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mod-playerbots/src/Bot/BaseAi/Actions/ListSpellsAction.cpp

306 lines
11 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 "ListSpellsAction.h"
#include "Event.h"
#include "Playerbots.h"
#include "PlayerbotSpellRepository.h"
using SpellListEntry = std::pair<uint32, std::string>;
// CHANGE: Simplified and cheap comparator used in MapUpdater worker thread.
// It now avoids scanning the entire SkillLineAbilityStore for each comparison
// and only relies on spell school and spell name to keep sorting fast and bounded.
// lhs = the left element, rhs = the right element.
static bool CompareSpells(SpellListEntry const& lhSpell, SpellListEntry const& rhSpell)
{
SpellInfo const* lhSpellInfo = sSpellMgr->GetSpellInfo(lhSpell.first);
SpellInfo const* rhSpellInfo = sSpellMgr->GetSpellInfo(rhSpell.first);
if (!lhSpellInfo || !rhSpellInfo)
{
LOG_ERROR("playerbots", "SpellInfo missing for spell {} or {}", lhSpell.first, rhSpell.first);
// Fallback: order by spell id to keep comparator strict and deterministic.
return lhSpell.first < rhSpell.first;
}
uint32 lhsKey = lhSpellInfo->SchoolMask;
uint32 rhsKey = rhSpellInfo->SchoolMask;
if (lhsKey == rhsKey)
{
// Defensive check: if DBC data is broken and spell names are nullptr,
// fall back to id ordering instead of risking a crash in std::strcmp.
if (!lhSpellInfo->SpellName[0] || !rhSpellInfo->SpellName[0])
return lhSpell.first < rhSpell.first;
return std::strcmp(lhSpellInfo->SpellName[0], rhSpellInfo->SpellName[0]) > 0;
}
return lhsKey > rhsKey;
}
std::vector<std::pair<uint32, std::string>> ListSpellsAction::GetSpellList(std::string filter)
{
uint32 skill = 0;
std::vector<std::string> ss = split(filter, ' ');
if (!ss.empty())
{
skill = chat->parseSkill(ss[0]);
if (skill != SKILL_NONE)
{
filter = ss.size() > 1 ? ss[1] : "";
}
// Guard access to ss[1]/ss[2] to avoid out-of-bounds
// when the player only types "first" without "aid".
if (ss[0] == "first" && ss.size() > 1 && ss[1] == "aid")
{
skill = SKILL_FIRST_AID;
filter = ss.size() > 2 ? ss[2] : "";
}
}
std::string const ignoreList =
",Opening,Closing,Stuck,Remove Insignia,Opening - No Text,Grovel,Duel,Honorless Target,";
std::string alreadySeenList = ",";
uint32 minLevel = 0;
uint32 maxLevel = 0;
if (filter.find('-') != std::string::npos)
{
std::vector<std::string> ff = split(filter, '-');
if (ff.size() >= 2)
{
minLevel = std::atoi(ff[0].c_str());
maxLevel = std::atoi(ff[1].c_str());
if (minLevel > maxLevel)
std::swap(minLevel, maxLevel);
}
filter.clear();
}
bool canCraftNow = false;
if (filter.find('+') != std::string::npos)
{
canCraftNow = true;
// Support "+<skill>" syntax (e.g. "spells +tailoring" or "spells tailoring+").
// If no explicit skill was detected yet, try to parse the filter (without '+')
// as a profession/skill name so that craftable-only filters still work with skills.
if (skill == SKILL_NONE)
{
std::string skillFilter = filter;
// Remove '+' before trying to interpret the first token as a skill name.
skillFilter.erase(remove(skillFilter.begin(), skillFilter.end(), '+'), skillFilter.end());
std::vector<std::string> skillTokens = split(skillFilter, ' ');
if (!skillTokens.empty())
{
uint32 parsedSkill = chat->parseSkill(skillTokens[0]);
if (parsedSkill != SKILL_NONE)
{
skill = parsedSkill;
// Any remaining text after the skill token becomes the "name" filter
// (e.g. "spells +tailoring cloth" -> skill = tailoring, filter = "cloth").
filter = skillTokens.size() > 1 ? skillTokens[1] : "";
}
}
}
// Finally remove '+' from the filter that will be used for name/range parsing.
