Files
mod-playerbots/src/strategy/triggers/GenericTriggers.cpp
ThePenguinMan96 aa6f8153a1 Tame Chat Action / Pet Chat Action (stances/commands)
Hello everyone,

I am on a quest to make bot's pets completely functional, focuses on solving issues #1351 , #1230 , and #1137 . This PR achieves the following:

1. Changes the current "pet" chat command to "tame", which is more intuitive that only hunters can use it. The modes are "tame name (name)", "tame id (id)", "tame family (family)", "tame rename (new name)", and "tame abandon". Tame abandon is new - it simply abandons the current pet. Also, now, if you type in "tame family" by itself, it will list the available families. See pictures below for examples.
2. Added new "pet" chat command, with the following modes: "pet passive", "pet aggressive", "pet defensive", "pet stance" (shows current pet stance), "pet attack", "pet follow", and "pet stay". Previously, the pet's stance was not changeable, and there were some less than desired effects from summonable pets - see the issues above.
3. New config option: AiPlayerbot.DefaultPetStance, which changes the stance that all bot's pets are summoned as. This makes sure when feral spirits or treants are summoned by shamans and druids, they are immediately set to this configured stance. Set as 1 as default, which is defensive. (0 = Passive, 1 = Defensive, 2 = Aggressive)
4. New config option: AiPlayerbot.PetChatCommandDebug, which enables debug messages for the "pet" chat command. By default it is set to 0, which is disabled, but if you would like to see when pet's stances are changed, or when you tell the pet to attack/follow/stay, and when pet spells are auto-toggled, this is an option. I made this for myself mainly to test the command - if anyone notices any wierd pet behavior, this will be an option to help them report it as well.
5. Modified FollowActions to not constantly execute the petfollow action, overriding any stay or attack commands issued.
6. Modified GenericActions to have TogglePetSpellAutoCastAction optionally log when spells are toggled based on AiPlayerbot.PetChatCommandDebug.
7. Modified PetAttackAction to not attack if the pet is set to passive, and not override the pet's stance to passive every time it was executed.
8. Modified CombatStrategy.cpp to not constantly issue the petattack command, respecting the "pet stay" and "pet follow" commands. Pets will still automatically attack the enemy if set to aggressive or defensive.
9. Warlocks, Priests, Hunters, Shamans, Mages, Druids, and DKs (all classes that have summons): Added a "new pet" trigger that executes the "set pet stance" action. The "new pet" trigger happens only once, upon summoning a pet. It sets the pet's stance from AiPlayerbot.DefaultPetStance's value.
2025-08-01 01:18:16 -07:00

731 lines
20 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 "GenericTriggers.h"
#include <string>
#include "BattlegroundWS.h"
#include "CreatureAI.h"
#include "GameTime.h"
#include "ItemVisitors.h"
#include "LastSpellCastValue.h"
#include "ObjectGuid.h"
#include "PlayerbotAIConfig.h"
#include "Playerbots.h"
#include "PositionValue.h"
#include "SharedDefines.h"
#include "TemporarySummon.h"
#include "ThreatMgr.h"
#include "Timer.h"
#include "PlayerbotAI.h"
#include "Player.h"
bool LowManaTrigger::IsActive()
{
return AI_VALUE2(bool, "has mana", "self target") &&
AI_VALUE2(uint8, "mana", "self target") < sPlayerbotAIConfig->lowMana;
}
bool MediumManaTrigger::IsActive()
{
return AI_VALUE2(bool, "has mana", "self target") &&
AI_VALUE2(uint8, "mana", "self target") < sPlayerbotAIConfig->mediumMana;
}
bool NoPetTrigger::IsActive()
{
