From 2f7dfdbbfc0f6b7da04f7574716e4cca3322c353 Mon Sep 17 00:00:00 2001 From: privatecore Date: Mon, 23 Feb 2026 20:00:24 +0100 Subject: [PATCH] Fix rest of trainers' related stuff + codestyle changes and corrections (#2104) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit # Pull Request * Fix the rest of the trainer-related functionality: list spells and learn (cast vs. direct learn) spells. * Rewrite `TrainerAction`: split the logic between appropriate methods (`GetTarget`, `isUseful`, `isPossible`) instead of pushing everything inside a single `Execute` method. * Change method definitions to remove unnecessary declarations and parameters overhead. * Move the `Trainer` header into the implementation. Rewrite `RpgTrainTrigger` to fit the original logic and move all validation to `RpgTrainAction` (`isUseful` + `isPossible`). * Implement "can train" context value calculation to use with `RpgTrainTrigger`. * Update and optimize "train cost" context value calculation -- it should be much faster. * Replace `AiPlayerbot.AutoTrainSpells` with `AiPlayerbot.AllowLearnTrainerSpells` and remove the "free" value behavior — please use `AiPlayerbot.BotCheats` if you want bots to learn trainer's spells for "free". * Add `nullptr` checks wherever necessary (only inside targeted methods/functions). * Make some codestyle changes and corrections based on the AC codestyle guide. --- ## Design Philosophy We prioritize **stability, performance, and predictability** over behavioral realism. Complex player-mimicking logic is intentionally limited due to its negative impact on scalability, maintainability, and long-term robustness. Excessive processing overhead can lead to server hiccups, increased CPU usage, and degraded performance for all participants. Because every action and decision tree is executed **per bot and per trigger**, even small increases in logic complexity can scale poorly and negatively affect both players and world (random) bots. Bots are not expected to behave perfectly, and perfect simulation of human decision-making is not a project goal. Increased behavioral realism often introduces disproportionate cost, reduced predictability, and significantly higher maintenance overhead. Every additional branch of logic increases long-term responsibility. All decision paths must be tested, validated, and maintained continuously as the system evolves. If advanced or AI-intensive behavior is introduced, the **default configuration must remain the lightweight decision model**. More complex behavior should only be available as an **explicit opt-in option**, clearly documented as having a measurable performance cost. Principles: - **Stability before intelligence** A stable system is always preferred over a smarter one. - **Performance is a shared resource** Any increase in bot cost affects all players and all bots. - **Simple logic scales better than smart logic** Predictable behavior under load is more valuable than perfect decisions. - **Complexity must justify itself** If a feature cannot clearly explain its cost, it should not exist. - **Defaults must be cheap** Expensive behavior must always be optional and clearly communicated. - **Bots should look reasonable, not perfect** The goal is believable behavior, not human simulation. Before submitting, confirm that this change aligns with those principles. --- ## How to Test the Changes Force bots to learn spells from trainers using the chat command `trainer learn` or `trainer learn `. Bots should properly list available spells (`trainer` command) or learn them (based on configuration and command). ## Complexity & Impact - Does this change add