From 14f444eec5f45c787ef18ba8ac97e405a7f97f8b Mon Sep 17 00:00:00 2001 From: ThePenguinMan96 Date: Fri, 19 Jun 2026 15:34:20 -0700 Subject: [PATCH] Druid Update Hotfix (#2454) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit ## Pull Request Description 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 - 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 ## Impact Assessment - 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 Was AI assistance used while working on this change? - - [ ] No - - [x] 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] Any new bot dialogue lines are translated. - - [x] Documentation updated if needed (Conf comments, WiKi commands). ## Notes for Reviewers --- .../Druid/Strategy/GenericDruidNonCombatStrategy.cpp | 12 ------------ src/Bot/Factory/AiFactory.cpp | 2 +- 2 files changed, 1 insertion(+), 13 deletions(-) diff --git a/src/Ai/Class/Druid/Strategy/GenericDruidNonCombatStrategy.cpp b/src/Ai/Class/Druid/Strategy/GenericDruidNonCombatStrategy.cpp index b125a9dba..a376aea02 100644 --- a/src/Ai/Class/Druid/Strategy/GenericDruidNonCombatStrategy.cpp +++ b/src/Ai/Class/Druid/Strategy/GenericDruidNonCombatStrategy.cpp @@ -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& 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) })); - } } diff --git a/src/Bot/Factory/AiFactory.cpp b/src/Bot/Factory/AiFactory.cpp index d54244994..dfbe1f96a 100644 --- a/src/Bot/Factory/AiFactory.cpp +++ b/src/Bot/Factory/AiFactory.cpp @@ -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))