return (bot->GetMinionGUID().IsEmpty()) && (!AI_VALUE(Unit*, "pet target")) && (!bot->GetGuardianPet()) &&
(!bot->GetFirstControlled()) && (!AI_VALUE2(bool, "mounted", "self target"));
}
bool HasPetTrigger::IsActive()
{
return (AI_VALUE(Unit*, "pet target")) && !AI_VALUE2(bool, "mounted", "self target");
;
}
bool PetAttackTrigger::IsActive()
{
Guardian* pet = bot->GetGuardianPet();
if (!pet)
{
return false;
}
Unit* target = AI_VALUE(Unit*, "current target");
if (!target)
{
return false;
}
if (pet->GetVictim() == target && pet->GetCharmInfo()->IsCommandAttack())
{
return false;
}
if (bot->GetMap()->IsDungeon() && bot->GetGroup() && !target->IsInCombat())
{
return false;
}
return true;
}
bool HighManaTrigger::IsActive()
{
return AI_VALUE2(bool, "has mana", "self target") && AI_VALUE2(uint8, "mana", "self target") < sPlayerbotAIConfig->highMana;
}
bool AlmostFullManaTrigger::IsActive()
{
return AI_VALUE2(bool, "has mana", "self target") && AI_VALUE2(uint8, "mana", "self target") > 85;
}
bool EnoughManaTrigger::IsActive()
{
return AI_VALUE2(bool, "has mana", "self target") && AI_VALUE2(uint8, "mana", "self target") > sPlayerbotAIConfig->highMana;
}
bool RageAvailable::IsActive() { return AI_VALUE2(uint8, "rage", "self target") >= amount; }
bool EnergyAvailable::IsActive() { return AI_VALUE2(uint8, "energy", "self target") >= amount; }
bool ComboPointsAvailableTrigger::IsActive() { return AI_VALUE2(uint8, "combo", "current target") >= amount; }
bool ComboPointsNotFullTrigger::IsActive() { return AI_VALUE2(uint8, "combo", "current target") < amount; }
bool TargetWithComboPointsLowerHealTrigger::IsActive()
{
Unit* target = AI_VALUE(Unit*, "current target");
if (!target || !target->IsAlive() || !target->IsInWorld())
{
return false;
}
return ComboPointsAvailableTrigger::IsActive() &&
(target->GetHealth() / AI_VALUE(float, "estimated group dps")) <= lifeTime;
}
bool LoseAggroTrigger::IsActive() { return !AI_VALUE2(bool, "has aggro", "current target"); }
bool HasAggroTrigger::IsActive() { return AI_VALUE2(bool, "has aggro", "current target"); }
bool PanicTrigger::IsActive()
{
return AI_VALUE2(uint8, "health", "self target") < sPlayerbotAIConfig->criticalHealth &&
(!AI_VALUE2(bool, "has mana", "self target") ||
AI_VALUE2(uint8, "mana", "self target") < sPlayerbotAIConfig->lowMana);
}
bool OutNumberedTrigger::IsActive()
{
if (bot->GetMap() && (bot->GetMap()->IsDungeon() || bot->GetMap()->IsRaid()))
return false;
if (bot->GetGroup() && bot->GetGroup()->isRaidGroup())
return false;
int32 botLevel = bot->GetLevel();
uint32 friendPower = 200;
uint32 foePower = 0;
for (auto& attacker : botAI->GetAiObjectContext()->GetValue<GuidVector>("attackers")->Get())
{
Creature* creature = botAI->GetCreature(attacker);
if (!creature)
continue;
int32 dLevel = creature->GetLevel() - botLevel;
if (dLevel > -10)
foePower = std::max(100 + 10 * dLevel, dLevel * 200);
}
if (!foePower)
return false;
for (auto& helper : botAI->GetAiObjectContext()->GetValue<GuidVector>("nearest friendly players")->Get())
{
Unit* player = botAI->GetUnit(helper);
if (!player || player == bot)
continue;
int32 dLevel = player->GetLevel() - botLevel;
if (dLevel > -10 && bot->GetDistance(player) < 10.0f)
friendPower += std::max(200 + 20 * dLevel, dLevel * 200);
}
return friendPower < foePower;
}
bool BuffTrigger::IsActive()
{
Unit* target = GetTarget();
if (!target)
return false;
if (!SpellTrigger::IsActive())
return false;
Aura* aura = botAI->GetAura(spell, target, checkIsOwner, checkDuration);
if (!aura)
return true;
if (beforeDuration && aura->GetDuration() < beforeDuration)
return true;
return false;
}
Value<Unit*>* BuffOnPartyTrigger::GetTargetValue()
{
