no"), (allowQueue ? "yes" : "no"));
return allowQueue;
}
// End LFG
void OnPlayerbotCheckKillTask(Player* player, Unit* victim) override
{
@@ -531,10 +377,6 @@ public:
void OnPlayerbotLogout(Player* player) override
{
// immediate purge of the bot's AI upon disconnection
if (player && player->GetSession()->IsBot())
sPlayerbotsMgr->RemovePlayerbotAI(player->GetGUID()); // removes a long-standing crash (0xC0000005 ACCESS_VIOLATION)
if (PlayerbotMgr* playerbotMgr = GET_PLAYERBOT_MGR(player))
{
PlayerbotAI* botAI = GET_PLAYERBOT_AI(player);

View File

@@ -994,18 +994,9 @@ void RandomPlayerbotMgr::CheckBgQueue()
isRated = ginfo.IsRated;
}
/*if (bgQueue.IsPlayerInvitedToRatedArena(player->GetGUID()) ||
if (bgQueue.IsPlayerInvitedToRatedArena(player->GetGUID()) ||
(player->InArena() && player->GetBattleground()->isRated()))
isRated = true;*/
if (bgQueue.IsPlayerInvitedToRatedArena(player->GetGUID())) // [Crash Fix] Issue Crash in RandomPlayerbotMgr:1018 #1528
{
isRated = true;
}
else if (Battleground const* bg = player->GetBattleground())
{
if (player->InArena() && bg->isRated())
isRated = true;
}
if (isRated)
BattlegroundData[queueTypeId][bracketId].ratedArenaPlayerCount++;
@@ -1020,24 +1011,15 @@ void RandomPlayerbotMgr::CheckBgQueue()
else
BattlegroundData[queueTypeId][bracketId].bgHordePlayerCount++;
/*// If a player has joined the BG, update the instance count in BattlegroundData (for consistency)
// If a player has joined the BG, update the instance count in BattlegroundData (for consistency)
if (player->InBattleground())
{
std::vector<uint32>* instanceIds = nullptr;
uint32 instanceId = player->GetBattleground()->GetInstanceID();
instanceIds = &BattlegroundData[queueTypeId][bracketId].bgInstances;*/
// If a player has joined the BG, update the instance count in BattlegroundData (for consistency)
if (Battleground const* bg = player->GetBattleground()) // [Crash Fix] Issue Crash in RandomPlayerbotMgr:1018 #1528
{
std::vector<uint32>* instanceIds = nullptr;
uint32 instanceId = bg->GetInstanceID();
instanceIds = &BattlegroundData[queueTypeId][bracketId].bgInstances;
if (instanceIds &&
instanceIds = &BattlegroundData[queueTypeId][bracketId].bgInstances;
if (instanceIds &&
std::find(instanceIds->begin(), instanceIds->end(), instanceId) == instanceIds->end())
instanceIds->push_back(instanceId);
BattlegroundData[queueTypeId][bracketId].bgInstanceCount = instanceIds->size();
@@ -1100,20 +1082,10 @@ void RandomPlayerbotMgr::CheckBgQueue()
isRated = ginfo.IsRated;
}
/*if (bgQueue.IsPlayerInvitedToRatedArena(guid) || (bot->InArena() && bot->GetBattleground()->isRated()))
isRated = true;*/
if (bgQueue.IsPlayerInvitedToRatedArena(guid)) // [Crash Fix] Issue Crash in RandomPlayerbotMgr:1018 #1528
{
if (bgQueue.IsPlayerInvitedToRatedArena(guid) || (bot->InArena() && bot->GetBattleground()->isRated()))
isRated = true;
}
else if (Battleground const* bg = bot->GetBattleground())
{
if (bot->InArena() && bg->isRated())
isRated = true;
}
// END [Crash Fix] Issue Crash in RandomPlayerbotMgr:1018 #1528
if (isRated)
if (isRated)
BattlegroundData[queueTypeId][bracketId].ratedArenaBotCount++;
else
BattlegroundData[queueTypeId][bracketId].skirmishArenaBotCount++;
@@ -1126,15 +1098,10 @@ void RandomPlayerbotMgr::CheckBgQueue()
BattlegroundData[queueTypeId][bracketId].bgHordeBotCount++;
}
/*if (bot->InBattleground())
if (bot->InBattleground())
{
std::vector<uint32>* instanceIds = nullptr;
uint32 instanceId = bot->GetBattleground()->GetInstanceID();*/
if (Battleground const* bg = bot->GetBattleground()) // [Crash Fix] Issue Crash in RandomPlayerbotMgr:1018 #1528
{
std::vector<uint32>* instanceIds = nullptr;
uint32 instanceId = bg->GetInstanceID();
//END [Crash Fix] Issue Crash in RandomPlayerbotMgr:1018 #1528
uint32 instanceId = bot->GetBattleground()->GetInstanceID();
bool isArena = false;
bool isRated = false;
@@ -1142,8 +1109,7 @@ void RandomPlayerbotMgr::CheckBgQueue()
if (bot->InArena())
{
isArena = true;
// if (bot->GetBattleground()->isRated())
if (bg->isRated()) // [Crash Fix] Issue Crash in RandomPlayerbotMgr:1018 #1528
if (bot->GetBattleground()->isRated())
{
isRated = true;
instanceIds = &BattlegroundData[queueTypeId][bracketId].ratedArenaInstances;
@@ -1759,11 +1725,7 @@ void RandomPlayerbotMgr::RandomTeleport(Player* bot, std::vector<WorldLocation>&
}
// Prevent blink to be detected by visible real players
/*if (botAI->HasPlayerNearby(150.0f))
{
break;
}*/
if (botAI && botAI->HasPlayerNearby(150.0f)) // [Crash fix] 'botAI' can be null earlier in the function.
if (botAI->HasPlayerNearby(150.0f))
{
break;
}
@@ -2218,7 +2180,7 @@ void RandomPlayerbotMgr::RandomTeleport(Player* bot)
