Files
mod-playerbots/src/Ai/Base/Actions/WhoAction.cpp
bashermens 13fff46fa0 Improper singletons migration to clean Meyer's singletons (cherry-pick) (#2082)
# Pull Request

- Applies the clean and corrected singletons, Meyer pattern. (cherry
picked from @SmashingQuasar )

Testing by just playing the game in various ways. Been tested by myself
@Celandriel and @SmashingQuasar
---

## 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**)

---

## AI Assistance

- Was AI assistance (e.g. ChatGPT or similar tools) used while working
on this change?
    - [x] No
    - [ ] Yes (**explain below**)
---

## 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: Nicolas Lebacq <nicolas.cordier@outlook.com>
Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
2026-01-30 21:49:37 +01:00

160 lines
4.3 KiB
C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#include "WhoAction.h"
#include "AiFactory.h"
#include "Event.h"
#include "ItemVisitors.h"
#include "Playerbots.h"
#ifndef WIN32
inline int strcmpi(char const* s1, char const* s2)
{
for (; *s1 && *s2 && (toupper(*s1) == toupper(*s2)); ++s1, ++s2)
{
}
return *s1 - *s2;
}
#endif
bool WhoAction::Execute(Event event)
{
Player* owner = event.getOwner();
if (!owner)
return false;
std::ostringstream out;
std::string const text = event.getParam();
if (!text.empty())
{
out << QuerySkill(text);
if (sRandomPlayerbotMgr.IsRandomBot(bot))
out << QueryTrade(text);
}
else
{
out << QuerySpec(text);
}
if (!out.str().empty())
{
if (AreaTableEntry const* areaEntry = sAreaTableStore.LookupEntry(bot->GetAreaId()))
{
out << ", (|cffb04040" << areaEntry->area_name[0] << "|r)";
}
}
if (botAI->GetMaster())
{
if (!out.str().empty())
out << ", ";
out << "playing with " << botAI->GetMaster()->GetName();
}
std::string const tell = out.str();
if (tell.empty())
return false;
// ignore random bot chat filter
bot->Whisper(tell, LANG_UNIVERSAL, owner);
return true;
}
std::string const WhoAction::QueryTrade(std::string const text)
{
std::ostringstream out;
std::vector<Item*> items = InventoryAction::parseItems(text);
for (Item* sell : items)
{
int32 sellPrice =
sell->GetTemplate()->SellPrice * sRandomPlayerbotMgr.GetSellMultiplier(bot) * sell->GetCount();
if (!sellPrice)
continue;
out << "Selling " << chat->FormatItem(sell->GetTemplate(), sell->GetCount()) << " for "
<< chat->formatMoney(sellPrice);
return out.str();
}
return "";
}
std::string const WhoAction::QuerySkill(std::string const text)
{
std::ostringstream out;
uint32 skill = chat->parseSkill(text);
if (!skill || !botAI->HasSkill((SkillType)skill))
return "";
std::string const skillName = chat->FormatSkill(skill);
uint32 spellId = AI_VALUE2(uint32, "spell id", skillName);
uint16 value = bot->GetSkillValue(skill);
uint16 maxSkill = bot->GetMaxSkillValue(skill);
ObjectGuid guid = bot->GetGUID();
std::string const data = "0";
out << "|cFFFFFF00|Htrade:" << spellId << ":" << value << ":" << maxSkill << ":" << std::hex << std::uppercase
<< guid.GetRawValue() << std::nouppercase << std::dec << ":" << data << "|h[" << skillName << "]|h|r"
<< " |h|cff00ff00" << value << "|h|cffffffff/"
<< "|h|cff00ff00" << maxSkill << "|h|cffffffff ";
return out.str();
}
std::string const WhoAction::QuerySpec(std::string const text)
{
std::ostringstream out;
uint8 spec = AiFactory::GetPlayerSpecTab(bot);
out << "|h|cffffffff" << chat->FormatRace(bot->getRace()) << " [" << (bot->getGender() == GENDER_MALE ? "M" : "F")
<< "] " << chat->FormatClass(bot, spec);
out << " (|h|cff00ff00" << (uint32)bot->GetLevel() << "|h|cffffffff lvl), ";
out << "|h|cff00ff00" << botAI->GetEquipGearScore(bot/*, false, false*/) << "|h|cffffffff GS (";
ItemCountByQuality visitor;
IterateItems(&visitor, ITERATE_ITEMS_IN_EQUIP);
bool needSlash = false;
if (visitor.count[ITEM_QUALITY_LEGENDARY])
{
out << "|h|cffff00ff" << visitor.count[ITEM_QUALITY_LEGENDARY] << "|h|cffffffff";
needSlash = true;
}
if (visitor.count[ITEM_QUALITY_EPIC])
{
out << "|h|cffff00ff" << visitor.count[ITEM_QUALITY_EPIC] << "|h|cffffffff";
needSlash = true;
}
if (visitor.count[ITEM_QUALITY_RARE])
{
if (needSlash)
out << "/";
out << "|h|cff8080ff" << visitor.count[ITEM_QUALITY_RARE] << "|h|cffffffff";
needSlash = true;
}
if (visitor.count[ITEM_QUALITY_UNCOMMON])
{
if (needSlash)
out << "/";
out << "|h|cff00ff00" << visitor.count[ITEM_QUALITY_UNCOMMON] << "|h|cffffffff";
needSlash = true;
}
out << ")";
return out.str();
}