return context->GetValue<Unit*>("party member without aura", spell);
}
bool ProtectPartyMemberTrigger::IsActive() { return AI_VALUE(Unit*, "party member to protect"); }
Value<Unit*>* DebuffOnAttackerTrigger::GetTargetValue()
{
return context->GetValue<Unit*>("attacker without aura", spell);
}
Value<Unit*>* DebuffOnMeleeAttackerTrigger::GetTargetValue()
{
return context->GetValue<Unit*>("melee attacker without aura", spell);
}
bool NoAttackersTrigger::IsActive()
{
return !AI_VALUE(Unit*, "current target") && AI_VALUE(uint8, "my attacker count") > 0;
}
bool InvalidTargetTrigger::IsActive() { return AI_VALUE2(bool, "invalid target", "current target"); }
bool NoTargetTrigger::IsActive() { return !AI_VALUE(Unit*, "current target"); }
bool MyAttackerCountTrigger::IsActive()
{
return AI_VALUE2(bool, "combat", "self target") && AI_VALUE(uint8, "my attacker count") >= amount;
}
bool MediumThreatTrigger::IsActive()
{
if (!AI_VALUE(Unit*, "main tank"))
return false;
return MyAttackerCountTrigger::IsActive();
}
bool LowTankThreatTrigger::IsActive()
{
Unit* mt = AI_VALUE(Unit*, "main tank");
if (!mt)
return false;
Unit* current_target = AI_VALUE(Unit*, "current target");
if (!current_target)
return false;
ThreatMgr& mgr = current_target->GetThreatMgr();
float threat = mgr.GetThreat(bot);
float tankThreat = mgr.GetThreat(mt);
return tankThreat == 0.0f || threat > tankThreat * 0.5f;
}
bool AoeTrigger::IsActive()
{
Unit* current_target = AI_VALUE(Unit*, "current target");
if (!current_target)
{
return false;
}
GuidVector attackers = context->GetValue<GuidVector>("attackers")->Get();
int attackers_count = 0;
for (ObjectGuid const guid : attackers)
{
Unit* unit = botAI->GetUnit(guid);
if (!unit || !unit->IsAlive())
continue;
if (unit->GetDistance(current_target->GetPosition()) <= range)
{
attackers_count++;
}
}
return attackers_count >= amount;
}
bool NoFoodTrigger::IsActive()
{
bool isRandomBot = sRandomPlayerbotMgr->IsRandomBot(bot);
if (isRandomBot && sPlayerbotAIConfig->freeFood)
return false;
return AI_VALUE2(std::vector<Item*>, "inventory items", "conjured food").empty();
}
bool NoDrinkTrigger::IsActive()
{
bool isRandomBot = sRandomPlayerbotMgr->IsRandomBot(bot);
if (isRandomBot && sPlayerbotAIConfig->freeFood)
return false;
return AI_VALUE2(std::vector<Item*>, "inventory items", "conjured water").empty();
}
bool TargetInSightTrigger::IsActive() { return AI_VALUE(Unit*, "grind target"); }
bool DebuffTrigger::IsActive()
{
Unit* target = GetTarget();
if (!target || !target->IsAlive() || !target->IsInWorld())
{
return false;
}
return BuffTrigger::IsActive() && (target->GetHealth() / AI_VALUE(float, "estimated group dps")) >= needLifeTime;
}
bool DebuffOnBossTrigger::IsActive()
{
if (!DebuffTrigger::IsActive())
{
return false;
}
Creature* c = GetTarget()->ToCreature();
return c && ((c->IsDungeonBoss()) || (c->isWorldBoss()));
}
bool SpellTrigger::IsActive() { return GetTarget(); }
bool SpellCanBeCastTrigger::IsActive()
{
Unit* target = GetTarget();
return target && botAI->CanCastSpell(spell, target);
}
bool SpellNoCooldownTrigger::IsActive()
{
uint32 spellId = AI_VALUE2(uint32, "spell id", name);
if (!spellId)
return false;
return !bot->HasSpellCooldown(spellId);
}
bool SpellCooldownTrigger::IsActive()
{
uint32 spellId = AI_VALUE2(uint32, "spell id", name);
if (!spellId)
return false;
return bot->HasSpellCooldown(spellId);
}
RandomTrigger::RandomTrigger(PlayerbotAI* botAI, std::string const name, int32 probability)
: Trigger(botAI, name), probability(probability), lastCheck(getMSTime())
{
}
bool RandomTrigger::IsActive()
{
if (getMSTime() - lastCheck < sPlayerbotAIConfig->repeatDelay)
return false;
lastCheck = getMSTime();