float range = sPlayerbotAIConfig->randomBotTeleportDistance;
Acore::AnyUnitInObjectRangeCheck u_check(bot, range);
Acore::UnitListSearcher<Acore::AnyUnitInObjectRangeCheck> searcher(bot, targets, u_check);
Cell::VisitObjects(bot, searcher, range);
Cell::VisitAllObjects(bot, searcher, range);
if (!targets.empty())
{
@@ -2371,10 +2333,8 @@ void RandomPlayerbotMgr::RandomizeFirst(Player* bot)
PlayerbotsDatabase.Execute(stmt);
// teleport to a random inn for bot level
/*if (GET_PLAYERBOT_AI(bot))
GET_PLAYERBOT_AI(bot)->Reset(true);*/
if (auto* ai = GET_PLAYERBOT_AI(bot)) // [Crash fix] Avoid 2 calls to GET_PLAYERBOT_AI and protect the dereference.
ai->Reset(true);
if (GET_PLAYERBOT_AI(bot))
GET_PLAYERBOT_AI(bot)->Reset(true);
if (bot->GetGroup())
bot->RemoveFromGroup();
@@ -2414,10 +2374,8 @@ void RandomPlayerbotMgr::RandomizeMin(Player* bot)
PlayerbotsDatabase.Execute(stmt);
// teleport to a random inn for bot level
/*if (GET_PLAYERBOT_AI(bot))
GET_PLAYERBOT_AI(bot)->Reset(true);*/
if (auto* ai = GET_PLAYERBOT_AI(bot)) // [Crash fix] Avoid 2 calls to GET_PLAYERBOT_AI and protect the dereference.
ai->Reset(true);
if (GET_PLAYERBOT_AI(bot))
GET_PLAYERBOT_AI(bot)->Reset(true);
if (bot->GetGroup())
bot->RemoveFromGroup();
@@ -2510,7 +2468,7 @@ void RandomPlayerbotMgr::Refresh(Player* bot)
bool RandomPlayerbotMgr::IsRandomBot(Player* bot)
{
/*if (bot && GET_PLAYERBOT_AI(bot))
if (bot && GET_PLAYERBOT_AI(bot))
{
if (GET_PLAYERBOT_AI(bot)->IsRealPlayer())
return false;
@@ -2520,17 +2478,6 @@ bool RandomPlayerbotMgr::IsRandomBot(Player* bot)
return IsRandomBot(bot->GetGUID().GetCounter());
}
return false;*/
if (bot) // [Tidy] Single AI acquisition + same logic.
{
if (auto* ai = GET_PLAYERBOT_AI(bot))
{
if (ai->IsRealPlayer())
return false;
}
return IsRandomBot(bot->GetGUID().GetCounter());
}
return false;
}
@@ -2548,7 +2495,7 @@ bool RandomPlayerbotMgr::IsRandomBot(ObjectGuid::LowType bot)
bool RandomPlayerbotMgr::IsAddclassBot(Player* bot)
{
/*if (bot && GET_PLAYERBOT_AI(bot))
if (bot && GET_PLAYERBOT_AI(bot))
{
if (GET_PLAYERBOT_AI(bot)->IsRealPlayer())
return false;
@@ -2558,17 +2505,6 @@ bool RandomPlayerbotMgr::IsAddclassBot(Player* bot)
return IsAddclassBot(bot->GetGUID().GetCounter());
}
return false;*/
if (bot) // [Tidy] Single AI acquisition + same logic.
{
if (auto* ai = GET_PLAYERBOT_AI(bot))
{
if (ai->IsRealPlayer())
return false;
}
return IsAddclassBot(bot->GetGUID().GetCounter());
}
return false;
}
@@ -2908,9 +2844,8 @@ void RandomPlayerbotMgr::HandleCommand(uint32 type, std::string const text, Play
continue;
}
}
// GET_PLAYERBOT_AI(bot)->HandleCommand(type, text, fromPlayer); // Possible crash source because we don't check if the returned pointer is not null
if (auto* ai = GET_PLAYERBOT_AI(bot)) // [Crash fix] Protect the call on a null AI (World/General chat path).
ai->HandleCommand(type, text, fromPlayer);
GET_PLAYERBOT_AI(bot)->HandleCommand(type, text, fromPlayer);
}
}
@@ -2983,7 +2918,7 @@ void RandomPlayerbotMgr::OnPlayerLogin(Player* player)
for (GroupReference* gref = group->GetFirstMember(); gref; gref = gref->next())
{
Player* member = gref->GetSource();
/*PlayerbotAI* botAI = GET_PLAYERBOT_AI(bot);
PlayerbotAI* botAI = GET_PLAYERBOT_AI(bot);
if (botAI && member == player && (!botAI->GetMaster() || GET_PLAYERBOT_AI(botAI->GetMaster())))
{
if (!bot->InBattleground())
@@ -2994,20 +2929,6 @@ void RandomPlayerbotMgr::OnPlayerLogin(Player* player)
}
break;
}*/
if (auto* botAI = GET_PLAYERBOT_AI(bot)) // [Tidy] Avoid GET_PLAYERBOT_AI(...) on a potentially null master.
{
Player* master = botAI->GetMaster();
if (member == player && (!master || GET_PLAYERBOT_AI(master)))
{
if (!bot->InBattleground())
{
botAI->SetMaster(player);
botAI->ResetStrategies();
botAI->TellMaster("Hello");
}
break;
}
}
}
}
@@ -3146,29 +3067,13 @@ void RandomPlayerbotMgr::PrintStats()
lvlPerClass[bot->getClass()] += bot->GetLevel();
lvlPerRace[bot->getRace()] += bot->GetLevel();
/*PlayerbotAI* botAI = GET_PLAYERBOT_AI(bot);
PlayerbotAI* botAI = GET_PLAYERBOT_AI(bot);
if (botAI->AllowActivity())
++active;
if (botAI->GetAiObjectContext()->GetValue<bool>("random bot update")->Get())
++update;*/
PlayerbotAI* botAI = GET_PLAYERBOT_AI(bot); // [Crash fix] Declare botAI in the loop scope and exit early if null,
if (!botAI)
continue; // real player / no AI → ignore this bot for stats
if (botAI->AllowActivity())
++active;
// Secure access to the context and the value
if (AiObjectContext* ctx = botAI->GetAiObjectContext())
{
if (auto* v = ctx->GetValue<bool>("random bot update"))
if (v->Get())
++update;
}
// End CrashFix
++update;
uint32 botId = bot->GetGUID().GetCounter();
if (!GetEventValue(botId, "randomize"))
++randomize;

