Files
mod-playerbots/src/strategy/warlock/WarlockActions.cpp
ThePenguinMan96 a33bb3b51e Changes requested
Updating based on changes requested for commit
2025-07-25 14:02:20 -07:00

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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 "WarlockActions.h"
#include <string>
#include <vector>
#include "Event.h"
#include "Item.h"
#include "ObjectGuid.h"
#include "Player.h"
#include "PlayerbotAI.h"
#include "Playerbots.h"
#include "ServerFacade.h"
#include "Unit.h"
#include "Timer.h"
#include <unordered_map>
#include <mutex>
const int ITEM_SOUL_SHARD = 6265;
// Checks if the bot has less than 20 soul shards, and if so, allows casting Drain Soul
bool CastDrainSoulAction::isUseful() { return AI_VALUE2(uint32, "item count", "soul shard") < 20; }
// Checks if the bot's health is above a certain threshold, and if so, allows casting Life Tap
bool CastLifeTapAction::isUseful() { return AI_VALUE2(uint8, "health", "self target") > sPlayerbotAIConfig->lowHealth; }
// Checks if the target marked with the moon icon can be banished
bool CastBanishOnCcAction::isPossible()
{
Unit* target = GetTarget();
if (!target)
return false;
// Only possible on elementals or demons
uint32 creatureType = target->GetCreatureType();
if (creatureType != CREATURE_TYPE_DEMON && creatureType != CREATURE_TYPE_ELEMENTAL)
return false;
// Use base class to check spell available, range, etc
return CastCrowdControlSpellAction::isPossible();
}
// Checks if the target marked with the moon icon can be feared
bool CastFearOnCcAction::isPossible()
{
Unit* target = GetTarget();
if (!target)
return false;
// Fear cannot be cast on mechanical or undead creatures
uint32 creatureType = target->GetCreatureType();
if (creatureType == CREATURE_TYPE_MECHANICAL || creatureType == CREATURE_TYPE_UNDEAD)
return false;
// Use base class to check spell available, range, etc
return CastCrowdControlSpellAction::isPossible();
}
// Checks if the enemies are close enough to use Shadowflame
bool CastShadowflameAction::isUseful()
{
Unit* target = AI_VALUE(Unit*, "current target");
if (!target)
return false;
bool facingTarget = AI_VALUE2(bool, "facing", "current target");
bool targetClose = bot->IsWithinCombatRange(target, 7.0f); // 7 yard cone
return facingTarget && targetClose;
}
// Checks if the bot knows Seed of Corruption, and prevents the use of Rain of Fire if it does
bool CastRainOfFireAction::isUseful()
{
Unit* target = GetTarget();
if (!target)
return false;
if (bot->HasSpell(27243) || bot->HasSpell(47835) || bot->HasSpell(47836)) // Seed of Corruption spell IDs
return false;
return true;
}
// Checks if the enemies are close enough to use Hellfire
bool CastHellfireAction::isUseful()
{
Unit* target = AI_VALUE(Unit*, "current target");
if (!target)
return false;
return bot->IsWithinCombatRange(target, 5.0f); // 5 yard AoE radius
}
// Checks if the "meta melee aoe" strategy is active, OR if the bot is in melee range of the target
bool CastImmolationAuraAction::isUseful()
{
if (botAI->HasStrategy("meta melee", BOT_STATE_COMBAT))
return true;
Unit* target = AI_VALUE(Unit*, "current target");
if (!target)
return false;
if (!bot->HasAura(47241)) // 47241 is Metamorphosis spell ID (WotLK)
return false;
return bot->IsWithinCombatRange(target, 5.0f); // 5 yard AoE radius
}
// Checks if the "warlock tank" strategy is active, and if so, prevents the use of Soulshatter
bool CastSoulshatterAction::isUseful()
{
if (botAI->HasStrategy("tank", BOT_STATE_COMBAT))
return false;
return true;
}
// Checks if the bot has enough bag space to create a soul shard, then does so
bool CreateSoulShardAction::Execute(Event event)
{
Player* bot = botAI->GetBot();
if (!bot)
return false;
ItemPosCountVec dest;
uint32 count = 1;
if (bot->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, ITEM_SOUL_SHARD, count) == EQUIP_ERR_OK)
{
bot->StoreNewItem(dest, ITEM_SOUL_SHARD, true, Item::GenerateItemRandomPropertyId(ITEM_SOUL_SHARD));
SQLTransaction<CharacterDatabaseConnection> trans = CharacterDatabase.BeginTransaction();
bot->SaveInventoryAndGoldToDB(trans);
CharacterDatabase.CommitTransaction(trans);
return true;
}
return false;
}
// Checks if the bot has less than 6 soul shards, allowing the creation of a new one
bool CreateSoulShardAction::isUseful()
{
