Files
mod-playerbots/src/Ai/Base/Actions/ReleaseSpiritAction.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

267 lines
7.6 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 "ReleaseSpiritAction.h"
#include "ServerFacade.h"
#include "Event.h"
#include "GameGraveyard.h"
#include "NearestNpcsValue.h"
#include "ObjectDefines.h"
#include "ObjectGuid.h"
#include "Playerbots.h"
#include "ServerFacade.h"
#include "Corpse.h"
#include "Log.h"
// ReleaseSpiritAction implementation
bool ReleaseSpiritAction::Execute(Event event)
{
if (bot->IsAlive())
{
if (!bot->InBattleground())
{
botAI->TellMasterNoFacing("I am not dead, will wait here");
// -follow in bg is overwriten each tick with +follow
// +stay in bg causes stuttering effect as bot is cycled between +stay and +follow each tick
botAI->ChangeStrategy("-follow,+stay", BOT_STATE_NON_COMBAT);
}
return false;
}
if (bot->GetCorpse() && bot->HasPlayerFlag(PLAYER_FLAGS_GHOST))
{
botAI->TellMasterNoFacing("I am already a spirit");
return false;
}
const WorldPacket& packet = event.getPacket();
const std::string message = !packet.empty() && packet.GetOpcode() == CMSG_REPOP_REQUEST
? "Releasing..."
: "Meet me at the graveyard";
botAI->TellMasterNoFacing(message);
IncrementDeathCount();
bot->DurabilityRepairAll(false, 1.0f, false);
LogRelease("released");
WorldPacket releasePacket(CMSG_REPOP_REQUEST);
releasePacket << uint8(0);
bot->GetSession()->HandleRepopRequestOpcode(releasePacket);
return true;
}
void ReleaseSpiritAction::IncrementDeathCount() const
{
// Death Count to prevent skeleton piles
Player* master = botAI->GetMaster();
if (!master || GET_PLAYERBOT_AI(master))
{
uint32 deathCount = AI_VALUE(uint32, "death count");
context->GetValue<uint32>("death count")->Set(deathCount + 1);
}
}
void ReleaseSpiritAction::LogRelease(const std::string& releaseMsg, bool isAutoRelease) const
{
const std::string teamPrefix = bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H";
LOG_DEBUG("playerbots", "Bot {} {}:{} <{}> {}",
bot->GetGUID().ToString().c_str(),
teamPrefix,
bot->GetLevel(),
bot->GetName().c_str(),
releaseMsg.c_str());
}
// AutoReleaseSpiritAction implementation
bool AutoReleaseSpiritAction::Execute(Event event)
{
IncrementDeathCount();
bot->DurabilityRepairAll(false, 1.0f, false);
LogRelease("auto released", true);
WorldPacket packet(CMSG_REPOP_REQUEST);
packet << uint8(0);
bot->GetSession()->HandleRepopRequestOpcode(packet);
LogRelease("releases spirit", true);
if (bot->InBattleground())
{
return HandleBattlegroundSpiritHealer();
}
botAI->SetNextCheckDelay(1000);
return true;
}
bool AutoReleaseSpiritAction::isUseful()
{
if (!bot->isDead() || bot->InArena())
return false;
if (bot->InBattleground())
return ShouldDelayBattlegroundRelease();
if (bot->HasPlayerFlag(PLAYER_FLAGS_GHOST))
return false;
return ShouldAutoRelease();
}
bool AutoReleaseSpiritAction::HandleBattlegroundSpiritHealer()
{
constexpr uint32_t RESURRECT_DELAY = 15;
const time_t now = time(nullptr);
if ((now - m_bgGossipTime < RESURRECT_DELAY) &&
bot->HasAura(SPELL_WAITING_FOR_RESURRECT))
{
return false;
}
float bgRange = 2000.0f;
GuidVector npcs = NearestNpcsValue(botAI, bgRange);
Unit* spiritHealer = nullptr;
for (auto const& guid : npcs)
{
Unit* unit = botAI->GetUnit(guid);
if (unit && unit->IsFriendlyTo(bot) && unit->IsSpiritService())
{
spiritHealer = unit;
break;
}
}
if (!spiritHealer)
return false;
if (bot->GetDistance(spiritHealer) >= INTERACTION_DISTANCE)
{
// Bot needs to actually click spirit-healer in BG to get res timer going
// and in IOC it's not within clicking range when they res in own base
// Teleport to nearest friendly Spirit Healer when not currently in range of one.
