Merge branch 'liyunfan1223:master' into login-range

This commit is contained in:
NoxMax
2025-08-18 03:48:11 -06:00
committed by GitHub
38 changed files with 1127 additions and 441 deletions

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@@ -2,6 +2,8 @@
<a href="https://github.com/liyunfan1223/mod-playerbots/blob/master/README.md">English</a>
|
<a href="https://github.com/liyunfan1223/mod-playerbots/blob/master/README_CN.md">中文</a>
|
<a href="https://github.com/brighton-chi/mod-playerbots/blob/readme/README_ES.md">Español</a>
</p>
@@ -16,23 +18,25 @@
</div>
# Playerbots Module
`mod-playerbots` is an [AzerothCore](https://www.azerothcore.org/) module that adds player-like bots to a server. The project is based off [IKE3's Playerbots](https://github.com/ike3/mangosbot). Features include:
`mod-playerbots` is an [AzerothCore](https://www.azerothcore.org/) module that adds player-like bots to a server. The project is based off [IKE3's Playerbots](https://github.com/ike3/mangosbot) and requires a custom branch of AzerothCore to compile and run: [liyunfan1223/azerothcore-wotlk/tree/Playerbot](https://github.com/liyunfan1223/azerothcore-wotlk/tree/Playerbot).
- Bots that utilize real player data, allowing players to interact with their other characters, form parties, level up, and more;
- Random bots that wander through the world and behave like players, simulating the MMO experience;
- Bots capable of running raids and battlegrounds;
Features include:
- The ability to log in alt characters as bots, allowing players to interact with their other characters, form parties, level up, and more;
- Random bots that wander through the world, complete quests, and otherwise behave like players, simulating the MMO experience;
- Bots capable of running most raids and battlegrounds;
- Highly configurable settings to define how bots behave;
- Excellent performance, even when running thousands of bots.
**This project is still under development**. If you encounter any errors or experience crashes, we kindly request that you [report them as GitHub issues](https://github.com/liyunfan1223/mod-playerbots/issues/new?template=bug_report.md). Your valuable feedback will help us improve this project collaboratively.
**Playerbots Module** has a **[Discord server](https://discord.gg/NQm5QShwf9)** where you can discuss the project.
`mod-playerbots` has a **[Discord server](https://discord.gg/NQm5QShwf9)** where you can discuss the project, ask questions, and get involved in the community!
## Installation
### Classic Installation
`mod-playerbots` requires a custom branch of AzerothCore to work: [liyunfan1223/azerothcore-wotlk/tree/Playerbot](https://github.com/liyunfan1223/azerothcore-wotlk/tree/Playerbot). To install the module, simply run:
As noted above, `mod-playerbots` requires a custom branch of AzerothCore: [liyunfan1223/azerothcore-wotlk/tree/Playerbot](https://github.com/liyunfan1223/azerothcore-wotlk/tree/Playerbot). To install the module, simply run:
```bash
git clone https://github.com/liyunfan1223/azerothcore-wotlk.git --branch=Playerbot
@@ -81,21 +85,21 @@ Use `docker compose up -d --build` to build and run the server. For more informa
## Documentation
The [Playerbots Wiki](https://github.com/liyunfan1223/mod-playerbots/wiki) contains an extensive overview of addons, commands, and recommended configurations. Please note that documentation may be incomplete or out-of-date in some sections. Contributions are welcome.
The [Playerbots Wiki](https://github.com/liyunfan1223/mod-playerbots/wiki) contains an extensive overview of addons, commands, raids with programmed bot strategies, and recommended performance configurations. Please note that documentation may be incomplete or out-of-date in some sections. Contributions are welcome.
## Frequently Asked Questions
- **Why aren't my bots casting spells?** Please make sure that the necessary English DBC file (enUS) is present.
- **What platforms are supported?** We support Ubuntu, Windows, and macOS. Other Linux distros may work, but will not receive support.
- **Why isn't my source compiling?** Please [check the build status of our CI](https://github.com/liyunfan1223/mod-playerbots/actions). If the latest build is failing, rever to the last successful commit until we address the issue.
- **Why isn't my source compiling?** Please ensure that you are compiling with the required [custom branch of AzerothCore](https://github.com/liyunfan1223/azerothcore-wotlk/tree/Playerbot). Additionally, please [check the build status of our CI](https://github.com/liyunfan1223/mod-playerbots/actions). If the latest build is failing, rever to the last successful commit until we address the issue.
## Addons
Typically, bots are controlled via chat commands. For larger bot groups, this can be unwieldy. As an alternative, community members have developed client Add-Ons to allow controlling bots through the in-game UI. We recommend you check out their projects:
- [Multibot](https://github.com/Macx-Lio/MultiBot) (by Macx-Lio)
- [Unbot Addon (zh)](https://github.com/liyunfan1223/unbot-addon) (Chinese version by Liyunfan)
- [Unbot Addon (en)](https://github.com/noisiver/unbot-addon/tree/english) (English version translated by @Revision)
- [Multibot](https://github.com/Macx-Lio/MultiBot) (by Macx-Lio), which includes English, Chinese, French, German, Korean, Russian, and Spanish support [note: active development is temporarily continuing on a fork in Macx-Lio's absence (https://github.com/Wishmaster117/MultiBot)]
- [Unbot Addon (zh)](https://github.com/liyunfan1223/unbot-addon) (Chinese version by Liyunfan) [note: no longer under active development]
- [Unbot Addon (en)](https://github.com/noisiver/unbot-addon/tree/english) (English version translated by @Revision) [note: no longer under active development]
## Acknowledgements

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@@ -710,6 +710,16 @@ AiPlayerbot.AutoUpgradeEquip = 1
# Default: 0 (disabled)
AiPlayerbot.HunterWolfPet = 0
# Default pet stance when a bot summons a pet
# 0 = Passive, 1 = Defensive, 2 = Aggressive
# Default: 1 (Defensive)
AiPlayerbot.DefaultPetStance = 1
# Enable/disable debug messages about pet commands
# 0 = Disabled, 1 = Enabled
# Default = 0 (disabled)
AiPlayerbot.PetChatCommandDebug = 0
# Prohibit hunter bots from creating pets with any family ID listed below in ExcludedHunterPetFamilies
# See the creature_family database table for all pet families by ID (note: ID for spiders is 3)
AiPlayerbot.ExcludedHunterPetFamilies = ""

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@@ -4214,6 +4214,19 @@ bool PlayerbotAI::AllowActive(ActivityType activityType)
}
}
// only keep updating till initializing time has completed,
// which prevents unneeded expensive GameTime calls.