View File

@@ -1227,7 +1227,7 @@ std::string const QuestObjectiveTravelDestination::getTitle()
return out.str();
}
/*bool RpgTravelDestination::isActive(Player* bot) // Old Code
bool RpgTravelDestination::isActive(Player* bot)
{
PlayerbotAI* botAI = GET_PLAYERBOT_AI(bot);
AiObjectContext* context = botAI->GetAiObjectContext();
@@ -1264,62 +1264,6 @@ std::string const QuestObjectiveTravelDestination::getTitle()
ReputationRank reaction = bot->GetReputationRank(factionEntry->faction);
return reaction > REP_NEUTRAL;
}*/
bool RpgTravelDestination::isActive(Player* bot)
{
// [Crash fix] Never dereference the AI if the player is real (null AI).
if (!bot)
return false;
PlayerbotAI* botAI = GET_PLAYERBOT_AI(bot);
if (!botAI)
return false; // real player (no AI) => inactive destination
AiObjectContext* context = botAI->GetAiObjectContext();
if (!context)
return false;
CreatureTemplate const* cInfo = GetCreatureTemplate();
if (!cInfo)
return false;
bool isUsefull = false;
if (cInfo->npcflag & UNIT_NPC_FLAG_VENDOR)
if (AI_VALUE2_LAZY(bool, "group or", "should sell,can sell,following party,near leader"))
isUsefull = true;
if (cInfo->npcflag & UNIT_NPC_FLAG_REPAIR)
if (AI_VALUE2_LAZY(bool, "group or", "should repair,can repair,following party,near leader"))
isUsefull = true;
if (!isUsefull)
return false;
// [Crash fix] Read the ignore list via 'context' and check that the Value exists
GuidSet const* ignoreList = nullptr;
if (auto* value = context->GetValue<GuidSet&>("ignore rpg target"))
ignoreList = &value->Get();
if (ignoreList)
{
for (ObjectGuid const& guid : *ignoreList)
{
if (guid.GetEntry() == getEntry())
return false;
}
}
// Secure access to the faction template
if (FactionTemplateEntry const* factionEntry = sFactionTemplateStore.LookupEntry(cInfo->faction))
{
ReputationRank reaction = bot->GetReputationRank(factionEntry->faction);
return reaction > REP_NEUTRAL;
}
// As a precaution, if the faction is not found, consider inactive
return false;
}
CreatureTemplate const* RpgTravelDestination::GetCreatureTemplate() { return sObjectMgr->GetCreatureTemplate(entry); }

View File

@@ -164,16 +164,15 @@ void PlayerbotFactory::Init()
{
continue;
}
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(gemId);
if (proto) {
if (proto->ItemLevel < 60)
continue;
if (proto->Flags & ITEM_FLAG_UNIQUE_EQUIPPABLE)
continue;
if (proto->ItemLevel < 60)
continue;
if (proto->Flags & ITEM_FLAG_UNIQUE_EQUIPPABLE)
{
continue;
}
if (sRandomItemMgr->IsTestItem(gemId))
continue;
@@ -181,11 +180,9 @@ void PlayerbotFactory::Init()
{
continue;
}
// LOG_INFO("playerbots", "Add {} to enchantment gems", gemId);
enchantGemIdCache.push_back(gemId);
}
LOG_INFO("playerbots", "Loading {} enchantment gems", enchantGemIdCache.size());
}
@@ -1020,16 +1017,14 @@ void PlayerbotFactory::ClearSkills()
}
bot->SetUInt32Value(PLAYER_SKILL_INDEX(0), 0);
bot->SetUInt32Value(PLAYER_SKILL_INDEX(1), 0);
// unlearn default race/class skills
if (PlayerInfo const* info = sObjectMgr->GetPlayerInfo(bot->getRace(), bot->getClass())) {
for (PlayerCreateInfoSkills::const_iterator itr = info->skills.begin(); itr != info->skills.end(); ++itr)
{
uint32 skillId = itr->SkillId;
if (!bot->HasSkill(skillId))
continue;
bot->SetSkill(skillId, 0, 0, 0);
}
PlayerInfo const* info = sObjectMgr->GetPlayerInfo(bot->getRace(), bot->getClass());
for (PlayerCreateInfoSkills::const_iterator itr = info->skills.begin(); itr != info->skills.end(); ++itr)
{
uint32 skillId = itr->SkillId;
if (!bot->HasSkill(skillId))
continue;
bot->SetSkill(skillId, 0, 0, 0);
}
}