bot->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TELEPORTED | AURA_INTERRUPT_FLAG_CHANGE_MAP);
bot->TeleportTo(bot->GetMapId(), spiritHealer->GetPositionX(), spiritHealer->GetPositionY(), spiritHealer->GetPositionZ(), 0.f);
RESET_AI_VALUE(bool, "combat::self target");
RESET_AI_VALUE(WorldPosition, "current position");
}
else if (!botAI->IsRealPlayer())
{
m_bgGossipTime = now;
WorldPacket packet(CMSG_GOSSIP_HELLO);
packet << spiritHealer->GetGUID();
bot->GetSession()->HandleGossipHelloOpcode(packet);
}
return true;
}
bool AutoReleaseSpiritAction::ShouldAutoRelease() const
{
if (!bot->GetGroup())
return true;
Player* groupLeader = botAI->GetGroupLeader();
if (!groupLeader || groupLeader == bot)
return true;
if (!botAI->HasActivePlayerMaster())
return true;
if (botAI->HasActivePlayerMaster() &&
groupLeader->GetMapId() == bot->GetMapId() &&
bot->GetMap() &&
(bot->GetMap()->IsRaid() || bot->GetMap()->IsDungeon()))
{
return false;
}
return ServerFacade::instance().IsDistanceGreaterThan(
AI_VALUE2(float, "distance", "group leader"),
sPlayerbotAIConfig.sightDistance);
}
bool AutoReleaseSpiritAction::ShouldDelayBattlegroundRelease() const
{
// The below delays release to spirit with 6 seconds.
// This prevents currently casted (ranged) spells to be re-directed to the died bot's ghost.
// If the bot already is a spirit, reset release time and return true
if (bot->HasPlayerFlag(PLAYER_FLAGS_GHOST))
{
botAI->bgReleaseAttemptTime = 0;
return true;
}
// Delay release to spirit.
const time_t now = time(nullptr);
constexpr time_t RELEASE_DELAY = 6;
if (botAI->bgReleaseAttemptTime == 0)
botAI->bgReleaseAttemptTime = now;
if (now - botAI->bgReleaseAttemptTime < RELEASE_DELAY)
return false;
botAI->bgReleaseAttemptTime = 0;
return true;
}
bool RepopAction::Execute(Event event)
{
const GraveyardStruct* graveyard = GetGrave(
AI_VALUE(uint32, "death count") > 10 ||
CalculateDeadTime() > 30 * MINUTE
);
if (!graveyard)
return false;
PerformGraveyardTeleport(graveyard);
return true;
}
bool RepopAction::isUseful()
{
return !bot->InBattleground();
}
int64 RepopAction::CalculateDeadTime() const
{
if (Corpse* corpse = bot->GetCorpse())
return time(nullptr) - corpse->GetGhostTime();
return bot->isDead() ? 0 : 60 * MINUTE;
}
void RepopAction::PerformGraveyardTeleport(const GraveyardStruct* graveyard) const
{
bot->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TELEPORTED | AURA_INTERRUPT_FLAG_CHANGE_MAP);
bot->TeleportTo(graveyard->Map, graveyard->x, graveyard->y, graveyard->z, 0.f);
RESET_AI_VALUE(bool, "combat::self target");
RESET_AI_VALUE(WorldPosition, "current position");
}
// SelfResurrectAction implementation for Warlock's Soulstone Resurrection/Shaman's Reincarnation
bool SelfResurrectAction::Execute(Event event)
{
if (!bot->IsAlive() && bot->GetUInt32Value(PLAYER_SELF_RES_SPELL))
{
WorldPacket packet(CMSG_SELF_RES);
bot->GetSession()->HandleSelfResOpcode(packet);
return true;
}
return false;
}
bool SelfResurrectAction::isUseful()
{
return !bot->IsAlive() && bot->GetUInt32Value(PLAYER_SELF_RES_SPELL);
}