new decision branches? - [x] No - [ ] Yes (**explain below**) - Does this change increase per-bot or per-tick processing? - [x] No - [ ] Yes (**describe and justify impact**) - Could this logic scale poorly under load? - [x] No - [ ] Yes (**explain why**) --- ## Defaults & Configuration - Does this change modify default bot behavior? - [x] No - [ ] Yes (**explain why**) If this introduces more advanced or AI-heavy logic: - [x] Lightweight mode remains the default - [ ] More complex behavior is optional and thereby configurable --- ## AI Assistance - Was AI assistance (e.g. ChatGPT or similar tools) used while working on this change? - [x] No - [ ] Yes (**explain below**) If yes, please specify: - AI tool or model used (e.g. ChatGPT, GPT-4, Claude, etc.) - Purpose of usage (e.g. brainstorming, refactoring, documentation, code generation) - Which parts of the change were influenced or generated - Whether the result was manually reviewed and adapted AI assistance is allowed, but all submitted code must be fully understood, reviewed, and owned by the contributor. Any AI-influenced changes must be verified against existing CORE and PB logic. We expect contributors to be honest about what they do and do not understand. --- ## Final Checklist - [x] Stability is not compromised - [x] Performance impact is understood, tested, and acceptable - [x] Added logic complexity is justified and explained - [x] Documentation updated if needed --- ## Notes for Reviewers Anything that significantly improves realism at the cost of stability or performance should be carefully discussed before merging. --------- Co-authored-by: bashermens <31279994+hermensbas@users.noreply.github.com> --- conf/playerbots.conf.dist | 9 +- src/Ai/Base/Actions/RpgSubActions.cpp | 61 ++++++- src/Ai/Base/Actions/RpgSubActions.h | 3 + src/Ai/Base/Actions/TrainerAction.cpp | 176 ++++++++++--------- src/Ai/Base/Actions/TrainerAction.h | 10 +- src/Ai/Base/Trigger/RpgTriggers.cpp | 45 +---- src/Ai/Base/Trigger/RpgTriggers.h | 2 - src/Ai/Base/Value/BudgetValues.cpp | 56 +++--- src/Ai/Base/Value/MaintenanceValues.cpp | 5 + src/Ai/Base/Value/MaintenanceValues.h | 8 + src/Ai/Base/ValueContext.h | 3 + src/Ai/World/Rpg/Action/NewRpgBaseAction.cpp | 25 +-- src/PlayerbotAIConfig.cpp | 2 +- src/PlayerbotAIConfig.h | 2 +- 14 files changed, 232 insertions(+), 175 deletions(-) diff --git a/conf/playerbots.conf.dist b/conf/playerbots.conf.dist index a2f06885..4365cf95 100644 --- a/conf/playerbots.conf.dist +++ b/conf/playerbots.conf.dist @@ -192,9 +192,12 @@ AiPlayerbot.AutoInitOnly = 0 # Default: 1.0 (same with the player) AiPlayerbot.AutoInitEquipLevelLimitRatio = 1.0 -# Bot automatically trains spells when talking to trainer -# yes = train all available spells as long as the bot has the money, free = auto trains with no money cost, no = only list spells -AiPlayerbot.AutoTrainSpells = yes +# +# AllowLearnTrainerSpells +# Description: Allow the bot to learn trainers' spells as long as it has the money. +# Default: 1 - (Enabled) +# 0 - (Disabled) +AiPlayerbot.AllowLearnTrainerSpells = 1 # # diff --git a/src/Ai/Base/Actions/RpgSubActions.cpp b/src/Ai/Base/Actions/RpgSubActions.cpp index de16ed17..bc16ee75 100644 --- a/src/Ai/Base/Actions/RpgSubActions.cpp +++ b/src/Ai/Base/Actions/RpgSubActions.cpp @@ -5,6 +5,7 @@ #include "RpgSubActions.h" +#include "BudgetValues.h" #include "ChooseRpgTargetAction.h" #include "EmoteAction.h" #include "Formations.h" @@ -53,7 +54,11 @@ ObjectGuid RpgHelper::guid() { return (ObjectGuid)guidP(); } bool RpgHelper::InRange() { - return guidP() ? (guidP().sqDistance2d(bot) < INTERACTION_DISTANCE * INTERACTION_DISTANCE) : false; + GuidPosition gp = guidP(); + if (!gp) + return false; + + return gp.sqDistance2d(bot) < INTERACTION_DISTANCE * INTERACTION_DISTANCE; } void RpgHelper::setFacingTo(GuidPosition guidPosition) @@ -250,6 +255,60 @@ Event RpgSellAction::ActionEvent(Event /*event*/) { return Event("rpg action", " std::string const RpgRepairAction::ActionName() { return "repair"; } +bool RpgTrainAction::isUseful() +{ + if (!rpg->InRange()) + return false; + + Creature* creature = rpg->guidP().GetCreature(); + if (!creature) + return false; + + if (!creature->IsInWorld() || creature->IsDuringRemoveFromWorld() || !creature->IsAlive()) + return false; + + return true; +} + +bool RpgTrainAction::isPossible() +{ + GuidPosition gp = rpg->guidP(); + + CreatureTemplate const* cinfo = gp.GetCreatureTemplate(); + if (!cinfo) + return false; + + Trainer::Trainer* trainer = sObjectMgr->GetTrainer(cinfo->Entry); + if (!trainer) + return false; + + if (!trainer->IsTrainerValidForPlayer(bot)) + return false; + + FactionTemplateEntry const* factionTemplate = sFactionTemplateStore.LookupEntry(cinfo->faction); + float reputationDiscount = bot->GetReputationPriceDiscount(factionTemplate); + uint32 currentGold = AI_VALUE2(uint32, "free money for", (uint32)NeedMoneyFor::spells); + + for (auto& spell : trainer->GetSpells()) + { + Trainer::Spell const* trainerSpell = trainer->GetSpell(spell.SpellId); + if (!trainerSpell) + continue; + + if (!trainer->CanTeachSpell(bot, trainerSpell)) + continue; + + if (currentGold < static_cast(floor(trainerSpell->MoneyCost * reputationDiscount))) + continue; + + // we only check if at least one spell can be learned from the trainer; + // otherwise, the train action should not be allowed + return true; + } + + return false; +} + std::string const RpgTrainAction::ActionName() { return "trainer"; } bool RpgHealAction::Execute(Event /*event*/) diff --git a/src/Ai/Base/Actions/RpgSubActions.h b/src/Ai/Base/Actions/RpgSubActions.h index 8d5fbda4..d5add642 100644 --- a/src/Ai/Base/Actions/RpgSubActions.h +++ b/src/Ai/Base/Actions/RpgSubActions.h @@ -165,6 +165,9 @@ class RpgTrainAction : public RpgSubAction public: RpgTrainAction(PlayerbotAI* botAI, std::string const name = "rpg train") : RpgSubAction(botAI, name) {} + bool isPossible() override; + bool isUseful() override; + private: std::string const ActionName() override; }; diff --git a/src/Ai/Base/Actions/TrainerAction.cpp b/src/Ai/Base/Actions/TrainerAction.cpp index 0f325609..4f46bba1 100644 --- a/src/Ai/Base/Actions/TrainerAction.cpp +++ b/src/Ai/Base/Actions/TrainerAction.cpp @@ -9,77 +9,120 @@ #include "Event.h" #include "PlayerbotFactory.h" #include "Playerbots.h" +#include "Trainer.h" -void TrainerAction::Learn(uint32 cost, const Trainer::Spell tSpell, std::ostringstream& msg) +bool TrainerAction::Execute(Event event) { - if (sPlayerbotAIConfig.autoTrainSpells != "free" && !botAI->HasCheat(BotCheatMask::gold)) - { - if (AI_VALUE2(uint32, "free money for", (uint32)NeedMoneyFor::spells) < cost) - { - msg << " - too expensive"; - return; - } + std::string const param = event.getParam(); - bot->ModifyMoney(-int32(cost)); - } + Creature* target = GetCreatureTarget(); + if (!target) + return false; - SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(tSpell.SpellId); - if (!spellInfo) - return; + Trainer::Trainer* trainer = sObjectMgr->GetTrainer(target->GetEntry()); + if (!trainer) + return false; - bool learned = false; - for (uint8 j = 0; j < 3; ++j) - { - if (spellInfo->Effects[j].Effect == SPELL_EFFECT_LEARN_SPELL) - { - uint32 learnedSpell = spellInfo->Effects[j].TriggerSpell; - if (!bot->HasSpell(learnedSpell)) - { - bot->learnSpell(learnedSpell); - learned = true; - } - } - } + // NOTE: Original version uses SpellIds here, but occasionally only inserts + // a single spell ID value from parameters. If someone wants to impl multiple + // spells as parameters, check SkipSpellsListAction::parseIds as an example. + uint32 spellId = chat->parseSpell(param); - if (!learned && !bot->HasSpell(tSpell.SpellId)) - bot->learnSpell(tSpell.SpellId); + bool learnSpells = param.find("learn") != std::string::npos || sRandomPlayerbotMgr.IsRandomBot(bot) || + (sPlayerbotAIConfig.allowLearnTrainerSpells && + // TODO: Rewrite to only exclude start primary profession skills and make config dependent. + (trainer->GetTrainerType() != Trainer::Type::Tradeskill || !botAI->HasActivePlayerMaster())); - msg << " - learned"; + Iterate(target, learnSpells, spellId); + + return true; } -void TrainerAction::Iterate(Creature* creature, TrainerSpellAction action, SpellIds& spells) +bool TrainerAction::isUseful() +{ + Creature* target = GetCreatureTarget(); + if (!target) + return false; + + if (!target->IsInWorld() || target->IsDuringRemoveFromWorld() || !target->IsAlive()) + return false; + + return target->IsTrainer(); +} + +bool TrainerAction::isPossible() +{ + Creature* target = GetCreatureTarget(); + if (!target) + return false; + + Trainer::Trainer* trainer = sObjectMgr->GetTrainer(target->GetEntry()); + if (!trainer) + return false; + + if (!trainer->IsTrainerValidForPlayer(bot)) + return false; + + if (trainer->GetSpells().empty()) + return false; + + return true; +} + +Unit* TrainerAction::GetTarget() +{ + // There are just two scenarios: the bot has a master or it doesn't. If the + // bot has a master, the master should target a unit; otherwise, the bot + // should target the unit itself. + if (Player* master = GetMaster()) + return master->GetSelectedUnit(); + + return bot->GetSelectedUnit(); +} + +Creature* TrainerAction::GetCreatureTarget() +{ + Unit* target = GetTarget(); + return target ? target->ToCreature() : nullptr; +} + +void TrainerAction::Iterate(Creature* creature, bool learnSpells, uint32 spellId) { TellHeader(creature); Trainer::Trainer* trainer = sObjectMgr->GetTrainer(creature->GetEntry()); - if (!trainer) return; - float fDiscountMod = bot->GetReputationPriceDiscount(creature); + float reputationDiscount = bot->GetReputationPriceDiscount(creature); uint32 totalCost = 0; for (auto& spell : trainer->GetSpells()) { - if (!trainer->CanTeachSpell(bot, trainer->GetSpell(spell.SpellId))) + // simplified version of Trainer::TeachSpell method + + Trainer::Spell const* trainerSpell = trainer->GetSpell(spell.SpellId); + if (!trainerSpell) continue; - if (!spells.empty() && spells.find(spell.SpellId) == spells.end()) + if (!trainer->CanTeachSpell(bot, trainerSpell)) continue; - SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spell.SpellId); + if (spellId && trainerSpell->SpellId != spellId) + continue; + SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(trainerSpell->SpellId); if (!spellInfo) continue; - uint32 cost = uint32(floor(spell.MoneyCost * fDiscountMod)); + uint32 cost = static_cast(floor(trainerSpell->MoneyCost * reputationDiscount)); totalCost += cost; std::ostringstream out; out << chat->FormatSpell(spellInfo) << chat->formatMoney(cost); - if (action) - (this->*action)(cost, spell, out); + if (learnSpells) + Learn(spellInfo, cost, out); botAI->TellMaster(out); } @@ -87,55 +130,25 @@ void TrainerAction::Iterate(Creature* creature, TrainerSpellAction action, Spell TellFooter(totalCost); } -bool TrainerAction::Execute(Event event) +void TrainerAction::Learn(SpellInfo const* spellInfo, uint32 