View File

@@ -59,7 +59,10 @@ bool AttackAction::Attack(Unit* target, bool with_pet /*true*/)
bool sameTarget = oldTarget == target && bot->GetVictim() == target;
bool inCombat = botAI->GetState() == BOT_STATE_COMBAT;
bool sameAttackMode = bot->HasUnitState(UNIT_STATE_MELEE_ATTACKING) == shouldMelee;
// there's no reason to do attack again
if (sameTarget && inCombat && sameAttackMode)
return false;
if (bot->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE ||
bot->HasUnitState(UNIT_STATE_IN_FLIGHT))
{
@@ -79,53 +82,52 @@ bool AttackAction::Attack(Unit* target, bool with_pet /*true*/)
if (!target->IsInWorld())
{
if (verbose)
botAI->TellError(std::string(target->GetName()) + " is no longer in the world.");
return false;
}
if ((sPlayerbotAIConfig->IsInPvpProhibitedZone(bot->GetZoneId()) ||
sPlayerbotAIConfig->IsInPvpProhibitedArea(bot->GetAreaId()))
&& (target->IsPlayer() || target->IsPet()))
{
if (verbose)
botAI->TellError("I cannot attack other players in PvP prohibited areas.");
return false;
}
if (bot->IsFriendlyTo(target))
{
if (verbose)
botAI->TellError(std::string(target->GetName()) + " is friendly to me.");
return false;
}
if (target->isDead())
{
if (verbose)
botAI->TellError(std::string(target->GetName()) + " is dead.");
return false;
}
if (!bot->IsWithinLOSInMap(target))
{
if (verbose)
botAI->TellError(std::string(target->GetName()) + " is not in my sight.");
return false;
}
if (sameTarget && inCombat && sameAttackMode)
{
if (verbose)
botAI->TellError("I am already attacking " + std::string(target->GetName()) + ".");
return false;
}
if (!bot->IsValidAttackTarget(target))
{
if (verbose)
botAI->TellError("I cannot attack an invalid target.");
botAI->TellError("I cannot attack an invalid target");
return false;
}
std::ostringstream msg;
msg << target->GetName();
if (bot->IsFriendlyTo(target))
{
msg << " is friendly to me";
if (verbose)
botAI->TellError(msg.str());
return false;
}
if (!bot->IsWithinLOSInMap(target))
{
msg << " is not in my sight";
if (verbose)
botAI->TellError(msg.str());
return false;
}
if (target->isDead())
{
msg << " is dead";
if (verbose)
botAI->TellError(msg.str());
return false;
}
if (sPlayerbotAIConfig->IsInPvpProhibitedZone(bot->GetZoneId())
&& (target->IsPlayer() || target->IsPet()))
{
if (verbose)
botAI->TellError("I cannot attack others in PvP prohibited zones");
return false;
}
@@ -139,7 +141,9 @@ bool AttackAction::Attack(Unit* target, bool with_pet /*true*/)
ObjectGuid guid = target->GetGUID();
bot->SetSelection(target->GetGUID());
context->GetValue<Unit*>("old target")->Set(oldTarget);
context->GetValue<Unit*>("old target")->Set(oldTarget);
context->GetValue<Unit*>("current target")->Set(target);
context->GetValue<LootObjectStack*>("available loot")->Get()->Add(guid);
@@ -153,6 +157,7 @@ bool AttackAction::Attack(Unit* target, bool with_pet /*true*/)
bot->StopMoving();
}
if (IsMovingAllowed() && !bot->HasInArc(CAST_ANGLE_IN_FRONT, target))
{
sServerFacade->SetFacingTo(bot, target);

View File

@@ -18,7 +18,7 @@ bool MoveToTravelTargetAction::Execute(Event event)
WorldLocation location = *target->getPosition();
Group* group = bot->GetGroup();
if (group && !urand(0, 1) && bot == botAI->GetGroupMaster() && !bot->IsInCombat())
if (group && !urand(0, 1) && bot == botAI->GetGroupMaster())
{
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{

View File

@@ -39,7 +39,7 @@ bool RevealGatheringItemAction::Execute(Event event)
std::list<GameObject*> targets;
AnyGameObjectInObjectRangeCheck u_check(bot, sPlayerbotAIConfig->grindDistance);
Acore::GameObjectListSearcher<AnyGameObjectInObjectRangeCheck> searcher(bot, targets, u_check);
Cell::VisitObjects(bot, searcher, sPlayerbotAIConfig->reactDistance);
Cell::VisitAllObjects(bot, searcher, sPlayerbotAIConfig->reactDistance);
std::vector<GameObject*> result;
for (GameObject* go : targets)

View File

@@ -23,7 +23,7 @@ bool TravelAction::Execute(Event event)
std::list<Unit*> targets;
Acore::AnyUnitInObjectRangeCheck u_check(bot, sPlayerbotAIConfig->sightDistance * 2);
Acore::UnitListSearcher<Acore::AnyUnitInObjectRangeCheck> searcher(bot, targets, u_check);
Cell::VisitObjects(bot, searcher, sPlayerbotAIConfig->sightDistance);
Cell::VisitAllObjects(bot, searcher, sPlayerbotAIConfig->sightDistance);
for (Unit* unit : targets)
{

View File

@@ -110,7 +110,7 @@ bool SummonAction::SummonUsingGos(Player* summoner, Player* player)
std::list<GameObject*> targets;
AnyGameObjectInObjectRangeCheck u_check(summoner, sPlayerbotAIConfig->sightDistance);
Acore::GameObjectListSearcher<AnyGameObjectInObjectRangeCheck> searcher(summoner, targets, u_check);
Cell::VisitObjects(summoner, searcher, sPlayerbotAIConfig->sightDistance);
Cell::VisitAllObjects(summoner, searcher, sPlayerbotAIConfig->sightDistance);
for (GameObject* go : targets)
{
@@ -130,7 +130,7 @@ bool SummonAction::SummonUsingNpcs(Player* summoner, Player* player)
std::list<Unit*> targets;
Acore::AnyUnitInObjectRangeCheck u_check(summoner, sPlayerbotAIConfig->sightDistance);
Acore::UnitListSearcher<Acore::AnyUnitInObjectRangeCheck> searcher(summoner, targets, u_check);
Cell::VisitObjects(summoner, searcher, sPlayerbotAIConfig->sightDistance);
Cell::VisitAllObjects(summoner, searcher, sPlayerbotAIConfig->sightDistance);
for (Unit* unit : targets)
{

View File

@@ -6549,7 +6549,7 @@ bool IccSindragosaFrostBombAction::Execute(Event event)
float range = 200.0f;
Acore::AnyUnitInObjectRangeCheck u_check(bot, range);
Acore::UnitListSearcher<Acore::AnyUnitInObjectRangeCheck> searcher(bot, units, u_check);
Cell::VisitObjects(bot, searcher, range);
Cell::VisitAllObjects(bot, searcher, range);
for (Unit* unit : units)
{

