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

189 lines
5.8 KiB
C++

#include "AutoMaintenanceOnLevelupAction.h"
#include "GuildMgr.h"
#include "PlayerbotAIConfig.h"
#include "PlayerbotFactory.h"
#include "Playerbots.h"
#include "RandomPlayerbotMgr.h"
#include "SharedDefines.h"
#include "BroadcastHelper.h"
bool AutoMaintenanceOnLevelupAction::Execute(Event event)
{
AutoPickTalents();
AutoLearnSpell();
AutoUpgradeEquip();
AutoTeleportForLevel();
return true;
}
void AutoMaintenanceOnLevelupAction::AutoTeleportForLevel()
{
if (!sPlayerbotAIConfig.autoTeleportForLevel || !sRandomPlayerbotMgr.IsRandomBot(bot))
{
return;
}
if (botAI->HasRealPlayerMaster())
{
return;
}
sRandomPlayerbotMgr.RandomTeleportForLevel(bot);
return;
}
void AutoMaintenanceOnLevelupAction::AutoPickTalents()
{
if (!sPlayerbotAIConfig.autoPickTalents || !sRandomPlayerbotMgr.IsRandomBot(bot))
return;
if (bot->GetFreeTalentPoints() <= 0)
return;
PlayerbotFactory factory(bot, bot->GetLevel());
factory.InitTalentsTree(true, true, true);
factory.InitPetTalents();
}
void AutoMaintenanceOnLevelupAction::AutoLearnSpell()
{
std::ostringstream out;
LearnSpells(&out);
if (!out.str().empty())
{
std::string const temp = out.str();
out.seekp(0);
out << "Learned spells: ";
out << temp;
out.seekp(-2, out.cur);
out << ".";
botAI->TellMaster(out);
}
return;
}
void AutoMaintenanceOnLevelupAction::LearnSpells(std::ostringstream* out)
{
BroadcastHelper::BroadcastLevelup(botAI, bot);
if (sPlayerbotAIConfig.autoLearnTrainerSpells && sRandomPlayerbotMgr.IsRandomBot(bot))
LearnTrainerSpells(out);
if (sPlayerbotAIConfig.autoLearnQuestSpells && sRandomPlayerbotMgr.IsRandomBot(bot))
LearnQuestSpells(out);
}
void AutoMaintenanceOnLevelupAction::LearnTrainerSpells(std::ostringstream* out)
{
PlayerbotFactory factory(bot, bot->GetLevel());
factory.InitSkills();
factory.InitClassSpells();
factory.InitAvailableSpells();
factory.InitPet();
}
void AutoMaintenanceOnLevelupAction::LearnQuestSpells(std::ostringstream* out)
{
ObjectMgr::QuestMap const& questTemplates = sObjectMgr->GetQuestTemplates();
for (ObjectMgr::QuestMap::const_iterator i = questTemplates.begin(); i != questTemplates.end(); ++i)
{
Quest const* quest = i->second;
// only process class-specific quests to learn class-related spells, cuz
// we don't want all these bunch of entries to be handled!
if (!quest->GetRequiredClasses())
continue;
// skip quests that are repeatable, too low level, or above bots' level
if (quest->IsRepeatable() || quest->GetMinLevel() < 10 || quest->GetMinLevel() > bot->GetLevel())
continue;
// skip if bot doesnt satisfy class, race, or skill requirements
if (!bot->SatisfyQuestClass(quest, false) || !bot->SatisfyQuestRace(quest, false) ||
!bot->SatisfyQuestSkill(quest, false))
continue;
// use the same logic and impl from Player::learnQuestRewardedSpells
int32 spellId = quest->GetRewSpellCast();
if (!spellId)
continue;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
if (!spellInfo)
continue;
// xinef: find effect with learn spell and check if we have this spell
bool found = false;
for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
{
if (spellInfo->Effects[i].Effect == SPELL_EFFECT_LEARN_SPELL && spellInfo->Effects[i].TriggerSpell &&
!bot->HasSpell(spellInfo->Effects[i].TriggerSpell))
{
// pusywizard: don't re-add profession specialties!
if (SpellInfo const* triggeredInfo = sSpellMgr->GetSpellInfo(spellInfo->Effects[i].TriggerSpell))
if (triggeredInfo->Effects[0].Effect == SPELL_EFFECT_TRADE_SKILL)
break; // pussywizard: break and not cast the spell (found is false)
found = true;
break;
}
}
// xinef: we know the spell, continue
if (!found)
continue;
bot->CastSpell(bot, spellId, true);
// Check if RewardDisplaySpell is set to output the proper spell learned
// after processing quests. Output the original RewardSpell otherwise.
uint32 rewSpellId = quest->GetRewSpell();
if (rewSpellId)
{
if (SpellInfo const* rewSpellInfo = sSpellMgr->GetSpellInfo(rewSpellId))
{
*out << FormatSpell(rewSpellInfo) << ", ";
continue;
}
}
*out << FormatSpell(spellInfo) << ", ";
}
}
std::string const AutoMaintenanceOnLevelupAction::FormatSpell(SpellInfo const* sInfo)
{
std::ostringstream out;
std::string const rank = sInfo->Rank[0];
if (rank.empty())
out << "|cffffffff|Hspell:" << sInfo->Id << "|h[" << sInfo->SpellName[LOCALE_enUS] << "]|h|r";
else
out << "|cffffffff|Hspell:" << sInfo->Id << "|h[" << sInfo->SpellName[LOCALE_enUS] << " " << rank << "]|h|r";
return out.str();
}
void AutoMaintenanceOnLevelupAction::AutoUpgradeEquip()
{
if (!sPlayerbotAIConfig.autoUpgradeEquip || !sRandomPlayerbotMgr.IsRandomBot(bot))
return;
PlayerbotFactory factory(bot, bot->GetLevel());
// Clean up old consumables before adding new ones
factory.CleanupConsumables();
factory.InitAmmo();
factory.InitReagents();
factory.InitFood();
factory.InitConsumables();
factory.InitPotions();
if (!sPlayerbotAIConfig.equipmentPersistence || bot->GetLevel() < sPlayerbotAIConfig.equipmentPersistenceLevel)
{
if (sPlayerbotAIConfig.incrementalGearInit)
factory.InitEquipment(true);
}
}