if (_isBotInitializing)
{
_isBotInitializing = GameTime::GetUptime().count() < sPlayerbotAIConfig->maxRandomBots * 0.11;
// no activity allowed during bot initialization
if (_isBotInitializing)
{
return false;
}
}
// General exceptions
if (activityType == PACKET_ACTIVITY)
{

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@@ -611,6 +611,7 @@ private:
Item* FindItemInInventory(std::function<bool(ItemTemplate const*)> checkItem) const;
void HandleCommands();
void HandleCommand(uint32 type, const std::string& text, Player& fromPlayer, const uint32 lang = LANG_UNIVERSAL);
bool _isBotInitializing = false;
protected:
Player* bot;

View File

@@ -578,6 +578,8 @@ bool PlayerbotAIConfig::Initialize()
autoPickTalents = sConfigMgr->GetOption<bool>("AiPlayerbot.AutoPickTalents", true);
autoUpgradeEquip = sConfigMgr->GetOption<bool>("AiPlayerbot.AutoUpgradeEquip", false);
hunterWolfPet = sConfigMgr->GetOption<int32>("AiPlayerbot.HunterWolfPet", 0);
defaultPetStance = sConfigMgr->GetOption<int32>("AiPlayerbot.DefaultPetStance", 1);
petChatCommandDebug = sConfigMgr->GetOption<bool>("AiPlayerbot.PetChatCommandDebug", 0);
autoLearnTrainerSpells = sConfigMgr->GetOption<bool>("AiPlayerbot.AutoLearnTrainerSpells", true);
autoLearnQuestSpells = sConfigMgr->GetOption<bool>("AiPlayerbot.AutoLearnQuestSpells", false);
autoTeleportForLevel = sConfigMgr->GetOption<bool>("AiPlayerbot.AutoTeleportForLevel", false);

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@@ -335,6 +335,8 @@ public:
bool autoPickTalents;
bool autoUpgradeEquip;
int32 hunterWolfPet;
int32 defaultPetStance;
int32 petChatCommandDebug;
bool autoLearnTrainerSpells;
bool autoDoQuests;
bool enableNewRpgStrategy;

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@@ -109,7 +109,7 @@ public:
"|cffcccccchttps://github.com/liyunfan1223/mod-playerbots|r");
}
/*if (sPlayerbotAIConfig->enabled || sPlayerbotAIConfig->randomBotAutologin)
if (sPlayerbotAIConfig->enabled || sPlayerbotAIConfig->randomBotAutologin)
{
std::string roundedTime =
std::to_string(std::ceil((sPlayerbotAIConfig->maxRandomBots * 0.11 / 60) * 10) / 10.0);
@@ -118,7 +118,7 @@ public:
ChatHandler(player->GetSession()).SendSysMessage(
"|cff00ff00Playerbots:|r bot initialization at server startup takes about '"
+ roundedTime + "' minutes.");
}*/
}
}
}

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@@ -166,18 +166,27 @@ void PlayerbotFactory::Init()
}
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(gemId);
if (proto) {
if (proto->ItemLevel < 60)
if (!proto)
{
continue;
}
if (proto->ItemLevel < 60)
{
continue;
}
if (proto->Flags & ITEM_FLAG_UNIQUE_EQUIPPABLE)
{
continue;
}
if (sRandomItemMgr->IsTestItem(gemId))
{
continue;
}
if (!proto || !sGemPropertiesStore.LookupEntry(proto->GemProperties))
if (!sGemPropertiesStore.LookupEntry(proto->GemProperties))
{
continue;
}
@@ -185,7 +194,6 @@ void PlayerbotFactory::Init()
// LOG_INFO("playerbots", "Add {} to enchantment gems", gemId);
enchantGemIdCache.push_back(gemId);
}
LOG_INFO("playerbots", "Loading {} enchantment gems", enchantGemIdCache.size());
}
@@ -1020,8 +1028,10 @@ void PlayerbotFactory::ClearSkills()
}
bot->SetUInt32Value(PLAYER_SKILL_INDEX(0), 0);
bot->SetUInt32Value(PLAYER_SKILL_INDEX(1), 0);
// unlearn default race/class skills
PlayerInfo const* info = sObjectMgr->GetPlayerInfo(bot->getRace(), bot->getClass());
if (PlayerInfo const* info = sObjectMgr->GetPlayerInfo(bot->getRace(), bot->getClass()))
{
for (PlayerCreateInfoSkills::const_iterator itr = info->skills.begin(); itr != info->skills.end(); ++itr)
{
uint32 skillId = itr->SkillId;
@@ -1030,6 +1040,7 @@ void PlayerbotFactory::ClearSkills()
bot->SetSkill(skillId, 0, 0, 0);
}
}
}
void PlayerbotFactory::ClearEverything()
{

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@@ -14,10 +14,10 @@ void Qualified::Qualify(int qual)
qualifier = out.str();
}
std::string const Qualified::MultiQualify(std::vector<std::string> qualifiers, const std::string& separator, const std::string_view brackets)
std::string const Qualified::MultiQualify(const std::vector<std::string>& qualifiers, const std::string& separator, const std::string_view brackets)
{
std::stringstream out;
for (uint8 i = 0; i < qualifiers.size(); i++)
for (uint8 i = 0; i < qualifiers.size(); ++i)
{
const std::string& qualifier = qualifiers[i];
if (i == qualifiers.size() - 1)
@@ -40,13 +40,13 @@ std::string const Qualified::MultiQualify(std::vector<std::string> qualifiers, c
}
}
std::vector<std::string> Qualified::getMultiQualifiers(std::string const qualifier1)
std::vector<std::string> Qualified::getMultiQualifiers(const std::string& qualifier1)
{
std::istringstream iss(qualifier1);
return {std::istream_iterator<std::string>{iss}, std::istream_iterator<std::string>{}};
}
int32 Qualified::getMultiQualifier(std::string const qualifier1, uint32 pos)
int32 Qualified::getMultiQualifier(const std::string& qualifier1, uint32 pos)
{
return std::stoi(getMultiQualifiers(qualifier1)[pos]);
}

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@@ -11,6 +11,7 @@
#include <unordered_map>
#include <unordered_set>
#include <vector>
#include <functional>
#include "Common.h"
@@ -29,10 +30,10 @@ public:
std::string const getQualifier() { return qualifier; }
static std::string const MultiQualify(std::vector<std::string> qualifiers, const std::string& separator,
static std::string const MultiQualify(const std::vector<std::string>& qualifiers, const std::string& separator,
const std::string_view brackets = "{}");
static std::vector<std::string> getMultiQualifiers(std::string const qualifier1);
static int32 getMultiQualifier(std::string const qualifier1, uint32 pos);
static std::vector<std::string> getMultiQualifiers(const std::string& qualifier1);
static int32 getMultiQualifier(const std::string& qualifier1, uint32 pos);
protected:
std::string qualifier;
@@ -42,11 +43,11 @@ template <class T>
class NamedObjectFactory
{
public:
typedef T* (*ObjectCreator)(PlayerbotAI* botAI);
using ObjectCreator = std::function<T*(PlayerbotAI* ai)>;
std::unordered_map<std::string, ObjectCreator> creators;
public:
T* create(std::string name, PlayerbotAI* botAI)
virtual T* create(std::string name, PlayerbotAI* botAI)
{
size_t found = name.find("::");
std::string qualifier;
@@ -59,11 +60,9 @@ public:
if (creators.find(name) == creators.end())
return nullptr;
ObjectCreator creator = creators[name];
if (!creator)
return nullptr;
ObjectCreator& creator = creators[name];
T* object = (*creator)(botAI);
T* object = creator(botAI);
Qualified* q = dynamic_cast<Qualified*>(object);
if (q && found != std::string::npos)
q->Qualify(qualifier);
@@ -74,7 +73,7 @@ public:
std::set<std::string> supports()
{
std::set<std::string> keys;
for (typename std::unordered_map<std::string, ObjectCreator>::iterator it = creators.begin();
for (typename std::unordered_map<std::string, ObjectCreator>::const_iterator it = creators.begin();
it != creators.end(); it++)
keys.insert(it->first);
@@ -93,7 +92,7 @@ public:
virtual ~NamedObjectContext() { Clear(); }
T* create(std::string const name, PlayerbotAI* botAI)
virtual T* create(std::string name, PlayerbotAI* botAI) override
{
if (created.find(name) == created.end())