View File

@@ -21,7 +21,7 @@ bool CollisionValue::Calculate()
float range = sPlayerbotAIConfig->contactDistance;
Acore::AnyUnitInObjectRangeCheck u_check(bot, range);
Acore::UnitListSearcher<Acore::AnyUnitInObjectRangeCheck> searcher(bot, targets, u_check);
Cell::VisitObjects(bot, searcher, range);
Cell::VisitAllObjects(bot, searcher, range);
for (Unit* target : targets)
{

View File

@@ -26,7 +26,7 @@ void NearestCorpsesValue::FindUnits(std::list<Unit*>& targets)
{
AnyDeadUnitInObjectRangeCheck u_check(bot, range);
Acore::UnitListSearcher<AnyDeadUnitInObjectRangeCheck> searcher(bot, targets, u_check);
Cell::VisitObjects(bot, searcher, range);
Cell::VisitAllObjects(bot, searcher, range);
}
bool NearestCorpsesValue::AcceptUnit(Unit* unit) { return true; }

View File

@@ -14,7 +14,7 @@ void NearestFriendlyPlayersValue::FindUnits(std::list<Unit*>& targets)
{
Acore::AnyFriendlyUnitInObjectRangeCheck u_check(bot, bot, range);
Acore::UnitListSearcher<Acore::AnyFriendlyUnitInObjectRangeCheck> searcher(bot, targets, u_check);
Cell::VisitObjects(bot, searcher, range);
Cell::VisitAllObjects(bot, searcher, range);
}
bool NearestFriendlyPlayersValue::AcceptUnit(Unit* unit)

View File

@@ -17,7 +17,7 @@ GuidVector NearestGameObjects::Calculate()
std::list<GameObject*> targets;
AnyGameObjectInObjectRangeCheck u_check(bot, range);
Acore::GameObjectListSearcher<AnyGameObjectInObjectRangeCheck> searcher(bot, targets, u_check);
Cell::VisitObjects(bot, searcher, range);
Cell::VisitAllObjects(bot, searcher, range);
GuidVector result;
for (GameObject* go : targets)
@@ -34,7 +34,7 @@ GuidVector NearestTrapWithDamageValue::Calculate()
std::list<GameObject*> targets;
AnyGameObjectInObjectRangeCheck u_check(bot, range);
Acore::GameObjectListSearcher<AnyGameObjectInObjectRangeCheck> searcher(bot, targets, u_check);
Cell::VisitObjects(bot, searcher, range);
Cell::VisitAllObjects(bot, searcher, range);
GuidVector result;
for (GameObject* go : targets)

View File

@@ -14,7 +14,7 @@ void NearestNonBotPlayersValue::FindUnits(std::list<Unit*>& targets)
{
Acore::AnyUnitInObjectRangeCheck u_check(bot, range);
Acore::UnitListSearcher<Acore::AnyUnitInObjectRangeCheck> searcher(bot, targets, u_check);
Cell::VisitObjects(bot, searcher, range);
Cell::VisitAllObjects(bot, searcher, range);
}
bool NearestNonBotPlayersValue::AcceptUnit(Unit* unit)

View File

@@ -15,7 +15,7 @@ void NearestNpcsValue::FindUnits(std::list<Unit*>& targets)
{
Acore::AnyUnitInObjectRangeCheck u_check(bot, range);
Acore::UnitListSearcher<Acore::AnyUnitInObjectRangeCheck> searcher(bot, targets, u_check);
Cell::VisitObjects(bot, searcher, range);
Cell::VisitAllObjects(bot, searcher, range);
}
bool NearestNpcsValue::AcceptUnit(Unit* unit) { return !unit->IsPlayer(); }
@@ -24,7 +24,7 @@ void NearestHostileNpcsValue::FindUnits(std::list<Unit*>& targets)
{
Acore::AnyUnitInObjectRangeCheck u_check(bot, range);
Acore::UnitListSearcher<Acore::AnyUnitInObjectRangeCheck> searcher(bot, targets, u_check);
Cell::VisitObjects(bot, searcher, range);
Cell::VisitAllObjects(bot, searcher, range);
}
bool NearestHostileNpcsValue::AcceptUnit(Unit* unit) { return unit->IsHostileTo(bot) && !unit->IsPlayer(); }
@@ -33,7 +33,7 @@ void NearestVehiclesValue::FindUnits(std::list<Unit*>& targets)
{
Acore::AnyUnitInObjectRangeCheck u_check(bot, range);
Acore::UnitListSearcher<Acore::AnyUnitInObjectRangeCheck> searcher(bot, targets, u_check);
Cell::VisitObjects(bot, searcher, range);
Cell::VisitAllObjects(bot, searcher, range);
}
bool NearestVehiclesValue::AcceptUnit(Unit* unit)
@@ -52,7 +52,7 @@ void NearestTriggersValue::FindUnits(std::list<Unit*>& targets)
{
Acore::AnyUnfriendlyUnitInObjectRangeCheck u_check(bot, bot, range);
Acore::UnitListSearcher<Acore::AnyUnfriendlyUnitInObjectRangeCheck> searcher(bot, targets, u_check);
Cell::VisitObjects(bot, searcher, range);
Cell::VisitAllObjects(bot, searcher, range);
}
bool NearestTriggersValue::AcceptUnit(Unit* unit) { return !unit->IsPlayer(); }
@@ -61,7 +61,7 @@ void NearestTotemsValue::FindUnits(std::list<Unit*>& targets)
{
Acore::AnyUnitInObjectRangeCheck u_check(bot, range);
Acore::UnitListSearcher<Acore::AnyUnitInObjectRangeCheck> searcher(bot, targets, u_check);
Cell::VisitObjects(bot, searcher, range);
Cell::VisitAllObjects(bot, searcher, range);
}
bool NearestTotemsValue::AcceptUnit(Unit* unit) { return unit->IsTotem(); }