filter.erase(remove(filter.begin(), filter.end(), '+'), filter.end());
}
uint32 slot = chat->parseSlot(filter);
if (slot != EQUIPMENT_SLOT_END)
filter.clear();
std::vector<SpellListEntry> spells;
for (PlayerSpellMap::iterator itr = bot->GetSpellMap().begin(); itr != bot->GetSpellMap().end(); ++itr)
{
if (itr->second->State == PLAYERSPELL_REMOVED || !itr->second->Active)
continue;
if (!(itr->second->specMask & bot->GetActiveSpecMask()))
continue;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(itr->first);
if (!spellInfo)
continue;
if (spellInfo->IsPassive())
continue;
SkillLineAbilityEntry const* skillLine = sPlayerbotSpellRepository->GetSkillLine(itr->first);
if (skill != SKILL_NONE && (!skillLine || skillLine->SkillLine != skill))
continue;
std::string const comp = spellInfo->SpellName[0];
if (!(ignoreList.find(comp) == std::string::npos && alreadySeenList.find(comp) == std::string::npos))
continue;
if (!filter.empty() && !strstri(spellInfo->SpellName[0], filter.c_str()))
continue;
bool first = true;
int32 craftsPossible = -1;
std::ostringstream materials;
for (uint32 x = 0; x < MAX_SPELL_REAGENTS; ++x)
{
if (spellInfo->Reagent[x] <= 0)
{
continue;
}
uint32 itemid = spellInfo->Reagent[x];
uint32 reagentsRequired = spellInfo->ReagentCount[x];
if (itemid)
{
if (ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemid))
{
if (first)
{
materials << ": ";
first = false;
}
else
materials << ", ";
materials << chat->FormatItem(proto, reagentsRequired);
FindItemByIdVisitor visitor(itemid);
uint32 reagentsInInventory = InventoryAction::GetItemCount(&visitor);
bool buyable = sPlayerbotSpellRepository->IsItemBuyable(itemid);
if (!buyable)
{
uint32 craftable = reagentsInInventory / reagentsRequired;
if (craftsPossible < 0 || craftsPossible > static_cast<int32>(craftable))
craftsPossible = static_cast<int32>(craftable);
}
if (reagentsInInventory)
materials << "|cffffff00(x" << reagentsInInventory << ")|r ";
else if (buyable)
materials << "|cffffff00(buy)|r ";
}
}
}
if (craftsPossible < 0)
craftsPossible = 0;
std::ostringstream out;
bool filtered = false;
if (skillLine)
{
for (uint8 i = 0; i < 3; ++i)
{
if (spellInfo->Effects[i].Effect == SPELL_EFFECT_CREATE_ITEM)
{
if (ItemTemplate const* proto = sObjectMgr->GetItemTemplate(spellInfo->Effects[i].ItemType))
{
if (craftsPossible)
out << "|cffffff00(x" << craftsPossible << ")|r ";
out << chat->FormatItem(proto);
if ((minLevel || maxLevel) && (!proto->RequiredLevel || proto->RequiredLevel < minLevel ||
proto->RequiredLevel > maxLevel))
{
filtered = true;
break;
}
if (slot != EQUIPMENT_SLOT_END && bot->FindEquipSlot(proto, slot, true) != slot)
{
filtered = true;
break;
}
}
}
}
}
if (out.str().empty())
out << chat->FormatSpell(spellInfo);
if (filtered)
continue;
if (canCraftNow && !craftsPossible)
continue;
out << materials.str();
if (skillLine && skillLine->SkillLine)
{
uint32 GrayLevel = skillLine->TrivialSkillLineRankHigh;
uint32 GreenLevel = (skillLine->TrivialSkillLineRankHigh + skillLine->MinSkillLineRank) / 2;
uint32 YellowLevel = skillLine->MinSkillLineRank;
uint32 SkillValue = bot->GetSkillValue(skillLine->SkillLine);
out << " - ";
if (SkillValue >= GrayLevel)
out << " |cff808080gray";
else if (SkillValue >= GreenLevel)
out << " |cff80be80green";
else if (SkillValue >= YellowLevel)
out << " |cffffff00yellow";
else
out << " |cffff8040orange";
out << "|r";
}
if (out.str().empty())
continue;
if (itr->first == 0)
LOG_ERROR("playerbots", "?! {}", itr->first);
spells.emplace_back(itr->first, out.str());
alreadySeenList += spellInfo->SpellName[0];
alreadySeenList += ",";
}
return spells;
}
bool ListSpellsAction::Execute(Event event)
{
Player* master = GetMaster();
if (!master)
return false;
std::string const filter = event.getParam();
std::vector<SpellListEntry> spells = GetSpellList(filter);
if (spells.empty())
{
// CHANGE: Give early feedback when no spells match the filter.
botAI->TellMaster("No spells found.");
return true;
}
botAI->TellMaster("=== Spells ===");
std::sort(spells.begin(), spells.end(), CompareSpells);
// CHANGE: Send the full spell list again so client-side addons
// (e.g. Multibot / Unbot) can reconstruct the
// complete spellbook for configuration. The heavy part that caused
// freezes before was the old CompareSpells implementation scanning
// the entire SkillLineAbility DBC on every comparison. With the new
// cheap comparator above, sending all lines here is safe and keeps
// behaviour compatible with existing addons.
for (std::vector<SpellListEntry>::const_iterator i = spells.begin(); i != spells.end(); ++i)
botAI->TellMasterNoFacing(i->second);
return true;
}