return created[name] = NamedObjectFactory<T>::create(name, botAI);
@@ -103,7 +102,7 @@ public:
void Clear()
{
for (typename std::unordered_map<std::string, T*>::iterator i = created.begin(); i != created.end(); i++)
for (typename std::unordered_map<std::string, T*>::const_iterator i = created.begin(); i != created.end(); i++)
{
if (i->second)
delete i->second;
@@ -134,13 +133,13 @@ template <class T>
class SharedNamedObjectContextList
{
public:
typedef T* (*ObjectCreator)(PlayerbotAI* botAI);
using ObjectCreator = std::function<T*(PlayerbotAI* ai)>;
std::unordered_map<std::string, ObjectCreator> creators;
std::vector<NamedObjectContext<T>*> contexts;
~SharedNamedObjectContextList()
{
for (typename std::vector<NamedObjectContext<T>*>::iterator i = contexts.begin(); i != contexts.end(); i++)
for (typename std::vector<NamedObjectContext<T>*>::const_iterator i = contexts.begin(); i != contexts.end(); i++)
delete *i;
}
@@ -158,7 +157,7 @@ template <class T>
class NamedObjectContextList
{
public:
typedef T* (*ObjectCreator)(PlayerbotAI* botAI);
using ObjectCreator = std::function<T*(PlayerbotAI* ai)>;
const std::unordered_map<std::string, ObjectCreator>& creators;
const std::vector<NamedObjectContext<T>*>& contexts;
std::unordered_map<std::string, T*> created;
@@ -170,7 +169,7 @@ public:
~NamedObjectContextList()
{
for (typename std::unordered_map<std::string, T*>::iterator i = created.begin(); i != created.end(); i++)
for (typename std::unordered_map<std::string, T*>::const_iterator i = created.begin(); i != created.end(); i++)
{
if (i->second)
delete i->second;
@@ -192,11 +191,9 @@ public:
if (creators.find(name) == creators.end())
return nullptr;
ObjectCreator creator = creators.at(name);
if (!creator)
return nullptr;
const ObjectCreator& creator = creators.at(name);
T* object = (*creator)(botAI);
T* object = creator(botAI);
Qualified* q = dynamic_cast<Qualified*>(object);
if (q && found != std::string::npos)
q->Qualify(qualifier);
@@ -204,7 +201,7 @@ public:
return object;
}
T* GetContextObject(std::string const name, PlayerbotAI* botAI)
T* GetContextObject(const std::string& name, PlayerbotAI* botAI)
{
if (created.find(name) == created.end())
{
@@ -214,7 +211,7 @@ public:
return created[name];
}
std::set<std::string> GetSiblings(std::string const name)
std::set<std::string> GetSiblings(const std::string& name)
{
for (auto i = contexts.begin(); i != contexts.end(); i++)
{
@@ -240,7 +237,7 @@ public:
{
std::set<std::string> supported = (*i)->supports();
for (std::set<std::string>::iterator j = supported.begin(); j != supported.end(); j++)
for (std::set<std::string>::const_iterator j = supported.begin(); j != supported.end(); ++j)
result.insert(*j);
}
@@ -250,7 +247,7 @@ public:
std::set<std::string> GetCreated()
{
std::set<std::string> result;
for (typename std::unordered_map<std::string, T*>::iterator i = created.begin(); i != created.end(); i++)
for (typename std::unordered_map<std::string, T*>::const_iterator i = created.begin(); i != created.end(); i++)
{
result.insert(i->first);
}
@@ -263,13 +260,13 @@ template <class T>
class NamedObjectFactoryList
{
public:
typedef T* (*ObjectCreator)(PlayerbotAI* botAI);
using ObjectCreator = std::function<T*(PlayerbotAI* ai)>;
std::vector<NamedObjectFactory<T>*> factories;
std::unordered_map<std::string, ObjectCreator> creators;
virtual ~NamedObjectFactoryList()
{
for (typename std::vector<NamedObjectFactory<T>*>::iterator i = factories.begin(); i != factories.end(); i++)
for (typename std::vector<NamedObjectFactory<T>*>::const_iterator i = factories.begin(); i != factories.end(); i++)
delete *i;
}
@@ -286,11 +283,9 @@ public:
if (creators.find(name) == creators.end())
return nullptr;
ObjectCreator creator = creators[name];
if (!creator)
return nullptr;
const ObjectCreator& creator = creators[name];
T* object = (*creator)(botAI);
T* object = creator(botAI);
Qualified* q = dynamic_cast<Qualified*>(object);
if (q && found != std::string::npos)
q->Qualify(qualifier);
@@ -307,7 +302,7 @@ public:
}
}
T* GetContextObject(std::string const name, PlayerbotAI* botAI)
T* GetContextObject(const std::string& name, PlayerbotAI* botAI)
{
if (T* object = create(name, botAI))
return object;

View File

@@ -247,6 +247,7 @@ public:
creators["toggle pet spell"] = &ActionContext::toggle_pet_spell;
creators["pet attack"] = &ActionContext::pet_attack;
creators["set pet stance"] = &ActionContext::set_pet_stance;
creators["new rpg status update"] = &ActionContext::new_rpg_status_update;
creators["new rpg go grind"] = &ActionContext::new_rpg_go_grind;
@@ -434,6 +435,7 @@ private:
static Action* toggle_pet_spell(PlayerbotAI* ai) { return new TogglePetSpellAutoCastAction(ai); }
static Action* pet_attack(PlayerbotAI* ai) { return new PetAttackAction(ai); }
static Action* set_pet_stance(PlayerbotAI* ai) { return new SetPetStanceAction(ai); }
static Action* new_rpg_status_update(PlayerbotAI* ai) { return new NewRpgStatusUpdateAction(ai); }
static Action* new_rpg_go_grind(PlayerbotAI* ai) { return new NewRpgGoGrindAction(ai); }

View File

@@ -79,9 +79,10 @@
#include "OpenItemAction.h"
#include "UnlockItemAction.h"
#include "UnlockTradedItemAction.h"
#include "PetAction.h"
#include "TameAction.h"
#include "TellGlyphsAction.h"
#include "EquipGlyphsAction.h"
#include "PetAction.h"
class ChatActionContext : public NamedObjectContext<Action>
{
@@ -191,9 +192,11 @@ public:
creators["lfg"] = &ChatActionContext::lfg;
creators["calc"] = &ChatActionContext::calc;
creators["wipe"] = &ChatActionContext::wipe;
creators["pet"] = &ChatActionContext::pet;
creators["tame"] = &ChatActionContext::tame;
creators["glyphs"] = &ChatActionContext::glyphs; // Added for custom Glyphs
creators["glyph equip"] = &ChatActionContext::glyph_equip; // Added for custom Glyphs
creators["pet"] = &ChatActionContext::pet;
creators["pet attack"] = &ChatActionContext::pet_attack;
creators["roll"] = &ChatActionContext::roll_action;
}
@@ -301,9 +304,11 @@ private:
static Action* join(PlayerbotAI* ai) { return new JoinGroupAction(ai); }
static Action* calc(PlayerbotAI* ai) { return new TellCalculateItemAction(ai); }
static Action* wipe(PlayerbotAI* ai) { return new WipeAction(ai); }
static Action* pet(PlayerbotAI* botAI) { return new PetAction(botAI); }
static Action* tame(PlayerbotAI* botAI) { return new TameAction(botAI); }
static Action* glyphs(PlayerbotAI* botAI) { return new TellGlyphsAction(botAI); } // Added for custom Glyphs
static Action* glyph_equip(PlayerbotAI* ai) { return new EquipGlyphsAction(ai); } // Added for custom Glyphs
static Action* pet(PlayerbotAI* botAI) { return new PetAction(botAI); }
static Action* pet_attack(PlayerbotAI* botAI) { return new PetAction(botAI, "attack"); }
static Action* roll_action(PlayerbotAI* botAI) { return new RollAction(botAI); }
};

View File

@@ -36,10 +36,13 @@ bool FollowAction::Execute(Event event)
true, priority, true);
}
if (Pet* pet = bot->GetPet())
{
botAI->PetFollow();
}
// This section has been commented out because it was forcing the pet to
// follow the bot on every "follow" action tick, overriding any attack or
// stay commands that might have been issued by the player.
