mirror of
https://github.com/mod-playerbots/mod-playerbots.git
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# 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>
100 lines
2.8 KiB
C++
100 lines
2.8 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
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* and/or modify it under version 3 of the License, or (at your option), any later version.
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*/
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#include "WorldBuffAction.h"
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#include "AiFactory.h"
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#include "Event.h"
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#include "Playerbots.h"
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bool WorldBuffAction::Execute(Event event)
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{
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std::string const text = event.getParam();
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std::vector<uint32> buffs = NeedWorldBuffs(bot); // Get matching buffs
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for (auto& wb : buffs)
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{
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bot->AddAura(wb, bot);
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}
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return false;
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}
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std::vector<uint32> WorldBuffAction::NeedWorldBuffs(Unit* unit)
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{
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std::vector<uint32> retVec;
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if (sPlayerbotAIConfig.worldBuffs.empty())
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return retVec;
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FactionTemplateEntry const* humanFaction = sFactionTemplateStore.LookupEntry(1);
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uint32 factionId =
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(Unit::GetFactionReactionTo(unit->GetFactionTemplateEntry(), humanFaction) >= REP_NEUTRAL) ? 1 : 2;
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Player* bot = unit->ToPlayer();
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if (!bot)
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return retVec;
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uint8 botClass = bot->getClass();
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uint8 botLevel = bot->GetLevel();
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uint8 tab = AiFactory::GetPlayerSpecTab(bot);
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// We'll store the final "effective" spec ID here.
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// For non-Feral druids (and all other classes),
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// effectiveSpec = tab by default.
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uint8 effectiveSpec = tab;
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// If this is a druid in the Feral tab, decide Bear vs. Cat
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if (botClass == CLASS_DRUID && tab == 1) // 1 = feral
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{
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bool isBear = bot->HasTalent(16931, bot->GetActiveSpec()); // Thick Hide rank 3
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if (!isBear)
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{
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// If not bear, then treat it as "cat" spec = 3
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effectiveSpec = 3;
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}
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// If bear, effectiveSpec remains 1
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}
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// If this is a Death Knight in the Blood tab, decide Tank vs. DPS
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if (botClass == CLASS_DEATH_KNIGHT && tab == 0) // 0 = Blood
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{
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bool isTank = bot->HasTalent(55226, bot->GetActiveSpec()); // Blade Barrier rank 5
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if (!isTank)
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{
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// If not tank, then treat it as DPS spec = 3
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effectiveSpec = 3;
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}
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// If tank, effectiveSpec remains unchanged
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}
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for (auto const& wb : sPlayerbotAIConfig.worldBuffs)
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{
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// Faction check
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if (wb.factionId != 0 && wb.factionId != factionId)
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continue;
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// Class check
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if (wb.classId != 0 && wb.classId != botClass)
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continue;
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// Level check
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if (wb.minLevel != 0 && wb.minLevel > botLevel)
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continue;
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if (wb.maxLevel != 0 && wb.maxLevel < botLevel)
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continue;
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// Already has aura?
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if (bot->HasAura(wb.spellId))
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continue;
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// Final check: does the world-buff spec ID match our effective spec?
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if (wb.specId == effectiveSpec)
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retVec.push_back(wb.spellId);
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}
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return retVec;
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}
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