cost, std::ostringstream& out) { - std::string const text = event.getParam(); - - Player* master = GetMaster(); - - Creature* creature = botAI->GetCreature(bot->GetTarget()); - - if (master) + if (!botAI->HasCheat(BotCheatMask::gold)) { - creature = master->GetSelectedUnit() ? master->GetSelectedUnit()->ToCreature() : nullptr; - } - // if (AI_VALUE(GuidPosition, "rpg target") != bot->GetTarget()) - // if (master) - // creature = botAI->GetCreature(master->GetTarget()); - // else - // return false; + if (AI_VALUE2(uint32, "free money for", (uint32)NeedMoneyFor::spells) < cost) + { + out << " - too expensive"; + return; + } - if (!creature || !creature->IsTrainer()) - return false; - - Trainer::Trainer* trainer = sObjectMgr->GetTrainer(creature->GetEntry()); - - if (!trainer || !trainer->IsTrainerValidForPlayer(bot)) - return false; - - std::vector trainer_spells = trainer->GetSpells(); - - if (trainer_spells.empty()) - { - botAI->TellError("No spells can be learned from this trainer"); - return false; + bot->ModifyMoney(-static_cast(cost)); } - uint32 spell = chat->parseSpell(text); - SpellIds spells; - if (spell) - spells.insert(spell); - - if (text.find("learn") != std::string::npos || sRandomPlayerbotMgr.IsRandomBot(bot) || - (sPlayerbotAIConfig.autoTrainSpells != "no" && - (trainer->GetTrainerType() != Trainer::Type::Tradeskill || - !botAI->HasActivePlayerMaster()))) // Todo rewrite to only exclude start primary profession skills and make - // config dependent. - Iterate(creature, &TrainerAction::Learn, spells); + if (spellInfo->HasEffect(SPELL_EFFECT_LEARN_SPELL)) + bot->CastSpell(bot, spellInfo->Id, true); else - Iterate(creature, nullptr, spells); + bot->learnSpell(spellInfo->Id, false); - return true; + out << " - learned"; } void TrainerAction::TellHeader(Creature* creature) @@ -245,7 +258,8 @@ bool MaintenanceAction::Execute(Event /*event*/) if (sPlayerbotAIConfig.altMaintenanceKeyring) factory.InitKeyring(); - if (sPlayerbotAIConfig.altMaintenanceGemsEnchants && bot->GetLevel() >= sPlayerbotAIConfig.minEnchantingBotLevel) + if (sPlayerbotAIConfig.altMaintenanceGemsEnchants && + bot->GetLevel() >= sPlayerbotAIConfig.minEnchantingBotLevel) factory.ApplyEnchantAndGemsNew(); } diff --git a/src/Ai/Base/Actions/TrainerAction.h b/src/Ai/Base/Actions/TrainerAction.h index e6046c3a..bfb6538d 100644 --- a/src/Ai/Base/Actions/TrainerAction.h +++ b/src/Ai/Base/Actions/TrainerAction.h @@ -8,7 +8,6 @@ #include "Action.h" #include "ChatHelper.h" -#include "Trainer.h" class Creature; class PlayerbotAI; @@ -21,11 +20,14 @@ public: TrainerAction(PlayerbotAI* botAI) : Action(botAI, "trainer") {} bool Execute(Event event) override; + bool isUseful() override; + bool isPossible() override; + Unit* GetTarget() override; private: - typedef void (TrainerAction::*TrainerSpellAction)(uint32, const Trainer::Spell, std::ostringstream& msg); - void Iterate(Creature* creature, TrainerSpellAction action, SpellIds& spells); - void Learn(uint32 cost, const Trainer::Spell tSpell, std::ostringstream& msg); + Creature* GetCreatureTarget(); + void Iterate(Creature* creature, bool learnSpells, uint32 spellId); + void Learn(SpellInfo const* spellInfo, uint32 cost, std::ostringstream& out); void TellHeader(Creature* creature); void TellFooter(uint32 totalCost); }; diff --git a/src/Ai/Base/Trigger/RpgTriggers.cpp b/src/Ai/Base/Trigger/RpgTriggers.cpp index 0151c6c5..1031bd5e 100644 --- a/src/Ai/Base/Trigger/RpgTriggers.cpp +++ b/src/Ai/Base/Trigger/RpgTriggers.cpp @@ -163,52 +163,19 @@ bool RpgRepairTrigger::IsActive() return false; } -bool RpgTrainTrigger::IsTrainerOf(CreatureTemplate const* cInfo, Player* pPlayer) -{ - Trainer::Trainer* trainer = sObjectMgr->GetTrainer(cInfo->Entry); - - if (trainer->GetTrainerType() == Trainer::Type::Mount && trainer->GetTrainerRequirement() != pPlayer->getRace()) - { - if (FactionTemplateEntry const* faction_template = sFactionTemplateStore.LookupEntry(cInfo->faction)) - if (pPlayer->GetReputationRank(faction_template->faction) == REP_EXALTED) - return true; - - return false; - } - - return trainer->IsTrainerValidForPlayer(pPlayer); -} - bool RpgTrainTrigger::IsActive() { - GuidPosition guidP(getGuidP()); - - if (!guidP.HasNpcFlag(UNIT_NPC_FLAG_TRAINER)) + GuidPosition gp = getGuidP(); + if (!gp) return false; - CreatureTemplate const* cInfo = guidP.GetCreatureTemplate(); - - if (!IsTrainerOf(cInfo, bot)) + if (!gp.HasNpcFlag(UNIT_NPC_FLAG_TRAINER)) return false; - Trainer::Trainer* trainer = sObjectMgr->GetTrainer(cInfo->Entry); - FactionTemplateEntry const* factionTemplate = sFactionTemplateStore.LookupEntry(cInfo->faction); - float fDiscountMod = bot->GetReputationPriceDiscount(factionTemplate); + if (!AI_VALUE(bool, "can train")) + return false; - for (auto& spell : trainer->GetSpells()) - { - if (!trainer->CanTeachSpell(bot, trainer->GetSpell(spell.SpellId))) - continue; - - uint32 cost = uint32(floor(spell.MoneyCost * fDiscountMod)); - - if (cost > AI_VALUE2(uint32, "free money for", (uint32)NeedMoneyFor::spells)) - continue; - - return true; - } - - return false; + return true; } bool RpgHealTrigger::IsActive() diff --git a/src/Ai/Base/Trigger/RpgTriggers.h b/src/Ai/Base/Trigger/RpgTriggers.h index ce8cd2c1..31734836 100644 --- a/src/Ai/Base/Trigger/RpgTriggers.h +++ b/src/Ai/Base/Trigger/RpgTriggers.h @@ -134,8 +134,6 @@ class RpgTrainTrigger : public RpgTrigger public: RpgTrainTrigger(PlayerbotAI* botAI, std::string const name = "rpg train") : RpgTrigger(botAI, name) {} - static bool IsTrainerOf(CreatureTemplate const* cInfo, Player* pPlayer); - bool IsActive() override; }; diff --git a/src/Ai/Base/Value/BudgetValues.cpp b/src/Ai/Base/Value/BudgetValues.cpp index daa7aca8..fbc04f49 100644 --- a/src/Ai/Base/Value/BudgetValues.cpp +++ b/src/Ai/Base/Value/BudgetValues.cpp @@ -9,7 +9,8 @@ uint32 MaxGearRepairCostValue::Calculate() { - uint32 TotalCost = 0; + uint32 totalCost = 0; + for (int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i) { uint16 pos = ((INVENTORY_SLOT_BAG_0 << 8) | i); @@ -43,15 +44,16 @@ uint32 MaxGearRepairCostValue::Calculate() uint32 costs = uint32(maxDurability * dmultiplier * double(dQualitymodEntry->quality_mod)); - TotalCost += costs; + totalCost += costs; } - return TotalCost; + return totalCost; } uint32 RepairCostValue::Calculate() { - uint32 TotalCost = 0; + uint32 totalCost = 0; + for (int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i) { uint16 pos = ((INVENTORY_SLOT_BAG_0 << 8) | i); @@ -86,45 +88,49 @@ uint32 RepairCostValue::Calculate() dcost->multiplier[ItemSubClassToDurabilityMultiplierId(ditemProto->Class, ditemProto->SubClass)]; uint32 costs = uint32(LostDurability * dmultiplier * double(dQualitymodEntry->quality_mod)); - TotalCost += costs; + totalCost += costs; } - return TotalCost; + return totalCost; } uint32 TrainCostValue::Calculate() { - uint32 TotalCost = 0; + uint32 totalCost = 0; - std::set spells; + std::unordered_set spells; - if (CreatureTemplateContainer const* creatures = sObjectMgr->GetCreatureTemplates()) + CreatureTemplateContainer const* ctc = sObjectMgr->GetCreatureTemplates(); + for (CreatureTemplateContainer::const_iterator itr = ctc->begin(); itr != ctc->end(); ++itr) { - for (CreatureTemplateContainer::const_iterator itr = creatures->begin(); itr != creatures->end(); ++itr) + if (!