Druid Update Hotfix (#2454)

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## Pull Request Description
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Hello playerbots community! Through testing and feedback, two issues
have been brought to my attention with the druid update:

1. **The blanketing strategy is messing with the healer dps/healer
should attack function**, as outlined in issue #2428 . It's also clunky
in small groups/solo play. I have decided to remove the blanketing
strategy from the list of default resto strategies. It is now an
optional strategy only, enabled on resto druid by typing "co
+blanketing" for those difficult healing fights.

2. **Prowl both existing in the combat strategy (catdruidstrategy) and
noncombatstrategy has proven to be taxing/higher cpu usage than I would
like** - @brighton-chi identified that prowl was high on the pmon
output, and I confirmed locally that it was quite taxing. To fix this, I
tested this by removing the prowl trigger/action from the non-combat
strategy, and the numbers went down significantly. It's because it was
constantly scanning for targets while not in combat, similar to how the
pvp strategy does (not enabled by default, very taxing). Most rndbots
aren't in combat, so this was scanning on all rndbots that were feral
(cat) while out of combat. Now, it being only in the combat strategy is
appropriate - the trigger returns early, and doesn't even scan if the
bot is in combat. This is the prowl trigger:

Bot is not already prowling and not in combat
Bot has the Prowl spell and it's off cooldown
A valid target exists within engagement range (checks enemy player →
grind target → dps target in priority order)
Distance check: 30y base, −10y if target has a victim, −10y more if
target is also moving (floor 10y), +15y in BG or Arena

After I made this change locally, I tested it, and the only difference
is that the cat will no longer go into prowl when outside of combat
(walking around with master, unengaged to enemy target). It will still
go into prowl when told to attack a target, or dps assist. We could
potentially look at adding this back in, in a different way, when pvp
becomes more of a focus.

## Feature Evaluation
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- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.

This reduces the processing cost of prowl and the blanketing strategy
quite a bit, while still being functional in the situations that need
those abilities/strategy.

## How to Test the Changes
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## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)

It reduces processing costs.

- Does this change modify default bot behavior?
    - - [ ] No
    - - [x] Yes (**explain why**)

The cat druid will no longer preemptively go into prowl before the enemy
is set to be attacked. It was cool to see the cat go into prowl when
getting close to a mob, but there was a lot of processing cost with this
outside of combat, so it's being shelved.

- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
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Was AI assistance used while working on this change?
- - [ ] No
- - [x] Yes (**explain below**)
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## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

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This commit is contained in:
ThePenguinMan96 2026-06-19 15:34:20 -07:00 committed by GitHub
parent e5f64e68d4
commit 14f444eec5
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
2 changed files with 1 additions and 13 deletions

View File

@ -22,7 +22,6 @@ public:
creators["remove curse on party"] = &remove_curse_on_party;
creators["abolish poison on party"] = &abolish_poison_on_party;
creators["revive"] = &revive;
creators["prowl"] = &prowl;
creators["aquatic form"] = &aquatic_form;
}
@ -94,14 +93,6 @@ private:
/*C*/ {});
}
static ActionNode* prowl([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("prowl",
/*P*/ { NextAction("cat form") },
/*A*/ {},
/*C*/ {});
}
static ActionNode* aquatic_form([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("aquatic form",
@ -188,10 +179,7 @@ void GenericDruidNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& trig
if (specTab == DRUID_TAB_BALANCE || specTab == DRUID_TAB_RESTORATION)
triggers.push_back(new TriggerNode("often", { NextAction("apply oil", 1.0f) }));
if (specTab == DRUID_TAB_FERAL)
{
triggers.push_back(new TriggerNode("often", { NextAction("apply stone", 1.0f) }));
triggers.push_back(new TriggerNode("prowl", { NextAction("prowl", ACTION_INTERRUPT) }));
}
}

View File

@ -351,7 +351,7 @@ void AiFactory::AddDefaultCombatStrategies(Player* player, PlayerbotAI* const fa
engine->addStrategiesNoInit("balance", "cure", "aoe", "cc", "dps assist", nullptr);
}
else if (tab == DRUID_TAB_RESTORATION)
engine->addStrategiesNoInit("resto", "cure", "dps assist", "blanketing", "tranquility", nullptr);
engine->addStrategiesNoInit("resto", "cure", "dps assist", "tranquility", nullptr);
else
{
if (player->HasSpell(SPELL_CAT_FORM) && !player->HasAura(SPELL_DRUID_THICK_HIDE))