Files
Viano-Core/tests/clientless/test_adventure_combat_reactions.py
T
Nico d6fea6ee68
clang PCH / build (push) Canceled after 0s
GCC PCH / build (push) Canceled after 0s
Add AdventureBot groups, raid preparation and shared travel
Implement native bot recruitment and player admission, leader-owned destinations, intent-specific capacities, preparation scheduling and shared graph and flight travel. Support native group instance visits and separate raid entrances.

Include pending personality-driven faction PvP and solo fleeing, preserving the absolute group fleeing exclusion. Add regression fixtures, migration, documentation and test-server evidence.
2026-10-28 15:00:41 +01:00

204 lines
16 KiB
Python

"""Execute production reaction/death state machine with native-world adapters."""
from pathlib import Path
import subprocess,tempfile
root=Path(__file__).resolve().parents[2]
source=(root/'src/server/game/World/AdventureCombatMgr.cpp').read_text()
def function(signature):
a=source.index(signature);b=source.index('{',a);e=b+1;depth=1
while depth:depth+=(source[e]=='{')-(source[e]=='}');e+=1
return source[a:e]
header=(root/'src/server/game/World/AdventureCombatMgr.h').read_text()
header='\n'.join(x for x in header.splitlines() if not x.startswith('#include')).replace('private:','public:')
code=r'''
#include "AdventureCombatPolicy.h"
#include <cassert>
#include <string>
#include <deque>
#include <vector>
#include <memory>
#include <unordered_map>
#include <algorithm>
#include <ctime>
#include <set>
using uint32=unsigned;using uint8=unsigned char;
#define TC_GAME_API
#define TC_LOG_INFO(...) ((void)0)
#define TC_LOG_WARN(...) ((void)0)
constexpr int PLAYER_FLAGS=0,PLAYER_FLAGS_GHOST=1,CMSG_REPOP_REQUEST=2,CMSG_RECLAIM_CORPSE=3,CORPSE_RESURRECTABLE_PVP=1;
constexpr float CORPSE_RECLAIM_RADIUS=39,INVALID_HEIGHT=-100000;
struct ObjectGuid{unsigned id=0;unsigned GetCounter()const{return id;}void Clear(){id=0;}std::string ToString()const{return std::to_string(id);}bool operator==(ObjectGuid b)const{return id==b.id;}bool operator!=(ObjectGuid b)const{return id!=b.id;}};
struct Position{
float x=0,y=0,z=0;void Relocate(float a,float b,float c){x=a;y=b;z=c;}
float GetPositionX()const{return x;}float GetPositionY()const{return y;}float GetPositionZ()const{return z;}
float GetExactDist(Position const& b)const{return std::sqrt((x-b.x)*(x-b.x)+(y-b.y)*(y-b.y)+(z-b.z)*(z-b.z));}
float GetExactDist(Position const* b)const{return GetExactDist(*b);}
};
struct Map{float GetHeight(int,float,float,float,bool,float){return 0;}}map;
struct Creature;struct Player;
struct Unit:Position{
ObjectGuid guid;bool valid=true,alive=true,phase=true,visible=true,inWorld=true;
virtual unsigned getLevel(){return 60;}
virtual Creature* ToCreature(){return nullptr;}virtual Player* ToPlayer(){return nullptr;}
virtual bool IsAlive(){return alive;}bool IsInWorld(){return inWorld;}virtual ObjectGuid GetGUID(){return guid;}
Position const& GetPosition()const{return *this;}
void GetNearPoint(Player*,float&a,float&b,float&c,float,float){a=x;b=y;c=z;}float GetAngle(Player*){return 0;}
};
struct Creature:Unit{bool controlled=false,evading=false,boss=false,elite=false;bool isElite(){return elite;}unsigned level=60;std::string script="mob";Creature(unsigned n){guid={n};}ObjectGuid GetGUID(){return guid;}Creature* ToCreature()override{return this;}bool GetControllingPlayer(){return controlled;}bool IsAlive(){return alive;}bool IsInWorld(){return inWorld;}bool IsEvadingAttacks(){return evading;}bool isWorldBoss(){return boss;}unsigned getLevel(){return level;}std::string GetScriptName(){return script;}};