// if (Pet* pet = bot->GetPet())
// {
// botAI->PetFollow();
// }
// if (moved)
// botAI->SetNextCheckDelay(sPlayerbotAIConfig->reactDelay);

View File

@@ -4,9 +4,19 @@
*/
#include "GenericActions.h"
#include "PlayerbotAI.h"
#include "Player.h"
#include "Pet.h"
#include "PlayerbotAIConfig.h"
#include "CreatureAI.h"
#include "Playerbots.h"
#include "CharmInfo.h"
#include "SharedDefines.h"
#include "ObjectGuid.h"
#include "SpellMgr.h"
#include "SpellInfo.h"
#include <vector>
#include <algorithm>
enum PetSpells
{
@@ -23,7 +33,8 @@ enum PetSpells
PET_DEVOUR_MAGIC_4 = 19736,
PET_DEVOUR_MAGIC_5 = 27276,
PET_DEVOUR_MAGIC_6 = 27277,
PET_DEVOUR_MAGIC_7 = 48011
PET_DEVOUR_MAGIC_7 = 48011,
PET_SPIRIT_WOLF_LEAP = 58867
};
static std::vector<uint32> disabledPetSpells = {
@@ -31,7 +42,7 @@ static std::vector<uint32> disabledPetSpells = {
PET_COWER, PET_LEAP,
PET_SPELL_LOCK_1, PET_SPELL_LOCK_2,
PET_DEVOUR_MAGIC_1, PET_DEVOUR_MAGIC_2, PET_DEVOUR_MAGIC_3,
PET_DEVOUR_MAGIC_4, PET_DEVOUR_MAGIC_5, PET_DEVOUR_MAGIC_6, PET_DEVOUR_MAGIC_7
PET_DEVOUR_MAGIC_4, PET_DEVOUR_MAGIC_5, PET_DEVOUR_MAGIC_6, PET_DEVOUR_MAGIC_7, PET_SPIRIT_WOLF_LEAP
};
bool MeleeAction::isUseful()
@@ -100,6 +111,11 @@ bool TogglePetSpellAutoCastAction::Execute(Event event)
toggled = true;
}
}
// Debug message if pet spells have been toggled and debug is enabled
if (toggled && sPlayerbotAIConfig->petChatCommandDebug == 1)
botAI->TellMaster("Pet autocast spells have been toggled.");
return toggled;
}
@@ -107,22 +123,23 @@ bool PetAttackAction::Execute(Event event)
{
Guardian* pet = bot->GetGuardianPet();
if (!pet)
{
return false;
}
// Do not attack if the pet's stance is set to "passive".
if (pet->GetReactState() == REACT_PASSIVE)
return false;
Unit* target = AI_VALUE(Unit*, "current target");
if (!target)
{
return false;
}
if (!bot->IsValidAttackTarget(target))
{
return false;
}
pet->SetReactState(REACT_PASSIVE);
// This section has been commented because it was overriding the
// pet's stance to "passive" every time the attack action was executed.
// pet->SetReactState(REACT_PASSIVE);
pet->ClearUnitState(UNIT_STATE_FOLLOW);
pet->AttackStop();
pet->SetTarget(target->GetGUID());
@@ -136,3 +153,76 @@ bool PetAttackAction::Execute(Event event)
pet->ToCreature()->AI()->AttackStart(target);
return true;
}
bool SetPetStanceAction::Execute(Event /*event*/)
{
// Prepare a list to hold all controlled pet and guardian creatures
std::vector<Creature*> targets;
// Add the bot's main pet (if it exists) to the target list
Pet* pet = bot->GetPet();
if (pet)
targets.push_back(pet);
// Loop through all units controlled by the bot (could be pets, guardians, etc.)
for (Unit::ControlSet::const_iterator itr = bot->m_Controlled.begin(); itr != bot->m_Controlled.end(); ++itr)
{
// Only add creatures (skip players, vehicles, etc.)
Creature* creature = dynamic_cast<Creature*>(*itr);
if (!creature)
continue;
// Avoid adding the main pet twice
if (pet && creature == pet)
continue;
targets.push_back(creature);
}
// If there are no controlled pets or guardians, notify the player and exit
if (targets.empty())
{
botAI->TellError("You have no pet or guardian pet.");
return false;
}
// Get the default pet stance from the configuration
int32 stance = sPlayerbotAIConfig->defaultPetStance;
ReactStates react = REACT_DEFENSIVE;
std::string stanceText = "defensive (from config, fallback)";
// Map the config stance integer to a ReactStates value and a message
switch (stance)
{
case 0:
react = REACT_PASSIVE;
stanceText = "passive (from config)";
break;
case 1:
react = REACT_DEFENSIVE;
stanceText = "defensive (from config)";
break;
case 2:
react = REACT_AGGRESSIVE;
stanceText = "aggressive (from config)";
break;
default:
react = REACT_DEFENSIVE;
stanceText = "defensive (from config, fallback)";
break;
}
// Apply the stance to all target creatures (pets/guardians)
for (Creature* target : targets)
{
target->SetReactState(react);
CharmInfo* charmInfo = target->GetCharmInfo();
// If the creature has a CharmInfo, set the player-visible stance as well
if (charmInfo)
charmInfo->SetPlayerReactState(react);
}
// If debug is enabled in config, inform the master of the new stance
if (sPlayerbotAIConfig->petChatCommandDebug == 1)
botAI->TellMaster("Pet stance set to " + stanceText + " (applied to all pets/guardians).");
return true;
}

View File

@@ -7,6 +7,8 @@
#define _PLAYERBOT_GENERICACTIONS_H
#include "AttackAction.h"
#include "Action.h"
#include "PlayerbotAI.h"
class PlayerbotAI;
@@ -33,4 +35,12 @@ public:
virtual bool Execute(Event event) override;
};
class SetPetStanceAction : public Action
{
public:
SetPetStanceAction(PlayerbotAI* botAI) : Action(botAI, "set pet stance") {}
bool Execute(Event event) override;
};
#endif

View File

@@ -18,7 +18,7 @@ bool MoveToTravelTargetAction::Execute(Event event)
WorldLocation location = *target->getPosition();
Group* group = bot->GetGroup();
if (group && !urand(0, 1) && bot == botAI->GetGroupMaster())
if (group && !urand(0, 1) && bot == botAI->GetGroupMaster() && !bot->IsInCombat())
{
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{

View File

@@ -4,373 +4,254 @@
*/
#include "PetAction.h"
#include <algorithm>
#include <iomanip>
#include <sstream>
#include "CharmInfo.h"
#include "Creature.h"
#include "CreatureAI.h"
#include "Pet.h"
#include "SpellMgr.h"
#include "DBCStructure.h"
#include "Log.h"
#include "ObjectMgr.h"
#include "Player.h"
#include "PlayerbotAI.h"
#include "PlayerbotFactory.h"
#include <random>
#include <cctype>
#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);
}
#include "SharedDefines.h"
bool PetAction::Execute(Event event)
{
// Extract the command parameter from the event (e.g., "aggressive", "defensive", "attack", 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(" ")); // trim leading spaces
if (param.empty() && !defaultCmd.empty())
{
param = defaultCmd;
}
bool found = false;
// Reset lastPetName/Id each time
lastPetName = "";
lastPetId = 0;
if (mode == "name" && !value.empty())
if (param.empty())
{
found = SetPetByName(value);
}
else if (mode == "id" && !value.empty())
{
try
{
uint32 id = std::stoul(value);
found = SetPetById(id);
}
catch (...)
