Files
mod-playerbots/src/strategy/actions/TameAction.cpp
ThePenguinMan96 ab345b8847 Changes requested
I fixed what was requested of me. Built it, tested it - all functions are working.
2025-08-04 17:55:29 -07:00

501 lines
16 KiB
C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it
* and/or modify it under version 2 of the License, or (at your option), any later version.
*/
#include "TameAction.h"
#include <algorithm>
#include <cctype>
#include <iomanip>
#include <random>
#include <set>
#include <sstream>
#include "DBCStructure.h"
#include "Log.h"
#include "ObjectMgr.h"
#include "Pet.h"
#include "Player.h"
#include "PlayerbotAI.h"
#include "PlayerbotFactory.h"
#include "SpellMgr.h"
#include "WorldSession.h"
bool IsExoticPet(const CreatureTemplate* creature)
{
// Use the IsExotic() method from CreatureTemplate
return creature && creature->IsExotic();
}
bool HasBeastMastery(Player* bot)
{
// Beast Mastery talent aura ID for WotLK is 53270
return bot->HasAura(53270);
}
bool TameAction::Execute(Event event)
{
// Parse the user's input command into mode and value (e.g. "name wolf", "id 1234", etc.)
std::string param = event.getParam();
std::istringstream iss(param);
std::string mode, value;
iss >> mode;
std::getline(iss, value);
value.erase(0, value.find_first_not_of(" ")); // Remove leading spaces from value
bool found = false;
// Reset any previous pet name/id state
lastPetName = "";
lastPetId = 0;
// If the command is "family" with no value, list all available pet families
if (mode == "family" && value.empty())
{
std::set<std::string> normalFamilies;
std::set<std::string> exoticFamilies;
Player* bot = botAI->GetBot();
// Loop over all creature templates and collect tameable families
CreatureTemplateContainer const* creatures = sObjectMgr->GetCreatureTemplates();
for (auto itr = creatures->begin(); itr != creatures->end(); ++itr)
{
const CreatureTemplate& creature = itr->second;
if (!creature.IsTameable(true))
continue;
CreatureFamilyEntry const* familyEntry = sCreatureFamilyStore.LookupEntry(creature.family);
if (!familyEntry)
continue;
std::string familyName = familyEntry->Name[0];
if (familyName.empty())
continue;
if (creature.IsExotic())
exoticFamilies.insert(familyName);
else
normalFamilies.insert(familyName);
}
// Build the output message for the user
std::ostringstream oss;
oss << "Available pet families: ";
size_t count = 0;
for (const auto& name : normalFamilies)
{
if (count++ != 0)
oss << ", ";
oss << name;
}
if (!exoticFamilies.empty())
{
if (!normalFamilies.empty())
oss << " | ";
oss << "Exotic: ";
count = 0;
for (const auto& name : exoticFamilies)
{
if (count++ != 0)
oss << ", ";
oss << name;
}
}
botAI->TellError(oss.str());
return true;
}
// Handle "tame abandon" command to give up your current pet
if (mode == "abandon")
{
return AbandonPet();
}
// Try to process the command based on mode and value
if (mode == "name" && !value.empty())
{
found = SetPetByName(value);
}
else if (mode == "id" && !value.empty())
{
// Try to convert value to an integer and set pet by ID
try
{
uint32 id = std::stoul(value);
found = SetPetById(id);
}
catch (...)
{
botAI->TellError("Invalid tame id.");
}
}
else if (mode == "family" && !value.empty())
{
found = SetPetByFamily(value);
}
else if (mode == "rename" && !value.empty())
{
found = RenamePet(value);
}
else
{
// Unrecognized command or missing argument; show usage
botAI->TellError(
"Usage: tame name <name> | tame id <id> | tame family <family> | tame rename <new name> | tame abandon");
return false;
}
// If the requested tame/rename failed, return failure
if (!found)
return false;
// For all non-rename commands, initialize the new pet and talents, then notify the master
if (mode != "rename")
{
Player* bot = botAI->GetBot();
PlayerbotFactory factory(bot, bot->GetLevel());
factory.InitPet();
factory.InitPetTalents();
if (!lastPetName.empty() && lastPetId != 0)
{
std::ostringstream oss;
oss << "Pet changed to " << lastPetName << ", ID: " << lastPetId << ".";
botAI->TellMaster(oss.str());
}
else
{
botAI->TellMaster("Pet changed and initialized!");
}
}
return true;
}
bool TameAction::SetPetByName(const std::string& name)
{
// Make a lowercase copy of the input name for case-insensitive comparison
std::string lowerName = name;
std::transform(lowerName.begin(), lowerName.end(), lowerName.begin(), ::tolower);
// Get the full list of creature templates from the object manager
CreatureTemplateContainer const* creatures = sObjectMgr->GetCreatureTemplates();
Player* bot = botAI->GetBot();
// Iterate through all creature templates
for (auto itr = creatures->begin(); itr != creatures->end(); ++itr)
{
const CreatureTemplate& creature = itr->second;
std::string creatureName = creature.Name;
// Convert creature's name to lowercase for comparison