int32 k = (int32)(probability / sPlayerbotAIConfig->randomChangeMultiplier);
if (k < 1)
k = 1;
return (rand() % k) == 0;
}
bool AndTrigger::IsActive() { return ls && rs && ls->IsActive() && rs->IsActive(); }
std::string const AndTrigger::getName()
{
std::string name(ls->getName());
name = name + " and ";
name = name + rs->getName();
return name;
}
bool TwoTriggers::IsActive()
{
if (name1.empty() || name2.empty())
return false;
Trigger* trigger1 = botAI->GetAiObjectContext()->GetTrigger(name1);
Trigger* trigger2 = botAI->GetAiObjectContext()->GetTrigger(name2);
if (!trigger1 || !trigger2)
return false;
return trigger1->IsActive() && trigger2->IsActive();
}
std::string const TwoTriggers::getName()
{
std::string name;
name = name1 + " and " + name2;
return name;
}
bool BoostTrigger::IsActive()
{
if (!BuffTrigger::IsActive())
return false;
Unit* target = AI_VALUE(Unit*, "current target");
if (target && target->ToPlayer())
return true;
return AI_VALUE(uint8, "balance") <= balance;
}
bool GenericBoostTrigger::IsActive()
{
Unit* target = AI_VALUE(Unit*, "current target");
if (target && target->ToPlayer())
return true;
return AI_VALUE(uint8, "balance") <= balance;
}
bool HealerShouldAttackTrigger::IsActive()
{
// nobody can help me
if (botAI->GetNearGroupMemberCount(sPlayerbotAIConfig->sightDistance) <= 1)
return true;
if (AI_VALUE2(uint8, "health", "party member to heal") < sPlayerbotAIConfig->almostFullHealth)
return false;
// special check for resto druid (dont remove tree of life frequently)
if (bot->GetAura(33891))
{
LastSpellCast& lastSpell = botAI->GetAiObjectContext()->GetValue<LastSpellCast&>("last spell cast")->Get();
if (lastSpell.timer + 5 > time(nullptr))
return false;
}
int manaThreshold;
int balance = AI_VALUE(uint8, "balance");
// higher threshold in higher pressure
if (balance <= 50)
manaThreshold = 85;
else if (balance <= 100)
manaThreshold = sPlayerbotAIConfig->highMana;
else
manaThreshold = sPlayerbotAIConfig->mediumMana;
if (AI_VALUE2(bool, "has mana", "self target") && AI_VALUE2(uint8, "mana", "self target") < manaThreshold)
return false;
return true;
}
bool ItemCountTrigger::IsActive() { return AI_VALUE2(uint32, "item count", item) < count; }
bool InterruptSpellTrigger::IsActive()
{
return SpellTrigger::IsActive() && botAI->IsInterruptableSpellCasting(GetTarget(), getName());
}
bool DeflectSpellTrigger::IsActive()
{
Unit* target = GetTarget();
if (!target)
return false;
if (!target->IsNonMeleeSpellCast(true))
return false;
if (target->GetTarget() != bot->GetGUID())
return false;
uint32 spellid = context->GetValue<uint32>("spell id", spell)->Get();
if (!spellid)
return false;
SpellInfo const* deflectSpell = sSpellMgr->GetSpellInfo(spellid);
if (!deflectSpell)
return false;
// warrior deflects all
if (spell == "spell reflection")
return true;
// human priest feedback
if (spell == "feedback")
return true;
SpellSchoolMask deflectSchool = SpellSchoolMask(deflectSpell->Effects[EFFECT_0].MiscValue);
SpellSchoolMask attackSchool = SPELL_SCHOOL_MASK_NONE;
if (Spell* spell = target->GetCurrentSpell(CURRENT_GENERIC_SPELL))
{
if (SpellInfo const* tarSpellInfo = spell->GetSpellInfo())
{
attackSchool = tarSpellInfo->GetSchoolMask();
if (deflectSchool == attackSchool)
return true;
}
}
return false;
}
bool AttackerCountTrigger::IsActive() { return AI_VALUE(uint8, "attacker count") >= amount; }
bool HasAuraTrigger::IsActive() { return botAI->HasAura(getName(), GetTarget(), false, false, -1, true); }
bool HasAuraStackTrigger::IsActive()
{
Aura* aura = botAI->GetAura(getName(), GetTarget(), false, true, stack);
// sLog->outMessage("playerbot", LOG_LEVEL_DEBUG, "HasAuraStackTrigger::IsActive %s %d", getName(), aura ?
