Warlock Ranged Designation/DPS Strategy Cleanup

Hello community,

This PR focuses on 4 things:

Recognizing the Warlock as a "ranged" bot, so they will follow ranged commands and strategies, in GenericWarlockStrategy.h:
uint32 GetType() const override { return CombatStrategy::GetType() | STRATEGY_TYPE_RANGED | STRATEGY_TYPE_DPS; }

Cleanup/deletion of the DpsWarlockStrategy.cpp and .h (no longer used or referenced anywhere)

Fixes soulstone logic so multiple Warlocks don't soulstone the same target, and don't try to soulstone a target that is too far away or out of line of sight (WarlockActions.cpp)

Moved summoning of pets to the main non-combat strategy inittriggers:

// Pet-summoning triggers based on spec
    if (tab == 0)  // Affliction
    {
        triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon felhunter", 29.0f), nullptr)));
    }
    else if (tab == 1)  // Demonology
    {
        triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon felguard", 29.0f), nullptr)));
    }
    else if (tab == 2)  // Destruction
    {
        triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon imp", 29.0f), nullptr)));
    }
This commit is contained in:
ThePenguinMan96
2025-07-04 03:32:29 -07:00
parent 40535f6e55
commit 59af34809c
8 changed files with 128 additions and 277 deletions

View File

@@ -15,6 +15,9 @@
#include "Playerbots.h"
#include "ServerFacade.h"
#include "Unit.h"
#include "Timer.h"
#include <unordered_map>
#include <mutex>
// Checks if the bot has less than 32 soul shards, and if so, allows casting Drain Soul
bool CastDrainSoulAction::isUseful() { return AI_VALUE2(uint32, "item count", "soul shard") < 32; }
@@ -134,9 +137,29 @@ bool UseSoulstoneSelfAction::Execute(Event event)
return UseItem(items[0], ObjectGuid::Empty, nullptr, bot);
}
// Reservation map for soulstone targets (GUID -> reservation expiry in ms)
static std::unordered_map<ObjectGuid, uint32> soulstoneReservations;
static std::mutex soulstoneReservationsMutex;
// Helper to clean up expired reservations
void CleanupSoulstoneReservations()
{
uint32 now = getMSTime();
std::lock_guard<std::mutex> lock(soulstoneReservationsMutex);
for (auto it = soulstoneReservations.begin(); it != soulstoneReservations.end();)
{
if (it->second <= now)
it = soulstoneReservations.erase(it);
else
++it;
}
}
// Use the soulstone item on the bot's master with nc strategy "ss master"
bool UseSoulstoneMasterAction::Execute(Event event)
{
CleanupSoulstoneReservations();
std::vector<Item*> items = AI_VALUE2(std::vector<Item*>, "inventory items", "soulstone");
if (items.empty())
return false;
@@ -145,6 +168,23 @@ bool UseSoulstoneMasterAction::Execute(Event event)
if (!master || HasSoulstoneAura(master))
return false;
uint32 now = getMSTime();
{
std::lock_guard<std::mutex> lock(soulstoneReservationsMutex);
if (soulstoneReservations.count(master->GetGUID()) && soulstoneReservations[master->GetGUID()] > now)
return false; // Already being soulstoned
soulstoneReservations[master->GetGUID()] = now + 2500; // Reserve for 2.5 seconds
}
float distance = sServerFacade->GetDistance2d(bot, master);
if (distance >= 30.0f)
return false;
if (!bot->IsWithinLOSInMap(master))
return false;
bot->SetSelection(master->GetGUID());
return UseItem(items[0], ObjectGuid::Empty, nullptr, master);
}
@@ -152,41 +192,83 @@ bool UseSoulstoneMasterAction::Execute(Event event)
// Use the soulstone item on a tank in the group with nc strategy "ss tank"
bool UseSoulstoneTankAction::Execute(Event event)
{
CleanupSoulstoneReservations();
std::vector<Item*> items = AI_VALUE2(std::vector<Item*>, "inventory items", "soulstone");
if (items.empty())
return false;
Player* tank = nullptr;
Player* chosenTank = nullptr;
Group* group = bot->GetGroup();
uint32 now = getMSTime();
// First: Try to soulstone the main tank
if (group)
{
for (GroupReference* gref = group->GetFirstMember(); gref; gref = gref->next())
{
Player* member = gref->GetSource();
if (member && member->IsAlive() && botAI->IsTank(member) && !HasSoulstoneAura(member))
if (member && member->IsAlive() && botAI->IsTank(member) && botAI->IsMainTank(member) &&
!HasSoulstoneAura(member))
{
tank = member;
break;
std::lock_guard<std::mutex> lock(soulstoneReservationsMutex);
if (soulstoneReservations.count(member->GetGUID()) && soulstoneReservations[member->GetGUID()] > now)
continue; // Already being soulstoned
float distance = sServerFacade->GetDistance2d(bot, member);
if (distance < 30.0f && bot->IsWithinLOSInMap(member))
{
chosenTank = member;
soulstoneReservations[chosenTank->GetGUID()] = now + 2500; // Reserve for 2.5 seconds
break;
}
}
}
// If no main tank found, soulstone another tank
if (!chosenTank)
{
for (GroupReference* gref = group->GetFirstMember(); gref; gref = gref->next())
{
Player* member = gref->GetSource();
if (member && member->IsAlive() && botAI->IsTank(member) && !HasSoulstoneAura(member))
{
std::lock_guard<std::mutex> lock(soulstoneReservationsMutex);
if (soulstoneReservations.count(member->GetGUID()) &&
soulstoneReservations[member->GetGUID()] > now)
continue; // Already being soulstoned
float distance = sServerFacade->GetDistance2d(bot, member);
if (distance < 30.0f && bot->IsWithinLOSInMap(member))
{
chosenTank = member;
soulstoneReservations[chosenTank->GetGUID()] = now + 2500; // Reserve for 2.5 seconds
break;
}
}
}
}
}
if (!tank)
if (!chosenTank)
return false;
bot->SetSelection(tank->GetGUID());
return UseItem(items[0], ObjectGuid::Empty, nullptr, tank);
bot->SetSelection(chosenTank->GetGUID());
return UseItem(items[0], ObjectGuid::Empty, nullptr, chosenTank);
}
// Use the soulstone item on a healer in the group with nc strategy "ss healer"
bool UseSoulstoneHealerAction::Execute(Event event)
{
CleanupSoulstoneReservations();
std::vector<Item*> items = AI_VALUE2(std::vector<Item*>, "inventory items", "soulstone");
if (items.empty())
return false;
Player* healer = nullptr;
Group* group = bot->GetGroup();
uint32 now = getMSTime();
if (group)
{
for (GroupReference* gref = group->GetFirstMember(); gref; gref = gref->next())
@@ -194,8 +276,20 @@ bool UseSoulstoneHealerAction::Execute(Event event)
Player* member = gref->GetSource();
if (member && member->IsAlive() && botAI->IsHeal(member) && !HasSoulstoneAura(member))
{
healer = member;
break;
{
std::lock_guard<std::mutex> lock(soulstoneReservationsMutex);
if (soulstoneReservations.count(member->GetGUID()) &&
soulstoneReservations[member->GetGUID()] > now)
continue; // Already being soulstoned
float distance = sServerFacade->GetDistance2d(bot, member);
if (distance < 30.0f && bot->IsWithinLOSInMap(member))
{
healer = member;
soulstoneReservations[healer->GetGUID()] = now + 2500; // Reserve for 2.5 seconds
break;
}
}
}
}
}