struct Player;
struct Corpse:Position{
time_t released=100;int saves=0;ObjectGuid GetGUID(){return {700};}time_t GetGhostTime(){return released;}int GetType(){return 0;}
unsigned GetMapId(){return 0;}unsigned GetInstanceId(){return 0;}Map* GetMap(){return &map;}bool IsWithinDistInMap(Player*,float,bool);void SaveToDB(){++saves;}
}corpse;
struct WorldPacket{int opcode;WorldPacket(int o,int):opcode(o){}template<class T>WorldPacket&operator<<(T){return *this;}};
struct Session{Player* owner=nullptr;int releases=0,reclaims=0;void HandleRepopRequestOpcode(WorldPacket&);void HandleReclaimCorpseOpcode(WorldPacket&);};
std::vector<Creature*> escapeCreatures;
struct Group{ObjectGuid leader{26};ObjectGuid GetLeaderGUID(){return leader;}}group;
struct Player:Unit{
bool grouped=false;float health=100;std::set<Unit*> attackers;
bool alive=true,ghost=false,teleport=false,combat=false,melee=true,los=true;unsigned delay=30;int saves=0,revives=0,bones=0,graveyards=0;bool sickness=false;int durability=75;
Session session;Player(){session.owner=this;guid={26};}ObjectGuid GetGUID(){return guid;}Player* ToPlayer()override{return this;}Group* GetGroup(){return grouped?&group:nullptr;}bool IsAlive(){return alive;}bool IsInWorld(){return true;}bool IsInCombat(){return combat;}bool IsBeingTeleported(){return teleport;}bool GetTransport(){return false;}bool IsInFlight(){return false;}bool IsCharmed(){return false;}
unsigned GetMapId(){return 0;}unsigned GetInstanceId(){return 0;}bool InBattleground(){return false;}bool InArena(){return false;}bool HasFlag(int,int){return ghost;}Session*GetSession(){return &session;}Corpse*GetCorpse(){return &corpse;}
uint32 GetCorpseReclaimDelay(bool){return delay;}Map*GetMap(){return &map;}int GetPhaseShift(){return 0;}
bool IsInPhase(Unit*c){return c->phase;}bool CanSeeOrDetect(Unit*c){return c->visible;}bool IsValidAttackTarget(Unit*c){return c->valid;}unsigned getLevel(){return 60;}bool IsWithinMeleeRange(Unit*){return melee;}float GetCombatReach(){return 1;}float GetAngle(Player*){return 0;}
void SaveToDB(){++saves;}void RepopAtGraveyard(){++graveyards;teleport=true;Relocate(-100,0,0);}void ResurrectPlayer(float hp,bool sick){assert(hp==0.5f);sickness=sick;alive=true;ghost=false;++revives;}void SpawnCorpseBones(){++bones;}
bool IsHostileTo(Unit*){return true;}float GetHealthPct(){return health;}
auto const& getAttackers(){return attackers;}
void GetCreatureListWithEntryInGrid(std::vector<Creature*>&v,int,float){v=escapeCreatures;}
void GetPlayerListInGrid(std::vector<Player*>&,float){}
void AttackStop(){}void CastStop(){}void SetStandState(int){}
struct Motion{void Clear(){}}motion;Motion*GetMotionMaster(){return &motion;}
void StopMoving(){}
};
bool Corpse::IsWithinDistInMap(Player*p,float r,bool){return GetExactDist(p)<=r;}
void Session::HandleRepopRequestOpcode(WorldPacket&){++releases;owner->ghost=true;owner->Relocate(-100,0,0);}
void Session::HandleReclaimCorpseOpcode(WorldPacket&){++reclaims;assert(corpse.IsWithinDistInMap(owner,39,true));owner->alive=true;owner->ghost=false;}
// Update's local combat approach adapter.