std::transform(creatureName.begin(), creatureName.end(), creatureName.begin(), ::tolower);
// If the input name matches this creature's name
if (creatureName == lowerName)
{
// Skip if the creature isn't tameable at all
if (!creature.IsTameable(true))
continue;
// If the creature is exotic and the bot doesn't have Beast Mastery, show error and fail
if (IsExoticPet(&creature) && !HasBeastMastery(bot))
{
botAI->TellError("I cannot use exotic pets unless I have the Beast Mastery talent.");
return false;
}
// Skip if the creature isn't tameable by this bot (respecting exotic pet rules)
if (!creature.IsTameable(bot->CanTameExoticPets()))
continue;
// Store the found pet's name and entry ID for later use/feedback
lastPetName = creature.Name;
lastPetId = creature.Entry;
// Create and set this pet for the bot
return CreateAndSetPet(creature.Entry);
}
}
// If no suitable pet found, show an error and return failure
botAI->TellError("No tameable pet found with name: " + name);
return false;
}
bool TameAction::SetPetById(uint32 id)
{
// Look up the creature template by its numeric entry/id
CreatureTemplate const* creature = sObjectMgr->GetCreatureTemplate(id);
Player* bot = botAI->GetBot();
// Proceed only if a valid creature was found
if (creature)
{
// Check if this creature is ever tameable (ignore bot's own restrictions for now)
if (!creature->IsTameable(true))
{
// If not tameable at all, show an error and fail
botAI->TellError("No tameable pet found with id: " + std::to_string(id));
return false;
}
// If it's an exotic pet, make sure the bot has the Beast Mastery talent
if (IsExoticPet(creature) && !HasBeastMastery(bot))
{
botAI->TellError("I cannot use exotic pets unless I have the Beast Mastery talent.");
return false;
}
// Check if the bot is actually allowed to tame this pet (honoring exotic pet rules)
if (!creature->IsTameable(bot->CanTameExoticPets()))
{
botAI->TellError("No tameable pet found with id: " + std::to_string(id));
return false;
}
// Remember this pet's name and id for later feedback
lastPetName = creature->Name;
lastPetId = creature->Entry;
// Set and create the pet for the bot
return CreateAndSetPet(creature->Entry);
}
// If no valid creature was found by id, show an error
botAI->TellError("No tameable pet found with id: " + std::to_string(id));
return false;
}
bool TameAction::SetPetByFamily(const std::string& family)
{
// Convert the input family name to lowercase for case-insensitive comparison
std::string lowerFamily = family;
std::transform(lowerFamily.begin(), lowerFamily.end(), lowerFamily.begin(), ::tolower);
// Get all creature templates from the object manager
CreatureTemplateContainer const* creatures = sObjectMgr->GetCreatureTemplates();
Player* bot = botAI->GetBot();
// Prepare a list of candidate creatures and track if any exotic pet is found
std::vector<const CreatureTemplate*> candidates;
bool foundExotic = false;
// Iterate through all creature templates
for (auto itr = creatures->begin(); itr != creatures->end(); ++itr)
{
const CreatureTemplate& creature = itr->second;
// Skip if this creature is never tameable
if (!creature.IsTameable(true))
continue;
// Look up the family entry for this creature
CreatureFamilyEntry const* familyEntry = sCreatureFamilyStore.LookupEntry(creature.family);
if (!familyEntry)
continue;
// Compare the family name in a case-insensitive way
std::string familyName = familyEntry->Name[0];
std::transform(familyName.begin(), familyName.end(), familyName.begin(), ::tolower);
if (familyName != lowerFamily)
continue;
// If the creature is exotic, check Beast Mastery talent requirements
if (IsExoticPet(&creature))
{
foundExotic = true;
if (!HasBeastMastery(bot))
continue;
}
// Only add as candidate if this bot is allowed to tame it (including exotic rules)
if (!creature.IsTameable(bot->CanTameExoticPets()))
continue;
candidates.push_back(&creature);
}
// If no candidates found, inform the user of the reason and return false
if (candidates.empty())
{
if (foundExotic && !HasBeastMastery(bot))
botAI->TellError("I cannot use exotic pets unless I have the Beast Mastery talent.");
else
botAI->TellError("No tameable pet found with family: " + family);
return false;
}
// Randomly select one candidate from the list to tame
std::random_device rd;
std::mt19937 gen(rd());
std::uniform_int_distribution<> dis(0, candidates.size() - 1);
const CreatureTemplate* selected = candidates[dis(gen)];
// Save the selected pet's name and id for feedback
lastPetName = selected->Name;
lastPetId = selected->Entry;
// Attempt to create and set the new pet for the bot
return CreateAndSetPet(selected->Entry);
}
bool TameAction::RenamePet(const std::string& newName)
{
Player* bot = botAI->GetBot();
Pet* pet = bot->GetPet();