View File

@@ -49,7 +49,7 @@ void PossibleRpgTargetsValue::FindUnits(std::list<Unit*>& targets)
{
Acore::AnyUnitInObjectRangeCheck u_check(bot, range);
Acore::UnitListSearcher<Acore::AnyUnitInObjectRangeCheck> searcher(bot, targets, u_check);
Cell::VisitObjects(bot, searcher, range);
Cell::VisitAllObjects(bot, searcher, range);
}
bool PossibleRpgTargetsValue::AcceptUnit(Unit* unit)
@@ -141,7 +141,7 @@ void PossibleNewRpgTargetsValue::FindUnits(std::list<Unit*>& targets)
{
Acore::AnyUnitInObjectRangeCheck u_check(bot, range);
Acore::UnitListSearcher<Acore::AnyUnitInObjectRangeCheck> searcher(bot, targets, u_check);
Cell::VisitObjects(bot, searcher, range);
Cell::VisitAllObjects(bot, searcher, range);
}
bool PossibleNewRpgTargetsValue::AcceptUnit(Unit* unit)
@@ -168,7 +168,7 @@ GuidVector PossibleNewRpgGameObjectsValue::Calculate()
std::list<GameObject*> targets;
AnyGameObjectInObjectRangeCheck u_check(bot, range);
Acore::GameObjectListSearcher<AnyGameObjectInObjectRangeCheck> searcher(bot, targets, u_check);
Cell::VisitObjects(bot, searcher, range);
Cell::VisitAllObjects(bot, searcher, range);
std::vector<std::pair<ObjectGuid, float>> guidDistancePairs;

View File

@@ -21,7 +21,7 @@ void PossibleTargetsValue::FindUnits(std::list<Unit*>& targets)
{
Acore::AnyUnfriendlyUnitInObjectRangeCheck u_check(bot, bot, range);
Acore::UnitListSearcher<Acore::AnyUnfriendlyUnitInObjectRangeCheck> searcher(bot, targets, u_check);
Cell::VisitObjects(bot, searcher, range);
Cell::VisitAllObjects(bot, searcher, range);
}
bool PossibleTargetsValue::AcceptUnit(Unit* unit) { return AttackersValue::IsPossibleTarget(unit, bot, range); }
@@ -30,7 +30,7 @@ void PossibleTriggersValue::FindUnits(std::list<Unit*>& targets)
{
Acore::AnyUnfriendlyUnitInObjectRangeCheck u_check(bot, bot, range);
Acore::UnitListSearcher<Acore::AnyUnfriendlyUnitInObjectRangeCheck> searcher(bot, targets, u_check);
Cell::VisitObjects(bot, searcher, range);
Cell::VisitAllObjects(bot, searcher, range);
}
bool PossibleTriggersValue::AcceptUnit(Unit* unit)

View File

@@ -14,7 +14,7 @@ class FindTargetForTankStrategy : public FindNonCcTargetStrategy
public:
FindTargetForTankStrategy(PlayerbotAI* botAI) : FindNonCcTargetStrategy(botAI), minThreat(0) {}
/*void CheckAttacker(Unit* creature, ThreatMgr* threatMgr) override
void CheckAttacker(Unit* creature, ThreatMgr* threatMgr) override
{
if (!creature || !creature->IsAlive())
{
@@ -37,43 +37,6 @@ public:
return;
}
}
if (minThreat >= threat)
{
minThreat = threat;
result = creature;
}
}*/
void CheckAttacker(Unit* creature, ThreatMgr* threatMgr) override
{
// [Crash fix] Filter out anything that is not ready/valid
if (!creature || !creature->IsAlive() || !creature->IsInWorld() || creature->IsDuringRemoveFromWorld())
return;
if (!threatMgr)
return;
Player* bot = botAI->GetBot();
if (!bot)
return;
float threat = threatMgr->GetThreat(bot);
if (!result || !result->IsAlive() || !result->IsInWorld() || result->IsDuringRemoveFromWorld())
{
// [Crash fix] If the previous target has become invalid, restart cleanly
minThreat = threat;
result = creature;
}
// Neglect si la victime actuelle est le MT (ou s'il n'y a pas de victime)
if (HostileReference* cv = threatMgr->getCurrentVictim())
{
Unit* victim = cv->getTarget();
if (victim && victim->ToPlayer() && botAI->IsMainTank(victim->ToPlayer()))
return;
}
if (minThreat >= threat)
{
minThreat = threat;
@@ -90,7 +53,7 @@ class FindTankTargetSmartStrategy : public FindTargetStrategy
public:
FindTankTargetSmartStrategy(PlayerbotAI* botAI) : FindTargetStrategy(botAI) {}
/*void CheckAttacker(Unit* attacker, ThreatMgr* threatMgr) override
void CheckAttacker(Unit* attacker, ThreatMgr* threatMgr) override
{
if (Group* group = botAI->GetBot()->GetGroup())
{
@@ -106,32 +69,8 @@ public:
{
result = attacker;
}
}*/
void CheckAttacker(Unit* attacker, ThreatMgr* /*threatMgr*/) override
{
// [Crash fix] Protect against null/out-of-world/being-removed units
if (!attacker || !attacker->IsAlive() || !attacker->IsInWorld() || attacker->IsDuringRemoveFromWorld())
return;
if (Player* me = botAI->GetBot())
{
if (Group* group = me->GetGroup())
{
ObjectGuid guid = group->GetTargetIcon(4);
if (guid && attacker->GetGUID() == guid)
return;
}
}
// [Crash fix] If 'result' has become invalid, forget it
if (result && (!result->IsAlive() || !result->IsInWorld() || result->IsDuringRemoveFromWorld()))
result = nullptr;
if (!result || IsBetter(attacker, result))
result = attacker;
}
/*bool IsBetter(Unit* new_unit, Unit* old_unit)
bool IsBetter(Unit* new_unit, Unit* old_unit)
{
Player* bot = botAI->GetBot();
// if group has multiple tanks, main tank just focus on the current target
@@ -158,47 +97,8 @@ public:
return new_dis < old_dis;
}
return new_threat < old_threat;
}*/
bool IsBetter(Unit* new_unit, Unit* old_unit)
{
// [Crash fix] If either one is invalid, decide straight away
if (!new_unit || !new_unit->IsAlive() || !new_unit->IsInWorld() || new_unit->IsDuringRemoveFromWorld())
return false;
if (!old_unit || !old_unit->IsAlive() || !old_unit->IsInWorld() || old_unit->IsDuringRemoveFromWorld())
return true;
Player* bot = botAI->GetBot();
if (!bot)
return false;
// if multiple tanks, logically focus on the current target
Unit* currentTarget = botAI->GetAiObjectContext()->GetValue<Unit*>("current target")->Get();
if (currentTarget && botAI->IsMainTank(bot) && botAI->GetGroupTankNum(bot) > 1)
{
if (old_unit == currentTarget)
return false;
if (new_unit == currentTarget)
return true;
}
float new_threat = new_unit->GetThreatMgr().GetThreat(bot);
float old_threat = old_unit->GetThreatMgr().GetThreat(bot);
float new_dis = bot->GetDistance(new_unit);
float old_dis = bot->GetDistance(old_unit);
// hasAggro? -> withinMelee? -> threat
int nl = GetIntervalLevel(new_unit);
int ol = GetIntervalLevel(old_unit);
if (nl != ol)
return nl > ol;
if (nl == 2)
return new_dis < old_dis;
return new_threat < old_threat;
}
/*int32_t GetIntervalLevel(Unit* unit)
int32_t GetIntervalLevel(Unit* unit)
{
if (!botAI->HasAggro(unit))
{
@@ -209,28 +109,12 @@ public:
return 1;
}
return 0;
}*/
int32_t GetIntervalLevel(Unit* unit)
{
// [Crash fix] Basic guards
if (!unit || !unit->IsAlive() || !unit->IsInWorld() || unit->IsDuringRemoveFromWorld())
return 0;
if (!botAI->HasAggro(unit))
return 2;
if (Player* bot = botAI->GetBot())
{
if (bot->IsWithinMeleeRange(unit))
return 1;
}
return 0;
}
};
Unit* TankTargetValue::Calculate()
{
// [Note] Using the "smart" strategy below. Guards have been added in CheckAttacker/IsBetter.
// FindTargetForTankStrategy strategy(botAI);
FindTankTargetSmartStrategy strategy(botAI);
return FindTarget(&strategy);
}