void nearPoint(Creature*,Player*,float&,float&,float&,float,float){}
struct FakeCreature:Creature{using Creature::Creature;void GetNearPoint(Player*,float&x,float&y,float&z,float,float){x=this->x;y=this->y;z=this->z;}float GetAngle(Player*){return 0;}};
namespace GameTime{time_t now=100;time_t GetGameTime(){return now;}}
namespace ObjectAccessor{std::unordered_map<unsigned,Unit*> objects;Unit* GetUnit(Player&,ObjectGuid g){auto i=objects.find(g.id);return i==objects.end()?nullptr:i->second;}}
struct ClientlessPathDiagnostics{bool Complete=true,Suspicious=false;float PathLength=100;};
enum class ClientlessTravelState{Moving,Arrived,Stuck,PathRejected};
struct TravelStatus{ClientlessTravelState State=ClientlessTravelState::Arrived;Position Target;};
struct Travel{
TravelStatus status;bool present=false,path=true,nearOnly=false;int starts=0,analyses=0;
auto GetStatus(uint32)->TravelStatus*{return present?&status:nullptr;}
void CancelTravel(uint32){present=false;}
bool AnalyzePath(Player*p,Position const&end,ClientlessPathDiagnostics& d){++analyses;d.PathLength=p->GetExactDist(end);return path && (!nearOnly || end.x<-15);}
bool StartTravel(Player*,Position const&end){++starts;present=true;status.State=ClientlessTravelState::Moving;status.Target=end;return true;}
}travel;auto sClientlessTravelMgr=&travel;
struct Behavior{int interrupts=0;void InterruptForCombat(Player*){++interrupts;}}behavior;auto sAdventureBehaviorMgr=&behavior;
'''
code+=r'''
struct Lua{void DismountGroundMount(Player*,char const*){}}lua;auto sClientlessLuaEngine=&lua;
'''
# production Update uses direct Position members and creature near point.
code=code.replace('float x=0,y=0,z=0;','union{float x=0;float m_positionX;};union{float y=0;float m_positionY;};union{float z=0;float m_positionZ;};',1)
code=code.replace('bool GetControllingPlayer(){return controlled;}bool IsAlive(){return alive;}bool IsInWorld(){return inWorld;}bool IsEvadingAttacks(){return evading;}bool isWorldBoss(){return boss;}unsigned getLevel(){return level;}std::string GetScriptName(){return script;}};', 'bool GetControllingPlayer(){return controlled;}bool IsAlive(){return alive;}bool IsInWorld(){return inWorld;}bool IsEvadingAttacks(){return evading;}bool isWorldBoss(){return boss;}unsigned getLevel(){return level;}std::string GetScriptName(){return script;}float GetAngle(Player*){return 0;}void GetNearPoint(Player*,float&a,float&b,float&c,float,float){a=x;b=y;c=z;}};')
# Forward declaration needed in Creature's adapter.
code=code.replace('struct Creature;','struct Creature;struct Player;',1)
code+=header+r'''
class AdventureCombatMgr::Fighter{public:int ticks=0;void Tick(Unit*,uint32){++ticks;}};
bool AdventureCombatMgr::Reachable(Player*p,Unit*)const{return p->los;}
Unit* AdventureCombatMgr::PvPTarget(Player*)const{return nullptr;}
Creature* AdventureCombatMgr::Proactive(Player*)const{return nullptr;}
bool AdventureCombatMgr::Start(Player*,Record&r,Unit*c,bool train,bool defense,time_t until){r.AI=std::make_shared<Fighter>();r.Target=c->GetGUID();r.Training=train;r.Defending=defense;r.Until=until;return true;}
void AdventureCombatMgr::Finish(Player*,Record&r){r.AI.reset();r.Target.Clear();r.Defending=false;r.Training=false;r.Cooldown=10000;}
'''