// aura->GetStackAmount() : -1);
return aura;
}
bool TimerTrigger::IsActive()
{
if (time(nullptr) != lastCheck)
{
lastCheck = time(nullptr);
return true;
}
return false;
}
bool TimerBGTrigger::IsActive()
{
time_t now = time(nullptr);
if (now - lastCheck >= 60)
{
lastCheck = now;
return true;
}
return false;
}
bool HasNoAuraTrigger::IsActive() { return !botAI->HasAura(getName(), GetTarget()); }
bool TankAssistTrigger::IsActive()
{
if (!AI_VALUE(uint8, "attacker count"))
return false;
Unit* currentTarget = AI_VALUE(Unit*, "current target");
if (!currentTarget)
return true;
Unit* tankTarget = AI_VALUE(Unit*, "tank target");
if (!tankTarget || currentTarget == tankTarget)
return false;
return AI_VALUE2(bool, "has aggro", "current target");
}
bool IsBehindTargetTrigger::IsActive()
{
Unit* target = AI_VALUE(Unit*, "current target");
return target && AI_VALUE2(bool, "behind", "current target");
}
bool IsNotBehindTargetTrigger::IsActive()
{
if (botAI->HasStrategy("stay", botAI->GetState()))
{
return false;
}
Unit* target = AI_VALUE(Unit*, "current target");
return target && !AI_VALUE2(bool, "behind", "current target");
}
bool IsNotFacingTargetTrigger::IsActive()
{
if (botAI->HasStrategy("stay", botAI->GetState()))
{
return false;
}
return !AI_VALUE2(bool, "facing", "current target");
}
bool HasCcTargetTrigger::IsActive()
{
return AI_VALUE2(Unit*, "cc target", getName()) && !AI_VALUE2(Unit*, "current cc target", getName());
}
bool NoMovementTrigger::IsActive() { return !AI_VALUE2(bool, "moving", "self target"); }
bool NoPossibleTargetsTrigger::IsActive()
{
GuidVector targets = AI_VALUE(GuidVector, "possible targets");
return !targets.size();
}
bool PossibleAddsTrigger::IsActive() { return AI_VALUE(bool, "possible adds") && !AI_VALUE(ObjectGuid, "pull target"); }
bool NotDpsTargetActiveTrigger::IsActive()
{
Unit* target = AI_VALUE(Unit*, "current target");
// do not switch if enemy target
if (target && target->IsAlive())
{
Unit* enemy = AI_VALUE(Unit*, "enemy player target");
if (target == enemy)
return false;
}
Unit* dps = AI_VALUE(Unit*, "dps target");
return dps && target != dps;
}
bool NotDpsAoeTargetActiveTrigger::IsActive()
{
Unit* dps = AI_VALUE(Unit*, "dps aoe target");
Unit* target = AI_VALUE(Unit*, "current target");
Unit* enemy = AI_VALUE(Unit*, "enemy player target");
// do not switch if enemy target
if (target && target == enemy && target->IsAlive())
return false;
return dps && target != dps;
}
bool IsSwimmingTrigger::IsActive() { return AI_VALUE2(bool, "swimming", "self target"); }
bool HasNearestAddsTrigger::IsActive()
{
GuidVector targets = AI_VALUE(GuidVector, "nearest adds");
return targets.size();
}
bool HasItemForSpellTrigger::IsActive()
{
std::string const spell = getName();
uint32 spellId = AI_VALUE2(uint32, "spell id", spell);
return spellId && AI_VALUE2(Item*, "item for spell", spellId);
}
bool TargetChangedTrigger::IsActive()
{
Unit* oldTarget = context->GetValue<Unit*>("old target")->Get();
