Files
mod-playerbots/src/Ai/Base/Actions/SetHomeAction.cpp
Keleborn 439293e100 Warnings PR 2 clean unused variables (#2107)
# Pull Request

Removed unused variables and fixed styling issues. 


## 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

This was filtered from the code provided by SmashingQuasar. Eliminated
variables were confirmed to be not used, but unclear at times if that is
due to mistakes in writing.

---------

Co-authored-by: bashermens <31279994+hermensbas@users.noreply.github.com>
2026-02-27 16:04:33 -08:00

50 lines
1.4 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 "SetHomeAction.h"
#include "Event.h"
#include "Playerbots.h"
bool SetHomeAction::Execute(Event /*event*/)
{
Player* master = GetMaster();
ObjectGuid selection = bot->GetTarget();
bool isRpgAction = AI_VALUE(GuidPosition, "rpg target") == selection;
if (!isRpgAction)
{
if (master)
selection = master->GetTarget();
else
return false;
}
if (Unit* unit = botAI->GetUnit(selection))
if (unit->HasNpcFlag(UNIT_NPC_FLAG_INNKEEPER))
{
Creature* creature = botAI->GetCreature(selection);
bot->GetSession()->SendBindPoint(creature);
botAI->TellMaster("This inn is my new home");
return true;
}
GuidVector npcs = AI_VALUE(GuidVector, "nearest npcs");
for (ObjectGuid const guid : npcs)
{
Creature* unit = bot->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_INNKEEPER);
if (!unit)
continue;
bot->GetSession()->SendBindPoint(unit);
botAI->TellMaster("This inn is my new home");
return true;
}
botAI->TellError("Can't find any innkeeper around");
return false;
}