View File

@@ -14,7 +14,7 @@
Unit* FindTargetStrategy::GetResult() { return result; }
/*Unit* TargetValue::FindTarget(FindTargetStrategy* strategy)
Unit* TargetValue::FindTarget(FindTargetStrategy* strategy)
{
GuidVector attackers = botAI->GetAiObjectContext()->GetValue<GuidVector>("attackers")->Get();
for (ObjectGuid const guid : attackers)
@@ -27,28 +27,6 @@ Unit* FindTargetStrategy::GetResult() { return result; }
strategy->CheckAttacker(unit, &ThreatMgr);
}
return strategy->GetResult();
}*/
Unit* TargetValue::FindTarget(FindTargetStrategy* strategy)
{
// [Crash fix] The very first AI tick can occur before everything is "in world".
// Filter out units that are non-living / being removed / out of world.
AiObjectContext* ctx = botAI->GetAiObjectContext();
if (!ctx)
return strategy->GetResult();
GuidVector attackers = ctx->GetValue<GuidVector>("attackers")->Get();
for (ObjectGuid const& guid : attackers)
{
Unit* unit = botAI->GetUnit(guid);
if (!unit || !unit->IsAlive() || !unit->IsInWorld() || unit->IsDuringRemoveFromWorld())
continue;
ThreatMgr& threatMgrRef = unit->GetThreatMgr();
strategy->CheckAttacker(unit, &threatMgrRef);
}
return strategy->GetResult();
}

View File

@@ -21,8 +21,8 @@
const int ITEM_SOUL_SHARD = 6265;
// Checks if the bot has less than 26 soul shards, and if so, allows casting Drain Soul
bool CastDrainSoulAction::isUseful() { return AI_VALUE2(uint32, "item count", "soul shard") < 26; }
// Checks if the bot has less than 20 soul shards, and if so, allows casting Drain Soul
bool CastDrainSoulAction::isUseful() { return AI_VALUE2(uint32, "item count", "soul shard") < 20; }
// Checks if the bot's health is above a certain threshold, and if so, allows casting Life Tap
bool CastLifeTapAction::isUseful() { return AI_VALUE2(uint8, "health", "self target") > sPlayerbotAIConfig->lowHealth; }