// Check if the bot currently has a pet
if (!pet)
{
botAI->TellError("You have no pet to rename.");
return false;
}
// Validate the new name: must not be empty and max 12 characters
if (newName.empty() || newName.length() > 12)
{
botAI->TellError("Pet name must be between 1 and 12 alphabetic characters.");
return false;
}
// Ensure all characters in the new name are alphabetic
for (char c : newName)
{
if (!std::isalpha(static_cast<unsigned char>(c)))
{
botAI->TellError("Pet name must only contain alphabetic characters (A-Z, a-z).");
return false;
}
}
// Normalize the name: capitalize the first letter, lowercase the rest
std::string normalized = newName;
normalized[0] = std::toupper(normalized[0]);
for (size_t i = 1; i < normalized.size(); ++i)
normalized[i] = std::tolower(normalized[i]);
// Check if the new name is reserved or forbidden
if (sObjectMgr->IsReservedName(normalized))
{
botAI->TellError("That pet name is forbidden. Please choose another name.");
return false;
}
// Set the pet's name and save it to the database
pet->SetName(normalized);
pet->SavePetToDB(PET_SAVE_AS_CURRENT);
bot->GetSession()->SendPetNameQuery(pet->GetGUID(), pet->GetEntry());
// Notify the master about the rename and give a tip to update the client name display
botAI->TellMaster("Your pet has been renamed to " + normalized + "!");
botAI->TellMaster("If you do not see the new name, please dismiss and recall your pet.");
// Remove the current pet and (re-)cast Call Pet spell if the bot is a hunter
bot->RemovePet(nullptr, PET_SAVE_AS_CURRENT, true);
if (bot->getClass() == CLASS_HUNTER && bot->HasSpell(883))
{
bot->CastSpell(bot, 883, true);
}
return true;
}
bool TameAction::CreateAndSetPet(uint32 creatureEntry)
{
Player* bot = botAI->GetBot();
// Ensure the player is a hunter and at least level 10 (required for pets)
if (bot->getClass() != CLASS_HUNTER || bot->GetLevel() < 10)
{
botAI->TellError("Only level 10+ hunters can have pets.");
return false;
}
// Retrieve the creature template for the given entry (pet species info)
CreatureTemplate const* creature = sObjectMgr->GetCreatureTemplate(creatureEntry);
if (!creature)
{
botAI->TellError("Creature template not found.");
return false;
}
// If the bot already has a current pet or an unslotted pet, remove them to avoid conflicts
if (bot->GetPetStable() && bot->GetPetStable()->CurrentPet)
{
bot->RemovePet(nullptr, PET_SAVE_AS_CURRENT);
bot->RemovePet(nullptr, PET_SAVE_NOT_IN_SLOT);
}
if (bot->GetPetStable() && bot->GetPetStable()->GetUnslottedHunterPet())
{
bot->GetPetStable()->UnslottedPets.clear();
bot->RemovePet(nullptr, PET_SAVE_AS_CURRENT);
bot->RemovePet(nullptr, PET_SAVE_NOT_IN_SLOT);
}
// Create the new tamed pet from the specified creature entry
Pet* pet = bot->CreateTamedPetFrom(creatureEntry, 0);
if (!pet)
{
botAI->TellError("Failed to create pet.");
return false;
}
// Set the pet's level to one below the bot's current level, then add to the map and set to full level
pet->SetUInt32Value(UNIT_FIELD_LEVEL, bot->GetLevel() - 1);
pet->GetMap()->AddToMap(pet->ToCreature());
pet->SetUInt32Value(UNIT_FIELD_LEVEL, bot->GetLevel());
// Set the pet as the bot's active minion
bot->SetMinion(pet, true);
// Initialize talents appropriate for the pet's level
pet->InitTalentForLevel();
// Save pet to the database as the current pet
pet->SavePetToDB(PET_SAVE_AS_CURRENT);
// Initialize available pet spells
bot->PetSpellInitialize();
// Further initialize pet stats to match the bot's level
pet->InitStatsForLevel(bot->GetLevel());
pet->SetLevel(bot->GetLevel());
// Set happiness and health of the pet to maximum values
pet->SetPower(POWER_HAPPINESS, pet->GetMaxPower(Powers(POWER_HAPPINESS)));
pet->SetHealth(pet->GetMaxHealth());
// Enable autocast for all active (not removed) non-passive spells the pet knows
for (PetSpellMap::const_iterator itr = pet->m_spells.begin(); itr != pet->m_spells.end(); ++itr)
{
if (itr->second.state == PETSPELL_REMOVED)
continue;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(itr->first);
if (!spellInfo)
continue;
if (spellInfo->IsPassive())
continue;
pet->ToggleAutocast(spellInfo, true);
}
return true;
}
bool TameAction::AbandonPet()
{
// Get the bot player and its current pet (if any)
Player* bot = botAI->GetBot();
Pet* pet = bot->GetPet();
// Check if the bot has a pet and that it is a hunter pet
if (pet && pet->getPetType() == HUNTER_PET)
{
// Remove the pet from the bot and mark it as deleted in the database
bot->RemovePet(pet, PET_SAVE_AS_DELETED);
// Inform the bot's master/player that the pet was abandoned
botAI->TellMaster("Your pet has been abandoned.");
return true;
}
else
{
// If there is no hunter pet, show an error message
botAI->TellError("You have no hunter pet to abandon.");
return false;
}
}