(itr->second.npcflag & UNIT_NPC_FLAG_TRAINER)) + continue; + + Trainer::Trainer* trainer = sObjectMgr->GetTrainer(itr->first); + if (!trainer) + continue; + + if (trainer->GetTrainerType() != Trainer::Type::Class || !trainer->IsTrainerValidForPlayer(bot)) + continue; + + for (auto& spell : trainer->GetSpells()) { - Trainer::Trainer* trainer = sObjectMgr->GetTrainer(itr->first); - - if (!trainer) + Trainer::Spell const* trainerSpell = trainer->GetSpell(spell.SpellId); + if (!trainerSpell) continue; - if (trainer->GetTrainerType() != Trainer::Type::Class || !trainer->IsTrainerValidForPlayer(bot)) + if (!trainer->CanTeachSpell(bot, trainerSpell)) continue; - for (auto& spell : trainer->GetSpells()) - { - if (!trainer->CanTeachSpell(bot, trainer->GetSpell(spell.SpellId))) - continue; + if (spells.find(trainerSpell->SpellId) != spells.end()) + continue; - if (spells.find(spell.SpellId) != spells.end()) - continue; - - TotalCost += spell.MoneyCost; - spells.insert(spell.SpellId); - } + totalCost += trainerSpell->MoneyCost; + spells.insert(trainerSpell->SpellId); } } - return TotalCost; + return totalCost; } uint32 MoneyNeededForValue::Calculate() diff --git a/src/Ai/Base/Value/MaintenanceValues.cpp b/src/Ai/Base/Value/MaintenanceValues.cpp index 6439bef2..35ce1ee4 100644 --- a/src/Ai/Base/Value/MaintenanceValues.cpp +++ b/src/Ai/Base/Value/MaintenanceValues.cpp @@ -44,6 +44,11 @@ bool CanSellValue::Calculate() AI_VALUE2(uint32, "item count", "usage " + std::to_string(ITEM_USAGE_AH))) > 1; } +bool CanTrainValue::Calculate() +{ + return AI_VALUE2(uint32, "free money for", (uint32)NeedMoneyFor::spells) > 0; +} + bool CanFightEqualValue::Calculate() { return AI_VALUE(uint8, "durability") > 20; } bool CanFightEliteValue::Calculate() diff --git a/src/Ai/Base/Value/MaintenanceValues.h b/src/Ai/Base/Value/MaintenanceValues.h index 5916f7aa..7efcb593 100644 --- a/src/Ai/Base/Value/MaintenanceValues.h +++ b/src/Ai/Base/Value/MaintenanceValues.h @@ -58,6 +58,14 @@ public: bool Calculate() override; }; +class CanTrainValue : public BoolCalculatedValue +{ +public: + CanTrainValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "can train", 2 * 2000) {} + + bool Calculate() override; +}; + class CanFightEqualValue : public BoolCalculatedValue { public: diff --git a/src/Ai/Base/ValueContext.h b/src/Ai/Base/ValueContext.h index b67aee9b..115294bd 100644 --- a/src/Ai/Base/ValueContext.h +++ b/src/Ai/Base/ValueContext.h @@ -51,6 +51,7 @@ #include "LineTargetValue.h" #include "LogLevelValue.h" #include "LootStrategyValue.h" +#include "LootValues.h" #include "MaintenanceValues.h" #include "ManaSaveLevelValue.h" #include "NearestAdsValue.h" @@ -272,6 +273,7 @@ public: creators["can repair"] = &ValueContext::can_repair; creators["should sell"] = &ValueContext::should_sell; creators["can sell"] = &ValueContext::can_sell; + creators["can train"] = &ValueContext::can_train; creators["can fight equal"] = &ValueContext::can_fight_equal; creators["can fight elite"] = &ValueContext::can_fight_elite; creators["can fight boss"] = &ValueContext::can_fight_boss; @@ -519,6 +521,7 @@ private: static UntypedValue* can_repair(PlayerbotAI* botAI) { return new CanRepairValue(botAI); } static UntypedValue* should_sell(PlayerbotAI* botAI) { return new ShouldSellValue(botAI); } static UntypedValue* can_sell(PlayerbotAI* botAI) { return new CanSellValue(botAI); } + static UntypedValue* can_train(PlayerbotAI* botAI) { return new CanTrainValue(botAI); } static UntypedValue* can_fight_equal(PlayerbotAI* botAI) { return new CanFightEqualValue(botAI); } static UntypedValue* can_fight_elite(PlayerbotAI* botAI) { return