Files
mod-playerbots/src/Ai/Base/Actions/PositionAction.cpp
Keleborn 441f9f7552 Warnings PR 1: Event warnings and headers (#2106)
# Pull Request

This is the first in a series of PRs intended to eliminate warnings in
the module. The design intent is to eliminate the calling event when not
needed in the body of the function. Based off of SmashingQuasars work.

---

## How to Test the Changes

- Step-by-step instructions to test the change
- Any required setup (e.g. multiple players, bots, specific
configuration)
- Expected behavior and how to verify it

## 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:

- [ ] 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**)

---

## 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>
2026-02-14 20:55:10 +01:00

184 lines
5.2 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 "PositionAction.h"
#include "Event.h"
#include "Playerbots.h"
#include "PositionValue.h"
void TellPosition(PlayerbotAI* botAI, std::string const name, PositionInfo pos)
{
std::ostringstream out;
out << "Position " << name;
if (pos.isSet())
{
float x = pos.x;
float y = pos.y;
Map2ZoneCoordinates(x, y, botAI->GetBot()->GetZoneId());
out << " is set to " << x << "," << y;
}
else
out << " is not set";
botAI->TellMaster(out);
}
bool PositionAction::Execute(Event event)
{
std::string const param = event.getParam();
if (param.empty())
return false;
Player* master = GetMaster();
if (!master)
return false;
PositionMap& posMap = context->GetValue<PositionMap&>("position")->Get();
if (param == "?")
{
for (PositionMap::iterator i = posMap.begin(); i != posMap.end(); ++i)
{
if (i->second.isSet())
TellPosition(botAI, i->first, i->second);
}
return true;
}
std::vector<std::string> params = split(param, ' ');
if (params.size() != 2)
{
botAI->TellMaster("Whisper position <name> ?/set/reset");
return false;
}
std::string const name = params[0];
std::string const action = params[1];
PositionInfo pos = posMap[name];
if (action == "?")
{
TellPosition(botAI, name, pos);
return true;
}
std::vector<std::string> coords = split(action, ',');
if (coords.size() == 3)
{
pos.Set(atoi(coords[0].c_str()), atoi(coords[1].c_str()), atoi(coords[2].c_str()), botAI->GetBot()->GetMapId());
posMap[name] = pos;
std::ostringstream out;
out << "Position " << name << " is set";
botAI->TellMaster(out);
return true;
}
if (action == "set")
{
pos.Set(bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(), botAI->GetBot()->GetMapId());
posMap[name] = pos;
std::ostringstream out;
out << "Position " << name << " is set";
botAI->TellMaster(out);
return true;
}
if (action == "reset")
{
pos.Reset();
posMap[name] = pos;
std::ostringstream out;
out << "Position " << name << " is reset";
botAI->TellMaster(out);
return true;
}
return false;
}
bool MoveToPositionAction::Execute(Event /*event*/)
{
PositionInfo pos = context->GetValue<PositionMap&>("position")->Get()[qualifier];
if (!pos.isSet())
{
std::ostringstream out;
out << "Position " << qualifier << " is not set";
botAI->TellMaster(out);
return false;
}
return MoveTo(bot->GetMapId(), pos.x, pos.y, pos.z, idle);
}
bool MoveToPositionAction::isUseful()
{
PositionInfo pos = context->GetValue<PositionMap&>("position")->Get()[qualifier];
float distance = AI_VALUE2(float, "distance", std::string("position_") + qualifier);
return pos.isSet() && distance > sPlayerbotAIConfig.followDistance && distance < sPlayerbotAIConfig.reactDistance;
}
bool SetReturnPositionAction::Execute(Event /*event*/)
{
PositionMap& posMap = context->GetValue<PositionMap&>("position")->Get();
PositionInfo returnPos = posMap["return"];
PositionInfo randomPos = posMap["random"];
if (returnPos.isSet() && !randomPos.isSet())
{
float angle = 2 * M_PI * urand(0, 1000) / 100.0f;
float dist = sPlayerbotAIConfig.followDistance * urand(0, 1000) / 1000.0f;
float x = returnPos.x + cos(angle) * dist;
float y = returnPos.y + sin(angle) * dist;
float z = bot->GetPositionZ();
bot->UpdateAllowedPositionZ(x, y, z);
if (!bot->IsWithinLOS(x, y, z))
return false;
randomPos.Set(x, y, z, bot->GetMapId());
posMap["random"] = randomPos;
return true;
}
return false;
}
bool SetReturnPositionAction::isUseful()
{
PositionMap& posMap = context->GetValue<PositionMap&>("position")->Get();
return posMap["return"].isSet() && !posMap["random"].isSet();
}
bool ReturnAction::isUseful()
{
PositionInfo pos = context->GetValue<PositionMap&>("position")->Get()[qualifier];
return pos.isSet() && AI_VALUE2(float, "distance", "position_random") > sPlayerbotAIConfig.followDistance;
}
bool ReturnToStayPositionAction::isPossible()
{
PositionMap& posMap = AI_VALUE(PositionMap&, "position");
PositionInfo stayPosition = posMap["stay"];
if (stayPosition.isSet())
{
const float distance = bot->GetDistance(stayPosition.x, stayPosition.y, stayPosition.z);
if (distance > sPlayerbotAIConfig.reactDistance)
{
botAI->TellMaster("The stay position is too far to return. I am going to stay where I am now");
// Set the stay position to current position
stayPosition.Set(bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(), bot->GetMapId());
posMap["stay"] = stayPosition;
}
return true;
}
return false;
}