{
botAI->TellError("Invalid pet id.");
}
}
else if (mode == "family" && !value.empty())
{
found = SetPetByFamily(value);
}
else if (mode == "rename" && !value.empty())
{
found = RenamePet(value);
}
else
{
botAI->TellError("Usage: pet name <name> | pet id <id> | pet family <family> | pet rename <new name> ");
// If no parameter is provided, show usage instructions and return.
botAI->TellError("Usage: pet <aggressive|defensive|passive|stance|attack|follow|stay>");
return false;
}
if (!found)
return false;
// For non-rename commands, initialize pet and give feedback
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 PetAction::SetPetByName(const std::string& name)
{
// Convert the input to lowercase for case-insensitive comparison
std::string lowerName = name;
std::transform(lowerName.begin(), lowerName.end(), lowerName.begin(), ::tolower);
CreatureTemplateContainer const* creatures = sObjectMgr->GetCreatureTemplates();
Player* bot = botAI->GetBot();
for (auto itr = creatures->begin(); itr != creatures->end(); ++itr)
{
const CreatureTemplate& creature = itr->second;
std::string creatureName = creature.Name;
std::transform(creatureName.begin(), creatureName.end(), creatureName.begin(), ::tolower);
// Only match if names match (case-insensitive)
if (creatureName == lowerName)
{
// Check if the pet is tameable at all
if (!creature.IsTameable(true))
continue;
// Exotic pet check with talent requirement
if (IsExoticPet(&creature) && !HasBeastMastery(bot))
{
botAI->TellError("I cannot use exotic pets unless I have the Beast Mastery talent.");
return false;
}
// Final tameable check based on hunter's actual ability
if (!creature.IsTameable(bot->CanTameExoticPets()))
continue;
lastPetName = creature.Name;
lastPetId = creature.Entry;
return CreateAndSetPet(creature.Entry);
}
}
botAI->TellError("No tameable pet found with name: " + name);
return false;
}
bool PetAction::SetPetById(uint32 id)
{
CreatureTemplate const* creature = sObjectMgr->GetCreatureTemplate(id);
Player* bot = botAI->GetBot();
if (creature)
{
// Check if the pet is tameable at all
if (!creature->IsTameable(true))
{
botAI->TellError("No tameable pet found with id: " + std::to_string(id));
return false;
}
// Exotic pet check with talent requirement
if (IsExoticPet(creature) && !HasBeastMastery(bot))
{
botAI->TellError("I cannot use exotic pets unless I have the Beast Mastery talent.");
return false;
}
// Final tameable check based on hunter's actual ability
if (!creature->IsTameable(bot->CanTameExoticPets()))
{
botAI->TellError("No tameable pet found with id: " + std::to_string(id));
return false;
}
lastPetName = creature->Name;
lastPetId = creature->Entry;
return CreateAndSetPet(creature->Entry);
}
botAI->TellError("No tameable pet found with id: " + std::to_string(id));
return false;
}
bool PetAction::SetPetByFamily(const std::string& family)
{
std::string lowerFamily = family;
std::transform(lowerFamily.begin(), lowerFamily.end(), lowerFamily.begin(), ::tolower);
CreatureTemplateContainer const* creatures = sObjectMgr->GetCreatureTemplates();
Player* bot = botAI->GetBot();
std::vector<const CreatureTemplate*> candidates;
bool foundExotic = false;
for (auto itr = creatures->begin(); itr != creatures->end(); ++itr)
{
const CreatureTemplate& creature = itr->second;
if (!creature.IsTameable(true)) // allow exotics for search
continue;
CreatureFamilyEntry const* familyEntry = sCreatureFamilyStore.LookupEntry(creature.family);
if (!familyEntry)
continue;
std::string familyName = familyEntry->Name[0];
std::transform(familyName.begin(), familyName.end(), familyName.begin(), ::tolower);
if (familyName != lowerFamily)
continue;
// Exotic/BM check
if (IsExoticPet(&creature))
{
foundExotic = true;
if (!HasBeastMastery(bot))
continue;
}
if (!creature.IsTameable(bot->CanTameExoticPets()))
continue;
candidates.push_back(&creature);
}
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 from candidates
std::random_device rd;
std::mt19937 gen(rd());
std::uniform_int_distribution<> dis(0, candidates.size() - 1);
const CreatureTemplate* selected = candidates[dis(gen)];
lastPetName = selected->Name;
lastPetId = selected->Entry;
return CreateAndSetPet(selected->Entry);
}
bool PetAction::RenamePet(const std::string& newName)
{
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)
if (pet)
targets.push_back(pet);
for (Unit::ControlSet::const_iterator itr = bot->m_Controlled.begin(); itr != bot->m_Controlled.end(); ++itr)
{
botAI->TellError("You have no pet to rename.");
return false;
}
// Length check (WoW max pet name is 12 characters)
if (newName.empty() || newName.length() > 12)
{
botAI->TellError("Pet name must be between 1 and 12 alphabetic characters.");
return false;
}
// Alphabetic character check
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 case: capitalize first letter, lower 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]);
// Forbidden name check
if (sObjectMgr->IsReservedName(normalized))
{
botAI->TellError("That pet name is forbidden. Please choose another name.");
return false;
}
// Set the pet's name, save to DB, and send instant client update
pet->SetName(normalized);
pet->SavePetToDB(PET_SAVE_AS_CURRENT);
bot->GetSession()->SendPetNameQuery(pet->GetGUID(), pet->GetEntry());
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.");
// Dismiss pet
bot->RemovePet(nullptr, PET_SAVE_AS_CURRENT, true);
// Recall pet using Hunter's Call Pet spell (spellId 883)
if (bot->getClass() == CLASS_HUNTER && bot->HasSpell(883))
{
bot->CastSpell(bot, 883, true);
}
return true;
}
bool PetAction::CreateAndSetPet(uint32 creatureEntry)
{
Player* bot = botAI->GetBot();
if (bot->getClass() != CLASS_HUNTER || bot->GetLevel() < 10)
{
botAI->TellError("Only level 10+ hunters can have pets.");
return false;
}
CreatureTemplate const* creature = sObjectMgr->GetCreatureTemplate(creatureEntry);
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())
{
botAI->TellError("Creature template not found.");
botAI->TellError("You have no pet or guardian pet.");
return false;
}
// Remove current pet(s)
if (bot->GetPetStable() && bot->GetPetStable()->CurrentPet)
ReactStates react;
std::string stanceText;
// Handle stance commands: aggressive, defensive, or passive.
