Files
mod-playerbots/src/Ai/Base/Actions/GenericBuffUtils.cpp
bashermens 13fff46fa0 Improper singletons migration to clean Meyer's singletons (cherry-pick) (#2082)
# Pull Request

- Applies the clean and corrected singletons, Meyer pattern. (cherry
picked from @SmashingQuasar )

Testing by just playing the game in various ways. Been tested by myself
@Celandriel and @SmashingQuasar
---

## Complexity & Impact

- Does this change add new decision branches?
    - [x] No
    - [ ] Yes (**explain below**)

- Does this change increase per-bot or per-tick processing?
    - [x] No
    - [ ] Yes (**describe and justify impact**)

- Could this logic scale poorly under load?
    - [x] No
    - [ ] Yes (**explain why**)

---

## Defaults & Configuration

- Does this change modify default bot behavior?
    - [x] No
    - [ ] Yes (**explain why**)

---

## AI Assistance

- Was AI assistance (e.g. ChatGPT or similar tools) used while working
on this change?
    - [x] No
    - [ ] Yes (**explain below**)
---

## 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

---

## Notes for Reviewers

Anything that significantly improves realism at the cost of stability or
performance should be carefully discussed
before merging.

---------

Co-authored-by: Nicolas Lebacq <nicolas.cordier@outlook.com>
Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
2026-01-30 21:49:37 +01:00

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5.8 KiB
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/*
* 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 "GenericBuffUtils.h"
#include "PlayerbotAIConfig.h"
#include <map>
#include "Player.h"
#include "Group.h"
#include "SpellMgr.h"
#include "Chat.h"
#include "PlayerbotAI.h"
#include "ServerFacade.h"
#include "AiObjectContext.h"
#include "Value.h"
#include "Config.h"
#include "PlayerbotTextMgr.h"
namespace ai::buff
{
std::string MakeAuraQualifierForBuff(std::string const& name)
{
// Paladin
if (name == "blessing of kings") return "blessing of kings,greater blessing of kings";
if (name == "blessing of might") return "blessing of might,greater blessing of might";
if (name == "blessing of wisdom") return "blessing of wisdom,greater blessing of wisdom";
if (name == "blessing of sanctuary") return "blessing of sanctuary,greater blessing of sanctuary";
// Druid
if (name == "mark of the wild") return "mark of the wild,gift of the wild";
// Mage
if (name == "arcane intellect") return "arcane intellect,arcane brilliance";
// Priest
if (name == "power word: fortitude") return "power word: fortitude,prayer of fortitude";
return name;
}
std::string GroupVariantFor(std::string const& name)
{
// Paladin
if (name == "blessing of kings") return "greater blessing of kings";
if (name == "blessing of might") return "greater blessing of might";
if (name == "blessing of wisdom") return "greater blessing of wisdom";
if (name == "blessing of sanctuary") return "greater blessing of sanctuary";
// Druid
if (name == "mark of the wild") return "gift of the wild";
// Mage
if (name == "arcane intellect") return "arcane brilliance";
// Priest
if (name == "power word: fortitude") return "prayer of fortitude";
return std::string();
}
bool HasRequiredReagents(Player* bot, uint32 spellId)
{
if (!spellId)
return false;
if (SpellInfo const* info = sSpellMgr->GetSpellInfo(spellId))
{
for (int i = 0; i < MAX_SPELL_REAGENTS; ++i)
{
if (info->Reagent[i] > 0)
{
uint32 const itemId = info->Reagent[i];
int32 const need = info->ReagentCount[i];
if ((int32)bot->GetItemCount(itemId, false) < need)
return false;
}
}
// No reagent required
return true;
}
return false;
}
std::string UpgradeToGroupIfAppropriate(
Player* bot,
PlayerbotAI* botAI,
std::string const& baseName,
bool announceOnMissing,
std::function<void(std::string const&)> announce)
{
std::string castName = baseName;
Group* g = bot->GetGroup();
if (!g || g->GetMembersCount() < static_cast<uint32>(sPlayerbotAIConfig.minBotsForGreaterBuff))
return castName; // Group too small: stay in solo mode
if (std::string const groupName = GroupVariantFor(baseName); !groupName.empty())
{
uint32 const groupVariantSpellId = botAI->GetAiObjectContext()
->GetValue<uint32>("spell id", groupName)->Get();
// We check usefulness on the **basic** buff (not the greater version),
// because "spell cast useful" may return false for the greater variant.
bool const usefulBase = botAI->GetAiObjectContext()
->GetValue<bool>("spell cast useful", baseName)->Get();
if (groupVariantSpellId && HasRequiredReagents(bot, groupVariantSpellId))
{
// Learned + reagents OK -> switch to greater
return groupName;
}
// Missing reagents -> announce if (a) greater is known, (b) base buff is useful,
// (c) announce was requested, (d) a callback is provided.
if (announceOnMissing && groupVariantSpellId && usefulBase && announce)
{
static std::map<std::pair<uint32, std::string>, time_t> s_lastWarn; // par bot & par buff
time_t now = std::time(nullptr);
uint32 botLow = static_cast<uint32>(bot->GetGUID().GetCounter());
time_t& last = s_lastWarn[ std::make_pair(botLow, groupName) ];
if (!last || now - last >= sPlayerbotAIConfig.rpWarningCooldown) // Configurable anti-spam
{
// DB Key choice in regard of the buff
std::string key;
if (groupName.find("greater blessing") != std::string::npos)
key = "rp_missing_reagent_greater_blessing";
else if (groupName == "gift of the wild")
key = "rp_missing_reagent_gift_of_the_wild";
else if (groupName == "arcane brilliance")
key = "rp_missing_reagent_arcane_brilliance";
else
key = "rp_missing_reagent_generic";
// Placeholders
std::map<std::string, std::string> placeholders;
placeholders["%group_spell"] = groupName;
placeholders["%base_spell"] = baseName;
std::string announceText = PlayerbotTextMgr::instance().GetBotTextOrDefault(key,
"Out of components for %group_spell. Using %base_spell!", placeholders);
announce(announceText);
last = now;
}
}
}
return castName;
}
}