Player* bot = botAI->GetBot();
if (!bot)
return false;
uint32 currentShards = bot->GetItemCount(ITEM_SOUL_SHARD, false); // false = only bags
const uint32 SHARD_CAP = 6; // adjust as needed
// Only allow if under cap AND there is space for a new shard
ItemPosCountVec dest;
uint32 count = 1;
bool hasSpace = (bot->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, ITEM_SOUL_SHARD, count) == EQUIP_ERR_OK);
return (currentShards < SHARD_CAP) && hasSpace;
}
bool CastCreateSoulstoneAction::isUseful()
{
Player* bot = botAI->GetBot();
if (!bot)
return false;
// List of all Soulstone item IDs
static const std::vector<uint32> soulstoneIds = {
5232, // Minor Soulstone
16892, // Lesser Soulstone
16893, // Soulstone
16895, // Greater Soulstone
16896, // Major Soulstone
22116, // Master Soulstone
36895 // Demonic Soulstone
};
// Check if the bot already has any soulstone
for (uint32 id : soulstoneIds)
{
if (bot->GetItemCount(id, false) > 0)
return false; // Already has a soulstone
}
// Only need to check one soulstone type for bag space (usually the highest-tier)
ItemPosCountVec dest;
uint32 count = 1;
// Use the last in the list (highest tier)
uint32 soulstoneToCreate = soulstoneIds.back();
bool hasSpace = (bot->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, soulstoneToCreate, count) == EQUIP_ERR_OK);
return hasSpace;
}
bool DestroySoulShardAction::Execute(Event event)
{
// Look for the first soul shard in any bag and destroy it
for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
{
if (Bag* pBag = (Bag*)bot->GetItemByPos(INVENTORY_SLOT_BAG_0, i))
{
for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
{
if (Item* pItem = pBag->GetItemByPos(j))
{
if (pItem->GetTemplate()->ItemId == ITEM_SOUL_SHARD)
{
bot->DestroyItem(pItem->GetBagSlot(), pItem->GetSlot(), true);
return true; // Only destroy one!
}
}
}
}
}
// Also check main inventory slots (not in bags)
for (int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
{
if (Item* pItem = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, i))
{
if (pItem->GetTemplate()->ItemId == ITEM_SOUL_SHARD)
{
bot->DestroyItem(pItem->GetBagSlot(), pItem->GetSlot(), true);
return true;
}
}
}
return false;
}
// Checks if the target has a soulstone aura
static bool HasSoulstoneAura(Unit* unit)
{
static const std::vector<uint32> soulstoneAuraIds = {20707, 20762, 20763, 20764, 20765, 27239, 47883};
for (uint32 spellId : soulstoneAuraIds)
if (unit->HasAura(spellId))
return true;
return false;
}
// Use the soulstone item on the bot itself with nc strategy "ss self"
bool UseSoulstoneSelfAction::Execute(Event event)
{
std::vector<Item*> items = AI_VALUE2(std::vector<Item*>, "inventory items", "soulstone");
if (items.empty())
return false;
if (HasSoulstoneAura(bot))
return false;
bot->SetSelection(bot->GetGUID());
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;
Player* master = botAI->GetMaster();
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);
}
// 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* 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) && botAI->IsMainTank(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 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 (!chosenTank)
return false;
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())
{
Player* member = gref->GetSource();
if (member && member->IsAlive() && botAI->IsHeal(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))
{
healer = member;
soulstoneReservations[healer->GetGUID()] = now + 2500; // Reserve for 2.5 seconds
break;
}
}
}
}
}
if (!healer)
return false;
bot->SetSelection(healer->GetGUID());
return UseItem(items[0], ObjectGuid::Empty, nullptr, healer);
}
const std::vector<uint32> CastCreateFirestoneAction::firestoneSpellIds = {
60220, // Create Firestone (Rank 7)
27250, // Rank 5
17953, // Rank 4
17952, // Rank 3
17951, // Rank 2
6366 // Rank 1
};
CastCreateFirestoneAction::CastCreateFirestoneAction(PlayerbotAI* botAI)
: CastBuffSpellAction(botAI, "create firestone")
{
}
bool CastCreateFirestoneAction::Execute(Event event)
{
for (uint32 spellId : firestoneSpellIds)
{
if (bot->HasSpell(spellId))
return botAI->CastSpell(spellId, bot);
}
return false;
}
bool CastCreateFirestoneAction::isUseful()
{
for (uint32 spellId : firestoneSpellIds)
{
if (bot->HasSpell(spellId))
return true;
}
return false;
}