if (param == "aggressive")
{
bot->RemovePet(nullptr, PET_SAVE_AS_CURRENT);
bot->RemovePet(nullptr, PET_SAVE_NOT_IN_SLOT);
react = REACT_AGGRESSIVE;
stanceText = "aggressive";
}
if (bot->GetPetStable() && bot->GetPetStable()->GetUnslottedHunterPet())
else if (param == "defensive")
{
bot->GetPetStable()->UnslottedPets.clear();
bot->RemovePet(nullptr, PET_SAVE_AS_CURRENT);
bot->RemovePet(nullptr, PET_SAVE_NOT_IN_SLOT);
react = REACT_DEFENSIVE;
stanceText = "defensive";
}
else if (param == "passive")
{
react = REACT_PASSIVE;
stanceText = "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() ? "pet" : "guardian";
std::string name = target->GetName();
std::string stance;
switch (target->GetReactState())
{
case REACT_AGGRESSIVE:
stance = "aggressive";
break;
case REACT_DEFENSIVE:
stance = "defensive";
break;
case REACT_PASSIVE:
stance = "passive";
break;
default:
stance = "unknown";
break;
}
botAI->TellMaster("Current stance of " + type + " \"" + name + "\": " + stance + ".");
}
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);
}
}
// Actually create the new pet
Pet* pet = bot->CreateTamedPetFrom(creatureEntry, 0);
if (!pet)
// If no valid target is selected, show an error and return.
if (!targetUnit)
{
botAI->TellError("Failed to create pet.");
botAI->TellError("No valid target selected by master.");
return false;
}
if (!targetUnit->IsAlive())
{
botAI->TellError("Target is not alive.");
return false;
}
if (!bot->IsValidAttackTarget(targetUnit))
{
botAI->TellError("Target is not a valid attack target for the bot.");
return false;
}
// Set pet level and add to world
pet->SetUInt32Value(UNIT_FIELD_LEVEL, bot->GetLevel() - 1);
pet->GetMap()->AddToMap(pet->ToCreature());
pet->SetUInt32Value(UNIT_FIELD_LEVEL, bot->GetLevel());
bot->SetMinion(pet, true);
pet->InitTalentForLevel();
pet->SavePetToDB(PET_SAVE_AS_CURRENT);
bot->PetSpellInitialize();
// Set stats
pet->InitStatsForLevel(bot->GetLevel());
pet->SetLevel(bot->GetLevel());
pet->SetPower(POWER_HAPPINESS, pet->GetMaxPower(Powers(POWER_HAPPINESS)));
pet->SetHealth(pet->GetMaxHealth());
// Enable autocast for active spells
for (PetSpellMap::const_iterator itr = pet->m_spells.begin(); itr != pet->m_spells.end(); ++itr)
bool didAttack = false;
// For each controlled pet/guardian, command them to attack the selected target.
for (Creature* petCreature : targets)
{
if (itr->second.state == PETSPELL_REMOVED)
CharmInfo* charmInfo = petCreature->GetCharmInfo();
if (!charmInfo)
continue;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(itr->first);
if (!spellInfo)
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 (spellInfo->IsPassive())
continue;
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);
pet->ToggleAutocast(spellInfo, true);
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)
botAI->TellMaster("Pet commanded to attack your target.");
else if (!didAttack)
botAI->TellError("Pet did not attack. (Already attacking or unable to attack target)");
return didAttack;
}
// The "follow" command makes all pets/guardians follow the bot.
else if (param == "follow")
{
botAI->PetFollow();
if (sPlayerbotAIConfig->petChatCommandDebug == 1)
botAI->TellMaster("Pet commanded to follow.");
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)
botAI->TellMaster("Pet commanded to stay.");
return true;
}
// Unknown command: show usage instructions and return.
else
{
botAI->TellError("Unknown pet command: " + param +
". Use: pet <aggressive|defensive|passive|stance|attack|follow|stay>");
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)
botAI->TellMaster("Pet stance set to " + stanceText + ".");
return true;
}

View File

@@ -10,25 +10,20 @@
#include "Action.h"
#include "PlayerbotFactory.h"
#include "Unit.h"
class PlayerbotAI;
class PetAction : public Action
{
public:
PetAction(PlayerbotAI* botAI) : Action(botAI, "pet") {}
PetAction(PlayerbotAI* botAI, const std::string& defaultCmd = "") : Action(botAI, "pet"), defaultCmd(defaultCmd) {}
bool Execute(Event event) override;
private:
bool SetPetByName(const std::string& name);
bool SetPetById(uint32 id);
bool SetPetByFamily(const std::string& family);
bool RenamePet(const std::string& newName);
bool CreateAndSetPet(uint32 creatureEntry);
std::string lastPetName;
uint32 lastPetId = 0;
bool warningEnabled = true;
std::string defaultCmd;
};
#endif

View File

@@ -0,0 +1,500 @@
/*
* 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;
}
}

View File

@@ -0,0 +1,34 @@
/*
* 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.
*/
#ifndef _PLAYERBOT_TAMEACTION_H
#define _PLAYERBOT_TAMEACTION_H
#include <string>
#include "Action.h"
#include "PlayerbotFactory.h"
class PlayerbotAI;
class TameAction : public Action
{
public:
TameAction(PlayerbotAI* botAI) : Action(botAI, "tame") {}
bool Execute(Event event) override;
private:
bool SetPetByName(const std::string& name);
bool SetPetById(uint32 id);
bool SetPetByFamily(const std::string& family);
bool RenamePet(const std::string& newName);
bool CreateAndSetPet(uint32 creatureEntry);
bool AbandonPet();
std::string lastPetName;
uint32 lastPetId = 0;
};
#endif

View File

@@ -41,6 +41,7 @@
#include "UseMeetingStoneAction.h"
#include "NamedObjectContext.h"
#include "ReleaseSpiritAction.h"
#include "PetAction.h"
class PlayerbotAI;
@@ -70,6 +71,7 @@ public:
creators["trade status extended"] = &WorldPacketActionContext::trade_status_extended;
creators["store loot"] = &WorldPacketActionContext::store_loot;
creators["self resurrect"] = &WorldPacketActionContext::self_resurrect;
creators["pet"] = &WorldPacketActionContext::pet;
// quest
creators["talk to quest giver"] = &WorldPacketActionContext::turn_in_quest;
@@ -139,6 +141,7 @@ private:
static Action* tell_not_enough_reputation(PlayerbotAI* botAI) { return new TellMasterAction(botAI, "Not enough reputation"); }
static Action* tell_cannot_equip(PlayerbotAI* botAI) { return new InventoryChangeFailureAction(botAI); }
static Action* self_resurrect(PlayerbotAI* botAI) { return new SelfResurrectAction(botAI); }
static Action* pet(PlayerbotAI* botAI) { return new PetAction(botAI); }
// quest
static Action* quest_update_add_kill(PlayerbotAI* ai) { return new QuestUpdateAddKillAction(ai); }

View File

@@ -50,7 +50,9 @@ void GenericDKNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& trigger
triggers.push_back(
new TriggerNode("bone shield", NextAction::array(0, new NextAction("bone shield", 21.0f), nullptr)));
triggers.push_back(
new TriggerNode("has pet", NextAction::array(0, new NextAction("toggle pet spell", 11.0f), NULL)));