Unit* target = context->GetValue<Unit*>("current target")->Get();
return target && oldTarget != target;
}
Value<Unit*>* InterruptEnemyHealerTrigger::GetTargetValue()
{
return context->GetValue<Unit*>("enemy healer target", spell);
}
bool RandomBotUpdateTrigger::IsActive() { return RandomTrigger::IsActive() && AI_VALUE(bool, "random bot update"); }
bool NoNonBotPlayersAroundTrigger::IsActive()
{
return !botAI->HasPlayerNearby();
/*if (!bot->InBattleground())
return AI_VALUE(GuidVector, "nearest non bot players").empty();
return false;
*/
}
bool NewPlayerNearbyTrigger::IsActive() { return AI_VALUE(ObjectGuid, "new player nearby"); }
bool CollisionTrigger::IsActive() { return AI_VALUE2(bool, "collision", "self target"); }
bool ReturnToStayPositionTrigger::IsActive()
{
PositionInfo stayPosition = AI_VALUE(PositionMap&, "position")["stay"];
if (stayPosition.isSet())
{
const float distance = bot->GetDistance(stayPosition.x, stayPosition.y, stayPosition.z);
return distance > sPlayerbotAIConfig->followDistance;
}
return false;
}
bool GiveItemTrigger::IsActive()
{
return AI_VALUE2(Unit*, "party member without item", item) && AI_VALUE2(uint32, "item count", item);
}
bool GiveFoodTrigger::IsActive()
{
return AI_VALUE(Unit*, "party member without food") && AI_VALUE2(uint32, "item count", item);
}
bool GiveWaterTrigger::IsActive()
{
return AI_VALUE(Unit*, "party member without water") && AI_VALUE2(uint32, "item count", item);
}
Value<Unit*>* SnareTargetTrigger::GetTargetValue() { return context->GetValue<Unit*>("snare target", spell); }
bool StayTimeTrigger::IsActive()
{
time_t stayTime = AI_VALUE(time_t, "stay time");
time_t now = time(nullptr);
return delay && stayTime && now > stayTime + 2 * delay / 1000;
}
bool IsMountedTrigger::IsActive() { return AI_VALUE2(bool, "mounted", "self target"); }
bool CorpseNearTrigger::IsActive()
{
return bot->GetCorpse() && bot->GetCorpse()->IsWithinDistInMap(bot, CORPSE_RECLAIM_RADIUS, true);
}
bool IsFallingTrigger::IsActive() { return bot->HasUnitMovementFlag(MOVEMENTFLAG_FALLING); }
bool IsFallingFarTrigger::IsActive() { return bot->HasUnitMovementFlag(MOVEMENTFLAG_FALLING_FAR); }
bool HasAreaDebuffTrigger::IsActive() { return AI_VALUE2(bool, "has area debuff", "self target"); }
Value<Unit*>* BuffOnMainTankTrigger::GetTargetValue() { return context->GetValue<Unit*>("main tank", spell); }
bool AmmoCountTrigger::IsActive()
{
if (bot->GetUInt32Value(PLAYER_AMMO_ID) != 0)
return ItemCountTrigger::IsActive(); // Ammo already equipped
if (botAI->FindAmmo())
return true; // Found ammo in inventory but not equipped
return ItemCountTrigger::IsActive();
}
bool NewPetTrigger::IsActive()
{
// Get the bot player object from the AI
Player* bot = botAI->GetBot();
// Try to get the current pet; initialize guardian and GUID to null/empty
Pet* pet = bot ? bot->GetPet() : nullptr;
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 ? bot->GetGuardianPet() : nullptr;
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;
}