new CanFightEliteValue(botAI); } static UntypedValue* can_fight_boss(PlayerbotAI* botAI) { return new CanFightBossValue(botAI); } diff --git a/src/Ai/World/Rpg/Action/NewRpgBaseAction.cpp b/src/Ai/World/Rpg/Action/NewRpgBaseAction.cpp index bd27bece..06645cd5 100644 --- a/src/Ai/World/Rpg/Action/NewRpgBaseAction.cpp +++ b/src/Ai/World/Rpg/Action/NewRpgBaseAction.cpp @@ -262,10 +262,10 @@ bool NewRpgBaseAction::CanInteractWithQuestGiver(Object* questGiver) // that removes the distance check and keeps all other checks switch (questGiver->GetTypeId()) { - case TYPEID_UNIT: + case TYPEID_UNIT: // Player::GetNPCIfCanInteractWith { ObjectGuid guid = questGiver->GetGUID(); - uint32 npcflagmask = UNIT_NPC_FLAG_QUESTGIVER; + // unit checks if (!guid) return false; @@ -292,7 +292,7 @@ bool NewRpgBaseAction::CanInteractWithQuestGiver(Object* questGiver) return false; // appropriate npc type - if (npcflagmask && !creature->HasNpcFlag(NPCFlags(npcflagmask))) + if (!creature->HasNpcFlag(UNIT_NPC_FLAG_QUESTGIVER)) return false; // not allow interaction under control, but allow with own pets @@ -303,35 +303,24 @@ bool NewRpgBaseAction::CanInteractWithQuestGiver(Object* questGiver) if (creature->GetReactionTo(bot) <= REP_UNFRIENDLY) return false; - Trainer::Trainer* trainer = sObjectMgr->GetTrainer(creature->GetEntry()); - - // pussywizard: many npcs have missing conditions for class training and rogue trainer can for eg. train - // dual wield to a shaman :/ too many to change in sql and watch in the future pussywizard: this function is - // not used when talking, but when already taking action (buy spell, reset talents, show spell list) - if (npcflagmask & (UNIT_NPC_FLAG_TRAINER | UNIT_NPC_FLAG_TRAINER_CLASS) && - trainer->GetTrainerType() == Trainer::Type::Class && - !trainer->IsTrainerValidForPlayer(bot)) - return false; - return true; } - case TYPEID_GAMEOBJECT: + case TYPEID_GAMEOBJECT: // Player::GetGameObjectIfCanInteractWith { ObjectGuid guid = questGiver->GetGUID(); - GameobjectTypes type = GAMEOBJECT_TYPE_QUESTGIVER; + if (GameObject* go = bot->GetMap()->GetGameObject(guid)) { - if (go->GetGoType() == type) + if (go->GetGoType() == GAMEOBJECT_TYPE_QUESTGIVER) { // Players cannot interact with gameobjects that use the "Point" icon if (go->GetGOInfo()->IconName == "Point") - { return false; - } return true; } } + return false; } // unused for now diff --git a/src/PlayerbotAIConfig.cpp b/src/PlayerbotAIConfig.cpp index b5113694..0a43be71 100644 --- a/src/PlayerbotAIConfig.cpp +++ b/src/PlayerbotAIConfig.cpp @@ -620,7 +620,7 @@ bool PlayerbotAIConfig::Initialize() syncQuestWithPlayer = sConfigMgr->GetOption("AiPlayerbot.SyncQuestWithPlayer", true); syncQuestForPlayer = sConfigMgr->GetOption("AiPlayerbot.SyncQuestForPlayer", false); dropObsoleteQuests = sConfigMgr->GetOption("AiPlayerbot.DropObsoleteQuests", true); - autoTrainSpells = sConfigMgr->GetOption("AiPlayerbot.AutoTrainSpells", "yes"); + allowLearnTrainerSpells = sConfigMgr->GetOption("AiPlayerbot.AllowLearnTrainerSpells", true); autoPickTalents = sConfigMgr->GetOption("AiPlayerbot.AutoPickTalents", true); autoUpgradeEquip = sConfigMgr->GetOption("AiPlayerbot.AutoUpgradeEquip", false); hunterWolfPet = sConfigMgr->GetOption("AiPlayerbot.HunterWolfPet", 0); diff --git a/src/PlayerbotAIConfig.h b/src/PlayerbotAIConfig.h index 27177565..e190aa47 100644 --- a/src/PlayerbotAIConfig.h +++ b/src/PlayerbotAIConfig.h @@ -352,7 +352,7 @@ public: bool syncQuestWithPlayer; bool syncQuestForPlayer; bool dropObsoleteQuests; - std::string autoTrainSpells; + bool allowLearnTrainerSpells; bool autoPickTalents; bool autoUpgradeEquip; int32 hunterWolfPet;