Files
mod-playerbots/src/strategy/actions/PetsAction.cpp
NoxMax dde16674c3 Fix: Stop pets from fighting in PVP prohibited zones (#1829)
Stripped down version of #1818. No new features. Refactors
IsPossibleTarget in AttackersValue.cpp to a better style and makes sure
pets don't attack in prohibited zones.

Testing:
Confirmed that aggro pets no longer attack in PVP prohibited areas, but
still do outside them. Zim'Torga in Zul'Drak is a good example to test
this (ID 4323). Lookout for death knights with a Risen Ally
(uncontrolled and naturally aggro) now they respect PVP prohibition like
their master.

Note: If you manually teleport a bot that is in mid combat to a PVP
prohibited area, its aggro pet might still attack, because its master is
still in combat strategy. Otherwise the pet will not attack if its
master has switched to non-combat.
2025-12-08 12:34:16 +01:00

310 lines
12 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 "PetsAction.h"
#include "CharmInfo.h"
#include "Creature.h"
#include "CreatureAI.h"
#include "Pet.h"
#include "Player.h"
#include "PlayerbotAI.h"
#include "SharedDefines.h"
bool PetsAction::Execute(Event event)
{
// Extract the command parameter from the event (e.g., "aggressive", "defensive", "attack", etc.)
std::string param = event.getParam();
if (param.empty() && !defaultCmd.empty())
{
param = defaultCmd;
}
if (param.empty())
{
// If no parameter is provided, show usage instructions and return.
std::string text = sPlayerbotTextMgr->GetBotTextOrDefault(
"pet_usage_error", "Usage: pet <aggressive|defensive|passive|stance|attack|follow|stay>", {});
botAI->TellError(text);
return false;
}
Player* bot = botAI->GetBot();
// Collect all controlled pets and guardians, except totems, into the targets vector.
std::vector<Creature*> targets;
Pet* pet = bot->GetPet();
if (pet)
targets.push_back(pet);
for (Unit::ControlSet::const_iterator itr = bot->m_Controlled.begin(); itr != bot->m_Controlled.end(); ++itr)
{
Creature* creature = dynamic_cast<Creature*>(*itr);
if (!creature)
continue;
if (pet && creature == pet)
continue;
if (creature->IsTotem())
continue;
targets.push_back(creature);
}
// If no pets or guardians are found, notify and return.
if (targets.empty())
{
std::string text = sPlayerbotTextMgr->GetBotTextOrDefault(
"pet_no_pet_error", "You have no pet or guardian pet.", {});
botAI->TellError(text);
return false;
}
ReactStates react;
std::string stanceText;
// Handle stance commands: aggressive, defensive, or passive.
if (param == "aggressive")
{
react = REACT_AGGRESSIVE;
stanceText = sPlayerbotTextMgr->GetBotTextOrDefault(
"pet_stance_aggressive", "aggressive", {});
}
else if (param == "defensive")
{
react = REACT_DEFENSIVE;
stanceText = sPlayerbotTextMgr->GetBotTextOrDefault(
"pet_stance_defensive", "defensive", {});
}
else if (param == "passive")
{
react = REACT_PASSIVE;
stanceText = sPlayerbotTextMgr->GetBotTextOrDefault(
"pet_stance_passive", "passive", {});
}
// The "stance" command simply reports the current stance of each pet/guardian.
else if (param == "stance")
{
for (Creature* target : targets)
{
std::string type = target->IsPet() ?
sPlayerbotTextMgr->GetBotTextOrDefault("pet_type_pet", "pet", {}) :
sPlayerbotTextMgr->GetBotTextOrDefault("pet_type_guardian", "guardian", {});
std::string name = target->GetName();
std::string stance;
switch (target->GetReactState())
{
case REACT_AGGRESSIVE:
stance = sPlayerbotTextMgr->GetBotTextOrDefault(
"pet_stance_aggressive", "aggressive", {});
break;
case REACT_DEFENSIVE:
stance = sPlayerbotTextMgr->GetBotTextOrDefault(
"pet_stance_defensive", "defensive", {});
break;
case REACT_PASSIVE:
stance = sPlayerbotTextMgr->GetBotTextOrDefault(
"pet_stance_passive", "passive", {});
break;
default:
stance = sPlayerbotTextMgr->GetBotTextOrDefault(
"pet_stance_unknown", "unknown", {});
break;
}
std::string text = sPlayerbotTextMgr->GetBotTextOrDefault(
"pet_stance_report", "Current stance of %type \"%name\": %stance.",
{{"type", type}, {"name", name}, {"stance", stance}});
botAI->TellMaster(text);
}
return true;
}
// The "attack" command forces pets/guardians to attack the master's selected target.
else if (param == "attack")
{
// Try to get the master's selected target.
Player* master = botAI->GetMaster();
Unit* targetUnit = nullptr;
if (master)
{
ObjectGuid masterTargetGuid = master->GetTarget();
if (!masterTargetGuid.IsEmpty())
{
targetUnit = botAI->GetUnit(masterTargetGuid);
}
}
// If no valid target is selected, show an error and return.
if (!targetUnit)
{
std::string text = sPlayerbotTextMgr->GetBotTextOrDefault(
"pet_no_target_error", "No valid target selected by master.", {});
botAI->TellError(text);
return false;
}
if (!targetUnit->IsAlive())
{
std::string text = sPlayerbotTextMgr->GetBotTextOrDefault(
"pet_target_dead_error", "Target is not alive.", {});