for name in ('bool AdventureCombatMgr::Valid(', 'void AdventureCombatMgr::DamageTaken(', 'bool AdventureCombatMgr::Flee(', 'bool AdventureCombatMgr::Death(', 'bool AdventureCombatMgr::Update('):code+='\n'+function(name)
code+=r'''
int main(){
using namespace AdventureCombatPolicy;
assert(SafeFirstAttack(60,62,60,false,false,1,false,0));
assert(!SafeFirstAttack(60,63,100,false,false,1,false,0));
assert(!SafeFirstAttack(60,60,59,false,false,1,false,0));
assert(!SafeFirstAttack(60,60,100,true,false,1,false,0));
assert(!SafeFirstAttack(60,60,100,false,true,1,false,0));
assert(!SafeFirstAttack(60,60,100,false,false,2,false,0));
assert(!SafeFirstAttack(60,60,100,false,false,1,true,29));
assert(!CemeteryFallback(399,100,true));assert(CemeteryFallback(400,100,true));
assert(!CemeteryFallback(5000,100,false));assert(!CemeteryFallback(99,100,true));
assert(SegmentDistance(5,3,0,0,0,0,10,0,0)==3);
AdventureCombatMgr mgr;Player p;Creature a(1),b(2),c(3);ObjectAccessor::objects={{1,&a},{2,&b},{3,&c}};
Player enemy;enemy.guid={99};ObjectAccessor::objects[99]=&enemy;
assert(mgr.Valid(&p,&enemy,false));assert(!mgr.Valid(&p,&enemy,true));
enemy.valid=false;assert(!mgr.Valid(&p,&enemy,false));enemy.valid=true;
assert(mgr.Valid(&p,&a,false));assert(!mgr.Valid(&p,&a,true));
Creature dummy(4);dummy.script="npc_training_dummy";assert(mgr.Valid(&p,&dummy,true));assert(!mgr.Valid(&p,&dummy,false));
dummy.level=63;assert(!mgr.Valid(&p,&dummy,true));dummy.level=60;
dummy.boss=true;assert(!mgr.Valid(&p,&dummy,true));dummy.boss=false;
dummy.phase=false;assert(!mgr.Valid(&p,&dummy,true));dummy.phase=true;
dummy.visible=false;assert(!mgr.Valid(&p,&dummy,true));dummy.visible=true;
dummy.controlled=true;assert(!mgr.Valid(&p,&dummy,true));dummy.controlled=false;
dummy.valid=false;assert(!mgr.Valid(&p,&dummy,true));
auto&r=mgr._records[26];
mgr.DamageTaken(&p,&enemy,1);assert(r.Damagers.front().id==99);r.Damagers.clear();
mgr.DamageTaken(&p,&a,0);assert(r.Damagers.empty());
mgr.DamageTaken(&p,&a,5);mgr.DamageTaken(&p,&b,5);mgr.Update(&p,500);
assert(r.Target.id==1 && r.Defending); // first actual damager
mgr.DamageTaken(&p,&c,5);mgr.Update(&p,500);assert(r.Target.id==1);
a.alive=false;mgr.Update(&p,500);assert(!r.AI);mgr.Update(&p,500);assert(r.Target.id==2);
mgr.Finish(&p,r);r.Damagers.clear();mgr.Start(&p,r,&c,true,false,500);
mgr.DamageTaken(&p,&b,1);mgr.Update(&p,500);assert(r.Target.id==2 && r.Defending && !r.Training);
// Actual player attackers use the same first-damager focus and native PvP permission.
mgr.Finish(&p,r);r.Damagers.clear();mgr.DamageTaken(&p,&enemy,1);mgr.Update(&p,500);
assert(r.Target.id==99 && r.Defending);mgr.DamageTaken(&p,&c,1);mgr.Update(&p,500);assert(r.Target.id==99);
enemy.valid=false;mgr.Update(&p,500);assert(!r.AI);r.Damagers.clear();
// Release through native handler and save ghost plus corpse timestamp.
mgr.Finish(&p,r);p.alive=false;p.ghost=false;r.Dead=false;mgr.Death(&p,r);
assert(p.ghost && p.session.releases==1 && p.saves==1 && corpse.saves==1);
// Native reclaim radius and native delay both apply.
p.Relocate(38,0,0);GameTime::now=129;mgr.Death(&p,r);assert(p.session.reclaims==0);
GameTime::now=130;mgr.Death(&p,r);assert(p.alive && p.session.reclaims==1);
// Exact corpse point inaccessible, near-side point in legal radius reachable.