new TriggerNode("has pet", NextAction::array(0, new NextAction("toggle pet spell", 60.0f), NULL)));
triggers.push_back(
new TriggerNode("new pet", NextAction::array(0, new NextAction("set pet stance", 60.0f), NULL)));
}
void DKBuffDpsStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)

View File

@@ -171,6 +171,10 @@ void GenericDKStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
// NextAction::array(0, new NextAction("anti magic zone", ACTION_EMERGENCY + 1), nullptr)));
triggers.push_back(
new TriggerNode("no pet", NextAction::array(0, new NextAction("raise dead", ACTION_NORMAL + 5), nullptr)));
triggers.push_back(
new TriggerNode("has pet", NextAction::array(0, new NextAction("toggle pet spell", 60.0f), nullptr)));
triggers.push_back(
new TriggerNode("new pet", NextAction::array(0, new NextAction("set pet stance", 60.0f), nullptr)));
triggers.push_back(
new TriggerNode("mind freeze", NextAction::array(0, new NextAction("mind freeze", ACTION_HIGH + 1), nullptr)));
triggers.push_back(

View File

@@ -119,6 +119,42 @@ void GenericDruidNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& trig
// triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("innervate", ACTION_EMERGENCY
// + 5), nullptr))); triggers.push_back(new TriggerNode("swimming", NextAction::array(0, new NextAction("aquatic
// form", 1.0f), nullptr)));
triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("apply oil", 1.0f), nullptr)));
triggers.push_back(
new TriggerNode("party member critical health",
NextAction::array(0,
new NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 7),
new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 6),
new NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 5),
nullptr)));
triggers.push_back(
new TriggerNode("party member low health",
NextAction::array(0,
new NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 5),
new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 4),
new NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 3),
nullptr)));
triggers.push_back(
new TriggerNode("party member medium health",
NextAction::array(0, new NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 3),
new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 2),
new NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 1),
nullptr)));
triggers.push_back(
new TriggerNode("party member almost full health",
NextAction::array(0, new NextAction("wild growth on party", ACTION_LIGHT_HEAL + 3), new NextAction("rejuvenation on party", ACTION_LIGHT_HEAL + 2), NULL)));
triggers.push_back(
new TriggerNode("party member remove curse",
NextAction::array(0, new NextAction("remove curse on party", ACTION_DISPEL + 7), nullptr)));
triggers.push_back(
new TriggerNode("new pet", NextAction::array(0, new NextAction("set pet stance", 60.0f), nullptr)));
triggers.push_back(new TriggerNode("party member critical health", NextAction::array(0,
new NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 7),
new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 6),
@@ -147,6 +183,7 @@ void GenericDruidNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& trig
triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("apply oil", 1.0f), nullptr)));
if (specTab == 1) // Feral
triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("apply stone", 1.0f), nullptr)));
}
GenericDruidBuffStrategy::GenericDruidBuffStrategy(PlayerbotAI* botAI) : NonCombatStrategy(botAI)

View File

@@ -123,6 +123,7 @@ void GenericDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
NextAction::array(0, new NextAction("rebirth", ACTION_HIGH + 9), NULL)));
triggers.push_back(new TriggerNode("being attacked",
NextAction::array(0, new NextAction("nature's grasp", ACTION_HIGH + 1), nullptr)));
triggers.push_back(new TriggerNode("new pet", NextAction::array(0, new NextAction("set pet stance", 60.0f), nullptr)));
}
void DruidCureStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)

View File

@@ -102,9 +102,11 @@ void ChatCommandHandlerStrategy::InitTriggers(std::vector<TriggerNode*>& trigger
new TriggerNode("unlock traded item", NextAction::array(0, new NextAction("unlock traded item", relevance), nullptr)));
triggers.push_back(
new TriggerNode("wipe", NextAction::array(0, new NextAction("wipe", relevance), nullptr)));
triggers.push_back(new TriggerNode("pet", NextAction::array(0, new NextAction("pet", relevance), nullptr)));
triggers.push_back(new TriggerNode("tame", NextAction::array(0, new NextAction("tame", relevance), nullptr)));
triggers.push_back(new TriggerNode("glyphs", NextAction::array(0, new NextAction("glyphs", relevance), nullptr))); // Added for custom Glyphs
triggers.push_back(new TriggerNode("glyph equip", NextAction::array(0, new NextAction("glyph equip", relevance), nullptr))); // Added for custom Glyphs
triggers.push_back(new TriggerNode("pet", NextAction::array(0, new NextAction("pet", relevance), nullptr)));
triggers.push_back(new TriggerNode("pet attack", NextAction::array(0, new NextAction("pet attack", relevance), nullptr)));
triggers.push_back(new TriggerNode("roll", NextAction::array(0, new NextAction("roll", relevance), nullptr)));
}
@@ -185,7 +187,9 @@ ChatCommandHandlerStrategy::ChatCommandHandlerStrategy(PlayerbotAI* botAI) : Pas
supported.push_back("qi");
supported.push_back("unlock items");
supported.push_back("unlock traded item");
supported.push_back("pet");
supported.push_back("tame");
supported.push_back("glyphs"); // Added for custom Glyphs
supported.push_back("glyph equip"); // Added for custom Glyphs
supported.push_back("pet");
supported.push_back("pet attack");
}

View File

@@ -22,8 +22,10 @@ void CombatStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
triggers.push_back(new TriggerNode("combat stuck", NextAction::array(0, new NextAction("reset", 1.0f), nullptr)));
triggers.push_back(new TriggerNode("not facing target",
NextAction::array(0, new NextAction("set facing", ACTION_MOVE + 7), nullptr)));
triggers.push_back(
new TriggerNode("pet attack", NextAction::array(0, new NextAction("pet attack", 40.0f), nullptr)));
// triggers.push_back(new TriggerNode("pet attack", NextAction::array(0, new NextAction("pet attack", 40.0f), nullptr)));
// The pet-attack trigger is commented out because it was forcing the bot's pet to attack, overriding stay and follow commands.
// Pets will automatically attack the bot's enemy if they are in "defensive" or "aggressive"
// stance, or if the master issues an attack command.