botAI->TellError(text);
return false;
}
if (!bot->IsValidAttackTarget(targetUnit))
{
std::string text = sPlayerbotTextMgr->GetBotTextOrDefault(
"pet_invalid_target_error", "Target is not a valid attack target for the bot.", {});
botAI->TellError(text);
return false;
}
if (sPlayerbotAIConfig->IsPvpProhibited(bot->GetZoneId(), bot->GetAreaId())
&& (targetUnit->IsPlayer() || targetUnit->IsPet()))
{
std::string text = sPlayerbotTextMgr->GetBotTextOrDefault(
"pet_pvp_prohibited_error", "I cannot command my pet to attack players in PvP prohibited areas.", {});
botAI->TellError(text);
return false;
}
bool didAttack = false;
// For each controlled pet/guardian, command them to attack the selected target.
for (Creature* petCreature : targets)
{
CharmInfo* charmInfo = petCreature->GetCharmInfo();
if (!charmInfo)
continue;
petCreature->ClearUnitState(UNIT_STATE_FOLLOW);
// Only command attack if not already attacking the target, or if not currently under command attack.
if (petCreature->GetVictim() != targetUnit ||
(petCreature->GetVictim() == targetUnit && !charmInfo->IsCommandAttack()))
{
if (petCreature->GetVictim())
petCreature->AttackStop();
if (!petCreature->IsPlayer() && petCreature->ToCreature()->IsAIEnabled)
{
// For AI-enabled creatures (NPC pets/guardians): issue attack command and set flags.
charmInfo->SetIsCommandAttack(true);
charmInfo->SetIsAtStay(false);
charmInfo->SetIsFollowing(false);
charmInfo->SetIsCommandFollow(false);
charmInfo->SetIsReturning(false);
petCreature->ToCreature()->AI()->AttackStart(targetUnit);
didAttack = true;
}
else // For charmed player pets/guardians
{
if (petCreature->GetVictim() && petCreature->GetVictim() != targetUnit)
petCreature->AttackStop();
charmInfo->SetIsCommandAttack(true);
charmInfo->SetIsAtStay(false);
charmInfo->SetIsFollowing(false);
charmInfo->SetIsCommandFollow(false);
charmInfo->SetIsReturning(false);
petCreature->Attack(targetUnit, true);
didAttack = true;
}
}
}
// Inform the master if the command succeeded or failed.
if (didAttack && sPlayerbotAIConfig->petChatCommandDebug == 1)
{
std::string text = sPlayerbotTextMgr->GetBotTextOrDefault(
"pet_attack_success", "Pet commanded to attack your target.", {});
botAI->TellMaster(text);
}
else if (!didAttack)
{
std::string text = sPlayerbotTextMgr->GetBotTextOrDefault(
"pet_attack_failed", "Pet did not attack. (Already attacking or unable to attack target)", {});
botAI->TellError(text);
}
return didAttack;
}
// The "follow" command makes all pets/guardians follow the bot.
else if (param == "follow")
{
botAI->PetFollow();
if (sPlayerbotAIConfig->petChatCommandDebug == 1)
{
std::string text = sPlayerbotTextMgr->GetBotTextOrDefault(
"pet_follow_success", "Pet commanded to follow.", {});
botAI->TellMaster(text);
}
return true;
}
// The "stay" command causes all pets/guardians to stop and stay in place.
else if (param == "stay")
{
for (Creature* target : targets)
{
// If not already in controlled motion, stop movement and set to idle.
bool controlledMotion =
target->GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_CONTROLLED) != NULL_MOTION_TYPE;
if (!controlledMotion)
{
target->StopMovingOnCurrentPos();
target->GetMotionMaster()->Clear(false);
target->GetMotionMaster()->MoveIdle();
}
CharmInfo* charmInfo = target->GetCharmInfo();
if (charmInfo)
{
// Set charm/pet state flags for "stay".
charmInfo->SetCommandState(COMMAND_STAY);
charmInfo->SetIsCommandAttack(false);
charmInfo->SetIsCommandFollow(false);
charmInfo->SetIsFollowing(false);
charmInfo->SetIsReturning(false);
charmInfo->SetIsAtStay(!controlledMotion);
charmInfo->SaveStayPosition(controlledMotion);
if (target->ToPet())
target->ToPet()->ClearCastWhenWillAvailable();
charmInfo->SetForcedSpell(0);
charmInfo->SetForcedTargetGUID();
}
}
if (sPlayerbotAIConfig->petChatCommandDebug == 1)
{
std::string text = sPlayerbotTextMgr->GetBotTextOrDefault(
"pet_stay_success", "Pet commanded to stay.", {});
botAI->TellMaster(text);
}
return true;
}
// Unknown command: show usage instructions and return.
else
{
std::string text = sPlayerbotTextMgr->GetBotTextOrDefault(
"pet_unknown_command_error", "Unknown pet command: %param. Use: pet <aggressive|defensive|passive|stance|attack|follow|stay>",
{{"param", param}});
botAI->TellError(text);
return false;
}
// For stance commands, apply the chosen stance to all targets.
for (Creature* target : targets)
{
target->SetReactState(react);
CharmInfo* charmInfo = target->GetCharmInfo();
if (charmInfo)
charmInfo->SetPlayerReactState(react);
}
// Inform the master of the new stance if debug is enabled.
if (sPlayerbotAIConfig->petChatCommandDebug == 1)
{
std::string text = sPlayerbotTextMgr->GetBotTextOrDefault(
"pet_stance_set_success", "Pet stance set to %stance.",
{{"stance", stanceText}});
botAI->TellMaster(text);
}
return true;
}