p.alive=false;p.ghost=true;p.Relocate(-100,0,0);travel={};travel.nearOnly=true;r.NextCorpseSearch=0;
GameTime::now=500;mgr.Death(&p,r);assert(travel.starts==1 && travel.status.Target.x<-15);
assert(p.graveyards==0 && !p.alive); // time alone never revives reachable ghost
GameTime::now=900;mgr.Death(&p,r);assert(p.graveyards==0);
// No path: wait all five minutes from original native persisted ghost time.
travel={};travel.path=false;r.NextCorpseSearch=0;GameTime::now=399;mgr.Death(&p,r);assert(!p.alive && p.graveyards==0);
// Simulate process restart: volatile record gone; corpse timestamp survives.
AdventureCombatMgr::Record resumed;resumed.Dead=true;GameTime::now=400;mgr.Death(&p,resumed);
assert(p.graveyards==1 && p.teleport && !p.alive && resumed.CemeteryPending);
p.teleport=false;mgr.Death(&p,resumed);assert(p.alive && !p.sickness && p.revives==1 && p.bones==1 && p.durability==75);
// Flight boundaries, actual threats, group override and blocked fallback.
assert(!ShouldFlee(false,20,60,65,false,false));
assert(ShouldFlee(false,19,60,60,false,false));
assert(ShouldFlee(false,100,60,66,false,false));
assert(ShouldFlee(false,100,60,60,true,false));
assert(!ShouldFlee(false,100,60,59,true,false));
assert(!ShouldFlee(true,1,60,90,true,true));
p.alive=true;p.ghost=false;p.Relocate(0,0,0);p.combat=true;p.health=100;
r={};a.alive=true;a.valid=true;a.level=66;a.Relocate(1,0,0);p.attackers={&a};travel={};GameTime::now=1000;
mgr.Start(&p,r,&a,false,true,0);
assert(mgr.Flee(&p,r)&&r.Fleeing&&travel.starts==1);
assert(travel.status.Target.GetExactDist(a)>p.GetExactDist(a)+3);
// Reject the direct escape corridor if an additional hostile blocks it.
Creature obstacle(100);obstacle.Relocate(-15,0,0);escapeCreatures={&obstacle};
GameTime::now=1002;mgr.Flee(&p,r);
assert(SegmentDistance(-15,0,0,0,0,0,travel.status.Target.x,travel.status.Target.y,travel.status.Target.z)>=12);
escapeCreatures.clear();
// Group join aborts immediately, even while critically injured.
p.grouped=true;p.health=1;assert(!mgr.Flee(&p,r)&&!r.Fleeing&&!travel.present);
assert(!mgr.Flee(&p,r));p.grouped=false;p.health=100;
// Blocked paths preserve native self-defence; no teleport/resurrection.
travel={};travel.path=false;GameTime::now=1004;
int ticks=r.AI->ticks;assert(mgr.Flee(&p,r)&&r.Fleeing&&travel.starts==0&&r.AI->ticks>ticks);
int oldRevives=p.revives,oldGraves=p.graveyards;
// Ending native combat alone is insufficient while still close to danger.
p.combat=false;p.attackers.clear();r.Defending=false;
GameTime::now=1006;assert(mgr.Flee(&p,r)&&r.Fleeing);
p.Relocate(-60,0,0);GameTime::now=1008;assert(mgr.Flee(&p,r)&&!r.Fleeing&&!r.AI);
assert(p.revives==oldRevives&&p.graveyards==oldGraves);
// No aggression means no flight solely from low health.
r={};p.health=1;assert(!mgr.Flee(&p,r));
}
'''
with tempfile.TemporaryDirectory() as d:
p=Path(d);(p/'test.cpp').write_text(code)
subprocess.run(['g++','-std=c++17','-I'+str(root/'src/server/game/World'),str(p/'test.cpp'),'-o',str(p/'test')],check=True)
subprocess.run([str(p/'test')],check=True)
print('Production combat focus, damage ordering, risk filters, corpse radius/delay, flight/group override, blocked escape, danger avoidance and malus-free persisted fallback passed.')