View File

@@ -29,6 +29,8 @@ public:
creators["boost"] = &WarlockStrategyFactoryInternal::boost;
creators["cc"] = &WarlockStrategyFactoryInternal::cc;
creators["pet"] = &WarlockStrategyFactoryInternal::pet;
creators["spellstone"] = &WarlockStrategyFactoryInternal::spellstone;
creators["firestone"] = &WarlockStrategyFactoryInternal::firestone;
creators["meta melee"] = &WarlockStrategyFactoryInternal::meta_melee_aoe;
creators["tank"] = &WarlockStrategyFactoryInternal::tank;
creators["aoe"] = &WarlockStrategyFactoryInternal::aoe;
@@ -40,6 +42,8 @@ private:
static Strategy* boost(PlayerbotAI* botAI) { return new WarlockBoostStrategy(botAI); }
static Strategy* cc(PlayerbotAI* botAI) { return new WarlockCcStrategy(botAI); }
static Strategy* pet(PlayerbotAI* botAI) { return new WarlockPetStrategy(botAI); }
static Strategy* spellstone(PlayerbotAI* botAI) { return new UseSpellstoneStrategy(botAI); }
static Strategy* firestone(PlayerbotAI* botAI) { return new UseFirestoneStrategy(botAI); }
static Strategy* meta_melee_aoe(PlayerbotAI* botAI) { return new MetaMeleeAoeStrategy(botAI); }
static Strategy* tank(PlayerbotAI* botAI) { return new TankWarlockStrategy(botAI); }
static Strategy* aoe(PlayerbotAI* botAI) { return new AoEWarlockStrategy(botAI); }
@@ -121,20 +125,6 @@ private:
static Strategy* curse_of_weakness(PlayerbotAI* botAI) { return new WarlockCurseOfWeaknessStrategy(botAI); }
};
class WarlockWeaponStoneStrategyFactoryInternal : public NamedObjectContext<Strategy>
{
public:
WarlockWeaponStoneStrategyFactoryInternal() : NamedObjectContext<Strategy>(false, true)
{
creators["firestone"] = &WarlockWeaponStoneStrategyFactoryInternal::firestone;
creators["spellstone"] = &WarlockWeaponStoneStrategyFactoryInternal::spellstone;
}
private:
static Strategy* firestone(PlayerbotAI* ai) { return new UseFirestoneStrategy(ai); }
static Strategy* spellstone(PlayerbotAI* ai) { return new UseSpellstoneStrategy(ai); }
};
class WarlockTriggerFactoryInternal : public NamedObjectContext<Trigger>
{
public:
@@ -343,13 +333,19 @@ private:
static Action* devour_magic_purge(PlayerbotAI* botAI) { return new CastDevourMagicPurgeAction(botAI); }
static Action* devour_magic_cleanse(PlayerbotAI* botAI) { return new CastDevourMagicCleanseAction(botAI); }
static Action* seed_of_corruption(PlayerbotAI* botAI) { return new CastSeedOfCorruptionAction(botAI); }
static Action* seed_of_corruption_on_attacker(PlayerbotAI* botAI) { return new CastSeedOfCorruptionOnAttackerAction(botAI); }
static Action* seed_of_corruption_on_attacker(PlayerbotAI* botAI)
{
return new CastSeedOfCorruptionOnAttackerAction(botAI);
}
static Action* rain_of_fire(PlayerbotAI* botAI) { return new CastRainOfFireAction(botAI); }
static Action* hellfire(PlayerbotAI* botAI) { return new CastHellfireAction(botAI); }
static Action* shadowfury(PlayerbotAI* botAI) { return new CastShadowfuryAction(botAI); }
static Action* life_tap(PlayerbotAI* botAI) { return new CastLifeTapAction(botAI); }
static Action* unstable_affliction(PlayerbotAI* ai) { return new CastUnstableAfflictionAction(ai); }
static Action* unstable_affliction_on_attacker(PlayerbotAI* ai) { return new CastUnstableAfflictionOnAttackerAction(ai); }
static Action* unstable_affliction_on_attacker(PlayerbotAI* ai)
{
return new CastUnstableAfflictionOnAttackerAction(ai);
}
static Action* haunt(PlayerbotAI* ai) { return new CastHauntAction(ai); }
static Action* demonic_empowerment(PlayerbotAI* ai) { return new CastDemonicEmpowermentAction(ai); }
static Action* metamorphosis(PlayerbotAI* ai) { return new CastMetamorphosisAction(ai); }
@@ -364,7 +360,10 @@ private:
static Action* searing_pain(PlayerbotAI* botAI) { return new CastSearingPainAction(botAI); }
static Action* shadow_ward(PlayerbotAI* botAI) { return new CastShadowWardAction(botAI); }
static Action* curse_of_agony(PlayerbotAI* botAI) { return new CastCurseOfAgonyAction(botAI); }
static Action* curse_of_agony_on_attacker(PlayerbotAI* botAI) { return new CastCurseOfAgonyOnAttackerAction(botAI); }
static Action* curse_of_agony_on_attacker(PlayerbotAI* botAI)
{
return new CastCurseOfAgonyOnAttackerAction(botAI);
}
static Action* curse_of_the_elements(PlayerbotAI* ai) { return new CastCurseOfTheElementsAction(ai); }
static Action* curse_of_doom(PlayerbotAI* ai) { return new CastCurseOfDoomAction(ai); }
static Action* curse_of_exhaustion(PlayerbotAI* ai) { return new CastCurseOfExhaustionAction(ai); }
@@ -398,7 +397,6 @@ void WarlockAiObjectContext::BuildSharedStrategyContexts(SharedNamedObjectContex
strategyContexts.Add(new WarlockPetStrategyFactoryInternal());
strategyContexts.Add(new WarlockSoulstoneStrategyFactoryInternal());
strategyContexts.Add(new WarlockCurseStrategyFactoryInternal());
strategyContexts.Add(new WarlockWeaponStoneStrategyFactoryInternal());
}
void WarlockAiObjectContext::BuildSharedActionContexts(SharedNamedObjectContextList<Action>& actionContexts)

View File

@@ -46,7 +46,7 @@ bool WarlockConjuredItemTrigger::IsActive()
bool OutOfSoulShardsTrigger::IsActive() { return GetSoulShardCount(botAI->GetBot()) == 0; }
bool TooManySoulShardsTrigger::IsActive() { return GetSoulShardCount(botAI->GetBot()) >= 26; }
bool TooManySoulShardsTrigger::IsActive() { return GetSoulShardCount(botAI->GetBot()) >= 6; }
bool OutOfSoulstoneTrigger::IsActive() { return GetSoulstoneCount(botAI->GetBot()) == 0; }
@@ -207,11 +207,7 @@ bool WrongPetTrigger::IsActive()
if (enabledCount != 1)
return false;
// Step 3: If there is no pet, do not trigger.
if (!pet)
return false;
// Step 4: At this point, we know only one pet strategy is enabled.
// Step 3: At this point, we know only one pet strategy is enabled.
// We check if the currently summoned pet matches the enabled strategy.
bool correctPet = false;
if (pet)
@@ -222,16 +218,16 @@ bool WrongPetTrigger::IsActive()
correctPet = true;
}
// Step 5: If the correct pet is already summoned, the trigger should not activate.
// Step 4: If the correct pet is already summoned, the trigger should not activate.
if (correctPet)
return false;
// Step 6: Finally, check if the bot actually knows the spell to summon the desired pet.
// Step 5: Finally, check if the bot actually knows the spell to summon the desired pet.
// If so, the trigger is active (bot should summon the correct pet).
if (bot->HasSpell(enabledPet->spellId))
return true;
// Step 7: If we get here, the bot doesn't know the spell required to support the active pet strategy
// Step 6: If we get here, the bot doesn't know the spell required to support the active pet strategy
return false;
}