// triggers.push_back(new TriggerNode("combat long stuck", NextAction::array(0, new NextAction("hearthstone", 0.9f),
// new NextAction("repop", 0.8f), nullptr)));
}

View File

@@ -61,6 +61,7 @@ void HunterPetStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("call pet", 60.0f), nullptr)));
triggers.push_back(new TriggerNode("has pet", NextAction::array(0, new NextAction("toggle pet spell", 60.0f), nullptr)));
triggers.push_back(new TriggerNode("new pet", NextAction::array(0, new NextAction("set pet stance", 60.0f), nullptr)));
triggers.push_back(new TriggerNode("pet not happy", NextAction::array(0, new NextAction("feed pet", 60.0f), nullptr)));
triggers.push_back(new TriggerNode("hunters pet medium health", NextAction::array(0, new NextAction("mend pet", 60.0f), nullptr)));
triggers.push_back(new TriggerNode("hunters pet dead", NextAction::array(0, new NextAction("revive pet", 60.0f), nullptr)));

View File

@@ -61,7 +61,8 @@ void FrostMageStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
// Pet/Defensive triggers
triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon water elemental", 30.0f), nullptr)));
triggers.push_back(new TriggerNode("has pet", NextAction::array(0, new NextAction("toggle pet spell", 29.5f), nullptr)));
triggers.push_back(new TriggerNode("has pet", NextAction::array(0, new NextAction("toggle pet spell", 60.0f), nullptr)));
triggers.push_back(new TriggerNode("new pet", NextAction::array(0, new NextAction("set pet stance", 60.0f), nullptr)));
triggers.push_back(new TriggerNode("medium health", NextAction::array(0, new NextAction("ice barrier", 29.0f), nullptr)));
triggers.push_back(new TriggerNode("being attacked", NextAction::array(0, new NextAction("ice barrier", 29.0f), nullptr)));

View File

@@ -58,6 +58,7 @@ void GenericPriestStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("apply oil", 1.0f), nullptr)));
triggers.push_back(new TriggerNode("being attacked",
NextAction::array(0, new NextAction("power word: shield", ACTION_HIGH + 1), nullptr)));
triggers.push_back(new TriggerNode("new pet", NextAction::array(0, new NextAction("set pet stance", 60.0f), nullptr)));
}
PriestCureStrategy::PriestCureStrategy(PlayerbotAI* botAI) : Strategy(botAI)

View File

@@ -56,6 +56,8 @@ void PriestNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
triggers.push_back(
new TriggerNode("group heal setting", NextAction::array(0, new NextAction("circle of healing on party", 27.0f), NULL)));
triggers.push_back(new TriggerNode("new pet",
NextAction::array(0, new NextAction("set pet stance", 10.0f), nullptr)));
}
void PriestBuffStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)

View File

@@ -133,6 +133,8 @@ void GenericShamanStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
// NextAction("riptide", 26.0f), nullptr)));
triggers.push_back(new TriggerNode("heroism", NextAction::array(0, new NextAction("heroism", 31.0f), nullptr)));
triggers.push_back(new TriggerNode("bloodlust", NextAction::array(0, new NextAction("bloodlust", 30.0f), nullptr)));
triggers.push_back(new TriggerNode("has pet", NextAction::array(0, new NextAction("toggle pet spell", 60.0f), nullptr)));
triggers.push_back(new TriggerNode("new pet", NextAction::array(0, new NextAction("set pet stance", 65.0f), nullptr)));
}
void ShamanBuffDpsStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)

View File

@@ -49,6 +49,10 @@ void ShamanNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
new TriggerNode("cure disease", NextAction::array(0, new NextAction("cure disease", 31.0f), nullptr)));
triggers.push_back(new TriggerNode("party member cure disease",
NextAction::array(0, new NextAction("cure disease on party", 30.0f), nullptr)));
triggers.push_back(
new TriggerNode("has pet", NextAction::array(0, new NextAction("toggle pet spell", 60.0f), nullptr)));
triggers.push_back(
new TriggerNode("new pet", NextAction::array(0, new NextAction("set pet stance", 65.0f), nullptr)));
}
void ShamanNonCombatStrategy::InitMultipliers(std::vector<Multiplier*>& multipliers)

View File

@@ -133,9 +133,11 @@ public:
creators["calc"] = &ChatTriggerContext::calc;
creators["qi"] = &ChatTriggerContext::qi;
creators["wipe"] = &ChatTriggerContext::wipe;
creators["pet"] = &ChatTriggerContext::pet;
creators["tame"] = &ChatTriggerContext::tame;
creators["glyphs"] = &ChatTriggerContext::glyphs; // Added for custom Glyphs
creators["glyph equip"] = &ChatTriggerContext::glyph_equip; // Added for custom Glyphs
creators["pet"] = &ChatTriggerContext::pet;
creators["pet attack"] = &ChatTriggerContext::pet_attack;
creators["roll"] = &ChatTriggerContext::roll_action;
}
@@ -249,9 +251,11 @@ private:
static Trigger* calc(PlayerbotAI* ai) { return new ChatCommandTrigger(ai, "calc"); }
static Trigger* qi(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "qi"); }
static Trigger* wipe(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "wipe"); }
static Trigger* pet(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "pet"); }
static Trigger* tame(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "tame"); }
static Trigger* glyphs(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "glyphs"); } // Added for custom Glyphs
static Trigger* glyph_equip(PlayerbotAI* ai) { return new ChatCommandTrigger(ai, "glyph equip"); } // Added for custom Glyphs
static Trigger* pet(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "pet"); }
static Trigger* pet_attack(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "pet attack"); }
static Trigger* roll_action(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "roll"); }
};

View File

@@ -20,6 +20,8 @@
#include "TemporarySummon.h"
#include "ThreatMgr.h"
#include "Timer.h"
#include "PlayerbotAI.h"
#include "Player.h"
bool LowManaTrigger::IsActive()
{
@@ -685,3 +687,46 @@ bool AmmoCountTrigger::IsActive()
return ItemCountTrigger::IsActive();
}
bool NewPetTrigger::IsActive()
{
// Get the bot player object from the AI
Player* bot = botAI->GetBot();
if (!bot)
return false;
// Try to get the current pet; initialize guardian and GUID to null/empty
Pet* pet = bot->GetPet();
Guardian* guardian = nullptr;
ObjectGuid currentPetGuid = ObjectGuid::Empty;
// If bot has a pet, get its GUID
if (pet)
{
currentPetGuid = pet->GetGUID();
}
else
{
// If no pet, try to get a guardian pet and its GUID
guardian = bot->GetGuardianPet();
if (guardian)
currentPetGuid = guardian->GetGUID();
}
// If the current pet or guardian GUID has changed (including becoming empty), reset the trigger state
if (currentPetGuid != lastPetGuid)
{
triggered = false;
lastPetGuid = currentPetGuid;
}
// If there's a valid current pet/guardian (non-empty GUID) and we haven't triggered yet, activate trigger
if (currentPetGuid != ObjectGuid::Empty && !triggered)
{
triggered = true;
return true;
}
// Otherwise, do not activate
return false;
}

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@@ -943,4 +943,16 @@ public:
bool IsActive() override { return !bot->IsAlive() && bot->GetUInt32Value(PLAYER_SELF_RES_SPELL); }
};
class NewPetTrigger : public Trigger
{
public:
NewPetTrigger(PlayerbotAI* ai) : Trigger(ai, "new pet"), lastPetGuid(ObjectGuid::Empty), triggered(false) {}
bool IsActive() override;
private:
ObjectGuid lastPetGuid;
bool triggered;
};
#endif

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@@ -227,6 +227,7 @@ public:
creators["do quest status"] = &TriggerContext::do_quest_status;
creators["travel flight status"] = &TriggerContext::travel_flight_status;
creators["can self resurrect"] = &TriggerContext::can_self_resurrect;
creators["new pet"] = &TriggerContext::new_pet;
}
private:
@@ -425,6 +426,7 @@ private:
static Trigger* do_quest_status(PlayerbotAI* botAI) { return new NewRpgStatusTrigger(botAI, RPG_DO_QUEST); }
static Trigger* travel_flight_status(PlayerbotAI* botAI) { return new NewRpgStatusTrigger(botAI, RPG_TRAVEL_FLIGHT); }
static Trigger* can_self_resurrect(PlayerbotAI* ai) { return new SelfResurrectTrigger(ai); }
static Trigger* new_pet(PlayerbotAI* ai) { return new NewPetTrigger(ai); }
};
#endif

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@@ -79,6 +79,7 @@ void GenericWarlockNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& tr
{
NonCombatStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode("has pet", NextAction::array(0, new NextAction("toggle pet spell", 60.0f), nullptr)));
triggers.push_back(new TriggerNode("new pet", NextAction::array(0, new NextAction("set pet stance", 60.0f), nullptr)));
triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("fel domination", 30.0f), nullptr)));
triggers.push_back(new TriggerNode("no soul shard", NextAction::array(0, new NextAction("create soul shard", 60.0f), nullptr)));
triggers.push_back(new TriggerNode("too many soul shards", NextAction::array(0, new NextAction("destroy soul shard", 60.0f), nullptr)));